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klonsemann
Team member


Joined: 09 Aug 2005
Posts: 679
Location: Germany

PostPosted: Tue May 15, 2007 5:35 pm    Post subject: Bugtracker Reply with quote

Post any bugs about the Mappack in here.
Current list of bugs:
  • Make It To Morning:
    • Monster Mountain:
      • the tenderwagon sometimes gets suck
    • Tower:
      • bomb 4/4 could not be found

  • In Hell Episode:
    • Demonic 1&2: you can get locked out of the big stairroom, no spawnprogress
    • Demonic 2: In the second lava where you have to jump over, there is a stone you hav to raise up via switch. This stone often goes down again but it should not.
    • Fixed, unreleased Place of Death 1: repeating message "TEST2"
    • Fixed, unreleased Unholy Chambers 1: Down in the greenish catacombs, when a player enters the room with 4 floorswitches, he could be killed and other players stock outside.
    • Fixed, unreleased Entrance 2: some medikits at mapstart or near the first hellknights to allow at leats one respawn.
    • Fixed, unreleased Place of Dead 2: when a player joints after mapstart, the start room is dark and door is locked.
    • Fixed, unreleased weaponpresets broken

  • SigmaCore:
    • Fixed, unreleased mapscript gives some DebugMSGs

  • TEH Base:
    • in the big room where 2 vagary are and six hellknights spawn.If the players kill the monsters without entering the room (from the doorway) the next door won't open when all monsters are dead there is a waiting for all players in that room, but it seems broken, since not all the players have to enter the room before the six HKs spawn

  • Lost Facility
    • Part1:

      • when running with fs_game_base d3xp, Client gets disconnected with: client received unmapped sound decl index 3030 from server

    • Part2:

      • Fixed, unreleased door at mapstart should be locked
      • Fixed, unreleased when running with fs_game_base d3xp, campbell's body has unknown texture

  • Once upon a time:

    • many broken/halfopen doors, cause heavy traffic and lag
    • doorsounds not hearable on clients

  • Evacuation Protocol:

    • Fixed, unreleased when calling the level endlift, the map shutdown with an error.
    • the red door (joins the maintenance hall to the sub-level access terminal) gets locked permanent after first player enters

  • ClassicDoom Episode:

    • Fixed, unreleased Imp fireball should hav no gravity
    • Fixed, unreleased chaingun is not useable with no ammo
    • Fixed, unreleased shared ammo for pistol/chaingun and plasmagun/BFG
    • Fixed, unreleased chaingun GUI fixed
    • Fixed, unreleased HUD ammo status fixed
    • Maximum Health and Armor should be 200


last Update: February, 19th


Last edited by klonsemann on Fri Feb 22, 2008 10:17 am; edited 49 times in total
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Anonymous1



Joined: 27 Sep 2006
Posts: 33

PostPosted: Tue May 15, 2007 5:54 pm    Post subject: Reply with quote

Evacuation Protocol: When you activate the generator for the elevators and then you press the switch by the one elevator to open it, the map shuts down with an error.
===============================================
My player name on the Doom 3 servers is LMS&ClassicDoom3Rock
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Arklon



Joined: 24 Aug 2006
Posts: 158

PostPosted: Fri May 25, 2007 1:54 am    Post subject: Reply with quote

- CDoom3: A lot of special events/triggers (the hallway section being destroyed in E1M1 (or was it E1M2?) leading to the chaingun area, and the chainsaw container opening, for example) are broken when there's 3 players (or more than 2 players).

Oh, you put this as a bug: "pistol and chaingun share ammo, and plasma gun and BFG share ammo". It should be that they SHOULD share ammo. They don't currently. Unless I'm mistaken.

Edit:
- CDoom3: Imp fireballs shouldn't be affected by gravity.
- CDoom3: Weapons shouldn't need reloading.
- CDoom3: Add in the score boards (the ones that say how many secrets you've found, etc.) to the end of the levels.
- CDoom3: Add in the final cutscene.
- CDoom3: Maybe add in a custom weapon models? Well, the chaingun and rocket launcher ones, anyway, can't say I (or most other people, for that matter) like the shotgun one.
- CDoom3: Powerups (mega health, mega armor) should be per-player, maybe?
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Arklon



Joined: 24 Aug 2006
Posts: 158

PostPosted: Sat May 26, 2007 10:40 pm    Post subject: Reply with quote

- Lost Facility Part 2: The door behind you when you start can open into a gray void.
- Lost Facility Part 2: Cambell's body is black.
- Medkits are called armor shards, at least in the oc_customs gametype.
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Richman



Joined: 01 May 2007
Posts: 57
Location: Pennsylvania, Philadelphia

PostPosted: Mon Jun 04, 2007 7:30 pm    Post subject: Reply with quote

its good to see that the bugs are being attacked good job
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Retro



Joined: 20 Jun 2007
Posts: 5

PostPosted: Sun Jul 01, 2007 8:07 pm    Post subject: Reply with quote

Evacuation Protocol:
A red door joins the maintenance hall to the sub-level access terminal.
This door closes/locks behind the first player to cross through it, blocking progress.

If that first player dies he is spawned back before the door, and is now also unable to progress.
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klonsemann
Team member


Joined: 09 Aug 2005
Posts: 679
Location: Germany

PostPosted: Thu Nov 22, 2007 12:24 pm    Post subject: Reply with quote

Impy wrote:
oc_customs: demonic 1&2

Some big room on demonic 1 after you press a button the floor opens and pinkys and some imps and a few lost souls appear
on demonic 2 the lights go out and 3 hks appear from the floor that opens

Anyway once the palyer presses that button all doors lock and there is no teleporter to get in the room and that way if you die you can't get back in and if your late you can't get in aswell.

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PS: Not the stupid editor makes the bad maps, but bad mappers do !

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Impy



Joined: 04 Nov 2007
Posts: 118

PostPosted: Fri Nov 23, 2007 6:29 pm    Post subject: Reply with quote

teh base, in the big room where 2 vagary are and six hellknights spawn + some trites. If 1 player or more kill the monsters without entering the room (from the doorway) the next door won't open when all monsters are dead
there is a waiting for all players in that room, but i don't know what it does since not all the players have to enter the room before the six HKs spawn (perhaps its broken?)
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Impy



Joined: 04 Nov 2007
Posts: 118

PostPosted: Wed Jan 09, 2008 9:02 pm    Post subject: Reply with quote

Zombies in Inhell village part 1, Decend down the stairs where the cellblock is, once you figure out teh hard puzzle Razz, and enter the door corridor with the 2 cells, zombies will spawn. From the door you enter the left cell the zombie will be in the wall and if its not a shotgun blast will put it there. Sometimes its completly in the wall but you can still hear it shuffeling along the floor. Sometimes a arm or his head sticks out. Its a minor bug but it still sucks when an arm comes out of the wall and grabs you.
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Cpt. Bacon



Joined: 28 Jun 2007
Posts: 137

PostPosted: Thu Jan 10, 2008 9:05 pm    Post subject: Reply with quote

Impy wrote:
Zombies in Inhell village part 1, Decend down the stairs where the cellblock is, once you figure out teh hard puzzle Razz, and enter the door corridor with the 2 cells, zombies will spawn. From the door you enter the left cell the zombie will be in the wall and if its not a shotgun blast will put it there. Sometimes its completly in the wall but you can still hear it shuffeling along the floor. Sometimes a arm or his head sticks out. Its a minor bug but it still sucks when an arm comes out of the wall and grabs you.


Must be one hell of a rare bug I've never seen this and yet the only inhell map i've kept on playing was village part 1. Btw that puzzle was easy. Razz
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Impy



Joined: 04 Nov 2007
Posts: 118

PostPosted: Fri Jan 11, 2008 6:26 pm    Post subject: Reply with quote

i was sarcastic
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Impy



Joined: 04 Nov 2007
Posts: 118

PostPosted: Mon Feb 18, 2008 5:18 pm    Post subject: Reply with quote

Demonic 2.
The big lava area where you have to jump to the other side (Not the spawn area). Theres a wooden bridge, 2 archvilles on the other side and to be able to cross it you first have to trigger a switch to make the big towers sink in the lava so you can jump on em. Then you have to trigger a second switch to make a rock appear out of the lava. now this ones buggy it has happend like a million times to me that it suddenly sinks into the lava, maby after you take up the medkit thats behind a stone or when a player jumps up to the plateau with the switch anyways it weird and requires a restart of the map to be able to pass that area.
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Fritsz



Joined: 09 Jul 2008
Posts: 28

PostPosted: Sun Aug 31, 2008 2:15 pm    Post subject: Reply with quote

Phobos Analomy 1:

-Bridge sounds gets stuck sometimes and keeps playing even if the bridge has stopped moving.

- One Imp is broken and starts jumping around even if it hasn't spotted you. Inside the building to the left of spawn second floor.

-Teleporter to ending room only works once`

Place of death 2:

- Once you die you cant get back too the main arena, there is a door infront of the stairs.
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