Known Bugs: Difference between revisions

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'''Reproduction:''' Arm your VP lasers that come with the paladin and fire them at anything.<br>
'''Reproduction:''' Arm your VP lasers that come with the paladin and fire them at anything.<br>
'''Workarounds:''' Currently the only workaround is to not use them, or use wall-vendor VP lasers.<br>
'''Workarounds:''' Currently the only workaround is to not use them, or use wall-vendor VP lasers.<br>
'''Other Notes:''' I do know lasers are due for an overhaul....
'''Other Notes:''' I do know lasers are due for an overhaul....<br>
 
===Littlefoot LART Lameness===
'''Issue''' Littlefoot LART napalm is volumedetect. Stationary targets don't feel a thing.<br>
'''Reporduction''' Stand still and fire it at your own feet. Observe that you never overheat.<br>
'''Workarounds''' None.<br>
'''Other Notes''' None.<br>


===Nanus:  Sealth Drive===
===Nanus:  Sealth Drive===

Revision as of 07:41, 15 March 2013

Here is a list for known bugs for MCM. If you are aware of a bug please add it to the page with as concise information as possible on how it appears and what's precisely wrong.

Mech Bugs

AOs are trying to spread or other script issues

Issue: On click of a mech torso, the AO script will try to give itself out.
Reproduction: Click a mech.
Workarounds: Don't click yourself.
Other Notes: Any mechs exhibiting this behavior can be added here.

MCM Paladin [Chest]: Unable to give inventory: 'No item named '*Franimation Overrider'.'.
MCM Ragnok Shield [L_Pec]: llSetPrimitiveParams error running rule #1 (PRIM_GLOW): bounds error; 1.00286 is not in (0, 1).

Andras: High Gain laser

Issue: Firess a non-damaging laser.
Reproduction: Equip high gain laser arm and fire. Tested on avatar and a target
Workarounds: None

Shock Trooper: Micro LRM

Issue: Doesnt fire, non functional.
Reproduction: Unable to fire so unable to show actual use.
Workarounds: None
Other Notes: Avoid using it as it wont be useable regardless.

Triton: Bio Shatter Missile

Issue: Bio Shatter missile explosion is off center.
Reproduction: Get easy to observe terrain. Get a Triton with its missile ready, fire and observe impact vs blast radius.
Workarounds: It's consistantly off-center so you can shift aim to compensate. Other Notes: None known at this time.

Mantis: Mantis Snipers Misfire often

Issue: Mantis sniper shots clip each other, causing a misfire.
Reproduction: Equip a mantis default config boot it up and fire a lot of shots you'll eventually have bullets fail to go.
Workarounds: Fire only one gun at a time, a gesture can be used to flick which one is active.
Other Notes: Can take quite a few shots to make this show up, and then it might just hit you several times in a row. Finnicky bug to make show on demand.
Adjusting the rezz ofsets can fix this. -- Rivethead Deanimator (talk) 20:43, 9 December 2012 (CST)

Wastelander: Outdated PPCs

Issue: Wastelander uses outdated ordinance.
Reproduction: Compared the wastelander Heavy PPC vs the vendor version.
Workarounds: If you happen to have vendor Heavy PPCs swap them in.
Other Notes: Those version 2 ppcs are much sexier.

Paladin: VP Lasers are duds

Issue: Paladin VP lasers are duds.
Reproduction: Arm your VP lasers that come with the paladin and fire them at anything.
Workarounds: Currently the only workaround is to not use them, or use wall-vendor VP lasers.
Other Notes: I do know lasers are due for an overhaul....

Littlefoot LART Lameness

Issue Littlefoot LART napalm is volumedetect. Stationary targets don't feel a thing.
Reporduction Stand still and fire it at your own feet. Observe that you never overheat.
Workarounds None.
Other Notes None.

Nanus: Sealth Drive

Issue: Typographical Errors
Reproduction: Activate and deactivate the stealth
Workarounds: you can rename the stealth module at least....
Other Notes: [2012/07/22 19:20] MCM Nanus Sealth [Spine]: Sealth Activeated
[2012/07/22 19:20] MCM Nanus Sealth [Spine]: Sealth Deactivated

White Noise: Shuffle Walk

Issue: Certain users (Mangaman1001) have a shuffling walk with an active whitenoise instead of the proper walk animation.
Reproduction: Me and tsuno are not getting it we both have the speed increase perk, have not verified if that's the cause.
Workarounds: Running forces the animation to be nice
Other Notes: Appears to be a limitation on how SL handles movement speed. You don't animate as running based on input, you animate as running based on absolute velocity. Therefore if a mech puts you at the threshold speed odd shit happens. Perhaps if we made the walk/run the same animation?

