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- ENTITY BUGS:
- func_door - when using the player_use spawnflag, it needs a short cooldown between uses - as it is now, they can retrigger before the player can let go of the use button. Frustrating.
- func_plat needs an optional wait timer parameter before moving - if one player steps on, it will immediately move without warning. If someone is trying to follow, they are left behind.
- func_rotating does not toggle - as far as I remember, it teleports to it's own origin instead of starting/stopping.
- func_train, as useless as it is, has an absurdly low limit on how many path_corner's it can hit.
- fx_runner has an odd glitch....if you have a 'oneshot' effect, and you fire it 8 times, on the 8th time it will loop instead of just firing once, and needs triggered to turn back off. I can provide a video if need be. This is a bad bug as it can quickly max out the particle limit.
- info_player_deathmatch (and probably all other spawn entities, too) - if you are using the nobots and nohumans parameters, and something tries to spawn into a blocked spawn point, the game locks up (this really really needs fixed).
- I'm not sure if it was misc_model_static or misc_model, but one or both of them do not get affected by vis, and are forcibly drawn no matter what, even if they're behind an areaportal. This is probably a q3map2 error, but I figured I'd list it all the same, since it is potentially a huge FPS problem.
- misc_model sometimes returns a random MAX_VERTS or some oddball error for no reason on startup.......I never did figure out what caused it. Might be a negligible q3map2 issue.
- misc_skyportal does a line-of-sight trace to all entities in the map on startup, and only those that are visible during that trace will show up in the skyportal. This *REALLY* needs removed, as it kills any interactive skyportal possibilities.
- misc_skyportal is currently limited to one per map.....is there any way this can be increased? Maybe if, for multiple skyportals, a func_group could be used for the sky, and the skyportal could target the func_group? More skyportals = more fun. Interactive skies are the best.
- point_combat has a DUCK spawnflag, but the entity window claims it is not implemented. This would be a nice feature.
- target_kill is not always death. It doesn't kill things like mutant_rancor, it just deals a ton of damage instead.
- In multiplayer, target_level_change has a very high chance of crashing the server.
- target_play_music - PLEASE please please add OGG support! MP3 does not loop correctly, and is limited to 128 kbps! OGG also supports different sample rates which is kind of important for certain things I'd like to do........
- target_print - it would be nice to see a script be able to modify these messages....probably too far-fetched.
- target_speaker - the volume, volRange and radius parameters do nothing. Please fix this. Also, this entity needs OGG support.
- Also along the lines of target_speaker - this entity really needs an introfile option, and an endfile - if an intro and/or endfile are specified, when the entity is triggered it will play introfile and then play loopfile endlessly, until retriggered - then it will play endfile. Both, of course, being optional.
- trigger_asteroid_field is broken in multiplayer. I do not remember details....I just know that I never got it to work, at all.
- trigger_hurt only hurts one player at a time. It should have a global effect on all players in it's area, not just one at a time. (Case in point: mp/ffa5's lava - spawn a mutant_rancor in the lava, and you can walk through the lava without getting hurt.)
- trigger_hurt also needs a wait option - as it stands now, the mapper cannot set how often to damage the players. It's either "SLOW" (once per second) or once per frame.
- trigger_multiple - the "multiple" spawnflag is horribly broken. It's supposed to let every player be able to trigger it at the same time. I know this isn't what happens....someone once told me it makes the same player trigger it multiple times or something.
- trigger_push - if a player is inside a trigger_push, the camera gets extremely confused and jolts all over the place because the trigger keeps retriggering every frame.
- trigger_space - players should not come to a standstill when they hit this entity - all velocity should be kept, and their body should go flying through space as they choke to death.
- Also, choking to death should not be instant. Additionally, while choking to death inside a trigger_space, the choking sounds play way too quickly and overlap each other.
- As far as I know, trigger_space is not able to be activated/deactivated.....but it should be. Finally, if you noclip after hitting a trigger_space, the game tries repeatedly to suffocate you but cannot kill you until you are no longer noclipped. It should simply not kill you at all if you are noclipped.
- This may be a q3map2 function....liquids - water, for instance - have a blue hue when the player is inside them. HOWEVER, if a script moves the water brush, the effect of the colored hue will remain in the original place. It will not deal any damage, but it's the biggest inconvenience ever. PLEASE fix this......please please pretty please.
