[0981] PR:F M20 and M3 bugged after loading PR:V or PR:N

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Steeps
Posts: 1994
Joined: 2011-08-15 15:58

[0981] PR:F M20 and M3 bugged after loading PR:V or PR:N

Post by Steeps »

Description:
The Argentinian HAT kit is almost completely broken. When not zoomed in, you cannot even see the exterior of the sight. You cannot zoom in to use the HAT kit either, which breaks it.

Steps to Reproduce:
Apparently just by using it.

Screenshots / Video:
will update

Tested On:
The Falklands, NEW server 0.981
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BloodyDeed
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Post by BloodyDeed »

Is it possible that it only happens when playing falklands after Vietnam without a client restart?

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Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Re: [0981]The Falklands

Post by Steeps »

Well we did play Vietnam Barracuda the round before. I had actually used the M20 and it worked fine.
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Rhino
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Re: [0981]The Falklands

Post by Rhino »

Ye, this is a known issue that AM didn't want to fix :p

Basically if either or Vietnam, Normandy or Falklands is loaded by the client before playing the other, then it screws up the M20 and the Grease Gun because the meshes and animations are different between PR:V/PR:N and PR:F

Basically Vietnam didn't update their mod with the latest models/animations for these weapons unlike PR:F, so there is a conflict of versions after loading one before the other.

Only way to fix it is with a client restart, server side its fine.
Last edited by Rhino on 2013-01-02 18:48, edited 1 time in total.
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{ZW}C-LOKE
Posts: 202
Joined: 2012-11-26 20:13

Re: [0981]The Falklands

Post by {ZW}C-LOKE »

Argentinian Officer kit, second down the list you can spawn in with:
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Three pieces of the model do not follow with the gun when it's brought up to closer-aim the weapon.

This may or may not matter much, as it looks like either an animation or hierarchy problem (these three pieces hidden during animation?), but this was on Goose Green.
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Mineral
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Re: [0981]The Falklands

Post by Mineral »

it's a goose green issue. I messed up the faction loading settings. Thanks for reporting it tho!
Last edited by Mineral on 2012-12-24 03:13, edited 1 time in total.
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Rhino
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Re: [0981]The Falklands

Post by Rhino »

As I posted above:

[quote=""'[R-DEV"]Rhino;1846129']Ye, this is a known issue that AM didn't want to fix :p

Basically if either or Vietnam or Falklands is loaded by the client before playing the other, then it screws up the M20 and the Grease Gun because the meshes and animations are different between PR:V (Vietnam didn't update theirs with the latest ones unlike PR:F).

Only way to fix it is with a client restart, server side its fine.[/quote]

[quote="GP_MineralWouter""]it's a goose green issue. I messed up the faction loading settings. Thanks for reporting it tho![/quote]

na its just a Falklands and Vietnam issue in general since Falklands is using newer models and animations of both of these weapons.
Last edited by Rhino on 2012-12-24 03:25, edited 1 time in total.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [0981]The Falklands

Post by Rabbit »

Water speed appears to be set to high and just shakes like an epileptic at a rave. I am happy to see it's all just small bugs though :D
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AfSoccer "I just don't see the natural talent."
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Rhino
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Re: [0981]The Falklands

Post by Rhino »

This topic isn't for generic falklands bugs, you should be posting new topics per bug but since you have posted it, water seems fine to me (other than for low gfx users where its just a plain light blue surface) and no one else has reported this issue?
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [0981]The Falklands

Post by Rabbit »

My bad, I thought it was for .981 I noticed it at the brit carrier, so I'm not sure if it is a issue on the whole level or just one that happens in the surrounding terrain zone. All my settings are on high.
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AfSoccer "I just don't see the natural talent."
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Psyrus
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Re: [0981]The Falklands

Post by Psyrus »

[R-DEV]Rhino wrote:This topic isn't for generic falklands bugs, you should be posting new topics per bug
Might want to edit the main title of this thread then, as it's reasonably misleading in itself :)
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: [0981]The Falklands

Post by Kevokpo »

{ZW}C-LOKE wrote:Argentinian Officer kit, second down the list you can spawn in with:
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Three pieces of the model do not follow with the gun when it's brought up to closer-aim the weapon.

This may or may not matter much, as it looks like either an animation or hierarchy problem (these three pieces hidden during animation?), but this was on Goose Green.
this happened to me the first time I used medic kit on goose green, after that day never happend again
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [0981]The Falklands

Post by Rhino »

[R-DEV]Rhino wrote:Ye, this is a known issue that AM didn't want to fix :p

Basically if either or Vietnam, Normandy or Falklands is loaded by the client before playing the other, then it screws up the M20 and the Grease Gun because the meshes and animations are different between PR:V/PR:N and PR:F

Basically Vietnam didn't update their mod with the latest models/animations for these weapons unlike PR:F, so there is a conflict of versions after loading one before the other.

Only way to fix it is with a client restart, server side its fine.
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kangaroo
Posts: 75
Joined: 2011-08-23 06:49

Re: [0981]The Falklands

Post by kangaroo »

[R-DEV]Rhino wrote:This topic isn't for generic falklands bugs, you should be posting new topics per bug but since you have posted it, water seems fine to me (other than for low gfx users where its just a plain light blue surface) and no one else has reported this issue?
well if we are talking about the water, You planes turn to Jesus and can sit on the water N of the carrier on Pr:F
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [0981] PR:F M20 and M3 bugged after loading PR:V or PR:N

Post by Rhino »

What did I say in the bit you quoted? :roll:

Its a known bug anyways, side affect from having such a large map.

Going to lock this topic before more people post any more PR:F bugs in there...
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