Author Topic: Bugs and Balance improvements.  (Read 1557 times)

Mateos

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Re: Bugs and Balance improvements.
« Reply #30 on: April 12, 2013, 10:42:38 AM »
Speaking of the petition, when I had a normal aspect ratio monitor, I was able to read the whole line "to make whiny congressmen play violent video games". Now I can only see part of the message in widescreen.

That's why I suspected the algorithm wasn't taking care of the vertical display of the screen; But Topoader pointed it was fixed, so I guess this detail as well :)

I may have some time this week end to play through it again, if I see flying objects and texture misplacement, I'll post :)

Golem

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Re: Bugs and Balance improvements.
« Reply #31 on: April 12, 2013, 04:27:35 PM »
Ok, some info from my older thread now with pics:
Military Base Balance Issues
Now the balance I mentioned clearly fails at the military base level from AW. First off, you start without your inventory of health items you've gathered throughout the game AND not on full health too (was 73 for me), the soldiers (which are quite possibly the toughest enemies of the game) come in huge packs and medkits are scarce to almost non-existance. I was playing on aggresive difficulty level, but still 4-5 medkits and what feels like 100+ soldiers is tough, even though I gathered a health pipe hidden in a ventilation shaft. And the container FULL of medkits you dont actually need at that point of the game (at the end of non-zombie part of the level) is quite ironic. What I wanna say is: can you maybe throw some more medkits around for good measure? Like on the shelves near weapon stashes?What makes it harder is also the steep difficulty curve. Up until military base Ihad food and pipesa plenty, and killed everyone without too much troubles, being stripped of all of that is kinda too much.

Mirror Bug:
Well that's my only problem with balance, now for the bugs: one that is particulary annoying is a mirror bug. I'm playing in 1920x1080 so it might have something to do with this. When I look in the mirror (and the good example is police interrogation rooms) I sometimes see myself and the room I'm in as I should, sometimes I see the room behind the mirror, like through the window with or without my reflection randomly, and a lot of times I see people running towards me from another room (it looks kind of like a wallhack if you know what I mean).
Pics:
http://steamcommunity.com/sharedfiles/filedetails/?id=138644156
http://steamcommunity.com/sharedfiles/filedetails/?id=138644132
http://steamcommunity.com/sharedfiles/filedetails/?id=138644222

Other bugs include flickering textures on far away objects, (happened to the meat world sign which was far away once, also happened a lot to the vegetation decals in AW which cover the walls of the inner garden of bullfish interactive and nice bestiality picture in the boss' office (the one with the cow, well you know...) and objects disappearing and re-appearing while moving camera (this happened most clearly when Dude's headwound kicked in after he stole the nuclear warhead. Those islands chained together and the stuff that was floating around them kept doing that disappearing act when they were near the border of my field of view. This might have something to do with the fog but what can I know?.
Disappearing objects (kinda hard to tell on screenshots, better try in-game. Look closely.):

http://steamcommunity.com/sharedfiles/filedetails/?id=138644538
http://steamcommunity.com/sharedfiles/filedetails/?id=138644507
http://steamcommunity.com/sharedfiles/filedetails/?id=138644480
http://steamcommunity.com/sharedfiles/filedetails/?id=138644467 
Fullbright props:   
  Fullbright models on some maps (military base, bullfish interactive after zombie invasion), like a lot of doors ,cars etc. Especially noticeable in AW.
Pics:
Door ang items
http://steamcommunity.com/sharedfiles/filedetails/?id=138646066 
Cabinets
http://steamcommunity.com/sharedfiles/filedetails/?id=106459214
Lockers and people
http://steamcommunity.com/sharedfiles/filedetails/?id=106470521
Swithing the render type fixes the fullbright issues but introduces a whole lot of other issues (like non-functional mirrors etc.)

 Also the head thingie (when the gore texture comes out of the back of the neck when the character moves his head ) is not fixed in AW. It is in P2 though
I think there's no need for pictures here

Toploader

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Re: Bugs and Balance improvements.
« Reply #32 on: April 12, 2013, 04:44:00 PM »
Thanks Golem, having all this in one place is a massive help.

