Known bugs remained to be fixed in a next version
- Corpse/pawn flames from the Flame Tracker don't do any damage when it's a Bot to PlayerPawn damage given, however, Bot to Bot, Player to Player(?) and Player to Bot is given damage, which is very strange and I still couldn't figure out the problem.
- Flame Tracker: flames underwater when it should be smoke
- Flames "server protected" damage issues: avoid team damaging to fix it
- Mutator: Nuclear launcher messages bug (always says 1 or 5)
- Nuclear Launcher Level 3 explosion: Limit rocks drawscale (although this one will be changed in the next version)
- Graviton, MultiMissile Launcher and Flame Tracker: delayed "fire" and "select" functionality hang the weapons sometimes
- Graviton pulls Forts (Assault)
- Flame Tracker, Bolt Rifle and Freezer give the Fort an overlayer (Assault)
- Graviton pulls things through walls and movers
- Weapon reward autoselect (disable it)
Offline vs Online
( unfixable bugs due to UEngine 1 limitations and disabled features on online play )
Offline play:
1) - Big ice spike from the Freezer has perfect collision with the player.
2) - Big ice spike and the ice blocks from the Freezer start sinking in the water when the player is on their top.
3) - All ice is pushable underwater, so the player can move ice spikes and ice blocks around pushing them.
4) - The I.R.P.R. zoom sees every players/pawns/things as heat as possible.
Online play:
1) - Big ice spike from the Freezer has buggy collision with the player.
2) - Big ice spike and the ice blocks from the Freezer never sink in the water when the player is on their top.
3) - Absolute no ice at all is pushable underwater.
4) - The I.R.P.R. zoom sees only the players as heat if they are relevant to the client. Other wise they don't appear in the zoom. So, in online play, you can't see players through walls without seeing them directly first.
OldUnreal
