Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
|
|
|
|
|
|
|
Re: BUGZILLA report all bugs here![message #341005 is a reply to message #340998]
|
Sat, 16 May 2015 10:43
|
|
dreamer2008 |
|
Messages:63
Registered:May 2010 |
|
|
silversurfer wrote on Fri, 15 May 2015 20:03
If you pick too many items it can happen that they don't all fit into your merc's inventory. Don't be so greedy. ;)
Thanks for the reply. I think the problem is that you can't select doubles for certain items, like Scope or NVG. I've restarted several times with different item configuration, and there wasn't a problem with the number of items, just doubles. Noticed the same thing with double holsters as well, I only got one.
[Updated on: Sat, 16 May 2015 11:18] Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
|
|
Re: BUGZILLA report all bugs here![message #341202 is a reply to message #341195]
|
Thu, 28 May 2015 09:16
|
|
Rockstarz |
Messages:3
Registered:May 2015 Location: United States |
|
|
Using unstable build 7823. It's been a few in-game weeks, and i've finally gotten around to going and turning in the get food from drassen quest. When entering sublevel 1, rebel hideout, i have an odd bug where it looks like my screen is trying to continuously scroll right. I can still click and give orders, but it's impossible to really see what I'm doing. Starting a new game, this issue does not persist. I've tried a few older saves, this bug appears to activate at some point after the start of the game, but I haven't been able to pin it down. Any suggestions on a quick workaround?
Edit:
Finally lined my cursor up with the exit from the basement. JA2 exits with error:
Told to use exit grid at 13582 but one does not exist.
[Updated on: Thu, 28 May 2015 09:18] Report message to a moderator
|
Civilian
|
|
|
|
|
|
Re: BUGZILLA report all bugs here![message #341271 is a reply to message #341269]
|
Sun, 31 May 2015 02:53
|
|
Anthropoid |
|
Messages:145
Registered:February 2014 |
|
|
Okay, I've installed the latest build (7866). I made a couple of changes in INI to difficulty settings, base damage modifiers, BR settings . . . nothing that I would imagine would impact how backpacks work.
My mercs arrive at Chit, and all have backpacks, many have a complete TIMS set. All have something in their backpacks. I've tried it a couple times, and it happens most of the time (but not all). Dropping backpacks causes the contents to disappear. This seems to happen whether the packs are dropped individually (either with the drop button or "manually") or using the Shift-B hotkey.
Quite simply: drop a pack with stuff in it, pick it up again and its empty.
I did notice in one repeat that this did not occur. The only thing I could speculate might account for it not occuring was that the merc which did it was not in stealth mode nor wearing NVGs.
ADDIT: a bit more 'testing' . . . I think it might be stealth mode that is causing stuff to disappear. If a merc drops a bag or backpack while in stealth mode, the contents of the bag/pack disappear. Reload and redo with same merc not in stealth mode: stuff does not disappear.
ADDIT2: On further testing, nope it is more complicated than just stealth mode. I've had stuff disappear when packs are dropped in normal mode a couple times now.
[Updated on: Sun, 31 May 2015 03:07] Report message to a moderator
|
Sergeant
|
|
|
|
Re: BUGZILLA report all bugs here![message #341304 is a reply to message #341273]
|
Tue, 02 June 2015 02:34
|
|
Anthropoid |
|
Messages:145
Registered:February 2014 |
|
|
Okay, I'll do a clean install of 7866 and see what I see.
ADDIT:
So weird. I cannot now replicate the disapearing stuff in the dropped packs, using the exact same 7866 build (plenty of changes in INI). I don't quite comprehend how that is possible, but ah well!
[Updated on: Thu, 04 June 2015 02:50] Report message to a moderator
|
Sergeant
|
|
|
|
Re: BUGZILLA report all bugs here![message #341387 is a reply to message #341363]
|
Tue, 09 June 2015 21:35
|
|
navaroe |
|
Messages:78
Registered:August 2012 |
|
|
Hi, in this saved game for build 7883 bug is about to manifest in B1. At 21:50 of game time, the unit in B2 (with tank - wow, I love this) which came to take back Chitzena, will attack Ira in B1. If Ira retreats in strategic view, the queen's unit just disappears. If Ira stays and retreats in tactical or fights, the unit stays, just won't move again (which is fine by me - I know it's not a patrol).
I have noticed this behavior with queens counter attack forces before - one can go around it by retreating in tactical, but if you just leave the sector to which is attack heading, the units will disappear too.In tough situations (which are abundant in my game) it feels a bit stupid to leave soldiers behind just so that he can make sure enemy units stay intact
http://ulozto.net/xXiEEdkr/enemydisappears-zip
(ja2_options.ini included)
Report message to a moderator
|
Corporal
|
|
|
Re: BUGZILLA report all bugs here![message #341441 is a reply to message #341387]
|
Mon, 15 June 2015 21:27
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
A minor glitch: we have a helptext on a merc's silhouette, that nowadays display health, breath, sleep food and disease info. It is possible that the text will be for a different merc than currently viewed in tactical display. The reason is that the game is weird on what it updates when and what not. I currently have no time to fixing that though, perhaps someone else has.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
Re: BUGZILLA report all bugs here![message #341444 is a reply to message #341441]
|
Wed, 17 June 2015 01:05
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
ExxonValdezExxonValdez wrote on Fri, 01 May 2015 09:22Hello. I've started my JA2 test-gameplay on the newest release v7816 downloaded from https://onedrive.live.com/?cid=013a6926eac52083&id=13A6926EAC52083!583 .
I found blackscreen error occur in evry games after many days (I have tried new game and result was the same). After load savegame just press "next turn" and BS will appear.
savegame:
http://speedy.sh/7cAqk/SaveGame09.sav
Flugente wrote on Wed, 13 May 2015 12:08@ExxonValdez: will check once I have time, likely earliest the next weekend.
Flugente - did you check it out ?
Eh. I remember fixing a bug on a savegame that looked like this months ago. Not sure if thats the smae or another one of yours. Anyway, with this savegame and a current (r7893) I can play through several turns without any crash happening. Whatever the error is, I can't find it.
I am also incapable in differing editing and replying, it seems.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
Re: BUGZILLA report all bugs here![message #341448 is a reply to message #341387]
|
Thu, 18 June 2015 00:10
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
navaroe wrote on Tue, 09 June 2015 18:35Hi, in this saved game for build 7883 bug is about to manifest in B1. At 21:50 of game time, the unit in B2 (with tank - wow, I love this) which came to take back Chitzena, will attack Ira in B1. If Ira retreats in strategic view, the queen's unit just disappears. If Ira stays and retreats in tactical or fights, the unit stays, just won't move again (which is fine by me - I know it's not a patrol).
I have noticed this behavior with queens counter attack forces before - one can go around it by retreating in tactical, but if you just leave the sector to which is attack heading, the units will disappear too.In tough situations (which are abundant in my game) it feels a bit stupid to leave soldiers behind just so that he can make sure enemy units stay intact
http://ulozto.net/xXiEEdkr/enemydisappears-zip
(ja2_options.ini included)
Hmm. Tried that savegame (situation in F9). On the first time I loaded the savegame, effect occured. After that, never again. I even restarted the exe and loaded it again, assuming it was some error depending on some uninitialised variables - nope. Seems random to me. This is bad, not sure how to fix it.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
Re: BUGZILLA report all bugs here![message #341474 is a reply to message #166487]
|
Fri, 19 June 2015 23:16
|
|
navaroe |
|
Messages:78
Registered:August 2012 |
|
|
edit: F9? The attacks happens next to Chitzena, from B2 to B1. Now I wonder if you over sought this or f9 is just typo.
Wow, it happened to me like 5 times in a row :o I've made another savedgame, in build 7883, just in the minute when the attack happens, hopefully eliminating randomness.
http://ulozto.net/x3YtHFrR/enemydisappears2-zip
I still wonder how there could be this sort of difference, on my system the behavior is same all the time, tried a few times again now. Can behavior of say, random number generator, differ between systems that much? Too bad JA2 doesn't offer remote debugging
Thanks for trying tough.
[Updated on: Fri, 19 June 2015 23:18] Report message to a moderator
|
Corporal
|
|
|
Re: BUGZILLA report all bugs here![message #341484 is a reply to message #341474]
|
Sat, 20 June 2015 18:22
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
The new savegame has this happening in B1. The old was in F9, thus me writing that
Anyway... what happens is that the 83-people strong group needs new orders after arriving at their destination, but missing the player (who retreated). The group then gets a random new assignment. The intention was obviously to get the group moving again (otherwise they wouldn't move and be stuck there).
And, apparently it can happen with the right random numbers picked that the group doesn't get reassigned... It then gets moved back to the troop pool. Which causes it to completely vanish.
There is no code in place to stop this. So... this is not a bug... this is design.
Currently seeking a fix, 'cause this design stinks.
Edit: Somewhat fixed in r7895. If a group is ordered ordered to be moved back to the pool during reassignment, we now order them to move there an dissolve then instead of vanishing outright.
[Updated on: Sat, 20 June 2015 19:23]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
|
Re: BUGZILLA report all bugs here![message #341492 is a reply to message #341491]
|
Sun, 21 June 2015 16:50
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
Bug: Suppressed enemies with zero breath (knocked out or otherwise) are unable to be attacked with punching, knifes, gunfire. Additionally, another entity (example: Militia) can stand on the enemy's square. This subsequently causes militia to shoot at the militia that is standing on the enemy's square, leading to repeated instances where militia will attack the one militiaman, only for him to die and another militia to attempt to attack the suppressed enemy...only for other militiamen to attack their new target.
Build: Has existed for several months across different builds
Repeatability: Must knock out enemy, then suppress, with militia on map. Militia sometimes do this. Easiest way is to take a Martial Artist, knock out an enemy, then use auto fire above enemy.
Suppression .ini settings, using UC113 v4.6x with 'tested' SCI (7883):
Toggle Spoiler[Tactical Suppression Fire Settings]
;*********************************************************************************************************************** *******
; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
;
; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
;
; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
; SUPPRESSION BASICS
;
; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
;
; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
; and morale loss. This value is based on the character's Experience and Morale, among other things.
;
; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
;
; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
;
; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
; fire, it means that the character is useless of a whole turn and can be assaulted safely.
;
; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
; hiding.
; Note that they will try to do the same thing to you!
;*********************************************************************************************************************** *******
;----------------------------------------------------------------------------------------------------------------------- -------
; Controls how powerful suppression fire is.
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;----------------------------------------------------------------------------------------------------------------------- -------
SUPPRESSION_EFFECTIVENESS = 200
;----------------------------------------------------------------------------------------------------------------------- -------
; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS,
; not instead
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;----------------------------------------------------------------------------------------------------------------------- -------
SUPPRESSION_EFFECTIVENESS_PLAYER = 50
SUPPRESSION_EFFECTIVENESS_AI = 200
;----------------------------------------------------------------------------------------------------------------------- -------
; Minimum and Maximum amount of Suppression Tolerance a character can have.
;
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
;----------------------------------------------------------------------------------------------------------------------- -------
SUPPRESSION_TOLERANCE_MAX = 15
SUPPRESSION_TOLERANCE_MIN = 4
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
;----------------------------------------------------------------------------------------------------------------------- -------
; This controls how much Suppression Shock is taken when under fire.
;
; 100 is the "normal" effect.
; Range is 0 (no suppression shock) to 65535 (65535% effect).
; 200 is a LOT.
;----------------------------------------------------------------------------------------------------------------------- -------
SUPPRESSION_SHOCK_INTENSITY = 100
; The maximum number of Shock points a character can have.
MAX_SUPPRESSION_SHOCK = 30
;----------------------------------------------------------------------------------------------------------------------- -------
; Shocked Target CTH Penalty
;
; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
; Use these settings to change the CTH penalty for shooting at such targets.
;----------------------------------------------------------------------------------------------------------------------- -------
; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
CTH_PENALTY_PER_TARGET_SHOCK = 2
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
;--- 2014 Stable 1.13 Release compatibility settings ------------------------------------------------------------------------
; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop.
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
;--- 2014 Stable 1.13 Release compatibility settings ------------------------------------------------------------------------
;----------------------------------------------------------------------------------------------------------------------- -------
; Shock Effects
;
; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
; Use these settings to enable further effects from being shocked.
;----------------------------------------------------------------------------------------------------------------------- -------
; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
; 0 = No limit.
MAX_CTH_PENALTY_FROM_SHOCK = 0
; Vision loss due to Suppression Shock.
; 0 = No vision loss.
; 2 = Vision range reduced proportionally to shock.
; 3 = Tunnel Vision increased proportionally to shock.
; 1 = Both options enabled.
SHOCK_REDUCES_SIGHTRANGE = 1
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
; the character considerably less resistance to further suppression fire, until the shock can clear away.
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4
;----------------------------------------------------------------------------------------------------------------------- -------
; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every
; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
;----------------------------------------------------------------------------------------------------------------------- -------
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;----------------------------------------------------------------------------------------------------------------------- -------
; Explosive Suppression
;
; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
; of the explosion itself!
; 0 = disabled.
; 100 = "normal" effect.
