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*Official 0.7 bug thread * post here, please Can moderators make this sticky bugs thread rules http://www.gamingforums.com/showthread.php?t=91912 1.)Do not post in here about content you wish you had seen in the mod but for some reason isn't there. It's not a bug, it's just not in there yet. 2.)Do not post about corrupted Archives, this is a transfer issue and has nothing to do with how we compiled the mod. 3.)When posing a bug be as specific as possible, it'll help us track down the actual problem quicker. 4.)For god's sake make sure you have the latest version of the mod before posting a bug!!! |
Re: *Official 0.7 bug thread * I am in the office, while the rest of the unemployed/kids/euros are playing it. Now that bugs me a lot, so i guess thats a bug ;) |
Re: *Official 0.7 bug thread * Its rather a spam. Bug: Bren gun doesnt have ironsights. |
Re: *Official 0.7 bug thread * Map: Battle of Pavlov. Location: The very bottom floor of the Pavlov's house. Problem: Germans take damage after walking a little further from the stairs.(Might just be out of bounds for germans?!) |
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Bren, BAR don't have IS, they are LMG's. Pavlov has anti basecamp code in the basement. |
Re: *Official 0.7 bug thread * The big naval guns on the island on Midway don't have a firing sound. |
Re: *Official 0.7 bug thread * New battle for berlin, trap: North of the russian base there are two flags. Spawn at the top of these two flags and run down the alley (with all the obstacles) towards the flag just north of the russian base. While going down the alley there are two holes on the left side in the house walls. Go into the first of these holes and then continue as far into the ruin as you can get. This is where you get to a trap - you cannot get out and it is really hard to orientate since the light brown walls are so close and fill you entire vision. I teamkilled some trapped teammates there tonight. All of them. |
Re: *Official 0.7 bug thread * tobruk causes CTD!!!!!!!!!!! Its not only me, clan mate aswell! |
Re: *Official 0.7 bug thread * Not a "bug" as such, but the FH Manual still has the 0.65 version.... |
Re: *Official 0.7 bug thread * Ramell keeps disconnecting people all the time, like 10 disc. in 5 mins |
Re: *Official 0.7 bug thread * We've had many people, including myself, that constantly gets disconnected from Ramelle Neuville. EDIT : Stauffenberg was faster than me :-P |
Re: *Official 0.7 bug thread * German mortars on Pegasus sound exactly like the R:TW ballistas. No kidding. |
Re: *Official 0.7 bug thread * Server now features vuoksi. Says map not found. Whats that map doing in FH 0.7 anyway? |
Re: *Official 0.7 bug thread * vuoksi is not in 0.7. they must play old fan maps |
Re: *Official 0.7 bug thread * Stickied |
Re: *Official 0.7 bug thread * 2 Attachment(s) Truck of death: On Pegasus, an allied basecamper went into a german base with a truck. He was likely k:ed and the truck *almost* blown up (but not quite). Anyone that got near the truck died instantly (the truck was a medic truck btw). The burning truck was also invulnerable to mg fire, satchels,.. truly the truck of death, wheels spinning even when standing still and spewing flame and smoke (and death). Edit: and yeah, it survived until the end of the map. See screenshots. |
Re: *Official 0.7 bug thread * While playing Aberdeen, we've found the small german armored car and Daimler are both very resistant and sometimes even make tank shells bounce! I needed 4 shells to kill a Sdfkz scout car and survived more than one head to head battles with a panzer III while commanding a Daimler. This just isn't right :uhm: Quote:
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Re: *Official 0.7 bug thread * Pavlov. One of the panzerIIIs had a similar thing as the truck, when it went to the anti basecamp area, the driver got killed, but the tank moved on. It was not possible to kill it with anything, and if you got near it you got killed...(standing right next to it). |
