Bug Reports/Non-Bugs/Archive2

From The Urban Dead Wiki
Jump to navigationJump to search

Archive #2, archived at 20:53, 8 May 2007 (BST).

Over-encumbered

Timestamp: 13:47, 20 April 2007 (BST)
Originally
reported by
:
•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs
Current Status: Not a bug
Severity: N/A
Description: Is it even possible to be over-encumbered? Or is it a bug? Screenshot here. All the items I have, finding a shotgun last...took me to 102% encumbered.

Discussion

  • Overencumberance does absolutely nothing. A shotgun takes up 6% encumberance, and you had 96% before. Instead of saying "That item is too heavy to carry," it adds it and you can't search for anything more. -Mark D. Stroyer SoH 17:31, 20 April 2007 (BST)



Losing AP

Timestamp: 17 August 2006 (BST)
Originally
reported by
:
Angelic Puppy
Current Status: Not a bug
Severity: none
Description: For about three days I've had a problem similar to NightNinja76 mentioned in his bug report from January. Another user, Vampire Phoenix, has also had the same problem as myself. When I move one space I lose two AP. The AP depletes normally for other actions like attacking, speaking, and if I move more than one space but it drops two when I move one space. I'm quite sure that neither Vampire Phoenix (who happens to be my sister) or myself has a status problem or anything that would do that and if we did I'm sure that all actions would drain more than the normal AP. Could someone please help us?

Discussion
hi, im new, but im exploring...i had a similiar problem. i was refreshing my page to see if the revive guy was coming by, but i guess im not important anymore...anyway, i found out that each time i pushed refresh, i lost to ap. is it resending the command each time i refresh and thats normal? and if so, was i alive and losing two ap each time i moved? i had fifty, now i have 22...so....hmm? 02/20/07 21 28 oclock...

  • I'm assuming you mean they don't have status problems. So my first question is this (just checking): Are you a zombie? --V2Blast TP!C 20:56, 17 August 2006 (BST)
  • You do know it costs 2 AP to move i block as a zombie unless you have lurching gait right ?
    • Having read the user page, Angelic Puppy is a zombie. And yes, the above is true. Unless you have the "Lurching Gait" zombie skill, it will take 2 AP to move each time. --V2Blast TP!CSR 21:15, 27 April 2007 (BST)



Inventory Corruption

Timestamp: 31 August 2006 (BST)
Originally
reported by
:
Newton Egglbach (& mallydobb)
Current Status: N/A
Severity: Not a bug! It's a feature!
Description: First let me say mallydobb has reported this same bug within the discussion section of Eric Notlam's Corrupted Inventory bug listed in the Reports Requiring More Information section above. Reading Notlam's report, which I can't quite make sense of, it seems clear that my and mallydobb's issue is somewhat different than Notlam's, hence this new entry. Even though this combined with mallydobb's is therefore technically the second report, I'm putting it here as new.

This bug involves the accumulation of a particular item within the inventory, but without those multiple items appearing on the "drop-item" menu. In my case I've accumulated three flak jackets. Despite that three jackets are apparent on the main inventory screen (picture on left), the "drop-item" menu (picture on right) lists only one jacket. Inventory1.jpg Inventory dropmenu.jpg I'm hesitant to drop the single jacket listed in the "drop-item" menu out of fear all three will vanish. I assume they're all taking up inventory space, so this is a problem, albeit a minor one.

The character being effected by this bug is called Klentis Maccabee

Discussion
Mallydobb: I went ahead and attempted to drop the GPS device. It only dropped one of my units, so my inventory is now correct and displays what it should. 9/1/06 12:10 EST

This was a deliberate change by Kevan to reduce redundancy. –Xoid STFU! 18:59, 2 September 2006 (BST)

Newton Egglbach: Thanks for the clarification. 9/2/06.



Adding to Contact List

Timestamp: 20:30, 3 September 2006 (BST)
Originally
reported by
:
Agent White
Current Status: Not a bug
Severity: N/A
Description: It seems that if you add someone to your contact list and change the ID of the person added, then the person who owns that ID will also be added to your contact list, very minor as any ID you have can easily be added to your contact list, but still MIGHT be counted as a bug. (If not, we need to build a firefox extension around it, hence why it is likely a bug ;))

Discussion

  • Not a bug. You can view any profile by editing the URL (or following forum links) and add people that way, even if they're elsewhere in the city at the time. --Kevan 21:41, 11 November 2006 (UTC)



Zombies using Crowbars!?

