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PostPosted: Tue 8. May 2018, 13:48 
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Joined: Wed 2. May 2018, 13:18
Posts: 11
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

here is a saved copy of the text as it was in the thread:


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.X

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

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

at Chateau Thierry map all the toilets are to the wrong places

https://postimg.cc/9RHjLjbs

equipment that is to the conquest mode should be and to the cooperative mode for example:

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

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

https://postimg.cc/tZ3Kz0FB

bring back to the battle of the giants map the day skybox that was better or make a night map with only conquest mode and a day map with only cooperative mode then

at battle of the giants map the main village road should be a light color and not a dark black color as a street

how about adding a railroad track with a movable armored train to the main village road

also how about the option for both teams to use the vehicles of the allies side and the vehicles of the axis side

the battle of the giants map should had been renamed to plan 1919 because it has the Mark VIII tank that was intended for the specific plan

at mont Kemmel map now to the first bunker is missing the underneath door

https://postimg.cc/bdVN4b7p

also to the last bunker it spawns two Bergmann machinen gewehr MG15 and a Granatenwerfer 16 to the allies side

https://postimg.cc/WqqRBDZ1

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 Sadiz map needs its full name as battle of Sadiz to the map list as it is written to the loading screen

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

https://postimg.cc/1gKNFXfX

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

at Tabuaeran map the objective stations don't have an explosion effect

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

also the heavy cannons are missing to the allies side and to the axis side

to the cooperative mode of the Tanzanian plains map there should had been Indian (Gurkha) 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

the battle of Halen map writes that it is a 1914 map and has the Bergmann machinen gewehr MG15 that appeared in 1915 and the Granatenwerfer 16 that appeared in 1916

the Minerva Automitrailleuse didn't need removal because it appeared in 1914

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

also the Mercedes Simplex 40hp and Austro-Daimler Zugwagen are missing at the airbase with the airship and the Halberstadt D.V is missing at the second airbase to the axis side

spicing up doesn't hurt anyone, it is good to have variation options after all

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

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 Krakau map there should had been Russian names and not British names FIXED

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 Falkland islands map a pacific skybox would have been more awesome

for historical accuracy at the battle of the Falkland islands the battleships SMS Scharnhorst and SMS Gneisenau were used except from the battleship SMS Emden that was sunk before that battle

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

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

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

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

at Ypres streets map it spawns a M04 leucht pistole to the allies side

also 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 it spawns a Vickers Mark I machine gun to the axis side

at Ypern map the heavy cannons and Lorraine Dietrich autobus are missing to the allies side

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

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

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

to the cooperative mode of the river run map there should had been Senegalian names and askari names and not British names and German names

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

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

how about the cloud layers to be movable in monte piana map and desert winds map as in custom Bocage map for battlefield 1918

at desert winds map now since the allies side is British 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 FIXED

the custom Kharkov map and custom Kursk map for battlefield 1918 now is missing

at Vitry map a railroad track doesn't seem to be a straight line as it shows

https://postimg.cc/HcbHnZ3C

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

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

bring back the incredible Moschee to the Gaza town map

at Gaza town map now there is an antigravitational Maxim QF 1 pompom anti airplane gun to the axis side

https://postimg.cc/FdxrGCSV

to the cooperative mode of the custom Tobruk map the heavy 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 liberation of Roeselare map there are antigravitational boxes near the crane FIXED

at liberation of Roeselare map there are world war two locomotives

https://postimg.cc/hX490N7p

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

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

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

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

also 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

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

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

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

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

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

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

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

https://postimg.cc/DWZHRCRc

at Tannenberg map it doesn't have ice or snow and the water animation effect is missing

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

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

to the cooperative mode of the Brusilov offensive map the Etrich Taube is missing to the axis side

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

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

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

also at Tolmezzo map it spawns a Puteaux 37mm M1916 trench gun to the axis side

for historical accuracy the equivalent to the French 37mm trench gun was the Austrian Skoda 3.7cm M1915 infanteriegeschutz and the Russian Rosenberg 37mm trench gun of 1915

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

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

https://postimg.cc/9z8pnmCs

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

at Aube de Soiree map now the Spad 7 aside the Breguet 14 is missing to the allies side

also the Fokker Dr.I aside the Albatros C.III is missing to the axis side

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

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 No.3 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,
operation gericht map,
custom cassino map,
champagne map,
Tanzanian plains map,
Tsingtao map,
Masuren map,
monte piana map,
Roye map,
Somme gasattack map,
passo di falzarego map,
besika bucht map,
fort Douaumont map,
Cantigny map,
bold venture map,
raid on fort Pontisse map and
Priesterwalde map need and an english translation to their briefing description

if the battle of Halen map of 1914,
the Langemarck map of 1914,
the Bismarck archipel map of 1914,
the battle of Basra map of 1914,
the Masuren map of 1914,
the Ypres streets map of 1914,
the Ypern map of 1914,
the Suez canal map of 1915,
the battle of Mons 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

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

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

https://postimg.cc/cv9tsH5N

to the axis side some ladders are not attached to the trenches and there is a problem to some other ladders (our soldiers can not climb up!)

https://postimg.cc/V5WjxY1z

also the bunkers at bases are reversed and they should be to the opposite direction

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

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 when the player reaches the end of a map to be turned automatically to the opposite direction so the player doesn't lose the destination, the life and such as in the redbaron 2-3D combat simulator


for effects:

the autoexplosion effect doesn't have sound FIXED

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

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

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 historical accuracy 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 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 FIXED

how about destroyable buildings as the exploding barrels

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

https://postimg.cc/YGkLxq84

how about explodeable ammunition carriages as the exploding barrels

https://postimg.cc/ZCTKQmKt

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

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 ammunition boxes of the airfields are not refilling the Le Prieur rockets of the Sopwith Camel and Spad 7 when they are depleted


for equipment:

to the officer unit the whistle doesn't seem to sound as a world war one era whistle, it sounds as a football one

how about taking an example from this video:
https://www.4shared.com/s/fDGOQHTVwku

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

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 don't need outside crosshairs because they have their own inside crosshairs

https://postimg.cc/TK8FMvB9

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 FIXED

how about making a realistic projectile rather than the blurred projectile

the torpedo explosion effect now is degraded, it only shows a small explosion effect without even the water splash

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

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

how about all grenades to use colorful effect as to the other explosion effects

the grenades don't need crosshairs

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

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

the rohr handgranate ignition animation should had been underneath FIXED

the geballteladung and dynamite should destroy the airplanes with a single hit to be realistic

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

the strength bar icon is missing to the dynamite FIXED

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

the bayonet is written bajonet instead of bayonet

for historical accuracy the Japanese had Gunto sword instead of Katana sword

how about when the axe is thrown to the ground to be pickable

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 ADDED

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

how about taking an example from this video:
https://www.4shared.com/s/fMCz8hG2zea

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

how about the canister of the flare guns to be visible to the ground until the smoke goes away

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 FIXED

also the M1917 flare pistole and the M04 leucht pistole have the same canister to the projectile icon

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

how about the Nagant M1895 revolver to have an incredible reloading animation to the clip as to the Webley Mark VI revolver

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

for historical accuracy the Steyr Hahn M1912-P16 machinen pistole (submachine gun) had a shoulder stock for the recoil

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

the visible explosion effect is missing to the
stationary AA Lewis machine gun,
stationary Lewis machine gun,
stationary Hotchkis M1914 machine gun,
stationary Maxim M1910 machine gun,
Maxim M1910 wheeled machine gun,
stationary AA DWM Parabellum machinen gewehr MG13,
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

also the invisible explosion harms the one that is close

when the Hotchkis M1914 tripod machine gun, Vickers Mark I tripod machine gun, DWM machinen gewehr MG08 and Bergmann machinen gewehr MG15 explode they should leave only the base and not the barrel together that is already exploded

the reloading sound of the clip is missing to the stationary AA DWM Parabellum machinen gewehr MG13 and stationary DWM Parabellum machinen gewehr MG13

