EP2 bug reports "A thread for bugs"
#1 Posted 29 March 2015 - 01:28 PM
EDIT: I've now closed this topic since so much has changed behind the scenes and episode 3's release later this year means it's no longer necessary.
This post has been edited by Jblade: 06 May 2018 - 07:24 AM
#2 Posted 29 March 2015 - 01:39 PM
Jblade, on 29 March 2015 - 12:59 PM, said:
onevent EVENT_WORLD setuserdef .weaponswitch 0 endevent
EDIT: It sounds like you coded your weapons differently than intended by the weapon system. The ammo_amount should hold the full amount of ammo you hold in all magazines. The weapon switch issue should then become moot.
This post has been edited by Hendricks266: 29 March 2015 - 01:43 PM
#3 Posted 29 March 2015 - 01:59 PM
#4 Posted 30 March 2015 - 12:13 AM
#5 Posted 30 March 2015 - 12:31 AM
#6 Posted 30 March 2015 - 01:09 AM
#7 Posted 30 March 2015 - 01:15 AM
_Also in the Abyss there's that big ass organic tower with a hole in front of it that makes you jump far up to it, well it no longer works, instead I levitate at low altitude or jump high up but it's never enough to reach the place.
_I had to re-do my equipment stuff because when I launched Ep2 and started the EDF missions my knife would no longer deal damage and when I went to the equipment screen I saw that it was all reset whereas it was not when I played Ep1 again (for the Armagedon thing) and also HighWire had something weird equiped it looked like a shovel in place of the knife but I changed it before I had the opportunity to test it and now it's too late.
_The bug that allows you to sprint endlessly is still present.
_Finaly in ABBA there's no way you can continue after you used the Blue KeyCard because the litlle "green" place you have to go int, to use a switch that disactivates a force field to the rest, is solid, unless you dnclip in it you can't get in (I played this map in Attrition and we're supposed to be able to go through it without dnclip).
I played only 1 level of Ep2 (city under siege) and found nothing to report so far, I focus on EDF missions before going on it.
This post has been edited by thedrawliner: 30 March 2015 - 01:21 AM
#8 Posted 30 March 2015 - 01:49 AM
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Can you repeat how you did this for me?
EDIT: nm, found your old post.
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You blow that up, I don't know if it was removed in Attrition but in the duke usermap you get a pipebomb and have to blow the organic stuff up to get inside the room.
This post has been edited by Jblade: 30 March 2015 - 01:56 AM
#9 Posted 30 March 2015 - 02:32 AM
As for ABBA I did try to blow it up but maybe I did it wrong :/
I'll try again this week-end (College eating up on time)
BTW sorry for the MillHaven bug I didn't know it had already been reported
#10 Posted 30 March 2015 - 02:55 AM
And why not put "firemode" to F instead of "map follow mode", and "sprint" to LEFT ALT for example.
Maybe even "altfire" to mouse button 2 and the "PDA" to double button 2, so you don't have to reach over...
You know, make it ASDW friendly out of the box, or do you people really play duke 3d with keyboard only/classic config?!?
This post has been edited by petrus: 30 March 2015 - 03:04 AM
#11 Posted 30 March 2015 - 03:09 AM
#12 Posted 30 March 2015 - 03:32 AM
Having said that, settings.cfg could still use some tweaking... altfire is not set at all in "settings.cfg".
And no mouse stuff is either, the commands are (just for anyone wondering):
MouseButton0 = mouse button 1
MouseButtonClicked0 = double click mouse button 1
And i guess the weird "Steyr AUG" zooming with mouse aim on is an engine thing?
This post has been edited by petrus: 30 March 2015 - 03:41 AM
#13 Posted 30 March 2015 - 03:37 AM
#14 Posted 30 March 2015 - 03:49 AM
Look at that pretty AUG Iron Sight from BO1!
#16 Posted 30 March 2015 - 12:27 PM
#17 Posted 30 March 2015 - 02:36 PM
#18 Posted 30 March 2015 - 02:46 PM
XThX2, on 30 March 2015 - 02:36 PM, said:
Yeah it is intentional in Zeta base to start devoid of equipment - what other maps did this happen for you again? Was it just the jungle base or another one?
#19 Posted 30 March 2015 - 09:00 PM
Jblade, on 30 March 2015 - 02:46 PM, said:
Did you put the sword closer to the start? That weapon effing rules. I'd do the whole episode with nothing but the sword or lightsaber if I had that option. (and the throwing stars belt for those hard to reach stay_put snipers)
Be like a high-tech Daggerfall
This post has been edited by Forge: 30 March 2015 - 09:03 PM
#20 Posted 30 March 2015 - 11:47 PM
Jblade, on 30 March 2015 - 02:46 PM, said:
This happened at one other map I forgot, it's one of those two section missions that send you to another map, I'll have to check again to verify which map it was.
Meanwhile, another bug I found. I could carry one of the sentry turrets on Ghost Ship to a wall and it somehow vanished completely (near the lift). I couldn't even get to drop it, the game just removed it from me.
#21 Posted 30 March 2015 - 11:53 PM
Forge, on 30 March 2015 - 09:00 PM, said:
Just double-checked, I did add a little vent into the room with the sword so you can take a sneaky route into that room and grab it.
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It got put in another room. There is no collision detection on pickup-able objects atm as I never had time to do it properly. It's one thing I will take care of when I can.
#22 Posted 31 March 2015 - 02:36 AM
#23 Posted 31 March 2015 - 03:12 AM
Lt.Havoc, on 31 March 2015 - 02:36 AM, said:
Yeah just set it to 1. I'm working on converting the data held in the config file into arrays; but if you replay that level than whatever you do will over-ride what you did previously.
#24 Posted 31 March 2015 - 03:32 AM
#25 Posted 31 March 2015 - 04:39 AM
This post has been edited by Player Lin: 31 March 2015 - 04:40 AM
#26 Posted 31 March 2015 - 10:46 AM
#27 Posted 31 March 2015 - 10:58 AM
BTW the thing with DisBase not being counted as completed when using the secret exit still occures.
Consequently, unfortunately for me I'll have to replay it on Armagedon and that level is a pain in the fuselage on that difficulty the only level that realy gave me trouble T_T
And yet I tried beating it by cheating and it still didn't count it as completed so either Cheating is taken into account or it is the fact I then aborted the Abyss that may also play a role .... or it is a real bug but I doubt it.
#28 Posted 31 March 2015 - 11:03 AM
#29 Posted 31 March 2015 - 01:32 PM
#30 Posted 31 March 2015 - 01:42 PM
The dialogue, it's definitely in the mod's file structure. I'm not sure why the sound didn't play for you, but it has been included with the TC for sure.
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Shit, I did mean to do this but I completely forgot about it. I apologise about this mess-up.
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I'll have to check this myself but it shouldn't do as the code is in there. You don't get skill medals if you cheated but the map will count as finished otherwise.
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Yeah I get this sometimes, it's annoying but hasn't been a massive ease trying to sort it out. I'll see what I can do regardless though.
This post has been edited by Jblade: 31 March 2015 - 01:42 PM