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Compiling a List of Problems
Spiegelman Offline
Junior Member

Posts: 47
Threads: 3
Joined: Sep 2010
Reputation: 0
#1
Solved: 8 Years, 3 Weeks ago Compiling a List of Problems

Please read ALL of the bold text below before posting or scrolling to the section with issues.

Update: The second post will now be used as a separate list for problems which have been FIXED. The first post will still remain for problems which still REMAIN, occurred in Vanilla and have not been fixed, STILL NEED TESTING, or appear in patch (1.0.1).

Please let me know if you were playing the Vanilla (not updated) version or have applied the 1.0.1 patch. Any bugs reported after 1.0.1 without the previous information will be marked as a 1.0.1 bug, regardless if it has existed since release. If you believe any of these problems have been fixed, let me know so I can check it off the list.

*THERE ARE NO SPOILER TAGS! If you do not wish to see spoilers or screenshots, then please just click the "New Reply" button at the top and post your problem. If it is listed already I will reply to you and use your report as a confirmation that the problem exists. Please continue reading.*

When you report your problem, it will be listed in 1 of 10 categories. Please be as specific as possible when explaining what happened. Screenshots or videos are strongly encouraged as they can help pinpoint what exactly went wrong or what needs to be fixed.

Confirmed problems are those which have been or can be replicated.
May be intended problems are instances where it's hard to tell if it was a design choice or it was overlooked before release.
Vanilla means that the problem initially occurred in the original release of the game.
REMAINS, followed by the game version in parenthesis, means that the problem still persists in the specified game version even after a new patch.
FIXED, followed by the game version in parenthesis, means that the problem was fixed in the specified game version.
STILL NEEDS TESTING, followed by the game version in parenthesis, means that the problem could/has not been replicated in the specified game version and still needs more testing before being labeled as FIXED or REMAINS.


If any of the mods or developers read this thread and there are solved issues, could you please mark through or put some kind of marker next to the problem to let us know it's been solved? Thanks.

---------------------------------------------------------------------------------------------------------------

MAP ISSUES

(1.0.1) * Chancel - The red tissue may block the door leading to the lightening tunnel, preventing the player from opening the door. See post:
1) http://www.frictionalgames.com/forum/thr...l#pid41800

(1.0.1) * Confirmed: Entrance to Cistern - While crouching, players may be able to fall under the left side of the stairs leading up to the large, locked double doors and be unable to get out.

STILL NEEDS TESTING (1.0.1) Vanilla * Confirmed: Crouching during some events which cause Daniel to stumble and crawl will sometimes allow the player to see under the map. The following screenshot was taken near the beginning when he first crawls on the floor in the hallway. See screenshot:
1) http://img135.imageshack.us/i/cameracrouchbug.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Chancel - When entering from the Nave, to the left of the first walkway there is an area which renders the player "invisible" to the monster if they are standing on it. You can see the monster in the doorway. It passed me from left to right, but the music never changed so I assume the monster couldn't see me even though I was in plain sight. See screenshot:
1) http://img22.imageshack.us/i/impossibleh...ancel.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Prison North - If the player hides behind the pigs in the Kitchen when the monster comes, the monster can sometimes push the player through the map. I'm assuming the monster pushes the pigs, and then the pigs push the player.

SOUND ISSUES

(1.0.1) * Prison North - In the beginning of Marcus Johansson's commentary in the Kitchen, he says, "This pig was the first object that I ever tried to rig as a ragdoll, and I'm..." at which point he is interrupted by a mismatched "really" or "pretty" (as if it was recorded at a later time and edited in later). I just listened to the commentary about everyone recording with their own microphones. It may have just been a hiccup in his recording.

PUZZLE AND LEVEL SAVE STATE ISSUES

Vanilla * Nave - If the player does not activate the lever on the barrel next to Agrippa, it will be impossible to collect his head after returning from the Cells (after being knocked out). See second paragraph of this post:
1) http://www.frictionalgames.com/forum/thr...l#pid41700

(1.0.1) Vanilla * May be intended: Cistern - If the player leaves the map after the Kaernk and red tissue spawns, then re-enters the map, the Kaernk and tissue will both be gone. No red tissue or Kaernk spawned for me this playthrough. I'm not sure if this was changed with the patch or it depends on sanity level.

REMAINS (1.0.1) Vanilla * Confirmed: Machine Room - One of the possible combinations of "8 up, 8 down" on the levers may be faulty. I don't believe it is the combinations themselves. If you do the following combination from left to right - down, up, down, up, down, up - and then move the left most lever to the neutral position, it will not count the puzzle as solved. I had to leave and re-enter the Machine Room for it to work.

STILL NEEDS TESTING (1.0.1) Vanilla * May be intended: On occasion, if the player dies in the Cellar Archives where the water monster is first encountered, upon respawning the water monster will not be present. This can also happen with the second water monster encounter.

STILL NEEDS TESTING (1.0.1) Vanilla * May be intended: After moving from one map to another and back, all previously moved items and doors are returning to their default position/state.

FRAMES-PER-SECOND ISSUES

STILL NEEDS TESTING (1.0.1) Vanilla * Occasional drop in frames-per-second when entering the Escape menus or when resuming the game.

REMAINS (1.0.1) Vanilla * Confirmed: Occasional slight drop in frames-per-second when activating the lantern. Tested this myself. Hard to tell if it's an actual FPS drop or rough animation.

STILL NEEDS TESTING (1.0.1) Vanilla * Laboratory - There may be a "trigger" on the stairs which can cause frame rates to drop to unplayable levels. May not be a specific hardware problem. See this post:
1) http://www.frictionalgames.com/forum/thr...l#pid37823

HUD, INVENTORY, AND MENU ISSUES

(1.0.1) * Somehow the player may glitch the appearance of items, making them invisible when they are taken out of the inventory in the "ready to use" state. Okay, so Kim provided a video showing the same thing that probably happened to me in the Cells/Laboratory. Watch from 12:00 and look carefully around 12:45 when he interacts with the door. See video:
1) http://www.youtube.com/watch?v=jOfuCH-TA7I#t=11m58s

STILL NEEDS TESTING (1.0.1) Vanilla * Game crashing may occur when having an inventory item ready to use (double clicking), then re-entering the inventory and combining the object with another one, e.g. combining the hammer with the pick.

REMAINS (1.0.1) Vanilla * Confirmed: Slighty noticeable contrast difference near the top of the Escape menu. A line separates the top, lighter portion of the menu from the darker, bottom. See screenshot:
1) http://img62.imageshack.us/i/menuebug.jpg/

REMAINS (1.0.1) Vanilla * Confirmed: Sometimes after starting Amnesia and the config menu comes up before the actual game loads, the mouse pointer will get stuck in the top left corner of the desktop. People have also reported it happens in game when trying to alt-tab.

STILL NEEDS TESTING (1.0.1) Vanilla * The HUD pointer in the center of the screen may sometimes disappear during an event that causes screen shaking. This can be fixed by going into menu and turning the display HUD option off, then on.

GENERAL MONSTER ISSUES

REMAINS (1.0.1) Vanilla * Confirmed: Guest Room - The encounter with the Grunt can be completely avoided by hugging the left wall and retrieving the key, then leaving the room and hugging the same wall.

STILL NEEDS TESTING (1.0.1) Vanilla * There seems to be an issue with monster's pathing when confronted by some objects. See video:
1) http://www.youtube.com/watch?v=LQp_Awgx6Pw#t=04m23s

STILL NEEDS TESTING (1.0.1) Vanilla * Cellar Archives - One splash animation from the first Kaernk encountered was rendered in mid-air. May apply to all Kaernk, only reported for first one encountered.

REMAINS (1.0.1) Vanilla * Confirmed/May be intended Storage - Upon opening the door with the monster in it next to the room full of hanging pigs and closing the door in its face, it will have trouble breaking through the door. If you close the door fast enough, the monster will bang on the door once and then stop. He stays in the room, but will not come out. Upon further inspection, this may be intended as a scare and lulling the player into a false sense of security in thinking he poses no threat anymore. See screenshot:
1) http://img291.imageshack.us/i/impassabledoor.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Choir - Main Hall - Sometimes the monsters will appear directly in front of the player.

STILL NEEDS TESTING (1.0.1) Vanilla * Chancel - Sometimes the lone monster roaming may get stuck walking in circles in the center structure where the bridges meet. See video:
1) http://www.youtube.com/watch?v=gG6YKTXH0Fk#t=02m00s

STILL NEEDS TESTING (1.0.1) Vanilla * Archive Tunnels - In the water chase scene near the beginning of the map, there is a spot in a corner where the Kaernk can't actually hit the player, but it makes the sound like he is actually causing damage. Need some screenshots of this area.

