Zet0rz / nZombies-Unlimited

nZombies Unlimited
MIT License
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Couple of Issues I have right now #50

Closed Punkinator7 closed 5 years ago

Punkinator7 commented 5 years ago

Any and all bugs that I find or have found will be posted here, and I will test for each bug most builds.

Zet0rz commented 5 years ago
  • T-posing zombie:

I think I saw it myself too at some point, but not sure what caused it. Did you notice a trigger?

  • Legacy only ports over special spawns, even with other things selected in the menu

You shouldn't be able to choose which parts to port, it's just a list showing what features aren't implemented yet and won't be ported. You saying it only spawns Special Spawnpoints? When I tried it, I had props, doors, normal spawns, and everything too.

  • Holding melee out when buying a weapon deletes it from existence

Good catch. I think I know how to fix that.

  • Grenades don't replenish during a round transistion

I actually thought of that just recently, probably forgot to make it when it was first made the grenade system.

I'm adding these to the to-do list. Will close when all are done (if you haven't added more by then).

Punkinator7 commented 5 years ago

You shouldn't be able to choose which parts to port, it's just a list showing what features aren't implemented yet and won't be ported. You saying it only spawns Special spawnpoints? When I tried it, I had props, doors, normal spawns, and everything too. edit: It could be because of the props were clipping, it doesn't explain the player spawns and zombie spawns tho

Punkinator7 commented 5 years ago

nz_gm_flatgrass;Configuration of the flatass.txt

  • Legacy only ports over special spawns

This is the config I am having this issue with, sure some of the things won't spawn because of them not being implemented yet but there should be whats implemented right now

Zet0rz commented 5 years ago

This is the config I am having this issue with,

Tested it, it turned out to be an error (which halts the loading process). It was because the config states to navlock a specific navmesh area which doesn't exist in the current navmesh. This has been fixed, but it might mean you have to verify Navlocks afterwards as you might have incorrect locks due to different Navmesh (console will report this).

The bug itself is fixed in b4f7497