Invisible vehicle in multiplayer.

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Dundradal
Posts: 753
Joined: Sat Jun 09, 2007 8:36 pm

RE: Invisible vehicle in multiplayer.

Post by Dundradal »

Hopefully it was in those Beta patches released last month and stock in LSA.
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Korzun
Posts: 126
Joined: Fri Nov 18, 2005 12:04 am
Location: Frankfurt, Germany

RE: Invisible vehicle in multiplayer.

Post by Korzun »

any news on this, Andrew?
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Andrew Williams
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RE: Invisible vehicle in multiplayer.

Post by Andrew Williams »

This is the fix list that shipped with the Beta patch

Change List

5/12/2010 – 4.50.10b
  • Fixes
    • Fixed a bug that could cause incorrect message post-BG screen about who was
      attacker / defender on the first turn of an operation or campaign.
    • Fixed crash when airstrike bombs or rockets going off the bottom map edge.
    • Fixed potential memory corruption bug with mini-map painting out of bounds
    • Fixed a memory corruption bug that could occur just post-battle
    • Fixed spelling error in message about being unable to move due to strategic
      surprise.
    • Fixed crash when AI can not find a valid setup location for a team.
    • Fixed post-battle crash condition after flamethrower(s) were used.
    • Changed "Slush" elements explode effect from "Water" to "crater".
    • A few new aircraft graphics added.
  • AI
    • Fixed a bug where the AI player could fail to move battle groups on the strategic
      map when not in contact with the enemy.
    • The overall force strength ratio (ratio of the overall strength of AI playerís side to
      the known or estimated strength of the playerís side) is now given more weight in
      the AI playerís decision making when considering moves on the strategic map.
    • The AI player will favor more aggressive moves on the strategic map when the AI
      playerís side has strategic surprise (i.e. when the playerís side can not move).
  • Map
    • Setup zone now guaranteed to include the squares adjacent to a controlled Victory
      Location.
    • All maps checked for general coding errors.
    • Bridges coded as "bridge" as opposed to the variety of road type elements
      previously coded.
    • Bridge map coding improved to support better vehicle pathing.
    • Maps checked for usage of interior walls
    • Maps checked for usage of "double wide" exterior walls coding method.
    • Reported map coding and map graphic errors fixed.
    • Added missing interior on Liefrange.
    • Added trees for painted in shadows on Liefrange.
    • Fixed bright outline on Krinkelt-Rocherath building interiors.
    • Removed Alled entry VL on Sibret BTD.


So far it has not been addressed
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