GoldenEye: Source Forums

Debriefing => Bug Reports & Fixes => Topic started by: Troy on December 09, 2010, 07:54:36 pm

Title: Troy's Bug Thread
Post by: Troy on December 09, 2010, 07:54:36 pm
While playing this map on a public server, I have noticed that the grate doors by the gas tanks armor will not open.  I found out that while standing or putting a mine on the right grate and letting the round end, causes it not to function the next round.  The grate door remains broken the entire match.  I tried doing the same thing with the left grate door.  I made this one glitchy but it still worked.  I also noticed on one occasion the round ended, and the grate came up and killed me.
Title: Re: [BUG] Facility Backzone grate doors
Post by: Mangley on December 09, 2010, 08:18:29 pm
Aww booboo.  :D

All the map entities are conspiring against you.
Title: Re: [BUG] Facility Backzone grate doors
Post by: Entropy-Soldier on December 09, 2010, 10:08:10 pm
This is caused by model-brush synchronization loss, which can be credited to valves wonderful entity programming.  Not sure if it's been addressed as it's something so minor, but we've known about this for quite some time.

However, thanks for notifying us of it.
Title: Re: [BUG] Facility Backzone grate doors
Post by: killermonkey on December 09, 2010, 10:40:23 pm
I believe your above comments are unnecessary.  I am trying to help the mod, and Jimbo suggested I should post a thread here.  This just goes to show you the maturity level of some of those in the community.

Judging by your -6 reputation I wouldn't peg you as the most mature person either, but hey appearances can be deceiving.

Sorry for your troubles, but not sure where to even start debugging this one.
Title: Re: [BUG] Facility Backzone grate doors
Post by: Troy on December 09, 2010, 10:46:05 pm
To further explain the problem Storm and I did some testing.  I had him stand on the right grate until the round ended.  When the round restarted, it was broken.  We tried doing this with the left grate, but it still worked.

(http://img697.imageshack.us/img697/1415/gefacilitybackzone0004.jpg)

Next we threw mines on the right grate, and I had him stand up there until there was 1 second left to keep it open.  I then had him back up.  The round restarted and the grate was broken.  Again, we tried this with the left grate and we couldn't break it.  Instead, it came up and killed us both.

(http://img697.imageshack.us/img697/8240/gefacilitybackzone0007.jpg)

I hope these pictures will help you out Killer Monkey.  I love how you judge my -6 reputation when you don't even know me. ;)
Title: Re: [BUG] Facility Backzone grate doors
Post by: Mike [fourtecks] on December 09, 2010, 10:54:50 pm
Interesting. I will make a note to add a logic_auto to fire some outputs to try to fight against this, though this should be a rare occurrence in normal gameplay. A possible 'fix' won't be until after 4.1 since everything is locked down, and this assuming I get to it.
Title: Re: [BUG] Facility Backzone grate doors
Post by: killermonkey on December 09, 2010, 10:58:00 pm
Oh I know you! :-)

Yah this sounds like a weird interaction between the round restart process (which resets all entities to their original level configurations save a few select ones (such as players, gamerules, etc.)) and the entity itself not properly accepting triggers after a blockage.
Title: Re: [BUG] Facility Backzone grate doors
Post by: Troy on December 09, 2010, 10:59:30 pm
It is not a rare occurrence in public servers.  I have dealt with this bug several times and finally took to time to figure out why it was doing it.  I believe there is another cause for this issue.  These were just two ideas I had in mind.
Title: Troy's Bug Thread
Post by: Troy on December 10, 2010, 12:07:30 am
This door gets stuck a lot.  The door remains halfway open while trying to close.  I can't open or close the door when this happens.  Storm and I tried to replicate the bug by standing in the doorway, putting mines, and by rolling the nearby gray canisters into the doorway.  Unfortunately, we were unsuccessful.

(http://img528.imageshack.us/img528/7095/gefacilitybackzone0008.jpg)
Title: Re: [BUG] Facility Backzone lab door
Post by: Storm101 on December 10, 2010, 12:10:36 am
Yeah, I've experienced this too. I don't really remember it, but there is definitely something weird with that door.

Title: [BUG] Runway hanger door controls
Post by: Troy on December 10, 2010, 02:10:38 am
I think there are some issues with these controls.  I stood at the controls and had Storm open the hanger door.  The open on the screen did not flash.  A few seconds later, the door closed.  The close on the screen did not flash.

(http://img819.imageshack.us/img819/5728/gerunway0001.jpg)

Afterwards, I opened the hanger door by using the controls.  The open flashed on the screen.

(http://img819.imageshack.us/img819/1438/gerunway0005.jpg)

A few seconds later, the door closed on its own.  The close flashed on the screen.

