Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #327267] Mon, 28 October 2013 14:40 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

I dunno what happen again but i found a bug(again):After capturing a drassen after cutscenes and after wining defending battle vs enemy,enemy stop attacks on me.in early version of mod enemy made often attacks(during 1 day there is can be 2-4 attacks on sectors)but now if i had only city militia(2o militia\regulars not elites)enemy no attack me.Is any chance if with option Aggressive_Strategic_Ai in ja2_option.ini.Enemy will attack my sectors even he has not chance at all to win?

Checked with 6520 and 6534 versions of exe.Plus tryed with mod(AFS,Overhaul)on standart maps and on WF maps.

[Updated on: Mon, 28 October 2013 14:58] by Moderator

Re: BUGZILLA report all bugs here![message #327274] Mon, 28 October 2013 17:23 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
latest svn
6534 exe.
1366x768 resolution
Started new game, and this bug appears when trying to create IMP and it is not critical because it disappears as soon as I go to map view

http://s019.radikal.ru/i610/1310/1e/635ceb945ffc.jpg


the other bug with "personnel manager"
if more than 4 skills/traits are used - skill and merc backgroung text are messed up
http://s017.radikal.ru/i419/1310/45/549fd6f1832a.jpg

[Updated on: Mon, 28 October 2013 17:34] by Moderator

Re: BUGZILLA report all bugs here![message #327277] Mon, 28 October 2013 19:59 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
I can confirm the bug. there also seems to be a minor bug if you hover the mouse over the drop down lists and the tooltip appears. the tooltips are repeated a few times.


Re: BUGZILLA report all bugs here![message #327278] Mon, 28 October 2013 20:04 Go to previous messageGo to next message
silversurfer

 
Messages:2762
Registered:May 2009
Parkan
I dunno what happen again but i found a bug(again):After capturing a drassen after cutscenes and after wining defending battle vs enemy,enemy stop attacks on me.in early version of mod enemy made often attacks(during 1 day there is can be 2-4 attacks on sectors)but now if i had only city militia(2o militia\regulars not elites)enemy no attack me.Is any chance if with option Aggressive_Strategic_Ai in ja2_option.ini.Enemy will attack my sectors even he has not chance at all to win?

Checked with 6520 and 6534 versions of exe.Plus tryed with mod(AFS,Overhaul)on standart maps and on WF maps.


I play with the following settings and Deidranna doesn't stop bugging me:

AGGRESSIVE_STRATEGIC_AI = 2
NEW_AGGRESSIVE_AI = TRUE

Re: BUGZILLA report all bugs here![message #327279] Mon, 28 October 2013 20:11 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

I am always play with such settings and on INSANe difficulty,but enemy attack me only after dedirana cutscenes.Really something weird happen.
Re: BUGZILLA report all bugs here![message #327296] Tue, 29 October 2013 07:25 Go to previous messageGo to next message
Asthner

 
Messages:44
Registered:August 2010
Location: Poland, Lodz
Found a crash bug
Re: BUGZILLA report all bugs here![message #327306] Tue, 29 October 2013 17:47 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
exe 6534 with GameDir 1845:

I could reproduce the bug in my mod, both with the cleaning kit and the rifle sling. It could be because they have both the tag 1< (that's also the reason why they don't show up in the pop-up selection menu). Interestingly i couldn't reproduce it with the rod 'n spring, also hidden (maybe because of the skill check?).

In stock 1.13 the gun cleaning kit can't be attached to weapons at all, but repeating the whole procedure with the trigger group (also hidden + no skill check) lead to the same black screen.
Re: BUGZILLA report all bugs here![message #327320] Tue, 29 October 2013 23:10 Go to previous messageGo to next message
Asthner

 
Messages:44
Registered:August 2010
Location: Poland, Lodz
I wasn
Re: BUGZILLA report all bugs here![message #327333] Wed, 30 October 2013 10:10 Go to previous messageGo to next message
Buggler

 
Messages:210
Registered:November 2009
[color:#666666]SOLDIER_PROFILES_ENEMY = TRUE bug
Tanks will frequently spawn as soldiers instead when SOLDIER_PROFILES_ENEMY = TRUE (e default value)

To reproduce:
- Do a first-time entry to sector M3/M4/M5 OR
- Reloading maps with tanks in editor.

