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v5.49 Bugs and Exploits

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Post by H3katonkheir 2011-12-21, 23:20

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.


  • 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
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.


Last edited by LeafMuncher on 2012-01-31, 01:27; edited 2 times in total (Reason for editing : Updates by LeafMuncher)
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Post by russoka 2011-12-25, 14:18

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.


Last edited by russoka on 2011-12-26, 06:34; edited 1 time in total
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Post by LeafMuncher 2011-12-25, 17:12

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
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Post by H3katonkheir 2011-12-25, 17:56

Please do not report bugs on the download page, there is a specific post for bug reports.
(This topic was moved).
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Post by D3zmodos 2011-12-26, 11:19

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.
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Post by russoka 2011-12-26, 15:59

http://rghost.ru/35610437
Red and Orange. Modes -xf -rmfs. I see only 35 food.
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Post by MoJo 2011-12-26, 16:39

/maps/battle income/....

my GOD ....

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Post by russoka 2011-12-26, 17:46

For easy search maps I was create this folder.
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Post by LeafMuncher 2011-12-26, 18:22

for -xf to work it must be red and purple
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Post by russoka 2011-12-26, 18:33

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.


Last edited by russoka on 2011-12-26, 18:55; edited 1 time in total
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Post by MoJo 2011-12-26, 18:40

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

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Post by DRag0N_ATF 2011-12-28, 15:32

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? Excited I remember there was such a topic about its removal.
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Post by LeafMuncher 2011-12-29, 02:17

Splat is already on the list
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Post by DRag0N_ATF 2011-12-29, 11:33

Really Smile I apologise for my inattentiveness


Last edited by DRag0N_ATF on 2012-01-10, 17:18; edited 1 time in total
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Post by DRag0N_ATF 2012-01-10, 17:16

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? Undecided
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Post by LeafMuncher 2012-01-10, 21:23

The boss aura remaining is very annoying... I thought we fixed that completely with the poison fix Undecided

With Teal player blowing I'm pretty sure it didn't show because of the "splat" bug.
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Post by DRag0N_ATF 2012-01-22, 05:39

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 Excited
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Post by H3katonkheir 2012-01-22, 11:04

Yes it is possible to end up with more lives than you started with Excited - it is intentional
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Post by H3katonkheir 2012-01-26, 15:48

Please can we renamed the "Clockwerk Goblin" creep to have the correct spelling on its name. It really should be 'Clockwork'.
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Post by LeafMuncher 2012-01-26, 22:09

H3ka, Goblins don't know how to spell Tongue

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)
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Post by LeafMuncher 2012-01-31, 01:36

Update:

I'm almost certain I've fixed the repick bug (with help from D3z)
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Post by KidBeats 2012-02-08, 16:37

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 Undecided

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
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Post by LeafMuncher 2012-02-08, 18:54

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 Tongue). 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 Smile
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Post by D3zmodos 2012-02-08, 20:04

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 Smile
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Post by }{odge-Podge 2012-02-08, 20:52

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 Smile

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 Tongue Undecided

It's kinda troll, but it would be interesting to know Tongue
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Post by D3zmodos 2012-02-08, 21:16

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)
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Post by LeafMuncher 2012-02-09, 10:24

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 Smile
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Post by H3katonkheir 2012-02-10, 18:00

Dire Wolf has broken sound (it's like a gnoll or something).
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Post by }{odge-Podge 2012-02-10, 21:21

The Gnolls still have a sell timer issue for red player Sad
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Post by H3katonkheir 2012-02-10, 22:49

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.
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Post by LeafMuncher 2012-02-11, 00:20

We changed Dire wolf to the gnoll soundset to avoid an issue present with the default wolf soundset
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Post by }{odge-Podge 2012-02-11, 13:41

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. Smile It might not still be there, but my stuff was taking a looooong time to sell Undecided

[EDIT]
Meh, I don't have it Undecided
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Post by santubp87 2012-05-09, 01:54

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

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Post by Valjavec 2012-05-09, 03:04

Yea thats knowen bug from 5.48 which was fixed in 5.49 but returned in 5.49b Undecided im sure developers are working to fix it Smile
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