pretty weird, I'll take a look when I get some time and see what I can find.
EP2 bug reports "A thread for bugs"
#181 Posted 21 June 2015 - 12:23 PM
#182 Posted 26 June 2015 - 12:50 PM
Nasty bug with Zaxtor.
With his Galil and Golden Auto Rifle the bullets go more upward than we are aiming, the farther the enemy is the more under him we have to shoot.
Obviously auto-aim kind of fixes it but when you're not using it it's really unsettling.
The same goes for the temporary laser chaingun.
BTW might as well report it back here : in the loadout screen Rusty's silver bayonet replacement for the FG42 is always in blue even when it's not selected therefore there's no way you can tell which one is applied.
With his Galil and Golden Auto Rifle the bullets go more upward than we are aiming, the farther the enemy is the more under him we have to shoot.
Obviously auto-aim kind of fixes it but when you're not using it it's really unsettling.
The same goes for the temporary laser chaingun.
BTW might as well report it back here : in the loadout screen Rusty's silver bayonet replacement for the FG42 is always in blue even when it's not selected therefore there's no way you can tell which one is applied.
#183 Posted 29 June 2015 - 03:19 AM
It appears the same bug affects the temporary MAC10 and the FAL ...
I tested with and without widescreen and also altered the resolution it didn't fix it :/
I tested with and without widescreen and also altered the resolution it didn't fix it :/
#184 Posted 30 June 2015 - 08:35 AM
Very weird bug concerning the Yakuzas :
As somebody already reported once one has been sliced all their death animations will be that of being sliced no matter what, BUT what I have witnessed it quite weird.
What happened is that I used a flamethrower on them and they were dying with their "sliced" animation keeping on starting over until the flames wore off and it caused the game to go slow-mo for the duration of the thing AND in the case of the purple yakuza it spawn 8 MAC10 (yes EIGHT !!) along with A LOT of blood which disappeared thanks to the small glitch I described with broken glass earlier.
Too bad we can't stock up on MAC10s I would have had 200 ammo for it out of this.
Actually why can't we stock them up ?
I mean we can pick multiple temporary weapons of the same kind to get more ammo but why can't we do that with the MAC10 ?
We always have to change every 50 rounds that's a bit lame T_T
As somebody already reported once one has been sliced all their death animations will be that of being sliced no matter what, BUT what I have witnessed it quite weird.
What happened is that I used a flamethrower on them and they were dying with their "sliced" animation keeping on starting over until the flames wore off and it caused the game to go slow-mo for the duration of the thing AND in the case of the purple yakuza it spawn 8 MAC10 (yes EIGHT !!) along with A LOT of blood which disappeared thanks to the small glitch I described with broken glass earlier.
Too bad we can't stock up on MAC10s I would have had 200 ammo for it out of this.
Actually why can't we stock them up ?
I mean we can pick multiple temporary weapons of the same kind to get more ammo but why can't we do that with the MAC10 ?
We always have to change every 50 rounds that's a bit lame T_T
#185 Posted 01 July 2015 - 04:28 AM
New bugs :
1_ About the new shell system with shotguns ... I've been playing with Mikko's regular shotgun in City Under Siege and so I wanted to switch from flechette shells to explosive shells and I noticed something weird >>>> The loaded shells even if not fired are consumed !
I mean I didn't fired any of the 2 types (changed mind) and they were gone from my inventory.
I don't recall it happened with the previous system :/
2_ Remember when I told that we apparently could use alternate shells with Mikko's Golden Shotgun ? Well I've had the occasion to test this out and we really can ! However it doesn't work, I mean the ammo count changes color accordingly but when we reload it draws and fires normal shells without consuming the selected shells.
1_ About the new shell system with shotguns ... I've been playing with Mikko's regular shotgun in City Under Siege and so I wanted to switch from flechette shells to explosive shells and I noticed something weird >>>> The loaded shells even if not fired are consumed !
I mean I didn't fired any of the 2 types (changed mind) and they were gone from my inventory.
