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-   -   *Official 0.7 bug thread * (http://forums.filefront.com/fh-bug-reporting/222940-official-0-7-bug-thread.html)

Big {Daddy} November 1st, 2005 04:15 PM

Re: *Official 0.7 bug thread *
 
3 Attachment(s)
0.7 Midway, B17 - rear turret gunner sights are "off"

0.7 Push system - It's possible to capture the first enemy flag before capturing the grey "start" flag. The is a serious bug imo and effects Gold Beach and Foy. It was present in previous releases too.

Maschinenpistole 40 November 1st, 2005 08:15 PM

Re: *Official 0.7 bug thread *
 
Prohrovaka is crashing to desktop when it is about 75% loaded.

pvt. Allen November 1st, 2005 09:39 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by Big {Daddy}
0.7 Push system - It's possible to capture the first enemy flag before capturing the grey "start" flag. The is a serious bug imo and effects Gold Beach and Foy. It was present in previous releases too.

There is no way to fix this. The push mode technology doesen't allows you to do that. It can only spawn the cage if Germans capture the neutral point first. But I don't think it's intended...

Big {Daddy} November 2nd, 2005 06:00 AM

Re: *Official 0.7 bug thread *
 
I guess it's a map design issue then.

pvt. Allen November 2nd, 2005 07:36 AM

Re: *Official 0.7 bug thread *
 
No, if it's a neutrla point it's optional for push mode. Why does the allied forcaes would need to take an empty field before attacking German positions? It's left for players decision.

-BMN- November 2nd, 2005 08:58 AM

Re: *Official 0.7 bug thread *
 
"DESERT ROSE - 1942" map:

- Each class on the Axis side gets parachutes, like in BF1942 (there are no pilot kits on the airfield). Is this a bug or it's on purpose?

- The name of the map is "DESERT ROSE - 1942", but the image shown while the map is loading says "DESERT ROSE 1943". Which one is the right year?

- The map runs, sometimes, interrupted. You're driving a tank, or you're in a plane, the image suddenly stops, then you're moving again. Noticed that on "OPERATION ABERDEEN" too (vehicles seem to "jump" once in a while).

smiget November 2nd, 2005 06:21 PM

Re: *Official 0.7 bug thread *
 
STILL CANT FINISH CAMPAIGN MODE... CRASHES AT Zielona Gora

futhermore.... lots of maps seem to be missing in campain mode(at least up to the zielona gora map...)

is there a reason for this?

|BFRR|Echo23 November 3rd, 2005 12:56 AM

Re: *Official 0.7 bug thread *
 
Bug- FH .7 causes player to develop a lack of intrest in anything else in life. I.E. work, school, social life, etc

pvt. Allen November 3rd, 2005 06:32 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by -BMN-
- The name of the map is "DESERT ROSE - 1942", but the image shown while the map is loading says "DESERT ROSE 1943". Which one is the right year?

I think on 1942, in 1943 Axis were totally defeated in Noth Africa and Italian cmpaign started.
Quote:

Originally Posted by -BMN-
- The map runs, sometimes, interrupted. You're driving a tank, or you're in a plane, the image suddenly stops, then you're moving again. Noticed that on "OPERATION ABERDEEN" too (vehicles seem to "jump" once in a while).

Lag?:confused:
Quote:

Originally Posted by smiget
STILL CANT FINISH CAMPAIGN MODE... CRASHES AT Zielona Gora

futhermore.... lots of maps seem to be missing in campain mode(at least up to the zielona gora map...)

is there a reason for this?

I think their bot coder left the team.
Quote:

Originally Posted by |BFRR|Echo23
Bug- FH .7 causes player to develop a lack of intrest in anything else in life. I.E. work, school, social life, etc

Is it bad?:naughty:

[SYN] hydraSlav November 3rd, 2005 08:03 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by smiget
STILL CANT FINISH CAMPAIGN MODE... CRASHES AT Zielona Gora

futhermore.... lots of maps seem to be missing in campain mode(at least up to the zielona gora map...)

is there a reason for this?

Yes, the reason is that there is no such thing as "Campaign mode" for FH. There are some maps that have bot support, but that's it

-BMN- November 3rd, 2005 10:07 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by pvt. Allen
Lag?:confused:

No, it's not lag. On "DESERT ROSE" it happens even in a local game, in co-op.

Rikupsoni November 5th, 2005 04:02 AM

Re: *Official 0.7 bug thread *
 
The worm bug still with Luger / Ruby(?). It's not about it looks stupid, but reveals your position very easily.

http://forums.filefront.com/attachme...6&d=1126902521

I'm still against that geballte ladung is contact fused. I remember that Hartmann said it's wrong but there are some problems coding it time fused.

