INFO Bug Reports NOV2015a

greatguys1

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Using raw mouse input doesn't lock the mouse to the middle of the screen. Wish that wasn't the case because Razer synapse doesn't like hl1 that much.

You can use the moving catapults in old_helena like a tram and send them back out of the map.
 
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You can use the moving catapults in old_helena like a tram and send them back out of the map.
LOL really? I gotta try this, that's hilarious. What I wonder even more is: How has noone ever noticed this in all these years?
 

Thothie

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Wow... I know they changed how trains work a tad, but... No idea how that got missed.

Don't think it'd actually stop them from shooting though, as that's handled by a separate entity that can't move.

Still, neat.
 

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It does. It prevents the NPC's from spawning. You can just reverse it to go back to whence it came.
 

Thothie

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Odd, thought that was just rigged by delay, but I guess maybe it does trigger when it arrives. Bleh.

Almost shoulda been an exploit report - but it's out now. :p
 

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@Thothie I checked the map's entity table real quick and the problem is obvious: The catapults aren't func_train entities, they're func_tracktrain.
func_tracktrain is user controllable (like the train from Half-Life chapter "On A Rail") unless you add "spawnflags" "2". So, fortunately, this also means it's an easy thing to fix.

The war cart has "spawnflags" "3" (so that's 1+2) so that's not controllable, at least.

Alternatively you could turn all func_tracktrain entities into func_trains, but then you'd also have to replace all path_tracks with path_corners. A more elegant solution but also a lot more work.

Edit: What kinda baffles me is that there are no func_traincontrol entities at all. Interesting. I wonder how the game manages to figure out from which position these (supposedly) uncontrollable track trains are being controlled.
 

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Using raw mouse input doesn't lock the mouse to the middle of the screen. Wish that wasn't the case because Razer synapse doesn't like hl1 that much.
This one is probably the most frustrating thing for me, using synapse as well and it makes a large difference having raw mouse input on for me, it just sadly wont lock to the middle for me either.
 

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Was in rmines fighting some goblins and zombies with those tasty new crescents when I noticed that a few of them don't seem to have resistances/weaknesses you would typical expect from the types of mobs there.
zsV8aKm.png
Like this vile goblin guard (with a sword and shield) was taking more cold damage than he was lightning.
Most of the zombies in the map seemed correct except for the bloated ones which dont seem to have any resistance or vulnerability other than poison immunity and a weakness to holy. I was using cold and lightning crescents against them and they took equal damage from both, (most undead mobs are slightly weak to fire and very resistant to cold and lightning) I guess potentially the bloated zombies being poisonous canceled out the lightning resistance but they were still taking full cold damage which is strange.
 

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Usually, though not always, critters that are resistant to poison/acid have vulnerability to lightning - for, reasons - as seems to be the case with the vile goblins:
Code:
    takedmg poison 0.5
    takedmg lightning 1.5
Bloated dwarven zombies have null lightning resistance, unlike most undead, and only 50% cold resistance:
Code:
    takedmg pierce 1.5
    takedmg blunt 0.75
    takedmg holy 2.5
    takedmg cold 0.5
    takedmg lightning 1.0
    takedmg acid 0.75
Lightning, however, tends to have a higher outgoing damage multiplier (1.0) than cold (0.5), so, in general, Cold weapons don't hit as hard as Fire (1.5) or Lightning but are more debilitating. Not that everything's perfectly consistent in anycase, either on the mob or the weapon side.
 

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Yeah but I still don't understand why the bloats aren't weak to fire and how cold is doing more damage to a vile goblin than lightning. :/
 

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The bloaters are weak to pierce because when you pierce them they deflate LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLL
 

Kanta

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Meshkhar at bloodshrine with three players (Dark Fox, Avocado, and I) did not give us any XP even though we all qualified and it said 15000 XP received from him. We all asked for spell casting lightning.
 

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Meshkhar at bloodshrine with three players (Dark Fox, Avocado, and I) did not give us any XP even though we all qualified and it said 15000 XP received from him. We all asked for spell casting lightning.
Will examine.

Jagged arrows dont cause bleed
They never have. >_> (We don't even have a Bleed DOT type. Maybe try here.)
 

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A67DF16489CF7C8ABBD2BFBE306C8D60D3A83238.jpg
So I was at the wall and right after the door leading out of the gated room (Ulectrath's room? It has the upper level and it is the part of the level that looks the most like a boring warehouse ;^]) I fell through the floor outside by crouching where all those undead archer orcs are. Thankfully I had a return crystal.. Tested it later and it happens anywhere on that snowy cliff platform.
 

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I am going to do some rebuilding there when I squeeze the new elves in, so I'll try to figure what it is. Might have something to do with the clipping method.
 

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Also worth mentioning that when you fall in there you cant uncrouch and it's a bit slippery, kind of like being underwater.
 

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I am going to do some rebuilding there when I squeeze the new elves in, so I'll try to figure what it is. Might have something to do with the clipping method.
Heh, are you serious?

That particular brush is incredibly malformed. It's painfully obvious. Just look at it from the lower level balcony.
It's malformed in such a way that it doesn't possess a third clipping hull. Or, in other words, that brush has no collision detection for hull #3 'users', such as crouching players and small monsters. See for yourself by spawning a rat or fangtooth on top of that brush.
Hull #1 users (such as the undead orcs and standing players) and hull #2 users (like bear summons) can move on it just fine though.

It really is quite a feat to screw up a brush that bad and still get the map to compile...

Only solution would be to rebuild that brush from scratch.
And then check the map for problems.
And then open the exported MAP file in Hammer / J.A.C.K. and see if all brushes actually load properly.
 
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Thothie

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Is it this one?
nasty_brush.png
That does indeed look pretty bad, though Hammer doesn't actually detect it as a problem. Simple enough to rebuild though.

At least it isn't from any part of the map I did - most of that is in the_wall2.
 

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Oddly enough it's not only that one, but also the one behind it, above which those msmonster_skeleton entities are.
Most likely also the brushes below it because you really fall quite far if you crouch there.

I kinda figured it was one big brush, really.

I suggest you see it for yourself in-game. It really is bizarre. Just use dev commands to teleport yourself out or something.

I'd make a video to showcase this but I'm in a train on my way to work now :<
 
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Thothie

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Hrmmm... I can't find any other ground-accessible brushes or walls around it that aren't simple boxes. Though it may be oddly shaped enough that it overlapped with one of those simpler hulls during compile and caused it to fail.

edit: Yeah, found the brush where you crouch you fall through. There's nothing wrong with that brush though, it's a perfect box - must be the malformed one next to it fuxing with the hull. Hammer misses it - but it does that sometimes. Already fixed it, but I bet if you re-imported the .map file it'd be discarded - I should be more religious about checking that.
 

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So I was screwing around and found out that crescents like to climb up walls or alongside them if you throw them directly into a sloped plane, not sure if they still do damage but they don't do the poof they normally would when they disappear. Additionally, this is something that I've known about for a while but sometimes(often, it seems) at point blank range the crescent projectile wont do any damage. It'd be kind of nifty if at point blank range the first charge wouldn't throw anything to begin with, would save mana that's for sure.
I even made a video because I'm really bored.
 
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