EP2 bug reports "A thread for bugs"
#391 Posted 26 October 2016 - 04:33 AM
1_ When you're playing as John in a level where there's supposed to be a sprite of the OC you're playing as, he'll be replaced by Zaxtor's sprite instead :
2_ It appears that if you're using alternate shells with his Shotgun then you will be able to fire that type of shell infinitely ! I was in the Shoping Center (backed up from Ep1) and I had maximal normal ammo when I started using the explosive ammo you find in the level, I've been able to use them and still have 10 of those till the end.
Also reminding that John's slot 8 rocket launcher can be picked up but not the ammo for it.
#392 Posted 08 November 2016 - 12:00 PM
I want to report a bug when you are playing as James.
Play as James the EDF Mission "Underground Fortress" and after you finish the second level you have access to all characters include John, Cultist,... and in the world map you can choose Missions from Episode 1 to 5. I have not tested, if this happens with other characters and if this should be important, I play on Expert Skill.
Edit : I can choose all Missions with John
This post has been edited by ozelot47: 08 November 2016 - 12:18 PM
#393 Posted 21 November 2016 - 12:58 AM
I got two little new things to report :
1_ I don't know how it occurs but it recently did : I was playing as Merlijn in DisBase and I went for the secret exit and when I took it it happened to take me to the Multiplayer DM version of Providence ! I reloaded my save and took it again and it took me to DoomDisco like normal. I don't know if it occurs specifically with Merlijn but it sure is a very rare thing to happen.
I suppose it's a glitch related to the coded level succession the game uses (not based on the original D3D architecture).
2_ I don't remember if it has already been reported but the Supply Drop on the Tower Of Life level is broken in the patch. Without the patch I remember that the drop would happen in front of the statue outside on the second floor but if the patch is applied it will not occur any where and the icon will remain in "selected" position in the command center.
BTW is it normal that there is a sword to be found in Millhaven ?
Has it been added in Ep2 or was it here right from the start ? or is it a bug ?
#394 Posted 21 November 2016 - 02:21 AM
Have you used the, uh, combat shovel in Millhaven yet?
#395 Posted 21 November 2016 - 02:36 AM
Micky C, on 21 November 2016 - 02:21 AM, said:
Have you used the, uh, combat shovel in Millhaven yet?
I see O_o
Of course I did, I was a bit disappointed by the fact it just makes the map easier by allowing a choice of 3 doors out of 4 but I must temper my feeling because I hardly see what else you guys could have done, besides I'm constantly using it now ^^
Gave it to Rusty, James and Highwire.
#396 Posted 21 November 2016 - 02:53 AM
I've managed to dig up an old, old version of the TC, this might have even been been a beta of Episode 1, and the comparisons are amazing. A good example of beta is not better!
Disbase has had many, many touch-ups.
Abyss has also had an insane amount of touchups, albeit relatively subtle ones that smooth off landscape.
#398 Posted 21 November 2016 - 05:05 AM
I suspect that the amount of modification for Ep2 levels will not be as shocking as it was for Ep1's first 3 levels (DisBase especially) ^^
BTW what's with the ground in the Abyss level ?
On the comparative shot of Ep2 version the ground looks weird and it doesn't show up like that in-game O_o
Is it something with the Mapster rendering ?
This post has been edited by TheDragonLiner: 21 November 2016 - 05:08 AM
#400 Posted 21 November 2016 - 01:35 PM
TheDragonLiner, on 21 November 2016 - 05:05 AM, said:
From memory a large chunk of the team had already essentially left the community by the time Episode 1 was released, so James would have just wanted to get something out the door. This wasn't the case with Episode 2. Disbase will had pretty good atmosphere and gameplay in its initial state, but damn was it uggglllyyyy in hindsight. No offense James
Well maybe ugly isn't the right word. Definitely empty and basic for sure.
But yeah the great thing about an Episodic release is being able to go back and patch up earlier work that doesn't done at the time for whatever reason. Now we just need to not George Lucas it...
This post has been edited by Micky C: 21 November 2016 - 01:36 PM
#401 Posted 22 November 2016 - 12:42 AM
Micky C, on 21 November 2016 - 01:35 PM, said:
You're already had bits of George Lucas with City Under Siege and it's "spectacular" scripted events ^_-
But it ain't a problem, I prefer seeing you guys CODE the game instead of COD it ^^
(pun be bad I know )
#402 Posted 05 December 2016 - 09:19 AM
I have found a light bug when you play Mikko in the Train Station/TV Station map of the Asia Mons Colony Episode. If you reload the shutgun you can "overload" it and if the reserve ammo is zero, you can not use the weapon until you find shells for it.
Here is a screenshot what I mean
#403 Posted 05 December 2016 - 02:10 PM
ozelot47, on 05 December 2016 - 09:19 AM, said:
I have found a light bug when you play Mikko in the Train Station/TV Station map of the Asia Mons Colony Episode. If you reload the shutgun you can "overload" it and if the reserve ammo is zero, you can not use the weapon until you find shells for it.
Here is a screenshot what I mean
duke0023.png
How did you do that ?
Finished James' level with the Striker loaded with 12 shells ?
BTW you'll have noticed that you lose all your upgrades for the concerned OCs during these levels >_>
#404 Posted 06 December 2016 - 08:51 AM
Yes, I can confirm this that you lose all upgrades but in my case I have to buy the upgrades again after this episode. But i have enough credits
#405 Posted 06 December 2016 - 05:19 PM
Also, a fix to the bug that causes you to have your loadout reset in the said levels, is that very thing. Just save before the level changes (you should know when, hopefully) and keep loading it until the next time you exit the weapons aren't reset. Usually works the 3rd time.
