I found a new bug concerning Knifes :
_1 When you're playing a map in which you play as different OCs in the same level ("Revolution" and "Providence") the game doesn't "remember" which OC has which knife, basically in "Revolution" I had Highwire with the Shovel, then James with the Combat Knife but then when back to Highwire he had the Combat Knife instead of the Shovel. Same thing in Providence where I had Sang's Silver Knife being ported to James and it actually did work like it, I first thought it was just a sprite problem but since I managed to slash a sorcerer in Armageddon then it proves everything.
_2 When playing a user map with an OC with a loadout sometimes your knife will simply disappear and you'll resume to kicking. I last witnessed that in Snowfall's Neutrino in which my knife disappeared for the rest of the map but I also witnessed a temporary version of that bug in regular gameplay. However I still don't understand how that happens I guess I'll have to search a bit more ... Maybe keeping a save and sending it might help if I happen to stumble across that bug again ?
A few more things :
_3 Rusty's Golden Handshotgun can be selected along with the Over-Under (both in blue like with Zaxtor's Galil and RC-APSMGs) but unlike with Zaxtor's unpatched bug we don't seem to get one gun with the characteristics of the other.
_4 Somehow the Silver Bayonet for Rusty's FG42 got deselected (displayed in white) however the bug is still present : you can't tell if it's selected or not because it'll always remain displayed in white (some time ago it was in blue). The problem being you don't know what is selected until you get to find the gun :/
_5 Small addition to the fact we need to select regular ammo 2 times in order to work (for guns that use alt ammo) >> It seems to affect only the regular ammo (regular shells/grenades/bolts ...) AND the automatic switching from alt to regular by firing also is affected. For instance with the Tommy-Gun's silver ammo, a Riot Gun/Minigun's tesla ammo or the Crossbow's silver bolts the gun will non-fire 2 times before switching back to normal ammo just like you have to select 2 times manually. (that doesn't affect shotguns it seems (probably thanks to the new ammo system))
EP2 bug reports "A thread for bugs"
#211 Posted 03 August 2015 - 11:58 PM
This post has been edited by thedrawliner: 04 August 2015 - 12:53 AM
#212 Posted 04 August 2015 - 09:15 AM
Thanks for the bug reports, I'll fix as many as I have time for.
#213 Posted 07 August 2015 - 11:29 PM
Hi again, a few things to report ^^
1_ I've had that bug with shotguns again, when you want to select an alternate ammo it won't select it but you'll have infinite normal ammo as long as you don't select regular shells again. Fort the time being I've witnessed that only with the Police Shotgun but it is possible others can be affected somehow. I still don't understand what's making it happen though :/
2_ The M-16 has different positions depending on the mode of fire, I've prepared a little picture for that :
I don't know if the 176 pixels difference is according to the software I used or the game but I thought it was a good idea to include it. (who knows if it's really that then it'll help you fix it more)
3_ What is calling this hell ?
4_ Was already present in Ep1, Zaxtor's golden autorifle can fire grenades if we bought the GL upgrade for the default one, BUT unlike in Ep1 where it was one and for all, now with its new zoom functions it tends to be able to fire more than once, it seems to be random though as during my testing it didn't happen regularly ...
5_ Also was in Ep1, if we had used Mikko's default shotgun previously, his assault shotgun will fire if we press alt fire while technically it's not supposed to.
I wanted to report the Golden Jackhammer not being able to fire but I need to be able to reproduce it first :/
EDIT :
I've just noticed a weird bug concerning James' mission on Mars with John.
According to where you're looking at, that object will move on a straight line between the crates and a wall. Once it reaches the crates it seems to disappear but it comes back when you look back towards your left.
Also I once had a nasty bug on that same mission, After the time portal when we hear John shooting if you wait too long before opening the doors he will disappear and will be nowhere to be found which brakes the level since HE opens the door with the turrets. I don't know if it's because I had dismissed him before going into the portal but when it happened that's what I did.
