Beta1 Bugs

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Please use this page to report any bugs/gameplay issues. Please attempt to keep them organized by category, and if you can place a label on importance, do so. We appreciate your support and would like to thank you for doing so.

Contents

Critical Errors

These errors crash the game or significantly inhibit game features

Client

  • Engine error on ge_caves as client: CUt|LinkedList overflow! --[NWR]Suicide Guy
  • Engine error on ge_facility_classic as client: ED_Alloc: no free edicts. (Spirit55555)
  • Engine error on ge_archives_frontzone as client: CreateEntityByName( item_ammopack_large, 16777216 ) - CreateEdict failed.
  • No variables in Game tab when creating listen server Screenshot


Server

  • Running a Client-server on Windows Vista RTM x86, and playing on map Archives_frontzone, the following error causes a game crash and Engine Error: Screenshot (olileauk)
  • Getting frequent engine errors. These errors were produced on a client install running a temporary server running WinXP Pro SP2 on AMD64(San Diego) in various modes: --[NWR]Suicide Guy
*Bad entity in IndexOfEdict() index -6012434 pEdict 251426A7 sv.edicts 2C3F0010 
*Bad entity in IndexOfEdict() index -37116311 pEdict 0000003D sv.edicts 2C3F0010 
*Bad entity in IndexOfEdict() index -37116314 pEdict FFFFFFFF sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index 21151543 pEdict 4575F065 sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -37116110 pEdict (i accidentally hit ok and didnt get the rest of the error. sorry!)
*CreateEntityByName( env_sprite, 540024880 ) - CreateEdict failed.
*Bad entity in IndexOfEdict() index -37116082 pEdict 00001220 sv.edicts 2C3F0010
*CreateEntityByName( info_teleport_destination, 1056068464 ) - CreateEdict failed. - This occured when I changed the gameplay mode to "test" on ge_egyptian on a client server
*Bad entity in IndexOfEdict() index -37116259 pEdict 0000048 sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -36464221 pEdict 00C700C6 sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -36460944 pEdict 00C800C7 sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -36028400 pEdict 014C014B sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -37116271 pEdict 0000035F sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -36310209 pEdict 00F600F5 sv.edicts 2C3F0010
  • This error was produced on WinXP Pro x64 on AMD64(San Diego) in LTK: --[NWR]Suicide Guy
*Bad entity in IndexOfEdict() index -36447837 pEdict 00CC00CB sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -37116314 pEdict FFFFFFFF sv.edicts 2C3F0010
*Bad entity in IndexOfEdict() index -37116308 pEdict 0000007B sv.edicts 2C3F0010

Linux Server issues:
The workaround to all IndexOfEdict() problems has been posted here, it may not be pretty but if you want a Linux server that won't crash this is pretty much the only way to go for now.

  • Linux server is completely broken due to server crash bug which occurs usually 1-8 minutes after a map is loaded (moo)
  Bad entity in IndexOfEdict() index -1773239707 pEdict 0xffffffff sv.edicts 0x41ddd018
  Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
  Wed Dec 27 01:20:06 GMT 2006: Server restart in 10 seconds
  • The adding -debug gives no extra information in the debug.log, the crash happens on every beta map and in every game mode and having more players seems to cause the crash happen quicker. (moo)
  • It seems to me that windows servers get these bugs too but on the windows version of srcds the bug does not cause a server crash, wheras on linux it does. (moo)
  • Almost all the maps (except ge_facility for some reason) crash on many servers saying "Warning - Connection Problem" (In the top right corner) and then everyone gets booted (proven by talking to all the people in steam chat - they said they got booted too from the same error). It never happens on facility though. Maybe a possible bug for the big maps.

Other Errors

Client Issues

  • No way to change maxplayers when creating a listen server (Resolved: use "maxplayers X" command in console and then starting the listen server using the command "map mapname" in console.)
- This resolution doesn't seem to work on listen servers --[NWR]Suicide Guy
- It does, try again with the method I edited in above. -- Nowhere
  • Health display of the HUD sometimes appears at start of round and doesn't go away. (should only appear when you take damage)
- This is sometimes solved by pressing Tab to bring up the scoreboard - Nowhere
  • First person ragdoll doesn't work when you commit suicide (seems to happen more when falling and commit suicide i.e. jumping off of the cradle) --[NWR]Suicide Guy
- Do you mean when you commit suicide because of fall damage and the screen goes black? Because that happens with every Source game I think. - Nowhere
- Yeah thats what I'm talking about and I didn't realize that. Well if that's the case, this is no longer a bug. --[NWR]Suicide Guy
  • Nothing severe. Just an incorrectly referenced font file.
<unforgiven512> i am gonna do a fix for the font file on my server
<unforgiven512> (just have client DL the correctly named one)
<unforgiven512> it should have referenced "resource/gesource.tff" but it references "resource/Bank Gothic Light BT.ttf"
                so i will just have everyone DL "resource/Bank Gothic Light BT.ttf" on connect to my server

-(Unforgiven512)

Character Selection Flaws

  • The toolbar that you click and drag on the bottom is partially invisible. - HELL_razor
-This has been fixed, thank you killermonkey

Menu Glitch

When clicking the the "options" button in the "friends" area, it will come up normally. If you try to click it again, it will not come up and keep fading away.


Server Issues

  • Running a Client-server on Windows Vista RTM x86, and playing on map Archives_frontzone, the following error causes a game crash and Engine Error: Screenshot (olileauk)
  •  !!!SOLVED!!! License To Kill (GE_LTK) servers appear as Deathmatch servers. (GE_DM) I'm not sure if this was intended or not. (BUSCUIT28)
- LTK isn't a gameplay, it's a server side variable. So I guess you could say this was done intentionally. -- Nowhere
  • Tried to run srcds.exe in WinXP with -game gesource (with all other things) in the command line; doesnt do anything. (lamborghinipro)
- This isn't a bug, it's something you're doing wrong. Re-read the tutorial in the Wiki or read this one: http://planethalflife.gamespy.com/View.php?view=HL2Guides.Detail&id=4&game=3 - Nowhere

Weapons

  • Weapons reload with uneven amounts of ammo (example: holding down the mouse button while reloading will cut reloading process short and continue firing)
  • PP7 fire-rate is as fast as you can click
- I do not believe this is a bug, I'm almost 100% sure this is how it was in GE007. - Nowhere
-It is how it was in GE007, and it`s the same with the DD44 (Spirit55555)
  • Remote mines don't stick to windows and they dont blow em up sometimes
- Some windows are unbreakable (killermonkey)
  • Mines float if you throw them in place of where an ammo box should be. This also occurs if you place a mine on an ammo box then shoot the box (Samicemalone)
  • Can't always pick up armor/weapons
-Maybe because the weapons are empty(Spirit55555)
- This could also be if you have full ammo. (BUSCUIT28)
- Nah, you can pick it up if you knock it around a little. (AlCapwn)
  • Knife and Slappers makes bullet holes in walls
  • In ge_facility_backzone most weapons were getting a red reflection in one room despite there being nothing red in the room. There was a certain point in the map where the reflection would come and go. These two screenshots are on opposite points of that line. Normal screenshot Buggy screenshot
- To view the appropriate screenshots, you'll have to select the older revisions of the screenshot since I just realized I overwrote files that were already in the wiki. --[NWR]Suicide Guy
  • Cougar Magnum floating upside down in ge_facility_backzone. This sometimes happens and is not 100% repeatable. Screenshot --[NWR]Suicide Guy
  • Golden Gun auto reload should occur much more quickly to more accurately mimic behavior in GE64 --[NWR]Suicide Guy
-Some complaining idiots decided to ask for the devs to change this because they felt that it was too unfair.
-It was really unfair in GE64 too. I think a better solution would be to change the rate of fire back to normal and then just limit which ammo boxes carry ammunition for the golden gun. --[NWR]Suicide Guy
-I think you could switch it back to 1.1 and it wouldn't be that unfair because you can't pick up armor anymore when you have the Golden Gun. The problem was with 1.1 was that someone would camp an armor spawn with the Golden Gun and never die, I knew I did it more than once. - Nowhere
  • KF7's flare goes over the centre of the screen, past where the bullets hit. Screenshot (olileauk)
  • The PP7's model when on the floor has a silencer, so shouldn't it come with the silencer already on it when you pick it up to keep continuity? --[NWR]Suicide Guy
  • No Weapon Menu to notify what weapons the player has picked up or autoweapon switch variable in the console.
- When you pick up a weapon, it says in the same place as deaths, "Picked up (weapon)." (BUSCUIT28)
  • When a remote mine is stuck to a elevator door, and the door is opened, the mine will float in mid air. Same with glass. (Ge64 glitch too?) (stealthredneck)
- This is a source engine glitch (try it with the slam weapon in HL2DM)killermonkey
