Karkand 2 - mapbug

If you find a bug within PR:BF2 (including PRSP), please report it here.
morphir
Posts: 1
Joined: 2006-07-11 18:41

Karkand 2 - mapbug

Post by morphir »

I was on the roof at _mosque square_ when I realized that it was something blocking my bullets and gave me cover - it's like a invisble windshield or something. I dunno if this is supposed to happend. But I would prefer if it was not there
Image
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

hmmmm.... it looks like they're just impacting the ground. Can you get a better SS of this bug?
da.SPAWN
Posts: 276
Joined: 2005-12-18 11:54

Post by da.SPAWN »

nice crosshair man
P5WDG2-WS Pro; 2x 7900GTX SLI; Audigy 2ZS; Core 2 Duo @ 3,6 GHz; XP32 SP2 & latest Autopatcher
Image
Raz0rx
Posts: 4
Joined: 2006-07-11 11:04

Post by Raz0rx »

Hax! If he has a crosshair, i want a crosshair! :P
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Karkand 2 isn't just a PRMM map. He probably noticed the bug playing it in a different version and decided to tell us, being the wonderful folk that we are.
BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

It's there in PRMM too. When you hit it it sounds like you are shooting at metal.
And like Malik said, he was probably just making sure we know about it and now we do. :lol

Another SS :
Image
Image
{ pretty sig removed construction on new one has not begun }
... yet ...
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

ye its a problem with the building. There is a invisbal sing there, that you cant see. I mostly fixed this mon muttrah by putting a standbag ontop of it but there are still bits you can hit...
Image
.:XDR:.FRIJJ
Retired PR Developer
Posts: 212
Joined: 2006-05-17 13:47

Post by .:XDR:.FRIJJ »

yet another thing for ea to sort in their statics eh rhino, perhaps they should employ us two and pay us considerable amounts of money :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

they would have to pay me lots of money for me to work for them :p
Image
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Well at least you could work at your own pace and take 3 months vacation and have spare time to release a patch.
ARMY RANGER
Posts: 182
Joined: 2006-06-03 07:17

Post by ARMY RANGER »

lots of maps have that bug
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

ARMY RANGER wrote:lots of maps have that bug
that would be any map that uses that building.
Image
ARMY RANGER
Posts: 182
Joined: 2006-06-03 07:17

Post by ARMY RANGER »

'[R-DEV wrote:Rhino']that would be any map that uses that building.
yep true but lots of maps do use it
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

just a very bad collision mesh....i guess the projectile mesh? you can walk through it right?.........

Hey anyone know how to unpack/mod a standard building? its easy enough to fix....but then hey...why would we do EA a favor (then again i love their ice hockey games!!! damn...im a fan of EA!!)

Sadly yours.....Iron "flattire" taxi
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-CON wrote:IronTaxi']just a very bad collision mesh....i guess the projectile mesh? you can walk through it right?.........

Hey anyone know how to unpack/mod a standard building? its easy enough to fix....but then hey...why would we do EA a favor (then again i love their ice hockey games!!! damn...im a fan of EA!!)

Sadly yours.....Iron "flattire" taxi
it has projectile and infantry col mesh but aint tryed driving a jeep though it cos i cant be asked to spawn 1 up there :p
Image
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Ever been on the Sir. community server? You can spawn anything there. Try getting the script from them. So you can jump on it? wouldn't that be an exploit? The floating man exploit?
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

All you'd need to do is open BFeditor, spawn the building, put a car on top and then use the preview mode and try to drive through the invisible wall. I know it's possible to fix these things, Rhino had to fix a building on Karkand 1 as people were using the LB to access a rooftop that had never been accessable for and exploiting the invisible wall thing on Xtract mode, heck it might even be the same building. Anyway, he fixed it. :)
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Malik wrote:All you'd need to do is open BFeditor, spawn the building, put a car on top and then use the preview mode and try to drive through the invisible wall. I know it's possible to fix these things, Rhino had to fix a building on Karkand 1 as people were using the LB to access a rooftop that had never been accessable for and exploiting the invisible wall thing on Xtract mode, heck it might even be the same building. Anyway, he fixed it. :)
EA acturly fixed that bug in 1.3, i was very suprized
Image
KingofCamelot
Retired PR Developer
Posts: 2365
Joined: 2006-01-07 18:17

Post by KingofCamelot »

'[R-CON wrote:IronTaxi']Hey anyone know how to unpack/mod a standard building? its easy enough to fix....but then hey...why would we do EA a favor (then again i love their ice hockey games!!! damn...im a fan of EA!!)i
You can't import collision meshes. You could do the normal model, but to change the collision mesh you'd have to create a new one from scratch. :(
Ruthless Executioner of 280 SpamBots
Image
Retired Lead Coder for Project Reality - 0.25 through 0.4
Ghostrider
Retired PR Developer
Posts: 2585
Joined: 2006-01-04 02:56

Post by Ghostrider »

'[R-DEV wrote:KingofCamelot']You can't import collision meshes. You could do the normal model, but to change the collision mesh you'd have to create a new one from scratch. :(
Sad...but true... *1 minute of silence..*

-Ghost
Locked

Return to “PR:BF2 Bugs”