PR v0.856 Bug Compilation List

If you find a bug within PR:BF2 (including PRSP), please report it here.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

PR v0.856 Bug Compilation List

Post by fuzzhead »

Please check this list to see if the bug you have spotted has not already been reported.

Project Reality v0.856 Bugs (Core):

Weapons


-The collision for restrainers is ALOT worse than that of the knife, usually
it takes like 4 punches to get a guy because of this

-When you place and IED/C4, if you click/hold the fire button for too long to place
the charge your detonator wont appear, when you resupply your explosive you arnt
able to detonate the "wasted" explosive

-When you change firing modes on either deployed or undeployed mode with a lmg,
your firemode doesnt switch for the other mode, having one mode on one fire mode
and one on the other when you switch weapons

- the Al-Quds, the clip count for deployed and undeploy is not shared,
so instead of having 8 magazines you have 16, 8 for each deployment mode.
Firing from deployed mode then switching to undeployed the ammo count carries,
when out of ammo for mag in undeployed mode then switching to deployed mode,
firing once, then back to undeployed you have the same ammount of ammo again as
the deployed, essentially this can be used to get unlimited. When reloading undeployed
first you also have to reload deployed after to get both guns full ammo in clip.
but when reloading deployed first, it gives full ammo to undeployed again because of the
ammo transfter when switching to deployed



- Grapple Hook can sometimes allow players to glitch themselves into buildings Grappling exploit

- MANPADS Missles have some weird explosive radius, sometimes its very large and affects players in large radius, other times its fine.

- AK-74 3p reload animations does not match the 3p reload sounds.

- LMG Deployed/Undeployed mode has an exploit that basically means infinite ammo. No known fix at this time.
R.J.Travis PR bug - Xfire Video

- Scoped Lee-Enfield does not have the bolt action sound when scoped in.

- Incendiary Grenade starts doing damage before the actual effect starts playing.

- Combat Engineer Incendiary grenades have no ammo counter (he has 2).

- Tripflare has no ammo counter.

- Tripflare, when deploying the 2nd flare, it is invisible in your hands.

- Tripflare, when deploying on 2nd/3rd/etc floor, flare will fall through the building.
(PR) trip bug - Xfire Video

- Grenade trap has no ammo counter.

- QBZ95 Scope texture - front of the scope does not have a glass texture, looks like it has a scope cover on it (minor).

- Molotov cocktail kills are not counted for the thrower as a kill, but rather as a suicide due to the way the flames work on the molotov (not as a weapon but as an ambient fire).

- SA7 Grail - when firing the AA missle, the missle still appears in the tube even after you fired it (asthetic only).

- SA7 Grail - sights mounted on the wrong side (doh!). Needs a new model to fix this since original model from USI (hear that any community modelers ;) )


Vehicles

-When flying north with UAV there is a sun glare coming from the ground on certain maps

- BTR 60 has a hole allowing you to shoot through it. http://i700.photobucket.com/albums/ww3/ ... 203748.jpg

- M2 bradley wreck model appears almost unchanged / undamaged, need to look more mangled. Also it can be glitched inside of to gain advangtage.

- If a tank/apc gets damaged enough to lock the turret, by hoping out and back in the turret will reactivate once the warmup timer is complete.

- PLA ZPU-4 AA gun texture looks too 'blue' and not enough 'olive'.

- Humvee wrecks not drawing at long range

- British GPMG on Landrover is ultra low quality when you have low settings (basically looks like a solid grey triangle, worse than Wolfenstein 3D graphics): http://img104.imageshack.us/img104/4838 ... ghthx7.jpg

- SUV wreck texture is currently all black, needs update.

- Merlin still has a huge amount of lag when trying to fly it for certain people.

- BMP3 wreck will occasionally drive alone on its own, "ghost" driving in circles.

- MEC and PLA light helicopters need work done to their machineguns. Currently they look more like lasers than tracers.

- APC/Tank Recoil Bug - AP rounds has no recoil on the actual model of the barrel, whereas HEAT rounds does cause the gun to recoil. (asthetic only)

- Critical Damage Warning Alarm is not heard by certain positions:
- LAV25 - Gunner and Position 4 and 7 cannot hear the alarm. Gunner gets some cool flashing lights that should be incorporated for all APC gunners/passengers.
- BTR90 - Gunner cannot hear the alarm. Only passengers get red light.
- M1 Abrams/T90 - the gunner and cupola gunner cannot hear the alarm.
- USMC AAV - warning alarm comes on way too late, its already on fire when it comes on. Position 2 does not hear the alarm.
- Little Bird - AA warning alarm comes on way too late, its already on fire when it comes on.
- Blackhawk - Position 7 cannot hear the AA alarm.

- PLA WZ551 APC still has a TOW on the model (asthetic only). Top cannon must be remodeled.

- Helicopter blades spin slowly in 1st person when in the pilots seat without a pilot kit. However, in 3rd person the blades are not moving. Also there is a sound of the blades turning, but they dont actually turn. (asthetic only)

- MEC/Insurgent Stationary AA gun - if you get out of this while your still turning, the sound will repeat constantly, even after you out of the gun. IF you get back in and get out, it will stop.

- She_EC635 (MEC Recon) Helicopter - Pilot is in the right-side seat, but exits on the left side.

- She_EC635 (MEC Recon) Helicopter - crosshair is a '-w-' thing instead of a '+', making aiming much harder.

- She_EC635 (MEC Recon) Helicopter - has laser markers showing as black L's instead of the usual green box.

- Some vehicle wrecks have way too many wheels popping out when destroyed (more wheels than the vehicle actually has).

-Sometimes hitting “destroyable” fences with a vehicle to knock it down,
your vehicles will go flying in the air VERY high and blow up (happened to me with humvee,
not sure about other vehicles.


Deployable Assets

- Rallypoints can be deployed underwater which prevents them from being seen or destroyed conventionally.

- White "spawn dot" appears above Forward Outpost and Ammo Cache, should be made invisible.
http://i81.photobucket.com/albums/j224/ ... bug-01.png

- Forward Outposts can sometimes be 'glitched' inside buildings, and the spawnpoint remains working. [http://img211.imageshack.us/img211/3406 ... 025qe2.jpg Glitched Bunker]

- Deployable Small Ammo Crate has bits of bright green texture on the bottom of the crate: http://i700.photobucket.com/albums/ww3/ ... 151219.jpg



Sounds

-dead bodies and dead people inside vehicles sometimes make the
severly wounded cough when they are dead and just corpses

- Going prone makes the heartbeat bleed out sound disappear (don't know what causes this) - jaymz

- Smoke nade repeating sound - When you throw a smoke nade on most ground material types, the 'cling' 'pling' 'clink' noise of the nade hitting the ground repeats every 1 second, until the nade eventually disappears.


Material Manager Problems

- Insurgent Ammo Caches - explosive force such as IED and C4 go RIGHT through any wall and effect the cache, often going through several thick walls where otherwise the blast radius would never reach. Definitely some kind of material problem with the cache being too vulnerable to these explosives, completely ignoring statics around it as if they werent there when the explosion goes off.

- PLA WZ551 APC cannon versus Humvee TOW material needs to have its damage drastically increased - it takes ~50 rounds of HEAT or AP rounds to destroy a Humvee TOW, when it should only take 5-10.

- Supply Crates can be dropped by transport helicopters at ANY height and not get destroyed, needs to be 10 meter or more and then crate breaks.

- Certain materials still supress a player when shooting at it closeup. Example is the cloth material on the new supply crate
http://i7.photobucket.com/albums/y261/z ... wdwd-2.jpg


Insurgency

- BLUFOR players are getting punished for killing Civilians on Ropes and when they have their medic bag/epipen out, which is not supposed to happen. Needs investigation.

- Insurgency Ammo Cache Marker bug - when a cache is placed too close to the edge of the map, when the code offsets the marker (gameplay) it goes out of bounds and comes back on the other side.
http://img34.picoodle.com/img/img34/3/1 ... e53d04.jpg
http://img19.picoodle.com/img/img19/3/1 ... 47420f.jpg

- Insurgency 4 Ammo Caches - occasionally 4 caches appear on the map instead of the usual 3. Needs more investigation. Project Reality Forums

- Insurgent Collaborator spawn times are going very high, way over the maximum 2 minute timer that it should be at. Collaborator punishment logic needs a rethink.

