PDA

View Full Version : The TFC Bug List - Fix Please


Pages : [1] 2

Whit
07-08-2004, 09:19 AM
This is a comprehensive list of TFC bugs that NEED fixing, some of these bugs are over 4 years old and its about time Valve fixed them instead of ignoring TFC.
This list has been created by Whit.


Name: Nail Gren & MIRV Bug.

Explanation: The nail bug is the chief problem. This particular bug is rather nasty and can be achieved by tossing a nail grenade upwards into a ceiling just before the first stage is activated. Upon beginning its routine, the nail grenade moves upwards by a little without checking to determine whether there is a solid surface overhead. As a consequence, it “burrows” into the ceiling or other surface and carries on its routine as normal. However, upon exploding, the detonation gains many times more explosive power than normal, both in terms of range and damage. The resultant bug can destroy level one and two sentries through a massive area of solid geometry. A good example of this bug in action can be seen with the maps well (a nail grenade in the cap point ceiling can destroy the entire flag room defence) and bases_r2 (a nail grenade in the ramp room ceiling can destroy the flag room defence).

The MIRV bug operates in a similar fashion, except it is tougher to reproduce and less effective.


Name: Lift bug.

Explanation: You go up a lift and you just get stuck at the top – you can’t get of the lift. This normally happens towards the end of the map when a lift has been used a lot, the only known way to escape the “lift bug” is to jump-crouch constantly, but this isn’t a sure way to get off the lift as the lift may have descended by the time you have negated this effect.


Name:Ghost Nail grenade bug..

Explanation: The ghost nail grenade bug is a particularly annoying and less than consistent quirk. Sometimes, upon a nail grenade exploding after spinning on the ground as normal, one can tread upon the ground the nail grenade occupied, only to lose health to the long departed grenade’s “ghost”. This can occur over three seconds afterwards. The only noticeable property surrounding this bug is that when multiple nail grenades are thrown in the same spot it is much more likely to occur, but even then it is not a guaranteed occurrence. A double dose of ghost nail grenades can kill a fully stocked medic, it is infuriating at times!


Name: Timeleft doesn’t display when dead.

Explanation: Die, press your timeleft button and it won’t show the timeleft.


Name: Gren entity bug.

Explanation: This is an infuriating bug if I’ve ever witnessed one (particularly for the engineers out there). If a grenade lands under the sentry tripod, it assumes qualities similar to that of the nail grenade bug. The grenade multiplies in power and size causing huge damage. This bug also possesses the capacity to destroy a level three sentry gun with a single grenade. All an engineer can attempt to do is dismantle or detonate the sentry before the grenade detonates. In addition to this bug, grenades can become 'trapped' under other surfaces. For example, if a pillar is located one mapping unit from the floor leaving a miniscule gap (a practice frequently used to lower r_speeds by stopping csg cutting up the map so badly) a grenade can fit under it, despite the grenade's model being much larger. This then creates a very large blast in a similar manner to the sg/nailgren bug. I had to incur higher r_speeds on sm_reloaded because of this bug (since all pillars touch the floor, thus cutting the floor up).


Name: _special

Explanation: Special is a bug that has a great deal of applications and uses. I am not particularly sure about the way in which it works, but I have been informed it is something to do with an overloaded operator. Basically, special abuse allows the player to create scripts that loop indefinitely and without performance penalties (typical looping scripts are unworkable almost solely because wait statements are required, consequently “lagging” the player executing the script). With a special script under one’s control, a multitude of shady applications are available. Some examples of _special in action:
• Perfect bunny hop jump timing whilst holding a key indefinitely
• Switch press script employed mid-air on maps like openfire
• Flag throw scripts to toss the flag on the first instance of touching it (very useful for maps like well if a sentry is operating in the flag room)
• Fast pipe det script for the demoman
• Assault cannon spinning script to help with jumping whilst maintaining the AC in a state of readiness to fire
• Chopping indefinitely

There are many more uses of _special (and no doubt some of which I am currently unaware).


Name: Chopping

Explanation: Chopping, as I’ve put it in the past, is bunnyhopping’s less intelligent, uglier and less entertaining cousin. Chopping is a name given to the act of repeatedly ducking and then releasing the duck to stand up once more. Because the valve solution to the bunnyhopping cap was to check whether the player is above the cap upon pressing the jump button (or similar), the chop hopping exploit works because there is no jump involved. The legs are pulled up into the body whilst crouching, so by looping the action multiple times in a second, the ground is not “touched” so to speak. Chopping is useful in places, but is not nearly as effective as bunnyhopping due to the fact that, when performing the action, one cannot turn much at all. Chopping also looks eminently stupid.


Name: Fullupdate – Anti-Conc

Explanation: The fullupdate anti-conc hack is something which can be explained better by someone in possession of the technical facts regarding it. My guess is that the client polls the server repeatedly using the fullupdate command, causing some kind of a processing request overrule the conc effect being called. It is easy to spot in first person demos due to entities flickering when the cheat is activated. Cheaters have also been known to use this hack in CS to avoid the white-out flashbang effect. (I can get hold of the script that enables this to happen if a member of valve wants to see it).


Name: Death bug.

Explanation: The death bug is a long-standing and highly amusing problem that presents itself at the most inopportune of times. Upon reaching a low value of health close to zero, the client seems to decide that the player has died and pushes the view down to the death style camera (parallel to the ground rather than perpendicular as normal). The server, however, knows better. As a result, the player can wander around with a tipped view and even “resurrect” themselves using a health pack or friendly medic. It is a rarity but a bug nonetheless.


Name: Disappearing grenades.

Explanation: The disappearing grenades bug is another old school remnant that really should have been taking care of three to four years ago. Still, it remains. One used to lose grenades when picking up the flag with a primed primary or secondary grenade; this was fixed. However, it is still very common to lose a grenade whilst priming and throwing the flag, especially if said grenade is the player’s last remaining grenade of that type (i.e. if one was to prime a frag grenade and throw the flag, it (the grenade) would be likely to disappear). Some players have also reported that capping with a grenade primed on many maps (well included) causes the primed grenade to disappear in a similar manner. I have not been able to reproduce this, though.


Name: Respawn grenades.

Explanation: This is another strange and rather inconsistent bug. The respawn grenade bug occurs when an unfortunate player has a grenade primed upon dying. When the respawn occurs, the grenade appears to travel with the player into the respawn and explodes causing damage to the player and his or her team mates.


Name: Dud Concussion grenade.

Explanation: It’s quite hard to reproduce this bug, but the faulty concussion grenade can be chiefly witnessed on maps like shutdown2. I repeatedly get this problem when defending the plank and an enemy offence player concussion jumps from below. The affected (conced) player must be on the very edge of the blast, because they are thrown high into the air, yet no concussion effect is administered.


Name: Client Concussed Animation Anomalies.

Explanation: This is a slightly confusing problem for those that do not fully understand the concussion effect and client decal system whilst concussed. When shocked, the player’s client decals appear under the crosshair every time a shot is fired. However, these decals are not real but can still trigger certain events. An example of this happens on the map well. A concussed player can shoot the well front door button causing it to light up and emanate the activated sound. However, no action is forthcoming as both of these properties were just triggered client-side, not server-side.

Whit
07-08-2004, 09:20 AM
Name: Passing Through Door Heals Caltrop Wounds.

Explanation: Another strange bug. When wounded by a scout’s caltrop, a player with reduced mobility can simply pass through a door entity and have their injuries magically healed. This may extend to sniper leg shot victims but I haven’t tested the theory.


Name: Phantom sniper charge.

Explanation: he phantom sniper charge is another common bug with which people should mostly be familiar. This bug occurs when one charges the sniper rifle as movement begins. By doing so in certain circumstances, it is possible to project a red dot as if the rifle were charging up a shot. It is not presently clear whether this is a client-side effect, or whether other players can see the dot, too. This bug is largely harmless, seeing as the charge time whilst moving is not added to the charge when one stops moving and begins to charge the rifle correctly (i.e. from a standstill). In effect, the bug is more of a problem for the sniper it affects rather than the other players.


Name: No Damage When Next to Exploding Grenade.

Explanation: This is another long-standing grievance that appears usually in the most irritating of circumstances. When one is juxtaposed with another player and holding a frag grenade, it is possible for either player (usually the player without the grenade) to take absolutely zero damage from the grenade blast. I am fairly certain this can occur for either player. It is not particularly clear as to what causes this phenomenon or how a fix could be administered


Name: Phantom infection.

Explanation: This bug occurs when a discrepancy between the sounds and actions of a player conspire to make one think one has infected the enemy, yet the enemy remains unaffected. This typically happens when the medic attacks an enemy with his or her medikit. Upon coming within close enough range, the medikit “hits” the soldier and the infection sound can be heard, either solely by the client of the infecting medic or by both players. After a few seconds, it becomes plainly obvious to the apparently infected player that no such infection has taken place. The attacking medic can usually not even tell whether the infection has been successful unless the enemy makes an audible pain noise a few seconds after the infection was administered. On the flip side, it is possible for a medic to infect a soldier from what looks to be a great distance from the affected player’s perspective. This is usually down to the Half-Life netcode and players’ rates, pings and so forth.


Name: Looping assault cannon sound.

Explanation: There is not a great deal to state about this bug. Upon firing the assault cannon, one can sometimes initiate a looping of sound. This can be repeated several times over (infuriating and LOUD) to the point where one must stop to type “stopsound” into the console. Valve supposedly fixed this bug with two patches (one specific TFC patch [which does little more than halt the existing assault cannon .wav file when the weapon is fired again – a rather ineffective and not always successful solution in many situations] and general Half-Life engine patch [which still did not solve the problem entirely]). In short, it has been reduced in frequency but still occurs at times.


Name: Tracer Commands For Concussed Aiming.

Explanation: When concussed and firing the assault cannon, it is possible to exploit tracer commands to ensure concussed aiming is significantly simpler to grasp and perform. This is partly due to the tracer_ set of commands and partly due to the way in which the assault cannon projects two tracers whilst the user is concussed. The crux of the tracer issue is that there are various tracer_ commands (such as alpha, offset, red, green, blue and so forth) that can be used to make the faint secondary “true aim” tracer very bright. This consequently makes finding one’s true aim whilst concussed very easy. As a result, it can make the weapon very overpowered.


Name: +Use Command Stopping Motion

Explanation: When activating the +use command (traditionally employed to press switches and so forth) the player (if touching the ground) comes to a halt. Many heavies use this command, combined with a counter-directional press of the moment keys, to stop far more abruptly whilst concussed. The +use key is probably given the stopping effect to stop players being able to script the pressing of buttons and so forth.


Name: Telefragged by spectator.

Explanation: If one is occupying the space also shared by the info_player_start within a map, if a spectator should join the server at that exact moment, then one becomes a victim of a spectator telefrag. That is, it is possible to be killed by a non-existent player! It should be simple to fix this problem, either by strategically placed vantage points using the info_player_start or due to a rewrite of the entity code.


Name: Fickle Concussion Jumping

Explanation: When playing a fortress modification, concussion jumping is one of the staple skills that are extremely important. Unfortunately, TFC’s concussion jumping system is very dependent on ping, frame-rate and network settings (amongst other things, including server quality). Should one have access to a frame-rate of 60 that is consistent, a decent connection that provides latency of 100 or under and adequate rates, it is usually simple to perform a high percentage of concussion jumps. As frame-rates, connections and rates deteriorate, the finesse and success rate of concussion jumps suffer sharp decline. Trying to concussion jump using a 56k modem on a pIII-666 is almost impossible at a high level of play. Using a poor connection, one cannot set the correct rates to achieve quality gameplay. Even if a broadband connection is available for gaming, the frame-rate of the computer is extremely important when concussion jumping. A poor or inconsistent frame-rate typically results in poor concussion jumping.

Valve should attempt to reduce this problem through any number of techniques without adversely affecting the other facets of gameplay. A good example of ways around this problem can be witnessed in the “no lag” TFC grenade timer. Instead of utilising the default grenade timer, the no lag timer works by triggering the custom speak timer immediately after the grenade has “clicked” to signify a successful prime. The default timer starts as soon as you push the prime key, meaning the concussion grenade detonates by (roughly) one’s ping in timing differences (though this does deviate slightly according to rates).

Whit
07-08-2004, 09:21 AM
Name: Lip bug.

Explanation: On maps where players swim whilst fighting (the "well" pipe being a typical example) it is possible to exploit the discrepancy between the player's pov and the world model positions to basically allow an attacking player to give one way fire. For example, a HW swimming in the main flag room water (water area with the bridge) can shoot into the water pipe leading into the base whilst being almost impervious to damage if the HW sticks close to the bottom of the floor. The HW can fire into the pipe from their perspective without problem, but the enemy in the pipe cannot see the HW, only their fire. This is due to the swimming animations and the positioning of the player's gun on the world model AFAIK. When upright, the player's gun is halfway down their body. When swimming, the gun is almost parallel with their head (while their first person POV remains the same for both, causing a discrepancy). It basically makes a HW in this position unstoppable. (A demo may be needed to illustrate this one clearly.)


Name: Weapon switching.

Explanation: Switching quickly between weapons and firing instantly doesn't actually fire a shot. But the model animates and sound is produced.


Name: Dodgy Gas / Gas suits.

Explanation: Taking a suit to be protected from the gas on a map like rock2, but it randomly not protecting you, this also happens in the gas chamber where you trigger the gas release. Sometimes you are also unable to pick suits up. Also sometimes the gas does not actually do anything.



Name: Detpack – Spectator bug.

Explanation: If a demoman tries to a lay a detpack whilst a spectator is watching this particular player, the detpack cannot be layed until the spectator changes view mode or player.


Name: Hitscan / Hitbox bug.

Explanation: This is a bug that's occurring frequently on most servers. When in effect, the hitbox bug results in 'afflicted' players being extremely tough to hit successfully with hitscan weapons. The effect appears to move the hitboxes ahead of the player (in that the player is always behind their hitbox). As a consequence, it is like a reverse of the old interp effect, and a return to the days of leading targets. Unfortunately, the faster the class, the more pronounced the effect. A scout with the hitbox bug is so fast and the hitboxes so seperated from the player that using grenades and projectile weapons (like the RPG) is the only way to kill them. No one has ever figured out for sure what causes this bug. It can affect players usiing the rates and configs they've always used. Their game does not suffer as a result, everything appears normal to them. Some players seem to experience this bug more than others, but in general, it can potentially affect anyone. Reconnecting to the server usually has little or no effect (for either the person experiencing the bug, or the players faced with the problem of dealing with the aforementioned player). In general, on an 18 person clanserver, you can expect one or two to be experiencing the bug. Curiously, some people appear to only be partially unhittable (in that a full on shot will do half damage) whilst others are just totally unhittable unless one leads them with the shot by half to one bodylength (sometimes more, if they are a scout).


Name: Hitbox Distortion When Crouching.

Explanation: If an enemy crouches, it becomes very difficult to snipe them at times. A good example of this is when an enemy sniper slowly 'crawls' out from behind the sniper deck sides on the map "well". An enemy sniper can take aim and fire, but the shot will appear to pass right through their enemy if areas around the shoulders, upper chest or head are targetted. Very annoying.


