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About Me

Found 27 results

  1. 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 he'll need to run in some nonsensical direction or loop before picking up the weapon... and sometimes, doesn't even pick up the weapon at all. Pretty much every character in the story is incredibly vulnerable to getting stunned. Meaning if two or more enemies decide they want to attack at exactly the same time in melee, you become stunlocked and lose corpus for no good reason. This isn't helped with the second Jorge and Church fight, where their flamehthrower has a nasty habit of knocking over a stunned player and making getting up without taking a lot of damage or losing corpus without any way to fight back or escape impossible. There seems to be absolutely no stun resistance at all. A more minor note is that friendly AI will tend to throw their throwables even if they don't have any, putting their stock into the negatives. Weapons also sometimes disappear beneath the map for no real reason. Also, that presumed bug of automatic guns firing in three-round bursts when not holding down the button is still a thing. It's pretty annoying. And if it's deliberate, then I very much dislike it and wish it to be removed, or at least toggle-able. The same with empty guns disappearing. I can get doing that to save any potential load on the engine, but it would be nice to toggle it for the occasion that you find you've got an ammo pickup, but no guns to use it with.
  2. On the level "Flood Control" in this one certain room if you try and go through the door after killing all the enemies your game softlocks basically inside of the door I have no idea why or how this occurs but It happens everytime I try and finish the level. (its the room where 3 guys are walking in a straight line at the start and 3 other guys doing a ritual) 2019-11-03 12-04-41.mp4
  3. 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.
  4. If one companion is dead when you transition into the train chase scene (Or more likely if they die during the animation), then the appropriate cutscene won't play and by extension, the timer won't either. The actual gameplay sequence still played out as normal, albeit skipping the first dodging obstacle, though I didn't care to find out if the timer was just invisible now or not. Also the endless debris that's meant to fall during the "Find C4 in one of a billion containers" section isn't currently falling, not sure if this is a bug or a change, but if it's a change then it kinda renders the exercise of opening a billion containers pointless. Actually just seemingly all the "random" falling rubble is broken. And the door to Crackpot's room goes through the top of the entrance when opened.
  5. Mateusz

    bug There were no ammo

    Version 1.12.D,there were no ammo,but this
  6. ...Upon realizing the vent can be re-entered by Hank, the circumstances of this prog stop suddenly become a lot more specific and "If you had this happen you probably did it on purpose" but I'm gonna point it out anyway. On the first elevator sequence where Hank and Sanford split up, if you murderate everyone then have Sanford exit through the door you entered through, Hank and Sanford will both be present on the first floor when they re-enter. If you have Sanford enter the elevator and then have Hank exit through the door then re-enter, Sanford and Hank will be present on the first floor, except the elevator will have already gone up. Hank can enter the vent to the second floor, but Sanford can't, as the elevator requires both members to be present and doesn't feature auto-teleporting, Hank won't be able to proceed up the elevator without Sanford, who's stuck on the first floor.
  7. Quite a severe bug that I'm pretty sure has been around a while now, although I dunno why I didn't mention it before. In the part of the stage where you have to lob grenades at a doodad to unlock a bridge there's an upstairs (Upramp?) portion and if you stand anywhere in the circle, the camera will move above the ceiling and completely block the camera and only show darkness. It's quite a large portion of the area so it's a bit of a big deal, especially considering that's where the Engineer squad spawns in.
  8. Johnny Bravo

    bug [v.1.12.D] Deep storage locker bug

    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:
  9. Audanti'sshitposts

    bug 1.12b Silent patch bug found

    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
  10. Three-Quarters Zombie

    bug [v1.12.D] Triggers not working.

