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Old 07-01-2009, 10:59 AM   #1
themarcuslove
 
Join Date: Mar 2009
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Posts: 650
Post TF2 Bug List - Version 4.1

Team Fortress 2 Bug List v4.1
Updated: September 13, 2009 14:56 Eastern Time (GMT -5)
Page 15, Post #505


Previous Bug Lists
TF2 Bug list Version 3
Hello world!
Hello everyone, I am the new keeper of the bug list. I am replacing Tannker. I have a good amount of free time on the week days so expect updates at least every two days, more likely, everyday. The only exception is the weekends because I that’s when I work at my parent’s café and I might not be able to say awake to update the list, but I will try my best.
I have made a few changes to the list, many of which are updates to the formatting or getting rid of clutter. To keep everyone on track, here's a brief overview of the changes as of July 22.
  • Bugs are now ranked by how much they effect game play and effect your average user. If something is purely a graphical bug or pertains to a very small group of people, then the bug will to routed to the minor bug sub-section. Each section has a minor bug section.
  • Names will no longer be added after bugs. I found them to be very annoying, and pointless. After a quick poll, people agreed.
  • New posting format to reflect severity rather than rarity. Date happened is also requested to cut back on fixed bugs being posted late.
  • Recently discovered section added, any bug found in the previous fortnight are kept here (and the correct sections they apply to) for quick viewing and elimation of re-posts during huge bug times (aka, updates).
  • Bugs can now be found under more than one section. If a bug affects all classes, it will be in general. If it affects two class, the bug will be put in both class sections.
  • Adding 'tabs' for all sections so that you can find sections quickly with ease. Format is as follows: first two letters of section, last two letters of section. Seeing as some maps make words, I'm encasing the tabs with zeros. ([0MEIC0] = Medic) If you want to jump to the minor bug part of a section, tack on a lowercase 'm' ([0MEICm0])

Sections
Here is all the sections of this thread and their tab. If you wan the minor sub-section for a section. Tack on 'm' on the tab like this for medic. [0MEICm0]

General [0GEAL0]

Class Specific/ No minor [0CLIC0]
Scout [0SCUT0]
Solider [0SOER0]
Pyro [0PYRO0]
Demoman [0DEAN0]
Heavy [0HEVY0]
Engineer [0ENER0]
Medic [0MEIC0]
Sniper [0SNER0]
Spy [0SPY_0]
Spectator/No Minor [0SPOR0]
Map Specific/ No minor [0MAIC0]
2Fort [02FRT0]
Badlands [0BADS0]
Badwater [0BAER0]
Dustbowl [0DUWL0]
Egypt [0EGPT0]
Hoodoo [0HOOO0]
Goldrush [0GOSH0]
Gravelpit [0GRIT0]
Junction [0JUON0]
Steel [0STEL0]
Pipeline [0PINE0]
Sawmill [0SALL0]
Turbine [0TUNE0]
Watchtower [0WAER0]
Well [0WELL0]




Rules
  • All forum rules apply.
  • This is not a thread for game suggestions.
  • This list if for bugs that happen for everyone. If your bug only happens due to your set-up, please try the technical help threads first. If nothing works PM me.
  • Major exploits/bugs such as crashing a server should not be posted. Instead, PM them to me, a moderator, and e-mail them to a Valve employee.
Posting a Bug
  • You can post bug reports here in this thread, or you can PM me the details.

Sample Bug
Here is the way I would like all bugs to be posted, Using this format makes posting it very easy for me so please use it. Also, if commenting on a bug I already have, please quote it or supply the tab when referring to it. (Anything I can stick into Crl + F to find it works) Thanks!

Date happened: (Month/Day (7/1))
Section: (General/Map/Class)
Severity: (1-10 on gamebrakingness/ M for minor)
Description: (This bug does xyz. Please use THIRD person. No I's!)
Screens shot/Video (Links if possible)
Special Notes: (Requires alt+tabbing, etc.)
Other Notes
  • Feel free to PM me if you have any suggestions on how to improve this thread. Such things include: I left a fixed bug on the list, missed one of your bugs, put a bug under the wrong categories, and any spelling and grammar errors, expect a lot of them...

Last edited by themarcuslove : 10-08-2009 at 06:57 AM.
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Old 07-01-2009, 11:00 AM   #2
themarcuslove
 
Join Date: Mar 2009
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Recently Discovered
Here are all bugs found in the last 14 days, for your convenience.

November 04, 2009
  • Section: Spy
    Severity: Mid
    Description: If teams need to auto-balanced, using the dead ringer will switch you to the other team (assuming you were a person eligible for auto-balancing).
  • Section: General- Big bugs (new)
    Description: Weapon descriptions are a tad off for a few weapons.
    Description: If you language is not set to English, a good amount of minor text will be off or improperly formated.
    Description: Soldier's rocket launcher will repeat indefinitely if something prevents him from finishing loading a clip normaling. (Minus the sandman)
    Description: New hats have a tendency to work poorly with spies cloak.

Last edited by themarcuslove : 11-19-2009 at 09:17 AM.
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Old 07-01-2009, 11:00 AM   #3
themarcuslove
 
Join Date: Mar 2009
Reputation: 39
Posts: 650
General Bugs
[0GEAL0]

General general Bugs
  • Weapon descriptions are a tad off for a few weapons.
  • If you language is not set to English, a good amount of minor text will be off or improperly formated.
  • Soldier's rocket launcher will repeat indefinitely if something prevents him from finishing loading a clip normaling. (Minus the sandman)
  • New hats have a tendency to work poorly with spies cloak.

