PR:WW2 Beta Release - Feedback Thread

General discussion of the Project Reality WWII modification.
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Beardtrimmer
Posts: 3
Joined: 2010-03-25 23:03

Re: PR:WW2 Beta Release - Feedback Thread

Post by Beardtrimmer »

PRWW2 launcher issue:
Image

(Note how it wraps around the lower edge of the screen)
Game runs ok but the message does not go away. Seems GPU related as fps drops and cooler fan spins up. Happens on multiple servers.

System specs if needed:

Code: Select all

System Information
------------------
  Operating System: Microsoft Windows 10 Pro (10.0.10586)
      Architecture: 64-bit
   Current Culture: German (Germany)
       Motherboard: Gigabyte Technology Co., Ltd. M57SLI-S4
         Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6400+ (Physical: 2, Logical: 2)
            Memory: 8,00 GB
      DIMM Modules: A0: 2,00 GB @ 800 MHz
                    A1: 2,00 GB @ 800 MHz
                    A2: 2,00 GB @ 800 MHz
                    A3: 2,00 GB @ 800 MHz
         Page File: 1,88 GB
    .NET Framework: 4.6+ Release Build: 394254, Runtime: 4.0.30319.42000

Display Information
-------------------
 Display Device(s): SyncMaster 226BW(Digital) on NVIDIA GeForce GTX 580
   Display Mode(s): 1680 x 1050 (32 bit) @ 60 Hz
    Driver Version: 10.18.13.6143 (361.43)
    Display Memory: 3,00 GB
     Multisampling: 2, 4, 8
               DPI: 96 (100%)

Audio Information
-----------------
  Primary Playback: Headphones (High Definition Aud
 Primary Recording: Microphone (High Definition Aud
  Open AL Renderer: Software
               EAX: True
           EAX 1.0: False
           EAX 2.0: True
           EAX 3.0: False
           EAX 4.0: False
           EAX 5.0: False
             X-RAM: False

Disk Information
----------------
      Install Path: C:\Program Files (x86)\Project Reality\Project Reality BF2
                    Free: 34,37 GB, Total: 118,70 GB, FS: NTFS, SSD: Unknown
          Mod Path: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_ww2
                    Free: 34,37 GB, Total: 118,70 GB, FS: NTFS, SSD: Unknown
     Profiles Path: C:\Users\Justin\Documents\ProjectReality\Profiles
                    Free: 34,37 GB, Total: 118,70 GB, FS: NTFS, SSD: Unknown
    Update DL Path: C:\Users\Justin\AppData\Local\Project Reality\Project Reality BF2\Downloads
                    Free: 34,37 GB, Total: 118,70 GB, FS: NTFS, SSD: Unknown
   Update Log Path: C:\Users\Justin\AppData\Local\Project Reality\Project Reality BF2\UpdateLogs
                    Free: 34,37 GB, Total: 118,70 GB, FS: NTFS, SSD: Unknown

Game Information
----------------
    Installed Mods: pr, pr_ww2
       Current Mod: pr_ww2
           Version: Standalone - 1.0
        PR Version: 0.2.1.0
          Language: english
   Debug Available: False
     Large Address: True
Supported Hardware: None

Profile Information
-------------------
      Profile 0001: ARC*BeardTrimmer
              Type: Online
        View Intro: False
        Fullscreen: True
      Display Mode: 1680x1050@60Hz
Display Mode Valid: True
   Graphics Scheme: Custom
     Multisampling: 4x
             VSync: False
   Terrain Quality: Low
   Effects Quality: Low
  Geometry Quality: Low
   Texture Quality: Low
  Lighting Quality: Low
   Dynamic Shadows: Off
    Dynamic Lights: Off
 Texture Filtering: Low
    Audio Provider: Software
    Provider Valid: True
     Audio Quality: Medium
               EAX: True

      Profile 0002: [3dAC]BeardTrimmer
              Type: Online
 Last Used Profile: True
        View Intro: False
        Fullscreen: True
      Display Mode: 1680x1050@60Hz
Display Mode Valid: True
   Graphics Scheme: High
     Multisampling: 8x
             VSync: False
   Terrain Quality: High
   Effects Quality: High
  Geometry Quality: High
   Texture Quality: High
  Lighting Quality: High
   Dynamic Shadows: High
    Dynamic Lights: High
 Texture Filtering: High
    Audio Provider: Hardware
    Provider Valid: True
     Audio Quality: High
               EAX: True

      Profile 0003: duellu
              Type: Offline
        View Intro: False
        Fullscreen: True
      Display Mode: 1680x1050@60Hz
Display Mode Valid: True
   Graphics Scheme: High
     Multisampling: 8x
             VSync: False
   Terrain Quality: High
   Effects Quality: High
  Geometry Quality: High
   Texture Quality: High
  Lighting Quality: High
   Dynamic Shadows: High
    Dynamic Lights: High
 Texture Filtering: High
    Audio Provider: Software
    Provider Valid: True
     Audio Quality: Medium
               EAX: True
Sorry in case of double post.

Cheers,
Beard
Last edited by Beardtrimmer on 2015-12-30 12:52, edited 1 time in total.
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: PR:WW2 Beta Release - Feedback Thread

Post by PatrickLA_CA »

I don't think Omaha is too hard on the Americans, in fact the first time I played it I was on the German team and we lost. Their entire team landed on the NW part of the beach and smoked their entire SE flank which made those at WN73 unable to see anything down on the beach. The PAK was useless as it couldn't aim that way too. They capped WN71 in about 10 minutes and in the end we lost because of more casualties.

The only thing I suggest changing is having WN73 and 71 unable to be recapped by the germans once lost.
In-game: Cobra-PR
Steeps
Posts: 1994
Joined: 2011-08-15 15:58

Post by Steeps »

My only feedback is to nerf or remove that PAK gun on the western end of the beach. It was enough range to hit nearly 4-5 of the main landing ships. It can also hit people along the cement "ramp".
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Image
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: PR:WW2 Beta Release - Feedback Thread

Post by sweedensniiperr »

Ok so I got some time in this night.

I feel like the post earlier is something for the devs to consider regarding the availability for german MG kits. I get the argument that the k98 isn't good in CQB. But look at it like this: 8 man squad, 1, officer, 2 medics, 1 AR, 1 MG, 1 specialist, one grenadier and rest maybe rifleman. That's at least 50% of the squad with automatic weapons. So the US can do this too but THEY don't have a really good AR and MG. I'm thinking just making BOTH these a special kit like sniper only a certain amount available for the team at all times?

Some animations have this weird shaky thing while reloading, some of them, after spraying a burst - thompson.
Recycling bolt: k98,
reload: garand
after burst: thompson

There's is something wrong with how the garand feels in my opinion, both the sound and how it feels when aiming and shooting. I cannot pinpoint it with 100% but might be that the model is weird(you can't do much about that) or that the aiming is too close to player. Same with the sound... just compare it to any other weapon.

No overheat on MG42 and mg34? Didn't that thing heat up like crazy?

So now on to maps:
You made it easier for germans to shoot down on the beach, but you also gave them a couple of extra MG kits. This amounts to huge firepower if combined with the above - something to think about. I still don't think it's super unfair for US, it is as AD says - still haven't been on a team with that good coordination. Omaha is hard in that way: it's hard to see if the teams are unbalanced if the US gets rekd. It might be just perfectly balanced and when US gets off beach maybe it's the germans that suck... I believe it's more important to think about how to make the US hold the beachhead instead, and for this I don't have any good idea for now.

For carentan: Only thing that annoyed me was that the map border is covered with bushes. This makes it a viable spot for infantry to move and fobs to be placed on. I'd rather see the fighting occur on objectives instead.

EDIT: also I got this error while CTD
http://imgur.com/tgG59GB
Last edited by sweedensniiperr on 2015-12-30 13:40, edited 1 time in total.
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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR:WW2 Beta Release - Feedback Thread

Post by AfterDune »

Beardtrimmer wrote:PRWW2 launcher issue:
Image
Your Mumble probably hadn't started or something. Mumble uses that spot to show who's talking. If it's not running, that's the result.

I hope you're not experiencing this all the time?
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Beardtrimmer
Posts: 3
Joined: 2010-03-25 23:03

Re: PR:WW2 Beta Release - Feedback Thread

Post by Beardtrimmer »

Thanks for the quick reply AfterDune.

No, it does not happen all the time. Seems mumble was indeed causing it. All good now.

Thanks for the great mod-mod.
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: PR:WW2 Beta Release - Feedback Thread

Post by Ratface »

Kaombo wrote:Don't know if it's been posted, but we were a full tank squad on carentan aas std with every crewman kited with pilot kits, not crewman
Lol

Adding it to our bug tracker for testing, thanks :)
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: PR:WW2 Beta Release - Feedback Thread

Post by Mats391 »

sweedensniiperr wrote:Ok so I got some time in this night.

I feel like the post earlier is something for the devs to consider regarding the availability for german MG kits. I get the argument that the k98 isn't good in CQB. But look at it like this: 8 man squad, 1, officer, 2 medics, 1 AR, 1 MG, 1 specialist, one grenadier and rest maybe rifleman. That's at least 50% of the squad with automatic weapons. So the US can do this too but THEY don't have a really good AR and MG. I'm thinking just making BOTH these a special kit like sniper only a certain amount available for the team at all times?
The MGs are the backbone of the German infantry. The only real problem right now is that the USA is missing the M1919 as a proper MG. It is being worked on :)
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Mineral: TIL that Wire-guided missiles actually use wire
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: PR:WW2 Beta Release - Feedback Thread

Post by viirusiiseli »

The sherman has some issues. Some of this stuff can be said for the german tank too.

-Speed: It only travels a bit faster than a person running, when real life speed would be around 45 km/h, so noticeably faster. Tiger has the same really slow speed aswell, when its real life version had around 40 km/h speed.

-Armor: Gets killed by 1 LAT afaik no matter where it hits

-Sight: The circle is really small, would be nice if it could be made bigger so it fits on the whole screen. Hard to see much and its a game afterall so seeing stuff is not as easy as irl

-Turret inertia... I dont understand why this is still being implemented after the huge criticism. Having the turret turn slow is fine but it is really really annoying to turn quickly and then your turret goes over the target.
Last edited by viirusiiseli on 2015-12-30 15:45, edited 1 time in total.
RAWSwampFox
Posts: 531
Joined: 2014-01-05 17:28

Re: PR:WW2 Beta Release - Feedback Thread

Post by RAWSwampFox »

Good Afternoon,

I know I posted in another forum first and only a couple of things remained unanswered by me or dev or both. :)

1. On Carentan AAS STD I believe, the area attack did not charge even though it states we get on ever 30 minutes.
2. Blufor Carentan troop trucks have no ammo whatsoever.
-SwampFox
CIVI guide: https://goo.gl/WhRE7A
CIVIES and Martyrs thread: http://goo.gl/eqZ3wn
My FOB guide: https://goo.gl/z8bk2z
FOB Thread: http://goo.gl/4PWRAs
PR Statistics & Useless Information thread: http://goo.gl/bzu4qd
Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: PR:WW2 Beta Release - Feedback Thread

Post by Acecombatzer0 »

Minor gameplay feedback, only played for a few hours

-Get rid of the AP mines for snipers, giving snipers this seems to go against PR's gameplay style

-Get rid of Paks on Omaha beach, Mgs instead, or just have one Pak. Too many Higgins are getting destroyed before they hit the beach.

-Flags on Omaha should be uncappable once captured, make it more of an offensive map and the battle never makes it to the village.

-Frag grenade should do less damage than in WW3 PR, these are older grenade models, and discourages grenade spam.
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: PR:WW2 Beta Release - Feedback Thread

Post by mectus11 »

Isn't the Panzerfaust 100M supposed to be an instant kill for the Shermans when it is a rear point blank shot? It should be realistic in that way to be honest.

Also stationary guns on the ships that can be shot would be nice, their range can be nerfed to be able to only hit the German emplacements on the beach, that could be of some help.
OR
The US should get tickets for each cap they take as they lose a lot of manpower trying to push the initial beach.
i90r
Posts: 21
Joined: 2013-01-17 15:05

Re: PR:WW2 Beta Release - Feedback Thread

Post by i90r »

There is something strange going on below the bridge of Carentan - invisable bridge walls, which make harder to get into cover if enemy is shooting at you.
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: PR:WW2 Beta Release - Feedback Thread

Post by curahee150 »

So after the update, US still gets slaughtered on the beach and doesn't get to push up until its too late and their tickets have dropped too low. The motors are a major annoyance for US and they cant really be marked with area attack. This round was a round where we went in with pour entire team and an area attack right before landing with the pak destroyed, we thought the assault would yield something, but in the end motors messed us up.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
i90r
Posts: 21
Joined: 2013-01-17 15:05

Re: PR:WW2 Beta Release - Feedback Thread

Post by i90r »

I have a problem after update to 2.2.0, i can't launch the mini mod:

Code: Select all

Project Reality Log File
PRLauncher.exe started at: 2015-12-31T02:57:55

Critical Error: An unhandled exception has occured. Details are as follows:

Element '.', szesnastkowa wartość 0x00, jest nieprawidłowym znakiem. wiersz 1, pozycja 1.

