HL2DM Buglist

Buglist


  • Weapons / items aren’t able to stay named after respawn

Weapons items aren’t able to teleport

There is a bug when a player is walking on the seam between a floor and wall they jitter

An xbow shot hitting Weapons/Item - should pass through them

Func_door collision issue - player can pass through brush

Func_button lock/unlock bug - many time a mapper setting a fucn_button to lock isn’t working ingame.

Trigger_dissolve - endless sound loop

Point_template able to operate independently without the need for a weapon_ present (will enable mappers to spawn weapons on demand rather than rely on weapon spawns if they so wish)

Game_player_equip entity is bugged where it will work the first few times a player triggers it then it breaks (see dm_biohazard)

Info_item_smg_grenade explodes above item/weapon/player spawn points

Info_item_crossbow_ammo is “rolling away” after first respawn

All Items/weapons/props having trouble spawning when placed on a surface other than world geometry brush

Map built on the middle of the grid in hammer causes weird issues - usually multiple spawns of the same weapons.

Weapon_RPG going into stasis bug

Weapon_RPG endless sound loop bug

In the OB port players can no longer use props to jump off of

Prop_physic_respawnable exploding on spawn after having exploded in mid air

Ambient_generic not playing after restartgame bug

func_areaportal bugging out after restartgame bug

Too many vertex format changes in frame, whole world not rendered - console error is present since the port (Client gets this error filling console and game runs like a slideshow when they move, not when standing still using mouse look)

Crouch/sprint delay - It is a bug with sprinting after you leave a crouch. Stop crouching / press sprint and it makes the sprint noise but dosn’t increase your speed.

Shotgun reload bug is still present (was also in the ep1 version) - If you reload the shotgun, switch to another weapon and then switch back to shotgun the reload animation glitches

I think with the recent update for enabling bunnyhop the default should be set to 1 and servers that dont wish to have bunnyhop enabled can turn it off.

Basically cvar sv_enablebunnyhopping, defaulted to 1.

Either way is fine with me as long as bunnyhopping remains intact.

Youre assuming that it is something that is even toggleable. IMO you give people the option to turn it off and you will find most pubs (particularly pubs belonging to newer players) will have it turned off and will not give players on that server the opportunity to be exposed to it and to even have the desire to learn. If we want to see it continue in the game then new players need to see it in action and be given the opportunity to inquire and learn it. Having it as a toggleable option may not be something this community would like to see given the potential consequences.

true. OR…it could turn out something that comes across as an achievement. something you WANT to “get”.
in either case. it’s better with than without the whole lot.
anyway, let’s keep on topic here. we can discuss the whethertos and whyfors on the DM UPDATE thread.

For the record, Para, the newest css update has a toggle on bunnyhopping. Granted its not the same movement as in dm but it allows for the possibility.

I DO like the idea of having bunnyhopping as an achievement though. Might be a really good way to get people more into the game. Achievements in general will help that.

As for bugs, it would be nice to not die when tripping over a radiator. Though I’ll admit it adds a certain flavor to the game.

One bug I DONT like is the shotty ‘jam’ when reloading.

Thats all I can think of at the moment.

Third rocket sometimes going straight
your weapons being fully loaded if you switch off them for a bit

list updated with shotty and prop physics bugs.
rest were on the list.
@ Mr. Nervous- i didn’t understand

your weapons being fully loaded if you switch off them for a bit

[quote="[EYE] Valar"]
list updated with shotty and prop physics bugs.
rest were on the list.
@ Mr. Nervous- i didn’t understand

your weapons being fully loaded if you switch off them for a bit
[/quote]

What he means is that if you shoot 5 out of 6 mag rounds then switch off to the shotty for a few minutes the mag is fully reloaded again. This goes for every weapon. its different for each weapon and I remember reading about it somewhere here. Personally I dont think thats an issue since the aim of this game is not realism.

Yeah, where’s the problem in that?

Errr? Weapons just randomly reload by themselves, so lets say you just unloaded your shotty, switch off for 5 seconds and switch back, you have a fully loaded shotty to finish them off with? unfair.

Thats a stupid idea. People switch weps when the run out of ammo so they dont have to reload, use that wep for a bit, then switch back to the other more powerful wep they were using. IMO its a great thing valve did for DM.

+1
c’mon are you being serious ?? auto reload is not fair but Zero Gravity manipulation “gun” (Ggun) and Hilariously overpowered Plasma balls (Orbs) are?
heheh. pffft sandwich!

Overruled. Stop being silly.

No keep the autoreload shiz.

takes 5 seconds exactly to autoreload
Notice that autoreload has no effect on the SMG and the AR

no no no no no. It takes more time to autoreload it than manually reload it, i think its fair.

Fix issue with ar2 firing orbs, as in, if a orb is fired and then right after another weapon is pulled out (fastorb) then when you switch back to ar2 it pops like its going to fire another orb but doesn’t…

Fix high ping issue with mag where if you fire then move mouse quickly it jumps your crosshair back to where you fired…

Fix issues with slams, such as having difficulty laying trip mines when trigger bombs come out, invisible laser issues, overall glitchyness of the weapon…

Also there is sometimes an issue where when a item is picked up with ggun, it won’t be added to inventory for a while or not at all…

Fix glitch with mid air xbow shots when player is next to a wall cause them to launch across the map without taking damage from the crossbow bolt… (Mostly noticed in low grav killboxes)

Reduce combine model size/hitbox, or increase rebel size/ hitbox… Also make rebel footsteps louder, or use a different quieter sound for combine… As most everyone knows, combine are much louder and easier to hit that rebel models, giving whichever players using combine a disadvantage in team scrims/matches…

Fix shotgun damage issue… The “pound both buttons” glitch… Seriously, I know everyone loves the shotty so much, but considering it can one hit players even with armor, its just lame…

That’s a good list viper

it would be great if you could make short demos of the following (as they will probably be asked to be able to reproduce)

  • Fix high ping issue with mag where if you fire then move mouse quickly it jumps your crosshair back to where you fired…

Fix issues with slams, such as having difficulty laying trip mines when trigger bombs come out, invisible laser issues, overall glitchyness of the weapon…

Fix glitch with mid air xbow shots when player is next to a wall cause them to launch across the map without taking damage from the crossbow bolt… (Mostly noticed in low grav killboxes)

I could try to make demos of those, although i have no idea how to make the laserless mine. general glitchyness, sure.

ok whoever makes those demos. make them short as possible. to the point and use ONLY stock maps.
cheers.

I believe the proper term is slams michaeljacksoning in your hands.

I’d like to add that if you place a slam on a prop then move the prop away the slam will stay floating in mid air.