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About Me

Found 19 results

  1. 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 player will instantly stun as if neither skill has been learned. I have reinstalled and made a new career but the bug is still present.
  2. 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 locker locks your pickup controls and glitches other animations and things until you exit the room it's in or take the lift. I read someone else on the forums mention it's when you pick up some nearby ammo. -In the mine levels, it's especially apparent that falling once on some ledges causes you or your ally to continuously roll or maybe even slide back and fall into the pit / water they keep climbing out of. In a previous version of the game, I noticed it was especially apparent if you move too close to the bottom of the screen in a dark sewage room with platforms and abominations where you proceed through a door at the top. This one instance might have been fixed already though. -Thrown shurikens leaving a sound-loop after it hits, causing the room to fill up with spinning noises if enough are thrown. -A combat locked open area hanging platform room in the second mines level that requires you to jump down to the platforms of a previous room and finish off some abominations. Easy fix if found out by the player. -An alarm in Boom Factory failing to go off in the first large area with moving walls and exhaust vents (seems rare and doesn't impede progress). --Older stuff that might have been fixed by now-- -In Climb! I noticed some things that might have caused enemies to go into the sky, thus preventing the kill counter from going down, was their physics collisions with helicopters, and / or possibly an invisible ceiling. Moving away from the side those choppers spawned from seemed to increase chances of preventing that. Either the chopper physics needs / needed to not collide with them, or the invisible sky platform they land on, or the state of being far out of bounds or falling endlessly from too high up to land within the same hour would need to be kept in check to prevent any physics mishaps from causing much trouble (as physics and momentum related mishaps were liable to happen every now and then (especially on that part of that level)). -In Murder Room 1 (I think it's the one with the big fan), if struck the wrong way by a falling agent, the fan's physics would cause its rotation (the fan itself) to offset to angles that make being near the pit a bit more dangerous. -Tricky's hair despawning / derendering in Story Mode, or the player's hair despawning in some Arena maps (noticed in the lowering platforms with alarms Murder Room (3?) ). -Jeb getting stuck behind a staircase. (seems very rare). -The zombie dinner bells setting off that everyone probably knows of.
  3. Whenever I start a new arena mode it bugs out and boss-man doesn't move after the orientation fight.
  4. After killing all applicants and talking to the Bossman, the Bossman himself won't go anythere making tutorial impossible to complete. Example:
  5. 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 Outpost;" the difficulty remained on "Normal." Seeing that the "This stage will be . . ." line still indicated that the selected stage would be "a breeze" I entered into the stage. I loaded into the "Abandoned Outpost" on "Normal" difficulty What I thought would be an easy stage ended up wiping the floor with me. After reviving, I returned to the mission select area and noticed the mission reward increased substantially and the "This stage will be . . ." line was now listed as "challenging." Typically, the difficulty rating is an approximate representation of how challenging the stage will be to the player given various factors (I am too lazy and uninformed to know what those exactly are). If a stage will be significantly more challenging to the player, we expect the displayed difficulty rating to change to represent the aforementioned challenge. Furthermore, if a mission's prizes change from one stage to the next then we expect the onscreen mission details to change to reflect that. The problem can be observed across all missions. All you have to do to replicate the issue is go to the mission select screen, select a difficulty, and switch to a different mission. As long as the newly selected mission has that difficulty unlocked, the displayed challenge rating and mission prizes will be unchanged (mission names, tiers, briefings, and objectives will display as intended, however).
  6. After playing multiplayer with my brother in campaign, the mission where we first meet gestalt bugged out and the screen turned black at the end. Frustrated, I went to play arena mode, with my crew members being kinda buggy, with only 2 names listed on the right side of my screen, yet all 4/5 of my crew members still followed my command. The 5th, however, didn't move, only for us to realize that it was being controlled by my brother. Excited, we tried playing an arena match, only for all crew members to revert to normal, meaning he couldn't control anyone, and all 5 names were listed on the right side of my screen. Interestingly enough though, I then pressed pause, toggled the "player one is controller" function, then turned it back off. Right after turning it back off, my brother was somehow able to regain control of the crew member. So this is basically an early way to play multiplayer in arena mode! Please let me know if you guys could replicate it. Here's a pic of me replicating the procedure using a freshly created character. [Edit]: Again, all one needs to do is just press pause with at least one crew member currently following you, and then toggle the "player one if controller function" on and back off. This also seems to turn any other crew members into non-moving players as well, so maybe there's a possibility to play more than just 2 players, but I'm not entirely sure. And if any crew member dies, the game will perceive it as if you died, meaning the match must be redone.
  7. Mateusz

    arena Invisible weapons

    Version 1.12.b,there are invisible weapons 20190414_215007.mp4
  8. VEVEN

    bug [v1.12.b] 2 Murder rooms

    I think i don't even have to explain this.
  9. Bat Day

    bug My list [v1.11c]

    I know it's a little late, but I since I've been playing for awhile I figured my list might be of use. Gun reloads take longer when transitioning between moving and stationary animations due to the reload animation or parts of it resetting. (wasn't a huge personal problem since I always like more difficulty). The tram from overworld 2 (the industrial sector) only moves forth if you've just completed level 2-3. You have to save progress by moving to 3-1, then exiting or completing the level. Going back on the tram, and / or forward the next time you enter the industrial sector or reload your save results in you permanently being softlocked out of further progress for that save file unless you've unlocked an alternative way to get between the industrial sector and other places. There's a similar problem with the tram on level 5-2, making you have to play the rest of the level with just the other team-mate. In level 5-2, you can also get stuck in the glowing red walled arena portion of the level if you don't slay the all the guys behind it first. Other lesser problems just include you occasionally teleporting when disarming weapons (barely a problem), or getting stuck in the boiler in 3-1, or in a wall in the beginning of the queue room in 4-2, a sleepwalker staying inside his container in 4-3, or sinking past an unclimbable part of geometry at the back of the first puzzle locked platform in 5-3. These are some of the rare minor things that sometimes requires a level restart. I also had to plug a walking headless guy in a server room with a second shot, and managed to kill a plot specific big guy with an elevator in a way that halted level progress, but these are both very rare and more funny than problematic. -P.S. Hank automatically throws both weapons when throwing something while holding a large assault rifle, and a sword & / or anything else in the other hand. Might only trigger when the AR is thrown. Also, this is not a bug, but I still really miss the quicker timed press snap-dodges. They were harder to pull off and made a level more intense since I usually felt I needed them more than the Iframe dodges.
  10. I have a few bugs to report, some of which were present in previous updates and all are related to squadmates in arena mode. Theres a bug that occurs when a squadmate is told to attack an enemy while holding the middle mouse button (to persist the command to attack enemies). When told to attack the enemy they will do so, but will not move away from the body until it either despawns or the wave ends. They will, however, continue to attack any enemies that come within range of the body. I would like to add that it looks like they are still trying to kill the body, as when they are able to start sprinting while hovering over the body, they will perform a jump kick takedown toward it. In the most recent update I have also noticed that after the body they have been trying to attack despawns, they will move in a random direction until hitting a wall, showing the "pickup weapon" command action next to their name. I have noticed that when squadmates have to follow me up certain inclines, they cannot follow until I stop moving, this happens in the large double ramps in the apartments level and on the ramp farthest from the camera in the zed rooftops level. I have not created a new savegame for the most recent update if that provides any more useful info. Let me know if you need any game files from me to track down these issues. I wish you the best of luck in fixing these issues! (Hope this format is alright, my first bug report lol)
  11. Basically said, i go up the stairs and through the first door, get the prompt to talk with the bossman, then he just walks into the wall next to the lockers. I assume he needs to follow me through the door and use the console to open the door, but he never does this, simply just keeps on walking into the wall. This stops me from starting a new arena mode what-so-ever.
  12. Huggmask

    bug V1.10.b arena problems

    Often in arena mode after double jumping/sliding the character freezes, will not move or do anything until loosing a health core, then it's fully playable again. Also, all my squadmates keeps throwing away all the guns I give them, I really wish they didn't ?
  13. I don't think they supposed to look like this. You know guys, it would be really good if you'll make changelogs.
  14. alibabba3000

    bug Ranged Perks not working

    The perks "auto fire compensation" and "auto fire correction" are not working. Here is what happens: I buy a mod for my automatic gun, I try it out, the perks work fine (slight recoil and then none after holding down trigger). When I leave the store/mod/storage area, I try my gun and its back to before where recoil is very significant. It goes back to normal when I re-enter the store room. Video attached. But it seems to work ok when I enter a stage/match. Build: Beta 1.10 b Desktop_2018_12_06_-_16_07_03_06.mp4
  15. they just dont rotate its like they're dead(noticed a few mins later: apparently every fan(vent fans,the fan next to the pc where you can hire squad mates etc.) have stopped spinning
  16. emersald

    bug [1.09b] buffed weapon mod bug

    well, in my opinion this is one of the most annoying bugs in the game, it happens when you mod a weapon very nice, specially rifles and heavy weapons, when you get a certain mod the weapon doesnt shoot and all the money you spend didnt worth it. in the next video you will see a perfect example of this bug. This m249 has 20 of damage and 70 of recoil, a beautiful weapon but look, it doesnt deal damage to enemies. i hope this get fixed because it cant continue like this ?
  17. Lobones12

    bug 1.09.a arena mode bug

    I'm having some problems with playing some arena mode levels. So far, I have tried to play training room and murder room but nothing happens. I just load into the map but it doesn't start. Not even the wave 1 sign or skip button appears. And neither does the countdown to the fight.
  18. I'm wondering if there are any plans to improve the enemy spawns in arenas with multiple rooms? The Arena mode is a treat to play, but one thing that's constant in pretty much every arena stage that includes multiple rooms is enemies getting stuck in whatever rooms they spawn in, thus forcing the player to go out and hunt them down! And after hunting them down, if there are allies in the room you were previously in, they'll more than likely already be in conflict with the new group of enemies that just spawned. They don't have the best chances at facing a G03LM on their own! There are a few random props/locations in certain stages enemies occasionally get stuck on, but the locations I've noticed are pretty much guaranteed are the bar stools in Club Advent and on the frame of just about any doorway, since they all use the same door model. I'm still having a lot of fun with the game regardless of enemies getting stuck or not, but I'd just like to know if any tweaks are gonna be coming in the future! Thanks!
  19. ok, well in arena mode, i enjoy it alot, its the real reason i like project nexus 1, but my issue with some of the arena maps is...some are broke, it kinda breaks progression when on maps like the murder room 2, or training room 3.0 some are broken for me, and most people say its broken for them, and i kinda hate it, this game is very much in the oven for some maps, the game itself is perfect but some maps that fucks with ur progression gives me aids, ill list the maps here: nexus projects, the murder room 2, abandoned outpost red skull, the murder room, and training room 3.0.