Name: Hitscan Weapons Penetrate Lifts.

Explanation: If a player heads up a lift (such as the shutdown 2 FR lift, or the well FR lifts) and an enemy player stands under the lift, shooting up, with a hitscan weapon (such as the super shotgun) the buckshot will still do damage to the enemy at times. This is easily reproduced, most people don't even notice they are being shot through a solid surface purely because of the netcode -- they just assume they are being shot by someone in their line of sight and the server lag makes it look strange.


Name: HLTV “bug”

Explanation: Not a bug exactly, but when you're watching HLTV or in spectator mode the announcements about the flag being moved/touched/capped/returned etc. say "the enemy flag" and it's not clear which flag it is. Would be kind of nice if it said "red flag" or "blue flag" when spectating.


Name: Detpack score bug.

Explanation: This has only appeared in Steam. Basically, when trying to activate a team scoring thing with a detpack, like detting the computer on bases or the control room on cz2, the demo must be alive for it to work. If the demo is killed by the detpack itself, it won't work either, making cz2 much harder to det.


Name: Prematch with control maps.

Explanation: Adding prematch breaks the map, with the gates failing to open. (E.g. Dustbowl, Avanti & Warpath).


Name: The Climbing out of water and getting stuck bug.

Explanation: When climbing out of water and something blocks your path directly above you become stuck and cannot move apart from a very slow sinking for a few seconds. Most easily reproducable on Well under the bridges outside the bases. Doesn't seem to even be a random occurance - it happens every time and always when its likely to be irritating and get you killed.


Name: Water bug.

Explanation: When firing out of the water to someone moving on land blood sprites do not show and sounds can not be heard making it very hard to know if your shots are registering.


Name: Spy feigning death bug.

Explanation: This allows a spy to feign death and fall into a wall and be nearly completely invisible (you can normally just see their feet sticking out).


Many thanks go to the F2C community (which can be found here: http://forums.far2cool.com/forum.aspx?FID=2) for helping me to compile this list. A special thanks goes to “Defrag” as he put a lot of thought and effort into describing a lot of these bugs.
Please Valve fix these bugs and make TFC even better. If you need any demo’s or AVIs of these bugs, I would be happy to re-create them with some of my clan mates and send them to you.
A Word document of this list can be found here: http://homepage.ntlworld.com/whitmore2/TFC%20bug%20List%202.doc
By
Whit

KoncreteAngel
07-08-2004, 09:27 AM
who cares about tfc anymore? only about 100 people play it

GingerNinja
07-08-2004, 09:29 AM
How about those 100 players.

And its considerably more than 100 players btw. :)

Noliving
07-08-2004, 09:30 AM
Over 2k people still play it on won buddy once won shuts down tfc community is going to skyrocket back up. Its still important to remember that tfc2 is still on its way so don't just rule out tfc out just yet.

erERERE
07-08-2004, 09:44 AM
Nice Whit, suck my knob koncrete angel.

GerMaN eLiTe
07-08-2004, 10:04 AM
Originally posted by Noliving
Over 2k people still play it on won buddy once won shuts down tfc community is going to skyrocket back up. Its still important to remember that tfc2 is still on its way so don't just rule out tfc out just yet.

I have recently wondered this.... i know there is some cs 1.5 mod for steam, and i was wondering if someone is going to make a tfc 1.5 for steam as well. Because they shouldnt. If they did, it would basically be like they are still on won, and tfc 1.6 wont get as much attention, like as it is now.

FourStroke
07-08-2004, 10:22 AM
Whit, you forgot the golden rule :p

ALWAYS WRITE SOMETHING ABOUT CS/CZ IN YOUR THREAD

Otherwise they will move it from the General section :)

Ripm2shreds
07-08-2004, 10:49 AM
Whit you're hired!

I hope you continue to edit your very professional list. More, I do hope it is received and implemented.


Other thoughts:

- sprite limitations so that clear explosions etc dont unbalance the game.

- A WONID = steamID conversion chart or something. Otherwise folks like us still running 1.5 have to suddenly let undesirables back into our servers.

rebo
07-08-2004, 10:56 AM
You can now add blurry xhairs to that list :(

oh and this ::

http://www.apat67.dsl.pipex.com/hwgclear.jpg

nagolxela
07-08-2004, 11:36 AM
Originally posted by GerMaN eLiTe
I have recently wondered this.... i know there is some cs 1.5 mod for steam, and i was wondering if someone is going to make a tfc 1.5 for steam as well. Because they shouldnt. If they did, it would basically be like they are still on won, and tfc 1.6 wont get as much attention, like as it is now.


I take it you tried playing TFC but your skill fell a little short???

Try it again, you might do better this time!


If your a current TFC player, be positive. The server population has increased since Steam has been released.

CS watch out!

chryosis
07-08-2004, 01:47 PM
Originally posted by KoncreteAngel
who cares about tfc anymore? only about 100 people play it

If you don't care about TFC, then don't bother browsing OUR forum posting useless comments such as this. Go play your Counter-Strike or Day of Defeat and keep worrying about how "realistic" the game is.

Who cares about TFC? I care. The person who made this post cares. The people who play TFC care.

If the country was ruled with your logic, we wouldn't have freedom of speech or religion.

Just because there are alot less muslims/bhudists/etc.. in America doesn't mean we should deny them they're freedom to worship as they please. Christians don't have to agree with bhudists, and bhudists don't have to agree with christians, but both are guaranteed they're freedom of worship.

Just because you are ignorant, and there are very few people as ignorant as you, doesn't mean we must take you to the back of our shed and beat the living hell out of you. Being ignorant is half the fun of learning. This is not an insult or flame, btw.

chryosis
07-08-2004, 01:59 PM
Another trend noted: Anything posted in the TFC forums about TFC gets stupidified by people way across the lake in the CS forums.

Hampster
07-08-2004, 02:52 PM
Originally posted by chryosis
Another trend noted: Anything posted in the TFC forums about TFC gets stupidified by people way across the lake in the CS forums.
*sigh* Did this get moved from General again? :(


...and I must say; that's an EXCELLENT list, Whit. Props to you and your compilation. :D

Fast
07-08-2004, 04:36 PM
wow, very impressed...

TFC alot better then CS....I feel sorry that ppl cant play TFC because it takes to much skill. Oh well that is why they made CS. :P

I hope to god that someone from Valve acautly gets ahold of your list and starts working on TFC and NOT CS. You have made a great list of things that really count. I like the Forcing of Sprites and get rid of Special. Still if you have a Server, Sparkies Server Side will do this For you :) So go and get it.

Turn off the WON servers Already. It is just spreading out our small community :( Things would be great with everyone together. :)

Whit
07-08-2004, 04:57 PM
OK good news already , I had a contact at Valve anyways that I mail regarding cheats as I'm an admin for ETAC, I sent him this list earlier and he passed it onto Eric Smith, Eric has mailed me with this responce:

Subject : RE: TFC Bug List

Inbox

James-

Thanks for taking the time to send us the list of TFC issues you've
collected. We'll go through the list and see what can be addressed in a
future Steam update.

If you come across any more issues like the ones you listed below, feel
free to send them to me directly.

Thanks again. We appreciate it.

Eric Smith
Valve

-----------------------

So hopefully TFC will be recieving a lovely update soon and we can flaunt it in the General Discussion. ;)

[DW]Defrag
07-08-2004, 05:01 PM
Cool, but I'll believe it when I see the update ;)

rebo
07-08-2004, 05:15 PM
Well it got a sticky so someone is listening out there!!

chryosis
07-08-2004, 05:19 PM
Wow... a reply from Eric Smith concerning TFC? That's like trying to get a heart felt confession from the devil himself! :-D, of course you do have that inside "friend"... Oh well, GJ.

Fast
07-08-2004, 05:34 PM
wow...

valve really is listening.....

maybe they are watching too.....

are they trying to take over the....

Squid4Brains
07-08-2004, 06:27 PM
lolz, this thread was stickied in the hope it would stay on topic, please try to keep posts to this thread relevant to either bugs or bug fixes.

Thanks.

:)

Whit
07-08-2004, 06:41 PM
The majority of posts were in relation to this thread, just a couple side-tracked, thanx for the sticky.

ocarD
07-08-2004, 06:50 PM
Originally posted by KoncreteAngel
who cares about tfc anymore? only about 100 people play it
I care.

chryosis
07-08-2004, 11:41 PM
Name: Respawn Death Bug

Explanation: Sometimes when you die, and you want to change classes while dead, the game will force you to spawn first, and then kill you.

Example: I get killed. I am still dead, I push my changeclass button. I select soldier (I died as a medic). I respawn as medic and die. I respawn again as Soldier.

rebo
07-09-2004, 12:00 AM
Name: Cant change disguise as spy.
Explaination: If your a spy but have chosen to respawn as demoman next time you die. You cannot change disguise if you are already disguised.

Name: Forced team change bug
Explaination: Pressing N (alias changeteam) to goto the change team screen, then pressing cancel, will force you to change team when you next press jump. Very infuriating if you pressed N by accident.

PhatRat
07-09-2004, 12:12 AM
Originally posted by Whit
Name: Looping assault cannon sound.

Explanation: There is not a great deal to state about this bug. Upon firing the assault cannon, one can sometimes initiate a looping of sound. This can be repeated several times over (infuriating and LOUD) to the point where one must stop to type “stopsound” into the console. Valve supposedly fixed this bug with two patches (one specific TFC patch [which does little more than halt the existing assault cannon .wav file when the weapon is fired again – a rather ineffective and not always successful solution in many situations] and general Half-Life engine patch [which still did not solve the problem entirely]). In short, it has been reduced in frequency but still occurs at times.

I have found that a way to get around this bug is to fire the cannon again after the loop goes. Sometimes twice, it will turn off. When I'm HW, this bug happens about every third time I use the cannon.

Yes it is VERY annoying, mostly because the AC sound is very loud and piercing.

J3000
07-09-2004, 02:45 AM
Maybe thats why i didn't get a response from "Eric" when i sent out my bug list to him last week. Mine was no where near as professional as this one. Oh well.. I feel somewhat responsible for starting the "update TFC" wave here on steam forums last week, and I'm glad that people are jumping on the wagon to update it as well. Power speaks in numbers.Thank god Whit wrote this. We might still be here wondering if we will get a update or not. Now we are waiting instead of hoping.

Sweeeeeeeet!!. (crosses fingers)

Theres a lot more bugs there then i even knew of. whew!! Thats a lot. Thanks for getting there attention Whit. We needed it.

3 Cheers for TFC ... woohoo!

SpannerSpammer
07-09-2004, 03:42 AM
Originally posted by Whit
Name: Passing Through Door Heals Caltrop Wounds.

Explanation: Another strange bug. When wounded by a
scout's caltrop, a player with reduced mobility can simply pass
through a door entity and have their injuries magically healed.
This may extend to sniper leg shot victims but I haven't tested
the theory.

This isn't really a bug per se, it's just a weird feature of the
HL func_door entity: Doors can give health.

You can make the doors in a Map give health by setting the
healthvalue Key (using SmartEdit in Hammer since this key
isn't supported in the fgd file).

When a player triggers a door ( either via a trigger field or a
button), a TakeHealth function is called on the player and
any non-timebased damage that the player has will be cured.

Note: Drowning a little, and then coming up for air will
also cure leg damage because the same TakeHealth
function is called on the player.

------------------------------------------------------------------------------
Here are some bugs that were not listed:

Name: Cap point bug in Warpath.

Explanation:
A weird occasional bug like the Rock2 gas suit bug:
If a player caps a point, and then an enemy player caps
the same point, the first player cannot recapture the point
unless they die.

Fixes: ?? It wasn't broken before STEAM...

-------------------------------------------------------------
Name: Well map bug.

Explanation:
This is an architecture related bug:
In the Blue base Flagroom, on top of the short
pipe that leads to the exterior water access (the long pipe),
a player can walk right through the wall into solid geometry.

Fixes: Fix the brushes at this location.
In fact, fix the entire network of pipes in this map.
I've personally been grenade blasted clear out of the map
from inside of these pipes on a few occasions...

-------------------------------------------------------------
Name: Badlands map bugs.

Explanation:
There are numerous bugs in the Badlands map:
1. The 2 ammo packs in the Blue flagroom give 100 cells,
while the ones in the Red flagroom give 75 cells.
Engineers will understand the relevance if this discrepancy...
2. The func_rotating (fan) entities do not work.
3. Architecture bug above the Red base side door, at the corner
where the Base wall meets the rock wall. You can walk partially
into the solid geometry here and "drown".
4. Missing info_tfgoal entity with a "goal_no" of 100.

Fixes:
1. Equalize the "ammo_cells" KeyValue for the info_tfgoal
entities in both Flagrooms.
2. The "spawnflags" KeyValue of the func_rotating entities
need to include the "SF_BRUSH_ROTATE_INSTANT" bit for
them to automatically start up after the map loads
...OR...
func_button entities can be used to trigger them on and off.
3. Fix the brushes at this location.
4. Replace missing entity.
----------------------------------------------------------------------------------

nagolxela
07-09-2004, 05:30 AM
Name:Dustbowl Respawn bug

Description: When you die on stage 2 or stage 3 of Dustbowl, you (very rare) can respawn back on stage 1 trapped behind the gates unable to continue play unless you switch classes.


This has only happened to me 3 times. Now that I think of it, they were all on the same server. Maybe I was the victim of an admin joke.

Whit
07-09-2004, 09:21 AM
I got a second reply from Eric while I was sleeping, I'll just copy & paste my post from the F2C forum:

I just checked my e-mail account and had a second reply from Eric, it reads:

Subject : RE: TFC Bug List

I don't have a time frame for when we'll have some of these things fixed and ready to release, but we'll definitely look into them. The list you sent has already sparked some conversations here.

I'll let Matt know. =)

-Eric

-----------------------

I just sent him another e-mail adding 4 more bugs , the blurry cross hairs one and 3 mentioned on the steam powered forums.


quote:
Name: Forced team change bug
Explaination: Pressing N (alias changeteam) to goto the change team screen, then pressing cancel, will force you to change team when you next press jump. Very infuriating if you pressed N by accident.

By rebo


quote:
Name: Well map bug.

Explanation:
This is an architecture related bug:
In the Blue base Flagroom, on top of the short
pipe that leads to the exterior water access (the long pipe),
a player can walk right through the wall into solid geometry.

Fixes: Fix the brushes at this location.
In fact, fix the entire network of pipes in this map.
I've personally been grenade blasted clear out of the map
from inside of these pipes on a few occasions...

-------------------------------------------------------------
Name: Badlands map bugs.

Explanation:
There are numerous bugs in the Badlands map:
1. The 2 ammo packs in the Blue flagroom give 100 cells,
while the ones in the Red flagroom give 75 cells.
Engineers will understand the relevance if this discrepancy...
2. The func_rotating (fan) entities do not work.
3. Architecture bug above the Red base side door, at the corner
where the Base wall meets the rock wall. You can walk partially
into the solid geometry here and "drown".
4. Missing info_tfgoal entity with a "goal_no" of 100.