Conscript: Stop shooting yourself!

Issue: Default weapon arrangement of the Conscript blows shells up in your face
Reproduction: Get a conscript fresh from the box. Put it on. Boot it up, move around and fire. First barrage may not do it, but you'll be taking damage from your own shells in no time.
Workarounds: Swap them or don't alpha.
Other Notes: I suppose this might be a job for a later 'rebirth' of the mech, if you ever have such a thing planned. I know you got plenty on your plate and this can be edited around.

Dagger: Flaggons be flaggon!

Issue: Flaggon cannons on first firing, hurt the pilot and dont fire forwards at first.
Reproduction: Wear, boot, arm, fire.
Workarounds: None, that first shot always hits you first, after that it behaves correctly.
Other Notes: Flaggon's make me go ARRRG on that first shot.

Sentinel: Mine shields, zey do natzing!

Issue: On lockdown the shield will trigger randomly, as well as the Var cannons not always entering the lockdown mode or not exiting the mode, creating odd lockdown behavior as well.
Reproduction: Wear a sentinel, boot, enter and exit lockdown as you wish, behavior is spotty.
Workarounds: Use it sparingly and dont rely on the shield in any way as it is half functional.
Other Notes: Use something besides the shield if possible.

Perk Bugs

Eclipse Perks: They do nothing

Issue: Eclipse mech perks do nothing. Even the passive ones.
Reproduction: Pretty straight-forward. Take any perk, like the pulsewave damage increase and see no change, even after a mech reset.
Workarounds: none.
Other notes: I guess Xxander didn't have the time to actually code these.

Sure Footing: Works in reverse

Issue: Sure footing reduces your knock resistances.
Reproduction: Take the perk, get hit with knockdown. Comparing the knockdown rates with and without paint a clear picture.
Workarounds: Don't take the perk.
Other notes: This perk is a requirement for a heat management perk, which creates a bit of an issue...

Weapon Bugs

Any bugs with any particular weapon system go here. Section title should be the weapon's name, if it's a version packaged with the mech, put the mech name prior to the weapon.

Vulcan Cannon

Issue: Projectiles pass through other mechs.
Reproduction: Equip gun, shoot mech, real close ranges is noticeable
Workarounds: At the moment all you can do is not use them
Other notes: I haven't checked projectile size yet. Could be bullet size too small, could be something else.

Xbeam

Issue: Xbeam does not report hits.
Reproduction: Shoot a mech with Xbeam lasers
Workarounds: At the moment all you can do is not use them

Baal: HellFire Napalm Cannon

Issue: Flamer does not shut down and operates even when mech is disabled.
Reproduction: Equip and activate flamer, fire it while being destroyed.
Workarounds: Removing the weapon will prevent it from attacking.
Other Notes: It is possible to attack mechs without your meter activated in this fashion. However, doing so is considered cheating and will result in stiff penalties.

LRM2

Issue: LRM2 missiles have difficulty tracking a target
Reproduction: Get a missile lock with a LRM2 fire them, particularly from long range
Workarounds: Firing the missiles within 64 meters of the target seems to produce far more reliable performance.
Other Notes: I am personally guessing it's due to the max range limitation of llMoveToTarget which a lot of missiles in MCM use. If that is the case, a quick fix would involve having the missiles move to the nearest valid target repeatedly until the intended target is in range, or even easier, shortening the lock range.

Meter Bugs

Reload Terminals: Force weapons to display as active

Issue: Using an ammo depot, from either tech or bio causes any disarmed weapons to show as armed, even when it isn't.
Reproduction: Boot up. Ready nothing. Drop a ammo depot. Get reloaded. Notice every weapon shows green. Try to fire. This also applies to weapons that were disarmed due to 0 ammo.
Workarounds: Pay attention to what was and wasn't armed when reloading. Flick it on and off to get the meter reading right.
Other Notes: This always gets me when I exhaust a weapon and then refuel it. I really really really hate this bug.

Jump Heat: Doesn't always apply

Issue: Jump heat doesn't apply consistently.
Reproduction: Hard to make this appear consistently, get a mech with a noticeable jump heat, jump around a while and you'll notice it's not a rather exact science.
Workarounds: This is kind of one of those bugs beneficial to the player.
Other Notes: When mentioned to Nash it was noted that we'd need a reblance of jump-heat since it'd actually be applying properly and a stiffer penalty.

Bunny

File:Classic bugsbunny.png

GamePlay Bugs

SL physics engine 2012: allows prim jumping and air overspeed

Issue: [1]
Other Notes: Nash feels she can fix the air speed.