GENERAL OBJECT ISSUES

(1.0.1) * Nave - The hay on the floor near Agrippa looks like it may have had a duplicate decal placed on top or next to it, it almost gives it a 3-D effect. See screenshot:
1) http://img46.imageshack.us/i/navedoublehay.jpg/

(1.0.1) * Transept - In the hall leading up to the saw torture device, there seems to be a blood spatter entity or decal that is misplaced. It "stands up" in one of the corners of the hall. See screenshots:
1) http://img155.imageshack.us/i/weirdbloodtransept01.jpg/
2) http://img822.imageshack.us/i/weirdbloodtransept02.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Storage - Apparently the door the monster hides behind is a "trap door", meaning that if the player closes the door behind them and hides in the room, they are unable to open the door from the inside and are trapped. This may be due to the monster blocking the door and not de-spawning. I'm having no problems opening and closing it with no monster present. See thread:
1) http://www.frictionalgames.com/forum/thread-4812.html

STILL NEEDS TESTING (1.0.1) Vanilla * Prison North - After destroying the lock on the door leading to the Cistern, the metal latch may become lodged in a position that will not allow the door to open. May be true for other doors of this type, too. See screenshots:
1) http://img697.imageshack.us/i/cisternent...oor01.jpg/
2) http://img251.imageshack.us/i/cisternent...oor02.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Brooms and other items can get stuck in the corners of cabinets with half of it on the inside and the other half on the outside.

REMAINS (1.0.1) Vanilla * Confirmed: Archives - Near the map room there is a breakable wall and when you click on the wall it says "Fragile, but not breakable by hand." If a player clicks the wall repeatedly (three times), it will break by hand.

STILL NEEDS TESTING (1.0.1) Vanilla * Cells - In the cell where the player wakes up near the end of the game there is a lock on the door which, when tampered with a bit, the door's physics may act weird. See screenshot:
1) http://img801.imageshack.us/i/celldoorbug.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Guest Room - In the room with the bed and chest of drawers, the middle drawer can't be moved. If tampered with, it clips through the side of the chest next to it. I could not confirm this, however I have a screenshot of another clipping issue with the drawer straight ahead when you first enter. See screenshot:
1) http://img26.imageshack.us/i/drawerclip.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Some wardrobe closets seem "too small" when hiding in them. The doors will open when strafing (Q and E keys) parallel to the doors.

REMAINS (1.0.1) Vanilla * Confirmed Cellar Archives - There is a large box and small box next to the lever in the room directly to the right. The monster can swipe at the player if standing on the smaller box. It seems to be better since 1.0.1, but the water monster can still hit players randomly. See screenshot:
1) http://img413.imageshack.us/i/faultybox.jpg/

REMAINS (1.0.1) Vanilla * May be intended: Cellar Archives - Players can place one of the smaller, floating boxes next to the valve used to open the heavy gate and stand on it without it moving or sinking. See screenshots:
1) http://img408.imageshack.us/i/standonbox01.jpg/
2) http://img412.imageshack.us/i/standonbox02.jpg/

LIGHTING ISSUES

(1.0.1) * Storage - There seems to be some kind of "ghost light" or reflection which appears on the back of the big box where the two spare rods are found. It only appears when crouching and within a certain proximity to the wall/box. Sorry I couldn't get a better shot of it, but if you move around a bit, it actually looks like a small, yellow moon. See screenshot:
1) http://img696.imageshack.us/i/storageweirdlight.jpg/

REMAINS (1.0.1) Vanilla * Archives - There is a carpet in the window gallery room which seems to have some lighting issues. Can only be seen when moving or turning. Only effects this carpet in the window gallery room. See screenshots:
1) http://img705.imageshack.us/i/carpetlight01.jpg/
2) http://img405.imageshack.us/i/carpetlight02.jpg/

REMAINS (1.0.1) Vanilla * Nave - There's an area on the floor in front of the torture victims cell area where the door casts a shadow on the floor. The shadow disappears at a certain point, but re-appears when moving out of this area. See screenshots:
1) http://img690.imageshack.us/i/navegateshadow01.jpg/
2) http://img408.imageshack.us/i/navegateshadow02.jpg/

CLIPPING TEXTURES

(1.0.1) * Cells - There are some clipping textures way up top in the center of the room. See screenshot:
1) http://img7.imageshack.us/i/cellsceilingclip.jpg/

