Known Bugs

All public release bug reports or requests for help, large and small, go in here.
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Known Bugs

Postby Sandern » Sun Sep 23, 2012 6:52 pm

If you are experiencing crashes, and want to report it, please provide the following information if you can:
  • Upload the mdmp file created at the moment of crash. You can find the files in "Steam\steamapps\common\Lambda Wars".
  • Provide your system specs
  • Operating System and type user account (admin or standard user)
  • Upload/post lambdawars/cfg/video.txt (contains your video settings for the mod)
  • Console log (options -> keyboard -> enable console, then type "condump". This will generate a console dump txt file in your lambdawarsfolder)

Avoid posting game and balance suggestions/complains in this thread.

This is the list of known bugs:
  • On some configurations the game might crash when trying to load the game, startup or when a grenade explodes (or similar). As a work-around, try adding "-disabledeferred" to your launch parameters. Also please let us know your configuration, so we can investigate to resolve the issue.
  • Other players can't connect to your local hosted server => Try forwarding your ports: ... -GLVN-8711
  • Fast zombies might be facing the wrong direction or climbing up in the air while climbing walls
  • Hud looks bad at 4:3 resolutions
  • Flags of control point might not be fully raised in some cases, while they should be
  • The main menu is not visible (just a background video) - Add bin/cef.exe to your virus scanner trusted files or disable it while playing (e.g. Comodo IS)
  • Unable to save games in Single Player - Not implemented yet
  • After a online game ends, you spawn inside the sandbox mode or in the old lobby
  • If you throw multiple smoke grenades, you then don't see the smoke of some or the grenade gets canceled
  • If you join a lobby, you might be not be displayed anywhere and only the button "leave lobby" works
  • Sometimes the invisible effect still remains even though its off:
  • AI fortifying a CP point non stop, not giving you a chance to capture it:
  • Units try to target units which are underground.
  • Units can't hit buildings:
  • Units can't hit combine floor turret or turrent can't hit enemy units, because they aim at the wrong place:
  • Selection circle sometimes gets messy:
  • If headcrab canister hits strider or building, it gets stuck mid air.
  • AI stalker may clip inside building and build a second building overlap the first one, making it impossible to target both buildings
  • Health is sometimes shown incorrect:
  • Engineers sometimes don't walk up to the small scrap pile:
  • Engineers build animation sometimes does not stop, online to players which are connected to host.

Fixed in Update 5 January 2015:
  • Reliable snapshot overflow upon rejoining the game

Fixed in Update 24 December 2014:
  • Striders get stuck into each other when walking close together
  • Fog of war covers the entire map. Only guns are visible.

Fixed in Update 15 December 2014:
  • or_trapped: textures might appear missing/corrupted
  • Strider movement becomes incorrect around certain spots on hlw_base4 - Fixed in next release

Fixed in Steam release:
  • Cover spots might become unusable after placing a building nearby the spot - Fixed in next release
  • hlw_base4 might crash when you rotate your camera to move the entire map into your view - Fixed in next release
Fixed in release 2.3.6:
  • Instant win in Overrun "endless" mode - Fixed in 2.3.6
  • Overrun game mode waves not progressing - Fixed in 2.3.6
  • Combine Elite "Energy Ball" ability fires at wrong enemy or direction - Fixed in 2.3.6
  • Strider's Dark energy cannon ability not taking resources - Fixed in 2.3.6

Fixed in release 2.3.4:
  • Building construction animations not played - Fixed in 2.3.4
  • Various animations not played when first playing a local game and then joining a multiplayer game - Fixed in 2.3.4
  • Air units not moving to their exact waypoints on a route to a goal, causing navigation issues - Fixed in 2.3.4

Fixed in release 2.3.2:
  • Units sometimes ignore enemies because they move back to their idle position - Fixed in 2.3.2
  • Manhacks get stuck on walls - Fixed in 2.3.2
  • Manhacks keep moving backwards sometimes - Fixed in 2.3.2

Fixed in release 2.3.1:
  • High CPU Load at map start - Fixed in 2.3.1

Fixed in release 2.3.0:
  • Missing material on combine bridge model (or_city) - Fixed in 2.3.0
  • Control points locations are initially not visible in multiplayer - Partly fixed in 2.3.0
  • Crash on exit in fullscreen mode - Fixed in 2.3.0
  • You can't deactivate scouts infiltrate ability, if the energy is below 20. - Fixed in 2.3.0
  • Units play the grenade throw animation but they don't actually throw a grenade. Also it does use resources and the ability needs to recharge. - Fixed in 2.3.0
  • Cover points provided by barricades have no shield particle effects. - Fixed in 2.3.0
  • If you try to upgrade the unit's weapon (metrocop SMG/Rebel or soldier shotgun and AR2), the upgrade sound is played even if the upgrade failed due to unsatisfied requirements. - Fixed in 2.3.0
  • Neutral medics are healing units from other owners. - Fixed in 2.3.0
  • Glow Team coloring is not updated when toggling team coloring modes - Fixed in 2.3.0
  • At 800x600 the Main Menu exit and options buttons are unselectable. - Fixed in 2.3.0
  • Incorrect population count - Fixed in 2.3.0
  • Selection circle is not drawn properly on or/hlw_base4 - Fixed in 2.3.0
  • Silhouette of combine hopper mine might still be shown after cancel placing the mine - Fixed in 2.3.0
  • Lasers of enemy stalkers can be seen through the fog of war - Fixed in 2.3.0

Fixed in release 2.2.0:
  • Game might crash on exit - Fixed in 2.2.0
  • Gamelobby player positions not shown when a player joins a gamelobby where the players already selected their positions - Fixed in 2.2.0
  • Crash when starting a resolution at of 1080p, then change it to 720p without loading a map and then load a map - Fixed in 2.2.0
  • Potential crash when receiving chat lines up on joining a multiplayer match - Fixed in 2.2.0
  • Lag when having many active units on the map - Fixed in 2.2.0

Fixed in release 2.1.2:
  • ScoreBoard multiplayer does not show all players - Fixed in 2.1.2
  • Bonus crates are too frequently dropped at unreachable places - Fixed in 2.1.2
  • Fonts in gamelobby might look incorrect - Fixed in 2.1.2
  • Rebel HQ is at the start of the preconstructed state animation when playing in a multiplayer game where the player is not the host - Fixed in 2.1.2
  • Attack Move (and several other abilities) does not function correctly when activated through the minimap - Fixed in 2.1.2
  • Text might appear untranslated (e.g. chat text looks broken) - Fixed in 2.1.2
  • Spectators are not shown in the spectator list of the GameLobby - Fixed in 2.1.2
  • Engineers/Stalkers incorrectly first placing further queued buildings, while they should first construct the first placed buildings - Fixed in 2.1.2

Fixed in release 2.1.1:
  • Missing material on cell pod in scrap markers - Fixed in 2.1.1, due new scrap model
  • Rebel Engineers can't collect scrap from "small" scrap markers - Fixed in 2.1.1
  • Crash on loading a map with a DirectX 9 card (due certain unsupported settings used on sm3.0 shaders)- Fixed in 2.1.1

Fixed in release 2.1.0:
  • The player is able to place buildings at the same spot in some cases - Fixed in 2.1.0
  • Units are sometimes unable to shoot enemy buildings - Fixed in 2.1.0
  • Zombies do not get close enough to hit buildings in Overrun - Fixed in 2.1.0
  • HUD might incorrectly change to rebels hud when another player joins the game. - Fixed in 2.1.0
  • Incorrect pixel shader model being used for some users, even though pixel shader 3.0 is available (only on low-end machines) - Fixed in 2.1.0
  • Gamelobby dropdown menus might persist after launching the game - Fixed in 2.1.0

Fixed in release 2.0.9:
  • In Overrun, units are spawned below the ground - Fixed in 2.0.9
  • Building animations is incorrect in Multiplayer if the client/player is not the server - Fixed in 2.0.9
  • Units might refuse to shoot some buildings - Fixed in 2.0.9
  • The mod might crash/freeze in some cases when using the minimap - Fixed in 2.0.9
  • Canceling construction of mountable turrets does not refund resources. - Fixed in 2.0.9
  • Progress particle effects of factories are still being displayed during destruction of the building - Fixed in 2.0.9

Fixed in release 2.0.8:
  • Part of unit rally lines are incorrectly drawn - Fixed in 2.0.8
  • Fog of war is not cleared when spectating a game (grey landscape) - Fixed in 2.0.8
  • There is a delay before the abilities panel is updated after left clicking an unit in the units panel - Fixed in 2.0.8
  • Kills not being displayed in hud of single selected units - Fixed in 2.0.8
  • Dissolving units being able to still shoot and fight - Fixed in 2.0.8
  • Incorrect Manhack model angles - Fixed in 2.0.8
  • Player is able to select scrap carried by engineers - Fixed in 2.0.8

Fixed in release 2.0.7:
  • The mod might crash or hang for a short while on shutdown/exit. - Fixed in 2.0.7
  • Units are faded out too soon if your "effects" setting is on "low" or "medium" - Fixed in 2.0.7
  • Navigation around Rebels mountable turret is incorrect after placing it using the Engineer (problem does not occur when using the unit panel) - Fixed in 2.0.7
  • Unit portrait do not change in some cases when selecting a different unit - Fixed in 2.0.7
  • "Deploy Manhack" ability can deploy to many manhacks when executing it on groups of metro polices (does not honor the population limit and cooldown times) - Fixed in 2.0.7

Fixed in release 2.0.6:
  • Buildings incorrectly take damage during construction (e.g. floor turret) - Fixed in 2.0.6
  • Headcrab cannisters might be fired at invalid locations, causing headcrabs to be spawned inside invalid positions - Fixed in 2.0.6
  • Wrong bleeding effects of various units - Fixed in 2.0.6
  • Player camera height limits are sometimes ignored on map start or_hill - Fixed in 2.0.6
  • Combine elite alt ar2 fire broken until you switch weapons - Fixed in 2.0.6
  • Combine elite alt ar2 fire animation not played - Fixed in 2.0.6
  • Selecting more than ~200 units using a selection box resulting in a "reliable message overflow" - Fixed in 2.0.6
  • Soldiers not shooting back at mountable turrets (instead do nothing) - Fixed in 2.0.6

Fixed in release 2.0.5:
  • Soldiers might try to move into already taken cover spots - Fixed in 2.0.5
  • Units do not return to their original position after auto casting an ability (medic, stalker, engineer) - Fixed in 2.0.5
  • The minimap might incorrectly show enemy units - Fixed in 2.0.5
  • "single unit" type cast abilities not checking for all units in the selection, but only for a single type (e.g. grenade ability). - Fixed in 2.0.5
  • Max energy upgrade medic does not work - Fixed in 2.0.5
  • Unable to use AR2 alt fire ability when the Combine Elite has a shotgun equipped - Fixed in 2.0.5

Fixed in release 2.0.4:
  • The mod crashes when you load a map and your card is using shader model 2.0 (even though it might support shader model 3.0) - Fixed in 2.0.4, shaders for shader model 2.0b are added back

Fixed in release 2.0.3:
  • Units chase down flying enemy units on hlw_battlemounds into the ravine. - Fixed in 2.0.3
  • Engineers tend to use a weird path when collecting scrap. - Fixed in 2.0.3
  • Combine CPU player does nothing on hlw_slums - Fixed in 2.0.3
  • Fast Zombies fall through the ground while climbing walls (Overrun, or_hill) - Fixed in 2.0.3
  • An Alien Swarm menu background is shortly shown when starting the game (when fading to the background video). - Fixed in 2.0.3
  • Possible to out-range mounted turrets with soldiers - Fixed in 2.0.3, increased range turrets
  • Spectators do not see all units, even though the fog of war is lifted - Fixed in 2.0.3
  • Incorrectly identified graphic cards will result in crashes because it falls back to shader model 2.0. - Fixed in 2.0.3, you will get an error message at startup instead
  • Unit not shooting the enemy in hold position when the unit already has an existing enemy - Fixed in 2.0.3
  • Player camera height not calculated in "Play Offline", resulting in the camera ignoring the zoom limits - Fixed in 2.0.3
  • You can prevent enemies from capturing a control point by placing a cloaked scout near it - Fixed in 2.0.3

