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SgtHatred

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  1. Like
    SgtHatred reacted to Holien in How Hot is Ukraine Gonna Get?   
    Didn't take long...
    The Alt Right mob in town.
    This thread is about Russian invasion of Ukraine any chance of keeping it that way? 
  2. Like
    SgtHatred reacted to HUSKER2142 in How Hot is Ukraine Gonna Get?   
    I am ashamed of my government. 
  3. Upvote
    SgtHatred reacted to danfrodo in FORECAST SERIES: Putin’s Likely Course of Action in Ukraine   
    DBSAPP:  Yes, Ukraine, backed by NATO, is going to attack Russia.  Do you even hear yourself?  I've been avoiding this but that is so F-ing stupid it's unbelievable.  How can there be 'discussion' when someone lives in a fantasy world?  Are you so brainwashed that you think Ukraine is going to attack Russia -- it's suicide!   How can that make sense to anyone?
    What other fun, totally ridiculous conspiracy nonsense do you have?  This one has gotten kinda stale and I am looking for some entertainment.
  4. Like
    SgtHatred got a reaction from Vacillator in Combat Mission Cold War & the future of the Game Series   
    The technical parts of that interview were very painful to listen to. Windows has been running on ARM chips for a decade, but you are unlikely to see them go mainstream anytime soon. CM does in fact run in some virtual environments and no, the 15 year old OpenGL implementation is very unlikely to be the reason why it would not run in others. CM2x is not hardware intensive to run, which is why you won't see a performance improvement from a 2014 era to a 2022 era enthusiast grade PC. CM2x just isn't very efficient and can't use all the resources it has available to it. The interviewer explaining how he discovered power states on laptops was pretty funny.
  5. Like
    SgtHatred got a reaction from Fizou in Black Sea v2.16 is now available!   
    Hopefully future patches won't take so long. The delay was pretty absurd given how simple the process is.
  6. Upvote
    SgtHatred got a reaction from zmoney in Black Sea v2.16 is now available!   
    Hopefully future patches won't take so long. The delay was pretty absurd given how simple the process is.
  7. Upvote
    SgtHatred got a reaction from Bufo in Black Sea v2.16 is now available!   
    Hopefully future patches won't take so long. The delay was pretty absurd given how simple the process is.
  8. Like
    SgtHatred got a reaction from zahar00 in Bug/glitch thread   
    Ran into a crash bug in TCP/IP turn based mode. Play the game, save the game, and attempt to reload the game. The reloaded game plays for maybe 30 seconds before crashing. Attempting to save again after reloading causes an immediate crash. I save every turn, and it turns out that every save with that particular game causes the same crash upon load. Of the 8 or so TCP/IP turn based games I've played, this has happened with 2 of them. I've passed the save games around to others who ran into the same crash upon loading the save. It seems the save is corrupted, and every save during that game is corrupted. Attempting to load the broken save file also appears to create a bunch of .tmp files in the Cold War user directory, but that may be unrelated.
     
    After this happened for the 2nd time we ran a couple of tests using the last map we played on (Town-Water (1504 x 1008) 152 Attack.btt) and found that if we both loaded with just forward observer sections, we could play a turn, save and reload and keep playing without difficulty, but if we used the same forces from the real game, (BTR force with Shturm and Shilka defending vs a US Mixed Mech force ) playing a single turn, saving and reloading causes the crash. Maybe a specific unit is causing the crash? Haven't narrowed it down yet.
     
    Been playing a lot of every CMx2 game in tcp/ip turn-based this year, this is the first time I've seen this, seems related only to Cold War.
     
