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Combat Simulator Bugs, Glitches, and Oddities

 
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DK25
00 Agent
00 Agent


Joined: 08 Dec 2007
Posts: 455
Location: Denver, CO

 PostPosted: Mon Sep 19, 2022 2:17 pm    Post subject: Combat Simulator Bugs, Glitches, and Oddities Reply with quote Back to top

Hi there,

I've put together a list of bugs I know of in the combat simulator. Surely there are way more here than I know of, so if anyone knows anymore, please post in this topic.

I'm hoping to make a video about these. I'm honestly surprised no one else has before. If they have, I've not seen it. Please link it here if it exists. I've been a bit inspired to do this since I recently got a job as a software tester.

This is a very vague list and I will go into details if anyone asks plus I will in the video I'll eventually make.

Generic:
• Capture the case:
Case will eventually despawn (Either due to lag or entity overload)

Stalemating AI (maybe make this its own category, probably other instances of this)

Infinite Explosions with small case rooms (Felicity as an example, need to look for more)
• After death poison and dizziness, both for humans and simulants
• Simulants have long arms
They also overestimate the length of them (see them trying to slap each other and miss)
• Simulants don’t like ladders
• Simulants don’t have the same rate of fire as humans (cheating ****)
• Question mark in Sewers and Warehouse

Level Specific:
• Grid:
Aztec Glass like trick
• Sewers:
Fake ammo boxes under the grates
Only level with water?
• Villa:
Weird clipping issue in big room
• Warehouse:
Simulants die somehow in this stage in/near the vents
This also may relate to the 1.0 memory leak, unsure though

OOB Floor Ramp Clips (usually requires fast movement turned on):
• Temple (iirc)
• Ravine
• Base

OOB and misc clips (without clipping into the floor via ramp):
• Skedar:
Tunnel corner hole in floor (only sims iirc)
• Grid:
Enter lift before first cycle
• Felicity:
Clipping into the tank with the ladder

Lift glitches:
• Base
• Pipes
• Ravine? (need to test it)
• Sewers
 
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Wreck
Administrator
Administrator


Joined: 14 Dec 2005
Posts: 7197
Location: Ontario, Canada

 PostPosted: Mon Sep 19, 2022 9:18 pm    Post subject: Reply with quote Back to top

For certain weapon firing rates, it is usually for the ones that have some sort of animation or delay for humans. Like the magnum. Sims don't account for that, and thus get the next round off more quickly. I did try to fix that in GE-X where I could, but some are still off. I imagine some can be helped in PD.

Ramps and inclines are tricky to deal with in PD. They need special flags set for them, and sometimes Rare even doubled up in some spots for safety.

You should probably split oddities into their own group, just to avoid confusion.
 
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