(1.0.1) * Transept - There are clipping textures on the "frame" of the doors which lead to the Cradle and "Hanging" torture device. The clipping is on the hall sides of the doors. This did not appear on the door leading to the saw torture device; only the other two. See screenshot:
1) http://img836.imageshack.us/i/transeptdoorclip.jpg/

(1.0.1) * Transept - There is an area on the ceiling where the textures clip. See screenshot:
1) http://img545.imageshack.us/i/transeptceilingclip.jpg/

(1.0.1) * Cistern - There are some clipping textures on the inside corner of the walkway to the right when the player enters the Cistern, located below four boxes. See screenshot:
1) http://img687.imageshack.us/i/cisterncli...rance.jpg/

REMAINS (1.0.1) Vanilla * Archives - Almost all the corners in the halls and rooms (except for the rooms Floor Plans, Maps, Local History + hidden room, and the Great Viewing Hall) have clipping textures. The following three screenshots are just examples. See screenshots:
1) http://img135.imageshack.us/i/clippingarchives01.jpg/
2) http://img339.imageshack.us/i/clippingarchives02.jpg/
3) http://img714.imageshack.us/i/clippingarchives03.jpg/

REMAINS (1.0.1) Vanilla * Old Archives - Smoke rises through the top of the furnace. See screenshot:
1) http://img59.imageshack.us/i/oldarchivesfurnace.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Chancel - There are a number of places within the main area of the Chancel that have clipping textures. This is after the Chancel "collapses." This post has been split and the unfixed texture screenshots will be here. See screenshots:
1) http://img266.imageshack.us/i/chancelclipping01.jpg/
2) http://img713.imageshack.us/i/chancelclipping02.jpg/
3) http://img155.imageshack.us/i/chancelclipping03.jpg/

REMAINS (1.0.1) Vanilla * Choir - Main Hall - In the room with the bronze bull torture device, the wall clips on the far end of the room. See screenshots:
1) http://img29.imageshack.us/i/choirbullro...lip01.jpg/
2) http://img841.imageshack.us/i/choirbullr...lip02.jpg/

REMAINS (1.0.1) Vanilla * Choir - Main Hall - Just before entering the room with the wheel torture device, there are some clipping textures above the door. The clipping has been fixed around the right circle, but there are still some clipping textures in two spots on the left side, near the top-right and bottom-left of the left red circle. See screenshot:
1) http://img251.imageshack.us/i/choirwheelroomclip.jpg/

TYPOS/GRAMMATICAL ERRORS

(1.0.1) * Ch02_Diary07_04 - The loading screen text reads, "no longer breath properly" but should say "breathe" instead.

(1.0.1) * Prison North - There is a typo on one of the commentary nodes. "Claustrofobia" should be "Claustrophobia". See screenshot:
1) http://img186.imageshack.us/i/commentarytypoprison.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Nave - There is a typo in one of Agrippa's scripted lines in the Nave after you have collected the six pieces of the orb, but have not made the potion yet. The circled word should be "care", not "cared". See screenshot:
1) http://img255.imageshack.us/i/naveagrippatypo.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * In the first-run introduction, the underlined word in the screenshot should read "off" and not "of". See screenshot:
1) http://img651.imageshack.us/i/amnesiathe...entty.jpg/

STILL NEEDS TESTING (1.0.1) Vanilla * Archives - Translation Bug in the German Version: When you enter the room in the Archives with the book puzzle Alexander is saying, "You hear that?" and the german subtitles then go for "Hast du verstanden?" It should be "Hörst du das?" or "Hast du das gehört?" because "Hast du verstanden?" is not grammatically correct.

REMAINS (1.0.1) Vanilla * "If you just want to start from where you left of: use 'Continue'." from page 2 of the game manual should read: "If you just want to start from where you left off, use 'Continue'."

REMAINS (1.0.1) Vanilla * "Make sure to investigate the surroundings at a gentle pace and be vary of any strange sounds – it can be vital to your survival." from page 3 of the game manual should read: "Make sure to investigate the surroundings at a gentle pace and be wary of any strange sounds – it can be vital to your survival."

REMAINS (1.0.1) Vanilla * "Once an object is in focus, the interaction possible depends on the icon shown." from page 4 of the game manual should read: "Once an object is in focus, the possible interaction depends on the icon shown."

