Difference between revisions of "Fixed Bugs"

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(Re-ordering some bugs)
 
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::Thanks very much! --[[User:lanclos|Kyle]] 21:16, 01 November 2010 (UT)
::Thanks very much! --[[User:lanclos|Kyle]] 21:16, 01 November 2010 (UT)
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===Newlines in building names aren't displayed===
{{bug
|bug_time=00:35, 3 February 2016 (UTC)
|bug_author=[[User:Yo Ris|Yo Ris]] ([[User talk:Yo Ris|talk]])
|bug_status=new
|bug_severity=unassigned
|bug_desc=The newlines in building names are not displayed, resulting in long one-line names. Usual spaces are not affected, so eg "Club Bartin" would be displayed properly, while "Forse\nWalk\nSchool" (used to be a three-liner) would be merged into "ForseWalkSchool". Looks pretty bad, especially for eg police stations and fire departments.
Screenshot: http://i.imgur.com/eE6MGZK.png
Using Chrome (Version 48.0.2564.97 m) on Windows Vista.
First spotted a few days ago (~3-5).
|bug_talk=
<!-- PLACE YOUR COMMENTS **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
This bug is ongoing, possibly as a result of some changes being made to the game. There is more on-wiki discussion [[Talk:Main_Page#Change_afoot.3F|here]] but so far no official documentation. {{User:DanceDanceRevolution/a}} 11:45, 3 February 2016 (UTC)
:Thanks DDR! I appreciate the update, looking forward to new developments. - [[User:Yo Ris|Yo Ris]] ([[User talk:Yo Ris|talk]]) 18:09, 3 February 2016 (UTC)
::So am I! Here's hoping, and thanks for reporting this issue. {{User:DanceDanceRevolution/a}} 22:54, 3 February 2016 (UTC)
Just to note this hasn't happened for me yet (Firefox on Mac). Is anyone else not having this problem/can we figure out its circumstances more precisely? {{User:Bob Moncrief/Sig}} 03:56, 4 February 2016 (UTC)
:It's happening for me on Chrome for Windows (latest version) with all of my userscripts and whatnot turned off or on. The HTML itself appears to be different from before. {{User:Aichon/Signature}} 16:20, 4 February 2016 (UTC)
Has been fixed for me some time (like a week) ago. --[[User:Yo Ris|Yo Ris]] ([[User talk:Yo Ris|talk]]) 00:53, 14 April 2022 (UTC)
:Thanks Yo Ris. I'm impressed you came back 6 years later to confirm this is no longer happening, I appreciate it. Moved to '''Fixed Bugs'''. {{User:DanceDanceRevolution/sig5}} 11:54, 16 April 2022 (UTC)
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[[Category:Bug Reports]]
[[Category:Bug Reports]]

Latest revision as of 11:54, 16 April 2022

This page is for former bugs that have now been fixed. For new bug reports, post here. Unfixed known bugs can be found here.

The archive for this page can be found here. Check there for older fixed bugs. This page was last archived: 23:17, 26 April 2007 (BST)

Buy skills without the prerequisites

Timestamp: 10:35, 30 Jan 2006 (GMT)
Originally
reported by
:
Velkrin
Current Status: fixed
Severity: N/A
Description: By imputing the url for the skill you want directly you can buy a skill without the required parent skill. For example http[snip]buy=k will cause you to buy Scent Fear, but if you change the letter like so [snip]buy=m, you'll buy Scent Blood and skip over the requirement of having Scent Fear.

Discussion

Yeah, that's possible, but using it isn't. You can buy anything on the skills page that you'd like to have if you know the skill's GET letter. So you can't, say, get a working Scent Blood with just 100 XP. In fact, doing it kind of screws you over a bit... since you will neither have a working Scent Fear - nor a working Scent Blood. 100 XP put into having to wait.
But I can confirm this happens. I just wanted to explain how it's a very tame bug. -pinkgothic 12:30, 30 Jan 2006 (GMT)
Erm, actually the zombie skills page lists the letters for all the skills, hence the reason I was able to test the bug. I should also mention that the skill won't show up on the skills page as bought until you buy the pre-req, but it will show up in your profile. Upon reading your post a little more I am slightly confused by it and may need to point out that the skill does actually work, I tested it with infec bite. Velkrin 11:01, 31 Jan 2006 (GMT)
You can? Hm. Then that's new... you may notice other bugs reported on this page to a similar effect, but none of them state that the powers were usable, on the contrary. How odd. Are you sure? Sorry to be such a sceptic, it's just that it's the first I've heard of it. -pinkgothic 22:00, 31 Jan 2006 (GMT)
At the very least it said I I had infected them, and since I only tested it once I am unable to be sure that they were infact infected. However multiple bites did not result in multiple infection messages, so I assume it was working. Velkrin 05:33, 7 Feb 2006 (GMT)
Very odd... can you snag someone else to test this? Or I could make an alternate account later on and check. Whichever happens first. Just so we can get this confirmed from someone else, too, and then ship it over to Known Bugs. -pinkgothic 10:03, 7 Feb 2006 (GMT)
I'm running a test with a newly made alt and the only human skill I know the letter for. Should be able to confirm it in a week or two with any luck. Velkrin 10:44, 8 Feb 2006 (GMT)

I believe that this bug has been fixed. For example, fallen survivors can no longer impute Lurching Gait and Ankle Grab into the command line before standing up, in order to save the 9 AP. It appears that you can no longer learn inappropriate skills by imputing them to the navbar (nothing happens). --Tycho44 07:15, 17 April 2006 (BST)

"You restore 15 hit points to DrCross, taking them to 60."
That's in a powered hospital after buying Surgery without having first acquired First Aid. I think we can count this one as "not yet fixed." --Nightforge 01:22, 29 September 2007 (BST)



Super Zombie

Timestamp: 10:39 EST, 11 July 2006
Originally
reported by
:
Aetonnotea
Current Status: Confirmed. Repeatedly.
Severity: AGAIN?!
Description: My character Timthebeaver encountered a zombie with 100 hp. in room [69,11].

The character name (per DNA extraction) is burtback ("Filed as #6414617/18"). I attacked the zombie twice with a fire axe and got the messages:

You attack the zombie for 3 damage. They drop to 97 HP.
You attack the zombie for 3 damage. They drop to 94 HP.

Discussion
No, no, no, no no no NO NO NO! Not this bug, not again. Does this bug EVER die? –Xoid 18:29, 11 July 2006 (BST) I think this might be happening because somehow two zombies are being combined and show up as one. A little while ago i walked in to the necrotech building at [74, 28]. It was heavily barricaded and there was one zombie, 9 survivors, and no bodies. I extracted the zombie and it was a rotter named kirkmangle (Filed as #8628587/26). I attacked him and he dropped from 120hp to 112. I hit him a few more times, and his hp's went down as normal. I spent 10 or 15 minutes looking at bug reports on the wiki in another window and when i returned to the game again there were 2 zombies standing there and i damaged one for 4hp leaving it with 60. The building was still heavily barricaded. I don't think there was time for another zombie to break in and have someone re-barricade up to heavily. I think there were 2 zombies all along but the game for some reason displayed only one and added their hps together.

You fire at the zombie for 10 damage. Their flak jacket absorbs 2 points of that damage. They drop to 112 HP.
You fire at the zombie for 5 damage. Their flak jacket absorbs 1 point of that damage. They drop to 60 HP.

--Philton 05:43, 16 July 2006 (BST) After running out of ap during the above exchange, I moved one square away to the mall. Just now i logged in and saw this:

Since your last turn:
* subupelle said "Strange, i went to the NT-building and there was one zed. I shot it down and dumped out the body. Next turn there were a zed again... Barricades were ok whole time... Someone go kill that(?) again!" (3 hours and 18 minutes ago)

--Philton 05:54, 16 July 2006 (BST)

Maybe the zombie was a person with the body building skill?--Richard Gray 01:12, 11 October 2006 (BST)



Zombie doesn't die and now has 117 HP?

Timestamp: 15:00, 16 September 2006 (EST)
Originally
reported by
:
Yaznov
Current Status: new
Severity: severe
Description: I attacked a zombie in the Blackmore building and get him here:

Picture 6.png Watch what happens when I try to kill him. He is instantly up when the page refreshes Picture 5.png There is more to this. I attack again and this is what follows: Picture 2.png Picture 3.png Picture 4.png This is the strangest thing I've ever seen since you put vampires in UD on April Fool's Day.