[/General general Bugs]

  • Some people experience a fps drop when switching between two severs running koth_harvest_event.
  • Burning red team members don't glow red like burning blu team members glow blu.
  • Valve stated they got rid of on-hit effects on disguised spies without defining what an on-hit effect is. As it stands, some on-hit effects are removed but some remain like force-a-nature knock-back and arrows stick on your person.
  • Dispensers will not heal with the upgraded values when upgraded from 1 - 2 or 2 - 3 if someone was already being healed/given ammo from it (by standing next to it). They need to walk away and come back to get the new level's effects.
  • Sometimes, certain effects will remain on screen after you die and after you re-spawn. Effects include: Kritzkrieg electricity and sound (affects both Medic and patient), First Blood electric effect, the Heavy's muzzle flash, sound, and shell ejection if he dies while firing, the on-fire effect produced when lit on fire, the uber effect, and the bubble sound effect after dying underwater. (Video)
  • Switching weapons with the number keys can randomly freeze and only be switchable via scroll wheel. Going to respawn cabinet fixes it, until it's triggered again somehow. More info. needed.
  • Achievements can ‘freeze’ and no longer grant further progress or becomes un-unlock able.
  • You can get stuck in enemy spawn doors.
  • After playing on a map that contains custom particles, all particle effects will be corrupted, causing them to appear as their particle viewer preview box. This makes the Flamethrower's particles look extremely strange, as well as blood, smoke, and healing.
  • While under the effects of the Bonk! Energy Drink or an Uber, in circumstances which would normally telefrag someone, two players to become stuck in each other.
  • Players and objects near thin walls will show shadows through them.
  • If you use a class with a kill taunt (Scout, Heavy, Pyro) and then you are stunned with the proper weapon out (Bat, Fists, Shotgun), you can initiate the kill taunt while stunned and it will proceed as normal, allowing you to possibly kill your attackers while stunned.
  • It is still possible to shoot through start-up gates. However, both players must be right up against the gates in order to do so. This also happens with the heavies taunt.
  • You can reload will taunting by either use of scripts or by turning auto-reload on.
  • Taunting in a tight space will allow the player to see through the walls due to the 3D view of the taunt.
  • When teams swap at the end of the round, if you go to the change class menu just before this occurs, the numbers above the classes will display the classes the enemy team are currently playing. This can be used to gather information for the start of the round.
  • Sometimes the payload cart won’t refill arrow supplies.
  • More alt-tab bugs. (Thread)
  • Occasionally, a player gets displayed at a spot halfway between two teleports. Most of the time it's for about one or two frames.
  • You can be spawned in enemy spawn on arena sometimes. Somehow connected to switching teams.
  • Fake crits. Often occurs if your continuously firing near a dispenser.
  • The scared ghost effect does not play well with other effects. It will cancel current effects (bonk) and can be ended quickly by other effects the restrict motion (taunts).
  • Sometimes, in a death cam shot, gates will be gone and will only show the skybox instead. (Screenshot)
Minor Bugs

[0GEALm0]
  • Occasionally, at the killcam, will come up with bugged display,incorrect health and nemesis icon, despite no domination occurring. Also the kill can have a magnitude of issues that cause it to flash between frames, flicker, and other weird things, however this is rarer.(Screen shot)
  • Any object with coded with func_physbox (like the water coolers in watchtower) can be shot into a player's to get stuck into the objects box, causing them to become stuck to the object.s Fixable by shooting the object away.
  • Most of the time, doing a taunt caues you to appear to burst into flame and then extinguish. Client side only, unknown cause.
  • System combination to change character set (e.g. Alt+Shift) stops working at a random time in-game.
  • Unicode text support bug. (Post)
  • Rarely, when two people attempt to join a team at the same time, one gets pushed to a limbo like spectator mode. Very rare since 'fix', but still happens. Bring up the console and type 'jointeam red/blue' to fix.
  • Various achievements are broken for a select few people, no know connection. Play doctor, first do no harm, by own means of production are some of the more common ones, but their are others. Also, shoot the breeze unlocks of you shoot a dead ringer spy.
  • Assuming you've disabled the 'death upon class selection' option, selecting a class mid-game will launch the classes exec file immediately, not when you re-spawn.
  • Whenever you get a random drop and the screen for it pops up when you die, everything you have in your 'pause' menu (what you see when you press escape) pops up as well, over the drop item interface. Quick fix: Unless your actively using something, keep console, server list, etc. closed.
  • Sometimes when killing yourself (suicides) you may "dominate" yourself. (Screen Shot #1 Screen Shot #2)
  • Capture point progress HUD element stays on when map is suddenly switched from a capture map to a non-CP map. (Video)
  • Backpack menu freezes if you press enter at the confirm delete dialog (after deleting an item) in the backpack. Fix: don't press enter.
  • Every update resets the option to enable voice in the game to default(on). Fix: Add a command in you autoexec folder to turn it off.
  • Upon launching TF2, settings for Model Detail, Water Reflections, and High Dynamic Range reset to the highest settings. Note: Speaker setting is set to 2 speaker as well. Quick fix: copy the following into you autoexec file to have it automatically set everything it lowest setting. mat_hdr_level 0; r_rootlod 2; r_waterforceexpensive 0
  • Sometime your stats won't update after you die or disconnect, only when you’re doing very well however. Also they sometimes regress to an previous date. They be bugged.
  • If the key for developer console is set to anything other than tilde, one cannot close the console unless you are in-game (main menu/server browser, etc.) In addition, the tilde key is still used to close the console in-game, no matter what button you have set.
  • Demos cannot be played if they were recorded pre-update. Granted this has been around for awhile, it’s quite annoying.
  • Sometimes, at the very beginning of the round, the Announcer says both "Mission begins in 60 seconds!" and "Prepare to attack the enemy's control points!" simultaneously. Has been reported on Gravelpit and Steel.
  • Sometimes, clicking cancel in the class selection screen will not work; you have to press 0 instead.
  • You cannot switch language when in main menu. So if you've switched to non-English and disconnected, you cannot use console and server search tags.
    Note: The right-click language menu appears, but doesn't do anything.
  • Echo messages no longer appear each on its own line when console filtering is on. (Thread)
  • The binds for '+quickswitch' and voice chat cannot be unbound via option menu. Fix: type unbind [key] into console.
  • During humiliation, you can taunt off a ledge and move around and kill people with said taunt.

Minor graphical Bugs
[0MIAL0]
  • Cart flashes green/red briefly. (Video)
  • When you enter any character's load out, the label under the weapons (weapon's name) use a small font. If you then switch any weapons in the load out, the label use now a bigger size font, and with long names it is being cut by the borders. This bug also appears also if you go back in main load out screen, enter the backpack, leave, and then access any character load out.
  • In Dxlevel 80-81, The Mining light, Halo, Prussian pickelhaube, and Otolaryngologist's mirror have a Fire texture. (Screenshttp://img41.imageshack.us/img41/1121/ctf2fort0000s.jpghot)
  • If you get auto-switched in the middle of the humiliation while playing in the winning team, you will have the crit animation stuck on even in the spectator mode
    And everybody in the enemy team(last round winning team) will have the "old" crit effect. (Screenshot)
  • All loading screens will feature the red menu background even if you start the game with the blu one.
  • Domination numbers in different spots can all be unequal. The badge number and the number of domination logos by the enemies. (Screenshot )
  • When playing with DirectX level set to 8.1, eyeballs are displayed with more than one iris very often. Possibly connected to the angle you watch the character from.
    Screen shots: Scout Soldier Demoman Heavy Medic Sniper Spy
  • Sometimes, when you reload the and your weapon view model is set to full (70) it shows a red sleeve on the left hand (arm not on the weapon) as you reload - even when you're on BLU team.
  • When you achieve an achievement, sometimes the icon is missing or distorted. Note: Similar thing can happen when you get an achievement progress update, sometime a random player avatar replaces the picture.
  • If a player is burning or has used a teleporter recently and is on a ledge you can see the glowing sprite that would normally be under them on the floor under that ledge.
  • Kill cam sometimes shows that you were killed by weapons your assailant was not using.
  • Occasionally, if someone who has just killed you has been killed after the kill cam starts its close-up, the kill-cam will arrive too "late", and will show the player as having some amount of health and still alive. (Screenshot)
  • Burning rag-dolls continue to burn if they fall onto water.
  • The unlocked weapon's particle effects start farther away from the model. (Screenshot 1 / Screenshot 2)
  • When you get auto-balanced at the beginning of a round, the objective window says the wrong thing. (Screenshot)
  • When a Scout hits his baseball into a wall/floor point blank, the sprites for the baseball get all stretched out and misplaced. (Screenshot 1 / Screenshot 2)
  • Weapon models in the load out menu appear grey (background color) if in DX8 mode. (Screenshot)
  • It is possible to see the "picture" border in the load out menu. (Screenshot)
  • Possible Bug: Setting a higher model FOV can cause the player arm to become "disembodied" when hitting with a melee.
  • Sometimes domination icons can appear uniformly a few feet away form the top of the head of the person dominating you.
  • Some achievement descriptions list the need of a regular weapon in order to complete it. Since the inception of unlock able weapons, sometimes both the regular and unlock able can unlock the achievement, either a glitch or unfixed description. Achievements include: "FYI I am a Medic" and "You'll feel a little prick.”
  • Possible bug: the import spray function does not work for most extensions. Edit: This is an old one, exclusive to tf2. There are two fixes, you could make a .vtf file yourself, or import an image into another source game (half-life, CS), and then move it to the right file. (Google it)
  • If you press a voice command key (z, x, c) and let it time-out without making a number selection, you will have to press the voice command key two times the next time to use it.
  • When spawning, if you change your class after you are able to move, but before you call out your battle cry, when it gets to be your turn you call out the battle cry from the class you were before.
  • Sentry bullet tracers will travel through solids and be visible across the map.
  • Sometimes, the faces of dead player models will animate expressions. (Screenshots 1,2,3 / Video)
  • Sometimes, certain effects will remain on screen after you die and after you re-spawn. Effects include: Kritzkrieg electricity and sound (affects both Medic and patient), First Blood electric effect, the Heavy's muzzle flash, sound, and shell ejection if he dies while firing, the on-fire effect produced when lit on fire, the uber effect, and the bubble sound effect after dying underwater.
  • During the humiliation round, a scout with a bat out has the crit-glow effect. However, the crit-glow is surrounding the bats location as if he were standing still. When running, the crit-glow stays statically in front of him, but the bat is now held back and swinging around a little. Glow doesn't match to the model.
  • If you earn an unlockable,it shows correctly for you in the chat but the name of the unlockable is not shown in yellow color,just in normal white.(Screenshot)

Last edited by themarcuslove : 11-19-2009 at 09:23 AM.
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Old 07-01-2009, 11:00 AM   #4
themarcuslove
 
Join Date: Mar 2009
Reputation: 39
Posts: 650
Class Specific Bugs
[0CLIC0]


