DarkestHour
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Darkest Hour: Europe '44-'45
Many vehicles have old, not accurate, or just poorly setup vehicle hit points (boxes). Some are artifacts of old systems, some are not in correct spots, some are not large...
Large high-explosive rounds do not damage players who are in minimal cover even when very close to the blast radius. This leads to situations where a player can be prone...
Pointed out by @cmbasnett Some vehicles appear to have odd shadows that don't match the vehicle, for example the Greyhound armoured car: ![ghshadow_before](https://user-images.githubusercontent.com/16405443/29024781-8188ec98-7b6b-11e7-80d1-efab69b083c5.jpg)
It's been mentioned that it's add that the tank machine-guns do not overheat while the infantry machine-guns do. This will be made especially noticeable since we are increasing the speed...
Viewing a player who is parachuting, the player and parachute will glitch up and down very quickly while falling. It seems to smooth out once the player is 10m or...
I've experienced this first hand on Vierville and have seen many other players complain about this. Seems to have something to do with lag and/or players switching weapons while they're...
Player "Rincewind" suggested we add a sound effect to accompany the out-of-bounds warnings. I'm for this, as the warnings are sometimes easy to miss if you're focusing on something else...
Originally reported by: **Andrew Theel (Bitbucket: [AndrewTheel](http://bitbucket.org/AndrewTheel), GitHub: [AndrewTheel](http://github.com/AndrewTheel))** --- The code to trace explosive origin to obstacle origin is problematic because the origin on obstacle meshes are often under...
┆Issue is synchronized with this [Trello card](https://trello.com/c/PkGf8sHk)
Originally reported by: **Bitbucket: [Matt_UK](http://bitbucket.org/Matt_UK), GitHub: [Matt_UK](http://github.com/Matt_UK)** --- Winter Sherman M4A3 hull uses its own whitewashed texture, which is very different from M4A1's snow topped texture (i.e. M4A1 has olive...