REMAINS (1.0.1) Vanilla * "All should be very intuitive" from page 4 of the game manual should probably read: "It should all be very intuitive".

REMAINS (1.0.1) Vanilla * "and the below instructions should only be used as a reference." from page 4 of the game manual should read: "and the instructions below should only be used as a reference."
09-10-2010, 06:59 PM
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Spiegelman Offline
Junior Member

Posts: 47
Threads: 3
Joined: Sep 2010
Reputation: 0
#2
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

This post is now dedicated to FIXED problems. You will see FIXED followed by the corresponding patch version in parenthesis indicating which patch fixed what problems.

---------------------------------------------------------------------------------------------------------------

MAP ISSUES

FIXED (1.0.1) Vanilla * Confirmed: Chancel - Just before entering the "lightning tunnel", there is a spot on the walkway, indicated by the red circle in the first screenshot, right before the door where players can fall through. See screenshots:
1) http://img155.imageshack.us/i/chancelqui...oor01.jpg/
2) http://img543.imageshack.us/i/chancelqui...oor02.jpg/
3) http://img831.imageshack.us/i/chancelqui...oor03.jpg/

FIXED (1.0.1) Vanilla * Confirmed: Prison North - Jumping at the point indicated by the arrow in the first picture can cause the player to fall through the map. After dying, the player respawns in the cell indicated by the third picture in which the monster approaches the player and vanishes. See screenshots:
1) http://img838.imageshack.us/i/amnesiabug002.jpg/
2) http://img697.imageshack.us/i/amnesiabug003.jpg/
3) http://img215.imageshack.us/i/amnesiabug004.jpg/

FIXED (1.0.1) Vanilla * Prison - If the player moves the bed that covers the hole during the flashback between the woman and daughter, they can fall through the hole without widening it when the flashback ends without causing the next level to load.

FIXED (1.0.1) Vanilla * Confirmed: Archives - In the Rare Books room in the far right corner, between bookshelves and chest of drawers, the player can fall through the map. See screenshots:
1) http://img228.imageshack.us/i/32844543.jpg/
2) http://img413.imageshack.us/i/94567321.jpg/
3) http://img441.imageshack.us/i/30309555.jpg/

FIXED (1.0.1) Vanilla * Confirmed: Back Hall - The whole wall under the staircase closest to the Study does not have a clipping wall. See screenshots:
1) http://img840.imageshack.us/i/fakewallbackhall01.jpg/
2) http://img255.imageshack.us/i/fakewallbackhall02.jpg/

SOUND ISSUES

FIXED (1.0.1) Vanilla * May be intended: Sometimes when listening to diaries, sound effects or ambient noises will continue to play. For example: There are flies in one of the rooms in Prison North; they buzzed constantly while Daniel read aloud.

FIXED (1.0.1) Vanilla * Confirmed: Storage - After reaching the two spare rods on the shelf, the sound cuts in and out repeatedly and sporadically in short bursts. Sound returned to normal after returning to the room just down the stairs with the long divider in the middle.

PUZZLE AND LEVEL SAVE STATE ISSUES

FIXED (1.0.1) Vanilla * Confirmed: Cistern - The valve at the farthest end of the Cistern can be turned twice instead of having to turn all three valves to lower the water. See screenshot:
1) http://img521.imageshack.us/i/buggycisternvalve.jpg/

FIXED (1.0.1) Vanilla * Confirmed: Entrance Hall/Laboratory - After using the acid on the organic tissue blocking the refinery, some players have tried returning to the Laboratory to refill their pots; however, when returning to the Main Hall, the organic tissue will have respawned and left the player without a means of dissolving it again.

FRAMES-PER-SECOND ISSUES

HUD, INVENTORY, AND MENU ISSUES

GENERAL MONSTER ISSUES

GENERAL OBJECT ISSUES

FIXED (1.0.1) Vanilla * Prison South - There's one cell with a dead body inside. The feet seem to be rotated at an impossible angle. See screenshot:
1) http://img291.imageshack.us/i/amnesiabug001a.jpg/

FIXED (1.0.1) Vanilla * Confirmed: Prison North - When in the Kitchen, there is a stack of boxes and two barrels in the middle left of the room. If the boxes are picked up and moved into the wall that separates the pigs, it will "magnetize" to the wall. See screenshots:
1) http://img841.imageshack.us/i/magnetwall01.jpg/
2) http://img535.imageshack.us/i/magnetwall02.jpg/

FIXED (1.0.1) Vanilla * Confirmed: Storage - Down the hall where the player places the explosive mixture near the rubble there's a blocked door at the top of the stairs. When pulled or pushed, shifts as if it was clipping with the frame. See screenshot:
1) http://img529.imageshack.us/i/shiftingdoor.jpg/

FIXED (1.0.1) Vanilla * Storage - The fire which appears on the pedestal near the back room with the two rods does not hurt the player when standing on top of the flame.