  • The golden gun can only be picked up by one person at a time, but it respawns anyway. and will respawn to infinity if the person who has the gun dies and drops it, then someone else picks it up it will appear again on the floor as a dupe and will just continue happening.
  • If you place a remote mine on a ammobox, and then pick the ammobox op, the remote mine will stay in the air and explode, without doing any damage. (Spirit55555)
  • Cougar Magnum chamber does not rotate when fired.
  • Cougar Magnum has no world model. - Nowhere
  • When changing from a Pistol to a Shotgun, and not moving or firing, the world model shows that the player is holding the Shotgun as a pistol.Screenshot - HELL_razor
  • The KF7 does not fire burst, as it did in the original game. (Spirit55555)
  • Slappers and Knife attacks slash more then they actually hurt the play. Ocassionally, a player can slap or knife somebody 20 times and get 1 actual time of damage. It can not be caused from body armor because the armor only last 5 hits or so. By 20 hits, a play should be VERY dead.
- This is because of the invulnerability time and the fact that melee combat in GE:S doesn't work very well. -- Nowhere
  • When you run out of remote mines, the watch detonator is still in your cyclable list of weapons which is inconvenient in the heat of battle. It should be removed when your last remote mine has detonated. I have also noticed that the watch detonator tends to screw with your weapon cycle with the commands Next weapon and Previous weapon. This is very obvious when you "impulse 101" and do a weapon cycle while the watch detonator is in your weapon list. --[NWR]Suicide Guy
  •  !MINOR GAMEPLAY ISSUE! The KF7 is too weak. I know this may sound like a complaint, but it seriously is. You can kill somone with a ZMG quicker, and that has tiny 9mm bullets, as opposed the KF7's 7.62mm bullets. (BUSCUIT28)
  • For the sniper rifle and KF7, the first time you hold shift, it just does the normal aim mode, but any time you hold shift after that, it zooms in, like it's probably supposed to. I'm don't know if this happens consistently, and I'm not sure whether it's the first time after picking up the weapon or every time you switch to it. --Vim-Hogar 17:16, 2 January 2007 (PST)
  • The fire rate of the DD44 is too high. The original didn't fire as fast. If you decide to keep the high fire rate, then you need to modify the fact that during mid-fire, the gun can still shoot, dispite it being angled at 45 degrees. (BUSCUIT28)
- The original did fire that fast (Spirit55555)
- If you say so, but the part where the gun shoots even though it's at a 45 degree angle neeeds to be adressed. (BUSCUIT28)
-Well, I did some testing and after a multitude of tests involving both the actual 64 games and GES, my conclusion is as stated. The PP7, DD44, and ZMG all fire too fast. While the PP7 and DD44 were both "as fast as you can click/hit Z" there was still a delay to allow the gun to return to proper position, so while in theory, the guns are "as fast as you can click" they are not actually supposed to be because it crates continuity. If the guns are as fast, then your shots will escalate higher and higher into the sky. As for the ZMG, the automatic fire is a tad faster than the 64 version. It takes about a half-a-second longer to empty the 64 clip as opposed to the Source clip. (BUSCUIT28)
- I agree with you Buscuit. Although many people may not see this or think it is a problem, it is very annoying. The DD44 and all the weapons you named almost shoot REDICULOUSLY quicker then they should if you play GE64. Nice job pointing it out. (Bklax23)
  • When playing on a server, the DD7, PP7 seem to fire and use up ammo incredibly fast! For example, I can shoot 3 shots using the DD7 and I have to reload when I still should have 4 shots left. It could just be my internet connection. The other guns seem to use the ammo effeciently and not skip avalaible bullets. I have a high-speed internet connection which is more then adequate. Is this a bug?
- This is because of the client-side multi fire bug. It's known and being worked on. - Nowhere

