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Vermintide Mod Framework

Build Status

Welcome to the Vermintide Mod Framework (VMF) Repository!

The Vermintide Mod Framework is an open-source, community-run framework of modules that provides enhanced modding capabilities and support. The framework is designed to be both independent and lightweight; making no changes to gameplay on its own.

Mods created for the project may utilize:

  • Mod options
  • Shared function hooks
  • Chat commands
  • Keybinds
  • Mutator support (for now available only in Vermintide 1)
  • Network calls
  • QHD+ UI re-scaling
  • Rewritten, lightweight mod functions
  • An on-event call system

The Vermintide Mod Framework originally started in Warhammer End Times: Vermintide as an unofficial modding platform. In the time since, VMF has been rewritten and redesigned with contributions from many unique members of the community; culminating in this unified project made for the arrival of official mod support.

For more information, check out the framework's wiki pages.

Building the Framework

Prerequisites:

Building Steps:

  1. Navigate to your VMB directory. Let's assume it's unpacked into a folder named vermintide-mod-builder.
  2. Create a folder inside vermintide-mod-builder (we'll call it vermintide-mod-framework) and clone in the VMF repository's contents.
  3. Open a console/Command Prompt/PowerShell window inside your vermintide-mod-builder directory and use the following VMB command: vmb build vmf -f vermintide-mod-framework -g [1|2], where the number after -g indicates the target Vermintide game.

You can find more VMB mod-building information in the Vermintide Mod Builder documentation.

Steam Workshop Links

Beta builds:

Stable builds:

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vermintide-bugs's Issues

Devastating blow only grants extra stagger to the host

Description

The melee weapon trait Devastating Blow only increases the stagger from melee hits for the host, allowing them to interrupt stormvermin overhead attacks.

How to reproduce

  1. Equip the one-handed sword on Sienna.
  2. Hit a stormvermin performing an overhead as a client. Stormvermin won't be interrumpted
  3. Hit a stormvermin performing an overhead as the host. Stormermin is interrupted.

Expected behavior

The intended behaviour is unknown, but either:

  • Clients should also have increased stagger on their attacks.
  • The host should not have increased stagger.

Game soft-locks when the host leaves

Description

When the host leaves, it may cause clients to go into a black screen that will not respond to any input and cannot be exited. The only known solution is to restart the game.

How to reproduce

  1. Start a game with 3 players.
  2. The host leaves.
  3. As the game starts migrating to another of the two players, the new host also leaves.
  4. The third player may be left soft-locked with a black screen.

Expected behavior

When the host leaves, players should be taken to a their inn if a host migration is not possible.

Wall missing collision in Reikwald Forest

Description

In the defense event at Reikwald Forest, there is a wall that can be walked through. This allows backtracking to before a drop, and skipping the event.

How to reproduce

  1. Reach the ladder just before the defense event in Reikwald Forest.
  2. Walk into the stone wall on the left to reach platform 9¾ and board the out-of-bounds express.

Expected behavior

The wall should have a collision box.

Screenshots

Wanted.

Bots can throw bombs when trading items

Description

When a bomb attempts to give a bomb to a player, they may throw the bomb if they are attacked before they are finished trading the item.

How to reproduce

  1. A bot has a bomb, and a nearby human player has a free bomb slot.
  2. The bot switches to the bomb to hand it over to the human.
  3. An enemy approaches the bot, and the bot decides to attack it without switching weapons.
  4. The bot ends up lobbing the bomb at the enemy.

Expected behavior

Bombs should never throw bombs.

Globadiers continue to play sounds while dead

Description

When joining a game with a dead Poison Wind Globadier, its ambient sound effect will continue playing. The sound comes from the dead unit, and will cease when it despawns.

How to reproduce

  1. Join an in-progress game with a recently killed Poison Wind Globadier.

Expected behavior

Dead enemies should not produce any sound.

Missing floor on Enemy Below

Description

In the area where the third tome is, when looking up at the stone bridge from below a chunk of it is missing. While it doesn't impact the gameplay in any way, it still looks ugly.

20190202231342_1

Rasknitt may not spawn in Waylaid

Description

In the final gauntlet event of Waylaid, Rasknitt might not spawn. There's an invisible wall at his first spawn point that makes the level unfinishable.

How to reproduce

  1. Reach the final chamber in Waylaid.
  2. The event does not start.

Expected behavior

Rasknitt should spawn and the event should start when making the drop into the final chamber.

Additional context

This bug may be caused by players respawning inside the chamber before the event is triggered.

Missing localization for 'loading_screen_khazalid_05' text_id

Description

Sometimes, when you load in some map, loading screen shows you the tip with unlocalized loading_screen_khazalid_05 text_id.

How to reproduce

Start some map and hope that you will get this tip (1/132 chance).

Expected behavior

loading_screen_khazalid_05 should be translated. According to the tip_type_max_range table defined inside loading_view.lua there are 33 khazalid tips.

