Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: Unofficial releases (SCI's), unstable and DEV builds (Read the first post before posting!)
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351641 is a reply to message #351640] Sat, 09 December 2017 11:18 Go to previous messageGo to next message
silversurfer

 
Messages:2374
Registered:May 2009
1. As far as I remember you have to follow Fatima which means your mercs must move to her location or she will stop and wait for you. After all she is leading you to the rebels so how are you going to find them if you just stand around? At least that is how I always do it and I never had problems with the Fatima quest.

2. Are you sure that you selected the correct destination for the shipment? Also Pablo can steal your stuff if he wasn't bribed. If you want to completely disable stealing you can set STEALING_FROM_SHIPMENTS_DISABLED = FALSE.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351642 is a reply to message #351640] Sat, 09 December 2017 11:50 Go to previous messageGo to next message
sevenfm

 
Messages:1634
Registered:December 2012
Location: Soviet Russia
thefunkyferret wrote on Sat, 09 December 2017 06:19
she then goes towards a10, doesn't visually change sector, just stands on the edge

It's the result of r8104.
Previously if soldier was trying to move to invisible spot, the game assumed it's a NPC soldier moving to another sector:
if ( !GridNoOnVisibleWorldTile( sGridNo ) )
{
    return( TRUE );
}

Now it's disabled:
 if ( !GridNoOnVisibleWorldTile( sGridNo ) )
{
    return( FALSE );
}


I use modified r8104 fix to allow NPCs to go off screen for scripts to work, this fixes Fatima quest and probably some others.
// sevenfm: allow civilians to go off screen
if ( !GridNoOnVisibleWorldTile( sGridNo ) && (pCurrSoldier->bTeam != CIV_TEAM || pCurrSoldier->ubProfile == NO_PROFILE) )
{
    // sevenfm: r8104 fix
    return( FALSE );
}



7609+fix | 7609+AI (r750) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"I like sharks. They're soothing"


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351643 is a reply to message #351641] Sat, 09 December 2017 15:52 Go to previous messageGo to next message
Penta

 
Messages:58
Registered:May 2008
silversurfer wrote on Sat, 09 December 2017 11:18
2. Are you sure that you selected the correct destination for the shipment? Also Pablo can steal your stuff if he wasn't bribed. If you want to completely disable stealing you can set STEALING_FROM_SHIPMENTS_DISABLED = FALSE.


This seems odd. Going by the variable name (stealing from shipments disabled), the logical presumption is "If false, then stealing is enabled"...
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351644 is a reply to message #351643] Sat, 09 December 2017 16:30 Go to previous messageGo to next message
silversurfer

 
Messages:2374
Registered:May 2009
Sorry, I just copy + pasted that from Ja2_Options.INI. Of course you need to set it to TRUE in order to disable stealing.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351679 is a reply to message #351644] Wed, 13 December 2017 16:20 Go to previous messageGo to next message
Penta

 
Messages:58
Registered:May 2008
OK, this is odd.

Using a fresh install of exe (8508) and GameDir (2399).

This next bit is quoted from skills_settings.ini - I tweaked the values in this section so they were the highest indicated by the comments above:

;******************************************************************************************************************************
; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
; Values from 2 to 30 are allowed.
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
;------------------------------------------------------------------------------------------------------------------------------

MAX_NUMBER_OF_TRAITS = 30

; Number if Skill Traits available when creating IMP.
MAX_NUMBER_OF_TRAITS_FOR_IMP = 10

; Number of Major Trait slots allowed for player mercs. 
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 20

; Number of Major Trait slots allowed when creating IMP. 
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 20

; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE


However, when I load up the game, this error message pops up, copied from ERROR_REPORTiniErrorMessages.txt:

 *** Wed Dec 13 09:16:46 2017 *** 
[ 3G9ZD-S5K9Z-IGDID-U3FE8-NPEGW ]

[1.86029e-005] : The value [Generic Traits Settings][NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP] = "20" in file [Skills_Settings.ini] is outside the valid range [2 , 9].  9 will be used.


And as expected by that message, max number of major traits allowed is 10 when I create an IMP character. So...what gives?
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351680 is a reply to message #351679] Wed, 13 December 2017 16:36 Go to previous messageGo to next message
silversurfer

 
Messages:2374
Registered:May 2009
An IMP cannot have more major traits than total number of traits for the IMP. You have set a total number of 10 but want to allow 20 major traits. That doesn't make sense so the game sets it to 10 - 1.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351682 is a reply to message #351680] Wed, 13 December 2017 17:40 Go to previous messageGo to next message
Penta

 
Messages:58
Registered:May 2008
Ohhh! That seems stunningly obvious upon review. *blushes* Thanks silversurfer.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351701 is a reply to message #351682] Mon, 18 December 2017 12:09 Go to previous messageGo to next message
Uriens

 
Messages:330
Registered:July 2006
There seems to be a bug with suppression. When a prone suppressed unit gets suppressed again it stands up. Sometimes it just stands, sometimes it will run a standing reload animation halfway making screen fixed on it. Since it never finishes that animation it will keep the screen centered on it until that unit can move again or you somehow manage to shoot/suppress it again. This sometimes leads to enemy preventing you from moving your mercs (you cant see or move because screen is always snapping to bugged unit) and forcing you end turn/reload game.
I'm guessing this is a problem with animations themselves but units that are already prone and suprressed should stay prone on any additional suppression.
The most easiest way to reproduce this is to play with AIMNAS since it has increased suppression values.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #351998 is a reply to message #341931] Fri, 12 January 2018 02:17 Go to previous messageGo to next message
Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
Boxing in San Mona still appears to be glitchy to some extent, as of 8508.

After the second fight of my first visit to the club, my merc exited the ring on the far side from Darren, and while he came to my guy, hopping in and out of the ring, the "scene" just ended there, without handing over the winnings. After that, I could trigger another fight, but paying again as if nothing wrong had happened.

Might be prevented staying close to Darren's side of the ring, but I'm not sure. Just thought you guys should know.

[Updated on: Fri, 12 January 2018 02:18]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352079 is a reply to message #351998] Fri, 19 January 2018 03:05 Go to previous messageGo to next message
koorlyvoorly
Messages:4
Registered:January 2018
got a graphic glitch: while at strategic map if you unfold the merc inventory the bottom part is not visible because history window goes on top of it.

i can still blindly put items into backpacks but i cant see whats there. I m using 1024x600 resolution, of course problem goes away if you set higher resolutions, but those are too hard for my eyes.

8517 build

i'd like to know if i can fix this ...

3iff wrote on Tue, 29 August 2017 13:08
V8440.
A problem occurs with 800 * 600 graphic format.
When opening the merc inventory on the strategic map, the message bar remains OVER the lower part of the merc inventory so the lower section and backpack are no longer visible. They can still be accessed but it's guesswork as to which pockets are in use/free.




i think its the same bug

Thing is, 8408 version did not have that bug, merc inventory went on top of the message window.

Maybe there s any files, or lines we can replace\edit to get rid of that?

Question: If i reinstall the game, then get 8437 version (without that bug) will it be safe for me to use my savegames?





[Updated on: Fri, 19 January 2018 12:42]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352104 is a reply to message #341931] Sat, 20 January 2018 20:02 Go to previous messageGo to next message
Obsidianson
Messages:1
Registered:January 2018
Location: Connecticut
Using the lastest SCI 8517, I've had my game duplicate the inventory of Drassen airport continuously when attacking an enemy force on the map. After the battle there is the items dropped by the enemy and an exact duplicate of all of the item in Drassen, sometimes many times over, the Alma Military HQ had over 10,000 items, a prefect duplication of all my item in Drassen 9 times over. I'm swimming in G3A3's.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352127 is a reply to message #341931] Mon, 22 January 2018 16:57 Go to previous messageGo to next message
Shadow

 
Messages:39
Registered:December 2008
Location: Argentina
About San Mona boxing again (still 8508), I've been checking daily for the past several game days, in the afternoon around 16:00, and Darren keeps saying the fighters are resting. I'm seeing them there by the ring, two Strong and one Healthy. They look fine enough to me, but perhaps that third one needs to be Strong too? Are the fighters supposed to actually heal or is the "resting" thing intended to be just a 24-hour timer?

Is this some kind of hidden cap to limit gains from the fights? I had about three non-consecutive days of three fights each before this started happening (never visiting Kingpin at his place), which isn't exactly the intended behaviour, either, as far as I know. Thought I'd have indefinite fights, but only one per day after the initial round of three.

Why is this event so problematic, especially after all these years of 1.13 development? Honest question.

