Interstellar Marines

Interstellar Marines

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List of Bugs (HIATUS)
THIS LIST IS NO LONGER IN USE.
Go here: http://steamcommunity.com/app/236370/discussions/0/618459931318229960/


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The announcement of ch-ch-changes: [Click here]
How the decision was made: [Click here]

Last modified: UTC 1201h, 8 April 2015
Added B-10, C-20.

Some bugs have not been fixed, and some have yet to be crossed out. :/

Straight from the desk of ZPS: Spreadsheet[docs.google.com]



Archives:
U13:
PDF[drive.google.com] or Text[docs.google.com]

U15:
Text[docs.google.com]

U16:
Text[docs.google.com]

Before you proceed, please refer to this thread:
http://steamcommunity.com/app/236370/discussions/0/864978109828327456/
Please report bugs IN DETAIL WITH AS MUCH INFO AS POSSIBLE to support@zeropointsoft.com or via the in-game bug reporter.

Ensure that ms-core fonts are installed, plus, do check and verify the integrity of the game files, update DirectX and all GPU drivers.
Also, try to use your dedicated GPU.


If you're new to this game, please don't be turned away.
The devs have been fulfilling so many promises and expectations, I think that it should be labelled as one of the best Early Access games. No exaggeration.
I had a great time playing co-op with complete strangers (although I've rarely met rushers who sent themselves to their deaths), I'd cringe when a robot ambushed me, and I'd never felt safe playing on singleplayer.
Bugs are frustrating and break the game, I know. But it's part of game-building.

_

The following is a list of bugs that mainly affect the current status of the game. I have left a lot of others out that may or may not be fixed since U13, but they can be found in the original list linked above.

Note: Subjective to different hardware/software/OS.


A: System issues:

1. Mac and Linux generally experience poorer performances compared to most Windows users. (i.e Dropped/low fps)
(Reported to be OpenGL performance inferior to DirectX? Unity does not seem to run well in OpenGL.)

Formal dev report:
Diposting pertama kali oleh ZPS.Bozar:
The issue that most of you are experiencing with "Mac" is memory losses. Please try free up some RAM and try again. This is only a temp solution. We will be optimizing the game a lot more ;-)
I've tried it myself... and it doesn't work. :(

Additional notes:
It seems that OpenGL is running at half-capacity compared to DirectX, so Mac & Linux are not able to run Unity as well as Windows. OpenGL (and Beam Sync) caps the frame rate, too.

Overheard:
Unity is using more CPU than GPU.

2. Windows (x86, 32-bit) users experience freezes/crashes even after restarting the game. Occurs upon loading of NGI.

32 bit operating systems may run out of memory when trying to play The NeuroGen Incident map, causing the game to crash.
Also, at least 4GB of RAM is required to load NGI.

3. Audio settings: Raw audio may not match player's output channels. Surround Sound is broken
Most reliable setting would be Stereo.

4. Even with ms-core fonts installed, computers (regardless of OS) with integrated GPU may not render menu fonts properly, resulting in 'blocks'.
A permanent solution would be to force the dedicated GPU to recognize the game.


B: Game-breaking bugs:

  1. NGI: Incorrect/missing objective markers in co-op; Missing BLUE keycard to Research deck.
    Age: Since U13

  2. Revived player stuck in spectator mode or black screen. Requires at least another KO plus revive to troubleshoot.
    Frequency: Extremely rare since U16
    Age: Since U13

  3. Disappearing weapon models in either FP (spec) or third-person.
    Frequency: Sporadic

  4. CTR sector bug. CTR is only active/rendered when player steps into a zone. Spawn may be delayed.
    Frequency: Always
    Age: Since U13


  5. Spectator mode, after playing GKBB or co-op: Spectator is unable to bring up menu or chat until round ends. Camera controls may be not be usable as well.
    Frequency: Always/often

  6. KO player's body teleporting away from their original spot. Position of body may vary between different onlooking players. Body can be revived normally at where it appears to be. Possibly related to flying/teleporting guns bug.
    Frequency: #*&^%$()#@%
    Example: I see that awhnoice's over there, but to Sgt. Foxtrot, the body is right at his feet, and trying to revive him.
    http://steamcommunity.com/sharedfiles/filedetails/?id=389713925

