Difference between revisions of "Glitches"
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=== Xbox 360 === | === Xbox 360 === | ||
− | * '''Accessing Developer Console'''. Unlike the PC version, the console versions of | + | * '''Accessing Developer Console'''. Unlike the PC version, the console versions of Team Fortress 2 are denied access the developer console. Before the [[July 21, 2009 Patch (Xbox)|last update]], players could modify the binary data in any Orange Box save file and access the console via a bind to a specific button. After the last update however, the developer console was completely blocked from any modification. |
* '''Forced Lag'''. Another specific [[Xbox 360]] glitch where a strange "Deadzone" on [[Gravel Pit]] would lag all other players if the host jumps into it. This can be done by only the host and by jumping into the water hose located outside the [[RED|red]] spawn door on the left. | * '''Forced Lag'''. Another specific [[Xbox 360]] glitch where a strange "Deadzone" on [[Gravel Pit]] would lag all other players if the host jumps into it. This can be done by only the host and by jumping into the water hose located outside the [[RED|red]] spawn door on the left. | ||
− | * '''Invisible 2Fort Bridge Roof'''. | + | * '''Invisible 2Fort Bridge Roof'''. Occasionally, a player will be able to see through the bridge roof on [[2Fort]]. However, the roof remains solid. The cause is unknown. |
− | * '''Over the Player Limit''.' If the room has too many spectators, the game | + | * '''Over the Player Limit''.' If the room has too many spectators, the game assumes players are still needed on the teams. Therefore, it will still be considered an open room. More players will be able to join and thus, the game will be over the maximum player limit. After the room has gone back to the lobby and and another match begins, the game will automatically boot the players who recently joined that made it over the limit. |
=== Xbox 360/PlayStation 3 === | === Xbox 360/PlayStation 3 === | ||
− | * '''Losing the | + | * '''Losing the Crosshairs'''. Occasionally, if a player leaves a laggy game and join a new game, their crosshair or aiming reticule will not be visible on screen. |
− | * '''Losing Main Menu Sound Effects'''. Occasionally, if a player leaves a | + | * '''Losing Main Menu Sound Effects'''. Occasionally, if a player leaves a game during lag or gets disconnected due to lag, they may not have any sound effects in the [[main menu]]. |
− | * ''' | + | * '''Closed Mouths'''. Occasionally when a player does a [[taunt]] or [[voice commands|response]], the characters' mouth will not play any animation, but the sound can still be heard. The [[Soldier]] will never open his mouth when doing a [[Shovel]] Taunt. |
==Windows/Mac== | ==Windows/Mac== | ||
''(Note that some of these glitches may appear in the console versions)'' | ''(Note that some of these glitches may appear in the console versions)'' | ||
=== Gameplay-specific glitches === | === Gameplay-specific glitches === | ||
− | * '''[[Civilian]]''' - | + | * '''Reference Pose ([[Civilian]])''' - A glitch which causes the player to appear to have no weapons in on their world model, and causes their model to enter a reference pose. |
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===Inconsistency bugs=== | ===Inconsistency bugs=== | ||
− | *'''Building Damaged Model''' - | + | *'''Building Damaged Model''' - Occasionally, after repairing a building, it will still emit smoke and small electric sparks implying that it is still damaged, despite the Sentry Gun being at full health. This can be fixed by redeploying the building. ('''Partially fixed''') |
− | * '''Invisible Models''' - | + | * '''Invisible Models''' - This glitch occurs on the PC version if the Alt+Tab shortcut is used while in full screen mode. Upon returning to the game weapon fire can be seen but the player's or weapons' models cannot. This usually happens on a random player with the rest of the players still being visible. |
** On PC, these bugs can be fixed by typing <code>record demo; stop</code> into the console. | ** On PC, these bugs can be fixed by typing <code>record demo; stop</code> into the console. | ||
− | *''' | + | * '''Taunting While Dead''' - If a player dies immediately before a [[taunt]] dialogue line begins, their character will still say the taunt and even lip-sync while dead. (Happens frequently when taunting with the [[Bat]] or [[Minigun]]) |
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* '''Taunt Loop''' - If a Sniper does the Huntsman Taunt to another Sniper equipped with the Huntsman, the enemy Sniper can counter with his own Arrow Taunt, even when stunned. It is possible to chain this infinitely until a third party intervenes or one of the two decides to end it. The same thing can also happen with a pair of [[Engineer]]s using the [[Gunslinger]]'s taunt stun, and a pair of Medics using the [[Übersaw]]. | * '''Taunt Loop''' - If a Sniper does the Huntsman Taunt to another Sniper equipped with the Huntsman, the enemy Sniper can counter with his own Arrow Taunt, even when stunned. It is possible to chain this infinitely until a third party intervenes or one of the two decides to end it. The same thing can also happen with a pair of [[Engineer]]s using the [[Gunslinger]]'s taunt stun, and a pair of Medics using the [[Übersaw]]. | ||
− | * '''The Wrenchslinger''' - | + | * '''The Wrenchslinger''' - Occasionally, while a player has the [[Wrench]] equipped, it shows the Wrench being held by the [[Gunslinger]]. The method to do this is by equipping the Gunslinger, going to the resupply locker, changing to your Wrench, and going to the resupply locker once again. |
− | * '''The Safety Glove Slinger''' - Similar to "The Wrenchslinger", sometimes | + | * '''The Safety Glove Slinger''' - Similar to "The Wrenchslinger", sometimes the Engineer's hand will look like a regular safety glove even though he is equipped with the [[Gunslinger]]. Whilst taunting with the Gunslinger the player will appear to have a robotic hand equipped. |
[[File:Engineer_Glove.jpg|thumb|300px|A BLU Engineer demonstrating the Safety Glove Slinger]] | [[File:Engineer_Glove.jpg|thumb|300px|A BLU Engineer demonstrating the Safety Glove Slinger]] | ||
− | * '''Blinking Hats''' - | + | * '''Blinking Hats''' - Occasionally other players' hats will appear to "blink" from pure white to black in-game. The glitch stops upon re-joining or map change. |
* '''Custom Model Glitch''' - Custom models for weapons and players can fail to appear, or appear in a Wireframe state, if the player enters a server with SV_Pure set to 1, instead of the default model loading. This error will continue to manifest until the player restarts TF2, even if they enter a server with SV_Pure set to 0. SV_Pure 2 servers do not cause this bug. | * '''Custom Model Glitch''' - Custom models for weapons and players can fail to appear, or appear in a Wireframe state, if the player enters a server with SV_Pure set to 1, instead of the default model loading. This error will continue to manifest until the player restarts TF2, even if they enter a server with SV_Pure set to 0. SV_Pure 2 servers do not cause this bug. | ||
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* '''Spy's Third Arm Glitch''' - When a player reloads his Revolver and quickly equips the [[Dead Ringer]] or any other form of cloaking device, a second left arm will be reloading the Revolver, while the first is holding the Dead Ringer. | * '''Spy's Third Arm Glitch''' - When a player reloads his Revolver and quickly equips the [[Dead Ringer]] or any other form of cloaking device, a second left arm will be reloading the Revolver, while the first is holding the Dead Ringer. | ||
− | * '''Wrong | + | * '''Wrong Team HUD''' - Occasionally being automatically balanced to the other team results in parts of the [[HUD]] being the wrong team color.[http://i.imgur.com/TYjce.jpg] |
**This bug can be fixed by typing <code>hud_reloadscheme</code> into the console. | **This bug can be fixed by typing <code>hud_reloadscheme</code> into the console. | ||
− | * '''Floating | + | * '''Floating [[Critical Hits]]/Flame Effect''' - Sometimes the critical hit or flame effect will appear out of nowhere and float for sometime during gameplay.[http://cloud.steampowered.com/ugc/594693637004366014/0F86D7BC8B57D6159AADA2E2ED9B6ABCC0663741/] |
− | * '''Misplaced | + | * '''Misplaced Laser Position''' - When guiding a [[Sentry Gun]] with a [[Wrangler]], there may be moments where the laser beam will be misplaced but will still point to the target.[http://cloud.steampowered.com/ugc/596944795932705753/5A6CB13B851368CEC8BCBC0AE3E23A690E76939A/] |
* '''Incorrect Disguise Weapon Glitch''' - This glitch is caused when a Spy who is alone in a game disguises as a Heavy and switches his disguise weapon to fists. After this, if the Spy changes his disguise to the Engineer class, the Engineer's active weapon will still be shown as fists. This may or may not work with other classes or weapons. | * '''Incorrect Disguise Weapon Glitch''' - This glitch is caused when a Spy who is alone in a game disguises as a Heavy and switches his disguise weapon to fists. After this, if the Spy changes his disguise to the Engineer class, the Engineer's active weapon will still be shown as fists. This may or may not work with other classes or weapons. | ||
− | * '''Taunt While Moving''' - If a player taunts just before running off a ledge (using the imminent slowdown as leverage to fall), they will see themselves taunt briefly before falling off the ledge, where they will return to full first-person control. To everybody else, however, they will still be doing the taunt animation even if the player is moving around. This | + | * '''Taunt While Moving''' - If a player taunts just before running off a ledge (using the imminent slowdown as leverage to fall), they will see themselves taunt briefly before falling off the ledge, where they will return to full first-person control. To everybody else, however, they will still be doing the taunt animation even if the player is moving around. This glitch also works with the [[Action item]] taunts. |
=== Glitches caused by lag compensation === | === Glitches caused by lag compensation === | ||
− | + | * '''Sliding characters''' - Some characters will assume a default position (standing still) and slide instead of playing their running animation. This also frequently occurs as a result of pausing (with server cvar sv_pausable 1). | |
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− | * '''Sliding characters''' - Some characters will assume a default position (standing still) and slide instead of running | ||
* '''Fire effects glitch''' - Sometimes due to latency issues/lag, a player will fire their weapon, release the primary fire key, and still have fire effects emitting from their weapon, although it has no effect. | * '''Fire effects glitch''' - Sometimes due to latency issues/lag, a player will fire their weapon, release the primary fire key, and still have fire effects emitting from their weapon, although it has no effect. | ||
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* '''Mouse sliding''' - Occasionally, a user who was recently experiencing a lot of lag will find their movement keys no longer control their character, and the character is instead controlled by mouse movements. This is caused by the +mousemove command and can be resolved by entering '''-mousemove''' in console or by pressing a key bound to +mousemove (the Alt key by default). | * '''Mouse sliding''' - Occasionally, a user who was recently experiencing a lot of lag will find their movement keys no longer control their character, and the character is instead controlled by mouse movements. This is caused by the +mousemove command and can be resolved by entering '''-mousemove''' in console or by pressing a key bound to +mousemove (the Alt key by default). | ||
− | === Source | + | === Source engine glitches === |
− | *On | + | *On occasion, using the Alt+Tab shortcut then returning to TF2 may cause a glitch which causes several problems such as; the prevention of the developer's console from opening (if it's not already open), no longer being able to use the "backspace" key to delete text, and the copy and paste shortcuts not working (right clicking to copy and paste manually works). |
− | **The work around to this glitch is to use Alt + Esc to minimize TF2 instead of | + | **The work around to this glitch is to use the Alt+Esc shortcut to minimize TF2 instead of the Alt+Tab shortcut. |
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== See also == | == See also == |
Revision as of 09:41, 15 March 2012
“ | How could this happen?
Click to listen
— The Heavy
|
” |
A glitch is a bug or error in the game or map. It is not to be mistaken for an exploit, which is abusable to the benefit of a player using them or general griefing. A glitch would be along the lines of not being able to load a menu screen or jumping out of the map by accident.
Contents
Console versions
Xbox 360
- Accessing Developer Console. Unlike the PC version, the console versions of Team Fortress 2 are denied access the developer console. Before the last update, players could modify the binary data in any Orange Box save file and access the console via a bind to a specific button. After the last update however, the developer console was completely blocked from any modification.
- Forced Lag. Another specific Xbox 360 glitch where a strange "Deadzone" on Gravel Pit would lag all other players if the host jumps into it. This can be done by only the host and by jumping into the water hose located outside the red spawn door on the left.
- Invisible 2Fort Bridge Roof. Occasionally, a player will be able to see through the bridge roof on 2Fort. However, the roof remains solid. The cause is unknown.
- 'Over the Player Limit.' If the room has too many spectators, the game assumes players are still needed on the teams. Therefore, it will still be considered an open room. More players will be able to join and thus, the game will be over the maximum player limit. After the room has gone back to the lobby and and another match begins, the game will automatically boot the players who recently joined that made it over the limit.
Xbox 360/PlayStation 3
- Losing the Crosshairs. Occasionally, if a player leaves a laggy game and join a new game, their crosshair or aiming reticule will not be visible on screen.
- Losing Main Menu Sound Effects. Occasionally, if a player leaves a game during lag or gets disconnected due to lag, they may not have any sound effects in the main menu.
- Closed Mouths. Occasionally when a player does a taunt or response, the characters' mouth will not play any animation, but the sound can still be heard. The Soldier will never open his mouth when doing a Shovel Taunt.
Windows/Mac
(Note that some of these glitches may appear in the console versions)
Gameplay-specific glitches
- Reference Pose (Civilian) - A glitch which causes the player to appear to have no weapons in on their world model, and causes their model to enter a reference pose.
