The bug thread.

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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

ORIGINAL: SkyStrike

SMALL MAP BUG: NIJMEGEN BRIDGE immunity... One beam/pole whatever is capable of acting like a godly shield.

Actually, I'd have to check the map coding to be positive, but it looks like the LOS you're dragging goes right through a verticle short post that is the upright post for that guard rail. The rest of the fence should allow LOS to pass it in any instance where there is a guard gate. If not it's not something the testing process made us aware of and we can look into it further.
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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

ORIGINAL: zon

Vehicles have no mass! Stack 'em up, no problem. Noticed this after installing the patch. Edit: No LOS blocking either.

If this is repeatable we need more info please so we can look into this. What map? What side? Was there a set of circumstances that lead to this? Any info you can provide that you did will help verify what's going on. Thanks!
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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

ORIGINAL: SkyStrike

Strategic fire out of LOS / Strategic fire lost target.

If any of you remember CC2 mortar halftrack MG bug, where all mortars were used, the halftrack was unable to target anything, so one had to serial click V(FIRE) to get it to firce for one second manually.


In LSAA it seems the same case most of the time with ALL TEAMS, not only tanks like in this example. Teams get GREEN LOS but still they cannot LOCK the target. The MG/Tank can obviously see the enemy as it occasionally chooses to fire on "Defend" and it will fire for half a second when commanded to. Only option is to "forcefire", continuosly hitting V(FIRE) and clicking the enemy unit. It will not LOCK the target but it will fire for that half second. I find this a BUG. LOS = LOS, NO LOS = NO LOS.

The picture is a bad example as it is semi-green LOS and with tanks, but mostly this happens with infantry/MG teams with full direct LOS.


We have not been able to reproduce this issue so any settings you used for the battle/scenario you were playing along with any specific circumstances you can provide will help. Thanks!
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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

ORIGINAL: Trash78

The patch sure makes a hell of a difference. Only real annoying thing that I keep noticing is that when you position a MG (heavy and light alike) unit or a sniper next to a low stone (garden)wall that the MG or sniper isn't able to fire "over" it while other teams like infantry can. Elevation bug or some script error?

Glad you hear you've noticed improvement. Being able to fire over a low stone fence has not been reported as of yet and has not been seen in testing so we'll need a specific instance to look at to see what this might be related to. Please take a screenshot and log any info not communicated in the screenshot. Thanks!
zon
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RE: The bug thread.

Post by zon »

ORIGINAL: RD_Oddball

ORIGINAL: zon

Vehicles have no mass! Stack 'em up, no problem. Noticed this after installing the patch. Edit: No LOS blocking either.

If this is repeatable we need more info please so we can look into this. What map? What side? Was there a set of circumstances that lead to this? Any info you can provide that you did will help verify what's going on. Thanks!

It's universal. Any map, any vehicle.
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stolidog
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RE: The bug thread.

Post by stolidog »

In regards to Strategic Fire Lost Target, I have noticed this as well

Odd in the respect that my vickers team had a perfect green LOS line and target to the enemy team, niether team was moving, the vickers fired a short burst when I gave the command to fire then it read Strategic fire Lost Target, once again niether team moved, the mg gunner's soldiers status in the team screen was not saying "can't see" either, which is typically what happens when the mg gunner can't see the target/doesn't have a clear LOS.

I have seen it several times, but the only specific map I can I recall is on the Wolheze map, brits defending buildings in middle, germans attacking from north, the LOS was going through the forest/trees though still perfectly green, I will try and post a pic
xe5
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RE: The bug thread.

Post by xe5 »

The massless, stackable vehicles bug is also in the release version.
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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

Thanks for verifying Mick. Was not seen during testing. Report has been filed.

Stolidog I added your report to the one way LOS issue to the bug report in the hopes it can be replicated so it can be fixed.
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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

ORIGINAL: xe5

Scenario editor should show double arrow connection between Son and Best.

This connection was already shown in the scenario editor I'm looking at.

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xe5
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RE: The bug thread.

Post by xe5 »

Maps that have "double" entry/exit VLs between them, are shown on the editor strat map as having double connection arrows. Son and Best share "double" entry/exit VLs, ie. Best's 'to Son North' & 'to Son South' VLs.

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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

Awe sheesh. [8|]I see what you were saying by "double". I though you mean connection line with arrowhead at both ends. Duh. I keep forgetting that particular map has double-connections. Trained my brain to think those only exist along the canal. [:-] Just having a brain fart.

Done. Thanks for clarifying for me.
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Dundradal
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RE: The bug thread.

Post by Dundradal »

Vehicles are still counted under the Armor category post-battle in the first full patch.
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mooxe
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RE: The bug thread.

Post by mooxe »

I am going to guess that the armour category still counts damaged tanks as it did in CC5? it should only count destroyed, abandoned and tanks removed due to too much damage (and maybe captured tanks).
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kojusoki1
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RE: The bug thread.

Post by kojusoki1 »

I think it is a bug....
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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

Actually not a bug. They used them for deploying smoke rounds. They shouldn't have HE afaik though.
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SteveMcClaire
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RE: The bug thread.

Post by SteveMcClaire »

ORIGINAL: xe5

Infantry teams set to Defend show an "Ambushing" soldier action rather tha "No Target"

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FYI - "No Target" means the soldier doesn't have anything he can shoot at. Like the leader with the pistol, since nothing is within pistol range. "Ambushing" in this case means the soldier has something he could shoot at, but is choosing to hold his fire. Usually this is if the target is in heavy cover and / or at long range and the soldier doesn't think he's been spotted yet.

That said, I will look at the code where these decisions are made, and see about using an alternate label like "Bad Shot".
xe5
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RE: The bug thread.

Post by xe5 »

"Bad Shot" would be a better alternative, if only to deter the player from trying to force a target fire dot in low percentage situations.
As it stands, its just confusing to see soldiers "Ambushing" when the team is defending.
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stolidog
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RE: The bug thread.

Post by stolidog »

Im not sure if this has already been addressed, but noticed the rail ties are coded as "Wood Debris", which gives great cover for infantry, shouldn't this be coded as "Rail", I haven't looked at all the maps, but know this is the case on Grossbeek and Arnhem Rail Bridge.



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RD Oddball
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RE: The bug thread.

Post by RD Oddball »

Yeah it's a possible area for enhancement.

If you think about rails, and laying prone behind them, they're high enough that they would definitely give you moderate cover from fire perpendicular and probably around +/-45 degrees to perpendicular to the rails. Especially if the enemy was at a lower elevation. I wouldn't want to be in that situation but I could think of worse. [;)] So although the current solution of "wood debris" isn't ideal (I'd list cover from being behind rails as poor to fair) it's a fair approximation which ultimately is on par since Atomic never intended for CC to precisely model real life environments to begin with. There are plenty of abstractions throughout.

The "rail" element is intended to be the steel parts so coding the entire rail bed as "Rail" won't work. It'd be even higher protection. If anything there probably is need for a new element called "rail bed" or something that is equivalent cover and protection as paved road. Then the rails could function as a low fence of sorts. Really low. It'd be minimal cover if behind. That scenario would be a more accurate depiction but still not precise since the map elements are in 10x10 pixel blocks.

We'll give it some consideration. Thanks for making the suggestion Stolidog.
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stolidog
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RE: The bug thread.

Post by stolidog »

Not a big deal, but noticed something playing Honinghutie Bridge map, was using the tall structure at the gas works as an observation post since it is 35 m tall, though noticed my team transitioned seamlessly when moving from the 35 m wood platform to the 1.5 meter field surrounding the structure. Should there be some kind of barrier to allow only one ot two entr/exit to this structure (assuming it had a ladder?) and have a lengthy amount of time for a soldier to transition? Thinking something similiar to sheer cliff or along those lines as far as time.

Also, noticed the smoke stack (i am assuming it is, due to the shadow on the building and the black graphics are coded out of bounds) is only 1.5 m tall,


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