Ravenfield

Ravenfield

[Scrapped] Mercs & Marines Redux
 This topic has been pinned, so it's probably important
krev  [developer] 10 Sep, 2019 @ 6:30pm
Bugs
in case of emergency post here
< >
Showing 1-9 of 9 comments
krev  [developer] 10 Sep, 2019 @ 7:12pm 
forgot to update spacecat's death explosion;

inverted faces on beargrunt's leg straps, missing face on his boot-top;
straps for the kneeguard are not rigged correctly on both marine and bear;

fixes in progress

edit: fixes completed and submitted
Last edited by krev; 10 Sep, 2019 @ 9:33pm
Andbrew 11 Sep, 2019 @ 4:43am 
- When switching VP78 from dual mode back to normal, the second pistol's model bugs out and stays on screen
- You can still shoot and aim WY-102 Railgun during ammo switch animation
- You can't mid-reload M39B SMG (not sure if bug or intentional). You can mid-reload it in suppressor mode.
- M39B SMG in dual mode bug out after a full mag dump and reload (can't shoot or do any other animaton)
- Full M39B SMG reload animation (default mode) is just normal reload looped twice.
- M56A2 Smartgun alternative mode's ammo has a weird and loud explosion sound when shooting at very distant targets (not sure if bug or intentional)

That's the bugs so far.
My only concern for now is if the AI will be able to use the alternative modes of the weapons. Fill me on that if you can

EDIT:
- You can see M41A/2 third-person's ammo count numbers in first person casually floating about on screen when looking down and moving
- Enemies killed by M39B SMG seem to fly away (this is a funny one, please don't fix it for the time being)
- M56A2 Smartgun ammo counter doesn't work for the alt. mode
- M39B SMG has double the ammo than it should
Last edited by Andbrew; 11 Sep, 2019 @ 5:35am
krev  [developer] 11 Sep, 2019 @ 10:28am 
Originally posted by A. Max. *Craptop*:
- When switching VP78 from dual mode back to normal, the second pistol's model bugs out and stays on screen
- You can still shoot and aim WY-102 Railgun during ammo switch animation
- You can't mid-reload M39B SMG (not sure if bug or intentional). You can mid-reload it in suppressor mode.
- M39B SMG in dual mode bug out after a full mag dump and reload (can't shoot or do any other animaton)
- Full M39B SMG reload animation (default mode) is just normal reload looped twice.
- M56A2 Smartgun alternative mode's ammo has a weird and loud explosion sound when shooting at very distant targets (not sure if bug or intentional)

That's the bugs so far.
My only concern for now is if the AI will be able to use the alternative modes of the weapons. Fill me on that if you can

EDIT:
- You can see M41A/2 third-person's ammo count numbers in first person casually floating about on screen when looking down and moving
- Enemies killed by M39B SMG seem to fly away (this is a funny one, please don't fix it for the time being)
- M56A2 Smartgun ammo counter doesn't work for the alt. mode
- M39B SMG has double the ammo than it should

1. bug seems to occur when knocked down while dual wielding; have looked into ways to prevent before but have not yet had success; with luck changes to how the draw animations work will solve the problems i've been having with it, though it seems the M39 doesn't have this problem at all

2. artifact of the firemode change actually being relatively short for the sake of bots using the canister shot; the time could easily be increased but then bots would employ the canister shot much less, and have not decided on whether this is a worthy tradeoff

3. inability to mid-reload likely stems from a bug that occurs during the ammo switch between the firemode swaps; looking into ways to combat it by messing with firemode swap animation length and ticking some boxes to get ravenfield to treat it as an actual reload

4. i have been unable to replicate the magdump bug, but it sounds like it's tied to being interrupted during the reload by a bot knocking you down or something which tends to break most of the altfires during reload; in part the swap animations are meant to fix this though

5. i have been unable to replicate the 'default full reload loops the reload twice' bug with standard M39 firemode and my tests show that it does the normal partial and then the full with boltpull just fine

6. do not yet understand why the smart projectile does this given that the impact audio is the same as stock but have attempted to adjust the sound's settings anyway

7. the AI will only use altfires i allow them to use; for example, they can use the normal VP78 but not the flare or akimbo because the former is a disaster waiting to happen and the latter doesn't visually work in ravenfield right now

they are not currently allowed to use smartgun tracking, cobalt thermogel, the M39 firemodes, or the VP78 modes but can use the M41 and WY102 modes freely

8. artifact of getting the numbers to show up in third person; i know how to remove them but hadn't decided on it yet because i enjoy the visual detail in photo mode of seeing the counters work for bot guns, and if i fix the bug i sacrifice third person counters

9. likely related to the 39b akimbo using the same squash head projectile that the vp78 uses, which is already a high impact round

10. related to the ammo counters ingame only being usable with one firemode; possible solutions include putting another ammo counter over the top of the normal one in aim mode, which isn't too hard and i'll look into doing that now

11. see response to 3; the mode switch is probably bugging out and adding plenty of ammo to the M39 when it shouldn't


in summary

1. looking into it, not sure why it doesn't happen with m39
2. happens so that bots use the firemode more; easy to fix, not sure if should
3. firemode switch bug; looking into it
4. bug related to being interrupted during reload of an altfire rather than akimbo itself
5. have not been able to replicate this bug at all, not sure why it'd happen
6. attempted to adjust audio, not sure why it happened to begin with
7. i can dictate what modes the AI has access to
8. if i remove the ghost counters that means the ammo counter doesn't work in third person
9. happens because it uses the vp78 bullet in akimbo
10. trying solutions, happens because RF limits ammo counters to one gun
11. see 3

updated file will be up shortly for testing
krev  [developer] 11 Sep, 2019 @ 10:46am 
testing indicates that while the ghost akimbo gun bug can still happen, it should now be solved easily by reselecting the weapon

m39 over-reloading bug is still a thing and it seems the way to solve it would be to remove the reload action entirely from the switch animations, which would make type switching a lot more convenient

ghost counters fixed on m41a as i may be the only one who cares about third person ammo counters for screenshots

it's a little roughly positioned right now but an ammo counter has been added for m56 trackmode

workshop file has been updated
Andbrew 11 Sep, 2019 @ 10:48am 
Cheerios, hopin on
krev  [developer] 12 Sep, 2019 @ 10:49pm 
full reload on dual m4a4 only reloads half the ammo; should be fixed after this update goes up

mod tags only include weapons and vehicles when it should also mention skins
Last edited by krev; 12 Sep, 2019 @ 10:49pm
krev  [developer] 13 Sep, 2019 @ 3:13am 
the comment section has vanished from the face of the workshop page; reason unknown

issue reported with missiles not rendering from the cougar/spacecat; investigating

edit: former was fixed, latter is attributed to someone misunderstanding my intent with weapon selection on the spacecat
Last edited by krev; 19 Sep, 2019 @ 6:34pm
Erin Sakaude 16 Sep, 2019 @ 4:31pm 
For me, the railgun uses 7 shots for an attack boat, and occasionally 6 or 8. Current HP doesnt matter, ive had one at one blip of HP, still took 7. a full HP bar took 8.
Last edited by Erin Sakaude; 16 Sep, 2019 @ 4:31pm
krev  [developer] 28 Sep, 2019 @ 2:21pm 
pulse rifle GL reload does not seem to be working corrrectly following the new RF update; testing in progress to figure out why; seems related to a change in how the game reads your ammo levels

m4a4 akimbo to normal switch needs to be adjusted

Originally posted by flam36:
For me, the railgun uses 7 shots for an attack boat, and occasionally 6 or 8. Current HP doesnt matter, ive had one at one blip of HP, still took 7. a full HP bar took 8.

this is not a bug and i am uncertain of what exactly you want here aside from damage buffing the railgun, which won't be happening given that it's an antimaterial rifle, not an anti tank missile

that and if you want a stronger railgun that'd be what the m44 sledgehammer is for once i make it again
Last edited by krev; 28 Sep, 2019 @ 2:48pm
< >
Showing 1-9 of 9 comments
Per page: 1530 50