There is a weird bug on Lunatic Fringe, sometimes when you go around the map, enemies tend to disappear or teleport somewhere else while they're still kinda there. I mean they can still see you and make noises like shooting, but you still can't see them or kill them, not even with explosion weapons and they can't hurt you either. But when you go around several times again, they may appear again. Plus, the game lags on my laptop on this map for several minutes when you look toward center, yesterday it also teleported me on opposite side of the map when I entered it for the first time and in few minutes the game just crashed, possibly because of lags.
Don't think I had this issue in original game or even in Megaton (or maybe I was just lucky) and unfortunately I don't remember the last stable build where it was fine, need to get my hands on my PC to find out. I'm playing with polymost.
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Lunatic Fringe "Lunatic Fringe bug"
#1 Posted 22 October 2016 - 01:11 PM
#2 Posted 22 October 2016 - 01:46 PM
Sledgehammer, on 22 October 2016 - 01:11 PM, said:
There is a weird bug on Lunatic Fringe, sometimes when you go around the map, enemies tend to disappear or teleport somewhere else while they're still kinda there. I mean they can still see you and make noises like shooting, but you still can't see them or kill them, not even with explosion weapons and they can't hurt you either. But when you go around several times again, they may appear again. Plus, the game lags on my laptop on this map for several minutes when you look toward center, yesterday it also teleported me on opposite side of the map when I entered it for the first time and in few minutes the game just crashed, possibly because of lags.
Don't think I had this issue in original game or even in Megaton (or maybe I was just lucky) and unfortunately I don't remember the last stable build where it was fine, need to get my hands on my PC to find out. I'm playing with polymost.
Don't think I had this issue in original game or even in Megaton (or maybe I was just lucky) and unfortunately I don't remember the last stable build where it was fine, need to get my hands on my PC to find out. I'm playing with polymost.
I can also confirm it happens in Polymost for me, too. Maybe the fixed Polymost skies are causing it?
#3 Posted 22 October 2016 - 01:51 PM
Sounds like the area has SOS and the enemies are getting moved to a different sector with the same X Y coords.
#4 Posted 22 October 2016 - 02:31 PM
Your choice of renderer should not affect the game state...
That said, if enemies are phasing between overlapping sectors, that's a bug.
That said, if enemies are phasing between overlapping sectors, that's a bug.
#5 Posted 23 October 2016 - 01:09 AM
AdrenalinDragon, on 22 October 2016 - 01:46 PM, said:
I can also confirm it happens in Polymost for me, too. Maybe the fixed Polymost skies are causing it?
No, I played without mods and it happened too, I experienced this long time ago, anyway.
Trooper Dan, on 22 October 2016 - 01:51 PM, said:
Sounds like the area has SOS and the enemies are getting moved to a different sector with the same X Y coords.
Pretty much my first thought.
#6 Posted 24 October 2016 - 12:40 PM
Sledgehammer, on 23 October 2016 - 01:09 AM, said:
I experienced this long time ago, anyway.
Probably because this bug is exisiting since the DOS version!
Example: when entering the map, go the ledge in front of you, crouch down and wriggle left-right to teleport to the alien side (it seems to work one-way).
I tested in the V1.3D version:
Still standing on a ledge, when you shoot, you projectiles can appear on the other side:
But in EDuke, it seems to happen more often, sometimes you can teleport suddlently, when you're overlapping the actor that are in the other side. Or the monsters that are teleporting all alone. The problem is that is difficult to reproduce in EDuke, it usually happen when you least expect it.
#7 Posted 24 October 2016 - 01:46 PM
This is probably an instance updatesector just throws up its hands and says fuck it.
#8 Posted 24 October 2016 - 03:05 PM
Hey Mblackwell, this thread reminded me of the problem we had in Decay with some zombies in the hospital and highway maps were going through blocked wall rooms, and even across void space. It happened randomly and I never did figure out a way to stop it. I had one instance of it in the HH remake I'm working on but it went away one day for whatever reason. That time it was in an ROR area.
#9 Posted 24 October 2016 - 06:30 PM
Yeah, I don't recall if it was ROR in DECAY. It was a thing though, and ridiculous and random.
#10 Posted 24 October 2016 - 06:41 PM
When it comes to bugs like this (or the newbeast AI bug), first we need a small isolated test case such as a map or specific instructions of how to trigger the bug quickly in an existing map, and then we need to bisect revisions to see when the problem starts. Game-state stuff like this is tricky because sometimes something may depend on the behavior that is undesirable in this circumstance.
You're not the only one to report this: http://bugs.eduke32....ails&task_id=20
You're not the only one to report this: http://bugs.eduke32....ails&task_id=20
#11 Posted 03 November 2016 - 12:50 PM
I made a map that can reproduce the bug at 100%, it consists of two rooms (blue and red) superimposed and connected by a corridor.
testsos.zip (631bytes)
Number of downloads: 99
In the blue room, stand on the edge, to the empty side and crouch down like this:
Now move to the inside while staying crouched, when you cross the sector, you'll be automatically teleported into the red room:
It works every time you're in the blue room, and not in the red one.
testsos.zip (631bytes)
Number of downloads: 99
In the blue room, stand on the edge, to the empty side and crouch down like this:
Now move to the inside while staying crouched, when you cross the sector, you'll be automatically teleported into the red room:
It works every time you're in the blue room, and not in the red one.
#12 Posted 05 November 2016 - 05:46 PM
I know these pics from Decay don't do much to help solve the problem but they show where it happened the most. Somehow zombies were crossing over void space to get from point A to point B.
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