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Re: *Official 0.7 bug thread * Battle of Orel 1943 made everyone on our server crash. The map makes a CTD when the loading is approximatively at 80% |
Re: *Official 0.7 bug thread * ^^Same for me :( |
Re: *Official 0.7 bug thread * hmmm ive played both maps on 2 different servers, and not one person was disconnected. |
Re: *Official 0.7 bug thread * No wreck skin for the Matilda I on Counterattack. |
Re: *Official 0.7 bug thread * Wow,this is getting pretty confusing. Why do we have certain people diconnecting and others not,engine limit or PC? |
Re: *Official 0.7 bug thread * Disturbing, yes. Kharkov Winter also crashed :uhm: |
Re: *Official 0.7 bug thread * Where are the Australians/Italians? |
Re: *Official 0.7 bug thread * Running a dedicated 0.7 LAN server in co-op mode and the following maps crash after a few minutes. The load on the server was only 2 players before crashing occurs. Please note that only the dedicated server crashes. Each of the listed maps, with the exception of Desert Rose and Berlin 1945 Streets, ran perfectly under the .67 dedicated LAN server in co-op mode and would never crash. If I load up the .67 client and dedicated server versions, Kasserine Pass and Orel do not crash, even with loads of up to 20 players (the most we every play with on our LAN). It is definitely an issue with .7. MAPS THAT CRASH THE SERVER IN CO-OP: Berlin 1945 Streets Battle of Orel 1945 Desert Rose Kasserine Pass (my absolute favorite) Please fix!! This is my favorite game of all time and Kasserine Pass rocks! |
Re: *Official 0.7 bug thread * On Midway-1942 the jap carriers reload B-26 machine gun ammo and American carriers only reload bombs but not machine gun ammo. |
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Re: *Official 0.7 bug thread * It takes three hits to kill a Panzer II with a two pounder. Not... Cool... |
Re: *Official 0.7 bug thread * Yep, and 3 M36 90mm shots to kill an halftrack. |
Re: *Official 0.7 bug thread * The bugs make me want to go back to .67a, but the sounds and new stuff makes me want to stay. I am a man apart. |
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Re: *Official 0.7 bug thread * Yea i guess a hotfix is necessary. The Daimler on Aberdeen bugs so hard. |
Re: *Official 0.7 bug thread * All those complaints about penetration, test if you can reproduce them on a local server. |
Re: *Official 0.7 bug thread * Some issues noticed up to now regarding version 0.7: BUGS: 1) StuG III gun sigths are still bugged. Ugly, too thick markings and they correspond to a 88 mm gun. StuG's had 75 mm guns, so the correct sights would be - for example - the Panzer IV type ones. This problem has been mentioned in the 0.67 bug thread, but wasn't corrected in 0.7. 2) StuG III animation: apparently, the tracks are rotating backwards. 3) StuG III animation: in position 3 (commander's cupola), if rotating the mouse in F10, F11 and F12 views, the whole vehicle shakes / moves. Also, the stock of the MG in position 2 shakes a lot when firing. 4) Some AFV's (Panzer IV D, Panzer IV F2, Panzer IV H, Ostwind; may be others too) have their tracks partially burried into the ground. Looks bad especially when moving. 5) Weird, too loud, "screaming" sounds when rotating / aiming the MG's in positions 2 and 3 for Tiger tank. The same sounds for the MG's of - say - Panzer IV H are much better and are the "normal" ones. 6) Russian engineer - at least on PROKHOROVKA map - shouts "Fire in the hole!" (English language!) after dropping a demolition charge. 7) Italian engineer - at least on TOBRUK map - shouts "Endeckung!" (German language) after dropping a demolition charge. 8) Possible animation problems with some AT rifles (especially the German ones), when reloading: reload sound comes very quickly, but the reload movement is done much later or isn't clearly visibile. 9) BATTLE of BRITAIN and BOMBING THE REICH maps (may be other planes' maps too): 5 pilot classes (both Axis and Allies) depicted with different weapons loudout icons (when selecting), but all of them carry the same things: knife and pistol. 