Bugs & Problems
#691 Posted 14 July 2018 - 10:56 PM
#693 Posted 15 July 2018 - 08:15 AM
#694 Posted 15 July 2018 - 08:54 AM
#695 Posted 15 July 2018 - 09:24 PM
#696 Posted 16 July 2018 - 01:59 AM
SPILL, on 15 July 2018 - 09:24 PM, said:
If weapons can't pickup, try to pickup ammo for it and try to switch. Maybe gotweapon flag didn't reset...but I don't know (and sure) why it's happen
#697 Posted 16 July 2018 - 12:45 PM
Tekedon, on 15 July 2018 - 05:15 AM, said:
Just wanted to add to this. I noticed it has to do with diveable water where you can also see a stack while you are in the water. Probably because how the watereffect works in Blood.. Seems like it works more like a stack instead of a "teleporting" effect so I guess it counts as two stacks which cannot be seen at the same time.
I noticed this because of the same problem in e1m6.
Attached File(s)
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scree0018.png (7.91MB)
Number of downloads: 29
This post has been edited by Tekedon: 16 July 2018 - 12:51 PM
#698 Posted 16 July 2018 - 02:12 PM
M210, on 16 July 2018 - 01:59 AM, said:
We could still pick up ammo but it did not help. I will also say that it did go out of sync the first time playing Tower. However, we did not get the "out of sync" message when the weapons glitched out.
#699 Posted 17 July 2018 - 04:44 PM
#700 Posted 18 July 2018 - 05:35 PM
This issue is caused by using the life leech's alt fire (sentry mode) in a multiplayer match. As long as your life leech sentry is out, you will only be able to pick up ammunition. This effect continues even after being killed multiple times.
The only way to fix this pickup bug is to pick your life leech back up. Upon returning the life leech to your inventory, you can once again pick up weapons.
If I had to guess, this bug is a result of the game logic generalizing the inability to pick up additional life leeches (so as to prevent players from picking up life leeches and placing down infinite turrets) to all weapons. Upon returning the life leech to the player's inventory, that protective mechanic disappears.
#701 Posted 18 July 2018 - 08:14 PM
#702 Posted 21 July 2018 - 01:26 PM
#703 Posted 21 July 2018 - 02:27 PM
M210, on 14 July 2018 - 10:56 PM, said:
what about for DukeGDX?
#704 Posted 22 July 2018 - 05:44 AM
#705 Posted 22 July 2018 - 07:31 PM
#706 Posted 22 July 2018 - 11:17 PM
This crash occurred across two separate multiplayer matches; the multiplayer matches each had two players. This crash does not appear to occur in a single player multiplayer game.
#707 Posted 25 July 2018 - 01:29 AM
M210, you've done a great deal of work and I have a lot of respect for you, but I just wish we had the source code for the retail version.
#708 Posted 25 July 2018 - 06:41 AM
Romulus, on 25 July 2018 - 01:29 AM, said:
M210, you've done a great deal of work and I have a lot of respect for you, but I just wish we had the source code for the retail version.
Interesting that you should think that, as [M210] has done extensive testing and is pretty confident that the AI is identical to the original DOS version.
How was this tested? By making replays and running them through both GDX and DOS versions. As the replays only save actions data for the player, if there was differences in the monster AI, then this would result in different replay actions.
I think he made a 30+ minute replay to test this, and there was no change.
I'll find it for you.
#709 Posted 25 July 2018 - 09:43 AM
Romulus, on 25 July 2018 - 01:29 AM, said:
M210, you've done a great deal of work and I have a lot of respect for you, but I just wish we had the source code for the retail version.
its probably because the dos version has horrible framerate and You are aware the Blood originally had a difficulty bug, right?
#710 Posted 25 July 2018 - 09:56 AM
Tiddalick, on 25 July 2018 - 06:41 AM, said:
How was this tested? By making replays and running them through both GDX and DOS versions. As the replays only save actions data for the player, if there was differences in the monster AI, then this would result in different replay actions.
I think he made a 30+ minute replay to test this, and there was no change.
I'll find it for you.
Yes, AI is 100% identical as video proves, no discussion.
#711 Posted 25 July 2018 - 01:38 PM
I have seen AI stand still and do nothing but stare at each other, Zombies dry humping the edge of a blown up wall when trying to walk out of it.
But yeah, you folks know best and I don't. That YouTube video proves it all. No further discussion required. Peace.
This post has been edited by Romulus: 25 July 2018 - 01:41 PM
#712 Posted 25 July 2018 - 03:21 PM
Romulus, on 25 July 2018 - 01:38 PM, said:
I have seen AI stand still and do nothing but stare at each other, Zombies dry humping the edge of a blown up wall when trying to walk out of it.
Those are definitely in the DOS version as well
#713 Posted 25 July 2018 - 08:03 PM
Romulus, on 25 July 2018 - 01:38 PM, said:
https://youtu.be/id6y40rylUY
#714 Posted 25 July 2018 - 11:11 PM
If you will see unsync in demos, let me know
#715 Posted 26 July 2018 - 02:23 AM
Jim, on 25 July 2018 - 03:21 PM, said:
I think the poster just doesn't know of all the original AI bugs that are in the game.
#716 Posted 26 July 2018 - 05:50 AM
I'll just not use BloodGDX and will stick to DOSBox, thank you.
#717 Posted 26 July 2018 - 07:28 AM
Romulus, on 26 July 2018 - 05:50 AM, said:
It's because you still didn't show nothing, you just tell about bugs from original game.
If you really know about real bugs of bloodgdx (not of original) then show me it...and send me a demo file. Anyway I don't see what I should fix, and should am I?
This post has been edited by M210: 26 July 2018 - 07:29 AM
#718 Posted 26 July 2018 - 09:03 AM
Romulus, on 26 July 2018 - 05:50 AM, said:
I'll just not use BloodGDX and will stick to DOSBox, thank you.
Nobody has called you a schmuck.. Would be interesting to see the floating zombies you are talking about. The other stuff you mentioned are bugs in the original game though. Please record and post a clip if this happens.
#719 Posted 26 July 2018 - 05:13 PM
#720 Posted 26 July 2018 - 06:51 PM
Tekedon, on 26 July 2018 - 09:03 AM, said:
Thank you for being constructive.
I have no interest in contributing to this, sadly, specially after witnessing how some of you have behaved and have defended like this port is flawless and Godsend. If people think saying stuff like I am BS'ing and backpedaling with no proof to bait me into posting proof for which I have to spend an hour or two playing the game and recording, I simply won't fall for it, I have better use for my time. They are free to believe what they want to. Eventually, someone else is going to run into the same issue and will report it. The developer can fix it then. Peace.