Original thread created because Sal wanted it, this one because lamefx pointed out that the old one was way too disorganized.
This time, if you don't follow the following template, your bug report will be ignored. Also, no feature requests.
Template:
[b[/b]]Bug:[/[/b]b]
[b[/b]]Way to Reproduce:[/[/b]b]
[b[/b]]Evidence:[/[/b]b] //preferably a POV demo and tick
Old thread: http://teamfortress.tv/forum/thread/9027
I will put all reports in this format in this Google doc: http://goo.gl/42C4z
Original thread created because Sal wanted it, this one because lamefx pointed out that the old one was way too disorganized.
This time, if you don't follow the following template, [b]your bug report will be ignored.[/b] Also, no feature requests.
Template:
[code][b[/b]]Bug:[/[/b]b]
[b[/b]]Way to Reproduce:[/[/b]b]
[b[/b]]Evidence:[/[/b]b] //preferably a POV demo and tick[/code]
Old thread: http://teamfortress.tv/forum/thread/9027
I will put all reports in this format in this Google doc: http://goo.gl/42C4z
Quoting this one here because it follows the format
bubblebobblerBug: Forcing Gunslinger Crits
Way to Reproduce: Hold +attack2 while punching a teammate or enemy, as long as the first 2 punches connect, the third will be a crit. This as an intended feature, but being able to store the crit like this is not.
I'm pretty sure it's because the determining factor is whether the first two punches connect and if +attack has been held the entire time, but +attack2 counts as holding +attack allowing you to essentially store the crit
the same bug happened with the beggars bazooka where you could store your rockets and avoid the overload damage, and this was patched before so I assume this could be fixed in a similar way
Evidence (preferably a POV demo and tick): http://www.youtube.com/watch?v=c-PVM9rm3h4&t=8m5s
(will provide a pov demo later)
Quoting this one here because it follows the format
[quote=bubblebobbler][b]Bug:[/b] Forcing Gunslinger Crits
[b]Way to Reproduce:[/b] Hold +attack2 while punching a teammate or enemy, as long as the first 2 punches connect, the third will be a crit. This as an intended feature, but being able to store the crit like this is not.
I'm pretty sure it's because the determining factor is whether the first two punches connect and if +attack has been held the entire time, but +attack2 counts as holding +attack allowing you to essentially store the crit
the same bug happened with the beggars bazooka where you could store your rockets and avoid the overload damage, and this was patched before so I assume this could be fixed in a similar way
[b]Evidence (preferably a POV demo and tick):[/b] http://www.youtube.com/watch?v=c-PVM9rm3h4&t=8m5s
(will provide a pov demo later)[/quote]
There are way too many bugs on this post to redo them all, but this thread on the SPUF has a big list of the bugs, and proof on a lot of them. If anyone wants to go through and rereport these properly.
http://forums.steampowered.com/forums/showthread.php?t=3020620
There are way too many bugs on this post to redo them all, but this thread on the SPUF has a big list of the bugs, and proof on a lot of them. If anyone wants to go through and rereport these properly.
http://forums.steampowered.com/forums/showthread.php?t=3020620
(Edit: Just wanted to thank the above poster. :])
Bug: In STV, HUD freezes after a pause and players skate around until dying. This appears to last as long as the pause lasted.
Way to Reproduce: Watch any live STV of an ESEA match.
Evidence: http://www.youtube.com/watch?v=uCAy1b3HYbo&t=13m30s (Pause begins around 9:15)
Bug: Shadows can be seen through walls when a player is close to or touching the wall.
Way to Reproduce: 1) Turn on shadows [specifically r_shadowrendertotexture 1] 2) Get someone to stand against a wall, like the Red-facing wall on the right side of the initial Blu spawn on Barnblitz.
Evidence: It's been reported already on Github: https://github.com/ValveSoftware/Source-1-Games/issues/52
Video here: http://www.youtube.com/watch?v=-udSlWfAHeM#t=61s (thanks to Crack Clan and maidos)
(Edit: Just wanted to thank the above poster. :])
[b]Bug:[/b] In STV, HUD freezes after a pause and players skate around until dying. This appears to last as long as the pause lasted.
[b]Way to Reproduce:[/b] Watch any live STV of an ESEA match.
[b]Evidence:[/b] http://www.youtube.com/watch?v=uCAy1b3HYbo&t=13m30s (Pause begins around 9:15)
[b]Bug:[/b] Shadows can be seen through walls when a player is close to or touching the wall.
[b]Way to Reproduce:[/b] 1) Turn on shadows [specifically r_shadowrendertotexture 1] 2) Get someone to stand against a wall, like the Red-facing wall on the right side of the initial Blu spawn on Barnblitz.
[b]Evidence:[/b] It's been reported already on Github: https://github.com/ValveSoftware/Source-1-Games/issues/52
Video here: http://www.youtube.com/watch?v=-udSlWfAHeM#t=61s (thanks to Crack Clan and maidos)
Bug: Almost no STVs appear in the Spectate tab in the in-game server browser. STVs appearing in the Spectate tab would be a good step towards making competitive more accessible to the mass TF2 population.
Way to Reproduce: Look at the Spectate tab in-game, see the only STV there.
Evidence: http://cloud-2.steampowered.com/ugc/921264948490134686/90900CDA8A09167D419EE8BB2A4B80FF579B876B/
[b]Bug:[/b] Almost no STVs appear in the Spectate tab in the in-game server browser. STVs appearing in the Spectate tab would be a good step towards making competitive more accessible to the mass TF2 population.
[b]Way to Reproduce:[/b] Look at the Spectate tab in-game, see the only STV there.
[b]Evidence:[/b] http://cloud-2.steampowered.com/ugc/921264948490134686/90900CDA8A09167D419EE8BB2A4B80FF579B876B/
https://github.com/ValveSoftware/Source-1-Games/issues?labels=Team+Fortress+2