new bugs/problems/suggestions

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Amy Infless
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new bugs/problems/suggestions

Post by Amy Infless » Mon Dec 09, 2013 7:44 pm

ok..
so since i didnt found a list whats new on problems i think better someone write it down...
you might know them, but before something is forgotten...

what we found so far:

1.) "team radio" pu doesnt appear in pu list, w/e it is anyways (mobster said it the monster charm pu)
2.) artillerie only the sound work
3.) revive heart seams to work not all the time
4.) players vortex doesnt work
5.) the pu which summons monster (monster charm or something like that) works, but...
a.) if the player who sumoned it, dies, the monster still stays and attacks monsters (all with no damage effect, looks like)
b.) if the summoned monster doesnt die and the map ends, it will appear in NEXT MAP(s)!
6.) thommy gun has some crazy looks while firing it. i guess if it work that way in real you would kill yourself ;-)
7.) could it be matrix spell now doesnt work anymore as matrix-style? running so fast and monsters not really slow?
8.) some players said some monsters dont shoot, i was to busy surviving to look at that... or they are firing but bullets not
visible?
9.) serious sams "cannon" brings a lot errors in "showlog-file" when firing it
10.) vehicle drop scorpion isnt seen for the one who let it drop (till he manages to use it, then he can see it too),
specs or other players CAN see it!
11.) some monsters weapon-fire look like rainbowcoloured "sqaures", like a placeholder when the real anymation isnt shown (correctly)
12.) obama taking (all?) weapons? (buyable thing earlier)
13.) "denial" to be bought at lvl/rank 25 need to be earlier
14.) the huge dragons stuck very often in smaller locations
(that reminds me to a small lil starship troopers flying "bug", a really lil one, but its spitting fire like a huge flamethrower, like with the scorpions, the bigger they are, the more harmless they are, so who says a lil dragon couldnt be the most dangerous?)


some suggestions i recieved from other players:

1.) rocket launcher fire balls sound and look not so good anymore
2.) rocket launcher fire rockets (the laaagy ones) look pretty same like in paintballs video with the luzies/artillerie
3.) artillerie sound effects too "studio-like", not like in wide open fields
4.) artillerie explosion effects from paintballs video look same like grenades
(my suggestion on that, is it possible to mix that "dirty" explosion effects from predator with the "hollywood"-explosions?,
i mean in real not every explosion looks same, so if the explosion effects would be variabel it would be a real "yeah-i-want-more-of this-eye-candy", but dunno if thats possible or if it needs ages to do...)
5.) "caution there is danger" sound from titans annoying, "it´s not monsters-like"
6.) the barricades some titans shoot, are they meant to kill AND/OR block you?
7.) would be megathrilling if spiders and aliens could walk on walls and ceiling and attack you from there
8.) would be cool if dragons can pick players and fly around with them tossing you at walls etc, damaging you till you are dead, or you manage to kill it while "flying"
9.) some firing sounds (from monsters and players) or the things monsters say not "dramatical/brutal" enough to start to fear them...
(i like that babe that talks too much when beeing hit every time, hahaha, and saying "i will remember taht" when dying,
i think they want more monsters do that)


like i said, you might know them all, just not to be forgotten, or not to be posted or asked 20 times cause noone knows what you know.


feel free to "complete" the list

ats
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Re: new bugs/problems/suggestions

Post by BaronVonRotterdam » Mon Dec 09, 2013 7:57 pm

Thank you SO much Amy for taking the time to write this up! After I finish the BF2 abilities I will start working on your bugs list right away! I really appreciate all of your work!!! You're the best! :cheers: :uberhappy:
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Re: new bugs/problems/suggestions

Post by shortwar » Tue Dec 10, 2013 1:04 am

Few things I had noticed once I opened the weapon crate.