Scout
[0SCUT0]
  • Scouts taunt kill can sometimes miss a player regardless of distance or aim, it will miss this player repeatedly. This occurs when the scout kill taunts and hits the player behind the one he was next to, making the player that he tried to kill, unable to be killed by the taunt, until next re-spawn.
  • While under the effects of the Bonk! Energy Drink or an Uber, in circumstances which would normally telefrag someone, cause the two players to become stuck in each other.
  • Scouts kill taunt can be performed while completely invincible by drinking the BONK energy drink and immediately taunting with the sandman.
  • The scout can hit the sandman's baseball through any gate before the round starts, during setup phase, bulletproof glass and thin walls. (Video)
  • While using the sandman and in arena mode as scout, you may spawn with 65 health (-30x2). Quick fix: Switch class, then switch back.
  • Heavy eating Sandvich is immune to the Baseball of the Sandman.
  • Backstabbing a scout using BONK! sends them flying.
  • Scouts can use Bonk! without the cool down period.(Video)
    Special Notes: Requires to do the following:
    1.) Select Bonk! and use it
    2.) During its effect, stand near a locker and refill your ammo, if any.
    3.) You'll notice your effect has been refilled, too, so a few more seconds have been added.
    4.) Press Q and it will change to the drink again, although you cannot use it (yet).
    5.) Press Mouse 1 as fast as possible, and immediately after the effect is over, you'll take a sip again, creating an effect of permanent invulnerability for the exception of the second when you actually DRINK bonk.
Minor Bugs
[0SCUTm0]
  • During the humiliation round, a scout with a bat out has the crit-glow effect. However, the crit-glow is surrounding the bats location as if he were standing still. When running, the crit-glow stays statically in front of him, but the bat is now held back and swinging around a little. Glow doesn't match to the model.
  • Reflected baseball kills count as a scout suicide with the sandman rather than a reflect kill.
  • 'The big hurt' (stun 10 ubercharged medic's) can be overdone seeing as the replacement achievement only requires stunning 2 medic's with a charge. Fix: Reset your stats and you should get the achievement.
  • A small animation bug with the metal bat, after he spins the bat and catches it his wrist moves out of place. (Video)
  • If you taunt right after bring your bat out, you can hear the sound of the scout catching the bat. (Remember he spins the bat in the air when you bring it out.)
  • Force-a-Nature description is inaccurate; the clip is 66 2/3% smaller not 60%.
  • When using the Scattergun, if you right clicking at the same time as left clicking to fire, it will do the particle effect, but will not actually fire any projectiles. Does not play the sound, but it does use ammo. Also, while reloading, doing the same thing will cause animation to freeze. (My first video!)
  • When a Scout Double Jumps, his limbs bend in ways they shouldn't be able to. (Screenshot 1 / Screenshot 2)
  • When being shot by a flare and baseball at the same time, you take damage from the flare but no after burn. After burn will incur after the stun wears off.
  • Sometimes, the loading bar for the baseball shows up as full, even if it's still actually loading. (Screenshot)
Soldier
[0SOER0]

Minor Bugs
[0SOERm0]

Pyro
[0PYRO0]
  • While under the affect of kritzkrieg flares and baseballs aren't reflect-able.
  • The flamethrower tries to compensate to bend around objects when it shouldn't, effectively allowing pryos to destroy targets while safely behind cover.
  • The scouts bonk energy drink can avoid all damage, except but the scout will still be killed by the pyro's hadouken. No other kill taunts are lethal.
  • When being shot by a flare and baseball at the same time, you take damage from the flare but no after burn. After burn will incur after the stun wears off. Special Note: to reproduce, stun and flare-gun someone at the same time.
  • Sometimes when spawning as a Pyro, you will only have 8 Flare-gun rounds instead of 16.
Minor Bugs
[0PYROm0]
  • Pressing +attack (mouse 1) and repeatably tapping +attack2 (mouse 2) causes it to appear as if the flamethrower is constantly air blasting, without any effect or ammo consumption. Drastic increase in fps for viewers.
  • Reflected baseball kills count as a scout suicide with the sandman rather than a reflect kill.
  • Pyro lighting arrows get no assist when burning arrow kills an enemy.
  • Getting a reflected arrow headshot as a pyro gives the headshot icon for the arrow, but no reflected headshot icon. (and the entire game doesn’t stand still in awe at this amazing skill)
  • When doing hand gestures during voice commands, part of the flamethrower distorts and moves with the hand. (Screenshot)
  • The flamethrower's particle effect does not accurately line up with the actual attack "projectiles." (Post w/Screenshots)
  • When you use your last shot of your Flare-gun, it will still have the reload animation even though you are out of ammo.
  • Crit flames still appear to fire even after letting go of the fire button.

