The Dreaded List of stuff people want fixed...
This page houses the itemized listing of issues brought
up to my attention by YOU, the TF community - followed by our commentary
on that entry. The numbering system is NOT a ranking of any sort, it's
just there so people can see how many "open concerns" there are..
Some people might read some of these, and shake their heads, saying it
was a waste of time to post it. Some people may recognize their input from Forum
posts, or emails they sent in, but see them in a much shortened form. Also,
name have been removed to protect both the innocent and the guilty. ^_^ The
thing to remember is that the objective of this whole thing is to make it a
representation of the TF community as a whole, not just "Tot's gripe list",
and what he's gonna scream at Valve about to try to get fixed. This is also
a tool for Valve as well, so they can see what the community is indeed concerned
about, and that might influence their development cycle. A shorter, more concise
list is going to be better received than a rambling rant paragraph. Besides,
rambling rants are done by the The Fort staff around here, damnit!
Bugs that have been fixed are now listed here. Check out that page if you
think a previously squashed bug has come back to haunt us.
Remember, that 100 voices speaking in unison is heard much better than 1000 voices screaming at once. Anyhow, on with the show...
21). Unfixed -- NailGrenade/Thin Walls
A nailgrenade will do dammage through a wall in any map that is too thin. Something that should be removed.
20). Unfixed -- Entities Cheat
A particular entites command (trying to explain but be vauge) will allow you to see stuff that you shouldn't
at such a distance underwater.
19). Next Patch -- Spy Bug
We're talking about a spy who cloaks and on his screen may be disguised
as an enemy soldier but *some* other players see him as a scout with a
rocket launcher, for example. Then, when he takes the flag or stabs or
shoots, he usually becomes a scout with a spy weapon (knife, tranq gun,
etc.). The bug seems to happen very frequently to some players and never
to others. I haven't found a correlation but I know it happens by
accident - I don't yet know if there is a way to exploit it but there is
no advantage in it. It only hurts the spy class. It makes it very easy
to spot spies as they are the ones that look like scouts with some other
weapon running slower than a scout normally runs. One thing that seems
to be constant, if you use old TFC models, then you are much more likely
to see enemy spies as a scout carrying a strange weapon. I'm not sure I
know of any player using new TFC models that has seen enemy spies with
the wrong weapon.
Valve: There was a bug with the spy in TFC. It has already been fixed and will
be released with the next server update.
18). Next Patch -- Detpack Bug(s)
It's currently possible to set detpacks longer than 50 seconds, and also to block respawn doors with them.
A nasty combination.
Valve: The bug in TFC where people could set detpacks to block doors has been
fixed. We've also fixed the bug where people could set detpacks for
longer than 50 seconds.
Both of these fixes will be released with the next server release.
17). Unfixed -- Engine
I was looking at the list of bugs, and I noticed that you have a sound loss issue listed. I experience sound
loss when I alt-tab out of any half-life mod (only play tfc and rocketcrowbar) and go back in. It's not a
hardware/os problem as far as I can tell, because it does this on Windows 2000 w/ SBLive value, 98SE w/ SBLive
value, 98SE w/ cheapo aureal, and 98SE w/ AWE 64 value. It's an engine problem, and the workaround is to go
the main menu with the video at the top, and then go back in and re-join the multiplayer game.
The Warthog: Yeah, all I do is (after alt-tabbing back into the game) hit escape then "resume game".. That brings
back the sound.
Valve: ALT tabbing (and losing sound) is a really hard problem to solve with the
way we do our launcher. We'll look into seeing if we can fix the sound
problem, but some of the other easier problems will be attacked first.
16). Unfixed -- Infection Problem
If you are infected by an enemy medic and Friendly fire is on if you touch
members of the other team (Same team as the medic that infected you) it
infects them and then kills them counting as a teamkill for the medic.
The Warthog: Valve is on it. Bring on the next Bug!
15). Unfixed -- Infection
Tot noticed that you no longer get healed by getting the pack of the medic
that infected you, after you kill him. Is this a new feature? Yes, I pursued
the varmit that infected me and killed him DEAD - and the pack did NOT cure
me.