Timestamp: 18:53, 13 September 2006 (BST)
Originally
reported by
:
Deltherian
Current Status: Not a bug
Severity: N/A
Description: My character Vadamar Vorsand is presently out and about in Dulston and I found something that I'm not sure if it's a bug (didn't see it in any lists) but are zombies supposed to be able to use crowbars? crowbar shot

Discussion
Yep. Zombies can use any blunt weapons (all mellee weapons except the Fire Axe), but they're not very good with them. To quote the items page - "Crowbars, Baseball Bats and Lengths of Pipe are blunt melee weapons, so they can be used by zombies, if they had one in their inventory at the time of their death. However, since they are inferior to unskilled zombie attacks, they are of limited use." --Preasure 18:18, 14 September 2006 (BST)

  • Ahh...okay...I wasn't sure about this because I've never noticed it before...I've been dead a couple of time but never realy had reason to attack many people so thus never switched weapons. --Deltherian 21:56, 14 September 2006 (BST)



Accuracy Malfunction

Timestamp: 4:05pm, 12 December 2006 (EST)
Originally
reported by
:
NeWbeD
Current Status: Not a bug
Severity: N/A
Description: So today I was playing as my zombie character (named OutpostGamma) who has 50% to hit with hands, as I have given him the skills Vigour Mortis, as well as Death Grip. Right now I have him stationed within Blackmore. I decided today that I would use my turn to attack some of the zombies hanging around, as zombies are good at little else. I used all 50 of my AP and managed to hit a total of 10 times. I know that the unseen dice roll or probability will not make it the exact 25 that it should, but from 50% down to 20% seems a bit much. Please tell me if this could be a bug of some kind or just the luck of the draw.

Discussion
That's plain bad luck. You'll have good days, and bad days, and this one was simply a bad day. 50% doesn't mean that it automatically hits every other time. -Mark 21:41, 15 January 2007 (UTC)



Can't Commit Suicide

Timestamp: 12:15, 13 February 2007 (PST)
Originally
reported by
:
Privatedillo
Current Status: Not a bug
Severity: N/A
Description: My Zed Alt broke into a tall building and attacked people till I had 1 AP Left, then I jumped out of a window, When I logged back on I had been attacked by a Zombie Hunter and had to spend 6 AP to stand up. This defeated the purpose of me killing myself.

Discussion
Uh...Put it this way...when a zed jumps out the window, the zed will survive. When a survivor does the same, there'll be a lot of blood. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:50, 9 March 2007 (UTC)



Unable to speak or attack

Timestamp: 11:39 EST+1, Germany, 13th March 2007
Originally
reported by
:
Maximilian Gross, link: http://urbandead.com/profile.cgi?id=787471
Current Status: Not a bug
Severity: N/A
Description: My name is Maximilian and I have found a bug. I got killed and became a Zombie, normal so far. After a revive and a few days I got infected and waited, with only one hp and no medkit left, infront of an inacessable hospital. I didn't make it to find a medkit in time.

Then a zombie killed me and I walked to an RP where I quickly got a syringe. BUT the infection went on and I died again. I couldn't speak, the function was simply missing. I was dead and logged out since I wanted to be wait with my standing-up since I wanted to have lots of Ap for marching to an RP.

I logged in a day later and there was no "stand up" button. Instead I could walk around already, but the only thing I could actually do was drop my items! No talk, no attacking barricades, nothing!

I hope that someone can help me with this since it REALLY spoils my fun with this game.

short summary: Infection moves on, not while being a zombie, but after being revived. Speak-button vanishes. Attack-button(s) vanish. Changing to Zombie without using the ten AP to stand up, several functions went missing after that.

Sorry for not having used the templates and/or proper formating. I'm rather new to the internet and wiki's.

Discussion
You posted this to Known Bugs; please file new bug reports on this page.

Your character seems fine from here, this just sounds like a lot of random overlapping confusion. It sounds like you were revivified with an old-style V1 model syringe, which turns you straight into an upright survivor, with no need to stand up. The rest is possibly just misunderstanding how the game works; you can't speak if there's nobody to speak to, there's no "attack" dropdown if a building has no barricades, and infectious bites persist through revivification.