But BF1918 for example has it coded as time fused, so it's not impossible.



Really why the Sdkfz. which carries Flak 38, Vierling or 88, turns so hardly, so the Hanomag should turn so too? Nah.. It flips also too easily and has the Third person too far angle problem as BF110 and something else has..

Ivegottheskill November 5th, 2005 07:32 PM

Re: *Official 0.7 bug thread *
 
Gaballe Ladungs dont explode (hit ground and nothing happens). They are also seemingly useless vs infantry. The RPG43 (Russian ones) are the same, but I think the British/Australian ones work ok :uhm:

pvt. Allen November 5th, 2005 10:28 PM

Re: *Official 0.7 bug thread *
 
Were they supposed to be usefl against infantry? They do damage, but for some reasons they explode only if you hit clear ground, if you'll hit a tank, it'll take damage from explosion that can't be seen. Also watch out, most vehicles explode after few seconds after throwing AT grenade on them.

pvt. Allen November 6th, 2005 11:06 AM

Re: *Official 0.7 bug thread *
 
A couple minutes ago I was playing Breakthrough-1944 on Wolf. Suddenly I spoted something wird, I saw someone's tag name, gun fire and sound of fireing a tunk gun but there was nothing. When he moved a little suddenly the vehicle becomed visible. It was that british artillery...ummm...I forgot the name...Bishop?...not sure tough...well it's also in Liberation of Caen-1944. Anyway I haven't got a lag or enything, the vehicle was parked in a hedgerow, but it seemed to become invisible and visible even in other places. I'll post a screen of it as soon as I'll get programm that supports .tga files...

oscar989 November 6th, 2005 11:36 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by pvt. Allen
A couple minutes ago I was playing Breakthrough-1944 on Wolf. Suddenly I spoted something wird, I saw someone's tag name, gun fire and sound of fireing a tunk gun but there was nothing. When he moved a little suddenly the vehicle becomed visible. It was that british artillery...ummm...I forgot the name...Bishop?...not sure tough...well it's also in Liberation of Caen-1944. Anyway I haven't got a lag or enything, the vehicle was parked in a hedgerow, but it seemed to become invisible and visible even in other places. I'll post a screen of it as soon as I'll get programm that supports .tga files...

I was playing on that rounds of Breakthgrough too. Anyways in the Axis man on Break...1944 A GMC truck spawns instead of an Opel next to the hangar where the Junkers is.

FlyGuy45 November 7th, 2005 06:47 PM

Re: *Official 0.7 bug thread *
 
Makin-One control point is called "Wespe Battery"

Lupin November 7th, 2005 08:33 PM

Re: *Official 0.7 bug thread *
 
Donno if these have been mentioned.

- Betty spawn still causes massive team kills because of "over spawning" and people slamming against the wings.

- When you jump with the rifle the crosshairs are giant, but when you jump with an at rifle the crosshairs are really small.

Tas November 7th, 2005 08:42 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by oscar989
I was playing on that rounds of Breakthgrough too. Anyways in the Axis man on Break...1944 A GMC truck spawns instead of an Opel next to the hangar where the Junkers is.

I pointed that out last release.. it also seems NOT to give ammo to axis vehicles.

[21Pz]Stauffenberg November 8th, 2005 06:26 AM

Re: *Official 0.7 bug thread *
 
The italian lil "STUG" (forgot the name) doesnt have any splash damage at all.
You can turn the gun a single degree, and if you fire 1 cm in front of someone he aint damaged. Is that intended? I like it, but its totaly useless without any splash, since for aiming at infantery you have to turn the tank (its not like in the stug where you can turn the gun a bit) on the infantery and hit him like shooting with a rifle.

pvt. Allen November 8th, 2005 07:40 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by FlyGuy45
Makin-One control point is called "Wespe Battery"

It's because the mapper used "space" beteween words, bf1942 engine doesn't allows to do that so it puts such name instead of not accepted one.
Quote:

Originally Posted by The 13th Raptor
it also seems NOT to give ammo to axis vehicles.

And how do you expect an Allied vehicle to give ammo to axis vehicles?:p

-BMN- November 8th, 2005 11:13 PM

Re: *Official 0.7 bug thread *
 
"PROKHOROVKA" map, "Sawmill" spawnpoint. The position starts as being Russian, but it has a Flak 18 gun instead of a - for example - ZIS 3 gun.

In the same map (same spawpoint) the Russians get bazooka kits. Were they really used by the Russians on the Eastern front?

-BMN- November 9th, 2005 12:21 AM

Re: *Official 0.7 bug thread *
 
And another thing...

