Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGS: Tais' SCI's
Re: BUGS: Tais' SCI's[message #303796] Mon, 23 April 2012 18:25 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I save, then the game crash, restart the game, and the game crash again! The weapon descriptions work, but the accesories (scopes, under. grenade launchers, supressors...) will crash! The game crash in strategy screen, and in tactical modes.

[Updated on: Mon, 23 April 2012 19:25] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303801] Mon, 23 April 2012 19:28 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Decided to see if the bugs I found yesterday were repeatable - yes they are. Produced save games to confirm the issue exists under different OS (created on Win XP SP3, bug repeated on Win7 from save games). All testing done under Rev.5216 SCI.

Save games uploaded to MediaFire: HAM 5 Bugs now in SVN

Save Game Description / Process:

1) "HAM 5 Bug - LAW vs. soldier"
Blood, Grunty and Igor have been setup with various LAW-type weapons.
- Hit the middle target with a LAW, and notice that only he sustains damage, as there is no explosion
- Hit the ground near the targets and there is the expected explosion, along with expected damage
- Hit the middle target with Igor's RPG-7 and there is the expected explosion/damage

Bug seems to affect the original type LAW weapons. Re-loadable launchers, like the RPG-7, are not subject to this bug.

2) "HAM 5 Bug - LAW vs. tank"
Similar setup as 1)
- Hit the tank with a LAW-type weapon, no explosion/damage
- Hit the tank with Igor's RPG-7 and explosion/damage (likely the tank is gone too)
- Mortar and shells brought along because I wasn't expecting the RPG-7 to be so effective (these seem to work ok)

3) "HAM 5 Bug - Inventory 1"
N3, Meduna Airport, fight completed. Mercs still present in N3, sector inventory still present. Swapping between tactical and strategic does nothing to N3 inventory while the mercs are still there.

4) "HAM 5 Bug - Inventory 2"
The team has been Alt-T (strategic map cheat) out of N3. The sector inventory for N3 is present until you load the tactical view of N3, mercs do not have to be in N3. Bug is entirely repeatable.

[Updated on: Mon, 23 April 2012 19:31] by Moderator

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Lieutenant

Re: BUGS: Tais' SCI's[message #303802] Mon, 23 April 2012 19:45 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@wil: thanks for posting. Is the savegame from latest uc or from default 1.13?

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303803] Mon, 23 April 2012 19:51 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Stock v1.13 game. These were two bugs that were seen in HAM5, but I dropped investigation on as Headrock disappeared.

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Lieutenant

Re: BUGS: Tais' SCI's[message #303804] Mon, 23 April 2012 19:56 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
ok

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303805] Mon, 23 April 2012 20:20 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
In relation to the other major bug that seems to be plaguing Rev 5207/5216, the UDB General and Advance tabs for non gun items CTD when used under my clean install of Rev.5216/Windows XP, but seem to work fine on my Windows 7 system where the only Rev.5207 install was dropped on top of a copy of my HAM 5 install.

The HAM5 install is still being used as my production install (the older HAM XML Editor produces HAM5 and Stable release compatible XML's, the only thing I have to do is splice in the new MagType tag into Magazines.xml for 5207/5216 compatibility).

Oddly, when I started testing Rev.5207 on my Windows 7 machine, the CTD was occurring. I'm not sure why it stopped occurring.

I haven't had time to do a clean install of the 5216 SCI on my Windows 7 system to look into the CTD further.

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Lieutenant

Re: BUGS: Tais' SCI's[message #303806] Mon, 23 April 2012 21:30 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
Checked on Win7, too. No item description CTDs.

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Corporal
Re: BUGS: Tais' SCI's[message #303808] Mon, 23 April 2012 21:49 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
I have set up my XP development environment and try to reproduce the crashes on the UDB-Advanced tab. Does it crash on ALL non gun items when showing the Advanced tab?

EDIT: I could reproduce the crash on the Advanced Tab with my Windows 7 install. Now trying to debug ...