Demoman
[0DEAN0]
  • It's possible to make stickies go halfway through thin walls by crouching and hitting the right angle. This can cause damage to anyone on the other side. (Video- Note, minor cusses in music)
  • If you place 8 stickies, wait a while, then detonate, they explode with an extremely tiny delay in order of their entity number. This leads to stuff like if you want to suicide with 8 stickies, only those who damage you enough explode the rest disappear with that white glow. So 3 explode 5 disappear.
Minor Bugs
[0DEANm0]
  • The bottle's label doesn't match the weapon icon. Both teams have should have a different design. (Red / Blu)(There are skins to quick fix this)
  • When charging a sticky, if you quick switch to another gun the full charge sound will play out.
  • If you detonate a sticky while charging another one, the charging sound will stop. (Video)
  • If you shoot sticky bombs at a train (e.g. cp_well) they do not stick to the train but instead stick to the air and remain there.
  • If you crack your bottle as Demoman and die with it out, the bottle is dropped and is repaired. (Screenshot 1 / Screenshot 2)
  • Demoman is holding his stickie launcher with 2 hands, still we can't see the other hand on stickie launcher. (Screenshot)
Heavy
[0HEVY0]
  • If you have less than 300hp, you cannot throw your sandvich. With the new checks for if the sandvich hits a hit box before touching the ground, the heavy's hitbox is included.
  • Its also possible to 'POW!' someone through the gates as a heavy, provided both you and your victim are right up against the gate.
  • Heavy eating Sandvich is immune to the Baseball of the Sandman.
Minor Bugs
[0HEVYm0]
  • If you taunt with a minigun, and hold +attack2 (mouse2) while doing so, the minigun model will not spin until you fire. And, you will come out of the taunt with the minigun revved (just the barrel is still).
  • Thrown sandwiches aren't pick-upable in some areas.
  • And while using the shotgun, the hands are contorted werid and lack wrists. (Look ma, no wrists! / Ouch)
  • When the player eats the sandvich, the Heavy doesn't take a bite from it, but you can see other people taking bites.
  • Natasha still has the ammo belt on the wrong side. (Screenshot 1 / Screenshot 2)
  • When killing someone with heavy's taunt kill some blood particles appear to be coming out of the Heavy. (Video)
  • Sometimes the animation for a left handed punch and a crit uppercut play at the same time.
  • Sometimes heavies’ fists won’t appear client side or to other people, tends to happen to certain people only. EDIT: This is reproducible by doing the following, but I'm not certain this is the only way. 1. Go Sniper with huntsman. 2. Pull back and hold the arrow 3.Open class select, and press 5 to go heavy.

Engineer
[0ENER0]
  • Sometimes, sappers will remain on a Sentry if it was placed as the Sentry upgrades to a level two or three and continue to damage it until the Sentry is destroyed. Sometimes, the Sentry will even function normal, despite health loss. (Video)
  • If building either end of a teleporter and the other get's sapped, both sides are sapped, but you can only repair the side that's building.
  • Upgrading an Entrance or Exit while the other one is still building causes Engineer to loose some of metal. Note: Most likely caused due to mental going to 'repair' the other end. (Video)
  • Sentry rockets are able to kill teammates if the Sentry is destroyed after they're launched or if the engineer that built it is dead. Also, the splash damage of a rocket can hurt friendlies as well, even if the sentry gun is alive. (Screenshot / Video Epically funny video)
  • Dispensers will not heal with the upgraded values when upgraded from 1 - 2 or 2 - 3 if someone was already being healed/given ammo from it (by standing next to it). They need to walk away and come back to get the new level's effects.
Minor Bugs
[0ENERm0]
  • Dispensers require a line of sight with their target to heal them (like a medic), but ammo is given to anyone in a certain radius even if it can't 'see' them.
  • It's possible to stop the tapping of the engineer's wrench by swinging the wrench, and as the animation of the swing is taking place, hold mouse2, as long as mouse2 is held, the engineer's will hold the wrench in his hand.
  • It's possible to build in odd, normally unreachable (maybe even some non-building) places by falling near it and rapidly click the mouse when your blueprints are over it. (Video)
  • When attempting to build on top of a train (e.g. cp_well), the blueprints will show you are able to place a building.
  • When the Engineer stands around with his wrench out, he taps it against his palm (this is audible). If you taunt with the wrench still out, you can still hear the tapping.
  • When you are in build mode (placing building) and in that time you get stunned, you can still rotate and see the blue print.
  • Sometimes, the Engineer's building HUD will show the "damage warning box" when the building is not damaged. Reproducible by having the building damaged in some way right before the round restarts. It will then show the damage flash next round. (Screenshot)
  • Sometimes after a damaged building is repaired, smoke, flames, and sparks will still come out of it, possibly related to the Sentry being previously sapped. (Screenshot / Screenshot 2)
Medic
[0MEIC0]
  • Overheal doesn't decay if your hurt then healed by a dispenser and a medic overheals you while your healing form the dispenser. It's not unheard of the the overheal not to decay by other means, but no patterns
  • Medi-beam (the beam between you and your patient) can disappear under various circumstances.
  • Sometime, hitting an enemy will not produce a charge (and they die) or produce less than 25% of an ubercharge. (Thread)
Minor Bugs
[0MEICm0]
  • If you have the option toggled to keep healing the current target even without holding the mouse, you will heal your current target even if stunned or taunting.
  • Kritzkerg sound sometime continues after death. Most instances fixed with a ninja fix I believe.
  • In the score tab, it says Invulns for Medics, but with the inclusion of the Kritzkrieg that is no longer the case.
  • Kritzkreig's animation not working properly when switching to the unlock able weapons. (Screenshot 1 / Screenshot 2)
  • If you have a fully charged Uber, the sparking effect goes away if you switch weapons and only comes back when you start healing someone. Edit: This still happens, just not as often.
  • Possible Bug: the Kritzkrieg will remove any afterburn effects, just like an uber would.
  • If you call for a medic while taunting, then in first-person look upwards you see the medic call sign. (Screenshot)
Sniper
[0SNER0]
  • When a sniper with jarate captures the intelligence before the jarate recharge timer is full he can equip the jarate but the ammo count is zero. While this is in effect you can have jarate out but you are unable to throw it, effectively loosing the weapon until you die or go to a resupply cabinet.
  • When firing the huntsman from within the spawn gates of Egypt (stage 1) arrow’s flight path becomes distorted. Holds true for flares and rockets. Screen Shot (nice pic man :P)
  • Sniper rifle no longer shoots through teammates.
  • Possible to have a jarate bottle with 0 ammo in the HUD and unable to throw it if you hold the button to throw it while it regenerates. Thread
  • Ubering a sniper with the kritzkrieg doesn’t give him crit arrows.
  • While the Huntsman can't fire arrows in water (think about it), you can if you have the arrow notched all ready, prior to entering the water.
Minor Bugs
[0SNERm0]
  • With a notched arrow in place, you'll become a civilian sniper if your team loses and the arrow remains notched.
  • The razor will can randomly float above the sniper wielding it. Still works as normal, just not attached to back. (Screen Shots)
  • Huntsman issues. When firing crouched, the arrow appears to be firing from behind the Sniper, instead of in front of the sniper. Client side, the arrows appear to launch form a standing position when your crouched. Holds true for the flare gun as well.
  • Destroying an engineer building with an arrow will show a skull and crossbones icon (suicide icon) instead of an arrow.
  • It’s possible to go through the ‘thrown jarate’ animation twice by immediately charging the huntsman after throwing jarate, fixable by waiting for the huntsman to pull up first.
  • If you right-click with the sniper rifle just as you get stunned, you see yourself through a scope in the third-person.
  • When spawning as a Sniper with the Huntsman you may only spawn with 7 arrows (1 knocked and 6 in reserve) instead of the intended 13.
  • The snipers hat appears on his head (kukri taunt animation) when you look at it from above. (Screenshot)
  • The sniper should have a watch on his hand according to the load out model. However, he does not.