For the SdKfz 7 that carries the 88 mm gun, besides the far too distant field of view in F10, F11, F12 cameras, you cannot raise / lower the lateral flaps (via Up / Down keys). Why? The SdKfz 7 carrying the AA Vierling gun has this option.

[79th]Kamarad_Rage November 9th, 2005 05:11 AM

Re: *Official 0.7 bug thread *
 
On Pegasus Bridge, i take the mortar at first plane.

Then i go to the left along the river juste behind the bushes.

Somethimes when a put the mortar on the ground, it juste desapear.
( happen 3 times in one battle).

pvt. Allen November 9th, 2005 06:50 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by -BMN-
In the same map (same spawpoint) the Russians get bazooka kits. Were they really used by the Russians on the Eastern front?

Yes, they did have some because of the help from other Allies on laws of their pact.
Quote:

Originally Posted by [79th
Kamarad_Rage]On Pegasus Bridge, i take the mortar at first plane.

Then i go to the left along the river juste behind the bushes.

Somethimes when a put the mortar on the ground, it juste desapear.
( happen 3 times in one battle).

It's because all deployable weapons are being dropped some meters ahead of you, they can fall into the river or what is more probable they deploy themselfes under the river bank wall object. It can't be fixed, bf1942 engine doesn't allows to place weapons like mrtars on other objects, I think.

-BMN- November 9th, 2005 09:46 AM

Re: *Official 0.7 bug thread *
 
"WAKE ISLAND" map, "The Airfield" spawnpoint (tip of the V-shaped island). There is a battery of four AA guns with ammunition values set to "-1" since the beginning (negative ammo?) and remaining at "-1" no matter how many rounds are fired. Also, these four AA guns fire much more slowly than other identical (and individual) AA guns on the island, being unusable for shooting down planes.

Propa McGanda November 9th, 2005 10:47 AM

Re: *Official 0.7 bug thread *
 
On Pronovikinivoikiniavokova, at the Russian main base, there's a DP pick up kit, but when you pick it up you get an mg34.

http://img72.imageshack.us/img72/637...base7gm.th.jpg

pvt. Allen November 9th, 2005 11:16 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by -BMN-
"WAKE ISLAND" map, "The Airfield" spawnpoint (tip of the V-shaped island). There is a battery of four AA guns with ammunition values set to "-1" since the beginning (negative ammo?) and remaining at "-1" no matter how many rounds are fired. Also, these four AA guns fire much more slowly than other identical (and individual) AA guns on the island, being unusable for shooting down planes.

It's not a bug, those AAs are intended to have unlimited ammo. Their rate of fire is so slow because they're formed into battery wich must concentrate it's fire and shoot in the same time.
Quote:

Originally Posted by Propa McGanda
On Pronovikinivoikiniavokova, at the Russian main base, there's a DP pick up kit, but when you pick it up you get an mg34.

Russians used Mg 34s, only bug here is that it haven't got the MG34 model when laying on ground, but mabe the only one that has is with that axis "bag".:uhm:

Propa McGanda November 9th, 2005 11:50 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by Allen
Russians used Mg 34s, only bug here is that it haven't got the MG34 model when laying on ground, but mabe the only one that has is with that axis "bag".[IMG]images/smilies/uhm.gif[/IMG]

Oh, ok.

Is there any point in posting bugs, since this is the last version?

pvt. Allen November 9th, 2005 12:30 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by Propa McGanda
Oh, ok.

Is there any point in posting bugs, since this is the last version?

Yeah, I think that devs will release some kind of hotfix if we'll find some serious bugs that rely affect the gameplay in very negative way.

Abearikishiswisscheese November 10th, 2005 10:07 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by Legion
somebody flubbed up 0.7 vis a vis sounds -- there are no ricochet or shellwhine sounds showing up in-game for the 0.7 release. I added them back in for the original version of Intensity, and they make a world of difference.

If he's right about this...well...it's a big deal

[21Pz]Stauffenberg November 11th, 2005 03:48 AM

Re: *Official 0.7 bug thread *
 
I hope they will fix that italian "Stug" like thing, it has no splash damage at all.

Fuzzy Bunny November 11th, 2005 08:18 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by -BMN-
Also, these four AA guns fire much more slowly than other identical (and individual) AA guns on the island, being unusable for shooting down planes.

These guns fire 4 at a time, and have a lot of splash damage. They are extremely deadly if you know how to use them.

Gen'l Knight November 11th, 2005 09:38 AM

Re: *Official 0.7 bug thread *
 
I read the first 3 pages so I'm hoping not to repeat...

On Iwo Jima, as Allies, if you go in the Sherman's top mg position, you get a view of the deep blue sea.