I don't recall it happened with the previous system :/
2_ Remember when I told that we apparently could use alternate shells with Mikko's Golden Shotgun ? Well I've had the occasion to test this out and we really can ! However it doesn't work, I mean the ammo count changes color accordingly but when we reload it draws and fires normal shells without consuming the selected shells.
#186 Posted 02 July 2015 - 12:28 AM
There's something weird going on with my game ...
Yesterday for some reason I had launched EDuke but I had to do something else first so I pressed "cancel" and later when I launched it again I lost all my control set ups and I could no longer keep an empty gun in hand (very inconvenient for shotguns).
In order to fix this I reinstalled the game but I backed up my "data" folder in order not to lose everything but I need help for some things.
For instance the backgrounds on computers and "help" menu no longer work, instead I have what appears to be a brick's texture.
Also I lost all my achievements, evidences and "mission information" but that's not too grave.
And in "Repent Base" after using the Yellow key the skybox became all glitchy in a "hall of mirrors" way.
Any idea how I could fix that ?
Yesterday for some reason I had launched EDuke but I had to do something else first so I pressed "cancel" and later when I launched it again I lost all my control set ups and I could no longer keep an empty gun in hand (very inconvenient for shotguns).
In order to fix this I reinstalled the game but I backed up my "data" folder in order not to lose everything but I need help for some things.
For instance the backgrounds on computers and "help" menu no longer work, instead I have what appears to be a brick's texture.
Also I lost all my achievements, evidences and "mission information" but that's not too grave.
And in "Repent Base" after using the Yellow key the skybox became all glitchy in a "hall of mirrors" way.
Any idea how I could fix that ?
#187 Posted 02 July 2015 - 06:53 AM
your config file must of been corrupted or something, I can't help after it's happened I'm afraid.
#188 Posted 02 July 2015 - 08:09 AM
I see
At least it kept the most important things AKA Everything else ^^
BTW you still didn't tell us why we couldn't stack temporary MAC10s up ^_-
At least it kept the most important things AKA Everything else ^^
BTW you still didn't tell us why we couldn't stack temporary MAC10s up ^_-
This post has been edited by thedrawliner: 02 July 2015 - 08:10 AM
#189 Posted 02 July 2015 - 10:32 AM
Sorry for so many posts.
THANKS A LOT JBLADE !!!!
Thanks to what you've said I replaced my current cfg files by the ones from the mod's .zip file and it looks like it all worked out
At least the computer + Help background work again, didn't get my achievements/evidence back but I'm pretty sure it'll prevent weird things from happening ^^ (to the cost of having all my stats reset (kills/saved/booze ...)
BTW There IS something I can report : One of the help messages has a typo, the one about James being able to see the time portals, it is written that they are "anomolies" with an O instead of an A ^_-
THANKS A LOT JBLADE !!!!
Thanks to what you've said I replaced my current cfg files by the ones from the mod's .zip file and it looks like it all worked out
At least the computer + Help background work again, didn't get my achievements/evidence back but I'm pretty sure it'll prevent weird things from happening ^^ (to the cost of having all my stats reset (kills/saved/booze ...)
BTW There IS something I can report : One of the help messages has a typo, the one about James being able to see the time portals, it is written that they are "anomolies" with an O instead of an A ^_-
#190 Posted 03 July 2015 - 04:11 AM
This glitch, which I can't explain, happened again :
Last time it was with the KSG-12 but now it happened again with the Striker, I don't understand why.
I first thought it was linked to lacking ammo but I still had 4 shells remaining when the screen was taken :/
Like the previous time that glitch doesn't prevent you from reloading but it prevents you from firing which sucks ass, besides using the "previous/next weapon" commands skip the gun in question even if you still have shells in store for it (4 in my case). That fact actually points towards the game suddenly considering that the gun is empty or you ran out of ammo for it since it skips it in the succession.
Sounds like that glitch'll become serious someday and it seems to affect only James's guns since I never witnessed that bug with other OCs :/
I'll keep my save (the one from the screen) in case someone needs it to try and fix that glitch ^_-
Last time it was with the KSG-12 but now it happened again with the Striker, I don't understand why.