  7. Pressing 'N' (default key for Next) does not change weather state in Playground.
    Frequency: Always

  8. Starcrown co-op: Elevators do not sync with their colliders, doors, and switches.
    Frequency: ?

  9. Colony Survival: Objective marker for last power box does not appear.

  10. Extra prop in Colony: http://steamcommunity.com/sharedfiles/filedetails/?id=421642849


C: Other bugs:

  1. (Physics?) Possibility of launching a CTR into the air when another CTR runs into it.
    Frequency: Rare

  2. When audio is muffled after taking damage, suppressed weapons sound as if they are not suppressed (default sfx).
    Frequency: Always

  3. War Mode: Guard CTRs enjoy shooting others in the foot when both parties are right next to one another.
    Frequency: Always
    Note: CTR can go into spasm and even shoot up when too close.

  4. FP/spec: When a player is KO, their faceplate continue to shake as if they were still running.
    Frequency: Often

  5. When a player was switching weapons and was killed, the gun would appear raised (or floating) in front of the character although the arms were flailing. In third-person, the gun is stuck onto the right shoulder.
    Frequency: Often
    http://steamcommunity.com/sharedfiles/filedetails/?id=358208179

  6. Offline and online, the 'E' marker sometimes do not appear on door switches.

  7. Some lights have a delayed response to shots, or none at all.

  8. When player A is spectating player B, and A respawns just as B dies, the tazed SFX continues to be played in A as first-person.

  9. Dynacore: Certain patches of snow causes player to produce SFX of very slow footsteps even if player is not moving.
    http://steamcommunity.com/sharedfiles/filedetails/?id=359770768
    Add. info: Affected players are perpetually drained of stamina.

  10. PvP: Messages to revive an opponent are displayed.

  11. Guns from dead players flying across the map and/or gathered in one spot.

  12. Mainline Elimination & Evac: Railing culled even in camera's FOV.

  13. NGI v1-3: Intentionally interrupting the ramp of the Megalodon can jumble the lighting logic.
    http://steamcommunity.com/sharedfiles/filedetails/?id=389714195
    http://steamcommunity.com/sharedfiles/filedetails/?id=389714211

  14. Tutorial: Not all backup bots exit their room when sigalled to do so. One of them was still in T-pose.

  15. Tutorial: Z-fighting decals in crashed Megalodon.

  16. NGI v3: Hissing doors. (Not limited to the one in video.)
    http://youtu.be/t0JqMi4nteg

  17. NGI v3: Unfixed lighting in Megalodon.
    http://youtu.be/oWQFod6Yq1o

  18. Stamina system. Will be fixed and improved over 2 updates.

  19. Spectator, Deadlock: Color of capture zone does not change after being neutralized by opposing team. (i.e Point A doesn't change from red/blue to white.)
    Age: pre-U16

  20. Spectator: Certain messages like "B respawned early" are not displayed.

D: Achievement bugs:

  1. Inquisitive Mind: Stats not updated in Steam
    FIXED

  2. Not a bug: CTR kill counter

  3. New U17 achievements for Realistic mode completion are broken.

E: Elusive bugs:

  1. Flying heads bug:
    http://steamcommunity.com/app/236370/discussions/0/626329187067352266/
    First-person: Only the faceplate and guns were rendered;
    Third-person: Only the character head (aka white bust), helmet, and guns were rendered;
    Shadows: Environment shadows are OK. Character shadows are limited to helmet and guns.

  2. Defective CTR in rifle stance.

  3. Case stuck to ejection port.


F: Oversights:

  1. Doors clipping through the wall when opened.

  2. Over/undersized colliders (either physics or bullet hitbox) for some props. Floating bulletholes, player clipping can occur.

  3. Starcrown exploit: Players may not need to collect corresponding keycards if bots voluntarily opened the doors for them. As a result, the objective waypoints may not update. This is similar to the exploit in one of the Nucleus speedruns.