FIXED (1.0.1) Vanilla * Old Archives - There appears to be something stuck inside the wall next to one of the bookcases. See screenshots:
1) http://img291.imageshack.us/i/somethinginthewall01.jpg/
2) http://img186.imageshack.us/i/somethinginthewall02.jpg/
3) http://img715.imageshack.us/i/somethinginthewall03.jpg/

LIGHTING ISSUES

CLIPPING TEXTURES

FIXED (1.0.1) Vanilla * Chancel - There are a number of places within the main area of the Chancel that have clipping textures. This is after the Chancel "collapses." This post has been split and the fixed texture screenshots will be here. See screenshots:
1) http://img831.imageshack.us/i/chancelclipping01.jpg/
2) http://img339.imageshack.us/i/chancelclipping02.jpg/
3) http://img822.imageshack.us/i/chancelclipping03.jpg/

FIXED (1.0.1) Vanilla * Cistern - In the area with the raised bridge near the broken walkways there are clipping textures. See screenshots:
1) http://img186.imageshack.us/i/clippingcistern01.jpg/
2) http://img638.imageshack.us/i/clippingcistern02.jpg/

FIXED (1.0.1) Vanilla * Back Hall - There are a few places in the main area that have clipping textures. See screenshots:
1) http://img440.imageshack.us/i/clippingbackhall01.jpg/
2) http://img835.imageshack.us/i/clippingbackhall02.jpg/

FIXED (1.0.1) Vanilla * Entrance Hall - There are clipping textures in two areas of the ceiling. See screenshot:
1) http://img715.imageshack.us/i/mainhallclipping.jpg/

TYPOS/GRAMMATICAL ERRORS

FIXED (1.0.1) Vanilla * Revenge Ending - In the last stretch of the ending before Daniel leaves the castle, "There's" is followed by "is" circled in red. Just remove the "is". See screenshot:
1) http://img97.imageshack.us/i/revengeendinggrammar.jpg/

FIXED (1.0.1) Vanilla * Choir - Main Hall - There is an inconsistency in the voice acting and subtitles when Alexander speaks in a flashback outside the wheel torture chamber. The circled word should be "their", but the subtitles say "the". See screenshot:
1) http://img43.imageshack.us/i/choiralexan...itlei.jpg/

FIXED (1.0.1) Vanilla * Prison - There is a typo during Alexander's subtitles after triggering the flashback at the bottom of the elevator when it crashes. "Where" is misspelled as "were". See screenshot:
1) http://img412.imageshack.us/i/evelatortypo.jpg/
09-10-2010, 09:30 PM
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CoolKakashi Offline
Member

Posts: 63
Threads: 11
Joined: May 2010
Reputation: 0
#3
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

Found a bug in the Guestroom! In the room with the bed and Chest of drawers you cant move the middle drawer! If i try it hardly, it moves slow but not like it should. It moves to the right and throughout the wall of the Chest! Wink You should fix that too!
09-10-2010, 09:41 PM
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Spiegelman Offline
Junior Member

Posts: 47
Threads: 3
Joined: Sep 2010
Reputation: 0
#4
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

(09-10-2010, 09:41 PM)CoolKakashi Wrote: Found a bug in the Guestroom! In the room with the bed and Chest of drawers you cant move the middle drawer! If i try it hardly, it moves slow but not like it should. It moves to the right and throughout the wall of the Chest! Wink You should fix that too!