10) Japanese knee mortar always fires way to the right of the crosshair. 11) Not all AA guns have tracer rounds (ex. Bofors doesn't) and because there aren't any smoke puffs either, the shots trajectory is hard to judge. 12) BATTLE OF FOY map: for an 88 gun in spawn point 5, the AT / AA selection icon isn't animated (the cursor doesn't move between AT and AA markings). 13) BATTLE OF FOY map: in spawn point 2, immediately after loading the map, there is a Tiger tank almost destroyed (very low health, even if it hasn't been used yet) and with AA machine gun position missing. 14) SdKfz 7 mobile artillery halftrack in all variants (88 mm, AA guns): wrong field of view / perspective in F10, F11 and F12 camera views. It's much too distant and it's hard to drive the vehicle in third person view. 15) Secondary artillery fire scales (the horizontal and vertical ones, with the yellow cursors) are still uncalibrated and the cursors can be freely moved outside the scales. What's the point of having extreme / limiting markings for the scales, then? 16) Bofors AA guns has no in-game name label. 17) Some stationary guns (ex. Pak 40) can be slowly rotated via arrows (the nice way!) on some maps, while on other maps they can be freely rotated with the mouse. 18) VALENTINE Mk II tank gun sights: ugly, too thick markings, in comparison with other British tanks. 19) CRUSADER Mk I tank: the blue dot on the in-game icon (representing position 1) is in a wrong position. Too high and partially covering the label. 20) On some maps, the support class icon is labeled "ACTIVE SUPPORTS", instead of "ACTIVE SUPPORT". 21) The mortars (ex. on OMAHA CHARLIE SECTOR - 1944 map): after rotating (via arrows) and firing them, the tube looks detached from its tripod (floating in the air). 22) Graphical issues concerning planes, that were present in version 0.67 too: IL-2 pilot's hands shown "floating" in the air, lots of clippings for the He-111 bomber (when moving below it, the wings or the hull's skin partially dissapear), MG's in positions 2, 3, 4, 5 etc. for some bombers (He-111, Marauder) also shown completely "floating" in the air etc. 23) The uniform for the German Rifleman class (maybe for other classes too) is depicted with a pistol belt, but there's no pistol in the weapons loudout. 24) Panzer IV D and Panzer IV F2 still doesn't have their hull MG positions activated. The MG's are there, but, sadly, you cannot use them (while Panzer III, Panzer IV H etc. have active hull MG's). NOMENCLATURE ISSUES: If for some vehicles a correct and complete nomenclature was used (ex. "PANZER III Ausf. J"), then the same thing might be done for all vehicles, in order to be consistent. Or use a simplified notation, ex. "PANZER III J". So: "PANZER IV": maybe "PANZER IV D" or "PANZER IV Ausf. D" "PANZER IV F2": leave as it is or "PANZER IV Ausf. F2" "PANZER 4H": maybe "PANZER IV H" or "PANZER IV Ausf. H" "STUG 3G": maybe "StuG III G" or "StuG III Ausf. G" "STUG 3B" (if it's still in game; didn't see it yet): maybe "StuG III B" or "StuG III Ausf. B" "TIGER": maybe - say - "PANZER VI Tiger", "PANZER VI Tiger Ausf. E" etc. "PANTHER D" and "PANTHER G": maybe - say - "PANZER V Panther D" or "PANZER V Panther Ausf. D" and "PANZER V Panther G" or "PANZER V Panther Ausf. G" "SDKFZ7" is spelled in one word - should be "SdKfz 7" "HANOMAG": maybe "SdKfz 251 Hanomag" "WESPE": maybe "SdKfz 124 Wespe" "CRUSADER MK1": maybe "CRUSADER Mk I" etc. etc. etc. CONCERNS / QUESTIONS: - Jagdpanther feels "lighter" than in version 0.67 and it bumps and rocks a lot on uneven terrain or when passing over a small mound, in full speed. It behaves somehow like the Panther used to behave in 0.67. So, was the Jagdpanther made lighter or more sensitive? Not sure, but it felt more appropriate in the previous version. - Same thing for the Tiger tank. It feels a bit lighter than in 0.67, moves a bit faster and seems more sensitive to uneven terrain. Is that OK? Was also the turret rotation speed slightly increased? - Sniper rifles telescopic sights (at least the German ones; didn't checked others) got worse, I think. In