    tldr; TCP/IP turn-based games sometimes corrupt every save made so they can be reloaded, but cannot be played for even 1 turn before a CTD.
    The savegames :
    https://1drv.ms/u/s!Amy6LKaJeToDgplZWb7COg2MRhIwvw?e=NXN1aE
    https://1drv.ms/u/s!Amy6LKaJeToDgplY-pfznaaqKBnyAQ?e=aPFfHi
  9. Upvote
    SgtHatred got a reaction from Panzerpanic in Does anyone think that the Dragon ATGMs in 1979 scenarios are too powerful?   
    One thing with dragons, and really any missile in CM games, is how easily tracks are damaged or destroyed from turret hits. I'm not an expert, so maybe that is completely reasonable, but it seems to me that with a missile impact on the turret, the hull of the tank would protect the tracks from feeling the effects of the missile impact. I've had several T64/T80 forces disabled by multiple Dragon hits on the turret breaking their tracks.
  10. Upvote
    SgtHatred got a reaction from c3k in Bug/glitch thread   
    Excellent. It is by far the most serious bug I've encountered in CMx2 for the last couple years. While you are running this up the flagpole, I figure I will mention a few other multiplayer bugs I've encountered in Cold War, but they are not limited to Cold War.
    1) Sometimes weapons get duplicated for the Client player. I used to think this was a result of reloading, but I have noticed it happen without reloading the game. I'm not sure what gameplay effect this has, but it producing some interesting visuals. Heavy weapons teams are most common, like double Dragon men, but I've seen men with extra LMGs or rifles. It seems pretty random.

    https://i.imgur.com/TSPnXGg.jpg
    https://i.imgur.com/nwhTjwP.jpg
     
    In the first 2 images, you can see Double Dragon men. At no point did either man have an opportunity to pick up the extra dragon, nor should they even if the opportunity presents itself. The last one is from Italy, which is a little off topic, but it's the same deal. Men with extra weapons for no reason. In the Dragon examples above, they lose their small arms.
    2) If the Client player is defending and places mines, the mines will sometimes not have a game effect or be present for the Host player unless the game is reloaded. This one seems random and related to map size, with larger maps being more likely to have this happen. Other fortifications don't seem to have this problem. Save/Reload fixes this. I've reloaded the game to find large chunks of my force inside a minefield, which is painful. We now have a policy to save/reload after the first turn is played if a defending player has brought any mines.
    3) If the Host player is the defender and places any fortifications, like mines, trenches, barbed wire, or anything of the sort, the Client player cannot see them but they do have a game effect (units struggle to pass trenches and drive around obstacles.) Mines however do not have an effect until the game is reloaded. The video below shows this. Saving and reloading seems to correct this.
    4) You can also see in the video above that during turn playback a player (Host or Client) is able to cheat by grabbing and moving waypoints, when players are not supposed to be able to issue orders. This can be solved with a gentleman's agreement, but it should not be possible.
    5) Bunkers placed by the Client player seem to have random elevation issues when the game is started. The Client player places a bunker, and it looks normal, but when the game starts after deployment phase suddenly the bunker has sunk into the earth.

    https://i.imgur.com/3UQJEmv.jpg
    Not as bad as when Trenches would fly or sink to hell but it can be frustrating after spending 45 minutes in a deployment to hit the start button and see your bunker sink to the point that it no longer has line of sight to the ground just in front.
    6) Hills-Rough (1200 x 1424) 101 Attack.btt suffers from the same texture bug it had when Black Sea first launched. Many buildings are missing sides. Not only are textures missing, but you can see right through them.

    7) Bridges with central supports seem to be impassible by vehicles in multiplayer turn based mode. An example of these bridges from Town-Water (1504 x 1008) 152 Attack.btt can illustrate.
     
     
    In singleplayer, this bridge is not a problem. No obstacles were placed on the bridge.
    8 This one is not multiplayer specific, but if you play singleplayer realtime or multiplayer turnbased you'll notice that possible contacts bouncing and blinking, an effect that does not seem to happen during a WEGO singleplayer game.
     
    It's not game breaking, but it can be distracting.
     
    9) During Map Preview, in turn-based multiplayer, the Client player is bombarded with the game Pause sound from realtime mode if he and the Host player are both using Map Preview. Not a game buster, but it is loud and annoying and forces the player to turn off sound until game start. The sounds then play aggressively for several seconds as if they've been queued up, but then they go away. 
     
