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Re: The Official Buglist thread

Posted: Mon Jun 09, 2008 3:55 pm
by shockwave88
oh ok thanks for the info

Re: The Official Buglist thread

Posted: Sun Jun 15, 2008 1:03 am
by Delta 47
Mos Eisley:- GCW Hero Assault: Crashes with a "FATAL: Could not open MISSION\tat2g_eli.lvl"
I got the same message with mine when I tried GCW Hero Assault recently and the mission.lvl thats causing it is the one from the BF1 folder.

Re: The Official Buglist thread

Posted: Sun Jun 15, 2008 7:23 am
by Teancum
Okay, fixed the Mos Eisley GCW Hero bug.

Re: The Official Buglist thread

Posted: Thu Jul 03, 2008 3:32 pm
by AQT
Kashyyyk: Docks:
- Conquest/Classic Conquest: The island CP: CIS missing STAP's and Empire missing Speeder Bikes.

Re: The Official Buglist thread

Posted: Thu Jul 10, 2008 8:41 am
by Teancum
Knocked out a few more bugs. This time it was the Geonosian Starfighter, which now works 100%. This month I'm gonna try to knock out all non-sound bugs while Zerted and Mav are working on the shell/KotOR stuff. Come the end of the month we should be able to start combining things and from there we can start polishing up the sound errors.

We still look good for a mid-late August release. Possibly sooner depending on when Mav gets all of the KotOR scripts back from folks/when I get the last gameplay bugs fixed.

Re: The Official Buglist thread

Posted: Thu Jul 10, 2008 1:08 pm
by Maveritchell
Teancum wrote:We still look good for a mid-late August release. Possibly sooner depending on when Mav gets all of the KotOR scripts back from folks/when I get the last gameplay bugs fixed.
Just to keep you updated, the scripts are mostly done, I'm primarily waiting on recieving a playermodel. Once I get that, it'll be no more than a week before everything gets to you.

Re: The Official Buglist thread

Posted: Thu Jul 10, 2008 1:13 pm
by Teancum
Cool. I knew a week or so ago you were still waiting on scripts.

Re: The Official Buglist thread

Posted: Fri Aug 08, 2008 8:20 am
by Commander_Poecky
another bug at least in rhen var citadel maybe in all maps: when moving with darth sion and then attack he doesnt jump 360 degrees but only his torso is turning 360degrees, if ur just standing and then attack he jumps though

Re: The Official Buglist thread

Posted: Fri Aug 08, 2008 8:28 am
by Teancum
No need to worry about KotOR stuff. We're getting all new, totally awesome KotOR stuff in the next release. :thumbs:

Re: The Official Buglist thread

Posted: Fri Aug 08, 2008 10:59 am
by Commander_Poecky
WOOT WOOT :D :thumbs:
really cant wait till new version comes out
i hope that i someday know enough about character modding that i can help u guys with the convo pack

Re: The Official Buglist thread

Posted: Sat Aug 09, 2008 11:52 pm
by AQT
I found this strange bug with Plo Koon on Bespin: Platforms CW XL (the only other mode I've tested him on is Bespin: Platforms GCW Hero Assault and the bug was not present): The problem has to do with his "jump and land" attack. First off, his attack doesn't work and after landing, he's kind of stuck in place for a few second. And if you attempt to move as him (still stuck in place), he moves rather in slow motion. This only happens for about 5 to 10 seconds. Also, Alderaan GCW Hero Assault occasionally crashes to the desktop for me. Here's is the Bfront2 log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2008-08-09 2030
ingame stream movies\crawl.mvs
(none):0: attempt to perform arithmetic on a nil value
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CC142C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CC142C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CC142C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

this.CurButton = check_mode13
cur_button = nil
this.CurButton = check_mode3
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
this.CurButton = check_era1
cur_button = nil
bEra_CloneWar = nil bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: AB1g_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier all_hero_corran_horn has geometry collision

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1084

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[91e0f927]::State[JUMPATTACK_POSE]::Animation: failed to add 'jumpattack2' [f9cfc6c5]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[91e0f927]::State[JUMPATTACK_POSE2]::Animation: failed to add 'jumpattack2' [f9cfc6c5]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1087

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[6cd5fab3]: unexpected data [fa7a2903]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1093

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1096

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c7e32b48)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6c98081c)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (60cd6076)!

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "bubble_collision" already loaded in ather level file

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: ab2207c8

Message Severity: 3
.\Graphics\RedLight.cpp(254)
Global light 1 must be a directional light

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=56648359: trying to replace "bes2_bldg_clock_tower" with "bes2_bldg_clock_tower1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=11b33b3f: trying to replace "bes2_bldg_16m_outerwall" with "bes2_bldg_16m_outerwall1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0f91f67f: trying to replace "bes2_bldg_bars" with "bes2_bldg_bars1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=1091f812: trying to replace "bes2_bldg_bars" with "bes2_bldg_bars2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=61fe3b87: trying to replace "bes2_bldg_courtyard_overlook" with "bes2_bldg_courtyard_overlook2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=eafd02d7: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=12b33cd2: trying to replace "bes2_bldg_16m_outerwall" with "bes2_bldg_16m_outerwall2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=62fe3d1a: trying to replace "bes2_bldg_courtyard_overlook" with "bes2_bldg_courtyard_overlook1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7a392958: trying to replace "com_inv_col_8" with "com_inv_col_80"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e825b09e: trying to replace "bes2_bldg_skyway_ramp" with "bes2_bldg_skyway_ramp1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=98f61c8a: trying to replace "bes2_bldg_large_tower" with "bes2_bldg_large_tower1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5cccfcf2: trying to replace "bes2_bldg_d_landingzone" with "bes2_bldg_d_landingzone2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5bccfb5f: trying to replace "bes2_bldg_d_landingzone" with "bes2_bldg_d_landingzone1"

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\heroes\heroes.lvl

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\heroes\heroes.lvl

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\heroes\heroes.lvl

Message Severity: 2
.\Source\EntitySoldier.cpp(11386)
EntitySoldierClass::Build 'imp_hero_bossk' with no low res geometry!

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'imp_weap_hero_bosskrifle' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'dlc_weap_fisto_saber' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'dlc_weap_force_bubble' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep_weap_lightsaber_luminara' is not localized for stats page

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'com_weap_inf_forcewave' is not localized for stats page[/code]
EDIT: I've just tested all the other modes with Plo Koon on Bespin: Platforms. The bug only appears in XL mode. Other bugs for Bespin: Platforms are:
- CW 1-Flag CTF: Plo Koon's Force Judgement is missing sound.
- The Droid Commander's Remote Droid's blaster bolts are missing their laser texture.

Re: The Official Buglist thread

Posted: Sun Aug 10, 2008 3:23 pm
by DarthD.U.C.K.
as i said before: the core.lvl makes all maps crash, if the lightquality is set to "high"

Re: The Official Buglist thread

Posted: Mon Aug 11, 2008 6:13 am
by Commander_Poecky
with cis in ord ibanna there isnt a hero

Re: The Official Buglist thread

Posted: Mon Aug 11, 2008 6:49 am
by Teancum
What mode?

Re: The Official Buglist thread

Posted: Mon Aug 11, 2008 6:56 am
by Commander_Poecky
conquest

Re: The Official Buglist thread

Posted: Mon Aug 11, 2008 1:23 pm
by AQT
That's a negative. I myself do get a hero (Durge) while playing as the CIS on Ord Ibanna Conquest. Can someone confirm this?

Re: The Official Buglist thread

Posted: Tue Aug 12, 2008 2:47 am
by Commander_Poecky
ok, thats strange, now i indeed do get durge :shock: ...

Re: The Official Buglist thread

Posted: Wed Aug 20, 2008 6:03 pm
by Xavious
Alderaan
*CW Conquest - Kit Fisto has white squares on ankles and wrists, also only head casts a shadow. (See picture below)
Hidden/Spoiler:
Image
*CW Conquest - Kit Fisto's force bubble icon is floating.

Geonosis - Spire
*CW Conquest - Clones have droid voices when issuing commands.
*CW Conquest - Geonosians are named [NULL]. (Front page of thread says this was fixed, but it isn't)
*CW Conquest - No sounds for Clone Commando.

Kashyyyk - Docks
*CW Conquest - Clone Commando still missing sounds.
*CW Conquest - Using the Commando's anti-armor sometimes causes a CTD.

Kashyyyk - Islands
*Wookiees are still [NULL].

Naboo - Plains
*GCW Conquest - No sounds for AT-ST.
*Hunt mode has an uncapturable neutral CP in the middle.

Naboo - Prototype
*GCW Conquest - All vehicles have no sound.

Ord Ibanna
*No victory music.

Tatooine - Dune Sea
*CW Hunt - Tuskens have no sound.
*GCW Hunt - Empire and tuskens have no sound.
*CW Conquest - Clone commando has no sounds, and anti-armor sometimes causes crash.