P.S. switch e option off to play against tanks[/color]

[color:#3333FF]Rubbed e genie lamp in e right way. Immediate fix in r6541 by silversurfer.[/color]

Edit:
There was some excellent discussion/discoveries (a few pages back) on improving the JSD structure definition.
Any progress since then? Smile

[Updated on: Wed, 30 October 2013 14:32] by Moderator

Re: BUGZILLA report all bugs here![message #327335] Wed, 30 October 2013 12:43 Go to previous messageGo to next message
silversurfer

 
Messages:2762
Registered:May 2009
Asthner
Found a crash bug

Re: BUGZILLA report all bugs here![message #327338] Wed, 30 October 2013 13:46 Go to previous messageGo to next message
silversurfer

 
Messages:2762
Registered:May 2009
Buggler
SOLDIER_PROFILES_ENEMY = TRUE bug
Tanks will frequently spawn as soldiers instead when SOLDIER_PROFILES_ENEMY = TRUE (e default value)

To reproduce:
- Do a first-time entry to sector M3/M4/M5 OR
- Reloading maps with tanks in editor.

P.S. switch e option off to play against tanks

Fixed in revision 6541. Tanks will not be overwritten anymore by enemy/militia profiles. Yeah, I know - we don't have militia tanks... Wink


Buggler

There was some excellent discussion/discoveries (a few pages back) on improving the JSD structure definition.
Any progress since then? Smile

No. Haven't played much with the changed body structures so I can't provide substantial feedback.

Re: BUGZILLA report all bugs here![message #327344] Wed, 30 October 2013 21:14 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
E1vS
latest svn
6534 exe.
1366x768 resolution
Started new game, and this bug appears when trying to create IMP and it is not critical because it disappears as soon as I go to map view

http://s019.radikal.ru/i610/1310/1e/635ceb945ffc.jpg
Fixed in r6542.


Re: BUGZILLA report all bugs here![message #327347] Wed, 30 October 2013 23:06 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
RoWa21
I can confirm the bug. there also seems to be a minor bug if you hover the mouse over the drop down lists and the tooltip appears. the tooltips are repeated a few times.


Should be fixed in revision 6545 (by Flugente)


Re: BUGZILLA report all bugs here![message #327435] Fri, 01 November 2013 12:20 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

There is something wrong goes with camouflage bonuses from armor and LBE vests.Examples:
1.We have Armor(example Kevlar Field ops Vest)it add 20% to Wood camo,and we have LBE gear it adds 5% of wood camo.There is must be 25% at all of camo on merc,but it is only 5%.
2.If merc wear armor with Urban camo bonus(SWAT armor or something else)and LBE gear with wood camo bonus-their camo bonuses work normal(20+5=25%)
3.If merc have urban armor and LBe with urban camo-their bonuses work fine

Summary-There is glitches in work of Wooden camo bonuses.Is it possible to fix?Such troubles occur very long time(even tried to play with older version of mods like AIMNAs 5176 where a lot armor with camo bonuses and wood camo work not good,but other work normal)



Maybe it will be sound like a request,but i want to ask:Is there somebody still play with old inventory system?I am asking this because in 1.13 mod there is additional armors in items but they for old inventory.Playing with WF maps(reworked by silversurfer)with new inventory system sometimes i can find on maps armors that works for OLD inventory(but they can be equiped by mercs if player still play with New inventory system).My questions is:Maybe to made all those armors for New inventory?(remade armor bonuses\camo bonuses on them too)

[Updated on: Fri, 01 November 2013 12:28] by Moderator

Re: BUGZILLA report all bugs here![message #327436] Fri, 01 November 2013 12:43 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3705
Registered:July 2009
Working as intended, LBE covers the vest and overrides its camo. The different camos adding up is a minor glitch.


Re: BUGZILLA report all bugs here![message #327439] Fri, 01 November 2013 12:59 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

if it work as intended,how player can rise his camo to maximum without using camo kits?Ghillie kits are for Old inventory not for new.
Re: BUGZILLA report all bugs here![message #327443] Fri, 01 November 2013 13:37 Go to previous messageGo to next message
E3245

 
Messages:46
Registered:August 2013
Can someone test these two bugs that I found? I'm pretty sure it's mod related from the INI changes, but I'm just making sure.

1) Game Crashes if I look at the results email after creating an IMP character. Specifically, when I look at how racist/sexist the IMP character really is.

2) Runtime Error on the AIM website when displaying inventory. Says "Number of VObject [163] is smaller than the requested index [166]. It is caused by an INI change, but I'm not sure which setting was it.
Re: BUGZILLA report all bugs here![message #327452] Fri, 01 November 2013 16:44 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
Parkan
if it work as intended,how player can rise his camo to maximum without using camo kits?Ghillie kits are for Old inventory not for new.

Depending on the mod you're using there are attachments to armour adding to LBE's camo value and thus to total camo value; like camo helmet cover, ghillie pants and shirts.
If looking for them in XML editor, don't look in "armour" section (those are the ones for OIV you mentioned) but in "misc" as they are attachments to helmets/vests/pants.

E3245
Can someone test these two bugs that I found? I'm pretty sure it's mod related from the INI changes, but I'm just making sure.

Wouldn't it be wise then to tell the mod you're using and which version of 1.13 and such? Wink
Re: BUGZILLA report all bugs here![message #327453] Fri, 01 November 2013 17:33 Go to previous messageGo to next message
silversurfer

 
Messages:2762
Registered:May 2009
E3245
Can someone test these two bugs that I found? I'm pretty sure it's mod related from the INI changes, but I'm just making sure.

1) Game Crashes if I look at the results email after creating an IMP character. Specifically, when I look at how racist/sexist the IMP character really is.

2) Runtime Error on the AIM website when displaying inventory. Says "Number of VObject [163] is smaller than the requested index [166]. It is caused by an INI change, but I'm not sure which setting was it.

Can't reproduce any of them. I used exe 6551 with GameDir 1853 for testing.

Re: BUGZILLA report all bugs here![message #327454] Fri, 01 November 2013 17:36 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

I am saying right now about only 1.13 stock mod,not about item mod like AFS(AFS has no trouble with that).In misc section there is Ghillie stuff,but i did not see them during game(they appear too late in BR and not appear on the enemy).
Re: BUGZILLA report all bugs here![message #327542] Sun, 03 November 2013 12:11 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

Again found a bugs with ammo.Some ammo has wrong types like:wrong magazine or crate,wrong ammunition capacity and etc.There is a lot of problems there.
Re: BUGZILLA report all bugs here![message #327559] Sun, 03 November 2013 19:01 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
in r6554 was messing with these:

Brief: //dnl ch75
- More map editor fixes and map inventory pool performance improvement for big maps.
Details:
- Fix not showing expected messagebox on exit (ALT+x) which also throw exception and goes to improper mapeditor exit.
- Fix second annoying sticky message which shouldn't popup during map loading and performing RemoveProhibitedAttachments.
- Fix CTD when delete all enemies or civilians or all of them in map.
- Fix some std exception when reporting for missing optional xml file.
- Fix memory and map corruption in old mapeditors if loaded old map has item with invalid attachment and we try to attach something else.
- As years ago pInventoryPoolList had migrated from WORLDITEM* array to std::vector it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed.
- Resize code for gWorldItems is changed hoping will lead into less corruption problems as now could occur in mapeditor and game when code automatically doing attachment changes.
- Change code for handling map inventory which now should be fast enough to support AIMNAS project which will probably deal with thousands of items per map.

As this update contains quite a lot of changes regarded with map inventory pool handling,... losing or gaining stuff should be reported immediately :crazy:
Now will continue with mapeditor bugs so write here if find some problems related to maps editing.
Re: BUGZILLA report all bugs here![message #327560] Sun, 03 November 2013 19:32 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
it is not really a bug but still if anyone can fix this that will be great:
1) when you turn on Fast AI turns or do it manually - important combat messages in tactical view about direction of sounds dissappear fast and you cannot read them.