If you're having deeper problems than I've assumed here, please provide more details. --Kevan 12:52, 17 March 2007 (UTC)



Phantom Inventory Item

Timestamp: 16:27, 18 January 2007 (UTC)
Originally
reported by
:
ZombieCrack
Current Status: not a bug
Severity: low
Description: I have a phantom item in my inventory. Using UDToolbar my inventory shows 50/51 items, but when I search I get "cannot carry any more". I turned off the graphical inventory and manually counted my items and they add up to 50 as well. The only thing I did differently from my other alts is I picked up a set of Christmas lights from the mall hardware store and dropped them immediately. I'm going to try this with my other alts to see if I can reproduce this. ZombieCrack 16:30, 18 January 2007 (UTC)

Discussion
I have this problem with my second survivor character. On my main, I can carry 51 items no problem. With my other character, Doctor Firestone, I can only carry 50 before it says I cannot carry any more.--J Muller 23:49, 29 January 2007 (UTC) EDIT: Something's wrong with the formatting on this page. When I edit, it says this comment is in the discussion area, but it displays it in the bug report itself.--J Muller 00:01, 3 February 2007 (UTC)

Fixed the formatting for you. About the bug, are you carrying a Christmas tree or any lights? I'm unsure if those items are 1 or 2 units of inventory space. --sluutthefeared 00:47, 3 February 2006 (BST)
  • Not a bug, you probably just have a couple of items that take up more than one space. --V2Blast TP!CSR 00:06, 28 April 2007 (BST)



Multiple Kills Hack/Bug

Timestamp: 20:36, 16 Feb 2006 (GMT)
Originally
reported by
:
Louise
Current Status: not a bug
Severity: unassigned
Description: This might not be a bug but it looks suspicious especially in the context of the surrounding discussion. Looks like someone has found some hack that allows them multiple kills in a very short space of time. The following is a screenshot I saw on logging on yesterday:

Multiplekillsbugscreenshot.png

RedZeko's profile is 297609

Discussion
It seems unlikely, given the time stamps, that RedZeko should be able to kill that many people that fast although its possible he got lucky with the RNG and a room full of folk low on HP.

  • Perhaps it was a combination of Diagnosis and multiple open and pre-set tabs/windows? --Lint 01:56, 17 Feb 2006 (GMT)
  • Technically possible. Should take a bit less than 30 APs, if everyone went down with one shot and to-hit is 65% But it is suspicious. --Brizth W! 18:35, 17 February 2006 (GMT)
  • I was just reading up on this in the wiki. Valentine's Day Massacre? One of the people who got killed by RedZeko reported that they got hit by numerous people and Zeko just dealt the final blow. I personally think this was either a collaborative effort or just someone with multiple accounts. Either way, there's no evidence to prove that it's a bug. --Lesser Mook 06:42, 1 March 2006 (GMT)



160 Hit IP Limit in Map.cgi not accurate

Timestamp: ~~
Originally
reported by
:
Jkeychan
Current Status: Not a bug?
Severity: N/A
Description: I work at a large company and have convinced 6-7 people to play UD. We all have different, routable IP addresses (i.e. no NAT) and according to whatismyip.com, we can all verify that we have DIFFERENT IP addresses. However if 1-2 people use their AP for the day, others in our group will not be able to login because of the 160 hit limit. We've checked the FAQ and none of the workarounds are applicable (i.e., not using HTTP proxies, nor AOL). I believe that the counter/tracker in map.cgi is incorrectly counting each one of us as the same address (perhaps its done on DNS name or IP subnet??) In any case, we would all likely be in the same Class B subnet, though its possible we could come from different class Cs. Is this the way the tracker is supposed to work?

Discussion
I am also having this same issue at home with my characters. After recieving the notice I moved a different computer in the house that has a different ip adderss. When i loged in I found that I had the exact same number of moves left for the day when I am the only person in the house who plays so there would be no one else who has used this computer access. I then thought that it was maybe because of my dchp ip addresses and called into the isp and retained my static ip addresses. I was given 6 different ip addresses and all of them were different then the ones i originally had on both computers and it was still set at the same number of moves (or actually the lack there of). Is there some way we can get around this because it makes it annoying to play where I can only get 10-12 moves per day now and when i log back in I am dead so 1 of my moves is to stand up.
-
I had thought this was the same issue as I was subject to, but it appears I'm slightly different. I'm at work, I don't know that anyone here at all uses UD (I *did* look, but couldn't find anything) other than me - however, I logged in today to discover I had the same spare moves as I did when I logged out yesterday. Which was, as i recall, significantly less than 160 - I only have one character, so it's not likely that I can use *that* many requests. Especially since I also log in from home, and pull at least half of my AP from there. If anyone wants to track this back, I can supply IP address info to trace me back fairly easily. --Llearch 13:40, 24 May 2006 (BST)
--
I've been having similar problems but it's not exactly the same. It seems to count each AP spent as an individual server hit, even when figuring actions that cost multiple AP. For example: today, manufacturing a NecroTech syringe took me straight to the message stating I was over the 160 hit limit without any of the regular countdown screens. I've also suddenly dropped to 3 moves remaining when revivifying a zombie since it's been changed to take 10 AP. --Nobodyreal 09:33, 23 June 2006 (BST)

