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.

