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PR:WWII General Discussion General discussion of the Project Reality WWII modification.

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Old 09-25-2011, 05:56 PM   #1
[R-DEV]AfterDune
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Exclamation Project Normandy - Closed Beta Feedback

For those who've been there, please leave your feedback/bug reports here .

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Old 09-25-2011, 06:16 PM   #2
psychickactivity

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Default Re: Project Normandy - Closed Beta Feedback

Good evening, a great night, very intense.Merci [R-DEV] Aftdune
Here are a few bugs we've noticed.

1/ White square on German Gun of the tiger When we go in. Does not prevent shooting but we see nothing

2/When U are in the puma U can See outside the vehicule left and right

3/Within the Puma when u want to see the ammunition level u see white squares instead

For the moment that what we see
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Old 09-25-2011, 06:30 PM   #3
KaizerSosa81

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Default Re: Project Normandy - Closed Beta Feedback

Numerous clipping issues inside the houses and bunkers, really screws up any proper navigation inside them.

Sometimes going to iron sights, it'll pop back out to normal view on it's own (without firing).

Slit trench directly west of Charlie has a wooden piece that sticks out the ground that requires you to jump over it instead of walking over it normally like one should.

Sometimes the 30 cal on the Higgins boat stalls even when shooting short burst and properly reloaded.

Here is a shot of the light anomalies in the bunkers, they can be seen right through the walls and surrounding foliage as well.






There is a house that seems to be tilted and sunken into the ground a bit. Doorways are sunken side can not be entered without crouching though appearing almost normal height and the sunken part is evident inside the geometry.

Location of said house

House from the outside; misaligned doorway

Inside house; sunken floor
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Last edited by KaizerSosa81; 09-26-2011 at 12:07 AM..
Old 09-25-2011, 09:07 PM   #4
[R-DEV]AncientMan
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Default Re: Project Normandy - Closed Beta Feedback

  • german supply truck ctd when selecting weapon, this is due to a weapon having an item index of < 1, so when scrolling through the weapons, it ctd's. selecting the weapon using 1/2/3, no ctd. The problem weapon seems to be opel_horn, replacing it with truck_horn and it works just fine... probably just clone truck_horn and only replace the sound?

  • the pak cannons, the white rectangle is because the textures are .tga and not in an atlas. they either need to be .dds, or you need to put them in an atlas. putting them in an atlas might not be possible being map based, perhaps manually running
    Code:
    hudManager.addTextureAtlas "PRww2_MemeAtlas.tai"
    in the right directory with the atlas files might work? This goes for basically every .tga texture

  • b_wall_15ft_dest uses the brickwall_broken collision mesh... if this is on purpose so soldiers can move through the hole, you can't do this because the alignment is WAY off and is epic fail ingame, can move through the wall and run into invisible walls... current alignment is as per pic http://i.imgur.com/WEA2w.png probably just make a new collisionmesh so soldiers can move through the gap?

  • german officer lacks officer kit icon

  • german trucks lack truck vehicle icon

  • lots of unlightmapped stuff

  • trenches north of echo doesn't fit into terrain, needs retexture

  • The pak guns could use a bit of projectile drop, it's a laser atm

  • lcvp mg (m1919a4_stationary) sight not center aligned

  • lcvp needs a better minimap vehicle icon instead of the bf2 rib boat

  • odd lights in bunkers? http://i.imgur.com/joowX.jpg

  • fail razorwire at charlie big bunker http://i.imgur.com/01wT7.jpg

  • beach cap radii seem pretty small

  • german sniper needs a scope

  • you should move the US spawn points on the minimap north a little bit so they're not almost off the map

  • spawn screen kit icons need to be using the pr template

  • vehicles should really be named according to the naming standard

  • why is there an info folder in the server.zip? it's just using up space...

  • to fix the faction_init stuff, you need to add the tripflare into your spawners. not sure why it's needed, perhaps you're spawning it somewhere when it hasn't been loaded, or using an effect from it or something? dunno, but anyway, just add:
    Code:
    ObjectTemplate.create ObjectSpawner tripflare_spawner
    ObjectTemplate.activeSafe ObjectSpawner tripflare_spawner
    ObjectTemplate.isNotSaveable 1
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.setObjectTemplate 1 tripflare
    to spawners_common_ww2, and it'll work fine. be sure to delete all the extra spawners files in the server.zip, and remove the stuff in the init.con that's not needed. BTW
    Code:
    run ../Menu/hud/HudSetup/HudSetupMainWW2.con
    shouldn't be in the faction_init, it's not related, have it separate in the init.con...

overall, seems pretty hard for US. they need to have some sort of spawn point on the beach. perhaps a few logistics lcvp that can deploy crates might work? or a few temp rallypoints spawn in on the beach after you cap each flag? or perhaps just simply having the pak guns having projectile drop or them having limited ammo might help

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Old 09-25-2011, 10:07 PM   #5
Stealthgato

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Default Re: Project Normandy - Closed Beta Feedback

  • Puma doesn't have sights/crosshairs and driver view is a little messy - when looking to the sides you can see through the vehicle;

  • US grenadier is only a rifleman with a Thompson instead of Garand (suppose it's just a placeholder) - have it as a Garand with rifle grenades?

