Ready to defy darkness? Deathshead is back to unleash the power of the philosopher's stone through his new super soldiers - will B.J. Blazkowicz survive?

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Some Bugs (Games : Return To Castle Wolfenstein : Mods : The Dark Army: Uprising : Forum : Report : Some Bugs) Locked
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Dec 3 2016 Anchor

Here's some bugs that I found while playing:


1. Some gold sticking through the top of the shelf (village level). This is caused by a bug with the gold bar model, so the only solution is to move the gold bars to another location.

shot0001

2. Since you renamed your company to 85 Productions, I think that this should be changed too (crypt level).

shot0003

3. Some missing textures with the head crusher and brain jar models (track map). The appropriate textures for them are included with my Operation Deathshead addon.


shot0006

4. Some exposed caulk (base map).

shot0007

Also, I have a few complaints about the HUD.

Where are the stamina and armor counters? Having them visible would be really helpful and make the experience more complete, since armor and stamina can mean the difference between survival and death. The rest of the HUD is fine to me.


William Faure
William Faure Developer
Dec 4 2016 Anchor
ronboy wrote:

Here's some bugs that I found while playing:


1. Some gold sticking through the top of the shelf (village level). This is caused by a bug with the gold bar model, so the only solution is to move the gold bars to another location.

shot0001

2. Since you renamed your company to 85 Productions, I think that this should be changed too (crypt level).

shot0003

3. Some missing textures with the head crusher and brain jar models (track map). The appropriate textures for them are included with my Operation Deathshead addon.


shot0006

4. Some exposed caulk (base map).

shot0007

Also, I have a few complaints about the HUD.

Where are the stamina and armor counters? Having them visible would be really helpful and make the experience more complete, since armor and stamina can mean the difference between survival and death. The rest of the HUD is fine to me.


Hi, @ronboy.

Before 2017, I'll release a patch that will fix the different issues players will report this month. Of course, current version ain't the final version. I'll be waiting to see if any other issues are reported, then I'll release a patch that will fix everything at once. Here's what I can tell you regarding these issues:

1. These treasures will be deleted or moved somewhere else.

2. It's intended: having TITEUF-85 Productions written on this poster is the best way to not forget how 85 Productions was named in the past.

3. The textures for this model were not included in the package, weirdly; it will be added.

4. This probably is due to the last compile of the map; should have checked this area once more before release. It will be fixed.

Regarding the HUD: it's just that it's not displaying entirely. You wouldn't have this issue if you were playing on a widescreen (ie 1280*720, 1366*768, 1920*1080...). This is due to Knightmare's 1.42d patch, on which RealRTCW 2.0 is build. What's you screen size? Try to play in Windowed 1280*720, and keep-me informed. Unfortunately, there's no much I can do about it on my side, as Knightmare made his 1.42d patch mainly for Widescreen users.

Thanks for playing and supporting this mod, btw. Please, write a review when you can. Also, if you feel it deserves its place on the podium, then you can vote nominate this mod for the 2016 Mod of the Year Awards.

Edited by: William Faure

Dec 4 2016 Anchor

Ok, I'm looking forward to the patch then. About my screen resolution, I was playing the game in 1024*768, but my monitor supports higher resolutions. I didn't know that increasing the resolution would show more of the HUD; thanks for the information!

I will write a review soon, because I haven't played the day mode yet. And I've already nominated your mod for the MOTY awards.


1. Most interactive doors don't stay open for long before shutting. In the case of the screenshot below, a soldier was camping in a doorway, which made the door repeatedly try to close without success. It made a nasty racket too.

In order to fix this, you must place the trigger_aidoor entity on all interactive doors that use the func_door_rotating entity. Look at the escape1 and escape2 maps in Radiant to see how this is done. It's really easy, and I utilized it on my more recent releases.

shot0000


2. Sometimes the lopers walk or run in place while the Nazis or the player can freely kill them. Try adjusting the AI script for the lopers.

shot0001


3. If the player is standing in this room, it's possible for him to become trapped if the switch on the wall is activated from a certain angle. The glass door and green metal door are both locked and the player is trapped on the screenshot below.

shot0002


4. What is the point of this room here? A switch opens a door to this room, but it's completely empty. In the previous version of TDA, there was a venom soldier here. Perhaps you should add another enemy, or an item here (health, ammo, armor, etc...).

shot0003


5. The Proto Soldiers on the final level (during the Super Soldier fight) just appear out of nowhere. Add a door or something to make their appearance believable.


6. The enemy soldiers are still using a dialogue in the French language for their "attack sound". I can email you a replacement that is in English if you want.


7. The final level appears to have the shader overflow bug. Strange images appear on the screen when the player is shot, instead of the usual blood splatters.


That's the more important bugs that I could find, but I know that there are plenty of small bugs as well.

Edited by: ronboy

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