    10) This one is more of an AI issue, but I have noticed repeatedly that when the Dragon AT guy is tasked as part of an assault team entering a building, he will enter the building with the Dragon in hand. I admire his willingness to try and use the Dragon for room to room fighting, but I think he'd be better off with his M16.
    11) Despite being unsupported, you can set reinforce groups for Quickbattle units in the quickbattle setup screen using the 1-5 keys. They all appear at the 5 minute mark but are not bound by quickbattle setup zones, so they can appear in some pretty exciting places.
    Again, the simple solution to this would be to just not do it, but it shouldn't be doable.
    12) This one I can't replicate and only happened once, but we had a Client player with a Strela team spawn without ammunition. Not sure why that would be. Other teams on the map had their ammo.
    13) If a Dragon attempts to fire at a tank while it is charging the Dragon's position, the team will fire the missile even if the tank is only a few meters away, and the missile will wrap around the turret of the tank and fly off into the ground somewhere. I don't think this one is multiplayer specific, but I have only really played multiplayer. I would expect that if a tank enters minimum range the team would not fire at the tank. Maybe this is expected behaviour and the way it is shown is just funky? I didn't get a video of this one unfortunately.
    I've been meaning to write this up for a while, myself and several of my friends have played an absurd amount of CMx2 multiplayer through the pandemic, and Cold War is the best yet, so it has finally convinced me to get off my ass and do it. The save/load crash bug is by far the most important, as most of these other ones can be worked around or laughed off, but it would be nice for some of these bugs to see some care and attention.
    If you need any elaboration or save games I can probably provide.
    Despite these issues, CMCW kicks a lot of ass.
  11. Like
    SgtHatred got a reaction from Bulletpoint in Bug/glitch thread   
    Excellent. It is by far the most serious bug I've encountered in CMx2 for the last couple years. While you are running this up the flagpole, I figure I will mention a few other multiplayer bugs I've encountered in Cold War, but they are not limited to Cold War.
    1) Sometimes weapons get duplicated for the Client player. I used to think this was a result of reloading, but I have noticed it happen without reloading the game. I'm not sure what gameplay effect this has, but it producing some interesting visuals. Heavy weapons teams are most common, like double Dragon men, but I've seen men with extra LMGs or rifles. It seems pretty random.

    https://i.imgur.com/TSPnXGg.jpg
    https://i.imgur.com/nwhTjwP.jpg
     
    In the first 2 images, you can see Double Dragon men. At no point did either man have an opportunity to pick up the extra dragon, nor should they even if the opportunity presents itself. The last one is from Italy, which is a little off topic, but it's the same deal. Men with extra weapons for no reason. In the Dragon examples above, they lose their small arms.
    2) If the Client player is defending and places mines, the mines will sometimes not have a game effect or be present for the Host player unless the game is reloaded. This one seems random and related to map size, with larger maps being more likely to have this happen. Other fortifications don't seem to have this problem. Save/Reload fixes this. I've reloaded the game to find large chunks of my force inside a minefield, which is painful. We now have a policy to save/reload after the first turn is played if a defending player has brought any mines.
    3) If the Host player is the defender and places any fortifications, like mines, trenches, barbed wire, or anything of the sort, the Client player cannot see them but they do have a game effect (units struggle to pass trenches and drive around obstacles.) Mines however do not have an effect until the game is reloaded. The video below shows this. Saving and reloading seems to correct this.
    4) You can also see in the video above that during turn playback a player (Host or Client) is able to cheat by grabbing and moving waypoints, when players are not supposed to be able to issue orders. This can be solved with a gentleman's agreement, but it should not be possible.
    5) Bunkers placed by the Client player seem to have random elevation issues when the game is started. The Client player places a bunker, and it looks normal, but when the game starts after deployment phase suddenly the bunker has sunk into the earth.

    https://i.imgur.com/3UQJEmv.jpg
    Not as bad as when Trenches would fly or sink to hell but it can be frustrating after spending 45 minutes in a deployment to hit the start button and see your bunker sink to the point that it no longer has line of sight to the ground just in front.
    6) Hills-Rough (1200 x 1424) 101 Attack.btt suffers from the same texture bug it had when Black Sea first launched. Many buildings are missing sides. Not only are textures missing, but you can see right through them.

    7) Bridges with central supports seem to be impassible by vehicles in multiplayer turn based mode. An example of these bridges from Town-Water (1504 x 1008) 152 Attack.btt can illustrate.
     
     
    In singleplayer, this bridge is not a problem. No obstacles were placed on the bridge.
    8 This one is not multiplayer specific, but if you play singleplayer realtime or multiplayer turnbased you'll notice that possible contacts bouncing and blinking, an effect that does not seem to happen during a WEGO singleplayer game.
     
    It's not game breaking, but it can be distracting.
     
    9) During Map Preview, in turn-based multiplayer, the Client player is bombarded with the game Pause sound from realtime mode if he and the Host player are both using Map Preview. Not a game buster, but it is loud and annoying and forces the player to turn off sound until game start. The sounds then play aggressively for several seconds as if they've been queued up, but then they go away. 
     
    10) This one is more of an AI issue, but I have noticed repeatedly that when the Dragon AT guy is tasked as part of an assault team entering a building, he will enter the building with the Dragon in hand. I admire his willingness to try and use the Dragon for room to room fighting, but I think he'd be better off with his M16.
    11) Despite being unsupported, you can set reinforce groups for Quickbattle units in the quickbattle setup screen using the 1-5 keys. They all appear at the 5 minute mark but are not bound by quickbattle setup zones, so they can appear in some pretty exciting places.
    Again, the simple solution to this would be to just not do it, but it shouldn't be doable.
    12) This one I can't replicate and only happened once, but we had a Client player with a Strela team spawn without ammunition. Not sure why that would be. Other teams on the map had their ammo.
    13) If a Dragon attempts to fire at a tank while it is charging the Dragon's position, the team will fire the missile even if the tank is only a few meters away, and the missile will wrap around the turret of the tank and fly off into the ground somewhere. I don't think this one is multiplayer specific, but I have only really played multiplayer. I would expect that if a tank enters minimum range the team would not fire at the tank. Maybe this is expected behaviour and the way it is shown is just funky? I didn't get a video of this one unfortunately.
    I've been meaning to write this up for a while, myself and several of my friends have played an absurd amount of CMx2 multiplayer through the pandemic, and Cold War is the best yet, so it has finally convinced me to get off my ass and do it. The save/load crash bug is by far the most important, as most of these other ones can be worked around or laughed off, but it would be nice for some of these bugs to see some care and attention.
    If you need any elaboration or save games I can probably provide.
    Despite these issues, CMCW kicks a lot of ass.
  12. Upvote
    SgtHatred got a reaction from CraftyLJ in Bug/glitch thread   
    Excellent. It is by far the most serious bug I've encountered in CMx2 for the last couple years. While you are running this up the flagpole, I figure I will mention a few other multiplayer bugs I've encountered in Cold War, but they are not limited to Cold War.
    1) Sometimes weapons get duplicated for the Client player. I used to think this was a result of reloading, but I have noticed it happen without reloading the game. I'm not sure what gameplay effect this has, but it producing some interesting visuals. Heavy weapons teams are most common, like double Dragon men, but I've seen men with extra LMGs or rifles. It seems pretty random.

    https://i.imgur.com/TSPnXGg.jpg
    https://i.imgur.com/nwhTjwP.jpg
     
    In the first 2 images, you can see Double Dragon men. At no point did either man have an opportunity to pick up the extra dragon, nor should they even if the opportunity presents itself. The last one is from Italy, which is a little off topic, but it's the same deal. Men with extra weapons for no reason. In the Dragon examples above, they lose their small arms.
    2) If the Client player is defending and places mines, the mines will sometimes not have a game effect or be present for the Host player unless the game is reloaded. This one seems random and related to map size, with larger maps being more likely to have this happen. Other fortifications don't seem to have this problem. Save/Reload fixes this. I've reloaded the game to find large chunks of my force inside a minefield, which is painful. We now have a policy to save/reload after the first turn is played if a defending player has brought any mines.
    3) If the Host player is the defender and places any fortifications, like mines, trenches, barbed wire, or anything of the sort, the Client player cannot see them but they do have a game effect (units struggle to pass trenches and drive around obstacles.) Mines however do not have an effect until the game is reloaded. The video below shows this. Saving and reloading seems to correct this.
    4) You can also see in the video above that during turn playback a player (Host or Client) is able to cheat by grabbing and moving waypoints, when players are not supposed to be able to issue orders. This can be solved with a gentleman's agreement, but it should not be possible.
    5) Bunkers placed by the Client player seem to have random elevation issues when the game is started. The Client player places a bunker, and it looks normal, but when the game starts after deployment phase suddenly the bunker has sunk into the earth.

    https://i.imgur.com/3UQJEmv.jpg
    Not as bad as when Trenches would fly or sink to hell but it can be frustrating after spending 45 minutes in a deployment to hit the start button and see your bunker sink to the point that it no longer has line of sight to the ground just in front.
    6) Hills-Rough (1200 x 1424) 101 Attack.btt suffers from the same texture bug it had when Black Sea first launched. Many buildings are missing sides. Not only are textures missing, but you can see right through them.

