Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: Unofficial releases (SCI's), unstable and DEV builds (Read the first post before posting!)
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #363472 is a reply to message #363466]
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Mon, 05 July 2021 23:23
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Kitty |
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Messages:473
Registered:October 2017 Location: Germany |
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rasz wrote on Mon, 05 July 2021 16:30JA2-Unstable-r9123-g2595 and ja2_1.13_beta_eng_gr9112_dr2594
CHANCE_TONY_AVAILABLE = 100
but Hans still says "Tony stepped out for a bit"
I feel like Im taking crazy pills. I went as far back as SCI_Unstable_Revision_8345_on_GameDir_2349 from 2016 and I cant get Hans to let me to the back room
New game, leadership 75, rush to San Mona, give Brenda VHS tape, Hans keeps telling me Tony is not here, or about his inventory. Killing Hans reveals Tony is in the back room.
I even somehow managed to land in front of the door with Hans to the right (no idea how) and Hans STILL insist Tony is not here while Tony is visible on the screen.
Reported your issue on Discord, here is what I got:
"Flugente -- 03.07.2021
I assume the variable was already set to 100 when Tony didn't show up, because the chance of whether he appears is determined every morning, so variable changes are not instant
in any case, it's used in Scripts/StrategicEventHandler.lua in HandleEarlyMorningEvents()
Tony's existence is also not rerolled if the sector is currently loaded"
To try, if that might be the cause, you could leave the sector and come back the next day (after 07:00)
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #363473 is a reply to message #363472]
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Tue, 06 July 2021 15:40
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rasz |
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Messages:38
Registered:August 2006 |
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I briefly looked at the (older) source code yesterday
if (Random( 99 ) < gGameExternalOptions.ubChanceTonyAvailable) // silversurfer/SANDRO
{
// Tony IS available
SetFactFalse( FACT_TONY_NOT_AVAILABLE );
gMercProfiles[ TONY ].sSectorX = 5;
gMercProfiles[ TONY ].sSectorY = MAP_ROW_C;
}
and already tried sitting few days in C6, didnt fix it
I used cheats (CTRL-G) to teleport myself into backroom (ALT+Q, ALT-T), and even when Tony is at the spot in front of his desk Hans wont let me in. I even spawned few other random mercs with high leadership just to be sure, always same inventory talk.
F11 Debug menu:
FACT_BRENDA_IN_STORE_AND_ALIVE 78 false
FACT_BRENDA_DEAD 79 false
FACT_CONVO_BRENDA_1 true
Brenda taken care of
FACT_CONVO_HANS 84 false
FACT_HANS_AT_SPOT 85 false
FACT_TONY_NOT_AVAILABLE false
>grep -r FACT_CONVO_HANS ja2-1.13-source-mirror-master
>ja2-1.13-source-mirror-master/Strategic/Quests.h: FACT_CONVO_HANS,
FACT_CONVO_HANS is never set, and never used? (This is old codebase)
Edit: nvm, bad coding practices strike again
case FACT_84_AND_85_TRUE:
gubFact[usFact] = CheckFact( 84, ubProfileID ) && CheckFact( FACT_HANS_AT_SPOT, ubProfileID );
break;
someone used literals so now its hard to find it EDIT: in original JA2 this was non descriptively declared as
"FACT_84 = 84, // XXX TODO0018" with FactDescText "Hans lets you see Tony", 1.13 renamed it to FACT_CONVO_HANS with broken FactDescText "Hans lets ou see Tony". Person doing this change must of slipped in this one spot and changed FACT_84 to 84 instead of FACT_CONVO_HANS.
[Updated on: Thu, 08 July 2021 18:40] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #363485 is a reply to message #363472]
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Thu, 08 July 2021 18:21
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rasz |
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Messages:38
Registered:August 2006 |
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Merely setting FACT_CONVO_HANS to True in F11 quest debug menu fixes this, all of a sudden Hans says "I bet you are to see tony blabla", moves to the side and lets me in. The problem was Hans all along, not Tony availability . I still cant find where game even uses FACT_CONVO_HANS, grepping codebase finds only declaration and FACT_84_AND_85_TRUE in https://github.com/aimnas/ja2-1.13-source-mirror/blob/master/Strategic/Quests.cpp#L1235 , but nowhere else where it would be read/used.
this line
if ( InARoom( gpSrcSoldier->sGridNo, &usRoom ) && (usRoom == gModSettings.usPornShopRoomHans) )
does look suspicious, because
gModSettings.usPornShopRoomHans = iniReader.ReadInteger("San Mona", "PORN_SHOP_ROOM_HANS", 49);
and 49 is the room directly behind Hans, Hans is standing in 46, brenda 47, Tony backroom is 50.