Discussion
Update: In the Blackmore forums, someone else witnessed this and got the profile http://urbandead.com/profile.cgi?id=151904 no no nO NO NO NO NO!!!!! MAKE IT STOP! NOT THIS AGAIN'!!! WHEN WILL THIS EVER END??? KEVAN, GOD, AMAZING, SOMEBODY DO SOMETHING!!! --ĢΘζđ ЫǺđє 17:47, 16 September 2006 (BST)

  • Superzombie bug! --V2Blast TP!CSR 19:21, 28 April 2007 (BST)



100Hp Zombie

About 11:22AM PDT I was in Newbould Place Police in Yagoton. I shot a zombie, it is was left with 95HP. Shot it again and it was left with 90HP.  ???? Its ID is 855994. I have a screenshot if that helps. --Qazwsx 19:26, 27 June 2007 (BST)

This is a known bug, and quite a mystifying one. --Kevan 21:02, 27 June 2007 (BST)

And it returns... --V2Blast TP!CSR 02:35, 20 August 2007 (BST)

Error Log of Raynor16

100hp Zombie

The Jago Building (88-37)

Killed on 11/4/07 at 1:40 pm (arizona time)

Assassin: Raynor16 (lvl 8 at time)

Comment: Definitely at 100hp, because I got all the Xp for it (115 total XP [ shotgun finish + 10 Xp for kill + 69 XP starting]) --Raynor16 20:52, 4 November 2007 (UTC)

As seen from the other side. --Ravinel 16:30, 13 November 2007 (UTC)


Cannot confirm new contact

Timestamp: 20:46, 22 July 2006 (BST)
Originally
reported by
:
Louise
Current Status: Fixed
Severity: N/A
Description: I try to add a new contact and am presented with a Confirm Contact button on clicking this

nothing happens. The new url ends confirmed=1 if I change this to confirmed=0 then the contact is added to my list. I'm using Safari but this looks like a server side problem to me.

Discussion
I to am getting this bug, im using FireFox, and get the exact same problem, the contact can only be added by changed the URL -Night Haunter 00:28, 25 July 2006 (BST)

Can't replicate this. Can you point to an example of an external link that you're adding a contact from? --Kevan 02:34, 25 July 2006 (BST)
It's been happening primarily when I'm using the new DNA extraction skill, if I hit a rotter I want to add them to my contacts before scanning again. However I just tried adding a regular survivor from the building I'm in (logged in as Susan Foreman, 184249, clicked on a survivor name in my building - http://217.112.87.10/profile.cgi?id=51309 - click add contact at the bottom - http://217.112.87.10/contacts.cgi?add=51309 - click confirm button - http://217.112.87.10/contacts.cgi?add=51309&confirmed=1 - then edit to get http://217.112.87.10/contacts.cgi?add=51309&confirmed=0 to actually add the contact) - same story. Still using Safari (on an Intel Mac) I can try later today from Mozilla on Linux Louise 08:37, 25 July 2006 (BST)
Just tried with mozilla 1.4 running on Mandrake Linux - same thing Louise 13:24, 25 July 2006 (BST)
... and for IE running on a rather ancient Windows box... sorry I don't know enough about Windows to determine the version of either of these. Louise 13:32, 25 July 2006 (BST)
Okay, it's the IP address, which the contacts page is taking as being an external site. I'll fix it, but you shouldn't need to be using the IP address of the site any more, just "urbandead.com" should be fine. --Kevan 01:29, 26 July 2006 (BST)

Okay, so it's fixed? --V2Blast TP!C 16:41, 10 August 2006 (BST)



IP Hit Messup

Timestamp: 07:05, 4 December 2006 (UTC))
Originally
reported by
:
Wikidead
Current Status: Fixed
Severity: N/A
Description: This is second time this has happened to me (the first time being downtime on 25th September 2006). I logged in for the first time today to find the "your IP address has accessed this server too many times today" message. I accessed the server one time and it tells me I've accessed it 160+. Was there downtime today (a friend of mine tells me that he accessed the server without a problem, so I doubt it) or is there a different root to the problem? Heh, heh, my characters are taunting me with a total of 200 unspent AP...

Discussion
I've got this same problem. I know I haven't accessed the server 160 times today, but I probably did yesterday. Is my comp. maybe not seeing the reset? I want to know. Gateking 10:44, 4 December 2006 (UTC)

  • Move to Known Bugs until Kevan comments or fixes the situation? It will have more visibility there. Many players, probably more than half, simply cannot login now. --Pchem 19:16, 4 December 2006 (UTC)
Got it, I've just been out of reach of the Internet all day. It looks like the server fouled up overnight and the reset didn't happen - I've now run it manually, and all should be well. --Kevan 20:16, 4 December 2006 (UTC)



Seemingly corrupt character

Timestamp: 13:40, 3 February 2007 (UTC)
Originally
reported by
:
Apm567
Current Status: new
Severity: High
Description: My character seems to have become corrupted. I tried logging in during the server problems of yesterday. I saw the server was having a bad day so stopped and did not log in with my zombie alt. Later on I came back and when I log in with this character the name is missing (eg "You are and you are dead"), all skills and XP have gone and I am incapable of taking any actions. I have tried clearing my cache and cookies and it is still seriously broken.

Apm567 13:41, 3 February 2007 (UTC)

Discussion

  • Fixed, and Apm567 was the only character hit by this. --Kevan 18:17, 3 February 2007 (UTC)



Too many decorations for a generator?

Timestamp: 03:23, 9 March 2007 (UTC)
Originally
reported by
:
Misstree
Current Status: new
Severity: unassigned
Description: Quartly Library (Roftwood, 66,52) is full of decorations, 16 to be exact, including 8 European paintings, and no more can be added. However, when a survivor sets up a generator, it doesn't show as being there, and another can be set up after it. Radios are apparently behaving the same way.

Discussion

  • Fixed, and I've replaced the radio and generator. --Kevan 10:36, 9 March 2007 (UTC)



Spontaneous Museum Ransacking

Timestamp: 20:33, 12 March 2007 (UTC)
Originally
reported by
:
Funt Solo Scotland flag.JPG 20:33, 12 March 2007 (UTC)
Current Status: new
Severity: don't know
Description: I was in a building (Lewen Museum in Tapton) that was both ransacked and EHB cades. Should that be possible?

Discussion
NOT A BUG. A zombie that is inside a building that a survivor has baricaded inside with, can ransack the EHB building once the survivor is dead. -- Cheeser, DvB|DA   21:53, 12 March 2007 (UTC) I've seen it happen too. I was in a Museum in Buttonville with 4 other survivors. It was EHB when I logged out, and EHB/ransacked when I signed in a few minutes later. None of the other survivors had left the building. A few others in my group (The Randoms) have reported this bug as well. It seems to only be happening in Museums.--GBaldwin81 20:24, 14 March 2007 (UTC) Museum Ransacking. It's happening in our museum as well, the Truell museum in Roftwood. There are no zombies in the building, and the barricades have not fallen to let any in, but the building spontaneously ransacks itself. I've repaired it at least twice myself, and another building occupant has reported the same. --Fiduch 07:16, 30 March 2007 (BST) Bye-bye AP In all three museums in Kinch Heights, generators have been observed to disappear with no notice. Evidence of this includes logging out in a lit museum to find it unlit with no explanatory message (i.e. no "x destroyed the generator"), or seeing two generator installations in a row with no intervening messages. --Kenny Matthews W! 04:56, 2 April 2007 (BST)

I can't see how this was happening, but there's a now-redundant museum-populating function that might have been having some weird side effects, so I've disabled it. If there are any reports of this bug that post-date this comment, I'll look into it again. --Kevan 12:27, 7 April 2007 (BST)

This is indeed a bug - My report far below concerns an time when I saw it happen. I entered a museum (the Carslake Museum 5, 18) that had VHB's, and had three other survivor in it. The building was NOT ransacked- I used the back button later to confirm this. I tried to build barricades, and instead received a report that I could not do so because the building was ransacked- and indeed, it now was, despite the presence of 4 living survivors and ZERO zombies inside it. This occurred on the 6th, so it may well be fixed now. --S.WiersctdpNTmapx:oo 21:45, 7 April 2007 (BST)



Ransack Without The Skill

Timestamp: 10:01, 21 March 2007 (UTC)
Originally
reported by
:
Mold
Current Status: new
Severity: unknown, could get ugly if used en masse
Description: I was in an empty necrotech building and nobody had ransacked it. I asked the zombies outside to ransack it, then went inside to wait to hold it. I wondered what kind of error/failure message it would kick up when trying to do something I didn't know how to do, so I entered http://www.urbandead.com/map.cgi?ransack in the url bar. Apparently I did ransack the place, even though I don't have the skill. (Screenshot is at http://wiki.urbandead.com/index.php/Image:Pacmansmash.png, I'd link directly but I'm not sure how to without stretching the page out.) Since I APed out at the time I did that, I don't know if I actually got the ransack, or if I got a false output and somebody else came in and ransacked behind me. Could someone test this, see if it's a false output or if it's actually ransacking without having the skill?

