Team Fortress 2

Team Fortress 2

Bread space
Custard1  [utvikler] 1. okt. 2020 kl. 5.12
Bugs and Suggestions
Thread for all bugs
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Viser 115 av 29 kommentarer
Custard1  [utvikler] 1. okt. 2020 kl. 5.13 
Players can sometimes get stuck on the cart as it rotates around corners (collision model clipping?)
ICS 1. okt. 2020 kl. 11.35 
You can get stuck behind the wooden sign in BLU first base, right side passage.

Control points seem to be having checkerboard on them (texture unpacked?)

Last blu base players spawn in has RED locker and health cabinet inside.
Boonie 1. okt. 2020 kl. 13.49 
Out of map
608 -1504 1248

Needs a brush
3368 -896 590

Stuck in displacement
1716 -1359 1021
3231 629 624
2336 828 636

Needs Clip
3202 1687 608
3949 1208 295
2335 6332 346 (entire last)

Needs NoBuild
1642 1247 1082

Extend funk_respawnroom
3632 8165 -160

Should probably remove the little square clip on top of the cart, you get stuck in it all the time and you might want to normalize the carts triggers too, they are 192x128 compared to everywhere else in TF2 where they are 224x192
Sist redigert av Boonie; 1. okt. 2020 kl. 14.51
gamingbro235 1. okt. 2020 kl. 14.42 
Suggestion: Space core and Wheatley outside the map.
El Espantaviejas  [utvikler] 1. okt. 2020 kl. 18.52 
Boonie, you are a beast, holy molly. Love it
Put graffiti on a wall that says "TOAST THERE LIMBS". or something like that.
Boonie 2. okt. 2020 kl. 12.23 
No problem!

Here are a few more.

3104 1568 1056 (not reaching to top of skybox)
1831 -1393 841 (can get stuck between clip & displacement)
2316 3384 -699 (displacement hot hitting wall - see into the void)
3380 4473 -657 (tele trap)
1330 798 23 (extend func_respawnroom, or clip, can build tele to let spies in if enemy boosts you)
500 1614 784 (might want to put a skybox or block bullets diagonally here so a demo/soldier with a parachute cant rain down from one side destroying spawn teles)

Last point needs a ceiling clip, you can jump all the way on top of the rocks.
Sist redigert av Boonie; 2. okt. 2020 kl. 12.53
Broken AI 4. okt. 2020 kl. 7.26 
what is the map code as i cant find it in my files
Liek pl_[numbers]
Sist redigert av Broken AI; 4. okt. 2020 kl. 7.28
LazyBirbo 4. okt. 2020 kl. 7.36 
Opprinnelig skrevet av Harvester:
what is the map code as i cant find it in my files
Liek pl_[numbers]
type in console "map workshop/2243948848" ;)
Broken AI 4. okt. 2020 kl. 8.18 
Opprinnelig skrevet av (Spoky)LazyBirb quicksell.store:
Opprinnelig skrevet av Harvester:
what is the map code as i cant find it in my files
Liek pl_[numbers]
type in console "map workshop/2243948848" ;)
thanks
Broken AI 4. okt. 2020 kl. 8.36 
also I have a bug to report. The cart. It is half underground and off centre to the left. Everything else seems completely fine. Just some lighting and shading is a bit bugged on the doors.
this may just be me but some maps that i subscribe to disapear even if i exited steam first (if i do it when tf2 is open it bugs out)
Perhaps there should be something more to make it seem like the monsters are trying to stop the survivors from wiping the monsters out? Like Red was taken over by some virus that puts them under the control of the monsters or something? Just thought it would make sense
Sierra Foxtrot 26. des. 2020 kl. 23.45 
2
Tried to keep "probably a placeholder/not final detail pass" sorta stuff out of this.

Displacement seams
815 -488 186
256 -768 204
2792 1320 -319 (floor displacement doesn't meet wall)

Stair texture alignment
3120 -1194 24

Exposed nodraw
1609 552 -124 (wall)
2800 6958 -444 (side of floor)

Rough traversal
2650 2585 -369 (feels like you should be able to walk up the set of crates nearest to the ledge like stairs, but you can't)
3191 1512 51 (displacement gets too steep towards wall, can bounce players around)

Missing playerclip
1920 991 580 (top of spawn. This one seems exploitable, rest are just player niceties)
3456 1407 68 (both walls in this room have non-colliding props on them that player cameras can clip into)
3224 1553 -380 (similar to above)
4220 923 -188 (can catch on edges of switch wall here, might just wanna disable collisions on it?)
4336 492 -178 (can catch in decorative doorframe here)
-2331 -1337 112 (can catch on/in scaffolding here)
-2286 -1088 106 (can catch between pipes here)
1682 352 385 (wall prop)
Generally around doorframes that stick slightly out of the wall.

