Company of Heroes: Eastern Front

Author Topic: [1.31] List of known issues  (Read 19045 times)

Offline Blackbishop

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #15 on: March 29, 2011, 01:14:38 AM »
You mean, you can see through the barrel's holes? Like in this picture?


Mortar teams backpack is doing weird things, object scar issue and its put together so weirdly, Also tank guards neck is screwy.[...]
Could you post an screenshot of both please :).
« Last Edit: March 29, 2011, 01:17:06 AM by blackbishop »
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Cursedboy

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #16 on: March 29, 2011, 01:40:09 AM »
those holes arent blacked out, i can see trough the gun litterly... at moments the front of the gun dosent appear either.

Post Merge: March 28, 2011, 07:36:53 PM
There are a couple pictures i have, The mortar teams back pack has 2 overlapping textures and the picture dosent get it well, i have object scarring turned off. A few other things i didnt mention that i just found going back, And the t34/76 displays outlines of a fuel tank that its superior has.

Post Merge: March 28, 2011, 07:38:02 PM
to save my time the tank guards thing is similar to the Command squads neck, just more off centered...

Post Merge: March 29, 2011, 03:27:17 PM
also the RMC infantry still have the black blob over there beanies..

Post Merge: March 29, 2011, 03:48:36 PM
nevermind Svt-40, Using transperent holes made the back part of the rifle look weird..
« Last Edit: March 30, 2011, 04:27:17 AM by Cursedboy »
Its raining conscripts!

Offline Caen44

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PE Ammo-vehicle get damaged by it´s own laid mines.
« Reply #17 on: March 31, 2011, 11:34:00 AM »
Hi there,

the ammo-vehicle of the PE will be damaged when driving over it´s own laid mines because they explode by contact. Is this a bug or do you want it like this? Happened to me playing Seelow.

Best regards,

Caen44.

Offline Rikard Blixt

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #18 on: March 31, 2011, 04:40:10 PM »
Hi there,

the ammo-vehicle of the PE will be damaged when driving over it´s own laid mines because they explode by contact. Is this a bug or do you want it like this? Happened to me playing Seelow.

Best regards,

Caen44.

I'm pretty sure that all units get damaged from their own mines (unless you mean they exploded when the ammo-ht drove over (without any enemies units there)).
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?

Offline Caen44

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #19 on: March 31, 2011, 05:26:51 PM »
Hi Rizz,

that is what happened. No enemies around and my ammo- vehicle drove over it´s own mine which explodes and get damaged. I tested it again but never happened anymore. Strange....

Best regards,

Caen44.

Offline Blackbishop

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #20 on: March 31, 2011, 06:25:30 PM »
Hi Rizz,

that is what happened. No enemies around and my ammo- vehicle drove over it´s own mine which explodes and get damaged. I tested it again but never happened anymore. Strange....

Best regards,

Caen44.
Replay or didn't happen :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Rikard Blixt

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #21 on: March 31, 2011, 09:32:34 PM »
Hi Rizz,

that is what happened. No enemies around and my ammo- vehicle drove over it´s own mine which explodes and get damaged. I tested it again but never happened anymore. Strange....

Best regards,

Caen44.

Could it have been a sniper?
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?

Offline BurroDiablo

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #22 on: March 31, 2011, 09:55:40 PM »
Yeah, I tested this and can't confirm it. May have just been a freak accident :P

Offline Blackbishop

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #23 on: March 31, 2011, 10:03:48 PM »
Perhaps was other type of mine, e.g. schwim mine or Tellermine. Or your enemy found it, defused it and he planted his mine ???.
« Last Edit: March 31, 2011, 10:05:27 PM by blackbishop »
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Lethal Dosage

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #24 on: April 02, 2011, 01:02:00 PM »
So here's some for ya. Most are old ui stuff related to the Soviet vehicles, either Criticals not working, or them using the wrong criticals and symbols, etc.

