Dear forum users! In compliance with the new European GDPR regulations, we'd just like to inform you that if you have an account, your email address is stored in our database. We do not share your information with third parties, and your email address and password are encrypted for security reasons.
New to the forum?
Say hello in this topic! Also make sure to read
the rules.
Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
-
-
The official Discord channel
Replies: 3
by
Hjarpe » Mon Nov 23, 2020 7:42 pm » in
General
First post
Attention superfighters!
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
Link:
It's like...
Last post
Woah, very nice! So many people have been asking around for this and now it finally exists.
- 3 Replies
- 16469 Views
-
Last post by tilt56
Mon Nov 23, 2020 11:42 pm
-
-
About solved bugs
by
Gurt » Thu Mar 17, 2016 8:34 pm
Solved bugs are all reported bugs from the Problems and Bugs that has been verified and then solved at some point. Solved bugs will be available in the next update or is already out in the current update. Check the last post in each solved bug and see in which version it is available.
Certain...
- 0 Replies
- 3073 Views
-
Last post by Gurt
Thu Mar 17, 2016 8:34 pm
-
-
Forum rules
by
admin » Sun Feb 28, 2016 2:08 pm » in
General
Posting in any part of the forum will require you to follow these rules.
Breaking any of these rules will get you a warning, which will be recorded, or get your account locked depending on the severity of the post.
1) Do not post any abusive, obscene, vulgar, slanderous, hateful, threatening,...
- 0 Replies
- 28887 Views
-
Last post by admin
Sun Feb 28, 2016 2:08 pm
-
-
You can't enable OnPlayerDamageTrigger.
Replies: 1
by
Shock » Mon Nov 11, 2019 12:52 pm
First post
So, i disabled OnPlayerDamageTrigger from start and i wanted to activate it while... But i can't
Last post
Fixed after v.1.3.3
- 1 Replies
- 2204 Views
-
Last post by Gurt
Fri Nov 15, 2019 9:21 pm
-
-
Bad input update when triggering a button with the mouse
Replies: 1
by
JakSparro98 » Sun Nov 10, 2019 7:01 pm
First post
Triggering a SpawnFireCircleTrigger with a button that is triggered in turn by mouse click will generate an error:
To reproduce this issue, the order on what tile is placed first is essential, first place a SpawnFireCircleTrigger, then the button, link them together, click the button with the...
Last post
Fixed after v.1.3.3
- 1 Replies
- 1905 Views
-
Last post by Gurt
Sun Nov 10, 2019 10:10 pm
-
-
Dead end in Precinct 9 (Stuck forever)
Replies: 1
by
Ol1vver » Mon Aug 26, 2019 7:05 pm
First post
Version: 1.3.1b
Me and my friend discovered that you can softlock yourself (or teammates) in Chapter 3 by repeating the steps shown in the GIF:
Last post
Thanks - fixed after 1.3.1b.
- 1 Replies
- 2102 Views
-
Last post by Hjarpe
Mon Aug 26, 2019 8:47 pm
-
-
- 1 Replies
- 1840 Views
-
Last post by Gurt
Sat Aug 24, 2019 1:39 pm
-
-
Game crashed when run this script
Replies: 2
by
NearHuscarl » Sun Aug 18, 2019 8:00 pm
First post
public void OnStartup()
{
var player = Game.CreatePlayer(Vector2.Zero);
player.Remove();
Events.UpdateCallback.Start((dt) =>
{
Log(player);
}, 0, 1);
}
public static void Log(object obj)
{
var type = obj.GetType();
var properties = type.GetProperties();
foreach (var property in...
Last post
Fixed game-crash after v.1.3.1b.
You will still get the exception but it will be displayed properly and not crash the game. Reflection isn't anything we plan to support to 100% and can be a limitation based on the restrictions we have in place for System.IO access in different ways.
I also fixed...
- 2 Replies
- 2609 Views
-
Last post by Gurt
Mon Aug 19, 2019 1:58 pm
-
-
Small bug with supply crate
Replies: 3
by
Shock » Wed Aug 14, 2019 7:51 pm
First post
Server crashed after map loaded with supply crate 00
Last post
Thanks. Fixed after v.1.3.1.
