Posted: Sun May 06, 2007 08:38 am
If you run out of shells while holding the shotgun, pressing fire will show the weapon kicking, without the muzzle flash or the actual shot being fired. Every 2 shots, Caleb will break the stock ejecting the two casings, reload, and resume the aforementioned behavior.
I did encounter being on fire for about 3 minutes or so, I was playing with God on and seemed to just be perpetually on fire... after a while it went out. It was on b2crypt so I couldnt test if it reacted to water, as I couldnt find a body of water deep enough (well, nothing obviously deep enough, I may have found one, it was debatable).
A non-weapon/weapon-effect bug is that of joint brush entities, namely doors. They synchronize in motion, but sometimes you can trigger just one of them. For example in the stained glass tower of bb2, I accidentally opened just one cabinet door to the shotgun, but the other stay closed. This was not enough room to reach the shotgun inside. When I hit use again, the open one would close, and the closed one would open. This is less of a problem for automatically closing doors (a few others in the level close after a moment, thus resetting their state and can continue to behave properly) and large ones. But it seems to be capable of happening with any door.
Level bug:
BB2 stained glass tower, the shotgun shells by the cabinet cannot reached normally, as the door into the room stays permanently open, and doesnt leave enough space between it and the cabinet for the player to squeeze in. I know its just some shells, but I figured I would mention.
Other bugs:
In Blood the invisibility cloak plays its sound once, upon the .touch function of it, to indicate pickup. From then on the only indicator of its status is your transparency, which warns you of elapsing when it pulsates.
In Transfusion it plays the sound upon pickup, and then regularly for the remainder of its duration. When it is elapsing it seemed to play it louder (or maybe coincidentally played it twice changing the impression of the sound?) and a few times in succession, like Quake does with its powerups.
This could be argued as a balancing factor (an audio indicator like the whispering of Quake's ring of shadows) but I frankly dont think the invisibility cloak is good enough to need a counter-weight, and it frankly sounds kind of annoying when you get it =)
Sweet moment thats not a bug: Arcing a napalm alt-fire through the small window in bb2 to catch a bot that had retreated after firing on you.
Edit:
Flare alt fire is unreliable. It only becomes the starburst after a short while and thus only behaves that way. In Blood a point blank shot of the altfire into a wall will show no spread, but will render the flame explosion sprite and do fire damage. If it impacts an enemy before spreading visibly, they just get dealt all of the damage. In Transfusion it seems to be a regular flare that costs 8 ammo until it has flown so far - and even then I have witnessed it merely disappearing rather than taking starburst form.
Ive also noticed the tommygun shooting through windows without breaking them if standing close enough - if it is literally beginning the bullets at the end of the gun, perhaps the gun model is a little too long? Dunno.
Morry - Yeah I poked at Willis about using the proper flame explosion sprite earlier today actually, it is one of the cooler sprites in Blood, Im glad others enjoy it.
I did encounter being on fire for about 3 minutes or so, I was playing with God on and seemed to just be perpetually on fire... after a while it went out. It was on b2crypt so I couldnt test if it reacted to water, as I couldnt find a body of water deep enough (well, nothing obviously deep enough, I may have found one, it was debatable).
A non-weapon/weapon-effect bug is that of joint brush entities, namely doors. They synchronize in motion, but sometimes you can trigger just one of them. For example in the stained glass tower of bb2, I accidentally opened just one cabinet door to the shotgun, but the other stay closed. This was not enough room to reach the shotgun inside. When I hit use again, the open one would close, and the closed one would open. This is less of a problem for automatically closing doors (a few others in the level close after a moment, thus resetting their state and can continue to behave properly) and large ones. But it seems to be capable of happening with any door.
Level bug:
BB2 stained glass tower, the shotgun shells by the cabinet cannot reached normally, as the door into the room stays permanently open, and doesnt leave enough space between it and the cabinet for the player to squeeze in. I know its just some shells, but I figured I would mention.
Other bugs:
In Blood the invisibility cloak plays its sound once, upon the .touch function of it, to indicate pickup. From then on the only indicator of its status is your transparency, which warns you of elapsing when it pulsates.
In Transfusion it plays the sound upon pickup, and then regularly for the remainder of its duration. When it is elapsing it seemed to play it louder (or maybe coincidentally played it twice changing the impression of the sound?) and a few times in succession, like Quake does with its powerups.
This could be argued as a balancing factor (an audio indicator like the whispering of Quake's ring of shadows) but I frankly dont think the invisibility cloak is good enough to need a counter-weight, and it frankly sounds kind of annoying when you get it =)
Sweet moment thats not a bug: Arcing a napalm alt-fire through the small window in bb2 to catch a bot that had retreated after firing on you.
Edit:
Flare alt fire is unreliable. It only becomes the starburst after a short while and thus only behaves that way. In Blood a point blank shot of the altfire into a wall will show no spread, but will render the flame explosion sprite and do fire damage. If it impacts an enemy before spreading visibly, they just get dealt all of the damage. In Transfusion it seems to be a regular flare that costs 8 ammo until it has flown so far - and even then I have witnessed it merely disappearing rather than taking starburst form.
Ive also noticed the tommygun shooting through windows without breaking them if standing close enough - if it is literally beginning the bullets at the end of the gun, perhaps the gun model is a little too long? Dunno.
Morry - Yeah I poked at Willis about using the proper flame explosion sprite earlier today actually, it is one of the cooler sprites in Blood, Im glad others enjoy it.