Update 3 bugs/suggestions

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Mobster
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Update 3 bugs/suggestions

Post by Mobster » Sun Dec 15, 2013 2:19 pm

*** To be evaluated by Joeyz or Paintball to be a priority fix or not. ***
Soviet Hind Helicopters follow but don't attack, or some times cause waves to hang. (all aircraft could be more aggressive, and faster.)
MP5 could be replacing all Bio pickups in maps.
Update text in the ability descriptions to correctly tell players what level needs to be needed to purchase X ability. (denial says lvl 25 still.)
W.A.N.D power ups show up too frequently.
Super Speed/Force/Lucky power ups show up too frequently.
Weapon Summon power ups show up too frequently.
Iron Sturdy power ups show up too frequently.
Rock/Insta/Etc... shield power ups show up too frequently.
Medic and Ammo bags still messed up.
Reflection shield power up is strange, you need a ton of them on your weapon to be effective. (v179 bug)
"Your the last alive - good luck Warrior!" text at bottom of screen collides with white power up text when you pick up a pu.
Obama's text stretches across screen.
Rank icon collides with radar on HUD.
Darker Star Wars trooper sometimes not holding a weapon.
On the Urban soldier wave do half urban soldier and half winter soldier.
Add Trex to wave 20.
Add Spitfire plane to desert soldier wave.
Glass shield and bunker artifacts not dropping.
Go thru and make bio rifle, shock rifle, link gun, and any other less used weapon modifier power ups - useable (plasma ball, shock spread, turbo laser, etc pu's are too weak. (this is more of a 181 fix.)

To be updated...

Feel free to find more to add to this thread everyone.
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shortwar
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Re: Update 3 bugs/suggestions

Post by shortwar » Sun Dec 15, 2013 7:02 pm

Old Bugs/Suggestions im still seeing.

1. XL2 laser guns fire doesn't show.

2. Serious Sam Cannon doesn't seem to work right.

3. Mp7 Raptors fires doesn't show.

4. Thompsons barrel gets all bent when using it.

5. No weapon shows up in hand when holding/firing the Razor Bombs.

6. Zen Benelli Shotguns alt fire doesn't seem to work.

7. When using the Ghost PU it seems to take to long or maybe its just slow.

8. The vortex isnt working. Its not sucking up monster. I was wondering if there's a why to make it so when the players using the vortex gun it doesn't suck them up. Since monster don't get sucked up when they use it but maybe our vortex gun will have to be or is different then there's so it can work.

9. The Vorpal PU rarely shows up.

10. Another player was in a Goliath when it was destroyed and they had ghost which then caused the vehicle to get stuck in an object so he couldn't get out.

11. On Map Dust 2k5 there was a titan stuck and I was trying to kill it with fireballs but couldn't seem to damage it although regular RL ammo killed him.
.
12. Redeemer Warlord(Ghost looking like one) usage of the Redeemer is overkill with all the spamming of that gun which also makes it hard to see.

New Bugs/Suggestions update 3

1. Seems like it got hard to kill things since update 2.

2. The Health Keg PU isnt working, although I had used been resurrected just before trying to use it.

3. Keep the Bio since Its not a bad weapon and player use it from time to time. Put the MP5 back as main gun to start with.

4. When the reminder comes up for applying for Commander it should also have the words posted with it that tell you how to apply for it.

5. For Commander you should add the First add tent as one of his artifacts that he gets.

6. The MP5 doesn't get bullets from the resupply crate, only alt fire ammo.

7. When I get the Weapon Crate and go through it while throwing out a number of weapons it seems to tend to freeze/stop the player from switching weapons or add PUs. It seems to not like a lot of weapons being thrown out so quickly.

8. The Number on Weapon Of Powers seems to have gone down a bit for the old version on our current server.

9. May just be bad luck but it seems like infs are showing up less since update 2. Im not the only one that noticed it either.