(http://img258.imageshack.us/img258/5776/gerunway0006.jpg)

As a final test, I tried to use the controls to close the door.  It would not work.  I think it would be best to be able to close the hanger door from here once it has been opened all the way.  This way, someone can not continually open and close the door from the controls.
Title: Re: [BUG] Runway hanger door controls
Post by: Mangley on December 10, 2010, 02:20:37 am
It's nothing but a minor aesthetic issue. What displays on the screen is just a sequence of 4 images. It has no effect on the operation of the door, and no effect on performance or gameplay. It's about as negligable as a 'bug' can get...

Are there going to be many more of these? I don't wish to be captain obvious here, but you're posting erratically about problems with Beta 4.0 when v4.1 is scheduled to come out within the next 24 hours....
Title: Re: [BUG] Runway hanger door controls
Post by: Troy on December 10, 2010, 02:24:37 am
Are there going to be many more of these? I don't wish to be captain obvious here, but you're posting erratically about problems with Beta 4.0 when v4.1 is scheduled to come out within the next 24 hours....
If I can think of anymore problems, there will be more.
Title: Re: Troy's Bug Thread
Post by: Troy on December 10, 2010, 05:23:07 am
This ladder in Caverns is buggy.  You have to look up at the ceiling for it to work.  If you try the one opposite, it will work looking directly at it.  I think most players will have problems getting it to work.

(http://img593.imageshack.us/img593/5610/gecaverns0001.jpg)

If you walk to the left of the ladder, you will do an unexpected jump for no reason.  I have found this a few times around the map.

(http://img258.imageshack.us/img258/917/gecaverns0005.jpg)

I got stuck here after crouch jumping.  I've been told there are numerous places where you can get stuck.

(http://img256.imageshack.us/img256/5610/gecaverns0001.jpg)
Title: Re: Troy's Bug Thread
Post by: namajnaG on December 10, 2010, 05:55:24 am
Your rep just grinded to -33.
And uh the unexpected jump is... Normal in the source engine. Everytime you come next to a "wall, block, brush, whatever" and you are at the surface of the water, You will automatically jump.
Title: Re: Troy's Bug Thread
Post by: Troy on December 10, 2010, 06:20:33 am
In the character selection screen, I have noticed some errors.

Jaws

Description: any (2 spaces) misfortune

Mayday

Role: Henchwonman

Words are getting cut off

Miskin

Role: Defence Ministe
Affiliation: Russion Governm

Oddjob

Affiliation: Auric Goldfinge

General Ourumov

Affiliation: Soviet Army/Jan
Title: Re: Troy's Bug Thread
Post by: namajnaG on December 10, 2010, 07:06:53 am
Let's add up another one in Caverns that I randomly found some night.

http://www.youtube.com/watch?v=6fYQDnDYnQg (http://www.youtube.com/watch?v=6fYQDnDYnQg)
Title: Re: Troy's Bug Thread
Post by: Troy on December 10, 2010, 08:41:30 am
When I press the controls in the Aztec to open the exhaust bay, it pushes me back.  I try to walk forward and there's an invisible wall.  It goes away after a few seconds.

http://www.youtube.com/watch?v=MigKyIvxdgM
Title: Re: Troy's Bug Thread
Post by: Troy on December 11, 2010, 09:56:37 am
I have set the weapons that were assigned the numbers 1-6 to pre-defined keys.  When the server map vote initiates, sometimes I will switch to a weapon using one of these keys.  When I do this, it will vote for a map.  For example, I have mouse3 set for shotgun.  The default key is 4.  So when I press mouse3, it votes for the 4th map.
Title: Re: Troy's Bug Thread
Post by: Mangley on December 11, 2010, 03:10:11 pm
Seems you need a lesson in distinguishing bugs in Goldeneye: Source from bugs in the engine or external addons.

Sourcemod map vote plugin uses your weapon assignment keys for the vote, that's by design and has nothing to do with GE:S.

Bad ladder and water coding is Valve's fault.

Moving entity desyncronization is Valve's fault.

Aside from that you're just pointing out minor flaws in outdated and flawed maps.

Trolling and spamming bug threads on release day has earned you the reputation you have. I can't say any more than that.
Title: Re: Troy's Bug Thread
Post by: Troy on December 11, 2010, 10:48:38 pm
Sourcemod map vote plugin uses your weapon assignment keys for the vote, that's by design and has nothing to do with GE:S.
I did not know this.  It was something I noticed in beta 4 and again in 4.1.

Trolling and spamming bug threads on release day has earned you the reputation you have. I can't say any more than that.
No Mangley.  The reputation I have earned is because you and Proxie have a personal vendetta against me.  I could post anything on these forums and my reputation would go down.  Nonetheless, I hardly care about this number because he has no real bearing on me.  You can keep spitting me for all I care.  Get a life dude.
Title: Re: Troy's Bug Thread
Post by: coolDisguise on December 11, 2010, 11:27:57 pm
Gotta disagree. You know Beta 4.0 had been out since February and you didn't post anything since then, but all of a sudden when a new release is announced you go apeshit with stuff of which the most part was broken by Valve. So think about it, again. Just a second ffs. How does that look? ~
Title: Re: Troy's Bug Thread
Post by: Troy on December 11, 2010, 11:59:47 pm
I kept in mind that 4.1 would be released very soon.  Instead of posting bugs that had already been fixed, I checked the 4.1 changelog and personally asked MaJoR before I posted.  I forgot to state this.  With this being said, I will continue to use this thread to continue with any 4.1 bugs I find.
Title: Re: Troy's Bug Thread
Post by: Troy on December 12, 2010, 12:18:16 am
After using the 4.1 installer, I found that you could not uninstall the program from Add/Remove.

Invalid registry key

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\GoldenEye: Source]
"UninstallString"="C:\\Program Files (x86)\\Steam\\SteamApps\\sourcemods\\GoldenEye: Source_Uninstall.exe"

Fixed

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\GoldenEye: Source]
"UninstallString"="C:\\Program Files (x86)\\Steam\\SteamApps\\sourcemods\\GoldenEye Source_Uninstall.exe"
Title: Re: Troy's Bug Thread
Post by: Seiya on December 12, 2010, 01:20:22 am
Is 'End of Round Report not Showing Up Sometimes' a bug or is it just some sort of incompatibility with Sourcemod?
Title: Re: Troy's Bug Thread
Post by: Mangley on December 12, 2010, 01:27:37 am
Is 'End of Round Report not Showing Up Sometimes' a bug or is it just some sort of incompatibility with Sourcemod?

Yeah it seems to be that sourcemod's autobalance is forcing round starts when the round ends.
Title: Re: Troy's Bug Thread
Post by: coolDisguise on December 12, 2010, 01:28:51 am
I kept in mind that 4.1 would be released very soon.  Instead of posting bugs that had already been fixed, I checked the 4.1 changelog and personally asked MaJoR before I posted.  I forgot to state this.  With this being said, I will continue to use this thread to continue with any 4.1 bugs I find.

Nothing wrong with the latter - the sooner bugs are discovered, the sooner they'll be fixed. But you could have posted early on (when 4.0 came out) or waited with 4.0 bugs till after 4.1 release (maybe some of them are already fixed?). Anyway, I'll contribute by saying that custom maps like Luchador's citadel and Kraid's bunker seem to have problems running on 4.1. When I recently played them on some WNx server, there were some purple surfaces like the textures were missing in these spots. That wasn't the case before, of course. I used the .exe install, but I don't think that matters and the maps were downloaded fresh from the server.
Title: Re: Troy's Bug Thread
Post by: Troy on December 12, 2010, 04:05:38 am
But you could have posted early on (when 4.0 came out) or waited with 4.0 bugs till after 4.1 release (maybe some of them are already fixed?).
I intended these bugs to be carried on into the "Known Bugs" list for the next release.  Perhaps I started this thread a few days early and caused some confusion.  I did not mean for this to be the case.  Now I would appreciate it if the comments about when I started this thread would cease as I was trying to contribute in a positive manner.
Title: Re: Troy's Bug Thread
Post by: Troy on December 12, 2010, 04:55:42 am
You can see other people in this mirror in Casino but cannot see yourself.  My character was Mayday and the one I was playing against was Boris.  As you can see, Boris is too my right.

(http://img638.imageshack.us/img638/8051/gecasino0000.jpg)
Title: Re: Troy's Bug Thread
Post by: namajnaG on December 12, 2010, 05:21:24 am
Just like in Facility.
Title: Re: Troy's Bug Thread
Post by: Troy on December 12, 2010, 05:30:34 am
For a good time ge.paintball 1 is an unknown command.  It should say for a good time ge_paintball 1.  MaJoR told me that this was correct in alpha but has not been updated.  I find this is very misleading.

(http://img580.imageshack.us/img580/9382/gecasino0001.jpg)
Title: Re: Troy's Bug Thread
Post by: Mark [lodle] on December 12, 2010, 05:52:34 am
The mirror bug is because your player model is never drawn on your client thus is never reflected in the mirror
Title: Re: Troy's Bug Thread
Post by: namajnaG on December 12, 2010, 05:55:50 am
For a good time ge.paintball 1 is an unknown command.  It should say for a good time ge_paintball 1.  MaJoR told me that this was correct in alpha but has not been updated.  I find this is very misleading.