    7) Bridges with central supports seem to be impassible by vehicles in multiplayer turn based mode. An example of these bridges from Town-Water (1504 x 1008) 152 Attack.btt can illustrate.
     
     
    In singleplayer, this bridge is not a problem. No obstacles were placed on the bridge.
    8 This one is not multiplayer specific, but if you play singleplayer realtime or multiplayer turnbased you'll notice that possible contacts bouncing and blinking, an effect that does not seem to happen during a WEGO singleplayer game.
     
    It's not game breaking, but it can be distracting.
     
    9) During Map Preview, in turn-based multiplayer, the Client player is bombarded with the game Pause sound from realtime mode if he and the Host player are both using Map Preview. Not a game buster, but it is loud and annoying and forces the player to turn off sound until game start. The sounds then play aggressively for several seconds as if they've been queued up, but then they go away. 
     
    10) This one is more of an AI issue, but I have noticed repeatedly that when the Dragon AT guy is tasked as part of an assault team entering a building, he will enter the building with the Dragon in hand. I admire his willingness to try and use the Dragon for room to room fighting, but I think he'd be better off with his M16.
    11) Despite being unsupported, you can set reinforce groups for Quickbattle units in the quickbattle setup screen using the 1-5 keys. They all appear at the 5 minute mark but are not bound by quickbattle setup zones, so they can appear in some pretty exciting places.
    Again, the simple solution to this would be to just not do it, but it shouldn't be doable.
    12) This one I can't replicate and only happened once, but we had a Client player with a Strela team spawn without ammunition. Not sure why that would be. Other teams on the map had their ammo.
    13) If a Dragon attempts to fire at a tank while it is charging the Dragon's position, the team will fire the missile even if the tank is only a few meters away, and the missile will wrap around the turret of the tank and fly off into the ground somewhere. I don't think this one is multiplayer specific, but I have only really played multiplayer. I would expect that if a tank enters minimum range the team would not fire at the tank. Maybe this is expected behaviour and the way it is shown is just funky? I didn't get a video of this one unfortunately.
    I've been meaning to write this up for a while, myself and several of my friends have played an absurd amount of CMx2 multiplayer through the pandemic, and Cold War is the best yet, so it has finally convinced me to get off my ass and do it. The save/load crash bug is by far the most important, as most of these other ones can be worked around or laughed off, but it would be nice for some of these bugs to see some care and attention.
    If you need any elaboration or save games I can probably provide.
    Despite these issues, CMCW kicks a lot of ass.
  13. Like
    SgtHatred got a reaction from danzig5 in Bug/glitch thread   
    Excellent. It is by far the most serious bug I've encountered in CMx2 for the last couple years. While you are running this up the flagpole, I figure I will mention a few other multiplayer bugs I've encountered in Cold War, but they are not limited to Cold War.
    1) Sometimes weapons get duplicated for the Client player. I used to think this was a result of reloading, but I have noticed it happen without reloading the game. I'm not sure what gameplay effect this has, but it producing some interesting visuals. Heavy weapons teams are most common, like double Dragon men, but I've seen men with extra LMGs or rifles. It seems pretty random.

    https://i.imgur.com/TSPnXGg.jpg
    https://i.imgur.com/nwhTjwP.jpg
     
    In the first 2 images, you can see Double Dragon men. At no point did either man have an opportunity to pick up the extra dragon, nor should they even if the opportunity presents itself. The last one is from Italy, which is a little off topic, but it's the same deal. Men with extra weapons for no reason. In the Dragon examples above, they lose their small arms.
    2) If the Client player is defending and places mines, the mines will sometimes not have a game effect or be present for the Host player unless the game is reloaded. This one seems random and related to map size, with larger maps being more likely to have this happen. Other fortifications don't seem to have this problem. Save/Reload fixes this. I've reloaded the game to find large chunks of my force inside a minefield, which is painful. We now have a policy to save/reload after the first turn is played if a defending player has brought any mines.
    3) If the Host player is the defender and places any fortifications, like mines, trenches, barbed wire, or anything of the sort, the Client player cannot see them but they do have a game effect (units struggle to pass trenches and drive around obstacles.) Mines however do not have an effect until the game is reloaded. The video below shows this. Saving and reloading seems to correct this.
    4) You can also see in the video above that during turn playback a player (Host or Client) is able to cheat by grabbing and moving waypoints, when players are not supposed to be able to issue orders. This can be solved with a gentleman's agreement, but it should not be possible.
    5) Bunkers placed by the Client player seem to have random elevation issues when the game is started. The Client player places a bunker, and it looks normal, but when the game starts after deployment phase suddenly the bunker has sunk into the earth.

