Comprehensive Thread About Known Bugs / Issue

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  • playaplaya Join Date: 2002-11-05 Member: 7007Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. Cloaking not always kicking in. I've had situations when I have full level 3 cloaking, stop for well over 4 seconds, and I will stay visible (at least on my own screen). Cloaking sound won't play, player model won't go translucent. Usually, moving around a bit and/or using an ability will kick-start the cloak, but it's highly annoying to run around a corner, wait to cloak, only to have the marine walk around the corner 4 seconds later and find you twiddling your claws, wondering why he's staring at you....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    i've read quite a lot of posts about this bug...

    RTFM!!!!

    '''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
    Observatory

    Function: reveals nearby enemies (even when cloaked), allows scanner sweeps, distress beacons, and research of motion tracking.

    ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''

    so if u try cloaking too close to the marines observatory, it wouldnt work, i experienced it myself, move further away and it works perfectly fine...........
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Here are other things I noticed :

    1) Tripped mines not always working : 2 days ago we had put tripped mines at door entrance (5-6 of them) to cover what ever alien would come (not matter it's height). Then for no reasons, we had Fade and Onos coming in an out (not cloacked) cuting the laser beam and not triggering the mines. They came about 5-6 times and still no triggers. At one time mines did explode but that was because the Onos was most probably touching or attacking inadvertly the mine.

    2) at one time I taught we were laging because as an alien, I was trying to climb the ladder but kept jerking up and down (just like in a bad lag situation). I tried climbimb up the walls and I had no lag at all. I went down again to try the ladder and I had lag again. Bug maybe ?
  • SmellslikefecesSmellslikefeces Join Date: 2002-11-11 Member: 8194Members
    1) Sinking alien structures still cost you resource points to create...and then lose because the structure isn't usable.

    2) Had Pistol and Knife go red on me, said wasn't available yet was. I could shoot but got no animations or sounds when I did and didn't take ammo to fire. Big exploit! Also was hard to know when to shoot.

    3) Getting caught in structures that your building sucks.

    4) Limited number of turrets for aliens but not marines. HUGE problem.

    5) Cloaking not working even though I have taken the upgrade, am standing still, not getting attacked or attacking, and still won't cloak. Very annoying. Got waxed several times by this.

    6) Why does it always auto select your highest ranked attack after gestating, ie the charge for an onos.

    7) Onos run out of energy way to fast. Can't keep up attack as long as a marine in ha with hmg = nailed.

    More but I can't think of them right now. Thanks.
  • STD-Jedi_CheeseSTD-Jedi_Cheese Join Date: 2002-11-13 Member: 8383Members
    One more bug to report. If you build an offence tower for Alians and then switch to marines, the offence towers you built will shoot at you but do no damage (at all). This is very explotable =D

    Great game, keep up the good work!
  • RadishRadish Join Date: 2002-11-13 Member: 8399Members
    I don't think this was mentioned in the thread before (I searched each page for mouse4)...

    I can't seem to get +popupmenu to work when bound to either mouse4 or mouse5, though I know other '+' commands work on it. Pressing the button has the effect of moving my view up about 15 degrees or so, instead of activating the menu.
    Also, when I had +popupmenu bound to space, when in messagemode, pressing a space would move my view up a bit in addition to typing a space. This got really annoying with longer sentences, because my view would end up pointed at the ceiling, something that could easily get me killed.

    ~radish
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    In line with the Knife/pistol going red. This only happened once but figured it worth mentioning.

    As a fade with three hives, blink and acid rocket suddenly went red. I still had claw and bile bomb though. I thought it most bizzare.
  • goorooloogoorooloo Join Date: 2002-11-07 Member: 7647Members
    I swear that on a few servers today I saw a turret or two, on single, seperate occasions, firing with no generator/factory to be seen. One was in Mess Hall on the ... umm ... that map that Mess Hall's in. There were other turrets in the room but none firing except this one and no generator to be seen.