I first thought it was linked to lacking ammo but I still had 4 shells remaining when the screen was taken :/
Like the previous time that glitch doesn't prevent you from reloading but it prevents you from firing which sucks ass, besides using the "previous/next weapon" commands skip the gun in question even if you still have shells in store for it (4 in my case). That fact actually points towards the game suddenly considering that the gun is empty or you ran out of ammo for it since it skips it in the succession.
Sounds like that glitch'll become serious someday and it seems to affect only James's guns since I never witnessed that bug with other OCs :/
I'll keep my save (the one from the screen) in case someone needs it to try and fix that glitch ^_-
#191 Posted 06 July 2015 - 03:54 AM
The bug I've described involving yakuzas and flames also affects the mercenaries from Mikko's maps.
Here's what it produced :
You can tell the game was goin' slow mo' for longer than normal.
Also about the Yakuza it also made the enemy kill count go way higher than it should as if the enemy was counted multiple times, for instance in the first HK level I ended up with 620 enemies or so while it's clear that there aren't that many enemies in that level.
Here's what it produced :
You can tell the game was goin' slow mo' for longer than normal.
Also about the Yakuza it also made the enemy kill count go way higher than it should as if the enemy was counted multiple times, for instance in the first HK level I ended up with 620 enemies or so while it's clear that there aren't that many enemies in that level.
This post has been edited by thedrawliner: 06 July 2015 - 03:56 AM
#192 Posted 11 July 2015 - 04:28 AM
Hello again !!
I've done some testing about the FAL temporary weapon, I thought it was affected by the bug that makes the MAC10, fire laser chaingun and Zaxtor's slot 1 guns shoot more upward than aimed but it appears it's a different story :
The FAL actually has FALSE accuracy !
When we're crouched still the croshair is smallest = pin-point accuracy if we fire slowly; but in practice it is not the case !
Here's a small screen to prove it.
The target on the right was shot at in crouched position, the one on the left was shot at when standing
For the crouched one all bullets should have hit right at the center or at least near it and you clearly see only one did out of 20.
For the standing still one the crosshair was aligned with the first circle therefore all bullets should have hit inside it and you see that only 3 or 4 did, some even missed the red figure.
I could show you similar screens to prove the story about Zaxtor's slot 1 guns and the MAC10 but I hope you'll believe me ^^
I've done some testing about the FAL temporary weapon, I thought it was affected by the bug that makes the MAC10, fire laser chaingun and Zaxtor's slot 1 guns shoot more upward than aimed but it appears it's a different story :
The FAL actually has FALSE accuracy !
When we're crouched still the croshair is smallest = pin-point accuracy if we fire slowly; but in practice it is not the case !
Here's a small screen to prove it.
The target on the right was shot at in crouched position, the one on the left was shot at when standing
For the crouched one all bullets should have hit right at the center or at least near it and you clearly see only one did out of 20.
For the standing still one the crosshair was aligned with the first circle therefore all bullets should have hit inside it and you see that only 3 or 4 did, some even missed the red figure.
I could show you similar screens to prove the story about Zaxtor's slot 1 guns and the MAC10 but I hope you'll believe me ^^
This post has been edited by thedrawliner: 11 July 2015 - 04:28 AM
#193 Posted 11 July 2015 - 05:11 AM
Nice catch, the issue was the game was applying the accuracy loss before the weapon actually shoots it's projectile. Fixed it over here
#194 Posted 11 July 2015 - 06:07 AM
I see, it makes sense
BTW I might as well illustrate my other things I've been talking about.
Zaxtor's default slot 1 weapon and MAC10 shooting more upward than aimed :
If you look closely I was aiming right at the center and so bullets should have hit above and under and yet NONE went under.
The same goes for the Fire Laser Chaingun.
I thought it was also the same for Zaxtor's Golden Autorifle but I need more testing cause I might have got it wrong :/
BTW I might as well illustrate my other things I've been talking about.
Zaxtor's default slot 1 weapon and MAC10 shooting more upward than aimed :
If you look closely I was aiming right at the center and so bullets should have hit above and under and yet NONE went under.