1. XL2 laser guns fire doesn't show

2. Serious Sam Cannon doesn't seem to work right

3. Mp7 Raptors fires doesn't show

4. Thompsons barrel gets all bent when using it

5. No weapon shows up in hand when holding/firing the Razor Bombs

6. Zen Benelli Shotguns alt fire doesn't seem to work

7. Just like Amy said the vortex isnt working. Its not sucking up monster. I was wondering if there's a why to make it so when the players using the vortex gun it doesn't suck them up. Since monster don't get sucked up when they use it but maybe our vortex gun will have to be or is different then there's so it can work.

When using the Ghost PU it seems to take to long or maybe its just slow

The Vorpal PU rarely shows up

Not sure if this was meant to be or not but the speed 5 makes you move a lot faster now then it normally did

Seems like the Rent may not always be working. One wave it saved my gun and another its lost. Yes I still had Rent on then

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Amy Infless
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Re: new bugs/problems/suggestions

Post by Amy Infless » Fri Dec 27, 2013 12:52 pm

thank you paint, had nothing to do last time because of long illness... now hollidays, lets see
what i found next update ;-)

thanks to kylehardt and bootypoo for helpin...

sorry, again a very long text, this time i was a bit late, most things were from "update8",
some things a bit older, it might be they are fixed now without me recognicing it yet.

here we go:

---------------------------------------------------------------------------------------------------------
"commander"
---------------------------------------------------------------------------------------------------------

1.)
when i enter dev-server the "first time" (like i stopped playing for one day, and enter next day),
i often dont get the commander information announcements, not the voice-, and not the green
text-announcement.

looks like its same when someone opens crate, and the opening message isnt shown to all players.
(after map switches it works correct and the commander messages are there from beginning.)

2.)
also it often happens, when i join and noone is playing, i hit apply for commander, but receive this
message:

"sorry, amy you can no longer vote to be commander, commander voting is disabled.
no commander was chosen this map"

this also appears when i look at time, for example i played 3 minutes and recognice, that i forgot
to apply for commander, but there was no announcements for that, too (like in 1.) )

(after map switches it works correct!)

3.)
example 1:

i join and apply for commander. the time when i hit the button is like game is 30 seconds "old".
when time is 4min:30secs and i hit the applybutton again, then i become commander and the FOUR
artifacts: artillerie, supplycrate, vehiclespawn AND nuke.
(again, after four minutes! WITH nuke)

example 2:

i join and apply for commander within the first 30 seconds. then i do nothing and wait, let time
pass and wait for the announcements. when the message appears: "apply again to see if you are
commander" i do apply the 2. time after like 6-7 minutes played.

if i look now in my inventory, SOMETIMES i only got THREE artifacts, artillerie, supplycrate and vehiclespawn.
but NO nuke !!??? sometimes i have nuke.

4.)
if you apply for commander the second time, and you win, instead of "greetings commander" voice
announcement i receive this single warning in logfile:

Code: Select all

Warning: ArtifactCommanderArtillery DM-Afterhours-fixed.ArtifactCommanderArtillery
(Function WOPMonsterPack_v180.ArtifactCommanderArtillery.PostBeginPlay:001F)
Accessed None 'Instigator'
5.)
sometimes i hear the voiceannouncement, "denied" for artilleriestrike (NOT the announcement,
that appears when you hit the button too early, within the 5 minutes "refueling/reloading"time!)
but its like artillerie starts to fire before the word "denied" has finsihed.

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"weapons"
---------------------------------------------------------------------------------------------------------
nuke:

1.)
update: i thought the commander supplycrate causes that nukespawn when i drop that weapon near it.
mostly i was allways near that crate so i thought its the crates fault. i found i was wrong when
i dropped the nuke when no supplycrate and no commander was there, and after a while the nukespawn
appeared at that place. i tried that again some times and allways worked. so its problem of the nuke
artifact and not the supply crate. it also doesnt matter if its commanders nuke-artifact or
if its the artifact which monsters drop, both same effect!