Discussion

  • Fixed. It was having the ransack effect, but this has only been happening for a couple of days; too much cut and not enough paste, when I was changing something. --Kevan 10:20, 21 March 2007 (UTC)
Wow, that's quick. This should be held up as an example to the fools that say Kevan doesn't care about the game, or unfairly favors zombies, or any related idiocy. --Mold 10:40, 21 March 2007 (UTC)



Text error

Timestamp: 17:31, 20 April 2007 (BST)
Originally
reported by
:
Mark D. Stroyer SoH
Current Status: Fixed
Severity: N/A
Description: Right after the new updates, I discovered that searching, at least in a mall, shows this text: "fount ... You search and find nothing." Or if something is found, say a FAK, it shows its inventory letter: "fount h ... Searching the store, you find a first-aid kid."

Discussion
Good old leftover debug code, which I noticed a few minutes after putting the changes live. It's gone now. --Kevan 17:32, 20 April 2007 (BST)



Auto-Discard text error

Timestamp: 19:04, 20 April 2007 (BST)
Originally
reported by
:
LiAnNaSu
Current Status: Fixed
Severity: N/A
Description: When searching in a mall, Instead of getting the old "You search and find nothing" I seem to be getting "You find a , and discard it as useless." I have only tested this in a drugstore so far. This makes no sense, as a drugstore only gives FAKs. If I was discarding anything, its not telling me what it is.

Discussion
This is now fixed. --Kevan 19:10, 20 April 2007 (BST)



Hand-Held Radios not working

Timestamp: 22:12, 29 April 2007 (BST) but seems to be present since 20th April changes
Originally
reported by
:
Duke Garland
Current Status: New
Severity: medium
Description: since 20th April changes there's no transmissions from hand-held radios although settings are set on listen to all radio broadcasts (i actually didn't ever change this instance).

If needed - my profile originally spotted here by Duke cage

Discussion

  • Fixed. The test characters I was using for this had some weird extra settings. --Kevan 09:04, 30 April 2007 (BST)



Can't upload .PNG files to the wiki

Timestamp: 21:46, 22 May 2007 (BST)
Originally
reported by
:
Toejam
Current Status: New
Severity: Low
Description: Whenever I try to upload a png image, it fails, and I get the message "The file is corrupt or has an incorrect extension. Please check the file and upload again."

(I don't think the file is corrupt or has an incorrect extension because it opens fine on my computer.) Looking at the uploaded file list, other people seem to have had the same problem with PNGs ( [1], [2] [3]), and there's been no PNG images uploaded since the mediawiki upgrade on the 30th of march, except for svg.png files. The doesn't seem to have been any difficulties uploading PNGs before the upgrade, so I think that's probably what caused it.

Discussion
i don't remember where i read it, but this problem was after the last update of mediawiki --Duke GarlandTLCD SSZ 13:32, 23 May 2007 (BST)

Can anyone else confirm this bug? I'd like to get it moved up to known bugs or at least bugs reported more than once. --Toejam 15:07, 31 May 2007 (BST)

Yeh, I can confirm that I've been unable to upload PNGs recently. I have uploaded them before, so I know the Wiki should support them. It's a real PITA, 'cos JPGs don't support transparencies.--Roadie 11:42, 13 June 2007 (BST)

This has now been fixed. --Kevan 11:52, 28 June 2007 (BST)



Wearing hat as shirt after death

Timestamp: 07:11, 11 July 2007 (BST)
Originally
reported by
:
Revenant
Current Status: confirmed
Severity: aesthetic
Description: After getting eaten by zombies, my character The Pirate LeChuck stood up to find that, in addition to the brown bandanna on his head, he was now wearing an identical brown bandanna on his chest, and his fresh white shirt had mysteriously disappeared. Stolen by zombies? Perhaps... I vaguely recall having the same issue with my survivor, and it going away after being revived.

Discussion
Well, after being combat revived, he was still wearing the bandanna on his chest. However, the new shirt I picked up stayed on after death, and now I recall doing this with my survivor. This would seem to indicate that this bug possibly only strikes on a character's first death. ᚱᛁᚹᛖᚾ 06:51, 19 July 2007 (BST)

No, my character had died several times before and the problem still happened. I wasn't killed by zombies either, I was PKed. --Vault 20:02, 24 July 2007 (BST)
  • Two Bloody Hats

My character was dressed in stuff from Fort Creedy, but at some point the shirt changed into a bloodstained green beret, so he's now wearing two bloodstained green berets.--Bunkhumper 12:42, 1 July 2007 (BST)

  • Paper party hat shirt?

Confirmed. I died and found that on my characters chest, in place of my Caiger Mall staff shirt, was a paper party hat identical to the one on his head... and it's bothering me. --Vault 20:00, 24 July 2007 (BST)

  • 2 Bloody Green Berets

Same issue as Bunkhumper only mine are from Fort Perryn. I now have one as a shirt and one as a hat. Unsure of the change unitl today. --XxPale HorsexX 23:10, 30 July 2007 (BST)

  • 2 Green Bandannas

Checked my profile and found that I was wearing two green bandannas, and was missing my pink T-shirt. Unlike the original bug report and the comments, I did not die. I removed the second green bandanna though, because that would just look silly. --Alex Deez 9:20, 4 August 2007 (EST)

  • Either I or someone else should move this to Known Bugs shortly. --V2Blast TP!CSR 00:35, 20 August 2007 (BST)

This has now been reproduced, tracked and fixed. --Kevan 10:34, 7 September 2007 (BST)



Displaying oddities - stretched screen

Timestamp: 16:13, 14 August 2007 (BST)
Originally
reported by
:
~~~~T'''
Current Status: new
Severity: unassigned
Description: All inventory is displayed in one line, stretching the screen enourmously. It's got to be like this with today's update. Browser Opera 9.02. However IE 6.0 displayes ok.

Discussion

  • Fixed. Thanks. --Kevan 16:48, 14 August 2007 (BST)



Zombie shot me with a gun

Timestamp: 05:07, 25 August 2007 (BST)
Originally
reported by
:
The359
Current Status: confirmed
Severity: unassigned
Description: I logged in just a moment to go to find that I had been killed by a zombie (or two). This is what I saw on my screen:
  • The zombie grabbed hold of you! (7 minutes ago)
  • A zombie clawed at you for 3 damage. (7 minutes ago)
  • A zombie shot you with a pistol for 4 damage. (6 minutes ago)
  • The zombie grabbed hold of you! (6 minutes ago)
  • A zombie clawed at you for 3 damage. (6 minutes ago)
  • A zombie shot you with a pistol for 4 damage. (6 minutes ago)
  • The zombie grabbed hold of you! (6 minutes ago)
  • A zombie clawed at you for 3 damage. (6 minutes ago)
  • The zombie lost its grip. (5 minutes ago)
  • A zombie clawed at you for 3 damage. (5 minutes ago)
  • The zombie grabbed hold of you! (5 minutes ago)
  • A zombie clawed at you for 3 damage. (5 minutes ago)
  • The zombie lost its grip. (4 minutes ago)
  • A zombie clawed at you for 3 damage. (4 minutes ago)
  • The zombie grabbed hold of you! (4 minutes ago)
  • The zombie lost its grip. (4 minutes ago)
  • A zombie shot you with a pistol for 4 damage. (4 minutes ago) ...and again. (3 minutes ago) ...and again. (2 minutes ago)
  • You were killed by a zombie. (2 minutes ago)

The zombie that shot me is this profile: http://www.urbandead.com/profile.cgi?id=807208 My profile is here: http://www.urbandead.com/profile.cgi?id=938427

Discussion
Heh, that's my zombie ZMAZH. In case the deerstalker hat wasn't a give away, that didn't happen by accident- there are specific ways to trigger zombie shooting by using a URL that specifies shooting as an action while playing as a survivor, and these also work as a zombie. As such, its not a bug (the code works fine) as much as a code loophole.
The zombie needs to have a (loaded) gun, and needs to spend just as much AP shooting as a survivor would, so it really has no effect on game balance; they would be just as deadly as a PKer, if not more so. Would you rather ZMAZH stayed alive next time he wants to shoot at somebody? IMO its a lot funnier if he does it as a zombie, but the results are the same either way.
Anyhow, thanks for reporting it one way or another. I've been wondering what this action looks like from the target side. There are many ways to die in Malton, and I hope you were amused by finding one of the more unusual ones...SIM Core Map.png Swiers 22:57, 25 August 2007 (BST)

Except being able to use a gun with a different set of damage numbers as well as hit ratio is a change in balance. The359 00:55, 27 August 2007 (BST)
Theres no indication of different sets of damage or hit rates though, that is unless you don't have a flak jacket on. - If Jedaz = 01:28, 27 August 2007 (BST) then pi = 2 + 1
Shooting me with a gun takes away 4 damage (5 without a flak jacket) instead of the three he'd have with clawing at me. Hence he's doing more damage to me and able to kill me quicker (if at all) thanks to an exploit. I also assume that having gun skills would mean you'd get 65% hit ratio if fully prepped, instead of using whatever the ratio is with clawing at me. The359 11:09, 28 August 2007 (BST)
IMHO, that's using an exploit --~~~~T''' 11:33, 27 August 2007 (BST)
Just wait 'til zombies are using syringes too! --  T   13:15, 27 August 2007 (BST)
Heh, that'ld be great, especially if you can set up a generator and fule it up as well! No more need for brain rot revive clinics! =P (well if you are prepared) Maybe someone should try it out. - If Jedaz = 13:19, 27 August 2007 (BST) then pi = 2 + 1
As a funny screenshot, heres an example of when a survivor tries to bite into another survivor link - If Jedaz = 13:51, 27 August 2007 (BST) then pi = 2 + 1
Jedaz- I HAVE tried it out, to see if Zombies can use syringes, or anything that requires a "?use" type command. They can not. Which most means they can not load guns (?use-k or ?user-r), which means they run out of ammo pretty fast. The "best" (or is that "worst") they can do is stock up on 25 loaded pistols (a lot of work) and use them when dead. Which, granted is maybe 10 days worth of pretty nasty zombie combat...
But this probably isn't the best place to discuss the enthics or game balance of this exploit. There's a Talk:Bug Reports page for that kind of thing. SIM Core Map.png Swiers 14:00, 27 August 2007 (BST)
I can verify what Swiers said it only works with combat skills which means all forms of reloading are out, however it apparently does work with tangling grasp, which I would think is obvious from this report.--Karekmaps?! 11:08, 28 August 2007 (BST)
It appears that zombie shooting does NOT work with tangling grasp any more; instead, you miss every time. Perhaps I'm mistaken, or perhaps Kevan has taken measures to ensure that zombies are not potentially BETTER at using guns than survivors. SIM Core Map.png Swiers 01:03, 24 February 2008 (UTC)

This is cheating, UNO. And just plain mean, doing it to complete strangers who don't know WTF is going on The preceding signed comment was added by boxy (talkcontribs) at 14:07 27 August 2007 (BST)

And yes, abusing it most definitely is cheating, but the question does remain, why has it gone so long unfixed?--Karekmaps?! 11:08, 28 August 2007 (BST)
Unintended behavior, such cases aren't easy to spot - you do encounter it only when you're intensiosly trying it out. So, rephrasing the question, why people who used it did not report so long? Yeah, a rhetoric one --~~~~T''' 12:45, 28 August 2007 (BST)
It's been a known bug for well over a year, there was a nice discussion here about it with kylethefeared, or slutthefeared not sure what wiki name he uses.--Karekmaps?! 12:50, 28 August 2007 (BST)
"Cheating" implies you get some benefit out of it that you could not get through normal means. Asside from the tangling grasp bonus (which is more than offset by the fact you can't cross barricades), there is no benefit- staying alive and shooting people as a PKer would be much easier. Essentially all this amounts to is a PKer putting on a zombie costume. Yes, its mean, but so is PKing. Remember how shocked you were the first time you got PKed? Now its passe- PKs happen every day. I do this as a feral zombie just for the shock value, not effectiveness. (I don;t do it with zombies who are organized group members, period.)
If it IS a balance concern in such cases (my impression is it really would not be) I do hope Kevan would close this gap. But most players seem to agree that zombie claws are MORE EFFECTIVE (in the long run) than guns, on a strategic "game balance" level. SIM Core Map.png Swiers 17:06, 28 August 2007 (BST)
It's cheating in that it allows your zombie to use a survivor skill that was never intended to be used by zombies. Zombies have the advantage in hits per AP, survivors have the advantage of being able to store AP (in the form of ammunition) to use at a higher hit rate later. This exploit gives zombies the advantage of using the AP they stored as survivors to gain higher damage/AP rates as zombies. I seriously didn't think I'd have to argue this with you... The preceding signed comment was added by boxy (talkcontribs) at 10:34 29 August 2007 (BST)
From cheating; "In a computer game, behavior that the game designer did not intend to allow and that unfairly benefits you or harms others is usually considered cheating. Often, cheating explicitly breaks written rules, exploits bugs, or uses workarounds to violate game designer's intent." This exploit uses a workaround to violate the game designers intent and hurt others more than would otherwise be possible in that maxed claws give 60% of 3 damage (including tangling grasp which isn't active 100% of the time) which is less than is available with guns which can be either 65% for 4 or 10 damage. It's using stored survivor AP that should not be available to you when zombified according to the game designers intent (there is no button for this, therefore no intent to make it available) The preceding signed comment was added by boxy (talkcontribs) at 10:43 29 August 2007 (BST)

This has happened to me as well, but I dismissed it as a glitch. Quoted from The Fortress forums: "Also, there has been unusual zombie activity in the building. I was shot at with a pistol by a zombie, ZMAZH - http://www.urbandead.com/profile.cgi?id=807208 .

See screenshot: http://xs.to/xs.php?h=xs218&d=07341&f=20070820-UD.PNG" --Thelightguy 10:54, 29 August 2007 (BST)

An old one that I moved up here because it clearly HAS been reported more than once, or at least is well documented, and continues to attract attentions, such as this. SIM Core Map.png Swiers 06:35, 19 February 2008 (UTC)

A couple of questions about this bug/glitch/loophole. 1) zombies can use pistols, can they also use shotguns? 2) couldnt you keep on guess the ?code until you match for none combat abilities?--'BPTmz 04:32, 22 February 2008 (UTC)

