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Hanzu

Bugs from Campaign, Missions and World categories.

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I'm all amazed by Jezurminator exterminating


bugs close to extinction! Thank you big time! I need to feed this hunger with some old fat bugs - never before reported.
Great! Tickets updated accordingly.

Splendid, thank you!

Edited by Hanzu
Sorry for typo

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Reported some more:

Fast to fix bugs:

http://dev-heaven.net/issues/25631


Dogs Of War mission Notes->Situation has typing error - Vybor airoprt should be Vybor airport

http://dev-heaven.net/issues/25632


Dogs Of War mission Tasks Deal with Russians has error saying Russian base is at Krasnostav airport when it is at Vybor airport

http://dev-heaven.net/issues/25626


Manhattan mission GPS COORDS 999153 marine platoon misplaced on sea at bottom left corner of map

http://dev-heaven.net/issues/25628


Bitter Chill mission GPS COORDS 094065 Gorka truck parked unrealistically between 2 walls

http://dev-heaven.net/issues/25630


Dogs Of War mission Major Begnov's head is partly inside wooden pillar

http://dev-heaven.net/issues/25629


Dogs Of War mission GPS COORDS 075101 Chedaki POW killed by NAPA supply trucks

http://dev-heaven.net/issues/25627


Badlands mission Michal Prvnak is missing weapon while holding hands like he had one

http://dev-heaven.net/issues/25634


Bitter Chill mission GPS COORDS 081060 two NAPA scouts and NAPA fighters are sometimes killed at NAPA safehouse yard

Not sure if these are fast or slow to fix:

http://dev-heaven.net/issues/25636


Dogs Of War mission "Can't Reinforce. Gr" message is too short to be understandable

Possibly hard to fix bugs:

http://dev-heaven.net/issues/25637


First To Fight mission [Multiplayer] doors status is different for host and clients

http://dev-heaven.net/issues/25633


First To Fight mission [Multiplayer] helicopter insertion kills human players 2, 3 and 4 (related to ARMA2 CIT - Bug #15621)

http://dev-heaven.net/issues/25635


Bitter Chill mission GPS COORDS 093065 shadows floating in house wall (related to ARMA2 CIT - Bug #25635)

Unfortunately reporting took all my time. So I ran out of time to trying to reproduce some of the previous ones which did not bug for you. Will look into it later.

Edited by Hanzu

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Excellent! Thanks, Jezuro! Please don't forget about this one:

http://dev-heaven.net/issues/18491

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Re: http://dev-heaven.net/issues/18491

Fixed. Always a pleasure working on other people's missions :) Anyway, FF now starts at 3AM, ends at 6. Briefing marker links are fixed too.

Re: http://dev-heaven.net/issues/25628

Most of these vehicles are generated by the Ambient Civilian Vehicles module and I'm afraid I can't do anything about it.

Re:

http://dev-heaven.net/issues/25627

http://dev-heaven.net/issues/25637

Unable to reproduce.

Re:

http://dev-heaven.net/issues/25631

http://dev-heaven.net/issues/25632

http://dev-heaven.net/issues/25629

http://dev-heaven.net/issues/25634

http://dev-heaven.net/issues/25633

*edit: http://dev-heaven.net/issues/11778

Fixed.

Edited by Jezuro

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Re: http://dev-heaven.net/issues/18491

Fixed. Always a pleasure working on other people's missions :) Anyway, FF now starts at 3AM, ends at 6. Briefing marker links are fixed too.

Thank you! OMAC is going to love this information! Since that was his first CIT ticket it means a lot to him especially when this is probably one of the hardest OFFICIAL MISSIONS.

Re: http://dev-heaven.net/issues/25628

Most of these vehicles are generated by the Ambient Civilian Vehicles module and I'm afraid I can't do anything about it.

Thanks, no big deal. That is very trivial and harmless bug anyway.

I will try too at some point and if unable too, will set those expired.

Thank you very much! This http://dev-heaven.net/issues/25633 really got me puzzled since it was the first time I played Arma2 when I played that mission and had no clue what was going on.

All fixed ones set to Resolved and Upcoming version.

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Re: http://dev-heaven.net/issues/18491

Fixed. Always a pleasure working on other people's missions :) Anyway, FF now starts at 3AM, ends at 6. Briefing marker links are fixed too.

TOTALLY AWESOME!!!!!!!!!!!

THANKS A MILLION, Jezuro!!!! Thanks also to you, Hanzu, for your persistence! Let me know if I can help you guys test anything.

Obviously I will now have to play Harvest Red campaign again when the next patch comes out. It'll be good to return to Razor Team. And I can't wait to dive into FF again, although it nearly killed me the first time with those bugs.

Edited by OMAC

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Looks like these fixes could make it into the next beta.

Any feedback will be much appreciated.

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Looks like these fixes could make it into the next beta.

Any feedback will be much appreciated.

If so, my humbe wish would be to have CIT ticket links in beta changelog. I could even do the job for some developer to copypaste from here.

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Do you mean an A2 beta (currently at 80665)? I have never tried an A2 beta. Or do the OA betas also include A2 content fixes?

It would be great if you could add Hanzu's CIT tickets to the changelog, and perhaps even my one FF ticket. We would be very appreciative!

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Do you mean an A2 beta (currently at 80665)? I have never tried an A2 beta. Or do the OA betas also include A2 content fixes?

It would be great if you could add Hanzu's CIT tickets to the changelog, and perhaps even my one FF ticket. We would be very appreciative!

OMAC read:

http://forums.bistudio.com/showpost.php?p=2039849&postcount=20

A2 betas are not made anymore like said in BIS wiki or somewhere where I saw it.

Getting CIT ticket names and maybe links too to changelog would help beta testing when beta testers know details what they should confirm.

Edited by Hanzu

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Good. I will be very psyched if Jezuro manages to sneak the .pbo in there so we can test and test and test.

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Getting CIT ticket names and maybe links too to changelog would help beta testing when beta testers know details what they should confirm.

Yup, the authorities have been informed :)

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So are the new fixes in beta 85598?

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neg

a2 campaign most likely means a2 beta patch

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Let me know if I can help you guys test anything.

You could test this http://dev-heaven.net/issues/20227 and see if you can reproduce it on OA side. Jezuro could not reproduce it there, but I'm pretty sure there is something wrong about it since but me (with 1.10+1.60 BETA multiplayer) and xALIENAx (with 1.09+1.59 singleplayer) can reproduce it.

---------- Post added at 10:15 AM ---------- Previous post was at 10:13 AM ----------

New

http://dev-heaven.net/issues/25659


Into The Storm mission [Multiplayer] house is destroyed for host but not for clients

http://dev-heaven.net/issues/25658


Manhattan mission GPS COORDS 107029 Dr. Sova lynching will happen with cut down trees

http://dev-heaven.net/issues/25657


Manhattan mission GPS COORDS 122044 Nikolayev house ruins lack collision

http://dev-heaven.net/issues/25656


Manhattan mission No entry 'bin\config.bin/CfgVehicles/GUE_Soldier_Base/HitPoints/Hithead.name'. onscreen message

Hoping for developer comment:

http://dev-heaven.net/issues/25635


Bitter Chill mission GPS COORDS 093065 shadows floating in house wall

http://dev-heaven.net/issues/25630


Dogs Of War mission Major Begnov's head is partly inside wooden pillar

http://dev-heaven.net/issues/25636


Dogs Of War mission "Can't Reinforce. Gr" message is too short to be understandable

http://dev-heaven.net/issues/18354 My Missions not working fully with Utes, Proving Grounds, Shapur or Desert maps

http://dev-heaven.net/issues/24572 [PMC] PMC08: Preparation mission Ka-60 helicopter cargo is full - can't load other weapons even though ordered to do so

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You could test this http://dev-heaven.net/issues/20227 and see if you can reproduce it on OA side. Jezuro could not reproduce it there, but I'm pretty sure there is something wrong about it since but me (with 1.10+1.60 BETA multiplayer) and xALIENAx (with 1.09+1.59 singleplayer) can reproduce it.

Not neccessary:

Another let-you-know, I've finally identified and isolated those skipped debriefing screens and decisions forgotten between campaign missions. Both are MP-only and programmers have been informed.

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Not neccessary:

Oh sorry. I totally missed the bold part because I was so excited about reading about isolation of skipping multiplayer debriefing screens. :bounce3:

Someone please inform me if programmers succeed to fix multiplayer decisions forgotten between campaign missions. So I can set these two as resolved:

http://dev-heaven.net/issues/20227


Manhattan mission [Multiplayer] letting Father Fyodor keep weapons results Bitter Chill NAPA Alesh Vokurka saying "...you took those weapons from Father Fyodor..."

http://dev-heaven.net/issues/15016


Manhattan mission [Multiplayer] does not recognize choices made by host in Singleplayer

The only question that remains is how xALIENAx was able to experience same bug in singleplayer when he said he has never touched multiplayer. So maybe we just should assume he just got confused what Weapons cache decision he actually made in Manhattan.

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I've finally identified and isolated those skipped debriefing screens and decisions forgotten between campaign missions. Both are MP-only and programmers have been informed.

Fixed in 85746 and 85737 respectively.

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Fixed in 85746 and 85737 respectively.

Awesome! Big thank to you and to MP programmers! Will start testing as soon as new beta is out.

Funny thing is that I have never seen myself what happens when NAPA fighters

escort me to the red hatchback, because all 3 times when I have completed manhattan mission have been played in multiplayer where the issue was. Have read about it though.

Edited by Hanzu

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ARMA2_OA_Build_85876.zip

changelog.txt

[85746] Fixed: There was no debriefing after MP game ends after saving the game.

Tested and confirmed fixed. Good work BIS!

Closed: http://dev-heaven.net/issues/18146

Closed: http://dev-heaven.net/issues/18349

Closed: http://dev-heaven.net/issues/18172

Closed: http://dev-heaven.net/issues/18173

Closed: http://dev-heaven.net/issues/18005

Edited by Hanzu

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ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_85889.log

[85882] Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill (http://dev-heaven.net/issues/25768)

[85881] Fixed: AI sometimes has forgotten a recently seen kill (http://dev-heaven.net/issues/25768) (result of http://dev-heaven.net/issues/2067#note-12)

Closed: http://dev-heaven.net/issues/25768

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