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#1 |
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Senior Member
Join Date: Jun 2008
Location: Germany
Posts: 1,187
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Hello,
This thread contains many bugs which have their own numbers, explanations and screenshots/videos (if needed). Epic, please try to focus on them as well when you make future patches. Thank you! There are 3 categories: - not fixed: confirmed as bug, waiting for a fix; I only will include this line after releasing a patch - cleared: confirmed as feature, not as a bug; or work-around available (do not more focus on it) - fixed by patch x: officially confirmed as fixed (maybe with tests, too) This thread contains screenshots with a complete file size of around 19 MB since I included the [shot]-function! (Of course you still can enlarge every screenshot by clicking on it.) I suggest to visit the html version of this thread because it has many advantages compared to the thread and is just more user-friendly: (Use the second link if the first does not work - refresh the site if any screenshots are missing.) http://freenet-homepage.de/nightmare...s/bug_list.htm http://nightmare85.kilu.de/ut3/bugs/bug_list.htm An overview: 01. Demo Guy bug - not fixed 02. 1 Avril hit kills - fixed by patch 2.0 03. No back function in "favorite server menu" of server browser - not fixed 04. Hoverboard super jump - not fixed 05. 32+ players servers crash - fixed by patch 2.0 06. Some player names are not displayed on scoreboard - not fixed 07. Female and robot players grunt like men - not fixed 08. Laggy server browser and menu hangs- not fixed 09. Invisible destroyed vehicles - not fixed 10. Driving with Goliath through poles - not fixed 11. Bugs when players lie on grounds - not fixed 12. Unfinished animations - not fixed 13. Bug when spectating a player who goes to a 2nd seat of a vehicle - not fixed 14. Audio stuttering in single player campaign during loading - not fixed 15. Shooting + getting on hoverboard issue - not fixed 16. Shock Combo bug 17. Player function in server browser works very rarely - fixed by patch 2.0 18. Auto taunts still do not work properly - fixed by patch 2.0 19. Vertical sync makes the game using nearly 100% cpu power - not fixed 20. Manta crouch exploit - not fixed 21. Simple crosshair is unproportional at widescreen resolutions - not fixed 22. Redeemer and other weapon attachments cannot be picked up sometimes - not fixed 23. Armor and super pickups are not always showed properly - not fixed 24. Paladin sometimes has problems to drive over the big barricades - not fixed 25. Goliath can climb objects if driver changes between 1st and 2nd seat - not fixed 26. Systemic bug in all multi barrel weapons, all turrets and Nemesis - not fixed 27. No fire zones - not fixed 28. Announcer gives wrong or bad pieces of advice - not fixed 29. Vehicles won't respawn if driver leaves by the 2nd seat - not fixed 30. Some characters are not rendered properly 31. Joining as spectator can cause standard colors instead of team colors - fixed by patch 2.0 32. Nightshade and StealthBender sometimes show wrong mines in their weapon tab - not fixed 33. Link Gun primary fire does not exactly match the crosshair - not fixed 34. Wrong ping information before the round starts - not fixed 35. Player can get invisible if he feigns death on some objects - cleared 36. Hoverboard is not a real vehicle but has properties of a real vehicle - not fixed 37. Hoverboard dodge does not work if you dodge before - not fixed 38. The player model's hands do not touch the handlebars in vehicles or turrets - not fixed 39. Nightshade and StealthBender can forward their attachments to other vehicles - not fixed 40. Nightshade can float - not fixed 41. Hellbender's physics are bad - not fixed 42. Cicada can lose its locked target while moving - cleared 43. Total Conversions crash if specific parameters are used 44. Deployable Energy Shield does not completely block splash damage - not fixed 45. Unneeded lines in the weapon priority list - cleared 46. Flag scorer is not visible for others - not fixed 47. Redeemer ceiling bug - fixed by patch 2.0 48. Picking up weapon attachments while shooting gives an unfair advantage - fixed by patch 2.0 49. Vehicles do not always change their skin properly when destroyed - not fixed 50. Client demo problems - not fixed 51. Destroyed vehicles can fly towards to the player 52. Impact Hammer Manta and Viper jump exploit - not fixed 53. Power-ups colors do not always disappear from vehicles - not fixed 54. Jumping through lifts - not fixed 55. Multiple kills announce bug - not fixed 56. Losing team points in Team Deathmatch if new player leaves - not fixed 57. Players can continue to move after the match has ended - not fixed 58. Viper pilots can often survive headshots - not fixed 59. Manta hurricane flight - fixed by patch 2.0 60. Invisible Paladin - fixed by patch 2.0 61. Team orb can disappear off the mini map - not fixed 62. Aiming is off with Titan - not fixed 63. Hud bug - not fixed 64. Menu comes too early after several matches end - not fixed 65. Destroyed orb can be picked up - not fixed 66. Explosions can mess up the view - not fixed 67. Sometimes skulls float or cannot be picked up - not fixed 68. Achievements problems - not fixed 69. Avril reload sequence prevents from quick switching weapons - not fixed 70. Walljumps do not always work after hoverboard jumps - not fixed 71. Player survives any falls by using feign death - not fixed 72. Announcement loop when Fury shoots down a Redeemer missile - not fixed 73. Spectators cannot see kill messages in Warfare matches after 1st round ends - not fixed 74. Throwing deployables can cause problems - not fixed Online specific problems (Version 1.1 - 08-11-29) 01. Demo Guy bug - not fixed It often happens that your player's skin changes into the "Demo Guy" after you switch a team. Sometimes it also happens when you are spectator and become active. A reconnect does not fix the problem. Quote: 1. You always suppose to see your own model. If you turn into a Demo Guy something is wrong. 2. The last person that joins the game sees the correct models of everyone, only person that's not gonna see the Demo Guy. 3. Anyone that joins after you will be seen as the Demo Guy 4. If there is more Custom characters than what is alowed everyone will be defaulted to Demo Guy. (PS i would love an option to change this setting from the menu and not in a config file) 5. Unticking Allow Custom Characters in Menu turns everyone except yourself into a demo guy. 6. If the player has an unknown model they will be seen as the demo guy. - HideInLight Real player skin (left screenshot) and after switching the team (right screenshot) ![]() ![]() (Screenshots by JohnDoe641) After patch 2.0: I cannot exactly say if these 6 points are still right, but I can affirm the Demo Guy is still alive. 