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 ammunition clips FIXED

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

the ground shadow seems to be missing to the Maxim M1910 wheeled machine gun

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

to the DWM Spandau machinen gewehr MG08-15 of the airplanes the barrel seems to be missing inside the air cooler

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 FIXED

for historical accuracy the Austrians also had and the Madsen machine gun ADDED

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

the Schwarzlose M1907-12 machinen gewehr when it fires from a far distance 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 to the Browning M1918 automatic rifle, how about using the w_svd_fire_stereo2.wav that is in the sound folder

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

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

also the German Bergmann machinen gewehr MG15 has the Turkish insignia texture

https://postimg.cc/S2Dp7QQd

the explosion effect is missing to the stationary rifleshilds

the bullet ricochet on the metal shield is missing FIXED

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

for historical accuracy the US had and their own rifles and not only the British rifles ADDED

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

also 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 FIXED

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

https://postimg.cc/H8tnD1tP

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

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

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

the flintlock musket definately needs a muzzle effect as to 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

also 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 to the Mauser Karabiner 98 grenade carbine since it is a muzzle loader

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

the German flamer unit now has a M04 leucht pistole instead of a Flammenwerfer FIXED

also the A.I. of the German flamer unit doesn't use the Flammenwerfer

for historical accuracy the Kleinflammenwerfer M1911 that is used in battlefield 1918 is a Flammenwerfer M1916 because the Kleinflammenwerfer M1911 was carried by two soldiers and the Flammenwerfer M1916 was carried by one soldier

the machine gun bunker doesn't have an explosion effect FIXED

the small caliber mortars need few bullets to explode and not lots of bullets to explode than the big caliber mortars

the Livens gas mortar doesn't have an explosion effect FIXED

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

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

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

to the Rus mortar the damage flame effect needs repositioning to at least the barrel near the projectile

https://postimg.cc/fJDQqggp

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

also the projectile icon to the Kuk mortar and Rus mortar should had been their specific projectile icon and not a Stokes mortar projectile icon or a Granatenwerfer 16 mortar projectile icon

the ground shadow seems to be missing to the Ehrhardt trench mortar

also the Ehrhardt trench mortar should had its specific projectile and not a Flying Pig mortar projectile

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

when there are two soldiers to a movable cannon it is weird to see the one that stands and moves the legs and the other that sits and doesn't move the legs and just being pulled around

it would have been realistic if the one that sits and doesn't move the legs to stand and move them as to the one that moves the legs and then do anything else

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

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

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

the ground shadow seems to be missing to the movable Maxim QF 1 pompom anti airplane gun

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 movable Maxim QF 1 pompom anti airplane gun needs the same rate of fire as to the stationary Maxim QF 1 pompom anti airplane gun since they are exactly the same

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

the reloading sound of the clip is missing to the movable Maxim QF 1 pompom anti airplane gun

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

the ground shadow seems to be missing to 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 ground shadow seems to be missing to the Puteaux 37mm M1916 trench gun

to the Puteaux 37mm M1916 trench gun the damage flame effect needs repositioning to at least the barrel near the projectile

https://postimg.cc/WFVt97Rn

the Puteaux 37mm M1916 trench gun needs few shots to explode and not lots of shots to explode than the cannons

for historical accuracy the Puteaux 37mm M1916 trench gun 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

also how about to the Puteaux 37mm M1916 trench gun to move the camera of the gunner position so the shield appears in front as the other guns

the ground shadow seems to be missing to the Krupp 7.7cm L-27 flak

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

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

the 3erStokes, 5erStokes, 3erWerfer16, 5erWerfer16, 3erFlying Pig, 3erFrz75er, 5erFrz75er, 3erGer77er, 5erGer77er seem to conflict the A.I.

to the Frz75er the damage flame effect needs repositioning to at least the barrel near the projectile FIXED

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

the ground shadow seems to be missing to the Kuk150er beute

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

to the Rus152er the damage flame effect needs repositioning to at least the barrel near the projectile

https://postimg.cc/5HhtRdGL

also the projectiles seem to pass through the material of the Rus152er

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 FIXED

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

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 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

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

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

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 together the vertical and the horizontal turning so not to be complicated as to the other cannons and as to the Krupp Bertha that also used the A.I. in the battlefield the great war modification

the location of the cannon base is not completely attached to the Krupp Bertha, it should had been ObjectTemplate.setPosition 0/3.45/2.25 FIXED

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

to the Coastal gun the explosion effect and damage flame effect need repositioning to at least the barrel near the projectile

https://postimg.cc/bdC1mdgt

also the reloading sound of the shell projectile is missing to the Coastal gun

how about to the equipment that have a turret when explode to toss the turret to the air as to the Gruson 5.3cm L-24 fahrpanzer (that would be awesome!)

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

also the A.I. doesn't seem to use the Gruson 5.3cm L-24 fahrpanzer

the Le Prieur rocket base doesn't have an explosion effect

if you place the Le Prieur rocket base to a truck you will have a Katyusha rocket launcher of world war one

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

the flammen bunker doesn't have an explosion effect FIXED

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 FIXED

to the SS River Clyde the damage engine flame effect (before the explosion effect) needs repositioning to the ship

https://postimg.cc/YG4LVzbL

the SS River Clyde after been sunk should leave small boats as to the other ships, there are 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 cannon of the battleship Cricket FIXED

to the battleship Cricket, battleship Scarab and battleship Gnat as if the texture of the cannons is from cement

https://postimg.cc/F7hskx3b

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

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

a throwing sound effect is missing to the side turret torpedoes

the reload bar icon is missing to the side turret torpedoes

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

also to the battleship Wickes at the second turret cannon the gunner is not attached to the cannon

the battleship Wickes, Steam Schooner, Depth charge boat, Minensuch boat, battleship SMS Scharnhorst and battleship SMS 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

also the flag is missing to the battleship Suffren

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

also how about the trawler ship to be useable

to the Gunboat the projectile icon is missing to the main turret cannon FIXED

to the Gunboat is missing the damage engine flame effect (before the explosion effect)

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

to the torpedo boat is missing the damage engine flame effect (before the explosion effect) and wreck

also the attached torpedoes are not visible to the torpedo boat

the allies used the whitehead torpedo and the axis used the blackhead torpedo

for historical accuracy the LM7 torpedo boat that is used in battlefield 1918 is a LM21 torpedo boat

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

https://postimg.cc/KK1nSbYY

to the Depth charge boat and Minensuch boat the damage engine flame effect (before the explosion effect) needs repositioning to the ship

https://postimg.cc/bd4Y3j7T

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

https://postimg.cc/QF4yJjPN

also to the battleship SMS Scharnhorst and battleship SMS Gneisenau the small boats are not attached to the center of the cranes

https://postimg.cc/YGwZhbZQ

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

https://postimg.cc/HjC9j39s

there is some detail missing to the edges of the battleship SMS Emden and battleship SMS Dresden, it is annoying to see sheet textures instead of armor shielding

https://postimg.cc/K1nZcGGY

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

also the battleship SMS Dresden should had the second row turret cannons used as to the battleship SMS Emden instead of the useless marker icon

to the HMS M1 submarine the muzzle effect needs repositioning to the muzzle of the cannon

also 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

also 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 effect to the balloon that has the gas bag and not only to the basket

the wreck is missing to the flying balloon, it should had a similar as to the battlefield pirates modification

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

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

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

the wreck is missing to the Sulky, it shows a wreck of a cannon

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

the ground shadow seems to be missing to the Ford T FIXED

the damage engine flame effect (before the explosion effect) now to the Renault AG 8cv and Lorraine Dietrich autobus doesn't appear

the ground shadow seems to be missing to the Treffas Wagen FIXED

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

the engine exhaust pipe effect needs repositioning to the engine exhaust pipe of the Treffas Wagen

there's something weird with the wheels of the Treffas Wagen

https://postimg.cc/rd4t1jgh

how about to the Treffas Wagen to make the side ladder usable as to the Mendeleyev Tank

the Treffas Wagen instead of only the gun it also had and two side machine guns

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

the dust effect to the wheels of the armored cars needs repositioning to the ground

an inside driver view compartment is missing to some armored cars

how about using an inside driver view compartment as to the Peugeot Automitrailleuse

to the Autocar Armored carrier is missing the damage engine flame effect (before the explosion effect)

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

the ground shadow seems to be missing to the Rolls Royce Armored car

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

at the back of the Rolls Royce Armored car there is room and for a second passenger

the ground shadow seems to be missing to the Ansaldo-Lancia 1Z armored car and Minerva Automitrailleuse FIXED

there is a conflict between the marker icon and the projectile icon to the upper gunners 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 to move the camera of the driver position 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 FIXED

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 FIXED

the damage engine flame effect (before the explosion effect) needs repositioning to at least the engine of the Ehrhardt E-V-4 strasenpanzerwagen

https://postimg.cc/kBMTTwZX

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 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 to the other defence guns and the A.I. doesn't seem to use the kanonenwaggon

it had a special wagon with machine guns and the upper turret of the kanonenwaggon had a machine gun instead of a useless marker icon ADDED

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

also the kanonenwaggon doesn't have its specific map icon

how about making the kanonenwaggon with the MAVAG Typ AE panzerzug to move up and down the straight line railroad track of the villers bretonneux map, Chateau Thierry map, champagne map, Gaza town map, Roye map, Brusilov offensive map, saint Quentin canal map

the Mark I supply tank at the driver has a projectile icon without no reason FIXED

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

for historical accuracy the Mark I supply tank that is used in battlefield 1918 wasn't a Gun carrier Mark I

here is the Mark I supply tank:
https://postimg.cc/bdngsF5s

to the Mark I supply tank and Gun carrier Mark I the tracks are not shown to the sides, how about moving the tracks a little outside as to the other tanks so not to be to the same line with the edge, not to stick easy to the ground and to be realistic

https://postimg.cc/V0FD5JNz

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

how about the Gun carrier Mark I to deploy the 6in26cwt it carries

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

an inside driver view compartment is missing to the Mark A Whippet tank

how about using an inside driver view compartment as to the Renault FT

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

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

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

https://postimg.cc/CRMLRXc0

the Mark VIII tank has one unusable machine cannon to the back, how about to make the two machine guns that are to the 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 cannon usable

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

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

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

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

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

the Mendeleyev Tank has a very rusty inside driver view compartment (for historical accuracy all the world war one equipment was brand new back then without rust or patina and such stuff, as if the example is taken from a museum or something!)

the muzzle effect needs repositioning to the muzzle of the machine gun

there is a conflict between the marker icon and the projectile icon to the upper gunner of the Mendeleyev Tank, when pressing the left mouse key it uses the right icon and when pressing the right mouse key it uses the left icon

also the Mendeleyev Tank doesn't have its specific map icon, it shows the map icon of a world war two tank FIXED

the engine exhaust pipes effect is missing to the A7V Sturmpanzerwagen FIXED

how about using the incredible colorful flame hit effect and to the material of the airships so to be 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 wreck is missing to the Lebaudy No.3 Republique airship

how about the Lebaudy No.3 Republique airship to have at least some grenades as to the small flying balloon

the Lebaudy No.3 Republique airship needs a spawn point so the A.I. can use it

the Lebaudy No.3 Republique and Zeppelin LZ-62 L-30 don't use their material flamehit effect

if you put a tank A.I. to the Lebaudy No.3 Republique and Zeppelin LZ-62 L-30 they drive, but to the Lebaudy No.3 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

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

for historical accuracy 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 to the Zeppelin LZ-62 L-30 to add an anti airplane gun at the top that can turn 360 degrees rather than the two useless machine guns

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

the Zeppelin LZ-62 L-30 doesn't seem to 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 machine guns A.I. and driver A.I. of the Zeppelin LZ-62 L-30 seem to cause a crash

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

to the gunners of the airplanes the reloading sound of the clip is missing to the machine guns

how about the airplanes to have more round shaped wheels FIXED

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

https://postimg.cc/v4SzkRjH

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

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

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

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 (before the explosion effect) of the Royal Aircraft Factory S.E.5 and Hansa-Brandenburg W.29 doesn't appear

the Royal Aircraft Factory S.E.5, Nieuport 11 and Fokker D.VII seem to conflict the A.I.

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

for historical accuracy the Nieuport 11 had and the Le Prieur rockets

a glass texture is missing to the windshield of the Nieuport 11

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

the locations of the Le Prieur rockets of the Spad 7 are not 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

https://postimg.cc/GBtc3Dqx

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

the wreck of the Etrich Taube is lost

for historical accuracy the Etrich Taube was one of the first airplanes 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

by the way it was better with the machine gun to the front

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

https://postimg.cc/zHb7qxgY

also the texture now of the Etrich Taube is somehow uglier than ever, it was better before

to the Fokker D.VII and Albatros D.V the muzzle effect needs repositioning to the muzzles of the machine guns

https://postimg.cc/Q9tGJZRg
https://postimg.cc/WdFdSQPv

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

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

by the way the Halberstadt D.II had and rockets

how about the scope of the Fokker Dr.I (also known as 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 FIXED

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

https://postimg.cc/Tphs7cNx


for units:

the Turkish, Belgian and askari troops have the same dying voice sound effect as the German troops

the shadow is missing to the Italian units FIXED

to the Italians the border line warning voice is missing

to the Indian (Gurkha) units there is a problem to their right eye FIXED


some questions:

at saint Quentin canal map what's the purpose of the casemate fortification with the wide opening? weird isn't it? as if something is missing

https://postimg.cc/QKM7DmHk

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

to the effects folder do these effects 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_berthaExp
e_WaterBackBarkasse
e_ExplAuto

also the e_ExplAuto1medium effect seems to have a problem

my own flags kill my own troops, is this "realistic"?!

do these types of tank obstacles existed in world war one?

https://postimg.cc/vcvx2pTg

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

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? how about using a knife or a bayonet for a melee weapon

will there be a useable gas weapon in battlefield 1918? ADDED

wasn't the Bergmann machinen pistole MP18-I better before rather than the one that is now?

where the Ross Mark III rifle, Berthier M1916 rifle and GRC Gewehr 88 can be found to the maps?

why there is a Vickers MG into the vehicles folder? and seems to cause a crash

can the deployed mortars and machine guns be undeployed?

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

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, 3erWerfer16, 5erWerfer16, 3erFlying Pig, 3erFrz75er, 5erFrz75er, 3erGer77er, 5erGer77er?

what's the difference between a Coastal gun and a Coastal gun B? they seem to be the same

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

https://postimg.cc/QKgLJgX5

an American USS Gato submarine of world war two renamed into a British HMS M1 submarine of world war one with an addition of a cannon, 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

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

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

will the MAVAG Typ AE panzerzug be movable? ADDED

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

can the automated BR bombers be shot down?

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


for graphics:

70493062nx63216/welcome-to-bf1918-forum--f2/some-feedback-t21.html

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

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

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Last edited by executioner on Wed 27. Mar 2024, 18:26, edited 186 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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Joined: Sat 3. Jun 2017, 10:22
Posts: 53
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
Posts: 53
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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Joined: Wed 2. May 2018, 13:18
Posts: 11
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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Last edited by executioner on Wed 24. Mar 2021, 00:27, edited 6 times in total.

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PostPosted: Fri 18. Jan 2019, 22:54 
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Posts: 11
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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Forum: Welcome to Bf1918 Forum/ Здра́вствуйте!
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