LMS 2.0 Bug reporting thread
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MercyKiller
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Joined: 16 Oct 2004
Posts: 1685
Location: Texas

PostPosted: Thu Oct 13, 2005 8:06 pm    Post subject: Reply with quote

There is a zip...multiplat install.
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grey_1



Joined: 10 Sep 2005
Posts: 10

PostPosted: Sat Oct 15, 2005 1:52 am    Post subject: Reply with quote

Hi all, hope this hasn't been posted..very tired atm may have missed it. Phobos 1,2, and 3 in SP coop, si_skills 2 and 3 when re-spawning we always started at the very beginning no matter how far we were, but the showstopper on phobos 2 was the inability to re-enter the airlock after dieing outside, like an untextured brush was there. Phobos 3 it was after the door at the end of the first room off the tram platform. Kid and/or I would get pwned by the rev,s and not be able to return to the area. With both levels it repeated everytime and level had to be restarted. Sry I didn't thihk to check the console. Thanks.....Phil
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Hobbes
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Joined: 13 Feb 2005
Posts: 1055
Location: NY

PostPosted: Sat Oct 15, 2005 2:03 am    Post subject: Reply with quote

We have not fully modified the maps Phobos 1-4 and DeltaX. For now you will always spawn at the start and there may be some doors, airlocks, or other obstacles that will prevent you from completing the map. They will be working for the next release. We just ran out of time trying to get this release out. The maps Erebus 1-6 and the final map (hell) should all work. The only problem you will have is with the final boss bug but other than that they should work.

Hobbes
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mixa
leet Beta Tester


Joined: 28 Mar 2005
Posts: 596
Location: Finland

PostPosted: Sat Oct 15, 2005 3:49 pm    Post subject: Reply with quote

we just did some testing on sp coop starting from alpha labs 1 to communication transfer. I saw many small bugs, I have taken screenshot from (allmost) every bug. I am going send report with screenshots via irc when I get out of lan.
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grey_1



Joined: 10 Sep 2005
Posts: 10

PostPosted: Sat Oct 15, 2005 4:00 pm    Post subject: Reply with quote

Thx for the reply Hobbes, looking fwd to the next release!
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iten
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Joined: 19 Dec 2004
Posts: 374
Location: California

PostPosted: Sun Oct 16, 2005 11:25 pm    Post subject: Reply with quote

EDIT: A lot of these could be due to unknown issues with Mercy's server. Bad Mercy. Razz So the ones in red are the ones I'm absolutely sure are happening.

Screenshots are links because resizing is for the communists.

Always more to come.

Hangar Incursion:
-It's spelled "hangar" instead of "hanger." I see this happening in the server list at least.

Bunker:
-Fireballs from imps and Hellknights look very strange over the sludge. Fixable?
SCREENSHOT: http://carolnrob.net/~jol/shot00019.jpg

Delta Labs Sector 2:
-Storage cabinet's walls are invisible, letting you see what's inside (I should've taken note of where it was, but this was my first time playing this map; I'll try to look again)
-Some GUIs only show the outlines of the boxes that text, images, etc. are contained in but not the actual content. I need to start taking screenshots. :(

Sigma Quadrant Sector 1:
-Weapon in hand did not appear after I spawned (although it still worked.) Might be some sort of fluke, merits further testing on my part.
-Cyberdemon boss does not work properly until about 5 minutes in. Until then, it stays invisible although it walks through the beam several times.
-Exits you out to the main menu even when you're playing MP. Could be something with the server (Mercy's).
-Map-related only, but after you've finished the level, the text at the end is still slightly visible before it's supposed to show.

Human Disposal:
-The weapon that I have in hand upon spawning is different every time that I spawn, which makes for very confusing gameplay. Intentional? (SP)

Fortcomp:
-Music remains on full volume even though I had turned the music volume in Options->Sound down to nothing.

T-Labs:
-Spawners still seem to be appearing, not in T-pose but instead in their idle animation. Happened twice, both later on in the mission, but a third time did not happen when I started the mission from the beginning.
-Fire sounds continue even after you have sealed the breach.
-Door GUI leading to upper level (don't know what to call it) still says Secured, but the door opens.

SCREENSHOT:http://carolnrob.net/~jol/shot00025.jpg
-BFG doesn't spawn after you win the roulette. :cry:

All:
-Server's timelimit has often already run down to 2 minutes or so by the time that you join, making the high score board less useful in higher difficulties when you often have a negative score. Pretty sure that this is Doom 3's fault.
-Players' bodies sometimes(?) still remain after death. Possibly just T-Labs and/or Sigma Quadrant. Have seen this happen on multiple servers.

SCREENSHOT:http://carolnrob.net/~jol/shot00033.jpg
-Clientside ragdolls seem to "jump" to their resting positions. Not sure if much can be done about that if it's something to do with the clientprediction code. Intentional?
-When voting for "Next Map," the server will restart the map if it has restarts left in the map cycle. Often, you'll start playing a map no one likes, vote for next map, and have to vote for it again when it repeats. If it's intentional, I don't understand why.