    And I just want to chime in about hitboxes. Crouching marines, not just in vents, but in general, seem to be almost invincible; from above/side/behind. This really sucks when you surprise a marine who's all alone building a Node, but he surprises you instead. By crouching while he builds a marine has easily bought himself a free pass from your first bite or two, (biting the cr0tch, as suggested, dosen't work when it's parked against a turret generator), plenty of time to whip out a LMG, click and hold fire, while blindly aiming all around your immediate area till the bad bad alien growls go away.

    Even when just running behind marines, it seems you have to look up at about a 45 degree angle and try to land a hit in a marines upper back to get any credit. What about his juicy legs? I'm going to get severe tunnel vision if I have to look up at the ceiling to navigate at mach 2 around a marines pantlegs.

    Also, currently, I don't ever feel like I can hide as a Skulk very well over a door frame because it seems like my head and front legs are sticking out way past where can be perceived by the teeth&mouth of the Skulk HUD. Mabey it just takes some more getting used to, but when I see spots in the map that look like they are desigend for the Skulk to climb up over a doorway, or hide just off to the side, that my model actually will FIT IN THE HIDING SPOTS or at least know where the heck my own limbs and face end.

    Basically I fell like this about the Skulk: the eyes feel to far forward, and to far back at the same time.
  • playaplaya Join Date: 2002-11-05 Member: 7007Members
    yeah, the post from gorolo reminded me on one thing as well, i think that was on ns_hera, well anyway comm placed a turret on the floor, and then a skulk came around and that turret started firing, but it wasnt yet build!!!!!!! anyway, when the skulk was gone, i went up to that turret to built it normally, after that it played little animation where the barrel goes up like every normal turret u build, weird staf, huh............

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    I have the same problem with weapons going red even though you have them. It gets REALLY irritating for Lerks and Fades.

    Same with the gorge spit.... you have to be standing still or strafing for it to fire and not hit you (thankfully doing no damage to you)

    Also with alien buildings sinking into the void is a great exploit... You can build 3 structs of each type (assuming you have 3 hives) and when they fall into the void they can NEVER be destroyed.

    Redemption still works for Onos....

    Getting stuck in buildings is a HUGE problem. I had to kill myself 5 times as an Onos because of this. Thats about 400 RPs down the drain... You should make it if that an alien does not move from a spawn point within 1 or 2 minutes, then they will be teleported to another spawn point near the same hive. Or make it a popup menu option so you can teleport to another spawn point in the same (active) hive. It would be kinda like how the gorge has to be within a certain radius to build a new hive.

    Suggestion: Can you make 1 hive grow on their own after 20-30 min after match start?
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    edited November 2002
    Sound bugs:
    -Like everyone stated, the Issue with going underwater. While underwater, you get underwater sounds...logical. But even when you get out, you keep hearing everything as if underwater.

    -Eax bug

    -Bug with music. I dunno about others, but the background music in NS is really bugged. Instead of the original, smooth flowing sound, I get laggy sound that seems to jump and get cut off. So, instead of lasting 30 seconds (like it's meant to) it lasts about 90 seconds. If you want an exemple of what I'm hearing, run 30 programs at a time, load your processor to 100%, install a software and play some music in winamp....
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    I've tried using the console command CL_enabledmusic 0 (or cl_musicenabled 0 , I don't remember right now) and it doesnt do squat.

    P.S. Sticky this thread please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    A couple of times now I've pressed F4 while dead, in chase-cam mode. I've gone to the ready room, but I'm still locked into chasecam view somehow, and am being dragged around the ready room.
  • Od1umOd1um Join Date: 2002-11-13 Member: 8438Members
    <!--QuoteBegin--Uh-Oh+Nov 6 2002, 10:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uh-Oh @ Nov 6 2002, 10:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First off, sorry if a thread like this already exists, or if you don't see the need for it. I think if everyone posted their bugs/issue at the same place, we would have a cleaner forum and less repetition.

    -Please clearly state bugs that you know for a fact is a bug. Don't post something like "doors won't open". Either that door is simply un-openable or you haven't learned to use the "USE" key.
    -Before listing a bug, please search through this thread. Chances are, if you are experiencing said bug, other people are too, and maybe they already posted about it.
    -Please be as concise and precice has possible.
    -Give an exemple / situation about the bug.

