Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » New beta, known issues!
Re: New beta, known issues![message #189508] Wed, 25 June 2008 03:35 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
SAS-9: Freezes have been a really big distraction for me too. If you've found something that seems to work, it will be good news indeed. Please continue to report your progress. Two other things that seemed to work for me to reduce freezes and crashes: use standard JA2 loadscreens and don't train up veteran militia to 100% in any sector; leave 5 regular (light blue) militia.
Re: New beta, known issues![message #189949] Tue, 01 July 2008 17:33 Go to previous messageGo to next message
SAS-9
Messages:4
Registered:October 2003
Location: Copenhagen, Denmark
Thanks for the tip York, i'll also try that Smile
Re: New beta, known issues![message #192749] Sun, 03 August 2008 22:45 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
just a wee addition , burstfire slowdown only sometimes , why ? seems an odd bug . otherwise at day 13 with NIV , going very well scorp :ok:


Re: New beta, known issues![message #192750] Sun, 03 August 2008 22:48 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
Just a quick follow up.

My problem using 2124 in old Omerta, was caused by an injured civilian.
When he's hit he turns into a white shadow and there is a stopwatch anim shown. After that saves won't load.

Also, Grizzly's Thompson's burst mode animation is not working properly.

Pax
Re: New beta, known issues![message #192787] Mon, 04 August 2008 12:22 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
Hi Pax, welcome to the forums, glad you played RR

the UC sectors are not the only ones having mismatching loadscreens, you'll find similar issues in other parts of the game mainly because even if you are using externalised loadscreens, fixing the loadscreen for each and every sector is a tedious thing to do, and in case a map is changed late in the development, a radarmap or loadscreen change can easily be forgotten. This should however not impari gameplay in any way.

the sound freezes you talk about are new to me, i haven't heard that reported previously :whoknows:

i must admit that i have very limited experience with the 2124 exe. it is said that it works quite well, but that savegame corruption is bad news. Maybe you need to disable the omerta counterattack in ja2options.ini

quest logic in ja2 is a story for itself. I think the first time i played ja2 (vanilla) i had a lot of things to figure too. But yeah, i'm trying to make things more clear in the long run, but that's a sysyphos-job so it'll take time.

about the more stable version, personally i consider beta17 one of the most stable 1.13 versions ever.
You can try using different exe's, RR will probably support the gameplay as far backwards and forwards compatible the 1.13 exe's and RR's xml's are.

of course for backwards compatibility you'd have to stay off the latest patch (which wouldn't hurt you so much if you don't like NIV anyway)

in my opinion, beta17 is a very stable exe, maybe others have exe's the like more, i couldn't say. Maybe in other parts of the forum there might be threads... i don't know.

Re: New beta, known issues![message #192849] Mon, 04 August 2008 21:03 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
Sound freezes and loops: Some old games react badly to crossfire vidcards and HD sound drivers. On a different system I haven't seen that yet. If it happens again on this older system I might be able to isolate the problem.

Omerta: It is really linked to the civilian being shot. That's where the whole thing starts going wrong. By loading a previous save and avoiding the civilian injury I was able to make it to Drassen (sorry I haven't memorized all the new city names yet).

Drassen with 2124, some issues you probably already know about:
Bobby Ray's list of airports shows Drassen and not the new name;
Mortor causes a runtime error; "could not load file .PCX"

This is strange and I still need to try and determine if it's me or the game: In D14 from the rooftop during the counter attack, I had a merc firing down direction North-South, yet the bullets anim seemed to go from west to east, coming from outside the range of the screen. I'm going to try to reproduce that to be sure.

I don't know how much longer I'll be able to test 2124 for. A few more sectors and the new NIV will turn me into the gorilla from the old Samsonite commercials. Too bad 2124 does seem stable and loads saves super fast. I'll go as far as I can and then start a new game with B17.

I'm hardly new to this game or to the forums. I changed my email and then couldn't remember my old handle when re-registering. Now I remember it was Poor Manny, I think. Smile

I have a silly question. In Dangerous Games (I think it's called) there are mercs that were new. I remember one called Mouse. Yet I never saw her used in any of the mods I tried. Is there a reason for this? This game needs more blonds.... Smile

Cheers,
Pax

[Updated on: Mon, 04 August 2008 21:31] by Moderator

Re: New beta, known issues![message #192855] Mon, 04 August 2008 21:54 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
oh thanks for the bug report about the mortar! someone had given me cool new explosive anims and i guess they're only in my game and not in the patch. i'll try to find and upload them to the patch.