Screenshots

20190129205733_1

Silent specials

Description

Sometimes the sound cue for gutter runners or packmasters won't be played.

How to reproduce

Not applicable.

Expected behavior

The sound cue should always play when a special spawns.

Exploding barrel duplication

Description

Grabbing a barrel just as it explodes may cause it to duplicate, creating two explosions: one in the ground and another in the player's hands. This seems easier to replicate as a client with high ping.

How to reproduce

  1. Trigger the fuse on an explosive barrel (eg, by hitting it).
  2. Pick it up when it's going to explode.
  3. Two explosions should occur.

Expected behavior

The second explosion shouldn't occur.

Double-tapping the block/defend button results in bugged block

Description

If you double-tap (and hold) the block/defend button, it messes up the subsequent push (if one is done) where no push is performed at all. Instead the block is dropped for a moment, leaving you open for attacks in that small time frame.

How to reproduce

  1. Equip e.g. Kruber's 1-handed sword.
  2. Tap block/defend, then immediately click again and hold it.
  3. Press attack to push.

Expected behavior

A push should be made.

Screenshots

doom_hamster's video showcases this bug very well: https://youtu.be/umKIgEUDXaY?t=26
Although it features Vermintide 2, the same bug can be reproduced in Vermintide 1 as well.

Killing a Rat Ogre mid-air loops the sound effect

Description

When a Rat Ogre is killed while its performing its jump-slam attack, an audio effect can get stuck in a loop. The sound source is the ogre corpse and will persist until the unit de-spawns.

How to reproduce

  1. Kill a Rat Ogre in mid-air.

Expected behavior

All sounds produced by the ogre should stop when it dies.

Alive players appear dead in the HUD

Description

Sometimes the HUD will display alive players as dead. If they restore enough health, the HUD may display their health again. Dropping beneath a certain threshold will make the HUD display them as dead again.

How to reproduce

  1. Join a game in-progress.
  2. Players who had low health may appear dead in the HUD.

Expected behavior

The HUD should s

Additional context

This may be caused by the maximum health not being properly synced when the team is carrying a grimoire. The bug has only been observed when joining games hosted by other players.

Patrols can spawn infront of players

Description

Sometimes Stormvermin Patrols can spawn in plain sight a few meters infront of players. This makes them completely unavoidable as they will immediately get aggroed. This seems to happen more often on some map routes, eg. in Enemy Below, going left after the drop located after the first grimoire room.

How to reproduce

Not currently available.

Expected behavior

Patrols should spawn a safe distance from players so they are avoidable.

Sack Rat position desync

Description

Both the position and health of the Sack Rat can sometimes desync between players, each seeing their own version.

How to reproduce

  1. Attack a sack rat between multiple players.

Expected behavior

The health and position of all enemies should be the same for every player.

Additional context

After the Sack Rat dies, damaging the corpse seems to re-sync it between peers and de-synced dropped loot may appear.

Rescued players at the end of River Reik spawn in the boat

Description

Any player rescued at the end island (after the boat event) will spawn on the boat instead of at the shore.

How to reproduce

  1. Finish the boat event.
  2. Rescue a dead player.
  3. The player will spawn on the boat.

Expected behavior

Rescued players should always respawn at their current position.

Drachenfels' statuettes can be placed in two slots at once

Description

By throwing a statuette at the right angle, two slots can be filled while only consuming one statuette event item. Unfortunately you cannot take the extra statuette home as it will despawn if it gets too far away from the event room.

How to reproduce

  1. Reach the statuette event in Castle Drachenfels.
  2. Carry a statuette to the slots.
  3. Throw it between two slots while jumping and aiming at 45degrees downward. This seems to be easier to do between the slots at the right side.

Expected behavior

A thrown statuette should always fill one slot at most.

Silent hordes

Description

The spawning of slave rat hordes is normally signalled by a battle cry or a horn being blown from the general direction of where the rats are coming from. However, sometimes no sound cues are played, catching you off guard when slave rats unexpectedly start coming at you.

How to reproduce

N/A

Expected behavior

Sound cues should always be played when a horde is spawning.

Additional context

  • Modpack: QoL

Block is sometimes dropped while reviving other players

Description

When reviving other players, it's possible for the blocking icons to disappear. If the player is hit, the revive attempt will be interrupted.

How to reproduce

  1. Start reviving a player.
  2. The block icon disappears.

Expected behavior

Block should be mantained all throughout the revive action.

Cloths in player models have no clipping

Description

The hanging cloth in Sienna's and Saltzpyre's outfits. This is specially noticieable with the Saltzpyre's Estalian Leather Coat Skin DLC activated.

How to reproduce

Steps to reproduce the behavior, or N/A.

  1. Activate Saltzpyre's Estalian Leather Coat Skin.
  2. Press the Inspect Character key and examine the coat.

Expected behavior

The cloth should not clip through the legs. Or at least, the effect should be less noticeable.

Screenshots

Wanted.

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