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Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
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The official Discord channel
Replies: 3
by
Hjarpe » Mon Nov 23, 2020 7:42 pm » in
General
First post
Attention superfighters!
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
Link:
It's like...
Last post
Woah, very nice! So many people have been asking around for this and now it finally exists.
- 3 Replies
- 16406 Views
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Last post by tilt56
Mon Nov 23, 2020 11:42 pm
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About solved bugs
by
Gurt » Thu Mar 17, 2016 8:34 pm
Solved bugs are all reported bugs from the Problems and Bugs that has been verified and then solved at some point. Solved bugs will be available in the next update or is already out in the current update. Check the last post in each solved bug and see in which version it is available.
Certain...
- 0 Replies
- 3059 Views
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Last post by Gurt
Thu Mar 17, 2016 8:34 pm
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Forum rules
by
admin » Sun Feb 28, 2016 2:08 pm » in
General
Posting in any part of the forum will require you to follow these rules.
Breaking any of these rules will get you a warning, which will be recorded, or get your account locked depending on the severity of the post.
1) Do not post any abusive, obscene, vulgar, slanderous, hateful, threatening,...
- 0 Replies
- 28688 Views
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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Impossible ledge grabs makes the player keep loosing grip
Replies: 1
by
Zyfex » Wed Mar 16, 2016 8:11 pm
First post
Trying to ledge grab while an object is above the fighter will cause them to rapidly switch between falling and grabbing a ledge, but im sure you all knew about this one.
Pre-Alpha 1.8.8
Note: Originally found by Zyfex
Last post
Fixed for the release version.
Parts of the grabbing mechanic has been improved for the release version.
- 1 Replies
- 2063 Views
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Last post by Gurt
Thu Aug 23, 2018 8:45 pm
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players can ledge grab through elevator
Replies: 5
by
Zyfex » Mon Apr 04, 2016 2:46 am
First post
if the player jumps towards the corner of the elevator while it's in motion, they can ledge grab through that elevator
also, do you see that melee jank? there's gotta be a cooldown or something on that. it cannot be special rolled out of
Last post
Fixed for the release version.
Parts of the grabbing mechanic has been improved for the release version.
- 5 Replies
- 3944 Views
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Last post by Gurt
Thu Aug 23, 2018 8:42 pm
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"I don't really know what to call this" bug.
Replies: 4
by
TheOriginalCj » Thu Sep 29, 2016 12:24 am
First post
So apparently if you have a player jump through glass, the surface of the glass is so thin that you can essentially pull the slightly epileptic-triggering maneuver of trying to ledge grab the unharmed tile of glass in front of you, to confound and dismay your foes.
Personally, I think the most...
Last post
Fixed for the release version.
Parts of the grabbing mechanic has been improved for the release version.
- 4 Replies
- 3676 Views
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Last post by Gurt
Thu Aug 23, 2018 8:40 pm
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Amazing Diving bug
Replies: 3
by
Shark » Sat Nov 12, 2016 1:36 am
First post
This bug is old but, i think what nobody posting it, i will show for you
The dive is really strongest xD it can move containers, containers must have 3 kg of mass and player 10kg, i don't know..
Sorry me if someone use this for help in fights ;-;
sorry my english i'm brazilian
Last post
Fixed for the release version.
Parts of the diving mechanic has been reworked for the release version.
- 3 Replies
- 3103 Views
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Last post by Gurt
Thu Aug 23, 2018 8:39 pm
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Dive Bugs
Replies: 2
by
btelchi » Sun Mar 19, 2017 4:01 pm
First post
So i was playing and everything was fine.... WAS. So i was a witness of 2 bugs related to diving: 1) A guy just dived into another one and he dived from a building into the ground. After they hit the ground, that happend. After falling he teleported back a meter into the air, and hit the ground...
Last post
Parts of the diving mechanic has been reworked for the release version. Might fix this or it's something strange with duplicate data packages or latency related problems.