Maps

  • In ge_cradle, texture errors occur on the glass on occasion. This seems to be a recurring bug from 1.1. Screenshot (olileauk)
- I found the same issue in ge_control on the windows in the shack in the wherehouse section. (BUSCUIT28)
- This isn't a GE:S bug, it's a bug that happens when you minimize out of game. It can happen in any Source game. - Nowhere
  • In ge_control, you can walk through the barrels in room 7 of the 2 story area (this room houses the gattling guns in the N64 version - contact suicideguy if you can't figure out what room this is) --[NWR]Suicide Guy
  • In ge_control, the gray metal doors with the red and white bordering them act strangely with remote mines. the mines always slide down the door, land upside and get stuck in midair (similar to the other mine-door bug) NOTE: this bug is not always reproducable --[NWR]Suicide Guy
  • In ge_control (maybe in all maps, not sure though), if you plant a remote mine on a barrel, it CAN (this does not always happen) mess with the textures on part of the barrel. Screenshot --[NWR]Suicide Guy
  • In ge_facility, when you open some doors the glass stays floating in mid air and stops you getting through the door untill its smashed.
  • In ge_caves, there is a lighting bug dealing with the generators. This demo highlights a lighting bug in ge_caves. It shows how when you shoot the generator, some of the lights turn off, but the world still reflects the lights as if they were still on. lighting demo --[NWR]Suicide Guy
  • When ammo boxes spawn on the complex map in this area, they simply slide down to the bottom of the stairs instead of staying in the middle of the ramp: Screenshot (stealthredneck)
  • In ge_facility, some doors open halfway, then close again.
-Some of them also opens slowly (Spirit55555)
-Happens on every single map on some servers. (Bobbyjohn)
  • In ge_egyptian, in the golden gun room, if you "use" the secret passageway and you crouch half way, when it goes to close, there it just kills you and doesn't rebound like all of the other doors. --[NWR]Suicide Guy
- Might be to stop campers - Nowhere
- On the right track, it is a deathtrap.. but if used correctly it can save your life. - EnzoMatrix
- Are dumb people supposed to follow you through and get crushed if timed correctly? --[NWR]Suicide Guy
  • In ge_complex the red room's light bleeds into the pillar room. (Unforgiven512)
- First part wasn't a bug, it's in the original. This second part is. - Nowhere
  • In ge_control, ge_library_classic, ge_archives, and ge_facility_classic, the GE style imported glass does not respawn after destroyed. The standard "Source Engine Glass" repawns in all the maps it is used (including ge_cradle and ge_control in the warehouse section) (BUSCUIT28)
  • In ge_caves, there is a spawn upstairs that collides with the glowstick on the floor, causing the player to become stuck - McDisneysoft
- INVERTED, I thought you said you fixed that. We don't want anymore 1.1 Egyptians - Nowhere
- I thought I did, I fixed 3 or 4 spawnpoints, and I just tried it.. you only seem to get stuck sometimes. InvertedShadow 16:05, 28 December 2006 (PST)
- Grrrrr, ah well ge_caves has other problems that I can't blame on you like the CutLinkedList Overflow problem - Nowhere
  • Something seems to be wrong with the lighting or something similar on ge_cradle, the entire map glitches in the colour and lighting when you walk by certain areas(both me and my friends notice this, so it's not something with my gpu). - (goawai)

Sounds

  • Death theme only plays about 10% of the time
- unforgiven512 on #goldeneyesource says that the death sound only plays on a suicide death. - Nowhere
- It played when I was stabbed, but I don't recall hearing it after being shot. - Viashino Cutthroat
- It plays when you get slappered or knifed to death and when you suicide, but not when you suicide by falling - Nowhere
  • Music on maps takes up to 20 seconds to start
- After the music in one level completes a loop, it takes 20secs to restart - (BUSCUIT28)
- This is because mp3 files cannot loop in the source engine (unless somehow modified). A work around we did for some level is change the volume slightly in areas which like to re-initiate the sounds for some reason if you step into a correct area. --fourtecks
  •  !!!SOLVED!!! Menu music does not always work when the game is initially started. After exiting a server/game, the music does not work at all. - (BUSCUIT28)
-The menu music is merely the startup music, and only plays when you first start GES. It does not play the VERY first time you start GES because soundcache files need to be written.--fourtecks
  • If mp_flashlight is set to 1, There is no sound for the flashlight turning on/off. (Samicemalone)

Miscellaneous

  • Death camera does not spectate people - it only show the gun they are holding while staying fixed on the dead body. (olileauk)
  • In some maps I'm getting the non-critical error:
"Attempted to create unknown entity type weapon_pp7dual! NULL Ent in GiveNamedItem!" 

This error appears in the console only and does not crash the game. --[NWR]Suicide Guy

-This is seriously non-critical though, I mean, 1.1 had errors like that all the time. It doesn't need to be fixed as soon as any of the other bugs because it doesn't effect gameplay at all. - Nowhere
  • Teamplay does not work on ge_facility_classic and ge_egpytian.
  • You can allow yourself to view the opposing team's health by merely editing the text file "gesource_english.txt" in line 84. --[NWR]Suicide Guy
  • In the English localization, it is not "Throwing Knifes", it is "Throwing Knives" --[NWR]Suicide Guy
  • Jaws's ragdoll doesn't act very ragdoll-ish. When killed, he just hunkers down into some sort of akward position. (BUSCUIT28)
-Good, it's funny that way. AlCapwn
  • Due to the unpredictable nature of the hit boxes is there any way you could manipulate the server side to force certain rate settings such as default so everyone is on a level playing field. A number of times I have come across players who are near impossible to kill due to blatent rate abuse.
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