STEAM-GROEP
Rayman1103's Mutation Mod Group RMMG
STEAM-GROEP
Rayman1103's Mutation Mod Group RMMG
39
IN SPEL
276
ONLINE
Opgericht
6 november 2010
Alle discussies > Bug Reports > Details van topic
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Please Report Any Bugs Here
If you find any bugs with any of the Mutations, please report them here.

Thanks!
Laatst bewerkt door Rayman1103; 18 aug 2012 om 19:40
< >
1-15 van 23 reacties weergegeven
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.
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.
Laatst bewerkt door Rayman1103; 3 okt 2012 om 8:30
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?
Laatst bewerkt door ViolentStreak ✶HardA✶; 15 feb 2013 om 0:23
@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.
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
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.
It used to work fine before though, would it work if I enter the EMS beta?
Laatst bewerkt door neosloth; 16 feb 2013 om 20:31
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".
@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!
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??
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?
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.
Thanks for informing me.
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.
< >
1-15 van 23 reacties weergegeven
Per pagina: 1530 50

Alle discussies > Bug Reports > Details van topic
Geplaatst op: 16 aug 2012 om 13:24
Aantal berichten: 23