This is the Nevada theater v0.4 bug reporting topic, please keep the discussion to bugs only, thanks.
--- bugs
- coastline tiling broken.
- campaign selection buttons default korean ones.
- weird island-shading in ocean, SW corner. sink them!
- tiles look like crap.
- tacan channels default korean.
- airbases default type (needs Red Dog research magic).
--- fixes v0.5
- ?
Nevada v0.4 bug reports
Moderators: Lone Wolf, Snake Man
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- Commander-In-Chief
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Nevada v0.4 bug reports
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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- Chief of Staff
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try RV install, Nevada, 1st campaign.
- fly mig29 ramp start [ china lake NWC ] airbase - mig29 sink into ground! blood shedding on canopy glass.
- join mig29 in the flight , no problem.
- chasing two f-15.. wierd, F-15 fly low then crash into hills.
- too many rivers.. should they be dry river bed? many bridges, i guess the ground units won't be able to reach their target obj.
- fly mig29 ramp start [ china lake NWC ] airbase - mig29 sink into ground! blood shedding on canopy glass.
- join mig29 in the flight , no problem.
- chasing two f-15.. wierd, F-15 fly low then crash into hills.
- too many rivers.. should they be dry river bed? many bridges, i guess the ground units won't be able to reach their target obj.
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- Chief of Staff
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- Joined: 2000-08-06 22:01:01
after viewing the vid.. i jump in nevada, DF, furball mode for fun. it works, no problem.
http://www.patricksaviation.com/videos/Orilion/2974/
http://www.patricksaviation.com/videos/Orilion/2974/
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- Brig. General
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Re: Nevada v0.4 bug reports
ccc,
Here are 3 of the most critical broken roads I have identified on my main axes of advance so far.
There is a broken road/link immediately east of Yucca Valley enroute to Twenty nine Palms; the other one in Twentynine isn't critical, but it's there:

There is a major break between Baker and Ft Irwin Junction:

The bridges are broken- I added one myself (the other is stock) but I failed to fix the link myself.

Here are 3 of the most critical broken roads I have identified on my main axes of advance so far.
There is a broken road/link immediately east of Yucca Valley enroute to Twenty nine Palms; the other one in Twentynine isn't critical, but it's there:

There is a major break between Baker and Ft Irwin Junction:

The bridges are broken- I added one myself (the other is stock) but I failed to fix the link myself.

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- Chief of Staff
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Re: Nevada v0.4 bug reports
i checked the three bugs in TacEdit, not in TerrainView due to lack of feature.tdf files.
i found the [move cost value] between these obj are higher, so troops unable to pass them. so i delele the link between two obj, and re-link them... some [move cost value] are significanly lowered, in both direction of movement.
i set up a TE, run three armour units to move to-and-fro along the choking area.
- at Sandy-bridge-Jean site, ground unit can not move at all. i delete bridge and re-link Sandy and Jean, the move cost is slightly higher. imo this site need TerrainView work to delete river, or change texture.bin( erase river definition].
- Backer - Fort Iwin junction, N-S site. ground unit can move north and south after obj re-linking, seems ok.
- Yucca valley-29 palm, move is ok after re-linking. if i order the unit to move toward EAST, it refuses moving from 29 palm-29 palm chemical- 29 palm AFB- obj530. instead, it move 29 palm-29 palm chemical > south, 1686 birdge, north to obj 530.
test indicate a broken road between 29 palm chemical palnt and 29 palm AFB, need TerrainView fix.
PS - the tile defintion, texture.bin file need to be checked with Pathmaker. also the broken sites need "highlighted-road texture.zip" to help identify the sites.
i found the [move cost value] between these obj are higher, so troops unable to pass them. so i delele the link between two obj, and re-link them... some [move cost value] are significanly lowered, in both direction of movement.
i set up a TE, run three armour units to move to-and-fro along the choking area.
- at Sandy-bridge-Jean site, ground unit can not move at all. i delete bridge and re-link Sandy and Jean, the move cost is slightly higher. imo this site need TerrainView work to delete river, or change texture.bin( erase river definition].
- Backer - Fort Iwin junction, N-S site. ground unit can move north and south after obj re-linking, seems ok.
- Yucca valley-29 palm, move is ok after re-linking. if i order the unit to move toward EAST, it refuses moving from 29 palm-29 palm chemical- 29 palm AFB- obj530. instead, it move 29 palm-29 palm chemical > south, 1686 birdge, north to obj 530.
test indicate a broken road between 29 palm chemical palnt and 29 palm AFB, need TerrainView fix.
PS - the tile defintion, texture.bin file need to be checked with Pathmaker. also the broken sites need "highlighted-road texture.zip" to help identify the sites.
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- Brig. General
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Re: Nevada v0.4 bug reports
Ok, I downloaded are printed out the part of the wiki regarding links.
I sort of understand what you're saying. When you say re-link, are you just using tacedit to delete and then add links, or are you using some other procedure?
Next: if I am able to do what you are saying and fix the links, then what? How do I save the correction in a way that it can be distributed with future versions of the theater?
This actually goes beyond the scope of this post, so I'll start another one. But now that I'm getting heavily invested time-wise into editing, I'm starting to wonder how to package everything up so that others can enjoy it.
These are PMC's campaigns, so I need to start looking into how to get my work to be part of PMC's work.
I sort of understand what you're saying. When you say re-link, are you just using tacedit to delete and then add links, or are you using some other procedure?
Next: if I am able to do what you are saying and fix the links, then what? How do I save the correction in a way that it can be distributed with future versions of the theater?
This actually goes beyond the scope of this post, so I'll start another one. But now that I'm getting heavily invested time-wise into editing, I'm starting to wonder how to package everything up so that others can enjoy it.
These are PMC's campaigns, so I need to start looking into how to get my work to be part of PMC's work.
-
- Commander-In-Chief
- Posts: 9784
- Joined: 2000-07-31 22:01:01
- Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
- Editing Interests: All, I (try) to edit everything.
- Location: PMC
Re: Nevada v0.4 bug reports
Correct. This is Nevada bugs report topic, if you got a bug please report it, if you need help linking objectives or otherwise using the tools, find a more suitable topic or open a new one.
Thank you.
Thank you.
Important PMC Tactical Forum New User Registration please read new info here.
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
PMC since 1984
Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel
PMC Tactical forum Advanced Search is power.
"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
-
- Chief of Staff
- Posts: 4857
- Joined: 2000-08-06 22:01:01
Re: Nevada v0.4 bug reports
in short, the broken sites need a fix with both TerrainView and TacEdit, and better check Nevada texture.bin with Pathmaker...i found some road definition is off on city tiles.
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- Brig. General
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Re: Nevada v0.4 bug reports
Repair discussion moved here: viewtopic.php?f=12&t=21896&p=181516#p181516