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Anyone noticed this on Tobruk? Some graphical issue. It doesn't displays all the time, you can see this mostly when you're dead. |
Re: *Official 0.7 bug thread * BUGS (continued): 35) "EASTERN BLITZ - 1939" map issues: - 2 Rifleman classes with identical loadouts, both for Germans and Poles. If that was on purpose too (even if SMG's were already in use in 1939), maybe they should be represented with the same icon when selecting, to avoid confusions regarding the weapons carried. Same thing goes for all the maps were this problem (different icons but identical loadout for classes) exists. - For the Polish Tank-Hunter class, the icon says "Demolition charges" but you get 2 land mines. - Image badly shakes / vibrates when one fires a Bofors AA gun in the main Polish base. Bofors gun also without label. 36) Disconnected from server (seconds after entering the game) on "VALIRISK", "IN THE HELL OF BOCAGE" and "BATTLE OF STALINGRAD" maps, on various servers. Game runs sometimes choppy / interrupted on "EASTERN BLITZ" and "SECTOR 318" maps. |
Re: *Official 0.7 bug thread * Gazalz=BF.exe to expernience a error wen it loads 100%.I have renstalled eveything and will check latter.l |
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Re: *Official 0.7 bug thread * @BMN most class loadouts are based on historical data, if they had them, then you get them. if they didnt have them, then you no get. or in some cases for balance reasons certain weapons have been limited, thru the use of pick-up kits. knee mortor, you must wait for crosshairs to completely close for accuracy, no wait, no accuracy... simple. near dead tank on (new)foy map... map is based on the BoB account. and in that story, the germans had a damaged tiger, thus a near dead tiger at spawn,... it can be repaired :D the counterattack nades you speak of, one kind is a normal nade, the other colored one is anti tank (yellow? i think). so they are different. have you got languages in option set to english? that would explain the speaking english thing. uncheck that, and nations speak in their foreign tongues. yes you are correct that some mgs are not active, unfortunate yes. but theres only so much they can do, you want FH .7 this decade? dont you? as for the animation bugs,... some cant be helped based on the limitations of the game, i.e. the ability for modders to change certain hardcoded things in the code. known as the SDK dance in these parts :D music plz!!! |
Re: *Official 0.7 bug thread * You can still get eaten by the walls of Arnhem. |
Re: *Official 0.7 bug thread * Thanks for the info. Quote:
Language is not set to English (the "English dialogues" box isn't checked). You can hear French, Russian etc. terms, the problem being only with the Engineer class. Looks like their phrases are only in English or German. |
Re: *Official 0.7 bug thread * The SVT firing sound is bugged. The sound of the shot itself is good, but after each pull of the trigger the sound of the bolt being worked manually can be heard. This doesn't make sense as the SVT is a gas-operated semi-automatic rifle, and the action is worked by the recoil of the preceding shot. |
Re: *Official 0.7 bug thread * CTD on Gazala German supply ship on Rheinuebung lags |
Re: *Official 0.7 bug thread * I didn't think the pak 40 could be used as artillery in 0.67, but in 0.7 it can... Bug or on purpose? |
Re: *Official 0.7 bug thread * Seelow Heights Somehow Soviets captured spawn 5 before spawn 4. It was on UCFH server. I have no clue how it happened. |
Re: *Official 0.7 bug thread * LOL, love it when people post intentional design changes as "bugs" |
Re: *Official 0.7 bug thread * The Arisaka doesn't allow one to switch to another weapon in the middle of cycling the bolt. All other weapons allow this. My standard procedure for fighting up-close with rifles is to fire one shot with my rifle, then immediately switch to the knife. With the Arisaka, however, I have to wait to chamber another round before I can switch weapons. |
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Re: *Official 0.7 bug thread * I dunno know if this is a glitch, but some pick up kits in Tobruk at the Axis main have German helmets. |
Re: *Official 0.7 bug thread * The halftrack artillery on BoB damages the vehicle when the user fires the gun to either side. 2 shots to the side, and the vehicle blows up. |
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Re: *Official 0.7 bug thread * 1 Attachment(s) I played the Gold Beach-1944 on hslan. Now this map features push mode but something wird has happened. Allies captured first flag, second and thrid flag. And in the same moment when they capped 3rd flag some germans captured 2nd flag. The cage around 2nd flag spawned and there was no way to cap that flag, if you'll be quick enough you may join hslan and see it by your own eyes. Here's a screen. |