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draegohn
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Re: Update 3 bugs/suggestions

Post by draegohn » Sun Dec 15, 2013 11:58 pm

the helicopter spawns may be affecting wave progression somehow and they never fire a weapon. i was on wave 10 and wave 11 started before i was done killing the last enemy, which was a helicopter at the ceiling. killing the last monster on wave 11 did not cause wave 12 to ever start, but to add any extra information on that game that may apply, i did have a vehicle spawned and 3 turrets as well.

getting rid of the bio may not be required as wep spread bio is good. have not seen many wep powerups drop really except for bio pus, fireball, or flare and the rare blast. inf does drop ok enough if it is just a couple players playing. vorpal is a rare drop. superspeed, wep summon, bio webs, and many others drop very frequently. playing without many infs dropping is doable so as long as someone has high ammo bonus, resupply levels, and resupply pus on wop. can put many health regens on a wep.

mobster mentioned about making more wep powerups stronger, but overall, the monsters are higher in hp in any case or greater defense -- not sure. this is overall fine for some mobs. using a 10x ak, everything took longer to kill than it would on the ongoing server and i have max db of 750. the monsters that get increased defense (warlords, titans, queens, other skaarj types etc) take forever to kill without vorpal or stomping on their head with iron sturdy past wave 6.

getting in and out of a vehicle doubles wep speed until ghosting/ressing or weapon is switched.

health keg doesn't seem to work as shortwar mentioned.

resurrecting steals the superspeed effect every time like in update 2, returning one to a speed like default speed with a -5 slowfoot feel. have to switch weapons quickly to get the speediness back.

this is all i have noticed playing two maps so far on update 3.
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Amy Infless
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Re: Update 3 bugs/suggestions

Post by Amy Infless » Thu Dec 19, 2013 2:10 am

sorry... very long text...

--------------------------------------------------------------------------------------
health/shield-generator-"bug/cheat" is only 50% fixed. its still possible to abuse it!!

if you have two or more wops loaded with health/shieldgenerator, and you crouch
WHILE TOSSING ONE OF THESE WEAPONS, it might be your wep switch to weapon with
non of these pus, but the health and shieldregenerating is still working while
you crouch. after a while i wondered why nothing damaged me anymore, it was like
godmode or using globe. but i had non of these!

i made it till wave 20 without any problems, even the artillerie couldnt kill me.
strange thing, in wave 20 there were some monsters who dropped my health down to
1-3hp, while the shield still was maxed!

also odd, while i had only these 1-3 healthpoints, the other monsters still
couldnt damage or kill me, (or were not able to...). when i vamped back to max. health
or switched to a wop with 3 healthgenerator, while crouching, tossing it away and re-picking
it, but using the 2. wop with also 3 healthgenereator-pus, health went up very fast
again and only that unknown monster managed to drop that down again.

unknown because it all happend so fast, was busy to survive, when suddenly my pc
freezes with soundloop now the 3. time. happend after i fired a deemer while i was surrounded
by monsters. also had no logfile on second screen, cant tell if there was anything,
logfile on pc was "blank"... :(

i had logfile off because of that massive sig666-warning-errors every time i switch
to it (accidently)

Code: Select all

Warning: IK_SIG666VIIX DM-MaC-Kitchen-SSR-INV1.IK_SIG666VIIX (Function IK_SIG66LRXX_VD.IK_SIG666VIIX.RenderOverlays:008C) Accessed None 'Ammo'
--------------------------------------------------------------------------------------

btw sig666: you can load inf in it, but it doesnt work, also it happens i cant unload
as long i hold it, after i switched weapons and tried to switch back to sig666, it switches
to next wep, like it would do when you fire a regular redeemer 1 time and it has no ammo,
you cant switch to it.. or same like in 179 with mp5, after you die and respawn next wave,
you have 2 mp5 sometimes, when you use the "new" mp5 with medic to get rid of it when you
medic another wep, both mp5 turn into "empty ammo mode" .
you can switch to mediced mp5, but not use it, and not possible to switch to 2. mp5 with the pus...

