DotD 5.3a Bug Report

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Sat 12 Jan 2008, 18:03
Dawn of the Dead 5.3a


Intelligence Centre
Bug Report


DotD 5.3a Bug Report Hp_dot10


[Download Topic: >>Here<<]

Here you can post everything you want to mention about 5.3a. No matter if it's a bug, ideas or suggestions, comments or swearing at me because I took out the Soldier or did no upgrade the Op yet Very Happy

If you want to say something about some rigged enemy or the, in your eyes, overkill-difficulty, then please also state how many players you were, in which wave it occurred, etc.
Best would be a replay ofc.

If you want to comment about one hero's attributes, please keep in mind that they should be equally strong Wink
Well, I guess I don't have to tell you those things anyways, just wanted to write some kind of introduction xD


Last edited by on Mon 14 Jan 2008, 01:32; edited 1 time in total
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Sat 12 Jan 2008, 23:06
One bug I should inform you about:
It seems that I've fucked up something in the save system.
A saved code will not display the ' - ' that is usually between the 7th and 8th character of the code. Though the code will work if this ' - ' is added.

Example:
Saved Code: XASFHDW4FCS12W
Changed to: XASFHDW-4FCS12W
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Sun 13 Jan 2008, 00:29
bug: after booting blue for team killing, i didn't have control of his character

comments:
watch out for Chuck Norris??? hum...
engineer got crit? hum...
did you remove the xp for healing or is it bugged? i'm all for it...

spiked cades makes the game way too easy... and the waves were really uneventful... i got to wave 8 and i was bored out of my mind (i'm lvl 140 and i took the engy) i was with a single guy who left (he started lvl 1 operatives) and we got the gatling... a bunch of turels and the spiked cades do most kills.... having the gatling on one guy made it too easy and uneventful...

you see fire when you use the stun with the engineer...

if they were useful, the numbers that were appearing:
D:83; P:3; W:8;
later D got to 86

codes for more than 999 999xp don't work in this either...
typo in the loading screen:
"insatiable hunter to feed" should be "insatiable hunger to feed" unless you mean that zombies bring food to hunters Razz

edit: as i was saying that the engineer was way too powerful, i played solo with him (with my lvl 140 character) and went up to wave 6... i was so bored and sleepy that i stopped playing there... all i had to do is lure the bosses away from the base and kill them with the cades and my gun, i didn't even get the gatling...
the replay:
http://www.badongo.com/file/7285067

way too easy...


Last edited by on Sun 13 Jan 2008, 02:30; edited 1 time in total
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Sun 13 Jan 2008, 02:29
Another typo in the Loading Screen, it says word instead of world.

And yeah, I just played a game with another guy and I was engineer. Having barracks with 8 damage and 12 in armor is just to easy. Aspecially when you play with a cadewhore such as myself.

When you type -kill, only mine(red) and blues kills where there. There where more people playing.

A person was afk for the first wave and picked a hero when we were running around with the boss, he could still load with a code though.
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Sun 13 Jan 2008, 02:32
Mishotaki wrote:
engineer got crit? hum...
I mainly wanted to increase his fighting capabilities. Also there are some items which wouldn't work properly on engy without a little crit.

Mishotaki wrote:
did you remove the xp for healing or is it bugged? i'm all for it...

Removed because it got abused for p-leveling.

Mishotaki wrote:
spiked cades makes the game way too easy... and the waves were really uneventful... i got to wave 8 and i was bored out of my mind (i'm lvl 140 and i took the engy) i was with a single guy who left (he started lvl 1 operatives) and we got the gatling... a bunch of turels and the spiked cades do most kills.... having the gatling on one guy made it too easy and uneventful...

Guess that's plausible, I'll remove spiked barricades or significantly lower it. Also I noticed that the difficulty overall is too low, mini bosses don't spawn at all if you're not with like two lvl 100+ in wave 10.

Mishotaki wrote:
you see fire when you use the stun with the engineer...

Corrected that a while ago. I tihnk I forgot to save the changes.. well, corrected it again ^^.

Mishotaki wrote:
codes for more than 999 999xp don't work in this either...
typo in the loading screen:
"insatiable hunter to feed" should be "insatiable hunger to feed" unless you mean that zombies bring food to hunters Razz

The new code system has not been added, yet. Codes saved with 5.3a will also work for 5.2F. I guess it'll take quite a bit more time until I'm ready to build in the new system. Until then you'll sadly have to use your 140er Wink
And that tiny little typo is corrected, too Smile


Edit: @parad0x:
I'll look into that tomorrow. Need some sleep now ^^
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Sun 13 Jan 2008, 03:00
On wave 19... Ehhh right there is no wave 19. I mean wave 2 when the reaper... I mean fatty ofcourse. If you stuck him betwen two items and throw a granade with the esc button. you sometimes get stuck in the loading menu.

What? Would I lie? Well yes. but that is beside the point.

Btw, there was two Lucky Charms.
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Sun 13 Jan 2008, 03:14
Hello there.

I'm the guy who played with parad0x, I just wanted to add the replay.
You can get it here : http://nebius.dyndns.org/wc3/2008-01-13 02_21_50 .w3g
or if it doesn't work, here : http://nebius.dyndns.org/wc3/2008-01-13%2002_21_50%20.w3g

The guy who load after the countdown is the blue.
"-kills" problems appears around 37 minutes.


Also, i'd like to say, as I mentionned to parad0x, that the game seems not as reactive as 5.2F to me. I mean that when I order my character to do something, there's some kind of lag or so.
That was showed to me with the shotgun. I ordered to shoot, and it shots only one second later or so. I repeated this many times to be sure that was not because of lag. Dunno if it's a bug or lag anyway, but I can say that I wasn't lagging.

Hope it can help

Oh, and I have to say that you're doing a very nice work and improve on this map, keep it up !
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Sun 13 Jan 2008, 03:23
Choub wrote:

Also, i'd like to say, as I mentionned to parad0x, that the game seems not as reactive as 5.2F to me. I mean that when I order my character to do something, there's some kind of lag or so.
That was showed to me with the shotgun. I ordered to shoot, and it shots only one second later or so. Dunno if it's a bug or lag, but I can say that I wasn't lagging.
That is called delay and it varies depending on the host. if you have short connection (Local) then you got like 5ms delay but if the host lives in like china and has modem you get like 300ms delay.
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Sun 13 Jan 2008, 03:26
Lisianthus wrote:That is called delay and it varies depending on the host. if you have short connection (Local) then you got like 5ms delay but if the host lives in like china and has modem you get like 300ms delay.
Okay, wasn't sure if that was because of me or the host.
But now I understand because parad0x told me he was on a wlan. That explains the problem. Thanks. Smile

PS: Was searching for that word : delay. Sry for that, I'm french and need to improve my vocabulary a bit. ^^
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Sun 13 Jan 2008, 10:18
I dont care how good/bad vocabulary anyone has. as long as you can understand them. And IMHO you are really good at english for being french.
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Sun 13 Jan 2008, 11:38
Found a bug.
The medics antidote does not work. I think he was level 5-7
dunno level on skill.
and its TOO freaking easy.
Edit: Found another one. "Target Assistan" disapears when the holder dies. probably the same with all unique items except the old ones
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Sun 13 Jan 2008, 15:37
Update - I guess I'll bring out a new beta by next weekend

- The '-kills' command now properly shows all players. (I've leaped wrongly through remaining
players)
- Barricade's armor should now stay at the default of 2 and it's DPS with Spiked Barricades is
greatly reduced.
- The zombies base hitpoints and damage got increased a little. The bonus damage depending on the
difficulty also got increased.
- The difficulty overall is now a little higher.
- The game now displays a proper "Player has left" message.
- Engineer's Power Net ability now levels up properly.
- Some slight ability balancing done.
- Medic's antidote should now properly work. (it seems that it only removed one stack of infection
per use, though it actually shouldn't o.0)
- The Operative's shotgun is now a little faster. I'll adjust it properly when I'm re-making the OP.
- Only one Lucky Charm drops now.
- Typos in the loading screen are corrected.
- Zombies respawn a little more often now.
- The nuke explosion model now gets displayed.
- Loading now does not work after the timer ran out.
- All items should now drop after the carriers death.
- Ammunition should now drop after the carriers death.
- The Demolition's Disarm now works.
- Void Reaver became weaker
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Sun 13 Jan 2008, 17:16
That looks great. cant wait for next release.
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Sun 13 Jan 2008, 20:40
Another Update

