v5.49 Bugs and Exploits
+6
DRag0N_ATF
MoJo
D3zmodos
LeafMuncher
russoka
H3katonkheir
10 posters
Page 1 of 1
v5.49 Bugs and Exploits
Please report any bugs that you find for v5.49. Once we have checked the mentioned issue, and confirmed it, we will add a stamp to your post and add it to this list. We will address the issues for the next version. If possible, please attach a replay / print screen of the bug. Also (if you provide a replay) try to provide some sort of time frame in which you think the bug occurred, (for example; what round) as this makes the debugging far easier and faster.
NOTE: We realise these are significant bugs but they shouldn't be difficult to fix. We have fixed most of the bugs listed so far. In the mean time it is imperative that any bugs you find get posted here so that they can be included in the next version.
- Splat doesn't always work
- Repick doesn't always repick randomly in -ar
- The Pure incorrectly shows as Troll icon on scoreboard
- Boss aura remains after boss dies (very rare issue likely related to previous poison/dps bug)
- -XF mode seems to not be working
Last edited by LeafMuncher on 2012-01-31, 01:27; edited 2 times in total (Reason for editing : Updates by LeafMuncher)
Re: v5.49 Bugs and Exploits
Bugs:
1 Do not work mode -xf
2 Puro race have Troll Pic on Board
3 Troll not picked on -rm // Wrong
4 On Host Bot if you put mode too early red have race but another players not have and all players have circle to pick race with vaults.
1 Do not work mode -xf
2 Puro race have Troll Pic on Board
3 Troll not picked on -rm // Wrong
4 On Host Bot if you put mode too early red have race but another players not have and all players have circle to pick race with vaults.
Last edited by russoka on 2011-12-26, 06:34; edited 1 time in total
russoka- Posts : 103
Join date : 2011-02-26
Age : 34
Location : Russia-Far East (GTM+10)
Re: v5.49 Bugs and Exploits
1 Will double check this
2 Will also check this
3 Wrong, I got troll in -rm mode twice yesterday
4 Do not use bots, or set a delay before mode is entered. This is unavoidable (as far as I know) due to the number of elements that need to load at the start of the map
2 Will also check this
3 Wrong, I got troll in -rm mode twice yesterday
4 Do not use bots, or set a delay before mode is entered. This is unavoidable (as far as I know) due to the number of elements that need to load at the start of the map
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
temp
Please do not report bugs on the download page, there is a specific post for bug reports.
(This topic was moved).
(This topic was moved).
Re: v5.49 Bugs and Exploits
Russoka, regarding point 1) what exactly does not work with -xf? Does it not consider the mode? Does it always say you need only 1 player per team? Does it activate and not give the food?
Regarding point 4) I will see if I can implement something to lets hostbots activate modes, but don't get your hopes up just yet as I have very minimal experience with hostbots.
Regarding point 4) I will see if I can implement something to lets hostbots activate modes, but don't get your hopes up just yet as I have very minimal experience with hostbots.
D3zmodos- Posts : 76
Join date : 2010-12-25
Age : 30
Location : Cape Town
Re: v5.49 Bugs and Exploits
http://rghost.ru/35610437
Red and Orange. Modes -xf -rmfs. I see only 35 food.
Red and Orange. Modes -xf -rmfs. I see only 35 food.
russoka- Posts : 103
Join date : 2011-02-26
Age : 34
Location : Russia-Far East (GTM+10)
Re: v5.49 Bugs and Exploits
/maps/battle income/....
my GOD ....
my GOD ....
MoJo- Posts : 129
Join date : 2010-12-25
Location : Italy/Romania
Re: v5.49 Bugs and Exploits
For easy search maps I was create this folder.
russoka- Posts : 103
Join date : 2011-02-26
Age : 34
Location : Russia-Far East (GTM+10)
Re: v5.49 Bugs and Exploits
for -xf to work it must be red and purple
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
And how use -RM ? :? Without -rm it is not 1x1.
http://rghost.ru/35614377 (now map on maps/downloads)
Red and Purple. I put mode -arxffs. I see 35 food again.
MoJo, OK.
http://rghost.ru/35614377 (now map on maps/downloads)
Red and Purple. I put mode -arxffs. I see 35 food again.
MoJo, OK.
Last edited by russoka on 2011-12-26, 18:55; edited 1 time in total
russoka- Posts : 103
Join date : 2011-02-26
Age : 34
Location : Russia-Far East (GTM+10)
Re: v5.49 Bugs and Exploits
russoka, i understand you want to manage your maps in folders but you must also realize that anyone who wants to view you replay must create the same folder you have and copy/move the map there .... not very conveniant
MoJo- Posts : 129
Join date : 2010-12-25
Location : Italy/Romania
Re: v5.49 Bugs and Exploits
Here you can see how I'm greatly sending two shadows and achieve First Leak. Everything is as it said to be: huge red SPLATT and message about getting 25% bonus income - Replay 1
And here I'm somehow leaking and.. nothing! Lifes were removed correctly, but nothing about 25% bonus income or SPLATT. I am a bit confused :? - Replay 2
P.S. Wasn't -xf removed? I remember there was such a topic about its removal.