    When I try to use the controller, the triggers do not work. I have tried both my steam and xbox 360 controllers with no luck.
  11. Since the update that added multiplayer, I am unable to control the companion that I travel with in story mode, as he just stands in one place, doing nothing, awaiting input from a nonexistent controller. If I connect an xbox controller, a 2nd player is able to control the partner and can control them fine, it's just that I can't progress as a single player, as the camera won't focus on me, and will stretch incredibly far if I walk away from my companion. I tried turning off my bluetooth to see if maybe a random connection was recognized as a controller, but it didn't work. I also tried hitting x to switch to my companion, and the game doesn't let me even switch to them. I don't know what to do.
  12. Audanti'sshitposts

    bug Aud's 1.12b bug hunt finds

    While playing through the recent update yesterday and today I encountered my fair share of glitches and sequence breaks. I will do my best to recount them to the best of my ability starting in where I found them. (Most of these were found in the Climb level. While others were located in Shakedown.) Shakedown Glitches: Deimos yeeted into the Shadow Realm. Starting this off from the Hive boss fight while controlling Christoff I noticed that Deimos was being targeted by a three shot volley of Hive missiles. Hive let them loose and Deimos ended up soaring past the level ceiling and was out of bounds right behind Jeb who was unable to revive him. Of course Hive soon killed me causing me to have to do the fight again till I won it eventually. Deimos's negative grenades. This was found on one of my many runs against Hive. Before I entered the boss fight I noticed something peculiar about Deimos' grenade counter more importantly that it was reading negative one grenades. (Saved it as a screenshot to show it to friends but it has now been lost.) Jebus blood hitmarker. This one was during one of my first fights with Hive last night. He had downed Jeb and caused a strange sort of blood splatter to appear complete with a sound. When he ended up hitting the downed savior with missiles again the issue was fixed. Strange colored ATP mask found on Climb. Fairly certain this one is a glitch of some sort. Bouncing Nexus Agent glitch. Somehow during the Gestalt chase sequence an Agent was being bounced up and down on the laser grid making the noises as well. Until Gestalt came along and launched him away. 2019-04-11 14-36-20.mp4 2019-04-11 14-36-20.mp4 2019-04-11 14-36-20.mp4 2019-04-11 19-37-12.mp4 Climb Glitches: MOLE HANK! This is a simple one I like to call Mole Hank. I was busy ascending up the second elevator sequence as Sanford had died upstairs and I had the Dragon Slayer out ready to fight but I hit a slight problem. I somehow ended up being stuck phased through a good chunk of the lift floor causing me to be trapped and have to force a restart. I also have a screenshot of this. 2019-04-11 19-37-12.mp4 2019-04-11 15-50-52.mp4
  13. Was excited to start the new available missions after transferring my save over, only to find that I can't shoot, switch characters, or even pommel strike. With either mission. Best I can manage is swapping weapons. Hitting restart hasn't helped, neither has exiting and trying another mission (or trying the same mission again) I was perfectly capable of shooting in the overworld, but I am simply unable to do anything. Aside from that defensive parry move you do when you roll the mouse wheel. Update; It seems that (presumably) near the end of Hank and Sanford's part of the mission, the outside area near the second helipad and the terminal that sanford can't hack, the ability to fire weapons or actively attack in any way is again lost, which is a shame, because i wanted to try out the new bren gun that I'd found. And while not directly related, I feel I may as well mention it; how the heck is Christoff supposed to get at that keycard? Summon it over? Because it's not highlighting when it appears, and the robot's not picking it up
  14. 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.
  15. Got two issues here - I'm on the mission where you go after the Sheriff, and upon reaching this rooftop bit I got stuck because of an enemy who refused to attack me. Just kept walking in place up there, and he's too high for me to hit him. Upon attempting to back up and shoot him, I managed to get stuck as Deimos in the corner there. Can't move or dodge whatsoever. Hopefully the picture illustrates this properly. Ultimately not the biggest issue, but still annoying.
  16. Mateusz

    bug It does not go down

    Version 1.11.c,the elevator did not go down 20190217_204322.mp4
  17. rojok

    bug [1.11b] 2 bugs

    On "Chasms" after fighting dr crackpot and attempting to get on the train the one who gets on is teleported into the void and unable to move. In the screenshot I was playing as deimos. https://steamcommunity.com/sharedfiles/filedetails/?id=1606287072 In "The Last Leg" on the ghoul boss fight I am able to take one health unit down and he jumps away and never returns, the ai constantly attacks where it was when it jumped.
  18. Audanti'sshitposts

    bug Diemos lives! [1.10B]