(tilecache folder that is...)


concerning NewInventory: of course the patch was primarily made to support NIV and the xml editor, yet of course you can test classic inventory mode when starting a new game. The NIV in RR is not as shiny and designed as in the official releases, it is more of a minimum standard so NIV mode is supported.

yes the 2124 exe comes as is and lacks the fixes for town npc names, messages... etc.


i think mouse is said to be dead in the AIM alumni page, maybe that's why she's never used. Personally, i'm not a fan of re-using old characters. Desiging new faces for them will look odd, their old faces and speech will be lacking... not my prefered way. We recorded a bunch of new characters though. You're right, they're is a new playable redhead and a new playable brunette, but not a blonde. Hmm.
Re: New beta, known issues![message #192859] Mon, 04 August 2008 22:03 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
No. Mouse is in the Virgin Islands with her lover Stella Trammel.... Smile

Now that I'm retired maybe I should follow her there. Must be nice.... Smile

I have reproduced the strange burst fire from D14. But it's very hard to be definite. If somebody could verify this if you're in the region, it would be nice.

Thanks again Scorpion for the great mod and for continuing to work on it.

Pax
Re: New beta, known issues![message #192860] Mon, 04 August 2008 22:09 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
right... that counts as "out of business" as well but maybe you find a way to wrap a story around her reappearance Very Happy


the latest patch should be up, installing it does not require a new game, it will just add the two missing animations to the game (plus the patch as it was before)


thx pax, hope you and the other guys keep giving me feedback so i can hold RR open for future adaptions and developments, currently i can't do an awful lot of the latter, but you never know what the future brings.
Re: New beta, known issues![message #193655] Tue, 12 August 2008 22:49 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
Well the explosions seem to work for me, up till now in RR+NIV patch but without activation in game.

I'm beyond Tblisi and heading for old Grumm, keeping my fingers crossed.

The only strange things I've seen lately probably have nothing to do with the mod. Still I mention them: One Machine gun weighs 72 lbs Smile and Irina is complaning Smile

Mercs seem to run into fires produced by molotovs. That probably can't be fixed.

Haven't figured out what Jake's friend in the sector west of his is all about...Strange dude. I hope we get to find out. Smile

Enjoying this. Thanks again.
Pax

[Updated on: Tue, 12 August 2008 22:50] by Moderator

Re: New beta, known issues![message #193772] Wed, 13 August 2008 23:10 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
tixa jail , mortar fire on me , explosion , yes , runtime error , press esc to exit !!!
Damn it , just when it was sooo interesting . Mad

btw , day 32 or thereabouts , no lbe gear either at BR or drops , is this deliberate ? ( not playing d/all )

EDIT : have previously uploaded patch before explosion / error , hmmm , what gives ??

[Updated on: Wed, 13 August 2008 23:16] by Moderator



Re: New beta, known issues![message #193774] Wed, 13 August 2008 23:21 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
yes, you'll get runtime error each time a mortar is used.

reason is the xml editor has decided it can define the indexes better than how it was before Very Happy

i'm having another patch currently tested and it will restore NIV gameplay but drop XML editor support.

i suggest to be very careful with explosives until i place the link for this patch.
Re: New beta, known issues![message #194286] Mon, 18 August 2008 01:57 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
Well my game got burried in Batumi again. Counter attacks will crash the system and there is no way for me to move to that sector in time to change the dynamics. Previous saves don't help either along those lines.

After the cut-scene that inhables the crepitus attacks when I return to the Batumi mine sector at night, I get a night screen missing message sometimes it crashes the game and sometimes it proceeds to show the nighttime mine map. I suppose the missing scene might have something to do with the crepitus. Although I can find some bugs, I can't get beyond level 2. Scorpion do you know of a missing map set? I conceed that the Crepitus might be elswhere but should I be getting that message?

Anyways, I'll wait a while and try it again, maybe load up a new game and start all over, time permitting.

Hope you are able to sort this all out. I don't envy you that task.

Cheers,
Pax
Re: New beta, known issues![message #194316] Mon, 18 August 2008 12:24 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
yeah, missing loadscreens happen but they don't crash the game, this is a coincidence

have you searched the mine sectors for exit grids thoroughly? it may not be totally obvious
Re: New beta, known issues![message #194362] Mon, 18 August 2008 19:40 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
I thought I had searched thoroughly. I'll try again soon. Right now I cleared the system memory and got through Batumi and made it to Tixa. I experienced no problems with explosions or mortars everything went well. No counter attack yet. But I can't recreate the explosion problems that others experience.

