.EXE - BUGS .. in v4.4 please mention here !
Moderator: MOD_SPWaW
.EXE - BUGS .. in v4.4 please mention here !
Please post programming bugs you find in v4.4 here.
Do not poste OOB errors ("tank Mk7 should have 28in kill-o-zap") or install problems here.
Thanks,
Arralen
Do not poste OOB errors ("tank Mk7 should have 28in kill-o-zap") or install problems here.
Thanks,
Arralen
AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
Here we go:
1) Map generation in generated battles broken
a) Japs vs. Russ 9/39 does not give "desert battles" any more, but green maps with "sand spots"; Jungle soumd playing ...
b) Victory hexes are sometimes 15points/turn and therefore ignored by the AI
2) AI drives it's vehicles into single-hex buildings again;
this is unverified, could have been a trail trough a building that didn't show correctly on the map.
3) Reinforcements become part of the core force and sometimes really mess things up this way;
This has been observed in "Utah to Rhine" and "Preparing the Way" premade campiagn
4) When right-clicking on enemy units the range & to-hit-% are not correctly displayed; upon first popping-up the info is there, but than overwritten as the window is re-drawn; please verify this
greetings,
Arralen
1) Map generation in generated battles broken
a) Japs vs. Russ 9/39 does not give "desert battles" any more, but green maps with "sand spots"; Jungle soumd playing ...
b) Victory hexes are sometimes 15points/turn and therefore ignored by the AI
2) AI drives it's vehicles into single-hex buildings again;
this is unverified, could have been a trail trough a building that didn't show correctly on the map.
3) Reinforcements become part of the core force and sometimes really mess things up this way;
This has been observed in "Utah to Rhine" and "Preparing the Way" premade campiagn
4) When right-clicking on enemy units the range & to-hit-% are not correctly displayed; upon first popping-up the info is there, but than overwritten as the window is re-drawn; please verify this
greetings,
Arralen
AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
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- Posts: 152
- Joined: Thu May 25, 2000 8:00 am
- Location: Waltham, MA, USA
Please refer to my posts on "Mulitplayer bugs in ver 4.4"
Maps in multiplayer that have user edited vic objective leave off a random amount of them when loaded to a multiplayer battle. they show up fine in solitare generated battles. In the setup screen, the custom map option button is set to "Custom Map As Designed"
Maps in multiplayer that have user edited vic objective leave off a random amount of them when loaded to a multiplayer battle. they show up fine in solitare generated battles. In the setup screen, the custom map option button is set to "Custom Map As Designed"
This has also been observed in the 'Heroes of the Motherland' campaign. But, to be more exact, both support units and reinforcement units became part of the core force.Originally posted by Arralen:
Here we go:
3) Reinforcements become part of the core force and sometimes really mess things up this way;
This has been observed in "Utah to Rhine" and "Preparing the Way" premade campiagn
- Juha Virtanen -
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- Posts: 3
- Joined: Wed Aug 02, 2000 8:00 am
- Location: Oulu, Finland
Is it just me but the vcr haven't worked properly in the recent updates. It either shows just some shots or nothing. As I remember it had been fixed already a few times - or have I missed a post or a readme.
This game is great and I've been playing pbem battles continuously for about 2 months now
I'm just getting tired of writing a text file of what happened during my turn.
This game is great and I've been playing pbem battles continuously for about 2 months now

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- Posts: 152
- Joined: Thu May 25, 2000 8:00 am
- Location: Waltham, MA, USA
The Finnish unit thing is known to be an OOB bug, isn't it? Or rather, an OOB mismatch?
I'm wondering if the continuing problem with support and reinforcement units winding up in the core force is the result of the scenarior and campaign data having been generated under a previous version of the game?
I'm wondering if the continuing problem with support and reinforcement units winding up in the core force is the result of the scenarior and campaign data having been generated under a previous version of the game?
Congratulations !Originally posted by Tommy:
Kelja Village
Russ vs Fin
I am the Russians, all of the Fin units so far appear with AFV icons.
You're the first one .. I already wondered how long it will take ???!
This is an OOB bug, which is not to be mentioned here - clutters the list

The OOBs are worked on, after that the scenarios must be revised, but all of this has nothing to do with patching the *.exe file, so it doesn't belong here, sorry !
But I can ashure you one thing - the Finn OOB receive special attention and will shurely one of the best ones ... think you'll be glad to hear this as you seemingly are one of those underdog-likers