SlimDurst

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Re: Bugs and Balance improvements.
« Reply #33 on: April 12, 2013, 05:00:18 PM »
Don't have any screenshots of this currently but on one of the chicken queen estates entrances *not the bridge by rws offices,one of the other ones* if you walk into to it,let the map load,then immediately walk backwards for about 15 feet you will fall under the map and just roam around in blue hell until you kill yourself. Chicken Queens uber secret glitch underworld for sinners. *I think the entrance it works on is where the green explosive pipes are,havent played the game in a few months.*
« Last Edit: April 12, 2013, 05:04:09 PM by SlimDurst »
Silly Billy.

Toploader

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Re: Bugs and Balance improvements.
« Reply #34 on: April 12, 2013, 05:08:37 PM »
Don't have any screenshots of this currently but on one of the chicken queen estates entrances *not the bridge by rws offices,one of the other ones* if you walk into to it,let the map load,then immediately walk backwards for about 15 feet you will fall under the map and just roam around in blue hell until you kill yourself. Chicken Queens uber secret glitch underworld for sinners. *I think the entrance it works on is where the green explosive pipes are,havent played the game in a few months.*

Okay thanks, screens always helpful if you go play again soon.

Virian

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Re: Bugs and Balance improvements.
« Reply #35 on: April 13, 2013, 02:02:10 PM »
I completed all errands on friday with curing the gonorrhea being the last, and I proceeded to Trainyard area. I encountered a bugged newspaper:
http://steamcommunity.com/id/virian/screenshot/864964469482379690
See the description.

Mateos

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Re: Bugs and Balance improvements.
« Reply #36 on: April 13, 2013, 02:09:16 PM »
"Its the Apocalypse" should be "It's the Apocalypse" btw, but editing textures I guess it not that important, just their position/placement is if fails in certain cases :)

OzZy_HH

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Re: Bugs and Balance improvements.
« Reply #37 on: May 15, 2013, 11:45:27 AM »
I'm not sure but is this bug known? At the beginning you can go through the engine of the car.
Will this be fixed in near future?

http://steamcommunity.com/sharedfiles/filedetails/?id=145206760
http://steamcommunity.com/sharedfiles/filedetails/?id=145206798

Toploader

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Re: Bugs and Balance improvements.
« Reply #38 on: May 15, 2013, 11:49:50 AM »
I doubt that will get fixed, it's like it with all the cars, due to a limitation with the engine not being able to make the collision anything other than a cylinder for props that explode like cars.

Still, thanks for the report! It all helps.

Blastfrog

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Re: Bugs and Balance improvements.
« Reply #39 on: May 15, 2013, 12:29:33 PM »
While it's fun to watch ragdolls fly, is it possible to have NPCs be more susceptible to gibbing if you use the rocket launcher against them?

it's like it with all the cars, due to a limitation with the engine not being able to make the collision anything other than a cylinder for props that explode like cars.
Huh? In AW, the cars had proper collision and they still exploded. I know this is a very old build of UE2 and that oldschool UE games used cylinder collision, but the cars in AW seemed to use static mesh (?) collision as opposed to regular prop collision (at least before exploding).
There is no point to forum signatures. That's why I wrote one.

Toploader

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Re: Bugs and Balance improvements.
« Reply #40 on: May 15, 2013, 02:01:05 PM »
Is that right? If it is I'm embarrassed to not have know that, and if it is the case it's easy to back port, I'll investigate.

Blastfrog

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Re: Bugs and Balance improvements.
« Reply #41 on: May 21, 2013, 10:50:49 PM »
Although not really a bug report or a balance improvement suggestion, I'd like to suggest a small little idea I had. Could the shotgun gib people's individual limbs similar to cutting them off in AW? That'd be so fun/funny to just shotgun someone's arm off in a cartoony explosion of generic gore as they run off screaming.

 

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