- Soviets
The T-34 and T-34/85's critical images don't work. When the tank suffers a Destroyed Track critical, it doesn't show in the critical image. I suspect this is also the case with the other criticals (Damaged Engine, Destroyed Enginer, Destroyed Main Gun), and probably with all or most of the Soviet vehicles.
T-34/85's hull MG isn't animated. It doesn't move, has no firing effects (muzzle flash), and no tracers.
Both the T-34/76 and T-34/85's hull MG aren't skinned properly, the MGs barrel is textured that rough green colour used for the body of the tank.
Neither Tank Rider call-in ability shows how much Population is needed to use the ability, only the Manpower cost is displayed.
The hull MG on the KV-2 isn't properly animated. The MG barrel doesn't move around to point at targets, and the tracers come from the center of the hull instead of from the end of the barrel.
The KV-2s main gun doesn't recoil when it fires, and it's firing sound is pretty weak and hollow. Is that how it actually sounded? I would have imagined it'd sound more impressive, like the Hummel's 15cm gun, and not like the 8cm mortar.
The T-70 still uses the M5a1 Stuart's symbol and criticals.
The T-90 uses the M5a1 Stuart's Criticals and what looks like the Tetrarch's symbol.
The T-34/85 upgrade unlocks an additional tank in the Tank Depot, yet the SU-100 upgrade replaces the SU-85 with the SU-100. It's a little inconsistant.
When the Su-100 upgrade is completed, any SU-85s in que to be produced cannot be finished. This is a common error that occurs when an upgrade is used to replace one unit with another during a game. the operation in the requirement action of the SU-85 is set to "usage_and_display", where as it should be simply set to "usage". The downside to this is that while the old unit is hidden, it can still be produced, and since the AI doesn't need icons to build units, the AI would still be able to build the SU-85 after it's unlocked the SU-100, unless the SU-100 has a significantly higher priority.
   If your not going to make the SU-100 an additional unit unlocked by the upgrade (leaving the SU-85 still available), at least fix this.
The SU-100's skin is shockingly this bright tan colour, and is far brighter than anything else ingame. One of your skinners should take a look to fix it.
The SU-85 and SU-100 use the Hetzer symbol, and what appears to be SU-76 criticals.
When the T-70 suffers a destroyed main gun, there is no change in the model (like the gun model being replaced with a broken, blackened wrecked gun).
The KV-2 uses the Churchill AVRE symbol and criticals.
The T-34/85 uses the same symbol and criticals as the T-34/76, it needs it's own with a longer barrel and reshaped turret, so players can tell the difference at a glance.
SU-85s have astounding accuracy! In a duel between an SU-85 and a StuG IV ingame, the SU-85 never misses the StuG, but the StuG misses the SU-85 about half the time. Is this intentional?


Post Merge: April 02, 2011, 01:05:24 PM
Some bugs i noticed back in v1.3, some may have been fixed, but i can confirm that most are till there, some having been around since v1.0!


- Soviets

The speech sounds of the Soviet are too quiet compared to the other factions, you should edit their speech sound files in order to increase their volume.
MG crew of the Base defensive MGs can be killed quite easily, without the emplacement taking much damage. The Brit emplacement your using a copy of has a crew that is invincible, and are killed when the emplacement is reduced to a certain level of health. I suggest you make your MG emplacement's crew invincible, as well as the weapon_capture_squads that recrew it.
When a conscript with a rifle dies, his rifle isn't passed to an unarmed squad member. Because of this, it's possible to have all the armed Conscripts die, and be left with a 4 man squad with no weapons. This is a bug that has been around from the first release, and i'm really disappointed that you haven't fixed it yet, especially since making slot_items really aren't all that hard.
The Sherman 76's level 3 veterancy icon is the same as it's level 2 veterancy icon.
Some Soviet units must have a munitions cost for the Upkeep, as playing the Breakthrough Doctrine i had 0 munitions income while holding 2x +5 Munitions and 2x +10 Munitions points. Units i had were 2x Strelky, 2x Guards, 2x Ingenry, 2x T34/76, 1x Sherman 76mm, 1x SU-85, 1x SU-100, 1x ZIS-5 Medic Truck, and a captured HMG42. I've researched both upgrades in both the Support Barracks and Tank Hall, and the SU-100 and Red Banner Strelky upgrades from the Armoury.
The building tabs in the Taskbar have a gap for where the Motorpool would be. Since the Soviet faction only has the 5 buildings (including HQ), you should remove that icon and move the Tank Hall and Armoury icons over to fill the space.
There are two Tank Rider call-in abilities, one for the T-34/76 and one for the T-34/85, however there is nothing in the name, description, or icon to tell them apart. If your going to have them as two seperate abilities so the player can choose either (instead of having the T-34/85 one replace the T-34/76 ability after the T-34/85 upgrade is bought). Adjust the text of the ability's name and description so that they can be told apart.
There is a pink box around the icon of the MG dugout when it's recaptured.
Veteran ZIS AT Gun costs 96mp to reinforce each man. FAR TOO MUCH!!!!!!
The shortcut key for the Ingenry's Cut Wire ability conflicts with that of the Retreat to Medic Truck ability. You should change the Wire Cutters hotkey.


