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Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
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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
- 16350 Views
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Last post by tilt56
Mon Nov 23, 2020 11:42 pm
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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...
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- 3042 Views
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Last post by Gurt
Thu Mar 17, 2016 8:34 pm
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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,...
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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switching from throw to attack rapidly causes lag
Replies: 2
by
Zyfex » Sat Aug 06, 2016 6:15 pm
First post
switching back and forth from throwing your weapon to actually using it causes your character to lag if they are airborne
Last post
Oops! A bug where I can remove code in order to make it work :D
Fixed after Pre-Alpha 1.10.0.
- 2 Replies
- 2172 Views
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Last post by Gurt
Sat Aug 06, 2016 7:56 pm
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phantom throw
Replies: 1
by
Zyfex » Sat Aug 06, 2016 6:32 pm
First post
if the player switches their weapon from throw to normal attack while on a ladder, it vanishes in their hands when they leave the ladder. it can also be done by rolling around a bit
Last post
Fixed after Pre-Alpha 1.10.0.
Spamming toggle throw while rolling (and in some extend climbing and certain other actions) puts the throwing in some limbo state. Maybe I have forgotten a few more cases but I bet someone will find it before I do.
- 1 Replies
- 1717 Views
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Last post by Gurt
Sat Aug 06, 2016 7:35 pm
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BgSubwayTrain00 image in the objects folder?!?!?!
Replies: 1
by
Wozenbelt » Wed Aug 03, 2016 12:16 am
First post
The BgSubwayTrain00 is the only background tile to have its image in the Superfighters Deluxe\Content\Data\Images\Objects folder. It's not an object, though! Whoa! Shouldn't it be in Superfighters Deluxe\Content\Data\Images\Tiles\Background\Vehicles?!
Last post
Fair enough, fixed after pre-alpha 1.9.4
- 1 Replies
- 1946 Views
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Last post by Hjarpe
Wed Aug 03, 2016 8:54 am
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Doves can fly up through tin roof but not down
Replies: 7
by
Wozenbelt » Thu Jul 28, 2016 8:37 am
First post
Tin roof is an interesting tile. You can shoot through it like a platform. but you can't move through it; unless you're a bird! And even then, you can only move upwards through the roof.
Below is a video demonstration:
At the start of the round, the dove moves up through the tin roof from inside...
Last post
It's good to hear that the tin roof will be changed. I have to ask, though, why small items need to land on top of objects even when they come from the bottom? Why can't they just collide with the object's, uh, undercarriage, like anything else? It just confuses me that mines zipping through the...
- 7 Replies
- 4797 Views
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Last post by Wozenbelt
Wed Aug 03, 2016 8:45 am
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Crates Spawn in the Outer Solid Shadow on Storage
Replies: 1
by
Bash Kraken » Sun Jul 31, 2016 4:19 am
First post
It's pretty much just because of the weapon spawn area on the bottom right of the map, as well as the line between two adjacent shadow tiles being at the bottom of the spawn area.
I've only seen it happen once, but it can happen.
Last post
Fixed after pre-alpha 1.9.4 -- all the weapon spawn areas had been shifted two units to the right! Strange I didn't notice before.
- 1 Replies
- 1863 Views
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Last post by Hjarpe
Sun Jul 31, 2016 9:15 am
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Dynamic area trigger make players teleport away
Replies: 1
by
JakSparro98 » Sat Jul 30, 2016 12:24 am
First post
if a dynamic area trigger is rotated towards the player, he will teleport randomly.
This occurs only outside the map editor environment (maybe something related to client-side or server-side).
Download map example
This map explain my problem (if is a persistent bug and not a machine bug).
With...
Last post
Fixed after Pre-Alpha 1.9.4.
Thanks for the map example.
- 1 Replies
- 1938 Views
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Last post by Gurt
Sat Jul 30, 2016 10:55 am
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wrong glove placement while swinging
Replies: 1
by
Zyfex » Sat Jul 23, 2016 2:24 am
First post
for 2 handed melee weapons, the second swing animation shows the arm closest to the player with the glove all the way up their arm instead of on their hand
while finishing the first swing of the 3 hit combo, the hand farthest from the player is missing its glove
BONUS:
all melee weapons...
Last post
Fixed after Pre-Alpha 1.9.4.
