Search the Community
Showing results for tags 'bug report'.
-
Small Update for: Snow [created by: ? / @Henk] Dear @Henk, you didn't learn much from Tunnels or you're just lazy It's disarmable, but still glitched inside the boulders.... [WF] Fix it, @Henk! Regards, Sn4ke
-
Thank you for your participation Soldier! Here you can leave your feedback for the map and suggestions for improvement If you want to report a bug on the map, please provide the following information: - Where can I find this bug? - When does this happen? A screenshot, GIF, video also attach - for faster and more targeted finding and fixing. Greez. DaKuja This Post is just a placeholder and short introduction for future Bug & Feedback reports!
-
Preliminary Bug Report for: Mesa [created by: some dev - sorry I just don't know] [@Ruud033] Hey Reneragers, another prelim. report... while we've been focusing our testing efforts on new custom-made maps, I've decided to try to get all the *regular maps* bug free. Until now, I wanted to publish them in one huge monster thread and then go offline to never come back... but well, I guess you'd never see that bug report then. So let's do that step by step. Starting with Mesa [though Whiteout got it's own thread first...]. GDI Refinery is has a smaller scale than Refineries should have. See: About the stuck points at the long route & background collisions [following material is from @IllumZar] And last but least the WiCkEd MeSa PiT: Poor souls lured into it so far: @Ruud033, servd, Ks.ol, Norc, Gliven - R.I.P. brothers! Regards, Sn4ke *** Special thanks to: @IllumZar ***
-
Preliminary Bug Report: Crash Site - 5.281 release [created by: @Ruud033] Hey folks, here are some bug-screens from CS, we're not done testing the map though. ~80% done. But let's give Ruud something to chew on Hmmm, what else? You can run around behind Nods base ( "out of the official map" near strip / PP, but NOT completely out of the map) avoiding the death countdown... But so far I can't see a real advantage for GDI going there cause you don't get out of sight and Turrets will shoot at you. Might finish testing today.... Happy fixing Ruud! Regards, Sn4ke
-
Bug Report for: GoldRush [created by: ? ] [@Henk] Hello community, let's take a look into our Klondike map! Misc.: Getting-out-of-the-map: Nod Refinery rock collision: Uhm... yeah @Henk didn't you tell me that you've fixed that as you can see... you (still) can get out of sight here Minor stuff: EDIT: Minimap needs an update as well. [thx to @Ruud033] Happy fixing @Henk! Regards, Sn4ke
-
Preliminary Bug Report for: Field [created by: ? / @Havoc89] [at least Havoc89 was the last person working on Field ] Hello - 's me again it's Field time, baby! Misc.: Floating rocks next to strip. Bad collision at the long route (Nod side, next to the bunker leading to CommCentre bridge). 100% stuck spot - long route near GDI base. Minor collision bug - you can walk along the ledge of GDI PP. Semi-glitched nuke spot. You can disarm it from downstairs but just from a certain point of view. Origin: Why is there a vehicle collision from WF side when you can get behind barracks (with vehicles) here...? Bad Collision [CommCentre hill] Obstruction: bad collisions so the new obstructions are superweapon-proofed, while infantry is getting roasted by nukes/ions placed inside the tunnels? The deadly river: Why can't there just be a blocking volume to prevent players to get there / to get out of the map..? I think especially new players can get pissed when they accidently fall down the bridge, losing a 1k char.. Harvy balancing: Both harvies are pretty balanced. Drop time ~2:08 minutes. (Nod may be 1 second slower...). GDI got a start advantage though: their harvy is ~10 seconds faster. Regards, Sn4ke
-
Small update for: Canyon [created by: @kenz3001] Hey guys, last week we've been busy testing Eyes & Glasses, so Kuja could release both of them. Until now I didn't take a look into the new destructable objects as on Canyon, Snow or Field. But after yesterdays PUG I was looking for something chilled out and decided to do another Canyon test session to see what the new rock barrier is worth (single arty: 40 seconds.... ) and check if kenz fixed some bugs as: you could get out of the map behind GDI barracks, avoiding the soft border death via a jump-n-run trial [thx to Initiate for telling/showing us]. Harvy path issues: While the getting-out-of-the-map-issue is fixed, I've noticed that the GDI harvy has a bad path node at the WF ramp: GDIs harvester tends to get stuck at the railing collision of the WF ramp. It's nothing serious, it's just slowing the harvy down for 1-2 seconds... Sometimes the harvy finds a good route, driving around the corner with it's usual speed, sometimes it's performing a little hopper to drive over the collision and sometimes it's sliding slowly along the collision.. That happened while I was AFK for ~ 12 minutes. But the harvy dumped his Tiberium and tried to drive back onto the field when this happened: Okay, this is way more interesting than the first screenshot.. the harvy couldn't unstuck itself, at some point I just pushed it.. @kenz3001 I assume the normal harvy route to get back to the field is via WF, but sometimes it's taking the ramp route. Is that harvy behaviour intended or not? [GDI harvy tends to use the ramp route after every ~4-5th drop] Between WF / Bar the harvy is pretty much blocking the whole ramp, while on the ramp to Ref it's driving as close as possible to the WF so there's a free lane for vehicles. Maybe change the path node to the green arrows? Hravy shouldn't get stuck at the WF corner that way and it's not blocking the WF / Bar ramp anymore. Soft border issue: That's happening when you drive too close at the border collision. Even if you return to the battlefield you still get blown up. This is reproducible near barracks [corner cactus], alongside the Ref anti tank barriers and especially at the pillar gallery [ivy at the right side]. Even if this is not that common, I think stank drivers are easily getting into that glitch as they try to avoid scanning GDIs [can happen at Nods base borders as well, but I can't really think of a reason why any tank driver should get that close to the borders there... unless he gets pushed into them, or he's trying to escape from a tank battle]. I don't know exactly how the soft border is working but maybe moving the soft border further "outside" the map is enough to solve that issue. Regards, Sn4ke
- 3 replies
-
- 1
-
- harvy path nodes
- soft border
-
(and 1 more)
Tagged with: