List of known bugs and exploits

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Re: List of known bugs and exploits

by Grenth » Wed Nov 24, 2010 1:32

I don't know if this is the right place but anyway , buying the +5 max health upgrade still only gives +1 max health.

I am using Stronghold version 1.0

Re: List of known bugs and exploits

by Rachael » Tue Sep 07, 2010 16:46

SAL wrote:It's me again...

can anyone tell me whats wrong with my stronghold?
Took a picture of an level and it looks like this:

http://img3.imagebanana.com/img/lf6cynl0/Doom.png

All outdoor areas look like this.
And it's only stronghold, no other wad.
gl_compatibility must be turned off in order to properly play the wad. Also, you may want to redownload the file in order to verify that its integrity was not compromised during the transfer. This is also a side effect of gl portals or skyboxes being disabled, but AFAIK that's not a config-saved variable so it should not affect things.

Re: List of known bugs and exploits

by SAL » Mon Sep 06, 2010 23:16

It's me again...

can anyone tell me whats wrong with my stronghold?
Took a picture of an level and it looks like this:

http://img3.imagebanana.com/img/lf6cynl0/Doom.png

All outdoor areas look like this.
And it's only stronghold, no other wad.

Re: List of known bugs and exploits

by SAL » Sat Aug 28, 2010 13:28

I also encountered the backpack bug, but i think its playable with the bug.
I'm only at Tier 2 now, but for now it'S now big deal runnin back and resupply.
(Play it with the newest gZdoom)

I think i found another bug...

I was in the main hub and bought the Health+ and Armor + Upgrade.
But now after i played some time i'm again back to 100% Health and 150% Armor.
(i had 130% & 200% Armor bought)

Re: List of known bugs and exploits

by perfectpitchrob » Thu Aug 26, 2010 17:36

The wall barrier powerup makes a VERY loud noise when it is destroyed and having 3 set up at once, destructing at the same time, and wearing headphones is absolutely deafening. The volume for its self-destruct sequence needs to be lowered by a lot!

Re: List of known bugs and exploits

by Tormentor667 » Thu Aug 26, 2010 7:15

Gez wrote:The TUTNT map claims to have two goals, but I saw only one.
The second one gets activated as soon as the first one is destroyed.

Re: List of known bugs and exploits

by Gez » Wed Aug 25, 2010 22:42

The TUTNT map claims to have two goals, but I saw only one.

Some radio messages are lacking a \n (and spread out of their box as a result), though I don't remember on which maps, sorry.

Re: List of known bugs and exploits

by Stephen312312 » Wed Aug 25, 2010 19:27

Another bug I found is that whenever a marine reinforcement is hurt, its sight sound is played after its pain sound.

Re: List of known bugs and exploits

by Tormentor667 » Wed Aug 25, 2010 10:55

Thanks to all of you for posting these, we are fixing most of these meanwhile, just to let you know :) Keep them coming! (or better not ;))

Re: List of known bugs and exploits

by wildweasel » Tue Aug 24, 2010 8:12

[GZDoom 1.5.0, single-player mode] If the console cvar NeverSwitchOnPickup is True, the Intermap will constantly spam the "You're lucky you didn't get shot" warning message.

Re: List of known bugs and exploits

by Jimmy » Sun Aug 22, 2010 18:10

How can we alleviate that? We can't change the current setup into a hub.

(a) It would require a lot of overhauling in the ACS (probably.
(b) As far as I know, GZDoom will use up stupid amounts of memory as it tries to cram 35+ maps into a single hub.

Maybe we should just set every line in the map to "shown"?

Re: List of known bugs and exploits

by Gez » Sun Aug 22, 2010 16:12

Minor pet peeve: the intermap's automap is reset each time. It gets annoying.

Re: List of known bugs and exploits

by Gez » Sun Aug 22, 2010 12:49

The elevator to get back from tiers 5 and 6 to mission control and the rest of the hubs is annoyingly slow. You could make it faster, or add a jump pad shortcut.


The order of secret missions is not really correct.

Secret Mission #1 (DN3D): you have to be tier 6 to unlock it. Before you reach it, the mention of a lounge below mission control is rather confusing by the way -- there are lounges everywhere in that base.

Secret Mission #2 (Blood): you also have to be tier 6 to unlock it (Jailba code).

Secret Mission #3 (TUTNT): you have to be tier 2 to unlock it (Earth disk). It features a defense style that has not been introduced yet when you can first access it.

See the problem?

Re: List of known bugs and exploits

by Gez » Fri Aug 20, 2010 20:01

The Duke 3D level has a few bugs. First I got stuck during a wave as the counter remained stuck on 2, despite the complete lack of monsters. I ended up making myself a console command just to decrease the monster counter and proceed to the next waves.

For the ninth wave, the message tells you you're getting a pyro-cannon, but what you get is a repeater.

Re: List of known bugs and exploits

by Tormentor667 » Fri Aug 20, 2010 11:16

Edward-san wrote:
Streetsweeper66 wrote: [only single player] Picking up Backpacks of ammo does not raise the maximum ammo capacity.
To be more precise, when you pick up the first time a backpack it works correctly, but after finishing the mission with that backpack, then doing another mission, and then picking up a new backpack, you won't have the increasing of the maximum ammo capacity.
That sounds like an engine bug to me!

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