New Version Bug Fixes Hopefully
megatoast
Join Date: 2003-03-16 Member: 14567Members
<div class="IPBDescription">What would you like to see fixed in 1.1?</div> This is probably a repeat of some post elsewhere but i havent found it so it's not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anyways,
What bugs would you like to have removed from the game in 1.1?
My favourite is the ol' marine-in-vent-is-invincible bug. KICK IT LOTS!!!!!! Lamers use this to rack up kills and be a nuissance.
Also the aliens should be able to "recycle" buildings if necessary. Myself, i have stuck an OC on a res point a few times and had to beg marines to kill it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Your thoughts? <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
Anyways,
What bugs would you like to have removed from the game in 1.1?
My favourite is the ol' marine-in-vent-is-invincible bug. KICK IT LOTS!!!!!! Lamers use this to rack up kills and be a nuissance.
Also the aliens should be able to "recycle" buildings if necessary. Myself, i have stuck an OC on a res point a few times and had to beg marines to kill it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Your thoughts? <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo-->
Comments
All instances of getting stuck (Blink, being built on, jetpacking, etc. etc.)
The not being able to recycle sieges (and other buildings) bug
The not being able to select buildings bug
The jetpack charge-per-FPS 'bug'.
Ammunition icons for some weapons are placeholders - Mines for sure, and I think knife, welder, and GL have the counterstrike C4 icon instead of the '3 bullets' icon.
Ammo-above-200 bug.
That's about it.
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I've never seen that one, care to elaborate?
At the risk of opening a can of worms... sinking buildings? It seems to be related to building too close to walls or building too high (like in a vent where the structure touches the ceiling) or too low (vents as well). Occasionally, if I drop an OC too close to a wall it will slowly sink until it finds the floor, then it stops. Other times it just sinks right through.
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I've never seen that one, care to elaborate? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, see, instead of the 3 vertical bullets beside the --/-- ammocount, there appears, for me at least, the C4 icon for some weapons. Definatly the mines, and possibly the knife, welder, and GL. If you're using net_graph, it's really hard to notice.
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hold down your release wall climb button and they aren't invincible
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hold down your release wall climb button and they aren't invincible <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Though feet and heads do not have hitboxes....
Aka.. .coming up from below a rine on a ladder and biting his feet does no damage
or.. coming down from above and biting his head.... does no damage... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
fix all stuck things
fix fps-related things (jetpack, building)
fix sinking buildings (oh yes)
Seriously
I clip at a time
Dont have to reload when empty and get a nenw clip.
Specially if you ohave been out in battle, used all your lmg and pistol and the armory just cant decide how iit wants to give you ammo.
It turns out it's for mines only.
Other bug:
The Jetpack Fuel Bar is BEHIND the weapon model. This means that it is hidden by the weapon, especially with the LMG (Blasted scope!).
Also, the /stuck command should be implemented as standard NS code as opposed to a server plugin. I find that the HANDIEST command ever, except of course the admin_slay_team <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> MUHAHAHAHAHA.
Marines seem to have FAR too many bug advantages (there are some places that you can build turrets under the floor - like if you have "two" floors - floor and then pipes or something under there.)
Buildings should not sink. Get built or not. DONT SINK once i expended the res on it fs. Fades need to get blink sorted as well so as to stop em from blinking into a door or something.
Where is the "lerk pick up skulk/gorge/onos" trick? I have heard of plugins that do just that - havent tried but it must be hilarious. Someone in #byns suggested that we should play Gorge Darts (fly really fast at a wall and release the gorge just as you get near <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->"
Fix the following: (in no particular order)
- fix hitboxes so they are more reliable
- bunny-hopping should not give speed/distance benefits for EITHER side
- backwards bunny hop should be removed or remove backward walk speed restriction since it is useless otherwise
- tech rush. no need to say more here...
- fix buildings/chambers dropping through floors
- remove marine building stacking
- reign in relocation at marine start
- make hive heal itself at correct rate
- make multiple gorges viable
- make one hive aliens viable as game progresses
- remove skulk 'leap' exploit
- have turrets only make 'firing sound' when they ACTUALLY fire
One thing I would really like to see is some incentive for commanders to actually upgrade at the arms lab as MORE than an afterthought. I'd like to see buildings require a certain number of arms lab upgrades to be built.
Example:
Upgrade level 1 armor and ammo = ability to build observatory
Upgrade level 2 armor and ammo = ability to build advanced armory
Upgrade level 3 armor and ammo = ability to build prototype lab
This would provide an easy way to 'nerf' the tech rush and similar tactics while NOT nerfing any marine abilities. At the same time, commanders would be encouraged to get upgrades, and that would benefit the entire marine team and make them MORE viable in the later game. Marines would have to go out and actually secure resource nodes then, instead of considering them as an afterthought.
Anyway, if half of the fixes in this thread make it into 1.1 I'm sure many people will be very happy.
Regards,
Savant
The command chair has a few glitches to sort out, include it's strange animation,
From my own experiences with buildings in first person shooters i could say this is probably a nightmare to do from a coding perspective. I playtested for Q3F which, through various versions went through differing states of sentrys/supply stations falling through floors, off the map, refusing to build, getting stuck in things, etc. At one point during a public release it was possible for players to drop a sentry gun ontop of their head, run out into the middle of the map carrying it, then grenade jump into the enemy sniper deck and attatch it to the face of an opposing team sniper. Or simply stick the sentry in the cieling/skybox somewhere in midfield. This was eventually solved by making sentries crush people. Many versions later and there are still problems with sinking buildings.
