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  1. I went to play CMCW this morning and it wouldn't load. In fact, none of my CM games would work. Hadn't touched a thing from last night, but I did notice my computer had rebooted. So I'd click on the CMCW shortcut and the main menu screen would flash up on the screen but then it would go back to the desktop. I knew Microsoft must have pushed an update to Windows 10 last night. Sure enough, they had. Three in fact. So I fixed this in two different ways: 1) I ran the game in compatibility mode for Windows 8. Loaded right up. 2) Uninstalled the latest windows update (Security Update for Microsoft Windows (KB5005031) to be exact). Everything started working again. Hope this helps! And if anyone has an idea on why this broke the games, please let me know.
  2. Just happened to notice this out of the corner of my eye so to speak. Was testing some of my mods and textures when I spotted a floating section of bocage, which I presumed was a bugged-out mod. The map I was using was a custom map with just samples of all the tall bocage shapes, so the floaters are much more noticeable. It is probably harder to spot in a normal scenario/map. I uninstalled all my mods, absolutely vanilla install on Mac, latest game engine version. I made a new test map with just a few lines of straight bocage on a ridge so that daylight would be visible under the bocage instead of the usual earth banks, it only seems to affect straight bocage so far as I've seen: Fairly clear gap under bocage when map first loads ... ... zoom in a bit, still there ... ... zoom in another notch, starts to flicker in and out, we're probably about 30 seconds after game opening here ... ... finally settles and stays attached to the ground. Time for this to happen can depend on how much one zooms or moves towards the bocage, so I'm guessing this is maybe a LOD issues of some sort, but it's very repeatable, at least for me. Not a biggie, but hopefully a simple fix.
  3. For the first time I caught such a bug, when the AI of tank cannot choose its target to defeat. Perhaps this is a rare bug. CMBS v 2.15 save file
  4. Hi All, as the title says: in the first Mission of the NTC campaign (the spoiling attack) the briefing indicates support by a 155mm Platoon. however, that does not show up in the scenario? Has anyone else had the same issue?
  5. As you can see on the picture, the second floors texture is completely missing on several buildings. The map is: Rough-hills (544 x 1344) 302 Meet.btt No mods, version 2.13.
  6. Hello! Just a couple of things I spotted when messing around with ugly halftracks. The U304(f)-3 (the command variant) is missing it's internal textures and the U304(f)-10 (the 37mm Platoon leader variant) has the gunner and passengers sitting in the floor of the vehicle rather than on the benches. Nothing game breaking or anything like that. I'd post some screens, but apparently I've run out of space.
  7. In some rare cases parts of an infantry unit will stay in place. I think the reason could be a vehicle on the edge of the map while these people dismount. Save file: dropbox link
  8. Sadly we still get bridge bugs from time to time and personally I want to get to the root of the problem so we can solve it once and for all. Or as much as possible. I know it will be hard, but challenge accepted I have set up a "test arena" of bridges and vehicles to study bridge bugs and try to analyze why/when they occur. So I need some volunteers to run the test and provide me with saves, screenshots etc of bugs and I will complile it all somehow. This is the base test and it is for FB. I might tweek it further on depending on what hypotheses I want to test. There might also be a test with German vehicles (though I doubt the type of vehicle is the main problem) and one with diagonal bridges. Any volunteers can drop me a line with your email adress so I can send a Dropbox invite with the test and folder in it to upload stuff. Below is a part of the briefing of how I want the test to be conducted. But feel free to improvise as well. All data is good data. "This test is designed to get to grips with the elusive bridge bug that occur in three forms: vehicles teleporting from under a bridge up onto it, vehicles falling down trough the bridge surface landing underneath it and finally, vehicles getting stuck on the bridge “rubber banding” / “jerking back and forth” and becoming permanently stuck. I have set up lanes of successive bridges to make it easier to test many bridges quickly in successive turns, using several vehicles at the same time. There are also lanes for vehicles to pass underneath bridges. Each bridge type is tested in four lanes with slight variations on how the anchor points are designed, elevation points around the bridges and if there is a road under the bridge. The test should be carried out as follows: The entire map is a set up zone so tanks and vehicles can be placed wherever needed at the start of the test. Then plot waypoints and at the end of the orders phase save. This is very important to be able to go back and check for details if a bug appears in the action phase. If a bug appears, save again and put both in a folder with you forum handle that is in the Dropbox folder. Also name the action phase save with the red location indications where bugs occur for ease of use/analysis. Another reason for having both saves is to check if the bug always happens when the action phase is underway or not. That will point to if the bug is consistent given a set of given factors or if it is a random glitch tha occurs regardless of those factors. In the latter case, the bug will be much harder to identify and squash. When you plot waypoints use different speeds, approach from the North/South, direction of paths, interval of waypoints, waypoints close to the edge of a bridge or close to pillars (underneath). You can also place vehicles on bridges as obstacles. The idea is to try to “break” normal conditions so that a bug trigger. For the underneath passes plot try passages from both the East and the West side of the map and different passes under the bridges where it is possible."
