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Invisible vehicle in multiplayer.

 
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All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Wacht am Rhein >> Tech Support >> Invisible vehicle in multiplayer. Page: [1]
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Invisible vehicle in multiplayer. - 5/16/2009 4:33:49 PM   
Pzt_Serk


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Hi,

There is a major bug when playing multiplayer as client. When there is only one crew member still alive and manning a vehicle, be it a tank, halftrack or armored car, the graphic of the vehicle won't move anymore if you order any move order but it will actually move and get LOS according to its movement.

In game term, it means the client actually lose sight of the vehicle. Its very easy to notice when you have the icon option to show moral as you still see the icon moving with the vehicle but not the actual graphic.

This was present in reg CCV and I suspect it would be in TLD but I havn't played enough so far to see it.

The best way to recreate it is by setting a multiplayer game, client sends one half track close to host's infantry so they kill all crewmember but one, then try moving the track and you will see it. The host should see the correct movement of the half track.

Its more of a problem for client when it happens to host's vehicle, as client will see the graphic in the same place but will be shot at from the invisible location without knowing it before its to late(no acces to the icon to guess the position).
I have no screen shots so far but I'll try to post one asap.

Cheers,
Post #: 1
RE: Invisible vehicle in multiplayer. - 5/16/2009 10:27:18 PM   
Andrew Williams


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From: Australia
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WOW!!


Does it happen every time only one crew member is left alive?

Can the invisible vehicle be destroyed?


Will test this as a matter of priority.

I've been playing since '99 and never seen or heard of this.

it wasn't posted on any of the various forum bug lists

Incredible how these things get through.

(in reply to Pzt_Serk)
Post #: 2
RE: Invisible vehicle in multiplayer. - 5/16/2009 10:55:37 PM   
Andrew Williams


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I wonder what happens with vehicles that only have 1 crew... will check

(in reply to Andrew Williams)
Post #: 3
RE: Invisible vehicle in multiplayer. - 5/16/2009 11:10:38 PM   
Pzt_Serk


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Hi Andrew,

I don't know why it has never been reported but I knew it for a while (yes I'm guilty) Maybe because its not common as you rarely see a tank manned by a single guy yet still mobile for exemple. Mostly happen with MG half track as they only have 2 crew member.

The invisible vehicle can be destroyed as I just destroyed an invisible stuart that had only one man left after being engaged by an ATG earlier in the battle. My own tank left on defend was firing at what looked like nothing for me but eventually a bail out voice cue was heard with an explosion, then a crater and a lone cadaver. I asked the host what the hell was that and he said it was his stuart. This is what prompted me to report the bug but this was with modded CCV.

I had a similar encounter vs Pzt_Ronson while playing a battle in WaR. I was host and he said it was hard to fight invisible things and I recall I had a crippled panther advancing and shooting with only one or two crew member alive. I'm sure he could confirm this if he sees this thread.

Cheers,






(in reply to Andrew Williams)
Post #: 4
RE: Invisible vehicle in multiplayer. - 5/17/2009 4:45:35 PM   
PztRonson

 

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Yes I can confirm this 'Ghost' sighting..........or should I say non-sighting, I've had it happen both in my favour and as above against me, as Pzt_Serk says it only happens rarely as usually a tank with one crewman left is generally immob.

It occurs in WaR and also in CC5, it is not helped by tracks etc. with only 2 man crews.

(in reply to Pzt_Serk)
Post #: 5
RE: Invisible vehicle in multiplayer. - 5/17/2009 11:20:29 PM   
Andrew Williams


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Testing this today.....

(in reply to PztRonson)
Post #: 6
RE: Invisible vehicle in multiplayer. - 5/18/2009 12:16:08 AM   
Andrew Williams


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Been at it for an hour... no result yet.

hey.. are you guys using edited data?

I can't find any halftracks with a two man crew.

(in reply to Andrew Williams)
Post #: 7
RE: Invisible vehicle in multiplayer. - 5/18/2009 4:19:32 PM   
PztRonson

 

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Sorry I should have made it clear that the 2 man crew tracks I have had this happen with come from the TRSM mod.........However the invisable Panther did come from WaR.

This is not, I hasten to add, something that occurs that often, you may have to 'engineer' the tank crew by reducing their number to force it it happen.

(in reply to Andrew Williams)
Post #: 8
RE: Invisible vehicle in multiplayer. - 5/20/2009 12:14:59 PM   
Korzun


Posts: 126
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From: Frankfurt, Germany
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Here is a screenshot of this issue (found at the bottom of the thread). Click

(in reply to PztRonson)
Post #: 9
RE: Invisible vehicle in multiplayer. - 2/5/2010 2:31:56 PM   
Korzun


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Hey Andrew, I'm just curious. What has happened to this bug? Have you ever been able to reproduce it?

EDIT: The background is that I may have seen that bug while being client during a battle in tLD.

< Message edited by Korsun -- 2/5/2010 5:45:35 PM >

(in reply to Korzun)
Post #: 10
RE: Invisible vehicle in multiplayer. - 2/5/2010 7:55:07 PM   
Andrew Williams


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Hi

I've never been able to reproduce it.... spent hours and hours.

I can't see the screen shot linked to above.

(in reply to Korzun)
Post #: 11
RE: Invisible vehicle in multiplayer. - 2/5/2010 9:04:53 PM   
Korzun


Posts: 126
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From: Frankfurt, Germany
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Ah okay! Yes, I am pretty sure I made the right link when I did it a couple of months ago but somehow it is now misdirecting. Strange thing is that I posted the link on May 20th while the thread it is referring to was opened May 22nd

However, the incident with tLD was just two days ago. And I am not entirely sure. Too bad, I missed the chance to make another screen shot.

I guess you have never managed to reduce the vehicle crew down to one man and still have the vehicle mobile. So, you weren't able to check it, were you? An idea for a fix would be all tanks with one crewmember remaining to be abandoned. Not quite unrealistic...I admit you must acknowledge this issue as a bug first.

I will have a look for the now missing screen shot...

(in reply to Andrew Williams)
Post #: 12
RE: Invisible vehicle in multiplayer. - 2/11/2010 12:48:46 AM   
mooxe


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I have seen this bug many times over the years. Only during multiplayer. I figured it was a lag problem, or maybe dropped packets between the two players that had to do with the position of a vehicle. You can "kind of" duplicate this with someone who has a slow connection. As you place your troops, the troops dont actually move, the defend/ambush bar shows up where you want them. The minimap shows them in the new spot, and double clicking the team on the status bar brings you to that spot as well. The only thing that hasnt moved is the graphic itself, which after a few seconds catches up to your commands.

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(in reply to Korzun)
Post #: 13
RE: Invisible vehicle in multiplayer. - 2/11/2010 1:16:49 AM   
Tejszd

 

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quote:

ORIGINAL: Andrew Williams

Hi

I've never been able to reproduce it.... spent hours and hours.

I can't see the screen shot linked to above.



Make a new vehicle with just a single man for the crew?

(in reply to Andrew Williams)
Post #: 14
RE: Invisible vehicle in multiplayer. - 2/11/2010 9:53:52 AM   
Andrew Williams


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yeh... worth a try

Now, all I need to do is find 5 minutes....

(in reply to Tejszd)
Post #: 15
RE: Invisible vehicle in multiplayer. - 2/11/2010 12:07:08 PM   
Korzun


Posts: 126
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I had five minutes. Host: Allied. Client: Axis. Modified Pz IV down to one crew member. First the screen of the host side...




Attachment (1)

(in reply to Andrew Williams)
Post #: 16
RE: Invisible vehicle in multiplayer. - 2/11/2010 12:08:25 PM   
Korzun


Posts: 126
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From: Frankfurt, Germany
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Screen of the client side which was taken some seconds before the other screen shot. The positions do not match each other but the message is clear...BUG




Attachment (1)

< Message edited by Korsun -- 2/11/2010 12:09:12 PM >

(in reply to Korzun)
Post #: 17
RE: Invisible vehicle in multiplayer. - 2/11/2010 8:00:27 PM   
Andrew Williams


Posts: 6116
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From: Australia
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Nice stuff

I'll add it to the report


(in reply to Korzun)
Post #: 18
RE: Invisible vehicle in multiplayer. - 2/13/2010 4:57:33 PM   
Tejszd

 

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Way to go Korsun!

(in reply to Andrew Williams)
Post #: 19
RE: Invisible vehicle in multiplayer. - 7/8/2010 11:05:38 AM   
Korzun


Posts: 126
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From: Frankfurt, Germany
Status: offline
Has this bug meanwhile been fixed for WaR, The Longest Day and Last Stand Arnhem?

(in reply to Tejszd)
Post #: 20
RE: Invisible vehicle in multiplayer. - 7/8/2010 1:49:25 PM   
Dundradal


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Hopefully it was in those Beta patches released last month and stock in LSA.

(in reply to Korzun)
Post #: 21
RE: Invisible vehicle in multiplayer. - 7/9/2010 9:12:18 AM   
Korzun


Posts: 126
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From: Frankfurt, Germany
Status: offline
any news on this, Andrew?

(in reply to Dundradal)
Post #: 22
RE: Invisible vehicle in multiplayer. - 7/9/2010 12:43:18 PM   
Andrew Williams


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From: Australia
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This is the fix list that shipped with the Beta patch

Change List

5/12/2010 – 4.50.10b
  • Fixes
    • Fixed a bug that could cause incorrect message post-BG screen about who was
      attacker / defender on the first turn of an operation or campaign.
    • Fixed crash when airstrike bombs or rockets going off the bottom map edge.
    • Fixed potential memory corruption bug with mini-map painting out of bounds
    • Fixed a memory corruption bug that could occur just post-battle
    • Fixed spelling error in message about being unable to move due to strategic
      surprise.
    • Fixed crash when AI can not find a valid setup location for a team.
    • Fixed post-battle crash condition after flamethrower(s) were used.
    • Changed "Slush" elements explode effect from "Water" to "crater".
    • A few new aircraft graphics added.

  • AI
    • Fixed a bug where the AI player could fail to move battle groups on the strategic
      map when not in contact with the enemy.
    • The overall force strength ratio (ratio of the overall strength of AI playerís side to
      the known or estimated strength of the playerís side) is now given more weight in
      the AI playerís decision making when considering moves on the strategic map.
    • The AI player will favor more aggressive moves on the strategic map when the AI
      playerís side has strategic surprise (i.e. when the playerís side can not move).

  • Map
    • Setup zone now guaranteed to include the squares adjacent to a controlled Victory
      Location.
    • All maps checked for general coding errors.
    • Bridges coded as "bridge" as opposed to the variety of road type elements
      previously coded.
    • Bridge map coding improved to support better vehicle pathing.
    • Maps checked for usage of interior walls
    • Maps checked for usage of "double wide" exterior walls coding method.
    • Reported map coding and map graphic errors fixed.
    • Added missing interior on Liefrange.
    • Added trees for painted in shadows on Liefrange.
    • Fixed bright outline on Krinkelt-Rocherath building interiors.
    • Removed Alled entry VL on Sibret BTD.



So far it has not been addressed

< Message edited by Andrew Williams -- 7/9/2010 12:55:00 PM >

(in reply to Korzun)
Post #: 23
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