The Warthog: For those of you who don't know, this was a feature in TF.. If you killed the
medic who infected you, and grabbed his pack, you would be healed. Valve told us that they never implimented this
into TFC, I would like to see it brought back however.
14). Unfixed -- Video
Tot: Also I would like to submit a new bug: this happens to me often: when I hit
the minimize button on tfc main window it minimizes alright, the problem is
that my screen stays in the same resolution of the GUI (640x480) instead of
1024x768, it doesn't riseze the screen, like all my icons stay in the same
coloum (like this I have the res in 1024 with 2 collums of icons on my
desktop, using auto-align thing) but the screen just gets to 640x480 , I
have to open screen config and put the slider back in 1024 to fix this,
don't know if I'm a first with this problem...
Valve: This really isn't something that we can fix because of the way we handle
unloading of video.
13). Unfixed -- Sniper
The bug where a sniper can run with a fully-charged rifle shot is still
there. I can duplicate this on all the maps I've tried - Select sniper,
stand still. Select sniper rifle, and hit forward/run and (hold) fire
simultaneously. The only time this doesn't work is usually when I don't hit
run and fire with the right timing. The shot will still charge and can be
fired as per usual.
Sniper will return to normal walking mode if he stops moving horizontally
(ie. Stands still, Climbs/Descends ladder, hits wall, etc)
Valve: We'll check into fixing this, but it's not really that big of a deal, as
this is all client side. The sniper will not be able to actually shoot and
hurt anyone this way.
12). Unfixed -- Scores Bug
We were caning some clan 80-0 on well then capped again to make it 90-0, but
the scoreboard suddenly showed the score as 90-90. The opposite clan then
went 8 D to try and get a draw (on the scoreboard at least), we capped again
and it went to 100-0, but as we had no access to the server logs in this
instance if they had held it at that point, you could basically see how this
could be a problem.
I've seen this about 5 times at least.... all times when you cap another the
score is displayed correctly.
The Warthog: I've seen stuff like this all the time as well.. Valve says that they know about it
and it's a High Priority fix. NOTE: As of 1.1.0.6, I still see this problem.
11). Unfixed -- Double Flags
The flag was at the top of the spiral on 2fort, I was scout and went to grab
it, but just as i got to it and touched it, it returned. BUT i also managed
to touch the flag before it returned. The vox said "the enemy flag has
returned" and "you have the enemy flag"
We'll look into fixing this one.
I headed on towards the basement to see if the flag was also in the fr. I
had the icon to notify me i was holding the flag, and am sure the flag was
in the fr too (hitting status it said "the enemy flag is in their base")
unfortunately i was killed on my way to the flag room so i was unable to
confirm this one, although i HAVE seen a picture of a scout holding a flag
AND the flag at the grate/fr on well, so i dont doubt this is true.
The Warthog: A helpful reader had experienced this two times, here's how it goes..
In order to get a "double flag" situation, you need to grab the flag at the same instant it returns. It's pretty much impossible to time intentionally, I should think, but probable that it would happen accidentally on a few occasions.
You can't cap the double flag, it simply appears to be on your person. Knowing all that, it's not a huge bug.
10). Unfixed? -- Grenades/Flag Combo
Grab the enemy flag - prime a grenade then throw the flag somewhere while
holding your gren. Your grenade will magically vanish without trace similar
to the bug when you picked up the flag in 1016 TFC.
The Warthog: This should not be a bug any longer.. The only time you would loose your grenade in this
situation is in your spawn room, can anyone repo it?
9). Unfixed -- Avanti
When a server enables tfc_clanbattle_prematch option on Avanti the gates
never open. This is a major bummer.
Valve: We'll look into fixing this one.
8). Unfixed -- Disguise/Health Problem
I don't know if this is a problem on other maps, but I found that on
epicenter, if I disguised as the enemy team the resupply packs would only
give me armor and not health.
These were the packs in the near a sniping area that overlooks a courtyard
with the ramp. I hope I'm being descriptive enough. I don't know if this
bug is specific to just those packs, just Epicenter, or to TFC in general.
The Warthog: If it is indeed a bug, Valve will get it taken care of.
7). Unfixed -- Warpath
i have notised this bug for a while. I thought it was a cheat until it
happened to me. In warpath, if you die at the exact moment that your team
wins (may work if the other team wins but i have yet to see it) then you
will spawn at comand point 3
spawn point (notice how it says when the game starts "comand point three
secu...)" This means that before the gates open you get a good minute thirty
to grab comand point 2 and 3. This is before people have left the gates.
The Warthog: Valve's checking and will remove it if it's there. (Repo cases welcome [g])
6). Unfixed -- Warpath
I was playing a Warpath game last night, and a few players were cheating to
capture command points very quickly. After the map reset, I would run out
of my base as a scout, and by the time I got to the first command point (2
or 4) there was already an enemy spy there. This is obviously impossible to
do in normal circumstances. My friend and I got fed up with this and
started trying to figure out what was going on.
First off, we checked sv_cheats. Now I haven't even tried playing with this
before on an Internet server, so I don't know what its behavior is supposed
to be. I THOUGHT it was a read-only variable for clients. But we could
both set sv_cheats 1, and it would stick, which we thought was odd. We
figured the cheaters just did noclip 1 and walked through the gate before it
opened. But noclip 1 didn't work for us. So we started bitching the
cheaters out. :) [...]
The Warthog: This one will be fixed. (The reader kindly sent along how to do it, that
makes our work SO much easier!)
5). Unfixed -- Maps
In "clan prematch mode" there is a 5 minute countdown timer before actual
gameplay begins in order to allow all players enough time to connect to the
server. at the countdown expiration, all players die and frag scores are
reset to 0 and the game begins.
however, in the map "Warpath" on a server using this "clan prematch" option,
once gameplay begins the capture points cannot be captured. i have seen this
two different times on two different servers, and is very frustrating as the
map turns into a giant deathmatch fest because the points cannot be captured
as intended.
Tot says: seems to be a common problem with other non-CTF maps. Avanti has
the same problem
The Warthog: Valve's on it.
4). Unfixed? -- Hole In Maps
Off we go. Be medic or scout, a soldier or any other class is more difficult
Go to the water near the flagroom in the blue base. Go to the tube that
leads to the outside of the base. Crouch on the tube (the borders of it).
Keep looking at the wall, and keep crouching. Now crouch to the middle (the
highest point of the tube), stand up and run straight forward. You will be
able to walk through that wall. Sometimes you get stuck, but you might as well conc
through the whole map. It may need a little exercise but it is possible.
Totentanz: I haven't done that myself, but I know that there is a hole in the
map at that point, cause Robin Walker blew me out of the map with a rocket
while we were playtesting the new netcode once. :)
Valve: I thought we fixed this a long time ago, but we'll check it.
3). Unfixed -- Extra Dispensers
I was playing on a clan server once with a few other peeps while it was not in use.
Anyway-he was able to build infinite dispensers. [ScreenShots were enclosed]
The Warthog: Thanks to |K2k|Slickis for telling us how this one is done. I've sent the info
to Valve, they'll take a look at it.
2). Unfixed -- Score Cheat
Allowing yourself to remove the kills you have listed, but keep your frags.
The Warthog: Should be removed, or fixed so kills are remembered as well. -- Wouldn't it be nice if all players didn't even care about their score? Only time I ever look is at the end of the game, is the wrong?
1). Unfixed -- Floating Sentry
The bug where you can detatch the top of the sentry from the base. It's not a huge bug, but it does
give a couple (small) advantages.. There is a small window that can be "missed" through, but nailgrenades
still hit.. It's just for gun attacks, but you don't aim at the hole naturally. Also it is supposed to give the
gun a bit better view on Rock2 over the wire, so that could be reason to remove it. But nothing huge like
some other bugs.
1). Never :( - Engine
There's a site that is promoting PRACTICING bunny hopping to get your speed of
a HW almost up to the speed of a medic. (or higher. people have reported HWGuys
outrunning scouts using this exploit)
Valve: This is an inherited issue from the Quake engine. Fixing this isn't really
something that we would want to do at this point given the sweeping changes
it would make to Half-Life single player, Half-Life Deathmatch,
Counter-Strike, etc.