[Updated on: Mon, 23 April 2012 21:57] by Moderator

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303809] Mon, 23 April 2012 21:56 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

all times ctd on ammo items[advanced tab],other work fine ...

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Sergeant Major
Re: BUGS: Tais' SCI's[message #303811] Mon, 23 April 2012 22:30 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@all: Good news, I could fix the crash on the EDB for "Adv" and "Gen" Tab. This bug was merged together with HAM 5 Wink
EDIT: The crash has nothing to do with Windows7 or WindowsXP. It simply crashed on both OSs

[Updated on: Mon, 23 April 2012 22:32] by Moderator

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303814] Mon, 23 April 2012 22:39 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

super news thx rowar ....

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Sergeant Major
Re: BUGS: Tais' SCI's[message #303815] Mon, 23 April 2012 23:03 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
Strange, 'cause I couldn't reproduce it under Win7. Aren't you curious?

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Corporal
Re: BUGS: Tais' SCI's[message #303818] Mon, 23 April 2012 23:44 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
elenhil
Strange, 'cause I couldn't reproduce it under Win7. Aren't you curious?


maybe it works in a release build on windows7, but in a Debug build it always crashed also on Windows7

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303819] Mon, 23 April 2012 23:48 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
muh and I just dropped a 5219 release in an attempt to see if any additions/changes to svn fixed it by accident.. tomorrow new SCI Razz

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First Sergeant

Re: BUGS: Tais' SCI's[message #303821] Tue, 24 April 2012 00:07 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
wil473
1) "HAM 5 Bug - LAW vs. soldier"
Blood, Grunty and Igor have been setup with various LAW-type weapons.
- Hit the middle target with a LAW, and notice that only he sustains damage, as there is no explosion
- Hit the ground near the targets and there is the expected explosion, along with expected damage
- Hit the middle target with Igor's RPG-7 and there is the expected explosion/damage

Bug seems to affect the original type LAW weapons. Re-loadable launchers, like the RPG-7, are not subject to this bug.

2) "HAM 5 Bug - LAW vs. tank"
Similar setup as 1)
- Hit the tank with a LAW-type weapon, no explosion/damage
- Hit the tank with Igor's RPG-7 and explosion/damage (likely the tank is gone too)
- Mortar and shells brought along because I wasn't expecting the RPG-7 to be so effective (these seem to work ok)


This bug reminds me of how trees can be destroyed by direct shot of LAW but cannot be destroyed by other explosives. Maybe this LAW bug and LAW-to-tree stuff has something in common. I know nothing of JA2 code so its just a wild guess.

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First Sergeant
Re: BUGS: Tais' SCI's[message #303834] Tue, 24 April 2012 10:33 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Gambigobilla
wil473
1) "HAM 5 Bug - LAW vs. soldier"
Blood, Grunty and Igor have been setup with various LAW-type weapons.
- Hit the middle target with a LAW, and notice that only he sustains damage, as there is no explosion
- Hit the ground near the targets and there is the expected explosion, along with expected damage
- Hit the middle target with Igor's RPG-7 and there is the expected explosion/damage

Bug seems to affect the original type LAW weapons. Re-loadable launchers, like the RPG-7, are not subject to this bug.

2) "HAM 5 Bug - LAW vs. tank"
Similar setup as 1)
- Hit the tank with a LAW-type weapon, no explosion/damage
- Hit the tank with Igor's RPG-7 and explosion/damage (likely the tank is gone too)
- Mortar and shells brought along because I wasn't expecting the RPG-7 to be so effective (these seem to work ok)


This bug reminds me of how trees can be destroyed by direct shot of LAW but cannot be destroyed by other explosives. Maybe this LAW bug and LAW-to-tree stuff has something in common. I know nothing of JA2 code so its just a wild guess.


I could also fix those 2 bugs. They were also introduced when merging HAM 5.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303884] Wed, 25 April 2012 05:44 Go to previous messageGo to next message
JKeenan is currently offline JKeenan
Messages:3
Registered:April 2012
I'm not a coder, just a player, so I'm unable to tell if this is specifically a bug in Tais' SCI or something else.

My wife and I tried to play in co-op mode and were unable to because each time both players clicked Ready, the host's game crashed to the desktop. She's on a Windows XP netbook, I'm on a Windows 8 notebook. Game works fine in single-player mode on both computers. I was able to resolve this problem by removing JA2 from both computers and reinstalling JA2 and Tais' SCI and clearing the read-only attribute from both folders.

Once we were actually able to get into the game, though, we'd be able to play a few turns each before the game would freeze during the computer's turn. My screen would say that I was waiting for my wife, but hers would say that she was waiting for the computer. I wasn't able to do anything to get the game going again; we both had to force quit. This happened three times. The game also crashed once without a message; the window just disappeared. I know from experience that JA2 crashes occasionally and there isn't much you can do about it. The game consistently locking up during the computer's turn is new to me, though.

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Civilian
Re: BUGS: Tais' SCI's[message #303957] Fri, 27 April 2012 06:00 Go to previous messageGo to next message
JKeenan is currently offline JKeenan
Messages:3
Registered:April 2012
After continuing to play the game, we've discovered that this problem has something to do with interrupts, and it happens frequently enough to make JA2 almost unplayable in co-op mode. Any time an interrupt occurs, there is a significant chance that one person's computer will say it's the other player's turn, while that person's computer will say it's still the AI's turn.

I tried to remedy this by changing the BASIC_REACTION_TIME_LENGTH value to 100, which I thought should make interrupts almost impossible. I figured this would significantly change strategy but would at least make the game playable. However, we still got interrupts. I also see something in the INI file about an "improved interrupt system," which I thought might be the cause of the problem, but I see nowhere to turn it on or off.

The next thing I tried was setting a turn timer, figuring that although we might not be able to use all of our interrupts, at least we'd be able to continue the game when the timer ran out. That didn't work either; when the bug occurs, the turn timer doesn't move.

We've started a couple dozen games, and so far, have only finished two. I figure someone else must have encountered this bug at some point. How did you work around it?

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Civilian
Re: BUGS: Tais' SCI's[message #303960] Fri, 27 April 2012 08:17 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
Improved Interrupt System (IIS) is usually a setting when you start a new game. I find it dramatically increases the number of interrupts so off would be preferred for your bug I think.

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303978] Fri, 27 April 2012 17:33 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
if the game hangs on enemy turn, the server has to press Alt + e and then give the turn back to the client. this is a known bug in mp.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303982] Fri, 27 April 2012 19:19 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
tazpn
Improved Interrupt System (IIS) is usually a setting when you start a new game. I find it dramatically increases the number of interrupts so off would be preferred for your bug I think.


Multiplayer games ALWAYS use the old interrupt system.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303985] Fri, 27 April 2012 21:51 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
wil473

3) "HAM 5 Bug - Inventory 1"
N3, Meduna Airport, fight completed. Mercs still present in N3, sector inventory still present. Swapping between tactical and strategic does nothing to N3 inventory while the mercs are still there.

4) "HAM 5 Bug - Inventory 2"
The team has been Alt-T (strategic map cheat) out of N3. The sector inventory for N3 is present until you load the tactical view of N3, mercs do not have to be in N3. Bug is entirely repeatable.


I could fix the bug. It was NOT a HAM 5 bug. The bug was introduced in revision 4571 (2011-07-14) as a result of another bugfix Smile

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Sergeant Major

Re: BUGS: Tais' SCI's[message #304088] Mon, 30 April 2012 19:44 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Maybe i can add another bug inventory:
1.Sector was under attack.the battle start in tactical mode after half of enemy forces killed i started autoresolve battle.i won.after that a go to inventory sector and taked few items from enemy drop what revealed in tactical combat.after that i entered to tactical screen to find all stuff that was must be dropped by enemy that i killed but not saw their loot-and i did not saw any item in sector-inventory screen-empty.

This bug occured in 5224 with last UC hybrid addon.

[Updated on: Mon, 30 April 2012 19:46] by Moderator

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Master Sergeant
Re: BUGS: Tais' SCI's[message #304199] Wed, 02 May 2012 21:23 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Another bug on 5224.