Fixes:
1. Equalize the "ammo_cells" KeyValue for the info_tfgoal
entities in both Flagrooms.
2. The "spawnflags" KeyValue of the func_rotating entities
need to include the "SF_BRUSH_ROTATE_INSTANT" bit for
them to automatically start up after the map loads
...OR...
func_button entities can be used to trigger them on and off.
3. Fix the brushes at this location.
4. Replace missing entity.

By SpannerSpammer

chryosis
07-09-2004, 09:56 AM
This isn't really a "bug" but I think it's important. The pyro's flamethrower needs to be fixed where it actually lights people on fire when the sprite hits their hitbox.

You have to hit directly in the center of the player at exactly the right time to set someone on fire. This may also be true of blue pipes but they aren't supposed to be accurate anyways I don't think.

Also, another thing I don't understand, is why the pyro dies from ONE emp. The soldier can take more (his ammo should be very explosive to?), as can the HW (who really only should be able to take 1 emp with all that ammo!).

Some people might want to talk about some things that valve could do to generally "fix" the game (fix some classes, etc...).

FourStroke
07-09-2004, 12:11 PM
NIce to see some response from Valve on these issues :)

Snowknight26
07-09-2004, 02:29 PM
Great list Whit! Im glad to see that someone at Valve cares about TFC. :D

Name: Teleporter text bug

Explanation: If you build a teleporter entrance or exit, instead of text appearing in the middle of the screen saying "Teleporter exit (or entrance) built", it shows something similar to #teleporter_exit_built. This also happens when you personally build a teleporter and try to view its health. It shows as something similar to #teleporter_exit_health.

† T-Rex †
07-09-2004, 04:03 PM
Originally posted by chryosis
Also, another thing I don't understand, is why the pyro dies from ONE emp. The soldier can take more (his ammo should be very explosive to?), as can the HW (who really only should be able to take 1 emp with all that ammo!).

I agree with the flame thrower bug, but about the EMP grenade... I've been a soldier full health and been taken out with one EMP before. It was because of all the backpacks surrounding me. The more backpacks, the more powerful the EMP, and the farther it reaches.

I've seen a guy take out the entire opposing team with one EMP! All you need is for them to be cluttered together and have a bunch of backpacks all over the ground. BOOM!.

Athrency
07-09-2004, 04:32 PM
great work on the buglist! :x and also very cool that it's talked about by valve :>Originally posted by Snowknight26
instead of text appearing in the middle of the screen saying "Teleporter exit (or entrance) built", it shows something similar to #teleporter_exit_built.I think this is because you might have copied over the titles.txt file from your WON TFC dir by accident. If there's a titles.txt in your steam\SteamApps\username@account.com\team fortress classic\tfc dir, you can get those messages back by deleting it (or renaming it, moving it or whatever you wanna do with it :p).

Fester
07-09-2004, 05:24 PM
Originally posted by chryosis
another thing I don't understand, is why the pyro dies from ONE emp. The soldier can take more (his ammo should be very explosive to?), as can the HW (who really only should be able to take 1 emp with all that ammo!).

In game terms its because pyros carry a lot of cells. A fatty or soldier who discards ditches all his cells, but a pyro keeps them because they're the ammo for the flamethrower.

In balance terms its because pyros are annoying, and in order to balance their annoyance level you can annoy them back by EMPing them :p

Also, it looks artistically pretty when they go off in a gigantic fireball ^_^

Hampster
07-09-2004, 05:24 PM
Originally posted by chryosis
This isn't really a "bug" but I think it's important. The pyro's flamethrower needs to be fixed where it actually lights people on fire when the sprite hits their hitbox.

You have to hit directly in the center of the player at exactly the right time to set someone on fire. This may also be true of blue pipes but they aren't supposed to be accurate anyways I don't think.

Also, another thing I don't understand, is why the pyro dies from ONE emp. The soldier can take more (his ammo should be very explosive to?), as can the HW (who really only should be able to take 1 emp with all that ammo!).

Some people might want to talk about some things that valve could do to generally "fix" the game (fix some classes, etc...).

I'm pretty sure the amount of damage the EMP makes is directly related to the amount of "metal" (per se) within the blasting range. Since pyro and engie carry a lot of it with them (at most 200), they blow up fast. For some reason, in STEAM, hw's are harder to blow up with EMPs (it typically takes two now), and I guess it's because of that principle. ..

..don't quote me on it, but I think that's how EMPs work.

Hampster
07-09-2004, 05:26 PM
Originally posted by Fester
In game terms its because pyros carry a lot of cells. A fatty or soldier who discards ditches all his cells, but a pyro keeps them because they're the ammo for the flamethrower.

In balance terms its because pyros are annoying, and in order to balance their annoyance level you can annoy them back by EMPing them :p

Also, it looks artistically pretty when they go off in a gigantic fireball ^_^

That's hilarious, we posted the exact thing at the same time. :p

Fester
07-09-2004, 05:34 PM
nah, not exactly the same time - I beat you by 2 whole minutes!

Hampster
07-09-2004, 05:36 PM
Originally posted by Fester
nah, not exactly the same time - I beat you by 2 whole minutes!

Weird. It shows up on my computer as the same.

BUG!. :p

Whit
07-09-2004, 07:04 PM
For some reason, in STEAM, hw's are harder to blow up with EMPs (it typically takes two now), and I guess it's because of that principle. ..

That was because of a bug fix by Valve I think, in WON a Scout (for definate) and a HW (I think ;/) couldn't discard their ammo properly and as such were more at risk to an EMP.
If you remember on WON when a scout died he dropped 100 Armour cells (or something similar) so it was very easy to upgrade SGs on a scout rush (clan match talk), this bug was sorted on Steam so a scout could drop their ammo bags, now they only drop like 10 armour cells or something similarly low if they remember to discard before dieing.
I think the same principle applys to the HW as on WON a HW bag had 0 armour cells in it so it was worthless to an engineer, now the HW can discard some cells I think.

(Did any of that make any sense? ;/ Even if it did I'm not entirely sure I'm correct about the HW).

J3000
07-10-2004, 03:57 AM
I want to know why i stick to HW's like glue. I understand that they are "Heavy" and "unmovable" but.. do i have to stick to them when im around them? Seems like a bug to me. Fix the sticky HW's please.

Minor bug. :)

Blackcrisis
07-10-2004, 09:44 AM
simply wow, some of these things Ive never even heard of good job for pointing them out.

Gange
07-10-2004, 10:27 AM
Im glad to finally hear of some response from valve. And its been pinned to the top of the forum! Lets hope they do actually take some real action this time, Its not the first time they have responded with a message to most of those bugs with promises of fixing. But i'm hopeful for a change.

Hampster
07-10-2004, 11:23 AM
Originally posted by chryosis
Name: Respawn Death Bug

Explanation: Sometimes when you die, and you want to change classes while dead, the game will force you to spawn first, and then kill you.

Example: I get killed. I am still dead, I push my changeclass button. I select soldier (I died as a medic). I respawn as medic and die. I respawn again as Soldier.

I got something similar to this whilst playing Hunted the other day:

Name: Class Changing Bug

Explanation: If, while one's alive, they hit B (changeclass) and decide to switch from one class to another the next time they die and they continue to play until they die so they can switch classes. However, when a member of the opposing team attacks and kills that person, that person is sometimes killed by "worldspawn"; in other words, it doesn't register the frag for the attacker, but the one who got "worldspawned" does change classes successfully. I suspect it has something to do with the classchange.

SpannerSpammer
07-11-2004, 01:38 AM
Name: Flashlight bug.

Explanation:
This bug isn't limited to TFC, it also currently exists in other
multiplayer games (such as HL DM ). If a player dies with the
flashlight on, his corpse will have the flashlight permanantly
enabled, until the corpse entity (bodyque) is reused again
by someone dying without having the flashlight enabled.

Fixes:
Fix the CopyToBodyQue() function; filter out any entity
effects ( "EF_DIMLIGHT" in this case) that shouldn't be
copied from the Player over to the bodyque entity.

Gange
07-11-2004, 04:55 AM
Not the most major bugs/exploits but worth reporting if we have Valve's attention. I had a flick through and didn't see them reported in this topic.

Bugs:

Name: Echo Commands

Explanation:
The use of echo commands ingame will not show up, on the screen, they will only appear in the console. This makes use of scripts, for communication for instance a pain as echo commands are often used to remind you what key will say what. This also does not show up some TFC game/map specific messages like who has the flag and how long your are setting the detpack for etc.

For instance you might put in an echo command that will display on the top of the screen "1= yes 2= no P= on my way R= incoming via water" etc etc, if you can't remember what key is what, its pointless to use and can cause breakdown of communication. Ok not major but still something removed in Steam that was in WON, and a great user to many TFC players and clans.

Name: Avanti Gate

Explanation:
The Avanti gate for the attackers does not always close on the start of a new round, this means its open. However in about 30-45 seconds when the round is meant to officialy start the gate will close locking the attackers inside for the rest of the ENTIRE game. The only fix is to capture the first point before the round starts and the door closes so you can respawn outside cap 1, which requires cooperation with the defending team to let you usually.
Bug caused by who ever caps 4 and changes teams right away.

Name: Infinite Flame Ammo

Explanation:
Usually based on the pyro. This is used by changing to the crowbar and flamethrower fast using scripts, your shown attacking with a crowbar but shooting flames too, this means they don't use any ammo. I had forgotten all about this till I saw it being used just last week on steam.

Addions:

Server MOTD - It needs upgrading so it can work like CS' and DoD's MOTD
Teleporter cvar - Could do with a cvar to disable/enable on the server or just specific maps

JohnnyP
07-11-2004, 11:00 AM
not a bug, I know, but im sure many people would appreciate a more modern explosion sprite ;p
and then *lock* that sprite
and how about locking some commands as see on rebo's screenshot above (tracerabuse?) ;o]

Ripm2shreds
07-11-2004, 03:53 PM
Originally posted by Gange
Name: Avanti Gate

Explanation:
The Avanti gate for the attackers does not always close on the start of a new round, this means its open. However in about 30-45 seconds when the round is meant to officialy start the gate will close locking the attackers inside for the rest of the ENTIRE game. The only fix is to capture the first point before the round starts and the door closes so you can respawn outside cap 1, which requires cooperation with the defending team to let you usually.
------------------------------------------------------------------

Bug caused by who ever caps 4 and changes teams right away.

rebo
07-11-2004, 07:33 PM
You can fix the avanti bug by standing under the doors when they close, they ping back up. and its fixed for rest of round.

Gange
07-12-2004, 11:20 AM
Excellent rebo and ripm2shreads, thx for that :) probably caused it myself a few times heh.

wiglaf
07-12-2004, 03:10 PM
Did you send in the warpath bug? It seems like you skipped over the only bug in tfc I actually care about Whit.

Quoted:
----------------------------------------------------
Name: Cap point bug in Warpath.

Explanation:
A weird occasional bug like the Rock2 gas suit bug:
If a player caps a point, and then an enemy player caps
the same point, the first player cannot recapture the point
unless they die.

Fixes: ?? It wasn't broken before STEAM...
-----------------------------------------------------

I'm amazed you got a response from valve... so if you could do the honors and make sure this bug gets sent in somehow, that'd be great. Thanks for all your effort.

Decibel
07-13-2004, 05:37 AM
Originally posted by Whit

(Did any of that make any sense? ;/ Even if it did I'm not entirely sure I'm correct about the HW).

Correct Whit. Lisa and me verified it in the last match on roasted, HW's now give 50 metal (which makes roasted engy a bit easier =)).

I think scouts give 0 metal now if they discard? Will have to check tonight.

What IS annoying and potentially a bug is that if you are a soldier or HW and you pick up a discarded ammo bag, you can't see whether it's got any metal in it like on WON tfc. All you see is whether it's got rockets/shells, the metal symbol has disappeared!

--
#[TsK (http://www.thesuicidekrew.org/)] on Quakenet (http://www.quakenet.org/)

almandareo
07-13-2004, 03:01 PM
Originally posted by Ripm2shreds
Originally posted by Gange
Name: Avanti Gate

Explanation:
The Avanti gate for the attackers does not always close on the start of a new round, this means its open. However in about 30-45 seconds when the round is meant to officialy start the gate will close locking the attackers inside for the rest of the ENTIRE game. The only fix is to capture the first point before the round starts and the door closes so you can respawn outside cap 1, which requires cooperation with the defending team to let you usually.
------------------------------------------------------------------

Bug caused by who ever caps 4 and changes teams right away.
I do that all the time because I change to engie. So I switch, then switch back immediately and chose engie.
Or I just switch so I can attack again.

Bad Luck
07-13-2004, 10:51 PM
http://www.steampowered.com/forums/showthread.php?s=&threadid=100869



^ I've reinstalled steam and redownloaded TFC twice, and I still have this problem, and I hate it :(.

Snickers200451
07-14-2004, 10:17 PM
Name: Nailgun and super nailgun bullets go through walls
Be a scout or medic, get your nailgun or super nailgun and touch a wall look at it and shoot it, it doesn't show any decals, it really goes through the wall (works with glass too)

SteveP
07-15-2004, 11:23 AM
Not seen this bug posted.

Name: Spy Health Bug
Enemy spys disguised often show up as having minus health when reported on screen by crosshair. This bug obviously helps you spot spys more easily, leaving the spy class at an obvious disadvantage.

cheer
07-15-2004, 12:28 PM
Originally posted by Bad Luck
http://www.steampowered.com/forums/showthread.php?s=&threadid=100869



^ I've reinstalled steam and redownloaded TFC twice, and I still have this problem, and I hate it :(.

looks like your worse than bad luck strikes again :((((

have you tried reformatting? (serious)
sounds more comp related than hl/steam tbh

Fester
07-15-2004, 08:27 PM
Originally posted by SteveP
Not seen this bug posted.

Name: Spy Health Bug
Enemy spys disguised often show up as having minus health when reported on screen by crosshair. This bug obviously helps you spot spys more easily, leaving the spy class at an obvious disadvantage.

I don't know that I'd call that a bug.

The health that gets reported is the health of the player that the spy has disguised as; they take on minor visual attributes of that player, including their apparent health.

ZenKilliZen
07-16-2004, 03:29 PM
Its people like this in allmost all above posts is why I have been playing TFC for allmost 4yrs
and will continue to do so I have experienced allmost all the bugs forementioned in whits post
and jst points out how tight nitched this community is and has been and forever will be TFC is
to me an incredable infrastructure within the game and the people who flow with it and I for one
am very happy to see some real love with some possible real time results for the future.

In short I really trully care chalk one up for me!

P.S. Valve please please do not destroy TFC 1.5 with a TFC2 that moves to a cs realism ploy. This
community is still around and strong all the way through for count the years...