Fixed in release 2.0.2:
  • The mod might crash on level change/shutdown - Fixed in 2.0.2
  • Missing animation combine soldier when mounting a turret (T-Pose) - Fixed in 2.0.2
  • Turrets can be placed in the air while hovering your mouse on an unit. - Fixed in 2.0.2
  • Rocket sound may still be looping after being destroyed (rebel rpg). - Fixed in 2.0.2
  • Defeated players can't do much. Should probably move to spectators. - Fixed in 2.0.2
  • Possible to collect scrap to unfinished HQ buildings - Fixed in 2.0.2
  • Players are not able to take capture points of their defeated allies. These points should be come neutral. - Fixed in 2.0.2
  • View offset of capture points is too low, which might result in the fog of war hiding most of the stuff around the point. - Fixed in 2.0.2

Fixed in release 2.0.1:
  • FPS/RTS configuration is sometimes saved incorrectly. - Fixed in 2.0.1
  • Rebel soldier with AR2 weapon is missing the running animation (T-Pose) - Fixed in 2.0.1
  • Servers might not show up in "Find public Games" - Fixed in 2.0.1
  • Overrun offers the infected option as enemy, which should only be shown if Left 4 Dead 1 is mounted - Fixed in 2.0.1
  • Can't move in spectator mode using the arrow keys. - Fixed in 2.0.1
  • Cannot cancel buildings - Fixed in 2.0.1
  • Cannot build mounted turret as rebels in Overrun - Fixed in 2.0.1
  • An empty rts config (cfg/config_rts.cfg) can result in a broken game (temporary fix: delete file). - Fixed in 2.0.1
  • Dark energy ball (elite combine ability) destroys buildings in one hit. Fixed in 2.0.1, fixed amount of damage against buildings
  • All games in the public games panel are displayed as "Unknown Mission". - Fixed in 2.0.1
  • Combine elite soldier not attacking enemies after executing the energy ball ability, unless a new order is given Fixed in 2.0.1
  • Cloaked units can capture control points - Fixed in 2.0.1
  • Manhacks causing sparks when bumping into friendly units - Fixed in 2.0.1
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Re: Known Bugs 2.0.0

Postby Jenks » Thu Sep 27, 2012 12:58 am

I'm back after a while to try this mod. Everything worked fine until I got on later (I changed nothing); everything broke instantly. A bunch of errors appeared in the console that talked about missing attributes, etc. Everything pretty much just snapped and I have no idea why.
HL2Wars: Revolution 1.0 LATEST/ALL PATCHES:

HL2Wars: Revolution Thread:

Posts: 97
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Location: Russia

Re: Known Bugs 2.0.0

Postby Nqss[RUS] » Thu Sep 27, 2012 7:38 am

so , im SIR_halyavshik from moddb , as i wanted , im just going to post the legit sum of all i sent to you via PM.
well , not everything that you are mentioned in the list.
I remind you that for now i played this mod not only with one of the developers and some randome guy , but also with my friend and we had time to look around and mess with things.

Annihilation BUGS , tweaks and suggestions:
+Combine soldiers getting Tpose on mountable turrests
+Manhacks can capture flag (yes , i do belive that this is a bug)
+Manhacks can damage buildings (yes , i do belive that this is a bug)
+Manhack are trying to attack flying units , which is invisible
+Dark energy ball can destroy buildings in one hit , even when bounced , can bounce through entire enemy base and leave nothing , havent tryed on strider , but maybe it can one-hit strider as well
+After elite combines shot the energy ball via hotkeys , they are not going to react to anything , untill you give them any order. (My friend just attacked them , while Elite combines just stands there like on a parade)
+Engineers and Stalkers , if you are sent one to build something or there is fire fight near by and you choosed E/S and started to click buttons to build something , E/S can not only distract and immidiatly start fighting / building , but also cancel your choosed building , so you must choose it again.(try to order one worker to build and other one , move near to him while trying to give building order)
+Special attack for strider is missing all the way....and i dont think that stomping suppose to be a special attack , maybe researchable dark energy strike with huge cooldown , but not the stomping , its what they do on tier own.
+I have missing texture on the scrap point with the pod (pod doesn't have texture)
+I had snipers doing nothing , dont know how to try this , maybe try to place then onto cover points.
+Cover points are not used as in the hl2 game , im mapper , i saw that if AI have some cover points , it will use it . Here units using them when they are near to them , but not trying to run in cover.