1_ I've had that bug with shotguns again, when you want to select an alternate ammo it won't select it but you'll have infinite normal ammo as long as you don't select regular shells again. Fort the time being I've witnessed that only with the Police Shotgun but it is possible others can be affected somehow. I still don't understand what's making it happen though :/
2_ The M-16 has different positions depending on the mode of fire, I've prepared a little picture for that :
I don't know if the 176 pixels difference is according to the software I used or the game but I thought it was a good idea to include it. (who knows if it's really that then it'll help you fix it more)
3_ What is calling this hell ?
4_ Was already present in Ep1, Zaxtor's golden autorifle can fire grenades if we bought the GL upgrade for the default one, BUT unlike in Ep1 where it was one and for all, now with its new zoom functions it tends to be able to fire more than once, it seems to be random though as during my testing it didn't happen regularly ...
5_ Also was in Ep1, if we had used Mikko's default shotgun previously, his assault shotgun will fire if we press alt fire while technically it's not supposed to.
I wanted to report the Golden Jackhammer not being able to fire but I need to be able to reproduce it first :/
EDIT :
I've just noticed a weird bug concerning James' mission on Mars with John.
According to where you're looking at, that object will move on a straight line between the crates and a wall. Once it reaches the crates it seems to disappear but it comes back when you look back towards your left.
Also I once had a nasty bug on that same mission, After the time portal when we hear John shooting if you wait too long before opening the doors he will disappear and will be nowhere to be found which brakes the level since HE opens the door with the turrets. I don't know if it's because I had dismissed him before going into the portal but when it happened that's what I did.
This post has been edited by thedrawliner: 08 August 2015 - 01:51 AM
#214 Posted 08 August 2015 - 10:28 AM
Back again with something about melee.
I don't know if that's really a bug but I have noticed something intriguing ... with Merlijn.
1_ When we get to hit an enemy with one of his melee weapon at the very tip of the weapon (I mean the farthest distance of reach) it will act as if we had hit a wall, the enemy won't be wounded and won't be knocked back. This is most noticeable with the sword and the Guando. Oddly enough the Katana doesn't seem to be affected by that :/
I suggest playing Tower Of Life with the Guando that's the best way to experience what I'm describing.
2_ Somehow when we are underwater all melee attack seem to have reduced range. Octabrains for instance must be hit from closer when underwater in comparison to when we're on land. Kicking doesn't seem to be affected, at least it did not feel like it was. Again this is most noticeable with the sword and the Guando, the Katana seems to be affected as well.
3_ Combo breaker ! When we are underwater "bug" number 1 is most noticeable as well.
I don't know if that's really a bug but I have noticed something intriguing ... with Merlijn.
1_ When we get to hit an enemy with one of his melee weapon at the very tip of the weapon (I mean the farthest distance of reach) it will act as if we had hit a wall, the enemy won't be wounded and won't be knocked back. This is most noticeable with the sword and the Guando. Oddly enough the Katana doesn't seem to be affected by that :/
I suggest playing Tower Of Life with the Guando that's the best way to experience what I'm describing.
2_ Somehow when we are underwater all melee attack seem to have reduced range. Octabrains for instance must be hit from closer when underwater in comparison to when we're on land. Kicking doesn't seem to be affected, at least it did not feel like it was. Again this is most noticeable with the sword and the Guando, the Katana seems to be affected as well.
3_ Combo breaker ! When we are underwater "bug" number 1 is most noticeable as well.
#215 Posted 10 August 2015 - 01:21 PM
Hey JBlade. Any chance you could post a quick-fix for that shotgun bug that occurs when most of us play as you? It's starting to become a pest.
#216 Posted 10 August 2015 - 02:06 PM
It doesn't happen only when playing as him.
Once it has occurred with one character it will apply to absolutely everyone that can use alternate shells.
Once it has occurred with one character it will apply to absolutely everyone that can use alternate shells.
#217 Posted 10 August 2015 - 04:35 PM
Oh well. Well I'm glad it's not just me that keeps getting this bug.
This post has been edited by KillerBudgie: 17 August 2015 - 12:28 AM
#218 Posted 10 August 2015 - 10:57 PM
Sorry there can't really be a quick fix as I'd have to pull that code out of all the other stuff and that would be really time consuming. I have a bit more time off soon so I'll see about trying to get a patch out then.
