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Rayman1103's Mutation Mod Group RMMG
STEAM GROUP
Rayman1103's Mutation Mod Group RMMG
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 This topic has been pinned, so it's probably important
Rayman1103 16 Aug, 2012 @ 1:24pm
Please Report Any Bugs Here
If you find any bugs with any of the Mutations, please report them here.

Thanks!
Last edited by Rayman1103; 18 Aug, 2012 @ 7:40pm
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Showing 1-15 of 23 comments
Selenus 2 Oct, 2012 @ 7:24pm 
I had mentioned this in regular thread previously, but wanted to add to it. Not sure if this is a bug or what, but quite regularly on versus co-op, any bots on the team will spawn outside the safe room or will have the door open and letting stuff in before we even load the map. On the park map for the parish, it even spawned the tank and had both of the bots dead and the tank in the safe room with my wife and i before the map was loaded. In another instance, my wife and I both loaded into the finale on dead center dead (not incaped). Using the August update of the mod.
Rayman1103 3 Oct, 2012 @ 8:29am 
Thanks for informing me. This happens because the bots load before the players do, and since all bots are allowed on a team. That means they can leave without waiting for players.

I'm going to test some things, and see if I can lock the door or something that results in the bots to stay inside the saferoom before the players load.
Last edited by Rayman1103; 3 Oct, 2012 @ 8:30am
Selenus 7 Oct, 2012 @ 7:21pm 
Sweet. Thanks for the reply on that one. Hope it works. And thanks for the mod. It's nice to have all that at our fingertips.
Was brieftly testing out "classic darkness falls" and noticed that this mutation too is missing endless-melee-shoving, Also, the HUD is missing the players 4 health bars -- unless ofc this is meant to be intentional for this mutation?
Last edited by ViolentStreak ✶HardA✶; 15 Feb, 2013 @ 12:23am
Rayman1103 16 Feb, 2013 @ 12:59pm 
@ViolentStreak - Thanks for pointing that out, I'll be sure to add the endless-melee-shove command for "Classic Darkness Falls" as well. I'll ask ==Maverick== about the health bars, and see if that was meant to be included for the classic version.
neosloth 16 Feb, 2013 @ 7:57pm 
The main menu doesn't show the custom mutations anymore, I tried to reinstall the mod a couple of times and I tried to uninstall all my other mods in case it's a conflict. Nothing helped
Rayman1103 16 Feb, 2013 @ 8:13pm 
If it was a confliction you would see "Rayman1103's Mutation Mod" in red text in the Add-Ons list in-game.

If you downloaded from the Workshop, read the following:

It's probably a bug caused by how the game reads Workshop files. This a known issue where it wont always function properly. At least wont always show the edited main-menu. It's best to wait until Valve changes the way Workshop addons are loaded, or until after the Expanded Mutation System (EMS) is out of Beta. For now you can download from L4DMaps.com and you wont experiance any issues.
neosloth 16 Feb, 2013 @ 8:30pm 
It used to work fine before though, would it work if I enter the EMS beta?
Last edited by neosloth; 16 Feb, 2013 @ 8:31pm
Rayman1103 17 Feb, 2013 @ 7:22am 
Technically it should work in either Public L4D2 or Beta. I haven't made changes yet that EMS brings, which no longer requires the gamemodes.txt or l4d360ui_tu_english.txt files from being edited. But I am testing them along with new features in the Beta.

Can you confirm where you downloaded the Mutation Mod from? If it was from the Steam Workshop, you should use the one from L4DMaps.com for now and Unsubscribe. If the Workshop version was working, and now suddenly it stopped. Then that would have had a chance of happening before, due to the way L4D2 reads Workshop files. When you go in-game, you can try entering and exiting the Single-player flyout, to see if the UI refreshes. Or use this in console, "ui_reloadscheme".
Rayman1103 17 Feb, 2013 @ 9:49am 
@ViolentStreak - I've checked with ==Maverick==, and he made two versions of "Classic Darkness Falls". I grabbed the no-HUD version by mistake. I'll have that corrected as well in my next update. Sorry about that!
NWO Fred 15 Mar, 2013 @ 2:00pm 
in tank attack i can't start a finale if there a tank, but the tanks are spawning too fast.

ps: how i can create tank spawning mutations like tank attack??
Rayman1103 12 Apr, 2013 @ 1:14pm 
First off, I would like to apologize for the delayed response.

That issue occurs because of the way I force-spawn the Tanks. In the next update I'll probably make all finales work on Timers, since you can't actually start them because one or more Tanks are alive. Unless the Extended Mutation System (EMS) adds a function that allows me to spawn Tanks properly.

If EMS adds a function to allow a proper way to spawn Tanks, then it would be better to ask me again later to use the proiper method. Otherwise I can post some examples of the current method to spawn them if you'd rather know now?
Brawlin Bert 4 Nov, 2014 @ 3:37pm 
There was a weird bug in Deadshot! where when a survivor dies and comes back through a rescue closet, they won't have any weapons and will stand in a T-pose. It only happened once so far so I'm not sure if it just bugged out or if it's connected to the mutation.
Rayman1103 4 Nov, 2014 @ 4:14pm 
Thanks for informing me.
Brawlin Bert 19 Nov, 2014 @ 5:18pm 
I'm not sure if it's a bug but in "Karma Bros" survivors spawn without any weapons so you can't play in maps that don't have any melee weapons.

Also in "Death Clock: Tank Edition," you can't close the CEDA trailer in The Parish map 2 (the park), making it impossible to complete.
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All Discussions > Bug Reports > Topic Details
Date Posted: 16 Aug, 2012 @ 1:24pm
Posts: 23