I tried creating Ja2_Options.INI
[San Mona]
PORN_SHOP_ROOM_HANS =
with 46 47 and 50 but nothing changed
Kitty wrote on Mon, 05 July 2021 20:23in any case, it's used in Scripts/StrategicEventHandler.lua in HandleEarlyMorningEvents()
even more questions, why \Data\Scripts and \Data-1.13\Scripts contain duplicates of:
ExplosionControl.lua
HourlyUpdate.lua
initmines.lua
initunderground.lua
InterfaceDialogue.lua
Intro.lua
StrategicEventHandler.lua
undergroundsectornames.lua
I looked into those scripts and cant find anything touching FACT_CONVO_HANS. I even looked in https://github.com/ja2-stracciatella/ja2-stracciatella/search?q=FACT_84 codebase and still nothing. Hmm lets backtrack, Hans needs Brenda quest finished, lets look at Brenda.
aaand this is the moment I discover github search sucks
https://github.com/aimnas/ja2-1.13-source-mirror/search?q=brenda finds 12 occurrences (should be 17), somehow misses https://github.com/aimnas/ja2-1.13-source-mirror/blob/master/Tactical/Overhead.cpp#L3807 just great
Weird thing is I tried killing brenda, that wouldnt fix Hans letting me in before
Nevertheless The only thing I can find that changes is the TriggerNPCRecord( HANS, 10 ); if brenda is dead, or https://github.com/aimnas/ja2-1.13-source-mirror/blob/addff410229d5387e41b5c72b2b92c4b908b1b1e/Tactical/Interface%20Dial ogue.cpp#L4329
but afaik those only trigger dialogs by calling SpecialCharacterDialogueEventWithExtraParam and dont change any logic
Reproduction: https://file.io/1FQIkOXyQRDs got one merc, traveled to san mona, killed brenda. Hans is stuck on "tony stepped out". If you move to adjacent sector for a day and come back he will be stuck on "inventory talk". Wont let you in.
Now
CTRL-G, ALT+Q, ALT-T into the backroom and you can see Tony at his spot.
or
CTRL-G, F11, "pg facts down" button 3 times, click on 84 "Hans lets ou see Tony", set to 1, F11 to exit this menu, talk to Hans and ... first convo he lies "tony stepped out", but talking to him second time he lets you in and bug is fixed permanently.
[Updated on: Thu, 08 July 2021 19:32] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #363927 is a reply to message #363485]
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Tue, 26 October 2021 12:21
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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r9195 bug:
attaching 40mm grenade (item 147) to AICW (item 605) costs 20 AP, while weapons.xml says it should cost 24 AP. fixed in r9196
also, attaching 40mm HE MS (item 983) to AICW creates 40mm grenade and drains 1 status from MS pack, so you can attach 100 40 mm grenades from single 40mm HE MS item while it should be only 3 grenades.
also, attaching 40mm grenade or 40mm MS does not respect AP_RELOAD_LAUNCHER_MODIFIER values, it's always 20 AP (so it uses AP_RELOAD_GUN instead of <APsToReload> from Weapons.xml) fixed in r9196
Also, when trying to detach grenade from launcher, the game checks more APs than needed and may prohibit detaching even if there is enough APs.
So, if you need 40AP to reload grenade launcher and you have grenade in launcher and you have 40APs, you cannot detach grenade, but if you have like 60AP, the game will allow detaching and correctly charge 40AP.
[Updated on: Tue, 26 October 2021 17:03]
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364113 is a reply to message #364092]
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Sat, 01 January 2022 08:58
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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neki wrote on Sat, 25 December 2021 04:01This one is visual. New attachments. If I just load up a game it doesn't show like that. Only 4 old attachment slots. But if you go tactical and go back to the map view, attachments looks like this. Bipod and sling just added on top.
Don't know how to reproduce, please post a savegame before the issue happens with detailed instructions how to reproduce the issue.
That applies to all your reports where you didn't attach savegame.
You can also PM me or join the Bear's Pit discord where you can find me a message directly if you like.
[Updated on: Sat, 01 January 2022 09:21] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364115 is a reply to message #364081]
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Sat, 01 January 2022 09:17
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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neki wrote on Fri, 24 December 2021 05:16After first fight in the ring I get stuck in endless loop. After I win, the opponent jumps out from the ring and the clock icon shows (waited ~4min) and doesn't end. Tried to reload earlier save try again same thing.
UPDATED2: to include save file. Looks like only hangs on my created character. (need to jump in the ring as i paid 5K and the bell rang. After win it hangs) https://ufile.io/dduha4vc
EDITED:
After I dropped backpack I was able to enter ring, win and the game didn't hang out in endless loop. It worked as expected. I was able to surrender though as you say - I will fix that at least.
Try update to very latest version, perhaps there was some bug in version you use? Current, or rather version I used to test is 9141. If that won't fix it, it might be that GOG version of JA2 is not perfectly compatible with 1.13? Never heard any issues, but I have no other explanation. I used version from original CD I have.
EDIT2: I know why you get endless clock. You somehow entered with backpack (2da settings? or you just dropped it/put it into another inventory slot and picked/equipped after entering the boxing ring as I did?) and after winning game is trying to force you jump over the fence which you cannot do due to backpack.
So the solution for you before we solve this one is to drop backpack before entering boxing ring and don't pick it up till you exit.
[Updated on: Sat, 01 January 2022 17:55] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364130 is a reply to message #364115]
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Wed, 05 January 2022 02:24
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neki |
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Messages:23
Registered:December 2021 |
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Description box: Checked again, only happens when advanced description box is disabled. So its basically showing items where they should be in advanced mode.
The ring: I got MAX_BACKPACK_WEIGHT_TO_CLIMB = 100. That was probably the cause. That's how I was able to jump over with backpack.
Can't upload files here. Maybe no reputation. Added bellow what I changed from default. No overrides in 1.13 options menu in game.
Toggle SpoilerMERCS_CAN_BE_ON_ASSIGNMENT = 1
SELL_ITEMS_WITH_ALT_LMB = FALSE
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE
MERCS_RANDOM_START_SALARY = FALSE
DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
SHOW_ENEMY_HEALTH = 0
SHOW_HEALTHBARSOVERHEAD = 0
NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE
IMPROVED_INTERRUPT_SYSTEM = FALSE
IMPROVED_TACTICAL_UI = FALSE
SANDSTORM_CHANCE_PER_DAY = 20
ADDITIONAL_REPAIR_MODE = FALSE
ADVANCED_REPAIR = FALSE
ALLOW_SKYRIDER_HOT_LZ = 3
ASD_ACTIVE = TRUE
INDIVIDUAL_ENEMY_NAMES = FALSE
INDIVIDUAL_ENEMY_RANK = FALSE
ALLOW_LAZY_CIVILIANS = FALSE
ALLOW_EXTRA_CIVILIANS = TRUE
ALLOW_EXTRA_MERCHANTS = TRUE
BACKPACKWEIGHT_LOWERS_AP = FALSE
MAX_BACKPACK_WEIGHT_TO_CLIMB = 100
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
At the time of writing I was running latest 9222. Was latest and greatest.
Please consider not allowing this tank positioning in San Mona. Hans magically gets hit somehow over the wall only if I destroy the tank.
If you only damage its all good. Hans is happy.
Savefile: https://ufile.io/c4fxn5el
Tried many times all the same.
[Updated on: Wed, 05 January 2022 02:33] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364131 is a reply to message #364130]
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Wed, 05 January 2022 13:06
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Hans is possibly reacting to his house being demolished. Or the tank magically becomes one of his friends, belonging to the same civ group?
Prohibiting spawning tanks near any valuable NPCs may be a good idea.
