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Discovered 2 new glitches.  "Featuring mirrors and one specific door ..."

#1

Hello world !!!

It's me once again for reporting two new glitches I found although this time they don't pose a problem but still they're here and that's why I report, and bY the way do tell me if I bother you by making a new topic everytime I report or if I should continue reporting (if I do) on the latest one (this one) ?


Okay so here's the exploit glitch I found, it's not that usefull for the time being but intelligent people may find a use for it, I suspected its existence in the user map about a base in an island resort and then I tested it further in the toilets of the AMC base and it was confirmed :

When you have the Shrinker as a temporary weapon and use it to shrink yourself, you can switch to another weapon and IF you switch to a weapon that you can DUAL WIELD and IF you actualy can dual wield it then things start being interesting > indeed if you switch repeatedly between dual wielding it and single wielding it then you can sort of stay shrunk for the amount of time that you want, you just have to stop it and wait in order to grow back to normal size.
Since it involves dual wielding it can only be performed by >> James with his different pistol replacements + Sang with his Mini-Uzi + Rusty with his Revolvers.
Surely Zaxtor can dual wield his SMG but since we can't choose to dual wield them or not then the exploit cannot be performed with him..

Now for the other "glitch", it's no real glitch but more of a failure in map editing, it's on the level about a base in an island resort (classic user map) near the room where you shutdown the reactor, in the corridor before that room are glass doors where you find the "protective boots" equivalent >> when you open these doors they remain stuck together, as in if you open the right one then the left one will open and stretch in order to have it's tip in contact with the right door's, it's pretty hard to explain and I don't know how to post a screen cap inside a post but the only problem that this glitch poses is just that you need to brake the glass in order to go in and grab the item but still it's a weird thing to notice :/
A litlle map edition is enough for solving the thing, but since I have no knowledge of Mapster's functionning there's no way I can do that myself ^^

So far I haven't seen anything much but as always I'll pop up and tell you guies about anything I find.
And once again tell me if I'm bothering you guies with my thing of posting a new thread everytime I have things to report or if I should keep THIS ONE for it.


Thanks again for listening to me, I like to contribute and it's the only way I can do that ^^

This post has been edited by thedrawliner: 26 September 2014 - 07:45 AM

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User is offline   Jblade 

#2

That duel wielding bug sounds strange I'll take a look - I do appreciate the bug reports, although I'd recommend keeping them all in one thread. There's hardly any posting going on in this forum at the moment so I'll always be able to see them and check it out :)
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#3

Okay I'll keep up with it on this thread then ^^

Yeah that duel wielding exploit is weird and as I said you can perform it anywhere as long as you have the temporary shrinker and a "duel-wieldable" gun(s).

By The Way you remember that other exploit about sprinting forever with scopes ?
I've managed to perform it with James's Browning Auto 5 since it's iron sight alt-fire seems to be considered as a "scoped" view, consequently I've managed to sprint on crazy marathonian distances.
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#4

Hey I'm back with 3 new things to report, 3 minor and one real glitch that you may already be aware of ^^


First it's about James's Golden Jericho (a lot of glitches about James), IF you happen to have bought the power upgrade for the Glock and you duel Wield the Jericho you'll notice the left one has the litlle red lights of the upgraded Glock, it does nothing on its behaviour and caracteristics but still it's there and I report it.


Second is about Mirrors again, it looks like the mirrors that have no reflection of your character also happen to have no reflection of interactive objects, exemple : in the AMC Base's toilets you can't see the toilets in the mirror no matter if they are intact or broken. I couldn't see if enemies had no reflection as well in such mirrors since of all the maps in the game there is no map where I could bring an enemy near a mirror that doesn't reflect our character. That would have been interesting to test since it would mean that any potentialy animated things would have no reflection but since there are mirrors that work perfectly well I can't see why some don't :/


Thirdly it's about Sang (for once he has a bug) : in some parts of some levels, such as in Providence or a lot of places of that Shopping Mall user map, his feet no longer have his oldstyle shoes with his black robe but instead he has brown boots and light grey trousers ... I can't see what is causing this, I don't think it's about the rooms' lightning since it looks like those two levels have the same brightness, must be a texture that is conflicting with it I don't know, I don't think it could also be related with our inventory cause my litlle tests didn't show that :/


