PR:WW2 Beta Release - Feedback Thread

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

Post by AfterDune »

Does it happen when you create a new account? Could even try an offline account, see if anything makes a difference.
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MR EP
Posts: 15
Joined: 2013-03-03 10:39

Re: PR:WW2 Beta Release - Feedback Thread

Post by MR EP »

Big fan of PR have been playing on and off for many years thanks to all the dev's for their hard work.

I particularly like WW2 I played Project Normandy last time it was released and loved it, would be good to see some of the old maps reintroduced like Brie and maybe a co operative mode for when there isn't many people playing in your time zone.
wretchedegg
Posts: 42
Joined: 2013-03-27 17:24

Re: PR:WW2 Beta Release - Feedback Thread

Post by wretchedegg »

New account and offline also crashes. I'll try reinstalling original PR then I'll get back here.

Edit: Fixed. All I had to do was play offline while disconnected from the internet. Let's me play online now as well.
Last edited by wretchedegg on 2016-01-11 18:09, edited 1 time in total.
StealthyWarrior96
Posts: 104
Joined: 2013-08-02 18:12

Re: PR:WW2 Beta Release - Feedback Thread

Post by StealthyWarrior96 »

On Merville ALT germans cannot reload logi truck since there is no repair/reload station.
Practice Makes Perfect
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

StealthyWarrior96 wrote:On Merville ALT germans cannot reload logi truck since there is no repair/reload station.
Fixed for next version, but thanks! :)
pedrooo14
Posts: 88
Joined: 2012-04-02 14:57

Re: PR:WW2 Beta Release - Feedback Thread

Post by pedrooo14 »

FOB disabling ratio is higher or is just my impression?
Ratface
Retired PR Developer
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Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

It's using old FOB code from pre-1.0 which, I believe it's already been fixed for the next release or it is on the list to be fixed.
agus92
Posts: 280
Joined: 2016-01-03 11:11

Re: PR:WW2 Beta Release - Feedback Thread

Post by agus92 »

Hello again.

I've experienced two rather nasty crashes, wich ended woth my computer not responding, and to get free I had to restart my PC. PR worked fine afterwards.

I don't remember the cause of the first crash. The second crash happened after I switch quickly kits in the loading screen to check availability.

Pirated Win 7 for more info.
Sgt.NightFire
Posts: 16
Joined: 2007-09-03 17:11

Re: PR:WW2 Beta Release - Feedback Thread

Post by Sgt.NightFire »

Don't have time to scroll through 19 pages, but is Carentan a final version? Cause i find it a bit too much for the Germans to have so much armor.
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: PR:WW2 Beta Release - Feedback Thread

Post by Cavazos »

On Carentan with the Germans holding majority map at start, there is something that caused a crashed for multiple players. The layer was Village, East Bridge, Bunker Hill, and the city flag(s) that the Germans have.

While holding East Bridge as Americans, Bunker Hill as Germans, me and two other squad mates were traveling in a convoy. We had 2 transport trucks and 1 supply truck. When crossing the bridges south of East Bridge, a German AT man fired his panzershreck at the logi hitting it. It was around this time that the other two players from my convoy crashed.

I was away from the bridge when it happened as I kept going east. I turned around and began to cross the two stone bridges, but then my game crashed as well.
Ratface
Retired PR Developer
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Joined: 2011-04-21 18:57

Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

Sgt.NightFire wrote:Don't have time to scroll through 19 pages, but is Carentan a final version? Cause i find it a bit too much for the Germans to have so much armor.
Nope, just beta release but pretty close to final. As far as German armor goes, it depends on the layer. The attacking side (US on std, GER on alt) gets an armored car as well as a tank, whereas the defending team only gets a single tank.

I believe that Large (head to head, nobody defends/attacks specifically) both sides are given the same amount of armor though, so not sure what you mean?



'[TP wrote:Cavazos;2114454']On Carentan with the Germans holding majority map at start, there is something that caused a crashed for multiple players. The layer was Village, East Bridge, Bunker Hill, and the city flag(s) that the Germans have.

While holding East Bridge as Americans, Bunker Hill as Germans, me and two other squad mates were traveling in a convoy. We had 2 transport trucks and 1 supply truck. When crossing the bridges south of East Bridge, a German AT man fired his panzershreck at the logi hitting it. It was around this time that the other two players from my convoy crashed.