[Updated on: Wed, 05 January 2022 13:07]
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364146 is a reply to message #364137]
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Sun, 09 January 2022 03:15
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neki |
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Messages:23
Registered:December 2021 |
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Cant bomb here or near. Gives Error. Save https://ufile.io/98jmakds
ADMIN WARNING
I am not comfortable with the way linkpicture.com advertises random stuff on some of the pics you are linking. Please stop using this service when you post here. Feel free to use imgur or anything else that doesn't stealth spam. // SHANGA
[Updated on: Fri, 30 September 2022 12:06] by Moderator Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364155 is a reply to message #364146]
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Mon, 10 January 2022 23:32
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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neki wrote on Sun, 09 January 2022 03:15Cant bomb here or near. Gives Error.
Okay, I finally managed to get my computer and visual studio working and took a look into this issue.
The bug that is causing the crash has happened already and I have no idea how to reproduce it. I can fix the crash, but it is likely to crash later in code when doing other things. Or I can fix your savegame but I suspect you avoided the crash and continued playing...
I have two culprits that might have caused this:
1) Did you start the game initially at older version before updating to the version you play with currently? If so, what is the number of that version you started with and do you by any chance have a savegame from that version?
2) Do you use SAM hacking feature? Did you hack some SAM prior to this savegame? And if so, do you have a savegame prior hacking that SAM by any chance?
[Updated on: Mon, 10 January 2022 23:41] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364318 is a reply to message #364162]
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Thu, 10 February 2022 21:55
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Grumpy |
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Messages:21
Registered:December 2021 |
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Some GABBI cheats seem to be broken in combat turn-based mode. Most of the convert merc to Crepitus or similar ALT + number cheats result in a hourglass cursor, a long wait and finally a buggy merc not entirely turned to Crepitus, but with "NADA" instead of his equipped items in hands.
Made a lot worse by muscle memory from using ALT + number for quick access to items (as defined in JA2_options.ini). I was testing some different setups (thus used GABBI for easy reproduction) when this turned up.
Hotkeys should never overlap, that's the very basic UX principle.....
r 9141, but earlier ones as well, I think.
Steps to reproduce:
Enter turn-based, enable cheats (or just load a previous save with CHEAT_MODE = TRUE), press ALT + ~, ALT + 5 or any other ALT + number combo.
[Updated on: Thu, 10 February 2022 21:58] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364352 is a reply to message #364318]
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Sat, 19 February 2022 08:58
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Grumpy wrote on Thu, 10 February 2022 21:55Some GABBI cheats seem to be broken in combat turn-based mode. Most of the convert merc to Crepitus or similar ALT + number cheats result in a hourglass cursor, a long wait and finally a buggy merc not entirely turned to Crepitus, but with "NADA" instead of his equipped items in hands.
Made a lot worse by muscle memory from using ALT + number for quick access to items (as defined in JA2_options.ini). I was testing some different setups (thus used GABBI for easy reproduction) when this turned up.
Hotkeys should never overlap, that's the very basic UX principle.....
r 9141, but earlier ones as well, I think.
Steps to reproduce:
Enter turn-based, enable cheats (or just load a previous save with CHEAT_MODE = TRUE), press ALT + ~, ALT + 5 or any other ALT + number combo.
Cannot reproduce, probably happens with specific merc or under specific conditions. Need a savegame.
As for shortcuts overlapping that goes towards the creator of this quick access feature. I don't even know what it does, never needed it, never heard of anyone using it. Eitherway now when players are used to them, it is not a time to change them.
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364414 is a reply to message #364401]
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Sun, 06 March 2022 16:11
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Mai Ti Miao |
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Messages:71
Registered:November 2018 |
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r9283, 9290 and to some extent 9316 (didn't test all bugs with the latter)
EDIT: gamdir 2641
<Shift> + <M>
Using hotkey to move all items from active sector to selected merc's current location is inconsistent. After reloading the sector, part of the items stay at merc's location, another part gets moved to the sector's "entry point" (??. The standard spot for a sector to drop off stuff)
This might be tied to the duplicating items bug.
"DCA" not incoming.
I have had some occasions, where Deidreanna said "sent a force there at once", but a counter attack never occured (waited 2 days. I always set "unlimited pool of troops", so a lack of troops shouldn't be the cause).
EDIT: this is not limited to the DCA, but can happen for example if a SAM shall be counter attacked.
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM
I set it to FALSE, Skyrider/Heli still has limited fuel.
CAN_FAN_THE_HAMMER
I set it to FALSE, corresponding weapons can still be fired in burst.
IMPROVED_TACTICAL_UI
Description from ini: "Use color name to show soldier's status"
TRUE/FALSE doesn't seem to do anything.
Walkman <uiIndex>266
Doesn't require batteries.
DSR-1 <uiIndex>639
Has "integrally" the boni of a bipod, but can additionally be attached with a "second" bipod. All boni + mali of 2 bipods are applied.
Medical Splint <uiIndex>1758
Surgical Gloves <uiIndex>1711
Surgical Mask <uiIndex>1710
All of these are disease items, but appear despite Disease=off (OTOH food items are hidden if Food=off).
Task finished, no prompt
It happens a lot that a task is finished, but no merc reports it to the player. In 2 cases i checked an autosave and found that the mercs had been idle for 5-8 hours before i noticed something (having looked at the map or into the tea cup how everything develops). Confusingly, this applies to old tasks (doctoring/repairing) as well, not just the new assignments.
Cancelled AI actions
Ever since i figured out how to apply the Win10 patches (*) correctly it has reduced dramatically, but i still see every now and then that the AI failed to seek enemy/path (path is rare). IIRC there were 2-3 other "failed" prompts, but those vanished completely, as far as i have seen. Is this just a case of the computer not having enough ressources for the game ? I know that AI calculations can require quite some power.
(*) without that the game was scaringly laggy.
[Updated on: Mon, 07 March 2022 20:25] Report message to a moderator
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Corporal
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364416 is a reply to message #364414]
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Mon, 07 March 2022 00:55
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Mai Ti Miao wrote on Sun, 06 March 2022 16:11Walkman <uiIndex>266
Doesn't require batteries.
DSR-1 <uiIndex>639
Has "integrally" the boni of a bipod, but can additionally be attached with a "second" bipod. All boni + mali of 2 bipods are applied.
Medical Splint <uiIndex>1758
Surgical Gloves <uiIndex>1711
Surgical Mask <uiIndex>1710
All of these are disease items, but appear despite Disease=off (OTOH food items are hidden if Food=off).
Walkman never needed batteries. It is not a bug, but missing feature and I am not sure it is worth it just for the sake of more realism, the item is pretty much useless already and if it eats batteries it will make it even worse.
Regarding DSR-1, I cannot reproduce the issue, the bipod aren't really "integral" in my copy of the game and attempt to put another throws an error. I might have outdated gamedir, but I was not aware of any changes to weapons recently. Are you sure you play vanilla 1.13 and not some mod like SDO?
Disease items are something I noticed as well long time ago, but this is problematic as there are also item sets on AIM page and these probably can't be made dynamic easily. Honestly, diseases are the worst feature that unstable offers just for the sake of realism, just ignore it. Or where did you find it, Bobby Rays right? Non-vanilla items besides weapons doesn't drop from enemies.
Mai Ti Miao wrote on Sun, 06 March 2022 16:11
Task finished, no prompt
It happens a lot that a task is finished, but no merc reports it to the player. In 2 cases i checked an autosave and found that the mercs had been idle for 5-8 hours before i noticed something (having looked at the map or into the tea cup how everything develops). Confusingly, this applies to old tasks (doctoring/repairing) as well, not just the new assignments.
Never saw this, savegame where the task is not finished yet and where this happens after some time is required.
Mai Ti Miao wrote on Sun, 06 March 2022 16:11
Cancelled AI actions
Ever since i figured out how to apply the Win10 patches (*) correctly it has reduced dramatically, but i still see every now and then that the AI failed to seek enemy/path (path is rare). IIRC there were 2-3 other "failed" prompts, but those vanished completely, as far as i have seen. Is this just a case of the computer not having enough ressources for the game ? I know that AI calculations can require quite some power.
(*) without that the game was scaringly laggy.