Finaly the real glitch is about anybody. It can occur at rare times such as at the beginning of Providence or the beginning of the "Underground Fortress" usermap : what happens is that if we happen to take something like 3 or 4 NEW weapons ALL AT ONCE or in very very rapid succession we end up having a gun that has the sounds and caracteristics of another gun. Exemple of its occurence >> I was in the Underground Fortress user map with James equiped with the Golden Jericho and as soon as the level began I was given the Golden Jericho but duel wielded (since we find another one here) BUT when I pressed reload the animation of the right one played quicker than usual and with the Striker's sound. It's pretty hard to explain what happens since it all depends on what you have and with who but you can easily reproduce this glitch by having 2 or 3 weapons that you don't already have with you and pick them up all at once.
Note that this won't happen if you have desactivated the automatic "change of weapon when new" function.


That's all I found recently but as usual since I can't help but play this game with any given condition or restriction I'll keep an eye open and look for any possible bug to report :)
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User is offline   Jblade 

#5

The Sang thing is actually when you pick up the boot item - it replaces his sandals with boots. It's purely cosmetic - the mirror problem I believe must of been related to an old polymost bug IIRC, but I can't be sure. I know what the last one is, it happens very rarely though but I'll take another look into it. Thanks!
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#6

I see, I thought the thing with Sang was a glitch because I didn't remember that we get to find these boots in the house where we find the golden lighter :)
At first I thought it was some sort of piece of old sprite you originaly intended to use for him or something like that ....

Also for the weapon one, I made a test at the beginning of Providence and it happened again, looks like it happens regularly there.

BTW what do you mean by IIRC ?

This post has been edited by thedrawliner: 28 September 2014 - 01:10 PM

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User is offline   Jblade 

#7

It means 'If I remember/recall correctly' :)
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#8

I see ^^;
I also see you deleted the previous comments ?

BTW I wanna ask you, do you think it's a good idea to play AMC with the latest 4593 EDuke32 ?
I've been doing that as I'm typing this and nothing special happened except for the classic "Version Missmatch" for saved games :/
I can see that it looks like the lightning/brightness is handled better with this version, most noticeable in dark places but I had to re-do my video settings cause although it conserved my previous settings it didn't seem to apply them :\
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User is offline   Jblade 

#9

Voxels are broken in the latest version, I would recommend sticking with the version supplied with the latest version of the mod :)
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#10

You're sure that voxel problem isn't linked to YOUR version of the TC, the episode 2 you're working on and the person who's making voxels for every character's weapons ?

Cause so far I haven't seen anything weird about the few voxels I"ve seen (the radar dome and the temporary weapons like the Thompson or the shotguns) O_o
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User is offline   Micky C 

  • Honored Donor

#11

Voxels are broken in the classic renderer. It's not the mod's fault because other people have mentioned the problem elsewhere as well.

Considering that you're saying lighting is handled better, I can tell you're using openGL mode, where voxels work fine. So go ahead if you're not experiencing any problems I don't see why you shouldn't use a later version of eduke32 Posted Image

I'll point out at this stage though that the classic renderer is very highly recommended for episode 2, partially due to (at current) better looking additive blending of sprites, but more importantly more advanced usage of TROR (sorry, mostly my fault). There's at least 1 level which is unplayable in anything except classic; polymost glitches out to the extreme, and polymer runs way too slowly, not to mention is missing important features that the level requires.
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#12

Okay I understand :)

And you guessed it perfectly I indeed AM using OpenGL but I didn't know it was linked to that, when I got from JFduke to EDuke on the basic game I saw that the only difference with open GL is that the anisotropic filter worked better than without openGL but that's just my interpretation, as I said you guies are 200% tougher than me in informatics ^^
Okay then whenever episode two is released I'll use the included EDuke instead of the latest one


BTW what do you mean by "TROR" ?
I've seen this multiple times on the different forums and I never understand that, sounds like it's related to map editing ^^;

This post has been edited by thedrawliner: 01 October 2014 - 02:43 AM

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User is offline   Jblade 

#13

There is no person making voxels for every weapon, there's just me. I'm not sure what Ivan is doing with his voxels but he's not on the team itself. Anyways I tested the voxels on various builds so I'd appreciate you taking my word for it rather than assuming it's something I've done wrong :)

To elaborate on Micky's point, EP2 is intended for classic only and I can't claim responsibility for any glitches encountered if trying to play it in polymost or polymer. Things like additive rendering don't work in the other render modes and EP2 uses it extensively.