Last edited by themarcuslove : 10-27-2009 at 08:40 AM.
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Old 07-01-2009, 11:01 AM   #5
themarcuslove
 
Join Date: Mar 2009
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Posts: 650
Spy
[0SPY_0]
  • Using the DR and disguising as an enemy spy, you drop corpses with spy masks on them. Normal spy corpses don't have such masks (but I think they should). Also corpse have a habit of flying randomly or into the ground when fake death is triggered.
  • If teams need to auto-balanced, using the dead ringer will switch you to the other team (assuming you were a person eligible for auto-balancing).
  • Valve stated they got rid of on-hit effects on disguised spies without defining what an on-hit effect is. As it stands, some on-hit effects are removed but some remain like force-a-nature knock-back and arrows stick on your person.
  • The new force crit effects don't cloak with a spy, giving him away when someone caps the intel on a capture the flag map.
  • While disguising as someone wearing a hat or razorback, your disguise doesn't have a hat on or the razorback.
  • Using voice chat with all-talk on when you're a cloaked spy will give away your position because of the speech icon.
  • If a spy is cloaked and gains an achievement, the trophy icon still shows up over his head.
  • If using DR and disguise as an enemy player, upon death, you will scream as the person your disguised as. This would be fine, but seeing as you drop a spy corpse, people may catch on.
  • Possible to be hit by arrows if you’re behind a sniper when one is fired and in back-stab range. Ping issue? (Poor spies)
  • Through the use of a script or macro, the spy can still perform his kill taunt while invisible when using the cloak and dagger or the regular invisibility watch.
  • If you spam voice/text messages as a disguised player, it show your true identity to both teams if you say them fast enough. If you go at a normal pace, it will pretend your disguised person said it.
  • If autobalance is about to commence, and you feign your death with the dead ringer, you will be autobalanced (if you fit the rank need by the other team).
  • If you teleport through an enemy teleporter, you can telefrag the Engie who built it.
  • The spy can disguise while kill taunt is being performed, applying the disguise before the killing blow. This causes the animation to stop and the enemy simply sees a stationary 'friend' instead of a spy thrusting his knife.
  • A Spy with an empty Cloak and Dagger meter will lose the semi-invisibleness when he falls. Maybe intended, requesting someone to match fall speed without falling. (Video)
  • You can occasionally see the wire-frame placement of a friendly spies sapper when they are in sapping range of a building. (Screenshot)
  • Dead ringer spies who disguise as friendlies, will drop the weapon they appeared to have out, but the weapon will have the collision box of the weapon the spy had out.
  • Possible bug: back-stabs are survivable if your victim is stunned.
  • Rarely, when sapping a teleporter exit, the teleporter remains use able. Health resets every time the teleporter is used, making the teleporter really hard to kill.
  • Backstabbing a scout using BONK! sends them flying.
  • Can use enemy teleporters even if your undisguised. (Oh, you have a sentry gun... heh.)
  • When the view model is switched the spy watches show no cloak meters. Also, when you put away the dead ringer,it will delay for a second and show cloak meter to the side, sometimes. (Video/Screen Shot)
Minor Bugs
[0SPY_m0]
  • If someone looks at you while your invisible and yells "Spy!", they will say "That ___ is a spy!" even though they can't see you. Note: If you point at a friendly, disguised spy and shout spy, you'll say "That spy is a spy" blowing there cover. Most notable when they are pretending to be a friendly character.
  • A friendly spy wearing a fedora will have their fedora disappear when they put on a disguise. The fedora reappears when they remove the disguise.
  • View model wise, when the Spy thrusts his knife forward, a random red polygon emerges out of his hand. (Screenshot)
  • If you kill a spy while he's in the middle of disguising, the disguising effect will continue its animation even when his ragdoll is in a different position. This is also true if the spy is running, the smoke and haze will look as if it's still running. (Screenshot)
  • The Spy's left arm holds the Revolver when he is crouching and walking, if he does a voice command that uses his hand (Incoming!, Medic!, Go! Go! Go!, etc) his hand goes back to it's normal position (Against his side) then does the voice command animation, then goes back to holding the Revolver. Obviously unintended, since the arm 'jumps' from the Revolver to his side, then jumps back to the Revolver. (Video)
Spectator
[0SPOR0]
  • When spectating a cloaked spy then going into his weapon load out, the 3-D spy model disappears. Weapon models can also disappear.
  • When spectating after death in arena, there sometimes can be two models of the hands. (Screenshot) / (Screenshot 2)
  • Whenever spectating a spy and he cloaks, the meter on his watch doesn't drain at all. If you spectate a sniper, you can't see the charge meter on his scope (not in video). Video
  • As spectator, some trigger brushes are visible. (Video)

Last edited by themarcuslove : 11-05-2009 at 01:45 PM.
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Old 07-01-2009, 11:01 AM   #6
themarcuslove
 
Join Date: Mar 2009
Reputation: 39
Posts: 650
Map Specific Bugs
[0MAIC0]


Arena
[0PAAD0]
  • Winning a round doesn't mean you won't be kicked for next round like the game claims. Note: Due to teams being scrambled THEN kicking someone off the losing team.

Payload
[0PAAD0]
  • Rarely, the car will spawn upside-down. This prevents the cart form moving and allows the other team easy victory. (video)
2Fort
[02FRT0]
  • If two heavies stand on the main spawn door like in the picture, I will not open. (Screenshot)
  • Scout's Baseball cannot be retrieved in the sewers underneath 2Fort.
  • The blue sniper side has a gap underneath the metal wall on the balcony where you can see movement, but the red side doesn't.
  • Standing on the bridge look at a base, the spawn on the left, the one you spawn from least. From this spawn, you can build a teleporter exit while falling down the hole exiting spawn allowing a spy to teleport into this spawn. (Screenshot)
  • There is a doorway in 2fort which is slightly lower on blu side. That results in not being able to get over a dispenser on blu side. If you build the dispenser in the same doorway on red you can get over it. (Screenshots)
  • RED base, standing on top of a dispenser can yield the following view. It's in the little room where you can jump through the floor, where Demo's often camp and Engineer's build sentries etc. (Screenshot)
  • The 2fort sewers have bad jump detection - you can't get the double-jump scout achievement by double-jumping in the sewers, you can't collect your baseball, the sniper can jump while scoped.
Minor Bugs
[02FRTm0]
  • This metal isn't solid... (great for hiding...)
  • When you teleport to sewers and in about 2 seconds teleport to the spawn, environment will be green, like dirty water.
Badlands
[0PAAD0]

Minor Bugs
[0BADSm0]
  • It is possible to sticky jump to this location. It's very hard to do though. (Video)
  • At the final capture points for both teams, behind the cylindrical tube housing of the capture points are 2 fans, these fans can be climbed inside. (Screenshot 1 / Screenshot 2)
  • There is a place near the P1 where you can go. And once you're there, you can see through the wall. (Screenshot 1, 2, 3)
  • There isn't a wire holding a lamp (it's on last point in badlands). (Screenshot)
Badwater
[0BAER0]
  • If you are in the Red team exit when it switches to closed after blue gets the second point, you are stuck in the doorway. (Screenshot)
  • Soldier and Demoman are able to rocket/sticky jump onto a roof near second point. (Screenshot 1 / Screenshot 2 / Screenshot 3)
  • A BLU Eng can build a sentry gun this specific spot during setup time. (Screen shot)
Minor Bugs
[0BAERm0]
  • Once the cart has reached its destination, scuffed concrete is displayed around the crater. Rockets will not explode against this surface, making it difficult to finish off people hanging around the crater.
Dustbowl
[0DUWL0]
  • Stickies will not stick under the bridge near the spawn of stage one of cp_dustbowl. (Video)
  • Stage 1, there is a spot that can't be seen that you can stand on. This give BLU a disadvantage as RED can hop up on the spot and then hop up to the ledge giving them easy access to the gated tunnel. (Screenshot)
  • Stage 1, A BLU Eng can build a sentry gun during the setup time on the stairs. (Screenshot)
Minor Bugs
[0DUWLm0]
  • Stairs can sometimes, albeit rarely, appear in random locations while playing Dustbowl. (Screen shots 123)
Egypt
[0EGPT0]
  • Engineers can build teleporters under certain torches and cause teleported players to become stuck. (Video)
  • Sometimes, you're stuck in floor after spawning. You have to jump to be able to move.
  • When firing the huntsman from within the spawn gates of Egypt (stage 1) arrow’s flight path becomes distorted. Pic (nice pic man :P)
Minor Bugs
[0EGPTm0]
  • The game will end and switch to a new map after a stage is completed instead of going all the way to the third stage like Dustbowl, Gold Rush and other multi-stage maps do.
  • Touching this spot instakills! Hint: don't jump here.... (Video)
  • On cp_egypt_final, if the attacking team advances past the first stage, they will occasionally spawn facing the wrong direction, generally towards the previous stage.
Hoodoo
[0HOOO0]
  • Cart will push it's self all the way during set-up, blu team wins. Causes unknown, if someone can add more information... Note: The blue spawn gates may not open as well. (Video-Minor language)
Minor Bugs
[0SCUTm0]

Goldrush
[0GOSH0]

Minor Bugs
[0GOSHm0]
  • Stage 3, you can jump to the arch over the first control point and see through the roof. (Screenshot)
  • Stage 2, we can see piece of sky through stairs. (Screenshot)
Gravelpit
[0GRIT0]
  • It is possible to trap team mates with teleporters on the stairs of Blu spawn of Gravelpit. (Screenshot)
Junction
[0JUOT0]
  • The capture point names are all from Gravel Pit--Point A is the Radio Tower, Point B is the Radar Dish, Point C is the Laser Gun, but no such objects exist within the map.
  • There's a computer console in the BLU spawn area on the A side that can be walked through completely if you walk through the trash can first. The can is missing a player clip. (Screen shots 1 and 2)
Minor Bugs
[0JUOTm0]


Nucleus
[0NUUS0]

Steel
[0STEL0]
[/center]
  • On Steel at control point C, there is a door with the inscription: "etavirp". (Private backwards.) (Screenshot)
Pipeline
[0PINE0]
  • Possible to ‘win’ pipeline then receive no map change or new round. Entering the bomb radius instakills! (Video )Note: Applies to all stages, not just the last stage.
Minor Bugs
[0PINEm0]
  • The game will end and switch to a new map after a stage is completed instead of going all the way to the third stage like Dustbowl, Gold Rush and other multi-stage maps do.
  • There are a few props throughout the stage that can be walked through.
  • Non Solid Props. Specifically tire stacks. Great place to hide scouts. (Screen shot)
  • Sometimes, if your on the cart prior to the round starting, the cart won't move until everyone gets off (and then back on) once the round starts. (Screen Shot)
Sawmill
[0SALL0]
  • Saw textures appear in the ground here. They act as normal and their goofed position relates to their real position. Note: Sometimes they will appear still in goofed positions, if they move, they show where the saw is.
  • It is possible to get stuck between the cut tree trunks and not have anyway to get back out again. (Screenshot of trunks)
Capture the Flag Mode

Minor Bugs
[0TUNEm0]

Turbine
[0TUNE0]
  • On the ledge near the Intel room there is an invisible player clip that you can crouch + jump onto to get up onto the ledge. Affects both teams’ Intel room and can be done as all classes, even heavy and soldier. [The shot areas are where you can jump.](Screenshot)
  • These signs stick out an itty-bitty, tiny amount and can cause players to get "stuck" while running. (Screenshot 1 / Screenshot 2)
Minor Bugs
[0TUNEm0]
  • It's possible to jump up on top of the lockers in the spawn room and clip through the air ducts.(Screen shots 1st person/2nd person)
  • You can rocket jump on top of the rafters in the Intel room, clearly unintended as some walls are not drawn. (Screenshot 1 / Screenshot 2)
  • Highlighted areas in screenshot are not solid objects like they should be. (Screenshot)
  • The un-open able doors have a wall hit effect instead of a metal hit effect. (Screenshot 1 / Screenshot 2)
Watchtower
[0WAER0]
  • It is possible to get stuck when knocking over the water coolers inside the central tower. Fix: Shoot is away.
Minor Bugs
[0SCUTm0]

Well
[0BAER0]
  • As a slight disadvantage for blue on Well (CP), red scouts can get over the train cars during startup by hopping up onto the left side of the building on the middle point then double jumping to a nearby lamp post from which they can double jump over the train car. The blue side doesn't have these lamp posts. (Screenshot)
  • You can sticky jump high enough over the player clipping. This can be done on all four sides. (Thread)
Minor Bugs
[0WELLm0]

Last edited by themarcuslove : 10-27-2009 at 08:59 AM.
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Old 07-01-2009, 11:01 AM   #7
themarcuslove
 
Join Date: Mar 2009
Reputation: 39
Posts: 650
Demoted again.

Last edited by themarcuslove : 09-03-2009 at 02:09 PM.
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Old 07-01-2009, 11:02 AM   #8
Hunter2600
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This looks to be a promising thread
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Old 07-01-2009, 11:03 AM   #9
SirPWNaLOT
 
Join Date: May 2009
Reputation: 14
Posts: 528
But we already have one, why make another?
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Old 07-01-2009, 11:03 AM   #10
moosenukes
 
Join Date: Sep 2008
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Posts: 2,149
Tannker stopped updating his a while ago
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Old 07-01-2009, 11:13 AM   #11
HvC_Terr
 
Join Date: Sep 2008
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Posts: 7,310
Using a forum for this is the wrong tool for the job. You want a web-page. With... these... linky thingies they've invented, don't ask me how they work
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Old 07-01-2009, 11:14 AM   #12
themarcuslove
 
Join Date: Mar 2009
Reputation: 39
Posts: 650
Right, I have Tannker permission to 'revive' his. Should get stickied soon.

@HvC I use word so it's no problem to edit. Linkies?

>.< should have put another place holder >.<

Last edited by themarcuslove : 07-01-2009 at 11:23 AM.
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Old 07-01-2009, 11:34 AM   #13
Fragleader
 
Join Date: Jun 2009
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Posts: 51
I have a bug. when you get auto balenced in the middle of a kill streack the background of the bright side popup will be wrong
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Old 07-01-2009, 11:52 AM   #14
tulskiymedic
 
Join Date: Jun 2008
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Posts: 37
All alt+tab bugs solving by using windowed mode and adding -noborder in Shortcut
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Old 07-01-2009, 11:55 AM   #15
Fishtype1
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What do you mean "Criticals will show being fired, but will not actually be crits." is unverified?

Just stand next to a Dispenser/Resupply locker and fire for a while and it will fake crit.
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