Think for a minute what would happen if someone got it into their head to make a whole bunch of NT characters if it only counted as a single IP hit — syringe overflow. This isn't a bug, it's a deliberate decision to prevent the scenario that I'm alluding to. –Xoid 11:05, 23 June 2006 (BST)
Exactly. I'm pretty sure Kevan's said something about this before. It's a preventative measure. --V2Blast TP! 18:22, 23 June 2006 (BST)



Retuning Personal Radio Costs 2 AP

Timestamp: 10:08, 15 June 2006 (GMT)
Originally
reported by
:
DaFallus
Current Status: Not a bug
Severity: N/A
Description: I'm not 100% sure if this is a bug, but I've noticed that it costs 2 AP to retune a personal handheld radio. Clicking on the radio costs 1 AP, then clicking the retune button after changing the frequency costs another AP. I would think it should only cost AP when you click the retune button.

Discussion
Moved to top of list. And no, it's not a bug, I'm pretty sure Kevan intended it that way. --V2Blast P!U! 18:39, 17 June 2006 (BST)

  • Needs moving. --V2Blast TP! 22:01, 22 June 2006 (BST)

...Hello? Moving time! --V2Blast TP!C 16:23, 10 August 2006 (BST)



Digestion doesn't work

Timestamp: 08:50, 20 June 2006 (BST)
Originally
reported by
:
MrSpook
Current Status: not a bug
Severity: N/A
Description: I have digestion but whenever I make successful bite attacks on survivors nothing happens to my HP. It is supposed to increase equal to the damage dealt. --MrSpookour id=463507

Discussion
You don't literally substitute it there, you put it below, like everyone else. Why must you people create so much work for me? Anyway, I know nothing about this because I have not spent any great length of time as a zombie. --V2Blast TP! 02:15, 21 June 2006 (BST)

  • It increases your health UP TO your maximum health. It doesnt keep going after the maximum 50 hp (60 if you have bodybuilding)



DNA queue doesn't match attack queue

Timestamp: 09:23, 22 June 2006 (BST)
Originally
reported by
:
Uborkapete
Current Status: new
Severity: unassigned
Description: Say I walk into a room with 3 zombies. I use the DNA extractor on "a zombie", and the response that I get tells me that this specimen has a damaged cortex. So I pull out my pistol or axe and attack "a zombie" until it dies. I then get the DNA extractor back out, and surprise surprise, the original zombie is still there. Surely that should be the one that I just killed?

Discussion
Not necessarily. I'm not completely sure how this works, but I think the extractor starts at either the top or bottom of the stack. I don't know how the attacking works. But I'm pretty sure they work differently. --V2Blast TP! 18:24, 23 June 2006 (BST)

Actually what would have happened is that someone would have scanned the first Zombie and then you got to the second or third one. Basicaly how the DNA extractor works is that it scans the pile and when someone else comes along it picks up where it was left. So eventualy you get to the end and keep scanning the same Zombie over and over again. Attacking does not relate directly to the Zombie you have just scaned. - Jedaz 07:13, 6 July 2006 (BST)



Cannot carry any more with space left

Timestamp: 00:45, 26 June 2006 (BST)
Originally
reported by
:
'Ivan
Current Status: Not a bug?
Severity: N/A
Description: I'm getting a message when searching for items that "You cannot carry anymore" when I clearly have 4 spaces left in my inventory. Why is this?

