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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>http://bugs.obsidianconflict.net/</docs><link>http://bugs.obsidianconflict.net/</link><description><![CDATA[Obsidian Conflict Bugtracker - Issues]]></description><title>Obsidian Conflict Bugtracker - Issues</title><image><title>Obsidian Conflict Bugtracker - Issues</title><url>http://bugs.obsidianconflict.net/images/mantis_logo_button.gif</url><link>http://bugs.obsidianconflict.net/</link><description><![CDATA[Obsidian Conflict Bugtracker - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0000187: css weapons dont have texture's</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=187</link><description><![CDATA[all the css weapons do not have texture's or gun sound and i have the game installed and the box ticked please help]]></description><category>Bug-Report</category><pubDate>Sun, 04 Oct 2015 08:49:17 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=187</guid><comments>http://bugs.obsidianconflict.net/view.php?id=187#bugnotes</comments></item><item><title>0000186: Add point_broadcastclientcommand</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=186</link><description><![CDATA[it would be nice to add the point_broadcastclientcommand function to allow maps like moe glados factory to automatically enable/disable the map overview on clients when running on a dedicated server. Currently point_clientcommand is the only entity that allows this but only when running locally. Ent is already used in games like alien swarm, left4dead 2 etc.]]></description><category>Feature-Request</category><pubDate>Sun, 08 Feb 2015 13:14:33 +0100</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=186</guid><comments>http://bugs.obsidianconflict.net/view.php?id=186#bugnotes</comments></item><item><title>0000185: Allow merchants to sell custom weapons (and maybe custom_item)</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=185</link><description><![CDATA[Right now, merchants only can sell the entities showed at merchant_rules.txt, not allowing custom weapons or items. It would be good to make it able to do so (as well as read from inner folders, like for example scripts/customweapons/oc_test/custom_fire).]]></description><category>Feature-Request</category><pubDate>Mon, 31 Mar 2014 11:20:56 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=185</guid><comments>http://bugs.obsidianconflict.net/view.php?id=185#bugnotes</comments></item><item><title>0000181: trigger_player_count fires OnPlayerLeave when the player mount/unmount a func_useableladder</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=181</link><description><![CDATA[While using a trigger_player_count, if a player uses a ladder that is made with the func_useableladder entity, the trigger will think that the player has left the volume, triggering the OnPlayerLeave output.]]></description><category>Bug-Report</category><pubDate>Sun, 22 Dec 2013 21:39:53 +0100</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=181</guid><comments>http://bugs.obsidianconflict.net/view.php?id=181#bugnotes</comments></item><item><title>0000184: Npc_hgrunts are hostile to npc_citizen, but they can't hurt them</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=184</link><description><![CDATA[Npc_hgrunt are hostile to npc_citizen, and the npc_citizen considers the npc_hgrunt as an enemy too. But for some reason, npc_hgrunt doesn't do any damage to the npc_citizen (even with their grenades).&lt;br /&gt;
&lt;br /&gt;
Also, it seems that npc_hgrunt can not be gibbed, as even with explosions, it continues making ragdolls.]]></description><category>Bug-Report</category><pubDate>Thu, 19 Dec 2013 14:26:26 +0100</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=184</guid><comments>http://bugs.obsidianconflict.net/view.php?id=184#bugnotes</comments></item><item><title>0000165: Switch between "Classic" and "Lives" gameplay while playing</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=165</link><description><![CDATA[This request is about having a new entity to switch from the &quot;normal&quot; gameplay (Classic) to the &quot;Lives&quot; gameplay in-game, and reverse.&lt;br /&gt;
&lt;br /&gt;
For example, when playing on a map, the players reach a part where, let´s gonna say, there is a boss. Then, it would be triggered this special entity, switching to the lives gameplay. Once the players beat that part, the entity would be called again to back to the normal gameplay.&lt;br /&gt;
&lt;br /&gt;
It would be possible?]]></description><category>Feature-Request</category><pubDate>Mon, 02 Dec 2013 10:56:03 +0100</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=165</guid><comments>http://bugs.obsidianconflict.net/view.php?id=165#bugnotes</comments></item><item><title>0000179: Merchants don't work</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=179</link><description><![CDATA[When I open a map like oc_harvest or oc_starshiptroopers where there are merchants to purchase weapons from, I cannot access their menus. I walk right up to them and press the &quot;Use&quot; key but no menu comes up and I have no way to buy weapons.&lt;br /&gt;
I also have no merchant in my oc_lobby. I didn't even notice there was an absence until I joined someone else's server and saw they did have a merchant in their lobby. I could press the &quot;Use&quot; key on them and access a menu, but I still couldn't when I created my own servers. How do I fix this?]]></description><category>Bug-Report</category><pubDate>Sun, 13 Oct 2013 15:08:17 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=179</guid><comments>http://bugs.obsidianconflict.net/view.php?id=179#bugnotes</comments></item><item><title>0000180: item_ammo_crate makes spawn a weapon_frag at 0 0 0</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=180</link><description><![CDATA[After several months tracking down from where a weapon_frag come from that always appeared at 0 0 0 on all the maps, I discovered that it comes from item_ammo_crate (the large green boxes), when it is set to give grenades.&lt;br /&gt;
&lt;br /&gt;
When you open the crate for the first time (you pick the weapon for first time, 5 grenades as default), after a while, it will respawn at the origin of the map, like if the mapper originally didn't placed it correctly at the world.&lt;br /&gt;
&lt;br /&gt;
So, if you have three grenade crates, and you pick the grenades from the three (picking the weapon, then losing it due death of the player), it will spawn three weapon_frags at the origin of the map.]]></description><category>Bug-Report</category><pubDate>Sun, 13 Oct 2013 13:51:03 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=180</guid><comments>http://bugs.obsidianconflict.net/view.php?id=180#bugnotes</comments></item><item><title>0000178: OC won't run error message pops up</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=178</link><description><![CDATA[one day I launched OC and this error message popped up. Anyone know anything about it? Thanks intrigue]]></description><category>Bug-Report</category><pubDate>Tue, 01 Oct 2013 16:05:43 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=178</guid><comments>http://bugs.obsidianconflict.net/view.php?id=178#bugnotes</comments></item><item><title>0000177: Improve item_cloak and item_shield</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=177</link><description><![CDATA[item_shield:&lt;br /&gt;
&lt;br /&gt;
sv_shieldstrength doesn't work properly. Their info says that it defines the &quot;health&quot; of the shield, but if you put a higher number like 100, it will appear at the half (or less) of the power bar, but the shield will continue having the same health, affecting only the HUD.&lt;br /&gt;
&lt;br /&gt;
Make an option in Hammer to define the health of the shield. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
item_cloak:&lt;br /&gt;
&lt;br /&gt;
Make it toggleable like the shield and not forcing the players to keep pressing their button.&lt;br /&gt;
&lt;br /&gt;
While you are using the cloak, you can't switch between weapons.&lt;br /&gt;
&lt;br /&gt;
Create a CVAR/Hammer option to define the number of seconds that lasts the cloak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Hammer, both entities appears with an ERROR model, because it doesn't find the models. The problem is at the Obsidian.fgd, that it defines a wrong path for the models:&lt;br /&gt;
&lt;br /&gt;
The shield should be &quot;models/player/modules/w_powermodule.mdl&quot;, instead of models/Player/w_helmet.mdl&quot;.&lt;br /&gt;
&lt;br /&gt;
The cloak should be &quot;models/player/modules/w_cloak.mdl instead of models/Player/w_cloak.mdl&quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have to found the exact combination of actions, but it looks like that using the shield or the cloak, while you are running, it makes bug the player controls, making sprint forever even after die, like if the player would press the sprint button.]]></description><category>Feature-Request</category><pubDate>Mon, 02 Sep 2013 17:24:02 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=177</guid><comments>http://bugs.obsidianconflict.net/view.php?id=177#bugnotes</comments></item><item><title>0000174: Game does not start</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=174</link><description><![CDATA[Whenever i enable HL2 EP2 i restart the game and when it starts up all i see is the main screen with nothing on it but in the bottom right corner i see a &quot;loading&quot; thing. I have nothing wrong with my pc and i got the link from a obsidian conflict linked site.]]></description><category>Bug-Report</category><pubDate>Fri, 09 Aug 2013 08:40:42 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=174</guid><comments>http://bugs.obsidianconflict.net/view.php?id=174#bugnotes</comments></item><item><title>0000176: func_tanks doesn´t attack to all the players regarless if is used !player or player</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=176</link><description><![CDATA[If you use the input to a func_tank (all the types of func_tanks) with the input SetTargetEntityName player (or using a npc_enemyfinder with the input OnFoundEnemy nameoffunctank SetTargetEntity, OnFoundPlayer gives the same result) so it can fire automatically to the players, it will only fire on the player that spawns on the info_player_start entity. &lt;br /&gt;
&lt;br /&gt;
If you kick that player, it will fire on the next player that spawned on the info_player_start entity.]]></description><category>Bug-Report</category><pubDate>Tue, 23 Jul 2013 09:41:27 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=176</guid><comments>http://bugs.obsidianconflict.net/view.php?id=176#bugnotes</comments></item><item><title>0000175: Add to trigger_nocollide a flag to enable player collision on touch if it was disabled</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=175</link><description><![CDATA[&lt;a href=&quot;http://wiki.obsidianconflict.net/?title=Trigger_nocollide&quot;&gt;http://wiki.obsidianconflict.net/?title=Trigger_nocollide&lt;/a&gt; [&lt;a href=&quot;http://wiki.obsidianconflict.net/?title=Trigger_nocollide&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
Currently there´s not way to re-enable the collision of a player that has been previously disabled without enable/disable the collision to all the players, and only using the mp_playercollide cvar.&lt;br /&gt;
&lt;br /&gt;
A new flag reversing the main function of the entity (enable player collision on touch if it was previously disabled) would solve this problem.]]></description><category>Feature-Request</category><pubDate>Fri, 12 Jul 2013 20:49:40 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=175</guid><comments>http://bugs.obsidianconflict.net/view.php?id=175#bugnotes</comments></item><item><title>0000173: Lag cause your playermodel body to fall from other players</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=173</link><description><![CDATA[When you gets some lag, you might see your body at random places, that's because each time you do your body drops out of other players.]]></description><category>Bug-Report</category><pubDate>Sun, 23 Jun 2013 13:04:27 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=173</guid><comments>http://bugs.obsidianconflict.net/view.php?id=173#bugnotes</comments></item><item><title>0000172: Monster_alien_controller fills the console with errors</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=172</link><description><![CDATA[Although it doesn´t affect the gameplay, if you have one or more Alien Controllers on your map, it will the console log with the following warning:&lt;br /&gt;
&lt;br /&gt;
&quot;DataTable warning: (class [unknown]): Out-of-range value (-32.000000) in SendPropFloat 'm_fDecay', clamping.&quot;&lt;br /&gt;
&lt;br /&gt;
The class seems to change on the map you test it (saw it with prop_physics and point_servercommand). Sometimes, it appears as unknown.]]></description><category>Bug-Report</category><pubDate>Thu, 13 Jun 2013 20:24:39 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=172</guid><comments>http://bugs.obsidianconflict.net/view.php?id=172#bugnotes</comments></item><item><title>0000171: func_rot_button Starts Locked flag doesn´t work</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=171</link><description><![CDATA[If you check the flag of the func_rot_button &quot;Starts Locked&quot;, it will not work.]]></description><category>Bug-Report</category><pubDate>Tue, 04 Jun 2013 19:22:38 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=171</guid><comments>http://bugs.obsidianconflict.net/view.php?id=171#bugnotes</comments></item><item><title>0000170: ambient_generic dynamic presets makes loop the sound</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=170</link><description><![CDATA[For some unknown reasons, if you set a ambient_generic have a dynamic preset, it start to loop, even if you have the flag &quot;Is not looped&quot; checked.&lt;br /&gt;
&lt;br /&gt;
Some presets, like the &quot;machine&quot; types, will only loop three times the sound, and then it will stop. It doesn´t stop if you unchecked the flag.&lt;br /&gt;
&lt;br /&gt;
The rest of presets will make loop the sound regarless if you checked the loop flag or not. Some of those presets will go out of control making any kind of noises until it just make stop the sound.]]></description><category>Bug-Report</category><pubDate>Tue, 04 Jun 2013 19:17:21 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=170</guid><comments>http://bugs.obsidianconflict.net/view.php?id=170#bugnotes</comments></item><item><title>0000168: Impulse 203 on Player / Player in Vehicle CTD</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=168</link><description><![CDATA[If you impulse 203 a player, or while aiming at a player in a vehicle, the game crashes to desktop.&lt;br /&gt;
&lt;br /&gt;
This isn't an issue in GMod, so that might be something to look at.]]></description><category>Bug-Report</category><pubDate>Wed, 29 May 2013 07:30:47 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=168</guid><comments>http://bugs.obsidianconflict.net/view.php?id=168#bugnotes</comments></item><item><title>0000169: point_viewcontrol Hold time key doesn´t work</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=169</link><description><![CDATA[If you use a point_viewcontrol, and put a number on &quot;Hold time&quot;, and don´t check the flag &quot;Infinite Hold time&quot;, it will continue taking the view of the player, unless you send a disable/kill output.&lt;br /&gt;
&lt;br /&gt;
Looking at the VDC, although this entity has many bugs, this doesn´t look like it happen on another games.&lt;br /&gt;
&lt;br /&gt;