I'm getting the missing night scene message in every sector now but the game proceeds. You are right it was coincidence. Sorry.

Haven't seen an active tank yet. Those decoys are plenty scary though. Smile

Cheers,
Pax
Re: New beta, known issues![message #194379] Tue, 19 August 2008 03:41 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
OK so I found it, the complex and the chamber. No bugs nor queen. When I try to leave by the complex again I get an edge-map (I think) debug message. Then no exit the same way back to the surface. In essence, I seem to be trapped.

I hate to say this but I'm more a Rambo than an Houdini. HELP!!!!
Smile
Pax
Re: New beta, known issues![message #194385] Tue, 19 August 2008 05:46 Go to previous messageGo to next message
Greenpakto
Messages:5
Registered:August 2008
Location: Sweden
No bugs no queen?.. that happens in original game as well ^^ (the mines)
Not the error message though.
Re: New beta, known issues![message #194387] Tue, 19 August 2008 06:39 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
I know. None in Tixa either. I can deal with that but is there no way out again?
I suppose others have made it through this so it must be functional.

Off to try again.
T.
Re: New beta, known issues![message #194402] Tue, 19 August 2008 13:39 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
where exactly are you stuck?
Re: New beta, known issues![message #194433] Tue, 19 August 2008 18:15 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
I came from the queen chamber (Batumi mine) back into the complex, got the edge mesage and I can't find a way back out the way I came. So I am in the complex near the lifts.

I had an interesting explorer error as I shut down. If I can resolve that it may resolve some of my memory problems.

Oh I think you know this. The Rasmussen-Meyer thing (still haven't figured that out). After reuniting them if you try to talk to either of them you get an endless stopwatch.

Sorry for being such a high maintenance tester Scorpion.

Pax

[Updated on: Tue, 19 August 2008 19:09] by Moderator

Re: New beta, known issues![message #194443] Tue, 19 August 2008 19:41 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
this means sci-fi mode and the crepitues have infested batumi mine?

this is difficult for me to recreate, i guess you best upload or send me a save game
Re: New beta, known issues![message #194448] Tue, 19 August 2008 20:06 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
OK sometime late tonigh (morning for you) I'll try to upload. As I was trying to get back in I had a freeze as a scheduled virus scan started (I forgot to shut down the anti-virus, like an idiot), and that may have corrupted my memory. I have to fix that first.

Right now the game hardly loads before it crashes.

Sorry for the inconvenience. I'll get back to you soon.

Pax
Re: New beta, known issues![message #194450] Tue, 19 August 2008 20:17 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
oh well, i guess it is more inconvenience for you caused by my mod than the other way around
Re: New beta, known issues![message #194454] Tue, 19 August 2008 20:39 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
Don't be ridiculous. It's work but I'm having fun too.
I must admit, however, I get a eerie feeling when I turn from the news these days and go into the game.

Somewhat prophetic this mod. You should be congratulated for your geopolitical knowledge as well as your modding talents.

Pax
Re: New beta, known issues![message #194458] Tue, 19 August 2008 21:14 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
Funny enough trivia, there was a thread in the beginning of the RR development called "real life reference controversy" something like that

and i guess with the news of the last two weeks in our heads, in a hindsight, i ought to have listened to those who said keep the country completely fictional.

i get a bit of a bad feeling about it and hope people don't use my harmless piece of entertainment for whatever political arguments.

but then, i'm, cynical enough to say that this crisis will be over and a lot of people will forget fast.
Re: New beta, known issues![message #194517] Wed, 20 August 2008 18:54 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
Scorpion, I'm sorry I had an emergency at home and it may take a few hours before I can get the savegame to you.

After solving the memory problem (reinstalling the AV) I went back into the game at the Queen's den level. No queen, no bugs. I went back into the complex, got the debug (edge search) message and found it infested with bugs. When I had delt with them, there still was no exit. I then went back into the queen's lair and the bugs and queen were there. After dealing with them I could travel to the surfice. So the problem seems to be limited to when you go in and don't find the queen and would like to return to the surfice.

I'll get you the savegame ASAP. Sorry for the delay.

