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Discovered two weird glitches ...  "One about an enemy, one about Geofrey's weapon."

#1

Hello world !!

I've been playing a lot of AMC lately and it's only now that I notice 2 weird glitches which I'll try to decribe to you guies although they're are pretty simple ^^

First one's about the troopers that are in Yellow armour, those who shoot freezing shots : somehow when they manage to hit themselves (since this type of shot bounces off walls, they change to blue and resume to generic red laser shots. My suggestion would imply some sort of pallet conflict since enemies get "blued" when hit by those I guess the game thinks giving him a blue color makes him match the pallet of a laser shooting trooper and then considers him as one, only my suggestion :/

Then a more serious glitch is about Geoffrey's grenade launcher : when taking the gun it reads you get 0 ammo for it while we get 5 for it and every other gun of this kind we'll find BUT as for the ammo pick ups it reads we get 0 ammo and we do get 0 ammo out of it no matter how much we find and that's a bit serious because, although I don't use that weapon that much, if we get into a fight with more than one Battlelord or a lot of enemies to blow up at once then it can be a bit harder than originaly intended in the map :\

Accessorily, about his frisby bombs thingies when we have one explode near a "sleeping" enemy it makes him react while with any other character it kills them directly or do nothing for the enforcers but that may not be considered as a glitch.

I don't know if you already knew about it but I didn't realy find any mention of it so that's why I report it just in case.


BTW is there a way to fix any of these ourselves ?
Although if that involves CON code modification I won't be able to apply your adives since the only thing I managed to do with CON was to replace MIDIs until I decided to replace them in the GRP cause tis' much easier ^^;

Anyway thanks in advance for your answers ^^
BYEEEEEEEE
0

User is offline   Jblade 

#2

thanks for the bug reports - that ice one is an oversight on my part, I've fixed it for the next episode release :) I'm not getting that same error with geoffrey's grenade launcher, I must of fixed it over here at some point. I'll look into that other issue as well. Thanks for letting me know about them.
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#3

Okay ^^

BTW I might as well report other problems I've spotted, one being more of an exploit, one being a real problem, one being odd but funny and one being odd but unpleasant :

First I've noticed that when using weapons in zoomed-in mode like with Highwire's AS-VAL or Mikko silenced SMG you can sprint forever if you perform it in a certain and easy way -> start running, press and hold the sprint button and then hit second fire (which will zoom in as described) and then you'll see the sprint bar will fill back up but if you're still holding the sprint button you'll keep on sprinting until you're stopped by a wall or simply release the button, and you try sprinting while zoomed in you'll hear the steps go faster but the character won't.
As I'm typing I've just tested with weapons that have a "iron-sight" view like the Ak-103 and James's MP5 and the same thing can be performed.
Also tested with scoped weapons such as James's AUG and it doesn't work, you have the scope view but you won't sprint forever.


Then I noticed a glitch that concerns alternate ammo but it's not the one that makes you drop a weapon when out of normal ammo while still having the alternate ones, no this one's different and I'll give you two exemples of its occurence because it's hard to explain :/

Ex 1 : I'm using James's 1911, immagine I have like 2 normal ammo and like 50 silver bullets then I will be able to fire 2 silver rounds at a time, and if I have 1 normal bullet left then I'll fire one silver bullet at a time (reloading only 1 bullet automaticaly).

Ex 2 : Imagine I use Highwire with his default shotgun, I have 0 normal shells but 10 of another kind (explosive when it happened but I'm sure the same occurs with flechette), I can still switch to alternate ammo but we'll reload in vein, when I had this I had the box mag upgrade and hitting the reload button would make him reload for explosive shells but always as an empty mag while I still had some left.
The same occurs with Jame's 1911 -> when out of normal ammo he'll never reload for silver bullets even if we switch to it and press reload.

I don't know if the same occurs to other weapons, temporary or not, that can use alternate ammo types but this surely is troublesome, I remember going through providence having stocked up on silver bullets in order to use them when I'll be in need or when fighting weaker enemies in order to save the few normal ones I had but after firing as sivler bullets the amount of normal ones I had then that was it, all the rest of silver ammo I had stocked on was wasted.

Odd but funny thing : in Googlepex classic user map, in that storage room with a conveyer belt, in that litlle office where you get the blue card is a big door, when you close the big door we hear a James (him again XD) voice saying "I'll take it" no matter what character you're using.

Finaly in the Shopping Mall classic user map the conveyer belt at the start is pretty glitchy cause if you happen to step on the barrier that separates the climbing and the descending one, OR if you step where the windows are or originaly were > you get trapped in an area where you can't move and all you see is what you saw before but fix and glitching up when turning and maybe some enforcers might attack you cause it already happened to me.

That's pretty much all the glitches I can think of right now (apart from the mirror with no reflection that makes you look like a vampire (not seeing our reflection)) obviously if I stumble across other glitches I had forgoten I'll tell you gies about it ^_-
0

User is offline   Jblade 

#4

Some good catches - the ammo problems will be fixed when I've finished transitioning the ammo system from the basic setup it is now where both your mag and your main ammo empties at the same time to a more modern system where the ammo in the magazine depletes by itself and then takes it out of the main ammo when you reload. I might not have it all done in time for EP2's release but it's a goal I'm moving towards.

Thanks for the other issues, I'll try and reproduce them and then fix them over here :)
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#5

Okay, that new ammo system you're talking about would not only be more modern but also more realistic I'd say :)
Anyway I look forward to your next release BTW I've seen the poll for the fate of the classic usermaps and I'm relieved cause I thought you'd toss 'em in the bin.

And you're welcome, it's the only kind of "contribution" I can make ^^
And thanks for having listened !
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