;----------------------------------------------------------------------------------------------------------------------- -------
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 150
;----------------------------------------------------------------------------------------------------------------------- -------
; Other settings
;----------------------------------------------------------------------------------------------------------------------- -------
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
NOTIFY_WHEN_PINNED_DOWN = TRUE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
[Updated on: Sun, 21 June 2015 16:55] Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: BUGZILLA report all bugs here![message #341495 is a reply to message #341493]
|
Sun, 21 June 2015 22:23
|
|
M16AMachinegun |
|
Messages:304
Registered:September 2013 |
|
|
@ Flugente:
I have noticed this bug popping up again and again in wil734's UC113 mod. If it matters, specifically in Atremo Underground (since it's a brawl down there) and Atremo NE if i bring militia with me (attacking the police makes it more likely for militia to have surrounded the station and have them shoot autofire inward)
Edit 1:
Bug: Leaping over short walls sometimes either puts a merc INSIDE the wall, or fails to jump said merc over the wall entirely, wasting APs
Build: Has existed for several months across different builds
Repeatability: Random, unknown cause
https://www.dropbox.com/s/elksvtkofobo09w/cantjumpoverwall.png?dl=0
In the picture above, this merc has attempted to jump from the square SE of where he is now (in the wall) to the square NW of the wall (cursor). On occasion I'm allowed to complete the movement, but in this case i have to crouch-walk back to the square to try again.
[Updated on: Mon, 22 June 2015 07:29] Report message to a moderator
|
Master Sergeant
|
|
|
Re: BUGZILLA report all bugs here![message #341603 is a reply to message #341495]
|
Sun, 05 July 2015 13:03
|
|
navaroe |
|
Messages:78
Registered:August 2012 |
|
|
Since build 7898 certain items in sector inventory are edible. Like tool kits, locksmith kits, scopes and bipods. Yummy, just like mom used to make.
Bug seems to be that all items starting from camouflage kits (in sector's inventory) can be used on merc's body. In some cases it makes sense and still work as expected, in other cases it doesn't and item just disappears.
Bug does not appear in build 7890.
[Updated on: Sun, 05 July 2015 13:05] Report message to a moderator
|
Corporal
|
|
|
Re: BUGZILLA report all bugs here![message #341604 is a reply to message #341603]
|
Sun, 05 July 2015 13:33
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
navaroe wrote on Sun, 05 July 2015 10:03Since build 7898 certain items in sector inventory are edible. Like tool kits, locksmith kits, scopes and bipods. Yummy, just like mom used to make.
Bug seems to be that all items starting from camouflage kits (in sector's inventory) can be used on merc's body. In some cases it makes sense and still work as expected, in other cases it doesn't and item just disappears.
Bug does not appear in build 7890. Well, that was rather stupid. Fixed in r7900.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
Re: BUGZILLA report all bugs here![message #341605 is a reply to message #341484]
|
Sun, 05 July 2015 15:44
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
Flugente wrote on Sat, 20 June 2015 15:22The new savegame has this happening in B1. The old was in F9, thus me writing that
Anyway... what happens is that the 83-people strong group needs new orders after arriving at their destination, but missing the player (who retreated). The group then gets a random new assignment. The intention was obviously to get the group moving again (otherwise they wouldn't move and be stuck there).
And, apparently it can happen with the right random numbers picked that the group doesn't get reassigned... It then gets moved back to the troop pool. Which causes it to completely vanish.
There is no code in place to stop this. So... this is not a bug... this is design.
Currently seeking a fix, 'cause this design stinks.
Edit: Somewhat fixed in r7895. If a group is ordered ordered to be moved back to the pool during reassignment, we now order them to move there an dissolve then instead of vanishing outright. I've altered this part in r7901: If the player retreats from an enemy attack that was targetted at this sector, the enemy group pursuits instead of being given new orders. In the savegames posted about this error, this means that if one retreats to another town sector, the AI follows (with a 5-minute delay for internal reasons - if player and enemy groups arrive at the same time, bad things happen during tactical deployment).
Not sure how much harder this will make the game - I figure I'll just wait until someone comes crying and then make it optional (you wussies! ).
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
|
|
|
|
|
|
|
Re: BUGZILLA report all bugs here![message #341664 is a reply to message #341657]
|
Fri, 10 July 2015 04:55
|
|
Kalindro |
Messages:3
Registered:July 2015 |
|
|
One thing to mention: Taking gunslinger (even 2 points in gunslinger) doesn't help, there are still no weapons, but when I take auto + heavy weapons I can finally choose one
[Updated on: Fri, 10 July 2015 04:56] Report message to a moderator
|
Civilian
|
|
|
Pages (42): [ 41 ] |
|
Goto Forum:
Current Time: Sat Nov 30 23:51:36 GMT+2 2024
Total time taken to generate the page: 0.05673 seconds
|