--------------------------------------------------------------------------------------

could it be the sig666-replacement-mutator, which is now there instead of original SSR,
i screwing up nearly every map? i dont know what its called, but normally you can see
the "places", some kinds of "plate" or w/e its called, on the ground where weapon-
and/or shield/health/doubledam-pickups normally are, they all disappeared in most maps!
note: mobster: "pickup-bases"

--------------------------------------------------------------------------------------

when i played DM-(PB)-007Bunker_v3, i had luck opening crate. i tossed useless weapons, starting
from redeemer/ak backwards till shotty. i fired some weps to see if something has changed.
then... after trying to switch between shotty, minelayers and mp5 (and firing them) suddenly
the mp5 was empty with no ammo and stuck with it, when i tried to switch weps i could see the
names switching, but the wep on screen was still the poisoned mp5, these were the warnings that time:

Code: Select all

Warning: MP5GunFire DM-(PB)-007Bunker_v3.MP5Gun.MP5GunFire2 (Function XWeapons.AssaultFire.AllowFire:001E) Accessed None 'Instigator'
Warning: MP5GunFire DM-(PB)-007Bunker_v3.MP5Gun.MP5GunFire2 (Function XWeapons.AssaultFire.AllowFire:001E) Accessed None 'Instigator'
Warning: MP5AltFire DM-(PB)-007Bunker_v3.MP5Gun.MP5AltFire2 (Function WOPWeaponsPack_v180.MP5AltFire.Idle.StopFiring:000A) Accessed None 'Instigator'
Log: RW_EnhancedPoison ClientState was WRONG! (0)
Log: RW_EnhancedPoison ClientState was WRONG! (0)
had to quit the map :-(

--------------------------------------------------------------------------------------

btw DM-(PB)-007Bunker_v3 offtopic:
if you enter the secret rooms (teleporter rooms, redeemer-ssr-room) there apear tons of this:

Code: Select all

Warning: Shouldn't use stereo sound: DM-(PB)-007Bunker_v3.myLevel.jeopardy10
Warning: Shouldn't use stereo sound: DM-(PB)-007Bunker_v3.myLevel.Tequila2
--------------------------------------------------------------------------------------

i played with slayerdrango DM-HoldTheCamp-fixed2, when we both climbed up from flak,
i suddenly couldnt move, got stuck behind slayer, then we were both killed same time,
not sure what killed us, but that was the warnings many times while i was stuck while
trying to climb/move:

Code: Select all

Warning: xPlayer DM-HoldTheCamp-fixed2.xPlayer (Function Engine.PlayerController.PlayerClimbing.PlayerMove:0020) Accessed None 'Pawn'
Warning: xPlayer DM-HoldTheCamp-fixed2.xPlayer (Function Engine.PlayerController.PlayerClimbing.ProcessMove:000C) 
Accessed None 'Pawn'
Warning: xPlayer DM-HoldTheCamp-fixed2.xPlayer (Function Engine.PlayerController.PlayerClimbing.ProcessMove:001E) 
Accessed None 'Pawn'


never had that problem before, think its just problem when 2 players try climbing up the same time...
anyways strange and might not be only a 180-thing.

--------------------------------------------------------------------------------------

last map i played i had a rejuve ak, after a while mobs gangbanged me, i resurected and the
ak turned into a blank non-wop-weapon ("blank" means in weaponhud no weaponpicture,
like when the weponlossbug appears and the weaponhud only shows empty "rw_weapons".
was immediately killed after i got that wep with no pu...

btw ak, (thats now 179, couldnt test it in 180 yet), i dunno how i do it, maybe
its because of the priority, which pus i load first, but everytime when i have the
ak loaded with TWO instagib-pus, i cant heal myself anymore with ak´s splashdamage!

i also think some unfavourable pu-constellations are reason why globe isnt working sometimes,
you see adrenalin is going down, but every monster is damaging you..

