Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #327807] Sat, 09 November 2013 11:27 Go to previous messageGo to next message
Toma777

 
Messages:57
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:1934
Registered:December 2012
Location: Soviet Russia
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:2601
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:1934
Registered:December 2012
Location: Soviet Russia
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 next message
Toma777

 
Messages:57
Registered:October 2013
Location: serbia
Ok, thank you!
Re: BUGZILLA report all bugs here![message #327858] Sun, 10 November 2013 16:17 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Minor UDB bug.In UDB advanced tab tag is displayed as percentage i.e. 120 displays 120% range bonus (in the general tab it shows correct range as +12 bonus) while displays nothing.
Re: BUGZILLA report all bugs here![message #327922] Mon, 11 November 2013 10:01 Go to previous messageGo to next message
sevenfm

 
Messages:1934
Registered:December 2012
Location: Soviet Russia
Found strange throwing behavior while experimenting with attached explosives.
Attaching something to grenade makes it heavier, so you should not be able to throw it as far as before the attachments, and red aim shows decreased range.
But you can still throw grenade at full distance.

So i think at some point weight added from attachments is not added.


Re: BUGZILLA report all bugs here![message #327938] Mon, 11 November 2013 14:46 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
In save06 - there is bug and it is possible to see through the wall(or roof?)in Alma warehouse sector.

http://rghost.ru/50094494

There is still bugs with attachments to Spectra vest. Can anybody look at them?
now the problem with attachment is gone.

[Updated on: Mon, 11 November 2013 14:50] by Moderator

Re: BUGZILLA report all bugs here![message #327977] Tue, 12 November 2013 00:04 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
I'm sorry for my English.
There is a problem with Spooky.
I press 'Shift + R'...
But he did not reload his weapon (in real time mode).
(To see screen):
http://img11.hostingpics.net/pics/969914spooky.jpg
Thanks.
Regards.

PS: (no combat)
English version...
Patch: SCI_Unstable_Revision_6553_on_GameDir_1854.7z

[Updated on: Tue, 12 November 2013 00:16] by Moderator

Re: BUGZILLA report all bugs here![message #327978] Tue, 12 November 2013 00:23 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
@hrvg

Shift+R will reload all mercs weapons but only in tactical screen, not in map inventory.
Re: BUGZILLA report all bugs here![message #327981] Tue, 12 November 2013 00:46 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi Kriplo,
Yes, I know, It's very hard for me to write English explain (I'm sorry).
I show that there is ammunition in the inventory sector ...
Spooky does not reload his weapon (Sniper rifle only).

[Updated on: Tue, 12 November 2013 00:55] by Moderator

Re: BUGZILLA report all bugs here![message #327984] Tue, 12 November 2013 01:42 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
It comes from rifle 'Erma SR-100' or other guns (perhaps)...
Because it is the same with other mercenaries.
(To see screen).

http://img11.hostingpics.net/pics/532169spooky1.jpg
Re: BUGZILLA report all bugs here![message #327991] Tue, 12 November 2013 04:21 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
The problem is that the gun has no ammo left so the game cannot compare ammo type with magazines in sector inventory. Since it can't find a matching ammo type it will not reload.
This problem happens with all guns that are empty.

Re: BUGZILLA report all bugs here![message #328002] Tue, 12 November 2013 12:58 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
I tested the reload issue again and this is not a bug.

When you shoot the gun empty it will remember which type of ammo was the last used type. Shift + R works in that case. If you find an empty gun or unload the gun manually the ammo type is not set (the 0 is grey) and the game can't possible read your mind to know what type of ammo you want.

Re: BUGZILLA report all bugs here![message #328018] Tue, 12 November 2013 14:42 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
silversurfer
I tested the reload issue again and this is not a bug.

When you shoot the gun empty it will remember which type of ammo was the last used type. Shift + R works in that case. If you find an empty gun or unload the gun manually the ammo type is not set (the 0 is grey) and the game can't possible read your mind to know what type of ammo you want.

Wouldn't it make more sense to load standard ammo of given calibre instead of nothing then?
Re: BUGZILLA report all bugs here![message #328024] Tue, 12 November 2013 15:33 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
Sam_Hotte

Wouldn't it make more sense to load standard ammo of given calibre instead of nothing then?

What is standard ammo? The first we can find? No thanks, I rather decide myself what ammo I want to use and I think that other players should not be THAT lazy to load their guns at least ONCE.
edit: After all this feature is called "Reload" and that requires some ammo to be in the gun before.

[Updated on: Tue, 12 November 2013 15:47] by Moderator


Re: BUGZILLA report all bugs here![message #328025] Tue, 12 November 2013 15:57 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
silversurfer
Sam_Hotte

Wouldn't it make more sense to load standard ammo of given calibre instead of nothing then?

What is standard ammo?

The all purpose, not very specialized one? Ball (grey) for the smaller rounds or FMJ/AP (red) for rifle cartridges?

Quote:
The first we can find? No thanks, I rather decide myself what ammo I want to use and I think that other players should not be THAT lazy to load their guns at least ONCE.

I prefer deciding myself as well - that's why I hardly use shortcuts to reload. But I wouldn't impose my style and preference to others.
And i'd think that on using the shortcut to reload everyone, players would prefer even the first type of ammo to be found to nothing in a gun that for whatever reason has been "undecided" yet.
YMMV.
Re: BUGZILLA report all bugs here![message #328028] Tue, 12 November 2013 16:43 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
Sam_Hotte

The all purpose, not very specialized one? Ball (grey) for the smaller rounds or FMJ/AP (red) for rifle cartridges?

That's what I mean. There is no standard ammo. AP is hardly standard for me. It's expensive armor piercing ammo. FMJ is not AP although it is used like that in JA2 at the moment... Anybody can have his own preference.

So instead of wasting developer time to program some "Hmm, I think this could be how you want it function" how about the player just uses the feature like it is designed? One click to load the gun one time is hardly that much to ask for.

Sorry, if I sound upset but I think we spend more than enough time for important stuff already without the need for pampering the players any more and add useless automation stuff.

Re: BUGZILLA report all bugs here![message #328049] Tue, 12 November 2013 22:46 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
silversurfer
I tested the reload issue again and this is not a bug.

When you shoot the gun empty it will remember which type of ammo was the last used type. Shift + R works in that case. If you find an empty gun or unload the gun manually the ammo type is not set (the 0 is grey) and the game can't possible read your mind to know what type of ammo you want.

Hi,
If I understood well.
'SHIFT + R': Do not reload an empty weapon and without ammunitions from mercs' inventory.
But...
I press once on 'SHIFT + R': Reload empty weapon with ammunitions from mercs' inventory.
I press second on 'SHIFT + R': Fills weapon with ammunitions from sector inventory.
If, merc does not have ammunition in his inventory... He must take ammunition from sector inventory?
It is correct?
Thank you for your reply.
Regards.

PS:
I apologize for this inconvenience.
Re: BUGZILLA report all bugs here![message #328055] Tue, 12 November 2013 23:26 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
The game first tries to reload the gun from sector inventory. It searches for the same ammo type that is in the gun or was in the gun before the last bullet was fired.
If it can't find matching ammo it checks the characters inventory. If your character has ammo with him the game uses that. After all you supplied your merc with that particular ammo so it's obvious that you want him to use that.
Now that the gun has an ammo type it can compare it to sector inventory and reload more bullets if the clip is not full yet.

Re: BUGZILLA report all bugs here![message #328064] Wed, 13 November 2013 02:05 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi silversurfer,
Thank you for your explanations.
Thank you.
I beg you to accept my apologies for my mistake.
Regards.
Re: BUGZILLA report all bugs here![message #328076] Wed, 13 November 2013 10:11 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
No need to apologize. Some functionality is sometimes hard to understand without looking at the code.
Which reminds me of some bug report on Jaggzilla about reloading. Maybe that was about the same thing. Have to check... Very Happy

Re: BUGZILLA report all bugs here![message #328151] Thu, 14 November 2013 15:04 Go to previous messageGo to next message
John_5696

 
Messages:38
Registered:November 2009
Location: Mainland China
Bug report:
I happened to start a game with "Merc Story Background" unchecked, and then I created an I.M.P. merc, when I finished the "Skill" part, "Attribute" part remained gray so it was impossible to create IMP with Merc Story Background unchecked.
I tried it on Depri's v6553 and my Chinese v6598 builds, this problem remains the same. So it probably is a bug.

Thanks, buggler, this problem is fixed in a very short time!

