Colin Basnett
Colin Basnett
You're probably right about this one. Perhaps it would a good idea to have the collision on the base be artificially taller so as to preclude running over top of...
Dropping this from the 8.0 milestone because it is not urgent.
_Original comment by_ **Bitbucket: [Matt_UK](http://bitbucket.org/Matt_UK), GitHub: [Matt_UK](http://github.com/Matt_UK)**: --- This isn't a bug, it's a specific piece of code in state ViewTransition, which hides the muzzle flash when gunner's head is...
_Original comment by_ **Colin Basnett (Bitbucket: [cmbasnett](http://bitbucket.org/cmbasnett), GitHub: [cmbasnett](http://github.com/cmbasnett))**: --- Not high priority, putting this on hold.
_Original comment by_ **Bitbucket: [Matt_UK](http://bitbucket.org/Matt_UK), GitHub: [Matt_UK](http://github.com/Matt_UK)**: --- In commit [7d3baa4](https://bitbucket.org/darklightgames/darkesthour/commits/7d3baa4d8a9975ae2126b752c53761c742f0bf1e) I've worked this code into generic functionality in DHMountedTankMGPawn. Does not change the problem or the hack-ish workaround; it...
This can be worked on as a hotfix, post-release of the artillery overhaul.
A good place to start looking would be the client-side `Velocity` and `Acceleration` values for the parachuting pawn. My hypothesis is that the velocity might be consistently higher than it...
This can be fixed by making it possible to resupply the mortar just by looking at the player pawn that is operating it, similar to how we do it for...
All of these ports must be opened on both your router and machine firewall: TCP: 8075, 27015-27030, 27036-27037, 28902 UDP: 4380, 7757-7758, 7767, 20610, 27000-27031, 27036, 28902 Source: https://portforward.com/red-orchestra-ostfront-41-45/
We have some video evidence of the problem: https://www.youtube.com/watch?v=WR7GEGh6Ndk At the 24:00 mark, he soon gets into a "gray screen" and the frame-rate starts to tank until he eventually spawns...