#220 Posted 12 August 2015 - 12:15 PM
This applies to the first ep, and probably isn't really a bug. But I notice some of the scientists in the research area, the female scientists in particular, have an E interact button appear. But nothing seems to happen when I press it on them, no sound or dialog window or anything like that.
#221 Posted 12 August 2015 - 01:33 PM
Yeah that's a hold-over I didn't take out - I remember somebody said that scientists shouldn't get a use prompt since all they say is hello if you hit use but I forgot to remove it from the female scientists (who don't have voices at the moment)
Also I wonder if anybody noticed the AMC soldiers saluting you if you walk by (I should do a topic about stuff that people may of missed)
Also I wonder if anybody noticed the AMC soldiers saluting you if you walk by (I should do a topic about stuff that people may of missed)
#222 Posted 12 August 2015 - 01:45 PM
I did notice that, but I suppose it is too much of a minor detail for people to get all exited about despite it being a nice touch.
#223 Posted 13 August 2015 - 03:26 AM
Jblade, on 12 August 2015 - 01:33 PM, said:
Also I wonder if anybody noticed the AMC soldiers saluting you if you walk by (I should do a topic about stuff that people may of missed)
Yeah, I loved that they say good morning/afternoon/evening depending on the real time of the day you salute them.
#224 Posted 13 August 2015 - 12:47 PM
Not so new bug but still.
I've read some old posts of mine routing back to Ep1 and so there was one bug that I was wondering if it had been fixed and apparently it has not been fixed.
Here's what it is :
If you happen to get shrunk while you were in use of a weapon that you are able to dual wield AND if you repeatedly switch between dual wielded and single wielded while shrunk then you will be able to remain shrunk for as long as you want, as long as you keep switching regularly between dual wielded and single wielded you will never grow back as if switching somehow reinitialized the countdown for growing back. Finally you just have to stop and wait in order to grow back.
It's an exploit that has no real use but intelligent player might find a use for it, for instance you prevent yourself from growing back until you are in a safe spot in order not to get crushed by Protector Drones or anything else.
I've read some old posts of mine routing back to Ep1 and so there was one bug that I was wondering if it had been fixed and apparently it has not been fixed.
Here's what it is :
If you happen to get shrunk while you were in use of a weapon that you are able to dual wield AND if you repeatedly switch between dual wielded and single wielded while shrunk then you will be able to remain shrunk for as long as you want, as long as you keep switching regularly between dual wielded and single wielded you will never grow back as if switching somehow reinitialized the countdown for growing back. Finally you just have to stop and wait in order to grow back.
It's an exploit that has no real use but intelligent player might find a use for it, for instance you prevent yourself from growing back until you are in a safe spot in order not to get crushed by Protector Drones or anything else.
#225 Posted 17 August 2015 - 03:48 AM
HI HI !
A few new things to report :
1_ I have noticed in City Under Siege, in the cinema, that the sprite of most characters we play as is small in size. Here's an example with Mikko but it's the same with some other OCs such as Geoffrey or James. Micky for instance has good size.
2_ I don't know if other people have that but some weapons that have an underslung GL tend to have a small glitch, which I witnessed only with Highiwre's M16 and Micky's AR so far. What happens is that sometimes when you switch to that weapon its sprite will be lower than normal :
Then after a few seconds :
It will be back to normal position but it will play its GL reloading sound and expel a grenade case of the type you last used or selected but fortunately it will not consume it.
That glitch seems to happen randomly since it doesn't happen regularly and sometimes it never ever happens.
3_ What is this in Island Facility ?
Is it a reminiscence of something that was intended in the map but then abandoned or is it just a small anomaly ? It is located at the bottom of the wall where the power station is (When you start the level from the boat you just cross the pier into the water and lick the wall.).
4_ I was playing the HK maps with Mikko and I noticed something weird with the Yakuza and his default Green Materia Gun. When you use that gun in freezing mode (red ammo) against the grey Yakuza they will explode instead of freezing whereas the purple Yakuza get frozen normally. I forgot to test about the red and blue Yakuzas but still. It seems to consider the freezing projectile of the gun to be of the explosive type for some reasons.
5_ For some reasons some weapons don't affect us. For instance the alt-fire of the Stygian Warcannon doesn't hurt us while the regular fire does. Same for Mikko's slot 8 weapon we're not affected by it. I don't recall any other weapons doing that for the time being but there are very very very few weapons that don't hurt us.
A few new things to report :
1_ I have noticed in City Under Siege, in the cinema, that the sprite of most characters we play as is small in size. Here's an example with Mikko but it's the same with some other OCs such as Geoffrey or James. Micky for instance has good size.
2_ I don't know if other people have that but some weapons that have an underslung GL tend to have a small glitch, which I witnessed only with Highiwre's M16 and Micky's AR so far. What happens is that sometimes when you switch to that weapon its sprite will be lower than normal :
Then after a few seconds :
It will be back to normal position but it will play its GL reloading sound and expel a grenade case of the type you last used or selected but fortunately it will not consume it.
That glitch seems to happen randomly since it doesn't happen regularly and sometimes it never ever happens.
3_ What is this in Island Facility ?
Is it a reminiscence of something that was intended in the map but then abandoned or is it just a small anomaly ? It is located at the bottom of the wall where the power station is (When you start the level from the boat you just cross the pier into the water and lick the wall.).
4_ I was playing the HK maps with Mikko and I noticed something weird with the Yakuza and his default Green Materia Gun. When you use that gun in freezing mode (red ammo) against the grey Yakuza they will explode instead of freezing whereas the purple Yakuza get frozen normally. I forgot to test about the red and blue Yakuzas but still. It seems to consider the freezing projectile of the gun to be of the explosive type for some reasons.
5_ For some reasons some weapons don't affect us. For instance the alt-fire of the Stygian Warcannon doesn't hurt us while the regular fire does. Same for Mikko's slot 8 weapon we're not affected by it. I don't recall any other weapons doing that for the time being but there are very very very few weapons that don't hurt us.
#226 Posted 17 August 2015 - 04:47 AM
Quote
Is it a reminiscence of something that was intended in the map but then abandoned or is it just a small anomaly ? It is located at the bottom of the wall where the power station is (When you start the level from the boat you just cross the pier into the water and lick the wall.).
It's intended to be a pump under there pulling up water for the Nuclear reactor. just a little detail.
Quote
5_ For some reasons some weapons don't affect us. For instance the alt-fire of the Stygian Warcannon doesn't hurt us while the regular fire does. Same for Mikko's slot 8 weapon we're not affected by it. I don't recall any other weapons doing that for the time being but there are very very very few weapons that don't hurt us.
This is intentional (Same reason why the BFG in Doom doesn't hurt you) as the gun was unusable without it.
I'll take a look at the other stuff when I have time, cheers!
#227 Posted 17 August 2015 - 05:01 AM
Jblade, on 17 August 2015 - 04:47 AM, said:
This is intentional (Same reason why the BFG in Doom doesn't hurt you) as the gun was unusable without it.
That detail could use some more detail. I'll work on it when I start patching up episode 2.
I played through the mars missions a few weeks ago and mentally noted some stuff that could use improvements. Naturally I've forgotten them since then. Oh well, guess I've got to play it again
#228 Posted 17 August 2015 - 05:50 AM
The only thing the Mars missions could use as an improvement is either an upgrading station for Micky's mission and a bug-fix for the fact we lose all our upgrades when we begin Mikko and Micky's segment.
As far as I'm concerned that's the only thing I did notice.
As far as I'm concerned that's the only thing I did notice.
#229 Posted 19 August 2015 - 07:33 AM
Does anyone get the bug when trying to buy the MDF Plasma Gun? It's the one weapon that shows up in the menu in the Smuggler's Cave but refuses to let me buy it.
I've also discovered that if you research Cybertour Sheathing & MS-Corp Ceramics and play as Mikko. He has 170 health instead of 200. Before when I had just MS-Corp Ceramics, his health was 180.
I've also discovered that if you research Cybertour Sheathing & MS-Corp Ceramics and play as Mikko. He has 170 health instead of 200. Before when I had just MS-Corp Ceramics, his health was 180.
This post has been edited by KillerBudgie: 19 August 2015 - 07:46 AM
#230 Posted 19 August 2015 - 08:24 AM
I've fixed the latter one, I'll see what might be causing the first problem - thanks for letting me know!
#231 Posted 19 August 2015 - 08:26 AM
Did you scan the advertising for the MDF Plasma gun ?
As for the bug with the Sheathing I was also wondering why Mikko was not affected by that research but I don't recall Mikko having 180hp before that for me ever since I played I remember Ep2 he had 170 even with the Sheathing research that doesn't affect him, but it at least makes Rusty start with 140 instead of 120 ...
You're really sure there is a bug with Mikko and that research ?
As for the bug with the Sheathing I was also wondering why Mikko was not affected by that research but I don't recall Mikko having 180hp before that for me ever since I played I remember Ep2 he had 170 even with the Sheathing research that doesn't affect him, but it at least makes Rusty start with 140 instead of 120 ...
You're really sure there is a bug with Mikko and that research ?
#232 Posted 19 August 2015 - 08:42 AM
I did scan the ad for the MDF Plasma Gun. It still won't let me buy it.
#233 Posted 19 August 2015 - 09:05 AM
Weird ...
Did you start playing Ep2 as it is or did you back up data from Ep1 ?
Cause maybe something went wrong when you did that....
Did you start playing Ep2 as it is or did you back up data from Ep1 ?
Cause maybe something went wrong when you did that....
#235 Posted 19 August 2015 - 10:32 AM
I see ...
You should try and see if you can buy that weapon in the unpatched, simply re-download the game, install it on a different folder, put all your files from "Data" folder in your new unpatched installment and see if you can buy it, your base budget should have been transferred. That would help see if your problem is linked to the patch or the whole Ep2 release.
You should try and see if you can buy that weapon in the unpatched, simply re-download the game, install it on a different folder, put all your files from "Data" folder in your new unpatched installment and see if you can buy it, your base budget should have been transferred. That would help see if your problem is linked to the patch or the whole Ep2 release.
#236 Posted 19 August 2015 - 10:59 AM
How very strange. I can buy the MDF Plasma Gun in the UNpatched version. But if I patch it and then try to buy it, it won't let me.
#237 Posted 19 August 2015 - 12:06 PM
Then you just buy it in the unpatched version then transfer your files ^_-
Take your files from the "Data" folder of your patched game, put them in the "Data" folder of your UNpatched game, Buy the weapon (normally you should have your base budget up to where you left it) and then take the files from the "Data" folder and put them back in your patched game's "Data" folder and check if it is still labeled as bought.
However be sure to copy your patched games "data" folder files just in case something goes wrong !
So now thanks to you we know that the patch breaks something with the MDF Plasma gun.
Take your files from the "Data" folder of your patched game, put them in the "Data" folder of your UNpatched game, Buy the weapon (normally you should have your base budget up to where you left it) and then take the files from the "Data" folder and put them back in your patched game's "Data" folder and check if it is still labeled as bought.
However be sure to copy your patched games "data" folder files just in case something goes wrong !
So now thanks to you we know that the patch breaks something with the MDF Plasma gun.
#238 Posted 19 August 2015 - 12:36 PM
I created one version of the game without using the patch, transferred my files from the "Data" folder and placed them in the unpatched game. Played as Mikko, went to New L.A, scanned the ad for the weapon, went to the Smugglers Den, and I was finally able to buy the damn thing.
How annoying. Having to do all that just to get my mitts on a Plasma Gun...
How annoying. Having to do all that just to get my mitts on a Plasma Gun...
#239 Posted 19 August 2015 - 12:49 PM
Right, now you just transfer your files from the "Data" folder of the UNpatched game (in which you bought the gun) to the "Data" folder of your regular patched game, normally it should be conserved along with your base budget and everything else, and if it does then you'll just delete the UNpatched game since you'll no longer need it, or you might as well patch it but you'll miss your achievements and other things.
#240 Posted 19 August 2015 - 01:30 PM
I've already done that. But I'll keep an unpatched copy just in case I find anything else wrong with the patched version.