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1.31.0.37 Bug List


ghostrider
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1. White map bug - still present from the live version; map does not load or update correctly, leaving white tiles over large areas of the map.

2. Noyon-Ham CP in Noyon floating in the air

3. Bullet marks in Avricourt still not correctly showing on parts of the AB walls and other objects. Bullet marks are offset from where they should actually be based on where you aim

4. Infantry sinking into stairs on depots and getting stuck. Most likely related to the jittery walking on those same stairs which is also still present if you dont sink into the stairs.

5. Tracers from airplanes still "warping" after being fired. I've noticed this in all planes but it is less noticeable in some. Hurricane 1 seems to show the effect the most. Also it appears that tracers for the hurri1 are coming from under the plane and not the wings.

6. Missing textures in all the new sandbag objects

7. I've had several crash/lockups spawning into and walking around Louviere. Not sure whats causing it yet though. No crash report is created

8. x52 joystick no longer being detected. Works fine in the live version and is detected fine in windows control panel

9. Roof on the back part of the AB vehicle spawn has the same jittery walking bug as the depot stairs but it is also possible for bullets to pass through the roof.

  • New note: it possible to fall through this roof and get stuck; much like the depot stairs bug.

10. Mini-map background texture not loading at times after spawning in. Buildings and objects will show on the map but no ground texture will load; it will just be transparent.

11. still have problems with returning to your rifle after using binocs. hitting the button to switch to rifle will lower your binocs but it may take up to 10 seconds for your rifle to come up.

12. is it a feature that if you stare at the sun it will grow huge and fill your whole screen? then when you look away there is lingering gamma effects?

13. Apparently random but long lasting "stutters" or temporary lock ups. just walking around as a riflemen I will experience huge FPS drops that last about 3 seconds then everything returns to normal.

14. Map legend symbols do not match actual map symbols.

will update with more as i find them.

Current System Specs:

Win7 64bit

E8500 3.2 GHz dual-core

4 GB RAM

8800 GTS 640mb

Edited by ghostrider
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1. White map bug - still present from the live version; map does not load or update correctly, leaving white tiles over large areas of the map.

whitemap.jpg

2. Noyon-Ham CP in Noyon floating in the air

noyonhamcp.jpg

9. Roof on the back part of the AB vehicle spawn has the same jittery walking bug as the depot stairs but it is also possible for bullets to pass through the roof.

  • New note: it possible to fall through this roof and get stuck; much like the depot stairs bug.

  • vehroof.jpg

added some SS of the ones i have

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I was able to capture 4 different bugs in this 30 second clip...can you spot all 4?

I slowed down part of it cause one of them is hard to catch.

rIqxdbwy6OI

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Muzzle flash seemed to be halfway along the barrel? Can't quite tell.

I don't know, maybe the flash is just supposed to be lighting up the barrel near the muzzle, can't tell for sure. Were there some black flecks in the sky when you walked out onto the stairs?

Edited by oneskunk
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fell through the stairs, cp floating, cp flag is white.. tracers are weird..

what do i win?

close.

1st one is when i first walk out on the stairs, you can see some very fast moving floating bushes or something running through the sky in the distance

2nd one is the mini-map; it is transparent

3rd is falling through the stairs

4th is the floating CP

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Other bugs that still exist

- "Sarlaac"; the new 109e4 model will still sink into the ground if you nose down on the runway

- "Mission Results Pending"; not sure if this is some type of latency problem but at certain times after despawning you will be left with "mission results pending" indefinitely. Once it happens it seems like it will happen in every subsequent sortie until you restart the game.

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2nd one is the mini-map; it is transparent

I think that's a feature.

Edit: NM, it's not supposed to be _that_ transparent.

Edited by rote7
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ghostrider

More bugs

15. Trees & bushes placed inside buildings in town of Bouillet; 50.34.42N 5.15.18E

16. AI MG encampment placed inside of the new gas station on the W side of Bouillet; 50.34.43N 5.15.5E

17. Buildings over-lapping at Huy-Bouillet depot on the N side of Huy

18. 6 road posts floating in the air along the round about 300m north of Huy-Bouillet Depot in Huy

19. Floating road posts S of Ramet along road.

20. Grenades still pass through trees.

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21. Diest AB bunker overlapping with 2 surrounding buildings

22. Multiple Buildings on the S and W side of Leopoldsburg are floating above the ground.

23. Missing ramp texture of building groupings seen in screenshot

missingramp.jpg

I circled type of building grouping on the minimap...for all these types of buildings they are missing this ramp texture on all sides.

24. Missing texture on CP buildings

missingtxtrcp.jpg

25. Large building groupings in Mol floating above the ground

Edited by ghostrider
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26. Floating berms, hills, embarkments around Arendonk.