Yavin IV - Arena
*GCW Conquest - Desann's saber is floating next to his hands. (See picture below)
Hidden/Spoiler:
Image
*GCW Conquest - Desann is not localized.
*GCW Conquest - Desann's jump animation is a gun-user's jump. Also, his feet sink into the ground.
*GCW Conquest - Kyle Katarn causes a CTD upon attempting to spawn.

Other Problems
*In the mode list, vehicle is spelled vehcile.

Re: The Official Buglist thread

Posted: Wed Aug 20, 2008 7:14 pm
by MandeRek
Weird, I'm sure i've sent Tean a perfect new saber hilt fixing the floating saber-desann bug.. :|

did you add it tean?

Re: The Official Buglist thread

Posted: Wed Aug 20, 2008 7:19 pm
by AQT
Alderaan:
* Missing load screen.
* Bossk uses the concussion rifle like a pistol.
* Bossk has a floating concussion rifle next to him in game.
* Force Bubble HUD icon is floating.
* Playing as Grand Admiral Thrawn, when you switch the primary weapon the game freezes.
* Playing as Lando Calrissian, when you switch the primary weapon the game freezes.
* Lando Calrissian's Pistol HUD icon is floating.
* Playing as the Han Solo, you can’t switch back from fusion cutter to blaster pistol.
* GCW Conquest and 1-Flag CTF: The Imperial Commando’s DC-17m Blaster Rifle is missing sound.
* Hero Assault (Assault): Load Screen calls it Space Assault.
* CW Conquest/1-Flag CTF: Clone Troopers use Battle Droids’ voices to give/take orderS.
* GCW Conquest/1-Flag CTF: Empire uses Alliance's voice to take orders.
* GCW Conquest/Classic Conquest: Rebel Combat Speeder missing sounds.
* The Republic Commando's (Boss, Scorch, Sev, Fixer, and Caboose) DC-17m Anti-Armor fires a thermal detonator.
* The DC-17m ICWS (including the Sniper Attachment) are missing HUD icons. The Imperial Commando's DC-17m Blaster Rifle also.
* The Empire's Recon Unit is missing the HUD icon for Stealth.
* The Republic Commando's DC-15s Side Arm is missing the HUD icon.
* When firing the DC-17m Anti-Armor in First Person, the game crashes to the desktop.
* CW and GCW Classic Conquest: Heroes can use vehicles.
* CW Classic Conquest crashes to the desktop after loading.
* Droideka unit class is missing.
* The Pilot class should be after the the Sniper class not before (spawn screen).
* GCW Classic Conquest: Rebel Soldier unit class is missing.
* Rebel Marksman/AT-ST Pilot uses the SWBFII model instead of the SWBFI model.
* Dark Trooper loses health when falling from high places.

Bespin: Cloud City:
* Clone Recon Trooper (146th) carries a Sniper Rifle instead of the DC-17m Sniper Rifle.
* Clone Recon Trooper (146th)/Recon Droid is missing the HUD icon for Stealth.
* Playing as the Clone Recon Trooper (146th), you can’t switch back from Sniper Rifle to blaster pistol.
* Playing as the Clone Commander (146th), when you switch the primary weapon the game freezes.
* The Rebel SpecOps' Gravity Bomb uses the Time Bomb HUD icon.
* CW Hero Assault hasn't been removed yet (old KotOR).
* CW and GCW Team Deathmatch: It's just like Hunt mode when it should be like Assault mode.
* Playing as the Yuuzhan Vong Warrior, when you switch the primary weapon the game freezes.
* The Yuuzhan Vong Warrior's Pistol HUD icon is floating.
* CW and GCW 1-Flag CTF: The location of the 2 CP’s on the mini-map, spawn screen map, and the big map isn’t very accurate.
* CW and GCW Classic Conquest: EMP Grenade, Concussion Grenade, Thermal Detonator, Mines, Recon Droid, Fusion Cutter, Time Bomb, and Dispenser Health and Ammo are not localized.
* Clone Pilot's DN Bolt Caster is missing sound.
* CW Classic Conquest crashes to the desktop after loading.
* The Super Battle Droid is missing the HUD icons for Wrist Blaster and Tri Shot.
* The Radiation Launcher shots (non-charge) do not explode on contact.
* The Droideka is capable of knocking down other units by bumping into them.
* GCW Classic Conquest: AT-ST Pilot is present instead of the TIE Pilot.
* The Mortar Launcher shots (non-charge) do not explode on contact.