I think/suggest:
+delete collisions for scrap points , i had some engineers stuck at them.
+Soldiers are always trying to run near the enemy , even when i have control of them , i had situation when rebels jumped of the cliff because they wanted to near the enemy and ended up in very bad situation. Or just desable that ability in general.
+Engineers / Stalker should never do anything without my order m except repair / help build (those with moving) and self defence fire BUT WITHOUT MOVING.
+Floor turrets and mountable turrets need a damage buff , since they are pretty useless , but got such cost!
+Adding the fall of damage for shotguns , so those could do more damage closer and less damage in distance
+Power Generators should cost population , about 2-3. Combine forces got more powerfull units and can produce as many energy as they want.
+dark energy ball should also cost more , besides attacks of infantry and striders only with spwcific damage , instead of insta kill everything.
+more damage to the RPG rebels , they cant stand againist enemy infantry or vehicals aka useless.(SMG rebels can do more damage to the strider and those got lower cost!! The combine snipers / elite soldiers can kill them easily)
+Defend ability for both factions - rebels can garrison into thier buildings (HQ,barracks,special operations only) , combines can build force fields with thier power generators(which is limited with pop cost).
+Dark energy ball attack for rebel veterans and deploy them with AR2 by default , as those are expensive , but not that effective.
+Scouts should have meele weapon atleast , even some upgrade with sabotage bombs/traps/mines maybe , pretending that they are metrcops.
+Special race abilties , which can be unlocked with specific building and cost scrap/ power req. For rebels - shutting down any generator(and all the buildings it powers) in sight for 20 seconds. For combine - headcrab rocket deploy in the sight , Mine deploy in the sight (with scanner deploying them).
+Adding supply depo for rebels , so they can collect scrap without building second HQ or maybe able to collect into the "rebel farms".
+increasing cap time of flags.
+Adding tunnel system and foxholes/bunkers for rebels maybe.

Overrun BUGS , tweaks and suggestions:
+Had several times crash due the end of the game
+Had several crashed when tryed to leave into main menu
+Had lobby menu list hang in the game , untill i clicked LMB
+I have missing texture on the combine bridge on map in the city , dont remember the name , sorry.

I think/suggest:
+Well , lacks of the vorts and hunters there is depressing
+Rebels should have healing buildings

overall suggestions:
+Add specific icon on top of the head or under the engineers and stalkers , so you can easily define workers on the field
+Add auto select button on HUD , which will select randome , not busy(aka building) worker
+Underbarrel grenade launcher upgrade for rebels

I also think that combines can have metropolice garage with helicopter and apc upgrade and gunship upgrade in the synth factory.

i do belive thats all i had in mind and all the bugs i've experinced.
sorry for all the mistakes i made , had a poor sleep.
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Re: Known Bugs 2.0.0

Postby Nqss[RUS] » Thu Sep 27, 2012 8:10 am

i remembered , dark energy ball can bounce off allies
so if you have several elites and if elite which is behind mates will shoot , dark energy ball would just bounce off in some other direction

that happened in overrun so far , but game decided that i choosed combines instead of rebels. that happened couple times to me , when i choosed to play rebels instead of combines
Posts: 97
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Location: Russia

Re: Known Bugs 2.0.0

Postby Nqss[RUS] » Thu Sep 27, 2012 2:12 pm

so , i played around in sandbox and that some stunning result.
floor turret , which needs research , which also require population and requsition cant stan againist simple combine soldier

2 floor turrets and one mountable turret with combine soldier monted ALL DIED againist 4 simple combine soldiers.
Now i want to suggest health / range AND damage buff for those.

