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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
- 16369 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
- 3049 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
- 28507 Views
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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no damage after falling from impossible heights if rolling at the right time
Replies: 1
by
Zyfex » Wed Mar 30, 2016 10:59 pm
First post
any player can roll after impossible height falls (i think its possible without slomo but it'd be very difficult). the host is the only player that won't take damage
i think this would be nice (assuming its not by design), but limit the roll to the special one
Last post
Fixed after Pre-Alpha 1.8.8.
I think Zere (or someone) reported this in the old forum. It's not by design and is not limited to the host only but maybe the host can perform this easiest as the host usually have < 1 ping. Can also be performed in the map editor quite easy.
- 1 Replies
- 1735 Views
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Last post by Gurt
Wed Mar 30, 2016 11:08 pm
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dive'd underneath objects
Replies: 1
by
Zyfex » Wed Mar 30, 2016 4:46 am
First post
players can still be dive'd underneath objects and be gib'd. maybe its by design idk its just upsetting
Last post
Fixed for the release version.
Parts of the diving mechanic has been reworked for the release version.
- 1 Replies
- 2112 Views
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Last post by Gurt
Wed Mar 30, 2016 6:34 pm
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Can hit through small walls with kicks - Red container as example
Replies: 6
by
Bill » Fri Mar 25, 2016 7:14 pm
First post
Issue:
The red container crate: can be used to kick players through the top of the container.
Replication:
Have player A stand on top of the side of the red container(if its on its sided/vertically pointing up) and player B stand next to the wall, player A can now kick player A through said...
Last post
Snow/rain goes through anything that's dynamic and can move. Designed like that.
- 6 Replies
- 4071 Views
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Last post by Gurt
Mon Mar 28, 2016 6:22 pm
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Auto-AFK Kick kicking Late-Joined Spectators
Replies: 5
by
Bill » Wed Mar 23, 2016 2:29 am
First post
The Issue:
Spectators who join in the middle of the round, will be kicked after the afk-kick timer ticks down, however they are only kicked at the start of the new round.
Replication:
Have someone late join into an ongoing round and if 1minute (or whatever the allocated time is) goes by, they,...
Last post
While the issue is correct the replication is not (which I tried yesterday without actually replicating the bug). So I made a guess on what might cause this based on all replies on this topic. So I tried letting player A get kicked (works like a charm) and let player B join in player's A place. Now...
- 5 Replies
- 3629 Views
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Last post by Gurt
Thu Mar 24, 2016 9:03 am
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wrong weapon draw animation
Replies: 2
by
Zyfex » Sun Mar 20, 2016 4:28 pm
First post
bug (wrong animation): if the player picks up a different weapon of the same weapon slot while they're drawing their weapon, they'll continue that animation for the new weapon. also, sometimes while performing this, they'll stop that draw animation midway to start the right draw animation...
Last post
Fixed after Pre-Alpha 1.8.8
- 2 Replies
- 2349 Views
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Last post by Gurt
Wed Mar 23, 2016 6:33 pm
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Funny crouch/aiming bug
Replies: 1
by
Splinter » Wed Mar 23, 2016 6:03 pm
First post
I was trying to reproduce Zyfex's infinite crouch bug, then I found this hilarious bug...
Step 1 - do the infinite crouch with a sniper rifle or pump-action shotgun in hands (these 2 weapons automatically reload after shooting)
Step 2 - Hold the aim button and don't let go
Step 3 - Shoot
Step 4...
Last post
This will probably solve itself if I solve the infinite crouch thingy.
Edit:
Fixed the infinite crouch thing. Could happen if you entered kneeling while standing on a fast accelerating object.
So this aiming will not be possible anymore.
Fixed after Pre-Alpha 1.8.8.
- 1 Replies
- 1768 Views
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Last post by Gurt
Wed Mar 23, 2016 6:13 pm
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the "/give" command doesnt work with client names
Replies: 1
by
Zyfex » Sun Mar 20, 2016 11:07 pm
First post
the host cannot use the /give command on clients if they attempt to type a portion or even all of their name. they can type their own name and get said item tho
example: /give wozenbelt 1 doesnt work but /give 1 1 will
Last post
Some commands were case-sensitive against names. I guess that's what caused it. (So if the name was Wozenbelt then /give wozenbelt 1 wouldn't work).
Fixed after Pre-Alpha 1.8.8.
- 1 Replies
- 1756 Views
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Last post by Gurt
Wed Mar 23, 2016 4:25 pm
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Stuck in kneel on fast accelerating objects
Replies: 3
by
Zyfex » Wed Mar 16, 2016 7:30 pm
First post
if the object you're standing on happens to move while you're doing a standing kick, you go into the crouch animation. if not for the crate's movements, i'd be stuck (which can happen). it can easily be jumped out of tho.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Thanks for the additional video and explanation. Helped me replicate this within 10 seconds. :P
Fixed after Pre-Alpha 1.8.8.
- 3 Replies
- 2804 Views
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Last post by Gurt
Wed Mar 23, 2016 4:14 pm
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fighters attempt to shoot
Replies: 1
by
Zyfex » Sun Mar 20, 2016 6:47 am
First post
bug (light but no fight 2): if the player has good timing and attempts a shot right before they hit the ground (not sure if the jump post shot attempt is necessary), they'll try to shoot without success
Pre-Alpha 1.8.8
Last post
If found one cause for this problem. I hope there's no more.
Fixed after Pre-Alpha 1.8.8.
- 1 Replies
- 1915 Views
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Last post by Gurt
Wed Mar 23, 2016 3:58 pm
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No draw time after mid-air melee swing
Replies: 1
by
Zyfex » Wed Mar 16, 2016 7:01 pm
First post
(no draw time): this is done by inputting the mid-air melee swing and attempting to draw a weapon right as you're about to make contact with the ground. if done right, your fighter will either have shortened draw time or none at all.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1820 Views
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Last post by Gurt
Wed Mar 23, 2016 2:53 pm
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Throwables through certain objects in maps
Replies: 1
by
Zyfex » Wed Mar 16, 2016 7:21 pm
First post
(throwables through concrete): throwables and bullets can travel through the concrete at PS if the fighter takes cover.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
very good! always I dreamed of carrying things in my hands at this game ... especially bodies of dead players ... xD
- 1 Replies
- 2191 Views
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Last post by The Adventurer
Mon Mar 21, 2016 7:33 pm
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concrete jams grenades
Replies: 1
by
Zyfex » Sun Mar 20, 2016 4:33 pm
First post
probably not a bug but it really does bug me (damn im good)
bug (grenades get jam'd): there's a certain part on the roof of PS that jams grenades thrown at it. causes many miss'd opportunities
pre-alpha 1.8.8
Last post
Nothing we will fix.
This is commonly caused by the box2D when it solves overlapping together with how we have designed to use tiles in our maps. Problem is not only isolated to grenades by all kind of stuff that can get stuck in the edge between tiles. Hopefully grenades will not get stuck like...
- 1 Replies
- 1683 Views
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Last post by Gurt
Sun Mar 20, 2016 6:03 pm
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Kicking + Rolling makes you immune to bullets while kicking
Replies: 1
by
Zyfex » Wed Mar 16, 2016 8:21 pm
First post
Inputting a kick and roll at the same time results in a kick that causes the player to move forward slightly. this allows for fires to be quickly put out as well as have bullets phase through them.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Fixed after Pre-Alpha 1.8.8.
- 1 Replies
- 1922 Views
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Last post by Gurt
Sun Mar 20, 2016 1:59 pm
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lasersight while reloading
Replies: 1
by
Zyfex » Sun Mar 20, 2016 6:35 am
First post
bug (light without the fight): if the player holds the attack button while reloading, their laser sight trail is visible the entire time. works with any firearm that has a laser sight
Pre-Alpha 1.8.8
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1838 Views
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Last post by Gurt
Sun Mar 20, 2016 1:44 pm
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Stuck if kicked and punched at the same time
Replies: 1
by
Zyfex » Wed Mar 16, 2016 8:23 pm
First post
Getting kicked while still in hitstun after a punch will cause the player to be stuck in the oh no ive been hit! animation until they attempt a jump or fall over. you cannot punch or shoot, but you can kick (its spooky lookin).
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1819 Views
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Last post by Gurt
Sat Mar 19, 2016 8:02 pm
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Double tap aim button will aim multiple times
Replies: 1
by
Zyfex » Tue Mar 15, 2016 5:59 pm
First post
(good aiming): if you double tap the aim button (or even let go of it after a fall) the fighter will aim multiple times. with a laser sight, it gets pretty flashy.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex.
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1970 Views
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Last post by Gurt
Sat Mar 19, 2016 9:42 am
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Able to sprint with live grenades
Replies: 1
by
Zyfex » Wed Mar 16, 2016 7:18 pm
First post
Sprinting with a cooked grenade now requires the fighter to jump kick without going into their crouch animation. throwing the grenade while diving can refresh it so you don't waste it.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1789 Views
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Last post by Gurt
Sat Mar 19, 2016 9:32 am
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Crouch from enough height while aiming drops grenades
Replies: 1
by
Zyfex » Wed Mar 16, 2016 7:24 pm
First post
if you have a throwable out and fall from a far enough height to cause the fighter to crouch while holding aim, the fighter will drop a grenade that can be picked back up. this grenade will never disappear either
EDIT: turns out any grenade that's not dropped with the button used to drop weapons...
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1836 Views
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Last post by Gurt
Thu Mar 17, 2016 8:42 pm
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rapidly pressing the attack button while using throwables = stuck in cook animation
Replies: 1
by
Zyfex » Thu Mar 17, 2016 8:20 pm
First post
rapidly pressing the attack button while using throwables and then instantly stopping can cause the player to get stuck in the cook animation despite not holding any buttons. this also allows the player to sprint at will.
Originally found by Zyfex
Pre-Alpha 1.8.8
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1708 Views
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Last post by Gurt
Thu Mar 17, 2016 8:20 pm
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Melee weapons are briefly shown when dropped and grabbed
Replies: 1
by
Zyfex » Thu Mar 17, 2016 8:18 pm
First post
dropping a weapon (limited to melee weapons from what ive seen) mid-roll and picking it back up will briefly show the weapon drawn before the fighter sheaths it.
Originally found by Zyfex
Pre-Alpha 1.8.8
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1673 Views
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Last post by Gurt
Thu Mar 17, 2016 8:19 pm
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Sheath weapons while manual aiming
Replies: 1
by
Zyfex » Wed Mar 16, 2016 8:20 pm
First post
holding aim and then pressing the sheath button causes the player to aim their fingers and glitch a bit when you aim up/down.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 1757 Views
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Last post by Gurt
Thu Mar 17, 2016 8:16 pm
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Incorrect melee hitboxes after jumping
Replies: 1
by
Zyfex » Tue Mar 15, 2016 6:04 pm
First post
(melee hitboxes are good): if you mid-air hit an opponent and they fall over but don't take fall damage, OR you hit an opponent who is in the air and they don't fall very far, you can hit them from a full platform below them.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
After some investigation I see I'm using the built in box2D AABB as a hitbox which isn't correct (it can grow...). I was 100 % sure I used the correct melee hitbox I created years ago - but obviously it hasn't been the case. Thanks for the video!
Fixed after Pre-Alpha 1.8.8
- 1 Replies
- 2079 Views
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Last post by Gurt
Tue Mar 15, 2016 6:14 pm
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Fast grenades going through objects
Replies: 1
by
Zyfex » Tue Mar 15, 2016 6:06 pm
First post
(grenades love their collision): grenades falling from a large height will travel through elevators at mach speed yo.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Grenades and mines wasn't set as bullets in the box2D engine.
Fixed after Pre-Alpha 1.8.8.
- 1 Replies
- 2007 Views
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Last post by Gurt
Tue Mar 15, 2016 6:11 pm
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