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      Hells Gate   03/24/2019

      Break through the lines, and enter Hells Gate!!! This will be the next CRS organized event.  Lead by the High command from each side.
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      Date: 3/30/19 Time: 11:00 AM Server time/ 12:00pm EST/ 1600 GMT
BLKHWK8

Follow Up on Top Bugs Issues

39 posts in this topic

There are a few docks where the FMB get stuck on spawning in.

Cant remember the town I last experienced this, but it was in the E part of the map, this campaign.

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There are still some FB infantry spawns that when you spawn into them, you are clipped into the tent, or spawn on top of the tent. 

I try and .bug them, but sometimes I forget. 

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24 minutes ago, Mosizlak said:

There are still some FB infantry spawns that when you spawn into them, you are clipped into the tent, or spawn on top of the tent. 

I try and .bug them, but sometimes I forget. 

You will be happy to know that QA just did an audit on all the FBs and has ticketed them all
so that they can get fixed

2 hours ago, Hardlead said:

There are a few docks where the FMB get stuck on spawning in.

Cant remember the town I last experienced this, but it was in the E part of the map, this campaign.

I you think of it or run across it, .bug it or let me know and i will add them to the tickets
spawn is probably too close to the docks

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16 minutes ago, Hardlead said:

It was proppably Piesport, looking at CSR.

It probably was.
The black rectangle is the representation of the boat spawn point
if you are wondering why they left it that way in 2002 2005 when ever piesport was done, that black object did not exist, the spawns were invisible
I had those black objects made because invisible objects were pissing me off :) 

Anyways, consider your bug reported and slated for fixing, not next terrain release as it is already off to hopefully the final stages of validation
but the one after that.

vTgSIVh.png

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It is heartening to see effort being put into fixing these often very old bugs.

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Is it possible to investigate the DAC and 232 regarding tipping over? I lose 5x as many dacs to enemy berms than enemy fire.

The DACs in particular due to their short wheelbases.  Are the suspensions not working?

Edited by dropbear
Typo

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Forgot to mention:

Tree collider is f'ed up and has been since day one. i.e. every tree has an invisible force field around it that blocks all bullets. This sucks.

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On 1/5/2019 at 4:58 PM, xanthus said:

Forgot to mention:

Tree collider is f'ed up and has been since day one. i.e. every tree has an invisible force field around it that blocks all bullets. This sucks.

Its on the list that I provided.

On 1/5/2019 at 4:41 PM, dropbear said:

Is it possible to investigate the DAC and 232 regarding tipping over? I lose 5x as many dacs to enemy berms than enemy fire.

The DACs in particular due to their short wheelbases.  Are the suspensions not working?

Ill add it to the list to investigate

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- Obviously the new barracks (a huge visual improvement) have major clipping issues that prevent you from leaving certain exits sometimes.

- 10+ year bug: there is a weird, warped, stretched building texture in certain ruins. It's a universal bug that you can even see in the CRS live-streams. It's really bad, immersion-breaking, and just serves to give new players a bad first impression. I'll post a pic later but you probably know what I'm talking about.

- Rambo MG34 *MUST* end. Enough is enough already. Not a bug fix, I guess; looking forward to seeing this end once and for all.

Edited by xanthus

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22 minutes ago, xanthus said:

Obviously the new barracks (a huge visual improvement) have major clipping issues that prevent you from leaving certain exits sometimes.

Hold your shorts, i'm a moving them :)
the original barracks had nothing but flat sides, and they literally clipped a lot of them together
Now that they actually have something on the outside to use, the bad placement is showing up

38 minutes ago, xanthus said:

10+ year bug: there is a weird, warped, stretched building texture in certain ruins. It's a universal bug that you can even see in the CRS live-streams. It's really bad, immersion-breaking, and just serves to give new players a bad first impression. I'll post a pic later but you probably know what I'm talking about.

Yea, got a few pics of the strange floating 1 pixel thick thingy stretching across town
but everyone has their UI turned off, can you show me a picture of it with UI on so i can see town and lat/lon
then i could look for you and see what building models are in that area, and work from there

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would like the bug fixed where you jump out of a para plane from high up , and you just plummet to the ground .

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On 2/2/2019 at 11:29 AM, tatonka said:

would like the bug fixed where you jump out of a para plane from high up , and you just plummet to the ground .

Describe this more, as this is new to me? What was the alt? What was the speed? The only time I have seen this was if the plane was at a high rate of speed where the shoot did not deploy.

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On 2019-01-05 at 10:41 PM, dropbear said:

Is it possible to investigate the DAC and 232 regarding tipping over? I lose 5x as many dacs to enemy berms than enemy fire.

The DACs in particular due to their short wheelbases.  Are the suspensions not working?

We have a Grand Vehice Audit coming where we will investigate all kit for armor thickness, armor leaks, collider issues, weights, mass placement, internal components, incremental and terminal damage relations, inertias, gunsights, ammunition, gear ratios and everything else connected to each and every one. This will be an ongoing task in between new vehicle production and other audits that affects vehicles (such as ammo, terminal ballistics, HE and HEAT etc. The sheer number of vehicles and the mass of data connected to them will soak up a lot of time, so don't expect immediate results across the board. Suffice it to say that our vehicle set has been neglected for years and many old sins, shortcuts and creative tweaks needs to be corrected to an equal, accurate and consistent standard.

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