I added it to the bugs section. Is what I described what you experienced? I'm past that part in the game so I can't remember there being a chest next to the drawer.
09-10-2010, 10:26 PM
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Mikezila Offline
Member

Posts: 64
Threads: 5
Joined: Sep 2010
Reputation: 0
#5
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

In storage this happened, not sure if it was intended or not.
Spoiler below!
When I opened the door that had the monster in it, I slammed it closed right away. The monster slammed the door once, then continued to yell, but did not force is way through the door. When I picked up the rods he started yelling again, and slammed the door once more, but did not break through. He was instead up ahead of me, and I had to push my way past him to get out of the area.
09-10-2010, 10:27 PM
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Spiegelman Offline
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#6
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

(09-10-2010, 10:27 PM)Mikezila Wrote: In storage this happened, not sure if it was intended or not.
Spoiler below!
When I opened the door that had the monster in it, I slammed it closed right away. The monster slammed the door once, then continued to yell, but did not force is way through the door. When I picked up the rods he started yelling again, and slammed the door once more, but did not break through. He was instead up ahead of me, and I had to push my way past him to get out of the area.

Spoiler below!
I'm not sure about him breaking through the door because I was so scared I didn't even close the door, but when you said he appeared in front of you (I'm assuming at that broken door right before the rubble), that's intended. It happened to me, too. The monsters have to ability to disappear and re-appear.
I'll list the "faulty door" in the bugs section just in case though.
09-10-2010, 10:34 PM
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MonkEsquire Offline
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#7
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

(09-10-2010, 10:34 PM)Spiegelman Wrote:
(09-10-2010, 10:27 PM)Mikezila Wrote: In storage this happened, not sure if it was intended or not.
Spoiler below!
When I opened the door that had the monster in it, I slammed it closed right away. The monster slammed the door once, then continued to yell, but did not force is way through the door. When I picked up the rods he started yelling again, and slammed the door once more, but did not break through. He was instead up ahead of me, and I had to push my way past him to get out of the area.

Spoiler below!
I'm not sure about him breaking through the door because I was so scared I didn't even close the door, but when you said he appeared in front of you (I'm assuming at that broken door right before the rubble), that's intended. It happened to me, too. The monsters have to ability to disappear and re-appear.
I'll list the "faulty door" in the bugs section just in case though.

Spoiler below!
I think he's talking about the door before that in the main hall as it were. You open up the door to the left of the one with the rotting pigs in it, I immediately slammed the door and piled stuff up infront of it waiting for him to break through but it never happened. I'm not sure if a monster is supposed to break out of the one you were on about, just up the stairs before the rubble pile.
09-10-2010, 10:52 PM
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CoolKakashi Offline
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#8
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

Btw its not a big issue but i noticed slow fps sometimes when you switch from game into menu per escape or back to game! Smile The lamp has low fps too when you activate it before its fully appears!

If you push ESC to go into the menu you see a line where the menü isnt so dark like on the bot! Smile But i alreadyy said that in a own thread^^
09-10-2010, 11:15 PM
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Spiegelman Offline
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#9
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

(09-10-2010, 10:52 PM)MonkEsquire Wrote:
Spoiler below!
I think he's talking about the door before that in the main hall as it were. You open up the door to the left of the one with the rotting pigs in it, I immediately slammed the door and piled stuff up infront of it waiting for him to break through but it never happened. I'm not sure if a monster is supposed to break out of the one you were on about, just up the stairs before the rubble pile.

Spoiler below!
Yeah. I remember opening that door and releasing the monster. I quickly ran into that pig room and the monster wouldn't go away until I came out and tried to sneak around the big divider in the middle of the room. After picking up the two rods, I had to hide behind the boxes in that room because the monster came back. At that point when I got back to the divider room I just made a mad dash for the exit and much to my surprise I was slashed in the face by another monster when I made it up to the broken door I mentioned in number 1 of the Glitches section.
Either way, I have it listed in the bugs section just in case. On my second playthrough I'm going to try and reproduce some of these issues.


(09-10-2010, 11:15 PM)CoolKakashi Wrote: Btw its not a big issue but i noticed slow fps sometimes when you switch from game into menu per escape or back to game! Smile The lamp has low fps too when you activate it before its fully appears!

If you push ESC to go into the menu you see a line where the menü isnt so dark like on the bot! Smile But i alreadyy said that in a own thread^^
I included the contrast issue and I'm going to link your picture, too, since it seems your thread has been pushed back a couple pages.
09-11-2010, 06:56 AM
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Spiegelman Offline
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#10
Solved: 8 Years, 3 Weeks ago RE: Compiling a list of bugs/glitches

Bumping the topic in hopes of more contributions. Need some more urgent or high priority issues, but any are welcome.
09-11-2010, 04:26 PM
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