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About Me

  1. the 2BDamned face filter will literally disappear of my character and outt've all my inventories every time i go outta arena mode or close then open the game. its the only item, im aware of, that does this
  2. Build: v1.13.e Bug 1: in the first level off arena and really any level that the enemies teleport in occasionally if you go through a wave fast enough one or two enemies spawn outside the room. you can usually tell that they spawned improperly rather than not spawning at all because your partner will automatically face their direction. Bug 2: the kick/dive pickup perk is really inconsistent and can lead to diving off the side of the map very often when the player is almost a step away from the weapon Bug 3: party members will occasionally get stuck facing one direction. this cou
  3. PN2 Version: v1.13.e Bug Type: Level in "The Murder Room 5" Description: One of the enemies didn't die at the bottom and when the floor open, the enemy and me fly up to the air. bug_Trim.mp4 Extra comment(s): I was watching Hell's Kitchen in the background on my 2nd monitor.
  4. For some reason when you have a gun now, you'll get your ammo refilled but you won't get extra magazines to reload the gun, even with the ammo belt and ammo backpack you won't get extra magazines. That is if you have your gun is your active weapon when starting a mission, for some reason if it isn't your active gun it does give extra magazines. I'm not sure why this, but y'know thought I'd let you know.
  5. While this issue was mentioned in a bug report created by Capt. Latrios for version 1.13a, I thought it might be worth while to report it again for 1.13.d. The bug involves the ability for enemy units to stun the player, I have only played in arena mode so I cannot say whether this bug still applies in story mode. The unarmed skill "Rowdy" and "Toughguy" work as intended if the player is unarmed, preventing enemy units from stunning the player (I have not gotten the third perk "Thug" yet). However, if the player switches to melee, any melee or unarmed attack that connects with the pl
  6. May update this one as I find more, but the main ones are A; that weird thing where trying to throw the first of two dual-wielded weapons throws both for no good reason... And B; Sometime the ability to change pre-mission loadouts just disappears. And when it does, it never seems to return, being permenantly locked Also, Various part of levels in the Mining sector, Especially in Chasms, either do not load properly or their textures are bugged... or both, I dunno
  7. I've encountered a series of bugs since the switch to 1.13a One of the most egregious ones is the fact that sometimes, after throwing the second of two dual-wielded weapons, the weapon disappears into the ground, the character stops in place, and can no longer be moved or swapped away from, and the only available action is to bring up the pause menu and restart the entire level... or just quit. A more prevalent bug is the fact that sometimes when moving to grab weapons off of tables or benches or from inside lockers, or even just on the floor. The character's pathfinding will bug out and
  8. Beta Version: v1.13.a Bug type: Buttons not responsive (Mechanic) Map Where Bug Was Encountered [Difficulty]: Normal (Climb!) Description: Buttons were unresponsive to the interact key. Forcing a restart in the entire level. Bug 2.mp4
  9. Beta Version: v1.13.a Bug type: Loadout. Map Where Bug Was Encountered [Difficulty]: The Residential Sector. (Work on any main hub.) Description: When I go switch loadout I notice it when I go to unarmed loadout it show the previous loadout weapons. bug.mp4
  10. Here's some bugs I found remaining, and old ones I didn't check now but forgot to mention before. -Sheriff Boss Cutscene: Either it happens if you skip the dialog too fast, or when you replay the level after beating it a first time. Instead of hiding behind the second set of sandbags, he remains in front and invulnerable, increasing the difficulty of the second set of charges you have to plant. -A12 (A Tec 12 shotgun, I think?) in Deep Storage: Before climbing the stairs, using the lift, and hitting the big room that serves as an arena, being near / picking up the shotgun in this loc
  11. This occurred to me a couple of times during Climb! and I thought it had be patched out, but it seems that isn't entirely the case. This now happened to me during Seeking Asylum, all attacks will stop registering, both player side and enemy side except for thrown weapons. It came up first during the final friendship test and I was actually saved from it by an Asylum Patient's kick to the face! The second time occurred right at the start of facing the boss, on one hand, now he couldn't hit me at all, but on the other hand, I had to spend several minutes throwing swords at his sporadic
  12. In this room in Climb! there is a powerbox that needs to be destroyed to progress. However, the only way to destroy it is to shoot it while it's off screen from the raised platform. By the time I realised this, I had spent most of my ammo fruitlessly trying to fire under the barrier or killing enemies, and because I missed most of my shots (because I couldn't see where it was) I couldn't destroy it. The camera pan to the box didn't trigger until after my ammo was gone. Unlike other sections like this, there is no ammo box to replenish ammo, and enemies do not drop guns. I had to restart the le
  13. Finally 'beat' the Blackguard after a few attempts. When I blew off his body armour it revealed a shrunken torso that was fatter and the ends and very thin in the centre, like there was some model bug. Also, when I 'killed him' after he got out his minigun, the other Tower Guards ran off, but he just stayed at 0 corpus. He was still 'alive' though, but his AI was disabled. I was not able to progress after this. EDIT: Somehow it is possible to kill him for real by chucking a grenade under him, launching him in the air, and letting fall damage finish him off. Ragdolling him in o
  14. Version 1.12.D,there were no ammo,but this
  15. v.1.12.0 Upon dying, the level does not reset so that pistons move normally. One has to exit to the map again to reset the pistons. edit: ALSO discovered AFTER DYING that the crate for the sheriff's fortress does not spawn a second time for some reason on hard mode. Notably, I shot at the crate as well, if that makes a difference. In the inner city, the power source doesn't respawn after dying. It seems like consumable items are not respawning on restart.
  16. Whenever I start a new arena mode it bugs out and boss-man doesn't move after the orientation fight.
  17. I started up PN2 Arena Mode today, and when I pressed (I) to enter my inventory, this is what I saw:
  18. I've been recently playing through the story on a second save, and I've noticed that when entering the room with the keys, that Gestalt appears in for the first time when you grab them both and kill the unfinished MAGs, if you swap to Christoff around the time the camera pans up at the control panel, the camera will get stuck there, being unable to switch back and making escaping Gestalt impossible. And while not entirely related, I'm still irregularly encountering that bug where I'm unable to attack in a certain room for no discernable reason
  19. Now this requires a rather specific set of circumstances to occur that I just so happened to cause, but I'm gonna mention it anyway. If a character is blown out of a Mag's hand while they're in the middle of their execution attack, they still get affected by the ragdolling prompt that occurs after the animation is finished. Note how Hank was blown off the building and then fell right back off while climbing it at the same time the Mag fired his shot. Just don't mind my bright idea to decidedly fire a DC-NAN at point blank range.
  20. After killing all applicants and talking to the Bossman, the Bossman himself won't go anythere making tutorial impossible to complete. Example:
  21. While i was playing Deep storage mission i stumbled upon a few bugs. One of them happens to be tied with the removal of ammo boxes. Some lockers still contain said ammo boxes and if you pick them up you wouldn't be able to shoot, use the melee and grab weapons in the room. Although you still could block, jump and dash. Your squadmate would be able to fight back. This bug occures ONLY in the room in which ammo box was taken. I found only two of them on the level. Example:
  22. The front of the weapon is changing size when I equip the weapon I have taken from my stash, this does not happen to shotguns or handguns.
  23. Severity: Game-Breaking. This feature is clearly listed, the player cannot fix it, and it affects every player who plays Arena Combat and picks an origin. What Happened: I was playing Arena mode, and I noticed that my mission rewards were unchanged even though I picked the Mercenary origin (they get a +10% bonus to mission rewards at the expense of -20% to squadmates starting level). Thinking that the modifiers may have only been broken for the Mercenary origin, I started a new career with the NEXUS Scientist origin (25% faster hacking and search speed). I ran the mission Abandoned outp
  24. So it seems the silent patch meant to fix some issues actually ended up causing unrelated ones such as this one where I loaded my save and noticed that Sanford was missing at the museum entrance but Hank was there with the Dragon Slayer sword. Swapping to Sanford causes this. 2019-04-12 19-19-28.mp4
  25. This is a normal-priority bug, as all the player needs to do to fix this issue is to click the difficulty button again, and the proper challenge rating and mission prizes will display. Nevertheless, if the player is unaware of this bug, it can put him or her into confusing, unfair, or frustrating situations as they may be oversold on a mission's rewards or underestimate a mission's difficulty. I was playing arena mode and selected the mission "Training Room" on "Normal" difficulty; the "This stage will be . . ." line indicated that it would be "a breeze." I switched over to "Abandoned Ou
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