Looks like it only crashes for older saved maps than 1.3.1 where the supplyCrate00 is inside a group marker. Crashes when the groupMarker then spawns in v.1.3.1. Oops! Fixed for the next update which I will prioritize tomorrow. (Your map don't crash as it's saved in...
- 3 Replies
- 2853 Views
-
Last post by Gurt
Wed Aug 14, 2019 11:55 pm
-
-
Bug with some players/bots commands
Replies: 3
by
NTN9 » Wed Aug 14, 2019 6:17 pm
First post
Looks like after update 1.3.1 some commands stopped working (or began to work incorrectly) when input disabled (and this applies to both players and bots).
List of affected commands (maybe i missed some):
-Dive
-Drop
-Grab
-Grab infinite
-Prepare throw
-Roll
-Run
-Sprint
-Stagger
-Stagger...
Last post
Fixed after v.1.3.1 (fixed in v.1.3.1b)
It's a side effect of the new PlayerInputEvent after some refactoring. Damn. Will require some additional coding to solve. Will try to release a fix for this tomorrow (1.3.1b likely).
- 3 Replies
- 2999 Views
-
Last post by Gurt
Wed Aug 14, 2019 7:41 pm
-
-
EnableTrigger doesn't work on MedicalCabinet00
Replies: 1
by
Ol1vver » Mon Aug 12, 2019 3:01 pm
First post
I was making a map when I noticed that you can't select MedicalCabinet00 with an EnableTrigger, but MedicalCabinet00 is a trigger and has the Trigger Enabled flag.
Last post
Fixed after v.1.3.0b
- 1 Replies
- 1980 Views
-
Last post by Gurt
Mon Aug 12, 2019 5:52 pm
-
-
Small mistakes of 2 new tiles
Replies: 1
by
NTN9 » Sun Aug 04, 2019 9:28 pm
First post
BgVendingMachine01A_D is identical to BgVendingMachine01A . D version should be damaged, comparing with another machine.
BgVendingMachine01B_D have uncustomizable (not red) pixel.
P.S. Also, why new BgBrokenWindow00 A, B and C have uncustomizable colour too?
Last post
These issues have been fixed after 1.3.0b.
- 1 Replies
- 2180 Views
-
Last post by Hjarpe
Sun Aug 11, 2019 10:41 pm
-
-
ObjectCreatedCallback does not work without ObjectTerminatedCallback
Replies: 1
by
NearHuscarl » Thu Aug 08, 2019 3:03 pm
First post
public void OnStartup()
{
Events.ObjectCreatedCallback.Start(OnObjectCreated);
// Uncomment the line below and it will work again
// Events.ObjectTerminatedCallback.Start(OnObjectTerminated);
}
public void OnObjectCreated(IObject[] objs)
{
foreach (IObject obj in objs)
{...
Last post
Fixed after v.1.3.0b
- 1 Replies
- 1729 Views
-
Last post by Gurt
Sat Aug 10, 2019 10:13 am
-
-
Map editor icons not loading/Weird resolution glitch
Replies: 4
by
Billy » Sun Aug 04, 2019 4:43 pm
First post
Version: 1.3.0b
I got a problem with the map editor, the icons for all titles do not load at all. (I tried reinstalling, didnt change a thing. Might have something to do with my Antivirus finding issue with a file in the SFD folder, fixed that, reinstalled SFD, and there was the bug.
Other bug...
Last post
Yup, that fixed it. Thanks for your Help.
- 4 Replies
- 3614 Views
-
Last post by Billy
Mon Aug 05, 2019 1:33 pm
-
-
The strange purple block in SFD maps
Replies: 3
by
Jovani » Sat Aug 03, 2019 1:29 pm
First post
I've been playing in the new game version (1.3.0b) and I've been noticing that purple blocks appear at the point where weapons come out.
To ensure that it was not a texture bug by me, I asked someone if they saw it too and they said yes . Even I press to see if it was some weapon type, but it did...
Last post
Fixed after v.1.3.0b
- 3 Replies
- 3013 Views
-
Last post by Gurt
Sun Aug 04, 2019 2:30 pm
-
-
bug - when you select EFP9, another campaign starts
Replies: 3
by
Splinter » Thu Aug 01, 2019 7:41 pm
First post
When you host a game with EFP9 selected on the game options, a random campaign starts.
