*DAMN R6 Forum

*DAMN R6 Community => Cocobolo Mods => Topic started by: Peanut_Budder on August 10, 2002, 11:27:38 am



Title: IDF Bugs
Post by: Peanut_Budder on August 10, 2002, 11:27:38 am
Excellent Mods guys, i think i was like one of the first 10 people to get it(other than in your team of course :P)

i found some bugs in the IDF mod which i thought you folks might be able to fix.

i got mine from Fileplanet, around like 905 AM EST so if there's some kinda mistake then i'll redownload.

Bugs:

Alottta the guns i found are just colored black. like there's no real skin, it's just black. i cant name them all cuz there are quite a few guns that do this. but i know for sure that most of the M16 and M4 series are just black. most of your support weapon series, like the Negev and the Mk46 are ok, they have the skins showing up.

uhmm the IDF mod frequently crashes when i enter the roster screen. i think maybe you guys mighta made a mistake with one of the characters(i saw you guys put yourselves in the mod, perhaps a mistake there? I know Cobra DTD works, i have yet to see Cocobolo so maybe that actor file is problematic.

some of the guns have muzzle flash problems. i forgot which one but i THINK not so sure, but i think it was the M46 or the Negev that "shot fire from his hand" :P

well that's all i know about now. you guys did a magnificent job, i really like this mod keep up the good work


Title: Re: IDF Bugs
Post by: Cobra6 on August 10, 2002, 11:39:07 am
Peanut_Budder,
Thanks for coming here and letting us know. Are you using the "Mipmap Textures" feature? If so, try unchecking it and see what happens. I have used it in the past, but I do not notice any difference when it is checked, other than some models lose their textures. The other stuff, I am not sure about I will let WardenMac and Coco answer. Maybe my camo'd M4 will make it into a patch.


Title: Re: IDF Bugs
Post by: Peanut_Budder on August 10, 2002, 08:12:12 pm
Hey man, thanks, the Mip Map textures did the trick. dunno about the actors thing. maybe it's my computer but im hoping it's not.   ;)

keep up the GREAT work guys


Title: Re: IDF Bugs
Post by: SST_Piccolo on August 10, 2002, 08:13:09 pm
Actually Cobra,the Mip-map setting is for lower end machines,an it really helps them out. The reason the black guns show,is because the textures are not sized correct, IE 256x256,512x256,512x512..etc..etc. It is a very good idea to size the textures correctly anyhow, besides the mipmaping issue,just for gameplay purposes. For older graphics cards,that sortof thing. An those big ones really whore up texture memory.


Title: Re: IDF Bugs
Post by: WardenMac on August 10, 2002, 09:05:20 pm
Picc,
The m4 is 512x256. All of my models are either 512x256, 800x600, or 1024x512. We experienced none of these problems in the betas. Strange actually.  


Title: Re: IDF Bugs
Post by: Uziyahu_IDF on August 10, 2002, 09:14:39 pm
Yeah, but I experienced numerous CTD's, also in the roster screen, on the Gold (Team) Version.

Also, the "GAILIL" spelling error I referred to was not fixed.

When I try to play a Desert Siege firefight, the specialists don't show up.  I suppose I need to "earn" the specialists for Desert Siege to correct this?

I'm glad the CT Ops AK-22 SD made it in, but the cyclic rate on full-auto is too slowwwww and the recoil effects too strong.  (I'll double-check the latter, but that was the feeling I got.)



Title: Re: IDF Bugs
Post by: Cobra6 on August 10, 2002, 09:30:06 pm
As for Desert Seige, make sure that IDF has the higher priority, yu still don't get all of them but at least the uniforms are IDF and not the standard DS uni's


Title: Re: IDF Bugs
Post by: Peanut_Budder on August 10, 2002, 10:32:49 pm
well the last time i checked, the increase priority button still doesn't work very well


Title: Re: IDF Bugs
Post by: SST_Piccolo on August 11, 2002, 04:03:08 am
Peanut: The button works fine,you just have to click on mod at the top of the list,an hit the button,for it to actually work. The easiest way to make sure it works,the given mod would display its own Main Menus/GUI,otherwise it would be the regular GR/DS menus.