--------------------------------------------------------------------------------------

if you dont want players to spam deemers AND NUKES, fix the (commanders?) supply
crate! if you stand near it and you toss the nuke or fire a redeemer, the crate
immediately reloads it, you can fire nuke again after...x seconds!
if you stand a bit to far away, redeemer isnt reloading, casue weaponswitch is
too fast. not for nuke, cause it needs some seconds till weapon switches, you have
time to walk to supplycrate to let nuke reload.
(dunno if its same for the radio-pickup)

--------------------------------------------------------------------------------------

some weaponskins seem to be broken, or changed, the special red rejuve skin on some
weps look a bit like the vamp-skin, but with more glass-like shine/looking-through-effect.

--------------------------------------------------------------------------------------

that soldier, that originally should be a sniper on the ground, i guess, has a minelayer
(backwards) in his hands and is "sniping" you with spiders when you run over him...
it looks funny but if its made to distract players and prevent them from shooting
cause of laughing, it worked...

--------------------------------------------------------------------------------------

some sounds continue playing after monsters beeing killed while they were stuck
in small locations or in lifts (plane and another "speaking" monster, didnt find
out which one yet)

btw stuck. joey made that map-analyzer. can something like that be made to check
"sizes" in the map (rooms, tunnels...) so if we play smaller maps in which huge
monsters normally allways stuck or block or dont do anything, so they just dont spawn,
and instead of them more smaller monsters?

this could be a unique feature, cause thiswould make gameplay a bit more random/
interesting, when you think oh cool, now comes easy titans wave and instead of them
coming more smaller monsters to kick your a##, and in huge open air maps when you
think just easy money with soldiers suddenly a lot of dragons appear cause they have
now the space to hunt you ...

(im not saying changing the wave themes, just "fitting" some more monsters in some
maps when you dont expect them to come...)

--------------------------------------------------------------------------------------

when you get the commander items artillery, vehicle and supply, and you use them
the first time, you need to hit the "use"-key only ONCE. if you used them and you
want use them later again, you need to hit it TWICE, why?

--------------------------------------------------------------------------------------

179 and 180:
if you use zoom/sniping-feature (ESSR, laser, ion...) and you toss that weapon away
while you are in zoom mode, every weapon can zoom and the crosshairs are gone!
(it really su##s cause when you have altfire weapons....)

--------------------------------------------------------------------------------------

the star wars droideka is acting strange when its "idle" in front of walls, it turns
around, then rolling backwards INTO wall (disapears from my screen), then its rolling
forward and coming out of wall and doing the other idle-animations. when droideka
is doing that, i got this message in logfile:

Code: Select all

Log: PlayAnim: Sequence 'Turn' not found for mesh 'DroidMesh'
Log: PlayAnim: Sequence 'Turn' not found for mesh 'DroidMesh'
--------------------------------------------------------------------------------------

from weapons crate the "tossability" has changed on some weps, nuke, ak, regular ssr.
nuke and ak can be tossed and repicked many times, the ssr is only 1 time tossable,
after you pick it you cant toss it a second time, so i guess its not a bug, its
more like it turns into a regular untossable ssr, or?!?

--------------------------------------------------------------------------------------

the new basic weapon chaingun will be lost (dunno if every time, i lost it now twice)
after you were killed, even when its a wop with retention! its same effect like it happend
so often before in 179 with shieldgun-wop or mp5, sometimes its "just gone"...
the first time i had no denial, but retention, second time i had both and it still was lost!

--------------------------------------------------------------------------------------

if bio will be really replaced, theres no need for bio-pus

--------------------------------------------------------------------------------------

the "medic tent" is "only" 2 super healthkegs spawns, is that bugged or not finished?
i mean, dunno if there should be something like teamshield in medic-colours and in shape
of a "tent" surrounding them, but not visible yet? if players search for it and both kegs
just were taken, noone see where it is to wait there

--------------------------------------------------------------------------------------

if you are commander, and you find the radio-pickups from artillerie, (vehicle and resupply),
should you be able to do 2 artillerie-strikes at once? or is it better you have to toss
it to another player so you can both make a huge artillerie strike at once?!