The same goes for the Fire Laser Chaingun.
I thought it was also the same for Zaxtor's Golden Autorifle but I need more testing cause I might have got it wrong :/
#195 Posted 11 July 2015 - 11:47 PM
Zaxtor's Galil has another bug :
I don't know what's causing it but sometimes it just WON'T SHOOT its rocket launcher attachment even with the DUP missiles !
I first thought there was a conflict between it and having bought the rifle's power upgrade but further testing bans this possibility.
It seems (my guess from experience because it happened more than once) that this glitch occurs if we take the gun and don't select for a long time (approximately 5 to 10 minutes).
I'll keep my save in case somebody needs it to solve the problem.
I had noticed a similar bug with James's Golden Jackhammer not firing AT ALL but I haven't seen it ever since and it didn't seem to be affected by upgrades either.
I don't know what's causing it but sometimes it just WON'T SHOOT its rocket launcher attachment even with the DUP missiles !
I first thought there was a conflict between it and having bought the rifle's power upgrade but further testing bans this possibility.
It seems (my guess from experience because it happened more than once) that this glitch occurs if we take the gun and don't select for a long time (approximately 5 to 10 minutes).
I'll keep my save in case somebody needs it to solve the problem.
I had noticed a similar bug with James's Golden Jackhammer not firing AT ALL but I haven't seen it ever since and it didn't seem to be affected by upgrades either.
#196 Posted 12 July 2015 - 02:51 AM
Weird bug with the Motorbike, when we play as Highwire we have all the sprites of Rusty (hands and F7 view) :/
#197 Posted 12 July 2015 - 08:23 AM
Heh heh, that's not a bug so much as I didn't get round to doing sprites for Highwire
I'll try and recreate the Zaxtor galil bug here but I haven't had much luck, as you said a savegame would be quite helpful if you could e-mail it to me
I'll try and recreate the Zaxtor galil bug here but I haven't had much luck, as you said a savegame would be quite helpful if you could e-mail it to me
#198 Posted 12 July 2015 - 08:40 AM
Okay then send me it and I'll send you the save in no time
BTW I can't believe I've made so many reports in such a short period of time
EDIT: no need I think I found it back earlier in the topic (when I told about a glitch with the LR300's 'nade ammo count) I hope you'll receive it since I haven't written Emails for ages ...
BTW I can't believe I've made so many reports in such a short period of time
EDIT: no need I think I found it back earlier in the topic (when I told about a glitch with the LR300's 'nade ammo count) I hope you'll receive it since I haven't written Emails for ages ...
This post has been edited by thedrawliner: 12 July 2015 - 09:02 AM
#199 Posted 12 July 2015 - 11:15 AM
I got the save file, I'll take a look when I get some time - thanks
#200 Posted 13 July 2015 - 12:03 AM
Nice
I got another save (from a normal playthrough) where the glitch occurs again, let me know if you need it as well ^_-
I got another save (from a normal playthrough) where the glitch occurs again, let me know if you need it as well ^_-
#201 Posted 13 July 2015 - 02:39 AM
I'm having a weird bug concerning alternate ammo shells :
I'm with Sang on Xuglop Train and I'm at the end with the explosive shells and the police shotgun and the problem is that if I try selecting the explosive shells it remains on normal shells BUT I have INFINITE AMMO !
I'll keep this save as well in case it can help fix it.
I've had a similar bug with Rusty's over-under shotgun but in that case I could create regular shells 2 by 2 while still not being able to change to explosive shells :/
Also I've played Mikko's Energeia mission and for some reasons when I found his shotgun (regular) there were Magnum shells in it while I never found any in the mission nor did I assign it to him :\
EDIT : I changed OC and level and it appears the infinite ammo glitch is still there, I'm in Zeta with James and the police shotgun still had infinite ammo despite not having alternate shells :/
I'm with Sang on Xuglop Train and I'm at the end with the explosive shells and the police shotgun and the problem is that if I try selecting the explosive shells it remains on normal shells BUT I have INFINITE AMMO !
