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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355094 is a reply to message #354942] Tue, 25 September 2018 10:11 Go to previous messageGo to next message
ZedJA2

 
Messages:61
Registered:January 2018
@ gougluinn

I have seen #2 and #3 happen a lot.

On #2, Speck's numerous repeated emails are odd, he will send duplicates not because of more than one M.E.R.C. merc improving, but several for each one. I don't get 15 of them, but I will get 3 or 5 or 7 of them a lot. I've seen the issue in SCI 8589, and I believe I've seen it in several before that. Don't recall it ever happening in 7609, the oldest so-called "release" version, and I'm pretty sure many after that did not have the issue either.

I'm wondering if he sends one out for each level up PLUS for each increment of skill between each level up because of something bad in the code. Since each level up should take at least 3 skill improvements (from what I've seen) and it is possible with M.E.R.C. lower end mercs to easily do more than that per day (just by kicking doors open, for example, and quests, and basic combat). So, for example, maybe if Flo increases 6 skill points in one day, she gets 1 email for the 3 to level up to next level, then it counts each additional skill point as going over the one level and throws out another email superfluously (so 4 emails for 6 skill points in this case). Dunno, guess it could be checked scientifically if one wants to waste the time.

On # 3, this seemed to have been fixed mostly or totally so around SCI 8409, I think. But it has returned. Not just for knifing either, you get it for some stealing also. It might be due to posture or not counting turning, have no idea. But I know I got it a lot less in earlier SCIs, let's say a year or so old. People seem to disagree with me on a lot of stuff lately, but there is something really wrong with SCI 8589 in my opinion, in a lot of categories. For example, it charges a whole lot more to walk crouched than it used to, perhaps it has something to do with holding a weapon raised or at the hip. It actually seems to be the cost for moving bandaged but well wounded (highly pink health bars) crouched, but it might be all crouched movement which seems to almost cost as much as prone (to the point it really is a waste to do except for the aimed weapon minor bonus, which is not much).

I have not tried to isolate the problem much, as I'm actually quite miffed with how badly 8589 is playing, since I almost always have to exit a new sector whether it was unoccupied or cleared via map sector edge in TACTICAL rather than use Strategic Movement. It may be my settings, as the new Raids are on (via Bloodcats, Bandits, Zombies), new Strategic Movement is on, and maybe my limits to 20 in a sector of nme and 20 more of friendly (which I thought were default), doesn't jive well with it. But it really stinks at handling it. It is possible something else, but all I know is it feels as if when Strategic Movement totally nixed the old fake Mobile Militia movement, something was lost in the process that was needed.

Your mention of the Camo attachability thing is something I do not know enough to be able to check, as I don't know what are the supposed attachments for all that (wish I did). But it does smack of a certain introduced sloppiness (IMHO and all that) I find in the SCIs after 8409. I'm considering going back to an older SCI at this point. But I'm getting tired of starting campaigns over and over for years now.

At any rate, I'll look to see if I see any of your other issues.

[Updated on: Tue, 25 September 2018 10:55]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355097 is a reply to message #354942] Tue, 25 September 2018 10:40 Go to previous messageGo to next message
ZedJA2

 
Messages:61
Registered:January 2018
@ Townltu

I think I figured out what is the source of the text is that Ira repeats once you go from Strategic to Tactical, at least in SCI 8589.

-- What is happening is that each time a Squad enters another sector, someone from that squad, say Gasket -- will say his arrival in new sector text. So Gasket says in Strategic (voiced) -- "Blah Blah, I'm parked."
-- Now go to Tactical in that sector and after a lag of about 2-3 seconds (although it may be variable), Ira's face will pop up at top and she will say in text "Blah, Blah, I'm parked."

Yet is not quite that simple. Here is another example I just had before that one.

-- Flo had just increased her skill. Using Flugente's newer Dynamic Interactions or whatever, she thanked Prima for training her in Markmanship in some way. Flo's head in this case had the ochre background around her, used in the dynamic opinions stuff.

-- Then once I went into Tactical, after a few seconds delay, Ira's head popped up and she said in text exactly what Flo had just said. (Interestingly enough, she did not parrot what Prima had said in reply, which was something like "You're Welcome."

SUMMARY:

It seems that whatever is said last in Strategic is being buffered for some time. It then gets kicked out once you enter into Tactical, but uses Ira's head next to the text. It definitely happens on entering a new sector, and it can happen perhaps on just going from Strategic to Tactical.