- Insurgent Collaborator rules of engagement (when BLUFOR get punished) needs investigating, sometimes BLUFOR is still getting punished when the collaborator is a legitimate target (when reviving or healing).


Player Models

- British LAT kit has an AA logo on the player's pouch.
http://harrod.dyndns.org/Gren-AA.jpg
http://harrod.dyndns.org/Lat-AA.jpg

- occasionally the Civilian kit does not get deleted, so its possible to pick up the kit after one died.

- MEC sniper does not have any headgear.


Static Models

- Occasionally when a vehicle runs over a destroyable piece of fence, that peice of fence will act like its still there, and sometimes causes the vehicle to fly very far into the air usually destroying it. Image hosting, free photo sharing & video sharing at Photobucket

- multi story apartment buildings on muttrah city/fallujah can be easily glitched into the interior walls by walking into the side surface. player collision mesh needs some updates. pictures:http://i71.photobucket.com/albums/i147/ ... d-1-20.jpg http://i71.photobucket.com/albums/i147/ ... ed-4-1.jpg

Cull Distance Rendering Problems
The following statics have problems rendering at long range, they disappear suddenly:
  • redcar in front of us base (as seen on al kufrah)
  • concrete barriers in front of us base (as seen on al kufrah)
  • green tents at us base (as seen on al kufrah)
  • fast approaching vehicles will be fired upon sign (as seen on al kufrah)



Interface / HUD

- Server messages will occasionally announce a player getting teamkilled, even though that player is still alive and didnt get teamkilled at all. ie: [teamkilled]*username*. This happens seemingly randomly.

- large orange text Server messages (ie: Weapon Cache Destroyed (9 of 10 remaining) will occasionally appear jumping around the screen in a very erratic/distracting fashion.

- FOB markers are unable to be deleted if the marker stays on the map for more than a few minutes. If they are on the map for a few minutes they can be deleted normally, but after a certain amount of time it can never be removed.

- when you have a kit selected in the spawn screen at the end of a round, and a new map comes up, upon loading into the next map the same kit will be selected., if you had the officer kit selected once the new round begins you will be killed, but you will not have any red text to block the spawning. changing the kit selection back to default (rifleman) when the round ends/begins would fix this problem.


Misc / Needs verification and investigation / hard to solve bugs

- Occasionally the icons on kit bags will not show the correct kit. IE: requesting a HAT kit and the kit bag icon shows an AA. Minor visual bug, probably vBF2 related.

- Occasionally when you are killed while in a bleed out state, upon respawning you will get the "bleeding to death" shader effect on your screen just as you spawn. It only stays on the screen for 3-5 seconds and does not appear after that, a minor graphical glitch.

- Occasionally when hopping out of a tank, the vehicle will continue to roll in the direction it was last moving, essentially jamming the "gas pedal" on. Entertaining bug, needs more investigation. Video example: YouTube - Run away tank - Extended edition - Project Reality 0.85

- Strange occurrence happened on a server where most or all of the players on the server being able to instantly respawn at the last selected spawn location. The bug first made itself evident on Quinling and then re-emerged on the next map, Bi Ming. It is unknown what event, if any, triggered the bug.

- Strange lag/extreme FPS drop when walking around APCs (confirmed around LAV-25, Stryker, BTR60). Does not always happen, but happens on many maps, doubt its a map thing.

- Spawn positions for Rallypoints occasionally do not show up / is not selectable. this is random, and does not always affect everyone. Spawning at another squads rallypoint and getting warped to yours is the current workaround solution.

- Fixed Spawnpoints are appearing red on many maps (new for v0.85), suggesting the spawn point is blocked even though there is several spawnpoints that are NOT blocked. This might be related to vehicles, possibly the vehicle is blocking a large area so players cannot spawn. Needs more investigation.

- Vehicle Depot occasionally stops giving ammo and repairs to vehicles? Needs more investigation.

- AAS Map Markers occasionally do not appear properly on the current objectives, sometimes its defense or attack and sometimes both.

- Wounded message will occasionally change to DEAD even though you are not in fact dead and can be revived or give up. Not sure why it occurs, sometimes its immediate as soon as your shot, other times the text switches while your wounded.

- Wounded effect screen when getting revived is not displaying for a lot of players. This means that when low on health or when just getting revived, they can see perfectly fine and (especially bad) can use FULL sprint right after getting revived.

- textures on the large supply crates are flipped backwards. All texts are read from right to left.

- on large maps (ie Kashan), it is very difficult to set squad leader markers over high distances (600m +) by using the T menu selection. The workaround is to use the map and right click to set makers that are over 600m away.

- when critically wounded, after 30 seconds your kit will expire (the one near your body). You can now select any kit from the spawn screen, and if a medic revives you, you will come back with that kit instead of the one that you died with.

- as commander, normally the vbf2 3rd level of zoom is disabled however you can get around this by using the console command "renderer.drawhud 0". however, while using this command you cannot talk to any squads, spot targets or even get out of the zoom mode. This exploit has limited use and is regarded as cheating and is a bannable offense on all servers.

- when killed, normally you get a black death screen. This can be removed by typing into console: "renderer.drawhud 0", which removes the hud, as well as the black screen. However you cannot talk, type anything or even spawn when in this view. This exploit has limited use and is regarded as cheating and is a bannable offense on all servers.
Last edited by J.F.Leusch69 on 2010-02-22 15:58, edited 49 times in total.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: v0.85 Bug Compilation List

Post by fuzzhead »

v0.856 Bugs (Maps):



Fallujah West
- suffers from lag for most low end users, needs optimization.

Korengal Valley
- Many buildings are not light mapped (showing up totally black)

Kozelsk
- Random kozelsk glitch bugs
https://www.realitymod.com/forum/f26-pr ... -wall.html



Operation Archer
- Insurgency 16 & 64 - 2 of the mounted static mgs in us main base if entered you can not exit
first is the west side entrance, southern most gun **FIXED**
http://i300.photobucket.com/albums/nn40 ... een011.jpg
second is the eastern entrance southern most gun
http://i300.photobucket.com/albums/nn40 ... een012.jpg

- Olive trees not drawing at long range
http://i7.photobucket.com/albums/y293/M ... en191b.jpg
http://i7.photobucket.com/albums/y293/M ... en192b.jpg


Operation Ghost Train
- some Overgrowth Rocks can be glitched into and shoot out of, providing an unfair exploitive firing position:
https://www.realitymod.com/forum/attach ... een004.jpg



Ramiel

- this cache spawned halfway in the ground http://img168.imageshack.us/i/cache.jpg/
Last edited by fuzzhead on 2009-09-12 12:18, edited 7 times in total.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: v0.856 Bug Compilation List

Post by fuzzhead »

Vanilla BF2 Bugs

-When healing yourself with the healthpack (not dressing), it should show the
heal icon ( + ), but if you spawn with something else, then pick up the kit from
someone else when you heal yourself there will be no icon

- On a local server only (not on an internet dedicated server), some of the vehicles .50 calibre machineguns and other turrets will disappear. This happens after you jump in the gunner seat and jump out again.
http://i397.photobucket.com/albums/pp56 ... 6-10-1.jpg

- occasionally the vanilla sandbag walls and stone walls will appear mettalic/glitchy. this does not always happen. http://img150.imageshack.us/img150/4101 ... 202522.jpg

- occasionally a squad will get more than 6 squad members. this 7th or 8th squad member cannot leave the squad and is not actually in the squad but is glitched. disconneting from the server fixes the problem.

- Squad Bug in BF2 when one or both teams are unable to create any new squads. Sometimes NO squads can be made, sometimes 2,3,4 can be made, it seems random. Possible Causes of the Squad Bug include Squads being created too early before the server has time to initilize the round. When a large amount of players leave the server all at once. When autobalance moves a player to the other team, but it doesn't kick that player from the squad. When 2 squads are created at the same time.

- When playing another mod/vbf2 on the same profile (after playing PR), the autoreload will be set to off, as well as the crosshair color will set to white. To avoid this small issue, play on a separate profile during PR.

- Reloading Shotgun shells: even if you fired only 1 shell, the animation will show reloading a bunch of shells.

- Mines will NOT appear for any players that join the server after the mine has been laid. So if you join a server late into a round, you will not see any landmines visible that were deployed before you joined.
Last edited by fuzzhead on 2009-10-06 21:13, edited 10 times in total.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: PR v0.856 Bug Compilation List

Post by fuzzhead »

Done / Fixed

- Occasionally a destroyed Forward Outposts are keeping their spawn points after its destroyed, this spawnpoint cannot be seen and will remain there indefinitely. NOT FIXED as of v0.87

- When equipping the Cell Leaders G3, molotov flames have a super increased range (over 50m). When equipping any other weapon, it does not affect you, just the G3. *FIXED*

- MEC BTR-60 is not kit request location for MEC forces *FIXED*

- All Logistic and Transport Trucks need their rear view fixed, currently its looking at the rear axle and its basically useless. *FIXED*

- BMP-3 bow mg's are broken and not working in multiplayer dedicated *FIXED*

- M14 has a missing scope texture *FIXED*

- AKS74U & AK47 need their own "less accurate" deviation system. *FIXED*

- AKS74U isn't rendering at range. Need to check cull radius. *FIXED*

- SSGP1 isn't rendering at range. Need to check cull radius. *FIXED*

- ACOG Scope (and possibly other scopes) do not have enough black area around them for wide screen users. *FIXED*

- Scoped Lee-Enfield is using the wrong projectils (should be sniper variant). *FIXED*

- Incendiary Grenade versus ZIS Cannon - takes 3 to destroy, should only take 1. *FIXED*

-Stryker 50cal distant sound needs to be repositioned to avoid phasing issues *FIXED*

-QBB-95 LMG fire selector switch sound isn't playing. *FIXED*

- BRDM Gaskin - engine sounds are waaay too quiet *FIXED*

- UAV hack fix needs to be improved. Removing the explosion visual and sound effect from a destroyed UAV would help. *FIXED*

- Razorwire on HESCO small barrier is extremely deadly to vehicles, destroys instantly any vehicle that comes in touch with it. *FIXED*

- Spandrel/BRDM/Gaskin - drivers (and possibly others) feet are visible on the bottom of the vehicle, and its possible to shoot and kill them. *FIXED*

- Insurgents have Militia victory music. *FIXED* they're supposed to

- Littlebird Minigun variant has no interior ambient sounds for the copilot (pilot is fine). *Possibly FIXED* needs testing

- China Recon Chopper - very quiet machineguns. *FIXED*

- BRDM is not drawing at range. It seems to disappear around 600m. The same with its wreck. *FIXED*

- Breaching shotgun can destroy certain buildings on Al Basrah and Kashan, needs to ONLY destroy openable doors and not entire buildings. *FIXED*

- Certain bridges cannot be repaired by any tool. Certain bridges can be repaired by a wrench, and certain bridges can be repaired by a shovel. This needs to get sorted out and standardized. The worst maps for this is Jabal, Fools Road and Kozelsk. *FIXED*

- M2A2 firing ports were accidentally removed. Need to be added again. *FIXED*

- M2A2 Seat #5 passenger view can be rotated and will glitch inside the vehicle, recommend making the camera static so its not glitchy *FIXED*

- Stormer AAV is showing a "stinger" weapon in weapon slot 2 even though no such weapon exists. Might be related to the smoke deployment. *FIXED*

- Al Kuds should be deployed default in the automatic mode, not single shot. Also the firing mode should be linked with the deployed and undeployed versions of the weapon. *FIXED*

- MEC & PLA UAZ (Unarmed Jeep) needs the vehicle indicator updated to show the new seats (only shows seat 1 and 5, seats 2,3,4 not appearing) *FIXED*

- PLA unarmed Jeep does not get destroyed and can drive under water: http://www.xfire.com/video/ba2a3/ *FIXED*

- AA gun ZPU destruction has no explosion or animation. Also the fire is off center - Video: YouTube - ZPU*FIXED*

