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RE: The bug thread.
Posted: Sun Aug 15, 2010 8:37 pm
by squadleader_id
Elements file error:
Sandbags "Rubble To" Brick Wall (57), should be Debris (221).
Note: same error for TLD elements.
RE: The bug thread.
Posted: Mon Aug 16, 2010 9:20 pm
by xe5
On the Battlegroup screen, when the reserve BG tab is selected and any frontline BG teams occupying "joint slots" (slots that either BG can fill) are removed from the active roster, the correct point value is returned to the frontline BG point pool but the frontline teams removed from the active roster are not returned to the frontline BG forcepool.
Conversely, when the frontline BG tab is selected and any reserve BG teams occupying "joint slots" are removed from the active roster, the correct point value is returned to the reserve BG point pool but the reserve teams removed from the active roster are not returned to the reserve BG forcepool.

RE: The bug thread.
Posted: Mon Aug 16, 2010 9:23 pm
by RD Oddball
Thanks SquadLeader. Will file a bug.
@Stolidog - Movement restrictions are set by each element and are the same for each instance of the element. So it's not as simple as jacking up the movement restrictions on the "gas tank" element. We could have a "gas tank wall" element that has a high movement penalty then a "gas tank" element or "gas tank floor" similar to the way buildings work and probably would be a reasonable enhancement to add. We'll consider this as an enhancement as well. Thank you.
*EDIT*
Forgot to react to the smokestack question. It's coded as out of bounds as deploying there wouldn't be realistic. The smokestack element should have it's own elevation so the elevation of the terrain that element sits on should be similar to the surrounding terrain.
RE: The bug thread.
Posted: Mon Aug 16, 2010 9:31 pm
by RD Oddball
ORIGINAL: xe5
On the Battlegroup screen, when the reserve BG tab is selected and any frontline BG teams occupying "joint slots" (slots that either BG can fill) are removed from the active roster, the correct point value is returned to the frontline BG point pool but the frontline teams removed from the active roster are not returned to the frontline BG forcepool.
Conversely, when the frontline BG tab is selected and any reserve BG teams occupying "joint slots" are removed from the active roster, the correct point value is returned to the reserve BG point pool but the reserve teams removed from the active roster are not returned to the reserve BG forcepool.
I'll file a report Mick. Thank you.
*EDIT*
Are you using the first update?
RE: The bug thread.
Posted: Mon Aug 16, 2010 9:49 pm
by xe5
Yes, 5.60.01b
RE: The bug thread.
Posted: Mon Aug 16, 2010 9:50 pm
by RD Oddball
Thanks.
RE: The bug thread.
Posted: Tue Aug 17, 2010 3:53 am
by zon
Data glitch: PzIIIG and M mainguns are set to fire 360 degrees. Edit: In other words, the turret doesn`t need to rotate in order for the gun to fire on a target.
RE: The bug thread.
Posted: Tue Aug 17, 2010 12:16 pm
by xe5
Based on the longer shadows of the stone "fence" (1 meter high) at the bottom center of Schijndel, the map maker likely intended this be coded as a stone wall (4 meters high) instead.

RE: The bug thread.
Posted: Tue Aug 17, 2010 7:13 pm
by RD Oddball
Stone wall is made for buildings and is impassable to vehicles. A stone fence, regardless of height, would be passable by a tank plowing into it because of the lack of support by interior walls and floors. So perhaps an enhancement is in order to add an element called "tall stone fence" to suit Shane's artistic whims. [;)] Added.
RE: The bug thread.
Posted: Fri Aug 20, 2010 2:48 pm
by zon
ORIGINAL: zon
Data glitch: PzIIIG and M mainguns are set to fire 360 degrees. Edit: In other words, the turret doesn`t need to rotate in order for the gun to fire on a target.
250/9 has the same problem. Also, it's got a MG34 - wasn't there a larger gun on this vehicle?
RE: The bug thread.
