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Bug Listing For R3 post here any bugs you find in R3

#21 User is offline   Kazansky 

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Posted 18 July 2009 - 01:21 PM

- Units not moving on passable terrain in map "machina thunder".
- Artillery can only attack through "fire for effect".
- (Not a bug) Russian flamethrower troops and AT infantry speak in a funny English accent.
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#22 User is offline   From Norway 

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Posted 18 July 2009 - 02:24 PM

- The propel is not turning on the Axis paratroopers plane when it is damanged.
- The MG-42 has no ingame "pictures" in the lower right corner ingame. (where the radar and buildmeny is)
- Missing Objekt for the StuGIIIF.
- Missing Objekt for the sandbag defences.
- When I click on the hedge hog defences the ingame meny says "time until next drop: %D:%D"
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#23 User is offline   Wrath231 

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Posted 20 July 2009 - 12:57 AM

On Kursk (or Kharkov) ..the panthers you start with don't have a skin yet.
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#24 User is offline   Neo 

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Posted 21 July 2009 - 09:03 PM

Don't worry Wrath231...this Kursk map was an old version...problem will be fixed with the next patch. Thanks for report anyway smile.gif
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#25 User is offline   DirtyHarry 

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Posted 17 September 2009 - 04:44 PM

Thought about korona's inf reduction proposal and recon cars.

-Well zh engine only really supports a limited map size, and current blitz maps are of limited size, real recon missions and units are therefore not usefull.
-Giving tanks limited sight, and relying on armored cars be annoying. U would have your main group of tanks, and then send out a few cars, and try target the enemy, before the cars get wasted.
-For screening just infront of the mainforce, like skirmishers in total war, they can be usefull, but its not realistic to have a zillion of them, just a few, and they be shot fairly quickly.
-For skirmish, decoy and buffer and the general throwing stuff into the mix of battle, inf is very usefull from trucks etc, and gets quickly killed. Cars couldnt play that role, it just be tank vs tank.

You will need to come up with a viable replacement. Also dont forget wo2 feeling is all about men and metal. Don't forget the men, they are in the war movies, and blitz rides on that popular wo2 image.


Lag: in game lag is mainly cause by buildings, they can even freeze the game. Well known from ZH. Raptor even made a map, rodina, on which he put some 100+ buildings - and it froze at start, units unable to move. Player to player lag is ofcourse influenced by the amount of units, reducing inf might help.


Perhaps, you could make real skirmish units, incorporated into build options like t-34 / 3build, to reduce the amount of inf in total and the amount of inf deployed, and increase the use of light units like the bike, bren, m3halftrack, t-60 t-70 - and give players acces to real instant skirmish 'units' (as in division) - like a jeep + bren with 4 inf + locusts/stuart + m3 with AA // t60's + t70s + inf truck + mobile AA // pz2's + bikes + halftrack with inf. Just a thought, really.

You could make barracks only spawn specialized inf, like flamers and AT, building very slow, but make them very good for their intented use - like super tank killers short range, and super bunker killers (flamers). You could reduce the regular inf to carriers only, making them only available in combination with other light units.


Atm most units are being build, but the light ones alot lot less, bikes and t70, pz2, are almost a rarity.

The russians have their t-60 and t-70, when cheap, can fullfill the role inf now does for a bit, - but the germans have the aged pz2 only, and the allies the non buildable m3 locust and mail order stuart with baggage that gets replaced. Perhaps allied mail order light unit mix.

Maybe you can make 3-spamm options for locust, t60/70, pz2, bikes, and other light stuff if the above is not possible.

Or make a light divisions mail order options for all sides, so u can build your skirmish 'unit' with 1 click and throw it into battle.

You could even consider making (some) units by build order on factories - like order a panther division: aka 4 panther + 1 befehl + 1 bike spawn near factory.



Do note that might kill the old production feeling of zh. One doesnt want blitz to turn into a limited reinf, units on the map, fight only with units, build nothing, no economy, game. Cause then u can just buy blitzkrieg2 the game (instead of mod).

Here my thoughts stop for the moment.

Greetings, Harry

This post has been edited by DirtyHarryTAT: 17 September 2009 - 04:57 PM

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#26 User is offline   Neo 

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Posted 17 September 2009 - 09:08 PM

The problem with infantry is that they are partly responsable for the lag on multiplayer maps but also because their use in our mod is a bit weird.

Infantry men are supposed to be protected by tanks, not the opposite when they are used as human shield to absorb the enemy fire before armor units .

