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:
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"commander"
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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.
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"weapons"
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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
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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)
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thompson submachine gun:
muzzle flash aims 90° to left side
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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
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MP7-raptor:
has no impacts and/or visible bullets, or w/e its firing
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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)
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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...
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"weapons AND powerups"
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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...
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ssr-mini-gun and ssr-mini-pu:
missing an "s", "sr-mini", "sr-mini-pu" (in pu-hud its "ssr-mini-pu")
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"powerups/artifacts"
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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
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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)
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redeemershield:
looks like doesnt work against all redeemers
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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.
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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 ???
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glass wall and bunker artifact
dont drop
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"vehicles"
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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...)
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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
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"monsters"
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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...
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"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
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"system/stats/abilities"
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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.
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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!
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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")
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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..
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"warnings/errors/odd <infos>"
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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
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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
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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'
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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!
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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.
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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
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"suggestions"
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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...
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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...
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"offtopic"
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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'
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ats