Bf1918

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PostPosted: Tue 8. May 2018, 13:48 
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Joined: Wed 2. May 2018, 13:18
Posts: 8
I still remember a thread that I had made to the inside1918 site forum that was full of notices, questions, suggestions and fixes with pictures to help themselves and noone seem to bother back then

here is a saved copy of the text but without the pictures as it was in the thread:


for icons:

the US officer unit has a British bajonet icon instead of a Saebel sword icon, the same to the British officer unit with the gas mask, the same to the ANZAC officer unit and the same to the Russian officer unit

the US smoke unit needs and the Enfield Pattern 1914 rifle to the kit and the German smoke unit needs and the GRC Karabiner 88 to the kit as the British smoke unit has the Lee-Enfield (SM) Mark III rifle to the kit and as the French smoke unit has the Chauchat M1915 mitrailleuse to the kit

also the US patrol unit that has the shotgun it needs the icon of the shotgun and not a Lee-Enfield (SM) Mark III rifle icon and the same to the British patrol unit

also the US patrol unit that has the deployable Hotchkis M1914 machine gun it needs the icon of the deployable Hotchkis M1914 machine gun and not a Lee-Enfield (SM) Mark III rifle icon

and also the US soldier unit has a Mauser Gewehr 98 bajonet rifle icon instead of an Enfield Pattern 1914 bajonet rifle icon

the British leuchter unit that has the Webley & Scott Mark III flare pistole it needs the icon of the Webley & Scott Mark III flare pistole and not a Webley Mark VI revolver icon

also the British soldier2 unit has a Lee-Enfield (SM) Mark III rifle icon instead of an Enfield Pattern 1914 rifle icon to the kit and a Mauser Gewehr 98 bajonet rifle icon instead of an Enfield Pattern 1914 bajonet rifle icon to the weapon

the ANZAC soldier unit has a Lee-Enfield (SM) Mark III bajonet rifle icon instead of an Enfield Pattern 1914 bajonet rifle icon

the Turkish assault unit and the Turkish Kirpan unit need their assault central icon

also the Turkish scout unit has a Mauser M1893 rifle icon instead of a Mauser M1893 scope rifle icon

the Italian stosstrupp unit has a Lebel M1886-93 rifle icon instead of a Carcano M1891 moschetto icon to the kit and to the weapon

also the Italian scout unit has a Lebel M1886-93 scope rifle icon instead of a Carcano M1891 scope rifle icon

the French officer artillery unit has a conflict to the icon position of the Ruby M1914 pistole (it shows that it is to the second icon position instead of the third) and the same to the Luger P08 pistole of the German officer artillery unit

the French mine unit has a British grenade and shows a French grenade icon to the weapon, and also instead of the AT mine icon it shows a Berthier M1892-16 musketon icon to the kit

also the French leuchter unit that has the M1917 flare pistole it needs the icon of the M1917 flare pistole and not a Ruby M1914 pistole icon

and also the French mortar unit that has the deployable Stokes mortar it needs the icon of the deployable Stokes mortar and not a Chauchat M1915 mitrailleuse icon

the Belgian officer unit has a Ruby M1914 pistole icon instead of a FN M1910 pistole icon

also the Belgian medic unit has a Lebel M1886-93 rifle icon instead of a Mauser M1889 rifle icon

also the Belgian support unit that has the Madsen M1903 machine gun it needs the icon of the Madsen M1903 machine gun and not a Chauchat M1915 mitrailleuse icon

also the Belgian pioneer unit has a British grenade and shows a French grenade icon to the weapon

also the Belgian scout unit has a Lebel M1886-93 scope rifle icon instead of a Mauser M1889 scope rifle icon

and also the Belgian soldier unit has a Lebel M1886-93 bajonet rifle icon instead of a Mauser M1889 bajonet rifle icon

the Russian saboteur unit that has the Mosin-Nagant M1891 rifle it needs the icon of the Mosin-Nagant M1891 rifle and not a Lee-Enfield (SM) Mark III rifle icon

also the Russian assault unit that has the Fedorov avtomat rifle it needs the icon of the Fedorov avtomat rifle and not a Madsen M1903 machine gun icon

and also the Russian scout unit has a Mauser Gewehr 98 scope rifle icon instead of a Steyr-Mannlicher M1895 scope rifle icon

the Austrian assault unit that has the Steyr Hahn M1912-P16 machinen pistole (submachine gun) it needs the icon of the Steyr Hahn M1912-P16 machinen pistole (submachine gun) and not a Luger P08 pistole icon

also the Austrian medic unit has a Mauser Gewehr 98 rifle icon instead of a Steyr-Mannlicher M1895 kurz rifle icon to the kit and to the weapon

also the Austrian stosstrupp unit has a Mauser Gewehr 98 rifle icon instead of a Steyr-Mannlicher M1895 kurz rifle icon to the kit and to the weapon

also the Austrian pioneer unit has a Mauser Gewehr 98 bajonet rifle icon instead of a Steyr-Mannlicher M1895 kurz rifle icon

also the Austrian scout unit has a Mauser Gewehr 98 scope rifle icon instead of a Steyr-Mannlicher M1895 scope rifle icon

and also the Austrian soldier unit has a Mauser Gewehr 98 bajonet rifle icon instead of a Steyr-Mannlicher M1895 bajonet rifle icon

the German mine unit that has the GRC Karabiner 88 it needs the icon of the GRC Karabiner 88 and not a Mauser Gewehr 98 rifle icon

also the German leuchter unit that has the M04 leucht pistole it needs the icon of the M04 leucht pistole and not a Luger P08 pistole icon

also the German flamer unit has a M04 leucht pistole and shows a Kleinflammenwerfer M1911 icon

also the German heavystosstrupp unit that has the Mauser C96 pistole it needs the icon of the Mauser C96 pistole and not a Mauser Gewehr 98 rifle icon

also the German heavystosstrupp3 unit has a Mauser Gewehr 98 rifle and shows a Mauser M1893 bajonet rifle icon

also the German tank unit that has the Mauser M1918 tank gewehr it needs the icon of the Mauser M1918 tank gewehr and not a DWM machinen gewehr MG08-15 icon

also the German mortar unit that has the deployable M16 granatenwerfer it needs the icon of the deployable granatenwerfer and not a DWM machinen gewehr MG08-15 icon to the kit, and also instead of the deployable M16 granatenwerfer it shows a deployable Stokes mortar icon to the weapon


for other:

how about changing the menu message from "additional players needed until game starts" to "additional soldiers needed until war starts"