1)Percentage increasing skills don't crossover in zombie form, same as zomish mauling in human form isn't 50%. Pistol/Shotgun - no difference 2)Actions via "question marks" --~~~~ [talk] 08:13, 22 February 2008 (UTC)
Actually, unless that has been changed 1 is wrong. And for 2, it's been tried to test to see if any other really important and high profile abuses were possible for the sake of reporting them directly to kevan(specifically the case of the Necrotech Revive Syringe), this only works with guns nothing else.--Karekmaps?! 08:26, 22 February 2008 (UTC)
That means Pistol, Shotgun, and Flare Gun. And you can't search for ammo.--Karekmaps?! 08:27, 22 February 2008 (UTC)

thanks for answering my questions. although I would like like a little more clarification on question 2. Now I dont really know alot about code(read:next to nothing), but from what Ive seen dont the ?actions just randomly replace the "?" with a number each time they are used? if this is the case could'nt someone continue to guess numbers until the number the "?" would have changed into matches your guess?--'BPTmz 10:03, 22 February 2008 (UTC)

"?" is an URL symbol that has a meaning thet GET variables will go after it, it's not replaced with anything. There are however numbers used in variable values, for example for barricading, but rare. i already referred you to actions via "question marks", everything is described there and if you have further questions - use it's talk page, as it is offtopic for the bug report, discussion of which this is --~~~~ [talk] 12:05, 22 February 2008 (UTC)

Obviously cheating and should be fixed ASAP, and it's not just guns they can use other weapons as well.-- --Tsengmao 10:33, 22 February 2008 (UTC)

While potentially amusing / annoying (depending on your perspective) other weapons offer no advantage to the zombie. The game actually offers zombies the option to use blunt hth weapons (pipes, crowbars, bats) and certain others (foils, ski poles). That doesn't require any special browser manipulation, its a game feature. Zombie claws and teeth are superior weapons, but it's there for flavor. They can use other weapons (axes and knives) in the same fashion as guns, but (unlike in the case of guns) it seems they get no bonus for any skill when doing so. Even if they did get full skill use, zombie claws and teeth are generally superior to any normal hth weapon they might use. SIM Core Map.png Swiers 00:59, 24 February 2008 (UTC)

This should probably be moved to Known Bugs, should it not? I mean, it is... well, a known bug. SIM Core Map.png Swiers 01:08, 24 February 2008 (UTC)

Fixed in the new update. Yes, this should have been moved to Known Bugs. --Kevan 09:13, 25 February 2008 (UTC)



Faulty FAQ links

Timestamp: 14:24, 23 October 2007 (BST)
Originally
reported by
:
Kolechovski
Current Status: new
Severity: unassigned
Description: I wasn't sure whether this should have been a suggestion instead, but I guess since a link is provided in the FAQs, it's more of a flaw. Nothing wrong in-game, but a link or 2 in the FAQ is quite dead. First, one of the links to a 3rd party map seems to work at first, but then when you click a suburb, it goes nuts. Since it's 3rd party, maybe that doesn't matter here. The link is:

http://redrum.soul-fantasy.net/map.php

Also, under the "What do all the Items do?" heading, a link is provided: http://games.groups.yahoo.com/group/NecroTech/database?method=reportRows&tbl=2

It displays, "Sorry, this group is available to members ONLY. You are not allowed to access this group. "

Would it be appropiate to change it to something useful, like this one?: http://wiki.urbandead.com/index.php/Category:Items

I just figured the FAQ should be correct...Sorry if this was a time-waster though.

Discussion
Fixed. Thanks. --Kevan 15:27, 23 October 2007 (BST)



tinyurl brain rot abuse

Timestamp: 23:15, 9 January 2008 (UTC)
Originally
reported by
:
Mad Dog Munro
Current Status: new
Severity: extremely serious
Description: Not so much a bug, as a major interface vulnerability that is being maliciously exploited in-game.

I recently died and went to a known revive point where someone had spraypainted the following message at the known revive point at Wolley Grove. WARNING - DO NOT CLICK ON THE LINK!!!! (I have also inserted some spaces for good measure here and below as well to avoid accidental misclicks).

RP @ (86,94) h t t p://tinyurl.com/25xbgx

I assumed this would link to a revive request forum. In fact, this tinyurl actually resolves to h t t p://www.urbandead.com/skills.cgi?buy=B which instantly purchases brain-rot for the logged-in character (assuming sufficient XP, which I had). This is an irreversible action, so as a human character, my game is now basically over.

I am sure whoever thought of this is exploit is very pleased with themselves, but this is obnoxious beyond belief

Not sure if this is a bug exactly, but it is clearly exploiting an unintended loophole in the game mechanics. Since it basically ends the game for any survivor characters caught by this (probably almost any survivor that heads to the revive point) I have classified it here as extremely serious. Any chance of getting this loophole closed - e.g. require user to manually confirm brain rot purchase by entering their character name as well, or similar.

Apparently this has been seen before, e.g. tinyurls in buildings that takes you to the command to jump out of the building, but this one is absolutely despicable.

If there is some way that I can get my character re-instated (without brainrot!) so I can start playing again that would be nice as well... =(

Discussion

  • Fixed and cured, as per email. At the two revive points with this URL, the only other rotter is a clearly dedicated zombie, so it looks like this was caught early. --Kevan 09:28, 10 January 2008 (UTC)
    Kevan, you should also to take a close look at everything else that can be done by Actions via "question marks". Buying skill was very obnoxious as this Bug report proved, and others might also be relevant to fix (like attacking ones, where you can shoot guns while a zombie). I'm pretty sure you already got some protection there as ?speech doesn't work. Maybe this protection can be expanding at others. Well at least check being made that a character can perform this action (so only survivor actions for survivor and zombish for zombies) --~~~~ [talk] 11:14, 10 January 2008 (UTC)
  • I highly suggest going to http://tinyurl.com/preview.php and enabling previews. I'm not saying its the answer to this problem in any way, or playing down the issue, but it might just save you yet another rickroll- or worse. SIM Core Map.png Swiers 17:01, 10 January 2008 (UTC)
    Surely the sensible solution to this is just to make sure the referer tag is the urbandead site. Very hard to make a tinyurl redirect lead to that. --Ptb 15:31, 31 January 2008 (UTC)



Unable to purchase any zombie skills as a zombie

Timestamp: 22:34, 10 January 2008 (UTC)
Originally
reported by
:
AnonBorgTech001
Current Status: new
Severity: hindering
Description: I died, and started walking around killing other zombies for XP. I bought Lurching Gait shortly after I died with no problems, but when I tried to buy Vigor Mortis, I was unable to purchase the skill. It appeared as a normal link to a skill purchase, and I clicked it, which led to the ?purchase URL, but the skill was still a link to the purchase URL and I do not have it. I have tried clearing cache and cookies, logging out and in, and using the direct link to purchase the skill, but to no avail. I then experimentally and riskily clicked on a few other skills, and I was unable to purchase these as well. I have 111 XP. My profile: http://www.urbandead.com/profile.cgi?id=1055981

Discussion

  • Having EXACTLY the same problem - cannot spend XP to buy any skills as a zombie. I've also cleared cache and cookies, multiple log-in and -out. My character is "fat white lump" (128 xp). I've never edited a wiki, so I'm sure I don't know how to move this bug report to the right place without messing it up. I throw myself on the mercy of the interweb... (*cringe*) mattwalker101 01:49 GMT, 11 January 2008
looks like these are issues caused by workarround of the bug below, hopefully temporal --~~~~ [talk] 15:33, 11 January 2008 (UTC)
They are. I'm working on it now. --Kevan 15:52, 11 January 2008 (UTC)
Okay, this should be fixed for everyone now. --Kevan 16:17, 11 January 2008 (UTC)
I don't think it is, or else I (and probably others) have a problem with the new syste,. I'm getting "invalid referer error" whenever I try to buy a skill, whether as human or zombie. Is there some reason you can't just make buying skills a 2-stage process like jumping, or even a 1 stage process where the form includes the character ID# (as for the second stage of a jump)? That should solve the "tinyurl skill buy link" problem, right? SIM Core Map.png Swiers 03:43, 14 January 2008 (UTC)
Did you try turning off extensions? --~~~~ [talk] 07:11, 14 January 2008 (UTC)
What extensions run on skills.cgi?--Karekmaps?! 12:33, 14 January 2008 (UTC)
