viiiper Posted August 28, 2006 Share Posted August 28, 2006 14# well put Roco !!! viii Quote Link to comment Share on other sites More sharing options...
Ghost9 Posted August 28, 2006 Share Posted August 28, 2006 how about fixing the weapon selection so I don't have to hit the button three times for it to pick the weapon i want. It happens all the time using either hot keys or the mouse wheel. I pick nade launcher, it immediately switches back to the rifle. I pick smoke, switches back to rifle. More often than not I have to choose everything 3 times for it to stick. I haven't seen that bug... please post.. What mouse are you using? and what keys do you have bound to it? and have you re-bound the keys by setting them to default and back up. I'm sure Grin will need that info. I'm trying to make the list as clear as possible. also anyone else with this issue please elaborate also. I have the hot keys bound to the number keys and one bound to my mouse thumb button. I'm using an mx518. It's not hitting it twice or anything like that. When you push the button to switch the weapons, the animation goes to switching the weapons, just as your new choice should appear the soldier switches back to the previous weapon and you watch that animation. This has happened since the last patch and happens even with default key settings. Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted August 28, 2006 Author Share Posted August 28, 2006 Fix: Deathcam: no good for night map or dark areas, need the ability to switch on night vision for the spectator Deathcam overview: Always out of position from the overall map, even the Grin maps are off set in this view and is not a complete view of the map like in MINIMAP Chat box: With death cam? please Map editor: Prop brush Does not save to the massunit.bin any more since 1.21, so you can place grass etc.. and on draft/final render see nothing. Map Editor:PROP "ramirez_husk" causes a crash of game for anyone joining a map containing this prop. The host machine does not crash. http://www.ghostrecon.net/forums/index.php?showtopic=38338 Direct IP & PORT....we still wait to end the lock in with GameSpy !! or is this part of server tools ? viii Viiper, feel free to start an add on post list. This one is for fixing current problems ... added everything you said but direct ip and chat box as it's not a fix but addition. Good posts, keep them coming. remember all only post bugs you can reproduce. how about fixing the weapon selection so I don't have to hit the button three times for it to pick the weapon i want. It happens all the time using either hot keys or the mouse wheel. I pick nade launcher, it immediately switches back to the rifle. I pick smoke, switches back to rifle. More often than not I have to choose everything 3 times for it to stick. I haven't seen that bug... please post.. What mouse are you using? and what keys do you have bound to it? and have you re-bound the keys by setting them to default and back up. I'm sure Grin will need that info. I'm trying to make the list as clear as possible. also anyone else with this issue please elaborate also. I have the hot keys bound to the number keys and one bound to my mouse thumb button. I'm using an mx518. It's not hitting it twice or anything like that. When you push the button to switch the weapons, the animation goes to switching the weapons, just as your new choice should appear the soldier switches back to the previous weapon and you watch that animation. This has happened since the last patch and happens even with default key settings. Good explanation... i'll edit my list # on this to explain. Viiper ... ty on the #14. I think it would work best that way and not allow someone to see something the player can't. Later today or tonight i'll highlight the ones that are said to be fixed when i'm not at work and have more time. Quote Link to comment Share on other sites More sharing options...
}PW{ Postal Posted August 28, 2006 Share Posted August 28, 2006 (edited) For the invisible... it wasn't those dissappearing pipes was it on warehouse (they are transparent until you get to a certain range (middle of west spawn 25 meters toward center from opening)) Can you reproduce it? Dont know if i can reproduse it or not. It seems pretty random. As of it being the pipes...nope...wasnt near them. I was in the 3 story tower..well on the second level in the back. I was as far back as possible with a clean shot at the door and nothing around me except that little building just off to the right. I was a good 2 to 3 feet away from any obsticles ( with the only possible obstacle being that little building). That isnt the first time..just the most recent so i can explain it better. As of the G/L explosion on a wall. Well, seems to me...if your in a hallway...a guy comes up the stairs and you shoot...the G/L round hits the wall behind/right next to the guy...The explosion should kill him. No matter what..the G/L round is explosive so where the heck is the damage zone? On the outside of the wall you just shot? That wouldnt even make sense! Anyways...to me this is a glitch cause i see the explosion...i see the debri...i see the fire but yet no damage is done to the enemy standing inside the flames and debri from the blast. Edited August 28, 2006 by }PW{ Postal Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted August 28, 2006 Author Share Posted August 28, 2006 (edited) For the invisible... it wasn't those dissappearing pipes was it on warehouse (they are transparent until you get to a certain range (middle of west spawn 25 meters toward center from opening)) Can you reproduce it? Dont know if i can reproduse it or not. It seems pretty random. As of it being the pipes...nope...wasnt near them. I was in the 3 story tower..well on the second level in the back. I was as far back as possible with a clean shot at the door and nothing around me except that little building just off to the right. I was a good 2 to 3 feet away from any obsticles ( with the only possible obstacle being that little building). That isnt the first time..just the most recent so i can explain it better. As of the G/L explosion on a wall. Well, seems to me...if your in a hallway...a guy comes up the stairs and you shoot...the G/L round hits the wall behind/right next to the guy...The explosion should kill him. No matter what..the G/L round is explosive so where the heck is the damage zone? On the outside of the wall you just shot? That wouldnt even make sense! Anyways...to me this is a glitch cause i see the explosion...i see the debri...i see the fire but yet no damage is done to the enemy standing inside the flames and debri from the blast. Check that spot on a map please... we noted between 1.16 and 1.21 in echo (domination zone area) they moved the wall (the small half a person height wall.)... is possibly there still an invisible wall there? (just trying to narrow the bug down) Edited August 28, 2006 by ROCOAFZ Quote Link to comment Share on other sites More sharing options...
}PW{ Postal Posted August 28, 2006 Share Posted August 28, 2006 For the invisible... it wasn't those dissappearing pipes was it on warehouse (they are transparent until you get to a certain range (middle of west spawn 25 meters toward center from opening)) Can you reproduce it? Dont know if i can reproduse it or not. It seems pretty random. As of it being the pipes...nope...wasnt near them. I was in the 3 story tower..well on the second level in the back. I was as far back as possible with a clean shot at the door and nothing around me except that little building just off to the right. I was a good 2 to 3 feet away from any obsticles ( with the only possible obstacle being that little building). That isnt the first time..just the most recent so i can explain it better. As of the G/L explosion on a wall. Well, seems to me...if your in a hallway...a guy comes up the stairs and you shoot...the G/L round hits the wall behind/right next to the guy...The explosion should kill him. No matter what..the G/L round is explosive so where the heck is the damage zone? On the outside of the wall you just shot? That wouldnt even make sense! Anyways...to me this is a glitch cause i see the explosion...i see the debri...i see the fire but yet no damage is done to the enemy standing inside the flames and debri from the blast. Check that spot on a map please... we noted between 1.16 and 1.21 in echo (domination zone area) they moved the wall (the small half a person height wall.)... is possibly there still an invisible wall there? (just trying to narrow the bug down) Yeah, i plan on seeing if i can recreate this. I will also fraps it if i can. I know i can reproduce the explosion on a wall not killing someone if need be. Quote Link to comment Share on other sites More sharing options...
IrishStout Posted August 28, 2006 Share Posted August 28, 2006 What about nades bouncing off guys and not going off? Last night I was playing CO-OP. One of the guys dies so I wanted to start the mission over by killing my team member... (no not that team member) the guys tanding beside me... he was maybe 10 feet away.. Shot right at him and bounced off and just layed on the ground? I tried to blow both of us up after that and same thing.. I think he was only 5 feet distance.. was going for 2 for 1? We had no nades left and could no shoot one another... one would be left standing? This is kind of like the bouncing a GL off a building wall .. just bounces with no explosion? Quote Link to comment Share on other sites More sharing options...
