Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: Unofficial releases (SCI's), unstable and DEV builds (Read the first post before posting!)
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #358023 is a reply to message #357992] |
Tue, 10 September 2019 12:11   | |
3iff
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Messages:66
Registered:July 2001 Location: Birmingham, UK |
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A very strange problem I've not seen before. V8684
Captured the central SAM (I8). Saved the game, then went to strategic map. The cutscene offer popped up and the minimap went black. I skipped the cutscene and the minimap stayed black. Odd. I went to another sector and that minimap was also black...and all the inventory had disappeared. Returning back to I8 and that inventory had disappeared too.
Reloaded the game prior to the cutscene offer and this time I accepted the video. On exiting, the minimap was lit up as normal and all inventories were present.
Tried a third time, this time before the cutscene was offered, I loaded another sector (G9 where all my stuff is...), popped back to the strategic map and skipped the cutscene when offered. The minimaps and inventories were all present as normal.
I'm fairly sure all my files are up to date but any idea which files are relevant to this event?
I'm waiting for another cutscene event to see if something similar happens.
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Another unrelated bug. I've seen it in this version and earlier versions.
A squad arrived in a sector at the same time as an attack by the enemy in a different sector. The remote sector battle (just militia vs enemy) goes to auto battle. When it finishes, I get a 'creature' battle in sector A1 with zero combatants. (Creatures are disabled in my games). The game then locks out and/or crashes. The last time it happened, I managed to use an earlier save and delay the arrival of my squad and no such event happened.
Possibly after the auto battle, the game has incorrect values for the squad arrival and it gets interpreted as a battle. I almost never visit A1.
[Updated on: Tue, 10 September 2019 12:19]
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #358289 is a reply to message #358198] |
Sat, 19 October 2019 11:33   | |
xxxooo
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Messages:1
Registered:October 2019 |
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Hi, here is a bug under 8684.
When an enemy is collapsed after hit on the leg or stun grenade etc, you can go to pillage the enemy.
For me there are almost 50% chance that the item list does not appear (toggle bar and buttons still do) and game gets stuck.
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #358803 is a reply to message #358712] |
Thu, 16 January 2020 09:21   | |
ZedJA2
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Messages:205
Registered:January 2018 |
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THREE POSSIBLE BUGS noted since 8696, but I have a jury-rigged LUA and some chance the Directories are a bit customized wrong:
<<EDIT IN: 1ST BUG IN LIST FIXED, NOT A BUG (STILL CHECKING ON OTHER 2 POSSIBLE BUGS)
SOLVED, NOT A BUG -- POSS BUG ENHANCED DESCRIPTIONS: (8696 and 8730 ADDED EXE)-- SOLVED BY MATCHING DIRECTORIES AND EXEs AGAIN -- SO NOT A BUG
Using Enhanced Descriptions and opening the last or third Tab will crash the game giving an error about exceeding number of Sub-Images. This happens every time I open the Enhanced Descriptions. If I shut the Enhanced Descriptions Off then the crash does not occur since I can't trigger it. Problem is, some gear, weapons, and ammo can only be understood by using the Third Tab, while other items Third Tab is often totally empty. So shutting off Enhanced Descriptions seems a foolish thing to do. This reliably causes a crash every time since around the 8696 time period. I updated the EXE to 8730 to same effect (but I did not update the Directories for that which might matter).
Basically it says that it crashes at line 967 in Function vobject.cpp (or a name close to that), and that it exceeds the number of displayable sub-images. Seems not to happen to Armor or helmets. But does with weaponry. Sometimes takes two attempts to crash. Happens both in Tactical Map and Strategic Map view.>>
-- POSSIBLE BUG WITH PEPPER SPRAY: (8730 ADDED EXE)
Possible that the Pepper Spray does not work at either 2 range or adjacent range. Was using Flo to use it. At first it showed the cursor at grey and almost flickering, but if I clicked it showed as Green very Accurate Cursor. Another click failed to use the device. Now I may be using it incorrectly, as I sort of have this foggy memory that maybe I'm supposed to use burst fire and spread the spray around like with directed autofire. So I have to try it again. But I thought someone might check it in their v1.13 game and see if it works okay for them, or mention how to use it. I'll try it again as soon as I can.
-- POSSIBLE BUG WITH ZOMBIES SPAWNING NEAR FATIMA IN OMERTA CAUSING PERMANENT PROBLEM TO REBEL HQ QUEST (Cannot Give Letter, Dimitri does not move in Omerta East): (only tried in 8696)
Seems you have to keep Zombies Off if you have combat anywhere near Fatima in Omerta. Once the Zombies respawn and you kill them, it seems that the Civilians, who are also on Lazy Civilian setting if that matters, do not know that Combat is finished after all the Zombies are dead. This is also what I think causes this frequent issue of a sector not seeming clear of enemies when it actually is clear. Fatima never gets out of her panicked cowering state, runs around, and cannot be directed to go to the Omerta East sector even if you leave the sector and return. Again, since the Civilians think Combat is still engaged, they never react to conversation, so you can bork the initial mission. This is probably true for any Civilian near enough or in the same sector possibly where a Zombie spawn occurred, even if they are all killed. So any major quest is a problem, and you really have to save before each combat to make sure if you have a quest there that you can turn zombies off first, before you conduct combat. Anyway, this was in 8696 and numerous prior builds. I now usually play with zombies off, but thought it might have been fixed, and Fatima bugged out as usual.
Anyway, I mention it for others to check, on the current build, to see if they can reproduce it. Basically, any Zombie spawned even if killed within 8 tiles or so of Fatima's location, LOS or not, will cause Fatima to enter perpetual panic, making her permanently unresponsive to get to talk to Dimitri near the Rebel HQ entry. To my knowledge, this makes the quest bug out permanently or else maybe you can kill or knock out Dimitri and maybe get in, probably not a good idea.
[Updated on: Tue, 21 January 2020 08:59]
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #358997 is a reply to message #358803] |
Tue, 11 February 2020 01:00   | |
Mravac Kid
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Messages:57
Registered:May 2004 Location: Opatija, Croatia |
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I'm getting a weird bug in the sector along the road right to the west of Cambria, whenever I encounter enemies there my squad report noticing an enemy in the lower part of the map, but he's nowhere to be found. Seems like he's just off the screen, but I can't target him or anything. My mercs report seeing him, and on the enemy turn there's sound of burst fire but nothing comes to the screen. I tried fiddling with resolutions, and it seems to be resolution-dependent, as I'm also getting the bug JP'TR reported a few posts back with some buildings and terrain being just a bit off. My monitor is 1080p native so I started at 1920x1080, but changed to 1600x900 to have the UI a bit bigger, keeping the ratio at 16x9. When I tried switching the resolution back to 1280x768, the enemy appeared at the top of the map.
Running dev version 20.02.01 rev 8741 on a fresh GOG install.
Ride The Wild Wind - Push the Envelope, don't Sit on the Fence
Ride The Wild Wind - Live Life on the Razor's Edge
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #359199 is a reply to message #353332] |
Wed, 18 March 2020 00:20   | |
fightcancer
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Messages:211
Registered:February 2005 Location: USA |
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Reffy wrote on Wed, 25 April 2018 07:47I have a weird bug regarding training militia.
I just started a new game and I've cleared Drassen airport. I want to train militia in there, but when I click on that option it says: "Drassen is full of militia" Even though there isn't any militia there at all.
What's also weird is that I can't move my squad in the map screen. It says the sector is hostile, even though there isn't anyone there. I even checked with cheats and there are no hostiles.
Do I have to clear ALL of Drassen before I can train militia? I didn't had to do that before.
Using build 8545.
shady lady wrote on Fri, 27 April 2018 09:48Hi, I'm having the same problem. Playing the latest SCI 8555/2420 (shows 8554 on screen?).I've cleared B13-Drassen Airfield, D13-Drassen Mine, H8-Cambria Mine and I8 Central SAM site. I can't train militia because the sectors are full of militia already (but they're not) and I can't move my mercs in tactical because all of these sectors are hostile (but they aren't). All help, advice, suggestions welcome. Saved games are available if required. Thank you.
Same bug here on build 8675.
The fix was to leave the sector. You don't have to let time lapse. Then cancel the travel plans. Kill remaining enemies. (In my case it was zombies.) Then keep leaving, re-entering until you've killed all enemies. Once you can travel from the Strategic screen (where you can see the laptop button), then train militia.
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #359585 is a reply to message #359565] |
Thu, 16 April 2020 14:26   | |
Klymp
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Messages:1
Registered:April 2020 |
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Here is a link to my save game(r8776).
drive.google.com/open?id=1lPyMdFdoLIFv1C9U55zw9wWy78Lo0OZh
If you fast forward time the enemy will move in to the sam site from south and when trying to enter the battle it will freeze on the loading screen while game music still runs on the background. I have tried it on 2 different win 7 PCs and a win10 PC and it freezes on all of them. Only thing modified in ja2_Options.INI is DROP_ALL = 1.
