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EP2 bug reports  "A thread for bugs"

User is offline   XThX2 

#91

I totally forgot about that Shrinker, my apologies.
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#92

You guys take a look at that magnificent bug I've just got ...

Attached Image: duke0003.png


Not only was there this, but I was also unable to fire nor reload, I was able to change tube but unable to fire nor reload despite the fact I still had ammo and loaded ammo.
I don't know how that happened, I was on the roof of the Colossus station, I got the 2 commander to fly up to me as I was reloading, then I started firing and when I fired my 3rd shot this happened and it got saved; reloading the save doesn't fix the bug.

Fortunately launching a new game fixes it.

This post has been edited by thedrawliner: 09 April 2015 - 08:26 AM

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User is offline   Lt.Havoc 

#93

Well, 2 more bugs to report: on the Oil Rig level, when you shoot a Ninja in the head and he falls into the water, he is stuck in th water and is dying over and over again, causing the game to be stuck in slow motion and your character spewing One liners over and over. I played the map with James and at the bit where you had to jump on those swimming platforms, I cheated myself a Jetpack to finally get through the map. I went to the point where you pick up the C4, what then exactly happened I am not clear, either I landed a head-shot with the temp weapon or one of the other ninjas shot his buddy, all I know is James suddenly said "Well, see it this way, you can be now at 2 places at once!" and I saw the body of the enemy fall into the water, get stuck and was gibbing and the game went into slow-mo and James was spewing one liners (also in slow mo). Leaving the area did not solve it so I loaded a save and the problem vanished.

Second bug I encountered in the Underground Fortress map: if you attack Protector Drones that are in stasis with explosives (grenade launcher) the Drone becomes invincible, does not happen if you shoot them with shotguns tho, I do recall that in Episode 1 you could make enemies invincible as well, it happened with Lizard Troopers the most, I just dont recall what you had to do, all I know is they would start to fly and would be unable to get killed.
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User is offline   XThX2 

#94

About the slow motion thing I think it should not trigger for outside factors gibbing enemies, like other enemies gibbing each other. That is weird, considering it can happen on some random explosions out of your sight.
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#95

For the underground fortress thing, it already happened in Ep1
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User is offline   Micky C 

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#96

View PostLt.Havoc, on 09 April 2015 - 07:18 AM, said:

I thought this was bugged too, then I noticed that there is that pier you can walk on when you are near the supermarket. Walk to the end and shoot the giant red button you can see in the office (a Enforcer should attack you from there) then kill all those Commanders that attack you and go back down to the beach and swim to the wooden plates and dive down, you should be able to go into a flooded office now and up some stairs into another area, there in one of the offices you can find a mini-shrinker, grab that one and make your way back to the giant truck, jump onto the fridge and shoot the shrinker and have it reflected, if it hits you, get down from there over the car hood into the crack, just dont get squished by the Lizard Trooper.


Yeah that's right. The mini shrinker is in the exact same place that the actual shrinker is in the original map.

There are also places in the Episode 2 maps that you can only get to with the shrinker. Sure few of the characters actually have the shrinker, however it's possible to start off with the mini-shrinker using the loadout screen.

This post has been edited by Micky C: 10 April 2015 - 12:13 AM

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#97

Only Zaxtor has a shrinker in his default arsenal, no other character does unless they pick the mini-shrinker.

And actually Zaxtor's gun is originaly the "Mudlelizer" or something like that which confuses enemies and can make you temporarily invincible if you hit yourself, too bad it doesn't work like that in AMC, it was an interesting gun to use although it slowed the pace of the game down a bit but you could preserve the other guns' ammo.
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User is offline   XThX2 

#98

I have bugged my sawedoff in providence so bad, everytime I switch between explosvie and normal modes I keep getting ammo, it displays my ammo as over 60 now. I'm getting 8 ammo per swap and it won't swap my ammunition types at all. It will fire endless explosive shells. Really weird and all I did was just play.

EDIT: Oh this is bad, apparently my shell count kept increasing and my shotgun has 91 ammo just by switching the modes. I'm playing James.

This post has been edited by XThX2: 10 April 2015 - 06:57 AM

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User is offline   Lt.Havoc 

#99

Okay another bug: I got the plasma technology after playing Repent Base and have researched it, but it wont let me research plasma grenades despite the fact I have all other 40mm grenades researched. Also, still have the bug where I have mind shield level 3 but not level 2 and cant research either level 2 or 3 mind shield.
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User is offline   Jblade 

#100

Do you have a tech level of 10 and a budget of at least 20? I'm looking in the code files and nothing is out of place here. Also have you got the level 2 spirit shield from a lost spirit? (The ghost in the plane in Providence .etc) that's how you get it.
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User is offline   Lt.Havoc 

#101

I am on tech level 11 and have over 160K budget still so that should not be a problem. I did get spirit shield level 1 and there was no level 2 in the EP1 stand alone so, dunno. does that mean I have to replay providence and shoot the lost spirit with the MIA gun? But seriously, if you get level 3 shield, level 2 should not be a requirement anymore because you would already have everything you need to develop the next stage, so maybe a change in code that if you get the mind shield level 3 that level 2 automatically gets unlocked would be a nice thing.

This post has been edited by Lt.Havoc: 10 April 2015 - 09:02 AM

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#102

There WAS level 2 and 3 in the previous episode, my guess is that you probably shot a sorcerer with the MIA gun BEFORE you shot a ghost and it must have overridden level 2 and its acquirement
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User is offline   Lt.Havoc 

#103

You are right, now that you mention it, I already had the mind shield level 2 researched in Episode 1, but that seems to not have carried over into episode 2 for some reason. Strange.....
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#104

I guess it must be a reminiscent of a save of one of the developers, for example on my end when I started familiarizing with Ep2 I happened to have a shovel for Highwire while I never had it unlocked in any way.