    https://i.imgur.com/3UQJEmv.jpg
    Not as bad as when Trenches would fly or sink to hell but it can be frustrating after spending 45 minutes in a deployment to hit the start button and see your bunker sink to the point that it no longer has line of sight to the ground just in front.
    6) Hills-Rough (1200 x 1424) 101 Attack.btt suffers from the same texture bug it had when Black Sea first launched. Many buildings are missing sides. Not only are textures missing, but you can see right through them.

    7) Bridges with central supports seem to be impassible by vehicles in multiplayer turn based mode. An example of these bridges from Town-Water (1504 x 1008) 152 Attack.btt can illustrate.
     
     
    In singleplayer, this bridge is not a problem. No obstacles were placed on the bridge.
    8 This one is not multiplayer specific, but if you play singleplayer realtime or multiplayer turnbased you'll notice that possible contacts bouncing and blinking, an effect that does not seem to happen during a WEGO singleplayer game.
     
    It's not game breaking, but it can be distracting.
     
    9) During Map Preview, in turn-based multiplayer, the Client player is bombarded with the game Pause sound from realtime mode if he and the Host player are both using Map Preview. Not a game buster, but it is loud and annoying and forces the player to turn off sound until game start. The sounds then play aggressively for several seconds as if they've been queued up, but then they go away. 
     
    10) This one is more of an AI issue, but I have noticed repeatedly that when the Dragon AT guy is tasked as part of an assault team entering a building, he will enter the building with the Dragon in hand. I admire his willingness to try and use the Dragon for room to room fighting, but I think he'd be better off with his M16.
    11) Despite being unsupported, you can set reinforce groups for Quickbattle units in the quickbattle setup screen using the 1-5 keys. They all appear at the 5 minute mark but are not bound by quickbattle setup zones, so they can appear in some pretty exciting places.
    Again, the simple solution to this would be to just not do it, but it shouldn't be doable.
    12) This one I can't replicate and only happened once, but we had a Client player with a Strela team spawn without ammunition. Not sure why that would be. Other teams on the map had their ammo.
    13) If a Dragon attempts to fire at a tank while it is charging the Dragon's position, the team will fire the missile even if the tank is only a few meters away, and the missile will wrap around the turret of the tank and fly off into the ground somewhere. I don't think this one is multiplayer specific, but I have only really played multiplayer. I would expect that if a tank enters minimum range the team would not fire at the tank. Maybe this is expected behaviour and the way it is shown is just funky? I didn't get a video of this one unfortunately.
    I've been meaning to write this up for a while, myself and several of my friends have played an absurd amount of CMx2 multiplayer through the pandemic, and Cold War is the best yet, so it has finally convinced me to get off my ass and do it. The save/load crash bug is by far the most important, as most of these other ones can be worked around or laughed off, but it would be nice for some of these bugs to see some care and attention.
    If you need any elaboration or save games I can probably provide.
    Despite these issues, CMCW kicks a lot of ass.
  14. Like
    SgtHatred reacted to LukeFF in Panther G vs. IS-2   
    That is 100% false. Please don't share misinformation about the game, because it just ends up confusing people.
  15. Like
    SgtHatred reacted to Bulletpoint in Panther G vs. IS-2   
    If you're guessing at how the game works, please say "I guess" or "I think". I've never seen anything to indicate morale states affect ammo selection.
    Secondly, the screenshots clearly show AP was fired all three times- at least the AP ammo count goes down from 14 to 13 to 12.
  16. Upvote
    SgtHatred got a reaction from HerrTom in Bug/glitch thread   
    Excellent. It is by far the most serious bug I've encountered in CMx2 for the last couple years. While you are running this up the flagpole, I figure I will mention a few other multiplayer bugs I've encountered in Cold War, but they are not limited to Cold War.
    1) Sometimes weapons get duplicated for the Client player. I used to think this was a result of reloading, but I have noticed it happen without reloading the game. I'm not sure what gameplay effect this has, but it producing some interesting visuals. Heavy weapons teams are most common, like double Dragon men, but I've seen men with extra LMGs or rifles. It seems pretty random.

    https://i.imgur.com/TSPnXGg.jpg
    https://i.imgur.com/nwhTjwP.jpg
     
    In the first 2 images, you can see Double Dragon men. At no point did either man have an opportunity to pick up the extra dragon, nor should they even if the opportunity presents itself. The last one is from Italy, which is a little off topic, but it's the same deal. Men with extra weapons for no reason. In the Dragon examples above, they lose their small arms.
    2) If the Client player is defending and places mines, the mines will sometimes not have a game effect or be present for the Host player unless the game is reloaded. This one seems random and related to map size, with larger maps being more likely to have this happen. Other fortifications don't seem to have this problem. Save/Reload fixes this. I've reloaded the game to find large chunks of my force inside a minefield, which is painful. We now have a policy to save/reload after the first turn is played if a defending player has brought any mines.
    3) If the Host player is the defender and places any fortifications, like mines, trenches, barbed wire, or anything of the sort, the Client player cannot see them but they do have a game effect (units struggle to pass trenches and drive around obstacles.) Mines however do not have an effect until the game is reloaded. The video below shows this. Saving and reloading seems to correct this.
    4) You can also see in the video above that during turn playback a player (Host or Client) is able to cheat by grabbing and moving waypoints, when players are not supposed to be able to issue orders. This can be solved with a gentleman's agreement, but it should not be possible.
    5) Bunkers placed by the Client player seem to have random elevation issues when the game is started. The Client player places a bunker, and it looks normal, but when the game starts after deployment phase suddenly the bunker has sunk into the earth.

    https://i.imgur.com/3UQJEmv.jpg
    Not as bad as when Trenches would fly or sink to hell but it can be frustrating after spending 45 minutes in a deployment to hit the start button and see your bunker sink to the point that it no longer has line of sight to the ground just in front.
    6) Hills-Rough (1200 x 1424) 101 Attack.btt suffers from the same texture bug it had when Black Sea first launched. Many buildings are missing sides. Not only are textures missing, but you can see right through them.

    7) Bridges with central supports seem to be impassible by vehicles in multiplayer turn based mode. An example of these bridges from Town-Water (1504 x 1008) 152 Attack.btt can illustrate.
     
     
    In singleplayer, this bridge is not a problem. No obstacles were placed on the bridge.
    8 This one is not multiplayer specific, but if you play singleplayer realtime or multiplayer turnbased you'll notice that possible contacts bouncing and blinking, an effect that does not seem to happen during a WEGO singleplayer game.
     
    It's not game breaking, but it can be distracting.
     
    9) During Map Preview, in turn-based multiplayer, the Client player is bombarded with the game Pause sound from realtime mode if he and the Host player are both using Map Preview. Not a game buster, but it is loud and annoying and forces the player to turn off sound until game start. The sounds then play aggressively for several seconds as if they've been queued up, but then they go away. 
     
