PR:F v0.1 Bug Reports

General discussion of the Project Reality Falklands modification.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

PR:F v0.1 Bug Reports

Post by Rhino »

Please post all bug reports in this topic.

Known Issue:
  1. Altitude is 10,000m when at sea level, this isn't so much of a bug, just a side effect from having such a large map.
  2. Models "wobble" when in main bases, this is due to being so far away from the centre of the map, when you get closer its fine.
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ExeTick
Posts: 855
Joined: 2011-01-13 22:50

Re: PR:F v0.1 Bug Reports

Post by ExeTick »

vehicles are moving ALLOT on deck. you have to be awake so your airplane or heli is not going down in the sea.

not really a bug I think but god damn annoying.
Last edited by ExeTick on 2012-10-05 22:13, edited 1 time in total.
ExeTick
Posts: 855
Joined: 2011-01-13 22:50

Re: PR:F v0.1 Bug Reports

Post by ExeTick »

another thing I noticed is that when you get killed in a harrier you get minus score I died twice and I had -180 teamwork points.

you lose much points in both the point systems when you get killed.
jorge_prargentina
Posts: 35
Joined: 2008-04-22 08:51

Re: PR:F v0.1 Bug Reports

Post by jorge_prargentina »

im crash to desktop when creating local in all layers.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: PR:F v0.1 Bug Reports

Post by Redamare »

Something i noticed which IS NOT A BUG but could be fixed ..... is while in the control room on the ship you can not see the deck below on the runway... if its possible code a camera control where ... when you look DOWN at the floor the camera will move forward and elevate upwards simulating the person walking up to the window and looking down at the deck below... Same goes with looking into the sky ... When looking up at the ceiling the camera should drop lower and move foward simulating bending down and looking up out of the window. :P
Kevokpo
Posts: 282
Joined: 2011-09-25 14:40

Re: PR:F v0.1 Bug Reports

Post by Kevokpo »

in 64 layer map if you spawn on argentine Main base where the mirages and A4 spawns you get an instant CTD
Tested on PRLatinoamerica Server 1
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ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: PR:F v0.1 Bug Reports

Post by ubermensche »

PR:F makes my Coop crash. It worked fine, but after I installed Falklands, when I click "deploy", it automatically CTDs. I tried reinstalling PR by dumping all the files into the recycle bin, taking an old version of 0.966 and copying it back. I then proceeded to install the 0.973 patch. All worked great, but after I installed Falklands, CTD again.

EDIT: It doesn't just make my coop crash, but any PR game that I wanna start.
Last edited by ubermensche on 2012-10-06 00:17, edited 1 time in total.
hardcore_pig
Posts: 19
Joined: 2010-05-04 20:36

Re: PR:F v0.1 Bug Reports

Post by hardcore_pig »

Got the same problem that ?bermensch mentions. Crash as soon as I try and start a server, no matter what map i try. I can join servers though.

After trying the debugger (renamed BF2_r.exe to BF2.exe) and looking at the logs, it told me there was an error loading some python stuff. The last call it made, was this file: "H:/Project Reality/Repo/pr_repo/python/game/realityinit.py", line 25, in ?
It complains of a missing "realityvietnam" module.
D:\DiceCanada\BoosterPack2\Code\BF2\Game\GameServer\GameServer.cpp(624): Info: GameServer: Loading map list from @HOME@/Profiles/0003/mapList.con
D:\DiceCanada\BoosterPack2\Code\BF2\Game\MatchMaking\Server\GameSpyBackend.cpp(102): Debug: Server: dep: waiting for common gamespy backend check
D:\DiceCanada\BoosterPack2\Code\BF2\Game\MatchMaking\Server\GameSpyBackend.cpp(115): Debug: Server: dep: initializing QR2
D:\DiceCanada\BoosterPack2\Code\BF2\Game\MatchMaking\Server\GameSpyBackend.cpp(143): Debug: Server: dep: initializing gcdkey w/ QR2 integration
D:\DiceCanada\BoosterPack2\Code\BF2\Game\MatchMaking\Server\MatchMakingServer.cpp(17): Info: Server: dep: mm backend gs_qr2 successfully added
D:\DiceCanada\BoosterPack2\Code\BF2\Game\Python\PythonHost.cpp(1032): Info: Python: python: stdout: Project Reality constants loaded
D:\DiceCanada\BoosterPack2\Code\BF2\Game\Python\PythonHost.cpp(281): Error: Python: bf2 init_module failed: stderr: Traceback (most recent call last):
stderr: File "python\bf2\__init__.py", line 78, in init_module
stderr: import game.scoringCommon
stderr: File "mods/pr/python\game\__init__.py", line 8, in ?
stderr: import realityinit
stderr: File "H:/Project Reality/Repo/pr_repo/python/game/realityinit.py", line 25, in ?
stderr: ImportError: No module named realityvietnam
and the other log
Registrating event 62 as GrapplingHookContainerDetachEvent
Registrating event 63 as GrapplingHookCreateEvent
Registrating event 64 as GrapplingHookUpdateEvent
Registrating event 65 as PlayerTearGassedEvent
Registrating event 66 as SetNightVisionEvent
Registrating event 68 as VerifyPlayerTeamEvent
Registrating event 69 as FixPlayerTeamEvent
Debug assertion failed!

