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Public Test - Mass Production / Hyperpulse Transmitted - Industrial Map Bugs


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#201 Heydiddly

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Posted 22 August 2014 - 10:26 AM

Stuck again, on top of pipe in C3 (also a pretty nicely timed action shot):
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Also clipping through the corner of this building:
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And this one just for laffs:
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Edit: Also, unrelated, but I think the queues MIGHT be struggling a teensy bit:
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Edited by Heydiddly, 22 August 2014 - 10:33 AM.


#202 Almeras

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Posted 22 August 2014 - 10:45 AM

still the black holes of darkness (that effects rivercity night) really really hate them really.... hate them seriously really.

So black you cant see inside it even if you inside it.. would be so bad if you removed the clipping on night vision.

#203 Lupin

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Posted 22 August 2014 - 10:54 AM

New Map light heaven and hell.

LOTS of places to get a small mech stuck. Running training ground BTW you can not clearly see POS numbers due to Lance group information. So something to take in to account when asking us to test maps in the future.

POS 1895.8 7859.5 249.7 Pipe running between C3 and D3 my Raven stuck and can not move.
POS 2209.5 7968.9 220.7 Facing D4 place between building and wall Raven able to drop between and get stuck.
POS 2069.7 7440.7 254.3 Facing C4 this object/building with 6 legs a death trap for light mech without JJ.

#204 Qtvcfr

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Posted 22 August 2014 - 11:12 AM

My Spider got stuck between some buildings at the corner of D4. The corner that borders C4, C3, and D3.

POS: 2206.6 2001.9 310.4

#205 Draconeran

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Posted 22 August 2014 - 12:21 PM

Noticed most mechs got stuck on pipework or tightly placed building, especially the dome shaped buildings. Tried to get a few screenshot but they did not save. Only got myself stuck a few times. Once on an antenna on a building was able to get unstuck from that by jump jetting.

#206 Thorqemada

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Posted 22 August 2014 - 01:32 PM

Stuck after walking on/along the edge of a Street/Ramp (moving 1 feet slightly outside):
1705,5 - 2054,8 - 329,6

Stuck after JJ:
1885,5 - 1950,7 - 325,3

#207 Flashover23

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Posted 22 August 2014 - 03:24 PM

Skirmish Mode
Vindicator-St. Ives
Location: 1963.5 1596.9(?)* 362.9 (D3)
*PTS watermark and Lance names make second # in this co-ord tough to read

Jumped on top of a shed with angled sided to the roof (similar to those in the picture in post #2). When I walked forward towards the gap (E3 side) I slid down between the roof tops and got stuck halfway between roof and ground for the rest of the match- could not walk, run, or jump out no matter what direction I tried moving. I would slide forward a small amount, then clip back up to the starting position and slide down again.

#208 Cantatta

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Posted 22 August 2014 - 04:05 PM

Got stuck on the Industrial map at grid location 1963.5, 1927.6, 362.6

Summoner Prime Mech - used jump jets to jump on top of some buildings at this location and got stuck there. Buildings had cathedral-type sloped rooftops, they looked kind of like metal storage buildings.

Game was played in Skirmish mode.

Sorry, did not think to get a screen capture at the time.

#209 Jody Von Jedi

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Posted 22 August 2014 - 05:17 PM

Stuck on industrial map, but forgot to turn on coordinates. Here it is, but don't know if it does you any good without coordinates.

Posted Image

#210 xeromynd

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Posted 22 August 2014 - 09:31 PM

View PostJody Von Jedi, on 22 August 2014 - 05:17 PM, said:

Stuck on industrial map, but forgot to turn on coordinates. Here it is, but don't know if it does you any good without coordinates.

Posted Image


This has been posted before but a couple of us it seems (with coords). Did you start moving on the invisible conveyer belt?

#211 nonplusultra

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Posted 23 August 2014 - 12:32 AM

Black wall (no texture).

Posted Image

Edited by Chaser187, 23 August 2014 - 12:33 AM.


#212 Jody Von Jedi

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Posted 23 August 2014 - 06:31 PM

View Postxeromynd, on 22 August 2014 - 09:31 PM, said:


This has been posted before but a couple of us it seems (with coords). Did you start moving on the invisible conveyer belt?


Yes I did. I was sliding away from the center of the map towards the edge of the map.

#213 aniviron

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Posted 24 August 2014 - 12:43 AM

View PostNikolai Lubkiewicz, on 21 August 2014 - 10:07 AM, said:

[color=#00FFFF]Please attempt to respond to the following concerns in your responses:[/color]
  • The kind of issue. (What happened?)
  • The game mode used.
  • The grid tile affected.
  • The Mech and/or weapon used to achieve the collision issue. (if applicable)
  • A screen or video capture to help locate the bug.


Stuck in place on a building constantly "falling"
Conquest
C4 coords 2134 2066 359
NVA-S
Posted Image

Stuck in place on the edge of a mesh
Skirmish
C3 coords: 1999 2439 349
NVA-Prime
Posted Image

#214 sabujo

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Posted 31 August 2014 - 12:37 PM

Thanks for re-opening this thread. I have invested some time in the Testing Grounds and I have detected a few things that need to be regarded. The location is in the Upper-left corner or can be estimated by the minimap below, so I will not repeat the information.

The mech used was a Spider 5D with max jumpjets for full freedom. Most of the problems below are collision detection problem, causing mech to stall permanently or be temporarily stuck. While stuck, the vertical velocity starts rising fast (even though the mech is still) and if the mech is released, the damage to legs is heavy.

Stuck in geometry
Most of these cases are related to the fact that there is not enough space for this small mech to get through, but it does anyway. I suggest turning this spots more tight.

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No-clip problems
In the following cases, the mech was able to passthrough geometry. It did not get stuck but may be used as an exploit to hide.
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Hitboxes not corresponding to the visual mesh
I detected this mostly where there are cylindrical and conical shapes. I suggest you review them all. Here are some examples:
[img]http://i.share.pho.to/1f50d9c9_l.jpeg[/img [img]http://i.share.pho.to/b1195666_l.jpeg[/img]
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Other problems

Here I found that it is not possible to jump through this crane legs. If you want this to happen, at least put some cross bars for visual cue. The opening is too large and too accessible for not being addressed:
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In the platform I am ponting at, it is possible to go underneath, jump and appear above the platform. I think the platform is too low to be open to small mechs:
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In this case, I point to these beams above that while we cannot pass through them, they have the width that seems that it is possible. You should either close them, or space them up a bit so that a thin mech and fit through.
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Thank you very much! Hope you use this information!

Edited by sabujo, 31 August 2014 - 12:40 PM.


#215 Accused

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Posted 01 September 2014 - 03:28 PM

Able to walk on empty air and shoot at it.
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Cords are in upper left. Unable to escape without the use of Jump Jets.
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Here there is no hit reg. Laser fires through.
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Another Hitreg issue. Cords upper left.
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Here the industrial flame disappears when zoomed in.
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Another hit reg issue. Cannot fire into hole. I would suggest taking the texture out.
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Another missing texture.
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