Go Back   Tactical Gamer > Tactical > Battlefield 2 > Battlefield 2 - Point of Existence Discussion

Battlefield 2 - Point of Existence Discussion General discussion for Point of Existence

Reply
 
Thread Tools
Old 05-30-2008, 02:25 PM   #16 (permalink)
 
ParkBench's Avatar
 
Join Date: Sep 2007
Location: Augusta, ME
Age: 37
Posts: 456
Tournaments Joined: 0
Tournaments Won: 0
Re: Tank bug testing session Thursday night - your feedback is needed

maybe we need to revisit this testing on the private server... Let me know when I'll drive a target tank. maybe we need like 12 people, and a couple hours to all be in teamspeak, and wail on each others tanks in a more organized fashion.

last night, the only thing I could offer was, I was sitting on a hill in a tank. and got hit with 2 rounds long before I ever saw the enemy tank. *shrug* I think the mighty K mentioned experiencing the same thing. I started getting out of the tank, and trying to hit the enemy with AT, using the tank a a decoy. : ) then again I can't get the back side of a barn, sooo... its a mooo point (cow's opinion for you friends fans.)

let me know if you need me to get killed alot some evening.
__________________
Park Bench

professionally trolling the forum full time.
ParkBench is offline   Reply With Quote
Old 05-30-2008, 06:30 PM   #17 (permalink)
 
KrautMan's Avatar
 
Join Date: Dec 2007
Location: Pennsylvania
Posts: 53
Tournaments Joined: 0
Tournaments Won: 0
Re: Tank bug testing session Thursday night - your feedback is needed

I engaged some tanks at very long range, so long that if I backed up a bit they would have disappeared into the fog, and to my surprise all of my hits registered. I also took hits from long range and received damage from all of them.

So tell me if I have this right. The Abrams tank was coded differently than the other 3 tanks, and the Abrams does not exhibit the tank bug. Therefore, if all the other tanks coding is changed to the Abrams coding, then the tank bug should be fixed. Is this correct?

On a side note, I think Rolling Thunder would be a fun map to do an all tank battle for mod night Especially if the tank bug gets fixed.
KrautMan is offline   Reply With Quote
Old 05-30-2008, 07:02 PM   #18 (permalink)
 
[tR]Greasy_mullet's Avatar
 
Join Date: Jan 2007
Location: Tennessee
Age: 31
Posts: 881
Tournaments Joined: 0
Tournaments Won: 0
Cool Re: Tank bug testing session Thursday night - your feedback is needed

Quote:
Originally Posted by KrautMan View Post
So tell me if I have this right. The Abrams tank was coded differently than the other 3 tanks, and the Abrams does not exhibit the tank bug. Therefore, if all the other tanks coding is changed to the Abrams coding, then the tank bug should be fixed. Is this correct?
Yes, at least in theory. The problem is the bug is so random, that we can not reproduce it on command. Meaning that we can make the changes that we think should fix the issue but we cant load up a server and do something specific to cause the problem and see if its fixed.

So you guys can understand what prompted the test (and for those interested in whats going on), we noticed that the Abrams did not seem to have the bug. So what I did was looked at the coding of the Abrams shells vs the coding of the other tanks and I was able to find a line of code dealing with collisions on all of our tanks but the Abrams. I then compared it to the BF2 tanks and they did not have that line of code either. So that makes the line of code very suspect considering everything else was almost identical and other vehicles do not have this same issue.

Before we claim victory on the issue and move on, I wanted to attempt to verify that we were barking up the right tree. With a very limited amount of testers on our team, we could just not simulate the conditions to give us a good chance to encounter the random bug. This is why we came to TG for help and why it was so critical to really push the Abrams to the limit with as many people as possible.

The verdict of the test was very promising so we have done the changes to the other tanks as well now. I am optimistic that the change will fix the issue but nothing is certain. Thanks again to all the people that helped and I hope this post explains better what we were trying to do and why.
[tR]Greasy_mullet is offline   Reply With Quote
Old 05-30-2008, 07:25 PM   #19 (permalink)
 
KrautMan's Avatar
 
Join Date: Dec 2007
Location: Pennsylvania
Posts: 53
Tournaments Joined: 0
Tournaments Won: 0
Re: Tank bug testing session Thursday night - your feedback is needed

Interesting. You guys sure do a lot of work (and for free!), I really appreciate it. I guess we won't know if it's fixed until the newly coded GER and UKR tanks get a baptism of fire on public servers in the next POE release.
KrautMan is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off




» Log in
User Name:

Password:

Not a member yet?
Register Now!
» Advertisement



All times are GMT -4. The time now is 01:56 AM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved