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I've got a problem with midway map. It works well on singleplayer but when I host a dedicated server for my friends it crashes as soon as anyone including me join in. Both game and server crashes then with error message stating: "Error: too many state masks" Other maps that i tested seem work ok but did not check all of them on the server yet. Is there any way to fix the bug?
on the map of Cologne, the Allied bots go through the barbed wire. It is better to remove it if you plan to engage in a single game mode.
I've got a problem with midway map. It works well on singleplayer but when I host a dedicated server for my friends it crashes as soon as anyone including me join in. Both game and server crashes then with error message stating: "Error: too many state masks" Other maps that i tested seem work ok but did not check all of them on the server yet. Is there any way to fix the bug?
Thanks for this important info! The "too many state masks" error is a severe one, which alway causes crashes. I do know why this error pops up, but i need to check the map and the vehicles used on it first. It should be fixable.
Wow nice find never thought base map can conflict
BG crew thanx very much for fixing pilot AI so they do not joyride indefinitely! But another AI problem
The "hold fire+bail out" vice-versa shout combo they do not back away from vehicles anymore nor do they leave even when not have target
The two screenshots above there is problem with anti-tank rifle on those two maps! I do not even get hit indicator no damage dealt and expacks+mines not hurting me very much I remember they were devastating before
I've fixed the "to many statemasks" bug. I had to recode some of the ships and remove a turret here and there, but now the bug is gone. Just like i expected, some of the ships, especially the US Navy vessels, had a tad too much anti aircraft guns mounted on them. The engine couldn't handle the amount of networkable info.
4204-valley_of_death north+mid flag took us minutes to make neutral
4204-valley_of_death north+mid flag took us minutes to make neutral
According to the controlpoint settings everything is ok, except this on the Lumbermill controlpoint:
"ObjectTemplate.loseControlWhenEnemyClose 0"
It should read "ObjectTemplate.loseControlWhenEnemyClose 1" instead. FIXED.
I've fixed the "to many statemasks" bug. I had to recode some of the ships and remove a turret here and there, but now the bug is gone. Just like i expected, some of the ships, especially the US Navy vessels, had a tad too much anti aircraft guns mounted on them. The engine couldn't handle the amount of networkable info.
Is the fix now included in the patch?
Those fixes will be included in the next build. The current release still has the bugs.
After the last update, on map 4301-tridentina_avanti, ZIS artillery guns which once were exploding, now they're bouncing on map. I tried to fix that bug, so you can check it out:
https://drive.google.com/file/d/1LFi2IK1bvK7FWKyLLDy_Ex8OYWP85Wb-/view?usp=sharing
One more small fix for 3706-kanchatzu_incident map. Actually in 1937 submachine gun PPSh-41 didn't exist, so I put Mosin Nagant rifle instead for the Medic, to be more historically accurate. I hope you'll like it!
https://drive.google.com/file/d/1ix_jH5Lv9hB1OcxUwYfydHDhsIcAWbNi/view?usp=sharing
Same fix for 3908-khalkin_gol map!
https://drive.google.com/file/d/1i4W4wh901JiElUiyawBNHDLw-oEMUBjq/view?usp=sharing
"....submachine gun PPSh-41 didn't exist, so I put Mosin Nagant rifle...." put an equivalent to a submachine gun and not a rifle 😮 😮
"....submachine gun PPSh-41 didn't exist, so I put Mosin Nagant rifle...." put an equivalent to a submachine gun and not a rifle 😮 😮
There is none equivalent SMG in the game used by the Red Army 1937-39 period, therefor you have a rifle, otherwise you can delete that optional add-on and play it with PPSh-41 as you did before. 😉
"....otherwise you can delete that optional add-on and play it with PPSh-41 as you did before." or you can find or create a three dimensional Degtyaryov PPD-34 then 😉 😉