  • 1911 pistol iron sights aren't alligned correctly;

  • PaKs are too unforgiving - perhaps keep them without sights and give them limited ammo?

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Last edited by Stealthgato; 09-25-2011 at 10:17 PM..
Old 09-26-2011, 05:27 AM   #6
Agemman
Default Re: Project Normandy - Closed Beta Feedback

I liked it overall. It felt like the tickets needed tweaking though. US had several hundred tickets when they stopped the bleed. The Germans also had several hundred of them, usually more than the US as well. Lower the German tickets and maybe let the Americans bleed some more? When they have a few flags they won't stupidly lose tickets with beach assaults. They will go where they have secured and then move over land.

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Old 09-26-2011, 01:06 PM   #7
blackfish_
Default Re: Project Normandy - Closed Beta Feedback

We had some pretty decent fights yesterday, but that the us troops didn't manage to cap at least one cp in the 3. round was a bit of a letdown.

So what was already suggested to help the us troops get their feet on solid ground?
The pak needs projectile drop and of course a limited amount of ammo. Good points but that might not be enough, since even if they manage to land at the beach they are still an too easy target for the paks.

I would suggest a lowered view distance, so that their lcvps won't get spotted right away but just before they land. That gives the germans less time to react and the us the chance to land unnoticed by them.

The second suggestion are immobile paks with a static movement sector (e.g. 70-90?) to prevent the germans from engaging landed us troops with them.

Cheers
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Last edited by blackfish_; 09-26-2011 at 01:20 PM..
Old 09-26-2011, 01:56 PM   #8
K4on
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Default Re: Project Normandy - Closed Beta Feedback

first of all, thank you for this great evening.

Quote:
Originally Posted by [R-DEV]AncientMan View Post
overall, seems pretty hard for US.
wouldnt say that. this map is designed for 128p battles.
as US u need to focus 2or3 beachpoints. the defenders have about 8 people on each flag.
i guess a coordinated attack on one flag with 32 people in like 8 boats breaks this defence...



Quote:
Originally Posted by [R-DEV]AncientMan View Post
they need to have some sort of spawn point on the beach. perhaps a few logistics lcvp that can deploy crates might work? or a few temp rallypoints spawn in on the beach after you cap each flag? or perhaps just simply having the pak guns having projectile drop or them having limited ammo might help
agreed: once u got a bunker as US, there should be placed a rally point (knifeable only) for reinforcements. (but not on the beach, cause u will get easily raped there)

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Last edited by K4on; 09-26-2011 at 02:01 PM..
Old 09-26-2011, 04:19 PM   #9
blackfish_
Default Re: Project Normandy - Closed Beta Feedback

Quote:
Originally Posted by K4on View Post
agreed: once u got a bunker as US, there should be placed a rally point (knifeable only) for reinforcements. (but not on the beach, cause u will get easily raped there)
Don't like the whole idea with the auto rallypoint, reminds me of vbf2. I would suggest a more dynamic approach:
A US crate that spawns automatically once the cp is taken, that can be used to deploy a FOB there. That's a bit of a challenge for the us troops and will hopefully result in them defending the cp (the FOB) till they gathered enough manpower (by lcvps or spawning at the FOB) instead of just rushing to the next cp.

Cheers
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Last edited by blackfish_; 09-27-2011 at 08:56 AM..
Old 09-26-2011, 10:58 PM   #10
Curry
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Default Re: Project Normandy - Closed Beta Feedback

Quote:
Originally Posted by [R-DEV]AncientMan View Post
overall, seems pretty hard for US. they need to have some sort of spawn point on the beach. perhaps a few logistics lcvp that can deploy crates might work? or a few temp rallypoints spawn in on the beach after you cap each flag? or perhaps just simply having the pak guns having projectile drop or them having limited ammo might help
IMO the german rifles are not as powerfull as the US opponents. The US needs more teamcoordination to win. but i think its pretty balanced. May move 2 crates closer to the US mortars so they can be quicker reloaded. US will need mortars to get any flag.

Curry.

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