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Close Combat Series -> Close Combat 5: Invasion Normandy

#1: (RegXtra Mod) Bug List Author: Pzt_MacLocation: Oregon PostPosted: Sun May 15, 2005 1:02 am
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This is a great mod, L4W!  Really enjoying the mix of units in this one.

I've had a problem with the game crashing on me at the 00:00 mark, anyone experiencing this?

Also, a small point,  the Elephant's coax mg doesn't seem to have any ammo.

#2:  Author: Pzt_MacLocation: Oregon PostPosted: Sun May 15, 2005 9:08 pm
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A couple of other things to report on:

The Allied rocket tank will only fire one rocket, then spends the rest of the time "reloading". Also, it's secondary MG never fires, it only reloads.

Thx,
Mac

#3: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon May 16, 2005 2:37 am
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thanks for ur replies Mac!
the bug with elephant tank is correct.
it has the ammo reading there,but when u go to fire it on a target comes up as out of ammo.probably something simple.
couldnt find any of the errors u mentioned with the Caliophe tank.
when it fires it first salvo of rockets it actually fires 16 of them in quick fire sucession,looking to the naked eye like a single shot.but watch the ammo count,also if u have a target like an at gun or vehicle,u can see it exploding many times over when u get a direct hit with the rockets.
reloading time with the Caliophe tank for the rockets is extensive,it has to be like that not easy to get out of a tank and find 16 rockets lying around ready to go.
so pick ur targets with it carefully.
(i use it as a secondary tank,to come into a tank battle as the 2nd or 3rd tank in)
both the mgs r working on the Caliophe tank as well.i notice u have to keep the tank straight to have both mgs working.
Once again thank you for ur replies,and feel free to post anything u spot here.

#4:  Author: Pzt_MacLocation: Oregon PostPosted: Mon May 16, 2005 7:50 pm
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No, thank you! Smile

I see what you are saying about the Rocket tank. When I watched it fire it seemed that it only fired once, but truthfully I didn't watch the ammo on it, so I'm sure you're right. And whose to say that it should ever really be able to reload after it's first salvo. It probably never carried extra rockets on itself anyway, as you where saying. Hell, I'm just stoked it fires rockets! So will it fire 16 shots on the first go, or will it stop firing it's rockets if you put it on ambush real quick?

That secondary mg is a real mystery. All it ever said was "reloading". It didn't matter which way I turned it. I force fired it on targets and also kept it on defend with enemy units in LOS, but it just never wanted to open up. Maybe it was simply a case of "druken loader".

Mac

#5: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Sun Jun 12, 2005 9:41 am
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elephant mg was fixed,simple error as well Embarassed

#6: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Mon Jun 13, 2005 8:28 am
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with the rocket tank,the 16 shots count as 1 shot.
so after the trigger is pulled there is no changing ur mind.

#7: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Thu Jul 28, 2005 4:14 am
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Ok thanks to a report from Boka/Dima.
it has been identified the usa garand grenades whilst working were not
giving an explosion on impact.
due to a digit being wrong in the weapons.adb.

This error was not picked up in time for the plugin with bokas sound in it.
so i have included the updated weapon.adb file in a zip for u to d/l and add.
simply make sure regxtra is unplugged

then unzip the weapons.adb into ur sys/packages/regxtra folder and
let it overwrite.

then plug in regxtra pick a garand team and test to see if grenades now have an explosive effect.



Weaponsadb.zip
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 Filename:  Weaponsadb.zip
 Filesize:  8.42 KB
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#8:  Author: Archangel PostPosted: Wed Aug 03, 2005 1:05 pm
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The garand grenade is working at 30+ meters now. But I have another question. The sound of the garand grenade is still the same when AI fires beyond 40 meters. I can see them revert back to garand bullets but when it shoots I hear the same sound of the grenade. Confused

#9: mmm Author: ANZAC_Lord4warLocation: Sydney Australia PostPosted: Wed Aug 31, 2005 4:41 am
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ye i havent found a way around that boka.
i notice dima has a 2nd rifle for firing grenades.
so he may have done that for the purpose of the sound.
i dont really want to do that,as it means the guy is carrying 2 rifles.
i could code the 2nd rifle as zero weight so pc would only think he is carrying 1 weapon.but soldier still has to switch between the weapons.

#10:  Author: Archangel PostPosted: Thu Sep 01, 2005 2:02 pm
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ah ok got it lord, thanks many Smile



Close Combat Series -> Close Combat 5: Invasion Normandy


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