-BMN- November 11th, 2005 11:34 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by pvt. Allen
It's not a bug, those AAs are intended to have unlimited ammo

Well, they have unlimited ammo, but why the "-1" display of ammo loadout? Other artillery pieces (ex. the mortars on "PEGASUS" map) also have unlimited ammo, but they're set - for example - at "30". You shoot a round, the ammo level drops by one, then returns to 30. But "-1" is meaningless and odd looking...

pvt. Allen November 11th, 2005 11:44 PM

Re: *Official 0.7 bug thread *
 
Maybe on Pegasus you just have to imagine that there are soldiers bringing you another crates of ammo after you fire 30 rounds. With those aas imagine there are loaders loading arty all the time.:p

-BMN- November 12th, 2005 12:28 AM

Re: *Official 0.7 bug thread *
 
Another thing (not necessarily a bug, but a question)... Why does the top-turret AA machineguns mounted on some tanks (ex. Panther A, King Tiger) have an incomplete traverse (with a 90 degrees "blind angle" on the back-left side) while other identical AA MG's (ex. for Tiger tank) can be freely rotated 360 degrees?

pvt. Allen November 12th, 2005 01:18 AM

Re: *Official 0.7 bug thread *
 
Hard to say. I only remember that there was said something about gunners that would stand on tank back and operate the mg. If done so it would have to be coded only for 90 digrees, otherwise going any further would result in operator standing in the air. But there are no out tank gun operators, aren't there?

-BMN- November 12th, 2005 05:59 AM

Re: *Official 0.7 bug thread *
 
I really can't find any reason for the limited traverse of the top-turret MG. Panzer IV H, Tiger etc. have full rotation for it, while for Panther A and King Tiger you get only 270 degrees. Odd...

Sgt.kar98 November 12th, 2005 03:38 PM

Re: *Official 0.7 bug thread *
 
There is one satchel bug,but is till fun and donīt need to be fixed...
Stand near an ammo-box and start trowing 10 seconds satchels.
After some drops,most of the satchels will blow and some will fail!!!And stay there!

-BMN- November 14th, 2005 08:25 AM

Re: *Official 0.7 bug thread *
 
Nakajima "Kate" torpedo plane - second F9 view (the one that should be without the cockpit, just with the small "normal" crosshairs) is...

http://img.photobucket.com/albums/v4...Crosshairs.jpg

pvt. Allen November 14th, 2005 08:29 AM

Re: *Official 0.7 bug thread *
 
We've got here some nice ironsights.:naughty:

-BMN- November 14th, 2005 09:35 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by pvt. Allen
We've got here some nice ironsights.:naughty:

Very "nice" indeed... :)

pvt. Allen November 14th, 2005 10:25 AM

Re: *Official 0.7 bug thread *
 
Are you running game on low details maybe? I know that if you run it on low settings then the tenk sights are not looking good, maybe this happens here too.:confused:

-BMN- November 14th, 2005 10:41 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by pvt. Allen
Are you running game on low details maybe? I know that if you run it on low settings then the tenk sights are not looking good, maybe this happens here too.:confused:

No, it's not on low details / settings. It's just... how it looks like (meaning... huge and ugly). And it shouldn't be there at all in secondary F9 view (all other planes have the cockpit image removed and regular crosshairs)...

oscar989 November 14th, 2005 11:27 AM

Re: *Official 0.7 bug thread *
 
When carrying any placeable heavy MG's and you go to your F10 & F11 view. The gun changes to mines.

pvt. Allen November 14th, 2005 11:46 AM

Re: *Official 0.7 bug thread *
 
Yeah, also it dissapears sometimes, if you throw all mines and deploy your mg, you'll still see mine in your hand. And the mg carrying animation is slowed down too much so it looks a little wird.

18Bravo November 14th, 2005 04:37 PM

Re: *Official 0.7 bug thread *
 
I've only tried this on a local game on my machine. About the heavy machine gun kits; I placed the mg down, dropped my mines off to my flanks, then it switched to another heavy mg in my hands, so I got to where I could place TWO HMGs.

pvt. Allen November 15th, 2005 12:04 PM

Re: *Official 0.7 bug thread *
 
You can't place two mgs in this situation, you just hold it but nothing will spawn if you'll drop it.

Ivegottheskill November 16th, 2005 02:46 AM

Re: *Official 0.7 bug thread *
 
FH just crashed to desktop for me playing Battle of Foy with 42 bots. I was about 20 mins into playing the round. It crashed near the East bridge while German bots were attacking

I'm going to try Legi0n's Intensity minimod to see if its just the FH 0.7 bots :\


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