(we were catched in house, 1 door left, 1 door right, wave 8 with that thousands of deemers,
they were stuck in both small doors and all outside overruning us, just question of time
till deemers finishing us, but well, close to be our final wave, the artilleriestrike at
both doors at same time saved ... welll not the day but at least we could finish the wave ;-)

--------------------------------------------------------------------------------------

if you try to activate the revive-heart, its sound and textannouncement seem to be broken,
the sound is very loud

--------------------------------------------------------------------------------------

finally some lines i couldnt tell when they appear, i copy and pasted them all together:

Code: Select all

Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0052) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:006B) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0084) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:009D) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:00B7) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:00D2) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:00ED) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0108) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:012A) Accessed None 'Controller'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:014A) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0198) Accessed None 'MyAmmo'


Log: AttachToBone: Tried to attach invalid actor to bone tip of actor AK47Attachment .
Log: PlayAnim: Sequence 'Biggun_Aimed' not found for mesh 'MI24HindMesh'
Log: PlayAnim: Sequence 'Rifle_Burst' not found for mesh 'MI24HindMesh'
Log: PlayAnim: Sequence 'HairFlip' not found for mesh 'Skaarj5Mesh'
Log: PlayAnim: Sequence 'Idle_Biggun' not found for mesh 'AmonMesh'


Warning: NukeBombMessages None (Function WOPWeaponsPack_v180.NukeBombMessages.GetString:0024) Accessed None
'RelatedPRI_1'
Warning: ClientMover DM-Goliath.ClientMover0 (Function Engine.Mover.BumpOpenTimed.Bump:00AD) Accessed None
'Controller'
Warning: ServerConsoleMessages None (Function WOPMonsterPack_v180.ServerConsoleMessages.GetString:0061) Accessed
None 'RelatedPRI_1'

Error: DMStatsScreen DM-Goliath.DMStatsScreen (Function UnrealGame.DMStatsScreen.DrawScoreboard:1B3C) Accessed null class context 'WeaponClass'

Error: Mut_IK_SIG666VIIX DM-{AS}-LimeArena_B3.Mut_IK_SIG666VIIX (Function
IK_SIG66LRXX_VD.Mut_IK_SIG666VIIX.BeginPlay:0080) GotoState (Enabled None): State not found
--------------------------------------------------------------------------------------

this one appears every time when i hit myself with cutter:

Code: Select all

ScriptLog: DM-{GOD}-Blood_ReD][pf.xPawn client damage type WOPWeaponsPack_v180.CutterBodyShotDamType by 
DM-{GOD}-Blood_ReD][pf.xPawn
--------------------------------------------------------------------------------------
note: all these messages/warnings above are not "single ones", they mostly appear
"very often"...

ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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BaronVonRotterdam
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Re: Update 3 bugs/suggestions

Post by BaronVonRotterdam » Thu Dec 19, 2013 5:00 am

Amy Infless wrote:sorry... very long text...

--------------------------------------------------------------------------------------
health/shield-generator-"bug/cheat" is only 50% fixed. its still possible to abuse it!!

if you have two or more wops loaded with health/shieldgenerator, and you crouch
WHILE TOSSING ONE OF THESE WEAPONS, it might be your wep switch to weapon with
non of these pus, but the health and shieldregenerating is still working while
you crouch. after a while i wondered why nothing damaged me anymore, it was like
godmode or using globe. but i had non of these!

i made it till wave 20 without any problems, even the artillerie couldnt kill me.
strange thing, in wave 20 there were some monsters who dropped my health down to
1-3hp, while the shield still was maxed!

also odd, while i had only these 1-3 healthpoints, the other monsters still
couldnt damage or kill me, (or were not able to...). when i vamped back to max. health
or switched to a wop with 3 healthgenerator, while crouching, tossing it away and re-picking
it, but using the 2. wop with also 3 healthgenereator-pus, health went up very fast
again and only that unknown monster managed to drop that down again.

unknown because it all happend so fast, was busy to survive, when suddenly my pc
freezes with soundloop now the 3. time. happend after i fired a deemer while i was surrounded
by monsters. also had no logfile on second screen, cant tell if there was anything,
logfile on pc was "blank"... :(

i had logfile off because of that massive sig666-warning-errors every time i switch
to it (accidently)

Code: Select all

Warning: IK_SIG666VIIX DM-MaC-Kitchen-SSR-INV1.IK_SIG666VIIX (Function IK_SIG66LRXX_VD.IK_SIG666VIIX.RenderOverlays:008C) Accessed None 'Ammo'
--------------------------------------------------------------------------------------

btw sig666: you can load inf in it, but it doesnt work, also it happens i cant unload
as long i hold it, after i switched weapons and tried to switch back to sig666, it switches
to next wep, like it would do when you fire a regular redeemer 1 time and it has no ammo,
you cant switch to it.. or same like in 179 with mp5, after you die and respawn next wave,
you have 2 mp5 sometimes, when you use the "new" mp5 with medic to get rid of it when you
medic another wep, both mp5 turn into "empty ammo mode" .
you can switch to mediced mp5, but not use it, and not possible to switch to 2. mp5 with the pus...

--------------------------------------------------------------------------------------

could it be the sig666-replacement-mutator, which is now there instead of original SSR,
i screwing up nearly every map? i dont know what its called, but normally you can see
the "places", some kinds of "plate" or w/e its called, on the ground where weapon-
and/or shield/health/doubledam-pickups normally are, they all disappeared in most maps!
note: mobster: "pickup-bases"

--------------------------------------------------------------------------------------

when i played DM-(PB)-007Bunker_v3, i had luck opening crate. i tossed useless weapons, starting
from redeemer/ak backwards till shotty. i fired some weps to see if something has changed.
then... after trying to switch between shotty, minelayers and mp5 (and firing them) suddenly
the mp5 was empty with no ammo and stuck with it, when i tried to switch weps i could see the
names switching, but the wep on screen was still the poisoned mp5, these were the warnings that time:

Code: Select all

Warning: MP5GunFire DM-(PB)-007Bunker_v3.MP5Gun.MP5GunFire2 (Function XWeapons.AssaultFire.AllowFire:001E) Accessed None 'Instigator'
Warning: MP5GunFire DM-(PB)-007Bunker_v3.MP5Gun.MP5GunFire2 (Function XWeapons.AssaultFire.AllowFire:001E) Accessed None 'Instigator'
Warning: MP5AltFire DM-(PB)-007Bunker_v3.MP5Gun.MP5AltFire2 (Function WOPWeaponsPack_v180.MP5AltFire.Idle.StopFiring:000A) Accessed None 'Instigator'
Log: RW_EnhancedPoison ClientState was WRONG! (0)
Log: RW_EnhancedPoison ClientState was WRONG! (0)
had to quit the map :-(

--------------------------------------------------------------------------------------

btw DM-(PB)-007Bunker_v3 offtopic:
if you enter the secret rooms (teleporter rooms, redeemer-ssr-room) there apear tons of this:

Code: Select all

Warning: Shouldn't use stereo sound: DM-(PB)-007Bunker_v3.myLevel.jeopardy10
Warning: Shouldn't use stereo sound: DM-(PB)-007Bunker_v3.myLevel.Tequila2
--------------------------------------------------------------------------------------

i played with slayerdrango DM-HoldTheCamp-fixed2, when we both climbed up from flak,
i suddenly couldnt move, got stuck behind slayer, then we were both killed same time,
not sure what killed us, but that was the warnings many times while i was stuck while
trying to climb/move:

Code: Select all

Warning: xPlayer DM-HoldTheCamp-fixed2.xPlayer (Function Engine.PlayerController.PlayerClimbing.PlayerMove:0020) Accessed None 'Pawn'
Warning: xPlayer DM-HoldTheCamp-fixed2.xPlayer (Function Engine.PlayerController.PlayerClimbing.ProcessMove:000C) 
Accessed None 'Pawn'
Warning: xPlayer DM-HoldTheCamp-fixed2.xPlayer (Function Engine.PlayerController.PlayerClimbing.ProcessMove:001E) 
Accessed None 'Pawn'


never had that problem before, think its just problem when 2 players try climbing up the same time...
anyways strange and might not be only a 180-thing.

--------------------------------------------------------------------------------------

last map i played i had a rejuve ak, after a while mobs gangbanged me, i resurected and the
ak turned into a blank non-wop-weapon ("blank" means in weaponhud no weaponpicture,
like when the weponlossbug appears and the weaponhud only shows empty "rw_weapons".
was immediately killed after i got that wep with no pu...

btw ak, (thats now 179, couldnt test it in 180 yet), i dunno how i do it, maybe
its because of the priority, which pus i load first, but everytime when i have the
ak loaded with TWO instagib-pus, i cant heal myself anymore with ak´s splashdamage!

i also think some unfavourable pu-constellations are reason why globe isnt working sometimes,
you see adrenalin is going down, but every monster is damaging you..

--------------------------------------------------------------------------------------

if you dont want players to spam deemers AND NUKES, fix the (commanders?) supply
crate! if you stand near it and you toss the nuke or fire a redeemer, the crate
immediately reloads it, you can fire nuke again after...x seconds!
if you stand a bit to far away, redeemer isnt reloading, casue weaponswitch is
too fast. not for nuke, cause it needs some seconds till weapon switches, you have
time to walk to supplycrate to let nuke reload.
(dunno if its same for the radio-pickup)

--------------------------------------------------------------------------------------

some weaponskins seem to be broken, or changed, the special red rejuve skin on some
weps look a bit like the vamp-skin, but with more glass-like shine/looking-through-effect.

--------------------------------------------------------------------------------------

that soldier, that originally should be a sniper on the ground, i guess, has a minelayer
(backwards) in his hands and is "sniping" you with spiders when you run over him...
it looks funny but if its made to distract players and prevent them from shooting
cause of laughing, it worked...

--------------------------------------------------------------------------------------

some sounds continue playing after monsters beeing killed while they were stuck
in small locations or in lifts (plane and another "speaking" monster, didnt find
out which one yet)

btw stuck. joey made that map-analyzer. can something like that be made to check
"sizes" in the map (rooms, tunnels...) so if we play smaller maps in which huge
monsters normally allways stuck or block or dont do anything, so they just dont spawn,
and instead of them more smaller monsters?

this could be a unique feature, cause thiswould make gameplay a bit more random/
interesting, when you think oh cool, now comes easy titans wave and instead of them
coming more smaller monsters to kick your a##, and in huge open air maps when you
think just easy money with soldiers suddenly a lot of dragons appear cause they have
now the space to hunt you ...

(im not saying changing the wave themes, just "fitting" some more monsters in some
maps when you dont expect them to come...)

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when you get the commander items artillery, vehicle and supply, and you use them
the first time, you need to hit the "use"-key only ONCE. if you used them and you
want use them later again, you need to hit it TWICE, why?

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179 and 180:
if you use zoom/sniping-feature (ESSR, laser, ion...) and you toss that weapon away
while you are in zoom mode, every weapon can zoom and the crosshairs are gone!
(it really su##s cause when you have altfire weapons....)

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the star wars droideka is acting strange when its "idle" in front of walls, it turns
around, then rolling backwards INTO wall (disapears from my screen), then its rolling
forward and coming out of wall and doing the other idle-animations. when droideka
is doing that, i got this message in logfile:

Code: Select all

Log: PlayAnim: Sequence 'Turn' not found for mesh 'DroidMesh'
Log: PlayAnim: Sequence 'Turn' not found for mesh 'DroidMesh'
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from weapons crate the "tossability" has changed on some weps, nuke, ak, regular ssr.
nuke and ak can be tossed and repicked many times, the ssr is only 1 time tossable,
after you pick it you cant toss it a second time, so i guess its not a bug, its
more like it turns into a regular untossable ssr, or?!?

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the new basic weapon chaingun will be lost (dunno if every time, i lost it now twice)
after you were killed, even when its a wop with retention! its same effect like it happend
so often before in 179 with shieldgun-wop or mp5, sometimes its "just gone"...
the first time i had no denial, but retention, second time i had both and it still was lost!

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if bio will be really replaced, theres no need for bio-pus

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the "medic tent" is "only" 2 super healthkegs spawns, is that bugged or not finished?
i mean, dunno if there should be something like teamshield in medic-colours and in shape
of a "tent" surrounding them, but not visible yet? if players search for it and both kegs
just were taken, noone see where it is to wait there

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if you are commander, and you find the radio-pickups from artillerie, (vehicle and resupply),
should you be able to do 2 artillerie-strikes at once? or is it better you have to toss
it to another player so you can both make a huge artillerie strike at once?!

(we were catched in house, 1 door left, 1 door right, wave 8 with that thousands of deemers,
they were stuck in both small doors and all outside overruning us, just question of time
till deemers finishing us, but well, close to be our final wave, the artilleriestrike at
both doors at same time saved ... welll not the day but at least we could finish the wave ;-)

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if you try to activate the revive-heart, its sound and textannouncement seem to be broken,
the sound is very loud

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finally some lines i couldnt tell when they appear, i copy and pasted them all together:

Code: Select all

Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0052) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:006B) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0084) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:009D) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:00B7) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:00D2) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:00ED) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0108) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:012A) Accessed None 'Controller'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:014A) Accessed None 'MyAmmo'
Warning: Demented DM-(PB)-007Bunker_v3.Demented (Function WOPMonsterPack_v180.Demented.SpawnTwoShots:0198) Accessed None 'MyAmmo'


Log: AttachToBone: Tried to attach invalid actor to bone tip of actor AK47Attachment .
Log: PlayAnim: Sequence 'Biggun_Aimed' not found for mesh 'MI24HindMesh'
Log: PlayAnim: Sequence 'Rifle_Burst' not found for mesh 'MI24HindMesh'
Log: PlayAnim: Sequence 'HairFlip' not found for mesh 'Skaarj5Mesh'
Log: PlayAnim: Sequence 'Idle_Biggun' not found for mesh 'AmonMesh'


Warning: NukeBombMessages None (Function WOPWeaponsPack_v180.NukeBombMessages.GetString:0024) Accessed None
'RelatedPRI_1'
Warning: ClientMover DM-Goliath.ClientMover0 (Function Engine.Mover.BumpOpenTimed.Bump:00AD) Accessed None
'Controller'
Warning: ServerConsoleMessages None (Function WOPMonsterPack_v180.ServerConsoleMessages.GetString:0061) Accessed
None 'RelatedPRI_1'

Error: DMStatsScreen DM-Goliath.DMStatsScreen (Function UnrealGame.DMStatsScreen.DrawScoreboard:1B3C) Accessed null class context 'WeaponClass'

Error: Mut_IK_SIG666VIIX DM-{AS}-LimeArena_B3.Mut_IK_SIG666VIIX (Function
IK_SIG66LRXX_VD.Mut_IK_SIG666VIIX.BeginPlay:0080) GotoState (Enabled None): State not found
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this one appears every time when i hit myself with cutter:

Code: Select all

ScriptLog: DM-{GOD}-Blood_ReD][pf.xPawn client damage type WOPWeaponsPack_v180.CutterBodyShotDamType by 
DM-{GOD}-Blood_ReD][pf.xPawn
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note: all these messages/warnings above are not "single ones", they mostly appear
"very often"...

ats
:shocked: Amy you are one of the most incredible bug finders I have ever seen. We will go through this one by one and address them. THANK YOU!!! :bow:
| ASRock Fatal1ty X470 | AMD Ryzen 3700x @Stock | 32GB DDR4 3200 mHz | Zotac GeForce RTX 2060 Super | Dell S2417DG |

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