- BTR60 - vulnerability to 50cal near windows: http://www.xfire.com/video/b9aeb/
http://img40.imageshack.us/img40/3518/hullweak.jpg
marked places(all glass windows/sights) take enormous damage, ~20-25 .50 cal round is enough to blow it up, other areas of the vehicle (rear, arcs between wheels, roof) didnt even make it start smoking until after 50+ rounds from .50 cal*FIXED*
Last edited by J.F.Leusch69 on 2010-02-22 15:58, edited 5 times in total.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: PR v0.856 Bug Compilation List

Post by Vege »

BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: PR v0.856 Bug Compilation List

Post by SocketMan »

Does AA still lock on beyond visual range (1km+),giving the pilot a "lock on" warning and no sound indication for the AA operator?
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: PR v0.856 Bug Compilation List

Post by bromley »

As a squad leader you can set a rally on a ladder when climbing up so it flaots there
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: PR v0.856 Bug Compilation List

Post by bromley »

I must ask when will there be another update to fix these issues? or at least some of the issues?
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: PR v0.856 Bug Compilation List

Post by fuzzhead »

As a squad leader you can set a rally on a ladder when climbing up so it flaots there
non-issue since destroying RP nowadays usually does not involve knifing it, just getting close.
I must ask when will there be another update to fix these issues? or at least some of the issues?
This is NOT the place to ask these questions, this is for compiling a list. The issues will be fixed when we can find suitable solutions, its not as simple as just opening notepad and fixing the problem, some of these problems are unfixable and some of them may take a lot of hard work and dead ends and dedication to be resolved, however rest assured the dev team strives to get rid of as many bugs each release (while likely adding many new ones :P )
Maniac302
Posts: 105
Joined: 2008-10-15 21:56

Re: PR v0.856 Bug Compilation List

Post by Maniac302 »

When gunning an Abrams on Kashan, I noticed that the gun didn't recoil when I fired ap, but it did when I fired heat. It's probably a problem with all armored vehicles, not just APCs.
The beatings will continue untill morale improves. :fryingpan
bromley
Posts: 461
Joined: 2009-07-11 22:44

Re: PR v0.856 Bug Compilation List

Post by bromley »

The ammo/clip count on some LMG's for deployed and undeployed are not connected, for example i had 7 deployed mags and 8 undeployed mags on the al-quds

Sometimes when placing an IED or C4 the detonator will dissapear once u place the charge
AppLeNaToR
Posts: 24
Joined: 2009-06-05 09:14

Re: PR v0.856 Bug Compilation List

Post by AppLeNaToR »

Hello,

i searched for it, but is this bug: https://www.realitymod.com/forum/f26-pr ... river.html being looked at?

Its still happening for me and i stopped being an apc driver because of it. Its just to annoying :)


greetz
SharpShooter13971
Posts: 96
Joined: 2009-09-12 20:09

Re: PR v0.856 Bug Compilation List

Post by SharpShooter13971 »

-When you change firing modes on either deployed or undeployed mode with a lmg,
your firemode doesnt switch for the other mode, having one mode on one fire mode
and one on the other when you switch weapons

Im going to use the Al-Quds as an example. For instance 3 is switch fireing modes. However if you press 4 youre using the gun deployed. So if you press 4 to deploy it press 4 again to switch fireing modes.
[NOR]StigAndre7
Posts: 23
Joined: 2009-11-19 17:14

Re: PR v0.856 Bug Compilation List

Post by [NOR]StigAndre7 »

PR_SP
The bugs I encountered

Sunset City: Bots too close to supply crates at Chinese main, causes them to die. Crates too close to wall...

Muttrah: AA Gun, when deployed by SL it stands over ground level, not touching mother earth..(only on roofs)

In general: The AI friendly bots don't move if they are cut off the objective sequence. If Alpha or Bravo objective is lost and there are SQ members on Delta objective, they simply defend that pos. as if they were waiting for other squads to get back the objective that was lost...I don't know if thats a bug or what it is, they don't comply to any orders given, thats for sure...

I feel like I have to contribute somehow...Played for 12 hrs straight last night on these maps: Op. Archer, Muttrah 32+64, Sunset City, Kashan Desert 64 and Konyang'Ni(if thats the right name, never remember).

S*
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