Version: 1.1.2878-710.0 Build date:2006-5-4 19:3
Active object template: S_Wind
Module: Console
File: D:\DiceCanada\BoosterPack2\Code\BF2\IO\Console\Console.cpp
Line: 1407

Expression: 0
Text: Unknown object or method!: sv.bandwidthChoke 0 (@HOME@/Profiles/Default/ServerSettings.con)

Current confile:@HOME@/Profiles/Default/ServerSettings.con
Debug assertion failed!

Version: 1.1.2878-710.0 Build date:2006-5-4 19:3
Active object template: S_Wind
Module: Python
File: D:\DiceCanada\BoosterPack2\Code\BF2\Game\Python\PythonHost.cpp
Line: 281

Text: bf2 init_module failed: stderr: Traceback (most recent call last):
stderr: File "python\bf2\__init__.py", line 78, in init_module
stderr: import game.scoringCommon
stderr: File "mods/pr/python\game\__init__.py", line 8, in ?
stderr: import realityinit
stderr: File "H:/Project Reality/Repo/pr_repo/python/game/realityinit.py", line 25, in ?
stderr: ImportError: No module named realityvietnam
I hope you can use this information.

EDIT: I do not have vietnam DLC installed
Last edited by hardcore_pig on 2012-10-06 00:49, edited 1 time in total.
Reason: further info
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Post by BloodyDeed »

Crashing to desktop when not having vietnam installed is a known issue.
Install vietnam and after that falklands will solve that issue.
Thanks for the detailed report anyway.
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Kevokpo
Posts: 282
Joined: 2011-09-25 14:40

Re: PR:F v0.1 Bug Reports

Post by Kevokpo »

I figured out that you cannot go out of bounds (minimap) while being in the argentine team, as we couldn't spawn on the airfield we wanted to got to the airfield using the chopper, but as soon as we went out of the minimap the game crashed we noticed that this happens on every layer (we didn't tried on skirmish tough as we don't have any air trans vehicle)

Another thing I noticed is when you want to take off the "pucara" (Skyraider) it's like the speed jumps from 100 to 60 and then goes up to 100 and keeps going up and then falls again and goes up and over and over again, till you take off (all this in much less than a second) and it feels like if it is jumping I don't know if the same happens when you are landing too as I got killed as soon as I took off :/

the fact that argies cannot use planes is annoying... as I said previously all this was done in our server PRLatinoamerica 1.
I'will try to record some of the bugs and post them here, hope not to find too many ;)

EDIT: sorry for editing so many times, We just loaded the 32 players layer (same as 64 but night) and the arg team can spawn on the airfield and use the planes.

another thing that had been reported, not clearly is that when you build a fixed AA emplacement, when you get out of it you get out in another part of the map, haven't recreated it yet but a friend told me that
Last edited by Kevokpo on 2012-10-06 02:08, edited 4 times in total.
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Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PR:F v0.1 Bug Reports

Post by Jolly »

No one mentioned about that lagging gun on brits carrier?
It horrible when some firing that, the rest of 63 have to suffer horrible lag.
Jolly, you such a retard.
ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: PR:F v0.1 Bug Reports

Post by ubermensche »

[R-DEV]BloodyDeed wrote:Crashing to desktop when not having vietnam installed is a known issue.
Install vietnam and after that falklands will solve that issue.
Thanks for the detailed report anyway.
Nope, doesn't work for me... :'(.

I'll try reinstalling PR completely tomorrow. This is really bugging me off...
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:F v0.1 Bug Reports

Post by Rhino »

Kevokpo wrote:in 64 layer map if you spawn on argentine Main base where the mirages and A4 spawns you get an instant CTD
Tested on PRLatinoamerica Server 1
Kevokpo wrote:I figured out that you cannot go out of bounds (minimap) while being in the argentine team, as we couldn't spawn on the airfield we wanted to got to the airfield using the chopper, but as soon as we went out of the minimap the game crashed we noticed that this happens on every layer (we didn't tried on skirmish tough as we don't have any air trans vehicle)

EDIT: sorry for editing so many times, We just loaded the 32 players layer (same as 64 but night) and the arg team can spawn on the airfield and use the planes.
This doesn't happen to most people, my guess is that your very low on memory, and as soon as you get close to Argentina and its jet, you need to load all its textures and you don't have enough free memory to do that and as a result, you CTD.

There are two things you can try for me to confirm this.

1. Lower your GFX settings so everything is on low, then try spawning there. If everything is already all on low then you can't try this one.
2. Try loading up AAS 16 (Infantry) and flying to Argentina if you haven't already done so (if you have, plz confirm you have?) and see if you crash then. Also can you please note at what exact time do you crash, is it when Argentina comes into sight, when you get close to the airbase or excatly when you leave the minimap, or outside of the minimap area but randomly at some point in the water when you get close to Argentina etc?
Kevokpo wrote:another thing that had been reported, not clearly is that when you build a fixed AA emplacement, when you get out of it you get out in another part of the map, haven't recreated it yet but a friend told me that
Sounds odd, can you try to confirm this? Not had it happen to me.
Jolly wrote:No one mentioned about that lagging gun on brits carrier?
It horrible when some firing that, the rest of 63 have to suffer horrible lag.
Known issue, we are going to try and look into it but don't think we can fix this one serverside. Unfortunately didn't come up in testing due to us not testing it with many players on the server :(




Keep them coming guys. We are going to look into trying to fix a bunch of bugs server side where possible as noted above but there is only so much we can fix this way.
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titsmcgee852
Posts: 316
Joined: 2012-10-06 00:37

Re: PR:F v0.1 Bug Reports

Post by titsmcgee852 »

I can't even install it. Says I need to have PR 0.97 installed and I clearly already do. Can anyone help?
ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: PR:F v0.1 Bug Reports

Post by ubermensche »

I really don't get why it isn't working. I completely reinstalled PR with the 3 .exe files. Installed Vietnam and then installed Falklands. Why is it keeping on CTDing at the start???
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:F v0.1 Bug Reports

Post by Rhino »

Can we keep this to bug reports please guys?
titsmcgee852 wrote:I can't even install it. Says I need to have PR 0.97 installed and I clearly already do. Can anyone help?
Can we keep this to this topic? https://www.realitymod.com/forum/f562-p ... ost1822232
ubermensche wrote:I really don't get why it isn't working. I completely reinstalled PR with the 3 .exe files. Installed Vietnam and then installed Falklands. Why is it keeping on CTDing at the start???
If its just PR:F crashing then it might be due to being out of memory, if its all PR maps then no idea. Best if you make a new topic in the PR:BF2 support forums about it?
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Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PR:F v0.1 Bug Reports

Post by Jolly »

ubermensche wrote:I really don't get why it isn't working. I completely reinstalled PR with the 3 .exe files. Installed Vietnam and then installed Falklands. Why is it keeping on CTDing at the start???
Same issue here, CTD if I am trying to start any local server. :(
Jolly, you such a retard.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: PR:F v0.1 Bug Reports

Post by Rhino »

Last edited by Rhino on 2012-10-06 04:59, edited 1 time in total.
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MirrorsEdge
Posts: 112
Joined: 2009-11-14 01:49

Re: PR:F v0.1 Bug Reports

Post by MirrorsEdge »

Rhino and Ironclad,

Last night, you both probably witnessed this, but at the end of the round, instead of giving the score, the server just crashes, this happened twice now when running VW. I'm going to test it again and make the round last 10 minutes and see what happens. Is there a file on the server that I can paste about the crash at the end of the round?

Thanks

Battleghost - Reality Falklands server
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MrTomRobs
Posts: 258
Joined: 2010-08-30 15:39

Re: PR:F v0.1 Bug Reports

Post by MrTomRobs »

Whenever i have the L9A1 SLP selected as a pilot, the slide, hammer and the slide holding pin keep wobbling around on top of each other with the movement of the players hands.

I also noticed that the iron sights on the L1A1 SLR do not re-align when you move around when aiming. E.g. if you aim at a point, the iron sights will be aligned correctly. However, move left or right, or even up or down, the sight picture will remain in the position that they moved to with the 3D iron sight effect. So if you moved your aim to the left, the rear iron sight will remain in the normal position, but the front iron sight will be aligned to the left, with the left post being obscured.

RobsEDIT - Just read the OP, my first PR:F round was at night time (and got a kill, amazingly!) so i couldn't see if it was an issue there, but the ones i've noticed were on the VW layer, and only tested on the carrier, so i'm not entirely sure if it's still valid when it's on the islands or within the minimap boundaries.
Last edited by MrTomRobs on 2012-10-06 15:10, edited 1 time in total.
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