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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
- 18065 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...
- 0 Replies
- 3392 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
- 30624 Views
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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Script Contain Errors. Script will be disable.
Replies: 1
by
ImZayAhh » Sat Dec 26, 2020 1:41 pm
First post
When I enter the game, it says Script contain errors. Script will be disabled. And if I go into the game it writes Error.mapscript.methodnotfound, please help!
Last post
The underlaying error is that a method name is not found in your script. The message you see is a wrongly used text ID within the error handling itself resulting in a text ?Error.mapscript.methodnotfound or similar. We will fix this text ID for the next update to properly read Can't find method...
- 1 Replies
- 2926 Views
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Last post by Gurt
Sun Dec 27, 2020 3:32 pm
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Map editor trouble
Replies: 2
by
Shock » Tue Oct 13, 2020 3:35 pm
First post
I've been making map for a hour already, sadly that i didn't save it... What happened?
-Map editor just crashed without any message and game was closed automatically.
I have tried to remove list images, still doesn't work.
Now i'm trying to open map editor and game crashes every time when i open...
Last post
I fixed this trouble by changing the resolution in SFD, i use windowed mode always.
- 2 Replies
- 3396 Views
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Last post by Shock
Tue Oct 13, 2020 4:55 pm
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Kick is on cooldown after shooting a gun and holstering.
Replies: 1
by
mgtr14 » Wed Jul 01, 2020 12:55 pm
First post
You can punch/block instantly after shooting and holstering, but for some reason the kick still takes time to work. This cooldown is still in effect even if you jump on and off a ladder, or try to kick mid-air.
Last post
Fixed after v.1.3.6
Caused by some old, forgotten and obsolete code back from 2015 from the early days of SFD still lurking and causing this specific problem and nothing more. Removed it.
- 1 Replies
- 2327 Views
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Last post by Gurt
Wed Jul 01, 2020 10:43 pm
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Simple bug on HUD
Replies: 2
by
Mr Argon » Fri Feb 21, 2020 9:19 pm
First post
I created a script that revives a player during versus games with a 10% probability.
When the player revives, it's name in the HUD on top left corner won't match the player team's color, it'll always be white.
Last post
Fixed after v.1.3.6
- 2 Replies
- 3382 Views
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Last post by Gurt
Tue Jun 30, 2020 2:58 pm
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gun cooldown applied to melee swings
Replies: 1
by
Zyfex » Wed May 25, 2016 4:47 am
First post
if the player drops their gun immediately after a shot, they cannot punch until the gun's cooldown has worn off (the cooldown you'd get if you were to just hold the shoot button down). however, they can immediately punch if they sheath their weapon instead
Last post
Fixed after v.1.3.6
Fixed a bug where you would remain in HipFire after dropping a weapon until your weapon cooldown was over, causing you to be unable to perform certain melee actions after dropping weapons with long cooldowns (like sniper rifle) just after shooting.
- 1 Replies
- 3024 Views
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Last post by Gurt
Tue Jun 30, 2020 2:17 pm
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Equipping a Weapon Overrides and Disables Auto-Sheathe
Replies: 1
by
Wozenbelt » Fri Aug 05, 2016 1:54 pm
First post
The title might not make things too clear.
When you fire a gun, you can't sheathe until there's a pause in your burst. With slower guns like the carbine or pistol, you can sheathe in between shots. With faster automatic weapons like the Uzi or M60, you can't sheathe while you're still firing....
Last post
Fixed/changed after 1.3.6.
Sheathing your weapon will now also cancel any queued weapon - making sheathing be prioritized over drawing a new weapon (noticeable for throwables and automatic weapons).
- 1 Replies
- 3038 Views
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Last post by Gurt
Tue Jun 30, 2020 2:02 pm
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breaking weapon bug
Replies: 3
by
Tom Th3 Assasin » Tue Mar 12, 2019 1:25 am
First post
i find myself in this inconvenient stituation every time whenever i try to roll forward to put out fire or escape melee. i used chair for a faster demo, but trust me it happens with every melee weapon
Last post
Fixed after 1.3.6
- 3 Replies
- 4813 Views
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Last post by Gurt
Wed Jun 24, 2020 3:42 pm
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You sometimes get stuck in the swinging animation after breaking a melee weapon.
Replies: 2
by
mgtr14 » Tue Jun 23, 2020 1:11 pm
First post
This is especially a problem with makeshift weapons. Getting stuck means that you'll stand still, only being able to turn and crouch. You can't roll or jump.
I'm not sure when this exactly happens, maybe it's completely random or maybe it happens when you try to instantly make a move thereafter.
Last post
Fixed after 1.3.6
This bug slipped in with the release (tracked it down to that update).
I don't know why I didn't fix it back in 2019 when reported here - maybe I had a lot on my mind back then or couldn't figure out how to repeat it - or both. We (as developers) don't perform the same input and...
- 2 Replies
- 2674 Views
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Last post by Gurt
Wed Jun 24, 2020 3:39 pm
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Cast issue on IObjectPlayerSpawnTrigger
Replies: 1
by
JakSparro98 » Sun Apr 05, 2020 6:51 pm
First post
When populating the melee item field with SetSpawnWeaponItemMelee() it will later throw a cast error when calling Trigger().
public void OnStartup()
{
IObjectPlayerSpawnTrigger spawn= (IObjectPlayerSpawnTrigger )Game.CreateObject( PlayerSpawnTrigger );...
Last post
Fixed after v.1.3.5.
- 1 Replies
- 3635 Views
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Last post by Gurt
Sun Apr 26, 2020 12:36 pm
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Game thinks you're holding an object after blocking powerups
Replies: 1
by
Splinter » Sat Apr 18, 2020 10:32 pm
First post
When a supply crate explodes and the item flies off, you can block that item and instantly equip it (if you're bare-handed). But if you block items such as slowmo, boosts, laser sight and health items, they go into your inventory but the game thinks you're holding an item, so you can't attack,...
Last post
Fixed after v.1.3.5.
- 1 Replies
- 3081 Views
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Last post by Gurt
Sat Apr 25, 2020 5:59 pm
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GameWorld.Update players (AI) failed
Replies: 1
by
NearHuscarl » Sat Mar 28, 2020 10:05 am
First post
This error happened when playing in Prime Time in Sunny City campaign, Chapter Esclation, a short time after the MeatGrinder boss appeared. It didn't show up after the first time though.
There was an error during the test.
Superfighters Deluxe v.1.3.5 - Unhandled Error
Status: EditorTestRun,...
Last post
See if the small changes I did will solve the exception occured after v.1.3.5 (marking this as Maybe fixed ).
- 1 Replies
- 2752 Views
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Last post by Gurt
Sat Apr 18, 2020 1:50 pm
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IGame.SpawnProjectile() not working when called in callbacks from ProjectileCreatedCallback
Replies: 1
by
NearHuscarl » Sun Apr 05, 2020 6:36 pm
First post
Minimal sample code
public void OnStartup()
{
Game.SpawnProjectile(ProjectileItem.BAZOOKA, Vector2.Zero, Vector2.Zero); // works
Events.ProjectileCreatedCallback.Start((p) =>
{
Game.SpawnProjectile(ProjectileItem.BAZOOKA, Vector2.Zero, Vector2.Zero); // not working
});
}
Last post
Woop! Those projectiles are now in the void. Fixed after v.1.3.5 which will trigger the ProjectileCreatedCallback to be run next update instead of current update in case you call it inside ProjectileCreatedCallback.
- 1 Replies
- 2813 Views
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Last post by Gurt
Mon Apr 06, 2020 10:55 pm
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IGame.GetColorPackage(string colorPackageName) returns null
Replies: 3
by
Danger Ross » Fri Apr 03, 2020 1:27 am
First post
This method is the only way to get RGB colors from clothing items and it doesn't function.
It probably went unnoticed because it has very limited uses, but I've come into a situation where I need it.
This is taken from the in game code:
Last post
Yeah, you're right. I see that now. Missing a return statement somewhere along the way :roll: Fixed after v.1.3.5.
- 3 Replies
- 4141 Views
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Last post by Gurt
Mon Apr 06, 2020 10:46 pm
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IGame.WriteToConsole() will throw exception when trying to print enum values
Replies: 1
by
NearHuscarl » Wed Mar 25, 2020 7:45 am
First post
You should be able to print out enum values without having to call ToString(). Code to reproduce:
enum E { One, Two, Three }
public void OnStartup()
{
Game.WriteToConsole(E.One); // not working
Game.WriteToConsole(E.One.ToString()); // works
}
Last post
Fixed after v.1.3.5:
Removed IGame.WriteToConsole(string text) in favor for the new IGame.WriteToConsole(object param[] args) to avoid ambiguous calls between the two.
- 1 Replies
- 2634 Views
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Last post by Gurt
Fri Mar 27, 2020 8:11 pm
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minor tweaks for IGame.WriteToConsole()
Replies: 1
by
NearHuscarl » Wed Mar 25, 2020 7:41 am
First post
Remove IGame.WriteToConsole(string message)
I think the new overloading IGame.WriteToConsole(params object[] messages) can cover the old one use cases. I'd like to remove the old one because it conflicts with the new one when printing null value
Game.WriteToConsole(null); // CS0121 The call is...
Last post
Fixes after v.1.3.5:
Remove IGame.WriteToConsole(string text) in favor for the new IGame.WriteToConsole(object param[] args) to avoid ambiguous calls between the two.
IGame.WriteToConsole now prints for null values.
IGame.WriteToConsoleF no longer crashes if you input an invalid format, instead a...
- 1 Replies
- 2490 Views
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Last post by Gurt
Fri Mar 27, 2020 8:10 pm
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PlayerWeaponRemovedActionCallback is not fired when the player was gibbed
Replies: 1
by
NearHuscarl » Thu Mar 26, 2020 6:14 pm
First post
IPlayer.Kill() triggers the event normally but IPlayer.Gib() does not
public void OnStartup()
{
var me = Game.GetPlayers() ;
me.GiveWeaponItem(WeaponItem.MAGNUM);
me.SetInputEnabled(false);
me.AddCommand(new PlayerCommand(PlayerCommandType.DrawHandgun));...
Last post
Fixed after v.1.3.5
- 1 Replies
- 2519 Views
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Last post by Gurt
Fri Mar 27, 2020 7:41 pm
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System.ArgumentOutOfRange exception
Replies: 1
by
NearHuscarl » Fri Mar 27, 2020 6:21 pm
First post
The exception name is misleading, the real exception that triggers this exception is the null reference exception. Here is the log
Here is the relevant code
public void OnStartup()
{
ScriptHelper.LogDebug( OnStartup() );
BotManager.Initialize(); // code inside this method will throw...
Last post
Fixed after v.1.3.5.
- 1 Replies
- 2466 Views
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Last post by Gurt
Fri Mar 27, 2020 7:01 pm
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IPlayer.Disarm() doesn't spawn WpnGrenadesThrown when activated
Replies: 1
by
NearHuscarl » Tue Mar 24, 2020 12:45 pm
First post
When you disarm a player in melee while cooking grenade, the game will spawn a WpnGrenadesThrown instead of WpnGrenade. IPlayer.Disarm() always spawns WpnGrenade regardless if the grenade is activated or not.
Last post
The Disarm() function was intended to drop your equipped item. I didn't think about when you have a throwable ready to be thrown you know, like a cooked grenade :)
I think I will adress this issue in some way in the next SFD update together with and
Most likely the Disarm will then make you drop...
- 1 Replies
- 2793 Views
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Last post by Gurt
Tue Mar 24, 2020 9:11 pm
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IScriptStorage.TryGetStringArr() returns incorrect value when the array is empty between sessions
Replies: 1
by
NearHuscarl » Wed Mar 11, 2020 3:45 pm
First post
Store an empty array. Retrieved array is expected to be empty but have a single empty string element instead. Steps to reproduce:
- Open the Map Editor and paste this code
public void OnStartup()
{
Game.LocalStorage.SetItem( arr , new string[] { });
}
- Restart and run this code instead...