#406 Posted 10 December 2016 - 01:08 AM
I didn't know drones were made out of organic matter :
I don't know if it's a known Duke's engine bug but as you can see these drones spawn blood if shot close to a wall, but it has to be very very close to it otherwise it won't.
#407 Posted 13 March 2017 - 07:45 AM
#408 Posted 23 April 2017 - 08:36 PM
Jolteon where that cool lizman comes from in your avatar.
Kinda look like a lizman / liztroop hybrid
#409 Posted 23 April 2017 - 09:04 PM
Zaxtor, on 23 April 2017 - 08:36 PM, said:
Jolteon where that cool lizman comes from in your avatar.
Kinda look like a lizman / liztroop hybrid
It's the Beta version of the Lizard Trooper, who was used as the Firefly in Duke Nukem World Tour. PikaCommando made the animation.
#411 Posted 26 May 2017 - 12:42 PM
Been a while but I have stumbled across a disturbing glitch for those who play as Merlijn ...
You know normally when you use the dagger, golden or not, you can throw it and the game will automatically keep one for melee use. HOWEVER the game told me politely to "Go see elsewhere" as we say over here.
As you can see at some point I have been able to throw my last dagger while in theory I shouldn't have and therefore even though the character draws a dagger I can't do anything with it T_T
As you can see I was playing the "Final Confrontation" episode and was at the 5th level. I suppose this is related. As in when playing a series of maps the "safety" that prevents you from throwing your last dagger supposedly gets broken I suppose ...
Also I should add that the episode I was playing wasn't the first one, I launched a game with Merlijn and played Red + Da?karin + 8 individual maps prior to launching Final Confrontation and regularly switching between the regular and golden daggers.
#412 Posted 11 June 2017 - 07:26 AM
Been a while again ^^ I have found a new batch of oddities, I will go from the BIGGEST to the smallest (literally) ... And I've prepared some special screens to keep my post ASAP (As Short As Possible).
1_ AK-103 gets bigger on the very last frame of reloading (right after inserting new mag) :
2_ A few mistakes in City Under Siege + Oilrig + Lilith's diary in Providence :
3_ When you blow a cultist up, it will play some SMG firing sound no matter what kinda cultist it was (even Cyber Cultists).
4_ Also when you kill a cultist normally but keep attacking his death animation will keep resetting. Works with rapid SMGs and knife alike. Can be witnessed in Rodrigo's playthrough of Loke's map on the castle.
5_ When you pick up Highwire's Grenade Launcher (slot 8) it reads you get 6 ammo for it while in reality you get 5.
6?_ I don't know if it's voluntary or not but red cultists seem to be immune to fire. I tested only with Zaxtor's firestorm and they are never set ablaze, they hardly get any burning damage. Is it normal or a bug ?
#413 Posted 03 August 2017 - 12:49 PM
I have found a new oddity about James : When using either the Enforcer gun, either normal or red, James' right hand has some pitch black parts >>
I believe these are remnants of either James' old hand model or the model used for other OC's hands ...
#414 Posted 14 August 2017 - 12:44 AM
Severe glitch with Mikko's MDF Plasma Gun when it overheats in "special blue" areas >>
Also when under the platform on Oil Rig with the waves to avoid when the gun overheats it goes way down, you barely see it at the bottom of your screen ...
Like he says himself : "Any idea what's going on ?"
#415 Posted 20 October 2017 - 01:44 AM
This post has been edited by Jblade: 20 October 2017 - 01:44 AM
#416 Posted 01 January 2018 - 12:32 AM
Starting the new year with something to report about the Loadout Editor ^^
It's about those blank screens when you try to go back from Micky's page to Mikko's, I've given it some testing and here's some sort of exploit glitch for those who want to use the auxiliary OCs more easily :
Press "Move Left" from Micky's page in order to start cycling through the blank screens, there are 5 of those. #1 is linked to Jane Ashford, #2 is linked to Marteen Von Oostrum, #3 is linked to John Mason, #4 is linked to the Cultist, #5 is linked to ... Nobody .... I suppose this is the slot reserved for Snowfall's character.
Now here are the conditions in which the assignment of equipment appears to work >> 1_ Weapon section works fine, Melee section works fine, Equipment section seems to work (only tested with armor), Alt Ammo section does NOT work, Artifact section is unknown (untested).
2_ You can only be able to use the stuff you assigned by loading usermaps from the EDF Missions (from the "Dukeusermp" folder).
3_ You won't be able to use the stuff on DHFC, WCtime, UBoat, The Base and X-69.
4_ Any usermap from the classic collection backed up from the old Episode 1 release of AMC will NOT let you use the stuff.
5_ I don't know what happens with any maps from the outside but I suppose it's the same.
Note that in ALL cases, none of the things you assigned will shop up on the character selection screen.
I wonder why it works only on maps from the EDF Missions ... my personal explanation would be that it is a glitch related to the fact you are not expected to assign stuff to auxiliary characters. And the fact it works only with EDF Mission maps would be because the game considers that you are coming from the bases in which you already have your stuff even though you used the menu.
Maybe James can provide us with a better and code-based explanation ?
#417 Posted 18 February 2018 - 08:27 AM
#418 Posted 18 February 2018 - 10:06 AM
dragon: I've sorted that issue out, thanks for taking an in depth look for me.
This post has been edited by Jblade: 18 February 2018 - 10:07 AM
#419 Posted 01 May 2018 - 05:36 AM
I aborted a mission then from that point onwards anytime I wanted to use my PDA I simply couldn't. The indicator to use it would show, and no matter how many times I pressed the PDA key it wouldn't come up. The indicator oddly disappears. No amount of killing myself, reloading my saves or restarting Eduke32 helped. Is there anything I can do on my end to fix this?