PN Bugs (report them here)

General discussion of the Project Reality WWII modification.
Arc_Shielder
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PN Bugs (report them here)

Post by Arc_Shielder »

Today the US had some fun with the Pumas. For some reason they can drive them.

I also suggest a DoD on Bocage (the Wehrmacht's main base). The german ticket bleeding seems to start when the 3rd wave of flags are conquered or Craters alone is capped (possible bug?) by the US. The only reason they go there is to spawn kill.
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Stoickk
Posts: 200
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Re: PN Bugs (report them here)

Post by Stoickk »

A DoD would seem counter-intuitive to me, seeing as Wehrmacht main goes into play as the final series of flags (Craters, Oasis, and Cornfields) is capped.

Bug Report:

I am not sure if this is known/intentional. Both the U.S. and Wehrmacht Officer kits display incendiary grenades in slot 8, however these grenades are not selectable/usable. Neither I, nor any member of my clan has been able to use the incendiaries from an officer kit on either team whether by using the mouse scroll method or keyboard selection.

Minor Bug Report:

Several of the road embankments through the hedgerows are steep enough that, even though they are low (1-1.5 meters in height), that logistics and transport trucks as well as halftracks are unable to leave the road.

Minor Bug Report/Clarification:

The two mortars that spawn on the docks for the U.S. team are available for free fire (fire without an active fire mission) at the beginning of the round, however after a flag is capped, this is no longer possible. Is this working as intended or broken?
Last edited by Stoickk on 2011-12-09 05:30, edited 1 time in total.
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AfterDune
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Re: PN Bugs (report them here)

Post by AfterDune »

Stoickk wrote:A DoD would seem counter-intuitive to me, seeing as Wehrmacht main goes into play as the final series of flags (Craters, Oasis, and Cornfields) is capped.
Bleed should start when all three are capped, not sooner. And St. Aydee-Bocage comes into play when those three are capped. Perhaps it's possible to move the Germans further northwest in a next version. That way there encampment is just outside the village. And -there- could be a DoD.
Stoickk wrote: Bug Report:

I am not sure if this is known/intentional. Both the U.S. and Wehrmacht Officer kits display incendiary grenades in slot 8, however these grenades are not selectable/usable. Neither I, nor any member of my clan has been able to use the incendiaries from an officer kit on either team whether by using the mouse scroll method or keyboard selection.
This was done in the days where the jeeps were causing servercrashes. When you selected your incendiary in the jeep, as SL with Officer kit, it would crash. No idea why, so we simply removed the incendiary. You still see the selection icon, because the client wasn't updated, only the server.
Stoickk wrote:Minor Bug Report:

Several of the road embankments through the hedgerows are steep enough that, even though they are low (1-1.5 meters in height), that logistics and transport trucks as well as halftracks are unable to leave the road.
Will be fixed in a next version.
Stoickk wrote:Minor Bug Report/Clarification:

The two mortars that spawn on the docks for the U.S. team are available for free fire (fire without an active fire mission) at the beginning of the round, however after a flag is capped, this is no longer possible. Is this working as intended or broken?
Don't know this one. But if you capture the first flag and you then require a fire mission, it's not bad at all? After all, the mortars not needing a fire mission is a sort of "bug" anyways :p .
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Stoickk
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Re: PN Bugs (report them here)

Post by Stoickk »

Thanks for the feedback AfterDune. No worries at all. I just wanted to provide some feedback on what we have found so far on our end. As for the mortars, we weren't sure if that was intentional so that the allies could pound the beach prior to landing, since nobody would be on the ground to call in a precise request, or if it was a true "bug." Personally, I have no problem with it staying as is. I have done a fair amount of beta testing in my day though, and wanted to provide as much info as possible.

Also, after looking, Arcturus is indeed correct. Craters shows a red capture icon for the U.S., and a blue defend icon for the Wehrmacht, and will start a ticket bleed when captured, regardless of the status of Oasis and Cornfields.