I imagine there are situations that buildings can get themselves into, where the engine has no reasonable idea what to do with them. I would be surprised if stacking buildings is ever done perfectly in NS. Although there may be some improvements that can be made over the current behaviour.
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hold down your release wall climb button and they aren't invincible <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Actually, this doesn't work for the really really short vents (esp. the one in ns_nancy by the res outside marine spawn). In normal size vents, it helps alot. Either way, you shouldn't have to do anything except attack to get the kill, having to duck takes away from the experiance.
Examples include: How to bunnyhop (AND THEY DID IT PROFUSELY) and other lameage.
Bunnyhop was removed from CS for a reason. Kick it from NS to avoid further users like me complaining about evil gits doing it.
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Gorge darts? That's got to be the funniest thing I've read on this forum tonight (as well as ns_dust)
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What about marine pickups? *cough* refinery *cough*.
Picture this:
- Marines building PG/RT at Refinery
- Lerk flies in, grabs the sucker n flies off with marine
- Skulks eat mate who is wondering where the hell the other bloke went
- Other bloke realises he is 100ft up
- Other bloke realises the ground is rushing to meet him
- Ground + bloke = pancake <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
THAT would be cool
Carrying off random marines like that n droppin em in holes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ALL hitbox bugs
Blinking/Getting Stuck
Marine/Crouch Hitboxes
Those are the biggest problems for me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sifo
Redemption should be tuned a bit more to actually work more. Often you tend to redeem and THEN die <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> annoys me...
Redemption, however is a gorge's BEST friend.
Scenario:
- <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> poking about building RT and hears some <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> legging it toward him
- <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> tries to leg it, gets shot in the arse
- <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> redeems, really hacks off the marines who have just got fried by his OCs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
0wned <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Example:
Upgrade level 1 armor and ammo = ability to build observatory
Upgrade level 2 armor and ammo = ability to build advanced armory
Upgrade level 3 armor and ammo = ability to build prototype lab
This would provide an easy way to 'nerf' the tech rush and similar tactics while NOT nerfing any marine abilities. At the same time, commanders would be encouraged to get upgrades, and that would benefit the entire marine team and make them MORE viable in the later game. Marines would have to go out and actually secure resource nodes then, instead of considering them as an afterthought.
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Savant, those are pretty good! Did you think of them yourself?
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Examples include: How to bunnyhop (AND THEY DID IT PROFUSELY) and other lameage.
Bunnyhop was removed from CS for a reason. Kick it from NS to avoid further users like me complaining about evil gits doing it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I do believe that was us.
As well as complaining about bunnyhopping you also assured us that there was apparently a 'no rushing for 5 minutes' rule, and that our rush on your hive was completely unfair.....
<No comment>
In your defense, apart from the whole 'no rushing' thing, you seemed like a nice bunch of lads. And the attitude you took towards our tactics on eclipse was commendable. ("can we try another game as aliens please, we'd like to have a go at stopping that rush") Its a shame more people can't have that sort of outlook on the game.
I've argued on hopping far too many times so im not going to bring it up again here.
[EDIT: i can't spell assured]
My apologies...
Hope u still wub me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
LOL! That's hilarious! That should be a feature of NS! Morph into a lerk, fly over to a marine and stick a "baby lerk" on his head that auto-fires at all the marines and marine structures. LOL
<b>Marine:</b> Get it off, get it off! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<b>Rest of Marine team:</b> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
erm redemp needs to work worse not better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
*mumbles about too many fades getting away and aliens never losin' res* <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
bunny hopping nonsense
animations not playing through fully
your viewpoint teleporting down when you crouch
acid rocket, gorge spit etc. hitting your server self when backing up while firing.
no air friction and facing dependant friction coefficients to enable the lerk to make turns in the air by turning their body gradually when travelling fast
lerk spikes visuals not matching the damage logic
not being able to tell if lerk spikes are doing damage
stupid half-life no-concept-of-inertia-air-control that makes you stop dead in mid-air in one frame when pressing back even if you were going fifty billion kilometers per hour.
gun reloading automatically when getting ammo from armory when you have no ammo and then getting ammo really slowly coz something is all messed up.
jetpack thrust getting weaker when fps gets lower making it so you can't even reach the ceiling in your marine base even though you have plenty of jetpack fuel left.
sticking to the floor if you are thrusting with your jetpack at the same time that your feet touch the floor.
not being able to see the health of an upgraded turret factory.
heavy armors making no sound
taking no damage if running into walls or ceilings even at fifty billion kilometers per hour. when the other flight handling bugs are fixed then this fix shouldn't bother you at all.
taking no damage and not being slowed down when scraping your head against ceilings even at fifty billion kilometers per hour.
not being able to place resource towers on nozzles when other resource towers are nearby.
fades being able to shoot through walls, vents, and windows when they are close to them.
buildings not letting you upgrade them sometimes
bodies dissapearing so quickly
guns and bodies hovering in mid-air
ok that's for a start. now i'd like to mention a couple of things that i'm not sure are bugs. tell me if you've noticed them also. some ghostly things: sometimes i will see walls light up and hear a welding sound but cannot find any marines in the area. also i hear reloading sounds in marine spawn even if i see no marines or marine buildings around there. also the phase gate seems to light up the surroundings in a weird way; walls that should be lit are not and walls that shouldn't be lit are lit.
Devs could change it so, that all Kharaa melee weapons do double dmg in vents--> more deadly vents for Marines.