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[0909] Various bugs

Posted: 2010-02-06 22:41
by DankE_SPB
1st of all sorry for indefinite title, but this topic will contain various bugs in different areas, some of them very minor and i dont think worth separate threads for it

screenshots under thumbnails are in .png format, sorry, this what xfire captures, so beware of massive traffic



Vehicles
MEC T-72
white empty slots when you cycle through driver views
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T-90
KORD model LODs are screwed, seems like it uses LOD2 instead of LOD0/LOD1
visible both on 1p/3p
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switching from driver to gunner and then MG cupola makes the MG to disappear, you still able to shoot it
tested on local
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barrel of main gun is missing player collision mesh, but since its vbf2 model i guess not much you can do with it

BRDM-2
Driver still has "FLIR" camera with small zoom, might be intentional though
co-driver do not have one
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entry point and exit points on all BRDM-2 and its derivatives do not match, you need to be next to hatches in front part of vehicle to enter it, but when you leave vehicle you're deployed behind it at its back

all BRDMs became very easy to flip, its possible even on completely flat concrete surface at base, without hitting any objects

BMP-3
when you 1st enter it, default weapon is 100mm cannon on slot 3, it was 30mm slot 1 cannon before, might be intentional though
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reverse speed is very slow, not sure if it bug or not

minor controls bug

in video, when turning left, i actually push D button
way to reproduce
push W+D, when it gains some momentum push only A, once it starts turning left, push only D and it will keep turning left even without pushing W
[XFIRE]20ed3f[/XFIRE]

i tried same thing on other tracked vehicles, but due to not gaining enough rotation momentum in other direction after pushing only A it seems impossible to repeat above bug on them

IDF M113
7 and 8 seats viewports are kinda weird, they are blocked by "bag" on the back, might worth moving bag/viewports back/forth
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CROWs humvee
white empty slot when trying to cycle through slots
gunner do not have any delay before weapon becomes active
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M1A2
.50 cal position is not allowed without driver(it is allowed on T-90), tested on local
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Dump truck
steering wheel do not move when turning
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Ins Bike
material with holes on ss takes very high damage, unlike rest of vehicle
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Merkava
entry point and exit point do not match, you enter at back, leave at top of vehicle


Statics

Fallujah West
this parts of new pavements are missing faces, found at North entrance of Ins base
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Silent Eagle
this small poles have weird collision meshed, which can seriously damage/destroy a vehicle
since its impossible to make them destructible(due to limit of such objects), i would suggest to completely remove vehicle collision mesh from them
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broken trees on the ground do not have vehicle collision meshes, might be intentional though
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Misc
RPs on start up has weird collision meshes, which damages vehicles, might worth removing it completely, screen taken on kashan, but same thing on other maps(Gaza Beach ie)
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insurgency maps
when you choose 3rd from top kit on initial spawn you're very likely to die with following message appear, seen on Lashkar Valley, Gaza Beach and Fallujah West so far, no exact way of reproduce found
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Beirut
spawned as IDF with Rifleman Optics kit, was stuck with grenade in hands, whatever weapon i choose it kept cycling back to grenade(slot 5)
it was not keyboard issue for sure, alt-tabbed and checked in notepad, everything worked fine, on squad selection screen numbers also worked fine
drop/take back kit didn't help
bug was fixed by taking another kit from dead soldier

Dragon fly
on skirmish layer names of CPs are mixed up, south apartments are on north and vice-versa
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list will be updated if i find something else, that all from me for now

re: [0909] Various bugs

Posted: 2010-02-07 00:45
by Ford_Jam
insurgency maps
when you choose 3rd from top kit on initial spawn you're very likely to die with following message appear, seen on Lashkar Valley, Gaza Beach and Fallujah West so far, no exact way of reproduce found
This is always on your first spawn, so it can be reproduced by joining another server or at the very beginning of a round. Can be fixed by changing kits (eg, change from the third kit to the fourth, and then back to the third) and you wont die :)

re: [0909] Various bugs

Posted: 2010-02-07 00:56
by goguapsy
Rofl, did you enter the game looking for bugs?

Jokes aside, these are some interesting findings...

re: [0909] Various bugs

Posted: 2010-02-07 08:30
by Jagular
goguapsy wrote:Rofl, did you enter the game looking for bugs?

