DotD 5.3a Bug Report
+17
linxuming0125
0ldsk00L
minced.oath
Kortes
Neferil
FouLou
koopa124
pyry.2006
Hell_f1re
Asgard_Ragna
DonThompson
Sunny_D
Choub
Lisianthus
parad0x
Mishotaki
s3rius
21 posters
- s3riusLTG
- Posts : 1916
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Regist Date : 2006-02-11
DotD 5.3a Bug Report
Sat 12 Jan 2008, 18:03
Dawn of the Dead 5.3a
Intelligence Centre
Bug Report
Bug Report
[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
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
Well, I guess I don't have to tell you those things anyways, just wanted to write some kind of introduction xD
- s3riusLTG
- Posts : 1916
Réputation : 57
Regist Date : 2006-02-11
Re: DotD 5.3a Bug Report
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
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
- MishotakiBG
- Posts : 1018
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Regist Date : 2006-09-23
Re: DotD 5.3a Bug Report
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
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...
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
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...
Re: DotD 5.3a Bug Report
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.
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.
- s3riusLTG
- Posts : 1916
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Regist Date : 2006-02-11
Re: DotD 5.3a Bug Report
Sun 13 Jan 2008, 02:32
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:
engineer got crit? hum...
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
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
And that tiny little typo is corrected, too
Edit: @parad0x:
I'll look into that tomorrow. Need some sleep now ^^
Re: DotD 5.3a Bug Report
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.
What? Would I lie? Well yes. but that is beside the point.
Btw, there was two Lucky Charms.
- ChoubPVT
- Posts : 8
Réputation : 0
Regist Date : 2006-11-10
Re: DotD 5.3a Bug Report
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 !
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 !
Re: DotD 5.3a Bug Report
Sun 13 Jan 2008, 03:23
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.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.
- ChoubPVT
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Regist Date : 2006-11-10
Re: DotD 5.3a Bug Report
Sun 13 Jan 2008, 03:26
Okay, wasn't sure if that was because of me or the host.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.
But now I understand because parad0x told me he was on a wlan. That explains the problem. Thanks.
PS: Was searching for that word : delay. Sry for that, I'm french and need to improve my vocabulary a bit. ^^
Re: DotD 5.3a Bug Report
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.
Re: DotD 5.3a Bug Report
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
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
- s3riusLTG
- Posts : 1916
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Regist Date : 2006-02-11
Re: DotD 5.3a Bug Report
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
- 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
- s3riusLTG
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Re: DotD 5.3a Bug Report
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 ^^
- 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 ^^
Re: DotD 5.3a Bug Report
Sun 13 Jan 2008, 21:01
In the DM, remember to make so you dont spawn near eachother. (That was a bug in DOTDS)
- s3riusLTG
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Re: DotD 5.3a Bug Report
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
Though, I could add like a 5 seconds spawn protection where you are invulnerable.
Though, I could add like a 5 seconds spawn protection where you are invulnerable.
Re: DotD 5.3a Bug Report
Sun 13 Jan 2008, 21:08
Yeah, and prevent items from spawning in the hero selection area.
- s3riusLTG
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Re: DotD 5.3a Bug Report
Sun 13 Jan 2008, 21:09
If this happens you are, again, out of luck
- s3riusLTG
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Re: DotD 5.3a Bug Report
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 ).
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
- 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 ).
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
- Sunny_DLTG
- Posts : 1653
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Re: DotD 5.3a Bug Report
Mon 14 Jan 2008, 01:02
thanks for the url! (you have been awarded with an... award! )
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
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
- Sunny_DLTG
- Posts : 1653
Réputation : 3
Regist Date : 2006-02-04
Re: DotD 5.3a Bug Report
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
You better do!
s3rius: Yippeyayea ^^ (i can change your posts xD)
You better not do!
rofl!
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.
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 ^^
- s3riusLTG
- Posts : 1916
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Re: DotD 5.3a Bug Report
Mon 14 Jan 2008, 01:32
^^ Done. Too bad, I liked Intelligence Centre
oh oh already 1:30 and tomorrow's school
oh oh already 1:30 and tomorrow's school
- s3riusLTG
- Posts : 1916
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Regist Date : 2006-02-11
Re: DotD 5.3a Bug Report
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.
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.
Re: DotD 5.3a Bug Report
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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