version 0.67 the crosshairs looked OK, with clear, thin lines and a central dot. In version 0.7 the lines are too thick, the tip of the vertical one (corresponding to the previous central dot) isn't "sharp" enough and the thick vertical line completely obstructs a distant target, making aiming difficult. In my opinion, the sniper sights were much better in version 0.67. - There is no side-weapon for the support class, just the MG. When you run out of ammo and far away from an ammo box, how are you supposed to defend yourself when attacked? Run away? If not a knife, the support class may receive at least a pistol, for self defence (for example, in Red Orchestra, the MG class gets both a pistol and 2 grenades). - Sometimes, Engineer class gets a knife, sometimes a shovel? - On some maps, Engineers get 3 land mines, on other maps they get 4? - Italian riflemen (see TOBRUK map) don't have rifle grenades? - If hand grenades don't have a crosshair, why does the satchels, demolition charges and land mines have crosshairs? Their throwing range is, after all, much lower and not much precision is needed... - So many Ju-87 Stuka with a single 250 kg bomb? - Japanese Arisaka (for Rifleman class) and Type 96 have bayonets attached, but the bayonets cannot be used. In the same time, the Arisaka for the Seaman class is depicted without a bayonet. Why not an Arisaka without bayonet for all Japanese classes that carry such a rifle? - Why is there an Anti-tank class for STALINGRAD and BATTLE OF STALINGRAD maps? Haven't seen any tanks up to now... - The StuG III G in LIBERATION OF CAEN map has incomplete side skirts? - The StuG III B, from version 0.67, is gone? If yes, why? That's all for now. Hope that at least some of these bugs and issues will be corrected in a patch for version 0.7. Cheers! |
Re: *Official 0.7 bug thread * Noticed on Toburk that it's possible for armor to "sink" into the trenches and go below ground, which forces the player to suicide since you can't really get out of there. |
Re: *Official 0.7 bug thread * BUGS (continued): 25) Tracks partially burried into the ground also for: JAGDPANZER IV, BRUMMBAR and StuG III B (found it!). 26) OSTWIND: there is a hull MG, but it's not active. Also, tracks partially burried into the ground. 27) MG-34 and MG-42: in ironsights view (secondary fire), the flame (too big) completely obstructs the targets you're firing at. You can't see them anymore and you can't see the tracers either, so it's difficult to aim and correct your fire. MG-42 doesn't even seem to fire tracer rounds... 28) Bren machine gun doesn't have an "ironsight view" like the MG-34 and MG-42. Also, in secondary fire, when the image is a little zoomed, its ironsight come a little too close to the crosshair, almost touching it. 29) CHAR B1 tank: appears too big in F10 camera view. 30) "BATTLE OF OREL" map: a PANTHER D with greenish (almost... fluorescent) colored tracks in German main base and a T-34/76 tank with whitish colored tracks in Russian main base. 31) "COUNTERATTACK 1940" map: possible bug with the Allies (French) classes. There's two Rifleman classes, but one of them carries satchels. And the Tank Hunter class carries grenades (like a Rifleman). So, Tank Hunter and Rifleman got somehow mixed up (reversed). Don't know what's the purpose of the other Rifleman class, but the only difference I saw is... the color of the grenades. 32) "COUNTERATTACK 1940" map: the French Engineer shouts "Fire in the hole!" (in English) when using satchels. 33) Messerschmitt Bf-109: possible animation bug in F9 (cockpit) view. When firing the machine guns, the fired rounds are shown "pouring" inside the cockpit. They should be visible only outside the cockpit, in F10 - F12 views. OTHER ISSUES: - Wellington and He-111 bombers: in position 1, the steering is shown moving alone, without pilot's hands. - Ju-87 Stuka: in F9 view, when firing the machine guns an intermitent horizontal line appears just above the cockpit's crosshairs. Line dissapears when fire is ceased. - Messerschmitt Bf-109: white horizontal line just above the cockpit's crosshairs. - KV-1 tank looks a bit too small (and low) in comparison with a T-34/76. - Isn't the PANZER II turret rotation speed too slow now (compared with version 0.67)? It rotates like a Tiger turret... |
