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We want your help! "Map-bugs" survey

Postby Breli » Wed Jan 04, 2006 7:24 pm

Hi WQ-fans!

As some of you may know, we are going to release a stand-alone version of WQ, but prior to that we have to do some work on the stock maps. Although we are still missing some source-files, we will soon start with the necessary work.

This is a good opportunity to fix bugs in the stock maps. Thus, we would like to collect any bugs you may have found. Examples for typical "map bugs" are screwed spawnpoints (you can?t move away cos is stuck in the ground), particularly badly placed spawnpoints, areas where bots are likely to get stuck, amount of money, an exceptionally bumpy passage etc. Such bugs can be fixed easily. However, we can't guarantee that we?ll be able to fix everything you may suggest.

Unfortunately, we will not be able to do major redesigns. So please don't post something like "Make more houses in town!", "Tillian is boring!" or "Here is a picture of my home town! Please make a map that looks like it! Thx!" ? That doesn?t help us much ;)

Please use something like "[Tillian] screwed spawnpoint" as a subject. It'll help to keep the overview.

It would be really, really great if we got some help from you!

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[cobber] bank/bots

Postby Pardner » Thu Jan 05, 2006 12:25 am

this might be a part of the bot code but ill bring it up anyway.
the bots dont like the bank in cobber. they get stuck in the basement and in the window by the stairs. bot clip might help with the window problem because they seem to think the window is an exit.
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Postby Angel-Eyes » Sat Feb 04, 2006 11:37 am

There's a few times i've spawned in the rocks in the El Paso map.
Woody

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Postby Breli » Sat Feb 04, 2006 12:17 pm

Hi,

Thanks for your feedback Pardner and Angel Eyes. That's exactly the stuff we are trying to fix. Most of the maps aren't really bot friendly.

@Angel-Eyes: Are you sure you got stuck on El Paso? Or was it another map? I quickly checked it, the spawns seemed ok to me ...

Cheers and thanks again 8)

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Postby ReD NeCKersoN » Sat Feb 04, 2006 7:00 pm

Please use something like "[Tillian] screwed spawnpoint" as a subject. It'll help to keep the overview.

I think it's better to keep everything in this thread. That way don't have to pour over multiple threads, so keep doing what you're doing in here.

And yes, many of the bot problems will require clipping and whatnot. Hopefully we can do some simple things to improve performance as well, like removing flare lights and turning complex geometry (like trees) into models.

The only "screwed" spawnpoint I can remember is in Sancuchillo. You can definately get stuck in a rock on that one.
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Postby Angel-Eyes » Sun Feb 05, 2006 1:51 pm

Yeah thats the one Red. I've been stuck there a few times and hear a few others that have suffered the same fate.
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Postby Breli » Mon Feb 13, 2006 10:07 pm

ReD NeCKersoN wrote:I think it's better to keep everything in this thread.


I never intended anything else ;) I'll start using this thread as my personal "memory" of bugs. Probably it'll inspire some more people to post their own observations.

Yeah right :mrgreen:

CANYON
- can't move (easily) behind the rock on the ledge
- crate too far away to jump on it (of the ledge behind the storage area)

COBBER (map file missing)
- Pardner: Bots get stuck -> basement, windows of the bank

DURANGO

DRY
- Hotel: suspended crates
- Library: z-fighting
- Hovering wardrobe

EL PASO

FARM
- (Gatling-bug on patch surfaces)
- sig11: bots get stuck on the staircase at the "bank"

FORT
- HOM effect at the tower and several other places :?
- "Bumpy" movement in rooms with too much crates
- Bot gets stuck on table with spawnpoint

HIGHNOON

MEXICO

MINE
- Bots can't get out of the mine (major redesign)
- Barn: can't move behind boxes

NIGHTFORT
- No need to report bugs on this one :mrgreen:

SAN CUCHILLO
- Angel Eyes: screwed spawnpoint
- can't move around the big rock in the center of the map
- Z-Fighting Church (without bell)

SANTA CRUZ

SHOWDOWN

TILLIAN (map file missing)
- door pockets of main house (bots)

TOWN
- sig11: Bots are crowding one point during round based games

TRAIN
- 2nd wagon, last cabin -> bots get stuck (try to get through the window)
- Saloon wagon: bot tries to get through Window
- sig11: bot gets stuck on second floor large wagon

If you have found bugs like these, go ahead and let us know! We try to fix as much as we can ...
Last edited by Breli on Sun Mar 05, 2006 4:01 pm, edited 4 times in total.
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Postby Breli » Sun Feb 26, 2006 3:30 pm

Just pushing this thread up again: I can't believe that I am the only who one finds bugs like this one:

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Personally, I think hovering boxes are somewhat out of place in the Wild West OTOH, well maybe not :mrgreen:

BTW: That pic uploading feature is great! Thanks L3th4l 8)
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Postby ReD NeCKersoN » Sun Feb 26, 2006 6:13 pm

WOW. 8O I can't believe I've never noticed that in all my years of playing. Good work!
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Postby sig11 » Tue Feb 28, 2006 8:48 pm

OK, here is my small list:

br_farm bots tend to get trapped in the staircase in the "bank" when several bots are present

wq_train in the wagon with 2 floors: if a bot spawns upstairs, it'll stay there

wq_town I had at least twice a situation where in team-roundplay two bots would run in circles over the rock near the well and one bot would stay in the door of the big building

In general: Is it normal that online some shaders are changing real slow whil offline they are changing fast ? Especially the fire in du_showdown. When online, only the central part seems to change. It could be my local setup, though, since I have so many files around and am fooling with all of them, so it might not be a map bug but a pureness issue or the like.
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Postby Breli » Fri Mar 03, 2006 1:52 pm

sig11 wrote:OK, here is my small list:


Thanks sig11 8). I can't fix the br_farm bug, though :?. That's the typical "bot collision" thing which would have to be solved by coding ...

sig11 wrote:Is it normal that online some shaders are changing real slow whil offline they are changing fast ?


I never observed that! It's probably your installation ...

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Postby Breli » Sun Mar 05, 2006 3:16 pm

Looks like I am the right person for this job, uh? Did you ever inspected the wall in the coffin maker house in canyon? Apparently not. I guess you're all blinded by bloodlust, eh?

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What about some benefits to get you guys motivated? Let's see: I'll put a wanted-poster with your image in backwater final for everybody who reports 5 bugs we don't know yet :twisted:

Well, maybe not :mrgreen:

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Postby ReD NeCKersoN » Sun Mar 05, 2006 5:03 pm

Do you mean the light seeping through the joint at the bottom of the wall? Lethal and I have been trying to figure out how to fix this sort of thing. Do you know the answer?
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Postby Breli » Sun Mar 05, 2006 7:32 pm

No. I mean the outline of the coffin protruding through the wall ;)

Concerning the light problem: It should help to "bury" the wall a bit in the ground. I haven't done that in backwater since everybody says overdrawing is bad. But it should fix the light problem. But this error is too common ...
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Postby sig11 » Sun Mar 05, 2006 9:16 pm

Breli wrote:No. I mean the outline of the coffin protruding through the wall ;)


:lol: I checked out canyon "live" and actually saw that, but I thought, they may have done that on purpose, trying to hint an old coffin that was standing there very long and leaving its marks. But OTOH, then it should be filled and not outlined .... oh well

Concerning the light problem: It should help to "bury" the wall a bit in the ground. I haven't done that in backwater since everybody says overdrawing is bad. But it should fix the light problem. But this error is too common ...



Actually, in a Western setting I don't think it's that unnatural. After all, these buildings are made out of wood panels, and their seams are not exactly light proof.
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