Inconsistency bugs
- Building Damaged Model - Occasionally, after repairing a building, it will still emit smoke and small electric sparks implying that it is still damaged, despite the Sentry Gun being at full health. This can be fixed by redeploying the building. (Partially fixed)
- Invisible Models - This glitch occurs on the PC version if the Alt+Tab shortcut is used while in full screen mode. Upon returning to the game weapon fire can be seen but the player's or weapons' models cannot. This usually happens on a random player with the rest of the players still being visible.
- On PC, these bugs can be fixed by typing
record demo; stop
into the console.
- On PC, these bugs can be fixed by typing
- Taunting While Dead - If a player dies immediately before a taunt dialogue line begins, their character will still say the taunt and even lip-sync while dead. (Happens frequently when taunting with the Bat or Minigun)
- Taunt Loop - If a Sniper does the Huntsman Taunt to another Sniper equipped with the Huntsman, the enemy Sniper can counter with his own Arrow Taunt, even when stunned. It is possible to chain this infinitely until a third party intervenes or one of the two decides to end it. The same thing can also happen with a pair of Engineers using the Gunslinger's taunt stun, and a pair of Medics using the Übersaw.
- The Wrenchslinger - Occasionally, while a player has the Wrench equipped, it shows the Wrench being held by the Gunslinger. The method to do this is by equipping the Gunslinger, going to the resupply locker, changing to your Wrench, and going to the resupply locker once again.
- The Safety Glove Slinger - Similar to "The Wrenchslinger", sometimes the Engineer's hand will look like a regular safety glove even though he is equipped with the Gunslinger. Whilst taunting with the Gunslinger the player will appear to have a robotic hand equipped.
- Blinking Hats - Occasionally other players' hats will appear to "blink" from pure white to black in-game. The glitch stops upon re-joining or map change.
- Custom Model Glitch - Custom models for weapons and players can fail to appear, or appear in a Wireframe state, if the player enters a server with SV_Pure set to 1, instead of the default model loading. This error will continue to manifest until the player restarts TF2, even if they enter a server with SV_Pure set to 0. SV_Pure 2 servers do not cause this bug.
- Spy's Third Arm Glitch - When a player reloads his Revolver and quickly equips the Dead Ringer or any other form of cloaking device, a second left arm will be reloading the Revolver, while the first is holding the Dead Ringer.
- Wrong Team HUD - Occasionally being automatically balanced to the other team results in parts of the HUD being the wrong team color.[1]
- This bug can be fixed by typing
hud_reloadscheme
into the console.
- This bug can be fixed by typing
- Floating Critical Hits/Flame Effect - Sometimes the critical hit or flame effect will appear out of nowhere and float for sometime during gameplay.[2]
- Misplaced Laser Position - When guiding a Sentry Gun with a Wrangler, there may be moments where the laser beam will be misplaced but will still point to the target.[3]
- Incorrect Disguise Weapon Glitch - This glitch is caused when a Spy who is alone in a game disguises as a Heavy and switches his disguise weapon to fists. After this, if the Spy changes his disguise to the Engineer class, the Engineer's active weapon will still be shown as fists. This may or may not work with other classes or weapons.
- Taunt While Moving - If a player taunts just before running off a ledge (using the imminent slowdown as leverage to fall), they will see themselves taunt briefly before falling off the ledge, where they will return to full first-person control. To everybody else, however, they will still be doing the taunt animation even if the player is moving around. This glitch also works with the Action item taunts.
Glitches caused by lag compensation
- Sliding characters - Some characters will assume a default position (standing still) and slide instead of playing their running animation. This also frequently occurs as a result of pausing (with server cvar sv_pausable 1).
- Fire effects glitch - Sometimes due to latency issues/lag, a player will fire their weapon, release the primary fire key, and still have fire effects emitting from their weapon, although it has no effect.
- Mouse sliding - Occasionally, a user who was recently experiencing a lot of lag will find their movement keys no longer control their character, and the character is instead controlled by mouse movements. This is caused by the +mousemove command and can be resolved by entering -mousemove in console or by pressing a key bound to +mousemove (the Alt key by default).
Source engine glitches
- On occasion, using the Alt+Tab shortcut then returning to TF2 may cause a glitch which causes several problems such as; the prevention of the developer's console from opening (if it's not already open), no longer being able to use the "backspace" key to delete text, and the copy and paste shortcuts not working (right clicking to copy and paste manually works).
- The work around to this glitch is to use the Alt+Esc shortcut to minimize TF2 instead of the Alt+Tab shortcut.