Thank you, and the rest of the PN team for an awesomely fun mod. :)
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AfterDune
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Re: PN Bugs (report them here)

Post by AfterDune »

Hmm, I'll check the bleed settings then.
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lucky.BOY
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Re: PN Bugs (report them here)

Post by lucky.BOY »

This may not be a bug, but its at least annoying :)

Issue:
When in the Higgins boat as driver, you can turn your head really slowly. Its like in some kind of turret - slow acceleration and also too low top speed of rotation. Also you cant look behind you, and that makes maneuvers kinda hard to do.
One last thing :) there is 3rd person view enabled in Higgins boat, not sure about other vehicles.

Tested: NEW server at 17:43 today.

Video:
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-lucky

E:Another bug:

Issue: Floating american kit geoms
Today i saw a floating kit geom of dead american AR (kit with BAR)

Tested:
NEW server 19:17 today

Screenshots:
ImageImage
Last edited by lucky.BOY on 2011-12-09 19:05, edited 1 time in total.
Pvt.LHeureux
Posts: 4796
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Re: PN Bugs (report them here)

Post by Pvt.LHeureux »

Yeah the kit bug appears often with dropped US kits, check near supply crates you might see the bug. Did not happen to me when being german.
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doggreen
Posts: 109
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Re: PN Bugs (report them here)

Post by doggreen »

Issue:

is not possible to use the stairs of the bunker located in H6 on the border to KP2 KP3 can only be jumping on top

Tested: 26MEU

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lucky.BOY
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Re: PN Bugs (report them here)

Post by lucky.BOY »

Issue:
There is a ditch next to a bunker (possibly in J 7 4). If you fall in, you cant get out without someone's help.

Screens:
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-lucky
AfterDune
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Re: PN Bugs (report them here)

Post by AfterDune »

Doggreen, thanks. Next time, don't post .png files please, they're so big ;) .
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Tyso3
Posts: 43
Joined: 2007-07-24 12:05

Re: PN Bugs (report them here)

Post by Tyso3 »

Bit of a random one.

While playing on the awesome full 96 player server last night. I decided to Go back to the recently capture control centre that the US captured to snipe.

While west of the control centre by the road,white wall and hedgerow (sorry i took no SS) I triggered the flock of birds.

5 seconds later the birds flew away again
then again
then again


Even when i relocated about 100m north, the same birds were flying from that location.

I wasnt sure if it was a local bug (as in only i can see/hear it) but being a sniper it equally scared the **** out of me!
Pvt.LHeureux
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Re: PN Bugs (report them here)

Post by Pvt.LHeureux »

Yeah AD put alot of birds, I think he should remove some :razz:
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AfterDune
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Post by AfterDune »

Obviously a bug..
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Arc_Shielder
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Re: PN Bugs (report them here)

Post by Arc_Shielder »

I'm not sure if you guys already looked into this, but I wasn't able to resupply my K98 with the Panzerschrek kit. Twice.
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AfterDune
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Re: PN Bugs (report them here)

Post by AfterDune »

Does it work for other kits?
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subwayis666
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Joined: 2011-12-28 16:12

Re: PN Bugs (report them here)

Post by subwayis666 »

bug report: using enemy epipen with medic kit. makes this terrible terrible sound. my settings were on highest. and when u use the epipen on a down teammate it makes this god awful sound.
Kevokpo
Posts: 282
Joined: 2011-09-25 14:40

Re: PN Bugs (report them here)

Post by Kevokpo »

Arcturus_Shielder wrote:I'm not sure if you guys already looked into this, but I wasn't able to resupply my K98 with the Panzerschrek kit. Twice.
The same thing happened to me yesterday with the medic kit.
AfterDune
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Re: PN Bugs (report them here)

Post by AfterDune »

Already fixed in next version.

I believe the sound file was in the wrong .wav format or something. Anyways it's fixed nowzorz.
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Arc_Shielder
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Re: PN Bugs (report them here)

Post by Arc_Shielder »

Oh btw, I remember firing the Panzerschrek at a prone position a few times. Is this intentional?
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qs-racer
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Re: PN Bugs (report them here)

Post by qs-racer »

Size of boat or 2d/3d view is not correct :

When you walk in the boat, you can see the horizon, when you entered it, you can't, as if you crouch.
But you don't.

In 50cal view, player size between entered/not entered is very different.

Click it ;)
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(what is that giant ^^)
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