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# 1
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Forum Fact Fairie
Join Date: Dec 2004
Location: Finland
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Report bugs and issues with Soulstorm.
This thread is here to collect bugs and graphical glitches with Soulstorm.
There is of course the Bug Submissions subforum as well. Provide the following: - A Clear description of the bug or problem - Reproduction steps - Any further information that you think is helpful in fixing the bug. "Fliers pathing sucks", "yeah this bug really sucks" and "/signed" posts will be deleted on sight. Don't clutter up the thread, that will help nobody. PERSONAL DISLIKE WITH A DESIGN CHOICE IS NOT AN ISSUE FOR THIS THREAD. At this point keeping the first post 100% up to date would basically mean summing up all of Bug Submissions and then some into a single post and I'm personally really not up to the task I'm afraid. The thread will still be moderated, but trying to keep it all summarized in the first post is just too much work. Critical/major: -SoB resource bug -DE observer soul powers bug -Necron Monolith + FO bug -Using Harlequins' Dance of Death ability resets the player's resources. -Slowdown issues, campaign running slower than DC, also considerably longer load-times -Crashing to desktop with the DE in the campaign. -When the living saint ressurects after being killed all SoB unit caps such as Pentient Engine, Exorcist, and Lightnings are reduced by 1. This continues until the Saint dies for the second and final time in which the caps are back to normal. -Units captured by the Deceiver do not count towards their original owner's hard cap, so they can build back to their full hard cap and once the Deceiver's hold wears off, they'll have an extra squad of Kasrkin for example. - The Demon prince health regeneration issue. - Purgatus Flame issue with SoB mines. Graphical: - Lack of proper widescreen support. - Immolator has a texture problem. See here. - Clipping - Bomber Turret (Turret mounted on hull fires thru model to ground units) - Necron Lord issues. - Missing RTX textures? - Tau Broadside has Broken animations - If multiple air units are spawned from a building, they will all drop in at precisely the same location. The models share almost exactly the same space, except for minor movements of the idle animations. - ASM problems -The Eldar Farseers "Mind War" ability is displayed incorrectly when used on the Dark Eldars "Haemonculus" unit. The animation is around his feet and underground instead of around his head. Campaign: -Hellion Succubus Coven jump ability dosn't recharge -Description for Chaos Wargear "Demon Prince" is wrong: Eliphas is not in Soulstorm and thus it should be corrected to reflect the new champion. -Ar'Ka cannon does not seem to have any effect on enemy forces in the territory that is being attacked by Tau. - All honor guard units are automatically destroyed after the IG stronghold mission regardless of whether they actually died. - Replaying the necron victory cutscene from the commander screen crashes the game. - Deep strike squads with weirdo bugs all over the place, can't identify precisely what happens though, but they vanish. - Autoresolve kills all your garrisoned buildings no matter what strengh the attacking army composes of (making it essentially useless). - In the DE stronghold the Dias of Destruction may be killed by surrounding it with units, ending the mission prematurely. - If triggers are scripted to give you buildings at some point of the game, they don't check for buildings already in place. DE stronghold - it is possible to have a generator inside your HQ if you have forward bases. - Problems with Tau Commander - Problem with the deepstrike racial ability - The Honor Guard Grey Knights take 3 population cap. - The possessed Chaos space marine houner gyard unit takes up 3 population for your army which is nasty since its just 1 unit. - Several DE Honor Guard units that probably shouldn't be able to board transport, can do so. AI: -The Living Saint wastes her fire skill at airplanes when it doesn't damage airplanes at all. -Airplanes do not seem to attack targets right under them. -DE AI unnecessarily builds multiple buildings -general problems with AI functioning properly - Necron and Tau AI aren't functioning much at all GameSpy: - GameSpy is identifying games played as the new races falsely as games played as Necron or some other race. - There doesn't seem to be easy access to the new Multiplayer medals from the game (or anywhere else for that matter). - Connectivity issues - Kickbug - Reports that joining custom games takes considerably longer than in Dark Crusade - There is [/url]no limit[/url] to who you can match in automatch Others (minor): - no flag shown (in Mechanized Command) after buying Hangar for Bomber. - IG Command Squad still uses attached leaders voice (ofcourse after buying priest/commisar/psyker) - also CS - General got old voice (Lucas's voice) while in campaign he uses diffrent in speeches. - Odd SoB run animation - SoB buildings got SM sounds. -Tankbustas can now attack ground like artillery. The missiles reach the target area, go through the floor, dont explode and dont do any damage to units or buildings. -Same attack-ground problem for SM rockets (see the above). -When the sister repentia with the moral bar dies, their special ability automatically turns off, which can make for a silly amount of micro having to turn it on, and off, on, and off. It also increases their speed, so when attempting to close in on a ranged squad and if you lose your person with moral bar the ability turns off, and your speed decreases. -Kustom Gadjits tooltip still mentions the build time increase. -Marauder abilities. -DE Transport can appear loaded even if the passengers disembark. - Sisters of Battle Thermo Plasma Generator is building_low armor. - The death of a big mek in a squad can sometimes leave the squad with a teleport ability. - DE slaves can start building on allied buildings and they'll then finish on their own. This is a problem especially with Necrons. - When Deciver takes control over a hard-capped unit, the unit can be build again. So if Deciver takes control over a Terminator Squad with FC attached, I can quickly build another Terminator Squad and FC. I didn't try it with other hard-capped units, but if it works with Terminators it should work with Kasrkinks, Ogryns and such. - Problems with font size. - Act of Faith: Lay on Hands Hot key (H) Same as Sister of Battle Squad Heavy Bolter Hotkey (H) - Dark Eldar LP3 provides a bigger resource bonus than the other LP3s - The Immolator's Heavy Flamer has a circle aoe type instead of the arc aoe type that other Flamers have, and like the angle values in the data file would indicate it should have. - The IG LP3 isn't upgrading to the appropriate weapon correctly Last edited by Slow_Runner : 27th May 08 at 2:07 PM. |
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# 2 |
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Member
Join Date: Mar 2005
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There is problem with Helions and their movement speed. Not sure if this is connected to pathing issues, but when you have larger unit of them, some members are moving with much lower speed than others, leading in spreading unit all over the map around path. Really annoying
Another thing is that I have now huge number of Sync errors and game crash during online play (same for my friend). Rate is around once of three games Last edited by vjghost : 8th Mar 08 at 7:35 AM. |
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# 3 |
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Member
Join Date: Feb 2007
Location: Gdańsk, poland
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Minor (graphical mostly):
- no flag shown (in Mechanized Command) after buying Hangar for Bomber. - IG Command Squad still uses attached leaders voice (ofcourse after buying priest/commisar/psyker) - also CS - General got old voice (Lucas's voice) while in campaign he uses diffrent in speeches. - Silly SoB run animation - SoB buildings got SM sounds. - Clipping - Bomber Turret (Turret mounted on hull fires thru model to ground units) |
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# 4 |
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Guest
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I just tabbed out of a game i'm playing now. I have infiltrated scouts defending an area. The Tau commander just rushed in and engaged a listening post, and cannot detect my infiltrated units. However, he keeps pausing every once so often and tosses a snare/slow/etc trap into my scouts - which he should not, and cannot, detect - they still appear stealthed, as opposed to when a stingwing or other detector sees them, and they appear visible. He does NOT use his primary weapons on the scouts, which he shouldn't be able to see.
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# 5
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Lets hit the road
Join Date: Dec 2005
Location: Canary Wharf, London
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Immolator has a graphics bug where it will target a new enemy but the animation will continue to focus on the enemy it was last shooting at (even if said enemy or structure no longer exists). Small issue, as damage is actually done to the new target as normal, but sometimes confusing as to whether you have successfully targeted a new unit or not.
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# 6 |
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Member
Join Date: Mar 2006
Location: Trieste, Italy
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It seem to me that the Marauder Bomber never use its twin linked frontal Lascannon, nor the tail-mounted twin linked heavy bolter. Practically, I have seen only the turret mounted 2link HB shooting. At ground targets. Trough the marauder's hull....
Also, it is dramatically small when compared to the other models (especially Valkyre and Baneblade). To give actual proportion, it should be around the double of what is now. I do not care about pathing issue this may bring. It is a damn Superheavy Flyer, the 40k imperial Flying Fortress. |
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# 9
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Guest
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Wont even start...
Ok, I installed the game (it went fine), until I went to play the game. It said it detected disc drive emulators running. I checked to see if the programs I had were enabled. Both weren't even running. So I tried unistalling them. No change. I re-installed Soulstorm, same error message.
I tried using CCleaner to remove any rogue registry keys. No change. I tried another re-install. Still no change. I'm at a loss. I have no idea what is causing it. I worked out that it was either Blindwrite or NTI (a program that was bundled with the computer, from ACER). It's all working now. Very long loading times though. I noticed today that the when the DE Warriors place a flag, it appears in place before the animation of the flag placing has finished so that it places one flag onto another one. Nothing game altering and barely noticeable. But in the interest realism (what little one can have in this game). Last edited by BillHarvey : 9th Mar 08 at 8:55 AM. Reason: Problem solved. |
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# 10 |
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Member
Join Date: Aug 2004
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gameplay/annoying
you'll notice that when a squad couldn't reach the exact position you ordered, sometimes most of it's members won't fire at enemies in range ever until you issue a stop command. on a related note: squadmembers don't fire until every single last one of them is in formation or you issue a stop command. the inferno cannons of sob listening post addon 1&2 and the sob turret (and only those) actually continue to aim and/or shoot at dead targets or ones out of range. (maybe only after you manually assigned them a target.) this is not a graphical effect since they won't attack/damage anything in range unless told to do so. to fix this, you have to remove the 0.5sec "linger_on_target_after_fire_time" in the according weapon.rgd. can't seem to reproduce that though... the penitent engine and living saint have the collision size of ordinary infantry: 0.5 * 0.5/0.75 * 0.75. (seems that is rounded up...) while walkers in general have at least 1.5 * 1.5 which is somehow significantly bigger than 1 * 1. maybe the game can't even handle fractions for collision size? (like it can be seen with buildings...) also the immolator and exorcist have significantly smaller collision sizes compared to the predator or leman russ. maybe reduce vehicle collision sizes accross the board? (note: the wraithlord actually got its collision size reduced.) ork and eldar infantry weapons (and some others e.g. the ravagers dark lances) still have a "horizontal_traverse_speed" of 45 while all others have 180: go watch them turn in slow-mo when firing on the move. sometimes not all squadmembers move with their squad (and sometimes only the sergeant moves...), i think it has something to do with targeting and long weapon range/"ranged_attackrange" from the spb. graphical the warlock as well as the stealth suit shas'vre leader still don't face their target when firing while moving. concerning the immolator melta-fx not updating properly on selected targets: it has always been this way and still is like that for the hellhound. also, if you add any weapon to the tau commander this causes the burst cannon to stop rotating, his missile launcher animation is still for the most part (after first shot) not working at all. likewise the crisis suits missile launcher firing animation and fx are still out of sync. veteran superiors and the canoness aim to low with their inferno pistols, as does the guardsmen sergeant (laspistol). the penitent engines heavy flamers are able to fire at anything in an 180° arc in front of the walker but there is no animation for that during movement. and gorgutz can't aim. that grot. the hellhound inferno cannons burning fx and sound will be played at the last spot you used its let-it-burn ability on. really weird. and at least the sisters turret inferno cannon aims at its targets weapon which looks wierd if it is atacked in melee by a commander or so... (either that or any weapon/tracer-fx is pointed towards the canonesses melee weapon.) the chaplain and librarians plasma pistol tracer-fx goes straight into the sky and the tempests missile-fx and animation are not synchronous. the tau lp3 tracer-fx, could it please use the one from hammerheads/broadsides? stealth suit burst cannons use missile launcher hit events for the surface type most vehicles use which can make a landraider move on one track when shot from the side by 1-2 stealth suit squads. looks funny. the farseer uses the twin shuriken muzzle/tracer-fx for every ranged weapon. the emperors touch bolter hit_event is just fx overkill with a rather big impact on fps. (the fx is bigger than that of most actual area-of-effect weapons...) there's a glowbolter_impact.event file, maybe use that instead. campaign prisoner squads/units use pop cap but are not affected by upgrades. some honourguards are not as effective as say the tau firewarrior honourguard (...), some are (dps-wise) less effective than their ordinary counterparts... the ibram's vestment wargear (ig) actually does not activate the captains guard_favor_wargear ability because that requires a different research than specified in the guard_race.race file. Last edited by durruti : 24th Mar 08 at 12:36 PM. |
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# 13 |
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Member
Join Date: Oct 2007
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dark eldar warriors on the default stance and when enemy units engage other units a few feet away the dark eldar warriors wont move into range at all they just kinda hang out there... and also when upgrading mandrakes with the daemonic thing thats suppose to buff there melee damage there stats arent changed
both minor things but can both be very bothersome especially the dark eldar warrior bug |
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# 14 |
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Member
Join Date: Mar 2007
Location: New England
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An AI Playing as Dark Eldar on Standard Difficulty Proceeds to Build around 8 halls of blood, (The DE Barracks) All right Next to each other, often times blocking itself inside it's own base.
I've seen it at least twice already. Not really a huge issue, and I've no clue why it does it. |
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