I'll keep this save as well in case it can help fix it.
I've had a similar bug with Rusty's over-under shotgun but in that case I could create regular shells 2 by 2 while still not being able to change to explosive shells :/
Also I've played Mikko's Energeia mission and for some reasons when I found his shotgun (regular) there were Magnum shells in it while I never found any in the mission nor did I assign it to him :\
EDIT : I changed OC and level and it appears the infinite ammo glitch is still there, I'm in Zeta with James and the police shotgun still had infinite ammo despite not having alternate shells :/
This post has been edited by thedrawliner: 13 July 2015 - 03:15 AM
#202 Posted 13 July 2015 - 06:01 AM
I believe I've already fixed that one on my side, thanks for letting me know regardless.
#203 Posted 13 July 2015 - 08:12 AM
Ah I see ^^
BTW may I ask you 2 things ?
What is "Pixel Doubling" ?
And what is "Online Update" ? Or at least what does it affect ?
BTW may I ask you 2 things ?
What is "Pixel Doubling" ?
And what is "Online Update" ? Or at least what does it affect ?
#204 Posted 13 July 2015 - 09:36 AM
Pixel doubling basically halfs the resolution, and online updates check for Eduke32 updates and prompts you to install a new version, but I don't think that covers snapshots and stuff (so best to leave it turned off)
#205 Posted 13 July 2015 - 09:42 AM
I see, I first thought pixel doubling would give a nice effect but I suppose it's a way to be more frame-rate-friendly ...
BTW one last question (and I'll stop promise) ^^
Can we really find a password for Micky's PC in the base ?
BTW one last question (and I'll stop promise) ^^
Can we really find a password for Micky's PC in the base ?
#206 Posted 13 July 2015 - 09:43 AM
No, it shouldn't prompt for one so I guess I forgot to remove a setting on the sprite heh heh.
#208 Posted 14 July 2015 - 12:32 PM
Micky's phone conversation seems to be bugged as well, just like Highwire and Mikko's ... No matter what you select nothing happens :/
Too bad I was exited when I saw about Micky's "Uni Buddy" T_T
Too bad I was exited when I saw about Micky's "Uni Buddy" T_T
#209 Posted 15 July 2015 - 12:01 AM
Not necessarily a bug but still a problem :
When viewing info on objects in the Loadout screen by holding right mouse button, most of the texts are displayed on top of each other making a lot of it impossible to read :/
At least it is the case for the Artifacts' screen (agents' names on top of the descriptive text) and the Weapons' screen (Most weapons' names and sprites are on top of the descriptive text).
BTW since we're in that topic What is the "Loadout cost" ? Is that the total cost that is displayed in the character's equipment in the character selection screen ?
When viewing info on objects in the Loadout screen by holding right mouse button, most of the texts are displayed on top of each other making a lot of it impossible to read :/
At least it is the case for the Artifacts' screen (agents' names on top of the descriptive text) and the Weapons' screen (Most weapons' names and sprites are on top of the descriptive text).
BTW since we're in that topic What is the "Loadout cost" ? Is that the total cost that is displayed in the character's equipment in the character selection screen ?
#210 Posted 31 July 2015 - 10:36 AM
New thing about the bug with skill medals :
I deleted my "skill medals" file so that I can have all the ones for "EDF Bureau" EDF mission, I played it directly on Armageddon difficulty and did get everything but then later on after I had played other EDF missions on Expert my skill medals for "EDF Bureau" reverted back to up to Expert even though I didn't play it again !
And you can easily guess that it won't go higher if I finish it on a higher difficulty ...
And I remind that no skill medal is given for "Hydrostation" EDF mission.
I deleted my "skill medals" file so that I can have all the ones for "EDF Bureau" EDF mission, I played it directly on Armageddon difficulty and did get everything but then later on after I had played other EDF missions on Expert my skill medals for "EDF Bureau" reverted back to up to Expert even though I didn't play it again !
And you can easily guess that it won't go higher if I finish it on a higher difficulty ...
And I remind that no skill medal is given for "Hydrostation" EDF mission.