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #359873 is a reply to message #359585] |
Fri, 01 May 2020 13:09   | |
Suslik
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Messages:4
Registered:April 2020 |
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im playing 1.13 wildfire with 8766.exe and WF 6.07 maps and a german language patch (german voices and some texts)
when i enter the drassen SAM d15 with my spy, give him the assignment to collect intel and fast forward time i get this error a few minutes before the hour is over
Quote:Assertion Failure [Line 153 in fUnction NumHostilesInSector in file Queen Command.cpp].
(sSectorX) > (MAXIMUM_VALID_X_COORDINATE) but should be less than or equal
there are 12 enemies in the sector at this moment.
it works on other sectors but this particular one crashes the game.
i have not yet enough comments to attach links to my savefile but ill report back if something similar happens later on
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #360008 is a reply to message #359873] |
Mon, 11 May 2020 22:33   | |
Tuga2112
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Messages:2
Registered:April 2020 |
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1 - Map loading hangs forever when defending an area.
2- i cannot attach links because i dont have 5 posts. but if you just add the https usual prefix it should work
save game here.
drive.google.com/open?id=1wmxSwzHFHfuGDhaCLpAH7uo_w7eAqpwU
3- at 19:40 the chizena counter attack arrives, go to sector and wait for the map to load. map never loads.
4- build from 1st april 2020 (8776?)
5- no mods
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #360482 is a reply to message #360448] |
Wed, 01 July 2020 00:14   | |
Flugente
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Messages:3525
Registered:April 2009 Location: Germany |
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Well, as we've discovered, the bounty hunters only spawn if ALLOW_EXTRA_CIVILIANS is set to TRUE in JA2_Options.ini. Otherwise they never appear, thus one can never kill them.
The heads of Angel & Maria are irrelevant. If one chooses to kill them, Kingpin will send a confirmation and reward several hours later.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #360499 is a reply to message #360008] |
Sat, 04 July 2020 22:01   | |
Flugente
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Messages:3525
Registered:April 2009 Location: Germany |
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Tuga2112 wrote on Mon, 11 May 2020 19:331 - Map loading hangs forever when defending an area.
2- i cannot attach links because i dont have 5 posts. but if you just add the https usual prefix it should work
save game here.
drive.google.com/open?id=1wmxSwzHFHfuGDhaCLpAH7uo_w7eAqpwU
3- at 19:40 the chizena counter attack arrives, go to sector and wait for the map to load. map never loads.
4- build from 1st april 2020 (8776?)
5- no mods
I've been testing this one, and it's odd. Most of the time the game loads the sector and starts combat just fine, but occasionally there seems to be some sort of memory allocation problem. It's probably a symptom of some wacky pointer hijinks, one only notices it because the game starts to act up in it's display routines . Still trying to find the issue, but I'm not that optimistic at this point.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #360520 is a reply to message #360508] |
Tue, 07 July 2020 14:36   | |
silversurfer
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Messages:2798
Registered:May 2009 |
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gougluinn wrote on Tue, 07 July 2020 09:49hi i have tried to start a new game and chose old/old about weapons and attachments but in the game magic starts with steyr aug with new 2x-4x scope features instead standart mac-10. if it is wad then whats the point of that feature?
I don't know if this is intended, but I found this in "Tactical\Soldier Profile.cpp" function "LoadMercProfiles()":
/* CHRISL: For now, we should only overwrite prof.dat in the new inventory system. Old system should still use
prof.dat until we're sure we want to replace it with the xml file.
Because the new WF mercs don't have entries in the prof*.dat files, we need to always load their equipment from
MercStaringGear.xml, regardless of the inventory system we're going to use.*/
if(UsingNewInventorySystem() == true || uiLoop >= 170 )
{
// Start by resetting all profile inventory values to 0
gMercProfiles[uiLoop].clearInventory();
This basically means that if you are using the old Inventory System (which you are), all merc profiles for profile IDs lower than 170 will be loaded from "prof.dat" and there Magic has a Steyr Aug.
In my opinion the option "READ_PROFILE_DATA_FROM_XML" in JA2_Options.ini should take precedence here and currently it doesn't. If this is set to TRUE, the game should load merc data from MercStartingGear.xml, no matter what inventory system you are using.
Any objections against me changing that?
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD
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