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BW2 BUG REPORT THREAD
http://www.runestorm.com/forums/viewtopic.php?f=4&t=31311
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Author:  cyberax [ Sat Mar 17, 2007 1:40 pm ]
Post subject:  BW2 BUG REPORT THREAD

Please post bugs you find for BW2 in this thread.

Post a simple post using the following template:

BASIC DESCRIPTION : {e.g. Weapon Not firing}
CATEGORY (Weapon/UI/Skin) : {e.g. weapon}
PRIORITY (High, Medium, Low) : {e.g. high}
GAME TYPE : {e.g. DM}
DESCRIPTION : { weapon does not shoot when using fire button, only fires when jumping}


If you wish to discuss the bug, you can create another thread in this forum for that (prefably using this bug's postings basic description as above).

NO DISCUSSIONS in this thread!!

This thread will be used by the devs to keep track of the bugs, and they will edit and add a status when they are busy with it (.e.g. Waiting for more info, can't replicate bug, Fixed etc.).

Author:  Sgt. Kelly [ Sat Mar 17, 2007 8:49 pm ]
Post subject:  BW2 BUG REPORT THREAD

Weapon Alternate not working
Weapon
High
DM

When playing DM on Albatross I encountered a bug where the minigun would not go prone no matter where I was positioned, it went through part of the animation and then returned to its idle state. I had encountered the bug when getting shot at while getting out of prone with iron sights on.

Author:  OCAdam [ Sat Mar 17, 2007 10:32 pm ]
Post subject:  BW2 BUG REPORT THREAD

Sgt. Kelly wrote:
Weapon Alternate not working
Weapon
High
DM

When playing DM on Albatross I encountered a bug where the minigun would not go prone no matter where I was positioned, it went through part of the animation and then returned to its idle state. I had encountered the bug when getting shot at while getting out of prone with iron sights on.


Hold the secondary.

Author:  Wup [ Sat Mar 17, 2007 11:30 pm ]
Post subject:  BW2 BUG REPORT THREAD

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3407 MHz with 2046MB RAM
Video: NVIDIA GeForce 7500 LE (9371)

General protection fault!

History: UObject::GotoState <- UObject::ProcessEvent <- (M806Attachment vCTF-DustGorge.M806Attachment, Function Engine.Actor.SetInitialState) <- ULevel::SpawnActor <- (M806Attachment) <- InitialClientActor <- UActorChannel::ReceivedBunch <- (Actor None) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Dust Gorge <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3195 MHz with 1022MB RAM
Video: NVIDIA GeForce 6800 (6684)

General protection fault!

History: SkeletalMeshGet <- USpriteEmitter::UpdateParticles <- AEmitter::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level VCTF-Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.0 (Build: 6000)
CPU: GenuineIntel PentiumPro-class processor @ 1664 MHz with 1021MB RAM
Video: ATI Mobility Radeon X1400 256MB (471)

General protection fault!

History: KBodyGetActor <- BodyGetDoubleRate <- KBuildPartitions <- KWorldStepSafeTime <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level VCTF-UnrealArena <- UpdateWorld <- MainLoop

Last error is with Direct X 10 and Vista.

Author:  uzi4u [ Sun Mar 18, 2007 1:09 am ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION : AM67 not switching
CATEGORY : Weapon
PRIORITY : eh, Low
GAME TYPE : DM, CTF
DESCRIPTION : When trying to go between weapons using the scroll wheel, basically, when you get to the AM67, it does not switch to any other weapons. You have to use the weapon selection feature.

Author:  Morter [ Sun Mar 18, 2007 2:08 am ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION : AM-67's Flash problems.
CATEGORY (Weapon/UI/Skin) : Weapon (Alt Fire)
PRIORITY (High, Medium, Low) : Medium
GAME TYPE : Doesn't matter
DESCRIPTION : There's two things I want to bring up with this feature.

1) I don't know if it's meant to, but it seems to "stun" me when used at me from behind. I assumed it was supposed to be an optical thing, so I don't know why if I'm facing away from someone using it, I'd get stunned.

2) Unless this wasn't programmed yet, I don't think it has any effects on bots. If it doesn't, may I suggest a brief stopping of fire, or erratic fire, to emulate some sort of dizzying effect? That's all...

Author:  Redshift [ Sun Mar 18, 2007 3:45 am ]
Post subject:  BW2 BUG REPORT THREAD

Already mentioned this in the beta forum, but...

BASIC DESCRIPTION : bots can triple wield, double wield 2-handed weapons
CATEGORY (Weapon/UI/Skin) : weapons
PRIORITY (High, Medium, Low) : low
GAME TYPE : any (presumably)
DESCRIPTION : bots can double wield 2-handed weapons (flamer, railgun, lightning gun, MGs...) together with sidearms (XRS10 mostly?). Sometimes they hold 2 (or more??) sidearms in one hand and one of the large weapons (flamer etc.) in the other hand, see pic in beta forum "Release Date" thread.

Morter wrote:
2) Unless this wasn't programmed yet, I don't think [the AM67's flash] has any effects on bots.

Yeah, though others claim it works, I've never ever seen any kind of effect on bots, even if you flash them point blank in the face. No FFs either if you flash teammates.

Author:  OCAdam [ Sun Mar 18, 2007 10:18 am ]
Post subject:  BW2 BUG REPORT THREAD

My bots all work with flashing in the face. They will suddenly stop shooting and turn the other way. Sometimes it takes two flashes, but it works. It depends on the type of bot you fight. I think it works more with non-robot bots.

Author:  Echo 419 [ Sun Mar 18, 2007 10:25 am ]
Post subject:  BW2 BUG REPORT THREAD

The only problem I encountered was the weapon switching one when I get to the revolver it wont go no further. But I found out that the new weapon selection menu is awesome so I just use that

Author:  Morter [ Sun Mar 18, 2007 10:34 am ]
Post subject:  BW2 BUG REPORT THREAD

Actually, not a bug, but a question. I noticed when installing via UMOD, that it installed the JunkWars PATCH, not JunkWars itself.

Also, when my friend installed UT2k4, and after all the UT2k4 patches, installed BW2 right away, he had a junkwars error that was fixed by downloading 1.10 and then putting the patch back on.

Does that mean everyone who hasn't been exposed to BW, at all, has to download Junkwars first?

Author:  KylinRage [ Sun Mar 18, 2007 10:48 am ]
Post subject:  BW2 BUG REPORT THREAD

I think so Morter, but... I've had problems with this before with earlier BWs. Is 2.0 a patch or full version? Because last time I installed 1.7, I had dupe game types.

Author:  Finalizer [ Sun Mar 18, 2007 11:09 am ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION : Weapons disappearing after using Minigun's setup mode
CATEGORY (Weapon/UI/Skin) : Weapons
PRIORITY (High, Medium, Low) : Medium
GAME TYPE : Any w/ Ballistic loadout (haven't tried with normal BW)
DESCRIPTION : After setting the minigun into it's setup mode (alternate attack), and setting it back, I lost my minigun + grenades, but my revolvers & katana stayed...

Author:  Wup [ Sun Mar 18, 2007 11:39 am ]
Post subject:  BW2 BUG REPORT THREAD

UT2004 Build UT2004_Build_[2005-02-15_17.02]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1598 MHz with 1013MB RAM
Video: Mobile Intel(R) 945GM Express Chipset Family (4764)

General protection fault!

History: ResourceList <- UD3DRenderDevice::Flush <- UClient::Flush <- UEngine::Flush <- Cleanup <- UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- Level Viper Lake <- UpdateWorld <- MainLoop

Loading VCTF-Viperlake

Author:  EnteR [ Sun Mar 18, 2007 12:17 pm ]
Post subject:  BW2 BUG REPORT THREAD

KylinRage wrote:
I think so Morter, but... I've had problems with this before with earlier BWs. Is 2.0 a patch or full version? Because last time I installed 1.7, I had dupe game types.

Nah, it´s a full version (I think so) because I deleted all the 1.72 files from system, sounds, textures etc...
And 2.0 works fine for me.

Author:  Jerry [ Sun Mar 18, 2007 1:15 pm ]
Post subject:  BW2 BUG REPORT THREAD

Don't think this is too serious, it happened when I clicked forfeit at the end of a BW CTF match.


UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1585 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5500 (8421)

General protection fault!

History: ULinkerLoad::Serialize <- SerializeExpr <- (00) <- UStruct::Serialize <- (Function GUI2K4.UT2K4GamePageBase.SetRuleInfo) <- UFunction::Serialize <- LoadObject <- (Function GUI2K4.UT2K4GamePageBase.SetRuleInfo 1557806==1557806/2400421 1557779 248) <- ULinkerLoad::Preload <- LinkProperties <- UStruct::Link <- UState::Link <- UClass::Link <- UStruct::Serialize <- (Class GUI2K4.UT2K4GamePageBase) <- UState::Serialize <- UClass::Serialize <- (Class GUI2K4.UT2K4GamePageBase) <- LoadObject <- (Class GUI2K4.UT2K4GamePageBase 1557806==1557806/2400421 1276996 869) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Core.Class GUI2K4.UT2K4GamePageSP NULL) <- UObject::execDelegateFunction <- (UT2K4GUIController Package.UT2K4GUIController @ Function XInterface.GUIController.PushMenu : 0129) <- UObject::ProcessEvent <- (UT2K4GUIController Package.UT2K4GUIController, Function GUI2K4.UT2K4GUIController.OpenMenu) <- MatchViewportsToActors <- (Entry) <- FailedURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Author:  ShadowBlade [ Sun Mar 18, 2007 1:52 pm ]
Post subject:  BW2 BUG REPORT THREAD

A NOTE! : gonna look over these, just so you guys know we are taking note :)

Author:  Notlem [ Sun Mar 18, 2007 2:26 pm ]
Post subject:  BW2 BUG REPORT THREAD

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2163 MHz with 1535MB RAM
Video: NVIDIA GeForce 7600 GS (9371)

General protection fault!