Steps to reproduce:

  1. Start up game (.37)
  2. Spawn into Turnhout-Arendonk depot in turnhout
  3. leave depot and walk around for a few seconds
  4. Despawn
  5. Spawn into Arendonk-Turnhout depot in Arendonk
  6. Leave depot and look around outside of town
  7. Berms and hills should be floating around in the sky

Weird thing is if i just start the game and spawn into Arendonk i dont see this bug but if i spawn into Turnhout first i see it.

arendonkfloatingberms.jpg

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27. Reproducible Crash -- Arendonk/Turnhout

In attempting to find more on the previous bug (#26) I discovered a reproducible crash.

  1. Start up game
  2. Spawn into Arendonk-Turnhout Depot in Arendonk
  3. Despawn
  4. Spawn into Turnhout-Arendonk Depot in turnhout
  5. Crash

Here is the crash report

Date and time: 5/4/2010 12:30:32

Program compile time: Apr 26 2010 16:33:32

File version: 1, 31, 0, 37

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Program Exited

File: ..\..\src\trn\trncd.cpp

Line: 1343

Message: [trnGetSpawnObject] x=18 y=240 id=134 **FAILED**

is the same everytime

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28. Trees placed inside buildings in Jabekke 51.11.0N, 3.5.29E

  • also at 51.10.53N, 3.5.22E in Jabekke

29. Trees placed inside Schilde-Oostmalle depot

Edited by ghostrider
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Other reproducible Crashes I've found

30. Spawning in Turnhout-oostmalle depot, despawning and spawning into Oostmalle-turnhout depot

Date and time: 5/4/2010 12:34:19

Program compile time: Apr 26 2010 16:33:32

File version: 1, 31, 0, 37

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Program Exited

File: ..\..\src\trn\trncd.cpp

Line: 1343

Message: [trnGetSpawnObject] x=17 y=240 id=144 **FAILED**

31. Spawning into oostmalle-turnhout depot, despawning and spawning into turnhout-oostmalle depot

Date and time: 5/4/2010 12:36:07

Program compile time: Apr 26 2010 16:33:32

File version: 1, 31, 0, 37

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Program Exited

File: ..\..\src\trn\trncd.cpp

Line: 1343

Message: [trnGetSpawnObject] x=18 y=240 id=46 **FAILED**

32. Spawning into Kalmthout-Antwerp Depot, despawning and spawning into Schilde Oostmalle Depot

Date and time: 5/4/2010 12:48:15

Program compile time: Apr 26 2010 16:33:32

File version: 1, 31, 0, 37

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Program Exited

File: ..\..\src\trn\trncd.cpp

Line: 1343

Message: [trnGetSpawnObject] x=17 y=240 id=25 **FAILED**

33. Spawning into Schilde-Oostmalle Depot, despawning and spawning into Kalmthout-Antwerp Depot

Date and time: 5/4/2010 12:53:34

Program compile time: Apr 26 2010 16:33:32

File version: 1, 31, 0, 37

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Program Exited

File: ..\..\src\trn\trncd.cpp

Line: 1343

Message: [trnGetSpawnObject] x=16 y=240 id=736 **FAILED**

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34. Missing ground tiles Tilburg -- reproducible

tilburgtiles1.jpg

tilburgtiles2.jpg

Steps to reproduce:

  1. Start up game (.37)
  2. Spawn into Turnhout-Baarle Hertog Depot
  3. Despawn
  4. Spawn into BaarleHertog-Turnhout Depot
  5. Despawn
  6. Spawn into Tilburg-Waalwijk Depot
  7. Walk outside and observe missing ground tiles (see screenshots)

35. Fairmile B dual AA cannon and ammo counter

While firing the dual 20mm AA cannon the ammo counter will run down from 40 then immediately start over at 40 without reloading but it will use another belt. The cannon can run through 80 cannon rds (which i think is right if the single AA cannon carries 40 per belt) but the ammo counter will read 40 at a time. It seems that the ammo counter either needs to read 80 rds per belt; or be split into 2 different counters.

Edited by ghostrider
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36. Floating road markers in Hastiere 50.11.50N 4.47.59E

37. Similar bug as reported in #26. Floating berms and hills around Anhee

steps to reproduce

  1. Start up game
  2. Spawn in Hastiere AB
  3. Despawn
  4. Spawn into Anhee AB
  5. Look North and around town to see floating berms and terrain anomalies.
Edited by ghostrider
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38. Graphical Anomaly white and grey building (don't know exact name) seen below.

whitegreybldg.jpg

Not entirely sure what causes this but its the second time i've seen it

As you pan back and forth the building will change from its original state seen above to different wall textures seen below

whitegreybldgglitch1.jpg

whitegreybldgglitch2.jpg

I'll try to find a definitive way to reproduce it.