02. 1 Avril hit kills - fixed by patch 2.0 There is a bug that you can destroy enemy raptors or scorpions, which have full hp, with 1 shot only. (Of course without UDamage). Sometimes they fly/drive in your direction, other times they fly/drive away from you. It makes no difference. There is also no matter if you are far away or close to them. That means it is a bug. It happens to other vehicles, too. An avril can take exactly 200 hp (normal), exactly 400 hp (too much) or 0 hp (no reg) - as said without using any power-ups like UDamage! 03. No back function in "favorite server menu" of server browser - not fixed You always can go back (for example with Esc). But if you are in your favorite server menu, it does not work. ![]() After patch 2.0: They have removed the back button, but this is not the right way. Pressing Esc does not work, you cannot go out of this menu unless you go to another menu like History. 04. Hoverboard super jump - not fixed Important: It has nothing to do with the maps - it is a hoverboard problem. Of course it also works on plenty of other objects in official maps! 1. You run against an object until you can't move forward. 2. You press your hoverboard-key (standard Q) 3. Now you needn't to do anything because you will automatically fly backwards many metres. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Quote: It appears to be a problem with the PhysX engine - if two objects are overlapping, they are pushed away with a force proportional to how much they overlap. If you can cause one object to be pushed right inside another, they fly apart really fast. - Mr Evil 05. 32+ players servers crash - fixed by patch 2.0 There is no any huge UT3 server since they simply crash. It seems that 32+ players servers only crash if they are full. (At the end of the round or after the map vote has ended.) 06. Some player names are not displayed on scoreboard - not fixed The players of both teams are equal (for example 7 vs 7). The 7th player name is not displayed. After patch 2.0: It works perfectly for 32 players (16 per team). However, it does not work for a higher amount of players. The patch notes say: "- Max player counts always fit on all scoreboards." and it's not right. Okay, bad news: Seems it does not even work for 32 players or less. I can remember that I played on a server (2.0 of course) and I could not see the last player. 07. Female and robot players grunt like men - not fixed Sometimes you shoot a female player and then you think it is a man. That is a little bit stupid. 08. Laggy server browser and menu hangs - not fixed When you refresh it, it feels very laggy. Or when you just change the game type. Not a big bug, but sometimes annoying. There are also problems in the menu. Sometimes it takes seconds when you leave the settings menu - even without changing anything. Also after starting the game it could hang for some seconds. 09. Invisible destroyed vehicles - not fixed Quote: This is extremely annoying since you can't shoot, run or drive through them online. - «MechikTåj» 10. Driving with Goliath through poles - not fixed There are yellow poles which can easily be passed by the Goliath. An example is VCTF-Containment. ![]() ![]() ![]() ![]() Another example is WAR-Downtown. Players simply drive through the yellow poles to protect the prime node. 11. Bugs when players lie on grounds - not fixed An enemy player comes with his hoverboard and you shoot him. He normally falls. Then you shoot him exactly but it is no hit. Other situations are that you shoot his stomach and give him a headshot. There is also a problem when you shoot him with shock cores. He lies on the ground, then he flies some metres and is suddenly on the ground again. 12. Unfinished animations - not fixed When you shoot with the Link Gun secondary fire, it looks good. But when you stop shooting, it looks a little bit bad. The dual enforcers look sometimes bad, too. There is no really animation between those 2 Link Gun screenshots: ![]() ![]() After patch 2.0: They fixed the dual enforcers animation just for the offline mode. The problem still exists in online mode. The Link Gun secondary fire is still untouched. 13. Bug when spectating a player who goes to a 2nd seat of a vehicle - not fixed Quote: Currently if you try to spectate a player that is in a 2nd seat of a vehicle the view goes to the free roam spectate. So being able to spectate in a 2nd seat would be nice. - Princess_Die 14. Audio stuttering in single player campaign during loading - not fixed While loading levels the audio is stuttering much. It also happens to very strong PCs. 15. Shooting + getting on hoverboard issue - not fixed There is a problem if you shoot and quickly press the hoverboard-key. The shot will be eliminated or you die. Sometimes you shoot an enemy and want quickly get on the hoverboard. Longbow and Shock Rifle: Shot gets eliminated. Rocket Launcher: You die if you have 100 hp. ![]() ![]() ![]() ![]() ![]() ![]() 16. Shock Combo bug Quote: There seems to be a definite difference from the center of the explosion and the center of the actual core. - ^budozero^ ![]() (Animation by ^budozero^) 17. Player function in server browser works very rarely - fixed by patch 2.0 The servers have the newest engine version (3614), the players on it use patch 1.3 but I can't see anyone in server browser. It perfectly worked when the engine version was 3601. I don't try it anymore because I don't want to click around 10 times at refresh. Screenshot It shows the player information if you are in Servers. It does not really work if you are in Favorites or History. 18. Auto taunts still do not work properly - fixed by patch 2.0 I read in the forum that you won't hear your own taunt if you kill an enemy and quickly move. You have to stand when killing one to hear it. 19. Vertical sync makes the game using nearly 100% cpu power - not fixed If I turn off vertical sync and turn on "Framerate smoothing", the game does not use much cpu power. If I turn on vertical sync, it uses nearly 100% cpu the whole time (even in menu). In this case the cpu is an Intel Core 2 Duo E8400 (2x 3 GHZ). These are my game settings: ![]() ![]() ![]() I just started the game and waited some minutes in the main menu. (Of course it is nearly as same while playing.) Then I pressed Alt+Tab to see the graph. The left screenshot shows the task manager if vertical sync is off, the right screenshot shows if it is on: ![]() ![]() 20. Manta crouch exploit - not fixed I remember that the 1.3 change log said it's fixed, but is it really fixed? Simply shoot your Manta into the water, go to the Manta and take it. You will be under water, can fly it and don't lose any hp. ![]() ![]() ![]() After patch 2.0: You cannot be under the water as easy as before. It is impossible to do it as shown as on the screenshots. However, there is another trick: Just jump with the Manta from a higher place into the water and you will be able to be there without losing any health. ![]()
Last edited by Nightmare85; 05-02-2009 at 05:08 PM. Reason: Version 2.1 |
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#2 |
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Senior Member
Join Date: Jun 2008
Location: Germany
Posts: 1,187
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21. Simple crosshair is unproportional at widescreen resolutions - not fixed
It was ok in version 1.2, but with 1.3 it became thicker than before. The Link Gun seems to be an exception, because its crosshair is still proportional compared to the other weapons' crosshairs: ![]() ![]() (Screenshots by Nightmare85) 22. Redeemer and other weapon attachments cannot be picked up sometimes - not fixed It often happens to me on VCTF-Kargo. I see the redeemer, want to take it, but it is not possible because there is no more redeemer. It also can be the same when trying to pick up the shape charge. Quote: In various occasions when someone gets the Redeemer the spawn mesh stays active leading other players to think the Redeemer is there wich isn't. This is most noted in Warfare since whenever the Redeemer spawns you'll hear "Grab the Redeemer" anouncement and then an icon shows the Redeemer location in the map. After the Redeemer is picked up the map icon is disabled, but occasionaly players pass by it and the spawn mesh is still there as if the Redeemer wasn't picked up. So in other gametypes due to not having a map or anouncement you will think you can't pick it up, while it actually isn't spawned yet because the spawn mesh wasn't disabled the last time it was picked up. - VoodooMaster 23. Armor and super pickups are not always showed properly - not fixed Quote: Sometimes Armor and Super pickups are available but the mesh of the pickup isn't visible only a small emiter effect or light cone is seen wich takes players to believe it hasn't spawned yet. - VoodooMaster ![]() ![]() ![]() ![]() (Screenshots by Nightmare85) The same can happen to other things like jump boots, Shaped Charge etc. (However, in this case they cannot be picked up but they are shown.) I don't know if it's the same issue, but sometimes you cannot see spawned weapons. You think there is no weapon available but there actually is and you can take it. 24. Paladin sometimes has problems to drive over the big barricades - not fixed If you have enough speed, it should be no problem. However, sometimes you want to drive slowly over it and get stuck. Other vehicles do not have problems like the Paladin. ![]() ![]() 25. Goliath can climb objects if driver changes between 1st and 2nd seat - not fixed When you drive the Goliath and are in front of an object, you hold the forward-button (W) pressed and switch between the 1st and 2nd seat. Then the Goliath could climb (depending on the object). Big barricades, which need a Redeemer or C4 to get destroyed, are no problem. ![]() ![]() ![]() ![]() ![]() ![]() It is even possible to drive over this big barricade just with pure speed (without the switching between the seats). 26. Systemic bug in all multi barrel weapons, all turrets and Nemesis - not fixed There is a problem that you can't hit an aimed point because your crosshair is too close to an object which is between you and the aimed point. This are situations where you should be able to hit but you can't hit. In this case I just want to shoot the tree which is impossible because of the bug: ![]() ![]() ![]() ![]() ![]() ![]() After I moved some centimeters, it was possible to hit the tree: ![]() Here is another example with the Nemesis. It should be possible to hit the aimed target (at least with one of the two beams), but it is not possible, too: ![]() ![]() Quote: It's that crazy firing vs aim bug where the left and right side guns fire across each other when the cross hair is too close to another object that is closer to the weapon than the intended target. This is a systemic bug in all multi barrel weapons, all turrets and the nemesis. It's very frustrating when you can place the cross hair on the target but when you fire, the beams or rockets hit nowhere even close to the aim point. - oldkawman1 Important: It is not map-related. 27. No fire zones - not fixed Quote: Here is an example of a no fire zone. There are many more out there. It's really noticable with the tank as it frequently gets you killed. Typically, your unable to hit your target, but they have no problem hitting you. Again, the cross hair loses the inner circle and boom, your dead. Your able to aim and shoot below the barrier: ![]() Then you lose the cross hair center. If you fire, you will hit low or high only: ![]() Then once your above the barrier, you can fire and hit again: ![]() There are many more maps and places this happens, I just chose this map because it's easy to show. Maps like Avalanche, Beachfront, Molten Core, ect all have this, so, it's systemic in nature. - oldkawman1 28. Announcer gives wrong or bad pieces of advice - not fixed Quote: For example, it tells you to attack the mine node while you prime node is under attack. It then tells you to defend the prime node seconds before the enemy has captured it. Then once the enemy has captured it it tells you to attack the prime node. As soon as the node turns white, the announcer tells you to attack the mine node. This is no big deal for those of us who know the announcer is working for the other team and watch the non zoomed mini map. But, it causes others to en mass attack the mine node while our prime is being captured by the enemy team. This happens in other maps as well, but WAR-Serenity stands out as having the announcer work for the enemy team. - oldkawman1 29. Vehicles won't respawn if driver leaves by the 2nd seat - not fixed When you normally drive any vehicle and leave it, it will respawn after a while if no one touches it. However, if you switch to the 2nd seat (and the 1st seat is empty), wait around 30 seconds and leave it, it won't respawn. Someone has to go in it again and leave as a 1st driver. This works for enemy (hijacked) vehicles as well. 30. Some characters are not rendered properly Quote: screenshot below-Extended ASCII?: 128->175: ![]() screenshot below-Extended ASCII?: 224->253: ![]() Characters are correctly rendered when typing message in game (T key) but then some are not correctly rendered when message is sent. Note: i'm running Vista (french) + got UT3 patched to 1.3 french but changed to English (UTEngine.ini->INT language) but same problem when using default language (FRA) there are other characters not correctly rendered outside the range 128>175 - xtremexp 31. Joining as spectator can cause standard colors instead of team colors - fixed by patch 2.0 If you join a team match (TDM, CTF, V-CTF or Warfare) as a spectator and become active, you won't have your team color (blue or red). You will just have your normal skin color which could cause confusing. (Left is the buggy version and right the normal version): Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 32. Nightshade and StealthBender sometimes show wrong mines in their weapon tab - not fixed You want to drop the spider mines but get a shield or other things. Scrolling with mouse does not help. Even pressing the 1-4 keys does not help always as the choice could get reset after some seconds. I think this often happens if you hijack an enemy Nightshade or StealthBender. 