Re: *Official 0.7 bug thread * "25) Tracks partially burried into the ground also for: JAGDPANZER IV, BRUMMBAR and StuG III B (found it!)." that's being pretty anal if you ask me. You can bury the tracks of almost all the vehicles if you're moving on the right slope and angle. "28) Bren machine gun doesn't have an "ironsight view" like the MG-34 and MG-42." Not a bug, all lmgs don't have ironsights |
Re: *Official 0.7 bug thread * "Tracks partially burried into the ground also for: JAGDPANZER IV, BRUMMBAR and StuG III B (found it!)." that's being pretty anal if you ask me. You can bury the tracks of almost all the vehicles if you're moving on the right slope and angle." You're maybe right, I don't know. But the vehicles I've mentioned always have the tracks burried up to the boggies, in all the maps I've seen up to now and on all types of terrain. Doesn't happen for other ones (Tigers, Panthers, Panzer II, Panzer III etc. are OK). It's not a big issue, just a little unpleasant to see. |
Re: *Official 0.7 bug thread * 3 Attachment(s) Map: Saipan-1944 #1 Got disconnected after ~30 seconds after I spawned. (Happened 2 times on the server, therefore not confirmed.) #2 The shelter next to a japanese AA by the 6th flag makes a player bounce back ~5 meters when jumping into/against the roof. (See attachments) |
Re: *Official 0.7 bug thread * Legs still stick out in gunners postion in a bomber. |
Re: *Official 0.7 bug thread * The Marder on El Al has a drawing distance bug that causes it to have no skin after a certain distance. http://img.photobucket.com/albums/v3...creenShot8.jpg http://img.photobucket.com/albums/v3...creenShot7.jpg |
Re: *Official 0.7 bug thread * BUGS (continued): 34) "BATTLE OF PAVLOV" map has the following issues: - There are 2 Rifleman classes for the Germans, with identical loadout. Why not a Rifleman class and a Close-Quarters class (armed with a SMG, because it's a close-quarters fight)? - There are 2 Rifleman classes for the Russians, with identical loadout. Same question as above... - The Russian Anti-Tank class has exactly the same loadout as a Rifleman (no AT weapons), so overall... there are 3 identical Riflemen. - The Russian Engineer shouts "Fire in the hole!" in English. And a suggestion for the classes icons (in all maps and for all classes), when selecting them. Currently, at top-left is the class name and at top-right are written the number of active players, then "ACTIVE Class_Name". Sometimes the class name is too long and the number covers the letters (is superimposed). The simple solution would be to have at top-right only the number of players plus the word "ACTIVE" or "ACTIVES" (ex. 5 ACTIVES), without repeating the class name. |
Re: *Official 0.7 bug thread * A bug with the LTC/Sherman on Saipan1944. We were cruising along towards the landing site when suddenly we seemed to be pushed under water by something trough the ltc bottom, but we didnt take any damage whatso ever, even when we got pushed up back when we hit the beach. http://img.photobucket.com/albums/v3...3-14-45-98.jpg http://img.photobucket.com/albums/v3...3-15-25-50.jpg |
Re: *Official 0.7 bug thread * Raptor, don't report that, it just makes you more stealthy! |
Re: *Official 0.7 bug thread * MP 40 sound is bugged when firing a whole clip off you can only hear a 2 or 3 shots that leave the barrel. I installed the mod correctly. |
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Re: *Official 0.7 bug thread * Tobruk- Some of the wheels and tracks on the Vehicles in the Axis main float. Some vehicles names aren't capitalized when it shoes what your killed by. When a soldier is running with the Breda 37 and swtiches to the F11 or F10 view. The gun changes to mines. |
Re: *Official 0.7 bug thread * The KwK 5cm shouldnt respawn for the british in pegasus. I think a 2 pounder would do the right job. |
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