Is this a joke?
Title: Re: Troy's Bug Thread
Post by: Storm101 on December 12, 2010, 07:32:18 am
Can whoever fixed Troy's rep fix mine too? It happened to me too after I made that one post earlier in the topic. Remove this post when you're done. Thanks...
Title: Re: Troy's Bug Thread
Post by: Troy on December 12, 2010, 07:36:06 am
I am not entirely sure if this is a bug/issue more than an observation.  Nonetheless, I feel obligated to inform the team.  I found that the barrels in the lower level of the silo act funny.  At the beginning of the round, they spawn together.  If you shoot one and have it blow up, the one you shoot is the only one that respawns.  If you shoot this one, it will blow up, the one next to it spawns, and then blows up.

I tried this same technique with the satellite room's pair of barrels and they both respawned.  The one I shot respawned first and a couple seconds later the other.  This makes me wonder why one pair works but the other does not.
Title: Re: Troy's Bug Thread
Post by: killermonkey on December 12, 2010, 01:47:07 pm
*YAWN*

When you actually report a bug I will be listening. I already noticed 3-4 legit bugs playing for ~3 hours yesterday. You are clearly trollspamming with these mites.
Title: Re: Troy's Bug Thread
Post by: Mariner on December 12, 2010, 03:52:36 pm
The mirror bug is because your player model is never drawn on your client thus is never reflected in the mirror

Could you perhaps fix this in a future update? It's a minor issue, but it IS 2010.
Title: Re: Troy's Bug Thread
Post by: Entropy-Soldier on December 12, 2010, 04:37:38 pm
Could you perhaps fix this in a future update? It's a minor issue, but it IS 2010.

Tell that to valve.
Title: Re: Troy's Bug Thread
Post by: killermonkey on December 12, 2010, 09:45:59 pm
Do the mirrors really detract from your gameplay that much? You should be focusing more on killing your enemy then fixing your eyeshadow....
Title: Re: Troy's Bug Thread
Post by: namajnaG on December 13, 2010, 12:04:32 am
Do the mirrors really detract from your gameplay that much? You should be focusing more on killing your enemy then fixing your eyeshadow....

+1
Title: Re: Troy's Bug Thread
Post by: Troy on December 13, 2010, 12:13:19 am
*YAWN*

When you actually report a bug I will be listening. I already noticed 3-4 legit bugs playing for ~3 hours yesterday. You are clearly trollspamming with these mites.
What are the bugs you have noticed so I do not find them?  As I play I will continue to look for more.  Maybe the things I have listed are not "enormous" issues/bugs.  I still consider them to be problems that should be addressed in further releases.

I noticed that in Facility Classic, some of the doors will open in your face and push you back.
Title: Re: Troy's Bug Thread
Post by: markpeterjameslegg on December 13, 2010, 01:37:42 pm
Oooh... Too much negativity, don't really get this post, I haven't noticed any bugs that weren't in Beta 4, and the ones that were in Beta 4 just weren't worth mentioning, it didn't detract from my enjoyment at all. Games have bugs, the original Goldeneye had plenty, that didn't stop it becoming an amazing game, in fact you grew to love it for it's flaws. As for the ladder issue on Caverns, I have run into that same problem before, so I just don't go that way anymore, there's more than one way down there anyway.
Title: Re: Troy's Bug Thread
Post by: Troy on December 14, 2010, 11:47:03 am
(http://img258.imageshack.us/img258/3305/flagmq.jpg)
Title: Re: Troy's Bug Thread
Post by: Enzo.Matrix on December 14, 2010, 10:31:18 pm
Help window text is a known bug.
Title: Re: Troy's Bug Thread
Post by: Troy on September 11, 2011, 02:53:28 pm
rcon mp_timelimit 0
rcon ge_roundtime 0
rcon ge_roundtime 1

www.quantum-alliance.com/downloads/loop.zip
Title: Re: Troy's Bug Thread
Post by: Troy on September 23, 2011, 05:43:46 am
I've noticed when the game mode switches maps, and the limit set by ge_autoteam is met when the map starts, ge_teamplay remains 0.  This causes ge_autoalltalk not to set sv_alltalk to 0.  For the first round of the map, sv_alltalk is 1. :-[
Title: Re: Troy's Bug Thread
Post by: Troy on September 26, 2011, 03:48:04 am
I was eliminated from yolt, I switched the camera to a current player, and I hit the character select button.  The character started to jump around. :P

http://www.youtube.com/watch?v=-NH6ODd2oro
Title: Re: Troy's Bug Thread
Post by: Proxie on September 26, 2011, 09:37:20 am
That was mentioned back in beta 3 days if memory serves.
Title: Re: Troy's Bug Thread
Post by: Troy on September 26, 2011, 08:31:54 pm
Oh, I didn't know.