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 2.47

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jk2pach
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PostSubject: 2.47   Mon 28 Feb - 21:23

Bug Report Rules

-Do not propose suggestions here.
-When several bugs are reported, try to separate them with lists (such as a "-" before each point)
-If you report a bug from a previous version because it's not fixed yet, please mention it on the current debug thread. Not on the old thread.

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Last edited by jk2pach on Wed 2 Mar - 20:01; edited 1 time in total
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Andx667
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PostSubject: Re: 2.47   Mon 28 Feb - 21:57

- frozen sword Heropicture (the one between minimap and stats field) has a gun, while the model uses those rocket pods - its just cosmetic but would be cool if hte hero picture shows the real model

- old teleporter quest says the old teleporter is north west of swamps, but it is north east

- energy and health still combine together
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Drigonizer
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PostSubject: Re: 2.47   Mon 28 Feb - 23:09

Sry for posting this late in last one but

Sentries for "Rats leaving sinking ship" just fly off the map
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PostSubject: Re: 2.47   Mon 28 Feb - 23:15

Almost every attack you get is a poison/biohazard.. I would suggest reducing the probability of it.
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PostSubject: Re: 2.47   Mon 28 Feb - 23:33

update log is missing

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jk2pach
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PostSubject: Re: 2.47   Mon 28 Feb - 23:53

Drigonizer wrote:
Sry for posting this late in last one but

Sentries for "Rats leaving sinking ship" just fly off the map
Already said: they leave when they are too much units.
wizzitje wrote:
update log is missing
But no.

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PostSubject: Re: 2.47   Tue 1 Mar - 0:25

monday 28 feb 2011 at exactly 22:22 GMT+1 time it shows:


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PostSubject: Re: 2.47   Tue 1 Mar - 0:29

F5. Or delete cash.

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PostSubject: Re: 2.47   Tue 1 Mar - 0:31

i reopened the site 5-6x in a row, nothing changed.... ( and i did F5 dw, im not dumb)


rebooting the ''inet'' program doesnt work either.

EDIT:


it seems to be a problem with Google Chrome, i tried opening on INternet Explorer and it did work.

strange because all that's done is opening a site with your text. scratch

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PostSubject: Re: 2.47   Tue 1 Mar - 0:56

It's a cache problem. Use CCleaner in this case.

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PostSubject: Re: 2.47   Tue 1 Mar - 1:07

Some of the keys in the tooltips of abilities don't work. I am not sure if it is a bug caused by the map. I use Keycraft to change default abilities of melee mode. Could this be the reason?
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PostSubject: Re: 2.47   Tue 1 Mar - 1:20

probably, (almost) all hotkeys work.

but a few spells have a wrong hotkey in the spell tooltip, might be that,

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PostSubject: Re: 2.47   Tue 1 Mar - 5:18

Here I am with the, usual, new GW/Vehicle problems

-GWs cannot be targeted by simply clicking, like Inferno was. I suggest fixing this asap =)
They are also quite difficult to group without having a hotkey for them.

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Time2Own
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PostSubject: Re: 2.47   Tue 1 Mar - 5:39

-Charlie Transporter ran off somewhere during the Fuel Supply mission. The mission was still able to be completed though.
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PostSubject: Re: 2.47   Tue 1 Mar - 9:52

- Hmmm, when u get a hamvee (dunno for other vehicles) it can drive through rocks, or how to say, from lower part to a higher one. It usually uses shortcuts...

Btw was this "bug" posted ever !?
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PostSubject: Re: 2.47   Tue 1 Mar - 13:23

PetarSword wrote:
- Hmmm, when u get a hamvee (dunno for other vehicles) it can drive through rocks, or how to say, from lower part to a higher one. It usually uses shortcuts...

Btw was this "bug" posted ever !?

it can drive over anything - just some things which is quite realistic
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PostSubject: Re: 2.47   Tue 1 Mar - 14:41

Its not realistic when a Himvee drives over a cliff... while the marine has to walk around it^^

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PostSubject: Re: 2.47   Tue 1 Mar - 14:48

ok for a humvee its not so good, but i like it on the fs
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PostSubject: Re: 2.47   Tue 1 Mar - 23:01

Quote :
Its not realistic when a Himvee drives over a cliff... while the marine has to walk around it^^
Indeed
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PostSubject: Re: 2.47   Tue 1 Mar - 23:03

This "bug" cant really be fixed the reason is all vehicles have ground pathing and have no collision on them so they dont get stuck on mobs but this fucks up the pathing so they sorta ignore it but still try to follow like a normal unit
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PostSubject: Re: 2.47   Tue 1 Mar - 23:26

And if we set collision to 1 or another extremely small value?

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PostSubject: Re: 2.47   Tue 1 Mar - 23:31

It might work but the vehicles would still run around the mobs and get stuck if there were enough

EDIT: Lets start using edits to discuss these
@andx 2pach never gave a set time for this so it could be at any point in the future IE: Who cares about realism?


Last edited by Drigonizer on Tue 1 Mar - 23:38; edited 1 time in total
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Andx667
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PostSubject: Re: 2.47   Tue 1 Mar - 23:35

ok this isn't the right forum to discuss this, but still:

how does this "bug" affect game play? i say its good the way it is. its not that realistic, ok. But think about other abilities/vehicles/whatever in the game... they aren't realistic too.
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PostSubject: Re: 2.47   Tue 1 Mar - 23:50

Zombies. Realistic like hell. And you care about a necessary bug because of the faked loading system being not realistic?

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PostSubject: Re: 2.47   Wed 2 Mar - 0:49

- Beef - Quad Shrapnel Gun
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