This has nothing to do with DLL fixes. Sometimes AI gets into endless loop or something and then the game forces a 30~ sec wait time on us for some reason. I am not expert on AI, that is Seven's speciality, eitherway providing a savegame where you press turn and this happens is required.
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364424 is a reply to message #364416]
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Mon, 07 March 2022 20:24
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Mai Ti Miao |
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Messages:71
Registered:November 2018 |
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RE: Disease items and Walkman
Sounds reasonable, thank you.
RE: DSR-1
Sorry that i didn't mention, it is gamedir 2641. I don't play with mods at the moment, i changed some files though (HelicopterSettings, JA2options, JA2sp, SkillSettings, DifficultySettings, EnemyRank, MercProfiles and IMPitemChoices).
Maybe i explained it wrongly, english is a foreign language for me too, so lets take a look at a picture:
The weapons are freshly unboxed from BRs, i only removed the scopes. The AWM is our "baseline" for a rifle + bipod combination.
Removing the bipod from the middle DSR creates the one on the right (trying to attach a bipod to the middle DSR returns a "you already have that item attached" message).
Attaching a bipod to the right DSR creates the one in the middle.
RE: no task-finish prompt
I think Training Workers is consistent at not telling the player. Anyway, i will observe this and send files when it happens again.
ShaDoOoW wrote on Sun, 06 March 2022 23:55
Mai Ti Miao wrote on Sun, 06 March 2022 16:11
Cancelled AI actions
Ever since i figured out how to apply the Win10 patches (*) correctly it has reduced dramatically, but i still see every now and then that the AI failed to seek enemy/path (path is rare). IIRC there were 2-3 other "failed" prompts, but those vanished completely, as far as i have seen. Is this just a case of the computer not having enough ressources for the game ? I know that AI calculations can require quite some power.
(*) without that the game was scaringly laggy.
This has nothing to do with DLL fixes. Sometimes AI gets into endless loop or something and then the game forces a 30~ sec wait time on us for some reason. I am not expert on AI, that is Seven's speciality, eitherway providing a savegame where you press turn and this happens is required.
What i meant was, i made some mistake with the compatibility fix, i don't remember exactly.
JA2 had a lot of lag on many levels (example, the red popup window to select "retreat/go to sector/auto-resolve" when 2 hostile groups meet in the same sector, took ca 4-5 seconds to load - with the correct fix it is just *whoosh* and ready). Turning on cheats, i could observe "ai failed to seek enemy/path" and the other messages up to 2 times for a single soldier. Not all soldiers, but quite a lot of a single group.
With the fix correctly installed, JA2 runs smoothly and the "AI failed to seek" is barely occuring. Maybe 2-3 times in a large battle.
I didn't mean "the dll fixed the AI". What i meant was "the dll fixed the lag - maybe: less lag, more stable AI", hence asked about the CPU usage. To tell the whole story, my gaming PC died 2020 and the current machine is not exactly powerful by today's standards
[Updated on: Mon, 07 March 2022 20:27] Report message to a moderator
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Corporal
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #364449 is a reply to message #364353]
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Fri, 11 March 2022 15:06
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Grumpy |
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Messages:21
Registered:December 2021 |
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Seven. wrote on Sat, 19 February 2022 09:18This quick item feature exists in 1.13 for 7 years, and you are the first player who actually uses it. I'm impressed. I was actually planning to remove it completely as unnecessary and unused by players.
The thing with hotkeys is there are not many free of them, and many useful are occupied in cheat mode. So there is no easy solution, either you make a compromise and a key works differently in normal and cheat mode, or you change the cheat and next day someone comes screaming that you broke the game and should immediately return everything back as he cannot play the game anymore.
Heh, please don't remove them ;)
The quick keys are actually extremely useful, especially for touchpad users and for saving a lot of mouse-clicks and my wrist!
Actions like switching to medkit, knife or handcuffs and back is as simple as two key presses, whereas with a mouse it's a myriad of precise movements and clicks with UI that doesn't scale in resolution. Quite surprised that more people don't use them
But yeah, with so many grandfathered debug shortcuts from the original JA2 code or 1.13 for years, any shortcut changes would just anger one part of the player base or the other.
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