Bug Reports
Bugs in BF2 are reported here primarily for the benefit of the BF2 community, so people will know they're not crazy (well, maybe) if they see that other people are having the same problems that they're having. We have no feedback from EA or DICE that they even look at this page (or any other website or email address) for bug reports, so please do list reproducable bugs here, but please do not assume that reporting them here means they are on a "to do" list for anyone at EA or DICE.
If you list a bug here, please provide as much information as possible that might help others to reproduce and confirm it, and that might help DICE to track the cause down. If you have any suggestions for work-arounds, please post those here, as well.
Known Bugs
Linux Server -> Client CTD
Posted by: ScratchMonkey
Linux 32-bit server dumps all clients to desktop on map change. Fixed and awaiting release as of 20050624. Workaround: In python/bf2/stats/endofround.py, comment out the line "host.gl_sendEndOfRoundData(dataString)". The bug is that the end-of-round data is not recognized by the client and causes it to crash to the desktop. This workaround simply doesn't send the data, which means the map loading screen won't have player stats.
Server crash on commander election?
Posted by: MPUKBoffbowsh
Just had an odd one. Server crashed on windows, showing an error along the lines of
Player 9 accepted commander position without being offered it
I didn't have time to check, but I think I was player 9, and I had applied for commander position without accepting, then called admin.restartMap. A few seconds later, the server crashed with this error
TK-Punish settings not correct
Posted by: JohnnyK
The TK Punish setting is bugged. Even with auto-punish OFF, it still asks the user if he wants to forgive a TK; if he doesn't do anything, the TKer gets punished. With this setting OFF, it should ask the user if he wants to punish instead, and auto-forgive the TKer if the user does not do anything.
External view settings not correct
Posted by: Stoop
The External View setting is bugged, it does not dis-allow external views, they are always available.
Server crashes when changing system time
Posted by: Kybber
When the system time is changed, at least when it is changed "significantly", the server immediately crashes. This can be pretty bad for all systems that run NTP to keep clocks updated, and may possibly explain a large number of sudden inexplicable crashes when NTPD decides it's time to update the systemtime. This is at least true for Linux-servers.
Teammates appearing Red
Posted by: belloq
I do not know the circumstances surrounding this bug, that is, I do not know if there is a good reason for this happening which would make this a feature rather than a bug. However, there are often times a member of your team, who should appear with a Blue nametag, but they appear onscreen with a Red nametag. This invariably leads to teamkilling, punishing, and sleepless nights frought with terrible nightmares about the Man in Red. Server-side or client-side issue: I do not know either. (There's lots I don't know, huh?)
A common denominator might be that this occurs when a team has maxed out squads.
Posted by: Danni
In addition, this could be caused by invites after a player moves to a different team.
My ScoreBoard
His POV
My POV
Battlerecorder script needs server instance handle
Posted by: Steven Hartland
Due to the fact the script is external from the server it has no context and as such there is no way of telling which server instance created the demo and hence who should have access and where it should go.
The solution:
- Run the script in the main engine. The problem with this is obviously uploads can't take some time so this would need to be run in its own thread within the server.
- Enable the demos to be saved to a specific directory based on a config or command line parameter. Do wish +overlayPath was still there :p
- Enable additional parameters to be supplied to the script based on again either config or command line parameters.
Wrong tab ordering in "Connect to IP" interface
Posted by: Jorrit
When you use tab to go through the fields in the Connect to IP dialog, you will notice that after the port field you will go to the Map field, which is disabled and of no relevance to the Connect to IP dialog. It should go to the password field. Besides that, I think the password should be readable, just as with BF1942.
Update: 1.01 made it worse, now the ordering is IP Address -> Port -> Players -> Map -> IP Address
RCON not resetting on admin logout
Seems that when you log in with rcon while in the game, you give admin privileges to the "Slot" your are in. when you log out, that slot keeps it's admin privileges. Steven Hartland has made a fix for server version 2475. Here's the patch
NOTE: This works and is needed for the following server versions: 1.0.2442.0, 1.1.2475.0 and 1.1.2484.0
--- default.py.orig Mon Jul 4 03:39:25 2005 +++ default.py Mon Jul 4 03:40:03 2005 @@ -263,7 +263,7 @@ # authenticated so that the next user with the same id doesn't get rcon # access. - def onPlayerDisconnect(self, player_id): - if self.authed_players.has_key(player_id): - del self.authed_players[player_id] + def onPlayerDisconnect(self, player): + if self.authed_players.has_key(player.index): + del self.authed_players[player.index] # Called whenever a player issues a chat string.
TCP RCON stops responding
Posted by: James
For as yet unknown reasons, the TCP rcon periodically stops responding and does not return without restarting the server. The port is still listening, but no response is received.
Expected result on telnet:
> telnet localhost 4711 Trying 127.0.0.1... Connected to localhost. Escape character is '^]'. ### Battlefield 2 default RCON/admin ready. ### Digest seed: DHPgIpZUDyzyVIUV
Actual result:
> telnet localhost 4711 Trying 127.0.0.1... Connected to localhost. Escape character is '^]'.
Edit by --Butter 14:02, 10 Jan 2006 (MST): We over at DontCamp.comhad this happening to us all the time. We are using the rcon port to build a live status style webpage. That webpage uses a PHP class to communicate to the rcon port. We had a problem where when we opened the connection to the rcon port and it timed out, we would not close the connection with a proper fclose(). Once we added that fclose() we hardly ever see rcon go down.
One of the tidbits found while googling was the idea that if data is still on the rcon port when another query is made, the rcon port will be rendered useless. Just to support Butter's fix method above, it's imperitive that when you use the rcon port, from with BF2 or from outside of BF2, you open the port, issue your command, read all data, and properly close it. Best practice will yield best results. --dst 21:00, 10 Jan 2006 (MST)
This is due to the way the port is bound using ModManager should fix this issue Killing 13:47, 01/02/2006 (GMT)
Is there any way you could turn that into a complete sentence with proper punctuation? I really can't tell if the problem is because of how the port is bound in general, or when using ModManager. Given all of that, since we'd simply never use ModManager, what does ModManager do to solve this problem? --dst 12:15, 2 February 2006 (MST)
Some sockets bind to all interfaces
The interface can be specified for some functions like the game port, but other functions, like VOIP, bind to all interfaces. This is bad on multihomed systems, especially those where different interfaces are used for different game servers running on the same ports.
Server browser issues
Always restarts at top of list
After an attempted connection, the list jumps to the top, not to the server just attempted.
Update restarts when sorting criteria are changed
Selecting a server or new sorting criteria should not restart an update.
Maplist command bugs
Posted on the Battlefield 1942 Linux server mailinglist by Markus
When using "maplist.clear" on my win32-server, the info about the current map and gamemode disappears from the server console, even though it is still playing.
Using "admin.nextlevel" after a "maplist.clear" causes the server to instantly crash.
Confirmed by Jorrit on Win IA-32
Attacker Weapon Bug
Posted by: King of Camelot
I've seen this bug a few times. As far as I can remember it always seemed to happen when I was in the blackhawk. When the blackhawk got shot down it would list the kills oddly. All of the guys in the blackhawk would be killed by whatever the attacker had, but the last guy on the kill list killed in the blackhawk would be killed by a blackhawk. Same killer and everything, it just appeared like the game reversed the victim's weapon with the attacker's weapon.
If the attackers bullets did not hit you, and you were in a falling Blackhawk I bet it would be the thing that killed you....if the fall didn't.
The Blackhawk exploded, it didn't fall.
I have observed this occurring when a player leaves a vehicle soon before it is destroyed. The splash damage/wreckage from the destroyed vehicle kills the player in question.
So for example if A in a blackhawk kills B in a HMMVV, the damage path is like this:
- A's Blackhawk -> Kills -> B's HMMVV
Thus, the game says A [Blackhawk] B.
However, if B leaves his vehicle before it explodes:
- A's Blackhawk -> Kills -> HMMVV -> Kills -> B's avatar
This bug did not exist in bf1942 however.
- Ctz 11:33, 27 Jul 2005 (MDT)
Vote Kick Bug
Posted by: JohnnyK
For those who are unaware, there is a vote kick bug. It happens as follows.
There is a vote kick initiated against Player A by Player B. After the vote is over, whenever a new player (Player C) joins the server, a vote kick against Player A is initiated by Player C. Player C never initiates the vote on his part, but it says he did initiate it. This happens on and on, with the next player that joins the server, until the map changes.
Thought I would let everyone know. If you don't believe, try to initiate a vote kick, and watch as player after player initiates a vote kick against the same person you originally voted against. Also note that the people initiating the kick are those who just joined the server, or are still joining the server, and are not even loaded yet.
Source: http://wolfgaming.net/vb/showthread.php?t=19121
Spec. Ops no Points
Posted by ThLord
Spec. Ops Players do not get Points for destroying enemy artillery, Radar or Commandhouse
Confirmed by EA and on the TODO list for 1.03. - Posted by Danni Source: http://forum.eagames.co.uk/viewtopic.php?t=3636
Resolved in BF2 v1.03 - Posted By kmkz
time.time() Doesn't Work in Non-Dedicated Server
Posted by Woody
The time.time()
function works correctly in the BF2 dedicated server. If you start a non-dedicated server, however (for example, by clicking "Create Game" from a BF2 game client), you find that time.time()
never changes; it looks like it gives the correct epoch time the first time it executes, but subsequent calls return the same value that it gave the first time.
- Oddly enough, it appears that it isn't entirely broken. The time changes for me, it just takes a really long time. To test this I created a timer instance, and set it to re-occur every second. Every time it fired I had it print the time using
time.time()
. This lead to me watching the log add the same number each time until finally, it changed! It turns out that every 128 seconds,time.time()
updates. I know it is 128 because thats the difference in time every time it updates. In theory I should also have 128 times printed out in the log for each time, but due to lag or something in the game engine, it normally prints around 125 times. --King of Camelot 15:48, 5 Aug 2005 (MDT)
Possible Bugs
Pilot charged with Teamkills when passengers die
Posted by: belloq
I'm piloting a black hawk full of men to an enemy flag to set down for a capture. ONE MAN in an opposing helicopter sees this and rams into my black hawk killing himself, me and all of my passengers. As if that isn't a little lame to begin with, the game counts all of my passenger's deaths as teamkills that I'm responsible for. The kills for this action need to be given to the opposing team's suicide pilot.
Intermittent VoIP Issues
Posted by Dackz
Servers that use the built-in VoIP server and bind to an IP address other than the machine's main one might experience strange VoIP issues, such as certain players not hearing other players and et cetera.
Making the server bind to the machine's main IP seems to fix it as far as I can tell.
Additional info from User:Per I noticed that on a few servers people could hear me, but not I them. after checking the firewall logs I noticed that I had a lot of drops on the VOIP ports when this issue popped up. adding forwarding on the VOIP ports solved it for me.
Memory leak
Posted by wizzler
Servers seem to utilize a greater amount of memory with the current build (2475) than the one before (Beta 5). After running a couple of hours, a 32 player server uses 5XX,XXX K memory. This is statistics from the Windows Ranked server build. Anyone have statistics from a Linux build?
Still present in build 2554 but much smaller.
False "duplicate key" message when setting controls
Postet by Panic
There seems to be a bug with setting keys, or at least sertain keys, in options -> controls. Sometimes you get "duplicate found in <wherever>", but when you have a look there, the key is not binded. What I found out though, was that when this message appeared, there would actually be a line binding that key in the Controls.con file, under the "PlayerInputControlMap" that was repported by the "duplicate" message. Removing that line from the Controls.con file, and restarting BF2 would let me bind the key in question.
Changing controls may "lock" BF2 after hitting "join game"
Postet by Panic
There also seems to be a quite serious bug that can be triggered by how you set your controls. There is a known bug where the spawn screen you get after hitting "join game" stops responding. You can't seem to give any input via mouse or keyboard to BF2, and must kill the game with CTRL-ALT-DEL and "end task". Except for the fact that you can't interact with BF2, everything else seems normal. And you do convey some information to BF2 while in this state, because once, while litterally hammering my keyboard, a friend of mine (in a nearby room) told me I had started a mutiny vote against my commander while I was "locked" like this.
I have not managed to locate the settings that will "lock" BF2 this way, but I have experimented enough to know that it definately is something that can be triggered (and fixed) by editing your controls.
Missing parts of the Python Standard Library
Posted by Butter
I've only come across this issue with the csv module so far. While the python archive that comes with BF2 does have the csv.py file, it does not have the _csv.dll on which csv.py is dependent. This is being a big headache for me with the BF2 tools I'm trying to write. I'm hoping I don't come across any other omissions in their python implementation.
The os module is also broken; many of the methods normally in os are missing. This makes it impossible to, for example, read the contents a directory. --Woody 13:18, 28 Jul 2005 (MDT)
The os module is also lacking the System function which makes it impossible to interact with the current OS.
Also the select module is missing. --Omnix 17:19, 8 Oct 2005 (MDT)