- 1 Replies
- 1813 Views
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Last post by Hjarpe
Mon Jul 25, 2016 5:39 pm
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tapping down & attack puts kicks on infinite cooldown
Replies: 1
by
Zyfex » Sun Jul 24, 2016 2:16 am
First post
while trying to get evidence that isn't just an animation bug, i got this gem.
if the player rapidly taps down & attack, they are no longer able to kick until they are knocked down i guess
Last post
Fixed after Pre-Alpha 1.9.4.
- 1 Replies
- 1693 Views
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Last post by Gurt
Mon Jul 25, 2016 9:47 am
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Chains getting excited
Replies: 5
by
Alexbra25 » Wed Jul 20, 2016 11:59 pm
First post
I was playing with my friends and ... it happened :
Last post
Fixed after Pre-Alpha 1.9.4.
Frames were wrongly modified globally for all chains and all animations.
- 5 Replies
- 3664 Views
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Last post by Gurt
Fri Jul 22, 2016 9:57 pm
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- 1 Replies
- 1727 Views
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Last post by Hjarpe
Fri Jul 22, 2016 10:14 am
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- 1 Replies
- 1670 Views
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Last post by Gurt
Tue Jul 19, 2016 12:39 pm
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metal debris in the map editor
Replies: 1
by
Quinterball » Sun Jul 10, 2016 10:06 pm
First post
MetalDebris00A, MetalDebris00D, and MetalDebris00E look the exact same
Last post
No longer the case in 1.9.4.
- 1 Replies
- 2117 Views
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Last post by Hjarpe
Mon Jul 18, 2016 5:04 pm
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[SOLVED] /ie 1 command disabled after a while of hosting a dedicated server
Replies: 1
by
KliPeH » Sat Jul 09, 2016 2:33 pm
First post
The /ie 1 command only works for a short period of time before getting automatically disabled when hosting a dedicated server.
There are two scenarios in which /ie 1 can be enabled/disabled:
Preview window - watching the game as a spectator (SERVER) and inputting the command in-game. I confirmed...
Last post
Fixed after Pre-Alpha 1.9.3.
Closing/Opening the preview window will no longer reset cheats (like /ie 1 command).
- 1 Replies
- 1733 Views
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Last post by Gurt
Mon Jul 18, 2016 2:01 pm
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jump + climb bug
Replies: 7
by
Noble » Mon Jul 11, 2016 9:18 pm
First post
I noticed that when the character jumps and climbs several consecutive times, the game bugs. It's a very strange bug me, sometimes hinders me in the middle of a game, I do not know how anyone spoke of him so far.
Last post
That bug is already fixed after Pre-Alpha 1.9.3.
If that's not the case please provide mode detailed information in a new topic.
- 7 Replies
- 4471 Views
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Last post by Gurt
Mon Jul 18, 2016 10:05 am
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You Can't Disable ActivateTriggers in the Map editor
Replies: 2
by
Armadyl5 » Sun Jul 17, 2016 9:13 pm
First post
i Just Noticed That You Can't Disable The ActivateTrigger By The DisableTrigger , Also You Can't Activate The ActivateTrigger By Another Trigger , I Doubt This is By Design But Wanted to Let You Know .
Last post
Fixed after Pre-Alpha 1.9.3.
- 2 Replies
- 2098 Views
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Last post by Gurt
Mon Jul 18, 2016 10:02 am
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delayed molotov shatter
Replies: 1
by
Wozenbelt » Fri Jul 15, 2016 6:26 am
First post
The molotov won't break if the elevator is moving down along with it. The bottle has to land on a certain side for it not to break. I'm guessing the molotov has some collision issues it needs to sort out on its own time.
The elevator should have a motor speed of at least 2 units for this to work,...
Last post
Fixed punching molotovs after Pre-Alpha 1.9.3.
The other problem is isolated to the Box2D engine not reporting collision between the molotov and the elevator. Looks like there's some problem with the overlap resolving when it comes to bullets and non-bullet objects in the box2D engine. We won't...
