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All reported bugs that's actually by design.
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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.
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Last post by tilt56
Mon Nov 23, 2020 11:42 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,...
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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Grenades not explode
Replies: 5
by
Alexbra25 » Fri Jul 29, 2016 9:36 pm
First post
Is there any chance of not exploding grenades with shot ? or its just a bug ?
Last post
By design.
There's a lot of effects generated on the client side in SFD. Small variations in the box2D simulation, randomness, threading context switches, package delays, network jitter, CPU etc... in SFD can cause minor fluctuations in how the client predict certain outcomes in SFD. That's why...
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Last post by Gurt
Sat Jul 30, 2016 11:06 am
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Weapon Textures are Layered Behind Player Legs
Replies: 2
by
Wozenbelt » Thu Jul 28, 2016 8:25 am
First post
The issue is most apparent when reloading a bazooka. The weapon is shown in front of the player's torso, but behind their legs.
Discovered in Pre-Alpha 1.9.4
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Ultimate, please.
I'm not as good at drawing as my pal Zyfex, but I'll try to draw this up as clear as I can. Maybe you didn't understand what was happening in the picture.
The handsome guy in this concept art is my Superfighter, FUN POLICE. He hits hard and moves fast. The red circle is where...
- 2 Replies
- 2463 Views
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Last post by Wozenbelt
Thu Jul 28, 2016 11:29 pm
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bots istances aren't processed properly at startup
Replies: 4
by
JakSparro98 » Wed Jul 20, 2016 8:50 pm
First post
When I use a startup trigger to load a script to count both users and bots only the players instances are loaded into the array but if i run the method by a timer with 0 seconds of delay it works.
The code is this:
public void EntityCounter(TriggerArgs args){
IPlayer[]...
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I see, for some reason I thought that the properties added in the editor before the simulation was stored as actions to process during the loading of the map itself so all was before the first clock of the map.
I even studied process concurrency and semaphores at school... :oops:
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Last post by JakSparro98
Thu Jul 21, 2016 12:18 am
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Diagonal platforms pushes player into a wall.
Replies: 4
by
Creeper » Sat Jul 16, 2016 11:36 am
First post
Was Map Making when this happened:
How it happened;
I was trying out my new map that is going to be a big project, When I was trying out the map,
also was messing with the stairs when the wall sucked me in.
And there is no possible way to get out.
everything happened in the Map Editor.
Actualy I...
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Also i have to say one thing you can fix this just by doing small agustmens. And so I did.
So i wouldn't need to change anything.
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Last post by Creeper
Wed Jul 20, 2016 8:40 am
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Last post by Zyfex
Tue Jul 19, 2016 6:14 pm
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[SOLVED] Weapon stays on corpse instead of dropping to the ground
Replies: 4
by
KliPeH » Fri Jul 15, 2016 5:06 pm
First post
I'm not sure whether it's a bug or not, but I'm pretty sure all weapons drop as pickups whenever you die for other players to collect. Well, this one didn't, and it's the first time I see something like this happen.
I don't know how to replicate this, but it might be a cause of the player...
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By design.
If a player hasn't moved since the start of the round they will not drop any weapons.
- 4 Replies
- 3056 Views
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Last post by Gurt
Fri Jul 15, 2016 5:54 pm
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objects behave negatively if moved while objects are on top/underneath
Replies: 1
by
Zyfex » Mon Jul 11, 2016 9:00 pm
First post
occasionally objects, such as propane tanks and debris, will get stuck inside or on top of facility's truck and cause it to misbehave
i got hella prank'd dude
Last post
This is because how the box2D resolves overlapping and how certain collisions enables/disables. We don't intend to make the physics perfectly flawless. By design. Be careful when underneath heavy vehicles.
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Last post by Gurt
Wed Jul 13, 2016 4:44 pm
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bullets pierce last player killed in a match
Replies: 3
by
Zyfex » Tue Jul 12, 2016 6:26 pm
First post
sometimes the last player killed in a match will have the bullet go straight thru them if the bullet hit them in the head or somethin. i've only seen it happen with stronger guns (sniper/magnum)
Last post
We will keep this one even if it's a real bug - because it's cool. I think it's only a visual error on the client so the bullet is most likely harmless. Happens more often if the bullet is almost aligned with the top of the player's hitbox.
