Re: BUGZILLA report all bugs here![message #336119]
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Thu, 25 September 2014 01:22
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Hmm. Installed VS2008. Cannot start debug Exe or Release with debug Info, due to weird errors about path variables. Ugh. Why do we even still maintain VS2005 an 2008? Bah.
Until I somehow can get VS08 to work, I can't solve this.
Edit: Fixed in r7530. It is dirty, I don't like it, but it works. I still don't know why the code was okay on some compilers and not on others, but this should do it.
Did not test in VS2005. I have no interest in having a 9-year old compiler when clearly better stuff is already out. Anyone care to clarify why we even still keep that artifact around?
[Updated on: Thu, 25 September 2014 02:27] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #336142]
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Thu, 25 September 2014 16:43
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silversurfer |
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Messages:2793
Registered:May 2009 |
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I must say that it's not exactly easy to upgrade to a newer version of Visual Studio Express. VS2013 requires Internet access to constantly renew the license, so that version is out of the picture.
So I tried VS2010 and this can't even compile the JA2 source code out of the box.
1>------ Build started: Project: zlib, Configuration: Release Win32 ------
1>LINK : warning LNK4068: /MACHINE not specified; defaulting to X86
1>..\..\..\..\build\VS2010\zlib_Release\zlib1.res : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
2>------ Build started: Project: libpng, Configuration: Release Win32 ------
2>LINK : warning LNK4068: /MACHINE not specified; defaulting to X86
2>..\..\..\..\build\VS2010\libpng_Release\pngw32.res : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
3>------ Skipped Build: Project: ja2export, Configuration: Release Win32 ------
3>Project not selected to build for this solution configuration
4>------ Build started: Project: ja2, Configuration: Release Win32 ------
4>LINK : fatal error LNK1181: cannot open input file 'libpng.lib'
========== Build: 0 succeeded, 3 failed, 13 up-to-date, 1 skipped ==========
I'm no developer so I don't know how I can fix these errors in VS2010.
edit: Hundreds of MBs of VS2010 updates later it compiles the code. Hurray!
[Updated on: Thu, 25 September 2014 17:48] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #336399]
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Thu, 02 October 2014 21:09
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Ahem. I would also like to point out two things:
First of all, there's numerous code instances like this:
if ( pSoldier->bTeam == ENEMY_TEAM )
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
sBreathPerAP *= 9/10; // -10%
break;
case DIF_LEVEL_MEDIUM:
sBreathPerAP *= 1; // normal
break;
case DIF_LEVEL_HARD:
sBreathPerAP *= 11/10; // +10%
break;
case DIF_LEVEL_INSANE:
sBreathPerAP *= 6/5; // +20%
break;
default:
sBreathPerAP *= 9/10; // -10%
break;
}
}
// SANDRO: this simple thing is the correct calculation
sBreathChange = (sUnusedAPs * sBreathPerAP);
In these instances, the difficulty level is used to determine some modifier. If none of the original levels is used, the game will now use the novice settings.
This makes the entire idea of externalising difficulty levels settings useless. If you define a new difficulty setting and copy its settings over from the INSANE tags, you will get a weird hybrid of INSANE and NOVICE settings.
This isn't strictly speaking a new error - it just wasn't relevant until now. If someone wanted to play with a modified INSANE or NOVICE, he'd likely start with that anyway.
This can be fixed, but this is a design flaw, not an error. Fixing errors is ok as everybody does them, but I don't see why coders should finish features of other people.
Second, several LUA scripts break if one starts the game with number of difficulty levels = 4. This can be fixed, but leads me to seriously doubt whether this was tested.
Also, I ask again: Will there ever be any explanation of this thing? At least a post announcing it to the public?
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Re: BUGZILLA report all bugs here![message #336406]
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Thu, 02 October 2014 22:01
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navaroe |
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Messages:78
Registered:August 2012 |
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FlugenteHmm. A savegame would be good, yes.
Here you go, ja2_options.ini included.
http://ulozto.net/x5kY9ZKp/navhealsalot-zip
The merc in question is Nav. On next hour he will be fully healed except for disease. Other mercs heal normal amount.
Thinking about it, I should have posted the save right on - the healed amount is ridiculous ]
Edit: Stupid me - didn't mention the version. Save is for build 7535.
Also, I tried with 7516 and bug is there too. Just noticed that almost dead merc (undiseased this time) complete healt herself in one hour of doctoring.