2.) when you get the artifact and activate it, you got the nuke in weaponinventory. when you toss
the nuke away and repick it, it changes its number or it turns into a wop!

**note** 1.) and 2.): joey said he found why **

3.)
map crashes very often because of nuke in wave 8 and 10, often you only hear the nuke getting tossed
into ground or wall, but it doesnt explode, instead of explosion its like the looong lagout-spike...
and when you look in server browser you suddenly see server has switched to "crashmap" (hold the camp)

4.)
the "nuke-traitor-announcement" shows wrong player
when player xxxxx fires a nuke, and player yyyyyy kills the nuke "accidently" or on purpose, it shows
the name from player xxxxxx:
"player xxxxx dis-armed nuke" instead of player yyyyy

---------------------------------------------------------------------------------------------------------
serious sam cannon:

if you stand on a plattform and look down and want shoot down at monsters it doesnt work, the ball shoots
straight horizontal forward (you look down and on top of screen you see ball flying away)

---------------------------------------------------------------------------------------------------------
thompson submachine gun:

muzzle flash aims 90° to left side

---------------------------------------------------------------------------------------------------------
xl2 laser gun:

1.)
if you see it firing, its allways impacting at the same place where you first aimed at. you can run away
whereever you are, the weaponfire and impacts you still see at the first place you aimed at.

2.)
when you switch/toss/repick that weapon, its weaponfire turned invisble now, the "effect" from 1.) is gone

---------------------------------------------------------------------------------------------------------
MP7-raptor:

has no impacts and/or visible bullets, or w/e its firing

---------------------------------------------------------------------------------------------------------
chainsaw:

1.)
when kylehardt and i started to play some days ago, we recogniced there was NO chainsaw. first i thought
its because of playing the "crashmap" (default map, atm "dm-hold-the-camp"), but there was no chainsaw
in the following maps, too!

after we played like 10 maps (when its allways over after 3-4 waves...) the chainsaw
suddenly was available like if someone enabled it...
how could that happen?

2.)
wasnt able to test it yet, dont know atm if the weaponloss is fixed, when you loose a retentioned
chainsaw-wop (with or without denial)
(same like with shieldgun or mp5 sometimes in 179)

---------------------------------------------------------------------------------------------------------
new razorbomb flak from crate:

its skin doesnt show and when switching forward and backward between minigun-flak-rocketlauncher-flak-minigun
a message appears in logfile, but i forgot to write it down...

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"weapons AND powerups"
---------------------------------------------------------------------------------------------------------
some weapons, powerups or its combinations acting not like they should
if you aim in ground to heal yourself while some weaponrelated pu´s like flare or spreads are activated,
the selfheal work or work not, also if you try to kill yourself its not possible
(and no, there was no heal on the wop!)

RL + "red" spread: NO self damage (RL=rocketlauncher)
RL + "red" spread + heal: NO self heal

RL + firerockets: NO self damage
RL + firerockets + heal: NO self heal

RL + fireballs: NO self damage
RL + fireballs + heal: NO self heal

RL regular fire works. RL with flare or "blue"clusters +/- heal works too!

poisoned mp5 (from crate) no selfdamage with its grenades (was not a wop)

Lilly regular fire: selfdamage
Lilly + heal: selfheal
Lilly + heal + 2 "instas": NO selfheal

AK regualr fire: selfdamage
AK + heal: selfheal
AK + heal + 2 "instas": NO selfheal

Flak regular altfire: YES and NO selfdamge, not allways, sometimes it does, sometimes not

there might be more weapons and/or pus which have same effects, but didnt found you yet,
maybe its a problem which have some pu`s in common and can be fixed at once...

---------------------------------------------------------------------------------------------------------
ssr-mini-gun and ssr-mini-pu:

missing an "s", "sr-mini", "sr-mini-pu" (in pu-hud its "ssr-mini-pu")

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"powerups/artifacts"
---------------------------------------------------------------------------------------------------------
revive heart "doesnt work"

it works. "activate" the revive window with "USE".
select player.
"activate" revive with "USE" doesnt work!
"activate" revive with new (for most players unknown) keybind "ACTIVATEITEM" WORKS!

**** note **** joey said he changes "activateitem" to "use", just in case he forgot :)

---------------------------------------------------------------------------------------------------------
single sturdy:

the single sturdy pu seems to be not working, getting bounced all over map when hitting
myself or from monsters shockbeams. normally a single sturdy should save me from that,
except that is changed now.

note: i dunno if sturdy effects get affected when some maps use gravity settings, in some maps
even iron sturdy dont work well.

the "tripple-sturdy-effect" rarely works (179 and 180) (3 single sturdies on another wop)

---------------------------------------------------------------------------------------------------------
redeemershield:

looks like doesnt work against all redeemers

---------------------------------------------------------------------------------------------------------
turret launcher and chain gun turret:

when a monster drops one of these two artifacts, there is like half second lagspike.

note: joey said its because of disabled precache-something, damn i forgot the word, i think
you know or he will remember it when talking about that.

---------------------------------------------------------------------------------------------------------
instagib-shields:

question: the "instagib-shields" originally were made to save us from monsters "wands".
but the "original" name from the socalled "SuperShockRifle" was "instant gibson",
so, shouldnt the "instas" or "gibs" (how they use to say for the pu) save us from
vaders SSR ???

---------------------------------------------------------------------------------------------------------
glass wall and bunker artifact

dont drop

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"vehicles"
---------------------------------------------------------------------------------------------------------
scorpion:

1.) i spawned that vehicle via commander. it was invisible. after a while i forgot where it
was and i stood near it without recognicing it. i wanted activate an artifact, when i suddenly saw me
for a split second sitting in that scorpion and my pc crushed immediately :-(

2.) other players can see scorpion, the one who spawned it can only start to see it when he manages to
enter the vehicle.

2. update) when you enter the minigun-turret, you can see the invisible scorpion, if you leave the turret,
the scorpion turns invisible again (untill you enter scorpion...)

---------------------------------------------------------------------------------------------------------
raptor:

often its not possible to go out of that vehicle, and in that case its not because of
ghosting/resurecting/ghost-pu while sitting in there

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"monsters"
---------------------------------------------------------------------------------------------------------
snowmonster:

i tried to kill it with jumping on it, but it mostly looked like i fall through it, while when i try to
run into it from all sides it blocks me, just the headjumps are very hard to do at it...

---------------------------------------------------------------------------------------------------------
"elite-soldiers" "super-soldiers"

in patch 179 we had sometimes these only telefragable soldiers.
are they completely removed in patch 180 or are they still not "enabled"
i really miss them, especially my most loved faster firing wand super soldier

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"system/stats/abilities"
---------------------------------------------------------------------------------------------------------
question:
can it be some settings in stats can cause mapcrash when a player has no resurection/ghost
and dies accidently by killing himself with deemer, nuke or other weapons while there are lots of
monsters in the near of that player?

i cant tell how many maps kylehardt and i played that day, but i think from 10 maps 6-7 crashed
nearly every time he died, but we didnt found out what was reason for the kill or suicide, logfiles
allways saying not a single line when that happens.

one time map crashed, changed to hold the camp, and after a minute or so he died again and map
crashed again!
also i recogniced it often was in wave 4, 8 and 10, but this could be coincident.

---------------------------------------------------------------------------------------------------------
translocator:
anyone else feels like resurection kills translocator every now and then?
i never had it that often trying to trans into hideout after resurection/ghosting, but trans is gone,
like i didnt place it, but i sometimes was really 100% sure i placed it in hideout!