Re: *Official 0.7 bug thread * These are some of the issues I've mentioned in previous posts: - Burried tracks for: Panzer IV D, Panzer IV F2, Panzer IV H, Ostwind, Jagdpanzer IV, Brummbar and StuG III B. For these vehicles the problem appears on all maps and types of terrain (as if the zero height level = the ground was set above the tracks) and it wasn't present in FH 0.67. Below are two images with a Panzer IV H on the bridge of Market Garden. Looks ugly... http://img.photobucket.com/albums/v447/bmn/FH/1.jpg http://img.photobucket.com/albums/v447/bmn/FH/2.jpg - Wrong and ugly looking gunsights for the StuG III G (88 mm instead of 75 mm). Problem present in FH 0.67 and not corrected in FH 0.7. http://img.photobucket.com/albums/v447/bmn/FH/3.jpg - Valentine Mk II gunsights. Issue present in FH 0.67, not corrected in FH 0.7. http://img.photobucket.com/albums/v447/bmn/FH/5.jpg - Ironsights for MG-34 and MG-42. How are you supposed to see your remote (and moving) target, follow it, lead it and hit it if your field of fire is completely obstructed by the flame? The crosshairs in FH 0.67 were perfectly usable and effective even at very long range, but now the MGs are crippled. Not to mention that the Support class doesn't have anymore a side weapon for minimal self-protection, which isn't OK at all. http://img.photobucket.com/albums/v447/bmn/FH/4.jpg |
Re: *Official 0.7 bug thread * It would be nice to have the correct gunsights but it isn't always possible to get them. The MG should be fired in bursts you will have no problem hitting people or providing cover fire even over distance (remember that these were not sniper rifles), nevertheless I think the muzzle flash is way to big too. But the things you mentioned -BMN- are not bugs (except for the tank tracks) so don't post them in a bug thread. |
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On the other hand, the sights are OK for the StuG III B. |
Re: *Official 0.7 bug thread * Soviet DP kit spawns in a tent at the German main in Valirisk. German sniper rifles use Soviet sniper rifle optics. Not sure if this is a bug, but is the flamethrower supposed to destroy tanks? |
Re: *Official 0.7 bug thread * No random gun indactor on Italin officer class. |
Re: *Official 0.7 bug thread * - Deformed perspective (too remote) for SdKfz 7 vehicles in F10, F11, F12 cameras. Hard to control the vehicle when driving in third person view. http://img.photobucket.com/albums/v447/bmn/FH/7.jpg - Bug / exploit in... a certain map: permanent ammo supply (grenades included) without an ammo box, in a strategic point. If devs. or betatesters are interested, better via PM's or e-mail. - "FALL WEISS" map: stopping a vehicle on the bridge in E2 square - in the position pictured below - then exiting, makes you fall into the river. http://img.photobucket.com/albums/v447/bmn/FH/10.jpg - Slot marking (blue dot) for Crusader Mk I: http://img.photobucket.com/albums/v447/bmn/FH/6.jpg |
Re: *Official 0.7 bug thread * Battle of Pavlov you get stuck in a rebel-house, only option is to commit suicide : http://www.dahurideur.free.fr/FH/for...tle_pavlov.jpg http://www.dahurideur.free.fr/FH/for...e_pavlov_1.jpg Then for the following I'm not sure if it is a bug or on purpose (strange) Tank PantherD, while looking at the collisionmesh, side is in defgroup39, but the metal plate seems to be in material 349 :eek: which is not coded. So a side hit in the tracks gets damage, in the turret as well but not in the metal plate. (verified by field test) Could make sense to be reinforced like defgroup 50 or 53 , but not invincible :uhm: http://www.dahurideur.free.fr/FH/forum/meshpanther.jpg Do not hesitate to correct if I'm wrong Miaou :beer: |
Re: *Official 0.7 bug thread * I don't know if anyone else had this before...but now push maps seem to have the simultaneous cap bug a lot more... It happened to me on Alpenfestung and Foy this weekend. I have never seen this many times in .67a. If axis cap a flag eg. 1st, while allied guy caps 2nd, they both get the flag, but the axis cannot cap any of the flags... Not the 2nd, 3rd, 4th and so on. The Allied on the other hand can freely move in to all axis bases and cap them in order. Has anyone else had something like this? |
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The push code havent been changed at all... |
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Re: *Official 0.7 bug thread * On Pegaus bridge in the long trench on the allied side of the bridge if you walk into the side near the wire you get injured, depsite there being no wire there... Luger still dissapears off screen when prone with it Katana secondary fire which is the Banzai scream is still a lot quieter then other voice calls Thats all I noticed at a glimpse. |
Re: *Official 0.7 bug thread * Has anyone noticed, in the Battle of Makin, there's this bug involving the landing craft with stuart tanks? When players move the stuart tanks off the landing craft, the stuarts explode the moment it gets onto shore. |
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Re: *Official 0.7 bug thread * Today I played on Saipan, autobalance changed my team to japanese, I wait a couple of minutes and rejoined allied. Now I could pick any control point to spawn, no matter if it was japanese or US. But when wave spawn time reached zero not earlyer but now it told me that I can't spawn there. Well it's not dangerous but a little wird, I never encountered that before.:uhm: Btw, Lobo and Anlushac11, gg!:cya: |
Re: *Official 0.7 bug thread * The pagasus bridge is messed up when you'r sclose to it: http://users.pandora.be/assistonline.bvba1/pagasus1.jpg http://users.pandora.be/assistonline.bvba1/pagasus2.jpg http://users.pandora.be/assistonline.bvba1/pagasus3.jpg And is it normal that I can walk through the banisters? |
Re: *Official 0.7 bug thread * Are you sure that you installed FH right, no corrupted files?:uhm: |
Re: *Official 0.7 bug thread * The first 700MB (part 1/3) were corrupted and I downloaded it again. This is the only object that has this problem. |
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Here is the strange collision mesh (have tested it with Bazook, PanzerShreck ... and no damage indeed) :uhoh: http://www.dahurideur.free.fr/FH/forum/panther.jpg Miaou |
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It happens on all maps with landing crafts containing tanks, if you dont beach the landing craft completely the tanks explode when they drive off the ramp, effectively destroying American chances to win the map |
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Also, is it possible to code a conditional statement so that in the push maps if flags are taken at the same time, they get reset? Say on gold beach, if the allies take flag 4 while the axis take 3 (or any similar condition where the flag value of the assaulters>flag value of defenders), both flags get temporarily locked down while the possesion reverses. IE- the conditional statement sets the British in control of 3, while axis are given 4. I've never looked at the FH source code, but I would imagine it would be fairly easy to code a conditional statement to fix such glitches. |
Re: *Official 0.7 bug thread * A small little bug that really doesn't matter at all in the long run: When you fire a shaped charge (only tried with the panzerfaust 100m) straight up into the air, it'll come back down, just like in real life. However, when it comes back down, it does so fairly slowly, and makes a pretty loud noise. I was having some fun today ;) |
Re: *Official 0.7 bug thread * Sorry for the double post, but I can't edit my other one. In pegasus, its possible to fall underneath the wine cellar and have no chance of getting back up. If you jump on the wine barrels, you can fall underneath the cellar. Its not that fun :( |
Re: *Official 0.7 bug thread * Whats with the friggin superhuman american halftracks? takes more than 1 hit from a panzerschreck to kill one :mad: |
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It makes perfect sense that an AP round would do little more than fly straight through the vehicle. Unless you hit the fuel tank, the halftrack would have no reason to explode. Its both more realistic, and better for gameplay (people actually use them, now!). |
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Re: *Official 0.7 bug thread * On desert Rose the stairs in the Uboat Pen are in the air so you can't use them. You have to pray that the Uboat will spawn or you drown. |
Re: *Official 0.7 bug thread * The Puma on BOTB ( and possibly all maps) has screwed up steering and is a real pig to drive. Also I could not seem to rearm the main gun Also the Ostwind has no reload as such so it just fires and fires and fires making it stupidly powerful. |
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Re: *Official 0.7 bug thread * Hi, having a few problems with some of the maps. Am using version 0.7, installed correctly, but am experiencing crashes to desktop with the maps that everyone else has mentioned but also with Kharkov Outskirts. It works well on single player but in co-op the server works fine but the person connecting will load about 80% of the map and then crash to desktop. Anyone else get problems with this map in co-op mode? Also, on Stalingrad, I have a problem when selecting the PPSH as an officer. I sometimes spawn with the Mosin Nagant, and other times with the PPSH with 71 bullets per clip, and sometimes the PPSH with 35 bullets per clip. This only happens on this map, and only with Officer class. Any help on these issues would be useful |
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