My guess is that some saved data from the devs must have decided to lay low and wait in the release, dodging the devs' suppression of data for fresh starters like we were and I guess they create some sort of conflict that happens to "infect" things that were already done normally in Ep1.
I might be wrong but that's how I think your problem MAY have occurred ^^
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User is offline   Lt.Havoc 

#105

Well, I did report the inventory bug where Rusty has the Golden Lighter that I found in EP1 but it doers not show up in the inventory screen at the base as well as the bug that saving Lilith a second time around by loading a save is not counted for whatever reason.
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#106

Hmm ...

This goes beyond my mental capabilities unfortunately :/
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#107

A weird thing about Zaxtor's Galil: in the ammo count the number in green (alt ammo) is matching the number of Pipebombs whereas it's not supposed to be able to use them, shouldn't it be set to match the number of Zilla rockets ?

Also it's frustrating that despite having AP rockets alt ammo in inventory we can't use them with the Galil unless we have the Zilla rocket launcher as a temp weapon, would be nice if we could use them :/
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User is offline   XThX2 

#108

The Training Course can't be completed, because the target practice section at the firemode area is broken. I was showing the mod off to a friend and asked him to do the course for getting used to the game but it was sad he got stuck :D
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#109

It IS beatable, I thought I got stuck as well when I did it to see if they made modifications but it worked in the end with the alternate ammo, BUT it seems that what you're supposed to do in order to get it to work is to first shoot it NORMALLY then use the alternate ammo and shoot it. Tis' how I did and it worked.

And if that's not it then it's got to be beatable because I would remember it if I had to beat it using dnclip ^^
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User is offline   XThX2 

#110

The thing is I beat it on the first release of AMC TC, I clearly remember. This is a new bug. I shot that thing many times with both modes, it wouldn't open the door no matter what.

EDIT: Somehow what you said worked but I think it creates a bad situation this way. It gets very confusing too.

This post has been edited by XThX2: 11 April 2015 - 09:30 AM

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#111

If you want my mind, I'd say their new ammo system they implemented on that release must have rendered the completion of this section of the training course unstable since they didn't modify the map at all that would be logical ...
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User is offline   Jblade 

#112

View Postthedrawliner, on 11 April 2015 - 06:02 AM, said:

A weird thing about Zaxtor's Galil: in the ammo count the number in green (alt ammo) is matching the number of Pipebombs whereas it's not supposed to be able to use them, shouldn't it be set to match the number of Zilla rockets ?

Also it's frustrating that despite having AP rockets alt ammo in inventory we can't use them with the Galil unless we have the Zilla rocket launcher as a temp weapon, would be nice if we could use them :/

You don't need zilla's missile launcher to use DUP missiles with Zaxtor's galil. You hit the alternate ammo key and select them that way. The amount of missiles you have show up on the galil's little counter. It's normal missiles use pipebomb ammunition.
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#113

Then that's really weird because I played the Jungle Base and I have NEVER been able to use the Galil's launcher, if I press alt fire it lights on but I can't fire anything, and if I select the alternate rockets not only I couldn't fire them but if I pressed alt fire again to resume normal firing I was unable to fire anything at all until I deselect the alternate rockets :/

And as I was typing that I tested it again in the AMC base by giving me everything then did it again on that level freshly started and it worked, whereas I swear that in the base after I found the gun I really was unable to fire anything but normal bullets like I described. That's extremely strange :\


And BTW I have the same problem as Lt Havoc, I made the plasma research and I can't research plasma grenades T_T

Attached Image: duke0000.png

As you can see the "Click to research" doesn't show, and I tried clicking where it supposedly should show up and it didn't do anything.

This post has been edited by thedrawliner: 11 April 2015 - 12:28 PM

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User is offline   XThX2 

#114

Mikko's auto shotgun has a bug: Try holding the reload key when you can reload. and it will constantly loop in that action set without succeeding. It will end once you let go though.
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User is offline   Jblade 

#115

fixed those 2 bugs, thanks guys.
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#116

Do you think there will be a new patch in the future ?
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User is offline   Jblade 

#117

Yeah there is an updated patch coming I'm just adding some more EDF missions since they've proven to be a fairly popular idea. So far I've re-added Hydrostation, and also added 2bizarre, Daikarin, and the Final Confrontation.
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User is offline   XThX2 

#118

I have noticed something. I had the overheating plasma replacement for Mikko at the first 2 asia maps which were there but as soon as I finished the warf with the green keycard and moved on to the island facility it became the normal plasma gun again. I recall this wasn't happening with his shotgun replacements so thought I might point out. Also, I might suggest a little feature for all the missions: If you hover over their picture when you select a certain mission it displays certain criteria that will apply to the mission such as you losing your weapons, not being able to use replacement weapons etc. just to avoid confusions.

EDIT: Mikko's hud doesn't show certain keys at certain times. For example, the island facility's green keycard doesn't show on my end.

This post has been edited by XThX2: 13 April 2015 - 02:12 AM

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User is offline   Jblade 

#119

You should always be able to use specialist weapons, I still don't know what's causing the problems you encounter unfortunately. It hasn't happened to me yet so I can't figure out why it happens.
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User is offline   XThX2 

#120

View PostJblade, on 13 April 2015 - 02:47 AM, said:

You should always be able to use specialist weapons, I still don't know what's causing the problems you encounter unfortunately. It hasn't happened to me yet so I can't figure out why it happens.

Would sending any info help, like files?
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