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Old 06-12-2012, 02:08 AM   #31
[R-DEV]AfterDune
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Default Re: Project Normandy: Alpha - Bug Reports

It's a BF2 thing. Most if not all projectiles that land on the ground before exploding do this (unless they're sticky).


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Old 06-12-2012, 07:31 AM   #32
[R-DEV]Moszeusz6Pl
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Default Re: Project Normandy: Alpha - Bug Reports

Another day of testing and new bugs:

1. "C-47" don't fall down after being destroyed, just fly as if nothing had happened.
2. West border of Operation Overlord is still bugged.
3. S-mine don't show ammo count, same as bouncing betty.
4. US RallyPoint don't work on Bloody Gulch


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Old 06-12-2012, 10:26 AM   #33
[R-DEV]AfterDune
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Default Re: Project Normandy: Alpha - Bug Reports

1. I couldn't make that happen. It's a miracle I got the darn things to fly like they do now :P
2. What do you mean?
3. That was already noted. It should be fixed (in a future build, that is)
4. Already noted.


Quote:
Originally Posted by Moszeusz6Pl View Post
About last report i meant this icon in left down corner of screen, when you see who where is sitting. According to this picture gunner is siting at before driver instead in turret. If you want I can fix it for you.
Sure, saves us some work .

Quote:
Originally Posted by Moszeusz6Pl View Post
2.Entrance to one bunker is a bit too small, so you must crouch in order to get inside.
http://postimage.org/image/cysj0pwm9/
http://postimage.org/image/69lzkpba9/
Location:
http://postimage.org/image/hzzx2342p/
Can't fix that without modifying the model. I'm fine with how it is.


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Old 06-12-2012, 10:39 AM   #34
Pvt.LHeureux
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Default Re: Project Normandy: Alpha - Bug Reports

The west border of Overlord is that you can fall through the ground to your death.


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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Old 06-12-2012, 10:59 AM   #35
[R-DEV]AfterDune
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Default Re: Project Normandy: Alpha - Bug Reports

Perhaps smooth the terrain, should narrow (or better: close) the gaps.


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Old 06-13-2012, 04:40 AM   #36
CommunistComma
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Default Re: Project Normandy: Alpha - Bug Reports

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Can't fix that without modifying the model. I'm fine with how it is.
If you've got the pre-exported model I can fix it.
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Old 06-13-2012, 05:54 AM   #37
[R-DEV]AfterDune
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Default Re: Project Normandy: Alpha - Bug Reports

Nope. One would have to import it with the POE-tools (or whatever they're called), then fix the model, then export it again.


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Old 06-13-2012, 09:16 AM   #38
CommunistComma
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Default Re: Project Normandy: Alpha - Bug Reports

Beyond me.
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Old 06-13-2012, 06:37 PM   #39
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Default Re: Project Normandy: Alpha - Bug Reports

•BAR magazines are linked but not the ammo count. shoot without reloading until click then switch to the other fire mode and it will have full mag. maybe that is impossible to fix as they have 2 fire modes? if yes, i would like to see one fire mode and deployed/undeployed instead. (tested on local overlord day)
• i...somehow managed to move the boat..uh i couldn't replicate this. what i did was ram it with the prbot and when i did i also went inside it. i know these ships is the best you have but yeesh...they're pretty bad.(they also don't have the "dust" coming off them when you shoot them, low settings)pic pic
• the mp40 aim-animations is kind of weird..(low settings) but is also feasible. it's better seen without low fps(due to the recording)
Xfire Video


more is coming


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Old 06-15-2012, 05:14 AM   #40
[R-DEV]Moszeusz6Pl
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Default Re: Project Normandy: Alpha - Bug Reports

Another bugs:

1. MG on lcvp is not zeroed(you fire abowe croshair) View image: screen007
2. Nearly all weapons are zooming too fast(all rifles, AT weapons, sniper rifles.)
3. US troops don't have respawn at spawnable carrier.

Unfortunately I can't fix Pershing, because game crashed without error message at 29% Sound if I move this icon in position other that 44/15 or 55/19


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