Last post
Fixed after v.1.3.4.
The saved local storage file for the script now has a way to store and read empty arrays.
- 1 Replies
- 2556 Views
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Last post by Gurt
Sat Mar 21, 2020 5:52 pm
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NullReferenceException when using IGame.CreateObject() in ObjectDamageCallback
Replies: 1
by
NearHuscarl » Mon Mar 02, 2020 3:26 pm
First post
This happens when I Remove() and recreate the same IObject in the same frame. Also, said object is the target object of the WeldJoint and AlterCollisionTile
Here is the minimal sample code
public void OnStartup()
{
Events.ObjectDamageCallback.Start((o, a) => Game.CreateObject( BgRailing00E...
Last post
Fixed after v.1.3.4.
Caused by the fact that impact related damage is caused in the middle of the update, locking the box2D world causing creation of tiles to be unavailable. Fixed by quining up any impact related damage to after the box2D step is done.
- 1 Replies
- 2645 Views
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Last post by Gurt
Sat Mar 21, 2020 4:24 pm
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Cannot get IObjectNodePath using GetObjectsByArea()
Replies: 1
by
NearHuscarl » Fri Mar 20, 2020 1:50 pm
First post
The document says that area param to filter IObject does not work for farbg object. I don't think IObjectNodePath is farbg.
var objects = Game.GetObjectsByArea (VeryLargeArea); // no results, but IObject or IPlayer works normally
Last post
IObjectNodePath is in the inactive physics layer so they can't be retrieved.
Fixed after v.1.3.4 where I'm adding parameters to the GetObjectsByArea() so you can determine if you want to get objects in the active physics world or the inactive (background) world. FarBg items and PathNodes will be...
- 1 Replies
- 2314 Views
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Last post by Gurt
Sat Mar 21, 2020 3:30 pm
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- 3 Replies
- 3794 Views
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Last post by Gurt
Sat Feb 22, 2020 3:00 pm
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Set teams command not working properly
Replies: 4
by
Splinter » Tue Jan 28, 2020 6:28 pm
First post
I don't remember if it's only on the lobby or not, but the /setteams command doesn't always work. I've tested it with bots in offline mode, by the way.
Last post
Fixed after v.1.3.3.
Turns out that /setteams and /shuffleteams commands does not work in offline games at all even though it's included in the /help section. Oops.
Also doing some minor quality of life changes to the command, it will now repeat your team parameter to cover 8 digits. So typing...
- 4 Replies
- 4893 Views
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Last post by Gurt
Wed Feb 05, 2020 8:49 pm
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Script error when gibbing/removing dead corpses
Replies: 1
by
Gunter » Wed Feb 05, 2020 1:33 am
First post
Trying to call Remove() or Gib() inside a PlayerDeathCallback listener throws an exception
//Throws script exception and corpse gets removed on first try only
public void OnStartup() {
Events.PlayerDeathCallback.Start((deadPlayer) => {
if (deadPlayer != null ) deadPlayer.Gib();
});
}
this...
Last post
Fixed after v.1.3.3.
Thanks for reaching out.
This is actually the same problem as: which is scheduled for the next update which we will release soon!
Core problematic is that callbacks within callbacks just didn't work. Imagine that you in your PlayerDeathCallback create a player and then also...
- 1 Replies
- 2666 Views
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Last post by Gurt
Wed Feb 05, 2020 8:07 pm
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Game throws exception after dying in tutorial
Replies: 1
by
Ol1vver » Sun Dec 29, 2019 10:57 pm
First post
If you die in the tutorial and get respawned the game will throw an exception
Method with signature ScriptCallbackEvent_Update failed in script
ScriptCallbackEvent_Update
Last post
Caused by callbacks triggering callbacks in the code, fixed after v.1.3.3. Good thing the tutorial works anyway :)
- 1 Replies
- 2793 Views
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Last post by Gurt
Sat Jan 04, 2020 1:40 pm
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