[Updated on: Fri, 15 November 2013 04:08] by Moderator

Re: BUGZILLA report all bugs here![message #328172] Thu, 14 November 2013 20:55 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
John_5696
Bug report:
I happened to start a game with "Merc Story Background" unchecked, and then I created an I.M.P. merc, when I finished the "Skill" part, "Attribute" part remained gray so it was impossible to create IMP with Merc Story Background unchecked.
I tried it on Depri's v6553 and my Chinese v6598 builds, this problem remains the same. So it probably is a bug.
Fixed by Buggler in r6599. He also fixed that "Prev"/"Next"/"None" issue you reported earlier.


Re: BUGZILLA report all bugs here![message #328236] Sat, 16 November 2013 19:16 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
Gambigobilla
Minor UDB bug.In UDB advanced tab tag is displayed as percentage i.e. 120 displays 120% range bonus (in the general tab it shows correct range as +12 bonus) while displays nothing.

Fixed in revision 6613. This exe requires minimum GameDir 1873!

Re: BUGZILLA report all bugs here![message #328296] Mon, 18 November 2013 14:29 Go to previous messageGo to next message
John_5696

 
Messages:38
Registered:November 2009
Location: Mainland China
Bug report: (as of r6618)

When purchasing BR items, only using keyboard 1,2,3,4 (or Shift + 1,2,3,4) will not refresh "Qty on order" in the top-right corner of item pic, and in addition, "Sub Total" in the down-right screen will not refresh either. It is doing all right when using only mouse button.

I tested this on English r6613, repeatable in Chinese r6618. This is not a problem in former reversions.
Re: BUGZILLA report all bugs here![message #328308] Mon, 18 November 2013 22:03 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
John_5696
Bug report: (as of r6618)

When purchasing BR items, only using keyboard 1,2,3,4 (or Shift + 1,2,3,4) will not refresh "Qty on order" in the top-right corner of item pic, and in addition, "Sub Total" in the down-right screen will not refresh either. It is doing all right when using only mouse button.

I tested this on English r6613, repeatable in Chinese r6618. This is not a problem in former reversions.


This was just fixed by Buggler in revision 6625.


Re: BUGZILLA report all bugs here![message #328324] Tue, 19 November 2013 01:29 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
UI bug for latest SVN.

Enchanced description box is glitched for weapons: M1 Carbine, Colt M1911, there may be others. The background is shifted and ammo count in sector inventory has black color.


More pressing error: an IMP gets randomly removed from a group and game crashes. Putting her to sleep removes her from the map completely, moving sectors dosent fix anything and game crashes, I have save just before it happens.

[Updated on: Tue, 19 November 2013 01:31] by Moderator

Re: BUGZILLA report all bugs here![message #328331] Tue, 19 November 2013 11:14 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
Taro
UI bug for latest SVN.

Enchanced description box is glitched for weapons: M1 Carbine, Colt M1911, there may be others. The background is shifted and ammo count in sector inventory has black color.

You are using WF maps? This problem has nothing to do with the latest SVN data. It's related to items that are placed on WF maps and are loaded with ammo that doesn't exist in JA2 data. The ammo existed in AIMNAS however where these maps come from. If you unload the gun the UDB box shows normally. I haven't had the time to look up that part of the code and implement a fix to make the game ignore the missing ammo type.


Taro

More pressing error: an IMP gets randomly removed from a group and game crashes. Putting her to sleep removes her from the map completely, moving sectors dosent fix anything and game crashes, I have save just before it happens.

I have that problem too sometimes. It always happened after Alt+Tabbing out of JA2 and coming back in the game. Alt key hangs at that time (if you forget to touch it) and when pressing another key (unfortunately don't know which one) kicks the character out of the group internally.
It can easily be fixed by reassigning the character to another group and back.
Would be nice to know which key combination causes it though so we can fix the code to ignore that combination.

Re: BUGZILLA report all bugs here![message #328333] Tue, 19 November 2013 12:13 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
L, Z, PgUp,PgDwn, R, S, D, F, shift, control. These are the keys I used the most. If all fails we could just do this the hard way and start testing alt+every key.

Thanks about the tip on WF weapons, loading them with a 1.13 ammo fixes everything.

BTW: Is there any log of changes for SVN version? The SCI have them and Im just curious on what changes have been made to SVN I just downloaded.

[Updated on: Tue, 19 November 2013 12:17] by Moderator

Re: BUGZILLA report all bugs here![message #328334] Tue, 19 November 2013 12:22 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Where do you think I get those logs from? Wink
RMB->SVN->Show Logs or something along those lines.


Re: BUGZILLA report all bugs here![message #328335] Tue, 19 November 2013 13:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
DepressivesBrot
Where do you think I get those logs from? Wink

Because ...
https://www.youtube.com/watch?feature=player_detailpage&v=xToPCaNxaow#t=259
? Wink
SCNR.

[Updated on: Tue, 19 November 2013 14:13] by Moderator

Re: BUGZILLA report all bugs here![message #328337] Tue, 19 November 2013 14:51 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
No, I use a turtle farm for that.


Re: BUGZILLA report all bugs here![message #328383] Wed, 20 November 2013 21:15 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

svn 1873/6615: rocket launcher are useless,game going to crash,i must shut down it manualy from win task manager
Re: BUGZILLA report all bugs here![message #328387] Wed, 20 November 2013 22:02 Go to previous messageGo to next message
sevenfm

 
Messages:1934
Registered:December 2012
Location: Soviet Russia
Quote:
svn 1873/6615: rocket launcher are useless,game going to crash,i must shut down it manualy from win task manager

This happens only with LAW (item 51). RPG's work fine.
This bug appeared somewhere between r6446 and r6471.
With latest 6537 it sometimes does not crash the game, but instead fires at zero range, hitting the soldier.

[Updated on: Wed, 20 November 2013 22:50] by Moderator



Re: BUGZILLA report all bugs here![message #328393] Wed, 20 November 2013 23:15 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
Quote:
You are using WF maps? This problem has nothing to do with the latest SVN data. It's related to items that are placed on WF maps and are loaded with ammo that doesn't exist in JA2 data.


It seems that there is more problems then just ammo. Weapons placed on WF maps are incompatible with attachments. If you attach something you get sound, but attachment is removed. eg. a match sight I found in Omerta fit correctly on Glock 17 my IMP had, but it got deleted from the game when I tried to place it on M1911 I found in sector. Or 2x scope when I tried to place it on Ithaca 37 or on Type 85.

The thing is I remember things working correctly before. So this isnt a small bug, it renders WF maps pretty broken right now.

[Updated on: Wed, 20 November 2013 23:19] by Moderator

Re: BUGZILLA report all bugs here![message #328395] Wed, 20 November 2013 23:37 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
@taro
I've got exactly the same bug while playing with Storhmann's overhaul + AR + r6567 I thought it was a bad installation. For a temporary solution i created item transformations to recreate item itself. For example i had problems with SVD which is item 18

	
		18
		18
		15
		0
		deglitch
		deglitch
	

Newly created items did not have that problem. Also the bug is not limited to weapons TNT, steel tube and several other items suffered from this bug. I can't provide a savegame bc i rage-deleted the game a week ago Very Happy
Re: BUGZILLA report all bugs here![message #328397] Thu, 21 November 2013 01:31 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
Hey, this would mean that it is possible to fix any item using a source code to transform any picked up item. This would restore compatibility with other mods.

The question is: what will break then? How much work will it take? Is there any better way to fix it?

This is a big issue right now as this completely breaks any map mods.

[Updated on: Thu, 21 November 2013 13:07] by Moderator

Re: BUGZILLA report all bugs here![message #328449] Fri, 22 November 2013 20:17 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
Sevenfm
Quote:
svn 1873/6615: rocket launcher are useless,game going to crash,i must shut down it manualy from win task manager

This happens only with LAW (item 51). RPG's work fine.
This bug appeared somewhere between r6446 and r6471.
With latest 6537 it sometimes does not crash the game, but instead fires at zero range, hitting the soldier.

Wtf? The LAW was defined as item class IC_GUN!

Fixed in GameDir 1878.

For a quick fix without SVN change the following in Items.xml for item 51:
2

to
16

[Updated on: Fri, 22 November 2013 20:18] by Moderator


Re: BUGZILLA report all bugs here![message #328451] Fri, 22 November 2013 20:32 Go to previous messageGo to previous message
sevenfm

 
Messages:1934
Registered:December 2012
Location: Soviet Russia
Found strange bug.
Take TNT (137), attach remote det (224 or 1527), arm remote tnt in inventory.
Then throw it somewhere or drop.
Then blow it up using remote trigger. After explosion you can see that item is removed from the ground, but ALT+SHIFT+V still shows RED square, and you can blow this invisible tnt as many times as you want.
Under some circumstances this can crash the game.

If you just plant remote tnt as usual, with "bomb" cursor - then this bug does not happen.

Tested with r6232, r6614

EDIT: fixed

[Updated on: Tue, 26 November 2013 08:15] by Moderator



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