RE: The bug thread. (Full Version)

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RD Oddball -> RE: The bug thread. (8/6/2010 8:27:25 PM)

Awe sheesh. [8|]I see what you were saying by "double". I though you mean connection line with arrowhead at both ends. Duh. I keep forgetting that particular map has double-connections. Trained my brain to think those only exist along the canal. [:-] Just having a brain fart.

Done. Thanks for clarifying for me.




Dundradal -> RE: The bug thread. (8/6/2010 11:08:28 PM)

Vehicles are still counted under the Armor category post-battle in the first full patch.




mooxe -> RE: The bug thread. (8/6/2010 11:36:24 PM)

I am going to guess that the armour category still counts damaged tanks as it did in CC5? it should only count destroyed, abandoned and tanks removed due to too much damage (and maybe captured tanks).




kojusoki1 -> RE: The bug thread. (8/7/2010 3:28:05 AM)

I think it is a bug....
Para Bren Group in 2nd BN/1st Para BDE has a mortar... :)




RD Oddball -> RE: The bug thread. (8/7/2010 5:23:32 AM)

Actually not a bug. They used them for deploying smoke rounds. They shouldn't have HE afaik though.




SteveMcClaire -> RE: The bug thread. (8/8/2010 12:10:00 AM)


quote:

ORIGINAL: xe5

Infantry teams set to Defend show an "Ambushing" soldier action rather tha "No Target"

[image]local://upfiles/31774/3D327B3E0DE9499A879F0515C8604E70.jpg[/image]


FYI - "No Target" means the soldier doesn't have anything he can shoot at. Like the leader with the pistol, since nothing is within pistol range. "Ambushing" in this case means the soldier has something he could shoot at, but is choosing to hold his fire. Usually this is if the target is in heavy cover and / or at long range and the soldier doesn't think he's been spotted yet.

That said, I will look at the code where these decisions are made, and see about using an alternate label like "Bad Shot".




xe5 -> RE: The bug thread. (8/8/2010 11:40:23 PM)

"Bad Shot" would be a better alternative, if only to deter the player from trying to force a target fire dot in low percentage situations.
As it stands, its just confusing to see soldiers "Ambushing" when the team is defending.




stolidog -> RE: The bug thread. (8/15/2010 5:20:15 PM)

Im not sure if this has already been addressed, but noticed the rail ties are coded as "Wood Debris", which gives great cover for infantry, shouldn't this be coded as "Rail", I haven't looked at all the maps, but know this is the case on Grossbeek and Arnhem Rail Bridge.



[image]local://upfiles/30404/F7559EF10AE14DF68DB1CC4C50A16ECD.jpg[/image]




RD Oddball -> RE: The bug thread. (8/15/2010 5:50:40 PM)

Yeah it's a possible area for enhancement.

If you think about rails, and laying prone behind them, they're high enough that they would definitely give you moderate cover from fire perpendicular and probably around +/-45 degrees to perpendicular to the rails. Especially if the enemy was at a lower elevation. I wouldn't want to be in that situation but I could think of worse. [;)] So although the current solution of "wood debris" isn't ideal (I'd list cover from being behind rails as poor to fair) it's a fair approximation which ultimately is on par since Atomic never intended for CC to precisely model real life environments to begin with. There are plenty of abstractions throughout.

The "rail" element is intended to be the steel parts so coding the entire rail bed as "Rail" won't work. It'd be even higher protection. If anything there probably is need for a new element called "rail bed" or something that is equivalent cover and protection as paved road. Then the rails could function as a low fence of sorts. Really low. It'd be minimal cover if behind. That scenario would be a more accurate depiction but still not precise since the map elements are in 10x10 pixel blocks.

We'll give it some consideration. Thanks for making the suggestion Stolidog.




stolidog -> RE: The bug thread. (8/15/2010 7:20:37 PM)

Not a big deal, but noticed something playing Honinghutie Bridge map, was using the tall structure at the gas works as an observation post since it is 35 m tall, though noticed my team transitioned seamlessly when moving from the 35 m wood platform to the 1.5 meter field surrounding the structure. Should there be some kind of barrier to allow only one ot two entr/exit to this structure (assuming it had a ladder?) and have a lengthy amount of time for a soldier to transition? Thinking something similiar to sheer cliff or along those lines as far as time.