[Updated on: Mon, 22 January 2018 16:58]




Shadow's Enemy Profiles
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352140 is a reply to message #352127] Tue, 23 January 2018 11:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3805
Registered:July 2009
It doesn't look like it on the surface, but this is probably the most complex and hacky quest in the entire game by a good margin. It literally does shit like placing a special exception in every single AI function, so while it was never too stable to begin with, it only got worse with time.



Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352222 is a reply to message #352140] Mon, 29 January 2018 22:49 Go to previous messageGo to next message
Gopas

 
Messages:157
Registered:June 2016
Location: Norway
Hello to all

Koorlyvoorly wrote on 19 January 2018

got a graphic glitch: while at strategic map if you unfold the merc inventory the bottom part is not visible because history window goes on top of it.

i can still blindly put items into backpacks but i cant see whats there. I m using 1024x600 resolution, of course problem goes away if you set higher resolutions, but those are too hard for my eyes.

8517 build

i'd like to know if i can fix this ...

3iff wrote on Tue, 29 August 2017 13:08

V8440.
A problem occurs with 800 * 600 graphic format.
When opening the merc inventory on the strategic map, the message bar remains OVER the lower part of the merc inventory so the lower section and backpack are no longer visible. They can still be accessed but it's guesswork as to which pockets are in use/free.

I am using the Unstable Revision 8468 on GameDir 2385 and i am encountering the same issue at 800 x 600 resolution. Is there a quick fix for it ? Or if it will be addressed in the near future unstable releases ? I hope that the next stable release will be playable in 800 x 600, as the 1024 x 768 resolution is kind of hard on my eyes as well. Beyond that, everything else seems to be working fine, great job as always happy

[Updated on: Mon, 29 January 2018 22:52]




Just another old soldier.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352439 is a reply to message #352222] Fri, 16 February 2018 09:42 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

Hello Community.I have one question:There is new crouch animations of mercs present in last svn directory.Can they be disabled via ini editing?Or they hardcoded?
Those new animations has bug:When merc moving in crouch position few tiles area around merc cannot be targeted or choose anything in around because mouse cursor can be set only on merc of on area in few tiles around merc and not anything else.

Normal crouch
https://cloclo17.cloud.mail.ru/thumb/xw1/SCREEN001.jpg?x-email=parkan2005%40inbox.ru

New crouch but mouse cannot be pointed near merc when he in that position

https://cloclo17.cloud.mail.ru/thumb/xw1/SCREEN002.jpg?x-email=parkan2005%40inbox.ru
https://cloclo20.cloud.mail.ru/thumb/xw1/SCREEN003.jpg?x-email=parkan2005%40inbox.ru

Unstable release 8519



1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352440 is a reply to message #341931] Fri, 16 February 2018 12:32 Go to previous messageGo to next message
neobit

Messages:3
Registered:February 2018
Location: Norway/Poland
"Assertion failure [line 18066 in file Assignemnts.cpp] Attempting to do a debug save as SaveGame247.sav"
SCI_Unstable_Revision_8517_on_GameDir_2400

This is not happening every time, but most of it.
Happened in drassen airport while talking to blue one.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352449 is a reply to message #341931] Sat, 17 February 2018 15:28 Go to previous messageGo to next message
neobit

Messages:3
Registered:February 2018
Location: Norway/Poland
SCI_Unstable_Revision_8517_on_GameDir_2400

I'm using windowed mode at 1900x1080. Often during enemy turn I notice that camera is slowly moving down, sometimes it jumps to currently moving unit but the constant going down does not stop.
To solve it I have to press all the arrow key on my turn, but that doesn't help all the time - sometimes it is required to save-load to make get rid of it.

That happen only when all units doesn't fit to one screen, i.e. camera have to move to present enemy/militia action.
Not sure is it native problem or the 1.13 (if I remember correctly I was seeing that on last stable version as well).

I can collect more information if needed.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352507 is a reply to message #352449] Wed, 21 February 2018 22:19 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
@neobit: I cannot reproduce the issue with the crash when talking to the militia - a savegame would be very much appreciated.
As to the scrolling issue - I sometimes, but not reproducibly, have continuous scrolling issues after doing something in windows while the game is in windowed mode, likely some key combination, but I'm not sure which.



The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352508 is a reply to message #352507] Wed, 21 February 2018 22:48 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
@Gopas (and likely other people who have also mentioned this):

r8524: Fix: on low resolutions, the message log blocks parts of the inventory,so deactivate the log in that case.

The bug was a result of me doing an earlier fix, as there were times were the log wasn't properly updated at all even though there was nothing blocking it. Now it should only be non-active if the inventory is open and we use a low resolution (640x480, 960x540 or 800x600).



The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352512 is a reply to message #352507] Thu, 22 February 2018 14:02 Go to previous messageGo to next message
neobit

Messages:3
Registered:February 2018
Location: Norway/Poland
Flugente wrote on Wed, 21 February 2018 22:19
@neobit: I cannot reproduce the issue with the crash when talking to the militia - a savegame would be very much appreciated.(...)


I was trying today to reproduce it but without a success, will be trying talking to them whenever I can and will send you report if that happens again. Unfortunately my save-games from the period when I was able to do it were overwritten by newer ones (a lesson to myself to store them somewhere).
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352536 is a reply to message #352512] Sat, 24 February 2018 12:35 Go to previous messageGo to next message
Gopas

 
Messages:157
Registered:June 2016
Location: Norway
Thank you for the tip Flugente, i just saw it today big grin

I think that i've seen an option about deactivating the log, in the INI.Options. But during combat, the messages where my mercs hear movement in specific directions, are flashing on for a fraction of a second, not enough time to read them, in which case i have to go to the strategic screen to read the log. The log is actually very useful. I may have to endure the higher resolution rather than losing the log, i can live with it, it's not a biggie. Oh and another thing i have noticed, in the vanilla game the log was mentioning everything, including speech. In the 1.13 mods the log doesn't include the speech from everyone. Is there an option to make all speech messages visible ?

[Updated on: Sat, 24 February 2018 13:04]




Just another old soldier.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352673 is a reply to message #352536] Sun, 11 March 2018 14:41 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Discovered (and fixed) a very odd bug in r8544: Fix: If 'forced turn mode' is active, sometimes enemy groups already present in an enemy-occupied sector are interpreted as pending reinforcements, causing them to spawn at the sector edges instead of inside the sector.

This was somewhat tricky to find, as it only happened depending on the result of random number generation, and even then only if there were hostile civilians and enemy groups (not garrisons) present. As a result, the easiest way to get this bug was to take Tixa in autoresolve (so Warden won't be killed), retreat, let the sector be taken by a patrol (not by the group that is send to retake it), and then enter the sector.

[Updated on: Sun, 11 March 2018 14:46]




The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352679 is a reply to message #352673] Tue, 13 March 2018 01:06 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Does any modder actually use the AddEmail... functions in lua? I've had a look at them, and... they are not pretty to look at. We have functions that will crash your game, no matter what arguments you enter.

I'm not even going to state how the functions work now (cleaning this up will take a bit), just.. does anybody actually use this?



The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352681 is a reply to message #352679] Tue, 13 March 2018 06:36 Go to previous messageGo to next message
edmortimer

 
Messages:1077
Registered:January 2015
Location: Home Free
Quote:
Does any modder actually use the AddEmail... functions in lua?


Not I.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352682 is a reply to message #352681] Tue, 13 March 2018 13:15 Go to previous messageGo to next message
3iff

 
Messages:59
Registered:July 2001
Location: Birmingham, UK
I can confirm the fix for the log overwriting the bottom of a mercs inventory on low res is now fixed. Many Thanks.

I'm using the latest SCI (8534) and have a couple of new non-fatal bugs.

Buying from Tony/Keith and co, the inventory grid is now a fluorescent pink. It burns the eyes!
Have I failed to move a relevant file or is this set in the ja2.exe file?

I'm getting lots of error log messages about missing sound files:
BATTLESNDS/bad0_hit.wav
Also bad1,7 and 8...wav files. The game doesn't do anything other than log the errors.
Maybe also missing files for f_ok.wav (and m_ok, m_enem)
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352686 is a reply to message #352682] Tue, 13 March 2018 21:53 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
You have activated my trap card! As the trade menu has been updated, the pink colour is a placeholder indicating that \Data\Laptop\shopkeeperbackground.pcx cannot be opened. It's pink in order to maximise your annoyance so that you fix that. So either the image is not there, or it can't be opened (you didn't install the game in a location your shouldn't, did you?).

Similar, the game now scans for additional battlesound files. I have no idea why it finds them and then decides it cannot open them - it seems like some issue about file permissions, perhaps?

[Updated on: Tue, 13 March 2018 21:54]




The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352695 is a reply to message #352686] Thu, 15 March 2018 13:09 Go to previous messageGo to next message
3iff

 
Messages:59
Registered:July 2001
Location: Birmingham, UK
I'm using a custom version that has a LOT of changed files so I hand-transfer the updated files from the new SCI to my current setup. I did search everywhere for the shopkeeper background but obviously missed the file... If it's in the SCI download then it should be there. You're right that I want to fix it as soon as possible!

As for the battlesounds, they are not in my data or data1.3 battlesounds folders... (unless I overlooked them). I'll make another check. I don't yet have them so the logfile is seemingly saying that it can't find them (because they don't exist).

It's most likely my fault after all!
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352713 is a reply to message #352695] Tue, 20 March 2018 13:07 Go to previous messageGo to next message
3iff

 
Messages:59
Registered:July 2001
Location: Birmingham, UK
Found the shopkeeper background. I looked almost everywhere for it but not in 'laptop' as it wasn't technically a laptop function. My fault!

As for the missing battlesounds, I can't find them anywhere. Below is a excerpt from various log files...

Game_log.log

[5514.28] : ERROR : ========== Mon Mar 19 23:05:45 2018 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "BATTLESNDS\bad0_hit.wav" does not exist

[5604.18] : ERROR : ========== Mon Mar 19 23:07:15 2018 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "BATTLESNDS\bad1_hit.wav" does not exist

[5604.18] : ERROR : ========== Mon Mar 19 23:07:15 2018 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "BATTLESNDS\bad2_hit.wav" does not exist

sound.log

[2843.49] : ERROR in SoundLoadDisk(): Failed to open 'BATTLESNDS\bad0_hit.wav'
[3015.11] : ERROR in SoundLoadDisk(): Failed to open 'BATTLESNDS\bad1_hit.wav'
[3043] : ERROR in SoundLoadDisk(): Failed to open 'BATTLESNDS\bad2_hit.wav'
[3071.51] : ERROR in SoundLoadDisk(): Failed to open 'BATTLESNDS\bad8_hit.wav'

stack_trace.log

[2843.49] : Backtrace: file "BATTLESNDS\bad0_hit.wav" does not exist
[3015.11] : Backtrace: file "BATTLESNDS\bad1_hit.wav" does not exist
[3015.11] : Backtrace: file "BATTLESNDS\bad1_hit.wav" does not exist
[3042.99] : Backtrace: file "BATTLESNDS\bad8_hit.wav" does not exist
[3043] : Backtrace: file "BATTLESNDS\bad8_hit.wav" does not exist

------

The missing files do not interfere with the game but it's just that these log entries shouldn't be appearing. I have looked in both data and data1.13 folders in the battlesnds folders.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352716 is a reply to message #352713] Tue, 20 March 2018 18:30 Go to previous messageGo to next message
az75

 
Messages:42
Registered:June 2012
Location: Romania
OK, i'm using 8548onGamedir2415 from Depri's repository. Talking to head miner, Fred, doesn't result in mine giving income. What's wrong?
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #352734 is a reply to message #341931] Thu, 22 March 2018 13:03 Go to previous messageGo to next message
3iff

 
Messages:59
Registered:July 2001
Location: Birmingham, UK
Further to the missing wav files. I've duplicated/renamed a small wav file to the 'missing' named files and that stops the error log entries (as I expected).
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353054 is a reply to message #352734] Wed, 11 April 2018 08:05 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001
DEV BUILD - 8551


Hello everyone & Flugente,


I've tracked down the issue with mobile militia entering loaded sectors and will be submitting this to the BugFixes thread in addition to here. It took about 30 minutes of working through the MoveIndividualMilitia functions but it appears to be a missing MoveIndividualMilitiaProfiles(); func call in a if/elseif/else chain, that's all.


Corrected code below:


[[ Strategic Movement.cpp ]] { BUGGED CODE } :


Toggle Spoiler



[[ Strategic Movement.cpp ]] { CORRECTED CODE } :


Toggle Spoiler



(( This is optional, but I commented out the redunant 'Catch-All' feature that creates new militia profiles if none are detected in the sector. This caused more problems than it solved, and most people start new games or have updated their old game already. I highly recommend disabling the redunant 'Catch-All'.

