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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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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
- 725 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,...
- 0 Replies
- 6920 Views
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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no draw time on melee weapons if swinging
Replies: 5
by
Zyfex » Sat May 14, 2016 7:29 pm
First post
if the player presses the pickup button mid-swing, they can pick up a different melee weapon and suffer no draw time. im pretty sure this one has always existed
Last post
Merged the topic as they seem to be the same reported bug but with different info provided.
Fixed after Pre-Alpha 1.9.3.
- 5 Replies
- 743 Views
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Last post by Gurt
Wed Jul 13, 2016 4:37 pm
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switch to hand with throwables
Replies: 3
by
Noble » Tue Jul 12, 2016 6:37 am
First post
One thing that really bothers me a lot while I'm playing is when I own an throwable and an opponent comes over and hits me.
If I throw a grenade, molotov or mine, has a long cooldown that I can not do anything. It is impossible to switch to hand this period, and if I think that I could change and...
Last post
Fixed after Pre-Alpha 1.9.3.
It's a bug that you can't queue to sheathe the grenades while throwing or being ready to throw. This should work for all weapons.
Right now you need to wait for the throwing animation to finish and only then can you put away your throwables to use your fists - good you...
- 3 Replies
- 452 Views
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Last post by Gurt
Wed Jul 13, 2016 4:34 pm
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returning bug: aerial standing kicks
Replies: 1
by
Wozenbelt » Tue Jul 12, 2016 9:20 am
First post
This is the bug that I reported in April, and it was attended to.
However, it would seem that the bug hasn't completely been finished off. I haven't been able to perform standing jabs in the air, and it seems to be a hell of a lot harder than before to perform standing kicks in the air, but it's...
Last post
Fixed after Pre-Alpha 1.9.3.
Found another problem that caused the aerial standing kick - this time related to the kick cooldown.
- 1 Replies
- 380 Views
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Last post by Gurt
Wed Jul 13, 2016 4:22 pm
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swing + ledge =bug
Replies: 1
by
Zyfex » Sat Jul 09, 2016 1:21 pm
First post
the first thing i do requires you perform a jump attack right before grabbing onto a ledge to enter the fast.
for some reason i couldn't jump back up once i grabbed onto the ledge and you can see my fear and panic set in. you can only enable yourself to jump off of ledges again once you fall...
Last post
Fixed after Pre-Alpha 1.9.3.
Main problem was a message counter that didn't wrap correctly that can cause a lot of problems during certain situations if you're unlucky. Jumping from ledges is one of them. I also found some other minor problems that caused the first thing you showed in the video.
- 1 Replies
- 472 Views
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Last post by Gurt
Mon Jul 11, 2016 12:39 pm
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time commands eventually reset
Replies: 1
by
Zyfex » Sun Jul 10, 2016 12:04 am
First post
time commands such as /settime 0 or /settime 2 will eventually be set back to the normal /settime 1 if enough time goes by
Last post
We can not set an infinite duration on slowmotions. The time lasts for roughly 10 minutes or so. A match shouldn't last much longer either. I'm boosting this time to 1 day anyway and hopefully none will ever play one map for so long (SFD isn't designed for that anyway).
- 1 Replies
- 421 Views
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Last post by Gurt
Mon Jul 11, 2016 12:31 pm
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ChairLeg Absent From the Map Editor
Replies: 1
by
Wozenbelt » Thu Jul 07, 2016 3:31 am
First post
You can place the cue stick shaft and the broken bottle in the map editor, but not the ChairLeg that comes from a chair being broken. I assume this is was an accident.
Discovered in Pre-Alpha 1.9.2b
Last post
Most debri and the broken chair leg will be available in the editor after Pre-Alpha 1.9.2b so already fixed for the next update.
- 1 Replies
- 412 Views
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Last post by Gurt
Thu Jul 07, 2016 5:45 pm
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- 1 Replies
- 377 Views
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Last post by Gurt
Wed Jul 06, 2016 10:42 pm
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Server Hosts Can /remove Feet or Fists
Replies: 1
by
Wozenbelt » Wed Jul 06, 2016 11:26 am
First post
You can't /give yourself extra body parts, but you seem to be able to remove them. The /remove command works with feet and fists, or at least the server will tell you it does. You're still able to attack with both.
I understand why, but the command also removes any melee weapon you're currently...
Last post
That's a bit silly. Disabled /remove name fists/feet after Pre-Alpha 1.9.2b.
- 1 Replies
- 369 Views
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Last post by Gurt
Wed Jul 06, 2016 10:18 pm
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Switching to Empty Melee Slot Results in Kick Animation Reset
Replies: 1
by
Wozenbelt » Tue Jul 05, 2016 6:33 pm
First post
As the title suggests, when you're holding any non-melee weapon, you can perform a kick and switch to your melee slot (if it's empty) and your kicking animation will be extended. If you switch to your melee slot before the kick hitbox comes out, you will re-do the animation and the hitbox will come...
Last post
Fixed after Pre-Alpha 1.9.2b.
Equipping the melee slot is a bit special. Normally it will cancel your kick to allow you to draw your melee weapon. Having no melee weapon confused the game a bit.
- 1 Replies
- 242 Views
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Last post by Gurt
Tue Jul 05, 2016 8:30 pm
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a problem with setting user to null ?
Replies: 1
by
Armadyl5 » Tue Jul 05, 2016 4:06 pm
First post
public void Remove(TriggerArgs args){
foreach(IPlayer ply in Game.GetPlayers()){
if(ply.IsUser){
ply.SetUser(null);
ply.Remove();
}
}
}
This is Supposed to take all user players , and remove them , ply.SetUser(null); , is here to prevent the Screen color effect when players die .
however i had...
Last post
Fixed after Pre-Alpha 1.9.2b.
Thanks for the information. The code that processed the player key inputs assumed that whoever controlled the player before triggering the code still controlled the player after.
- 1 Replies
- 310 Views
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Last post by Gurt
Tue Jul 05, 2016 8:02 pm
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Cancelling Attacks w/ Weapon Draws
Replies: 1
by
Wozenbelt » Mon Jul 04, 2016 9:38 pm
First post
You can interrupt a standing punch or a kick at any point in the animation by drawing any weapon. You can even do it after the hitbox comes out. Using this bug alongside the seemingly unattended rising kick bug ( you can create a lagless aerial kick. Punches can only be cancelled while truly...
Last post
You can abort attacks on the ground by drawing your weapon.
The wrong air attack was triggered when jumping/attacking at the same time as of which is fixed so now you can't abort air attacks by drawing your weapon.
- 1 Replies
- 315 Views
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Last post by Gurt
Tue Jul 05, 2016 7:54 pm
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can jump with standing jab
Replies: 1
by
Wozenbelt » Sat Apr 30, 2016 6:32 pm
First post
If you press the punch button very quickly after you jump, you will do a standing punch and an aerial punch. Only one hitbox is produced. It also works with kick. If this is by design, it is very weird.
EDIT: The bug cannot be performed in the map editor.
Last post
Fixed after Pre-Alpha 1.9.2b.
- 1 Replies
- 441 Views
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Last post by Gurt
Tue Jul 05, 2016 7:49 pm
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instant shots if on ladder/ledge
Replies: 1
by
Zyfex » Thu Jun 23, 2016 4:18 am
First post
if the player holds the shoot button while on a ladder/ledge, their shots come out instantly (as normal shots have a slight delay before shots occur), which i assumed was by design this whole time (shock & awe). but the above video just shows a visual glitch where your player shoots with the wrong...
Last post
Fixed after Pre-Alpha 1.9.2b.
- 1 Replies
- 363 Views
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Last post by Gurt
Sat Jul 02, 2016 12:47 pm
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- 1 Replies
- 317 Views
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Last post by Gurt
Sat Jul 02, 2016 12:02 pm
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Bug when downloading 1.9.1b
Replies: 2
by
Pricey » Sun Jun 12, 2016 4:18 am
First post
So basically I started to download 1.9.1b, and it was all going normal until it started checking files, then it just stopped checking at file 2447, I've tried reinstalling the game and forcing an update but it isn't working.
Last post
Most problems with the launcher is solved by running it as administrator (as it requires access to modify files). The launcher might have got stuck trying to read a file that was locked too (maybe SFD wasn't shut down properly before updating). As a workaround download the RAR as suggested by...
- 2 Replies
- 529 Views
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Last post by Gurt
Sat Jul 02, 2016 11:54 am
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players names replaced with random images
Replies: 8
by
Zyfex » Thu Jun 30, 2016 7:00 pm
First post
similar to zere's topic
i alt tab'd out of sfd and come back to see that the 2nd guy from the top is secretly a member of BOD
(and yes, my game is up to date)
Last post
Forcing a reset on those long name labels to the next update (after Pre-Alpha 1.9.2b).