Further details can be found in the following file:

[url]D:\Gry\PR\mods\pr_ww2\bin\PRLauncher.log[/url]

Please report this error to the Project Reality Team, and include the log file in your report.

[url=https://www.realitymod.com/forum/f27-pr-bf2-support]Visit Support Forum[/url]

 > System.Xml.XmlException: Element '.', szesnastkowa wartość 0x00, jest nieprawidłowym znakiem. wiersz 1, pozycja 1.
   w System.Xml.XmlTextReaderImpl.Throw(Exception e)
   w System.Xml.XmlTextReaderImpl.ThrowInvalidChar(Char[] data, Int32 length, Int32 invCharPos)
   w System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace()
   w System.Xml.XmlTextReaderImpl.ParseDocumentContent()
   w System.Xml.XmlReader.MoveToContent()
   w System.Xml.Linq.XElement.Load(XmlReader reader, LoadOptions options)
   w System.Xml.Linq.XElement.Load(String uri, LoadOptions options)
   w Reality.BF2.Version.ReadVersion(String a)
   w Reality.BF2.Game.PreLaunch..ctor()
   w PRLauncher.WPF.ViewModel.MainWindowViewModel.LaunchStart(LaunchType a, Boolean b)
   w PRLauncher.WPF.ViewModel.MainWindowViewModel.OnLaunch(Object a)
   w Reality.Utils.WPF.RelayCommand.Execute(Object a)
   w MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(ICommandSource commandSource, Boolean userInitiated)
   w System.Windows.Controls.Primitives.ButtonBase.OnClick()
   w System.Windows.Controls.Button.OnClick()
   w System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
   w System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   w System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   w System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   w System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
   w System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
   w System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   w System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
   w System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   w System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   w System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
   w System.Windows.Input.InputManager.ProcessStagingArea()
   w System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
   w System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
   w System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   w System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   w MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   w MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   w System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   w System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Edit: Never mind, I simply reinstalled and resolved the problem :)
Last edited by i90r on 2015-12-31 02:07, edited 1 time in total.
Reason: problem resolved
mries
Posts: 475
Joined: 2013-06-30 16:16

Re: PR:WW2 Beta Release - Feedback Thread

Post by mries »

Hi,

Awesome mini-mod, I really like it.

Some small things:

Supply crates need 2 grenades to get destroyed;
deployable MG42 pillbox doesn't give you ammo count when pressing Q;
is it intentional to give pointmen smoke and only 1 tnt?;
panzerschreck can't change sights level;
FOB's are hard to spawn on;
what is the difference between US std and alt LAT kit next to the pistol?;
is the US alt grenadier kit not a bit overpowered?(7mags, 4 nades, 2 smokes).

So far, it really looks good, not many flaws on the maps!
Image

Image
banana.man
Posts: 5
Joined: 2015-08-16 00:17

Re: PR:WW2 Beta Release - Feedback Thread

Post by banana.man »

I saw a few logi trucks clip through picket fences in Carentan.

I also feel that in Omaha Beach Large, Ticket Bleed is too slow, but it might have to stay the way it is.

As Americans, we pushed the Germans back to their uncap and had to play defensively for around 25 minutes. this led to alot of people leaving the game early.


on a note of the fairness of Omaha, (*note i've only played it once*) , we won with a highly coordinated team, by rushing one section of the beach, and pushing up the hill, having single squads take the other 2 beaches. this allowed us a strong foothold early in the game, to quickly clear, and capture different points on the map.

I 100% believe that coordination with your team is extremely important in Omaha, even more so then in other maps.
cantpick
Posts: 48
Joined: 2015-02-09 21:46

Re: PR:WW2 Beta Release - Feedback Thread

Post by cantpick »

https://www.realitymod.com/forum/f558-p ... ost2112990
[R-CON]Ratface wrote:...
Will have to look into the map markers, haven't noticed anything up to this point. If you're referencing things like FOB markers, that is just a thing that has been in issue in PR for a long time, nothing we can do about it much at the moment.
...
I refer not to the marking of icons onto the map, but the placement of markers for squad direction, which are not set on the map for all to see. "target", "move to" etc.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Post by AfterDune »

Yeah, that's because the map is slightly out of position. We'll need to redo the combat areas... again :( .

The problem isn't there if you zoom in, but yeah. The latest patch doesn't have it as much as it used to be though.
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saamohod
Posts: 300
Joined: 2011-01-12 16:15

Re: PR:WW2 Beta Release - Feedback Thread

Post by saamohod »

Is this beta open for everyone? Where can I download it? The game launcher doesn't download the mod.
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