There's a second 'Catch-All' in the FOR loop, which has only a 'return;', which may cause problems if it's ever triggered. That has also been commented out. ))


[[ Militia Individual.cpp ]] { BUGGED CODE } :


Toggle Spoiler





[[ Militia Individual.cpp ]] { CORRECTED CODE } :


Toggle Spoiler









Thank you Flug or whoever who corrected the scope issues relating to recruiting militia. This combined with the above bug fixes should effectively fix 90% of mobile milita issues.

Disbanding militia seems to work just fine. So far.




There's some optional changes I'd like to recommend as well, such as disabling the 'Milita could not find gun to use, uses harsh language instead!' chat spam that happens whenever unarmed militia are moving around the map. This occurs in every sector movement, resulting in 180 messages for a stack of 60 unarmed militia over three sectors (for example).





[[ Militia Individual.cpp ]] { ORIGINAL CODE } :

Toggle Spoiler





[[ Militia Individual.cpp ]] { CHANGED CODE } :


Toggle Spoiler





One more problem remains: There is one more bug to fix and it's related to militia in a group traveling into the same sector in which mercs arrived and the sector is occupied by enemies. If this occurs, the militia DO NOT equip any inventory they had with them and will be unarmed for combat when they arrive at the sector edge. I assume this is also a very easy fix, anyone who knows what function call or method directly affects this please check it out or submit to trunk. I'd love you long time.




Original message in Flugente's subforum: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23044&goto=353051&#msg_353051

.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353073 is a reply to message #353054] Thu, 12 April 2018 00:24 Go to previous messageGo to next message
Jolly_Reaper

 
Messages:47
Registered:August 2002
Location: The Netherlands

8548:

- When climbing up a roof with Vicky she starts freaking out over how crawl spaces freak her out.
Strangely enough, she didn't say a word while she was down in the mines shooting bugs (although that might have been related to her high morale, I dunno).

- On Kingpin's map his house alarm goes off randomly when I'm nowhere near the place. Perhaps a civilian might accidentally enter the room and set it off, but the door's locked? It's very random. Probably unrelated but I completed the boxing matches before the alarm went off for the first time.
I am smacking myself on the forehead now for not keeping a savegame. speechless
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353091 is a reply to message #353073] Thu, 12 April 2018 21:04 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Eh? Of course Vicki freaks out, she is afraid of heights. Even her bio states so, so that shouldn't come as a surprise. Sirtech simply didn't add the code that causes that behviour, so I did. This is not a bug.

Yeah, that occasionally happens because the AI wanders into that room.

A similar thing happened in the brothel, where occasionally some NPC wandered around the brothel. As the game definition of whore is 'any woman with a miniskirt' (don't tell that to today's internet!), they'd try to have sex with whoever walks in. Men. Women. Children. Cows. Tanks. They hesitate at nothing (which caused a crash, as with NPCs, Sex wasn't properly initialized). That has been fixed, I'll fix the Kingpin issue eventually. When i have time.

[Updated on: Thu, 12 April 2018 21:04]




The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353096 is a reply to message #353091] Thu, 12 April 2018 22:03 Go to previous messageGo to next message
Jolly_Reaper

 
Messages:47
Registered:August 2002
Location: The Netherlands

Flugente wrote on Thu, 12 April 2018 20:04
Eh? Of course Vicki freaks out, she is afraid of heights. Even her bio states so, so that shouldn't come as a surprise. Sirtech simply didn't add the code that causes that behviour, so I did. This is not a bug.


No man, you got it all wrong. Regarding her bio, they tease her because she's afraid to use the elevator. Elevators are not places where people with claustrophobia like to go.
She even says so: "CRAWLSPACES freak me out, mon! I hate it IN HERE." Crawlspace=low ceiling basement. And you can't be IN a roof.
This makes absolutely no sense to say when on a rooftop.

Also: Vicki insists on using the stairs no matter how tall the building.
If she was afraid of heights she wouldn't even use the stairs, she'd stay at ground level.

This should be corrected! I want my Vicki back. aww

Edit: Fixed it in my game, easy enough thankfully. Kudos for this mod's open configuration!

[Updated on: Thu, 12 April 2018 22:12]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353104 is a reply to message #353096] Fri, 13 April 2018 01:54 Go to previous messageGo to next message
Flugente

 
Messages:3407
Registered:April 2009
Location: Germany
Hmm. That does make a certain amount of sense with her voiceline, but not with her bio. I always read that as her being afraid of climbing rooftops and thus being afraid of heights. Considering that claustrophobia only kicks in in underground sectors, one would think that there were better ways to phrase that.

