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The Complete List of DC and DruidsRPG BUGS!  XML
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Szlat

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Joined: 05/18/2005 18:32:41
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Jefe wrote:
The number of points available is very hard to see. Can the available points be moved above the icon? Or maybe the "u to use" text moved or deleted? Or the points moved to the same location as monster points? 
What screen res are you using?
tgroombr

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Szlat wrote:
I may be wrong, but I think the jump boots get added as part of the map, and are not part of the RPG. 


You're right. Several maps that include these are TDB-Peak and Deck34.

Szlat wrote:

Szlat wrote:

edman007 wrote:
Also, i don't know about other people, but i confirmed it with at least two other people, and the bunnies don't hurt me, i can stand on the glowing orange bomb and not loose 1hp. 
I will look into this. Not sure why this should have changed. 
On my test system the bunny ultima still does proper damage. I will check on DC next time I am on. Has anyone else either been killed by a bunny or not damaged by a bunny? I wonder if you had an invulnerability flag set somehow? 


I was only known that this happens when a bunny is killed by a pet. When this happens the bunny spawns many ultima actors, making at least 3 explosion effects and makes the explosion soud much louder. Pets are also not affected by bunnies. Pets aren't hurt by bunnies because the bunny ultima doesn't affect monsters. Couldn't the bunny ultima be tweaked whereas if it is a pet it will take damage? I am not sure if this is responsible for players not recieving bunny damage, but only once was I certain that I didn't after a pet killed one.

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Jefe

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Joined: 11/05/2008 22:52:53
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Szlat wrote:

Jefe wrote:
The number of points available is very hard to see. Can the available points be moved above the icon? Or maybe the "u to use" text moved or deleted? Or the points moved to the same location as monster points? 
What screen res are you using?
 


1024 by 768

The new DC server:
edman007



Joined: 08/03/2009 04:39:53
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Szlat wrote:

edman007 wrote:
What are the jump boots? i can't toss them, they have no icon (well its transparent), and i can't turn them off (i have to jump three times to make them run out). And i HATE not being able to predict how high i will jump. 
I may be wrong, but I think the jump boots get added as part of the map, and are not part of the RPG.
 


Well they still show as an invisible artifact.
Wail

Rampage

Joined: 09/20/2007 21:14:41
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greg11 wrote:

1. A glitch occurs that allows players to double a weapon forever.
 

I experimented with this on my own server back in the day.
I had the timing perfect to do it everytime. I determined that although the name of the weapon kept the double damage modifier, the weapon itself didn't.

I would add:

Medics Get points for each pet at the end of final wave.
(I think engineers did too.)

Nali are not affected by magical damage. (The reason for this may be the same as to why rpg nali crash the server)

Poison damage is not considered healable damage therefore no healing xp for healing players damaged by poison.

The TC is too slow for its appearance. The engine on that thing should let it almost outrun a rocket.

The tape deck in the scorpion occasionally eats tapes. (Can we not get the code updated to have cd players or satelite radio?)

oh and Elite is un-killable

It has been awhile since I have been on, but these were issues back then. 


Definitely the bug Medics get with monsters. Technically this occurs with any summoned monster (via Summoning Charm) as well.

Good point on Poison not being considered healable damage.

Agreed on the point about DMM "permanent" being a name issue - I have not ever noticed this actually working permanently.


edman007 wrote:

Szlat wrote:

edman007 wrote:
What are the jump boots? i can't toss them, they have no icon (well its transparent), and i can't turn them off (i have to jump three times to make them run out). And i HATE not being able to predict how high i will jump. 
I may be wrong, but I think the jump boots get added as part of the map, and are not part of the RPG.
 


Well they still show as an invisible artifact. 


Interesting, thanks for pointing that out.


One bug to add, although this is more of a UT2004RPG issue: Monsters that die before their projectiles hit ignore DR.
Dracos

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1. A glitch occurs that allows players to double a weapon forever. 


I have to also third that it is only a naming display bug and not an actual weapon bug. Done it a few times on a Vorpal +10 (showed +20 w/o DMM running) and the rate of insta-gibs and damage did not seem like a normal +20 with DMM running.

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Elite

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yes this bug is true, it only gives the name or the color but no actual double in damage. I have noticed this happens if you ghost or die while you have the double damage or triple damage on or when you double the weapon using an AM artifact. I noticed that it doesnt actually deal the extra damage for example if you have a vorpal 22 shock after ghosting and it is not consuming adrenaline it will only have the name... if you have the keybind (the one that states i am handing out XXX weapon at this location) it will say it is only an vorpal shock 11... so the bug is a simple misnomer but nothing more

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Elite dying that's news to me.
Flak Monkey

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I came across something the other day, but it may have just been a bug on my end and it only happened once.
I had my fire rate increase by 50% every time I spawned. Now it was the animation and the sound that increased. The actual fire was the same. I died with berzerk going with my flak, if I remember correctly. And the animation was still that rate of fire when I spawned next round. Every time I ghosted or spawned from a death, it increased. I had a minigun flak after a few deaths...but unfortunately, the actual rate of fire was the same, as far as the game was concerned...I would have wrecked the map if it was actually shooting that fast. Would have been awesome if it was an inf flak. > - another bug...the evil emoticon comes up as this.

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tgroombr

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Flak Monkey wrote:
I came across something the other day, but it may have just been a bug on my end and it only happened once.
I had my fire rate increase by 50% every time I spawned. Now it was the animation and the sound that increased. The actual fire was the same. I died with berzerk going with my flak, if I remember correctly. And the animation was still that rate of fire when I spawned next round. Every time I ghosted or spawned from a death, it increased. I had a minigun flak after a few deaths...but unfortunately, the actual rate of fire was the same, as far as the game was concerned...I would have wrecked the map if it was actually shooting that fast. Would have been awesome if it was an inf flak. > - another bug...the evil emoticon comes up as this.  


I experienced something like this, only my fire rate was slower. I once respawned after a fateful titan wave and my fire animations for all my weapons was normal as in not applied with speed bonus, however my actual firing of the weapon was the same. I had slow links that shot fast along with any other weapons. This had only occured to me twice.

There are 2 other bugs I found. Defense sentinels will shoot down pet titan rocks as well as other enemy projectiles. I know its not a good idea to have a pet titan in a base, but sometimes he gets himself stuck with us. I also posted this other bug in a different thread, but titans will instantly kill a sentinel by walking very close to it. This is not something with DruidsRPG or RPG itself, but since that the sentinel base is considered part of the sentinel, it gets counted as the sentinel as whole. So when the titan walks over the base, it gets stepped on. Would it be possible to create a different titan class in DCMonsters and override the ChangeBase function to check if the pawn is a sentinel and if it is to the side by say a FastTrace from the sentinel to the titan etc, would return and not step on it.

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greg11

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tgroombr wrote:

There are 2 other bugs I found. Defense sentinels will shoot down pet titan rocks as well as other enemy projectiles.  


Is this a new issue started with 2.17?
Thè-Hättêr

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today i saw a little bug, we were in boombridge, and someone spawn a mini turret now the character was not properly placed in the turret his image was on the floor. probably it wont change the gameplay but looks ugly

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tgroombr

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greg11 wrote:

tgroombr wrote:

There are 2 other bugs I found. Defense sentinels will shoot down pet titan rocks as well as other enemy projectiles.  


Is this a new issue started with 2.17?
 


I think so yes.

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Jefe

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Thè-Hättêr wrote:
today i saw a little bug, we were in boombridge, and someone spawn a mini turret now the character was not properly placed in the turret his image was on the floor. probably it wont change the gameplay but looks ugly
 


I noticed that happening a lot when I first started playing here last year, especially if a lot of people were on the server. Since the update, it seems to happen more often than not.

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greg11

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Jefe wrote:

I noticed that happening a lot when I first started playing here last year, especially if a lot of people were on the server. Since the update, it seems to happen more often than not.  

I have been noticing this too.
It happened once in a while in the past, now it seems to be happening almost everytime.
 
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