Download Renegade X: Black Dawn

Bugs in 0.40

Postby R315r4z0r » Sat Nov 14, 2009 8:54 pm

On Field:

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This Purchase Terminal does not work.


On Volcano:


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Purchase Terminals in Barracks display image of the Weapons Factory.

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I think there might be a missing cliff mesh right here above the center tunnel entrance.

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Random hanging/floating wires in the back of the Nod base.

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There is two things shown in this image.
1. The Airstrip isn't touching the ground. You can see clear under it.
2. The radio command list pops up when you want to crouch. It's kind of annoying... but not that big of a deal.

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The invisible barrier here is very annoying. You shouldn't use invisible barriers in the map unless you are blocking off some external area outside of the map (like the map's boundaries). I suggest you replace this barrier, or at least complement it, with a few rocks or tank traps to give a visual reason as to why vehicles can't go there.

Miscellaneous:

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Enemy Harvester can't run me over.

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In the change list readme, it says that enemies will not appear on the radar unless targeted. I have not targeted this GDI harvester but it still shows up on my radar.

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PLEASE FIX THE TREADED VEHICLE SLIDING BUG! It might only move you inches, but it causes a big problem in game. This is the bug I'm talking about:
[attachment=564:sliding.zip]
Keep an eye on the medium tank. I am not controlling, telling it to move backwards, it's doing it on its own.

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Ever since the mod has been released, there has always been something bugging me about the radar and how it displays elevation. I always got confused at whether or not an enemy on the radar was around the corner or on top of me. I finally realized something and I don't think it has been reported yet:

In Renegade, when a unit, friendly or enemy, was on a different elevation than you (above you or below you) then they would appear as a tiny dot on the radar, not as a standard dot.
. = Above or below your level of elevation.
(Obviously the dots shouldn't be square, but you get what I mean.)

This needs to be put into Renegade X. It's especially confusing on maps such as Horologe when you are in the tunnels and mistake something on top of the hill (like the harvester) for an enemy in the tunnels in front of you.

Another issue with the radar, that isn't as important, but should be looked into: The shapes of radar blips:
Dot = Infantry
Triangle = Vehicle
Star = Beacon/Objective
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RE: Bugs in 0.40

Postby RypeL » Sat Nov 14, 2009 10:47 pm

<div class='quotetop'>QUOTE (R315r4z0r @ Nov 14 2009, 09:54 PM) [url=index.php?act=findpost&pid=29816]<{POST_SNAPBACK}>[/url]</div>
In the change list readme, it says that enemies will not appear on the radar unless targeted. I have not targeted this GDI harvester but it still shows up on my radar.[/b]

Harvesters are the (only) exception to this rule. We should have added that in the changelist.
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RE: Bugs in 0.40

Postby TD » Sun Nov 15, 2009 1:12 pm

* When placing C4, the following still happens. Is it because the both the MCT and the C4 models are bigger than the textures you see?
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* On Volcano as a GDI engineer I walked from the PP tunnel to Nod base and back to GDI base from Ref tunnel. I was playing around with switch weapon (scroll) and somehow it glitched in both first and third person, see screenshots:
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* The vehicles don't seem to automatically move downhill when you're out of the vehicle. Only whenever you enter them they start complying with the gravity rules (aka, roll downwards). Now we all want this to NOT roll, aka, dont give a fuck about gravity ;p. Can't we change the 'vehicle with driver' physics to us the 'vehicle without driver' physics?

* Since C&C Renegade never had CTRL for crouching, you never had problems with the radio commands. However, in UT3 CTRL is being used for both crouching and radio commands. This is annoying when you try to run to a building to save it AND want to alert the team at the same time in exchange for your speed (because your crouch).

* When you use ALT and CTRL+ALT for Radio Commands, the GUI disappears and there are no Radio Command messages displayed on the screen.

* The order of the weapons when scrolling. When you scroll from the first to last weapon, it doesn't go in the same order. And I think scroll up and down is still reversed conpared to C&C Renegade.
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RE: Bugs in 0.40

Postby frish » Sun Nov 15, 2009 5:41 pm

<div class='quotetop'>QUOTE (TD @ Nov 15 2009, 01:12 PM) [url=index.php?act=findpost&pid=29881]<{POST_SNAPBACK}>[/url]</div>
* The order of the weapons when scrolling. When you scroll from the first to last weapon, it doesn't go in the same order. And I think scroll up and down is still reversed conpared to C&C Renegade.[/b]

just go to the weapons config tab and reverse the weapon order
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RE: Bugs in 0.40

Postby TD » Sun Nov 15, 2009 10:14 pm

<div class='quotetop'>QUOTE (frish @ Nov 15 2009, 01:41 PM) [url=index.php?act=findpost&pid=29904]<{POST_SNAPBACK}>[/url]</div>
just go to the weapons config tab and reverse the weapon order[/b]

Alright, I'll try that. But the normal weapon order is also not correct compared to C&C Renegade. At least this'll fix which way it scrolls too. Thanks.
Image
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RE: Bugs in 0.40

Postby R315r4z0r » Fri Nov 20, 2009 1:11 am

I was playing around in instant action and noticed something with the rocket launcher firing animation.

The rocket gets propelled through the barrel after the projectile has already launched.

Meaning, when you click to fire a rocket, the rocket will be about 10ft in front of you when the visible rocket in the firing animation on the weapon itself gets released.

It just looks kinda of weird. How is the rocket in two places at once?
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RE: Bugs in 0.40

Postby bali » Mon Nov 23, 2009 9:27 pm

i have a woodcutter-style solution idea for repaired vehicle hp: make all [new vehicle's hp] = [current hp] + 1 (so for example a med spawns with 801 hp, and u can reapir it back to 800 hp later) imo this should do it until devs fix it well.

also, i have been crushed by my own arty. It happens when i exit my vehicle, whilst aiming at the place where i will get out, but the turret needs to rotated. The turret keeps rotating to that position, and crushes me.

I have been crushed by my OWN team's harvy! I was pancaked between my vehicle i was repairing, and the harvy.
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RE: Bugs in 0.40

Postby Demigan » Mon Nov 23, 2009 11:12 pm

<div class='quotetop'>QUOTE (TD @ Nov 15 2009, 11:14 PM) [url=index.php?act=findpost&pid=29924]<{POST_SNAPBACK}>[/url]</div>
Alright, I'll try that. But the normal weapon order is also not correct compared to C&C Renegade. At least this'll fix which way it scrolls too. Thanks.[/b]


It's a UT3 problem. It's standard in UT3 to have the scroll order in reverse (why I don't know, but there are more modern games who for some reason put it in reverse).
But I agree, When you scroll up with an engineer, I still haven't figured out what kind of order the weapons come in. is it: pistol, remote, timed, repair gun? Same for other characters, but they are easier as you only have 3 weapons :) It's low priority I think, it works, and it doesn't stop the game.

Yours sincerely,
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And Kane said: I give you the shotgun. May it smite down our enemies from close range, and may their reaction be upon the lines of, 'oh sh-'
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RE: Bugs in 0.40

Postby R315r4z0r » Mon Nov 23, 2009 11:38 pm

Scrolling up should scroll weapons: 1 -> 2 -> 3 -> 4... -> 0.

Scrolling down should scroll weapons: 0 -> 9 -> 8 -> 7... -> 1
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RE: Bugs in 0.40

Postby AlienXServers » Tue Nov 24, 2009 12:38 am

<div class='quotetop'>QUOTE (R315r4z0r @ Nov 20 2009, 01:11 AM) [url=index.php?act=findpost&pid=30116]<{POST_SNAPBACK}>[/url]</div>
It just looks kinda of weird. How is the rocket in two places at once?[/b]


The only thing i can think of is that there is already a rocket in the launchers bay, imagine its there, at the front of the gun, much like a bullet is already loaded inside the gun before its shot - and after the projectile is shot a new one is loaded... i guess lol
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RE: Bugs in 0.40

Postby R315r4z0r » Fri Nov 27, 2009 1:44 am

I suppose that makes sense.
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RE: Bugs in 0.40

Postby Ignotium » Thu Dec 03, 2009 11:56 am

Keep them coming, I've fixed all the mentioned issues in Volcano, any more stuff that needs to be addressed?

EDIT: I've also noticed that some meshes that are missing in volcano are not missing in the main file I've got here, so either they were removing when porting the map to RENx or they vaporated, I'll make sure those issues also get addressed in the new version
<div align='center'>Image</div>
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