Jokes aside, these are some interesting findings...
If Beta test team looks like doing nothing, why not ?

re: [0909] Various bugs

Posted: 2010-02-07 09:59
by danny
great post i have had all of the issues listed here is one more well really its a question, i have experienced severe lag on most serversi have played on i have turnmedall my graphics down to either low or medium but still seems to be affecting my game play! was told that on GAza/Beruit it was a bug issue? is this the case? it is causing me to scream and shout at my PC and my wife is getting annoyed! lol

re: [0909] Various bugs

Posted: 2010-02-07 10:16
by Nick_Gunar
In Gaza, bottom of the palm tree is empty/invisible :

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Re: [0909] Various bugs

Posted: 2010-02-07 17:46
by octo-crab
This bug is caused by a local server, won't happen in dedicated.
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I chuckled at this.
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Jagular wrote:If Beta test team looks like doing nothing, why not ?
Maybe the beta testers are busy testing a billion other changes and finding a billion other more serious bugs? Or maybe they are checking EVERY server to make sure those servers running md5 shader checks, there are over 130 servers. How about running through EVERY map variant checking the spawns of all vehicles. Factor in a lot there are just under a 100 different map varients and a lot of them have 20 minute delayed spawns. I'm sorry we failed to find one floating tree on Yamalia with 16 square kilometers of map to search or if you jump crouch 4 times straight, turn around 187 degrees, go prone, look up fire an 11 round burst with a G3 you instantly die.

Re: [0909] Various bugs

Posted: 2010-02-07 17:48
by Brummy
Jagular wrote:If Beta test team looks like doing nothing, why not ?
Damn the testers for missing out on a few stuff in those 11000+ changes.

Anyway, thanks for reporting 'em Danke :)

Re: [0909] Various bugs

Posted: 2010-02-07 17:54
by Scot
Jagular wrote:If Beta test team looks like doing nothing, why not ?
Image

Srsly... :neutral:

Re: [0909] Various bugs

Posted: 2010-02-07 19:14
by DankE_SPB
Merkava
entry point and exit point do not match, you enter at back, leave at top of vehicle

Re: [0909] Various bugs

Posted: 2010-02-07 19:37
by crazy11
For those that talk bad about the test team be prepared to receive a ban. The test team is part of the PR Team and you will receive the same infraction for disrespecting anyone who is R-XXX.


There were a lot of changes during the .9 cycle and maybe we didnt get all the bugs but we did get a majority, we did not get to test .909 before it was released so some stuff may have accidentally broke in the build.

Re: [0909] Various bugs

Posted: 2010-02-07 19:44
by BroCop
DankE_SPB wrote:
M1A2
.50 cal position is not allowed without driver(it is allowed on T-90), tested on local
Image
This is local. In MP it works fine for me

Re: [0909] Various bugs

Posted: 2010-02-07 20:07
by RED
Disclaimer: the following bugs were all created on a local server:

-Sound: Green and purple smoke grenade keep looping the "impact on ground" sound until the smoke disappeared
(Tested on Asad Khal with the IDF officer kit)

-Kit restriction: It is possible to drive the canadian LAV-III without a crewman kit. The screen fades black but if you switch seats before getting killed for not having the kit, you're able to move it over far distances without a kit and getting killed.

-Lashkar Valley: One of the british spawn points is inside the roof of a trailer

-Korengal Valley: You can't exit the western-most M249 machinegun emplacement. (Night vision sound type) (Screenshots soon to come)

-Taliban SKS Kit uses a seperate AKM bayonet instead of the already mounted underbarrel-folding bayonet
(Tested on Korengal Valley)

Re: [0909] Various bugs

Posted: 2010-02-08 12:25
by General_J0k3r
[R-MOD]crazy11 wrote:For those that talk bad about the test team be prepared to receive a ban. The test team is part of the PR Team and you will receive the same infraction for disrespecting anyone who is R-XXX.


There were a lot of changes during the .9 cycle and maybe we didnt get all the bugs but we did get a majority, we did not get to test .909 before it was released so some stuff may have accidentally broke in the build.
cut em some slack. they've probably never coded anything more complex than "hello world"... ;)

Re: [0909] Various bugs

Posted: 2010-02-08 13:28
by Rissien
Would The coupla gunner on the Merkava tank moving with the trret be a bug? It is near impossible to accuratly engage targets when the turret moves and throws your aim off.

Re: [0909] Various bugs

Posted: 2010-02-08 15:57
by goguapsy
[R-MOD]crazy11 wrote:For those that talk bad about the test team be prepared to receive a ban. The test team is part of the PR Team and you will receive the same infraction for disrespecting anyone who is R-XXX.


There were a lot of changes during the .9 cycle and maybe we didnt get all the bugs but we did get a majority, we did not get to test .909 before it was released so some stuff may have accidentally broke in the build.
Joke or not?

XD Read my signature... It IS true that people that are not R-XXX have issues...

Re: [0909] Various bugs

Posted: 2010-02-08 17:53
by J.F.Leusch69
most of the reported bugs are either a local only issue, "hardcoded/unfixable" or intend

but thanks for report, and please keep your reports in different thread so its easier for us to browse the bug section for certain bugs