In retrospect Valve shoulda charged for TFC 1.5 mod rather than use it as a model to mod makers as proof
so that it in TFC coulda got more attention I Think is only reason I see TFC lagged for updates There is
know way valve could not have known about these bugs in the first place I think its jst finally being addressed..

ZenKilliZen
07-16-2004, 03:47 PM
eek forgot this besides all of the above mentioned for wub of god can tfc get a web style motd.txt like CS and DOD has please?

Ripm2shreds
07-16-2004, 03:58 PM
Originally posted by ZenKilliZen
eek forgot this besides all of the above mentioned for wub of god can tfc get a web style motd.txt like CS and DOD has please?

omg yes!

cheer
07-16-2004, 06:45 PM
My personal opinion on them: I hate those

It lags me to death upon joining a server, 500 ping for 5-20 secs depending on the content

No I dont have 56k

southernrebel
07-19-2004, 07:14 PM
Originally posted by nagolxela
Name:Dustbowl Respawn bug

Description: When you die on stage 2 or stage 3 of Dustbowl, you (very rare) can respawn back on stage 1 trapped behind the gates unable to continue play unless you switch classes.


This has only happened to me 3 times. Now that I think of it, they were all on the same server. Maybe I was the victim of an admin joke.

Nah aint a admin joke..on my 32 pub dustbowl on cap 3 I noticed today that most of the blue team when they spawn they go to cap 1..but 5 or 6 spawn at cap 2 like normal... and once we break spam and go on it dont spawn them back to 1 anymore..its very annoying due to I have large server and it's always full. And also fix the bug that the server kicks randomly...for example 32 people..server kicks 16 and one time it had 20 people in it, and it kicked 10. I found out it's not my server doing this alone so it's not plugin's or my host etc. I found threads in linux section of 32 pub tfc servers doing the samething as well and it's killing the servers sometimes it kicks sometime sit dont but when it kicks it lets the ones that were kicked auto join again and then kicks again for about 10 min...annoying

lilbro
07-20-2004, 12:31 PM
The biggest problem currently among the north american community is the whole clear explosions deal.

I have two requests:

1) What is Valve's stance on clear explosions? Do they approve of them and consider them a part of the game/customizing? Or do you feel that they are exploiting the ability to customize and should not be allowed?

2) If the latter, can you somehow throw in a sprite inconsistancy for just certain aspects of the explosion? I have no idea how you could do this, but I'm sure it is somehow possible to limit certain variables of the sprite.

On www.thecatacombs.net (north american tfc's popular forum) there are atleast 6 threads at any given time that somehow relates to this whole clear explosions mess.

cheer
07-20-2004, 01:35 PM
Yet it's rediculous argument, WOW HE CAN SEE SOMEONE FOR A SPLIT SECOND WHILE THE OTHER CANT

I've never used clear explosions either, I just think the whole thing is hilariously funny :/

CG1
07-20-2004, 07:17 PM
Originally posted by KoncreteAngel
who cares about tfc anymore? only about 100 people play it
w t f, tfc is teh win

lilbro
07-20-2004, 09:36 PM
Originally posted by cheer
Yet it's rediculous argument, WOW HE CAN SEE SOMEONE FOR A SPLIT SECOND WHILE THE OTHER CANT

I've never used clear explosions either, I just think the whole thing is hilariously funny :/

I agree completely. I used clear, but after I got sick of them, I switched to Jabroni's explosion but reduced length because personally I find explosions in any matter really ugly. Since this whole metamod nonsense ive been using default, and I have killed TONS of people through the explosions just fine. It isnt that hard to shoot in the general area they were a second before the explosion hit. The arguement (on both sides really) is pathetic. The anti-explosion side is all about a "level playing field" which is complete bull****, and if you tell them that, they completely freak out. The pro-explosion crowd is just pretty funny how they are now freaking out that metamod is in place, clarifying theyve been using the illegal explosions since they can remember.

The stupidest thing I find in all of this, though, is just that we arent allowed to customize something that VALVe said we could. It is more of the principal of the matter, not as much as the explosion itself. In TFC we should be allowed to do what we want, and the admin dictatorship of the community completey disregards that.

Fester
07-21-2004, 08:36 AM
Explosions blocking vision is part of game balance - if someone chooses to throw out a lot of undirected fire in the hopes of scoring a hit, they should pay for it by not being able to see whats going on.

Originally posted by lilbro
It isnt that hard to shoot in the general area they were a second before the explosion hit.

I'm guessing that you've never played defence in a clan match against an offence team that actually know what they're doing.

Good offence players use defence explosion spam to cover their movement - and they aren't going to be standing still waiting for your rockets to arrive through the opening layer of spam, they're long gone by the time the rockets hit.

[DW]Defrag
07-21-2004, 04:29 PM
Quite simply put: The closer someone is to you, the more they move across your screen in the same time period. As they get closer and closer, they get faster and faster. Ergo, once someone is in rather close and strafing a lot, an explosion sprite covering their path for half a second can be enough to haul [color="#FF66FF"]♥[/color][color="#FF66FF"]♥[/color][color="#FF66FF"]♥[/color] behind you and do some damage -- particularly if you're playing HW and firing at the time. They argument that they're not a definite advantage just doesn't hold up -- especially in spammy positions or when HWs are involved.

cheer
07-22-2004, 04:54 PM
I'm just not seeing why it's a big deal

it's a small advantage for a small amount of time

most of the time it doesnt matter because:
1. The gren kills the enemy
2. The gren seriously wounds the enemy, and just aim spamming all over would kill him anyways

In the 3 1/2 years I've played this game I've used default explosions/recolors and I just don't see it as a big of deal thats worth lagging servers over

Everyone always mentions mirvs in this type of debate because it's the only situation where it might help a tiny bit


The whole tracer wallhack stuff is stupid too, if you can see the tracers coming through the wall... you can hear him. You can tell exactly where he is based on the sound + knowledge of the map.

The league admins need a bit of common sense tbh

JohnnyP
07-23-2004, 01:17 AM
Originally posted by cheer
I'm just not seeing why it's a big deal

it's a small advantage for a small amount of time


imagine dropping down sd2 ramp with flag, 10 h, there is supposed to be frag. gren going off top ramp, blocking their field of view, but if they use clear sprites they can safely see you, kill you, and seeing some clans "win at all cost" tactics, flag could be returned from ramp too ;p


this isnt "small advantage", especially if its a close match where every cap counts
(highly unlikely^^)

cheer
07-23-2004, 10:29 AM
it's just not a big deal imo, the soldier/hw/whatever could of spam aimed through the gren and hit him, i used to do it all the time

although it really doesnt matter to me, i dont play the game anymore, i just like to argue :)

Fester
07-24-2004, 03:37 AM
I like to argue too :)

If they don't see them in the first place to aim (let alone fire) because of the gren, then there's a pretty obvious advantage to using clear explosions.

uBeR
07-25-2004, 05:37 AM
Notice: Keep an eye out on this post. I have already made several updates with new bugs.

9 others bug that weren't mentioned in the main post. I don't know about inbetween because I didn't read the other 5 pages.

---------------
If you wish to contact me on further information or demos regarding these bugs, my email address is uber10@yahoo.com. Demos will be made for each bug upon request.

In order of least sevirity/priority to maximum.

Name: Well map bugs
Explanation: There are 2 bugs that can be produced on the map Well. The first one is least severe.

-While being on any team and any class you can go into the blue flagroom (or is it red? I forget), and jump from the bridge onto the top of the pipe that leads to the respawn. While holding forward , and being in the center of the pipe, you can walk right through the brush (wall). While on in the brush you are able to conc up (with Medic or Scout), and able to walk above the map, without being seen. However you cannot do anything while being in the brush.

-The second bug is the same in concept, however you are able to cause damage. While being any class on any team you can go into either the red or blue base's water pipes. while being in the little corner of the water which connects the 2 pipes from the yard to the flagroom you able to be det packed all the way into the enemy's base. First you must be in the closest corner to the 2 pipes, and then have a Demoman set a det pack behind you on the floor in the water. You will go soaring through the entire map until you reach the water pipe that connects the flagroom and respawn. From there you can exit from the wall and into the enemy's flagroom, usually unoticed.

Demo is availible for both. Hard to understand without them.

Name: Bouncing Gas.
Explanation: While being a Spy, you can simply hold down your gas grenade button until it explodes. When it does explode the gas grenade keeps bouncing up and down. It does seem really quite harmless, but it can affect people it usally wouldn't under normal conditions. Plus when using this bug on a slope (say on the edge on the top of a hill, or more popular is the slope just outsides the battlements on openfire), the gas pill grenade will run down the slope and bounce accross the map until it meets another wall and then will continue to bounce back towards the way in which it came from, thus spreading out the area of possible damage, until the gas grenade ha worn off.

Name: Invisible Spy w/ Quad
Explanation: This bug allows Spies to go totally invisble. No one can see them, not even their own team mates. A Spy must simply first obtain quad damage in anyway and feign until the quad has worn off. Once the quad has worn off the Spy can unfeign and he will be totally invisble until that Spy dies. Only can occur on maps that have quad. Demo availible.

Name: Disappearing Conc.
Explanation: As many of you know, conc jumping is a popluar thing. Myself being a concer, I do enjoy playing concmaps (maps with courses that range from any difficulty in which you must conc through). Some may not consider it a bug, but I find it as one nonetheless. Of those of you familiar with juggling a conc (using as many concs givien to you in a row in oder to boost you to considerbly high distances), when priming a concussion grenade while at a high distance in the air, then droping it it at 1 beep or before while you're falling the conc will disappear and have no affect at all. No sound, no explosion, nothing. Under normal conditions the conc would have hit you if you had your timing right (assuming you did), but the conc disappears and does nothing. If you're a concer I'm sure you're well aware of what I'm talking about, but if you're not this explination wont really help you understand. A demo is availible, and does help understand what I mean.

Name: Warpath and Prematch
Explanation: If prematch is enabled on a server, and the map is changed to warpath, the gates wont open once the prematch is over. Edit: Happens on all maps with gates set to open after a period of time (avanti, dustbowl, etc).

Name: Warpath and Cap points
Explanation: Once an enemy captures a command point besides the 1 or 5, and recapture it, the enemy player cannot recapture it until that player dies.

Name: Sticky Door.
Explanation: Exactly like the sticky lift (often happens when going up a lift--you get stuck upon reaching the top). It's the exact same for the door, however less frequent. Happens out of the blue. One could just run through a door and get stuck in it (most popular in badlands and openfire). Hard to reproduce. Only happens on doors that open vertically. Quick solution is to always jump though the doors.

Name: Team Switch Death.
Explanation: Many times upon accidentally pressing N (default for changing teams), then pressing cancel (so you won't changes teams), you'll get switched over to a different team after pressing your jump key. Doesn't always happen when trying to reproduce. I think it happens only if you press some other button while being in the team select screen. Very frustrating nonetheless.

Name: True Tracer Only.
Explanation: A lethal tool for the Heavy Weapons Guy indeed. This bug lets the HW see only the true tracer (there are 3 tracers, only one is the real bullet). Makes for perfect conc aim. I'm not going to say how to reproduce it here, but if any Valve employee is interested I'd be glad to oblige and make a demo if needed (uber10@yahoo.com). All I'll say is that it uses another very old TFC bug not listen here.
---------------


Feel free to add this on to the main post. It'd be great if someone did.

P.S. I think they've finally fixed the thin brush nail exploit. Upon many attempts to try it, it never worked. The nail would go into the ceiling, but when the nails were about to come out, the grenade droped out just enough so it woulnd't carry out its exploit. GJ on finally fixing that one. Now fix the other few dozen. :)

robbo1111
07-26-2004, 03:40 AM
Originally posted by nagolxela
Name: Dustbowl Respawn bug

Description: When you die on stage 2 or stage 3 of Dustbowl, you (very rare) can respawn back on stage 1 trapped behind the gates unable to continue play unless you switch classes.


This has only happened to me 3 times. Now that I think of it, they were all on the same server. Maybe I was the victim of an admin joke.

This happens in Pointdehoc and some other Dustbowl style maps as well.

JohnnyP
07-26-2004, 04:17 AM
Originally posted by uBeR


P.S. I think they've finally fixed the thin brush nail exploit. Upon many attempts to try it, it never worked. The nail would go into the ceiling, but when the nails were about to come out, the grenade droped out just enough so it woulnd't carry out its exploit. GJ on finally fixing that one. Now fix the other few dozen. :)

umm no
its still there, tried on LAN and it worked still ;E

oh and its *explanation* :/

LoB
07-26-2004, 06:57 AM
Yep, just tried it, worked "well" on the very first try.

Snowknight26
07-26-2004, 05:20 PM
Originally posted by SteveP
Not seen this bug posted.

Name: Spy Health Bug
Enemy spys disguised often show up as having minus health when reported on screen by crosshair. This bug obviously helps you spot spys more easily, leaving the spy class at an obvious disadvantage.

^^ - what fester said, and also, spies sometimes show ****** as their name. For some reason, it tries to show the spectators (if there are any spectators) name but just 5 or 6 *'s.

JohnnyP
07-26-2004, 06:36 PM
we once built dispenser on railtrack on subtransit, then had train go against it....
first time its health was just ********
then it started going from ~ -28000 to 28000, looping...


also we built sg on tracks above water, then had train go towards it... tripod fell into water, the rest of sg moved infront of a train until it crashed against the wall

oh and another bug...
there was this way to build hundreds of dispensers, on avanti...
build dispenser infront of respawn gun, then have somebody from opposing team sit behind it, respawn gun will start hitting dispenser, and whoever built it can build loads more ;P

CG1
07-26-2004, 07:14 PM
i think spies should be harder to spot. when friendly fire is off its piss easy to spot a spy by shooting a shotgun at them.

uBeR
07-26-2004, 08:25 PM
Originally posted by JohnnyP
umm no
its still there, tried on LAN and it worked still ;E

oh and its *explanation* :/
Hmm, I have tried it on the FOTL server on mulch_dm, and after tons of tries it didn't work.

Btw thx on the spell check. I copied/pasted so I guess I didn't catch it. :p

erERERE
07-27-2004, 05:57 AM
Name: True Tracer Only.
Explanation: A lethal tool for the Heavy Weapons Guy indeed. This bug lets the HW see only the true tracer (there are 3 tracers, only one is the real bullet). Makes for perfect conc aim. I'm not going to say how to reproduce it here, but if any Valve employee is interested I'd be glad to oblige and make a demo if needed (uber10@yahoo.com). All I'll say is that it uses another very old TFC bug not listen here.

That's not a TFC bug and you don't have to do anything in game to actually reproduce it, anyone who plays HW will have it without changing any settings.

The true bug is the way you can change this tracer in length colour and speed.

And can people please keep this thread to TFC BUGS not what they would like changed in the game......

uBeR
07-27-2004, 06:01 AM
Wow. Lets not be totally ignorant. If you haven't got a clue of what I'm talking about, don't respond in such a harsh manner.

I'm talking about totally eliminating the other 2 fake tracers. And I'm not talking about using some dumb console commands everyone uses. Besides, as far as I know, metamod can block those commands (which btw are not used in this bug). No person who just seletcs HW out of the selection will autotmatically have only 1 tracer. There are 3 tracers, 1 of them true. With the bug I'm talking about, you don't see the other 2. They disappear.

This bug needs to be fixed

Kthx.

uBeR
07-27-2004, 06:39 AM
BTW:

"We appreciate you taking the time to send us the list of issues with
TFC. Yes, we're collecting these so we can look into them when we have
time. Right now, most of our energy is being spent on Half-Life 2.
Once Half-Life 2 has shipped, we'll have more resources to work on TFC.
We'll be updating TFC again as soon as we can.

Thanks again.

-Eric"

Flesh
07-27-2004, 11:39 AM
nice work with the list whit

also id like to add the doorbug. You can get stuck on doors, vertical doors only, and there seems to be little you can do about it, once stuck. Occasionaly i got free by crouching and simply walking off the door, but this doesnt work always. Only had it on the maps Badlands & well so far, but its really frustrating being a "sitting duck".

uBeR
07-27-2004, 03:51 PM
Thanks. :)

[cDD]Slash
07-27-2004, 07:29 PM
First of all, thanks to the people making this thread. Hopefully Valve will fix some of these things that have been a real pain in the [color="#FF66FF"]♥[/color][color="#FF66FF"]♥[/color][color="#FF66FF"]♥[/color] for YEARS.

Yet it's rediculous argument, WOW HE CAN SEE SOMEONE FOR A SPLIT SECOND WHILE THE OTHER CANT

I've never used clear explosions either, I just think the whole thing is hilariously funny :/

You know what's hilariously funny? How ignorant you are on the subject. With the ETAA plugin starting to be tested on some NA servers, a lot of players have switched back to "normal" sprites and express how much it sucks. If you don't think a split second of blindless makes much of a difference in competitive matchplay, you are the one with a ridiculous argument.

A HWG with modified tracers to make him unconcable and able to see through tons of MIRV spam is totally wrong, imo.

Sure, good HWGs will be able to predict where you are behind an explosion and be able to aim while conced, I have no problem with that. But an average player is able to get similar abilities by modifying the game.

Valve should lock those resources and maybe update some of those 5 year old sprites :P

uBeR
07-27-2004, 09:10 PM
They need to make the explosion sprites 3D, like in CS :)

erERERE
07-28-2004, 04:42 AM
Originally posted by uBeR
Wow. Lets not be totally ignorant. If you haven't got a clue of what I'm talking about, don't respond in such a harsh manner.

I'm talking about totally eliminating the other 2 fake tracers. And I'm not talking about using some dumb console commands everyone uses. Besides, as far as I know, metamod can block those commands (which btw are not used in this bug). No person who just seletcs HW out of the selection will autotmatically have only 1 tracer. There are 3 tracers, 1 of them true. With the bug I'm talking about, you don't see the other 2. They disappear.

This bug needs to be fixed

Kthx.

Yea i read that a bit wrong :P Can't see where i was harsh tho unless you think i'm refering to you with the game changes ???

I'd (and a few other european head admins) would be very interested in how this is done as it's never come up at all afaik.

Any chance you can find me on irc ?

uBeR
07-28-2004, 05:22 AM
Yeah, misinterpreted what was said.

SpannerSpammer
07-29-2004, 12:17 AM
Keeping this thread ON Topic:

Name: Ghost Teleporter glow.

Explanation:
Sometimes when an active teleporter is destroyed, it's glow
effect remains. This usually happens on laggy servers.

Fixes: ??

uBeR
07-29-2004, 03:14 AM
Originally posted by SpannerSpammer
Keeping this thread ON Topic:

Name: Ghost Teleporter glow.

Explanation:
Sometimes when an active teleporter is destroyed, it's glow
effect remains. This usually happens on laggy servers.

Fixes: ??
THis happens with detpacks too. Sorta.

Sometimes after a detpack is defused or explodes, the little red stays in the spot where the detpack. Didnd't list it, but I didn't think it was that important.

Dospac
07-31-2004, 01:16 AM
Much of what you are posting here are issues with Metamod/its various plugins and HLDS/TFC. There appear to be a bunch of obvious problems with the current TFC code that when fixed should improve MM compatibility. I had a brief correspondance with Valve about TFC in early 2003 and everything wrong with TFC bar the issues caused by the Steam update are currently standing within Valve's knowledge. With Steam, TFC never has gotten a proper update, as far as I can tell. They brought the game to a bare working level and left it at that. That's where we're at today. I'm pretty sure Valve has a hefty list of things that need to be fixed.

The best thing we can do is let them know how important it is to us that they fix the bugs and gameplay issues.

uBeR
07-31-2004, 03:26 AM
All the bugs I posted in my original post can be completed without the use of any customizations, hooks, wrappers, or other such plugins.

[DW]Defrag
07-31-2004, 04:38 PM
uBeR if your HW tracer hack involves using cl_lw 0, then it's pretty much worthless for any HW that pings over 30 :P

uBeR
07-31-2004, 08:11 PM
Lol. Like I said, you don't need any console commands for this.

btw, how'd you edit your title. :o

Zode
08-01-2004, 09:35 AM
Umm I'm not sure, but probably something to do with his avatar.

spamming n00b
08-01-2004, 01:46 PM
Nice work there,
It'd be nice to have these things fixed for TFC:Source ;)
Maybe a few weapon damage tweaks aswell... grens less powerfull etc.
Incorporate the server-side reduced-gren-radius mod perhaps.

PlagueTheDrone
08-03-2004, 12:31 AM
im not sure if these are already posted but here it goes anyways

walking feign spy(not tested on steam)
if you feign during pre-match when the pre-match is over your model is stuck in feign mode but you walk and shoot normally


dispenser armor bug
if you get armor from a dispenser the armor simply doenst "work"
you take damage like you have no armor on
the only way to fix this is losing some armor and let a engy repair you or get another armor(from spawn)


spy knife
the most bugged weapon EVER
most of the backstabs dont work
sometimes you get 1hit-kill by hitting ppl in the front

you need to understand alot about hitboxes to use this weapon

sebastian_diaz
08-03-2004, 03:32 PM
Hello, having encountered those comments from CS fundamentalists, I wish to add some things I like about it:

1)The central point is not killing:

Well, some people dont share my opinion, but it is not DM nor elimination-based... is quite enjoyable even if you are not a terminator of some kind.

2)Teamwork is quite flexible:

There are lots of task you can accomplish, and still be helpful to your team.

3)More relaxed
You dont have to go nervously down the corridors expecting some guy who will just give you a headshot and end your journey.


Regards


btw... I wasnt able to use my old cdkey, so, ill be back at the battle when i get a new one (in Chile=spend us$35 again)

chryosis
08-04-2004, 03:56 AM
Teleporter Entrance in Water?
I have seen this bug on well before. If you want to build a teleporter entrance in the respawn, you have to build it in the water of the only respawn in the map with water (this avoids the func_nobuilds in place on the map). When building the entrance in water, after you build it, you cannot use the teleporter even though it is active. You can swim all over the top of it to no avail. I do not know if this applies to water at all times, but I think it's a bug.

uBeR
08-04-2004, 03:54 PM
I doubt it's a bug. But it happens with all water.

Tassadar
08-04-2004, 06:30 PM
Ya it is not a bug IMO, the teleporter would have to teleport the water as well, and if the quantum recombinaison occur with your caracter and water, then what kind of result are you expecting? Pooridge lol.

chryosis
08-04-2004, 06:32 PM
Originally posted by Tassadar
Ya it is not a bug IMO, the teleporter would have to teleport the water as well, and if the quantum recombinaison occur with your caracter and water, then what kind of result are you expecting? Pooridge lol.

LOL yeah I guess you're right, but TFC (thank god) isn't intended for realism like Counter-Suck. I just want to know whether it was intended for the teleporter to be this way when it was put in the game, or if it's just a bug and will be removed.

nuggs
08-10-2004, 11:07 PM
please fix the bhop

get rid of the horrid 170% cap

also dispenser health doesnt show

nuggs
08-10-2004, 11:21 PM
also if you jump and try to fire the sniper rifle it says "cannot fire..." but at the end round when the scoreboard pops up that text comes back up and obscures scores

uBeRed
08-11-2004, 03:25 AM
Originally posted by nuggs
also if you jump and try to fire the sniper rifle it says "cannot fire..." but at the end round when the scoreboard pops up that text comes back up and obscures scores
This happens with engineer messages too that pop up. Pretty much all messages that pop up like that stay on the socreboard at the end of the map. And the dispensors do show their HP if you put your crosshair on them.

nuggs
08-11-2004, 10:56 AM
its supposed to show the HP at all times just like the SGs and Teles

+_VulturEMaN_
08-19-2004, 04:57 PM
i dono if it was mentioned yet, but there is a bug i just noticed last night.

Score Bug: Only noticed in Steam. The scores randomly change from team to team, sometimes even changing their value, but eventually go back. This most appartent when joining a server and you look at the scores on each team. Sometimes if you join the team with the lower score, the scores will switch back. Very strange.

wiglaf
08-19-2004, 06:58 PM
That's been around since the early days on WON. I never really bothered to find out exactly why it happens, but it has to do with someone switching teams. It's not random.

[DW]Defrag
08-20-2004, 07:58 PM
Yup. I remember one time when we (DW) were clubbing some clan about 60-0 on well. We capped once more and the scores changed to 60-70, lol. The other team went 7 defence trying to get the 'win' but we capped again and the score went back to its proper 80-0 state. It was pretty funny at the time :)

-GF-
08-27-2004, 08:02 AM
Pretty sure this one hasn't been mentioned:

Name: Flagrun flag bug

Explanation:You can't pick up auto-returned flags or flags the enemy return to their own base. We found in testing, that if you killed yourself and returned to the problem flag(s) it was then possible to grab them.

*******
GroovYF

jandals
08-27-2004, 05:10 PM
Name: Spawn Turret Bug

Explanation: Using the nail grenade bug so it goes into the ceiling and explodes directly in the middle of the (ceiling) turret will cause it to "die" (http://www.boomspeed.com/jandals/turret.jpg)
It is quite annoying to get the timing right - but it is possible. An easier way to see this is to put on sv_cheats 1 and god + noclip into the turret and throw a nail grenade.

wiglaf
08-29-2004, 01:12 AM
Originally posted by -GF-
Pretty sure this one hasn't been mentioned:

Name: Flagrun flag bug

Explanation:You can't pick up auto-returned flags or flags the enemy return to their own base. We found in testing, that if you killed yourself and returned to the problem flag(s) it was then possible to grab them.

*******
GroovYF This is the same bug that prevents capping on warpath and the grabbing of suits on rock2. Actually I don't know that for sure, but the similarities between these 3 steam induced bugs are astounding.

Cheeps
08-31-2004, 07:17 PM
good stuff. I only registered here to say this cause its about time something was done. TFC really died after steam was released.
Hopefully something will be done.

ArchEvIlAngel
09-01-2004, 02:48 AM
It's nice to see tfc getting some attention. I've been playing since it's inception and I've seen bugs come and go, but the bugs listed here are definately annoying. I'm glad valve is listening.

akadine
09-01-2004, 06:54 PM
I find the set det pack, and kill yourself on it but hole stays closed bug very annoying. I have this problem every single time I det the hole in flag run if i dont get out of the way. And if my det pack kills me, it deals no damage to surronding enemies.

A Bug you did not mentipn whit: often when I respawn, and my weapon is full, i get a looping animation of reloading, till i fire a shot and reload. I've seen it happening to a lot of people.

Also, the sound loop for the hws main weapom also occurs with the single and super shotty as well.

ghimpheng
09-04-2004, 05:48 AM
wow thank for listing out so many bugs never knew tfc got so many bugs althought I dun play tfc much it is quite fun :)

Ruiner
09-04-2004, 06:43 PM
FYI: a lot of those bugs are fixed by sparky server, http://sparky.konspiracy.org/server

wiglaf
09-04-2004, 08:10 PM
Does it fix the steam induced warpath bug? If not, then its worthless.

Ruiner
09-04-2004, 08:49 PM
if you give me more details about it, it may be possible to add to the sparky plugin.

uBeRed
09-04-2004, 11:52 PM
Check the previous bug list. :)

wiglaf
09-05-2004, 01:54 AM
Quoted:
----------------------------------------------------
Name: Cap point bug in Warpath.

Explanation:
A weird occasional bug like the Rock2 gas suit bug:
If a player caps a point, and then an enemy player caps
the same point, the first player cannot recapture the point
unless they die.

Fixes: ?? It wasn't broken before STEAM...
-----------------------------------------------------

I never successfully duplicated the bug myself (I didn't try his explanation), but when he says they must die, I think he means the guy that just capped it has to be killed before the point activates again. I suspect Steam makes the captured points act like flags, where the person who just capped the point is carrying the flag until he dies. Fixing this bug will almost certainly solve the similar rock2 and flagrun bugs as well.

I'd actually be pretty greatfull if this bug were fixed, as warpath is probably the only reason I've been with TFC for so long. I'm currently hoping Valve fixes these kind of things with the release of TF:S, but you know Valve... it seems like the number of bugs in TFC has only increased since its release.

ingen
09-06-2004, 01:48 PM
Bug: demoman pipe lag

explanation: if a demo lays a pipe in a specific spot on several maps, the server will begin to lag, sending all players to 400+ ping. i think the lag is caused by pipe continuously looping its sound and not staying still.

-GF-
09-07-2004, 06:07 AM
I thought the pipe-lag bug had been fixed?
Pretty sure it can't be done on 2fort anymore

Leon5809
09-09-2004, 05:06 PM
when will you people learn? steam dont care and never will.

uBeRed
09-09-2004, 05:11 PM
The real is question is when will you learn?

Ripm2shreds
09-10-2004, 04:38 PM
I hope I know this thread well enough that I dont think this is on the list.

A player can't join a server between the time of a map's conclusion and a actual map change. Adminmod has a long-time known bug that, especially when few folks are on a server, this can be for as long as 30-60 seconds. Could be a custom map thing, it's tough to nail this bug down.

uBeRed
09-10-2004, 07:22 PM
I don't think AdmindMOD does this, but I'm not absolutely sure.

pizzahut
09-11-2004, 04:52 AM
When you say custom map thing, it could be it's the server that is just *busy* loading the new map into memory. Depending on the number of other HLDS running on the same machine there might also be swapping involved (memory content stored to disk (virtual memory) because there's lack of available physical memory).

pizzahut
09-11-2004, 05:12 AM
teleporter bug

It's possible to use a teleporter while carrying the enemy flag. I won't go into detail since the forum rules do not allow this.

BikerHorst
09-11-2004, 03:28 PM
as iam playing engi quiet alot here are some bugs :

Name: Dead Dispenser User

Explanation: If a player gets killed and flighs onto the dispenser he uses it. He takes everything out of it which he could have taken alive.
(Havent test it with friendly player)


Name: SG Stops Tracking

Explanation: When a sg is build and tracks right after finishing but the enemy gets killed before the sg can shoot, it stops moving (cant roated it, it doesnt look around)
this isnt a serious bug thou because when there is a enemy in range it will start tracking again (but its abit bad if you wanna rotate it)

and a addition to the "Ghost Teleporter glow", it also happens the other way around, it doesnt glow when entrance and exit are up.