Pax
Re: New beta, known issues![message #194619] Fri, 22 August 2008 15:21 Go to previous messageGo to next message
Rhenus
Messages:2
Registered:June 2007
Location: no

I really like your mod, but right now it is not stable enough to use it with the ironman mode. And without its kinda boring. Is there any way to fix this? For example a lighter ironman, which allows saves during realtime but in combatzones? or an autosave function that saves every 5 rounds? Kinda annoying if you fight a battle and some of the last enemys cause the game to freeze and you have to do it all again
Re: New beta, known issues![message #194637] Fri, 22 August 2008 22:43 Go to previous messageGo to next message
the scorpion

 
Messages:1849
Registered:September 2004
Location: CH
isn't there such an autosave function already? anyone know how to operate it? options.ini?
Re: New beta, known issues![message #194650] Fri, 22 August 2008 23:54 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
I found it annoying , continually breaking the mood of an attack , by constantly saving , very quickly switched it off !


Re: New beta, known issues![message #194688] Sat, 23 August 2008 17:45 Go to previous messageGo to next message
Marlboro Man

 
Messages:1268
Registered:October 2005
Location: USA
Auto Save works great. Saves you alot of headaches sometimes. You turn it on and off in the main preferences area. It saves in 2 places called autosave. You don't see them listed in the load game screen, but in order to load either one of them you have to go to the load game screen and hit either "Alt-A or Alt-B. Each time it autosaves it alternates between the 2, between the very last autosave and the one prior to it.

@ Lockie

It only takes a second to autosave. And is faster than you can hit Alt-S to quicksave. Wink


Re: New beta, known issues![message #194713] Sat, 23 August 2008 23:23 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
yeah , but ALL the time ?? :wrysmiley:


Re: New beta, known issues![message #194722] Sat, 23 August 2008 23:55 Go to previous messageGo to next message
Marlboro Man

 
Messages:1268
Registered:October 2005
Location: USA
Well that's what "Autosave" does. It saves at the end of your turn. Plus it frees you up from the dreaded save game bug. You keep hitting quicksave or quickload all the time you will eventually get that bug. The less you use those 2 save options the better.


Re: New beta, known issues![message #194835] Mon, 25 August 2008 04:27 Go to previous messageGo to next message
Pax

 
Messages:16
Registered:July 2008
I just came back from M10. Scorpion, you a one demented dude. Smile
Haven't had so mch fun since I picked up JA1 years and years ago.

Bravo!

Pax
Re: New beta, known issues![message #202350] Mon, 24 November 2008 02:25 Go to previous messageGo to next message
dbonar

 
Messages:52
Registered:June 2006
Just downloaded the patch after a long while away from RR. Using the 2322 exe I get a run time error in the drop zone whenever I kill an enemy. Testing shows that it is not connected to the new invetory system. The error does not occur using b17 exe. I haven't tried the b22 exe. Is there any problem playing the newest version with the b17 exe? Or any way to remove the run time error?

[Updated on: Mon, 24 November 2008 02:35] by Moderator

Re: New beta, known issues![message #202404] Mon, 24 November 2008 19:29 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
use the 2124 exe . there are problems with B17 exe .


Re: New beta, known issues![message #204160] Tue, 16 December 2008 02:52 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Is there a "new" version of the RR download on the site http://www.kermi.pp.fi/ja2/, in the /index of/JA2/scorpion? The index shows the file was "last updated" on 13 Dec 08. Can anyone confirm that this really is a new version? Or does it mean simply that the file was added to the index on 13 Dec 08? Anyone have more information on this? I downloaded the file to check the filesize for a clue, but it's 350,453 Kb winzip, same as before. Thanks.

[Updated on: Tue, 16 December 2008 04:30] by Moderator

Re: New beta, known issues![message #204362] Thu, 18 December 2008 23:28 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Doubt very much it's anything "new" , probably just added to file , maybe kermi can enlighten us . BTW , only slight annoyance in RR is it's rare to get / find LBE gear , and BR's seem to always be out of those items .


Re: New beta, known issues![message #204375] Fri, 19 December 2008 03:08 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
What about theft? Stealing LBE gear possible?


Re: New beta, known issues![message #204407] Fri, 19 December 2008 15:28 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Dont like playing with drop all , so maybe theft is an option , seemed odd , that's all . :whoknows:


Re: New beta, known issues![message #204421] Fri, 19 December 2008 17:02 Go to previous messageGo to previous message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
Works for me in normal 1.13 Smile


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