viiiper Posted August 28, 2006 Share Posted August 28, 2006 MAP EDITOR: effect_cloud This prop has a property than makes it totally useless When used, GL & Grenades float in what's suppose to be a low cloud effect... Grenades & GL should fire straight through !! please sort...... or remove [and possibly replace]. viii Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted August 28, 2006 Author Share Posted August 28, 2006 What about nades bouncing off guys and not going off? Last night I was playing CO-OP. One of the guys dies so I wanted to start the mission over by killing my team member... (no not that team member) the guys tanding beside me... he was maybe 10 feet away.. Shot right at him and bounced off and just layed on the ground? I tried to blow both of us up after that and same thing.. I think he was only 5 feet distance.. was going for 2 for 1? We had no nades left and could no shoot one another... one would be left standing? This is kind of like the bouncing a GL off a building wall .. just bounces with no explosion? That is by design. I do believe the real model does the same. It's so you don't accidently kill yourself in real life. They won't explode unless over 10 meters i do believe. Also i have though killed people by hitting them with the shell as i do believe it can hurt them, just not as bad as an explosion. Quote Link to comment Share on other sites More sharing options...
RAbbi_74 Posted August 28, 2006 Share Posted August 28, 2006 Right you are, ROCO. They've got to travel a certain distance after firing before they can go off. Not sure how that's fused. An old favorite joke at the range is to tell some n00B that they go off after they spin X number of times, say 3. Then drop a couple on the ground all accidental-like and yell, "COVEERRRR!!!!!!!!!!!!!!!!" Of course, we can't get away with that these days. It's a different Army. But yeah, the short-range-no-go-boom GL 'nades are realistic that way, whereas in [GR] you could just pop one between your toes and go nite-nite. So that's where that body awareness comes in, and being able to figure out on the fly how far away that nade needs to hit to go off at all. Might have to aim a little past the guy to get it to blow, but at least that way he SHOULD shield you from any fragments. Or you can jut pop him in the toe and watch him hop around on one foot for the next ten seconds, cursing like a sailor with a ... well... a stubbed toe..... Quote Link to comment Share on other sites More sharing options...
Peace Posted August 28, 2006 Share Posted August 28, 2006 Yeah, i plan on seeing if i can recreate this. I will also fraps it if i can. I know i can reproduce the explosion on a wall not killing someone if need be. That is an issue with the netcode (the nade-wall not killing enemy). I know GRiN_Stickan is aware of that and on top of the issue. I think it became better after 1.21, but the problem may still occur. Quote Link to comment Share on other sites More sharing options...
wck~3M Posted August 29, 2006 Share Posted August 29, 2006 Stickan, feel free to past the entire readme from the new patch It's not set in stone yet, the notes will be released in due time. any chance you can address the logitech setpoint conflict that causes mouse button 2 not to work in either the game or the editor? Quote Link to comment Share on other sites More sharing options...
feld Posted August 29, 2006 Share Posted August 29, 2006 What about nades bouncing off guys and not going off? Last night I was playing CO-OP. One of the guys dies so I wanted to start the mission over by killing my team member... (no not that team member) the guys tanding beside me... he was maybe 10 feet away.. Shot right at him and bounced off and just layed on the ground? I tried to blow both of us up after that and same thing.. I think he was only 5 feet distance.. was going for 2 for 1? We had no nades left and could no shoot one another... one would be left standing? This is kind of like the bouncing a GL off a building wall .. just bounces with no explosion? That is by design. I do believe the real model does the same. It's so you don't accidently kill yourself in real life. They won't explode unless over 10 meters i do believe. Also i have though killed people by hitting them with the shell as i do believe it can hurt them, just not as bad as an explosion. Real life M203's require 9 or 11 rotations before they're armed. I can't remember the # for sure. Anyway, it turns out to be ~30 meters. Quote Link to comment Share on other sites More sharing options...