Temporary solution I think will be making messages stay longer.
Re: BUGZILLA report all bugs here![message #327572] Sun, 03 November 2013 22:20 Go to previous messageGo to next message
Moa

 
Messages:58
Registered:September 2013
Kriplo
in r6554 was messing with these:
migrated from WORLDITEM* array to std::vector it was time to do that with gWorldItems too, all necessary functions which need to be adopted to gWorldItems std::vector type are also changed.


on debug build getting 3 different Assertions:
opening sector inventory: list erase iterator outside range
Toggle Spoiler

closing sector inventory: list insert iterator outside range
Toggle Spoiler

closing sector inventory (world loaded): list splice iterator outside range
Toggle Spoiler

Re: BUGZILLA report all bugs here![message #327577] Sun, 03 November 2013 23:12 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@Moa
Cannot reproduce any of those exceptions on savegame files I have.
Could you please provide more specific details about mode you play or send me savegame where those exception popup?
Re: BUGZILLA report all bugs here![message #327685] Wed, 06 November 2013 16:14 Go to previous messageGo to next message
Toma777

 
Messages:55
Registered:October 2013
Location: serbia
merc kaboom cant detect landmines
Re: BUGZILLA report all bugs here![message #327752] Thu, 07 November 2013 20:50 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
6553/1859

I just encountered 2 bugs.

1) Helicopter stuck, cannot order Skyrider to move, he says he is going to refuel, but do not fly anywhere.
2) I attacked enemy they agreed to surrender but message to send them to prison did not show up. however they all become "captured" but battle still going. I order my mercs to retreat, militia, that was present in sector won in autobattle


toma777
merc kaboom cant detect landmines


Maybe because of his low Wisdom stat?

[Updated on: Thu, 07 November 2013 20:51] by Moderator

Re: BUGZILLA report all bugs here![message #327753] Thu, 07 November 2013 20:54 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
2) Not necessarily a bug. Only enemies without profiles can surrender. Hostiles with profiles (like Mike or Warden) will still fight on.


Re: BUGZILLA report all bugs here![message #327754] Thu, 07 November 2013 20:59 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
Flugente
2) Not necessarily a bug. Only enemies without profiles can surrender. Hostiles with profiles (like Mike or Warden) will still fight on.


nope, I saw only red shirts in autobattle. As far as I know Mike will be shown as elite.
The battle was in E7 sector.

I will try to find autosave file and see if there was hostile with profile.
right above in D7 helicopter stuck.

edit,
found another save file, before entering the sector - enemy surrendered as usual.

[Updated on: Thu, 07 November 2013 21:06] by Moderator

Re: BUGZILLA report all bugs here![message #327755] Thu, 07 November 2013 21:00 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
In that case... where there bloodcats or hostile civilians? Enemies get sent to prison only if all hostilities have stopped.


Re: BUGZILLA report all bugs here![message #327756] Thu, 07 November 2013 21:09 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
Flugente
In that case... where there bloodcats or hostile civilians? Enemies get sent to prison only if all hostilities have stopped.


I do not remember civilian turn, but bloodcats were not there for sure.

unfortunately I did not save game during bug, and could not reproduce bug when entered sector again.

edit.

hm i just encountered again this bug. looks like it was because of enemy in dying state

[Updated on: Thu, 07 November 2013 23:17] by Moderator

Re: BUGZILLA report all bugs here![message #327781] Fri, 08 November 2013 13:56 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
I just recruited Dynamo and after that game started to crash (black screen).

6567/1859

here what I found in game log
*** Fri Nov 08 15:31:28 2013 ***
[ 104R2-YPAF3-E0TQ3-2N0YN-AC1BP ]

[58.1966] : ERROR : File : vobject.cpp
Line : 922
Location : BltVideoObjectToBuffer
No Source Object

Re: BUGZILLA report all bugs here![message #327782] Fri, 08 November 2013 14:16 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
E1vS
I just recruited Dynamo and after that game started to crash (black screen).

6567/1859

here what I found in game log
*** Fri Nov 08 15:31:28 2013 ***
[ 104R2-YPAF3-E0TQ3-2N0YN-AC1BP ]

[58.1966] : ERROR : File : vobject.cpp
Line : 922
Location : BltVideoObjectToBuffer
No Source Object



Can you upload a savegame right before you recruited dynamo


Re: BUGZILLA report all bugs here![message #327783] Fri, 08 November 2013 14:30 Go to previous messageGo to next message
Elvis_A

 
Messages:278
Registered:December 2012
Location: exUSSR
RoWa21


Can you upload a savegame right before you recruited dynamo


unfortunately No, however I can give save of end of the battle for Tixa.
http://rghost.ru/50023808

edit

I will try to replay it again and reproduce the bug

edit2
hmm. that is weird, I cannot reproduce it. Last time i send prisoners to D5, this time I just released them, and no bug is seen.

is there any chance to fix Helicopter bug? it is in the savegame.

edit 3.
Spectra Vest "eats" camo shirt, attachment disappears.