History: FD3DTexture::Cache <- FD3DRenderInterface::CacheTexture <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FBspDrawList::Render <- RenderLevel <- DM-Coliseum2k4.myLevel <- FLevelSceneNode::Render <- RenderLevel <- DM-Coliseum2k4.myLevel <- FLevelSceneNode::Render <- RenderLevel <- DM-Coliseum2k4.myLevel <- FLevelSceneNode::Render <- RenderLevel <- DM-Coliseum2k4.myLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level The Coliseum <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

This happened during a loading of the next match map DM Coliseum

Update this has only happened once so far, Coliseum level loaded and worked another time., if that level was the problem.

Author:  Sgt. Kelly [ Sun Mar 18, 2007 3:06 pm ]
Post subject:  BW2 BUG REPORT THREAD

Weapon Not Switching
Weapon
High
DM

When using a junk wars weapon in loadout, I could not switch with scrollwheel to any other type of weapon.

Weapon Bug
Weapon
Medium
DM

When a bot turned on his shotgun flashlight the light just hovered in mid air in a stationary spot.

Author:  unrealshredder [ Sun Mar 18, 2007 3:17 pm ]
Post subject:  BW2 BUG REPORT THREAD

weapon causes no damage to players online
weapon
high
DM tested, probably any
FP7 Incendiary Grenade still causes no damage to players online even when they are obviously 'on fire'

Author:  Phex [ Sun Mar 18, 2007 3:30 pm ]
Post subject:  BW2 BUG REPORT THREAD

Hi,

how can I solve this Problem? (Sent Bug Report doesn't work)
It always appears, when ut loads a map (like albatross or plunge) under BW.

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2089 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5200 Ultra (9147)

Failed to load 'JunkWarV2': Can't find file for package 'JunkWarSounds'

History: UObject::SafeLoadError <- UObject::GetPackageLinker <- UGameEngine::BuildServerMasterMap <- ULevel::Listen <- Listen <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- Level Plunge <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Author:  Bulska [ Sun Mar 18, 2007 4:02 pm ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION : Combo loose weapons
CATEGORY : Weapons
PRIORITY : High
GAME TYPE : All
DESCRIPTION : Maybe its only with speed combo, but I did Reloaded (getting all weps) and then the speed combo. After my adreneline had run out, I lost all my weapons and I recieved the ones I selected with Loadout.

Author:  VashTheStampede [ Sun Mar 18, 2007 5:01 pm ]
Post subject:  BW2 BUG REPORT THREAD

Hi My name is VashTheStampede when I try to start a CTF game on face classic map, this is the bug report I get (P.S.!! This is my first bug I have found in BW v2!! this is with the machine guns that I start out with)
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.2 (Build: 3790)
CPU: AuthenticAMD Unknown processor @ 2011 MHz with 1022MB RAM
Video: NVIDIA GeForce 7300 GS (9371)

General protection fault!

History: USkeletalMeshInstance::ForceBoneRefresh <- UObject::execClassContext <- (BallisticPawn CTF-FaceClassic.BallisticPawn @ Function XGame.xPawn.Setup : 006F) <- UObject::ProcessEvent <- (xCTFGame CTF-FaceClassic.xCTFGame, Function UnrealGame.DeathMatch.PendingMatch.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Face Classic <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
[br][img:width=800&height=600]../../

Author:  VashTheStampede [ Sun Mar 18, 2007 5:11 pm ]
Post subject:  BW2 BUG REPORT THREAD

Vash The Stampede Again this is bug number 2 I have found in the game
Weapons: Sidearms like machineguns, pistols, etc...
Gametype: Capture The Flag
Map: Face Classic
Mutators: Dual Wield
Priority: High

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.2 (Build: 3790)
CPU: AuthenticAMD Unknown processor @ 2011 MHz with 1022MB RAM
Video: NVIDIA GeForce 7300 GS (9371)

General protection fault!

History: USkeletalMeshInstance::ForceBoneRefresh <- UObject::execClassContext <- (BallisticPawn CTF-FaceClassic.BallisticPawn @ Function XGame.xPawn.Setup : 006F) <- AActor::ProcessState <- Object xBot CTF-FaceClassic.xBot, Old State State UnrealGame.Bot.Dead, New State State UnrealGame.Bot.Roaming <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Face Classic <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <-

Author:  Bob_The_Beheader [ Sun Mar 18, 2007 6:12 pm ]
Post subject:  BW2 BUG REPORT THREAD

Game Crashes using RPG
Weapon: RPG
Priority: High?? (it happened on the second rocket I fired ever)
Gametype: Onslaught
Description: I was playing onslaught, I fired the second rocket and saw it shoot away. It hadn't gone very far, maybe what seemed like 800 UU, when the game froze for a second and then crashed with the following message:

Code:
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3196 MHz with 1022MB RAM
Video: GeForce FX Go5200/AGP/SSE2

General protection fault!

History: FOpenGLVertexStreamARB_VBO::AddVertices <- FOpenGLRenderInterface
::SetDynamicStream <- FProjectorRenderBatch::Render <- RenderLevel <- ONS-CBP2-Argento.myLevel
 <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint
 <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Argento Del Alma <- UpdateWorld <- MainLoop
 <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Perhaps it would be helpful to know that I use OpenGL and at the time of the crash my framerate was very low, probably 10-20. (that's normal for me in ONS)

If it happens again I will modify this post with a screeny.

Author:  Share_The_Pain [ Sun Mar 18, 2007 7:42 pm ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION: Dual-wield changing
CATEGORY: Weapon
PRIORITY: Low
GAME TYPE: All I guess
DESCRIPTION: When dual wielding; if you use the prev. weap key (if not that one then the next weap key) and have no other weapon you can use for dual wield, your left hand weapon dissapears, but that crosshair stays (I think) aswell as all the information for that gun (ammo/clip/fire mode) move to the right side of the screen.

Author:  Share_The_Pain [ Sun Mar 18, 2007 8:02 pm ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION: 3rd Person dual wielding
CATEGORY: Weapon
PRIORITY: Medium
GAME TYPE: Any
DESCRIPTION: When switching from a dual-wield to a single weapon, the mesh for the left hand gun still appears in the left hand in 3rd person aswell as the single weapon in the first hand. I think this is where people thought bots were using a 2 hand weapon with a dual-wield. In my case I discovered myself holding a flame thrower in my right hand and a assault pistol in my left hand in third person.

Author:  thetrunkmonkey [ Sun Mar 18, 2007 8:38 pm ]
Post subject:  BW2 BUG REPORT THREAD

iv had no problems wit 2.0 so far but only some framrate isues but i bet ill find some minor bugs
ps: if yo have a slow comp dont use motion blur it relly lags the game down

Author:  akstylish [ Sun Mar 18, 2007 9:10 pm ]
Post subject:  BW2 BUG REPORT THREAD

BASIC DESCRIPTION : Dual wielding
CATEGORY (Weapon/UI/Skin) : Weapon
PRIORITY (High, Medium, Low) : Low
GAME TYPE : TDM
DESCRIPTION : When I dual-wield skrith sidearm+something else, the former rarely fires.

Author:  Wup [ Sun Mar 18, 2007 9:43 pm ]
Post subject:  BW2 BUG REPORT THREAD

VCTF Client errors


UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3536 MHz with 2046MB RAM
Video: NVIDIA GeForce 7500 LE (9371)

General protection fault!

History: UParticleEmitter::SpawnParticle <- UParticleEmitter::SpawnParticles <- USpriteEmitter::UpdateParticles <- AEmitter::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3536 MHz with 2046MB RAM
Video: NVIDIA GeForce 7500 LE (9371)

General protection fault!

History: UParticleEmitter::SpawnParticle <- UParticleEmitter::SpawnParticles <- USpriteEmitter::UpdateParticles <- AEmitter::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Author:  Doc Shock [ Mon Mar 19, 2007 2:44 am ]
Post subject:  BW2 BUG REPORT THREAD

Uzi4U wrote:
BASIC DESCRIPTION : AM67 not switching
CATEGORY : Weapon
PRIORITY : eh, Low
GAME TYPE : DM, CTF
DESCRIPTION : When trying to go between weapons using the scroll wheel, basically, when you get to the AM67, it does not switch to any other weapons. You have to use the weapon selection feature.
This seems to happen with all weapons that can be dual-wielded, it happened to me with the
XK2 as well. Doesn't happen all the time, though, so I guess what's causing this is the following situation: When you have two versions of the same weapon in your inventory, the next/prev weapon keys seem to cycle between just those two in an eternal loop. My rough guess would be that this has something to do with the weapon's GroupOffset defaultproperty.

Oh, and share_the_pain is totally right about that issue with the handgun 3rd-person attachments, I experienced that as well.

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