Walls bugged after update.


(Madonna_) #1

So, after the MOFO i have serious problems doing the walljumps in many, many places where before everything was normal. It looks like props compentetrate in a bad way and while in air near a wall you get stuck if you try walljumping of that wall.
Some walls i screenshotted today while playing, i am sure there are plenty of more. As you can see from the screen i used light and heavy mercs so i dont think its a character size problem. Posted in general discussion as this concerned me so badly!

http://steamcommunity.com/sharedfiles/filedetails/?id=806924229

http://steamcommunity.com/sharedfiles/filedetails/?id=806928068

The real question is… its just my game problem or someone else had this problem?


(SnakekillerX) #2

Haven’t noticed any issues personally.

EDIT: Ok I ran the game in offline and started just running around the maps and checking them out, and I do see what you mean about getting hung up on some walls when attempting to wall jump off them. Its like there is some invisible wall edge that stops you from keeping your momentum… needs to be fixed for sure.


(Madonna_) #3

The update was about making the game smooth and fluid but its the complete opposite now with walljumping bugged this way. Hope devs saw this and checked things out


(SnakekillerX) #4

@stayfreshshoe @RazielWarmonic
Just want to make sure someone important sees this… :wink:

The issue is most noticeable when attempting to jump off the same wall twice. (as jumping away from the wall won’t snag the invisible obstruction usually)
Doesn’t happen everywhere, but I observed it in many placed on Chapel alone.


(bontsa) #5

Grap screenshots, put as a link or spoilers into megathread. Much easier to locate that way.


(doxjq) #6

Right here there is a collision too (right between the two blue boards up the top). Sorry for the zoomed in pic and potato graphics. It’s on the right hand side wall of where the EV delivers on Chapel. I grabbed the objective and went to the right side then tried to wall jump off there and hit some weird collision point. Can replicate it almost every time I do this. It never existed before the update.


(bontsa) #7

I see only one of these clipping issues being posted in the right thread.

http://forums.dirtybomb.nexon.net/discussion/33476/the-mofo-update-bug-megathread/p2

Chop chop, come along now.


(Madonna_) #8

As i said i posted here because this is a fricking game-breaker, every jump i do makes me stuck, how can you call it map optimisation update when this big thing slipped out?


(doxjq) #9

Agreed. It’s things like this that leave friends of mine asking “how do the testers not find these bugs?” before an update hits, because they’re not exactly hidden, but are super common things in super common spots.

Unless these collisions weren’t in the PTS, and some how made it into the live game. Then I would understand it. But otherwise it confuses me a little.


(bontsa) #10

And when they specifically create a megathread for more conveniently gather all the issues in one place so they can address them why do you think posting these here and there and all over the place is going to make them any easier to locate?

As I said, go post these in the right place. While it sure is CM’s forte to see whats going around the community by skimming forums, its not what map designers are supposed to be doing. Hence they create megathreads: all the information doesn’t have to be singlehandedly gathered by CM and passed onto respective members of the dev team, let it be map issue or code issue or whatever. The respective parts of dev team can themselves just check the gathered issues and start working on them without wasting time on skimming through forums.


(Chris Mullins) #11

Thanks for the post! I’ll poke it over to the map team now.

Just for future, if you can put this kind of thing the Bug Megathreads (DB, [url=“http://forums.warchest.com/showthread.php/56178-The-MOFO-Update-Bug-Megathread”]SD, [url=“https://www.reddit.com/r/Dirtybomb/comments/5ebnb1/the_mofo_update_bug_megathread/”]Reddit) and upload all images into an Imgur gallery and link it, that would be awesome! That way we can keep track of and monitor all of the reports much easier.

EDIT: Also take what happens in ‘offline mode’ with a pinch of salt. There’s some issues which you’ll have offline which are not there in live.


(Xyfurion) #12

Have noticed this every now and again but it’s not a consistent thing to be honest.


(Dysfnal) #13

How is this game breaking? Wall jumping isn’t vital for you to play, by any stretch of the imagination


(Jostabeere) #14

Why do I feel this happened because SD made invisible walls on walls so we don’t get stuck on wallcorners and ledges? But the negative effect was breaking walljumps.


(BananaSlug) #15

tbh it feels like that in many places O.o


(Jostabeere) #16

tbh it feels like that in many places O.o
[/quote]

Yes. That’s a wild guess, but I know how Valve did it in CSGO with all the ledges with diagonal invisible walls on corners. But you don’t jump in CSGO.


(Madonna_) #17

@Dysfnal
Being able to jump fast to a location is indeed necessary to flank enemies, jump over others to disorient them, reach places faster or to jump away after an ambush, how can you say its useless?


(Nail) #18

[quote=“satisfyingMarriage;213953”]@Dysfnal
Being able to jump fast to a location is indeed necessary to flank enemies, jump over others to disorient them, reach places faster or to jump away after an ambush, how can you say its useless?[/quote]

he didn’t, learn to read


(averagerussian) #19

If only it was just when you walljump, but I mostly get it when i’m walking
example


(Dysfnal) #20

So if you can’t flank, jump over or disorient enemies, the game is unplayable? How have you played this game for that long with standards that high?

Also this bug does not completely prevent wall jumping, so these things are still possible in what I’m fairly certain is most instances. Yes, wall jumping is useful, but I still don’t see how it’s mandatory for successful gameplay, let alone gameplay in general. I’ve noticed it once, Xyfurion says he notices it “now and again”. That hardly seems like every jump, and I’ve never got stuck, only temporarily stopped.