Last edited by iten on Sat Oct 22, 2005 5:55 am; edited 19 times in total
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lamettry
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PostPosted: Mon Oct 17, 2005 12:38 am    Post subject: downloading Reply with quote

I keep trying to download your coop files but everyone i try sends me to the correct page but it always says "The Developers profile and FileFront Network Developers OPS are unfortunately still under construction!" Ive waiting for a while but it always says that! what do i do? Shocked
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calimer
Mod Team Member


Joined: 27 Aug 2004
Posts: 1946

PostPosted: Mon Oct 17, 2005 3:24 pm    Post subject: Reply with quote

Have you tried going here?
http://lms.d3files.com/downloads.php

If the filefront one doesn't work go to the moddb mirror. Also you can check out fileshack.com and gamershell.com as we are featured there too, among many others. Take care.
-calimer
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Hardcore_monsterkiller



Joined: 06 Aug 2005
Posts: 26
Location: Sweden

PostPosted: Mon Oct 17, 2005 6:02 pm    Post subject: Reply with quote

I'm experiencing a sound bug with two levels when the EAX 4.0 effect is enabled, in KF Labyrinth and KF Ancient Ruins. I hear a background sound together with the other sounds of the level. This doesn't happen with EAX 4.0 disabled though.
EAX 4.0 works fine in all the other LMS-levels (and both SP COOP and ROE COOP) and other Doom 3-mods I've tested.

EDIT: I tried rebooting but it didn't fix this problem.


Last edited by Hardcore_monsterkiller on Tue Oct 25, 2005 12:07 am; edited 1 time in total
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AO
Mod Team Member


Joined: 29 Oct 2004
Posts: 745
Location: Norway

PostPosted: Mon Oct 17, 2005 10:01 pm    Post subject: Reply with quote

I don't have EAX 4.0. Send me your EAX 4.0 sound card and I'll fix it Smile
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MercyKiller
Mod Team Member


Joined: 16 Oct 2004
Posts: 1685
Location: Texas

PostPosted: Mon Oct 17, 2005 10:02 pm    Post subject: Reply with quote

EAX 4.0 works fine for me in said levels. I've gotten a background sound before in LMS but rebooting seemed to fix that.
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Corrupt Chocula
Die Hard LMS Fan


Joined: 12 Feb 2005
Posts: 647
Location: Mars

PostPosted: Tue Oct 18, 2005 9:35 pm    Post subject: Reply with quote

the monsters dont catch on fire with the plasma thrower. was this a last minute change of plans or somehting?
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iten
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Joined: 19 Dec 2004
Posts: 374
Location: California

PostPosted: Tue Oct 18, 2005 10:12 pm    Post subject: Reply with quote

Unfortunately, the monster-catching-on-fire thing didn't work for clients at 2.0's release time, and so calimer decided not to make the release wait for it.
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MiZerY



Joined: 23 Oct 2005
Posts: 4
Location: Denmark

PostPosted: Sun Oct 23, 2005 5:10 pm    Post subject: Bug with storage cabinets Reply with quote

When i play the 2.0 version of LMS, i have noticed this bug:
If Player1 take some stuff in a storage cabinet, and player2 come back a little after, the items in the cabinet has been respawned, but he wont be able to pick up the stuff. Just wanted to let you know.
Btw, why dont we spawn with the duble barreled shotgun in all the maps after we get it? Its the only reason i bought ROE, it would be nice to use it co-op.

I really love the work you do, keep it up!

Thanks, MiZerY.
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Sgt York



Joined: 24 Oct 2005
Posts: 1

PostPosted: Mon Oct 24, 2005 2:18 am    Post subject: Reply with quote

I've been running the SL-Interphase.com "dedicated" SP COOP server. We've been running LMS2.0 on our Rackmount equipment PC running an 850Mhz P3, 512MB of PC 133, 64MB Radeon 7500, 120GB 5200 RPM HD, Win XP. It's not fast, but doesn't need to be as its primary duties are to talk to a Tektronics digital oscilloscope and HP programmable power supplies used to develop our Rogue gaming computer. We started to host our own server for Rogue hardware testing purposes. Running in dedicated mode tends to use far less resources allowing an older machine to host D3.

Here are a few problems I found with LMS 2.0....


Bugs found playing SP COOP

1. You still don't carry your weapons through to the next level properly. Some levels are designed to dawn you with the plasma rifle and all the ammo you can carry only to need it in the next level. I'd like to carry my bounty with me, especially after raiding an ammo locker/room right at the end of a level.

2. Monsters still are seen before they are triggered although not "frozen stiff" as in 1.0. They seem to be just standing there waiting for the trigger point to be crossed/activated and you can't kill them. I don't see this until I reach the upper levels.

3. When the server loads the next map, it often looses connection with the players forcing them to the main menu. The server is still busy loading the next map and doesn't realize you've left. You have to wait until your "virtual self" has timed out before you can re-enter the server (when its full). This never happened in 1.0. This may be due to the load times of slower processors/hard drives running in dedicated server mode. Increase the time-out allowed on the client side, that should fix it.

4. If two players attempt to enter digits on a cabinet and/or activate a required panel at the same time, the panel or cabinet gets locked out. This causes the cabinet to show its unlocked, yet doesn't open up. We encountered this (I forget the map) in the room where the crying girl turns into a lost soul. There's a cabinet in there with a plasma rifle in it. We had a problem with that cabinet when two of us inadvertantly tried to enter the combo at the same time.

5. In the Delat Labs, you cannot teleport to platform 4. If you attempt to tele to platform 4, it sends you to platform 1. The problem also existed in 1.0. There is no way to progress the map without transporting to platform 4 forcing everyone to vote the next map in order to proceed.

We'll post more as we find them.

Good Luck with the mod, its been fun!

P.S. When are you guys going to get started working on a COOP Mod for Quake 4?
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