Home » MODDING HQ 1.13 » v1.13 Bug Reports » my bugs (Bugs I experienced)
my bugs[message #365633]
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Sat, 12 August 2023 02:09
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Bullpup |
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Messages:42
Registered:December 2020 |
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Hello everybody, returing to 1.13 after three years. The game is alot more buggy that it used to be.
Bug number 1. Merc mouth animation gets stuck talking and I lose ability to access options, save or load game or unpause time in strategic map. I am almost sure this happened 3 years ago too.
2. Headshot gore doesnt work. It plays the head exploding animation for the body with the sound effects but the head never pops.
3 Black crosshair indicating I cant hit when in fact I can hit easily. Works when I am under enemy who is in roof, sitting just in front of the roof or when enemy is knocked out. The chance to hit works fine and I hit easily despite the black crosshair.
4. Sometimes after some point in game all saves made after that point are unloadable due to error. I saw some text about missing object 904 or something like that.
5. Enemy soldiers get stuck trying to knife attack for 30 seconds, then red text says something about missing knife animation.
I play latest version with Wildfire maps.
[Updated on: Sat, 12 August 2023 02:50] Report message to a moderator
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Corporal
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Re: my bugs[message #365638 is a reply to message #365636]
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Sat, 12 August 2023 13:05 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Bullpup |
![](/images/ranks/corporal.png) |
Messages:42
Registered:December 2020 |
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I played Jagged Alliance for over 20 years and 1.13 for 14 years, I am 100% confident that the black crosshair is bugged. It goes black in 60%+ hit chance cqb situations where you are almost guaranteed to score hit.
Did you read my post? I said when bug number 1 occurs, I cannot ever save the game again becose save & load menu becomes unaccessible so its impossible to provide save. I can provide save for bug 4 and 5, do you want me to upload it?
Also I found new bugs today.
6.On B9 Omerta Farm with Wildfire maps, every time bandits invade, the game freezes during creatures turn. It said game cant find bandit ai.
7. On same map, every time zombies invade the game instantly crashes with following text.
"RUNTIME ERROR PRESS ESC TO EXIT
File : D./a/source/source/Standard Gaming Platform/object.ccp
Line : 920
Function : BitVideoObjectToBuffer
(red color) No Source Object"
After I lowered the number of invading zombies from 64 to 20, the game instead just freezes without giving any error message.
[Updated on: Sat, 12 August 2023 13:26] Report message to a moderator
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Corporal
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Re: my bugs[message #365648 is a reply to message #365638]
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Sat, 12 August 2023 20:25 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Kitty |
![](http://thepit.ja-galaxy-forum.com/images/avatars/Waldo.jpg) ![](/images/ranks/master_sergeant.png) |
Messages:492
Registered:October 2017 Location: Germany |
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The form of that report is unlikely to solve the issue
- what's the exact version?
press "v" ingame to see version info
- what mod is used?
where do you get it?
part of a modpack or not?
any version number of that mod?
(i.e. "WF-6.07 from gitHub" or "WF 6.07 in modpack from day/month/year")
- a save and ini-settings available?
a save from right before, including instructions on how to releiable reproduce the issue faced
a copy of the ini-settings and other files changed
Why is that? If it can't be reproduced, it can't be tracked down.
Reproducing with the same version and setup can only be achieved if the nescessary information gets provided
Like, when you say that your screwdriver doesn't work, there are several possabilities for that
- does the screwdriver match the screw type?
- is it a torque wrench and you've set the wrong direction?
- is the screw type made for the material it should go in? (wood, metal, etc)
- is the screw rusty, low quality?
- is the grip of the screwdriver no longer fitted and force applied will therefore not being transported?
- is the car you want to fix french and has ridiculous big, never before seen versions of a torx?
- and so on and on
You see, even a close to live question can be hard when the nescessary information for problem solving isn't at hand
In a complex, heavy tweaked code, where dozens of people had their hand on over the past decade, that's even more important
__
As for 6.
probably realted to 7
the error itself isn't providing helpfull info
my guess would be to many sector entries on a map that doesn't provide enough space (trees and whatever in the way upon entering in such large numbers)
but without a way to reliable reproduce that, it will just be that, a guess
As for 7.
when you say "64 zombies", that's probably a number to high for allowed creatures
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you can upload saves here, including the description of how to reliable reproduce it
like, "after the save, move xy from sector a to sector b" or "speed up time, it will happen when creatures arrive at xy", etc
if you heavyly tweaked the ini and other files, pack them into the upload
including information on version of 1.13 and mod
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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