I was away from the bridge when it happened as I kept going east. I turned around and began to cross the two stone bridges, but then my game crashed as well.
Yea, I know there were a few strange bugs that cause crashes, but haven't heard of anything regarding what you've mentioned yet. I know that sometimes in local when a halftrack/truck is destroyed by a bazooka a destroyed Abrams turret appears, not sure if something like that could crash players though. If you're able to figure out what causes it at any point let us know, otherwise we'll keep it in mind while testing. Could have just been bad luck, happens time to time in vanilla PR as well.
AfterDune
Retired PR Developer
Posts: 17094
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Post by AfterDune »

We've seen the Abrams bug happen with normal PR as well. Wouldn't worry about it too much as if it happens, it only happens on local.
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The Duck
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Joined: 2013-08-06 08:28

Re: PR:WW2 Beta Release - Feedback Thread

Post by The Duck »

From a big WWII buff let me first say thank you for this amazing mod!


I wanted to compliment the engine sound for the Higgins boats. Really a good old marine diesel sound, not sure if its already used in PR, but if you ask me it honestly sounds like the actual 2 stroke Detroit 6-71 diesel they used in the LCVPs. Great job!


I want to ask about the K98 sights however. I assume this may have been done intentionally for a better sight picture but as far as lining up the iron sights goes, the front notch should be flat with the top of the dovetail rear sight. In game the front post is elevated above the dovetail, indicating the rifle is aimed at a significantly higher elevation. Not really a big deal but thought I'd mention it in case it was accidentally overlooked.

Again thanks for all the hard work, it is really appreciated.
Ratface
Retired PR Developer
Posts: 962
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Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

The Duck wrote:From a big WWII buff let me first say thank you for this amazing mod!


I wanted to compliment the engine sound for the Higgins boats. Really a good old marine diesel sound, not sure if its already used in PR, but if you ask me it honestly sounds like the actual 2 stroke Detroit 6-71 diesel they used in the LCVPs. Great job!


I want to ask about the K98 sights however. I assume this may have been done intentionally for a better sight picture but as far as lining up the iron sights goes, the front notch should be flat with the top of the dovetail rear sight. In game the front post is elevated above the dovetail, indicating the rifle is aimed at a significantly higher elevation. Not really a big deal but thought I'd mention it in case it was accidentally overlooked.

Again thanks for all the hard work, it is really appreciated.
Yea, we have the same issue with the Thompson at the moment (and maybe a few other weapons but I don't know of em).

Really if you just aim using the tip of the front sight you'll be fine. One of those things that are maybe a little too much work for too little gain since they're already zeroed as is, even thought the way you aim them is a little off from real life.
djk1518
Posts: 19
Joined: 2015-09-09 22:02

Re: PR:WW2 Beta Release - Feedback Thread

Post by djk1518 »

Thanks after, got this (https://gyazo.com/ea9fa0bd6b9226c7c0a36eb113208696) error message, probably just fuckedup the exe install.
Bronko40
Posts: 2
Joined: 2016-01-21 13:46

Re: PR:WW2 Beta Release - Feedback Thread

Post by Bronko40 »

Wrong topic.
robert357
Posts: 233
Joined: 2016-01-29 12:58

Re: PR:WW2 Beta Release - Feedback Thread

Post by robert357 »

[R-CON]Ratface wrote:Yea, I know there were a few strange bugs that cause crashes, but haven't heard of anything regarding what you've mentioned yet. I know that sometimes in local when a halftrack/truck is destroyed by a bazooka a destroyed Abrams turret appears, not sure if something like that could crash players though. If you're able to figure out what causes it at any point let us know, otherwise we'll keep it in mind while testing. Could have just been bad luck, happens time to time in vanilla PR as well.
About that crashes. Probably bazooka (I don't know if panzerfaust too) sometimes crash servers or players game. I "make" twice server crash using bazooka both close west bridge on Carentan on DIVSUL|WW2 server. Once shooting to PzIV, other to truck.
AfterDune
Retired PR Developer
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Post by AfterDune »

That's something to investigate further I suppose. Thanks.
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shahram
Posts: 175
Joined: 2013-03-18 07:41

Re: PR:WW2 Beta Release - Feedback Thread

Post by shahram »

I don't realize players. pr ww2 is a gem and fresh game. about 3 weeks ago there were 2 full servers and now it is rarely a half-full server. they prefer to play repetitive pr bf2 rather than pr ww2. It is shame. I guessed it will be played for at least a full season with 100 players.
SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: PR:WW2 Beta Release - Feedback Thread

Post by SkyEmperor »

Lol, WW2 is more repetitive than PR considering it only has 3 maps
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