Bota:16 Posted August 29, 2006 Share Posted August 29, 2006 Real life M203's require 9 or 11 rotations before they're armed. I can't remember the # for sure. Anyway, it turns out to be ~30 meters. That would be a great balancer for the GL's in GRAW if that would be implemented. I know there is a small distance taht has to be covered before they explode but it's not very far. The biggest bugs I've seen are the running in place and being shot by a guy that seems to have never stopped running to pull his weapon up. Also on wharehouse the girders that are in about the middle of the map (in between Alpha and Charlie zone) the collision on it is quite a bit bigger than the girders themselves. If stand on the north side of them and look towards the west at the entrance to the Warehouse and shoot a GL it will bouce way to teh right. Same with bullets they don't seem to be going through the collision. Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted August 29, 2006 Author Share Posted August 29, 2006 -Athenian' date='Aug 29 2006, 01:07 AM' post='413465'] Real life M203's require 9 or 11 rotations before they're armed. I can't remember the # for sure. Anyway, it turns out to be ~30 meters. That would be a great balancer for the GL's in GRAW if that would be implemented. I know there is a small distance taht has to be covered before they explode but it's not very far. The biggest bugs I've seen are the running in place and being shot by a guy that seems to have never stopped running to pull his weapon up. Also on wharehouse the girders that are in about the middle of the map (in between Alpha and Charlie zone) the collision on it is quite a bit bigger than the girders themselves. If stand on the north side of them and look towards the west at the entrance to the Warehouse and shoot a GL it will bouce way to teh right. Same with bullets they don't seem to be going through the collision. I would say double the current amount of distance for exploding GL, but let the shell kill if it directly hits someone, just no radius as no explosion, only as an impact kill Quote Link to comment Share on other sites More sharing options...
Forrester Posted August 29, 2006 Share Posted August 29, 2006 Couple of things: The aim postition in prone is still not good enough (feels unrealistic) I am lying slightly up hill (what real soldiers do too) watch over the hill, but can't aim well, same if you are lying on top of a building. I would like the sound of shots going near by, and footsteps a bit louder, sometimes I can't hear myself fire my weapon. (may be my lack of soundcard?) In the domination mode the call out when you capture a zone is so loud everything else is not noticeable, I heard you could change that setting, but I havend found out how (without tweaking xml please, i want to keep the game original.) server stability.... is a serious problem, amybe there should be restrictions automatically set when you have a bad upload as host of a game? and last but not least (not a bug, but a strong wish) a way to activate and de-activate mods In-game without moving files, and a way to disable mods from the server (so you can make sure everyone has the same possibillities) Keep up the good work Roco and GRIN Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted August 29, 2006 Author Share Posted August 29, 2006 Couple of things: The aim postition in prone is still not good enough (feels unrealistic) I am lying slightly up hill (what real soldiers do too) watch over the hill, but can't aim well, same if you are lying on top of a building. I would like the sound of shots going near by, and footsteps a bit louder, sometimes I can't hear myself fire my weapon. (may be my lack of soundcard?) In the domination mode the call out when you capture a zone is so loud everything else is not noticeable, I heard you could change that setting, but I havend found out how (without tweaking xml please, i want to keep the game original.) server stability.... is a serious problem, amybe there should be restrictions automatically set when you have a bad upload as host of a game? and last but not least (not a bug, but a strong wish) a way to activate and de-activate mods In-game without moving files, and a way to disable mods from the server (so you can make sure everyone has the same possibillities) Keep up the good work Roco and GRIN Aim postion i doubt can be tweaked much more do to terrain, although Grin can correct me if i'm wrong. For domination mode, go to the game tab and uincheck voice quotes. Also try the master volume control and under advanced in the sound settings the snd fx volume control. The last 2 may come with the dedicated files and are features that we may see. This post is for current bugs not add-ons. More or less what we need fixed, not what we would like as we may be getting it. Quote Link to comment Share on other sites More sharing options...