This post has been edited by Jblade: 01 October 2014 - 02:41 AM

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#14

Oh don't worry I didn't mean to imply you doing things wrong, I'm not in position of saying such things ^^

And as I said I'll use the version you'll provide in the TC whenever its episode 2 will be released, in the mean time I might as well continue playing with the latest EDuke32 but then again if I encounter new glitches this might fail our interpretations :/
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#15

There are new things I can report right now and I guess they are NOT linked to my thing with the latest EDuke :

First it looks like if you press "Crouch" while you're sliding (pressing mellee when sprinting) you can go through the floor and fall under it, but this'll work only with thin floors such as glass or thin bridges, it happened to me on the map "Invaders" after that gladiator arena you're in a zone with 2 perpendicular bridges, I wanted to speed up a bit and when I slid and pressed crouch I went and fell to my death through the bridges floor.

If you want my suggestion this could be fixed by making the character's model be slightly higher than it is now when sliding ^^


The other thing I report was kinda weird, it affects the amulets with Sang, it's the only character who affected by that : I was buzzing through the level in which we're captured in the alien's own world (4th map of mission select 5) and so when we get out we find a megasphere. I took it and so things were normal so far, I got 200 health and 200 armour but later on weird thing happened >>> I couldn't pick any amulet anymore ! And yet it didn't stop there, as I took some damage I went to something like 174 health and then I could pick amulets again but the problem was that till the end of the level they would give me only 2 or 4 hitpoints instead of the usual 25 O_o And yes I was able to go above 200 but at the end of the level there was one last amulet, I was at 219 health and I went up to 230 with it AKA scoring 11 hitpoints while it kept giving me 2, at first, or 4 ...

I have no idea how this could be as I said the first few amulets I took after being downed to 174 were giving me 2 points, and later 4 and the very last one gave 11, and as I said this never happened with any character before, even with Sang, it didn't happen before. Yet unlike the previous times I played him on that map I had been on the same game and reached that map as my 23rd map while this time on the countrary it was my 5th, meaning my normal hit point limit was lower than in my previous playthroughs I guess it's linked to that.
And just in case I'd better try and reproduce this with an older version of EDuke in case it's linked to that but I don't think it is.


BTW about the fact I'm now playing with the latest version of EDuke, I must say that texture's contrast are a bit more pronounced/noticeable and also some colors aren't the same, for exemple on that map I was talking about (alien home world) there's a section where we're in some sort of light orange tunnel with 2 octabrains, well this time with the latest EDuke it was real orange almost red (I like red ^^) and also in the beginning section of that level where it's dark and our path is blocked by a few leaves, well now we see them better than with the older EDuke. I know you won't pay attention to this since the TC isn't meant to be played with it but I'm just reporting that just in case it might be of interesst either for EDuke's development or the TC itself.
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#16

A new thing to report, about sliding again :

With Rusty's FG42, if we press alt fire in order to strike with the bayonet while we are sliding this will result in death, as in we stabbed ourself :/

Also about his rocket launcher equivalent, if we fire it while sliding we colide with our own projectily = severe dammage and I'm pretty sure this can happen with anybody who has a weapon that fires projectiles at a slow speed such as Sang's spells or Mikko's fireball launcher.


BTW again about using the latest EDuke, there are two problems that I spotted, in the usermap in Antartica (first map of Mission Select 2) in the begining in that cave there's supposed to be a brakable wall for shotgun ammo, well it seems that the brakability of the wall dissappears with that version, and also in the Shopping Mall usermap if we stand at a certain distance of the mirrors in the toilets they'll reflect a fixed image and it can be a bit glitchy if we turn, lastly in an office of the Island Resort usermap, there's a paint that dissapears unless we look in a certain angle and yet it won't appear entirely.
Again I know you won't fix these since you'll use your own version of EDuke for Ep2 but I report them just in case :\
You can still tell me if you think it's useless to report things related to the latest EDuke ^^
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User is offline   Jblade 

#17

I wouldn't worry too much about that - I would suggest saving your bug testing strength for EP2 as I'm sure there's a lot more coming :)
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#18

You're probably right, I'm finding few things now and yet whenever I find something it's minor :/

I guess I'll stop for now and wait for Ep two ^^
Will I make a new topic or will I keep up with this one ?
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