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The Complete List of DC and DruidsRPG BUGS!  XML
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tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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I've seen too many bugs lately, way to many. If at some point in time, DC comes back to life, the first thing that should be done are bug fixes. I keep forgetting bugs everyday and remembering more the next, its time for me to put an end to all this memory with bugs and exploits, its time to write 'em down.

Category #1: Engineer Stuff

1. Blocks can be killed by crouching next to them. (Only big blocks)
2. Standing next to a sentinel and using projectile fire will not shoot projectiles.
3. Lightning and Defense sentinels are not properly aligned on ceilings.
4. Paladins lag... a LOT.
5. If a turret is not on a valid base etc. upon spawning, the turret wont rotate.
6. Players without vehicle eject may crash the server upon dying inside a turret.
7. Triple Damage does not work in ball turrets.
8. Standing on a ball turret then having the turret look straight up causes the player to sink inside the turret.
9. Engineers upon spawning may have the points in red text and the timer will not appear when building.
10. Engineers can spawn minigun turrets next to a wall and shoot through it.
11. At any time in any non vehicle map, players inside vehicles will always recieve an "Out of Bounds" warning after some time.

Category #2: Medic Stuff

1. Medics upon spawning have a slight chance of the monster points bar not showing/not filling upon monster spawning.
2. Healing spheres are completely obsolete compared to healing blasts.

Category #3: Junkie Stuff

1. A glitch occurs that allows players to double a weapon forever.
2. A glitch occurs that allows players inside invulnerablilty spheres to become invulnerable forever.
3. A glitch occurs that allows players to display the double damage timer forever in a damage sphere.

Category #4: WM Stuff

(Nothing that I can remember at the moment)

Category #5: Miscellaneous

1. Terrain exploits allow players to hide under maps.
2. Headshots are not always awarded after shooting a nali in a 100% positive headshot radius. (And I should know this one!)


That's all the bugs I could list as of now. If anyone knows of any others not listed here, please post them, so we can finally ready for a DC update if possible!

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

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Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
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mmm when a medic spawn a pet and he have countershove or well that skill that push you whenever you get hits.. the monsters get the skill and if by some mistake anyone hit the monsteryou get pushed, same happens to constructions like offensive towers

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Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
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Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


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Elite

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Joined: 10/21/2007 13:24:50
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You forgot one thing tony... the out of bounds, well you did mention it while in the vehicles but not while one is in the turrets. What I find frustrating and even infuriating is how the "OUT OF BOUNDS" is completely useless at times. I find it absurd and redundant when one can glitch under the map out make a small base down there where no monster can reach them and the out of bounds does not work at all (now this is on some maps not all), on the other hand while one makes a base on the terrain of the map where one should it often calls out of bounds in both vehicles and turrets.

P.S this gives people the motive to glitch in a map so they don't have the out of bounds feature that all people have

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tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
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Although I know nothing about the OOB code, I assume that it does a fast trace from the player to an AI path node in the map. If either one is reached, its not considered OOB. Which may explain exploiters in CTF-blueprint. Also in KillBillyBarn, I am only known to get OOB when a turret is inside the silo and a defense sentinel is inside. With the sent, I always got OOB, otherwise without it. OOB needs an update as well as all other DC packs.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

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HighwratH

Rampage
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Joined: 07/01/2006 13:01:46
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2. Headshots are not always awarded after shooting a nali in a 100% positive headshot radius. (And I should know this one!)

The only time I see this is in a few certain maps, can't think of which ones exactly, but in those maps it seems there are areas where my "perspective," for lack of a better word, seems lower than usual, when I adjust and aim above the head I get "HEADSHOT" otherwise aiming at the head, even when nali is face to face, all I get is "OW." This is rare, however, with most maps I see no issues with headshots.

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greg11

Wicked Sick!