!edit!
Name: No Timedisplay

Explanation: in specmode or on HLTV in the topright corner it says next to the clock 0:00 while it should say the time left on the map ...

and another thing for hltv/specmode
Suggestion:
make the sentry spectatable (oh yes, nice word) , aswell the flag(s)/key(s) and fix the anoncment (now its only saying the enemy has your flag ... should say blue/red team has taken the flag) <- already in here but ... now its also "here"

LoB
09-12-2004, 01:12 PM
Can't believe it's not in here yet, but a search for the keyword *cease* didn't result in this thread being listed, so...


Name: Ceasefire Bug

Explanation: A TFC server running in Ceasefire Mode (tfc_clanbattle_ceasefire > 0, together with tfc_clanbattle_prematch > 0 and tfc_clanbattle 1) results in clients crashing to desktop when connecting during the ceasefire period.


[Please fix it as soon as possible, as nearly any leagues use(d) ceasefire in their configs.

Whit
09-12-2004, 06:46 PM
The pause one was fixed ages ago.

LoB
09-12-2004, 07:04 PM
OK, thanks for clearing that up. I guess it's been a problem in other mods, too *cough* CS *cough* so it had to be fixed quickly.

I'll remove this entry from my post then in to keep the list short.

ROCKY1369
09-13-2004, 02:46 AM
not sure about bug status on these but..a demo can set his detpack then go get an ammo bag on some maps,not all..and reset another detpack.also its a drag when im mashing button to get my pipes to go. sounds like input lag, but buggy to me. ive reset priority and it sometimes helps,but not allways. i remember something a long time ago about valve actually putting a delay in pipe dets on purpose. whatya think on these guys?..thnx

wiglaf
09-13-2004, 03:38 AM
I think mappers can make it so demomen can restock packs, and yes there is a deliberate pipe delay.

spoon_tfc
09-23-2004, 02:26 AM
Getting stuck in door bug, usually will kill you, maps 2chem (bot spawn), openfire_l (top/balc spawn) Badlands. Can't think of any other ones at the moment, but very annoying

evilsaltine
09-23-2004, 05:08 AM
I don't know if this one has been mentioned, but a spy can stop a func_train by feigning on it in a place in the object's path, even if it's not actually blocking anything. An example of this is a spy feigning on the plane in skyd2. Eventually the spy gets crushed.

Ripm2shreds
09-23-2004, 09:28 AM
Folks who dont have our custom maps get to use this newer URL redirect that auto downloads and installs the .bsps...twice.

-------------------------------------------------------------------------------

www.invade-defend.com gamesurge #invade-defend

pizzahut
09-23-2004, 09:49 AM
Ancient also uses the http downloading on his servers, but I don't think it downloads twice. Only thing I noticed is the VAC security module will load twice, but not the maps. However I don't know if this changed with the recent update.

weasel@ladt.us
09-27-2004, 10:38 PM
Any indication that fixes are in the works for any of these bugs?
I used to really like playing Rock2.
Now, I always get killed in the gas chamber when scoring.

blown65
09-28-2004, 05:59 PM
Warpath is all but ruined from the lack of being able to capture points at times. Totally screws the team it happens to.

Rock2 is worthless with the gas suits radomly working and not working.

Most the others just just are terrible annoyances but some have been around quite a while. I love the fixed stuck on elevators. Riiight, that has never been fixed even though in the release notes on one of the updates it supposedly fixed it. lol

Hampster
09-28-2004, 06:38 PM
I know some servers use "pregame match mode" to prevent low pingers from capping quickly, and having that set to 1 when going to warpath prompts the blue team to capture CP1 while they try to get 2. :p Obviously, it doesn't work that way. :p

blown65
09-29-2004, 01:43 PM
Originally posted by Hampster
I know some servers use "pregame match mode" to prevent low pingers from capping quickly, and having that set to 1 when going to warpath prompts the blue team to capture CP1 while they try to get 2. :p Obviously, it doesn't work that way. :p

no no, its when warpath get its hiccup and decides to not let the team capture the point for a very extended amount of time. Never was an issue till Steam came out. :(

Chips
09-29-2004, 08:42 PM
Originally posted by pizzahut
Ancient also uses the http downloading on his servers, but I don't think it downloads twice. Only thing I noticed is the VAC security module will load twice, but not the maps. However I don't know if this changed with the recent update.
This is normal if you think about it.
You connect to a server and the first thing that happens is the security module dl's. Now connected, the server realizes you don't have the appropriate files and disconnects you and redirects you to web space to dl. Once completed, you are redirected back to the server and connected again. Connecting to the server again means dl'ing the security module...again.

The server sees no difference between your first connection and the second...and treats each as just what they are...a connection.

CG1
09-30-2004, 07:49 AM
afaik it doesnt download the security module before redirecting to webby. when i connect to chips fun house, if i dont have a file within half a second it gets files off the webserver, then it redirects back to the game

blown65
10-01-2004, 02:23 PM
If you get a file off a webserver (HTTP) it will download the security module twice.

Furthermore, if the admin of the server hasnt built/edited the .res files correctly you may download some files twice. Also if he doesnt add the .wad files to the .res files the dl will be incomplete and you wont be able to play that map until you manually find that .wad file.

Xecuter
10-02-2004, 06:21 AM
(dont start flaming me if im wrong for this, or if its already been said :P)
is there a way to change dustbowl so that it switches att/def after each round, like on avanti.
I think i remember this happening on won, but i might just be dreaming ;P

Koron
10-06-2004, 11:06 AM
That never happened on WON.

Inferno_str1ke
10-08-2004, 10:05 AM
ooh, this thread has got me remembering my TFC days. Thinking back, the most annoying bug had to be the assault cannon sound bug. HWGuy was my first and probably best class, but I ended up prefrering soldiering becuase I wasnt always having to turn my sound off (and i learnt to rocket jump ;) )

And as this is my first post on the forums, Ill say that its cool to have found they have a whole TFC bit, because that was such a good game when I played it, and I want to get back into it. Sadly at the moment, every server I try is too laggy (or steam cuts out), so until i get my ADSL, ill talk the talk, but only walk with alot of lag.

trepid_jon
10-15-2004, 05:10 PM
Name: Restored Goal Groups Break

Explanation: Some mappers probably know about this. If a group of info_tfgoals are removed, and then they get restored...they don't work until the player that restored them switches teams. That's basically how it works. Maybe it happens because of other things, but this is one way that I know it happens. This sucks for mappers that want to remove a group of goals, like uh...remove a group of packs from the enemy base *cough* skayoo_b1 (http://www.trepid.net/maps/#skayoo) *cough* *die*.

But we got around it in the soon-to-be-released skayoo_b2, by simply blocking the packs with enemy colored fades. This new way we're doing it is actually a lot better than just removing the packs. But the bug is still annoying, and we'd like it fixed. There were two other times in skayoo that we were removing groups of goals, but we took those acts of chaos out because we couldn't get around it. Well, we could have, but we're running low on available entities, so we have to watch what we add. Skayoo pushes the egine to its limits. Yay.

"I peed in your pool! Yayyyy!"

trepid_jon
10-15-2004, 05:15 PM
Originally posted by Xecuter
(dont start flaming me if im wrong for this, or if its already been said :P)
is there a way to change dustbowl so that it switches att/def after each round, like on avanti.
I think i remember this happening on won, but i might just be dreaming ;P

Yes, server admins/mappers can do this. Although it would be a lot of entity changing, it could be done. Hmmm...maybe I'll do it. Lot of work, though.

weasel@ladt.us
10-15-2004, 05:39 PM
Originally posted by trepid_jon
Yes, server admins/mappers can do this. Although it would be a lot of entity changing, it could be done. Hmmm...maybe I'll do it. Lot of work, though.

I wish when they added Avanti, they went back and made DustBowl work the same way.

trepid_jon
10-16-2004, 04:32 PM
Originally posted by weasel@ladt.us
I wish when they added Avanti, they went back and made DustBowl work the same way.

In my opinion, the timelimit and changing the map at the end makes it more intense. If you're on defense, you're ready for the time to be up before they score on the third one. Then on offense, the pressure is on when you're trying to get the last CP with only a few minutes left. I think that's one thing that makes dustbowl great fun.

advocate
10-17-2004, 02:31 AM
awesome 11 pages :D
that'll get valve off their butts hopefully. But I would assume that since HL2 is so close, that these inherrent bugs are going to be fixed in TFC source rather than in TFC regular. But you never know , valve actually might do something benevolent for the community :D

gfreeman1
10-17-2004, 05:36 PM
i would just like to say, the death bug pisses me off the most. i can't count the number of times that it has happened to me during a match, causing an enemy to either kill me while im like "wtf, am i dead or not?" then making their way to the flag room. FIX THIS PLEASE!

weasel@ladt.us
10-22-2004, 06:41 PM
My personal "favorite" bug is the gas death on Rock2. Get in the water - dead anyway. Inside the gas chamber - dead anyway. Get a suit - dead anyway. Great stuff.

Rikupsoni
11-03-2004, 01:22 PM
Look like Valve sucks, they haven't updated TFC since first version, only ordinay Steam updates, what updated all games.

I won't buy HL2, because when HL3 comes, you won't update it!
.. :/

uBeRed
11-03-2004, 01:58 PM
That is most lilely the worst reason not to buy HL2.

Narbleh
11-03-2004, 03:49 PM
So that's what's been going on with rock2 then? I noticed it before and thought it was just the server sucking. Makes that map SUCK to play.

Another bug I *always* get, is when you come out of the water trough outside on well, you'll almost always get stuck in the lip and have to duck crouch to get out of it. It's the same when coming out of the water on 2fort.

weasel@ladt.us
11-11-2004, 01:06 PM
Originally posted by Rikupsoni
Look like Valve sucks, they haven't updated TFC since first version, only ordinay Steam updates, what updated all games.

I won't buy HL2, because when HL3 comes, you won't update it!
.. :/

I disagree with that. They have added some things over time (teleporters, a map here or there, etc.). I just think it's obvious that CS is Valve's new priority (after getting HL2 out) - not TF.

I will probably be buying HL2. I will definatley play CS:Source. I'm very disappointed to hear that HL2 will not have a deathmatch mode (at least initially anyway, I think there's a 3rd party group working on an HL2 mod to make the equivelant). I used to play HL TeamPlay all the time - even more so than TFC.

I don't expect TFC will go to Source - which is sad. It would be great for TFC mappers if it did (I have several maps in mind that I just can't do on the old HL engine). However, as player, I'd just like the bugs fixed in the existing version.

As far as TF2 - eh? I don't care if it ever comes out.

IMH(f)O anyway.

nagolxela
11-26-2004, 01:12 PM
I've seen this over the past month or so on Dustbowl.


Problem:Invisible Wall

When trying to conc/nade jump on cap #3 there sometimes is a "pause" right before the cap. This pause has lasted around 2-4 seconds, which is more than enough time to get killed. So, you nade jump fly right to the cap, stop in mid-air(just before the cap point) for the 2-4 seconds then continue. This has happened on multiple servers and to other people as well.


Problem:Flag disappears

Again multiple servers, multiple maps. After the flag is in your possession for an undertermined time, it will simply disappear (the flag icon will go away). No deaths are involved, flag was not accidently tossed, it just goes away. It cannot be located until it returns to it's original location.

Kvasi
12-04-2004, 02:40 PM
Please make sure that there's always fog in the water. Direct3D doesn't have fog on some cards and drivers. OpenGL always has fog.
Not everyone can use Direct3D because it's too slow or there's fog after all.
The vast distances under water gives some Direct3D snipers a huge and unfair advantage.
I don't know if this affect other modifications but I assume that it does.

Some drivers will disable fog in OpenGL but newer cards such as the GeForce 6xxx series can't use those old drivers, as far as I know.

Can this be fixed?

---

And concussion grenades goes through walls/ceilings/floors which is unrealistic, just like the nail grenade. It's a pulse of mechanic energy.

---

The spies' gas grenades does the same thing which is very annoying. Drop one off right inside the main doors on Well, and the snipers on the floor above can not snipe depending on the grenade's position.

---

And about the rock2 problems, it seems that the office always protects you so if you're close to it then hide inside it. :)
Oh, you don't have to be inside the office to get protected. There's a corner in the library (near the office) that also protect you (last time I checked). I think that the protective entity (?) is too large, or something. Anyway, you don't get gased to death in that corner. That is abused by some sneaky players.

---

Another bug/exploit on rock2 is that you can score twice within a short (really short) period of time. But that requires good teamwork.
Get the key and run to the chamber, try to run in under the lever to block it. That will stop it from triggering the gas release but the key will return to the office.
So your mate can go and get another key and run back to the chamber.
Then you stop blocking the lever and it will trigger the gas release. Wait for the procedure to finish (the door opens) and then your friend can use the next key.

Solution: Move the lever up a bit so that you can't block it.

---

Ah! And about the gas chambers! You can reduce the armor of the players inside/outside the chambers by using a nailgun. Just stand right up to the window and look stright ahead.

Solution: Add bars to the windows or just block the players so that they can't get too close to the window to perform that trick.
Or maybe make so that the nails doesn't appear so far infront of the player.
Or check if there's something infront of the players first.

---------

All these are minor bugs or lack of code except the clear water thing which is really annoying and unfair.
All the major bugs have already been reported in this thread.

uBeRed
12-05-2004, 09:56 AM
Concs and spy pills should be going through walls. You talk about unrealistic? Have you even played tfc yet? How realistic do you think that game is?

wiglaf
12-05-2004, 02:45 PM
He meant they shouldn't be going through walls in real life. He's right. You say they should be going through walls in tfc. You're right. However, the gas pill is personally annoying and I would love to see walls block its effects (it wouldn't even affect gameplay all that much). If the conc, on the other hand, were to be blocked by walls, it would affect gameplay so much that the game wouldn't be tfc anymore.

Kvasi
12-05-2004, 04:22 PM
Those things are just minor things and not bugs...

And the engine is too limited to make the concussion grenade more realistic and still worth using.

Fragimus_Max
12-06-2004, 05:11 PM
Excellent thread... but about two years too late.

Wouldn't you rather have them working on TF2? :)

Kvasi
12-06-2004, 07:06 PM
Originally posted by Fragimus_Max
Excellent thread... but about two years too late.

Wouldn't you rather have them working on TF2? :)
No, I don't, TF2 is a totally different game, a separate product.

SvB4EvA
12-06-2004, 09:17 PM
I've played TFC since day one. All these bugs and exploits basically have become part of the game. I always wished that they would fix them, but I dont think these issues will be addressed.

KillerKlown
12-13-2004, 10:19 AM
The scoreboard bug! Not sure if this has been around since they changed the scoreboard, or possibly even before then, but sometimes the scoreboard shows the wrong score! This is a serious problem especially when you haven't been in a game from its start. It could say your team is winning 20-10, but then a few minutes later it turns out that its the other team thats ahead, all the while your back on D when perhaps you should be on O trying to tie it. Or, sometimes no matter what the score is it gets reset to 0-0. Or at other times its 100-0 and then all of a sudden the game is tied 100-100! Sometimes it corrects itself, sometimes it doesn't and the only way for the correct score to be displayed again, at least for awhile until it messes up again, is for a cap to made by either team. This is especially frustrating after a hard fought win and the ending scoreboard says you got beat, or that it was a tie! And people on the other team say we win when they lost. Even though you know you won it'd be nice if the damn scoreboard actually did what it was supposed to: accurately reflect team points! This doesn't happen all the time but it occurs more than rarely.

NukedHamster
12-25-2004, 03:25 AM
Great list, if they do it I might even return myself.

chryosis
01-10-2005, 12:05 PM
This thread has been here forever and they still have yet to fix any one of them.

pizzahut
01-10-2005, 12:38 PM
I don't think they will fix it in TFC, but there is hope they'll fix it in TFC:S.

silvermoon
01-16-2005, 11:24 AM
really nice done, lots of this bugs really a pain...would like if they would be fixed someday.
i for myself dont play any games besides tfc , i bought hl2 but oh well i guess i wait only for tfc2, thats the only game i like really. I think its very sad valve dont care really bout thier tfc gamers, cuz theres lots out and i know lots of them who already have hl2..so HELLO! WE SPEND MONEY TOO!!! a lil bit attention at us would be nice...thanks





anyway...errrmm just 100ppl just play tfc??? well then is [DAD] pretty alone i guess with 65members....i know some TFC clans and they all not lil...so i guess your pretty wrong...

Techbot
01-26-2005, 02:42 PM
I can't believe i'm the first to post this...and I didn't find it myself. One of my admins showed me this.

Get a teammate. Both of you have to be spies. Go into spawn (to avoid being killed by enemies while you do this)

Both of you change to an enemy disguise. Stand in the corner and have your buddy run into you and keep pushing/running against you in the corner.

NOW...while he's doing that, change teams. His score will instantly jump, sometimes by 15-20 kills. Looking back through rcon or whatever it'll show that he "uncovered" an enemy spy...15-20 times! Now just change back to your old team, repeat the process.
This other admin and I had over 150 "kills" on cz2 this way...without ever leaving our base!

Ripm2shreds
02-27-2005, 01:34 PM
The disconnect bug, arbitrary and effects even VALVe employees:

[12:07] <@id|Invasion> Invasion| * donder disconnected.
[12:07] <@id|Invasion> Invasion| * dario@valvesoftware disconnected.
[12:07] <@id|Invasion> Invasion| * cHIApET disconnected.
[12:07] <@id|Invasion> Invasion| * blah disconnected.
[12:07] <@id|Invasion> Invasion| * Sick_Nick disconnected.
[12:07] <@id|Invasion> Invasion| * [snpr45]Kombi disconnected.
[12:07] <@id|Invasion> Invasion| * FataL]Bolt[ disconnected.
[12:07] <@id|Invasion> Invasion| * pclbkfg disconnected.
[12:07] <@id|Invasion> Invasion| * noK.soul disconnected.
[12:08] <@id|Invasion> Invasion| * P8ballplayr disconnected.
[12:08] <@id|Invasion> Invasion| * .tm. disconnected.
[12:08] <@id|Invasion> Invasion| * PsychoP.O.id disconnected.
[12:08] <@id|Invasion> Invasion| * ~Chow74~ disconnected.
[12:08] <@id|Invasion> Invasion| * Master Ender disconnected.
[12:08] <@id|Invasion> Invasion| * D!rTy-T0wl3y disconnected.
[12:08] <@id|Invasion> Invasion| * Jyp disconnected.
[12:08] <@id|Invasion> Invasion| * Bman.id disconnected.
[12:08] <@id|Invasion> Invasion| * rastar disconnected.
[12:08] <@id|Invasion> Invasion| * Conchis disconnected.
[12:08] <@id|Invasion> Invasion| * <!!drYvYx!!> disconnected.
[12:08] <@id|Invasion> Invasion| * alucard disconnected.
[12:08] <@id|Invasion> Invasion| * [TWF]wow disconnected.
[12:08] <@id|Invasion> Invasion| * noK.Demonz disconnected.
[12:08] <@id|Invasion> Invasion| * Drusilla.id disconnected.
[12:08] <@id|Invasion> Invasion| * Sniper Soliot disconnected.
[12:08] <@id|Invasion> Invasion| * Throw me your string disconnected.
[12:08] <@id|Invasion> Invasion| * KrAzIE.BoNE disconnected.
[12:08] <@id|Invasion> Invasion| * Sunny4ever disconnected.

rioblaze
02-28-2005, 02:12 AM
Originally posted by KoncreteAngel
who cares about tfc anymore? only about 100 people play it

I play TFC and if"only about 100 people play it" those 100 have a load of servers with ghost snipes, hw's, and all the rest of the classes.
Rio

Techbot
02-28-2005, 07:35 AM
KoncreteAngel...spoken like a true CS sheep. Good going. I'm now a firm believer in inherent stupidity :D

DraGonx06660
03-01-2005, 08:41 AM
Ok STEAM or whoever please fix the gate,lift,elivating door bugs its really annoying bugs on Well the elavators ????s up all of them Avanti the gates dont open for attackers yada yada list could go on forever please fix this!

Snowknight26
03-09-2005, 06:25 PM
Ehhhem.. Is there any update that us non-devs can drool over regarding TFC/these issues?

MooKeTTe
03-15-2005, 12:18 AM
grens spam doors on dustbowl kill other team in waiting phase

you can throw grens sometimes on top of the walls like avanti/dustbowl

the grenades/conc/mirv etc bug sometimes you die when you got the grenades on your hand and after respawn it just blow on you

a lot of speed hackers are now on tfc fix it please

lnsomnia
04-06-2005, 03:55 AM
First Post: 07-08-2004

Last Post: 04-06-2005

Have ANY of these problems been fixed or even worked on in this rather large time frame?

uBeRed
04-06-2005, 09:17 AM
A lot of HL2 was being made in that time frame.

FourStroke
04-12-2005, 02:43 AM
Might as well take away the sticky on this one and let it die along with TFC itself. It kinda breaks my heart to see the best game ever made beeing treated like this :(

-= [MsA]FourStroke =-

Snowknight26
04-17-2005, 06:43 PM
Originally posted by FourStroke
Might as well take away the sticky on this one and let it die along with TFC itself. It kinda breaks my heart to see the best game ever made beeing treated like this :(

-= [MsA]FourStroke =-

I hate to say it, but he is right. :(

Ne0nguy
04-18-2005, 02:16 PM
What happened to the message area in the top left corner where a lot of mod messages popup

this "bug" annoys me the most

Foxbot uses it and so do a lot of mods
and the most needed message
How Much ammo you put in the dispencer

another suggestion for TFC is to add the console back on when connecting to a server

many importand messages from mods being used show up there like

NeoTF
Adminmod
Metamod
and many more

theese need to be fixed

Techbot
04-18-2005, 03:39 PM
I don't know if this is a true "bug" or not, but its irritating as hell if you're an admin.

you're playing and you have this uber l337 score going. then you see someone do something funky and you wanna go spec. when you come back from spec, you've KEPT all your deaths, but now your frags are back to 0.... WTF?

uBeRed
04-18-2005, 04:14 PM
That's not a bug.

Techbot
04-18-2005, 05:44 PM
Originally posted by uBeRed
That's not a bug.

so lets just label that as "irritating as hell"

uBeRed
04-21-2005, 08:47 PM
No, it's good to be there. Stop people from just going to spec to save their score.

Techbot
04-21-2005, 10:46 PM
the feature works just fine in CS :-/ if i have to leave to take a piss i go spectate mode instead of sitting around afk

uBeRed
04-22-2005, 01:24 PM
Or you could type kill in counsel at the start of a new round (because we all know the average round in CS is like 4:00 minutes).

Techbot
04-22-2005, 04:27 PM
i'm lost as to how this is relevant to fixing a "flaw" where you lose frags :-/

Cruor
04-23-2005, 12:59 PM
Sorry for not reading through the whole topic, but it's a wellwritten lists of bugs that we all like fixed sometime, anytime.

This is not as much a bug as a feature that was lost from TFC 1.5.

And that was having echoes appear on screen and not just in console. I gather with steam that the console is not the layered console it once was but if this feature could be added again by some means I'd be a very happy camper.

I mean it shouldn't be to hard to do should it?

BlasteR|TF
04-27-2005, 06:17 AM
Weapon reload animation loop

This is one of the most annoying things that I've had to deal with, and it usually doesn't stop by changing weapons either. It normally happens to me as soli and it loops certain reloading animation portions over and over. Most of the time if you have rpg and this happens changing to shotty won't help it like I said, it does the same thing.

Sentrygun build sound loop

This happens to me ALOT as i play engineer quite frequently. What happens is if you are building and you are killed while building something (doesn't really matter what) it loops a part of the building sound OVER AND OVER AND OVER again and it won't stop until the map changes or you leave the server altogether. This to me is the most annoying bug of them all. Strangely it doesn't happen everytime you are killed while building something only sometimes, but once it starts it is continuous throughout the rest of the time the map is being played.

Damage dealt through gates on attack/defend maps

I don't know if this is necessarily a bug issue or simply how splash damage works in steam tfc. If you are on a map like dustbowl or avanti with gates damage can be dealt through the gate by pretty much any grenade or pipe. In the old 1.5 version this was only possible with emp grenade as I can recall, but it is really cheap nonetheless. The strange thing that as pyro you can't deal damage through the gate with flamethrower, but flame rockets deal considerable splash damage and put everyone on fire if you're close to the gate waiting for them to open.

Phantom sniper prime

I believe this was brought up before and it is the most annoying thing that happens to me as sniper. Basically what happens is you prime and everything shows up normally and you see the dot ready to fire. When you actually let go of the button to fire NOTHING happens and you have to re-prime and hope it goes ok.

Seeing through water in different video modes

ALot of people use opengl because it is essentially optimal for their system in-game. I can't remember which videomode it is, but there's a certain one that you can use to see through clear water rather than cloudy, giving that player a considerable advantage to say snipers for example being that they can't be seen by the opposing player. Any changes up and coming for this?

I think these are the 4 that bother me most and maybe they help, maybe they don't. TFC isn't exactly what it used to be and these days there's so many bots in servers because there's simply not as many people. Hopefully for the old-school tfc'ers like myself that love the game steam folks can fix these issues so that everything runs a little more smoothly even though they have their hands full already with up-coming mods and fixes for other games etc.

LoB
04-27-2005, 07:22 AM
BlasteR|TF: Looping sounds can be stopped by typing stopsound in the console. I know this is just a workaround, but I thought you'd like to know - this way you don't have to wait until the map changes...

pizzahut
04-27-2005, 10:30 AM
The video mode where you can see through water is Direct3D, this only applies to HL1 engine games/mods though. On some gfx cards the D3D water is black, and in the distance players and objects (such as ammo bags) appear green. Software Mode lets you see farther than OpenGL.

No point though, I don't think Valve can afford putting time into fixing an old game engine, and the Source engine doesn't have this bug.

pizzahut
05-09-2005, 06:19 AM
Sniper crosshair when zoomed in

There are two crosshairs for the sniper rifle, a normal sized one when zoomed out, and a huge one when zoomed in. The huge crosshair for zoom does not work with the class special of the sniper.
bind mouse2 "tf_weapon_axe;fov 20;wait;wait;wait;wait;tf_weapon_sniperrifle"
before (http://www.gtfm2.net/~ancient/images/halflife01.png) - after (http://www.gtfm2.net/~ancient/images/halflife04.png)

pizzahut
05-18-2005, 02:33 PM
Logging of TKs.

A TK against an engineer's construction (disp, sentry, tele) is only logged for certain weapon types. (Not sure if this has been mentioned before, I'll check later. :P )

ocarD
05-31-2005, 05:02 PM
Originally posted by Ne0nguy
What happened to the message area in the top left corner where a lot of mod messages popup

this "bug" annoys me the most

Foxbot uses it and so do a lot of mods
and the most needed message
How Much ammo you put in the dispencer

another suggestion for TFC is to add the console back on when connecting to a server

many importand messages from mods being used show up there like

NeoTF
Adminmod
Metamod
and many more

theese need to be fixed add -dev to your games command line or type developer 1 in the console. The messages *should* work again.

Zastrus
06-01-2005, 06:06 PM
I'm sorry, but I didn't read the whole thread. I got up to page 9, and decided to reply.

A bug that I am annoyed with is that when I am sniping, and try to get a HS on opposing snipers who are crouched, the bullet goes right though them. Also when I aim for their torso the bullet also tends to go through.

Another annoying thing from being sniper, is the hitbox. You aim for their face and shoot+kill them, it isn't a HS. You need to aim for the TIP of the top of their head.

That is all. Thanks VALVe for not forgetting about TFC. ;)

Greenmarine
07-08-2005, 09:40 PM
Originally posted by chryosis
If you don't care about TFC, then don't bother browsing OUR

Just because you are ignorant, and there are very few people as ignorant as you, doesn't mean we must take you to the back of our shed and beat the living hell out of you. Being ignorant is half the fun of learning. This is not an insult or flame, btw.


I don't agree with you .....we should take him behind the shed.
Maybe he'll think twice about posting a usless and negative post. :-)

Greenmarine
07-08-2005, 09:45 PM
Originally posted by LoB
BlasteR|TF: Looping sounds can be stopped by typing stopsound in the console. I know this is just a workaround, but I thought you'd like to know - this way you don't have to wait until the map changes...

Just bind a key to stop sound.
I use it when someone caps the flag and that annoying TA-DA sound happens and I'm trying to hear someones foot steps

Narbleh
07-22-2005, 02:49 AM
I just experienced a new, very inconsistent bug. I'm not sure if it's class-specific, but I've only experienced it as pyro so far.

When playing as a pyro on a high-population server, and especially after having been killed by a grenade, the weapons will be broken. The crowbar stops working and doesn't swing or damage at all, the shotgun makes the crowbar sound when firing, and the incendiary cannon makes the shotgun sound when firing, and at times will inexplicably drain the cartridge of the shotgun.

It's very confusing when it happens and I always have to restart Steam completely to fix it.

Narbleh
07-22-2005, 11:21 PM
Well since I can't edit my post, I'd like to add that I just had the same problem as engineer, which was *really* annoying since I couldn't upgrade anything as the wrench simply did not work.

So far all of the problems have happened on well.

uBeRed
07-23-2005, 12:12 AM
Either you or the server are having problems. Reinstall TFC.

Naru
08-10-2005, 06:26 AM
well i havent played it in a long time ago.. but still.. i like it very much and play it sometimes now.. TFC is a valve product and should still be fixed when bugs appear..

McCaighy
08-18-2005, 06:44 AM
why has no one from VALVE taken these provlems and fixed them?

you would think that valve would want their products complete not full of bugs... this game might not be the most popular but it does need the problems within the game to be dealt with!

