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NerfPlayeR135's Bug Report Thread
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This is a revised version of the thread "NAB Bug Report Thread". I could not edit the original thread because the subject box's contents disappear every time I submit an edit, causing a "Subject box is empty" error. (I can't even edit what's in the subject box; it shows the restricted icon if I hover over it.) Please delete the original thread, Rajada.
Items Spawning Twice: PM-Barracuda, Last Man Standing mode, point limit set to 0 (defaulted to lives variable, which was 10), time limit set to 10. Mutators (in this order): Heal, HealthBooster, ID, Goomba Stomp, RPG-RPG Stats Arena, RPG-Unique Chaos. Some item spawners were created twice, resulting in two items located in the same location. Seemed to only affect certain (maybe random) ammo and weapon pickups. Photo documentation of the Ballzooka and Hyperstrike spawning twice is attached.
CTF-FaceRemix Invisible Collision: Near the area where the two bridges collide, there is a large area where invisible collision exists. In the attached photos, I used the summon command to spawn numerous Secret Shot alt-fire darts while playersonly was active, then let them hit the invisible collision.
CTF-WeaponWar Invisible Diving Board: The diving board in the Secret Shot Haven area of the map seems to be invisible, as seen in the attached photo. It still functions normally, however.
CTF-Terminal Breakable Platform Error: The vents that are meant to be breakable function normally, properly removing themselves from the map after taking enough damage. However, the vents that are not meant to be broken will turn invisible after taking enough damage, although the collision will still be present. This does not apply to the outer border of each section of vents. This can be seen in the attached photo.
RPG Stats Non-Transparent Crosshairs: The crosshairs for the Pot-O-Gold and the Meanwe Sadi do not have transparent backgrounds, rendering black boxes behind the crosshairs. This is especially a problem for the Meanwe Sadi, since it is programmed to switch randomly between images of various sizes to simulate moving the crosshair to different parts of the screen. Photos are attached.
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- NerfPlayeR135
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No Berserk Batteries: The Berserk Arena mutators do not have their own batteries/health vials. This is a huge problem, since normal batteries are near useless for recovering health during a Berserk Arena match. If Berserk batteries are added, they should restore 15 health each to a max of 600.
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Nerf is my name, ArenaBlast is my game.
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- NerfPlayeR135
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Nerf is my name, ArenaBlast is my game.
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NerfPlayeR135 wrote: RPG Stats Weapon Generation Error: When the RPG Stats mutator was released, each randomly generated, non-unique weapon could have one, two, or three stats attached to it. This is how the mutator was intended to work - Rajada even said so on his blog, if you "wander back" far enough. However, some kind of error was introduced later on that forced all randomly generated, non-unique RPG Stats weapons to have exactly three stats.
Actually this was an update, not a bug. The idea being that the three stats could end up all bad far too often in the old system. The new stat choosing algorithm was designed to be more code-controlled and less random, but indeed, there may still be an underlying issue here, as I think the way the stats should be working is:
White (normal): 0
Common (green): 1-3
Uncommon (blue): 2-3
Rare (purple): 3
Orange (unique): varies
RPGStats is in need of some major bug fixing, so I'll be sure to add this to the list. Rest assured I am confirming your other bugs as well, and compiling a list for a future QOL update.
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