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

Eglaerinion October 30th, 2005 05:39 AM

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.

-BMN- October 30th, 2005 06:55 AM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by Eglaerinion
It would be nice to have the correct gunsights but it isn't always possible to get them.

Well, a lot of Axis AFV's share the same gunsights (the 75 mm ones, with the small triangles), so for the StuG III G (one of the most important and produced tank-destroyers of WWII) it was only a matter of implementation, that probably skipped away. And because it's an error (88 mm sights instead of 75 mm ones) which wasn't corrected neither in previous releases nor in FH 0.7, I've mentioned it in the bugs thread.

On the other hand, the sights are OK for the StuG III B.

Insane1 October 30th, 2005 08:29 AM

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?

FlyGuy45 October 30th, 2005 08:47 AM

Re: *Official 0.7 bug thread *
 
No random gun indactor on Italin officer class.

-BMN- October 30th, 2005 10:12 AM

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

[79th] Le_Chat October 30th, 2005 01:08 PM

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:

[11PzG]matyast October 30th, 2005 01:19 PM

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?

Primo_Itch October 30th, 2005 02:16 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by [11PzG]matyast
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?

Big coincidence ? :o

The push code havent been changed at all...

LIGHTNING [NL] October 30th, 2005 02:27 PM

Re: *Official 0.7 bug thread *
 
Quote:

Originally Posted by Primo_Itch
Big coincidence ? :o
The push code havent been changed at all...

Actually, it has. Lobo added a code to prevent the flag from turning grey when the team in control is still in the radius. This is to prevent cases like this. Technically, this problem Matyast has should not be possible.

Al Capone October 30th, 2005 02:50 PM

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.


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