Techbot
08-18-2005, 06:48 AM
same reason they haven't ported STEAM to linux as a client yet maybe? they don't give a rats A.R.S.E (stupid steam forums and their censorship). hardly anyone plays TFC so screw em.

i see updates all the time on my CS and CS:S servers. but TFC? i juuuuust saw some update the other day when i started up TFC. no clue what it was though.

McCaighy
08-20-2005, 09:03 AM
agreed fix this

DGMurdockIII
08-24-2005, 06:45 PM
bump

McCaighy
08-25-2005, 05:47 AM
lol no need to bump it, its stickied

pizzahut
10-03-2005, 12:40 PM
These bugs probably have been mentioned already, but I will mention them again.

With the move from WON to Steam, three TFC maps had occasional bugs when picking up a flag (flagrun) / suit (rock2) or capturing a command point (warpath). The TFC community has fixed two of them.

Fix for rock2:
http://forums.far2cool.com/topic.aspx?PID=794161&DNO=14

Fix for warpath:
http://forums.thecatacombs.net/showthread.php?t=65221

drg0nzo1
11-02-2005, 03:33 PM
Can i please just scroll down the score list? and have a mute button for voice right on the scoreboard?

RP.
11-10-2005, 09:57 AM
Originally posted by drg0nzo1
Can i please just scroll down the score list? and have a mute button for voice right on the scoreboard?

mmm, last time i checked (today) you were still able to do that...

Hampster
11-10-2005, 10:05 AM
Originally posted by drg0nzo1
Can i please just scroll down the score list? and have a mute button for voice right on the scoreboard?

Hit TAB to bring up the scores, then click with the mouse on the name that you want to mute.

s0undch4s3r
11-30-2005, 08:11 PM
takes more skill to play TFC than both DOD and CS combined....
how?? because of the dynamics of the classes.

TFC....best online multiplayer game ever.

too bad not many people see it my way

wish TFC:S would come out......with the new graphics it's got to own.

ROCKY1369
12-03-2005, 02:53 PM
I will be glad when they come out with a source update for beloved tfc. we all have been waiting a long time. when won was shutdown, we lost some numbers. but they picked back up again. but not to the original heyday numbers of a couple years or so ago. why spend time on some of these other games and not the original tfc? I like dod just fine and bought the source for it, but im not a cs fan.

All the bugs should be looked at from whits list. some of them are really familiar and some ive not heard of even after playin since late 98'. maybe they will vanish when the source engine takes over? not sure on that. im sure we will have a new list of bugs to work out.

dod source had a sticky player bug when it came out. we had to go prone just to get unstuck from another player. the lag at begining of a round is really bad too.

I just hope our community doesnt fade away into gaming history, so many 1000's of people have spent years loving the game.

ocarD
12-19-2005, 01:30 PM
Originally posted by ROCKY1369
... so many 1000's of people have spent years loving the game. /me raises hand! :)

banana_Phone
12-19-2005, 01:52 PM
you should post map bug, well not e-mail them a map bug...

just redo th emap without the bug

that why you see some map with _l _r _2 etc...

pizzahut
01-24-2006, 06:00 PM
I noticed the delay bug is in cz2 as well.

cz2 - Sometimes you can't immediately pick up flags in your control center.
flagrun - Sometimes you can't immediately pick up flags in the middle or at the enemy base.
rock2 - Sometimes you can't pickup a protective suit (not before gas release anyway), also leading to the gas chamber not protecting the key carrier at times.
warpath - Excess delay for CP4 if it's being re-captured by red team.

So four maps broken which worked perfectly on WON. Again, two maps have been fixed by the community in the meantime.

banana_Phone
01-26-2006, 02:30 PM
they are all fixed :o
well im not 100% sure for cz2, but the 3 other im sure

DGMurdockIII
02-24-2006, 08:19 PM
i love the game i world love one last updat with the these bug fixes

Delphion
04-17-2006, 02:35 PM
Clarification on "teleport with flag" bug:

This bug was mentioned by pizzahut on page 9, along with a "theoretical" way of making it happen.

But that was about it, he didn't really know or explain why or how it happens. Which is where my exploitation ub3rsk1llz come in (and believe me, while finding/testing some of these "bugs," I have won entire games almost single-handedly by doing some of this stuff ... though mostly on murderball :D ).

Explanation:

(pizzahut mentioned that this is two similar bugs. It's not. When you know how it happens, you will realize that it's the same thing)

First, you have to realize that it's a "feature" (not a bug) of the flag that makes this possible. Drop the flag and immediately try to pick it up. Can't? That's because the flag cannot be picked up for about 5 seconds after it's been dropped. Capice?

Now on to the teleporter. To actually teleport, you have to stand still on the teleporter for about 1.5 seconds, then it takes about 1 second for the teleportation to happen. Yes, I know, it's not an instant process ... not anything new.

Let's start to put this together (if you haven't figured it out already). First, it takes precise timing, but not that precise, so anyone can do it with very little practice. Rating on a scale? Easier than conc jumping, but tougher than rocket jumping.

As I mentioned with the teleporter, it takes about 1.5 seconds of standing still for it to "lock on" to you, then about 1 to teleport. Well somewhere right before it starts to teleport you and somewhere midway of the"lock in" phase, it decides that it will teleport you, and even if you try to move it's too late. Kinda obvious isn't it? Bear with me.

So now we all agree that you remain on the teleporter for about 1.65 seconds while the thing teleports you (and this is just the entrance we are talking about). Here's the secret: While this is happening, you are not "immune" to anything. So, say, if a friend happened to throw the flag at you while this happened, you would be carrying it, because the teleporter (as mentioned above) will teleport you no matter what you are doing, what someone else is doing to you, or what you are carrying. And in this case you happened to obtain the flag at a precise--and convenient--moment.

Okay, so now you know how it works, and one method of doing so. But it requires a willing and competent teammate, which you will no longer find in TFC (those days are gone). So how to do it alone? Very carefully, that's how.

First, drop the flag onto the entrance. It doesn't have to be precisely in the middle of the teleporter, but it shouldn't be 20 feet from it either. What you are trying to do is have it where you can get it while inside the "teleportation circle" (the green stuff). Most of you won't need a Ph.D to do this.

Now, what did we say about dropping it and picking it up? Yep, 5-sec delay. So, When it lands on the teleporter (not when you first throw it), count to 5. You'll have to find your own counting pace because it takes practice and experience to know how fast to count, but it shouldn't be too fast or too slow. At about the count of 6, it's ready to be picked up. So what you wanna do is get onto that teleporter right after 5 (but before 6) so you will begin the "teleportation phase" and pick it up as you are doing so. BAM!

So that's all there is to it! You start to teleport right before the flag can be picked up, and by the time you start to, you pick it up, and then it's too late, you've already begun teleporting!

But remember, it's better to be too late than too early, otherwise you will vanish without the flag, as opposed to having the flag but not being "beamed up," yet having the chance to try it again. The whole process takes no more than 10 seconds.

I think I speak for all when I say:

VALVE PLZ FIX KTHX.

For other decade-old bugs not listed here visit:

http://secrets.tfccentral.org/

By the way, isn't this whole thread a violation of rule II? And yet it's a sticky? Talk about hypocrisy.

uBeRed
04-17-2006, 02:40 PM
Rule II? "Before you post a question, use the forum search feature to determine whether your topic has already been covered."? I don't think so.

Delphion
04-17-2006, 03:38 PM
No, Rule II:

http://forums.steampowered.com/forums/announcement.php?s=&forumid=22

pizzahut
04-17-2006, 04:37 PM
EDIT: Disregard what I wrote. >_<

Delphion
04-17-2006, 05:12 PM
What do you mean "it had to be used before" and "it won't work without help"?

If you are already an engineer, that's all the help you'll need.

You set up the entrance in the enemy's flag room, set up the exit at your cap point. When you take the flag just beam over to your cap point. It's that easy. I watched a guy do this on Well several times. Here's how it went:

*Your team has the enemy flag*

About 8 seconds later:

*Your team has captured the enemy flag*

<insertnamehere>: omg how'd u do that so fast?
<exploiter>: i tele'd with the flag
<mr.nonameagain>: omg j00 cant do that lolz!111
<exploiter>: i can, Delphion watched me do it
<me>: trudat
<me>: SO HOW'D U DO THAT?? [times 5]
<exploiter>:[left the game]
<me>: anyone know how to do that?
<anothern00b>:yeah...u get real high...and then u imagine that it happened...

I immediately "research" the issue and about an hour later post here.

Now here's what worries me. Aren't there scripts for grenades that count out the seconds for you? Well what if someone did that with this (maybe even spell out the seconds on screen)? They'd be able to do it perfectly every time.

pizzahut
04-18-2006, 03:50 AM
Originally posted by Delphion
You set up the entrance in the enemy's flag room, set up the exit at your cap point. When you take the flag just beam over to your cap point. It's that easy.
Seems you're right.
Originally posted by Delphion
Now here's what worries me. Aren't there scripts [...] They'd be able to do it perfectly every time.
Yes it's definitely possible to script it.

Better|Off|Dead
04-19-2006, 06:05 AM
Bumped to avoid being purged.

RP.
04-24-2006, 02:16 PM
Don't hold your breath...

Me:
Hi Alfred!
Are people who have only HL2 will be able to play on "Episode 1" based mods and vice versa?
I really hope it'll be like it (altough that for me it won't matter as I already own HL2 and will sure buy EP1 when it's out), since if it won't be like it, it'll devide the mod community into 2.
-----
One small question, is there a plan to update TFC in the future?
see the VERY BIG bug list in the TFC forum, would be nice if some of those where fixed.
-----
Thanks in advance, and keep it up!

Alfred:
You will need to own Episode 1 to use its content initially. If you
purchase just EP1 you will still have access to the base HL2 content, so
they will be able to play HL2 mods. HL2 owners will need to also own EP1
to play EP1 based mods.

We have no TFC updates in the pipe right now.

- Alfred

pizzahut
04-24-2006, 02:54 PM
Obviously Valve has stopped messing around with (bug fixing) HL1 engine games, including TFC, with very few exceptions.

This list might still be useful though, developers will look out not to include these bugs in new TF games.

Delphion
04-24-2006, 07:57 PM
Originally posted by pizzahut

This list might still be useful though, developers will look out not to include these bugs in new TF games.

I might not speak for all, but I feel like these bugs made TFC the game it is today--or was, should I say. I'm referring to things like b-hopping more than anything else.

They were like "advanced features" ready to be discovered by those who thought they knew all there is to know about TFC. And it's this "unmasterability" (where the only limit is your skill, therefore no limit) that makes TFC so unique.

GiGaBiTe
04-30-2006, 02:22 AM
I don't know if this bug has been addressed:

weapons using other weapons bullets.

example: auto riles shooting nails or railgun shots.

http://img146.imageshack.us/my.php?image=tfcbug8rx.png

SpannerSpammer
05-01-2006, 12:09 AM
This thread is about bugs in plain vanilla TFC.

Bugs due to some server-side addon MOD do not apply.
That server looks like it's running AutoOP + TFC Tech,

God knows what kind of glitches you would end up with
when you mix two feature intensive MODs.

From that picture alone I can tell you that you will end up
with a grenade HUD glitch: The triple grenade counter
display will always be on your HUD even if you leave and
join another server. It can only be reset if you quit TFC
and restart again.

GiGaBiTe
05-03-2006, 04:34 PM
I have had that bug happen on vanilla servers also. Hell, i have been running around on a test map that wasn't even a server and have had that happen before.

It's not native to just addons, it happens in a variety of configurations.

McCaighy
05-27-2006, 12:16 PM
it says no tfc bug fixes in the pipe right now, doesn't mean there wont be

pizzahut
05-27-2006, 02:22 PM
Originally posted by McCaighy
it says no tfc bug fixes in the pipe right now, doesn't mean there wont be
Valve is a company, they earn money by making new games, not by fixing seven year old games.

I'd like to see the stuck-in-door and stuck-on-lift bugs fixed, but I doubt that will ever happen. Hm... must get a certain server admin to install an unstuck plugin...

McCaighy
05-27-2006, 07:18 PM
you never know what a company is going to do, for all you know they could go back and fix some of these bugs.....

its doubtfull, but it might happen.

PLAY_MAKER
07-07-2006, 12:14 PM
I have a few issues as well with tfc bugs.

1. Why is it as a hwguy the shotty is always one shell short and when you change it reloads auto?

2. Why is it when you are a sniper and the other guy dunks and you aim for the head in the crouch position you miss?

3. There is a serious flag bug issue we was playing last night and the flag got stuck the wall!
(screen shot) (mesamap)
http://img387.imageshack.us/img387/9783/2mesa300008yv.jpg
http://img193.imageshack.us/img193/1538/2mesa300015nv.jpg

4. Here is a screenshot in torch were all i am doing is dunking and the flag disappears right in front on my while in the capture point.
http://img387.imageshack.us/img387/3545/torch200006ep.jpg
http://img387.imageshack.us/img387/9674/torch200011sd.jpg
http://img332.imageshack.us/img332/857/torch200020mk.jpg

Techbot
07-07-2006, 12:27 PM
I'm no expert but those look like map flaws more than TFC bugs. I think people are posting bugs in the engine itself here, not on custom maps.
I know someone will come along and correct me if I'm wrong on this

PLAY_MAKER
07-07-2006, 12:56 PM
The shotty reload isn't a map flaw as it does it on all maps.
The rest may be map related though'.

Techbot
07-07-2006, 01:29 PM
odd...i'll have to check that. I don't remember having that issue on hw shotty

Narbleh
07-17-2006, 01:05 PM
Just thought I'd add that I fixed the annoying lack of teleporter support in the French localisation (can't build at all and the messages are in English). If the thread isn't on the first page, you can find it here (http://forums.steampowered.com/forums/showthread.php?s=&threadid=462456). I wonder if this same omission is in all the other localisations, too.

I still can't find where the "Teleporter built by %s" message is though when you have one in your crosshairs.

---

Juste pour rajouter que j'ai résolu la maudite absence de soutien pour les téléporteurs dans la traduction française (on ne peut rien construire, et les messages s'affichent en anglais). Si mon post n'est plus à la première page, vous pouvez le retrouver ici (http://forums.steampowered.com/forums/showthread.php?s=&threadid=462456). Je me demande si cette omission existe aussi dans les autres langues.

D'ailleurs je n'arrive pas encore à trouver où se cache le message "Teleporter built by %s" qu'on voit en visant un téléporteur.

McCaighy
07-18-2006, 08:32 AM
Maybe if this Thread get enough replies, Someone from Valve ill notice the thread :)

Techbot
07-18-2006, 08:38 AM
I don't see why they'd care at this point. The new TF2 was announced. Why fix this old game?

cheech
07-18-2006, 08:46 AM
Originally posted by McCaighy
Maybe if this Thread get enough replies, Someone from Valve ill notice the thread :)

this thread has been here since 2004 i really do not think they care :D