I finally got the mod tonight,an it is really awesome. Great work guys,i couldn't have done a better job myself. I esp love the custom texture work Coco an you other guys did. The Menu's/GUI are another one of my favorite things in the mod,not to mention skins.



Hehe,well after i praise,i must add alittle critique. ?;)

Anyway,there isn't much wrong with the mod that i could find. The weakest point IMHO,would be Sounds. Some of the full auto loops are alittle fast/slow (Not cycling with the ROF of thye gun file correctly). An some seem to be of low quality (M4). SD weapons inpreticular i thought were lacking,there seem to be only 4-5 sd sounds. Some of the larger calibered SD weapons used a 9mm SD shot from the MP5SD. A 7.62 can only get so quiet. Unless you are willing to sacrifice all of the (KE),it would be alittle louder then a 22lr (Unsuppressed).

I admit i haven't gone over the mod compleatly,esp weapon wise. Here are a few things i noticed however.

The bolt action rifles do'not automaticaly reload. I'm guessing you guys did this for variable zooms,although i don't think its worth it,because it sacrafices realism greatly. Those rifles (M24,Ruger10) are basicaly semi auto now. I don't believe the zoom is important enough to warrant this change. I believe you could possibly put the zoom up higher,for one level. Then,allowing people with a wheel on their mouse to toggle zoom their selfs,i think the majority of folks have a wheel mouse now.

On reticules,just wanted to note a few things. The "Aimpoint" reticule,is not that of a aimpoint. The one in that .rsb,is the basic crosshair from a Eotech/Bushnell Holosight. The pistol ret is just abit large IMO,also it seems that it is from a Glock pistol,seems abit too detailed to be a generic reticule.

The tavor ret is off i believe,i'm not entirely sure. Although,if the ret is suppose to be that of the Mars optical sight,which is commonly mounted on the Tavor,then is should only be a basic red-dot.

Also,one small thing with a few kits/kiticons. I notice you sometimes didn't make new entrys in the string table,for SD counterparts. IE,the Uzi SD. It has a suppressor in the icon file,but no SD name. I only bring this up,as some people arent really knowledgable in weapons,an would have a hard time in such things.





Anyway,if you guys decide to make an patch,i only hope you think the tiny details i brought up were worthwile enough to look at an correct. The mod is great you guys did a very awesome job. An as i said these are very small errors. I doubt anyone else would point them all out,except me ?;D ;D


Title: Re: IDF Bugs
Post by: Cocobolo on August 11, 2002, 10:39:05 am
Thanks Pic. I am aware of some muzzle flash issues as well as the things you named, I didn't want to, but we'll prolly patch it sometime soon. I do want to mess with the rets a little more, some seem a little off... they aren't really made to be 100% true to life, maybe somewhere in between for the sake of variety. But you know there's always some bugs that you'll never see until after it's released, lol. :o


Title: Re: IDF Bugs
Post by: Cobra6 on August 11, 2002, 11:18:06 am
I have to agree with Piccolo on the sound issue. We need to look for some new sounds the ones from our UO mods I don't think cut it anymore. I have a decent sound editor, so maybe I can start working on them. I really would like to get the M4SD sound from BHD, it sure sounded good. Our dept just got P90's so if we ever need the real sound of one I can get it.


Title: Re: IDF Bugs
Post by: Grendel_BHZ on August 11, 2002, 05:25:05 pm
Hey Guys, awesome work on the mod. I just DLed it. I only seen one thing that I think I should mention. the CT AK22 doesnt work every time. I shot one of my own guys in the head at pointblank range to confirm this...I emptied the whole mag and nothing...and...this isnt really a bug complaint....but there is also no SAR in this mod  ???
anyway, just wanted to say this is an awesome mod, it was everything I expected from you guys. keep it up.  8)


Title: Re: IDF Bugs
Post by: Suicide_Commando on August 11, 2002, 05:55:35 pm
mp_plt2_snip.atr - doesn't have a kit path. Might cause some problems for the MP guys.    ;D


Title: Re: IDF Bugs
Post by: Uziyahu_IDF on August 12, 2002, 04:46:41 am
Shayetet 13 sniper in MP runs like the wind!  Way too fast.  It's like a fast sprint, and he never tires.

Yes, S'13 should be the fastest runners of the bunch, but not that fast.  :)

I was literally running circles around ISK_Hatchcock so that he was having trouble targeting me because of the lag.


Title: Re: IDF Bugs
Post by: ISK_Hatchcock on August 12, 2002, 07:16:08 am
actually u were flying around!
I posted that Coco already


Title: Re: IDF Bugs
Post by: Cocobolo on August 12, 2002, 07:44:09 am
The s-13 and the S Matkal snipers in MP were based on tangos from Desert Seige, there may be a problem with using them in MP. I'll check it out!


Title: Re: IDF Bugs
Post by: Suicide_Commando on August 14, 2002, 09:58:30 pm
Coco I think I just found two more bugs in the mod. dtd_p226 and 228.gun have iw_pistol_m9.qob as the model specified to show up in game.


Title: Re: IDF Bugs
Post by: Cocobolo on August 15, 2002, 09:56:11 am
SHit I changed those but I guess one of our internal updates switched em back, shit I'll include that too.


Title: Re: IDF Bugs
Post by: Rojo on August 15, 2002, 12:25:15 pm
Great work Gents, but a couple of questions: might have missed this in earlier discussions but when our squad played in MP last night, several players are flying around above the ground..?? Also, when running, the speed was much faster than normal. What am I missing? Thanks in advance..


Title: Re: IDF Bugs
Post by: Suicide_Commando on August 15, 2002, 12:58:54 pm
Rojo - Cocobolo is aware of this and will correct it in a patch. It's really easy to fix. All Coco has to do is change the ScaleX and Z to 1 instead of 3 in the actor file and everything works fine then. ? :)


Title: Re: IDF Bugs
Post by: Cocobolo on August 15, 2002, 02:50:39 pm
SC, you're a freakin bug-fixing machine! I didn't attack it that way, I just replaced (well, one so far) the characters with new ones. But I like those guys, so I'll try this fix, just do me a favor and try it out for me?


Title: Re: IDF Bugs
Post by: Suicide_Commando on August 15, 2002, 03:49:32 pm
I did, it works.  ;D


Title: Re: IDF Bugs
Post by: Suicide_Commando on August 15, 2002, 07:41:36 pm
dtd_fnmark3.gun also has iw_pistol_m9.qob listed as the model to show up in game.


Title: Re: IDF Bugs
Post by: Cocobolo on August 16, 2002, 07:39:57 am
I got it, I double checked all the pistol gun files after the last one. The Galil SAR and the israeli FAL will be added to the patch.. 8)


Title: Re: IDF Bugs
Post by: Suicide_Commando on August 16, 2002, 11:25:51 am
Cool, I'm glad the SAR is getting added. How bout adding the Spas-15 and one of the Mauser sniper rifles? ? ? ;D



Title: Re:IDF Bugs
Post by: Suicide_Commando on August 20, 2002, 01:43:22 am
Ok found something else.

reticle_uzi.rsb has one tiny speck of yellow in game in the upper right hand corner.  Oh and speaking of Uzi's how bout adding a Mini Uzi in the patch?           ;D


Title: Re:IDF Bugs
Post by: Cocobolo on August 20, 2002, 03:15:24 pm
We shall see, as time allows...