    I'll list the ones I encountered (and can remember <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ). I know these may have been posted in individual threads scattered around these forums, but if we can all put em at the same place, maybe it could help the dev team (saves time).

    1. As a marine, my minimap (on the HUD) doesn't seem to work properly. I see the basic map layout, but there are no indicators (myself, teammates, ressource nodes, etc...)
    2. Sometimes, when reloading weapons, the number from my "remaining ammo" doesn't decrease, although the number of my "current clip" increases.
    3. As an alien, when I use the "quick access" menu, some of the text selection won't disapear when I close the menu.
    4. As a Gorge, I've been often trapped in some sort of clipping problem when building ressource towers or chambers.
    5. As an alien, sometimes the cloaking ability doesn't "kick in". Even if I'm perfectly immobile (and I have the needed evolution in cloaking), I won't become invisible.
    6. Some of the things you said were fixed in the patch don't seem to be. Maybe it's because the servers I played on didn't correctly install the patch (even though they list their server has being a 1.01 server) though.

    That's it, I know I've encountered more, but I have a terrible memory <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    3. Alot of this is due to lag.

    5. If you are near the enemy base they might have the structure that disables cloaking by it. ( I think observatory? )
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    edited November 2002
    <!--QuoteBegin--NastyPerson+Nov 10 2002, 11:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NastyPerson @ Nov 10 2002, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When I am a gorge spewing out the babblers, sometimes they dont appear, even though I lose the energy. If I jump up and down or launnch them from the edge of somehting they always work. OIften they will no come out if I am moving forwards. I would hazard a guess, that it it something to do with the engine detecting something where it is about to place them, then aborting the process, but AFTER I have lost the energy for it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've had alot of problems with Babblers before, so I made a lan game as messed around with them for awhile, here's what I came up with.

    1) Babblers often won't appear if you're moving. This happens more often with forward/backward motion, rarely with strafing motion. Jumping/Falling doesn't affect Babblers.

    2) Sometimes Babblers won't spawn when you're standing still. <u>This is dependant on the type of floor you are standing on.</u> On some floor surfaces, Babblers simply will not appear. You still loose energy appear to create it but it never appears. Moving to a different floor type can fix this, unless they won't spawn on that type either. You can also fix this by jumping, <u>Babblers will always spawn correctly when you're in mid-air.</u>

    Bug : When underwater, like in the feedwater hive in Bast, I see nothing but dark brown all around me. I can see teammates/structures if I use the Flashlight key, and I can still see hivesight. Yesterday some gorges on our team were building underwater and I realized they could see underwater, I asked if anyone else had this problem and one other person was. If I mess around in spectator mode I can get the camera 'outside' of the tunnel walls and see the tunnel normally (as if it wasn't underwater). I'm using openGL graphics.
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    There seem to be a few general problems with upgrading. Upgraded armories show empty health rings, as has already been stated. And as commander, I've twice had a problem with a turret factory where the upgrading to advanced seemed to sieze up. This was possibly something to do with damage or repair occurring while upgrading. The turret factory was left in a state where when selected, the word "Advanced" appeared in the central area, but with no progress bar. The factory on the view showed a green range circle, but no health ring, and the "dismantle" icon was missing. The factory continued to allow construction of normal sentries, but not siege turrets.

    On the subject of turrets working without factories above - are you sure there wasn't a turret factory the other side of a wall? I've not seen this.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I have seen that before. If a turret is placed, then the Tfac is destroyed, then the turret is finished building, The turret will operate normally with no Tfac. If the Tfac is alive when the turret in it's radius is finished building, then destroying that Tfac will also disable the turrets.

    Is it possible that the switch that controls turret operation only watches if a Tfac is built or destroyed, but not if it is alive or dead? It wouldn't seem like something you needed because you need a Tfac to place turrets in the first place.
  • EvildwarfEvildwarf Join Date: 2002-11-01 Member: 2489Members
    Yes, I had a weird problem with the turret factory also. It was damaged when I started to upgrade, the upgrade was done but I couldnt build any Seige turrets. I had to send a marine to "build" a bit on the structure then I could place the seige turrets.