Spawn door clips through wall around -744 492 76

Lacking viewleaf cutting/world geo behind displacement
2363 379 108
2732 542 -47
479 955 171

Cart dips into ground 1284 4035 -759 (very noticeable when it's backing up)

Sorting error with spawnroom visualizer and spawn door (not sure if you can actually do anything about this): 1208 1048 -124

Awkward cliff pinching in
1475 1809 -300
-547 -1497 453

Yellow crates sometimes disappear at edges of screen at certain view angles (bad $cbox?)

"Couldn't find any entities named fatty_bomb_2, which point_template fatty_template_2 is specifying."

"Invalid sample rate (48000) for sound 'breadspace\sniffing 2 (loop).mp3'."

Missing particles:
fatty_explode
deco_steam
wall_vent_steam
wall_vent_steam_90
bread_pit_mist
bread_pit_mist_2
pipe_falloff
pipe_falloff_90
bread_blowup

Point A, B, & C visuals not quite aligned with their actual positioning (visuals are slightly behind them on the track).

No sparks on wheels of cart when it is backing up.

Exit sign around 1217 968 -127 stays red when spawn switches to BLU.

Would recommend $nodecal on "Fatty" Bomb and Bread Sac materials so blood decals don't show up on them (could maybe make their surface props alienflesh and replace the HL2-styled yellow blood?)

Reinforced glass texture (glasswindow001a) not rotated 45 degrees as per usual (stylistic choice?)

Cart sometimes doesn't restart at door leading up to final until players step off and back onto it (this only happened on the very first load of the map, didn't see it after that).

I think an exit sign somewhere along the way for the Vent door in RED's initial spawn wouldn't hurt.

Useless room behind a door in RED spawn?

Yellow crates feel... somehow out of TF2's style. Shadows on them seem too severe? Too shiny? Too saturated? Something's off.

Earth in the skybox is flipped horizontally.
Custard1  [utvikler] 26. des. 2020 kl. 23.50 
Opprinnelig skrevet av Sierra Foxtrot:
Tried to keep "probably a placeholder/not final detail pass" sorta stuff out of this.

Displacement seams
815 -488 186
256 -768 204
2792 1320 -319 (floor displacement doesn't meet wall)

Stair texture alignment
3120 -1194 24

Exposed nodraw
1609 552 -124 (wall)
2800 6958 -444 (side of floor)

Rough traversal
2650 2585 -369 (feels like you should be able to walk up the set of crates nearest to the ledge like stairs, but you can't)
3191 1512 51 (displacement gets too steep towards wall, can bounce players around)

Missing playerclip
1920 991 580 (top of spawn. This one seems exploitable, rest are just player niceties)
3456 1407 68 (both walls in this room have non-colliding props on them that player cameras can clip into)
3224 1553 -380 (similar to above)
4220 923 -188 (can catch on edges of switch wall here, might just wanna disable collisions on it?)
4336 492 -178 (can catch in decorative doorframe here)
-2331 -1337 112 (can catch on/in scaffolding here)
-2286 -1088 106 (can catch between pipes here)
1682 352 385 (wall prop)
Generally around doorframes that stick slightly out of the wall.

Spawn door clips through wall around -744 492 76

Lacking viewleaf cutting/world geo behind displacement
2363 379 108
2732 542 -47
479 955 171

Cart dips into ground 1284 4035 -759 (very noticeable when it's backing up)

Sorting error with spawnroom visualizer and spawn door (not sure if you can actually do anything about this): 1208 1048 -124

Awkward cliff pinching in
1475 1809 -300
-547 -1497 453

Yellow crates sometimes disappear at edges of screen at certain view angles (bad $cbox?)

"Couldn't find any entities named fatty_bomb_2, which point_template fatty_template_2 is specifying."

"Invalid sample rate (48000) for sound 'breadspace\sniffing 2 (loop).mp3'."

Missing particles:
fatty_explode
deco_steam
wall_vent_steam
wall_vent_steam_90
bread_pit_mist
bread_pit_mist_2
pipe_falloff
pipe_falloff_90
bread_blowup

Point A, B, & C visuals not quite aligned with their actual positioning (visuals are slightly behind them on the track).

No sparks on wheels of cart when it is backing up.

Exit sign around 1217 968 -127 stays red when spawn switches to BLU.

Would recommend $nodecal on "Fatty" Bomb and Bread Sac materials so blood decals don't show up on them (could maybe make their surface props alienflesh and replace the HL2-styled yellow blood?)

Reinforced glass texture (glasswindow001a) not rotated 45 degrees as per usual (stylistic choice?)

Cart sometimes doesn't restart at door leading up to final until players step off and back onto it (this only happened on the very first load of the map, didn't see it after that).

I think an exit sign somewhere along the way for the Vent door in RED's initial spawn wouldn't hurt.

Useless room behind a door in RED spawn?

Yellow crates feel... somehow out of TF2's style. Shadows on them seem too severe? Too shiny? Too saturated? Something's off.

Earth in the skybox is flipped horizontally.


Many thanks, will look into passing it onto the team
Sist redigert av Custard1; 26. des. 2020 kl. 23.55
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