Discussion
Not a bug in UD. You're using an extension to provide inventory count which hasn't been updated since the addition of radios. Radios count as 5 slots in your inventory but most extensions still count it as 1. --sluutthefeared 4:53, 25 June 2006 (BST)

Yeah. I don't know exactly how the extensions work/what extensions you're using, but radios count as 5 slots, and syringes count as (I think) 20. --V2Blast TP! 18:45, 26 June 2006 (BST)
No, syringes don't count as 20. 2 maximum, as I'm fully loaded with a syringe, radio and guns, and by counting the radio as 5 I get 51. Unsure about what they count in extensions though, as I don't use any. --Preasure 21:21, 26 June 2006 (BST)
Radio receiver -> 5, shotgun and pistol -> 2, any other item -> 1 --Eric Notlam 13:05, 21 July 2006 (BST)
Why can't people read the common misunderstandings and non-bugs section first? God this has to be the fifth or sixth time this month this has come up. –Xoid 13:13, 21 July 2006 (BST)

Okie then, can this be moved? --V2Blast TP!C 16:18, 10 August 2006 (BST)



Wrong time order

Timestamp: 19:46, 3 July 2006 (BST)
Originally
reported by
:
Mike Sharp
Current Status: new
Severity: aesthetics
Description: I just came back from after a few days' break of playing UD and I noticed the events are in the wrong order (note the timestamps):
  1. Retsudo said "heal me please, im infected" (4 days ago)
  2. arylith said "What Jerk Barricaded past VS+2?" (19 hours and 46 minutes ago)
  3. hughseph killed a zombie. (16 hours and 1 minute ago)
  4. GASCA killed a zombie. (16 hours and 1 minute ago)
  5. Scotte said "Hello everyone." (3 days ago) ...and again.

I'm using plain, good ol' Firefox, no extensions etc. installed.

Discussion
Perhaps he said "Hello everyone." 3 days before you logged on, and then again in the past 16 hours? --V2Blast TP!C 16:34, 10 August 2006 (BST)



Crowbars: They Don't Work.

Timestamp: 1:08, 15 July 2006
Originally
reported by
:
The JooJ
Current Status: Not new, just unreported
Severity: unassigned
Description: Crowbars are supposed to have a 50% chance to hit on barricades, right? Well, try it, it REALLY doesn't seem like it.

Discussion

  • OOh Come OOOOOn i hate it when people complain about things like this, it is just a stroke of bad luck people!! --Poopman9 00:16, 31 July 2006 (BST)
    • oh come on. i hate it when things don't work like they're supposed to. it's just bad programming, people. --Thejooj 11:20, 31 July 2006 (BST)
      • Oh come on, I hate it when people complain about something not working the way that they randomly think it's "supposed" to. It's easy to find out how things work, people. --Lope 11:45, 31 July 2006 (BST)
      • the gripe is not with how it works, but that it doesn't. Have you tried using a crowbar? People. --Thejooj 22:40, 3 August 2006 (BST)
      • Yes, i have used a crowbar recently, and it broke the cade's 4 out of 5 times. That is MORE than the 40% it is supposed to be. --Poopman9 16:55, 6 August 2006 (BST)
        • RNG — Random Number Generator. The problem is that it is not truly random. I once managed to get an EHB building down to nothing. With a 0th level zombie. Yeah, a 10% chance to hit. I done it in less than 40 APs as well. See Petro's quote on the RNG page. --Xoid 03:38, 7 August 2006 (BST)
        • The problem with that statement is that it is random, ever tried rolling sixes on... say... eighty million dice, it is possible, but mind bogglingly unlikely, it's the same with this, even though the chance of breaking into a building with a 10% chance to hit zombie is really unlikely, it is possible, even though it seems to defy statistics, and seeing as each 'to hit' is an independant event, the game server isn't going to say (or think, calculate, output, whaterver you like) "He's hit it nine times and he's trying for a tenth, let's make him miss". That's just not how probability works--Janet Linematon 17:19 13 September 2006 (BST)
        • I've been having the same problem with crowbars, they seem to have the same effectiveness as any other tool. I've taken barracades from EH to Light or better in a single session as a zed but spend 50AP as a survivor with a crowbar with no success what-so-ever. Here and there playing is one thing but I haven't had any "good luck" days with crowbars since June 2006 ZombieCrack 00:28, 16 January 2007 (UTC)



Dropping items counted as action against IP

Timestamp: Noticed a while ago/ongoing problem
Originally
reported by
:
Darius West
Current Status: NOT A BUG!
Severity: N/A
Description: Dropping items counts against your IP AP maximum.

I play a few characters, 2 IP released, 3 ALTs. I found that dropping items by my ALTs counted against my 160 total actions. Especially problematic when foraging in hospitals and necrotechs and you need to rid yourself of useless detritius like newspapers, GPS units, pointless stabby cutlery etc.

Discussion
Seriously, learn how to format it correctly. And yes, every time you do something, it counts as a hit on the server. It's supposed to. Not a bug! (Someone move this...) --V2Blast TP!C 16:48, 10 August 2006 (BST)