    Single working turrets could be powered by another factory, they have very long range even through walls. This is something ive noticed many people not always think of. But it still seems to be possible that turrets work after a factory is destroyed if they are not completly built.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    <!--QuoteBegin--Shadowics+Nov 15 2002, 04:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Nov 15 2002, 04:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[QUOTE=NastyPerson,Nov 10 2002, 11:42 PM]
    Bug : When underwater, like in the feedwater hive in Bast, I see nothing but dark brown all around me. I can see teammates/structures if I use the Flashlight key, and I can still see hivesight. Yesterday some gorges on our team were building underwater and I realized they could see underwater, I asked if anyone else had this problem and one other person was. If I mess around in spectator mode I can get the camera 'outside' of the tunnel walls and see the tunnel normally (as if it wasn't underwater). I'm using openGL graphics.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Do you mean that the problem is: That the water is like Mud, or that the SURFACE of the water is not transparent?

    Try fiddling with these two variables, they may help.

    r_novis 1 // Renders underwater polygons if you are in water or not, 1 is true.
    r_wateralpha 1 // When 0, you can see through the water surface, only works if r_novis is 1.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Sorry if that wasn't clear, I meant I can't see while underwater, I can see through the surface. I'll try that, thanks for the help.
  • andyamlandyaml Join Date: 2002-11-15 Member: 8830Members
    I was in the Ready Room, and went to the marine team after winning as a fade. Now, you know how you stay as whatever form you last were when the game ends? Well, I had pressed F4, right when I spawned in, and I was a ready room player. I looked like a fade, but could walk around normally, I could operate switches normally, but couldn't build structures. I started walking around the marine base, and the sentry guns didn't target me. Then someone saw me, and started shooting me. They emptied tons of rounds into me, but I didn't die. I couldn't attack or do anything aside from walking around and using switches. I found this very odd...
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    Ejecting the commander can go hideously wrong, further compounding the marines' problems. If an ejection vote starts, but then the commander voluntarily logs out, the vote can then complete, ejecting the NEW commander. Recently I managed to eject myself this way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I suggest that ejection votes should be cancelled by the commander logging out. This could be used as an exploit by a disruptive commander hopping in and out, but it shouldn't be a real problem, as he can't get back in for 5 or more seconds anyway, so someone else could still take over at that point.
  • KIRRCodexKIRRCodex Join Date: 2002-11-17 Member: 9019Members
    andyaml, look at my post at
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=18&t=11756' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=18&t=11756</a>
  • stick100stick100 Join Date: 2002-11-17 Member: 9050Members, Constellation
    I have noticed that a Marine can take more ammo from the armory then this displayed.

    Example---

    The LMG can carry 50/250 I believe, but if you stay at the armory you will contiue to hear the ammo recieved noise, but the display will not change above 50/250.

    However if you go fire off a clip and reload (or maybe its only partial clips) you will still display 50/250. Then later you will start to see your ammo display drop until you run out of ammo.

    Also if you are displaying around 50/234 and go get ammo you will hear the noise, but the number will not change. Then after you fire off a clip your display will go to 50/250.

    I have also noticed this with the HMG, and it makes a big difference because instead of carriing 150/225 you actaully carry 150/225 + 150. This increases the amount you carry by around 30-40 percentage points.

    I see this is a well known bug but I'm just throwing my opion in here now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Thanks.

    Mark
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    The ammo display on the hud won't display anything over 250.

    The LMG actually holds 300 spare rounds. The HMG holds 450.
  • WheezerWheezer Join Date: 2002-11-02 Member: 3926Members, Constellation
    Dunno if this has been posted before. Searched a bit, but no hits.

    Anyways, I read that aliens can build on slopes while marines cannot. It is an advantage, but it may not be as advantageous as one might think.
    An offensive chamber built in even the slightest slope will not fire upon enemies.
    Can be pretty annoying sometimes...
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    Patch 1.02 fixed some of the issues stated in this thread. Keep those patches coming guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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