- 1 Replies
- 1681 Views
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Last post by Gurt
Fri Jul 15, 2016 2:09 pm
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upper torso immune to bullets while throwable is active
Replies: 1
by
Zyfex » Thu Jul 14, 2016 4:07 am
First post
something i thought was long gone has still been here after all these years. the player's upper torso is immune to all gunfire and the bullets will simply pass thru them if they have the thowable primed and are aiming while also taking cover
Last post
Fixed after Pre-Alpha 1.9.3.
While holding a primed throwable in cover your hitbox will wrongly use the cover hitbox even if you aim or throw the throwable.
- 1 Replies
- 1617 Views
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Last post by Gurt
Thu Jul 14, 2016 1:35 pm
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inputs put on queue during startup sequence
Replies: 1
by
Zyfex » Thu Jul 14, 2016 4:37 am
First post
buttons such as punch, kick, and block are put on queue during the Get Ready... Fight! sequence and will happen no matter what once the startup sequence is over. block overrides both kick and punch so its clearly superior
Last post
Fixed after Pre-Alpha 1.9.3.
attack, kick, block will not be queued during the startup sequence.
- 1 Replies
- 1480 Views
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Last post by Gurt
Thu Jul 14, 2016 1:18 pm
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- 1 Replies
- 1625 Views
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Last post by Gurt
Thu Jul 14, 2016 1:11 pm
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wrong grenade throw animation
Replies: 1
by
Zyfex » Thu Jul 14, 2016 5:39 am
First post
with grade a timing (attack+kick+jump at the same time), you can cause your fighter to perform the wrong animation while doing a jump kick with a primed throwable
p.s. to be more clear, the first 2 throws are correct while the last throw is the bug'd animation
Last post
Same issue as
Has nothing to do with the grenades. Isolated to the jump-kick.
- 1 Replies
- 1654 Views
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Last post by Gurt
Thu Jul 14, 2016 12:29 pm
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molotov fire visual bug
Replies: 2
by
Zyfex » Thu Jul 14, 2016 4:14 am
First post
the fire is on the left despite the molotov being on the right
Last post
Fixed after Pre-Alpha 1.9.3.
- 2 Replies
- 2000 Views
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Last post by Gurt
Thu Jul 14, 2016 12:15 pm
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melee weapons make the wrong hit sounds
Replies: 1
by
Zyfex » Wed Jul 13, 2016 10:49 pm
First post
(yes, the recording is of an outdated version, but it still applies to the current game build and happened to be the only recording i had of it)
on very rare occasion, your melee weapon's hit sound will match that of whichever melee weapon your opponent has
Last post
Fixed after Pre-Alpha 1.9.3.
Looks like diving into someone with his/her weapon out caused this to always happen.
- 1 Replies
- 1605 Views
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Last post by Gurt
Thu Jul 14, 2016 12:52 am
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stuck in throwing animation
Replies: 1
by
Zyfex » Wed Jul 13, 2016 5:51 pm
First post
if the player presses kick and attack at the same time while holding a throwable and they grab a ledge, they will get stuck in their throw animation
Last post
Fixed after Pre-Alpha 1.9.3.
- 1 Replies
- 1723 Views
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Last post by Gurt
Wed Jul 13, 2016 7:07 pm
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reflect doesn't always work
Replies: 9
by
Zyfex » Wed Jul 13, 2016 9:05 am
First post
there's a good chance that, while trying to reflect a bullet, the bullet will go straight thru the player without any second thoughts. having 100+ ping, i took damage from the bullet that you can clearly see was reflected back at my boy luantic
(lookin for that sponsorship hjarpe hmu for that...
Last post
I will look into that later. Probably something about spawned projectiles in custom maps that's missing a property or something. If one bug-report consists of 2 bugs I will just close the topic once the main problem is fixed. Keep the bugs separate.
Edit: Looks like all objects are processed in...
- 9 Replies
- 5506 Views
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Last post by Gurt
Wed Jul 13, 2016 5:40 pm
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Nade + chair = bug
Replies: 1
by
Billy » Fri Jul 08, 2016 8:17 pm
First post
If you arm a grenade and then pick up a chair (or another makeshift idk), the nade dissapears and will not get removed from your inventory.
Sorry no video of that, but it should be easy to replicate.
Last post
Fixed after Pre-Alpha 1.9.3.
- 1 Replies
- 1531 Views
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Last post by Gurt
Wed Jul 13, 2016 5:31 pm
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