There's a lot of extensions not related to Urbandead, yah know? Things like firebug, for example. Don't know why any of them would matter, though. SIM Core Map.png Swiers 17:54, 14 January 2008 (UTC)
Not sure how you were managing that, but I've changed it to a hidden check field instead - you should be fine now. --Kevan 17:06, 14 January 2008 (UTC)
Works great now, thanks. SIM Core Map.png Swiers 17:54, 14 January 2008 (UTC)



Constant Server Down Error For Only One Character

Timestamp: 02:23, 25 January 2008 (UTC)
Originally
reported by
:
TC
Current Status: fixed
Severity: unassigned
Description: I'm having issues with my character, Jovianne. At about 3:50PM EST, I tried logging in and I got a Server Down error page. (Linkie) That was the first time I've ever seen this page. Now, EVERY TIME I log into her, I get the error. I can't see the Map unless I Refresh a couple times. And then by Refreshing, it wipes out all the past events, so I can't see what had happened in the building at all. It's highly irritating. And then, even after I'm logged in, I keep getting it. I tried clicking the button to List the survivor names, and it gave me the error page. I tried speaking twice, and it gave me the error each time. I don't know what the heck is going on, but it's totally frustating. And it's ONLY doing it to Jovianne. My other two accounts work perfectly fine. I got the error first when I was on my computer at work, and then I tried it again when I got home and I was still getting it. I have IE at work, and Maxthon and Firefox at home, and yes, I've tried it on all three and continue to get this error. Please help. *sob*

Discussion
Are you a udWidget user? There is currently a bug (hopefully patched soon) which causes hangs when at the same location as another character with the string 'a zombie' in their name. Try Try disabling zombie name expansion, moving, and re-enabling it. ᚱᛁᚹᛖᚾ 03:14, 25 January 2008 (UTC)

Nope. I have no downloads or expansions or tools or whatever. I just play in Maxthon, the way the game originally comes. :/ --TC 04:44, 25 January 2008 (UTC)

Which corner were you in, that might actually effect it considering how many survivors are there. --Karekmaps?! 04:51, 25 January 2008 (UTC)

I have having the same problem as the OP with my character Anime is Poopy, in which it keeps saying that the server is down. I noticed this around 1:00 am EST, so I thought I would give it a rest. When I came back to check, just now, I am still getting the same error. I tried my other main character Druboo, and that works just fine. So the problem seems only localized, and I've even removed my cookies for the site. Anime is Poopy, iirc, was waiting for a revive inside St Emelia's Church 77, 26. --THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 09:40, 25 January 2008 (UTC)

Okay, so I tried again, and it logged in, at St. Ems. I stood up (to which I was apparently revived, without seeing any news of whats happend thus far) took one stop to The Anthony Building 77, 27 and got the server message again. I refreshed and it came up again. So, I'm not going to play with it anymore for now. just thought I'd update.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 09:51, 25 January 2008 (UTC)
It appears to be an ongoing problem with one of the database tables, I'm looking into it now. --Kevan 10:45, 25 January 2008 (UTC)
This was an unintended side-effect of some database optimisation yesterday, and is now fixed. --Kevan 10:49, 25 January 2008 (UTC)
Thank you very much! I logged into Jovianne today, and it worked just fine. :D --TC 17:38, 25 January 2008 (UTC)



Teleport across Malton and level 0 account

Timestamp: 04:05, 11 February 2008 (UTC)
Originally
reported by
:
Lejes
Current Status: new
Severity: severe
Description: I was roaming Malton's southern border two days ago when I decided I would try to escape. I didn't seriously expect it to work, but I thought it might give me some interesting flavor text. There are no squares outside of Malton to click on, so I used this URL for movement: http://www.urbandead.com/map.cgi?v=25-100. I was at Author Row (25, 99). This is what resulted:

http://img183.imageshack.us/img183/3843/udproblemeq0.png I can stand up, but trying to take any action only reverts me to corpse status. All my skills, levels and things I was carrying are gone. I apparently have infinite AP in this state as well. My profile, account name Somnambulation Man, is quite screwed up as well: http://www.urbandead.com/profile.cgi?id=945545

Discussion
So the rumors are true... crossing the border gets you killed. Permanently. It's like the Still Alive song; a huge triumph, except you're dead. --Aeon17x 04:24, 11 February 2008 (UTC)

The infection is worse outside the walls. Malton is the only safe zone.--THE Godfather of Яesensitized, Anime Sucks Yalk | W! U! WMM| CC CPFOAS DORISFlag.jpg LOE ZHU | Яezzens 04:32, 11 February 2008 (UTC)

It sounds like you got deleted.--Karekmaps?! 04:29, 11 February 2008 (UTC)

I don't suppose you know a way to get undeleted?--Lejes 19:39, 12 February 2008 (UTC)
This would be that way, although there's no telling how long it might take.--Karekmaps?! 20:32, 12 February 2008 (UTC)


Wow, I just did the same thing with a test account and got the same results. This would be a very, very serious problem if somebody were to use it abusively in the same manner as is now blocked for skill purchasing and ?reallyjump. From what I can tell, its a potential problem for any character at the southern or eastern border (not the north and west, as negative co-ord values don't trigger this response). Thats 199 locations, almost 2% of the city; I'd say this is a MUCH more serious danger than the "?reallyjump" issue was. BTW, I'll post a link to let people log into a character who has "escaped the game" when I get the IP hits to pull it off with a new character that I don't mind giving out the password for- its pretty odd behavior! SIM Core Map.png Swiers 19:14, 13 February 2008 (UTC)

I've managed to get it too with a test character. Definitely needs fixed as if someone is by the border and clicks a disguised link, we may have a few problems there. -- Cheese 22:55, 13 February 2008 (UTC)

Fixed. I'll be in touch via email, to sort out getting Somnambulation Man patched up and back on the map. --Kevan 10:46, 14 February 2008 (UTC)

Somnambulation Man's profile was wiped as a result of this; do you need an e-mail address from me or do you already have it? Either way: somnambulationman@hotmail.com. Thanks in advance, Kevan.--Lejes 21:15, 14 February 2008 (UTC)

Museums in Monroeville empty?

Timestamp: 11 March 2008
Originally
reported by
:
Lardass
Current Status: new
Severity: low
Description: forgive putting this directly in the 'more than once section, but there are a few of people reporting it on the monroeville talk page and in game - so it is not limited to my own observations; but most, if not all, museums in monroeville appear to be unlootable. (return no items when searched). I admit this could be by design - but it would be nice to loot them :).

Discussion
This seems like more of a suggestion than a bug. Also, museums are where people get those decorations you see lying about in safehouses. Maybe your fruitless searching was just a stroke of bad luck. Lbgrowl 02:33, 21 April 2008 (BST)

This was an oversight, and is fixed in the new Monroeville update. --Kevan 20:35, 13 June 2008 (BST)



Character Profile Says Level 42; lists 41 skills

Timestamp: 23:06, 16 March 2008 (UTC)
Originally
reported by
:
Swiers
Current Status: new
Severity: unassigned
Description: link- http://urbandead.com/profile.cgi?id=71923

screenshot- Image:Profile - MrChuckles Level 42 bug.png

Discussion
Infection and reviving body statuses are shown as levels. Looks like he's not a reviving body, but he might be infected?.. --~~~~ [talk] 07:36, 17 March 2008 (UTC)

Fixed. Status flags haven't shown up as levels for a couple of years; this was an unrelated bug. --Kevan 09:57, 17 March 2008 (UTC)



Character Profile Says Level 0, irrespective of skills

Timestamp: 10:15, 17 March 2008 (UTC)
Originally
reported by
:
Explodey
Current Status: new
Severity: unassigned
Description: link- http://www.urbandead.com/profile.cgi?id=1176823

screenshot- Profile.png

Discussion
Yup. I've got that as well. Linky :S Possibly related to the below bug fix? -- Cheese 10:30, 17 March 2008 (UTC)

Ah, yes. Fixed. --Kevan 10:57, 17 March 2008 (UTC)



Dark Buildings and Ruin effect problems

Timestamp: 09:10, 30 May 2008 (BST)
Originally
reported by
:
SIM Core Map.png Swiers
Current Status: new
Severity: pretty bad
Description: A lot of people comaplin that they can't repair ruined dark buildings. I've noticed this myself, but I've also noticed that buildings of the sort that are dark seem to (in some cases) be described as ruined despite being fully repaired. This affects searching and barricading, and maybe other actions, but does NOT affect free running. For evidence, see the following links; I did NOT pinata this building, I simple used free-running to enter it as a survivor, and (obviously) never ruined it myself! In fact, given that the character in question has brain rot, there is no way he ever COULD end up inside a pinata as a survivor, unless he was inside an NT building.