Posted: Fri Aug 20, 2010 3:37 pm
by 7A_Woulf
ORIGINAL: zon
250/9 has the same problem. Also, it's got a MG34 - wasn't there a larger gun on this vehicle?
ABout 250/9 from Wikipedia: "Reconnaissance variant with a 2 cm KwK 38 autocannon coaxial with an MG34 or MG42 in a low, open topped turret identical to the SdkFz-222 armoured car (early version) and the sdkfz-234/1 armoured car (late version)."
RE: The bug thread.
Posted: Fri Aug 20, 2010 3:42 pm
by zon
ORIGINAL: 7A_Woulf
ORIGINAL: zon
250/9 has the same problem. Also, it's got a MG34 - wasn't there a larger gun on this vehicle?
ABout 250/9 from Wikipedia: "Reconnaissance variant with a 2 cm KwK 38 autocannon coaxial with an MG34 or MG42 in a low, open topped turret identical to the SdkFz-222 armoured car (early version) and the sdkfz-234/1 armoured car (late version)."
Thanks. Checked again, and it does have a 2cm gun. Duh. So this narrows the issue to the bug shared with the MKIIIs.
RE: The bug thread.
Posted: Fri Aug 20, 2010 4:14 pm
by Ivan_Zaitzev
In Driel the maps looks like it haves a big elevation because of the shadows, but it really is just a meter or half a meter of elevation.
Is this a bug?
RE: The bug thread.
Posted: Fri Aug 20, 2010 5:55 pm
by RD Oddball
Yes Ivan it's an enhancement. Doesn't necessarily stop game play (bug) but I agree it would be more correct if it had greater elevation differences. I'll add a report. Thank you for taking the time to report it.
RE: The bug thread.
Posted: Mon Aug 23, 2010 4:39 pm
by kojusoki1
Im not sure if it is posted or not, but it seems Headgrows allow LOS (see pic)
Also map SOuth OOsterbreck has wrong coding of buildings to the south east (at least there)
RE: The bug thread.
Posted: Mon Aug 23, 2010 6:00 pm
by RD Oddball
It depends upon the elevations of the origination of the LOS and destination. e.g. as an extreme example (not the one you showed) if you're looking across a valley you'll have clear LOS. So if in your example your mortar team and the point their looking at are on the same elevation or one is higher but both are above the max hedge elevation, they'll be able to see over. So we almost need to look at the elevation points. Since you provided a screenshot, I'll have a look.
Do you have specifics on the building coding? Although we went through all the map coding carefully a few times it's possible some spots were missed.
RE: The bug thread.
Posted: Mon Aug 23, 2010 8:14 pm
by kojusoki1
I know issues regarding elevation but i think the map should be fixed (but this time im not 100% sure).
Im providing a pic of the building that is certainly wrong codded
Also, Im sending another issue:
KG Brinkannm, after anihilating Brits at the "end of battle" screen had a bug: instead of vehicles I used, I had completly different units. WIth quite a strange stats...see pic
RE: The bug thread.
Posted: Mon Aug 23, 2010 8:15 pm
by kojusoki1
and the next post as I cant upload 2 pics at the time (this pic is regarding strange stats)
Rememeber - there should be 3 armoured cars
RE: The bug thread.
Posted: Mon Aug 23, 2010 8:43 pm
by Andrew Williams
i see the building coding extends about 15 meteres beyond the building... or the walls and roof are glass a very futuristic design in 1944
RE: The bug thread.
Posted: Mon Aug 23, 2010 9:55 pm
by squadleader_id
ORIGINAL: kojusoki1
Im not sure if it is posted or not, but it seems Headgrows allow LOS (see pic)
Also map SOuth OOsterbreck has wrong coding of buildings to the south east (at least there)
Just like in
TLD, Small Hedgerows do not block LOS (see elements file)...only Large Hedgerows block LOS.
AFAIK this was corrected in an unofficial patch for CC5 and in most major CC5 mods...but I guess it's making a comeback in TLD and LSA [;)]