Joined: 02/10/2008 20:00:40
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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.
Elite

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Joined: 10/21/2007 13:24:50
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Ahh yes say a player has ultima and vehicle eject, while people are linking him in a turret... so this player is surrounded by a base and people if the turret suddenly blows up the vehicle eject comes in handy and ejects the player... but if an engineer remakes the turret and the same person gets in and say the turret gets destroyed again... the player does not eject because he already used it so instead he ghostes leaving an ultima behind.
Now this ultima is deadly killing anything and everything including pets sentinels and worst of all even players this has happened quite too often it doesnt matter what class is inside the turret as long as they have ultima it will occur

And can someone make it a prerequisite to have vehicle eject in order for one to use the turret... because the server still crashes if a person who doesnt have vehicle eject dies in a turret, making others lose xp

And yes i am killable

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

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Most rocket launcher kills: 459
Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
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Elite wrote:

And yes i am killable  


you can only get killed if the other elite ( the robot that you use) plays against you ( small joke from afrosamurai)

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
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tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
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No lies, I have i think twice killed elite by telefragging him. Elite among other higher level players are killed by me and my trans disc if I get extremely lucky.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
TheElectrician

Unstoppable
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Joined: 01/23/2006 22:13:50
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Sometimes I notice that the timer for engineers spawning a new construction is missing. The timer is still active, but it isn't visible next to their artifact.

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tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
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TheElectrician wrote:
Sometimes I notice that the timer for engineers spawning a new construction is missing. The timer is still active, but it isn't visible next to their artifact.  


This gets annoying yes, but it is simply because the construction for blocks always has a solid timer, and it never changes except to tick down. Whether or not a block is not spawned, it is always what is usually is. I think this should be tweaked, this makes it unfair for us engineers that like to experiment with our walls and end up failing in the progress.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
edman007



Joined: 08/03/2009 04:39:53
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For the medic, quite often the (such as when i first join), all the monster artifacts are unnamed, i have to remember the position of what i want to spawn and count from something that does have a name or attempt to use one of the artifacts (which will make the names show).

When your pets die, sometimes they kill the monster points, and you can't tell how many monsters are used (it gets stuck at 0).

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.

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.

With the latest update the XP column is nice, but it does not seem to be too good about staying there, when i die i have a 50% chance of seeing either a specific persons XP blank or just my XP blank (often depends on who is dead).

And how can you forget the bot-join-ultima issue where a bot that dies because someone joined causes an ultima that kills players, its no fun dieing because someone joined.
Szlat

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Joined: 05/18/2005 18:32:41
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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.

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.

edman007 wrote:
With the latest update the XP column is nice, but it does not seem to be too good about staying there, when i die i have a 50% chance of seeing either a specific persons XP blank or just my XP blank (often depends on who is dead). 
At the moment, you have to press F1 and veiw the scoreboard before you die in order to start the score replication. Once you are dead, there is very little left clientside to initiate it. So I suggest you, and everyone else, get in the habit of pressing F1 as soon as the game is underway.

edman007 wrote:
And how can you forget the bot-join-ultima issue where a bot that dies because someone joined causes an ultima that kills players, its no fun dieing because someone joined. 
This is still occuring is it? I had made a change which I hoped might fix it.
Szlat

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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?
Jefe

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Joined: 11/05/2008 22:52:53
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edman007 wrote:
For the medic, quite often the (such as when i first join), all the monster artifacts are unnamed, i have to remember the position of what i want to spawn and count from something that does have a name or attempt to use one of the artifacts (which will make the names show).
 


This always happens to me as well. Once I spawn at least one monster the names appear.


I also have this issue with the hud as an engineer:



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?


And how can you forget the bot-join-ultima issue where a bot that dies because someone joined causes an ultima that kills players, its no fun dieing because someone joined. 


Oh, man I hate getting killed by bots. This definitely needs fixing. My question is even if it is fixed, do we really need 4 players at all times? Why not reduce it to 2 (1 human, 1 bot), or 1 (no bots)? I often play early in the morning with just 1 or 2 human team mates, and all the bots do are just destroy engineer constructions (even if you order them away) or explode.

I suppose that the reason for 4 players is that all the monsters would be focused on you if you were soloing (not a problem for high level players, but bad for newbies), but if the player count were two, i don't think it would be a problem.

EDIT: One other bug I just noticed. If you're a medic in a ball turret, you can kill your pets. I was on dm-1on1-squader and I summoned a gasbag and a mercenary if that helps.


The new DC server:
 
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