Enemies wont shoot u in rooftop if you are showing ur back to them... they just stay there and dont shoot at all...
Happens more often at night missions... they become really useless.

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Private 1st Class
Re: BUGS: Tais' SCI's[message #304209] Wed, 02 May 2012 23:26 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Fragnifico
Another bug on 5224.

Enemies wont shoot u in rooftop if you are showing ur back to them... they just stay there and dont shoot at all...
Happens more often at night missions... they become really useless.


are the enemies also on the roof or on the ground level?

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Sergeant Major

Re: BUGS: Tais' SCI's[message #304235] Thu, 03 May 2012 05:13 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
5224 bug with 365 AFS over top.

No problems with previous tactical battles.

One battle enemy starting out at side of map in tactical, several turns run with milita and mercs defending.

Game loops endlessly in enemy turn and seems to be one enemy's move logic or decision close to map edge. Waited for awhile but bar doesn't move, just spinning. Can't pin who it is exactly but repeats always even though tried to go back and find other moves to get past.

I have saves if anyone is interested in attempting to find reason.

Pat

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Private 1st Class
Re: BUGS: Tais' SCI's[message #304241] Thu, 03 May 2012 10:43 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
yes, saves would be good.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #304249] Thu, 03 May 2012 15:40 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
RoWa21
Fragnifico
Another bug on 5224.

Enemies wont shoot u in rooftop if you are showing ur back to them... they just stay there and dont shoot at all...
Happens more often at night missions... they become really useless.


are the enemies also on the roof or on the ground level?


Hello Rowa21.
This bug, as i notice, only happens when my mercs AND the enemies are on rooftops. Test it again and still happens.

The wierd thing is.. they run at me and just stand still (i cant see them cause i am showing my back to them) but when i turn around and look at them, they are all toghther standind and aiming at me but doesnt fire a single shot while im showing my back. If i staring at them and end my turn, then they open fire. Pretty wierd...

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Private 1st Class
Re: BUGS: Tais' SCI's[message #304250] Thu, 03 May 2012 16:24 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
They are gallant (red or black) knights and won't shoot your back ... Wink

SCNR.

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Sergeant Major
Re: BUGS: Tais' SCI's[message #304262] Thu, 03 May 2012 20:54 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Sam_Hotte
They are gallant (red or black) knights and won't shoot your back ... Wink

SCNR.


LOL Razz
Nice one!! =)

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Private 1st Class
Re: BUGS: Tais' SCI's[message #304275] Thu, 03 May 2012 23:22 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Cross posting an inventory related bug from the UC/AFS threads as it seems to be a more general problem.

Using SCI Rev 5224 & both UC133 V3.65.2 or AFS V3.65.1

Cannot get it to reproduce using the stock 1.13 installation but it does also occur on my modified XML files (although these are based on AFS with me starting to work on a rough implementation of weapon overheating)

Forms two seemingly related problems;

1) Re-entering the tactical screen in a sector which has already been visited leads to the loss of the sector inventory (leaving only the default folding stock items from weapons that had them attached). This can occur from both teleporting to the sector (the UC subway system) as well as entering on foot from travelling from the tactical screen in an adjacent sector or exiting the helicopter (in AFS).

2) Trying to view the sector inventory also leads to a Runtime Error (numbered as 0?) but no crash log being produced. This only seems to occur in sectors that I have had no problems visiting previously in prior AFS versions (ie before I installed the .2 patch) but im not 100% on this.

Save game is here: http://www.mediafire.com/download.php?xzs17dzdxistiia

This is set up on the SCI using AFS and the latest 3.65.1 release. View the sector inventory for Drassen airport for the CTD or enter the sector for loss of items.

I can also reproduce this repeatedly using the latest UC revision. With a save if necessary.

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Sergeant
Re: BUGS: Tais' SCI's[message #304277] Fri, 04 May 2012 00:34 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
RoWa21
yes, saves would be good.


@RoWa21

How do I get them to you?

I don't have hosting ability to post.

Pat

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Private 1st Class
Re: BUGS: Tais' SCI's[message #304284] Fri, 04 May 2012 06:28 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
@medicinman, use a free hosting provider such as mediafire.com or sendspace.com. The 2 mentioned don't even require an account to host a file last time I checked. Also RoWa21 is not the only one that can take a look at the bug if you post the link on this forum.

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #304355] Fri, 04 May 2012 23:55 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
Ok here is link to save with hanging progress bar.

http://www.sendspace.com/file/kqw48h


Just run turns (1-3) until hits the movement of a particular enemy.


Pat

[Updated on: Fri, 04 May 2012 23:58] by Moderator

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Private 1st Class
Re: BUGS: Tais' SCI's[message #304365] Sat, 05 May 2012 08:31 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
@medicinman, thanks. The problem seems to occur in the interrupt system though not sure its directly caused by the improved interrupt system.

RemoveFirstAIListEntry at TeamTurns.cpp(1021) seems to return NOBODY as the interrupter. This leads to gTacticalStatus.ubCurrentTeam being incorrectly set which prevents things from progressing any further. There is something more going on but cannot locate it at the moment.

It seems to be during a soldier interrupting a militia and the ailist gets messed up. When it tries to reset back to the first interrupt after it fails. Anyway no fixes but the save was helpful.

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #304368] Sat, 05 May 2012 08:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Again? I caught and fixed one of those NOBODY interrupters already.

No good nobodies crashing the game...

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First Sergeant

Re: BUGS: Tais' SCI's[message #304657] Mon, 14 May 2012 07:37 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
(SCI_113SVN_r5270_20120512 + WF maps)

is it possible, that the aiming cap calculation is broken again? setting in Items.xml to negative values, even small ones like -1 causes a significant shrinkage of the aiming circle and a jump in muzzle stability.

-5 -> muzzle stability 90/100
-1 -> muzzle stability 90/100
0 -> muzzle stability 70/100 (deleting the tag in Items.xml has same effect)
10 -> muzzle stability 80/100

this bug? (Thread "NCTH Discussion on What Exactly We Have Right Now (as far as XML Tags)"
Toggle Spoiler


gievteh

[Updated on: Tue, 15 May 2012 01:16] by Moderator

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Master Sergeant
Re: BUGS: Tais' SCI's[message #304692] Mon, 14 May 2012 22:31 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
cnagorneac is reporting similar jumps in NCTH accuracy though I'm not sure of the cause yet. I've already tried commenting out the NCTH modification tags on a pair of guns involved and the unexpected jump still happens. As a comparison, the same XML's are not having this jump under Rev.4780 Stable.

Also, cnagorneac has some interesting screen shots from the UDB, looks like some values are being displayed twice.

http://www.bears-pit.com/board/ubbthreads.php/topics/304689/Re_Alrulco_Folding_Stock_Bug_R.html#Post304689

[Updated on: Mon, 14 May 2012 22:32] by Moderator

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Lieutenant

Re: BUGS: Tais' SCI's[message #304717] Tue, 15 May 2012 12:47 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
Registered:April 2012
Maybe i localized the problem. looks like it is in the aim cap modifier. for retracted stocks it is usually -30% and it is red.
I was trying to make it -50 and 50. Observed no difference in aiming. so could be that those values are treated as bonuses even if they are negative.
BUT.
I was trying to look into the formula in wich cap modifier is involves and the formula code looks OK. very strange.

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Staff Sergeant
Re: BUGS: Tais' SCI's[message #304953] Fri, 18 May 2012 20:26 Go to previous messageGo to previous message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
JA2 + SCI 5280
1. The game starts to slow down after a few rounds. I can see how slowly flying bullet to the target. How do I close the game and open up the game has a normal speed (a few turns).
2. When I put Rectractable Stock ( 100% ) to weapon indicator object disappears ( 0% ).
3. The same error as above. When I put grenade ( 100% ) to Milkor MGL 140 to the fifth slot from the top indicator object disappears ( 0 % ).

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Master Sergeant
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