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Author Topic: Official mAAp v7 Bug Reporting Thread  (Read 18974 times)

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Offline Spanky

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Official mAAp v7 Bug Reporting Thread
« on: Wednesday, February 01, 2012, 16:40:18 PM »
If you have an issue with the v7 public beta, please review the list in this thread and if your issue is not listed, please post the issue with a video/screenshot (if applicable) in a reply for this thread. Your issue will be added to the main post with your name next to it.


Pipeline - Hallway steam emitters aren't the same around the map (replace old ones).
Pipeline - Roof windows use the old mesh which disappears when shot.
Pipeline - Catwalk grate textures can only see one way, players below can't see players above.
Breakout - CommVolumes overlap certain areas
Berg - Team leader playerstart doesn't work - Needs to be tested
Interdiction - Floor in loading area has no material set
Interdiction - Some doors are one-way movers
Interdiction - Uniforms hopefully, better test this online
Interdiction - Objectives shouldn't really be bTakeTurns if it's questioning an informant objectives are now inanimated
Interdiction - Door frame around unlockable door needs to block coronas // funny thing i checked and they block coronas.
Interdiction - Medical rooms have weird wall textures
Square - Needs moar spawns
Square - Top of tower where you can fall into the broken corner. There is no way for the player to get out except falling to his death. Both crawling and crouching do not allow the player to move back into the tower.


Slots - Join a server, don't select a team. It will say "Unable to find a starting spot for you (the server may be full). You will need to watch this round." Seen on Shipment and possibly other maps.
« Last Edit: Sunday, June 03, 2012, 00:47:36 AM by Spanky »
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Offline BlueBlaster

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #1 on: Saturday, February 04, 2012, 18:27:52 PM »
Ice solution: just turn the ice pond sheets into solid brushes instead of non-solid brushes. I'm not sure why I didn't do it before....

That map needs a lot of love.



Offline Spanky

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #2 on: Saturday, February 04, 2012, 18:54:53 PM »
Ice solution: just turn the ice pond sheets into solid brushes instead of non-solid brushes. I'm not sure why I didn't do it before....

That map needs a lot of love.

Or... lower them so they're 1 unit above the pond instead of 40 :D Pipeline does the same thing though.
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Offline Spanky

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #3 on: Saturday, February 04, 2012, 19:53:01 PM »
how did u manage to fuck up refinery loadouts :D

Well in 2.8 they were "random" (alternating between 2 points) so I just deleted those as I didn't know how they were setup or if they would even work and probably copied them from a non-SF map.
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Jonnym

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #4 on: Sunday, February 05, 2012, 03:07:43 AM »
trigger lights work fine in linux, both linux server and client i can turn lights on and off in the bathroom.

Offline Spanky

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #5 on: Sunday, February 05, 2012, 03:17:03 AM »
I think I joined your Pipeline server, none of the lights were on and I flicked switches many times and they never came on or off. Not sure what to make of it.
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Offline Spanky

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #6 on: Wednesday, February 08, 2012, 18:38:43 PM »
I kinda thought people would report more bugs...
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Jared

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #7 on: Wednesday, February 08, 2012, 18:58:44 PM »
The car alarm worked online for me. I had to almost put a full clip into the car before it came on tho

Offline Alex

Re: Official mAAp v7 Bug Reporting Thread
« Reply #8 on: Thursday, February 09, 2012, 15:02:34 PM »
Found this on pipeline



Shows up after you shoot out the window to the left of it.

Offline Koden

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #9 on: Thursday, February 09, 2012, 15:09:00 PM »
found something on Hospital i can't post about, sending a pm to spankys


Offline BlueBlaster

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #10 on: Sunday, February 12, 2012, 04:32:57 AM »
Spanky, I updated Aztec on le dropbox. I added lots of playerstarts so now it is as follows:
-1 Squad Leader
-3 Fire Teams
--1 Fire Team Leader
--3 Class R
--1 Class S24

Total: 32 playerstarts

I know it's overkill, but if we ever start using servers with more players than 26 or w/e the max is, Aztec is covered. Or I could just remove 1 class R from each Fire Team and that would bring the total down to 26.

-------------------

Additionally, I added the fluid surface info from VT.aao, it seems to work well.

Aaaaaaaaand, I also redid the sunlight and zoneinfo hue's a bit. Ever since you gave Shipment that greenish, tint, I've found it's really nice to give some maps an edgier look. Maybe you'll think Aztec looks much cooler now.

OH! I almost forgot. I added an emitter in the skybox (it's set to superhigh detail so people with the World setting on normal won't see it), and it makes clouds in front of the AGP_Sun actor. Remember how the AGP_Sun actor interacts with particles crossing its path? It looks cool.



Offline Spanky

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #11 on: Sunday, February 12, 2012, 14:55:23 PM »
Great work Blue! I like the way it looks now, it really compliments the rock textures. I'll have to test the water out, I think it would just blow people's minds to be able to interact with the water :)

Did you see what I did for commvolumes? Endboss created Volumes and set the CommVolume attribute but that's the wrong way to do it. You have to use CommVolumes and then set the CommVolume attribute. You can just select all the Volume actors out, copy to Notepad, change the class to CommVolume and re-import them. I did it for Yeti's as well :)
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Offline BlueBlaster

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #12 on: Sunday, February 12, 2012, 15:49:30 PM »
Yea man I totally saw all the commvolumes and I was like, OMG AMAZEBALLS! I seriously love how entities in unreal are copied as plain text.



Offline Ganja

Re: Official mAAp v7 Bug Reporting Thread
« Reply #13 on: Sunday, February 12, 2012, 17:01:33 PM »
OMG didnt get 1 word of what u both said --"

Offline Spanky

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Re: Official mAAp v7 Bug Reporting Thread
« Reply #14 on: Sunday, February 12, 2012, 17:17:45 PM »
OMG didnt get 1 word of what u both said --"

It means there's many many more report-in locations and better graphics.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

 

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