+After mounted turret died , combine soldier still used it for some time untill it completly dissapeared.
+i cant rotate buildings before building them
+my metrocops having hard time navigating in this area for some reasone ... d=99344370
here you can see i gave him order to build turret and he stuck there , trying to navigate way down ... d=99344349
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Re: Known Bugs 2.0.0

Postby Sandern » Thu Sep 27, 2012 5:23 pm

Nqss[RUS] wrote:+i cant rotate buildings before building them

Not a bug, it's intentional. When rotating, the nav mesh will be splitted up in a weird way.
Posts: 97
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Location: Russia

Re: Known Bugs 2.0.0

Postby Nqss[RUS] » Thu Sep 27, 2012 9:06 pm

another bug , you cant cancel building
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Re: Known Bugs 2.0.0

Postby Nqss[RUS] » Fri Sep 28, 2012 5:49 am

i do belive this is a map bug. ... d=99420943

Sandern wrote:
Nqss[RUS] wrote:+i cant rotate buildings before building them

Not a bug, it's intentional. When rotating, the nav mesh will be splitted up in a weird way.

well , can you make them turn like on grid , each turn 45 degree only , for example
Posts: 97
Joined: Tue Mar 08, 2011 12:26 pm
Location: Russia

Re: Known Bugs 2.0.0

Postby Nqss[RUS] » Sun Sep 30, 2012 11:26 am

i created swarm of manhacks in early game and attacked building with it
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Re: Known Bugs 2.0.1

Postby Nqss[RUS] » Mon Oct 08, 2012 9:42 pm

alright , new version improved alot of things , turrets now can be used for proper defence , i almost lost my army to 4 floor turrets , must walk around now (that is a good thing), but this is what i've noticed:

-I couldn't attack scaner while i was playing rebels and my enemy couldn't attack my scout while he was playing as the combine, like they both cant see each other. But i can kill scanner in combine vs combine.
-One of the medics heads are missing (also as you can see i have alter skin for partisans , didn't have it in 2.0 or maybe havent seen it, neat anyway) ... =101550140
-And i do belive this is a minor bug , when the text is too large to fit in the ready-player-list it starts to jump ... A5CE65F94/
-Missing proper title for the botton ... 8606EE734/

Im thinking of increasing the requesition cost of the barracks for both sides and cost of any unit producing building (special operations / cave / synth factory as well) , except HQs.
In recent games i've noticed that whoever spams fast enough more barracks (or 4 atleast) , gonna have bigger army and going to win by controll and army size
so im thinking of doubling the requsition cost for those buildings

Another suggestion is to give proper description to the abilities , point out if they are passive and what they do. I really cant understand the ability of partisans , what is it and what does it do?
Posts: 97
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Re: Known Bugs 2.0.1

Postby Nqss[RUS] » Tue Oct 09, 2012 10:19 am

Another couple bugs
-I joined to the game of overrun which was already started and become a spectator. I could move my camera with arrow key and mouse BUT game keeps bringing my camera to the original spot all the time.
-Mines , mines cost 1r and 1pop , but when you place them you loose 3 pop as there is 3 mines deployed. So , if you got about 49/50 pop , you can deploy mines and it will become 52/50. You can also do this with manhacks , to overload the pop limit.
Posts: 97
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Location: Russia

Re: Known Bugs 2.0.1

Postby Nqss[RUS] » Tue Oct 09, 2012 11:15 am

that was some funny stuff in recent game
so , here it is
first of all , i have elements of lobby menu on my screen ... 88220FC4E/ ... 3916236F6/

second of all , on this map (i dont remeber the name :C) serious navigation issues ... 3916236F6/
on this map :
-my units have desire to jump down and die
-they have troubles navigating with bridges
-manhacks falls down and never fly up
-units always trying to go around through whole map , to reach destanation point which is right next tot them , atleast for me

and here is some funny bug for this overrun map
floating , but functional turrets ... 49CB0A204/
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Re: Known Bugs 2.0.1

Postby Sandern » Tue Oct 09, 2012 1:47 pm

I'm planning to move over all the UI to html/css (like the main menu news), so I'm not going to fix that element issue.

The navigation issues are on battlemound (and in the list of bugs) and still need to do something about it. The easiest way would probably to just add npc clips around everything for now (a bit ugly).

Fixing the floating turret should be easy, just need to add it to my list.
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Re: Known Bugs 2.0.1

Postby Nqss[RUS] » Tue Oct 09, 2012 8:26 pm

update , the spectator camera is acting wierd not everywhere , but in the overrun
Posts: 97
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Re: Known Bugs 2.0.1

Postby Nqss[RUS] » Tue Oct 09, 2012 8:40 pm

i totally forgot about this one
you can order to build a rebel HQ and stop engineer of building it , after the transparent model of building appear
now the bug is that you can collect scrap into not finished HQ

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