- GENERAL GAME BUGS:
- The visibility of portals is determined from the player's origin, not from the location of the camera. This is important, because if you happen upon a "hint"ed area and turn the camera sideways, you will see the void.
- When using /connect, if an invalid address is typed, it bounces back to the main menu without an error.
- When a ship is landed, it will slowly slide across the ground.
- /wrists does not work correctly.
- When standing on a moving object, sometimes the game will glitch and put the player inside the object. Usually this kills the player. Things are especially bad when multiple players are present - the players can get stuck inside each other and/or the platform, and the platform will simply not move at all. I can provide video samples of this if needed. It's a physics glitch, I think, but I'm sure there's an easy fix, even if it's just a workaround.
- When riding any animal vehicles, if the player gets off, the vehicle continues looping it's previous animation. It'd be nice to see them stand still instead of running in place endlessly.
- There was a glitch with swoop bikes where it would send everyone's cameras spinning uncontrollably in circles.....was that ever fixed?
- Vehicles interfere with the movement of nonsolid brushes.
- Double quotes and percent signs don't work in chat.
- The number of entities in a snapshot is limited to 256. However, this includes logical entities, like target_ stuff and info_stuff. This is actually a lot more important than people think - in an open map with a lot of effects and flares, this limit is taken up very quickly.
- Shaders are limited to 8 stages. This limit *REALLY* needs raised, if at all possible, and I can present a video explaining why if needed. I'm not joking, this is actually a big issue.
- I've been told that having more than one ROQ on the screen at a time breaks them........
- I hear tell there is a limit on how many different types of NPCs can be in game at the same time.....16 or something. This is really really low.....
- SERVER BUGS:
- RCON messages don't always get returned to a server tracker, so the admin sending commands can't tell if the server is even responding at all.
- Changing timescale in multiplayer lags the server immensely. I think it's somehow interfering with the networking stuff.
- ICARUS scripts run at a different speed over a network. If you have a script timed for specific events when playing solo, and you play it over a multiplayer server, the script executes significantly faster for some reason.
- Spawning a Ragnos in multiplayer crashes the server.
- When a server runs over the entity limit, it crashes. It should just fail to spawn the entity and throw a global warning.....crashing is bad.
- Shader remaps are *EXTREMELY LAGGY* when done in quick succession. From what I understand, the game resends every shader remap each time one is done. There are some instances where I am remapping 20 or more shaders at a time.....it would be nice to have this fixed.
- When in a map that uses one or more autosolid models, noclip breaks horrendously. Players are literally thrown around the map randomly.
- ICARUS BUGS:
- When using FLOAT variables, it is possible to use +1 or -1 to increment or decrement a value. However, when doing it on a SET_PARM, it will corrupt every SET_PARM on the entity you are working with. Please please pretty please fix it.
- When using a loop, blocks near the beginning and end of a loop can get rearranged during execution for no reason. I have no idea what causes this bug.
- When affecting player 0.....there are a bunch of things that don't work right. I believe it was things like SET_ORIGIN. Not sure.
- SET_ORIGIN, when used on a player, should teleport the player, but it does not. Instead you have to use SET_ORIGIN and SET_COPY_ORIGIN in the same frame.
- FEATURE REQUESTS:
- Is there any way to increase the geometry limit? We're talking the age of high-poly models here. :)
- I know this is a BIG BIG PAIN to do, and is met with a LOT of resistance and "optimize your work" comments, but I have to ask anyhow. If there is any way possible in the history of the cosmos, PLEASE please please is there any way to increase the entity limit. It is *INCREDIBLY* easy to hit, and when you consider the possibility of 32 (or even 64!) players on a map, all with saber clash effects and gunfire, things can crash very easily on an interactive map.
- Since shader remaps are typically done with a target_relay....is it possible to have the game automatically pre-load them all to stop the game from lagging? I know I can just put extra brushwork in the map to force a preload, but it's more efficient to have it preloaded automatically. Not necessary, I'm just asking.
- Effects REALLY need the max particle limit raised. It's just too easy to max it out in a large map. :/
- The verts limit on patches is reeeeally low. Can we raise that? There's really no reason to limit it any more.
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