---------------------------------------------------------------------------------------------------------
sometimes when you shot down a redeemer from a monster, you receive the white message
" was awarding points"

Code: Select all

Warning: ServerConsoleMessages None (Function WOPMonsterPack_v180.ServerConsoleMessages.
GetString:0061) Accessed None 'RelatedPRI_1'
btw: it looks like there are two different redeemers, when i shoot them down from redeemer warlords,
the old screen message appears "amy shot down a redeemer", if the small blue/reflecting yellow little
walking monsters shoot deemers, the message above appears (" was awarding points")

---------------------------------------------------------------------------------------------------------
adrenalin:

the adrenalincounter on some artifacts work wrong to activate artifact, also if the artifact
is activated when having 100 adrenpoints, you still have 100 points after activating it instead
of set to 0 or w/e the activation needed..
---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"warnings/errors/odd <infos>"
---------------------------------------------------------------------------------------------------------
cant tell exactly when that happens, if "dementor" is a new monster then i dont know atm what it is:
(i think it was in wave 8, redeemerwave)

Code: Select all

Warning: Dementor DM-UCMP-1on1-Derelict.Dementor (Function WOPMonsterPack_v180.
Dementor.SpawnTwoShots:0052) Accessed None 'MyAmmo'
same warning just other numbers: 006B,0084,009D,00B7,00D2,00ED,0108,
012A Accessed None 'Controller',014A,0198

---------------------------------------------------------------------------------------------------------
old one from last post, just found out who.
this one appears as long osama is firing at/facing you.. i thought hes dead...still causing trouble...

Code: Select all

Log: AttachToBone: Tried to attach invalid actor to bone tip of actor AK47Attachment
---------------------------------------------------------------------------------------------------------
if im right the planes bring these messages when you face them, think from wave 12, dunno,
i died so suddenly again ;-)

Code: Select all

Log: PlayAnim: Sequence 'Rifle_Burst' not found for mesh 'MI24HindMesh'
Log: PlayAnim: Sequence 'Biggun_Aimed' not found for mesh 'MI24HindMesh'
---------------------------------------------------------------------------------------------------------
when you guide a redeemer and let it explode or its killed, you weapons switch. if my weapons switch,
in my CONSOLE it suddenly says:
"you got the MEdic XM-8 Assault Rifle +1"
the next time i guide redeemer and explodes it says it same weapon, just other number, 3, 2...
but i dont have this weps or cant scroll through it, theres only one.
same thing happens when i go in vehicles and go out..

and every time i got this warning:

Code: Select all

Warning: AbilityMedic None (Function WOPMonsterPack_v180.AbilityMedic.GiveRandomWeapon:0029) Accessed None 'Game'
Warning: AbilityMedic None (Function WOPMonsterPack_v180.AbilityMedic.GiveRandomWeapon:0082) Accessed None 'RPGMut'
Warning: AbilityMedic None (Function WOPMonsterPack_v180.AbilityMedic.GiveRandomWeapon:015E) Accessed None 'MagicWeapon'
Warning: AbilityMedic None (Function WOPMonsterPack_v180.AbilityMedic.GiveRandomWeapon:016E) Accessed None 'MagicWeapon'
**note** paintball wrote in "update 7" done some fixes with medics, since i not really recogniced that in
latest update i think this one is fixed!

---------------------------------------------------------------------------------------------------------
didnt see when that happend, seems to be rare one, had it twice now in that "single" way together,
NOT a hundred times...

Code: Select all

Log: Warning: Unable to match any animation tracks from [beaconlauncher] to skeletal mesh [BeaconLauncher_3p].
Log: Warning: Unable to match any animation tracks from [beaconlauncher] to skeletal mesh [BeaconLauncher_3p].
Log: Octree Warning (AddActor): xPawn Outside World.
Log: (Karma:) Ragdoll Bounding Box invalid or outside world.
Log: Octree Warning (AddActor): xPawn Outside World.
---------------------------------------------------------------------------------------------------------
didnt see when that happend, too, logfile was filled with repeating every section. the strange thing is
first it was allways 5-6 different types, then 4, and last only 3 types:
(every of these 3-6 lines repeating more than 50 times)

Code: Select all

Log: Skeleton_Alien Attachment not found for bone lfarm to Attach BotSparks 
Log: Skeleton_Alien Attachment not found for bone lfarm to Attach xHitFlame 
Log: Skeleton_Alien Attachment not found for bone lfarm to Attach xHitFlameBig 
Log: Skeleton_Alien Attachment not found for bone spine to Attach BotSparks 
Log: Skeleton_Alien Attachment not found for bone spine to Attach xHitFlame 
Log: Skeleton_Alien Attachment not found for bone lthigh to Attach NukeFleshfireFX 

Log: Skeleton_Alien Attachment not found for bone lthigh to Attach BotSparks 
Log: Skeleton_Alien Attachment not found for bone lthigh to Attach xHitFlame 
Log: Skeleton_Alien Attachment not found for bone lthigh to Attach xHitFlameBig 
Log: Skeleton_Alien Attachment not found for bone lthigh to Attach NukeFleshfireFX 

Log: Skeleton_Alien Attachment not found for bone lthigh to Attach BotSparks 
Log: Skeleton_Alien Attachment not found for bone lthigh to Attach xHitFlame 
Log: Skeleton_Alien Attachment not found for bone lthigh to Attach xHitFlameBig 
---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"suggestions"
---------------------------------------------------------------------------------------------------------
last i specced a "discussion" about shields, there are allways players who want shields against everything
anti-mini-gun-shields, anti-bio-shields, anti-nuke-shields and so on...

well.. on one side tooo many shields makes it to easy, at the other side its very often like
"why is wand only going for me", "titans rocks really like me" and so on.

so... not to be overflooded with pus, what about having all shields against everything, but you only
can put two different shieldtypes into the wop, like, only redeemershields and wands, when you mostly
only get killed by them, or when you dont survive as lowlevel against the bios and miniguns, you put
in bio and minigun shields...etc...

i like that idea, but i think that will "force" players hoarding much more good pu´s on second and third
wops. if anyone wants "more" shields then use a second wop with the other two pairs of shields etc...

---------------------------------------------------------------------------------------------------------
medic tent:

1.)
it works a bit too much like a bunker, keeping a lot of damage away from players, but i guess thats
why it has a dragon skin ;-)

2.)
place it wrong and you never can go out.
suggestion: make it so the "door" is where you look at.

3.)
any solution possible for a "mini-tent" in small maps or small locations? it doesnt appear there,
only the two healthkegs. dunno if thats on purpose cause it would block too much...

---------------------------------------------------------------------------------------------------------



---------------------------------------------------------------------------------------------------------
"offtopic"
---------------------------------------------------------------------------------------------------------
the map DM-HoldTheCamp-fixed2 has some problems with the ladder in center of the map, where you can go down
to flak. (maybe its same with ladders in the deemer and ion-corner, didnt tested it)

every time you try to climb up and you stuck or when you just accidently moved a bit to close toward ladder
i got a lot of these warnings, whyever...

Code: Select all

Warning: LadderVolume DM-HoldTheCamp-fixed2.LadderVolume5 (Function Engine.LadderVolume.
PhysicsChangedFor:0010) Accessed None 'Other'
Warning: LadderVolume DM-HoldTheCamp-fixed2.LadderVolume7 (Function Engine.LadderVolume.
PhysicsChangedFor:0029) Accessed None 'Other'
Warning: xPawn DM-HoldTheCamp-fixed2.xPawn (Function Engine.Pawn.FaceRotation:0018)
Accessed None 'OnLadder'
---------------------------------------------------------------------------------------------------------


ats
Last edited by Amy Infless on Sat Dec 28, 2013 11:12 am, edited 1 time in total.
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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Re: new bugs/problems/suggestions

Post by Mobster » Fri Dec 27, 2013 11:08 pm

Amy Infless wrote:sometimes when you shot down a redeemer from a monster, you receive the white message
" was awarding points"

Code: Select all
Warning: ServerConsoleMessages None (Function WOPMonsterPack_v180.ServerConsoleMessages.
GetString:0061) Accessed None 'RelatedPRI_1'



btw: it looks like there are two different redeemers, when i shoot them down from redeemer warlords,
the old screen message appears "amy shot down a redeemer", if the small blue/reflecting yellow little
walking monsters shoot deemers, the message above appears (" was awarding points")
Also displays this message when other player shoot down redeemers on your screen too.
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Skype: jriv193
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Amy Infless
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Re: new bugs/problems/suggestions

Post by Amy Infless » Sat Dec 28, 2013 11:00 am

fast update 9 check:

looks like having some weapon-throw-away-problems now.

i opend crate. started to toss away useless weps away, tossed away flarelauncher, suddenly the
place in weaponhud turned black, like no weaapon. i switched back to rocketlauncher, and the
weaponpicture in the hud reappeared. switched to flak, rl-picture disappeared, turned black again.

same happend with the miniguns, tossed one away, all others were not shown anymore, black place.
then i dropped turbolaser and the minigun- and rocketlauncher-picture in the hud reapeared to normal,
except in both, minigun- and rl-place you didnt see that there are more than one weapon in the
same weaponslot, like rl, flare, avril.. mini, mini-rl, ssr-minis.

*note: the right side of the picture isnt shown in my browser (mozilla) i must rightclick it and use "showpicture"

Image


now i recogniced 2 things:

1.)
everytime i toss a weapon away the rocketlauncher-slot in weaponhud is "flashing"
a split-second, dunno how to say, same like i switch fast through weapons and the actual weaponpicture is
short time "highlighted", then going back to normal.

2.)
everytime i toss a weapon away i shortly see for a splitsecond the rocketlauncher as weapon appearing
at bottom, but then switching to translocator!
in this pic i tossed redeemer away, the rocketlauncher appears but the message says "translocator", to which
it changed shortly after rl was shown:

Image


i have an idea what the reaosn for that "problem" is. could it be there exist a serverside setting like
"override clients weaponpriority-settings=yes" and/or "force client weapon switch to translocator after weapontoss"?

because this is wrong, ut allows me to "force" to switch to MY OWN mostfavorised weapon after
tossing any weapon away, going backwards from strongets to lowest weapon, or w/e i chose for
priority in the user.ini!

so why does it allways switch to translocator when my priority is deemer-rocketlauncher-flak?
its NOT my setting, and that would explain why the RL-slot is shortly highlighted or the appearing of
the weapon for a splitsecond while tossing away weapons.

if this cause weaponloss or the others blanking out, i dunno.


---------------
the enhanced frag-grenade turns into a weapon-spawn, too, after beeing dropped, like the
nuke before beeing fixed.
---------------
xm8-assault-rifle shows impacts only on long distance, the closer you aim near you the impacts turn invisible
---------------
linkgun sound is wrong, every different weaponfire (normal, spread and plasma) except beam has same sound!
if you see only 3 plasmaballs coming out of your gun but you hear it firing like 10 times it cant be normal
---------------
could it be its now not possible anymore carrying more than one weapon from the same kind?
weaponcrate gave me a regular wand of nothing. i used magic-weapon-maker on it and
luckily it turned into a wand of power +3. i found a summon, (used it on assault rifle) and in next
wave it says "you got a magic wand of power +3", but all i had was the pu-loaded wand-wop3 i had before,
but no new wand.

the same happend with nuke. commanders nuke and nuke artifact from monsters drop doesnt give
me second nuke now. (also i cant toss it anymore to other players, i guess thats on purpose like in 179)

most of the weapons i picked in the map had also no doubles after opening crate!

ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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