[Updated on: Fri, 03 October 2014 23:19] by Moderator Report message to a moderator
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Corporal
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Re: BUGZILLA report all bugs here![message #336412]
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Thu, 02 October 2014 22:34
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silversurfer |
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Messages:2793
Registered:May 2009 |
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FlugenteAhem. I would also like to point out two things:
First of all, there's numerous code instances like this:
if ( pSoldier->bTeam == ENEMY_TEAM )
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
sBreathPerAP *= 9/10; // -10%
break;
case DIF_LEVEL_MEDIUM:
sBreathPerAP *= 1; // normal
break;
case DIF_LEVEL_HARD:
sBreathPerAP *= 11/10; // +10%
break;
case DIF_LEVEL_INSANE:
sBreathPerAP *= 6/5; // +20%
break;
default:
sBreathPerAP *= 9/10; // -10%
break;
}
}
// SANDRO: this simple thing is the correct calculation
sBreathChange = (sUnusedAPs * sBreathPerAP);
In these instances, the difficulty level is used to determine some modifier. If none of the original levels is used, the game will now use the novice settings.
This makes the entire idea of externalising difficulty levels settings useless. If you define a new difficulty setting and copy its settings over from the INSANE tags, you will get a weird hybrid of INSANE and NOVICE settings.
This isn't strictly speaking a new error - it just wasn't relevant until now. If someone wanted to play with a modified INSANE or NOVICE, he'd likely start with that anyway.
This can be fixed, but this is a design flaw, not an error. Fixing errors is ok as everybody does them, but I don't see why coders should finish features of other people.
Second, several LUA scripts break if one starts the game with number of difficulty levels = 4. This can be fixed, but leads me to seriously doubt whether this was tested.
Also, I ask again: Will there ever be any explanation of this thing? At least a post announcing it to the public?
Just when I thought I was finished with the cleanup! :angry:
You are absolutely right. Why should we finish the work of someone else.
All of these occurrences of "DIF_LEVEL_EASY" and so on have to be replaced by a modifier that is defined in DifficultySettings.xml but there is tons of locations which means tons of modifiers. This could lead to more externalization of hard coded values which is about the only positive thing I can think of. Still I'm not willing to do all this work that someone else started.
If someone is able to revoke my cleanup and also the implementation of the new difficulty settings I wouldn't mind.
edit: At the moment we are safe if we only use the default 4 difficulty levels. DIF_LEVEL_EASY, DIF_LEVEL_MEDIUM, DIF_LEVEL_HARD and DIF_LEVEL_INSANE correspond to index 1, 2, 3 and 4 in the XML. However I would like to see the issues fixed by Jazz.
[Updated on: Fri, 03 October 2014 00:53] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #336469]
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Sun, 05 October 2014 15:18
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HunterHunter |
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Messages:19
Registered:September 2014 |
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A have a fuel bug in the latest Version. The helicopter is located at Airport in Drassen and don't have fuel, mainly because of I navigate it manually.
Btw: Does the fuel setting in the ini Editor have an effect after starting a game?
[Updated on: Sun, 05 October 2014 22:26] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #336592]
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Sun, 12 October 2014 02:05
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navaroe |
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Messages:78
Registered:August 2012 |
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Hi, fancy another CTD bug?
Here is save for build 7535. When you put anyone (say Ira) on repair assignment Drassen mine sector, game just crashes.
If you do that in other sector, no problem. If I transfer the squad from mine to other sector, no problem.
It doesn't matter whether the mine sector is active or not. I also took mercs out, tried on Ira repair assignment (no problem), got them back to mine sector, CTD again.
http://ulozto.cz/xDAviZX8/ctdonreapir-zip
Sorry about that.
BTW, how's Bugzilla? Last year I got this idea you guys prefer forum. If that has changed, just say and I'll enter my finding there myself, no need for JAPH to do that as he says in thread start
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Corporal
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Re: BUGZILLA report all bugs here![message #336790]
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Sat, 18 October 2014 18:51
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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7535 + AFS RC8 Patch
Had a strange bug where the .INI editor was allowing me to edit the AFS .ini (As usual), but when I load the game up, none of my edits apply, most notably the starting cash.
For reference, the starting cash level for INSANE difficulty is 15,000. I set it to 500,000. When I load the game, I only have 15,000 starting cash. I can only assume the wrong .ini file is being loaded.
Going to attempt a reinstall.
Edit 1: Noticed there was a new patch, tried again using 7572 + AFS RC8 Patched and I've still got problems with the INI Editor loading the wrong .ini file(s).
Edit 2: @ DepressivesBrot: Thank you for pointing this out to me! And apologies for not checking the blasted thread before hand :headbanger:
Edit 3: Honestly I rather like the idea of externalizing the difficulties so we can add more if we please. For example, if I want to duplicate Novice's settings while having the number of enemies in INSANE, i'd like to make a new difficulty (perhaps call it 'Swarm') instead of editing the base four; that way I have a base to work with!
[Updated on: Sat, 18 October 2014 20:59] by Moderator Report message to a moderator
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Master Sergeant
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