Forrester Posted August 29, 2006 Share Posted August 29, 2006 Couple of things: The aim postition in prone is still not good enough (feels unrealistic) I am lying slightly up hill (what real soldiers do too) watch over the hill, but can't aim well, same if you are lying on top of a building. I would like the sound of shots going near by, and footsteps a bit louder, sometimes I can't hear myself fire my weapon. (may be my lack of soundcard?) In the domination mode the call out when you capture a zone is so loud everything else is not noticeable, I heard you could change that setting, but I havend found out how (without tweaking xml please, i want to keep the game original.) server stability.... is a serious problem, amybe there should be restrictions automatically set when you have a bad upload as host of a game? and last but not least (not a bug, but a strong wish) a way to activate and de-activate mods In-game without moving files, and a way to disable mods from the server (so you can make sure everyone has the same possibillities) Keep up the good work Roco and GRIN Aim postion i doubt can be tweaked much more do to terrain, although Grin can correct me if i'm wrong. For domination mode, go to the game tab and uincheck voice quotes. Also try the master volume control and under advanced in the sound settings the snd fx volume control. The last 2 may come with the dedicated files and are features that we may see. This post is for current bugs not add-ons. More or less what we need fixed, not what we would like as we may be getting it. the problem is I can't use advanced sound settings since I have sound on board, voice quotes is not selecteable. I've heard one could change volume settings on that, but I guess I really want to have a soundcard to be able to use that feature (will try using the soundcard in my "old"rig) The aim downward is still not stable/realistic, I really hope GRIN can fix it (wonder how the weapon awareness works, it doesn't feel realistic yet) Quote Link to comment Share on other sites More sharing options...
TedSmith Posted August 29, 2006 Share Posted August 29, 2006 the problem is I can't use advanced sound settings since I have sound on board, voice quotes is not selecteable. I've heard one could change volume settings on that, but I guess I really want to have a soundcard to be able to use that feature (will try using the soundcard in my "old"rig) Read again. It's in GAME settings, not advanced sound. Go to the GAME tab in the settings menu. Quote Link to comment Share on other sites More sharing options...
Forrester Posted August 29, 2006 Share Posted August 29, 2006 the problem is I can't use advanced sound settings since I have sound on board, voice quotes is not selecteable. I've heard one could change volume settings on that, but I guess I really want to have a soundcard to be able to use that feature (will try using the soundcard in my "old"rig) Read again. It's in GAME settings, not advanced sound. Go to the GAME tab in the settings menu. awh Ok so I can turn them off, but volume settings change would be better? (I am also struggling with teamspeak too loud/not loud enough, though teamspeak works nice especially with teamspeakoverlay!) Quote Link to comment Share on other sites More sharing options...
ROCO*AFZ* Posted August 29, 2006 Author Share Posted August 29, 2006 the problem is I can't use advanced sound settings since I have sound on board, voice quotes is not selecteable. I've heard one could change volume settings on that, but I guess I really want to have a soundcard to be able to use that feature (will try using the soundcard in my "old"rig) Read again. It's in GAME settings, not advanced sound. Go to the GAME tab in the settings menu. To shut them off ... correct game tab, unchec voice quotes. (1st tab that you start in when you enter the options) Quote Link to comment Share on other sites More sharing options...
Phlookian Posted August 29, 2006 Share Posted August 29, 2006 One thing that I'm pretty sure happens (not sure if it's all the time though): SP, when restocking from the helo/ supply drop: If you pick the same weapon for a player/ AI as is already issued The loaded clip in the weapon doesn't get restocked That's OK (ish) for most weapons but when it's for the SAW not so funny as the box magazine = 1 x clip = no resupply It has happened but I can't swear to the regularity Quote Link to comment Share on other sites More sharing options...
IrishStout Posted August 30, 2006 Share Posted August 30, 2006 Thanks for the info on the Nade launcher.. I was not aware of that.. What about the fact that there is no scroll bar for the chat window.. it would be great to scroll through some history.. incase you miss something... also viewing the chat box in DeathCam is almost a must... Quote Link to comment Share on other sites More sharing options...
Bota:16 Posted August 30, 2006 Share Posted August 30, 2006 (edited) Once again this is for small bugs that need to be brought to light not addons. Bug= something that happens that isn't what the game was designed to do. Edited August 30, 2006 by [99]-Athenian Quote Link to comment Share on other sites More sharing options...
BOTA:X Posted August 30, 2006 Share Posted August 30, 2006 Not a minor bug, but more of a material issue: Bullets shoot from the eye line. If someone's gun is below a wall but they can see over it, they can shoot you. Sometimes it feels like I'm getting killed by Cyclops from Xmen when I can only see someone's face but not their gun. Quote Link to comment Share on other sites More sharing options...
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