  4. Welcome to P-IM tutorial: Two doors lead to oblivion.

  5. Tutorial: Near the observation room over Colony, superimposed screens.
    http://steamcommunity.com/sharedfiles/filedetails/?id=389779139

  6. Tutorial: No colliders for drop chute of crashed Megalodon. Players can fall through it. Can be climbed out by jumping towards the flight deck.

  7. NGI v3: In the basement of crew quarters, glass/collider/wall is missing from the windows. Players can hop through them.
    http://steamcommunity.com/sharedfiles/filedetails/?id=389714106

  8. NGI v3: The stairs between hydroponics and server mainframe can trap players.

G: Bugs that do not affect gameplay:

  1. Non-Spearhead players are awarded SH status, even on the scoreboard.

  2. Co-op/SP: TP rewards, especially with mission completion on Realistic, are not saved. Affected players are likely to be demoted in TR.

  3. Failure to join a co-op server from co-op server list causes the server list to switch to PvP list.

  4. TR of a player appears to be zero when they join a server.
    Frequency: Always
    Note: Once the player has finished loading the map and actively able to play, the correct TR is shown.
    Secondary bug: I've seen at least 3 victims of TR-100 (Domina, Amy, TeaTime) who had their rank/points reset to zero by joining a PvP server via Steam. Following that, their level progression is normal, but never back to 100. Pros in disguise, heh.


The following are answers/troubleshoots for certain problems:

1. Failure to render particles, flashlight, laser, textures. (Big, black boxes.)
--> Check your graphics drivers and software. Keep them updated.
--> Verify game files integrity.

2. "Connection Lost"
--> Verify game cache integrity.
--> Check your firewall, router... basically your connection settings.

3. Some events are not triggered / Can't enter certain doors.
--> Make sure you didn't press the important/objective buttons more than once. I've seen plenty of people being impatient and end up getting lost.
--> If you did... trial and error.
--> Or you didn't collect the keycards
--> Or you didn't hit the switches to proceed.
--> The power for the door switch is simply out.
--> Just don't rush, keep your eyes open to markers and places, ears open to instructions.

4. I CAN'T FIND THE KEYCARD!
--> If you are in the living quarters, search every room. Look for a BLUE card.
--> Co-op: If it cannot be found, rejoin the server, and personally search the rooms again.

5. NGI: We downloaded the data from the server room, but the elevator to the end is blocked by a table and some stuff!
--> DON'T turn off the alarm.
--> Get it back on.
--> Savor the shrills of flashing red lights and nerve-wrecking clamor.
--> I'm serious. Now get back to the elevator.

6. NGI: Small elevator at the end won't activate. (Multiplayer)
--> Please keep your limbs within the vehicle at all times.
--> Squeeze into the center. I know, it's damn small.

7. I/we fell through the elevator(s).
--> Sorry, mate. It's bugging everyone since U13.

8. Error: Incompatible game version / Password-locked server
--> a.k.a NO ENTRY

9. NGI: I managed to climb over some obstacles blocking an apartment... I can't get out. Help! / I ventured into the bowels of a power core... there should be a maintenance ladder here. / I got myself trapped under the elevator in storage / loading bay.
--> What the-? Don't go in there!
--> You have to restart, sorry. :(

10. (Mac) I want to remove the framerate cap.
--> Sure, but it's a bit technical.
--> http://www.interstellarmarines.com/forum/threads/id/5295/

11. (Linux, temp. workaround) View snaps back to original state.
--> Courtesy of Penguin Pants:
Going into "~/.config/unity3d/Zero Point Software/Interstellar Marines/prefs" and changing:

<pref name="Screenmanager Is Fullscreen mode" type="int">1</pref>

To:

<pref name="Screenmanager Is Fullscreen mode" type="int">0</pref>



Footnotes:
General lighting, shadows, and occlusion issues are not listed here.
Terakhir diedit oleh cx3907; 22 Apr 2015 @ 9:15am
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Menampilkan 31-45 dari 420 komentar
Snips 1 Okt 2014 @ 2:05pm 
It seems like CTRs with guns are actively engaging each other, or dealing Friendly-fire to each other. It's always been off-screen for me, but if one CTR begins shooting, it seems like the nearest shoots too. Seems like some IFF going on, or pathfinding means one ♥♥♥ is consistently getting between the humans and the second shooter.
Mobyus1 1 Okt 2014 @ 2:59pm 
This bug is not related to The NeuroGen Incident, and may have been reported before... but since this is a bug sticky and I did not see it on the list...

I wanted to bring up the fact that on the multiplayer map Elevation, it is possible to be pushed through the floor of the map and fall into the void by standing beneath the large panes of glass that block the spawn entrances while the floor beneath them rises. Of course, at this time, pressing K and respawning is an easy "workaround," but I thought it important to mention.
cx3907 1 Okt 2014 @ 9:41pm 
Diposting pertama kali oleh sirebral:
I had an issue with one of the elevators.

EDIT: Wait, exactly which elevator, when and where exactly did you get off?

Diposting pertama kali oleh McKillem:
Fallen marines drop my fps count down to 5 or less.
Minor bug #11

Diposting pertama kali oleh Knight-113:
Seems like some IFF going on, or pathfinding means one ♥♥♥ is consistently getting between the humans and the second shooter.
The devs are aware of it since the GKbB prototype. :)

Diposting pertama kali oleh Mobyus1:
... I did not see it on the list...

I wanted to bring up the fact that on the multiplayer map Elevation, it is possible to be pushed through the floor of the map and fall into the void by standing beneath the large panes of glass
Related to major bug #6. I've reported this to the devs a long time ago. :) It's just how the engine works right now. The displacement of objects and entities is not perfect.
Terakhir diedit oleh cx3907; 3 Okt 2014 @ 2:56am
McKillem 1 Okt 2014 @ 10:17pm 
There's also an issue of an occasional way-tougher-than-normal CTR. Ran into one of those yesterday, in one of the rooms on the lab deck. Been able to land 15-20 smg shots while it was standing still and then 5-10 assault rifle shots while it was running away, with hits clearly showing up on it's head and chest. CTR returned seconds later and survived a spray of assault rifle fire on top of that, killing me off in the end.
Terakhir diedit oleh McKillem; 6 Okt 2014 @ 4:09am
cx3907 2 Okt 2014 @ 12:47am 
Diposting pertama kali oleh McKillem:
There's also an issue of an occasional way-tougher-than-normal CPR.
CTR health is supposedly hardwired to the difficulty level, surely there's no way one could suddenly be able to sponge up all your shots.

Are you on singleplayer or on a server?

If you're on multiplayer: You must clearly see where the tazer rounds land to call them effective shots. Otherwise, I'd blame server latency. However, CTRs are meant to have really tough thorax and limbs, so if you can, go for headshots.
My multiplayer co-op experience tells me that I had to unload at least three quarters of my SMG clip into the chest because the shots took about a second to register. (That happened when the robot was an arm's length away.) Of course, if it wasn't for lag, perhaps 10 rounds would finish it.
The problem with the AR is its rate of fire. It's painfully slow, and with its poor accuracy when fired from the hip, it ain't for CQC (or CQB, if you like). Top it off with lag and you seriously need a buddy on your six.
I was watching some footage from the recent PAX demo. The players who tried to fend off the CTRs at the end had very little luck with spraying. (No lag, though)
One more thing: CTRs can regenerate health, if you haven't realized. I mean, it's only fair.

Terakhir diedit oleh cx3907; 13 Okt 2014 @ 3:04am
McKillem 2 Okt 2014 @ 1:51am 
Diposting pertama kali oleh cx3907:
CTR health is supposedly hardwired to the difficulty level, surely there's no way one could suddenly be able to sponge up all your shots.

Are you on singleplayer or on a server?