- Royal Marine Commandos

Achilles has no recoil animations, firing effects, or firing sounds.
There is a gap between the Staghound and Achilles icons in the production menu of the Field HQ truck, like there should be something there. As those are the only two units spawned there, the Achilles should be moved to slot 2.


- Wehrmacht

The Tiger uses the Tiger Ace model with the Tiger model, this causes the Tiger to use the incomplete Tiger Ace wreck model, which uses it's regular skin instead of a wreck skin, and has many parts missing (like the whole right side of the tank).
The Axis HQ is the Mortar Bunker, yet is still has all the HQ accessories spawn around it. It looks cluttered and ugly. You should remove the accessories from spawning around it.
Engineers cannot place Demo charges on the Axis Mortar Bunker HQ.
Axis Mortar Bunker HQ cannot die! It reaches about 5% and sits there, and won't die regardless of how much damage it takes. This is a well known bug with the Mortar Bunker models when their used for the HQ (their fine otherwise), you guys should know this, it's been posted about numerous times on the RelicNews forums, and even if you didn't, your testers should have picked up on it.


- Panzer Elite

The Bergetiger uses the Tiger Ace model (through the Tiger.abp file) instead of the just Tiger model, this causes there to be a black barrel showing under the crane, and also causes the Bergetiger to use the incomplete Tiger Ace wreck model, which uses it's regular skin instead of a wreck skin, and has many parts missing (like the whole right side of the tank).
« Last Edit: April 02, 2011, 01:05:24 PM by Lethal Dosage »

Offline Rikard Blixt

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #25 on: April 02, 2011, 05:14:42 PM »
All Tiger related issues were fixed.

Some of the things you posted are not bugs (such as muni upkeep on Sov tanks).

Axis Mortar Bunker HQ? I have no idea what that is.


Model and Criticals are low prio, since doing those changes, takes valuable time from Ostheer development.
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?

Offline Blackbishop

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #26 on: April 03, 2011, 01:32:18 AM »
@Lethal Dosage
Thanks for your observations, i've posted the new ones in the first post; but a lot of bugs you described have been fixed in 1.31, like the conscript bug.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Cranialwizard

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #27 on: April 03, 2011, 03:40:23 AM »
I think he's talking about those Mortar Bunkers that are on certain maps that are fixed and normally damaged. When you repair them you can garrison it and then you have access to 81mm barrages to a fixed range, though that are rapid fire and have short cool down.

Since they're 81mm they're assumed to be axis.

Veneris Ridge? I think it is called, I guarantee you there is one on the north east side of the map.

The mortar bunker isn't supposed to die. When you destroy it if it's in the enemy hands, it hits 5% health and goes neutral. It's meant for that to happen because it's a natural bunker.
"Balancers are 10 a penny"

Offline Blackbishop

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #28 on: April 03, 2011, 05:29:48 AM »
@Cranialwizard
Yeah, i have no doubt Rizz know about them but what has to do a Mortar Bunker Structure with an Axis HQ?? He said that the Axis HQ is a mortar structure instead of the normal HQ, but with all the stuff that the normal HQ has.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Cranialwizard

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Re: List of known issues for version 1.3.1.0 (aka 1.31)
« Reply #29 on: April 03, 2011, 08:40:25 AM »
@Blackbishop then honestly I'm not sure what he's rambling about. Maybe he's just mixing up words  ???
"Balancers are 10 a penny"