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Found 7 results

  1. 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
  2. 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!
  3. 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 ***
  4. 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
  5. 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
  6. 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
  7. 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
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