If you're on multiplayer: You must clearly see where the tazer rounds land to call them effective shots. Otherwise, I'd blame server latency. However, CTRs are meant to have really tough thorax and limbs, so if you can, go for headshots.
My multiplayer co-op experience tells me that I had to unload at least three quarters of my SMG clip into the chest because the shots took about a second to register. (That happened when the robot was an arm's length away.) Of course, if it wasn't for lag, perhaps 10 rounds would finish it.
...
It was multiplayer, "realistic", all other CTRs went down without much trouble. This one was standing still 1-2 meters away from me, so I've been able to see all the electric fuzz from impacts on it's head and torso. It didn't move for a while, even gave me time to switch to AR before booking it to the door.

My bud's been meeting CTRs with similar properties on normal as well. Might be just another latency issue for all I know. Still, quite a bother.
Terakhir diedit oleh McKillem; 6 Okt 2014 @ 4:09am
cx3907 2 Okt 2014 @ 2:51am 
Diposting pertama kali oleh McKillem:
It was multiplayer, "realistic", all other CTRs went down without much trouble. This one was standing still 1-2 meters away from me, so I've been able to see all the electric fuzz from impacts on it's head and torso. It didn't move for a while, even gave me time to switch to AR before booking it to the door.

My bud's been meeting CTRs with similar properties on normal as well. Might be just another latency issue for all I know. Still, quite a bother.
Ah, I see now. It's one of those frozen biped/actor lags. You might have seen it in a multiplayer match before. It also happens to other multiplayer games too, not just IM. This is probably not a CTR damage/health bug, I assure you.
Terakhir diedit oleh cx3907; 2 Okt 2014 @ 3:00am
Dzheeey! 3 Okt 2014 @ 5:20pm 
Diposting pertama kali oleh cx3907:

1a. Even a few Windows users may experience freezes even after restarting the game. Occurs upon loading Update 13 for the first time.
(Co-op map is immediately loaded as to "Welcome the player to Project IM".)

I see this is my problem :3 why welcomming us when we will play it xD this is what i was looking for a fix zzz
cx3907 4 Okt 2014 @ 2:11am 
Diposting pertama kali oleh Naru:
The items disappeared in the Crew Area :cwat:
Items as in...?
If it's the keycard, go ahead and hit "E" on the marker. :)
Terakhir diedit oleh cx3907; 4 Okt 2014 @ 2:46am
Paisen 4 Okt 2014 @ 12:56pm 
Diposting pertama kali oleh cx3907:
Diposting pertama kali oleh Naru:
The items disappeared in the Crew Area :cwat:
Items as in...?
If it's the keycard, go ahead and hit "E" on the marker. :)

Tried it but I could not recover it and therefore not progress. But I'm going to try on a new playthrough again!
Phyrefli 4 Okt 2014 @ 2:34pm 
Awesome feedback guys! Please keep it up.
DeAthKeY 4 Okt 2014 @ 3:30pm 
that looks like a lot of work.................. glad its not my job........lol.............. sympathy to the dev's
cx3907 5 Okt 2014 @ 5:26pm 
Diposting pertama kali oleh Naru:
Tried it but I could not recover it and therefore not progress. But I'm going to try on a new playthrough again!
That's the spirit!

Diposting pertama kali oleh ZPS.Phyrefli:
Awesome feedback guys! Please keep it up.
:D

Diposting pertama kali oleh DeAthKeY:
that looks like a lot of work.................. glad its not my job........lol.............. sympathy to the dev's
Ha ha! Your job here is to play!


I'll be away from tomorrow until the end of November, so if there are more bugs before U14 comes out or the hotfix hasn't solved yet, you may still comment here. But it's best that you report directly to the devs via FogBugz or something. Of course, they're hungry for details, so please do them a favor.

I hope fellow community members and players will help answer any new questions that arise here.

Should the above bug list become obsolete after U14 and I'm not back yet to catch more bugs, I'd understand that this thread will be unpinned.

My thanks to everyone in the community and ZPS.

See you in space.

(•_•)

( •_•)>⌐■-■

(⌐■_■)
Terakhir diedit oleh cx3907; 6 Okt 2014 @ 3:41am
cx3907 6 Okt 2014 @ 2:47am 
Diposting pertama kali oleh Choi:
the AI bots don't load when I try to play single player neurogen incident
Have you stepped into the warehouse/storerooms yet? At the beginning there are no CTRs around the dropship.
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