Fixed in GameDir r2419.



The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353105 is a reply to message #353104] Fri, 13 April 2018 02:28 Go to previous messageGo to next message
Jolly_Reaper

 
Messages:47
Registered:August 2002
Location: The Netherlands

Flugente wrote on Fri, 13 April 2018 00:54
Hmm. That does make a certain amount of sense with her voiceline, but not with her bio. I always read that as her being afraid of climbing rooftops and thus being afraid of heights. Considering that claustrophobia only kicks in in underground sectors, one would think that there were better ways to phrase that.

Fixed in GameDir r2419.

Do you have her German bio by any chance? Maybe it was translated incorrectly?

"Despite constant teasing, Vicki insists on using the stairs no matter how tall the building."
There's no relation to claustrophobia when someone is taking the stairs, but there is one when entering elevators. A big one.
Acrophobia (fear of heights), some people have such a bad case of it that they don't even dare to take the stairs. But Vicki prefers stairs over the elevator, since elevators are a claustrophobic nightmare.
The elevator isn't mentioned in this bio, but it is automatically assumed that this is the thing she's afraid of, ask any native English speaker if you don't believe me. happy

Anyway, it did make me wonder if you/any of the other creators made any other alterations to mercs that shouldn't have happened.
Shadow, for example, doesn't gain morale anymore when in a group. Yes, he's a loner, but I don't see why this needed to change from vanilla.
His portrait, I always pictured Shadow to be someone who'd ALWAYS be in camouflage, even on the phone. It's just who he is, skulking around 24/7, he doesn't want to be found, he finds you. (Thankfully it was easy to replace his portrait.) I feel that if modders change these colourful mercs so they fit inside their own view they are in danger of destroying what the original developers envisioned.



Ehm, I didn't want to start a discussion in this bug thread, so let me just say: I hope this'll be kept in mind for future versions and I'll get more ontopic by posting another weird thing I noticed:

After a fight and if you have Ira/Dimitri/Miguel with you (possibly Carlos as well, but I can't stand the guy) they tend to repeat with subtitling whatever a merc said upon victory.
Say, Fox says: "Yeah, we did 'em all! I love that." Ira/Dimitri/Miguel would then repeat this. It's like they want to share some wisdom about the sector they're in, can't find the line they're supposed to say and just repeat the last thing that was said.
Ira/Dimitri/Miguel do tell their little story whenever they're in an applicable sector, so that's not broken.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353112 is a reply to message #353105] Fri, 13 April 2018 09:59 Go to previous messageGo to next message
silversurfer

 
Messages:2374
Registered:May 2009
Vicki's Bio:

Trotz ständiger Hänselei besteht sie darauf, grundsätzlich die Treppe zu benutzen, unabhängig davon, wie hoch das Gebäude ist.

That means she is not afraid of heights but seems to be afraid of elevators or tight rooms in general.

Loners don't gain morale if close to other mercs. They still gain morale in a group but prefer to have nobody next to them. Keep them a bit separated from the rest of the group and they feel fine. That is intended behaviour for this personality.

[Updated on: Fri, 13 April 2018 10:03]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353116 is a reply to message #353112] Fri, 13 April 2018 11:55 Go to previous messageGo to next message
Jolly_Reaper

 
Messages:47
Registered:August 2002
Location: The Netherlands

silversurfer wrote on Fri, 13 April 2018 08:59
That is intended behaviour for this personality.

It's not the way the original developers intended it though (or perhaps they did at some point but removed it).
But it's good to know that Shadow can at least be part of a squad and just needs to move away some more. I didn't know that. Thanks!
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353122 is a reply to message #353112] Fri, 13 April 2018 18:29 Go to previous messageGo to next message
edmortimer

 
Messages:1077
Registered:January 2015
Location: Home Free
In MercProfiles.XMl Vicki has the disability of Claustrophobic.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #353123 is a reply to message #353122] Fri, 13 April 2018 18:51 Go to previous messageGo to previous message
silversurfer

 
Messages:2374
Registered:May 2009
edmortimer wrote on Fri, 13 April 2018 17:29
In MercProfiles.XMl Vicki has the disability of Claustrophobic.

Yes, since Flugente fixed it in GameDir 2419. big grin



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Previous Topic: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update
Goto Forum:
  


Current Time: Sat Sep 22 16:58:16 EEST 2018

Total time taken to generate the page: 0.02803 seconds