A.
[This message has been edited by Arralen (edited October 28, 2000).]
AMD FX-4300
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
Gigabyte 970A-DS3P
Kingston 24GB DDR3-1600 (PC3-12800)
Asus GTX 750 Ti OC 2GB GDDR5
Kingston SV300 120 GB
Windows 8.1
Unlike I earlier thought, the vcr problem is also in unsecure PBEM (and therefore probably in hotseat too, which is practically the same thing).
When you move a lot of your troops, the vcr is filled with junk which doesn't leave room for the actual firings. Can the max file size cap (2.3MB?) be eliminated?
ps. It can be connected to opponents having different fast arty settings at the beginning (buying&deployment).
When you move a lot of your troops, the vcr is filled with junk which doesn't leave room for the actual firings. Can the max file size cap (2.3MB?) be eliminated?
ps. It can be connected to opponents having different fast arty settings at the beginning (buying&deployment).
I too am waiting for VCR replay to work consistantaly..tank blown up and units suppressed and no idea what has shot at what and where from.
Originally posted by Fuerte:
Yes, the PBEM replay problem was the first found bug in 4.4. Now that the recording is in a separate file, I'm sure that the Matrix programmers finally track this bug down. I have had SPWAW on hold for quite a while now, just waiting for the VCR to work.
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- Posts: 27
- Joined: Fri May 12, 2000 8:00 am
- Location: Taunton, Somerset, UK
Has the hull mounted gun issue been addressed yet? (I know this subject has been brought up before.)
Also what is the firing arc for this gun mount?
I finally immobilised a M3 Lee and thought I could finally blast him point blank with a PzKpfw-38(t) in the flank but the 75mm gun shot out at 60 degrees from facing and got me. (The immobilised tank did not change facing so that bug is dead). I would have thought the gun arc was more limited than that.
Reg.
[This message has been edited by Reg (edited October 27, 2000).]
Also what is the firing arc for this gun mount?
I finally immobilised a M3 Lee and thought I could finally blast him point blank with a PzKpfw-38(t) in the flank but the 75mm gun shot out at 60 degrees from facing and got me. (The immobilised tank did not change facing so that bug is dead). I would have thought the gun arc was more limited than that.
Reg.
[This message has been edited by Reg (edited October 27, 2000).]
Cheers,
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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- Posts: 37
- Joined: Thu Jul 06, 2000 8:00 am
- Location: Finland
Hi
Battle generator never generate desert maps between Bri vs. Ita in 1940-43. You always get that "western europe green". It works right between Bri and Ger.
I have seen victory hexes that are 5 points/per turn. And AI ignores them.
When you change your rec unit for non-rec unit in campaign it keeps the rec status.
Steel Thunder
Battle generator never generate desert maps between Bri vs. Ita in 1940-43. You always get that "western europe green". It works right between Bri and Ger.
I have seen victory hexes that are 5 points/per turn. And AI ignores them.
When you change your rec unit for non-rec unit in campaign it keeps the rec status.
Steel Thunder
Rusco, this is not just you, but I believe just a general no-no!!;-) I have at least 4 campaigns going at once, I get done one for the day, you must exit the game out to the opening menu, then re-enter again, will work fine, othewise, well... you know what happens!!
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Mike Amos
Meine Ehre Heisst Treue
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Mike Amos
Meine Ehre Heisst Treue
Unit leaders killed in a campaign are "resurrected" when their original unit is fixed or upgraded. Takes alot of the fun out of the campaigns.
Ehrrmm...someone already reported this...oops
[This message has been edited by Panzerjaeger Hortlund (edited October 28, 2000).]
Ehrrmm...someone already reported this...oops
[This message has been edited by Panzerjaeger Hortlund (edited October 28, 2000).]
The era of procrastination, of half-measures, of soothing and baffling expedients, of delays, is coming to a close.
In its place we are entering a period of consequences..
In its place we are entering a period of consequences..
When you tow (load) an immobilized tank with a truck, tank's crew goes to 18.
Online (timed) play: SPWAW closes itself when you exit a game. Range has to be entered twice. Artillery doesn't get proper amount of smoke ammo. And of course the autosave issue.
[This message has been edited by Kharan (edited October 28, 2000).]
Online (timed) play: SPWAW closes itself when you exit a game. Range has to be entered twice. Artillery doesn't get proper amount of smoke ammo. And of course the autosave issue.
[This message has been edited by Kharan (edited October 28, 2000).]
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- Posts: 76
- Joined: Wed Jun 21, 2000 8:00 am
- Location: Somerville, Ma, USA
Confirming garry and Fuerte that the VCR replay is definitely still not working. Sometimes a few minutes, other times a few seconds. Artillery is set to 'slow' on both machines but neither has ever seen an artillery replay. Replay file sizes are in the 2 meg range, but what you actually see is independent of the file size. These are secure games run on machines that handled 2.3 with no problem.
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Publius Cornelius Scipio Africanus
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Publius Cornelius Scipio Africanus
Publius Cornelius Scipio Africanus