I also am not sure what happens exactly when Ira actually has special sector text (voiced normally) for a particular sector. I believe both occur, the normal voiced one and the buffered text one, but I have not recently triggered an event that causes that. I think maybe very vaguely it made her text her voice text and not voice it, but that is very dim in my memory so will let you know on the next such event in New Campaign.

[Updated on: Tue, 25 September 2018 10:45]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355138 is a reply to message #355097] Wed, 26 September 2018 21:02 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
you cant fill your canteens if you are in same sector with helicopter i think.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355140 is a reply to message #355138] Wed, 26 September 2018 22:39 Go to previous messageGo to next message
LatZee

 
Messages:93
Registered:December 2015
gougluinn wrote on Wed, 26 September 2018 20:02
you cant fill your canteens if you are in same sector with helicopter i think.


Not all sectors have source of water to replenish canteens, and some might even have sources of tainted, poisoned water unless that has been phased out which is completely possible cheeky it is defined for each sector in TableData/Map/SectorNames.xml
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355142 is a reply to message #355140] Wed, 26 September 2018 23:13 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
well, i remember (not 100% sure) i could drink water from kitchen tap but still i couldnt fill my canteen.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355151 is a reply to message #355142] Thu, 27 September 2018 10:32 Go to previous messageGo to next message
ZedJA2

 
Messages:61
Registered:January 2018
I am confused by this entry in 8589 SCI's CTHconstants.ini :

<<
; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers.
; The bonus only applies if the target is in laser range and the given sight is used.
; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot
; can be seen and the higher the resulting bonus will be.
; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes.
; Values can go from 0.0 to 50.0
LASER_PERFORMANCE_BONUS_HIP = 25.0
LASER_PERFORMANCE_BONUS_IRON = 15.0
LASER_PERFORMANCE_BONUS_SCOPE = 10.0

>>

In the previous section above it about Iron Sights Performance Bonus, positive numbers were said to be a bonus that reduces the size of the aperture for the NCTH reticule. I will quote it here:

<<

; The following parameters in this block are used only if USE_NEW_CTH_CALCULATION = TRUE in your Ja2_Options.ini
; Be aware that IRON_SIGHT_PERFORMANCE_BONUS and LASER_PERFORMANCE_BONUS_IRON are cumulative!
;
; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent.
; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large)
; The default is 20.0
IRON_SIGHT_PERFORMANCE_BONUS = 20.0

>>

Now, forgive me for my noobness, but should not the numbers be higher for Iron Sights and then even higher for Scopes than for raising it to the Hip? I mean it says that the Iron Sight Performance Bonus and the Laswer Performance Bonus are cumulative. Then again, maybe this means that the Laser assists aiming better for firing from the hip, than when you also are using Iron Sights, and even less benefit when you are already using a scope.

Maybe I'm reading the whole thing wrong.

[Updated on: Thu, 27 September 2018 10:44]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355152 is a reply to message #355151] Thu, 27 September 2018 11:03 Go to previous messageGo to next message
townltu

 
Messages:274
Registered:December 2017
Location: here
@ZedJA2 Pretty sure that more mercs than Ira repeated text of other mercs here,
iirc also non rebels were affected.


Regarding laser bonus, I dont know the math behind it but guess it could be set up like this:
Hip shots get big penalty, laser dots feedback will greatly improve that,
but usefulness of feedback goes down if we already aim with the sights or a scope.

As long as penalty from hipShot is higher than the difference from laserHipshot to sightShot, its should be fine.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355154 is a reply to message #355152] Thu, 27 September 2018 12:37 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
What townltu says is correct regarding the laser performance bonuses. The idea was that for hip shots the red dot helps most because you aren't using any sights.

And I just saw that USE_NEW_CTH_CALCULATION is still mentioned in the help text. I guess I should remove that because it's not used anymore. The new calculations are the default nowadays.



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 #355155 is a reply to message #355154] Thu, 27 September 2018 13:11 Go to previous messageGo to next message
ZedJA2

 
Messages:61
Registered:January 2018
@ townltu and @ silversurfer

Ok, thanks for the replies. I sort of noticed that rationale as an afterthought, thus the last line I added. Makes sense overall that the Laser Performance Bonus would help more with un-aided views. So that scoped and iron sight views benefit less than just hip-fire. After the post, I read more of the CTHconstants.ini and I better understood the whole thing.

Looking forward to the update for the progression of Enemy and Militia Weapons that Silversurfer decided to implement in the latest Directory soon to be released (I think is was 2444 Directory). I believe it was based on Lev285's first version for his modification in another thread. Looks interesting and reminds me a bit of the philosophy in the original Urban Chaos mod where WP weapons and ammo were plentiful on Deidranna's forces and NATO weapons were more limited to BobRay and perhaps police and other factions (police probably had the common ammo like 9mm, .45, and so forth also).

