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International release: LIST OF FIXES [BUG REPORTS ONLY HERE]
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Hoaxer
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Joined: 22 Apr 2007
Posts: 567
Location: Kyiv, Ukraine

PostPosted: Thu Sep 25, 2008 2:05 pm    Post subject: International release: LIST OF FIXES [BUG REPORTS ONLY HERE] Reply with quote

Current list of possible fixes to be included with the international release of Decay is as follows:

Quote:
Levels:
+ dy_dorms ( disable usage of security guard so he can run train station without interruption + fix sound for security guard squashed by fire door )
- dy_fubar ( fix glitches of door to focus emitter area )
- recompile all missions as lasers/fubar/outro e.g. mission logic doesn't start until there are two connected players

Dedicated server:
+ after dy_outro automatically skip to dy_accident1
- remember position of last connected player whenever he disconnects, if any other 2nd player joins, spawn him in last remembered position !!!NEW!!!

Misc:
- fix alien mode: crowbar in claws (3rd person view)
+ fix stats save
+ disable New Game menu in old WON versions

- create a shortcut to "hl.exe -game decay" ???
- fix yellow bar between health and armor while playing as Colette
- maybe do something with player names? do not rename players, just draw their names as "Colette (played by Hoaxer)" ???
+ update installer and game manual
+ add Steam game icon


You can post your propositions in this thread, but please do remember that only some of them will be considered. The more people will support project with at least 1$ donation the more fixes/additions can/will be implemented Smile


Last edited by Hoaxer on Wed Oct 01, 2008 11:56 pm; edited 5 times in total
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Gurluas



Joined: 26 Apr 2008
Posts: 12

PostPosted: Thu Sep 25, 2008 5:22 pm    Post subject: Reply with quote

A button to make the elevator in dy_accident1 return.
If a new player joins/leaves you cant continue because the elevator is gone.
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Hoaxer
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Joined: 22 Apr 2007
Posts: 567
Location: Kyiv, Ukraine

PostPosted: Thu Sep 25, 2008 6:17 pm    Post subject: Reply with quote

Gurluas wrote:
A button to make the elevator in dy_accident1 return.
If a new player joins/leaves you cant continue because the elevator is gone.

well maybe it's better to spawn new player on the place of bot? I'm not going to remake all levels to include the option that 2nd player in any moment can be kicked and nobody will replace him. So I guess it should be: remember position of last connected player whenever he disconnects, if any other 2nd player joins, spawn him in last remembered position
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Vit_amiN



Joined: 24 Apr 2008
Posts: 10

PostPosted: Thu Sep 25, 2008 9:10 pm    Post subject: Reply with quote

hoaxer, as I said on www.hl-inside.ru,

- Add "developer" and "size" params to "liblist.gam";
- Move "game" in liblist.gam to 1st position (important!);
- Add game.ico to "decay" folder (just copy decay.ico)*;
- Fix ScoreBoard Panel (#LATENCY etc.) - titles.txt.
Please Smile And thank you.

*it's needed because when MOD hasn't it's own game.ico, GoldSrc
engine loads default icon.ico from "valve" folder (it's just a cosmetic
fix).

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Last edited by Vit_amiN on Thu Sep 25, 2008 9:25 pm; edited 1 time in total
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extr@ctioN-p0int



Joined: 25 Apr 2007
Posts: 9

PostPosted: Thu Sep 25, 2008 9:23 pm    Post subject: A few suggestions Reply with quote

First of all, congrats on the release!!!

I can finally play Decay Very Happy

Haven't completed it yet - I'm taking my time, but I have a few suggestions for improvement so far, though I suppose some of these problems may have existed in the original Decay (if so, feel free to ignore these suggestions - you've done great work already by porting the game!)

1) I'm playing through Steam, and when I start a new game, it defaults to random maps - kinda silly when playing a linear game, especially as the missions are locked at first, but I guess it's part of the SDK, and possibly cannot be removed. But if possible, maybe it should be.

2) The map names are the internal names, not mission names and thus not in the order in which the missions should be played. (I remember there is a similar problem with map names appearing instead of mission titles in Opposing Force and possibly Blue Shift, too, when a new chapter begins and in the saved games list).

Is it possible to at least get the maps listed according to mission order?

I guess the easiest way to do this is to rename each map and add a mission number at the beginning of each name: 01_accident_1, 02_accident_2... or something like that.

It'd be best if there's a way to have list showing which missions have been unlocked when starting a new game, similar to the chapters list when starting a new game in Half-Life 2... But from what you wrote before, Hoaxer, I guess the SDK might not support that Sad

3) When I switch players in game, it seems to be adding weapons again each time - not giving extra ammo, just giving the notification of weapon being collected. It of-course does that in the beginning of each mission as well, along with announcing the addition of energy to the HEV. This can be annoying if NPC's are talking as it makes it hard to hear the dialogue. I suppose this problem may have existed in the original PS2 version, but either way, could be nice if this could be somehow circumvented.

4) It seems the flashlight is not being assigned with a default key - should be set to 'F'.

5) Speaking of flashlights, turning it on seems to slow down the game sometimes. The game sometimes slow down when there's a lot of action (many NPCs). I know my ancient 3Ghz P4 with X1600 wasn't much for gaming even when the hardware was brand new, but the Half-Life Gold-Source engine is 10 years old and this should be enough for this game to run smoothly. Or is it?

In "uplink" map, when Rosenberg reaches the locked door, if I'm trailing behind him, when approaching him, the game hangs for a few seconds, every time.

Not sure what causes this hang and those slow downs. I guess it should be tested on other machines. So far it wasn't too much of a problem, but it might be on the more advanced missions.

(and maybe it's just time for me to get a new PC...)


That's all I remember for now. But still, the game is amazing - Thank You!
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Litude



Joined: 19 Mar 2008
Posts: 35
Location: Finland

PostPosted: Thu Sep 25, 2008 10:32 pm    Post subject: Re: A few suggestions Reply with quote

extr@ctioN-p0int wrote:
3) When I switch players in game, it seems to be adding weapons again each time - not giving extra ammo, just giving the notification of weapon being collected. It of-course does that in the beginning of each mission as well, along with announcing the addition of energy to the HEV. This can be annoying if NPC's are talking as it makes it hard to hear the dialogue. I suppose this problem may have existed in the original PS2 version, but either way, could be nice if this could be somehow circumvented.

Actually on the PS2 version the ammo pickup sound is not played, but I think this is a limitation of the PC GoldSrc engine.

extr@ctioN-p0int wrote:
4) It seems the flashlight is not being assigned with a default key - should be set to 'F'.

If I recall correctly there was no flashlight in decay hence it not being assigned to any key.


Oh and I realize the bug with that one explosive barrel needed to open up the secret area has already been mentioned and it is apparently unfixable. Now some purist might oppose this change, but if it can't be moved maybe it should be placed next to those cracked metal bars from the start? There has to be some way to open the secret.
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Barnz
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Joined: 31 May 2007
Posts: 585

PostPosted: Thu Sep 25, 2008 10:38 pm    Post subject: Reply with quote

-There should be "clip brushes" next to complex brushes (i.e. the valve at the beginning of "dy_focus").
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iocator



Joined: 01 Sep 2007
Posts: 709
Location: Australia

PostPosted: Thu Sep 25, 2008 10:54 pm    Post subject: Reply with quote

I'd like to see a change with the AI, either with it's weapon priorities (on dy_fubar it tries to kill the vortiguants with the rpg) or make it so that the bot only uses whatever weapon it's currently holding.
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extr@ctioN-p0int



Joined: 25 Apr 2007
Posts: 9

PostPosted: Thu Sep 25, 2008 11:33 pm    Post subject: Reply with quote

iocator wrote:
I'd like to see a change with the AI, either with it's weapon priorities (on dy_fubar it tries to kill the vortiguants with the rpg) or make it so that the bot only uses whatever weapon it's currently holding.


Yeah, this reminds me, I think the AI had me shot (actually it aimed at the vortigaunts, but I was in the line of fire). And then it shot the nearby explosive barrels and got me killed. But since everything happened so fast, the explosive barrels may have been my fault as I was overwhelmed by suddenly being shot.
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Hoaxer
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Joined: 22 Apr 2007
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Location: Kyiv, Ukraine

PostPosted: Thu Sep 25, 2008 11:47 pm    Post subject: Reply with quote

iocator wrote:
I'd like to see a change with the AI, either with it's weapon priorities (on dy_fubar it tries to kill the vortiguants with the rpg) or make it so that the bot only uses whatever weapon it's currently holding.

sorry no AI fixes. I absolutely have no time for that
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vs49688



Joined: 09 Jan 2008
Posts: 1

PostPosted: Fri Sep 26, 2008 2:24 am    Post subject: Reply with quote

At least make the bot have a "follow you" code like barney and the scientists have. when you press 'e' it follows you and when you press it again it stops following you. This would make life a lot easier.
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franky200



Joined: 03 Sep 2008
Posts: 1

PostPosted: Fri Sep 26, 2008 3:59 am    Post subject: Reply with quote

vs49688 wrote:
At least make the bot have a "follow you" code like barney and the scientists have. when you press 'e' it follows you and when you press it again it stops following you. This would make life a lot easier.


Yeah It Would Be Nice because when i was scrolling through the decay folder i found some sounds for the Players. Smile
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Gurluas



Joined: 26 Apr 2008
Posts: 12

PostPosted: Fri Sep 26, 2008 6:27 am    Post subject: Reply with quote

vs49688 wrote:
At least make the bot have a "follow you" code like barney and the scientists have. when you press 'e' it follows you and when you press it again it stops following you. This would make life a lot easier.


Agreed, would make bot playing much easier...Maybe not for the international version but still, it should be added sometime.
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HunterInHunt



Joined: 19 Mar 2008
Posts: 51

PostPosted: Fri Sep 26, 2008 6:48 am    Post subject: Reply with quote

the only bugs i found so far:

In dy_accident 1 one of the three posters near the startpoint has a graphic issue.

It seems the revolver has no reloading sound. I never heard it just once.

The Ambience sounds in many maps aren't working sometimes. Sometimes they work sometimes not.

The ventilator in dy_dorms plays no sound at all.

sometimes the scripts are not working probably.

Security guards, keller , rosenberg etc... don't talk sometimes but i know they should talk in that specific moment to 100%. I know that of a previous round i played.
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Hoaxer
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Joined: 22 Apr 2007
Posts: 567
Location: Kyiv, Ukraine

PostPosted: Fri Sep 26, 2008 9:58 am    Post subject: Reply with quote

HunterInHunt wrote:
the only bugs i found so far:
It seems the revolver has no reloading sound. I never heard it just once.

The Ambience sounds in many maps aren't working sometimes. Sometimes they work sometimes not.

Security guards, keller , rosenberg etc... don't talk sometimes but i know they should talk in that specific moment to 100%. I know that of a previous round i played.


it's Half-Life engine issue. This happens only in Internet play. And mostly with start-map sequences. We will recompile maps to include triggers to start game logic only upon connection of both players, but still you can gain game control (after loading window) a bit later and if you miss the moment, and script being called by that time, of course you will miss the sound.

As for those requering "follow" or some AI I repeat again - NO that won't be done, unless you can sponsor me missing whole working week.
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