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- 2865 Views
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Last post by Gurt
Wed Jul 13, 2016 4:04 pm
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[SOLVED] Redundant ban message when not hosting a game
Replies: 1
by
KliPeH » Sat Jul 09, 2016 2:19 pm
First post
If you're hosting a dedicated server, you can play by accessing it from the list of servers without the game registering you as the host. That means no host command such as /ie or /setstartitems should work for you in chat. Yet for some reason you are still able to ban other players by inputting a...
Last post
Any player can add a player to his/her own local ban list by simply typing /ban NAME. If you ever host in the future that player won't be able to join you. Any ban message you see is for your eyes only. If you happen to have moderator privileges on a server you will ban said player on that server...
- 1 Replies
- 1975 Views
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Last post by Gurt
Mon Jul 11, 2016 12:44 pm
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PlayerProfileInfo produces random gender and shoes
Replies: 1
by
Wozenbelt » Sun Jul 10, 2016 5:11 am
First post
If you drag a PlayerProfileInfo tile into the map editor, it has a chance of being either male or female. Males have shoes (black), while females have regular shoes. It has a chance to do this if you drag it in manually or duplicate an existing default PlayerProfileInfo tile.
Also, if you assign a...
Last post
Any unset PlayerProfileInfo will always randomize the gender. Copying one that's unset will create another one that's unset and therefor randomize the gender again. This is by design today. Same thing applies to PlayerSpawnTriggers with an unset PlayerProfileInfo - once you test the map the gender...
- 1 Replies
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Last post by Gurt
Mon Jul 11, 2016 12:19 pm
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Vigourosly shaking a tile while rapidly tapping CTRL
Replies: 2
by
Quinterball » Mon Jul 04, 2016 8:56 pm
First post
Vigorously shaking a tile while rapidly tapping CTRL causes the selected tile to randomly flash red
Last post
A side effect of certain things in the SFD's engine. It won't stay red so I will just close this one.
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Last post by Gurt
Mon Jul 04, 2016 11:03 pm
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ping doesn't always match
Replies: 1
by
Zyfex » Thu Jun 30, 2016 9:07 pm
First post
different viewings of one's ping aren't always the same
Last post
The scoreboard is how the server registers your ping and is visible to all players.
The ping in the lower right corner is how your game see the ping to the server.
They should pretty much show the same ping.
- 1 Replies
- 1869 Views
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Last post by Gurt
Thu Jun 30, 2016 10:04 pm
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[SOLVED] InvisibleBlock and InvisibleBlockSmall are the same size
Replies: 2
by
KliPeH » Tue Jun 21, 2016 2:20 pm
First post
Both are 8x8 and function similarly. Is this intended?
Last post
Wrong! InvisibleBlockSmall extends 0.375 pixels less in every direction than a regular 8x8 tile. This comes from an experiment I made with a rotating bridge which when lowered was supposed to rest on an invisible tile. The bridge wasn't completely horizontal because of how the Box2D engine...
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Last post by Hjarpe
Tue Jun 21, 2016 6:06 pm
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Last post by Zyfex
Thu Jun 16, 2016 7:22 am
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melee hitboxes don't always connect
Replies: 6
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Zyfex » Fri Jun 10, 2016 9:15 pm
First post
occasionally, the player's swings will not connect with the opposing player. i've only seen it occur a couple times and think it deals with not being able to hit grounded opponents or something...?
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also this was never a thing until around 1.9.1 (whenever you had to crouch to hit grounded opponents). i've seen enough sfd in my time
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Last post by Zyfex
Sat Jun 11, 2016 1:39 am
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melee knockback on corpses
Replies: 1
by
Zyfex » Fri Jun 10, 2016 5:41 am
First post
the uppercut/final hit of the melee combo now causes knockback to corpses
Last post
That's more of a statement you make here. And yes - it does and that's by design nowadays! We don't write every little detail in our change logs for each update or we would document more than we code.
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Last post by Gurt
Fri Jun 10, 2016 10:47 pm
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Last post by Zyfex
Sun Jun 05, 2016 6:02 pm
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standing melee swings cannot hit grounded opponents
Replies: 1
by
Zyfex » Sat Jun 04, 2016 10:02 pm
First post
as of 1.9.1b, players can no longer use melee while standing against an opponent who has fallen over. this doesn't apply to kicks (most times)
Last post
By design as of Crouch to hit fallen opponents.
- 1 Replies
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Last post by Gurt
Sat Jun 04, 2016 11:15 pm
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hit/block while rolling when client
Replies: 2
by
Zyfex » Tue May 31, 2016 4:58 am
First post
clients have the supernatural ability to be able to deal damage from melee or even block attacks mid-roll
Last post
How to explain this...
What you see on your screen is not exactly the same what happens on the server. Your movement actions will always be slightly AHEAD in time (based on your ping, how fast the server processes the messages and what-not).
Blocking can be aborted by rolling (By design!).
However...
- 2 Replies
- 2254 Views
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Last post by Gurt
Tue May 31, 2016 1:55 pm
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SFD BUG EYE DISAPEAR !
Replies: 4
by
Yopa » Mon May 30, 2016 6:49 pm
First post
The eye of the fighter disapears when i fire with m60, well look the video and you will know
Last post
The nose-part of the abstract T-shaped representation of the fighter's face is out of sight because his head is seen in profile. Don't worry about it ;)
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Last post by Hjarpe
Mon May 30, 2016 10:06 pm
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instant getup when being attacked
Replies: 2
by
Zyfex » Sat May 21, 2016 1:16 am
First post
by request of lunatic im here to show that players can instantly stand and hit their attacker if they are corner'd and being struck while attempting to stand, even tho im pretty sure this was put into place to prevent walling
Last post
The problem with punching someone on the ground not applying stun times is that it's also making them get up instantly, which is the problem. Players mashing attack are struck while on the ground and get up instantly to swing after they've been hit. It's not about not being stunned, it's about...
- 2 Replies
- 2481 Views
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Last post by Lunatic
Mon May 23, 2016 12:00 am
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Hitting a lamp instead of your oppponent.
Replies: 2
by
mgtr14 » Sat May 14, 2016 3:00 pm
First post
Before someone stopped hosting, i was left with an AFK player and i tried some combos on him. But what happened when i tried to roll up behind him and smash was that i hit the lamp above him instead, and he was unharmed.
I had a baton, and i even hit the barrel behind him. This is very annoying.
Last post
Objects and whatnot sometimes take the hits for players if they're between you and the player.
- 2 Replies
- 2219 Views
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Last post by Lunatic
Fri May 20, 2016 2:19 am
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Bypassing slam/kick cooldown by using platforms/objects
Replies: 14
by
KliPeH » Sat Apr 30, 2016 3:03 pm
First post
This exploit has been here for ages. I still don't see how it can be considered a legitimate move, but I always assumed a thread about it will be shot down as soon as it went up so I never bothered creating it. A discussion on Lunatic's latest thread made it clear that the devs apparently are not...
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from the looks of it everyone wants a static game... jajjajajajaj
slow moving+limited mobility+ fixes nobody asked for, and used on a normal basis =good
- 14 Replies
- 8441 Views
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Last post by Ultimate
Tue May 10, 2016 10:39 pm
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In-Game menu movement
Replies: 1
by
Del Poncho » Fri May 06, 2016 7:06 pm
First post
This bug,if you can call it like that,concerns the player tab in the in game menu,the one that you use to manage/kick players.
The tab during the loading screen has a different location compared to the same tab during a match.
Just to be more clear,the red lines on both the images are in the same...
Last post
By design. No bug.
The tips push up the scoreboard.
- 1 Replies
- 1810 Views
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Last post by Gurt
Fri May 06, 2016 10:10 pm
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auto attack if dropping through a platform while swinging
Replies: 2
by
Zyfex » Sat Apr 30, 2016 6:06 pm
First post
if the player drops through a platform while performing a punch/kick, they'll automatically perform another swing. (i'm assuming this is similar to a bug shown here )
Last post
This is by design. The original bug went like this: Once you had reached the hit frame of your animation you could drop down and reset your animation to the jump attack - hitting again. We have corrected this so you enter the last frame of the jump attack if you have passed the hit frame of your...
- 2 Replies
- 2339 Views
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Last post by Gurt
Mon May 02, 2016 9:47 pm
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