- A basic Deathmatch system has been added. When you die you revive a few seconds later.
- CAD's damage is increased.
- The '-team' command now also works properly.
- Commands such as '-kills' should now be clearer readable.
- The Sniper's Accuracy Training's bonus damage got slightly reduced.
- The Scout's Cloaking Device shortcut changed from 'C' to 'D' (overlapped with SpeCial Abilities)
- Sprint's special effect changed to something more appropiate.

My goal for the next beta is to re-make either Operative or Medic. I'll also work a little on the deathmatch, ofc ^^
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Sun 13 Jan 2008, 21:01
In the DM, remember to make so you dont spawn near eachother. (That was a bug in DOTDS)
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Sun 13 Jan 2008, 21:07
The Marines respawn at one of eleven designated respawn points. The same points at which you spawn in Survival Mode. If Mr.Spawnkiller is waiting right next to it you're just out of luck Wink
Though, I could add like a 5 seconds spawn protection where you are invulnerable.
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Sun 13 Jan 2008, 21:08
Yeah, and prevent items from spawning in the hero selection area.
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Sun 13 Jan 2008, 21:09
If this happens you are, again, out of luck Very Happy
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Mon 14 Jan 2008, 00:45
Last Update for today

- Some memory leaks have been fixed (should lag even less now).
- Multiboard displays kills instead of ammunition during Deathmatch.
- A few zombies and ghouls are periodically spawning in DM. Can be turned on/off by player 1 with '-spawn'.
- After a hero respawns in DM he cannot be attacked for 5 seconds to prevent any spawnkilling.
- Bosses now are a bit stronger, especially the Reaper, who was cannon fodder before.
- This forum's URL is now displayed on the loading screen and as a hint during game.
- The Scout's class-only item is added. It is one of two powerful upgrades for the Combat Assistance Drone.
Each class-only item has a 50% chance to be dropped at a certain wave (which you have to find out by yourself Razz).

Edit: Actually NOT last update for today, since today is over and it's already yesterday's tomorrow... uhh.. well.. ^.^

Edit2: Yay, I'm Ssgt^^ spamming pays xD

Edit3: I would be captian by now if I wouldn't do so much edits, but just write a new post Very Happy
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Mon 14 Jan 2008, 01:02
thanks for the url! (you have been awarded with an... award! Mr.Red)

s3rius: Yippeyayea ^^ (i can change your posts xD) And I am honored at the utmost to experience the privilege of being awarded with this shiny little medal Very Happy
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Mon 14 Jan 2008, 01:19
And I am honored at the utmost to experience the privilege of being awarded with this shiny little medal Very Happy

You better do! DotD 5.3a Bug Report Threat10

s3rius: Yippeyayea ^^ (i can change your posts xD)

You better not do! DotD 5.3a Bug Report Threat10


rofl! Mr.Red


EDIT: Oh, before i forget it, could you please rename your thread-title to something that contains "bug report" or similar? its because of the lazy search function that only checks the titles... for future reference and to make it easier for guests and new members. Wink

BananaJoe: No worries, when I edit your posts I'll always write my name to it, so you can see who added all those errors and insults ^^
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Mon 14 Jan 2008, 01:32
^^ Done. Too bad, I liked Intelligence Centre Razz

oh oh already 1:30 and tomorrow's school rambo
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Mon 14 Jan 2008, 11:09
Is experience disabled in DM?
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Mon 14 Jan 2008, 12:17
At the moment you'll gain xp for killed zombies and other player's heroes. I'll do some more testing but I think every hero kill provides you with 20xp.
I'm going to add a bonus for killing-streaks (the more heroes you kill in a row, the greater the bonus) but it's only experimental right now.
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Mon 14 Jan 2008, 14:28
The problem with deathmatch will probably be the level difference. And I the xp should be something like level of hero divided by 2.
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