- 2 Replies
- 2342 Views
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Last post by Gurt
Thu Aug 23, 2018 8:38 pm
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DialogueTrigger not showing source name if not connected to a player
Replies: 1
by
Motto73 » Thu Mar 15, 2018 6:46 am
First post
As the title says, the Dialogue Source Name won't show up in chat if the trigger is not assigned to a player. It shows it only in map editor.
In map editor:
Ran on a server:
Download link for example map.
Beta v.1.0.2c
Last post
Fixed for the release version.
- 1 Replies
- 1842 Views
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Last post by Gurt
Thu Aug 23, 2018 8:35 pm
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Weird diving Physics Bug on dynamic objects
Replies: 6
by
RickAvory » Thu Jul 19, 2018 8:03 am
First post
Hi.
I happened to find another strange bug today. This time it seems to be a glitch with the physics engine.
Keep in mind... I know this is a Custom Map, but couldn't this happen in a map like Hazardous or Police Station?
I had tackled my opponent into a barrel that was on a moving platform....
Last post
Fixed for the release version.
Parts of the diving mechanic has been reworked for the release version.
- 6 Replies
- 3440 Views
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Last post by Gurt
Thu Aug 23, 2018 8:30 pm
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Odd Design
Replies: 1
by
StarNord » Fri Aug 10, 2018 2:07 am
First post
I've been working on a texture pack and I decided to retexture the water, the water I textured was alot more blue than water looks in the game and this happened...
Sorry for the horrible quality it was a quick screenshot that I had to make smaller than 600 pixels.
At the bottom of the map the...
Last post
Don't worry about it. We have already adjusted the design for the water on this specific map for the release version sometime the past 6 months.
- 1 Replies
- 2038 Views
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Last post by Gurt
Fri Aug 10, 2018 11:27 am
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Facility Elevator Bug(Reported by kazy)
Replies: 9
by
Morpheus » Tue Jul 31, 2018 11:31 am
First post
Here's a bug that was reported by Kazy, but he could not post his findings
on the board due to his ban situation. So I took the liberty of posting it for him
on the forums.
Last post
Fixed for the release version of the game.
- 9 Replies
- 5007 Views
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Last post by Gurt
Mon Aug 06, 2018 10:55 am
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Item's trouble with command trigger.
Replies: 1
by
Shock » Fri Aug 03, 2018 5:38 pm
First post
I'll make little map example for you while you read this topic , make sure , that you are SFD dev , otherwise just go away(said not for mapmakers or scripters) , there's trouble with items. When you have connected PlayerMoveToPosition to an item , which is actually can be taken , and if someone...
Last post
Everything is by design as far as I can tell.
The MoveToPosition command only registers a position to move to. In this case you have selected the suitcase as a position. Whatever happens to the suitcase, whether it is moved or destroyed or picked up, the MoveToPosition command will move the player...
- 1 Replies
- 1630 Views
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Last post by Gurt
Fri Aug 03, 2018 9:36 pm
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Yellow colour appears as orange on belts
Replies: 5
by
Pricey » Fri Jul 27, 2018 5:39 pm
First post
For both the belt and the small belt, choosing the highest yellow colour option makes the belt orange instead of yellow.
Last post
The colour will be more yellowy and less orangey in the next version.
- 5 Replies
- 3142 Views
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Last post by Hjarpe
Tue Jul 31, 2018 12:37 pm
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Disappearing Weapons Glitch (Zombie Nightmare)
Replies: 3
by
Spider-Man » Sun Jul 29, 2018 10:21 am
First post
In Zombie Nightmare, if you somehow manage to die at the end of a wave the very second the timer reaches zero, you will spawn in the next round with all of your weapons missing, and they never come back.
Last post
We have done some refactoring on the game over code some time ago when working on the campaign.
It is intentional that you loose all your equipment if you somehow manage to kill yourself even after the wave is completed and the vote has begun/is over. You can only keep your equipment if you stay...
- 3 Replies
- 2815 Views
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Last post by Gurt
Sun Jul 29, 2018 5:51 pm
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2 small problems when holstering to drop makeshift weapons.
Replies: 3
by
mgtr14 » Wed Jul 25, 2018 8:27 pm
First post
Incredibly minor problems; Enter throwing mode and start aiming with a makeshift weapon, and then holster to drop it. Your fighter will keep aiming empty handed.
You can also drop a makeshift while climbing a ladder by holstering.
Last post
Fixed for the release version.
Sheathing while climbing and sheathing while aiming in throw mode for makeshift weapons that is.
- 3 Replies
- 2173 Views
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Last post by Gurt
Thu Jul 26, 2018 5:08 pm
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Improvement for rolling when taking cover
Replies: 1
by
Splinter » Wed Jul 25, 2018 11:15 pm
First post
As you know, there are 2 ways of rolling: you press down while moving or you move while you're ducking. In other words, down+side or side+down.
But only one way works when you're taking cover. See the image below:
I don't think it's a bug, but it would be good if we had both options to roll.
Last post
Fixed for the release version.
As you can roll using Left/Right + Down or Down + Left/Right to roll anywhere else it should also work in covers which I thought it did already.
- 1 Replies
- 1460 Views
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Last post by Gurt
Thu Jul 26, 2018 12:35 am
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MoveToPosition and FaceAt direction messed up after portal travelling
Replies: 1
by
JakSparro98 » Sat Mar 03, 2018 3:44 am
First post
After a player enters a portal and exits the opposite direction, the movement direction in inverted as intended, however, if the player performs the StartMoveToPosition command after the queue was cleared and after a StopAll command he will still continue to go in the opposite direction, also the...
Last post
Fixed for the release.
Updated the MoveToPosition command to stop when the player is moving through a portal and exiting facing the other direction. Up to the map maker to handle this case.
- 1 Replies
- 1897 Views
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Last post by Gurt
Sun Jul 08, 2018 2:17 pm
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Breaking makeshift allows for a quick grab
Replies: 1
by
MScull » Thu Jul 05, 2018 12:57 am
First post
When you hit a player with a makeshift weapon and it breaks, you can almost instantly activate the grab.
Last post
You can do a lot of actions almost directly after any melee weapon breaks - this is by design as of now. You can only do this once for each broken melee weapon anyway.
This is fixed for the release version of the game as it has come up some new information about possibly negative consequences if...
- 1 Replies
- 1927 Views
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Last post by Gurt
Thu Jul 05, 2018 9:12 pm
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Script working in map editor, but not when loaded externaly
Replies: 1
by
android7 » Sat Jun 30, 2018 3:37 pm
First post
I was making a script in map editor, so I could easily test it. When it was done and fully working in editor, I copied it into text file in Scripts folder. But when I ran that, it promted me with Boom method couldn't be found message. The rest worked as intended.
Random N = new Random();
public...
Last post
Already fixed in
Use the Events.UpdateCallback instead of using a timer as a workaround:
Events.UpdateCallback.Start(SpawnBomb, 1000);
public void SpawnBomb(float elapsed) {
// Spawn bomby
}
- 1 Replies
- 1408 Views
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Last post by Gurt
Sat Jun 30, 2018 5:57 pm
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- 1 Replies
- 1309 Views
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Last post by Gurt
Fri Jun 15, 2018 7:38 pm
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Unable to read lobby messages
Replies: 1
by
Noble » Tue Jun 05, 2018 4:20 am
First post
This bug particularly doesn't need any picture of it.
If we press F9 during the game we do remove some of the HUD in our interface and the chat messages, that will only appear if you press F9 again or the Show Chat button.
However, if we let the HUDs off and leave the server, whenever we host...
Last post
Fixed for the release version.
The chat in the lobby will always be visible.
Also fixed other keys not working while the game loads between games, like toggle GUI, screenshot, toggle fullscreen.
- 1 Replies
- 1463 Views
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Last post by Gurt
Tue Jun 05, 2018 7:22 pm
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grab punch doesn't do damage near portals
Replies: 1
by
Alexbra25 » Tue Jun 05, 2018 3:37 am
First post
the grab punch doesn't do damage on the portals, probably because the body is teleported below, cancelling the damage.
Last post
Fixed to the release version.
- 1 Replies
- 1732 Views
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Last post by Gurt
Tue Jun 05, 2018 7:19 pm
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Error when attempting to use UpdateWeaponSpawnChances
Replies: 1
by
Bash Kraken » Mon May 28, 2018 4:06 am
First post
I'm currently attempting to learn how to use this function, and although my code compiles, it fails when testing ingame.
Here is the code:
public void OnStartup(){
Dictionary weaponChances = new Dictionary ();
weaponChances.Add(17,0);
Game.UpdateWeaponSpawnChances(weaponChances);
}
And here is...
Last post
Fixed to the release of SFD.
Doesn't look like Game.UpdateWeaponSpawnChances can be used before the fix.
- 1 Replies
- 1746 Views
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Last post by Gurt
Mon May 28, 2018 10:16 am
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Perpetual player jumping
Replies: 1
by
JakSparro98 » Thu May 17, 2018 10:01 pm
First post
When a Jump command is performed and another jump command is added (when the player is in mid air) to the queue and this latter is cleared, that will result in a player performing an infinite jump like he was holding the jump key.
For some reason this won't happen (or happen less) if the time...
Last post
Fixed to the release.
- 1 Replies
- 1683 Views
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Last post by Gurt
Sat May 19, 2018 1:25 pm
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Overlapped pierceable tiles keep colliding with projectiles every frame
Replies: 4
by
JakSparro98 » Sun Apr 22, 2018 3:37 pm
First post
Normally when you shoot on pierceable tiles like platforms and other small object they will collide only once when a projectile enters inside the tile, if two platforms are placed in the same position it will result in a new collision every frame, untill the projectile leaves the tile.
I assume...
Last post
It's not a gamebreaking bug but something we have overlooked. While you shouldn't stack tiles of the same type you might want to do that at some situations. Projectiles only remember the last hit tile to avoid hitting it again. Tweaking the projectiles to support up to 3 stacked overlapping tiles...
- 4 Replies
- 3355 Views
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Last post by Gurt
Sun Apr 22, 2018 7:45 pm
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spectating players still seen as spectators even when assigned to a player
Replies: 1
by
JakSparro98 » Tue Jan 16, 2018 7:09 pm
First post
When a spectating player is assigned to a player through script the Spectating value in the IUser instance still returns true, futhermore the spectating message does not disappear and no death message/ sound is thrown when the player dies.
Map example (needs to be tested outside map editor with...
Last post
Fixed after Beta 1.0.2c
- 1 Replies
- 1610 Views
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Last post by Gurt
Sun Mar 11, 2018 1:11 pm
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Keys are kept registered as "pressed" when opening the meny, scoreboard and chat.
Replies: 11
by
btelchi » Sun May 21, 2017 6:43 pm
First post
Merged topic
So, this is the common minor glitch for me as i always start the sentenses from a capital letter. Sometime when i type in chat (i use SHIFT to type the first letter big instead of CAPS) i drop my weapoon as i hold the drop key (mine is SHIFT), and that's 40% why i lose all the time....
Last post
After internal discussions we will change the logic to the following:
When opening the menu, scoreboard or chat all your player input will be stopped. You won't be moving off ledges or automatically drop your weapons - it also means you will stop movement in jumps and everything that comes with...
- 11 Replies
- 5614 Views
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Last post by Gurt
Thu Mar 08, 2018 7:01 pm
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