Last post
Fixed after v.1.3.0b
If you have an map interval of 1 it will skip the first selected map - looks like this has been since 2018 :)
- 3 Replies
- 3071 Views
-
Last post by Gurt
Sun Aug 04, 2019 2:14 pm
-
-
Dodging Missiles By Rolling
Replies: 1
by
Danger Ross » Sat Aug 03, 2019 1:24 am
First post
When setting an object to be a missile through script it can be dodged by rolling. I believe this is something that used to be normal in the debris update but is now obsolete since all missiles aren't dodgeable anymore (except for the ones created by script).
Another related report/suggestion:...
Last post
Adjusted after v.1.3.0b.
IObject.TrackAsMissile will track missiles as thrown by a player rather than as debris. This will result the missile damage to be tracked as thrown by a player which makes more sense from the ScriptAPI.
There's also a clipping issue with very fast moving missiles (we have...
- 1 Replies
- 1739 Views
-
Last post by Gurt
Sat Aug 03, 2019 12:44 pm
-
-
Grabbed while cooking grenade creates WpnGrenades instead of WpnGrenadesThrown
Replies: 1
by
Ol1vver » Thu Aug 01, 2019 2:59 pm
First post
Version: 1.3.0
If you're cooking a grenade and get grabbed, the game will not spawn WpnGrenadesThrown, instead it will spawn WpnGrenades.
1. Make sure your target is cooking a grenade
2. Grab the target
3. The target will drop WpnGrenades instead of WpnGrenadesThrown
GIF demonstration
Last post
Fixed after v.1.3.0.
Thanks for reporting. Looks like this has been like this since late 2016 when looking in the code history :)
- 1 Replies
- 1625 Views
-
Last post by Gurt
Thu Aug 01, 2019 5:45 pm
-
-
Removing Local Players Glitch
Replies: 1
by
hyper copter » Mon Jun 24, 2019 5:09 am
First post
Local players that aren't supposed to exist.
STEPS
-Go to Host game .
-Set drop-in order to Open slots, replace bots .
-Click Create game .
-Add any number of bots.
-Without clicking Fight! , go back to the main menu.
-Add any number of players, and click Create game .
-Once more don't click...
Last post
Fixed after v.1.2.0g
Thanks for reporting!
- 1 Replies
- 2374 Views
-
Last post by Gurt
Sat Jul 13, 2019 1:37 pm
-
-
[Scripting] Game crashes if you attempt to implement extension methods
Replies: 4
by
JakSparro98 » Sat Jun 08, 2019 8:26 pm
First post
If you try to use the so called extension method, to implement new functionality to apply directly on the original object instead of handling it by means of simple static methods, after compiling, the game will simply crash.
I was trying to extend the Vector2 class and this signature below will do...
Last post
The crash will be fixed after v.1.2.0g and you will correctly see the compilation error CS1106 Extension method must be defined in a non-generic static class .
For extensions in the ScriptAPI:
You can't defined your own top-level static class in SFD today and therefor you can't create extension....
- 4 Replies
- 3645 Views
-
Last post by Gurt
Sun Jun 09, 2019 6:22 pm
-
-
Bots juggling power weapons
Replies: 1
by
M_M_M » Thu Apr 18, 2019 11:56 am
First post
During a fight, a bot found a bazooka with a single shot left in it and kicked open a crate, revealing an M60. The bot then proceeded to juggle between both weapons unable to choose which weapon to take. We were able to temporarily break this chain by being in LoS of the bot, but leaving it made...
Last post
Fixed after v.1.2.0f by changing the way bots decide when to swap out a gun for another gun. So they might have a slight different preference which weapon to grab but that's OK as it fixes this bug.
- 1 Replies
- 2813 Views
-
Last post by Gurt
Fri Jun 07, 2019 7:12 pm
-
-
Objects Hitting At Low Speed
Replies: 1
by
hyper copter » Tue Jun 04, 2019 3:21 am
First post
Objects hitting you and inflicting damage to you at a very low speed.
You can reproduce this bug by doing the following (at least how i discovered it)
Play on Alley.
Have a baseball.
Throw the baseball at a somewhat -80 degree at this spot. Like this:
Make sure that the baseball moves a...
Last post
Fixed after v.1.2.0f
This was introduced in the v.1.2.0f update when fixing the thrown item damage inconsistency :( That's what you get for adjusting a few things in box2D events.
To download this fix already (if you're brave and can't wait for the real release) see
- 1 Replies
- 2066 Views
-
Last post by Gurt
Tue Jun 04, 2019 9:41 pm
-
-
Objects falling through plats
Replies: 1
by
Shock » Mon Jun 03, 2019 8:58 pm
First post
Just noticed it after downloading 1.2.0f
Last post
Make sure to download the hotfix we released an hour after 1.2.0f.
Thrown items can still pass through platforms as a side-effect of another bug fix in 1.2.0f related to platforms and thrown items which I will look closer into the coming days. The damage on thrown items should be fine now though....
- 1 Replies
- 2002 Views
-
Last post by Gurt
Mon Jun 03, 2019 11:37 pm
-
-
It's possible to die in the final cutscene of Operation Sunrise
Replies: 1
by
Agera » Sun Apr 14, 2019 8:08 pm
First post
More of a 'problem' than a bug. When fighting the last boss, my friend and I were using the strength boosts that you find at the start of chapter 4 as a last-ditch-attempt to kill the boss. If you reach zero health with the strength boost active, then kill the boss, the final cutscene will start,...
Last post
Fixed after v.1.2.0e
- 1 Replies
- 2555 Views
-
Last post by Gurt
Sun Jun 02, 2019 1:23 pm
-
-
Helipad Spawn Bug
Replies: 1
by
hyper copter » Fri May 31, 2019 9:14 am
First post
I was once playing on the Helipad map on I think Blurry's or Mulefire's. The first round passed normally. (since map rotation is set to two rounds) On the start of the second round, I spawned above the pit on the right.
I was falling as the start circle was expanding.
Keep in mind that my ping...
Last post
Moved the spawn point to a fixed location after v.1.2.0e - to avoid players spawning in the helicopter in the first place during spawning to avoid players potentially sliding off or be misaligned in case of high ping.
- 1 Replies
- 2098 Views
-
Last post by Gurt
Sun Jun 02, 2019 1:09 pm
-
-
Bots can't figure out if a chainsaw has no gas left
Replies: 1
by
Agera » Mon May 27, 2019 10:37 pm
First post
If a chainsaw runs out of gas when a bot is using it, they will still try and attack people with it, making them basically suicidal as they walk up to you and do nothing.
Last post
Fixed after v.1.2.0e.
After checking the existing code that makes bots drop chainsaws with no fuel left it turns out that the bot can be interrupted while trying to drop the chainsaw (in case they get hit for example) causing them to fail. This is probably what happened to you.
- 1 Replies
- 2156 Views
-
Last post by Gurt
Sun Jun 02, 2019 1:03 pm
-
-
Thrown shurikens have a "hilt hit".
Replies: 4
by
mgtr14 » Sun May 26, 2019 9:08 am
First post
Hilt hit (AFAIK) being the chance that a thrown sharp weapon deals very little damage, as if you were hit by the hilt and not the blade.
Yes, this even happens on direct hits (Without slowing down or hitting anything else). Thrown shurikens have a chance to deal a hilt hit instead of a normal hit....
Last post
Thanks for the extra information about platforms and the pictures :) It really helps.
Turns out that if a thrown item overlap platforms for a certain time they do go into a lesser damaging state. We basically have 3 damaging states for thrown items. The full one if the item hasn't hit anything, a...
- 4 Replies
- 3870 Views
-
Last post by Gurt
Sun Jun 02, 2019 11:37 am
-
-
Bot Grab Bug
Replies: 2
by
hyper copter » Mon May 27, 2019 3:35 am
First post
While I was playing with some bots (2 bots to be exact) on the Canals map, A bot grabbed me but didn't punch or throw. It just stood there until the grab time was over.
Here's a screenshot demonstration of the scene:
Note that there is a machete below the grabber's feet and that there's another...
Last post
I have seen this happen to, and I believe I made a post about this. I think it was mentioned how about can be conflicted on which action to take. If the bot that grabbed you is empty handed and is mid grab, it may want to go for the machete and freaks out. I will look to see the original post in a...
- 2 Replies
- 2696 Views
-
Last post by RickAvory
Mon May 27, 2019 3:32 pm
Forum permissions
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum