Project Normandy - Closed Beta Feedback

General discussion of the Project Reality WWII modification.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Project Normandy - Closed Beta Feedback

Post by AfterDune »

For those who've been there, please leave your feedback/bug reports here ;) .
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psychickactivity
Posts: 586
Joined: 2008-08-14 10:45

Re: Project Normandy - Closed Beta Feedback

Post by psychickactivity »

Good evening, a great night, very intense.Merci [R-DEV] Aftdune
Here are a few bugs we've noticed.

1/ White square on German Gun of the tiger When we go in. Does not prevent shooting but we see nothing

2/When U are in the puma U can See outside the vehicule left and right

3/Within the Puma when u want to see the ammunition level u see white squares instead

For the moment that what we see
[img]psychickactivity[/img]
KaizerSosa81
Posts: 207
Joined: 2011-06-23 03:13

Re: Project Normandy - Closed Beta Feedback

Post by KaizerSosa81 »

Numerous clipping issues inside the houses and bunkers, really screws up any proper navigation inside them.

Sometimes going to iron sights, it'll pop back out to normal view on it's own (without firing).

Slit trench directly west of Charlie has a wooden piece that sticks out the ground that requires you to jump over it instead of walking over it normally like one should.

Sometimes the 30 cal on the Higgins boat stalls even when shooting short burst and properly reloaded.

Here is a shot of the light anomalies in the bunkers, they can be seen right through the walls and surrounding foliage as well.

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There is a house that seems to be tilted and sunken into the ground a bit. Doorways are sunken side can not be entered without crouching though appearing almost normal height and the sunken part is evident inside the geometry.

Location of said house

House from the outside; misaligned doorway

Inside house; sunken floor
Last edited by KaizerSosa81 on 2011-09-26 03:07, edited 2 times in total.
AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: Project Normandy - Closed Beta Feedback

Post by AncientMan »

  • german supply truck ctd when selecting weapon, this is due to a weapon having an item index of < 1, so when scrolling through the weapons, it ctd's. selecting the weapon using 1/2/3, no ctd. The problem weapon seems to be opel_horn, replacing it with truck_horn and it works just fine... probably just clone truck_horn and only replace the sound?
  • the pak cannons, the white rectangle is because the textures are .tga and not in an atlas. they either need to be .dds, or you need to put them in an atlas. putting them in an atlas might not be possible being map based, perhaps manually running

    Code: Select all

    hudManager.addTextureAtlas "PRww2_MemeAtlas.tai"
    in the right directory with the atlas files might work? This goes for basically every .tga texture
  • b_wall_15ft_dest uses the brickwall_broken collision mesh... if this is on purpose so soldiers can move through the hole, you can't do this because the alignment is WAY off and is epic fail ingame, can move through the wall and run into invisible walls... current alignment is as per pic http://i.imgur.com/WEA2w.png probably just make a new collisionmesh so soldiers can move through the gap?
  • german officer lacks officer kit icon
  • german trucks lack truck vehicle icon
  • lots of unlightmapped stuff
  • trenches north of echo doesn't fit into terrain, needs retexture
  • The pak guns could use a bit of projectile drop, it's a laser atm :p
  • lcvp mg (m1919a4_stationary) sight not center aligned
  • lcvp needs a better minimap vehicle icon instead of the bf2 rib boat :p
  • odd lights in bunkers? http://i.imgur.com/joowX.jpg
  • fail razorwire at charlie big bunker http://i.imgur.com/01wT7.jpg
  • beach cap radii seem pretty small
  • german sniper needs a scope :p
  • you should move the US spawn points on the minimap north a little bit so they're not almost off the map
  • spawn screen kit icons need to be using the pr template
  • vehicles should really be named according to the naming standard
  • why is there an info folder in the server.zip? it's just using up space...
  • to fix the faction_init stuff, you need to add the tripflare into your spawners. not sure why it's needed, perhaps you're spawning it somewhere when it hasn't been loaded, or using an effect from it or something? dunno, but anyway, just add:

    Code: Select all

    ObjectTemplate.create ObjectSpawner tripflare_spawner
    ObjectTemplate.activeSafe ObjectSpawner tripflare_spawner
    ObjectTemplate.isNotSaveable 1
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.setObjectTemplate 1 tripflare
    to spawners_common_ww2, and it'll work fine. be sure to delete all the extra spawners files in the server.zip, and remove the stuff in the init.con that's not needed. BTW

    Code: Select all

    run ../Menu/hud/HudSetup/HudSetupMainWW2.con
    shouldn't be in the faction_init, it's not related, have it separate in the init.con...
overall, seems pretty hard for US. they need to have some sort of spawn point on the beach. perhaps a few logistics lcvp that can deploy crates might work? or a few temp rallypoints spawn in on the beach after you cap each flag? or perhaps just simply having the pak guns having projectile drop or them having limited ammo might help
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Stealthgato
Posts: 2676
Joined: 2010-10-22 02:42

Re: Project Normandy - Closed Beta Feedback

Post by Stealthgato »

  • Puma doesn't have sights/crosshairs and driver view is a little messy - when looking to the sides you can see through the vehicle;
  • US grenadier is only a rifleman with a Thompson instead of Garand (suppose it's just a placeholder) - have it as a Garand with rifle grenades?
  • 1911 pistol iron sights aren't alligned correctly;
  • PaKs are too unforgiving - perhaps keep them without sights and give them limited ammo?
Last edited by Stealthgato on 2011-09-26 01:17, edited 3 times in total.
Agemman
Posts: 383
Joined: 2007-02-13 12:57

Re: Project Normandy - Closed Beta Feedback

Post by Agemman »

I liked it overall. It felt like the tickets needed tweaking though. US had several hundred tickets when they stopped the bleed. The Germans also had several hundred of them, usually more than the US as well. Lower the German tickets and maybe let the Americans bleed some more? When they have a few flags they won't stupidly lose tickets with beach assaults. They will go where they have secured and then move over land.
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blackfish_
Posts: 10
Joined: 2010-10-31 14:26

Re: Project Normandy - Closed Beta Feedback

Post by blackfish_ »

We had some pretty decent fights yesterday, but that the us troops didn't manage to cap at least one cp in the 3. round was a bit of a letdown.

So what was already suggested to help the us troops get their feet on solid ground?
The pak needs projectile drop and of course a limited amount of ammo. Good points but that might not be enough, since even if they manage to land at the beach they are still an too easy target for the paks.

I would suggest a lowered view distance, so that their lcvps won't get spotted right away but just before they land. That gives the germans less time to react and the us the chance to land unnoticed by them.

The second suggestion are immobile paks with a static movement sector (e.g. 70-90?) to prevent the germans from engaging landed us troops with them.

Cheers
Last edited by blackfish_ on 2011-09-26 16:20, edited 1 time in total.
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Project Normandy - Closed Beta Feedback

Post by K4on »

first of all, thank you for this great evening.
[R-DEV]AncientMan wrote: overall, seems pretty hard for US.
wouldnt say that. this map is designed for 128p battles.
as US u need to focus 2or3 beachpoints. the defenders have about 8 people on each flag.
i guess a coordinated attack on one flag with 32 people in like 8 boats breaks this defence...


[R-DEV]AncientMan wrote:they need to have some sort of spawn point on the beach. perhaps a few logistics lcvp that can deploy crates might work? or a few temp rallypoints spawn in on the beach after you cap each flag? or perhaps just simply having the pak guns having projectile drop or them having limited ammo might help
agreed: once u got a bunker as US, there should be placed a rally point (knifeable only) for reinforcements. (but not on the beach, cause u will get easily raped there)
Last edited by K4on on 2011-09-26 17:01, edited 1 time in total.
blackfish_
Posts: 10
Joined: 2010-10-31 14:26

Re: Project Normandy - Closed Beta Feedback

Post by blackfish_ »

K4on wrote:agreed: once u got a bunker as US, there should be placed a rally point (knifeable only) for reinforcements. (but not on the beach, cause u will get easily raped there)
Don't like the whole idea with the auto rallypoint, reminds me of vbf2. I would suggest a more dynamic approach:
A US crate that spawns automatically once the cp is taken, that can be used to deploy a FOB there. That's a bit of a challenge for the us troops and will hopefully result in them defending the cp (the FOB) till they gathered enough manpower (by lcvps or spawning at the FOB) instead of just rushing to the next cp.

Cheers
Last edited by blackfish_ on 2011-09-27 11:56, edited 2 times in total.
Curry
Posts: 1063
Joined: 2011-01-10 22:39

Re: Project Normandy - Closed Beta Feedback

Post by Curry »

[R-DEV]AncientMan wrote: overall, seems pretty hard for US. they need to have some sort of spawn point on the beach. perhaps a few logistics lcvp that can deploy crates might work? or a few temp rallypoints spawn in on the beach after you cap each flag? or perhaps just simply having the pak guns having projectile drop or them having limited ammo might help
IMO the german rifles are not as powerfull as the US opponents. The US needs more teamcoordination to win. but i think its pretty balanced. May move 2 crates closer to the US mortars so they can be quicker reloaded. US will need mortars to get any flag.

Curry.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - Closed Beta Feedback

Post by AfterDune »

Right now, the US can only win if the team is organized enough. They have two mortars and area attack. Mortars could either clear out capzones and destroy cannons, or smoke the beaches to give infantry a better chance of success. And area attack, well, wherever you want it :p .

Perhaps there should be less frontline flags. And when the US captures a flag, a crate could spawn to build up defenses. Perhaps an expiring rally point with a spawndelay (5 to 10 minutes?) won't be bad either.

Tickets-wise, I don't know, if we introduce the proposed changes, perhaps tickets are fine as they are. On the other hand, there's a whole map left when the US cap the frontlines. Though that won't be as hard though. If you conquer the beaches, I think you've come a long way and victory is within your grasp - if you have enough tickets. And the Germans will probably dig in deep...
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Ziriix
Posts: 24
Joined: 2011-01-09 17:05

Re: Project Normandy - Closed Beta Feedback

Post by Ziriix »

Well if you ask me i think its abit hard for the US to do anything UNLESS you have really nice teamwork. The problem is that the German cannons takes us out before we hit the beach so maby make the reload time more so they cant take out 5 boats before we have a chance to act. You could also give the boats more HP.

Something that was also annoying when you actually made it to the beach and over it you could not get up the cliff any were close to the west without a rope resulting in us getting spanked by the Germanz.

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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - Closed Beta Feedback

Post by AfterDune »

PAKs need adjustment as well. They need "bullet drop", perhaps some deviation. Also, right now I believe the PAK36 and PAK40 both deliver the same amount of damage. I could make the PAK36 somewhat weaker. That, together with the changes mentioned above, could work.

If the PAKs are still too devastating for the US LCVPs, the amount has to be reduced.

I think with all the changes we discuss in this thread, the US will have a better time and the gameplay will be a bit more forgiving (crates and/or spawnpoint upon flag capture). But, the US should ALWAYS have a hard time capturing the beaches.
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Project Normandy - Closed Beta Feedback

Post by sweedensniiperr »

from what i saw in the video, perhaps add some fog?
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blackfish_
Posts: 10
Joined: 2010-10-31 14:26

Re: Project Normandy - Closed Beta Feedback

Post by blackfish_ »

sweedensniiperr wrote:from what i saw in the video, perhaps add some fog?
blackfish_ wrote:I would suggest a lowered view distance...
Great idea with the fog, had the same thing in mind when i was suggesting a lower view distance. But since i dunno if it's possible to add fog manually and how much impact it would have on the overall performance of the map i didn't mention it.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Project Normandy - Closed Beta Feedback

Post by AfterDune »

[R-DEV]AncientMan wrote:spawn screen kit icons need to be using the pr template
Do you mean the "special kit icons", showing grenade, medicbag, smoke, binocs, etc?
[R-DEV]AncientMan wrote:vehicles should really be named according to the naming standard
I thought I did?

ger_apc_251c
ger_ifv_231
ger_ifv_233
ger_jep_kubel
ger_tnk_p3j
ger_tnk_p4d
ger_tnk_p4f2
ger_tnk_stug3b
ger_trk_logistics
ger_trk_support
us_jep_willysmb
us_jep_willysmb_50cal
us_tnk_m26
us_trk_logistics_ww2
us_trk_support_ww2

Or you feel it should be ww2ger and ww2usa?
[R-DEV]AncientMan wrote:Can I help you with anything else? I don't have much to do so...
Of course you didn't write this, but I got your attention now, lol :D . Could you, or anyone else for that matter, look into the 251? When you drive it, it doesn't move straight forward, it tends to steer to the left.
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AncientMan
Retired PR Developer
Posts: 5111
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Re: Project Normandy - Closed Beta Feedback

Post by AncientMan »

Sorry, my bad with the vehicles, was looking at something else. Still got the lcvp though :p .

By kit icons, I mean the weapon icons, they have a yellow? outline instead of a white glow. Template should be around here somewhere, hit me up on xfire if you can't find it.

And I don't know anything about vehicle tweak coding hey :p , find Leusch :D .
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Agemman
Posts: 383
Joined: 2007-02-13 12:57

Re: Project Normandy - Closed Beta Feedback

Post by Agemman »

Don't add spawnpoints on the beaches imo. Just have the US side secure their breach and then have people with boats going there.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Project Normandy - Closed Beta Feedback

Post by Psyko »

Agemman wrote:Don't add spawnpoints on the beaches imo. Just have the US side secure their breach and then have people with boats going there.
i actually got to agree. i wouldnt let up the pressure, but two things need to be improved. logistic crates need to get onto the beach, and the mortars need to be able to deliver lots and lots of smoke. maybe even area attacks with smoke barrages that have fast reload times.

i would have mapper placed logi crates stuck into the sand at the beaches where aircaft paradropped them. :D

two for each beach flag section.

the boats could have smoke launchers on the front, that are directional. mightnt be totally realistic but that beach really needs smoke. heck if there was enough smoke you could put two mg42s per bunker.

edit: oh and while your editing the pak balistics, consider giving the mg42 bullet drop with full tracers, would look epic and give the allies the ability to see the rounds as they fly about their heads.
Last edited by Psyko on 2011-09-28 08:04, edited 1 time in total.
Agemman
Posts: 383
Joined: 2007-02-13 12:57

Re: Project Normandy - Closed Beta Feedback

Post by Agemman »

Psykogundam wrote:the boats could have smoke launchers on the front, that are directional. mightnt be totally realistic but that beach really needs smoke. heck if there was enough smoke you could put two mg42s per bunker.

edit: oh and while your editing the pak balistics, consider giving the mg42 bullet drop with full tracers, would look epic and give the allies the ability to see the rounds as they fly about their heads.
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Lots of smoke and lots of traces... That just spells epicness.
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