[Updated on: Fri, 08 November 2013 17:13] by Moderator

Re: BUGZILLA report all bugs here![message #327806] Sat, 09 November 2013 09:32 Go to previous messageGo to next message
sevenfm

 
Messages:2355
Registered:December 2012
Location: Russian Federation
Is this a bug?
When i plant mines, my mercs and militia remember them and they will avoid running through that tile, unless they are explicitly told to go there.
But after save/load, they forget it and start exploding (But ALT+SHIFT+V still shows planted mines after save/load).

Maybe this information should be saved too?

[playing with current svn gamedir/exe ]

[Updated on: Sat, 09 November 2013 09:44] by Moderator



Re: BUGZILLA report all bugs here![message #327807] Sat, 09 November 2013 11:27 Go to previous messageGo to next message
Toma777

 
Messages:55
Registered:October 2013
Location: serbia
what is then point of high explosive skil if he cant detect landmines, even merc with low explosive skill can flag landmine
Re: BUGZILLA report all bugs here![message #327808] Sat, 09 November 2013 12:02 Go to previous messageGo to next message
sevenfm

 
Messages:2355
Registered:December 2012
Location: Russian Federation
toma777
1) Putting blue flags on mines makes planting mines pointless, because enemy can see them.
2) Very often merc able to plant mine cannot detect it reliably (Barry for ex).

Fixing this (probably) bug will allow planting defensive mines and tripwire in sectors with militia.


Re: BUGZILLA report all bugs here![message #327811] Sat, 09 November 2013 12:57 Go to previous messageGo to next message
silversurfer

 
Messages:2762
Registered:May 2009
Sevenfm
Is this a bug?
When i plant mines, my mercs and militia remember them and they will avoid running through that tile, unless they are explicitly told to go there.
But after save/load, they forget it and start exploding (But ALT+SHIFT+V still shows planted mines after save/load).

My mercs did never ever try to avoid land mines that have been placed recently. If I tell them to go from A to B they will always take the shortest route and if a mine is in the way... *boom*
Only after loading a savegame they will detect them. Has always been this way as far as I know.


toma777
what is then point of high explosive skil if he cant detect landmines, even merc with low explosive skill can flag landmine

High explosives skill has nothing to do with experience and paying attention to suspicious stuff. Detecting mines requires (in order of importance):
1. Experience
2. Wisdom
3. Explosives Skill

Kaboom lacks the first two which are most important.


Sevenfm
toma777
2) Very often merc able to plant mine cannot detect it reliably (Barry for ex).

Mercs with Demolitions trait are so damn good in hiding their evil work that they sometimes can't even find it anymore themselves. The description of the trait is a bit misleading because it says that only the enemy will have more problems finding the trap. Actually the trap level counts for the trap and it doesn't care if the searching character is enemy or not. It could be implemented this way that mercs get a bonus to find their own traps but I don't think that this is a good idea. Right after we planted a trap we still know where we put it but a week after we won't remember exactly where we placed our traps.
Give the merc a metal detector and he should be able to find most traps.

Re: BUGZILLA report all bugs here![message #327812] Sat, 09 November 2013 13:26 Go to previous messageGo to next message
sevenfm

 
Messages:2355
Registered:December 2012
Location: Russian Federation
Quote:

My mercs did never ever try to avoid land mines that have been placed recently.


My experience with this is completely different. Just tested with r6567.
Mercs and militia ALWAYS avoid recently planted mines.
And after save/load (or leaving sector) they completely forget about them.

UPDATE:
Problem was with MAP_ELEMENT->uiFlags (MAPELEMENT_PLAYER_MINE_PRESENT) not saved as MODIFY_MAP.

[Updated on: Sat, 09 November 2013 17:02] by Moderator



Re: BUGZILLA report all bugs here![message #327814] Sat, 09 November 2013 14:49 Go to previous messageGo to previous message
Toma777

 
Messages:55
Registered:October 2013
Location: serbia
Ok, thank you!
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