Discussion

  • Thanks. Have now fixed the bug where dark ruins couldn't be repaired. Your second screenshot isn't a bug, though, is it? The building is ransacked, not ruined. --Kevan 09:29, 30 May 2008 (BST)
    • Ah, yes. I could't repair the ransack, so couldn't barricade. But that DOES explain how I managed to get inside the building- it wasn't a pinata after all. Cool- its rare you see a powered, EH barricaded building that is ransacked (but not ruined) these days! SIM Core Map.png Swiers 20:16, 30 May 2008 (BST)



Dead bodies half-visible in darkened buildings

Timestamp: 11:58, 6 June 2008 (BST)
Originally
reported by
:
Explodey
Current Status: new
Severity: Annoying
Description: When inside a darkened building you no longer see "There are n dead bodies here" in the description. However you still see the dump button if there are bodies present, and the dump button works. I don't know whether you are supposed to be able to see them (in which case they should be in the description) or not (in which case I would not expect to be able to dump them.)

Discussion
A related problem is that you still see reports of contacts bodies, but they are appended to the description text string after whatever else appears, without any mention of the fact that you are seeing a dead body. This can lead to confusing scene descriptions, as seen here - which also shows the "dump bodies" button in effect. In this case, I was especially annoyed when I wasted an AP trying to revive the contact (who I logically figured was a zombie) and got the "revivification only works on the walking dead" message. If I didn't know about this bug, I probably would have tried several times! SIM Core Map.png Swiers 22:31, 8 June 2008 (BST)

Fixed in the Monroeville update. --Kevan 20:30, 13 June 2008 (BST)



False Repair Building AP

Aka "The UBER DOPPER boostic bug from beyond the STARZ! Bug."

Timestamp: 05:48, 14 June 2008 (BST)
Originally
reported by
:
Zaphord
Current Status: new
Severity: unassigned
Description: I had noticed that Shuffery Bank way down in Miltown was ruined and had a Zombie in it. The next day I went in and saw no zombie. Here is what it looked like when I entered:Iwitness. Notice any thing fishy? "The repair building cost" was at 45 AP, but the building had only been ruined for a few days. So I didn't hesitate to click repair thinking it was only at one. Fearing certain full loss of AP into the negatives I was relived to see that I had only lost one AP. Which you can see here. Not a very big bug. But I do believe I have set the bar for repair cost quite high. :D--Zaphord 05:48, 14 June 2008 (BST)

Discussion
Also happened to my character. http://iwrecords.urbandead.info/06-14-08_0600hrs_PUBLIC/IN_38-60_45_ap_to_repair_c95-6e2-bc0.html and http://iwrecords.urbandead.info/06-14-08_0600hrs_PUBLIC/IN_38-60_reapir_NOT_45_a_4f0-387-499.html show the same effect. SIM Core Map.png Swiers 06:18, 14 June 2008 (BST)

Fixed. --Kevan 13:13, 14 June 2008 (BST)



Dumping dark bodies

Timestamp: 16:54, 25 June 2008 (BST)
Originally
reported by
:
Acoustic Pie
Current Status: new
Severity: annoying
Description: I know that this had already been put on the fixed bugs bit. However I was in Sulley bank (Penny Heights) the other day and had a Pker on my name text list. In this case the building was dark without any form of a generator. There was no dead body seen, nor was there a dump a body outside. I couldn't interact with the thing in any shape manner or form. When I tried to attack it, it said 'the target moves away before you can hit them'. The only way that they were dumped out of the building was when a generator was put in place. Normally I would have a screenshot of this, but unfortunately I forgot to take one, then by the time I went back in, a generator had been put in and the body was dumped outside. Not sure if this is a one off but it happened yesterday (24th June), thus I thought this kind of thing had been fixed.

Edit - Well, lucky for me yesterday another known pker hid in the building and was killed. The same conditions were there but this time I have screenshots:

This shows Ploqa being on the name text list. As you can see there is no other evidence of him being there. This is what happened when I tried to hit him with a newspaper, as you can see, he is obviously still there. DNA Extractions prove useless on the body. As do revives. So as you can see, without power you can't see a body, can't dump it, can't attack it, can't anything it!

Discussion

  • Fixed. --Kevan 17:34, 9 July 2008 (BST)



My zombies can't target humans

http://www.backdrifts.co.uk/bug.JPG http://www.backdrifts.co.uk/bug2.JPG

Pretty self explanatory. My human character can target humans and zombies. This bug is in Opera 9.5 and IE 7.0.5730. Haven't tried getting a zombie into a lit building to see if they can target humans there. Iggles 17:54, 9 July 2008 (BST)

This was a glitch in the dark building fix. Fixed. --Kevan 18:05, 9 July 2008 (BST)
Wow that was quick. Thanks! The guy I just ate might not thank you though. Iggles 20:48, 9 July 2008 (BST)

Safari Display Bug

An example of the Safari display bug.

As mentioned above, Safari doesn't like long text on short buttons. Example shown. --LouisB3 22:16, 23 Sep 2005 (BST)

As far as I know, this is going to be a pain to fix. Safari doesn't allow CSS styling of <input> elements. You'd have to use some javascript links and onsubmit attribute or something. — ceejayoz

.com 14:30, 30 Sep 2005 (BST)

Actually ther might be an easier way to fix: Instead of
<input type="submit" class="m" value="Facetiously long name">
one could do a
<button type="submit" class="m">Facetiously long name</button>
It's three bytes longer than the original code, which will add up in traffic of course. On the down side, the CSS might need adjustments. Oliof 02:49, 8 Oct 2005 (BST)

This seems to be fixed with the 10.4.3 update. Safari now passes the acidtest2 and other corrections were made to increase it's compatibility. The long text doesn't look as clean as it does in FireFox, but the entire text does show up now. --techess 12:03, 1 Nov 2005 (EST)

I'm pretty sure that's not the case - I'm using Safari with Mac OS X 10.4.3, and the button text is identical to 10.4.2's. --LouisB3 04:29, 3 Nov 2005 (GMT)

Actually, I think there is a simple way to fix this. On he entry window, the links to wiki, stats, and such ar not buttons: they're links styled to look like buttons. Can't the building names be like that, too? Monstah 23:45, 19 Nov 2005 (GMT)

It's not a good idea to have links which perform actions rather than using buttons, because links can be prefetched by some browsers or download accelerators, resulting in a user appearing to perform actions without actually clicking on them. Wikipedia (http://en.wikipedia.org/wiki/Idempotence_%28computer_science%29) says that HTTP GET requests should be idempotent. Jibjibjib 12:36, 10 July 2006 (BST)
This is still a bug in Safari 2.0.3 (OSX 10.4.4 for PPC). I'd use Firefox, but my Firefox 1.5 keeps crashing when I am at UD. Wonder what that is about, too. --Drummer boy 06:21, 15 Jan 2006 (GMT)

This also happens in Shiira, but I think Shiira is based on the Safari rendering engine. --Saxsux 18:10, 29 April 2006 (BST)

Attention: This problem appears to have been fixed in Safari 3 (Beta). The city map is displayed in the same way as what Firefox would look like, which means you can see full names of buildings. --  AHLGTG THE END IS NIGH! 00:54, 14 June 2007 (BST)

Yeah, I haven't seen anything like this... It may be because I'm using Webkit, the Safari-like program that is nevertheless faster than Safari. Everything transfers over from Safari, too. </corporateshill> --Kingofallpie 01:42, 10 March 2008 (UTC)

After an eighteen-month UD hiatus, I immediately noticed that this bug no longer persists. --LouisB3 00:12, 18 December 2008 (UTC)


Massively negative AP causes AP reset

Timestamp: ~7:40AM PST, March 17, 2009
Originally
reported by
:
--Chade 12:57, 17 March 2009 (UTC)
Current Status: new
Severity: Kind of nice, actually.
Description: I came across a building that cost 241AP to repair, as can be seen *here. I decided to go ahead and repair the building. *Shown here. I logged out and not long afterwards, logged back in, to find my AP had reset itself to 50. *Shown here. I'm by no means complaining, but it is a way for people to get an extra day's worth of AP if they can find a massively ruined building.
Can confrim several repeats of this over the last few days in Borehamwood all suicide repairs that take your ap below a certain level (-x) results in this bug. It appears that survivor AP can only be in the scale between -x and +50. Outside this area the server seems to reset to the default of 50ap. The same survivor can do mulitple repairs like this in the same day, as long as the suicide repair always takes them outside this range. --RosslessnessWant a Location Image? 16:48, 12 June 2009 (BST)

Discussion

  • Fixed. --Kevan 17:07, 12 June 2009 (BST)



Groove Theory is working again

Timestamp: 09:14, 13 December 2009 (UTC)
Originally