33. Link Gun primary fire does not exactly match the crosshair - not fixed It is not a problem at a long distance or if you have enough place. However, sometimes you shoot at a short distance and see that crosshair and link gun primary fire do not match. If you are near a wall or a corner, it could happen that your shots won't hit the aimed point as in the screenshots. The secondary fire is ok, the primary fire is not ok: ![]() ![]() ![]() ![]() It seems that also other weapons like Stinger, Shock Rifle and so on have similar problems. However, the Link Gun seems to be the worst. Quote: Don't know, whether it was mentioned before, but the very same behaviour is present with the shockrifle and the rocketlauncher. IIRC also with flak secondary and Biorifle. - Dark_Slayer 34. Wrong ping information before the round starts - not fixed You can see your ping ingame by pressing F6 or looking at the scoreboard. The ping information is correct except before the round starts. My real average ping is 80 - 120. Sometimes the game shows a ping of 30, othertimes it shows a ping of 300. After the round has started the ping information is correct. I think this problem does not appear always but often. ![]() ![]() 35. Player can get invisible if he feigns death on some objects - cleared It is possible that you can get in an object if you feign death. I don't think it's a map problem because you are fully visible if you stand on this place. There are plenty of other maps and objects where the player becomes invisible. It would be good for campers or players that have less HP and want to take a break until the enemies are away. Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Screenshot 5 I was wrong, it actually seems to be a map-specific issue which has nothing to do with feign death. It may look normal on the screenshots, but the player's feet are a little bit under the ground. Therefore, the result is the invisibility, if you feign death. I don't think this can be fixed by changing this feature, the maps/objects must be fixed! 36. Hoverboard is not a real vehicle but has properties of a real vehicle - not fixed It is fully okay that a hoverboard is not a real vehicle as a Manta or another real vehicle. A logical explanation is that an enemy can't lock you with his Avril. However, the hoverboard has properties of real vehicles: 1. The Scorpion is very strong against players on hoverboard (same as they would be in a Manta) because of its "auto aim". 2. You will be drawn by the map's gravity if you want to leave the map. In this case the player should fall in the deep, but after getting on the hoverboard he will be drawn back which is an unfair trick on many maps. The 2nd has the result that you can make a lot of unfair tricks by jumping out of the map and getting on hoverboard. ![]() ![]() ![]() ![]() Another problem is that you can jump out of the map if an enemy comes with a vehicle, shoot with the Avril and get on the hoverboard. The enemy won't have any chance to kill you because of the gravity (he can't touch you - he can only shoot at you). Of course jumping, shooting and getting on hoverboard within 1 - 2 seconds not that simple but it is not that complicate, too. (In this case jump boots are definitely necessary.) 37. Hoverboard dodge does not work if you dodge before - not fixed You can normally dodge when you are on hoverboard (left dodge and right dodge). However, if you make a normal dodge and get on the hoverboard while being in air, the hoverboard dodge won't work anymore. You have to get off and get on it again (without dodge, too). The hoverboard dodge is not a bug, the bug is that it won't work if you dodge before. Some may not know the hoverboard dodge, so just look at the screenshots: ![]() ![]() ![]() 38. The player model's hands do not touch the handlebars in vehicles or turrets - not fixed Quote: His hands are properly posed for gripping the handlebars, but they are sitting half a virtual foot *above* those handlebars. - dickbird ![]() ![]() ![]() (First screenshots by Nightmare85, the other screenshot by dickbird.) 39. Nightshade and StealthBender can forward their attachments to other vehicles - not fixed It is possible that a Scavenger or other vehicles can be equiped with Spider Mines or other attachments. That is really unfair. The process it not very difficult. The Nightshade has to be on a higher position than the other vehicle. I heard that Epic fixed it for the Viper, but what about the other vehicles? ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() It is absolutely the same with the StealthBender: ![]()
Last edited by Nightmare85; 05-02-2009 at 05:08 PM. Reason: Version 2.1 |
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#3 |
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Senior Member
Join Date: Jun 2008
Location: Germany
Posts: 1,187
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40. Nightshade can float - not fixed
1. You have to be with the Nightshade on a DarkWalker (DarkWarker has to crouch and the Nightshade has to be on a higher position). 2. Then the Nightshade plants a Spider Mine. 3. The DarkWalker moves away. 4. The Nightshade starts to float until it plants the Spider Mines (does not work for the Slow Field). ![]() ![]() ![]() 41. Hellbender's physics are bad - not fixed Quote Doesn't it seem the physics of the bender are very odd.? The bender mass must be way more than the scorpion, but it seems there is no momentum or inertia associated with that larger mass. The bender is easily bumped and almost tipped by the scorpion, but it cannot push or bump the scorpion at all. The bender is thrown all over by an avril impact, while the scorpion, if it survives, is not deflected a bit. Very odd physical properties at times. - oldkawman1 Quote: On WAR-Downtown, get into the Hellbender at your core and drive straight forwards at full speed. When you hit the kerb at the entrance to the base you will be deflected, as if you had hit a solid obstacle. - Mr Evil ![]() ![]() ![]() ![]() 42. Cicada can lose its locked target while moving - cleared This does not happen many times, it is more a rare bug. I just locked an enemy Goliath (which was empty) and then I moved. You can see the crosshair moved to another position and I did not hit the Goliath. (This can happen to any other objects, too). Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 The Goliath was not the real target. It looks as it would be it, but the real target is something invisible above the turret. Therefore, if it's really a bug, it's more a map problem. It seems the Cicada has no problems after locking a target. If the target you lock is really the target you want, that's another topic.[/color] 43. Total conversions crash if specific parameters are used The parameter is -nohomedir. (For example: You modify your UT3 shortcut "C:\Programs\Unreal Tournament 3\Binaries\UT3.exe" -nohomedir). It is not a mod-related problem, but a UT3 related problem. Some current total conversions are Prometheus, The Haunted and UT3Domination. Quote: You could divide all of the mods into 3 categories: Mutators, Gametypes and Total Conversions (TC's). I'm not going very deep into this, but while mutators and gametypes make smaller changes to gameplay, total conversions change the game considerably, like single player mods and stuff. - _MsK_ 44. Deployable Energy Shield does not completely block splash damage - not fixed It can perfectly block any shots except shots from a Goliath, Leviathan and maybe more. ![]() ![]() 45. Unneeded lines in the weapon priority list - cleared You can change the weapon priorities in the settings menu of the game. There you will see a lot of lines that are definitely not made for this list. They even show the wrong weapon depending on your scrolling. It seems that not everyone has this problem. Maybe it only happens if you change the priorities of your weapons. It seems they are components of the Tornado physX map. However, I installed windows again (but not because of UT3), did not install the PhysX pack but still get these lines. I use completely new ini-files and I tried it with a new account - no changes. Screenshot It is definitely a CTF-Tornado_PhysX issue. Just go to this directory: X:\Documents and Settings\#Name#\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps\NVIDIAPhysX Then you can open the CTF-Tornado_PhysX.ini and remove the lines. After this step you will not see those lines in the weapon priority list. The map will still work, just try it (I did not really see a difference). 46. Flag scorer is not visible for others - not fixed I cannot see who the flag scorer was. It is not displayed and not visible in console history. (Of course I always can view the scoreboard to see who it has, but this is not the real solution.) I just see a message displayed in the moment a flag has been taken, dropped or returned. Further I cannot see who scored, just my own name shows up in a message when I score. This bug does not happen to all players. Some said to me they see the scorer, but a lot of others said they don't see the scorer. ![]() ![]() ![]() 47. Redeemer ceiling bug - fixed by patch 2.0 You can survive nearly any Redeemer explosion if the Redeemer hits a ceiling. It does not matter if it is some metres or some inches away. Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Quote: Redeemer missiles don't do any damage to anyone below them if they blow up by impacting a ceiling or overhead object (i.e. firing a redeemer missile into a ceiling will not harm anyone, even the person who fired it). If the overhead object is thin enough then the explosion seems to be able to cause damage to objects and players above the blast (but still not below). However, this exceptional case is very rare as I discovered that 1) The object (which the redeemer hits the underside of) needs to be quite thin, and, 2) There needs to actually be enemy players above this object to be affected by the blast. However, it is still the case (even in this exceptional circumstance) that anyone underneath the blast is still completely unharmed. Red guy fires a redeemer into the bottom of the suspended walkway: Screenshot 5 Expected: Red guy obliterates himself, Blue guy is unhurt. Actual: Red guy is unhurt, Blue guy is obliterated. - _N_ 48. Picking up weapon attachments while shooting gives an unfair advantage - fixed by patch 2.0 It is possible to hide attachments like Shaped Charge or Spider Mine Trap if you pick them up while shooting. However, the main problem is that you easily get on your hoverboard to hide them completely. Then you continue to walk and keep your last weapon. This means you can use the attachment whenever you want by pressing the key for switching to best weapon. Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Screenshot 5 By the way: The pickup message for the Shaped Charge while shooting is "Snagged an item". Screenshot 6 Screenshot 7 49. Vehicles do not always change their skin properly when destroyed - not fixed Quote: The emissive channel remains visible, making the vehicle look like it is still intact. This is particularly noticeable on the Nightshade since it remains in one piece when destroyed; I frequently see people trying to get into or shoot a destroyed Nightshade (and do it myself sometimes). - Mr Evil 50. Client demo problems - not fixed The recorded demos will contain many bugs. Players, weapons and other objects just disappear after a while (they also appear again, but it is still annoying). I cannot say if the UT3 Demo player is the problem or the recorded demos. After patch 2.0: Client demo recording works better now, but there are still some annoying issues. 51. Destroyed vehicles can fly towards to the player Quote: Most times when you destroy a flying or hovering vehicle with an Avril the debris goes towards the direction of were the Avril was shot instead of the blast pushing the vehicle it pulls it towards the player so if you stand still and shoot the Avril and the vehicle you destroy is close enough it will go directly towards you and kills you. The issue were isn't the killing debris... thats a feature, if you get hit by flying debris chunks you will get damaged. But its about how the Vehicle debris behaves. If you shoot a Manta in the back the explosion should propel the Manta foward, but if the Manta is close to your position it will be pulled towards you even if the Manta was flying away. Also it seems to happend the most in closed areas, well not exactly closed but like Downtown's central node area and such it doesn't happen that often on open wide areas like in Avalanche the area between the core and prime. 1 & 2 are the normal situation 3 & 4 are the abnormal. - VoodooMaster ![]() (Image by VoodooMaster) 52. Impact Hammer Manta and Viper jump exploit - not fixed You can easily get a very high position with your own Manta by the Impact Hammer's secondary attack. However, it seems that the Manta's rotors have to rotate. That means you fly it, go out and quickly attack it with your Impact Hammer. (I needed some trials but it is not that difficult.) It can kill you as well if you have bad luck. ![]() ![]() ![]() It's even easier: Just jump on the center of the Manta and release your Impact Hammer as soon as you touch the Manta. This problem seems to exists with the Viper as well. You only need to attack it when it lies (for example after its spawn.) It's even simpler than doing that with the Manta. 53. Power-ups colors do not always disappear from vehicles - not fixed The UDamage and Berserk power-up give the player's current weapon a color as long as they hold on. However, this is messed up if the player is in a vehicle. The vehicle's weapon can still have the color after the power-up countdown is over. It is annoying if this happens to the Nighshade because it will not completely be stealthed. ![]() ![]() 54. Jumping through lifts - not fixed There is a trick to jump through lifts. You just have to be on the hoverboard and under a lift and wait until it comes. After it comes, you will jump through it (without doing anything). With a little bit luck (or maybe a knowledge of controlling this process) you can get a higher position than normal. In this case I never could reach the Berserk without jump boots or vehicles - but it is possible with the bug: ![]() ![]() ![]() 55. Multiple kills announce bug - not fixed There is a very rare bug that the announces for the multiple kills are messed up. Instead of saying Mega Kill the announcer says two times Double Kill. (Could surely happen to other multi kills as well.) Of course the difference between the kills is less than 1 second or around 1 second. (Definitely not too long.) It often happens with the Redeemer to me but also with other weapons. I even looked in the console and I saw the 2 Double Kill messages. As said: Very rare, but existing! 56. Losing team points in Team Deathmatch if new player leaves - not fixed After a player joined a Team Deathmatch-Server and leaves it without doing anything, his team will lose 1 point. This is completely illogical since the player did not do anything and no enemy touched him. 57. Players can continue to move after the match has ended - not fixed If you get on the hoverboard in the last second of the round, you will be able to move. It looks very funny if it is in the photo mode. It is also possible to get in vehicles. (No idea if the hit'n'run is possible.) Shooting is not possible. Quote: It happens when you hit the hoverboard key just as the game ends. You can move around in the map and if you go to the enemy core others can see you as the core destruct sequence plays. - Princess_Die 58. Viper pilots can often survive headshots - not fixed It is very difficult to shoot the Viper pilot in his head. I tested it with a friend and it seems that you need a pretty higher position than the Viper. If the Viper and you are on the same high, it seems nearly impossible to kill him by a headshot. (Seems like the head hitbox of the Viper pilot is really messed up.) There is no problem with the Manta like this. In this case I could not killed him even when I shot exactly his head - many times. (He did not even take any damage): ![]() ![]() 59. Manta hurricane flight - fixed by patch 2.0 The Manta can fly very high by a simple trick. It should be fixed with the next patch since it is in the preview changelog. (Also known as flying Manta exploit.) Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 60. Invisible Paladin - fixed by patch 2.0 Quote: It seems to happen when moving back and forth on a ledge for a certain amount of time while shooting. So far it seems to happen online only. Also even after leaving the vehicle it stays invisible and locked in place you can look around and shoot but cannot move from that spot. - VoodooMaster Screenshot (Screenshot by VoodooMaster) 61. Team orb can disappear off the mini map - not fixed Since patch 2.0 it can happen, that you cannot see the team orb on the mini map. It's not necessary to say that it can be very annoying. In these two screenshots it is clearly visible that I could not see the orb on the mini map: ![]() ![]() 62. Aiming is off with Titan - not fixed This problem is not new. It is the same if you use the command behindview. The crosshair does not match any shots. Since the Titan view is third person, it's the same issue. You can see the problem on the screenshots: ![]() ![]() 63. Hud bug - not fixed Your hud settings can get messed up when the match begins. It is also possible that you lose your crosshair. Many players leave the server and join again to fix this problem. Another work-around is to go to "settings -> hud" and to change any value. Then you will have your hud settings. However, a real fix would be the best. The first screenshot shows the wrong settings and the second screenshot shows the right settings after I changed them: ![]() ![]() 64. Menu comes too early after several matches end - not fixed It seems this problem exists for several game types like Warfare, vCTF and more. This issue prevents the automatic showing of the scores. The scores will be automatically shown between all rounds (when they end). However, you will not see the scores after the match ends. In vCTF you just see the message with won or lost and then you will be in the menu/vote menu. Of course you can always click the scores tab, but usually the players check the vote or chat instead of looking scores. I know it's not that problem, but I'm 90% sure it's not a feature. 65. Destroyed orb can be picked up - not fixed This happens very rarely, but I saw it also by myself. A player destroys an orb and another player takes it in the same moment. 66. Explosions can mess up the view - not fixed The screen often shakes after a big explosion and it happens that the view will be messed up. Fortunately, it does not take much time until the view gets reset, but it can prevent you from shooting in this time. It is perfectly noticable after Leviathan or Redeemer shots. Most times your view will be different for some seconds. In this case I just pulverized myself with a Redeemer and after my respawn the view was messed up: ![]()
Last edited by Nightmare85; 05-02-2009 at 05:09 PM. Reason: Version 2.1 |
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#4 |
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Senior Member
Join Date: Jun 2008
Location: Germany
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67. Sometimes skulls float or cannot be picked up - not fixed
Quote: I don't have a screenshot of the floating skulls unfortunately but sometimes skulls float in mid-air, and I'm not talking about on the edge of a ledge or something, I'm talking about 6 feet off of the ground in a large open area. Other times skulls get stuck in the level and no amount of crouching will allow you to pick up the skull. Here is a screenshot of a stuck skull: ![]() ...and here is proof that it cannot be picked up. This is a screenshot from the inside of the skull looking outward: ![]() (Screenshots and text by B0T0X) 68. Achievements problems - not fixed Some of the achievements cannot be reached. Other achievements are shown every time and aren't saved. There is also a problem with custom mods that they cause problems to the achievements. Honestly, I'm not an expert about these achievements, but I also see some problems. On WAR-Islander, I got maybe 5 times the message "All powerups found!" which means it did not get saved. Quote: Having any custom content installed will prevent you from getting Campaign-based achievements. Using any custom map, character model, or mutator will prevent you from getting any achievements at all. - Goteki-45 69. Avril reload sequence prevents from quick switching weapons - not fixed You cannot quickly switch weapons after an Avril shot. You have to wait around 1 second which can be long in some situations. A work-around is to press the number for the weapon twice. (For example quickly pressing the 5 for switching to the Link Gun.) However, a real fix would be very nice! I often shot an Avril and press the key for switching to best weapon. Then it will not work which is very annoying. Here you can see I tried to switch the weapon but it did not work: ![]() ![]() Another bad side effect is, that sometimes two weapons can be shown if you try to switch the weapons after an Avril shot: ![]() Currently, there are 2 work-arounds available. They are not perfect but better than nothing. However, scrolling with mouse does not work so far: (I'm still talking about the quick switching after an Avril shot - normal switching always works.) Using macros (requires extra software) Using keybinding commands (does not require anything) 70. Walljumps do not always work after hoverboard jumps - not fixed It seems patch 2.0 broke the walljumps because I often see players complaining. There is a problem in combination with a hoverboard jump and a walljump. (Jump with hoverboard, get off it while being in air and make a walljump.) It still works but not always and not on all walls. I have been checking it more properly for a while. These walljumps do not work if you have a lot of speed and if your hoverboard jump is high. For example: A ramp. A walljump seems to work properly after a simple hoverboard jump which does not have a higher speed or a bigger height. 71. Player survives any falls by using feign death - not fixed You have to stand near an edge on a platform and feign death. After you slide over it very slowly, you will finally begin to fall. Whenever you want, you just press the fire button to activate standing up animation. This animation quits the fall immediately and you will land without taking any damage (depending on how late you press the button). ![]() ![]() ![]() ![]() Quote: 1. If you are familiar with UE3, make a flat surface and a platform that is high above the flat surface. I you aren't familiar with UE3, just find a high place in a map to jump off of. 2. Get onto the platform and run towards the edge. 3. Right before you get to the edge, feign death so that you slowly slide over the edge. 4. Right before you hit the ground, press fire and you will stop moving as the getting up animation plays, then you will fall the rest of the way and land safely without dying depending on the distance you got up at. Note- You must stay on the platform for about a second before falling for it to work! - Superking17 72. Announcement loop when Fury shoots down a Redeemer missile - not fixed Player A flies the Fury and an enemy player B fires a Redeemer missile. After player A shoots down this missile, he will hear the announcement "denied" for a long time. It will repeat itself every 2 or 3 seconds and this can be very annoying. Player B does not have this problem, he will only hear the announcement one time. ![]() This problem only appears in online mode. 73. Spectators cannot see kill messages in Warfare matches after 1st round ends - not fixed A spectator views any player in the 1st round. He is able to see any kill messages (player A kills player B and so on). However, after the 1st round ends, the spectator is not able to see these kill messages anymore. That means he has to guess if player A really killed player B or if it was a suicide or if another player killed him etc. (Okay, some players would easily register it but it's not as it should be.) The only exceptions are the spree messages. You specate a player and you have no idea if he killed someone, but once you can suddenly see the "Player A is on killing spree". 74. Throwing deployables can cause problems - not fixed Patch 2.0 supports the throwing of weapons. (The players must write the bind in their UTInput.ini.) There is a problem with the throwing of any deployables, though. After you throw them, you are not able to shoot. It is also possible that the weapons will be mixed after several actions like feign death. ![]() ![]() ![]() In extreme situations you can even lose all your weapons and the weapon bar. Only a suicide will "fix" this problem then. ![]() The first problem only appears in online mode, the second also appears in offline mode. Online specific problems There is an extra thread for this: http://utforums.epicgames.com/showthread.php?t=629922 Just scroll down to see the Credits. Quick explanation about the colors: not fixed + changed bug info - not fixed - cleared + changed bug info - cleared - fixed + changed bug info - fixed - changed bug info Click on a version to see its full changelog. ___________________ Version 2.1 - 09-05-02 - changed #50, #55, #56, #58, #42, #19, #21, #64, #69, #70; added #71 - #74; removed [shot]-tags from fixed and Version 2.1 - 09-05-02 - cleared bugs; cleared instead of clear as status; added full changelog sentence above versions; updated credits Version 2.0 - 09-03-30 - changed #23, #22, #28, #40, #49, #05, #08, #10; added #61 - #70; removed map glitches links; updated credits Version 1.9 - 09-03-09 - changed #01, #03, #06, #10, #12, #20, #21, #32, #39, #04, #07 - #09, #13 - #15, #19, Version 1.9 - 09-03-09 - #24 - #27, #29, #33, #34, #36 - #38, #41, #44, #46, #52 - #54, #57, #35, #02, #17, #18, #31, #47, #48, #59, #60, Version 1.9 - 09-03-09 - #16, #23, #47, #56; removed some intro text; added links to full changelogs; updated credits Version 1.8 - 09-01-27 - changed #23, #57; added #59, #60; swapped html links; updated credits and moved them into another post Version 1.7 - 09-01-01 - changed #04, #10, #15, #16, #24, #25, #32, #47, "file size" text; added #53 - 58; added an html link; updated credits Version 1.6 - 08-12-05 - fixed previous changelogs, changed #24, #42, #47; added #50, #51; updated intro text; updated 1 link; updated credits Version 1.5 - 08-11-27 - updated intro text; removed some text; changed #04, #18, #22, #33, #42, #45; added #50; added 2 links; updated credits Version 1.4 - 08-11-16 - changed #01, #05, #19, #21, #31, #33, #38; added #40 - #49; updated credits Version 1.3 - 08-11-02 - added overview; changed screenshots' sizes and names, changed #02, #12, #17, #25; added #31 - #39; updated credits Version 1.2 - 08-10-25 - changed #03, #05, #10, #17, #22; added #28 - #30; updated credits Version 1.1 - 08-10-20 - changed #02, #20, #22; added #24 - #27; added thumbnail function; updated credits Version 1.0 - 08-10-17 ___________________ Credits: Bug number: author of the explanation, where the information came from, who tested it and so on. (Just click on a name to see the user's profile.) 01: Nightmare85, JohnDoe641, HideInLight 02: Nightmare85, demoniac, aka_sova 03: Nightmare85 04: Mr Evil, Nightmare85 05: xtremexp 06: xtremexp, Nightmare85 07: SN1Kt, Nightmare85 08: Chaotic_Cannon, Nightmare85, B0T0X 09: «MechikTåj» 10: RPGWiZaRD, VoodooMaster, Nightmare85 11: Nightmare85 12: HaLLiS, Nightmare85 13: Princess_Die, Nightmare85, aka_sova 14: mjordan, Nightmare85 15: Nightmare85 16: ^budozero^ 17: Nightmare85 18: Nightmare85 19: Nightmare85 20: Nightmare85 21: Misanthropy, Nightmare85 22: VoodooMaster, Nightmare85, syqe 23: VoodooMaster, Nightmare85, VegasKill 24: VoodooMaster, Nightmare85 25: bclagge, Nightmare85 26: oldkawman1, Nightmare85 27: oldkawman1 28: oldkawman1 29: Wormbo, Nightmare85 30: xtremexp 31: phalanx, aka_sova, Nightmare85 32: VegasKill, Nightmare85, aka_sova 33: Nightmare85, Dark_Slayer 34: VegasKill, Nightmare85 35: Nightmare85 36: Nightmare85 37: Nightmare85 38: dickbird, Nightmare85 39: aka_sova, VegasKill, Nightmare85 40: VegasKill 41: Mr Evil, VoodooMaster, phalanx, oldkawman1, Luseferous, Nightmare85 42: _MsK_, VoodooMaster 43: Benfica, Nightmare85 44: Mr Evil, Nightmare85 45: Nightmare85 46: VegasKill, Nightmare85 47: _N_, Nightmare85 48: Mr Evil, Nightmare85 49: Mr Evil, Nightmare85 50: VegasKill, Nightmare85 51. VoodooMaster, phalanx 52. Nightmare85, VoodooMaster 53. xtremexp, Nightmare85 54. Nightmare85, Bl00dy.Ben|)er 55. Nightmare85, Bl00dy.Ben|)er 56. _idk_, Fliperaci, Nightmare85 57. Nightmare85, Princess_Die 58. Nightmare85, Bl00dy.Ben|)er 59. phalanx, Nightmare85 60. VoodooMaster 61. Nightmare85, demoniac 62. Nightmare85, B0T0X 63. Nightmare85, Fliperaci 64. Nightmare85 65. Nightmare85 66. Nightmare85 67. B0T0X 68. Goteki-45, energetyk, cdiddy, Nightmare85 69. Nightmare85, VegasKill, aka_sova 70. aka_sova, VegasKill, Lucius2, Nightmare85 71. Superking17, Nightmare85 72. Nightmare85, aka_sova, Bl00dy.Ben|)er 73. Count_de_Money, Nightmare85 74. Nightmare85, Fliperaci, aka_sova Thank you again for your support! (Sorry if I forgot someone...) Greets Last edited by Nightmare85; 05-02-2009 at 05:12 PM. Reason: Version 2.1 |
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#5 |
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Senior Member
Join Date: Nov 2007
Posts: 757
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Maybe this stuff should be posted in the "official" 1.4 request thread instead? The moderators usually lock own other threads dealing with the same topic and point to that thread.
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#6 |
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Senior Member
Join Date: Nov 2007
Location: 9th Hell...
Posts: 1,009
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Also 10 is a bug, RPGWizard isn't refering to the Destructible Ramp Barricades but the Yellow and Small cone like ones.
The Yellow Barricades are there to prevent vehicles climbing the stairs of the prime node in Downtown as well other areas and in other maps. But Goliaths and Paladins are able to climb them when they shouldn't. I believe this is what hes refering to and not the destructable ones ones. http://i208.photobucket.com/albums/b...wbarricade.jpg @Demoniac: It is, this is just bug pruning while the patch thread is full of requests and map glitches or just plain dumbness. So this gathers Engine bugs specifically.
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BIGBADABOOM!!!
Last edited by VoodooMaster; 10-17-2008 at 08:29 AM. |
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#7 |
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Senior Member
Join Date: Jun 2008
Location: Germany
Posts: 1,187
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demoniac:
Well, who says it is "official"? And do you really think that any Epic employee will read 65 pages?! I'm 95% sure they won't do it ![]() In this thread they always have the bugs on page 1. I'll manage it that they needn't to read or search for more. @VoodooMaster: OK, I was not sure but my explanation is suitable, or? Edit: I think I'll add your's, too. Greets
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UT3 bug list (Version 2.1 - 09-05-02) -> Separate Internet site (Better version!) - will not be updated until any patch news come! You are looking for some nice servers? Check these out: open 188.40.91.149:7778 (Bückstabü - Warfare - All Stock Maps - [24 Player] NO Titan mod!) open 94.75.230.152:7777 (Daemons of Shadow [DoS] - almost always vCTF [16 Player] NO Titan mod!) Last edited by Nightmare85; 10-17-2008 at 08:30 AM. |
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#8 |
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Senior Member
Join Date: Nov 2007
Location: 9th Hell...
Posts: 1,009
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Yes it is... I'm just reafirming it.
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BIGBADABOOM!!!
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#9 | |
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Senior Member
Join Date: Oct 2007
Location: UK
Posts: 1,724
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Quote:
There is also the opposite problem to this: The Paladin has great difficulty driving over the sloped side of the barricades in WAR-Downtown. Frequently, if you try to drive over them you will simply stop, then you have to reverse far enough to get a good run up and try again. The Paladin is generally really bad at being brought to a standstill by tiny bumps. The same barricades in Downtown also cause problems when you're on a hoverboard. Sometimes passing over them will cause you to be deflected to the side. It is also impossible to jump while you are going over them. There are an enormous number of bugs you haven't got written down yet. I can't remember them all now, but here's one really frustrating one: It's impossible to lock onto a single vehicle with the Avril if several are close together. Instead, the Avril will cause your view to switch rapidly between two vehicles and your rocket may or may not travel towards either one.
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http://mrevil.pwp.blueyonder.co.uk |
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#10 |
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Senior Member
Join Date: Nov 2007
Posts: 757
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I put official within quotes because I, too, know it's really not, but it's the thread they point people to when they're reporting problems in other threads, so in a way it kinda is.
Anyways, I'll stop before I make this thread as messy as the "official" one =) |
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