Bug Thread Developer build
Re: Bug Thread Developer build
Current state of the gamelobby-elements-in-game bug:
if you have the selection menus (color/faction/team) dropped down the moment when the game launches, they will persist in-game.
Also reverse is true for Sandbox: unit panel, ability panel etc. persist if they're open when you leave the game and enter the gamelobby afterwards.
if you have the selection menus (color/faction/team) dropped down the moment when the game launches, they will persist in-game.
Also reverse is true for Sandbox: unit panel, ability panel etc. persist if they're open when you leave the game and enter the gamelobby afterwards.
Re: Bug Thread Developer build
Should be fixed now (+ improved shutdown time of the game)HEVcrab wrote:Current state of the gamelobby-elements-in-game bug:
if you have the selection menus (color/faction/team) dropped down the moment when the game launches, they will persist in-game.
Also reverse is true for Sandbox: unit panel, ability panel etc. persist if they're open when you leave the game and enter the gamelobby afterwards.
Re: Bug Thread Developer build
Sandern wrote: Should be fixed now (+ improved shutdown time of the game)

The gamelobby elements are fixed, the sandbox unit panels still persist.
Testers gonna test.
Re: Bug Thread Developer build
That's because the panel is not closed, it's still open behind the gamelobby panel.HEVcrab wrote:Sandern wrote: Should be fixed now (+ improved shutdown time of the game)
The gamelobby elements are fixed, the sandbox unit panels still persist.
Re: Bug Thread Developer build
Sometimes units can't attack power cells and keep running around them instead. I thought it was the terrain but, it's smoothed out as much as possible.


mapper
Re: Bug Thread Developer build
This zombie obviously targets the HQ (Overrun), but cannot damage it, waving its claws at the building from quite a distance))
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- zombie cannot approach hq.jpg (175.5 KiB) Viewed 2073 times
Testers gonna test.
Re: Bug Thread Developer build
Hello every buddy, I'm back after a week-long absence)
After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
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- immobile initial worker.jpg (208.82 KiB) Viewed 2053 times
Testers gonna test.
Re: Bug Thread Developer build
Can you retry? I think the problem should be fixed now.HEVcrab wrote:Hello every buddy, I'm back after a week-long absence)
After unit navigation update, initial workers cannot walk, they only face the ordered location. As a consequence, placing buildings works for them at point blank range only.
Re: Bug Thread Developer build
Yeah, you fixed itSandern wrote:Can you retry? I think the problem should be fixed now.

Testers gonna test.
Re: Bug Thread Developer build
Overrun Rebel HQ uses the old model and still is never damaged by zombies (because they cannot approach it for some reason, unlike headcrabs and antlions, and wave their claws at it from a distance).
Tested this in Sandbox.
Tested this in Sandbox.
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- old model+Zs can't hit.JPG (161.42 KiB) Viewed 2018 times
Testers gonna test.
Re: Bug Thread Developer build
I made some changes to fix this issue.HEVcrab wrote:Overrun Rebel HQ uses the old model and still is never damaged by zombies (because they cannot approach it for some reason, unlike headcrabs and antlions, and wave their claws at it from a distance).
Tested this in Sandbox.
Re: Bug Thread Developer build
Thanks, these changes worked.Sandern wrote:I made some changes to fix this issue.
Now there may be another problem, when playing zombie Overrun for rebels on or_hill the wave 6 never is over: when all zombies are killed, it just occasionally keeps bombing with headcrab cannisters.
Testers gonna test.
Re: Bug Thread Developer build
Revision 1515: engineers sometimes fail to give in scrap at HQ, just stopping near it. This case the only thing to do is to re-order the salvage ability manually.
UPD: some minor gamelobby bugs persist. The player avatar appears squeezed and the color selection box shows that "G..." after selection.
UPD: some minor gamelobby bugs persist. The player avatar appears squeezed and the color selection box shows that "G..." after selection.
- Attachments
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- gamelobby.jpg (57.61 KiB) Viewed 1970 times
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- engs fail to give in scrap.JPG (252.88 KiB) Viewed 1983 times
Testers gonna test.
Re: Bug Thread Developer build
Bugs in revision 1772:
1) Vorts don't attack the enemy while walking to the ordered point, even if under attack from that enemy. For vorts the attack autocast should probably clear active move orders.
2) Zombie Overrun occasionally gets stuck on the same wave, launching cannisters.
Maybe waves should be time-based, countdown for the next wave beginning with the very start of the wave? This will also be kinda more lifelike, that the next attack begins when enemies get to you, counting down not after you defeat the previous wave but with the current wave start?
3) Glow color around the initial worker is wrong (looks like it's the color that had been in the previous match).
1) Vorts don't attack the enemy while walking to the ordered point, even if under attack from that enemy. For vorts the attack autocast should probably clear active move orders.
2) Zombie Overrun occasionally gets stuck on the same wave, launching cannisters.
Maybe waves should be time-based, countdown for the next wave beginning with the very start of the wave? This will also be kinda more lifelike, that the next attack begins when enemies get to you, counting down not after you defeat the previous wave but with the current wave start?
3) Glow color around the initial worker is wrong (looks like it's the color that had been in the previous match).
Testers gonna test.
Re: Bug Thread Developer build
Bugs of rev 1925:
1) Minimap ordering for units/abilities/rally points is broken.
2) Buildings' and units' team color textured surfaces are white.
3) Vortigaunt bug mentioned above still persists.
4) Cover points provided by barricades have no shield particle effects.
1) Minimap ordering for units/abilities/rally points is broken.
2) Buildings' and units' team color textured surfaces are white.
3) Vortigaunt bug mentioned above still persists.
4) Cover points provided by barricades have no shield particle effects.
Last edited by HEVcrab on Mon Sep 23, 2024 8:16 pm, edited 1 time in total.
Testers gonna test.
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