reported by
:
Aichon
Current Status: Regression?
Severity: Critical
Description: Groove Theory has been working again for months (or years?). The details of the bug are explained in the article I linked (though, I think it's actually more like 7.7-7.8 seconds, rather than 8, based my experimentation). For instance, it's trivial to go 20/20 searching for FAKs in ruined hospitals once you can find that first FAK and get in the groove. It's even easier in lit hospitals since finding the groove is simpler there. You can also use it to find things like flak jackets, generators, fuel cans, and other rare items much more easily. Groove Theory might also explain some cases of streaky success/failure rates that others report as bugs.

Discussion
I know that srand(time()) was discussed as being the culprit before. Others have brought it up, but the Mersenne Twister is really a better algorithm to use in most cases these days, since it's not computationally expensive and produces far fewer artifacts. Aichon 09:14, 13 December 2009 (UTC)

Shhhhh!--GANG Giles Sednik CAPD 00:30, 5 January 2010 (UTC)
My original description of the bug actually mentioned that this was a well-known and exploited bug by quite a few people, but I took that out since I thought it was unnecessary. ;) Aichon 01:34, 5 January 2010 (UTC)

Confirmed. Moving to Known Bugs. ᚱᛁᚹᛖᚾ 11:55, 12 March 2010 (UTC)

Fixed. --Kevan 12:32, 12 March 2010 (UTC)

I've only had a chance to do one day's worth of testing so far with my four characters (all of these were done within the last two hours), since I've been tied up, but it seems that there are still some issues. My zombie was easily able to enter grooves for collapsing barricades and landing claw attacks. My PKer was able to test pistol and shotgun grooves, both of which I found and maintained pretty easily. And I think I may have also found the groove for Fire Axes with another character. The intervals of the grooves are different for each of them (and I won't post the intervals here, unless requested, since I'd rather avoid spreading use of this bug by players), but they're still there and working just fine.
I did find that searching for FAKs with my survivor in a lit hospital was much more difficult, both in terms of entering and staying in the groove. That said, I absentmindedly allowed my computer to initiate a remote backup upload right about at that time, so that may have interfered with my latency and caused the difficulty I observed. So, I can't conclusively say if searches are fixed for the groove theory issue yet, but the rest do appear to still be broken. If there are any additional details I can provide that would be useful, just let me know. Aichon 06:31, 17 March 2010 (UTC)
Thanks, I'm looking into it. --Kevan 10:59, 17 March 2010 (UTC)
I've now rewired a few more things, and can't see any obvious patterns in the test runs. Feel free to drop me an email with the details if you're still able to replicate the intervals. --Kevan 14:33, 17 March 2010 (UTC)



Ruins don't light up on mini-map when powered

Timestamp: 02:12, 18 August 2007 (BST)
Originally
reported by
:
SIM Core Map.png Swiers
Current Status: new
Severity: Pretty minor- could likely go forever without being fixed and never cause trouble, but it should be documented if its an exception to generator "rules".
Description: PoweredRuin.png

The image pretty much says it all. I suspect that the cause is that there is a CSS class for ruins, and a CCS class for a powered building, but no CSS class for a ruins that is a powered building.

By the way, the situation above occurred when a powered building was attacked, ransacked, and ruined, without the generator being destroyed. So simply making it impossible to set up a generator in a ruined building (per this suggestion) would NOT fix this bug.

Discussion
I can confirm this. I've been in a ruined building that had a running generator and working lights (it did say they were on), yet it was still only visible from the map as a ruined building. A darker yellow would be nice, IMO. --Nightforge 03:41, 9 September 2007 (BST) This is well known already, and suggestions have been made to add a new "ruined but lit" color. Until that happens, this will simply continue.--Kolechovski 17:55, 4 January 2008 (UTC)

Fixed. Lit, ruined buildings now show up in a darker yellow. --Kevan 12:32, 12 March 2010 (UTC)



Blank User Surroundings Update

Timestamp: 06:29, 23 March 2010 (UTC)
Originally
reported by
:
--
Current Status: new?
Severity: meh
Description: As my main, was chilling out and found that a character had made a null comment/action.

For example:

  • Random User says "Hot daymn mah bullets no kill zombies fast! :(" (23 hours ago)
  • Random User . (24 hours ago)

picture is here: Bug maybe.jpg

By the comment the same character left straight after, it suggests that the action in question was killing a zombie with a toolbox. New bug related to recent update? -- 06:29, 23 March 2010 (UTC)

Discussion

  • Fixed. Looks like the toolbox just didn't have a message set for it. --Kevan 11:29, 24 March 2010 (UTC)
    Thanks Kevan. -- 12:08, 24 March 2010 (UTC)



Safehouse 'ruined'/Safehouse changed without player input

Timestamp: 20:45, 18 August 2010 (BST)
Originally
reported by
:
Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD
Current Status: new
Severity: unassigned
Description: I nominated and scouted Gelasius Hospital in Vinetown as a safehouse, and on returning from a brief service at a ruined corner of St John's Cathedral, was told the still-intact and EHB hospital is now 'ruined beyond recognition' (and, yes, I'd need to spend another 30HPs to scout it again). Shurely shome mishtake? Also, another player reported that their safehouse changed from the Gelasius to the Pilyer Building, without them having done anything.

Discussion
Could it be that the hospital has been ransacked/ruined and reclaimed while you've been away? -- Spiderzed 20:53, 18 August 2010 (BST)

No, I was away for literally seconds - not enough time for everyone to be killed, the building ruined and then for everyone to be revived, the building repaired and the cades brought back to EHB! I'd entered the hospital from a ruined corner of St John's which I suspect caused the error.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 12:28, 19 August 2010 (BST)

Fixed the ruined safehouse bug (if you haven't already rescouted it, let me know the character and I'll reset their safehouse manually). Can't see anything that would be causing a safehouse to change, though - if anyone's experienced this first-hand, let me know. --Kevan 09:48, 21 August 2010 (BST)

Hi Kevan, thanks for the fix (and, er, the whole game). The character in question is Mick McManix.--Mallrat The Spanish Inquisition TSI The Kilt Store TKS Clubbed to Death CTD 13:06, 21 August 2010 (BST)

I had this happen to me just moments ago. My character Jonny Ryall was at a fully repaired and EHB factory (57,65), stepped 1E to Heath Drive, 1S to the ruined Carder Row School, entered the school, and then freewalked 1NW back to the factory. Upon entering the factory, I found it had been "ruined beyond recognition", and I was presented with the 30AP prompt to re-scout. I most recently scouted the building yesterday. --Kyle 19:53, 01 November 2010 (UT)

Fixed, and I've reset it as having been scouted. --Kevan 21:07, 1 November 2010 (UTC)
Thanks very much! --Kyle 21:16, 01 November 2010 (UT)



Newlines in building names aren't displayed

Timestamp: 00:35, 3 February 2016 (UTC)
Originally
reported by
:
Yo Ris (talk)
Current Status: new
Severity: unassigned
Description: The newlines in building names are not displayed, resulting in long one-line names. Usual spaces are not affected, so eg "Club Bartin" would be displayed properly, while "Forse\nWalk\nSchool" (used to be a three-liner) would be merged into "ForseWalkSchool". Looks pretty bad, especially for eg police stations and fire departments.

Screenshot: http://i.imgur.com/eE6MGZK.png

Using Chrome (Version 48.0.2564.97 m) on Windows Vista.

First spotted a few days ago (~3-5).

Discussion
This bug is ongoing, possibly as a result of some changes being made to the game. There is more on-wiki discussion here but so far no official documentation. A ZOMBIE ANT 11:45, 3 February 2016 (UTC)

Thanks DDR! I appreciate the update, looking forward to new developments. - Yo Ris (talk) 18:09, 3 February 2016 (UTC)
So am I! Here's hoping, and thanks for reporting this issue. A ZOMBIE ANT 22:54, 3 February 2016 (UTC)

Just to note this hasn't happened for me yet (Firefox on Mac). Is anyone else not having this problem/can we figure out its circumstances more precisely? Bob Moncrief EBDW! 03:56, 4 February 2016 (UTC)

It's happening for me on Chrome for Windows (latest version) with all of my userscripts and whatnot turned off or on. The HTML itself appears to be different from before. Aichon 16:20, 4 February 2016 (UTC)

Has been fixed for me some time (like a week) ago. --Yo Ris (talk) 00:53, 14 April 2022 (UTC)

Thanks Yo Ris. I'm impressed you came back 6 years later to confirm this is no longer happening, I appreciate it. Moved to Fixed Bugs. DANCEDANCEREVOLUTION 11:54, 16 April 2022 (UTC)