- 8 Replies
- 789 Views
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Last post by Gurt
Sat Jul 02, 2016 11:45 am
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Missing solid shadows on pistons
Replies: 1
by
Quinterball » Tue Jun 28, 2016 3:25 am
First post
On the map pistons, there are no solid shadows in certain areas. I'm assuming this is a bug since it does not match the corners, and has not been reported since there has been quite a while to fix this. It is ugly and should be changed
Last post
When you're right, you're right. Fixed in the next update.
- 1 Replies
- 507 Views
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Last post by Hjarpe
Tue Jun 28, 2016 10:08 pm
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Metal07K
Replies: 4
by
Quinterball » Mon Jun 20, 2016 12:25 am
First post
Metal07k 's image does not show up properly in the editor, but can still be placed on maps
Last post
Download the .zip worked. Thanks!
- 4 Replies
- 476 Views
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Last post by Quinterball
Mon Jun 20, 2016 9:32 pm
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bots killed by fire sometimes change gender
Replies: 4
by
Zyfex » Sat Jun 18, 2016 11:47 pm
First post
notice how 3/4 of the male superfighters turn into female corpses after getting burnt
Last post
Fixed after Pre-Alpha 1.9.2.
The Gender works as intended. Problem was PlayerProfileInfo not saving Gender unless edited since gender was added in SFD which results in a random gender. If the gender randomized to Female the female would still equip the Male equipment as that information was saved....
- 4 Replies
- 532 Views
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Last post by Gurt
Sun Jun 19, 2016 6:57 pm
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Players name stays even though the player leaves
Replies: 1
by
Zere » Sun Jun 19, 2016 5:50 pm
First post
I have seen this happen multiple times after 1.9.2, when a player leaves his name some times stays.
In these 2 images you can see that when Soldier of the USA left, his name stayed and the player who joined got his name.
This can only be seen on the player list, the name in game doesn't change.
Last post
We will be releasing a smaller update/hotfix fixing this soon enough.
Fixed after Pre-Alpha 1.9.2.
- 1 Replies
- 356 Views
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Last post by Gurt
Sun Jun 19, 2016 6:01 pm
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performing actions while in flailing animation
Replies: 5
by
Zyfex » Thu Jun 16, 2016 7:17 am
First post
this one's pretty hard to capture so ye
on occasions like the video shown above, if you're performing an action that gets interupted, you'll enter the flailing animation but continue whatever action you were doing
BONUS FOOTAGE:
many thanks to lunatic for tellin me, otherwise you wouldn't know...
Last post
Tweaked the code somewhat - most likely fixed after Pre-Alpha 1.9.1b.
- 5 Replies
- 682 Views
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Last post by Gurt
Sat Jun 18, 2016 3:32 pm
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Music Wont Play In-Game
Replies: 1
by
DippyDaDewott » Tue Jun 14, 2016 12:44 am
First post
When i run the game and i go to the title screen the music does not play but sounds work fine. Music is on %82 and on the volume mixer SFD is not muted.
Any help?
Last post
UPDATE: The Beta version of the game uses a different way to playback music and this is now solved.
You actually need Windows Media Player features installed and activated for the title music to play. We will soon go over to NAudio to play music so we can play any .wav and .mp3 files and ignore...
- 1 Replies
- 376 Views
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Last post by Gurt
Tue Jun 14, 2016 5:46 pm
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no death animation if crouching
Replies: 5
by
Zyfex » Tue Apr 19, 2016 5:15 am
First post
players can avoid the death animation(s) if they are holding the crouch button when killed. this way, they instantly hit the ground rather than stumbling or falling on their knees
bonus: if a player is killed with a bullet that doesn't crit while they are in their kneel animation (after a medium...
Last post
Fixed after Pre-Alpha 1.9.1.
The death animation caused the player to instantly hit the ground when crouching/kneeling instead of showing the correct animation.
- 5 Replies
- 552 Views
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Last post by Gurt
Fri Jun 03, 2016 8:54 pm
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shoot through blue roof at canals
Replies: 1
by
Zyfex » Mon May 23, 2016 11:48 pm
First post
the player can take cover and proceed to shoot through a good amount of the blue roof at canals
BONUS: laser sights can point through any part of the blue roof even if the player isn't taking cover
Last post
You can take cover behind any chest-high static object today so that's by-design. Something we might have to rethink and redo at some point at it causes trouble at certain maps at certain points.
But the laser going through the blue roof is fixed after Pre-Alpha 1.9.1.
- 1 Replies
- 286 Views
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Last post by Gurt
Fri Jun 03, 2016 8:40 pm
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- 3 Replies
- 539 Views
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Last post by Gurt
Fri Jun 03, 2016 8:27 pm
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