&lt;a href=&quot;https://developer.valvesoftware.com/wiki/Talk:Point_viewcontrol&quot;&gt;https://developer.valvesoftware.com/wiki/Talk:Point_viewcontrol&lt;/a&gt; [&lt;a href=&quot;https://developer.valvesoftware.com/wiki/Talk:Point_viewcontrol&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>Bug-Report</category><pubDate>Mon, 27 May 2013 19:23:08 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=169</guid><comments>http://bugs.obsidianconflict.net/view.php?id=169#bugnotes</comments></item><item><title>0000156: popularity</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=156</link><description><![CDATA[my proposal / request is not OC-code related,  but i think it would be a great step to request coop with the blackmesa dev team. in every aspect.&lt;br /&gt;
may be a big request to the other team but may also help both mods to get more popular, share hours of work, survive, get playerbase&lt;br /&gt;
(nearly nobody of my steamfriends knows OC -__- )&lt;br /&gt;
&lt;br /&gt;
- i see lots of redundant work concerning the remaking of HL1 stuff in source, work together there (not bins, but models, weapon scripts or what ever ...)&lt;br /&gt;
- fuse the dev teams and use overlapping resources together (maybe thats isnt possible anymore at this point)&lt;br /&gt;
- support mounting of BM stuff&lt;br /&gt;
- mention each other on your sites, link to each other&lt;br /&gt;
- or maybe even include the HL1 storyline (in BM form) into OC like svencoop did with hl1 (different download packages could be possible)]]></description><category>Feature-Request</category><pubDate>Mon, 27 May 2013 10:49:34 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=156</guid><comments>http://bugs.obsidianconflict.net/view.php?id=156#bugnotes</comments></item><item><title>0000056: ATI Graphics Bug</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=56</link><description><![CDATA[See &lt;a href=&quot;http://www.obsidianconflict.net/forums/viewtopic.php?f=1&amp;t=4253&quot;&gt;http://www.obsidianconflict.net/forums/viewtopic.php?f=1&amp;t=4253&lt;/a&gt; [&lt;a href=&quot;http://www.obsidianconflict.net/forums/viewtopic.php?f=1&amp;t=4253&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]]]></description><category>Bug-Report</category><pubDate>Mon, 27 May 2013 05:28:58 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=56</guid><comments>http://bugs.obsidianconflict.net/view.php?id=56#bugnotes</comments></item><item><title>0000105: Make barnacles disable the use of  weapons when you get trapped</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=105</link><description><![CDATA[The barnacles are clearly underused in maps, since is easy to spot them, and, in case you got trapped by them, you can shoot to kill it without any danger.&lt;br /&gt;
&lt;br /&gt;
I think that if the barnacles could deactivate the use of weapons (you cant select/use any), would be make more useful, and would force the players be cautious and cooperative (you would need another player to save you).&lt;br /&gt;
&lt;br /&gt;
I saw this in Sven Co-op, and the results are perfect.]]></description><category>Feature-Request</category><pubDate>Mon, 27 May 2013 05:21:49 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=105</guid><comments>http://bugs.obsidianconflict.net/view.php?id=105#bugnotes</comments></item><item><title>0000167: AI Perception Behavior Enhancement</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=167</link><description><![CDATA[&lt;a href=&quot;https://developer.valvesoftware.com/wiki/AI_Perception_Behavior_Enhancement&quot;&gt;https://developer.valvesoftware.com/wiki/AI_Perception_Behavior_Enhancement&lt;/a&gt; [&lt;a href=&quot;https://developer.valvesoftware.com/wiki/AI_Perception_Behavior_Enhancement&quot; target=&quot;_blank&quot;&gt;^&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;
Could we have that added to the AI code?]]></description><category>Feature-Request</category><pubDate>Sun, 19 May 2013 09:57:58 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=167</guid><comments>http://bugs.obsidianconflict.net/view.php?id=167#bugnotes</comments></item><item><title>0000164: Antlionguard attacking Strider causes Strider to float</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=164</link><description><![CDATA[If an Antlionguard attacks a Strider (shoving/charging), the Strider will start floating endlessly.]]></description><category>Bug-Report</category><pubDate>Tue, 14 May 2013 17:06:20 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=164</guid><comments>http://bugs.obsidianconflict.net/view.php?id=164#bugnotes</comments></item><item><title>0000100: Load a map (the same or different) using "create a game" option makes freeze the game</title><author></author><link>http://bugs.obsidianconflict.net/view.php?id=100</link><description><![CDATA[If you load a map using the create a game option, and after, you load another with the same method, the mod freezes.&lt;br /&gt;
&lt;br /&gt;
If you load another map with the console, doesnt happen.&lt;br /&gt;
&lt;br /&gt;
This is extremely annoying when you are &quot;testing alone&quot; stuff, forcing you close and run the mod in order to can load a different map.]]></description><category>Bug-Report</category><pubDate>Tue, 14 May 2013 16:50:13 +0200</pubDate><guid>http://bugs.obsidianconflict.net/view.php?id=100</guid><comments>http://bugs.obsidianconflict.net/view.php?id=100#bugnotes</comments></item></channel></rss>