    After another attempt at grenade hopping up to some out of the way weapons and failing it I stumbled upon a rather intriguing bug. My thought process was to play the Chasm level on easy and then press K to ragdoll as I threw the grenade hoping that I might be able to control the ragdoll body in the air and angle it to the platform. Since seeing as how simply standing over the grenade or running into it were not breaking ground. The result was another failure and after the final grenade went off and stripped Deimos' last corpus block away I simply decided to quit the level and turn the game off. However, I was greeted with the sight of Deimos' empty Corpus bar after exiting the level but he was still standing when he should be dead technically. Looks like this might be a Diemos sighting. Addendum: I tried to see if Deimos still moves or is even able to be swapped to with his Corpus empty. The game does not allow this thinking he is still dead and now he is just standing in front of the Chasms level completely immobile not even able to be controlled either. The enemies also ignore him going straight for Sanford.
  19. Version 1.10.a,I was not able to revive Sanford 20181102_205828.mp4
  20. Audanti'sshitposts

    story mode Inventory Swap Glitch V[1.10A]

    It has come to my attention that a strange graphical glitch occurs on the level Last Leg specifically on the Ghoul boss battle. What one needs to do is shoot Ghoul numerous times with a weapon swap characters and then hopefully the AI character is knocked down by the spider bot. Once that happens the last weapon that the character used should be in the middle of the floor unable to be picked up with the E key. Now the odd thing is the weapon is still technically in the player inventory but the graphic has glitched the gun into being an unusable gun on the battlefield. To counter this all one must do is press the tab key and the weapon shall jump back into their hand instantly. https://cdn.discordapp.com/attachments/197251029094498304/507784858253262848/unknown.png
  21. Audanti'sshitposts

    story mode Ghoul has left the building V_1.10A

    During the tiresome and nerve wracking fight with Ghoul a rather frustrating soft-lock may occur that forces the player to have to commit suicide and redo the fight again. This soft lock happens when Ghoul's Corpus has been reduced to one and he has taken out all other platforms aside from the final one. To achieve this soft-lock simply continue to dodge Ghoul's attacks until he turns and walks through the air outside of the wall of the elevator. He is now no longer in the map meaning you are forced to throw yourself down the elevator shaft to regain your lost honor as well as to redo the fight. An alternation of this is that if you let Ghoul kill both characters he will then turn and walk right through the wall like he would during the soft-lock. Ghoul has left the building people! https://cdn.discordapp.com/attachments/197251029094498304/507783158876340224/unknown.png TheSwain has confirmed that this bug is now patched so now he is trapped with us.
  22. Audanti'sshitposts

    story mode Front Train Platform Clip Beta_V109B

    Now this one glitch right here is no ordinary clip oh no in fact it was part of the reason the train section was so hard to overcome and thus put me in a state of fear every time I attempted it. For anyone that has played this far you will be aware that after Crackpot's defeat Gestalt crashes into his chamber forcing you and your partner to hop a train platform where you are then expected to survive two minutes and thirty seconds against both enemies and Gestalt himself. If that was not bad enough you will have constant red arrows point out wooden boards that you have to jump into at an angle to avoid taking damage as pressing K to ragdoll will leave you vulnerable to enemies as well as possibly cause you to flop right off the platform. Now the best way to avoid the boards at least the method I used involved not jumping to the side as the distance was too far and every time you fall off a platform there goes a Corpus block. Instead I jumped right under the boards aiming for the front of the train. Now this sounds very simple and straightforward well there is one problem clipping. Now you might be wondering how a clip could possibly be a hassle? An annoyance sure but nothing that can't be overcome with some simple solutions. Well you would be right but this is a unique clip you see I liken this to a sort of Chinese finger trap with a guillotine built in. The trap portion comes form the leap itself now there is a way to avoid this but the angle has to be precise and you have to ensure you don't jump through the boards or miss entirely and fall off the track. The real problem is more often than not you will miss this angle and the character you are using (I was using Sanford mainly) will have their head completely through the front of the train's plow and be unable to move for a few moments. Now there is a bit of a silver lining to this since completely immobile the enemies cannot reach you for a few seconds or more but you are trapped briefly. So this exploit is helpful right? Well remember that part about the guillotine I mentioned earlier? This is where that comes into play as after a few seconds your character will start to become a blood fountain and thrash around violently instantly taking a chunk of Corpus off. This thrashing in turn is so violent that like the pressure in a bottle rocket heated with a match will cause the player character to rocket off to the far back end of the platforms completely missing the platforms entirely. Not only are you now a member of the Nevada Flight Corps you have lost yet another Corpus block because by the time you hit the ground the invincibility frames from the damage inflicted by the clipping have worn off. This can entirely turn the Train tracks into a battle of attrition as it depends how much Corpus you have going in. Whether or not your partner AI is being a tard and just walking right off the platform (Fuck you Deimos this is why you died in MC9!) And of course if you can avoid getting knocked out by the enemies, Gestalt destroying a section of the platform or the hazard boards smacking you in the face. Footnote: I always attempted this from the first platform the one that both Sanford and Deimos are placed upon by the game in the cutscene where Gestalt is gaining on them. To my knowledge I never attempted this on the second platform but it more than likely would also be able to be replicated there as well.
  23. Audanti'sshitposts

    story mode Crackpot rewind cut-scene B_1.09B

    Now this is one that happened to me weeks back and my memory might be a bit fuzzy. Now when I had fought Crackpot the first time it was a rather easy fight I spammed grenades to knock him off his platform reducing his corpus by one and of course triggering the cut-scene where he teleports to the floor thus rendering his magic unusable. Then of course came the dreaded train portion a part I more than likely died no less than a dozen times on and I had a rather odd occurrence I will specify in another report as I am taking a break from Discord. Anyways as I kept fighting Crackpot I lost a few times probably two maybe three times which was no big deal as the Crackpot boss fight has a checkpoint. The interesting thing was that during some of those battle Crackpot would inexplicably teleport right back up to his podium then teleport down and the cut-scene would play again with the same dialogue and everything. In fact during one of my fights with him I saw him do this twice I also attempted to execute a graveseeker and ended up being thrown into the sky but not really relevant. Anyway from what I remember here is my mental checklist of how I had this occur. First make sure you knock down Crackpot with Deimos grenades skipping the part of killing the graveseekers then try fighting him normally if it doesn't work maybe kill the graveseekers and a few grunts along with directing a few attacks his way. If that fails win the fight then die on the train portion or just allow yourself to lose. With luck he will eventually pull off this error in his code. Now the amount of times you will have to fight him to pull this off is both random and luck based. Since I failed the train portion a good number of times and thus fought Crackpot around eight times or so I can safely say I won at least four or five fights against him and occasionally he would do this. And the other three times his goons overwhelmed me because I was relying on the tactic of using Sanford's flashbangs to cut down his Corpus yet even in the times I lost he would still do it before I was killed during the battle of course. I believe it also helps to use the hook to pull him in and of course do some sort of damage to him whether it be with firearms, melee your fists perhaps spam him a bit with grenades who knows. Heck you can even use the grenades to get up to his platform at least Deimos did one time somehow was not able to replicate it.
  24. Mateusz

    story mode No continue

    1.09.b,when I fought and lost the battle with Dr. Crackpot there was no end and I was not able to restart or exit the stage,it was only one time
  25. LuGamer011

    bug Elevator bug (v BETA 1.09.b)

    Hello, today I'll show a bug that makes my game in history mode un-playable. It happens in the version 1.09.b . The thing is, when I play the level The boom factory the elevators glitch making this happen. And I can't afford some level parts, like the bridge. Hope you can fix it! -LuGamer011 from Argentina. P.S sorry my bad english ? BUG IN BETA v 1.09.b.mp4