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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1156
Location: NH, USA

PostPosted: Tue Sep 08, 2009 10:04 pm    Post subject: Map bug reports Reply with quote

Purpose
Please use this thread to report any bug that you find in the currently released maps. Please limit your post to bug reports not map suggestions. Bugs may include: Z-fighting, texture issues, sparkles, gameplay issues, bot issues, etc.
I will continually be updating this first post, so please check the known bugs first before posting any new bugs.



Known Map Bugs

br_backwater/dm_backwater: players get stuck between bridge and cliff. Clipping issue under building.



dm_newtown/br_newtown: sparklies on cliff wall by robber escape point.


br_durango: Players are able to throw dynamite through building walls.


br_alamo: It's possible to throw molotovs and dynamite through the roof.You can get the money bag without destroying the safe.



dm_coyotebluff/br_coyotebluff: Clipping issue in tunnels.





Fixed Map Bugs

br_coyotebluff/dm_coyotebluff: a bot can fall off the bridge and get stuck on the truss work under it. Throwing Molotov into a crack in the cliff wall by escape point causes console errors. Might be from Molotov spray falling off map, could be fixed with a weapon clip.


br_durango: Player can get stuck in between rock wall and bank roof. Missing texture between building and cliff wall. Fountain is lop-sided



br_elpaso: clipping issue on one of the buildings.


br_farm: Z-fighting under bush in the town center by defender's spawn.


br_santacruz: Z-fighting on roofs and by church. Main bank safe is to small for players to get money. Z-fighting on walkway from robber spawn to long hallway.



dm_canyon: miss-aligned texture and a see-through spot on the back wall of the mortician. Z-fighting on handrail of saloon above outhouse.


dm_dry: Bad team spawn point causes players to spawn inside boxes.


dm_mine: Sparklies on cliff wall along roof top path.


dm_nonamecity/br_nonamecity: Z-fighting on the church steeple (both sides)


dm_steamboat: Players can be pushed into the wall by the trap door. Thanks Sucalakafufu for the video:


du_showdown: new boxes and spawn points have conflicts such as boxes in front of play, thus defeating the purpose of DU mode.


du_highnoon: levitating water in fountain.


br_cobber: Player clipping needed by robber spawn.

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Last edited by Pardner on Sun Apr 25, 2010 1:59 pm; edited 40 times in total
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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
Posts: 2906
Location: VA, USA

PostPosted: Wed Sep 09, 2009 8:43 pm    Post subject: Reply with quote

Thanks for bringing this up. I'll see what I can do about a few of these. Coyote Bluff for sure.
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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1156
Location: NH, USA

PostPosted: Wed Sep 09, 2009 10:29 pm    Post subject: Reply with quote

are the current map files on the private ftp. I spoke to Tequila today and he pestered me about using the SVN. This might be a good time to start using it, that way we don't get things mixed up.

(remembered another one on dry, see first post)
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ReD NeCKersoN
Smokin' Gun




Joined: 27 Mar 2002
Posts: 2906
Location: VA, USA

PostPosted: Wed Sep 09, 2009 10:51 pm    Post subject: Reply with quote

Pardner wrote:
are the current map files on the private ftp. I spoke to Tequila today and he pestered me about using the SVN. This might be a good time to start using it, that way we don't get things mixed up.

It's on the private one now under /downloads/maps/current_raw_map_files/
I put my latest revision of the sg.shader there as well. I hope everything is current. Tequila is right to pester. We really need to start using that. It just seems so complicated to me. Embarassed
Here's a tutorial vid about it I've been watching. It helps, but it's long & boring. http://www.vimeo.com/1155196
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Tequila
Smokin' Gun




Joined: 15 Nov 2007
Posts: 667
Location: France

PostPosted: Thu Sep 10, 2009 1:21 am    Post subject: Reply with quote

ReD NeCKersoN wrote:
Pardner wrote:
are the current map files on the private ftp. I spoke to Tequila today and he pestered me about using the SVN. This might be a good time to start using it, that way we don't get things mixed up.

It's on the private one now under /downloads/maps/current_raw_map_files/
I put my latest revision of the sg.shader there as well. I hope everything is current. Tequila is right to pester. We really need to start using that. It just seems so complicated to me. Embarassed
Here's a tutorial vid about it I've been watching. It helps, but it's long & boring. http://www.vimeo.com/1155196

Evil or Very Mad
Don't worry I said also something about that to Joe Kari last week...

Btw just to remind you we made the stuff as simple as possible for guys like you... You don't have to worry about advanced features or how it really works by now. You only have to understand 3 "subversion" words: checkout, add and commit
1. checkout: you have to "checkout" the project on your computer to a dedicated folder
2. add: Files not in the project must be added to the project before they can be versionned
3. commit: at some time you should commit your work with a comment so remote project is synchronized with your work

You should use TortoiseSVN if you're on windows. It is clean and completly integrated to the system. Then you'll find these 3 words in right clic popup menu...

Just do it !!!

Very Happy

For advanced features, just ask torhu, sparcdr, joe kari or me
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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1156
Location: NH, USA

PostPosted: Sun Sep 27, 2009 12:42 pm    Post subject: Reply with quote

new bugs found. I am still playing around with TortoiseSVN and haven't actually fixed anything as of yet.
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Sucalakafufu
Tester




Joined: 16 Apr 2009
Posts: 225

PostPosted: Mon Oct 19, 2009 5:20 pm    Post subject: Reply with quote

heres a demo of the steamboat bug. its actually a quite annoying one especially when players hide in the walls all game long....


Link

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Pardner
Smokin' Gun




Joined: 17 Nov 2005
Posts: 1156
Location: NH, USA

PostPosted: Mon Oct 19, 2009 5:44 pm    Post subject: Reply with quote

AH great! Thanks for the video. I've know about the bug, but I keep forgetting to document it.


w000t! its my 800th post!
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Sucalakafufu
Tester




Joined: 16 Apr 2009
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PostPosted: Mon Oct 19, 2009 7:36 pm    Post subject: Reply with quote

Pardner wrote:
AH great! Thanks for the video. I've know about the bug, but I keep forgetting to document it.


w000t! its my 800th post!


no problem haha congrats on the posts Razz

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Ugly
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Joined: 02 Jan 2009
Posts: 38

PostPosted: Mon Oct 19, 2009 8:11 pm    Post subject: Reply with quote

Has the rock between the bank and the next building been fixed in Durango? I really hate missing the jump and getting wedged there.
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Pardner
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PostPosted: Mon Oct 19, 2009 9:14 pm    Post subject: Reply with quote

That's a good one too. I will update the main post when I get a change.
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Sucalakafufu
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PostPosted: Mon Oct 19, 2009 9:41 pm    Post subject: Reply with quote

Ugly wrote:
Has the rock between the bank and the next building been fixed in Durango? I really hate missing the jump and getting wedged there.


theres one of these spots in backwater also. ill get a screenshot when i have time

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Pardner
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Joined: 17 Nov 2005
Posts: 1156
Location: NH, USA

PostPosted: Mon Oct 19, 2009 10:27 pm    Post subject: Reply with quote

Sucalakafufu wrote:
theres one of these spots in backwater also. ill get a screenshot when i have time

check my first post. on that one.
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Sucalakafufu
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PostPosted: Tue Oct 20, 2009 2:39 am    Post subject: Reply with quote

Pardner wrote:
Sucalakafufu wrote:
theres one of these spots in backwater also. ill get a screenshot when i have time

check my first post. on that one.


ahh cool u got the same bridge i was thinking of... it happens further down the bridge also though. like near the rock bridge

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SmokeyBacon
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Joined: 16 May 2009
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Location: Bristol/Cardiff, UK

PostPosted: Sat Oct 24, 2009 12:42 pm    Post subject: Reply with quote

I was playing Alamo BR the other day and a player got stuck inside the door leading from the upstairs of the defenders spawn house to the attached balcony. It was constantly opening and closing and the player could not move. This may be a weird one-time bug but it could also be a design fault which is why I posted here.
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