  9. I'm going to go ahead and report this as a bug: When issuing a HUNT comand to troops, they do not stop moving immedaitely when fired upon. Only if they spot an enemy unit, or if their suppression meter starts to fill up. This makes he command quite useless and causes unnecessary casualties because troops will keep walking forward as the enemy enjoys some free target practice. Before any of you start to get creative with explanations why everything is working perfectly, please refer to the 4.0 manual: HUNT Infantry - this command maximizes the unit’s awareness for possible enemy contact. Soldiers advance slowly, weapons ready. Upon seeing an enemy unit, or when fired upon (even if the enemy is not seen) the unit stops immediately.
  10. Hello, I have some memory of perhaps some similar issue like this relocating to building entry by infantry being talked about in the past. I discovered this some time ago while playing a PBEM of the scenario MG Lonsdale's Block. I have tried to replicate the problem on a "blank" new scenario file but the problem doesn't present itself. At this stage the problem just seems to be specific the actual MG Lonsdale's Block.btt file for some reason. There are two four-story buildings types that happen to both face west. In the editor they are termed Independent Buildings>Other>number 2. This building has doors on opposite sides of the building (front and back) that normally should allow infantry to enter via either door. For some odd reason in this scenario, that is not the case. The building can only be entered via the rear/eastern facing door. During the PBEM this actually was very costly and surprising for the Brit player as the westerly located Brit forces that advanced towards the building to occupy it suddenly were faced with watching in horror as their infantry instead ignored the covered western entrance and ran around the building to attempt to enter the building from the exposed eastern side, only to get cut down of course by the enemy in the east. The first time it happened I blamed myself for perhaps giving the wrong order or something. My repeated attempt was met with the same disastrous result. In my PBEM those buildings were otherwise quite key defensive positions to anchor the northern flank. I have used the scenario editor to both delete and replace the same buildings and place others elsewhere with the same facing. In all cases I could not get infantry to enter the building via the front/western facing doorway. The other odd thing however is that if the building is orientated facing any other direction, infantry are able to then normally enter from either doorway. I have attached the original scenario file in which I have added the same building on some open ground in different facing orientation for the purposes of testing with infantry conveniently positioned nearby. Just need to select Brits, give orders and run for one turn. MG building bug.btt Here is a scenario file set up from scratch with the same building facing in all four possible directions that does not experience the same problem. Building bug test.btt
  11. As title says, after reloading the cover of the PK machinegun (I don't know if PKM or PKP) stays open in some cases and the infantry fires with it like that.
  12. I just bought and downloaded Fortress Italy bundle with Gustav Line and Rome to Victory. After install and entering the authorization code (which said all of the modules were unlocked), I go into the game. Right on the main menu page, it says I'm missing files: v110c gustavline.brc v112.brz v200brz v210a.brz v210c rometovictory.brz v210e rometovictory.brz Do I need to redownload the installer?
  13. CMBN 4.02. I was playing a battle last night, and some of my units lost the ability to Face(G). One was 4th Platoon leader unit way in the back with the mortars under no fire and no danger that I could see. I could tell it to move in all the normal ways, but not Face (G). A couple of other units also lost the Face ability. Am I missing something obvious?
  14. In the scenario Editor, the German tank crew are armed like the Canadians. Under the German single vehicle tab, the Leopard 2A4 and the Leopard 2A6 crews (both armored and machined) , they have C8s.
  15. I have been playing a CMBN 4.0 QB. During this battle I've noticed several cases where all members of a team (like German HMG team or panzerschreck team) do not move to next waypoint. Some soldiers move, but some stop and won't follow. This "stopping place" seems to be near a very steep cliff. So it seems that the cliff prevents soldiers from moving to direction where they should be , and the game cannot find a longer route to next waypoint. Here is one example. example pic
  16. I'm not sure how the potential bugs should be reported, so I'm just going to post here. The mortar fire mission in my CMFI game is completely off target. To the point that I'm thinking, it could be a bug. The spotter for the mortars is a HQ unit. The spotting rounds were falling very close to my units, but I though it wold be corrected. Is it a intentional simulation of military SNAFU or could that be a bug?
  17. In CMBN v4 I've noticed that most tanks etc can spot and shoot through bocage. But for some reason some units like German Marder III cannot. They can only spot, but either they can't shoot or it is rare (because the enemy kills them first). Is this a bug? I haven't tested all similar tank hunter vehicles, is this same thing happening with them also.
  18. The Ukrainian Artillery Observation Vehicles (MT-LBU 1V14) in Mortar Batteries can't call artillery, it doesn't have laser designator either. The same is true if you pick this vehicle from "single vehicles" list. But the same vehicle at the battalion level seems to work just fine (call strikes, has laser designator). As far as cost goes, the battalion MT-LBU costs 120/360, the mortar battery MT-LBU costs 100/300. Is this intentional or a bug?
  19. So, I'm busily recording the big grand finale of the next TTP video, and I came across some very strange behavior: When ordered to cross a section of cleared minefields, infantry seem to actively avoid the clear sections, and wander outside the lane. Having run into a minefield, my M4A3 reversed, and the Crab went forward to clear the mines. At this point, I figured I'd cross a Team, so I placed a movement waypoint one AS short of the lane, and the next waypoint directly across the far side of the lane, much like you'd plot a bridge movement. The Squad Leader, in his infinite wisdom, decided to run outside of the cleared path, and steps on a mine. I send the Crab in again to clear this newly discovered lane, and order the remainder of the Squad across it. While the rest of the Squad is running across, one man wanders outside the lane and is killed. So, I order the Crab in again, to clear another lane, and now I have a section of cleared minefields, three action spots wide. In other words, it's a wide open highway and you can't possibly miss it. So I order the next Squad to Assault Move through the gap, (I was still under sporadic rifle fire), and two of the three Teams deliberately avoid this cleared section, wandering well outside the lane, and two more men are killed. Remember, the total length of the movement orders did not exceed 4 Action Spots, and the total length of the cleared area was 4 Action Spots. So within 32 meters, Teams are deviating from their assigned path by more than 8 meters. I don't know if this is a bug with the new behaviors or not, which is why I appended a question mark to the thread title, but can we have a tweak to infantry behavior? Something like, "cling to cleared minefields like a drowning man clinging to a life raft"? No one in their right mind would deliberately avoid a cleared minefield like this. Not to this extraordinary extent. Not saying no one's ever done it, but when you have a clearly marked path directly in front of you, you're not going to be a trail-blazer. I set up a Dropbox folder with a save file: https://www.dropbox.com/sh/8x8dj1ydxmlx31f/AABctJ0_DjZpTvRQKH8qbxvda?dl=0
  20. As the title says. This was taken in CMBN but pretty much every title I own has had this problem since the 4.0 upgrade. Didn't bother to report until now. Don't know if it was reported by anyone else. if it was regard it as moot.
  21. I have a German halftrack with extra ammo. I can select acquire command and the ammo type appropriate to the halftrack machine gun - I think - (7.92 AP). The stored ammo amount is decremented but the amount of ammo available to the gunner does not increase. Either this is not allowable and I should not be able to select the acquire button or the ammo should be incremented.
  22. Im guessing this is a bug, not sure if its known though. Im playing the second battle in the Foiling Fustian campaign, and the AS42 scout cars with 47mm AT guns show up as available on map artillery assets. Clicking the artillery asset icon highlights the unit on the board. Is this a bug, or am I missing something?
  23. Atm I am playing a lot of mp games against my brother (not pbem but turn based via hamachi) and we discovered some annoying bugs: 1) german mgs lose their weapon in the second round. there is no deploy button anymore, even not greyed out. If someone wants to download the savegames from the first and secon round you can do it here: First Round: https://www.dropbox.com/s/pupvpyrqb75bl3a/Arnhem BRidge 1.bts?dl=0 Second Round: https://www.dropbox.com/s/2xf62le8tksptfy/Arnhem BRidge 002.bts?dl=0 Regarding this bug I discovered if, when you are in the first round in turn based mp the gun disappears when you give a move order. gunner only has a walther p38. if you deploy the mg the mg appears again. but maybe that has something to with this bug, because in sp against ai in quickbattle this not happens when you give a move order. 2) When you play the brits and buy a vicker, it is a IC team with a mg icon but no vicker mg. the bug was reported in 2015 for cmfi and it seems that it is still not fixed. The brits are useless to play if you cant ad vicker teams to battalions who doesnt have an extra mg section. Edit: 3) When you have chosen a pioneer battalion and want to add a flamethrower to a squad, the squad is not there in your first round. you can test this also in sp quick battle against ai! Very, very annoying. Atm I am really pissed because of all this bugs. My brother is new in the series and he bought the game with 2 expansions and it doesnt work properly!
  24. I'm in a CMFI QB where my 37mm L/54 M3A1 towed anti-tank guns don't appear. I only know they're there because I see four (4) crewmen and get the AT Gun unit description when I click on them. I thought I recalled this as a known bug but my searches for it come up empty. I am using the Aris 37 57mm AT Guns mod but the problem occurs with and without mods. What can someone tell me about this? Is there a fix? Appreciate any suggestions. Thank you.
  25. as you can see when i'm opening up any vehicles in CMSF, tank commander feeling the air XD how can i fix this?
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