The following report on Russian antitank tactics on the Eastern Front shows how infantry was used on both sides and also how Germans did their scouting work before tank attacks. It originally appeared in Tactical and Technical Trends No. 35, October 7, 1943. Based on translated Russian reports, the article deals primarily with the German tank attacks during the Kursk offensive in the summer of 1943:

Preceding a concentrated tank attack the enemy conducted combat reconnaissance with small groups of infantry and tanks. This reconnaissance usually began 30 or 40 minutes before the attack. Enemy reconnaissance columns consisted of from 50 to 60 tanks and several self-propelled artillery guns on which infantry men were carried. These detachments were usually supported by 10 to 15 airplanes. As a rule the combat reconnaissance lasted not more than half an hour. In repulsing these groups the minimum of fire power was used in order to keep the main artillery positions concealed…

The air force cleared the way for the tanks, and the tanks in turn cleared the way for the infantry…

The main object of our infantry is to isolate the German infantry from their tanks, annihilate them, and protect our artillerymen from attacks. Our infantry has always remained intact when they do not leave the trenches as enemy tanks cross them. By remaining in the trenches they are able to separate enemy infantry from the tanks and also destroy infantry when it is tank borne


One way or another, infantry should be rethinked and scouting could play a more important role in game but with some adjustements. DH & Korona had good ideas so its just a matter of time before we get the perfect alchemical . Then the question when the common metal will be transformed in gold?
Answer: never...cause our tanks need it! smile.gif
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#27 User is offline   DirtyHarry 

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Posted 04 May 2010 - 09:16 PM

For neo's version X of the ini we currently use:

su100 bug - at random shots, the su100 seems to be able to destroy factories in 1 or 2 hits. Kaboom.

The air bug prevails. People keep losing entire armies with air overhead - just fighters, allied and german - no AA involved.

Gr. DirtyHarry
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#28 User is offline   Comrade Raptorkov 

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Posted 14 September 2010 - 06:14 PM

Any chance of fixing the bs3, that Russian heavy towed at gun, it always shoots the ground where it sits, what ever code tells the shell to come out at what height needs to be moved up so it doesnt blast the ground.
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#29 User is offline   Nodlied 

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Posted 15 September 2010 - 03:11 PM

The FT 17 uses the wrong voices for its selection set.

The R35 uses its attack voices for its selection set. And it misses both its move and attack voice set.
Although all missing voices are in the game files.
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#30 User is offline   DirtyHarry 

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Posted 15 September 2010 - 10:28 PM

Thanks!

Korona, see this post?
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#31 User is offline   Neo 

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Posted 16 September 2010 - 03:50 AM

Hey Nodle....the Ft-17 use French voice...."my voice" ;) How did you know it was the wrong voice selection? Parles-tu francais?

This post has been edited by Neo: 16 September 2010 - 03:51 AM

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#32 User is offline   Nodlied 

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Posted 17 September 2010 - 05:02 PM

Nah I don't speak french, I was just looking around in the files, and I noticed that there where some missing voices. I have included the ''fixes'' in this post.

FT-17

Quote

; *** AUDIO Parameters ***
VoiceSelect = FrenchFT17VoiceSelect
VoiceMove = FrenchFT17VoiceMove
VoiceGuard = FrenchFT17VoiceMove
VoiceAttack = FrenchFT17VoiceAttack
SoundMoveStart = mediumtank2movestart
SoundMoveStartDamaged = mediumtank2movestart


R-35

Quote

; *** AUDIO Parameters ***
VoiceSelect = FrenchR35VoiceSelect
VoiceMove = FrenchR35VoiceMove
VoiceGuard = FrenchR35VoiceMove
VoiceAttack = FrenchR35VoiceAttack
SoundMoveStart = mediumtank2movestart
SoundMoveStartDamaged = mediumtank2movestart


The soundeffects file ''fix''.

Quote

;----------------------------------------


AudioEvent FrenchFT17VoiceSelect
Sounds = FRFT17Select01 FRFT17Select02
Control = random
Volume = 100
Type = ui voice player
End

AudioEvent FrenchFT17VoiceCreate
Sounds = tankbuilt
Control = random
Volume = 40
MinVolume = 30
Priority = high
Type = world global player
End

AudioEvent FrenchFT17VoiceMove
Sounds = FRFT17Move01 FRFT17Move02
Control = random
Volume = 100
Type = ui voice player
End

AudioEvent FrenchFT17VoiceAttack
Sounds = FRFT17Attack01 FRFT17Attack02
Control = random
Volume = 100
Type = ui voice player
End



;----------------------------------------


AudioEvent FrenchR35VoiceSelect
Sounds = FRR35Select01 FRR35Select02 FRR35Select03
Control = random
Volume = 100
Type = ui voice player
End

AudioEvent FrenchR35VoiceCreate
Sounds = tankbuilt
Control = random
Volume = 40
MinVolume = 30
Priority = high
Type = world global player
End

AudioEvent FrenchR35VoiceMove
Sounds = FRR35Move01 FRR35Move02 FRR35Move03
Control = random
Volume = 100
Type = ui voice player
End

AudioEvent FrenchR35VoiceAttack
Sounds = FRR35Attack01 FRR35Attack02 FRR35Attack03
Control = random
Volume = 100
Type = ui voice player
End

;----------------------------------------


Oh and Neo, I realy like the FT-17 voice, its one of my favorite actualy. :)
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