Started up a new Campaign again on 8589, because what makes it hard is the combo of inexperience and injuries that the low M.E.R.C. mercs are getting going up against numerous Elites. The Elites I believe are due to the early aggressive counter-attacks (although I don't understand why so many are showing up in garrisons with my low chance of that and the start having no progress pre Drassen) and the review of CTHconstants.ini I saw suggest that those factors just mentioned are the key reason for low M.E.R.C. mercs and my purposefully less over-powering IMPs being ineffective, since XP is key factor, and so are injury AND fatigue. So combine that with lesser skill, some with poor dexterity (Raffi's DEX ouch!), and that also jives with my noticing that once they hit EXP LEVEL 2 they seem considerably more effective even if only 1 marksmanship better.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355189 is a reply to message #355155] Sun, 30 September 2018 19:27 Go to previous messageGo to next message
gougluinn

 
Messages:87
Registered:September 2018
you can put hk g11 pistol in large pistol holster but if you attach silencer you can't put. this is not a case with other pistols.
after you put g11 on large pistol holster you can attach silencer big grin

[Updated on: Sun, 30 September 2018 19:28]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355190 is a reply to message #355189] Sun, 30 September 2018 19:55 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
That's not a bug. The G11 PDW is too large to fit into a pistol holster if a silencer is attached. Use an MP holster instead.
The ability to attach a silencer after placing the gun into the pistol holster is an exploit that is not high priority to fix.



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 #355258 is a reply to message #355190] Sat, 06 October 2018 22:04 Go to previous messageGo to next message
Donlol
Messages:2
Registered:October 2018
Hey! It's my first post, but I've been lurking and playing this mod for a couple of years at this point.

And to the point - I'm on Depri's 8626 build and I can't find a way to train mobile militia... Was the way you train them changed at some point (that I must have missed)?
In the "Train" Menu I can only train workers, and in the "Militia" menu I can either "Train new militia" or "Drill militia", I don't see the option to "Train mobile militia" anywhere.
I thought that maybe it was changed so that you need to use facilities, or you can maybe train the militia in a specific sector of a town, but I tried all the sectors and facilities in Drassen and I can't see an option to train the mobile cannon fodder anywhere.

I'm playing with customized JA_Options, but after swapping that file with a "fresh" one from the package the problem still exists.
Am I just blind, or is something borked in that build?

I can't upload pics to the forum, so I uploaded two screenshots to dropbox:
www.dropbox.com/s/cm2hgxv7lujiza0/militia.png?dl=0
www.dropbox.com/s/71otjn44txi0wlu/train.png?dl=0
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355259 is a reply to message #355258] Sat, 06 October 2018 22:41 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
"Mobile Militia" doesn't exist anymore as you are probably used to. Removal of this old feature was announced here. You can still move around militia which is explained here.



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 #355261 is a reply to message #355259] Sat, 06 October 2018 23:53 Go to previous messageGo to next message
Donlol
Messages:2
Registered:October 2018
Ouch, I missed that change. Thanks for clearing that up for me happy
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355266 is a reply to message #354736] Mon, 08 October 2018 00:00 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
brithunter wrote on Fri, 07 September 2018 08:03
NIWIADGaming wrote on Sun, 01 July 2018 03:10
So guys, I've got a savegame here that well... sometimes cause a crash if you follow exactly what I did:

(I've just conquered the SAM site near Drassen)
- Go to tactical screen
- Get the TNT to Dimitri's hand
- Arm it for any amount of turns (I've tested with 2 and 4, and it crashes anyway)
- Close the tactical inventory Screen
- VoilĂ , it crashes as the screenshot shows


I am also getting this crash, it seems to be most (if not all) explosives that you Arm and equip cause the same runtime error as you described. I tested with TnT, HMX, C1 and C4 with a mix of different Detonators on with both Barry and an IMP merc. I am also running on v8573 with no mods and can confirm the crash still happens on a fresh install.

Fixed in r8628.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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 #355276 is a reply to message #341931] Mon, 08 October 2018 20:14 Go to previous messageGo to next message
Parkan

 
Messages:452
Registered:April 2010
Location: Russia,Sevastopol

Ok.So i found some new bugs on fresh revision and some bugs which goes very long time and they looks maybe like some misunderstandings
Fresh bugs:
1.During tactical battle if player use a handgrenade versus enemy, hited enemy sometime can drop down normally,but more often enemy drops to ground and then almost instantly get up like he was not hit.
2.same thing goes with suppression.When supressed enemy sit in fear and use animation of cowering,the next suppression attack or succefuly hitted attack enemy can stand up like he was not in fear.

A bugs which seems not a bug or maybe feature:
1.Ja2option.ini setting Soldier wear all armor seems accelerate coolnes of armors for enemy in big nubmers.Example:Start playing on insane or even on easy with normal progress of items choices.progress 0/0 enemy soldiers have coolnes armors of level 1-2,in rare occasions level 3-4(army have flak jakets and some time kevlar vest and leggins,elite have from kevlar to twaron gear).progress 5/5 or 10/10 or first sector when player attack first city.Army have some assort of kevlar,twaron,flak jakets and etc,elites have twaron,spectra sometime swat and dyneema.but in all occasions army and elites have more or less accurate balance in weapons(so army have 1-2 coolnes weapons,elite 2-3-4 coolnes weapons.
Playing with turned off option of Soldiers wear all armors made enemy easy target and enemy and elites even in progress 20/20 doesnt have a strong armor,they got armor of level 1-2 coolnes,but in weapon they rise greater than armor.

2.Reveal all items after battle seems work little incorrect.Example:We start a tactical fight in wilderness killed few enemy but don't close to their bodies.using cheat for example we can see that they drop some stuff.if don't use cheats and make autoresolve battle those items after battle will not shown on tactical inventory,but when we enter to tactical again and go to bodies whic we killed before we reveal unsaw stuff.



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 #355279 is a reply to message #355276] Mon, 08 October 2018 21:53 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR works like it is currently designed. It takes a random armor piece from the available list of armor pieces for soldiers/militia. The intended coolness level for that soldier class up to coolness 10 is the limit. For redshirts and elites the intended coolness level has a base of 3 and 5. So if we look at an elite for example it is no surprise that he can get Twaron or Spectra armor. I think it would make more sense to limit the range to 1 up to intended coolness but that may leave some soldiers "naked" and SOLDIERS_ALWAYS_WEAR_ANY_ARMOR is supposed to do the exact opposite.

REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT only works when the sector is loaded. That means not in auto resolve.



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 #355281 is a reply to message #355279] Mon, 08 October 2018 23:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3807
Registered:July 2009
Also note that the intent for ALWAYS_WEAR_ARMOR was for it to be used with item mods that greatly increase the variety of low level armor, down to just wearing uniforms in the armor slots. It is naturally somewhat unbalanced if all you have is the choice of Kevlar or Spectra.



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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #355282 is a reply to message #355279] Mon, 08 October 2018 23:16 Go to previous messageGo to next message
Parkan

 
Messages:452
Registered:April 2010
Location: Russia,Sevastopol

SOLDIERS_ALWAYS_WEAR_ANY_ARMOR even with slow progress choices or very slow make most elite soldiers and sometime army soldiers get high grade armor on first city approach.without this option soldiers most of the time regardless of progress choices got naked.
Quote:
Also note that the intent for ALWAYS_WEAR_ARMOR was for it to be used with item mods that greatly increase the variety of low level armor, down to just wearing uniforms in the armor slots. It is naturally somewhat unbalanced if all you have is the choice of Kevlar or Spectra.


I play even with stock 1.13 and AFS mod.AFS mod have a little low variety of armors,but i edited all armors in those mods to be more progressively.Leather jacket coolnes -1?field uniform coolnes -2,flak jacket coolnes 3 and etc.So in theory how i suppose,playing with normal item choices,with SOLDIERS_ALWAYS_WEAR_ANY_ARMOR suppose to drop armor of coolnes on current progress or at least on 1-2 level of coolnes higher.


PS.I think all this stuff of equipment distirbution for enemy in this game is really a mess.

[Updated on: Mon, 08 October 2018 23:23]




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 #355289 is a reply to message #355282] Tue, 09 October 2018 09:49 Go to previous messageGo to next message
silversurfer

 
Messages:2407
Registered:May 2009
Changing coolness of items doesn't add them to the pool of available items for soldiers. You need to put them in the ItemChoices_xxx files. Then the game can select from a broader range of items. Still with SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = TRUE the method of item selection will use a max coolness of 10 so you may still get Spectra and the like in the first fight.



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 #355292 is a reply to message #355289] Tue, 09 October 2018 12:06 Go to previous message
Parkan

 
Messages:452
Registered:April 2010
Location: Russia,Sevastopol

Sorry for misunderstanding.I also add all possible armors to item choices for enemy.



1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop
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