TRSM v097 bug thread.
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Close Combat Series -> Total Realism Sub Mod

#1: TRSM v097 bug thread. Author: Dima PostPosted: Mon Jul 14, 2008 8:46 am
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Report all the bugs/flaws of v097 here

provide screenshot if possible plz.

#2:  Author: Dima PostPosted: Tue Jul 15, 2008 6:26 am
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mochoho wrote:

Hi Dima, first of all i really appreciate your effort building this mod to the higher level, but i noticed that TRSM 97 is not compatible with rankmod or for instance soundmod by boka. Actually you can install it and it works but units are all mixed up, like waepons and sounds just doesn't fit.

P.S. just an observation didn't want to disrespect your work Wink

#3:  Author: Dima PostPosted: Tue Jul 15, 2008 6:28 am
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Hi,
Quote:
but i noticed that TRSM 97 is not compatible with rankmod or for instance soundmod by boka.

was 094 compatible with them?

actually i don't c the way how GJS soundmod (w/o adjustments) could be compatible with TRSM Smile.

#4:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Fri Jul 18, 2008 9:05 am
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Not sure if these are bugs associated to your mod, but lets have a lookie:

The RM Centaur's turret is misplaced. Its supposed to be closer to the driver's hatch, not in the middle.


Also, this story is a bit odd:

There is a Ost 7.63mm ATG there. Strangly enough, I can't see it!



Note the time.



Finally it's spotted and destroyed, but only because a Rifle section spotted it from the Manor house.

Is this normal, not being able to see a medium ATG in open terrain, standing bearly 10 meters from it, even in a tank?

i think it's rather odd.

#5:  Author: Dima PostPosted: Fri Jul 18, 2008 10:13 am
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Quote:
The RM Centaur's turret is misplaced. Its supposed to be closer to the driver's hatch, not in the middle.

ye u r rite, will be fixed in new ver.

Quote:
Is this normal, not being able to see a medium ATG in open terrain, standing bearly 10 meters from it, even in a tank?

no lol, that's not normal for sure - reminds me of CC3 with it's guns.
sry dunno what to say as i didn't chnge those elements from GJS. Maybe there is some special place.
Never seen such myself - prolly coz my inf is always in front of tanx Very Happy.

#6:  Author: karlmortarLocation: Falköping,Sweden PostPosted: Sat Jul 19, 2008 9:48 am
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Rolling Eyes ahem...didn't have inf in front due to...ahem...lot of sMG fire (ahem)

In gegular GJS and earlier TRSM versions it was a lot easier to spot ATGs.
Usually after the first shot I could see them, but if they are in hard or good cover it's a lot harder to find those buggers. ( I belive Rolling Eyes )

I will do some more checking on this, test with only tanks vs. ATG and see how often I can spot ATGs in the open.



Quote:
no lol, that's not normal for sure - reminds me of CC3 with it's guns.


You're bloody right there,mate! Wink


Also the Sd.Kfz.S304 (f)'s shadow looks a lot strange.
Doesen't fit the vehicle on all angels, makes it look like it's floating.

Fine here except the one on top.


Not good here



Also, the Sd.Kfz.S304 (f) mit PaK 40 has wrong in game picture. It looks like the Tiger II.



( please note that I FORGOT to indicate those 2 pics in the force tab, not that i was stupid and missed those Wink )

#7:  Author: Tacloban PostPosted: Mon Jul 21, 2008 12:49 pm
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I noticed that the Vickers teams cannot be placed ("can't go there") in some 2-story houses and in some large hedgerows (specifically on the Talleville map). I'll try to get a screen of this.

#8:  Author: Dima PostPosted: Mon Jul 21, 2008 4:31 pm
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karlmortar,

thnx, we are working on shadows and pics - will be fixed in new ver.

Tacloban,

Quote:
I noticed that the Vickers teams cannot be placed ("can't go there") in some 2-story houses and in some large hedgerows (specifically on the Talleville map). I'll try to get a screen of this.

yes, provide screen plz, as we didn't chnge these elements Smile.

#9:  Author: Tacloban PostPosted: Fri Jul 25, 2008 1:42 pm
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OK, What are the rules for posting screenshots? I searched but did not find.

In the screenshot below, I tried to place the selected MMG Group near the top of the screen in either the 2-story building or the adjacent hedgerow. It wouldn't do either. I also realized later that the unit would not cross a hedgerow, to a destination in the other side. I've noticed this problem on the Talleville map, but it does not occur on all maps.

btw, the group just inside of the southwest corner of te outer hedgerow is another MMG group that I wanted t place in the corner of the hedgerow, but that unit also "Can't go there."

[img][/img]

#10:  Author: Dima PostPosted: Fri Jul 25, 2008 9:18 pm
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Thnx Tacloban, we'll check it over Smile.

#11:  Author: 0202243 PostPosted: Sun Jul 27, 2008 7:06 pm
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Hello

Is there no solution for the imobility of gun and vehicle crews when their equipement is destroyed?

#12:  Author: Dima PostPosted: Sun Jul 27, 2008 7:07 pm
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Quote:
Is there no solution for the imobility of gun and vehicle crews when their equipement is destroyed?

yes, but it has some v nasty handicaps and somewhat unrealistic - so wont be in TRSM for sure.

#13:  Author: 0202243 PostPosted: Sun Jul 27, 2008 7:59 pm
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Dima wrote:
Quote:
Is there no solution for the imobility of gun and vehicle crews when their equipement is destroyed?

yes, but it has some v nasty handicaps and somewhat unrealistic - so wont be in TRSM for sure.


OK no problem

It is not really a bug but it is strange that i'm able to move command crews if their veh is destroyed, and others not.

Further, i really enjoy TRSM... Razz

#14:  Author: AT_Stalky PostPosted: Thu Jul 31, 2008 10:30 pm
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Tacloban wrote:
OK, What are the rules for posting screenshots? I searched but did not find.

In the screenshot below, I tried to place the selected MMG Group near the top of the screen in either the 2-story building or the adjacent hedgerow. It wouldn't do either. I also realized later that the unit would not cross a hedgerow, to a destination in the other side. I've noticed this problem on the Talleville map, but it does not occur on all maps.

btw, the group just inside of the southwest corner of te outer hedgerow is another MMG group that I wanted t place in the corner of the hedgerow, but that unit also "Can't go there."

[img][/img]


Hi there

Here u have a Vickers MMG team in house and another that move into house.

Below, is one vickers in hedge and one move into hedge.

We have tested the Vicker on same map and same place and have not seen any strange thing.

Here is some images:

Vicker in house and vicker team move in to house.



Vicker in hedge and vicker move into hedge.

The only thing I can come to think of, that may couse the problem you have, is if the Vickers team would be coded as "tank" unit as some do to get better more agressive AI, but then they cant go into houses, but can be placed in large hedge but cant move through large hedges. (exact the same problem you have)
To be more sure, I tried to set vickers as tank and then I got exact same result as you got in yer images:

But the vicker team is not coded as Tank in TRSM, so, are you sure u have the right files?

#15:  Author: schreckenLocation: Sydney, Australia PostPosted: Thu Jul 31, 2008 10:50 pm
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Is the vickers team coded as a At Gun?

#16:  Author: AT_Stalky PostPosted: Thu Jul 31, 2008 11:01 pm
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No, code infantry as tank etc give "positive" effect to AI, but have drawbacks exact like the once Tacloban describe. TRSM/Dima dont use any such code, as he just make mod for H2H gamers.

#17:  Author: TejszdLocation: Canada PostPosted: Fri Aug 01, 2008 1:20 am
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Edit: deleted post...

#18:  Author: Dima PostPosted: Fri Aug 01, 2008 9:30 am
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Quote:
Is the vickers team coded as a At Gun?

nop, it's coded as MG Smile.

#19:  Author: Tacloban PostPosted: Mon Aug 04, 2008 1:35 pm
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Well, that's about as thorough an analysis as I could wish for. Interesting thing is that my Vickers group CAN go into multi-story (stone?) buildings in Hotot, but not in Caen, for example. I can live with it.

I enjoy playing your mod. I know you didn't mess with the AI, but the AI APPEARS to be better; at Hotot last night, the AI Germans made separate coordinated attacks (i.e., more than one unit per attack) on two VLs. Thanks for doing all the work.

But what's with those 4-man Brit rifle groups?

#20:  Author: Dima PostPosted: Mon Aug 04, 2008 3:00 pm
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Quote:
But what's with those 4-man Brit rifle groups?

hmm? explain plz Smile.

#21:  Author: AT_Stalky PostPosted: Mon Aug 04, 2008 4:40 pm
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Tacloban,

We are thinking, As nothing has been done to some of the units and some of the maps you mentioned to have trubble with (Caen, Vicker and the AI, elements). We thought it sound like a file mix up??
To be able to help you to restore your files, can u plz Up load the folowing files and zip em down, attach em in yer next post plz, we need thease files to best help you:
1) Game/save/ "your save of yer GC file"
2) Data/base/ "all adb files".

Thanx

#22:  Author: Tacloban PostPosted: Wed Aug 06, 2008 8:53 pm
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AT_Stalky wrote:
can u plz Up load the folowing files and zip em down, attach em in yer next post plz, we need thease files to best help you:
1) Game/save/ "your save of yer GC file"
2) Data/base/ "all adb files".

Attached are the files you requested, bundled together with the save. some observations:
1. I wasn't playing on Elite v Elite as recommended in the readme.
2. This was a singleplayer campaign, for which this mod was not intended.
3. I played through several maps that didn't have the problem (Vimont, Ranville, Troan) before this one (Lebisey Woods) where the problem reappeared.

Thanks,

Tacloban



Tacloban TRSM Data & Save.rar
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 Filename:  Tacloban TRSM Data & Save.rar
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#23:  Author: AT_Stalky PostPosted: Wed Aug 06, 2008 9:27 pm
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Thanx Tacloban

Hm, prelimenary: The files are a year old and dont belong to TRSM 097.

We get back to you.

Thanx again.

#24:  Author: Tacloban PostPosted: Wed Aug 06, 2008 10:06 pm
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Odd, My main screen has the TRSM v09 on the upper left. I definely have differnt forcepools than GJS 4.4. I have the GJS 4.4 and TRSM v091 installed on top of it. Hmm, this thread says v097...the wheels are beginning to turn.

Dima,
you aksed, so in the attached save. The British "Mot Rifle Goup (vet)" are four-man teams. The forum won't let me attach s save file at teh moment.

#25:  Author: Dima PostPosted: Thu Aug 07, 2008 6:28 am
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Quote:
Dima, you aksed, so in the attached save. The British "Mot Rifle Goup (vet)" are four-man teams. The forum won't let me attach s save file at teh moment.

yes it was like that early versions.
From the readme for v097 in this forum:
Mot.Rifle Section is 5men now (to represent availability of HTs).
Mot.Rifle Group is 6men now (to represent availability of HTs).


next time, plz check if u have correct version before posting in appropriate forum thread Smile.

#26:  Author: Tacloban PostPosted: Thu Aug 07, 2008 8:37 pm
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My bad. Sorry for wasting your time.

#27:  Author: mookid PostPosted: Sun Aug 31, 2008 2:25 pm
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the thumbnail for the Cusader 20mm AA tank seems to be inverted.

#28:  Author: 7A_WoulfLocation: Sweden PostPosted: Fri Feb 20, 2009 5:24 pm
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Quote:
III./25./12.SS-PzD got SS-sPzAbt.101 attached.
I./726./716.ID replaced SS-sPzAbt.101.


Is it just me, or has someone else noticed this small error? Confused
I./726. is nothing but I./726. and they are called that on the Strategic map, but on my Battle Group Screen and Scenario Editor they are still called SS-sPzAbt.101.

#29:  Author: Dima PostPosted: Fri Feb 20, 2009 5:30 pm
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Quote:
I./726. is nothing but I./726. and they are called that on the Strategic map, but on my Battle Group Screen and Scenario Editor they are still called SS-sPzAbt.101.

yes, graphics is wrong. will be fixed in ver1.

#30:  Author: 7A_WoulfLocation: Sweden PostPosted: Mon Feb 23, 2009 1:59 pm
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Hi guys!
Great mod, I just love it, even against the AI...

Don't want to start my time here by complaining a lot, but oddly, NONE of my units digs-in when they are supposed to do that...
I tried it out on the Ranville map and when I didn't used TRSM they dug-in, but I have the same prob on all of my maps. Confused

#31:  Author: Dima PostPosted: Mon Feb 23, 2009 2:02 pm
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Hi woulf,

yes, due to wishes of H2H players "diging in" was disabled in TRSM - as it showed position of yer entrenched units so enemy could just open fire at trenches (ie with tanx) killing yer men w/o spotting them.

for pretty same reason, mortar shot smoke and sniper tracer was disabled as well.



Close Combat Series -> Total Realism Sub Mod


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