    10) This one is more of an AI issue, but I have noticed repeatedly that when the Dragon AT guy is tasked as part of an assault team entering a building, he will enter the building with the Dragon in hand. I admire his willingness to try and use the Dragon for room to room fighting, but I think he'd be better off with his M16.
    11) Despite being unsupported, you can set reinforce groups for Quickbattle units in the quickbattle setup screen using the 1-5 keys. They all appear at the 5 minute mark but are not bound by quickbattle setup zones, so they can appear in some pretty exciting places.
    Again, the simple solution to this would be to just not do it, but it shouldn't be doable.
    12) This one I can't replicate and only happened once, but we had a Client player with a Strela team spawn without ammunition. Not sure why that would be. Other teams on the map had their ammo.
    13) If a Dragon attempts to fire at a tank while it is charging the Dragon's position, the team will fire the missile even if the tank is only a few meters away, and the missile will wrap around the turret of the tank and fly off into the ground somewhere. I don't think this one is multiplayer specific, but I have only really played multiplayer. I would expect that if a tank enters minimum range the team would not fire at the tank. Maybe this is expected behaviour and the way it is shown is just funky? I didn't get a video of this one unfortunately.
    I've been meaning to write this up for a while, myself and several of my friends have played an absurd amount of CMx2 multiplayer through the pandemic, and Cold War is the best yet, so it has finally convinced me to get off my ass and do it. The save/load crash bug is by far the most important, as most of these other ones can be worked around or laughed off, but it would be nice for some of these bugs to see some care and attention.
    If you need any elaboration or save games I can probably provide.
    Despite these issues, CMCW kicks a lot of ass.
  17. Upvote
    SgtHatred got a reaction from domfluff in Bug/glitch thread   
    Ran into a crash bug in TCP/IP turn based mode. Play the game, save the game, and attempt to reload the game. The reloaded game plays for maybe 30 seconds before crashing. Attempting to save again after reloading causes an immediate crash. I save every turn, and it turns out that every save with that particular game causes the same crash upon load. Of the 8 or so TCP/IP turn based games I've played, this has happened with 2 of them. I've passed the save games around to others who ran into the same crash upon loading the save. It seems the save is corrupted, and every save during that game is corrupted. Attempting to load the broken save file also appears to create a bunch of .tmp files in the Cold War user directory, but that may be unrelated.
     
    After this happened for the 2nd time we ran a couple of tests using the last map we played on (Town-Water (1504 x 1008) 152 Attack.btt) and found that if we both loaded with just forward observer sections, we could play a turn, save and reload and keep playing without difficulty, but if we used the same forces from the real game, (BTR force with Shturm and Shilka defending vs a US Mixed Mech force ) playing a single turn, saving and reloading causes the crash. Maybe a specific unit is causing the crash? Haven't narrowed it down yet.
     
    Been playing a lot of every CMx2 game in tcp/ip turn-based this year, this is the first time I've seen this, seems related only to Cold War.
     
    tldr; TCP/IP turn-based games sometimes corrupt every save made so they can be reloaded, but cannot be played for even 1 turn before a CTD.
    The savegames :
    https://1drv.ms/u/s!Amy6LKaJeToDgplZWb7COg2MRhIwvw?e=NXN1aE
    https://1drv.ms/u/s!Amy6LKaJeToDgplY-pfznaaqKBnyAQ?e=aPFfHi
  18. Like
    SgtHatred reacted to Hapless in Youtube battles are starting to drop   
    Err, lagging somewhat behind the pack here, but work in progress...
     
     
  19. Like
    SgtHatred reacted to Gkenny in Fire and Rubble   
    Yikes can you really see everyone's email who preordered?
    Hopefully the same won't happen for CMCW...
  20. Like
    SgtHatred got a reaction from Eagle2 in Pre-orders for Combat Mission Cold War are now open.   
    gimme gimme gimme 😉
  21. Like
    SgtHatred got a reaction from Mogarth in Pre-orders for Combat Mission Cold War are now open.   
    gimme gimme gimme 😉
  22. Upvote
    SgtHatred got a reaction from Panzerpanic in Pre-orders for Combat Mission Cold War are now open.   
    gimme gimme gimme 😉
  23. Like
    SgtHatred reacted to IICptMillerII in Pre-orders for Combat Mission Cold War are now open.   
    To be as clear as possible:
    Cold War will release through Battlefront (BFC) in April as a completed game. All features, assets, and normal playability and functions will be present. This includes the PBEM/multiplayer functionality as it is with every other CM game. 
    In June, Slitherine will release Cold War on Steam. That release will come with a new mulitplayer feature, the Slitherine PBEM system.
    Between April and June, the Slitherine PBEM feature will be developed by Slitherine and added to Cold War. Players who own the game from BFC will have the opportunity to try out the new PBEM features and report back on any bugs they encounter.
  24. Upvote
    SgtHatred got a reaction from BletchleyGeek in Fire and Rubble   
    Ok boomer.
  25. Upvote
    SgtHatred got a reaction from Bufo in Fire and Rubble   
    You may want to find a better distribution service if it takes more than a few minutes for your uploaded files to be generally available. It's 2021 not 2004.
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