Also, noticed the smoke stack (i am assuming it is, due to the shadow on the building and the black graphics are coded out of bounds) is only 1.5 m tall,


[image]local://upfiles/30404/8C8F7931CB564CC0BBCC1E681D0DCB2D.jpg[/image]




squadleader_id -> RE: The bug thread. (8/15/2010 11:37:29 PM)

Elements file error:
Sandbags "Rubble To" Brick Wall (57), should be Debris (221).

Note: same error for TLD elements.




xe5 -> RE: The bug thread. (8/17/2010 12:20:36 AM)

On the Battlegroup screen, when the reserve BG tab is selected and any frontline BG teams occupying "joint slots" (slots that either BG can fill) are removed from the active roster, the correct point value is returned to the frontline BG point pool but the frontline teams removed from the active roster are not returned to the frontline BG forcepool.

Conversely, when the frontline BG tab is selected and any reserve BG teams occupying "joint slots" are removed from the active roster, the correct point value is returned to the reserve BG point pool but the reserve teams removed from the active roster are not returned to the reserve BG forcepool.

[image]local://upfiles/31774/A3BC8B2E20884C51BCACF032E64EA326.jpg[/image]




RD Oddball -> RE: The bug thread. (8/17/2010 12:23:58 AM)

Thanks SquadLeader. Will file a bug.

@Stolidog - Movement restrictions are set by each element and are the same for each instance of the element. So it's not as simple as jacking up the movement restrictions on the "gas tank" element. We could have a "gas tank wall" element that has a high movement penalty then a "gas tank" element or "gas tank floor" similar to the way buildings work and probably would be a reasonable enhancement to add. We'll consider this as an enhancement as well. Thank you.

*EDIT*
Forgot to react to the smokestack question. It's coded as out of bounds as deploying there wouldn't be realistic. The smokestack element should have it's own elevation so the elevation of the terrain that element sits on should be similar to the surrounding terrain.




RD Oddball -> RE: The bug thread. (8/17/2010 12:31:53 AM)

quote:

ORIGINAL: xe5

On the Battlegroup screen, when the reserve BG tab is selected and any frontline BG teams occupying "joint slots" (slots that either BG can fill) are removed from the active roster, the correct point value is returned to the frontline BG point pool but the frontline teams removed from the active roster are not returned to the frontline BG forcepool.

Conversely, when the frontline BG tab is selected and any reserve BG teams occupying "joint slots" are removed from the active roster, the correct point value is returned to the reserve BG point pool but the reserve teams removed from the active roster are not returned to the reserve BG forcepool.


I'll file a report Mick. Thank you.

*EDIT*

Are you using the first update?




xe5 -> RE: The bug thread. (8/17/2010 12:49:06 AM)

Yes, 5.60.01b




RD Oddball -> RE: The bug thread. (8/17/2010 12:50:39 AM)

Thanks.




zon -> RE: The bug thread. (8/17/2010 6:53:04 AM)

Data glitch: PzIIIG and M mainguns are set to fire 360 degrees. Edit: In other words, the turret doesn`t need to rotate in order for the gun to fire on a target.




xe5 -> RE: The bug thread. (8/17/2010 3:16:34 PM)

Based on the longer shadows of the stone "fence" (1 meter high) at the bottom center of Schijndel, the map maker likely intended this be coded as a stone wall (4 meters high) instead.

[image]local://upfiles/31774/4CCA1481CD3F4744905691B017D16CEB.jpg[/image]




RD Oddball -> RE: The bug thread. (8/17/2010 10:13:34 PM)

Stone wall is made for buildings and is impassable to vehicles. A stone fence, regardless of height, would be passable by a tank plowing into it because of the lack of support by interior walls and floors. So perhaps an enhancement is in order to add an element called "tall stone fence" to suit Shane's artistic whims. [;)] Added.




zon -> RE: The bug thread. (8/20/2010 5:48:52 PM)


quote:

ORIGINAL: zon

Data glitch: PzIIIG and M mainguns are set to fire 360 degrees. Edit: In other words, the turret doesn`t need to rotate in order for the gun to fire on a target.


250/9 has the same problem. Also, it's got a MG34 - wasn't there a larger gun on this vehicle?




7A_Woulf -> RE: The bug thread. (8/20/2010 6:37:03 PM)


quote:

ORIGINAL: zon
250/9 has the same problem. Also, it's got a MG34 - wasn't there a larger gun on this vehicle?


ABout 250/9 from Wikipedia: "Reconnaissance variant with a 2 cm KwK 38 autocannon coaxial with an MG34 or MG42 in a low, open topped turret identical to the SdkFz-222 armoured car (early version) and the sdkfz-234/1 armoured car (late version)."




zon -> RE: The bug thread. (8/20/2010 6:42:37 PM)


quote:

ORIGINAL: 7A_Woulf


quote:

ORIGINAL: zon
250/9 has the same problem. Also, it's got a MG34 - wasn't there a larger gun on this vehicle?


ABout 250/9 from Wikipedia: "Reconnaissance variant with a 2 cm KwK 38 autocannon coaxial with an MG34 or MG42 in a low, open topped turret identical to the SdkFz-222 armoured car (early version) and the sdkfz-234/1 armoured car (late version)."


Thanks. Checked again, and it does have a 2cm gun. Duh. So this narrows the issue to the bug shared with the MKIIIs.




Ivan_Zaitzev -> RE: The bug thread. (8/20/2010 7:14:52 PM)

In Driel the maps looks like it haves a big elevation because of the shadows, but it really is just a meter or half a meter of elevation.
Is this a bug?




RD Oddball -> RE: The bug thread. (8/20/2010 8:55:10 PM)

Yes Ivan it's an enhancement. Doesn't necessarily stop game play (bug) but I agree it would be more correct if it had greater elevation differences. I'll add a report. Thank you for taking the time to report it.




kojusoki1 -> RE: The bug thread. (8/23/2010 7:39:56 PM)

Im not sure if it is posted or not, but it seems Headgrows allow LOS (see pic)

Also map SOuth OOsterbreck has wrong coding of buildings to the south east (at least there)




RD Oddball -> RE: The bug thread. (8/23/2010 9:00:21 PM)

It depends upon the elevations of the origination of the LOS and destination. e.g. as an extreme example (not the one you showed) if you're looking across a valley you'll have clear LOS. So if in your example your mortar team and the point their looking at are on the same elevation or one is higher but both are above the max hedge elevation, they'll be able to see over. So we almost need to look at the elevation points. Since you provided a screenshot, I'll have a look.

Do you have specifics on the building coding? Although we went through all the map coding carefully a few times it's possible some spots were missed.




kojusoki1 -> RE: The bug thread. (8/23/2010 11:14:44 PM)

I know issues regarding elevation but i think the map should be fixed (but this time im not 100% sure).

Im providing a pic of the building that is certainly wrong codded
Also, Im sending another issue:
KG Brinkannm, after anihilating Brits at the "end of battle" screen had a bug: instead of vehicles I used, I had completly different units. WIth quite a strange stats...see pic




kojusoki1 -> RE: The bug thread. (8/23/2010 11:15:48 PM)

and the next post as I cant upload 2 pics at the time (this pic is regarding strange stats)

Rememeber - there should be 3 armoured cars




Andrew Williams -> RE: The bug thread. (8/23/2010 11:43:17 PM)

i see the building coding extends about 15 meteres beyond the building... or the walls and roof are glass a very futuristic design in 1944




squadleader_id -> RE: The bug thread. (8/24/2010 12:55:08 AM)


quote:

ORIGINAL: kojusoki1

Im not sure if it is posted or not, but it seems Headgrows allow LOS (see pic)

Also map SOuth OOsterbreck has wrong coding of buildings to the south east (at least there)


Just like in TLD, Small Hedgerows do not block LOS (see elements file)...only Large Hedgerows block LOS.
AFAIK this was corrected in an unofficial patch for CC5 and in most major CC5 mods...but I guess it's making a comeback in TLD and LSA [;)]




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