there should have been a text file that writes all the changes, fixes and additions that have been made from version 1.0 to version 3.1

and also at least a text file that writes where all the special items are in the maps


for maps:

remove the faked red death layer from the cooperative mode of the maps as in battlefield 1942 (the A.I. doesn't do camping after all)

how about a fictious map "the war finally reached america and the americans stand against with all they have got, their prototype tanks"

a historic map would had been some airplanes to take off from a world war one airplane carrier to hunt down Zeppelin airships

how about the offensive plan of 1919 as a 'what if' map with the rare secret weapons of world war one

an innovative fictious map would had been to include all the vehicles into one museum map

at villers bretonneux map how about the panzerzug to be automated as the automated BR bombers? (actually the railroad track is just a straight line)

the montblainville map writes that it is a 1914 map and has the Bergmann machinen gewehr MG15 that appeared in 1915

at battle of the giants map the village road needs to be a light color and not a dark black color

the loading screen of the operation gericht map of 1916 has and the name of the Vitry map of 1914 with faded letters

to the cooperative mode of the custom cassino map the Schneider CA1 is missing to the allies side

the custom battle of Britain map for battlefield 1918 now is not recognized by the map list

at mont Kemmel map now to the first bunker is missing the underneath door and to the last bunker it spawns two Bergmann machinen gewehr MG15 and a M16 granatenwerfer to the allies side

bring back to the mont Kemmel map the Renault FT canon and the automated BR bombers to the allies side

at current version of the Hindenberg line map now there are lots of equipment that are missing compared to the previous version of the Hindenberg line map that had lots of equipment (why to reduce them? it is war time situation after all)

even the German assault unit kit with the Bergmann machinen pistole MP18-I is missing to the tunnel base

the Tannenberg map writes that it is a 1914 map and has the Bergmann machinen gewehr MG15 that appeared in 1915

at current version of the Suez canal map now there are lots of equipment that are missing compared to the previous version of the Suez canal map that had lots of equipment (why to reduce them? it is war time situation after all)

also at Suez canal map now there is an antigravitational CoastalGun to the allies side

the Sadiz map needs its full name as battle of Sadiz map to the map list

also the battle of Sadiz map seems to be too empty of equipment for a fictious map

at Sanaga river map some tree observation positions should had unmovable trees

at Tabuaeran map the objective stations seem to be missing

to the cooperative mode of the custom Bocage map it spawns an Austro-Daimler Zugwagen to the allies side

also the weapon kits and cannons are missing to the allies side and to the axis side

how about the cloud layers to be movable in monte piana map, desert winds map and Bocage map as in operation magpie map (maybe they had randomization movement)

to the cooperative mode of the Mughar ridge map there should had been British names and Turkish names and not American names and German names

to the cooperative mode of the Krakau map there should had been Russian names and not British names

at battle of Baghdad map there is a problem to some ladders of the trenches (our soldiers can not climb up!)

at paternkofel map it spawns a Flying Pig mortar to the axis side

also at paternkofel map a wooden corner is missing to the wooden fortification

to the cooperative mode of the Chateau Thierry map the weapon kits are missing to the allies side and to the axis side

to the cooperative mode of the custom Tobruk map the cannons are missing to the allies side

also the weapon kits and airplanes are missing to the allies side and to the axis side

at besika bucht map inside the barracks there is a closet inside another closet

also at besika bucht map some material is missing under the fortress (you can see inside the structure)

to the cooperative mode of the Tanzanian plains map there should had been Gurkha names (Indian names) and not British names

also the Tanzanian plains map writes that it is a 1916 map and has the Sopwith Camel and Halberstadt D.V that appeared in 1917

at Toska airbattle map the fragile airship mast shouldn't need lots of shots to be destroyed and the same with the Zeppelin LZ-62 L-30

in reality if an airship takes some shots then it would explode and go down in flames not with 500 and above bombs or shells to explode

also to the objective Zeppelin LZ-62 L-30 its material flamehit effect is missing

an airship inside needs lots of explosion effects to different locations and not just one small explosion effect in the middle

to the cooperative mode of the Toska airbattle map the Renault AG 8cv is missing to the allies side

also the Mercedes Simplex 40hp, Austro-Daimler Zugwagen and Halberstadt D.V are missing to the axis side

at Vitry map the railroad track doesn't seem to be a straight line

to the instant battle mode (not the cooperative mode) of the Vitry classic map all the structures are lost

also at Vitry classic map it spawns Hotchkis M1914 machine guns to the axis side

at liberation of Roeselare map it spawns a Flying Pig mortar to the axis side

also at liberation of Roeselare map there are antigravitational boxes near the crane

at passo di falzarego map it spawns Austro-Daimler Zugwagen to the allies side

at Roye map there shouldn't have been a Mark IV tank to the railstation exhibition museum but a locomotive (because the Mark IV tank was also used in world war two, but only in riots)

also at Roye map now the fog texture destroys the whole atmospheric of the map

also some green borders of the farms are missing and the texture of the farms is degraded (why to destroy them? they were better before)

also at Roye map it gives an active spawn point without been activated to the axis side

and also at Roye map now to the airfield it spawns two Stokes mortars and two Hotchkis M1914 machine guns to the axis side

at current version of the Roye map now there are lots of equipment that are missing compared to the previous version of the Roye map that had lots of equipment (why to reduce them? it is war time situation after all)

even the Zeppelin LZ-62 L-30 is missing

to the cooperative mode of the battle of Mons map the British assault unit kits are missing

bring back to the Lutte de Honneur map the tanks and the automated BR bombers to the allies side and to the axis side and the missing German assault unit kit with the Bergmann machinen pistole MP18-I to the axis side

at Tolmezzo map there is too much faked red death layer (our pilots can not fly their airplanes!)

at fort Douaumont map it spawns an Austro-Daimler Zugwagen to the allies side

to the cooperative mode of the foresta map there should had been Russian names and not American names

also the foresta map seems to be too empty of trees for a forest map

at champagne map, Tannenberg map and Masuren map the water animation effect is missing

at Masuren map it spawns Austro-Daimler Zugwagen to the allies side and a Flying Pig mortar to the axis side

at battle of Cambrai map to a line of trenches it seems to be missing the whole wooden framework, the missing texture now is somehow ugly (why to destroy it? it was better before)

battlefield 1918 modification is known for its incredible tunnels and trenches after all

bring back to the battle of Cambrai map the armored cars and the small tanks to the allies side and the missing German assault unit kit with the Bergmann machinen pistole MP18-I to the axis side

at Falkland islands map a pacific skybox would have been more awesome

at battle of the Vosges map now there is a problem with the texture of the mountain terrain

at Aube de Soiree map now the Spad 7 is missing to the allies side

also the Fokker Dr.I is missing to the axis side

at desert winds map now to the allies side how about replacing the Breguet 14 with the Airco D.H.4

at desert winds raid map now to some flags something is terribly wrong and unrealistic

bring back the incredible Moschee to the Gaza town map

to the cooperative mode of the la grande bataille map there should had been French names and not British names

bring back to the la grande bataille map the French assault unit kit to the allies side and the German assault unit kit to the axis side

the world war one submachine gun was for the trench experienced troops

at Mughar ridge map,
Chateau Thierry map,
siege of Kut al amara map,
liberation of Roeselare map,
battle of the Nete map and
Ypres streets map it has world war two tyres

the Ypres streets map writes that it is a 1914 map and has the Ehrhardt E-V-4 strasenpanzerwagen that appeared in 1917

at Ypern map the Lorraine Dietrich Autobus is missing to the allies side

also the cannons and Austro-Daimler Zugwagen are missing to the axis side

the Tsingtao map writes that it is a 1914 map and has the Bergmann machinen gewehr MG15 that appeared in 1915

to the cooperative mode of the river run map there should had been Senegalian names and Askari names (Negro names) and not British names and German names

also at river run map a pacific skybox would have been more awesome

and also the river run map seems to be too empty of equipment for a fictious map (how about adding some steam barge MG)

at Brusilov offensive map the MAVAG Typ AE panzerzug is somehow outside of the railroad track

also the Brusilov offensive map writes that it is a 1916 map and has the Sopwith Camel and Albatros D.V that appeared in 1917

the bold venture map and custom Kursk map for battlefield 1918 now are missing

how about to add and an underneath combat to the next stop Berlin map as to the Krakau map

at raid on fort Pontisse map there is an antigravitational weapon kit to the tent

to the cooperative mode of the Amiens map some weapon kits are missing to the allies side and to the axis side

also the Lebaudy Republique airship, Charron Automitrailleuse, Renault FT mitrailleuse, Schneider CA1 and Saint Chamond Tank are missing to the allies side

and also the Zeppelin LZ-62 L-30 is missing to the axis side

the dawnville map,
montblainville map,
champagne map,
operation gericht map,
custom cassino map,
monte piana map,
besika bucht map,
Tanzanian plains map,
Cantigny map,
passo di falzarego map,
Roye map,
fort Douaumont map,
Masuren map,
Somme gasattack map,
bold venture map,
Tsingtao map,
raid on fort Pontisse map and
Priesterwalde map need and an english translation to their briefing description

if the Bismarck archipel map of 1914,
the Suez canal map of 1915,
the battle of Basra map of 1914,
the battle of Mons map of 1914,
the Masuren map of 1914,
the battle of Halen map of 1914,
the Langemarck map of 1914,
the Ypern map of 1914,
the Ypres streets map of 1914,
the raid on fort Pontisse map of 1914 and
the Priesterwalde map of 1915 are considered historic maps then they should had vehicles from 1915 and before and not vehicles from 1916 and after

for example
the Mark I Supply tank appeared in 1916
the Mark A Whippet tank appeared in 1917
the Renault FT appeared in 1917
the Schneider CA1 appeared in 1916
the Saint Chamond Tank appeared in 1916
the Ehrhardt E-V-4 strasenpanzerwagen second version appeared in 1917
the A7V Sturmpanzerwagen appeared in 1917
the Airco D.H.2 appeared in 1915
the Airco D.H.4 appeared in 1916
the Sopwith Camel appeared in 1917
the Felixstowe F.2 appeared in 1917
the Halberstadt D.V appeared in 1917
the Albatros D.V appeared in 1917
the Albatros C.III appeared in 1916

to the cooperative mode of the Priesterwalde map to the second base the Ehrhardt E-V-4 strasenpanzerwagen is missing to the axis side

how about to the battle of the giants map,
the battle of Sadiz map,
the broken hill map,
the foresta map,
the river run map,
the straits field map and
the crossroads map to add and a conquest mode at least

and the option to use the vehicles of the allies side and the axis side instead

at crossroads map some material is missing to some rubbles (you can see inside the structures)

the loading screens of the maps should had been three dimensional graphic based (that show what the map will be) and not photographs

how about to the maps an option to choose the time of day

for example using a "_001.rfa" of a map with the night skybox or the day skybox as a switch file and just removing or inserting the switch file from the levels folder


for effects:

how about adding wave texture effects to the sea coast lines of the sea based maps

the autoexplosion effect doesn't have sound

some muzzle effects need repositioning to the muzzles of the guns and machine guns

some damage flame effects need repositioning to at least the barrels near the projectiles

also some damage engine flame effects need repositioning to at least the engines

how about when stepping (not swimming) to the water to be heard a splashing sound effect of the footsteps

how about the explosions to the land to leave a burned ground texture or a crater as in the simulation named tank ace 1944 for mobile telephone (it is only in third person view)


for structures:

how about destroyable barbed wire

for example in world war two and world war one the British had the McClintock Bangalore torpedo (obstacle clearing explosive charge) and the French had the Barbed wire destruction rod grenade

how about destroyable fences (it is somehow ridiculous to see a whole tank to explode because it hit just a fence)

this was also used to the fences in battlefield interstate 82 modification

the snow terrain of the trenches doesn't have a snow texture (it seems to be yellow)

how about destroyable buildings (as the exploding barrels)

the light color texture now is missing to the original houses from battlefield 1942 (it shows a dark color texture)

the Australians and the New Zealanders (ANZAC) need their own flag icon to the maps and not the British flag icon

there is a conflict to the Italian flag and the Austrian flag it writes that it is a French flag and a German flag

the ammo box doesn't refill the grenade ammo after using some grenades


for equipment:

the Belgians should had and the early uniform from 1914 and before and not the uniform from 1915 and after

all the Austrian units have a helmet icon to the kit but some of the units had hats instead

the gas mask should had been an option for example "you want to wear the gas mask or not?" (simple 0 or 1) because you are thrown in the map with a gas mask stuck to your face

and the same with the parachutes (it is year 1918 after all)

how about the engineer unit to use an electric solder tool instead of the wrench (actually when something metalic is damaged it needs more to be electrically glued than screwed)

the artillery binoculars shouldn't had outside crosshairs because they have their own inside crosshairs

how about the binoculars that have a call for an artillery strike to also have a call for an air strike

small detail but how about when the bullets of the firearms are depleted to be heard a sound effect of the triggering

the projectile_m1 now is lost (it only shows the e_PanzShootTrail)

how about in the Geometries.con to add the line:

GeometryTemplate.create StandardMesh projectile_m1
GeometryTemplate.file projectile_m1
GeometryTemplate.setLodDistance 0 0
GeometryTemplate.setLodDistance 1 50
GeometryTemplate.setLodDistance 2 150
GeometryTemplate.setLodDistance 3 500

how about making a realistic projectile rather than the blurred projectile

the torpedo explosion effect now is lost (it only shows a small explosion effect)

how about in the Weapons.con to use the material 249 rather than the material 250

here is another torpedo A.I. that does use the torpedoes:

weaponTemplate.create TorpedoAI
weaponTemplate.burst 0
weaponTemplate.indirect 1
weaponTemplate.minRange 40.0
weaponTemplate.maxRange 500.0
weaponTemplate.weaponActivate PINone
weaponTemplate.weaponFire PIFire
weaponTemplate.setStrength Infantry 8.0
weaponTemplate.setStrength LightArmour 8.0
weaponTemplate.setStrength HeavyArmour 7.0
weaponTemplate.setStrength NavalArmour 15.0
weaponTemplate.setStrength Submarine 7.0
weaponTemplate.setStrength Air 0.0

the Dosen tin grenade after the explosion leaves a lunte (fuse) sound to the ground that is not removed

the screen name of the tin grenade needs its full name as Dosen tin grenade (that way says the constructor name of the tin grenade)

the dynamite after the explosion leaves a lunte (fuse) sound to the ground that is not removed

the strength bar icon is missing to the dynamite

the A.I. of the dynamite unit doesn't use the dynamite

the cricket ball grenade after the explosion leaves a lunte (fuse) sound to the ground that is not removed

the rohr handgranate ignition animation should had been underneath

also using a spaten (shovel) as a knife is somehow ridiculous

the Saebel sword is written sarbre instead of Saebel (it reminds a little the eaglehead sword of the american civil war though)

the Gurkha knife is written Khukuri instead of Gurkha

the Japanese had Gunto sword instead of Katana sword

how about the firearms to auto reload when bullets are depleted as to the vehicles

all firearms need an iron sight view animation that looks more realistic than the small range zoom in

the flare guns would have been more awesome if they had and a light trail effect

the blue and red flare effect of the flare guns should had been more lightened

the flare effect of the Webley & Scott Mark III flare pistole and M1917 flare pistole stays more time than the M04 leucht pistole that stays less time

the Webley Mark VI revolver is reloading the clip from underneath instead of the revolver clip

the Steyr Hahn M1912-P16 machinen pistole (submachine gun) from a distance it shows a Ruby M1914 pistole

the Steyr Hahn M1912-P16 machinen pistole (submachine gun) also had a shoulder stock for the recoil and seem to had 16 rounds and not 32 rounds

the screen name of the machinen pistole MP18-I needs its full name as Bergmann machinen pistole MP18-I (that way says the constructor name of the submachine gun)

to some machine gun positions the first person view is passing through the walls (it is somehow annoying to see through the graphics)

the stationary Lewis machine gun,
stationary Hotchkis M1914 machine gun,
stationary Maxim M1910 machine gun,
Maxim M1910 machine gun,
stationary DWM Parabellum machinen gewehr MG13,
stationary Villar-Perosa M1915 machine gun,
stationary Schwarzlose M1907-12 machinen gewehr,
Schwarzlose M1907-12 tripod machinen gewehr,
stationary Bergmann machinen gewehr MG15
don't have a visible explosion effect (the invisible explosion harms the one that is close though) all the other machine guns have their proper explosion effect

how about the Vickers Mark I machine gun, Maxim M1910 machine gun, DWM Parabellum machinen gewehr MG13 and Bergmann machinen gewehr MG15 to have visible ammo clips

the reloading sound of the clip is missing to the
stationary Hotchkis M1914 machine gun,
Hotchkis M1914 tripod machine gun,
Vickers Mark I machine gun,
DWM machinen gewehr MG08,
stationary DWM Parabellum machinen gewehr MG13,
Schwarzlose M1907-12 tripod machinen gewehr,
stationary Bergmann machinen gewehr MG15,
Bergmann machinen gewehr MG15

the Vickers Mark I machine gun and Bergmann machinen gewehr MG15 have the same firing sound as the DWM machinen gewehr MG08, how about to have a different firing sound

the screen name of the machinen gewehr MG08 needs its full name as DWM machinen gewehr MG08 (that way says the constructor name of the machine gun)

the scope zoom in of the DWM machinen gewehr MG08 ZF should had been used with the right mouse key and not with the immediate entering to the machine gun

the inside barrel seems to be missing to the DWM Spandau machinen gewehr MG08-15

the trigger seems to be missing to the DWM Parabellum machinen gewehr MG13

the Villar-Perosa M1915 machine gun should had the DPMG wav firing sound as the stationary Villar-Perosa M1915 machine gun that is in the sound folder so not to be the same firing sound as the Type 99 machine gun

also the Villar-Perosa M1915 machine gun from a distance it shows a Type 99 machine gun

the Austrians also had and the Madsen machine gun

how about to the Madsen M1903 machine gun the bipod to be opened for the ground as the other machine guns

the tripod seems to be too short to the Hotchkis M1914 machine gun and Schwarzlose M1907-12 machinen gewehr

the Schwarzlose M1907-12 machinen gewehr when it fires from a far distance it is heard as if it fires from a near distance

the Fedorov avtomat rifle should had another unique firing sound so not to be the same firing sound as the Browning M1918 automatic rifle (how about using the w_svd_fire_stereo2.wav that is in the sound folder)

the Fedorov avtomat rifle from a distance it shows a Browning M1918 automatic rifle

the screen name of the machinen gewehr MG15 needs its full name as Bergmann machinen gewehr MG15 (that way says the constructor name of the machine gun)

the German Bergmann machinen gewehr MG15 has the Turkish insignia texture

the stationary rifleshild doesn't have an explosion effect

the bullets don't ricochet on the metal shield

also the A.I. doesn't seem to use the stationary rifleshild

how about to the rifles that don't have the scope and use the small range zoom in, to add the line: ObjectTemplate.soldierZoomPosition -0.07/0/0 that takes the barrel close to your eye for targeting and looks more realistic instead of only the small range zoom in (it looks as an iron sight view animation)

this was also used to the rifles in battlefield arsenal modification and in battlefield the great war modification

the US had and their own rifles and not only the British rifles

the Ross Mark III rifle shows a Lebel M1886-93 rifle instead of a Ross Mark III rifle

the A.I. of the British grenade unit doesn't use the Lee-Enfield (SM) Mark III grenade rifle

the Lee-Enfield (SM) Mark III grenade rifle has a world war two grenade of a Mauser Karabiner 98

the Berthier M1916 rifle doesn't have a reloading animation after each single shot (instead it has the reloading sound)

the screen name brackets of the Berthier M1892-16 musketon need to be closed

the muzzle effect needs repositioning to the muzzle of the Steyr-Mannlicher M1895 kurz rifle

the Austrians should had used instead and the Mannlicher-Schonauer M1903-14 rifle

the Russians should had used instead and the Mosin-Nagant M1891 scope rifle

the screen name of the tankgewehr M1918 needs its full name as Mauser M1918 tank gewehr (that way says the constructor name of the antitank rifle)

the trigger seems to be missing to the Mauser M1918 tank gewehr

the flintlock musket definately needs a muzzle smoke effect as the e_MuzzPanz muzzle effect

ObjectTemplate.addTemplate e_MuzzPanz
ObjectTemplate.setInputId -1
ObjectTemplate.startoneffects 0
ObjectTemplate.setPosition 0/0.02/3.35
ObjectTemplate.setRotation 0/0/0

this was also used to the musketoons and muskets in battlefield pirates modification

the flintlock musket definately needs a muzzle loading animation and a small flame effect to the flint hammer

how about to the flintlock musket to use a muzzle loading animation as the Mauser Karabiner 98 grenade carbine

the muskets don't have such tremendous recoil firing force that look somehow ridiculous (not even to the battlefield pirates that had musketoons and muskets)

the German flamer unit now has a M04 leucht pistole instead of a Kleinflammenwerfer M1911

in 2.7 version somehow the flame hit effect of the Kleinflammenwerfer M1911 is degraded, it was an incredible flame effect it even looked more realistic than the explosion effects

don't see any reason to degrade the effect with nowadays high speed multi cored processors

the A.I. of the German flamer unit doesn't use the Kleinflammenwerfer M1911

also the Kleinflammenwerfer M1911 is actually a Flammenwerfer M1916 because the Kleinflammenwerfer M1911 was carried by two infantry and the Flammenwerfer M1916 was carried by one infantry

the machine gun bunker doesn't have an explosion effect

the Livens gas mortar doesn't have an explosion effect

a gas weapon effect should had been similar to a smoke grenade effect and not a flame hit effect

the weapon icon to the Livens gas mortar should had been its specific projectile icon and not a Prieur rocket icon

also the A.I. doesn't seem to use the Livens gas mortar

the trench mortar should had its specific projectile and not a Stokes mortar projectile

the Kuk mortar and Rus mortar should had their specific projectile and not a Stokes mortar projectile

the weapon icon to the Kuk mortar and Rus mortar should had been their specific projectile icon and not a Flying Pig mortar projectile icon

also the ground shadow seems to be missing to the Kuk mortar and Rus mortar

thought that the gas versions of the cannons and mortars would fire gas projectiles as a gas weapon and not only having to wear the gas mask

when there are two troops to a movable cannon it is somehow weird to see the one that moves the legs and the other that doesn't move the legs

it would have been more realistic if and the one that doesn't move the legs to move them as the one that moves the legs

a person that uses together three or five cannons or three or five mortars looks somehow weird

there seems to be no reason for the stationary cannons, mortars and tripod machine guns not to have a 360 degree horizontal turning with the gunner

the invisible obstacle that blocks the 360 degree horizontal turning looks somehow unrealistic

the wreck is missing to the movable Maxim QF 1 pompom anti airplane gun (it shows the wreck of a stationary Maxim QF 1 pompom anti airplane gun)

the screen name of the movable pompom needs its full name as Maxim QF 1 pompom anti airplane gun (that way says the constructor name)

to the movable Maxim QF 1 pompom anti airplane gun when pressing the forward key it slowly turns right

the movable Maxim QF 1 pompom anti airplane gun needs the same rate of fire as the stationary Maxim QF 1 pompom anti airplane gun

the Maxim QF 1 pompom anti airplane gun and the Krupp 7.7cm L-27 flak is given to all nations but it seems that the nations had their own unique anti airplane weaponry

the Puteaux 37mm M1916 trench gun also had and wheels

how about the scope of the Puteaux 37mm M1916 trench gun to be usable as a zoom in screen texture with the right mouse key (because it exists without no reason)

the wrecks of the 6in26cwt halbbatterie and 6in26cwt batterie go antigravitational

the ground shadow seems to be missing to the 6in26cwt, Puteaux 37mm M1916 trench gun, Frz155er, stationary Schneider 1913er, Schneider 1913er, Kuk150er beute and Ger150er

the wreck is missing to the Ita75er, Schneider 1913er, Bel120er, Kuk150er beute, Kuk75er, Rus152er and Rus76er

the 3erFlying Pig and 3erFrz75er have one wreck instead of three

the 5erFrz75erGas and 5erFrz75er have one wreck instead of five

the 3erStokes, 5erStokes, 3erFlying Pig, 3erFrz75er, 5erFrz75er, 3erGer77er, 5erGer77er, 3erWerfer16, 5erWerfer16 are conflicting the A.I.

in desert maps the Ger77er and Ger150er cannons somehow have a rusty texture instead of a desert texture

the kanonen bunker doesn't have an explosion effect

the arrow keys to the barrel of the Mark I howitzer are reversed (instead of upwards it goes downwards and instead of downwards it goes upwards)

also the ground shadow seems to be missing to the Mark I howitzer

the vertical turning to the Krupp Bertha should had been with the arrow keys as the Mark I howitzer

the moving of the cannon shell projectile to the Mark I howitzer should had been with the arrow keys as the Krupp Bertha

the Mark I howitzer doesn't have its specific map icon (it shows the map icon of a Krupp Bertha)

the wreck is missing to the Mark I howitzer and Krupp Bertha

also the A.I. doesn't seem to use the Mark I howitzer and Krupp Bertha

how about making the gunner of the Mark I howitzer and Krupp Bertha to use the vertical and the horizontal turning so not to be complicated (as the Krupp Bertha that also used the A.I. in the battlefield the great war modification)

the Krupp 21cm Wilhelm kanone 1918 would have been an incredible scene prop as the Vergeltungswaffen V-3 cannons installation in the Mimoyecques map

the Gruson 5.3cm L-24 fahrpanzer doesn't have an explosion effect, a sound effect for the turning of the turret, the position of the camera doesn't show the gun as the other defence guns, it doesn't have an inside gunner view screen texture and the A.I. doesn't seem to use the Gruson 5.3cm L-24 fahrpanzer

the weapon icon to the Gruson 5.3cm L-24 fahrpanzer should had been a small caliber shell icon and not a coastal gun shell icon

the Prieur rocket base doesn't have an explosion effect

also the A.I. doesn't seem to use the Prieur rocket base

the flammen bunker doesn't have an explosion effect

when firing the cannons of the battleships there is too much firing force and pushes the whole battleships to the opposite direction (the ObjectTemplate.fireingForce should had been remed as in the battleships of battlefield 1942)

in reality when firing the cannons of a heavy battleship that doesn't happen

to the SS River Clyde the damage engine flame effect needs repositioning to the ship

the SS River Clyde after been sunk should leave small boats (it seems to have small boats to its deck)

also the A.I. of the SS River Clyde doesn't seem to use the machine guns

the steam barge, SS River Clyde, battleship Cricket, battleship Scarab, battleship Gnat, battleship Suffren, Gunboat, Steam Schooner, battleship SMS Emden and battleship SMS Dresden don't have propellers to their engines (our sailors can not start their ships engines!)

the battleship icon is missing to the second turret gun of the battleship Cricket

the engine exhaust pipe effect is missing to the steam barge MG, battleship Cricket, battleship Scarab, battleship Gnat and battleship Suffren

the A.I. doesn't seem to use the battleship Cricket, battleship Scarab and Depth charge boat

to the battleship Wickes at the second turret gun the gunner is not attached to the gun

a throwing sound effect seems to be missing to the side turret torpedoes

also the A.I. of the battleship Wickes doesn't use the side turret torpedoes

how about to the battleship Wickes to make the depth charges usable

the battleship Wickes, Steam Schooner, Depth charge boat, Minensuch boat, battleship Scharnhorst and battleship Gneisenau should had climb nets (our sailors can not get in their ships when swimming!)

the horn of the battleship Suffren should had been used with the right mouse key and not with the yaw key

the flag is missing to the battleship Suffren

the side cannons of the battleship Suffren don't seem to work

how about the side cannons of the battleship Suffren to be useable

how about the trawler ship to be useable

there are some details missing to the turret guns of the Gunboat

to the Gunboat the cannon shell icon is missing to the main turret gun

to the Gunboat is missing a damage engine flame effect

also the Gunboat needs a spawn point so the A.I. can use it

in battlefield 1918 the LM7 torpedo boat seems to be the LM21 torpedo boat

the Depth charge boat should had depth charges to the back storage deck and not surface mines

to the Depth charge boat and Minensuch boat the damage engine flame effect needs repositioning to the ship

there is some material missing to the battleship Scharnhorst and battleship Gneisenau (you can see inside the armor shielding)

to the battleship Scharnhorst and battleship Gneisenau the small boats are not completely attached to the center

to the battleship SMS Emden and battleship SMS Dresden the damage engine flame effect near the engine exhaust pipes needs repositioning to the ship

there is some material missing to the edges of the battleship SMS Emden and battleship SMS Dresden (it is somehow annoying to see sheet textures instead of armor shielding)

there are some details missing to the side turret guns of the battleship SMS Emden and battleship SMS Dresden

also the battleship SMS Dresden should had and the second row turret guns to be usable as to the battleship SMS Emden rather than the useless marker icon

the HMS M1 submarine doesn't have propellers to its engines (our sailors can not start their submarines engines!)

how about when the ground and air vehicles reach the under surface of the sea then to vanish as the telescope screen texture of the submarines and not to explode without no reason

how about the stationary balloons to be explodeable

the stationary balloons when they are hit by a shell projectile it shows a cascading stone effect

how about using observation balloons that were world war one era historical accurate

the flying balloon should had and an explosion to the balloon and not only to the basket

the flying balloon doesn't have its specific map icon (it shows the map icon of an airplane)

also the A.I. doesn't use the flying balloon

if you put a tank A.I. to the flying balloon it drives

the map icon to the Sulky should had been the common icon and not the field cannon icon

the wreck is missing to the Sulky (it shows a wreck of a cannon)

by the way there should had been used a more important vehicle than the Sulky

the ground shadow seems to be missing to the Ford T

the damage engine flame effect now to the Renault AG 8cv, Lorraine Dietrich Autobus and Mercedes Simplex 40hp is lost

how about to the Lebedenko tsar armored tractor to cover the rads of the two wheels with armored rims so not to be so much exposed

also the Lebedenko tsar is not considered a tank but an armored fighting vehicle (AFV) otherwise it is an armored tractor as the Treffas Wagen

the Treffas Wagen when it falls from upside to downside it doesn't seem to explode

the ground shadow seems to be missing to the Treffas Wagen

also the Treffas Wagen doesn't have its specific map icon

the Treffas Wagen instead of only the gun it also had and two machine guns that were supposed to fire into the trenches

an inside driver view screen texture somehow is missing to all the armored cars

to the Autocar Armored car the Lewis machine guns should had a Lewis machine gun sound and not a Hotchkis M1914 machine gun sound

to the Rolls Royce Armored car the Vickers Mark I machine gun should had a Vickers Mark I machine gun sound and not a Hotchkis M1914 machine gun sound

the color textures of the Rolls Royce Armored car and the Handley Page O 100 have a rusty dark brown color instead of the green that the British used at that time

the ground shadow seems to be missing to the Rolls Royce Armored car, Ansaldo-Lancia 1Z armored car and Minerva Automitrailleuse

there is a conflict between the marker icon and the bullet icon to the upper gunner of the Hotchkis Armored car, Rolls Royce Armored car, Charron Automitrailleuse and Ehrhardt E-V-4 strasenpanzerwagen (when pressing the left mouse key it uses the right icon and when pressing the right mouse key it uses the left icon)

to the Ansaldo-Lancia 1Z armored car the Maxim M1910 machine guns should had a Maxim M1910 machine gun sound and not a Hotchkis M1914 machine gun sound

how about to the Ansaldo-Lancia 1Z armored car the camera of the driver position to be moved so the machine guns appear in front as the other armored cars

to the Minerva Automitrailleuse the texture writes Automitrialleuse instead of Automitrailleuse

the Ansaldo-Lancia 1Z armored car and Junovicz Panzerwagen seem to be too slow for scout cars

the wreck is missing to the Ansaldo-Lancia 1Z armored car, Junovicz Panzerwagen and Mendeleyev Tank (should had used their own simple hull at least and not the wrecks from other vehicles that look somehow ridiculous)

how about to be destroyable trains as objectives into battlefield 1918 (in world war one they also hunted trains)

the engine exhaust pipes of the locomotive and panzerzug need a smoke effect as to the factory chimney pipe and not from an explosion smoke effect

the kanonenwaggon of the MAVAG Typ AE panzerzug doesn't have an explosion effect, a sound effect for the turning of the turret, the position of the camera doesn't show the gun as the other defence guns, it doesn't have an inside gunner view screen texture and the A.I. doesn't seem to use the kanonenwaggon

the kanonenwaggon doesn't have its specific map icon

also the weapon icon to the cannon of the kanonenwaggon should had been a small caliber shell icon and not a coastal gun shell icon

how about making the kanonenwaggon with the MAVAG Typ AE panzerzug to move to a straight line railroad track

how about the US to have and the coca cola sign to their tanks (coca cola exists since 1886)

the Mark I Supply tank at the driver has a bullet icon without no reason

the Mark I Supply tank and Mark I Supply MG tank don't have their specific map icon

also the A.I. of the Mark I Supply MG tank doesn't seem to use the machine gun

the Mark I Supply tank wasn't a Gun carrier Mark I

to the Mark I Supply tank and Gun carrier Mark I the wheeled tracks are not shown to the sides, how about moving the wheeled tracks a little outside as the Mark VIII tank so not to be to the same line with the edge, not to stick easy to the ground and to look more realistic

how about the Gun carrier Mark I to deploy a 6in26cwt

the Gun carrier Mark I doesn't have its specific map icon (it shows the map icon of a cannon)

also the ground shadow seems to be missing to the Gun carrier Mark I

there is a problem with the wreck of the destroyed static Mark IV tank

how about using the original wreck of the Mark IV tank as the wrecks of the other destroyed static vehicles that are used

something weird is happening with the wheeled tracks when inside the Mark IV tank, when driving forward they move to the opposite direction and when driving backward again they move to the opposite direction

the Mark VIII tank doesn't have its specific map icon (it shows the map icon of a Mark IV tank)

the ground shadow seems to be missing to the Mark VIII tank

the wreck of the Mark VIII tank is somehow smaller than it should be

to the Mark VIII tank the barrels of the machine guns are missing inside the tubes

how about using similar ones as to the Mark IV tank

the Mark VIII tank has one unusable machine gun to the back, how about making the two machine guns that are in front to be used by the driver (as the two machine guns that are to the back of the A7V Sturmpanzerwagen) and make the machine gun at the back usable

and if the British side is going to have the Mark VIII tank then the German side should have the K wagen

the Italians need their only tank the Fiat 2000 1917

the Saint Chamond Tank has a dark brown color instead of the colorfull camouflage that the French used

how about the Saint Chamond Tank to have a more colorfull camouflage texture as the Schneider CA1

to the Schneider CA1 the sphere turrets don't turn downwards and upwards with the machine guns

the Schneider CA1 doesn't have its specific map icon (it shows the map icon of a Saint Chamond Tank)

the Mendeleyev Tank doesn't have its specific map icon (it shows the map icon of a world war two tank)

the engine exhaust pipes effect are missing to the A7V Sturmpanzerwagen

how about using the incredible colorful flame hit effect and to the material of the airships so to look more realistic

to the damage system folder just rem the line of the current damage effects: MaterialManager.setEffectTemplate e_ExplArmor and add the line: MaterialManager.setEffectTemplate e_Flamehit to all the weapons except the melee and the light hand firearms

the airships when they are damaged falling from the skies then they should caught fires and when they reach the ground then they should explode

the Lebaudy Republique airship needs a spawn point so the A.I. can use it

how about the Lebaudy Republique airship to have at least some grenades as the small flying balloon

the Lebaudy Republique and Zeppelin LZ-62 L-30 don't use their material flamehit effect

if you put a tank A.I. to the Lebaudy Republique and Zeppelin LZ-62 L-30 they drive, but to the Lebaudy Republique be sure to rem the A.I. of the artillery strike and to the Zeppelin LZ-62 L-30 be sure to rem the A.I. of the machine guns and block the whole machine guns zusatz

also be sure to give some parachutes to the paratroopers of the Zeppelin airship

the Zeppelin LZ-62 L-30 doesn't move its rudders and elevators

the upper gunners of the Zeppelin LZ-62 L-30 should had the kneel position and not the standing position

the new driver A.I. and the machine guns A.I. of the Zeppelin LZ-62 L-30 seem to cause a crash

also the machine guns zusatz seem to cause a crash even without the A.I.

how about to the Zeppelin LZ-62 L-30 to add an anti airplane gun at the top rather than the two machine guns

the Zeppelin airships seem to had and an anti airplane gun at the top instead of only the two machine guns

they had also experimented with releasing Albatros D fighters into the battlefield from the Zeppelin airships

if the Tupolev Zveno experiment can attach Polikarpov I and Grigorovich I fighters then the Zeppelin LZ-62 L-30 can attach Albatros D fighters

how about the airplanes to have more round shaped wheels

the Sopwith Camel has two DWM Spandau machinen gewehr MG08-15 instead of two Vickers Mark I machine guns

the ground shadow seems to be missing to the Airco D.H.4

to the Royal Aircraft Factory S.E.5 there is a problem with the windshield texture

the Royal Aircraft Factory S.E.5 and Sopwith Camel had and four small bombs

to the Royal Aircraft Factory S.E.5, Airco D.H.2, Airco D.H.4, Nieuport 11 and Breguet 14 the Lewis machine guns should had a Lewis machine gun sound and not the sound from other machine guns

the damage engine flame effect of the Royal Aircraft Factory S.E.5 and Hansa-Brandenburg W.29 is lost

the Royal Aircraft Factory S.E.5, Nieuport 11 and Fokker D.VII are conflicting the A.I.

the wreck of the Royal Aircraft Factory S.E.5, Nieuport 11, Etrich Taube, Fokker D.VII and Albatros D.V is lost

the flight deck instruments textures are missing to the Airco D.H.4, Nieuport 11 and Etrich Taube

a windshield texture is missing to the Nieuport 11

also the Nieuport 11 had the Prieur rockets

to the Breguet 14 the texture of the wreck now is lost

the locations of the Spad 7 Prieur rockets are not completely attached to the wing struts, it should had been ObjectTemplate.addFireArmsPosition -3.322/0.400/1.600 0/0/0 and ObjectTemplate.addFireArmsPosition 3.232/0.400/1.600 0/0/0

to the Caudron G.4 the Hotchkis M1914 machine gun should had a Hotchkis M1914 machine gun sound and not the sound from a world war two machine gun

the Etrich Taube explodes now with a single touch to the ground

how about the Etrich Taube to have animated moving control cables and animated warping wing system (the one without the turning flaps)

the changing of the wheels to the Etrich Taube remind now of a world war two airplane (they were better before)

the texture now of the Etrich Taube is somehow uglier than ever (it was better before)

the Etrich Taube was the first airplane to throw a bomb in a conflict just before the start of world war one, don't see any reason not to have at least some grenades rather than the useless marker icon

also the marker icon with the left mouse key doesn't do anything (it was better with the machine gun)

the wreck of the Turkish Albatros C.III needs the Turkish insignia texture and not the German

the German insignia are missing to the fuselage and wings of the Albatros D.V

the Halberstadt D.V bunt and blau need their specific airplane icon that is shown to their flight decks

how about the scope of the Fokker Dr.I (Fokker F.I) to be usable as a zoom in screen texture with the right mouse key (because it exists without no reason)

the wreck now of the Handley Page O 100 and Gotha G.IV is lost

the struts of the Gotha G.IV are not completely attached to the wing


for units:

the British, the Australian (ANZAC), the Turkish, the French, the Belgian, the Senegalian, the Askari (Negro) and the Gurkha (Indian) troops have the same dying voice sound effect as the German troops

the British and the French should had their original dying voice sound effect from battlefield 1942 at least

to the Italians the border line warning voice is missing

the shadow is missing to the Italian units

to the Gurkha units there is a problem to their right eye

also there was this interesting voice acting utility that had all the nations voices recorded (from words to phrases) and would have been useful for the Senegalian units, Askari units (Negro) and Gurkha units (Indians) voices


some questions:

will there be a Damaskus map? (a loading screen exists to the folder)

at saint Quentin canal map what's the purpose of the casemate fortification with the wide opening? (weird isn't it?)

are the original maps from battlefield 1942 also used as 'what if' into battlefield 1918?

to the effects folder do these effects really exist in battlefield 1918?

e_ExplAni01
e_ExplAni02
e_auspuff
e_barrelLeak
e_RichoBarrel
e_rueckstoss
e_shotgun
e_MusketSmoke
e_FlamethrowerIdle
e_FlamethrowerFire
e_ExplAuto
e_WaterBackBarkasse
e_berthaExp

also the e_ExplAuto1medium effect seems to have a problem

my own flags kill my own troops (is this realistic?!)

to the officer unit what's the purpose of a "medpack" with a whistle? (don't see any holding "medpacks")

also that whistle doesn't seem to sound as a world war one era whistle

no parachutes in the year 1918? (how about the invisible parachutes then)

what's the purpose of using a spaten (shovel) as a melee weapon? how can a tiny shovel harm something? is this historical accuracy? (how about using a knife or a bajonet for a melee weapon)

will there be a useable gas weapon into battlefield 1918?

what's the difference between a machine gun graben and a machine gun in battlefield 1918? (they seem to be exactly the same)

in battlefield 1918 the Winchester M1897 trench gun is the Browning Auto 5 shotgun 1898 or what?

also it needs the reloading sound of the clips-cartridges

where the GRC Gewehr 88 rifle can be found to the maps?

how come the big caliber mortars need few bullets to flame up and the small caliber Stokes mortar needs lots of bullets to flame up?

can the Puteaux 37mm M1916 trench gun be made to turn horizontal more fast? (it is not too heavy after all)

is the A.I. fixed to the 3erStokes, 5erStokes, 3erFlying Pig, 3erFrz75er, 5erFrz75er, 3erGer77er, 5erGer77er, 3erWerfer16, 5erWerfer16?

how come the surface mines to the back storage deck of the Minensuch boat are larger than the deployable ones?

an American USS Gato submarine of world war two renamed into a British HMS M1 submarine of world war one, how relevant or historical accurate is this?

should had used one that is closer to a submarine style from world war one and not from world war two

will there be a German U-boat into battlefield 1918?

what's that weird Sulky for, really? (it should had a pferde (horse) to carry the carriage and not a human because it looks somehow ridiculous that way)

the Minerva Automitrailleuse to the wheels it had unarmored rims or armored rims?

will the MAVAG Typ AE panzerzug be movable?

to the Saint Chamond Tank what is the material of the wheeled tracks? (it looks as if it is fabric)

at Brusilov offensive there was a Mendeleyev Tank? (maybe they had deployed a prototype after all)

can the automated BR bombers be shot down?

does the Airco D.H.2 uses its A.I. for the grenades?


for graphics:

http://www.turbosquid.com/Search/Index. ... page_num=1

http://www.turbosquid.com/Search/Index. ... page_num=1

http://cadnav.com

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Last edited by executioner on Mon 14. Oct 2019, 13:21, edited 56 times in total.

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Posted: Tue 8. May 2018, 13:48 


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PostPosted: Tue 8. May 2018, 16:05 
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Location: Halle (Saale), Germany
Thanks for your great support executioner,

but i think the developers are almost overstrained with releasing the next patch.

Greetings
Granate

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PostPosted: Sat 2. Jun 2018, 19:42 
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Joined: Sat 3. Jun 2017, 10:22
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Location: Halle (Saale), Germany
You should talk to the developers on https://vk.com/bf1918

Greetings
Granate

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PostPosted: Fri 18. Jan 2019, 22:48 
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Posts: 8
granate wrote:
Thanks for your great support executioner,


thanks too

granate wrote:
but i think the developers are almost overstrained with releasing the next patch.


you seem to imply that the developers will release another half completed version without correcting the existing bugs of the current version then

why don't you take an example from the battlefield battlegroup42 modification that releases candidate versions before the main version?

a project as huge and complicated as battlefield 1918 modification is bound to have some bugs that need to be corrected

the squeaky wheel needs its oil otherwise you will have a squeaky wheel all the way

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PostPosted: Fri 18. Jan 2019, 22:54 
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granate wrote:
You should talk to the developers on https://vk.com/bf1918


that site doesn't have a bug report thread and it's just another blog

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