39. Mettet - Road signs, road markers, guard rails, various buildings floating above the ground.

Edited by ghostrider
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40. Dusseldorf and Koln Factories covered up by bridges on the map

koln.jpg

dusseldorf.jpg

41. Many missing bridge icons on the campaign map.

There are significantly less bridge icons on the map than in the current live version of the game. This could cause problems when it comes to destroying bridges

missingbridges.jpg

Edited by ghostrider
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In reference to bug #5; I have reported problems with airplane tracers since beta version .18 I think. I'm not sure if im the only one seeing this but I've posted a couple different videos and screenshots but havent had any acknowledgment of the problem. So i decided to try to capture a video that definitive shows what im talking about. Tracers do not line with where they should be and appear to warp up through the reticule as they go down range...

Here is my latest attempt at demonstrating this bug. Please let me know if others see this bug too and that you are attempting to fix it.

xqmsf-Grh4o

i could try to post a higher quality video if you cant see what im trying to show here. but you should be able to see the tracers hitting above 5 to 10m above where they are going.

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1.31.0.38 Re-test of these bugs

  1. White-map Bug - not encountered yet
  2. still present - Noyon-Ham CP floating
  3. still present
  4. Not fixed - still sinking into stairs and jittery walking
  5. Fixed?
  6. Fixed
  7. Fixed?
  8. Fixed
  9. Still present in .38 -- jittery walking and falling through Veh spawn back roof
  10. Needs more testing
  11. fixed?
  12. feature
  13. needs more testing
  14. still present -- low priority
  15. still present
  16. still present
  17. still present
  18. still present
  19. still present
  20. still present
  21. still present
  22. still present
  23. still present
  24. still present
  25. still present
  26. fixed?
  27. fixed?
  28. still present
  29. still present
  30. fixed?
  31. fixed?
  32. fixed?
  33. fixed?
  34. fixed?
  35. still present
  36. still present
  37. fixed?
  38. needs more testing
  39. still present
  40. still present
  41. still present

Listed in .37 crash thread - Crash to desktop when rendering plane crash animation.

Crash occurs right before crashing an airplane...still present in v.38

Fri Jan 02 07:19:18 1970 network election of 2 addresses: 209.144.109.153:110ms. 66.28.224.153:140ms. Winner: 209.144.109.153

[Fri Jan 02 07:20:19 1970] Netcode2: netcode2 usage disabled by preferences.

Date and time: 5/6/2010 11:45:05

Program compile time: May 5 2010 11:06:47

File version: 1, 31, 0, 38

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Access violation: Illegal read by 005F80B2 at 00000000

OS-Version: 6.1.7600 () 0x300-0x1

[005F80B2] (ww2): :

[005F6252] (ww2): :

[005F11B7] (ww2): :

[0084BF86] (ww2): :

[0050917C] (ww2): :

[0044A602] (ww2): :

[00748318] (ww2): :

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42. still present

New bugs for 1.31.0.38

43. AI MG tower in Dunkerque E AB is placed inside of a building

44. LOD swaps on urban buildings - some of the roof colors do not match the higher detail building colors.

LOD2.jpg

lod1.jpg

45. Missing textures in LOD3? dead german infantry

germaninflod3.jpg

46. It is possible for infantry to get inside the stacks of tires at "Pepes" or the new gas station and become stuck, unable to get out of the tires.

47. Missing textures on new bridge at LOD2? The end pieces of the new bridge (this SS from Dordrecht) are missing when viewed from far away. I'm not sure of the exact distance you need to be away from the bridge before it switches from higher detail to lower detail (75m?) but they end parts of the bridge are transparent.

bridgetxtr.jpg

Edited by ghostrider
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48. Bullets do not leave impact marks on trees

49. Graphical glitch while looking down at new forested/berm areas. See video

rRBb9B0jtm8

50. Infantry dying against a tree crash.

Date and time: 5/7/2010 22:48:04

Program compile time: May 5 2010 11:06:47

File version: 1, 31, 0, 38

GL Vendor: NVIDIA Corporation

Renderer: GeForce 8800 GTS/PCI/SSE2

Access violation: Illegal read by 004C1631 at 00000000

OS-Version: 6.1.7600 () 0x300-0x1

[004C1631] (ww2): :

Spawn a british SMG, find the nearest tall conifer tree, place a clone against the tree, back up and fire at him.

51. Floating Building - This occurs pretty much everywhere this building exists. I believe i reported this a long time ago maybe v.18? But just in case it was missed here it is again

These are the buildings

floatingbldg.jpg

Demonstrating that they are indeed floating

bldgbulletmarks.jpg

Edited by ghostrider
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bug #49 may be limited to specific areas in Cambrai...I've been unable to reproduce this elsewhere at this time.

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