And here I'm somehow leaking and.. nothing! Lifes were removed correctly, but nothing about 25% bonus income or SPLATT. I am a bit confused :? - Replay 2
P.S. Wasn't -xf removed? I remember there was such a topic about its removal.
DRag0N_ATF- Posts : 48
Join date : 2011-02-12
Age : 30
Location : Siberia, Russia
Re: v5.49 Bugs and Exploits
Splat is already on the list
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
Really I apologise for my inattentiveness
Last edited by DRag0N_ATF on 2012-01-10, 17:18; edited 1 time in total
DRag0N_ATF- Posts : 48
Join date : 2011-02-12
Age : 30
Location : Siberia, Russia
Re: v5.49 Bugs and Exploits
I have strong feeling that previous bug with bosses' auras not disappearing after death wasn't completely fixed: Replay
At round 31 a Revenant was killed in my region (dark-blue) but his rejuvenation aura didn't disappear. It disappeared at round 35 only.
P.s. At round 9 light-blue guy's maze blew up but there was no message about that accident. One life was removed by the way. Another bug?
At round 31 a Revenant was killed in my region (dark-blue) but his rejuvenation aura didn't disappear. It disappeared at round 35 only.
P.s. At round 9 light-blue guy's maze blew up but there was no message about that accident. One life was removed by the way. Another bug?
DRag0N_ATF- Posts : 48
Join date : 2011-02-12
Age : 30
Location : Siberia, Russia
Re: v5.49 Bugs and Exploits
The boss aura remaining is very annoying... I thought we fixed that completely with the poison fix
With Teal player blowing I'm pretty sure it didn't show because of the "splat" bug.
With Teal player blowing I'm pretty sure it didn't show because of the "splat" bug.
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
Treasure Box steals one life even if the team has 30 lives? Today I was pretty surprised when discovered the score at the end of the game: 0-32
DRag0N_ATF- Posts : 48
Join date : 2011-02-12
Age : 30
Location : Siberia, Russia
Re: v5.49 Bugs and Exploits
Yes it is possible to end up with more lives than you started with - it is intentional
Re: v5.49 Bugs and Exploits
Please can we renamed the "Clockwerk Goblin" creep to have the correct spelling on its name. It really should be 'Clockwork'.
Re: v5.49 Bugs and Exploits
H3ka, Goblins don't know how to spell
Yeah I'll change it.
I've made progress with the repick bug, but it might cause the repick bug to start occuring again. Just need D3z to confirm something before I change it (I don't feel like repicking 5000 times to see if its bugged, or thinking its fine and getting another error report)
Yeah I'll change it.
I've made progress with the repick bug, but it might cause the repick bug to start occuring again. Just need D3z to confirm something before I change it (I don't feel like repicking 5000 times to see if its bugged, or thinking its fine and getting another error report)
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
Update:
I'm almost certain I've fixed the repick bug (with help from D3z)
I'm almost certain I've fixed the repick bug (with help from D3z)
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
I'm not sure if this is a bug or not but the timer on creeps being blocked is less than 1 second... unless its supposed to be like that. Also, if creeps are killed before exploding they still explode.
Another thing which I noticed and Wiko will agree with me on this, if there is a mass wave of creeps and one has a juggling maze then some of the creeps will go the other route which kind of f's up the juggling
Not sure if this is a bug either but I mentioned that when using a juggling maze, before selling towers creeps will already go the other route
Another thing which I noticed and Wiko will agree with me on this, if there is a mass wave of creeps and one has a juggling maze then some of the creeps will go the other route which kind of f's up the juggling
Not sure if this is a bug either but I mentioned that when using a juggling maze, before selling towers creeps will already go the other route
KidBeats- Posts : 1
Join date : 2011-08-20
Re: v5.49 Bugs and Exploits
Yes, creeps are meant to explode within less than a second when blocked, and there is a slight delay between the creep attacking and the area exploding (it is not an AOE attack, it's a triggered event) so in essence the creep already attacked before being killed, the explosion was slightly delayed
The second issue was always present in the map (if you played 5.46e for example you would have seen it far worse). The issue resurfaced when we fixed the sell-timer issues (even worse than before), and one of the reasons 5.49 took so long was due to us making this less of a problem (in beta versions they would explode at open regions, be happy we fixed that much ). The creeps only move in the wrong direction for at most 3 seconds in a completely flooded maze (which by then you should have leaked anyway). In my opinion it means you must watch your maze more carefully while juggling, and I like to think of it as a way to make block-juggling more risky. Correct me if I'm wrong, but I have only seen it happen when block-juggling
As for the last issue, please send in a replay of a game where it happens and mention which round. I have looked over all replays of mine with you in them since you mentioned it to me, but have yet to see it.
Lasty, welcome to the forum
The second issue was always present in the map (if you played 5.46e for example you would have seen it far worse). The issue resurfaced when we fixed the sell-timer issues (even worse than before), and one of the reasons 5.49 took so long was due to us making this less of a problem (in beta versions they would explode at open regions, be happy we fixed that much ). The creeps only move in the wrong direction for at most 3 seconds in a completely flooded maze (which by then you should have leaked anyway). In my opinion it means you must watch your maze more carefully while juggling, and I like to think of it as a way to make block-juggling more risky. Correct me if I'm wrong, but I have only seen it happen when block-juggling
As for the last issue, please send in a replay of a game where it happens and mention which round. I have looked over all replays of mine with you in them since you mentioned it to me, but have yet to see it.
Lasty, welcome to the forum
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
To all of those people that mention pathing problems, just keep in mind that while we can try to find ways around it (which is somewhat harder than it may sound) we, as developers, cannot directly control where creeps get pathed to or when they decide to turn around. That is a system that is built into wc3 and as such is not editable by us.
So just keep it in mind, it doesnt mean dont say anything....just keep it in mind
So just keep it in mind, it doesnt mean dont say anything....just keep it in mind
D3zmodos- Posts : 76
Join date : 2010-12-25
Age : 30
Location : Cape Town
Re: v5.49 Bugs and Exploits
D3zmodos wrote:To all of those people that mention pathing problems, just keep in mind that while we can try to find ways around it (which is somewhat harder than it may sound) we, as developers, cannot directly control where creeps get pathed to or when they decide to turn around. That is a system that is built into wc3 and as such is not editable by us.
So just keep it in mind, it doesnt mean dont say anything....just keep it in mind
I know it's not really my place to say and I may be wrong about this, but I do know that as developers (I was once a dev on my own maps) you guys work your butts off and do things that we cannot (JASS / vJASS etc), but would it be possible to find a way to implement an external pathing algorithm into the map in the same way that vJASS or whatever Vexorian's custom script thingy is an external extention to the JASS scripting of War3? If that makes any sense at all
It's kinda troll, but it would be interesting to know
Re: v5.49 Bugs and Exploits
I guess it would be possible but judging by the way that creeps handle what they get told currently, it would be entirely unfeasible (imagine creeps not moving at all in a sort of perma-pause)
D3zmodos- Posts : 76
Join date : 2010-12-25
Age : 30
Location : Cape Town
Re: v5.49 Bugs and Exploits
Unfortunately from what I've seen, any custom pathing script tends to cause creeps to do the jerky-break-dancing-of-uselessness with more than 10 units moving at once. There were a few RPG maps using the system by only spawning creeps/bosses when heroes get close to avoid it, but in TTW's case that would make any sends completely useless.
Anyways, lets leave pathing topics to another section. If anybody wants to discuss it further please open a new topic (in TTW Discussion) and I'll move these posts there, otherwise let's keep this topic to bug reports and discussion
Anyways, lets leave pathing topics to another section. If anybody wants to discuss it further please open a new topic (in TTW Discussion) and I'll move these posts there, otherwise let's keep this topic to bug reports and discussion
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
Hodge, please supply the replay if you can. (I don't have it).
I do not think that the sell timer issue is still present there.
I do not think that the sell timer issue is still present there.
Re: v5.49 Bugs and Exploits
We changed Dire wolf to the gnoll soundset to avoid an issue present with the default wolf soundset
LeafMuncher- Posts : 766
Join date : 2010-12-24
Age : 34
Location : Cape Town
Re: v5.49 Bugs and Exploits
H3katonkheir wrote:Hodge, please supply the replay if you can. (I don't have it).
I do not think that the sell timer issue is still present there.
Ok, will do. It might not still be there, but my stuff was taking a looooong time to sell
[EDIT]
Meh, I don't have it
Re: v5.49 Bugs and Exploits
Hello i want to report a bug
on 5.49b (new version) when you type "-random" before red write -ar , on down team mid position (my case, 3 times) you get two builder and also you get more food.
sory if it is not clear; my native language it's spanish.
ty
on 5.49b (new version) when you type "-random" before red write -ar , on down team mid position (my case, 3 times) you get two builder and also you get more food.
sory if it is not clear; my native language it's spanish.
ty
santubp87- Posts : 1
Join date : 2012-05-09
Re: v5.49 Bugs and Exploits
Yea thats knowen bug from 5.48 which was fixed in 5.49 but returned in 5.49b im sure developers are working to fix it
Valjavec- Posts : 234
Join date : 2011-08-28
Age : 30
Location : Serbia
Similar topics
» v5.48 Bugs and Exploits
» Request for all Bugs and Exploits
» TMD2 Bugs / Issues / Suggestions v0.1.0
» TMD2 Bugs / Issues / Suggestions v1.0.0
» Request for all Bugs and Exploits
» TMD2 Bugs / Issues / Suggestions v0.1.0
» TMD2 Bugs / Issues / Suggestions v1.0.0
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum