Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #328466] Sat, 23 November 2013 12:11 Go to previous messageGo to next message
silversurfer

 
Messages:2612
Registered:May 2009
There is some big bug about world item handling in the code at the moment which could also be related to the attachments not working. It looks like all items above ID 350 are removed from maps when saving them with the current editor.

I already contacted Kriplo because I suspect it to be related to optimizations that he did for debugging speed improvements.

DON'T use the current editor!
edit: The current Map Editor will remove all items > Item ID 350 if the map is saved as vanilla map. Please uncheck "Save in vanilla map format" after you load a map that was saved in the old format.

[Updated on: Mon, 25 November 2013 10:08] by Moderator


Re: BUGZILLA report all bugs here![message #328480] Sat, 23 November 2013 22:13 Go to previous messageGo to next message
Parkan

 
Messages:451
Registered:April 2010
Location: Russia,Sevastopol

I need some info about Strategic Ai if someone can help me.I cannot understand which changes or options what i made broke AI.Sometime after taking 1-2 sectors of 1 town(example-Drassen)enemy stop attacking me even i have only 4 mercs in sector plus 20 regular militia(playing on INsane difficulty with Agressive Ai= on and other Massive attacks options on and i have no mobile militia at all),but enemy stop me attack.it is became boring.So, is there any info about strategic AI or tips to how made AI really mad(so enemy will always attack captured sectors by player).
Re: BUGZILLA report all bugs here![message #328485] Sun, 24 November 2013 00:43 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
LAW now works fine but rpgs(single serving) are not working, please fix it.

[Updated on: Sun, 24 November 2013 00:44] by Moderator

Re: BUGZILLA report all bugs here![message #328486] Sun, 24 November 2013 01:43 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
LAW (51) works.
RPG-26 (916), RPG-27 (917), RPO-M (918) - same problem as it was with LAW previously - usItemClass = 2.
After changing to 16, works fine.
RPG-7 (914), RPG-16 (915) - work fine with all 3 types of rockets.

Tested with r6641, gamedir 1878


Re: BUGZILLA report all bugs here![message #328491] Sun, 24 November 2013 11:35 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
Sevenfm
LAW (51) works.
RPG-26 (916), RPG-27 (917), RPO-M (918) - same problem as it was with LAW previously - usItemClass = 2.
After changing to 16, works fine.
RPG-7 (914), RPG-16 (915) - work fine with all 3 types of rockets.

Tested with r6641, gamedir 1878


can you upload a patch file with the fixed values


Re: BUGZILLA report all bugs here![message #328492] Sun, 24 November 2013 11:43 Go to previous messageGo to next message
silversurfer

 
Messages:2612
Registered:May 2009
Item class is now correct for the RPGs and the RPO. (GameDir 1880)

Re: BUGZILLA report all bugs here![message #328494] Sun, 24 November 2013 13:17 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
silversurfer
Item class is now correct for the RPGs and the RPO. (GameDir 1880)


thanks


Re: BUGZILLA report all bugs here![message #328524] Mon, 25 November 2013 10:11 Go to previous messageGo to next message
silversurfer

 
Messages:2612
Registered:May 2009
Kriplo informed me that the map editor problem with lost items only happens when the map is saved in old vanilla map format. I wasn't aware of that. So if you work with maps in old format make sure to uncheck "Save in vanilla format" before you save this map. Otherwise all items > Item ID 350 are lost!

Re: BUGZILLA report all bugs here![message #328551] Mon, 25 November 2013 21:37 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Unfortunatly the bug with random items remains even with exe 6641 on gamedir 1882:

If you don't save the map in vanilla map format and the random items haven't 268435456< (misc), they don't spawn the items in their lists properly.
Save them with vanilla map format unchecked and you end up with the plain random items, not the contents they should spawn. This happens regardless them having 268435456< (misc) or 1073741824< (random item).

So the map editor still isn't fully useable at the moment.
Re: BUGZILLA report all bugs here![message #328559] Tue, 26 November 2013 00:08 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
Taro

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.


r6652 should fix this problem.
Re: BUGZILLA report all bugs here![message #328573] Tue, 26 November 2013 10:27 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
This small patch fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards.

world items r6653 patch


Re: BUGZILLA report all bugs here![message #328575] Tue, 26 November 2013 14:02 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
thanks, committed


Re: BUGZILLA report all bugs here![message #328581] Tue, 26 November 2013 16:42 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
Quote:

r6652 should fix this problem.


It did, the attachments work on WF weapons correctly.

I found a strange bug: when I fired buckshot shell at the enemy the game just froze. I think that some taunt tried to fire up, but failed. The game froze both when I missed him and when I hit him, caused 2 critical wounds and made him fall down.

BTW: Those the eyeball/scope-with-no-number icon mean hipfire when choosing fire modes?

[Updated on: Tue, 26 November 2013 16:49] by Moderator

Re: BUGZILLA report all bugs here![message #328585] Tue, 26 November 2013 17:17 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
RoWa21
Last patch was added in wrong place.
New lines
Toggle Spoiler
should be inserted after
Toggle Spoiler
so the function should look like
Toggle Spoiler

Please fix it.
fixed world items patch r6654

[Updated on: Tue, 26 November 2013 17:23] by Moderator



Re: BUGZILLA report all bugs here![message #328587] Tue, 26 November 2013 19:17 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
@Sevenfm: Thanks, I corrected the fix


Re: BUGZILLA report all bugs here![message #328597] Wed, 27 November 2013 00:25 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
Strohmann
Unfortunatly the bug with random items remains even with exe 6641 on gamedir 1882:

If you don't save the map in vanilla map format and the random items haven't 268435456< (misc), they don't spawn the items in their lists properly.
Save them with vanilla map format unchecked and you end up with the plain random items, not the contents they should spawn. This happens regardless them having 268435456< (misc) or 1073741824< (random item).

So the map editor still isn't fully useable at the moment.


Doubt this is mapeditor problem, something is very wrong with those random items, whatever I try get results you described :sadyellow:

Also try cnagorneac random items from:
http://www.mediafire.com/download/aujcuiwp0ducooc/RandomEnemyGuns_release_1.0.rar
but nothnig happens random items remain random Sad
Re: BUGZILLA report all bugs here![message #328599] Wed, 27 November 2013 00:55 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
I ran into something really weird.

WF map, San Mona brothel, I have disarmed the alarm trap in back door of brothel and I went back to Angel to get the quest to get his girlfriend. When I got back I send merc back to brothel, he says the line when spotting trap and game just freezes, but animations and such keep going, but I lose cursor and keyboard. Something is wrong when putting blue flag or something. Nothing changes when using other merc, leaving or anything.
Re: BUGZILLA report all bugs here![message #328600] Wed, 27 November 2013 01:09 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
Taro
exe? gamedir? AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE?


Re: BUGZILLA report all bugs here![message #328603] Wed, 27 November 2013 01:52 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Kriplo
Doubt this is mapeditor problem, something is very wrong with those random items, whatever I try get results you described [.]

Testing with the latest release of my mod (where i know random items were working) and then upwards revisionwise:
  • exe 6520 on gamedir 1842: itemclass misc/save in vanilla format -> random item spawns listed items properly
  • exe 6520 on gamedir 1842: itemclass random item/save in vanilla format -> random item spawns listed items properly
  • exe 6520 on gamedir 1842: itemclass misc/don't save in in vanilla format -> random item spawns nothing
  • exe 6534: itemclass misc/save in vanilla format -> random item doesn't even appear on the map
  • exe 6534: itemclass misc/don't save in vanilla format -> random item spawns nothing
  • exe 6534: itemclass random item/save in vanilla format -> random item doesn't even appear on the map
  • exe 6534: itemclass random item/don't save in vanilla format -> random item spawns nothing
Changelog:
Toggle Spoiler

Too lazy to do more tests this late.

--
Edit: Ok, one last test^^, with exe 6567, the closest exe to the next change regarding maps (6554):

The problems are persisting, unchecking save in vanilla formats leads to no items appearing on the map at all and doing so leads to plain random items, not spawning the items on their lists.

Changelog:
Toggle Spoiler

[Updated on: Wed, 27 November 2013 02:39] by Moderator

Re: BUGZILLA report all bugs here![message #328604] Wed, 27 November 2013 02:34 Go to previous messageGo to next message
Taro_M

 
Messages:296
Registered:November 2008
exe: 6655
gamedir:1882

Game freezes with automatic flagging on and off. What is weird is that character dosent say thing about trap when standing or walking next to that trap. The game freezes only when you try to walk on top of the trapped square.
Re: BUGZILLA report all bugs here![message #328614] Wed, 27 November 2013 13:38 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
Taro
exe: 6655
gamedir:1882
Game freezes with automatic flagging on and off. What is weird is that character dosent say thing about trap when standing or walking next to that trap. The game freezes only when you try to walk on top of the trapped square.

Please try using this r6655 exe with latest fixes
I tested it with stock 1.13 and WF6.07, and was able to complete san mona angel's quest without any problems.
Toggle Spoiler


Re: BUGZILLA report all bugs here![message #328618] Wed, 27 November 2013 14:34 Go to previous messageGo to next message
Kriplo

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

Don't save map as vanilla v1.12 because saving map in that format automatically erase all items above item id 351 (random items are included) as those items not exist in vanilla maps and such are not compatible with v1.12 and that is normal editor behavior.

However placing random items as world items obviously not working in current state. All fixes I done was not related to random items (at least not directly). But maybe after migration from WORLDITEM* array to std::vector had something with random items recognition. I'm not familiar with random item code so will take a while to find where is stuck.
Re: BUGZILLA report all bugs here![message #328622] Wed, 27 November 2013 15:17 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
VFS throw exception that TableData\SpreadPatterns.xml file is missing from Data directory when start Vanilla configuration VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini

Does this file need to be add or just removed from XML list for vanilla?
Re: BUGZILLA report all bugs here![message #328628] Wed, 27 November 2013 15:45 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
@Kriplo:

We have no "Data\TableData\SpreadPatterns.xml" file for the Vanilla ("Data") folder. This is OK.
If the file cannot be found, the default spread pattern values are taken from the source code.

There is a comment in line 203 (Init.cpp)
//zilpin: pellet spread patterns externalized in XML
//If file not found, or error, then the old hard-coded defaults are used by LOS.cpp
//This needs to be loaded before AmmoTypes and Items because SpreadPatterns can be referenced by name or index.
strcpy(fileName, directoryName);
strcat(fileName, SPREADPATTERNSFILENAME);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
ReadInSpreadPatterns(fileName);

[Updated on: Wed, 27 November 2013 15:46] by Moderator



Re: BUGZILLA report all bugs here![message #328630] Wed, 27 November 2013 15:57 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
@RoWa21

Ok, but then we need to put FileExist condition in ReadInSpreadPatterns function or better before calling ReadInSpreadPatterns to avoid VFS throwing unnecessary std exception.

[Updated on: Wed, 27 November 2013 16:15] by Moderator

Re: BUGZILLA report all bugs here![message #328631] Wed, 27 November 2013 16:39 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
Kriplo
@RoWa21

Ok, but then we need to put FileExist condition in ReadInSpreadPatterns function or better before calling ReadInSpreadPatterns to avoid VFS throwing unnecessary std exception.


Done, I added a FileExists() check before calling the ReadInSpreadPatterns().


Re: BUGZILLA report all bugs here![message #328632] Wed, 27 November 2013 16:54 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
No more exception, thanks RoWa21.
Re: BUGZILLA report all bugs here![message #328670] Thu, 28 November 2013 17:19 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
6656/1884

at the beginning of the game Fatima does not lead mercs to Dimitri after moving to Omerta's right sector.

I gave her letter from Enrico, then moved to adjacent sector before her. she followed to the next sector but she is not showing rebel hideout
here save file
http://rghost.ru/50505520

[Updated on: Thu, 28 November 2013 17:26] by Moderator

Re: BUGZILLA report all bugs here![message #328672] Thu, 28 November 2013 17:33 Go to previous messageGo to next message
cnagorneac

 
Messages:185
Registered:April 2012
E1vS
6656/1884

at the beginning of the game Fatima does not lead mercs to Dimitri after moving to Omerta's right sector.

I gave her letter from Enrico, then moved to adjacent sector before her. she followed to the next sector but she is not showing rebel hideout
here save file
http://rghost.ru/50505520

That is strange. I moved to adjacent sector once without fatima and she did not showed there until I came back and waited her going to the needed sector.
So most probably everything will be fine if you will just let her go to the next sector before going there by yourself (but most probably you already know it).
Re: BUGZILLA report all bugs here![message #328673] Thu, 28 November 2013 18:10 Go to previous messageGo to next message
zwwooooo

 
Messages:83
Registered:February 2009
Bug report:

6659 for Chinese Version

http://s5.postimg.org/v32old42b/6659_runtime_error.jpg

[Updated on: Thu, 28 November 2013 18:15] by Moderator

Re: BUGZILLA report all bugs here![message #328675] Thu, 28 November 2013 18:26 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
zwwooooo
Bug report:

6659 for Chinese Version

http://s5.postimg.org/v32old42b/6659_runtime_error.jpg


Fixed in rev. 6662


Re: BUGZILLA report all bugs here![message #328677] Thu, 28 November 2013 18:54 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
something weird is going on in Omerta.
Previous bug I believe was related to Pacos - he was left alone in starting sector. Next time I talked to him and he ran away to his mother. In adjacent sector Fatima was not moving again, but as soon as I talked again to Pacos, it triggered her movement. Unfortunately after conversation with Dimitri, Dimitri turns around, opens the door and game stucks and nothing is going on except infinite clock
http://rghost.ru/50507979

[Updated on: Fri, 29 November 2013 11:39] by Moderator

Re: BUGZILLA report all bugs here![message #328690] Fri, 29 November 2013 13:59 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
v1.13 mod throws VFS exception for missing file:
SPEECH\000_059.gap
Re: BUGZILLA report all bugs here![message #328691] Fri, 29 November 2013 15:10 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
Kriplo
v1.13 mod throws VFS exception for missing file:
SPEECH\000_059.gap


Can someone create the missing gap-file from the "000_059.wav" file and upload it?


Re: BUGZILLA report all bugs here![message #328694] Fri, 29 November 2013 16:47 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
Two issues regarding suppression calculation:
1) overhead.cpp CalcSuppressionTolerance()
bTolerance += pSoldier->GetSuppressionResistanceBonus();
is calculated after applying minimum and maximum suppresion tolerance values
bTolerance = __max(bTolerance, gGameExternalOptions.ubSuppressionToleranceMin);
bTolerance = __min(bTolerance, gGameExternalOptions.ubSuppressionToleranceMax);
This could lead to incorrect suppression tolerance values.
Changed this to
// Flugente: add personal bonus to suppresion tolerance
bTolerance += pSoldier->GetSuppressionResistanceBonus();

bTolerance = __max(bTolerance, gGameExternalOptions.ubSuppressionToleranceMin);
bTolerance = __min(bTolerance, gGameExternalOptions.ubSuppressionToleranceMax);
overhead.cpp patch r6663

2) values in backgrounds.xml are probably too excessive. Adding or deducting 10 or 20 from suppression tolerance (min 1, max 18) makes all other calculations rather meaningless.
So i suggest reducing this to appropriate values, as backgrounds are supposed to make very small changes to other systems.
I changed them to 1/5 of original values, so now Barry has -2 penalty to suppression tolerance instead of -10, because of his graduate background.
backgrounds.xml patch gamedir 1885
This change is subject to discussion. Maybe original values were supposed to be % penalties?


Re: BUGZILLA report all bugs here![message #328695] Fri, 29 November 2013 17:01 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
RoWa21
Kriplo
v1.13 mod throws VFS exception for missing file:
SPEECH\000_059.gap


Can someone create the missing gap-file from the "000_059.wav" file and upload it?


Investigate a bit, seems when sound file is from SLF then this counterpart gap file is not exist, but seems that is optional file so one FileExist is enough to prevent VFS exception.
Can fix that in next commit.
Re: BUGZILLA report all bugs here![message #328699] Fri, 29 November 2013 20:09 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Sevenfm
Two issues regarding suppression calculation:
1) overhead.cpp CalcSuppressionTolerance()
bTolerance += pSoldier->GetSuppressionResistanceBonus();
is calculated after applying minimum and maximum suppresion tolerance values
bTolerance = __max(bTolerance, gGameExternalOptions.ubSuppressionToleranceMin);
bTolerance = __min(bTolerance, gGameExternalOptions.ubSuppressionToleranceMax);
This could lead to incorrect suppression tolerance values.
Changed this to
// Flugente: add personal bonus to suppresion tolerance
bTolerance += pSoldier->GetSuppressionResistanceBonus();

bTolerance = __max(bTolerance, gGameExternalOptions.ubSuppressionToleranceMin);
bTolerance = __min(bTolerance, gGameExternalOptions.ubSuppressionToleranceMax);
overhead.cpp patch r6663

2) values in backgrounds.xml are probably too excessive. Adding or deducting 10 or 20 from suppression tolerance (min 1, max 18) makes all other calculations rather meaningless.
So i suggest reducing this to appropriate values, as backgrounds are supposed to make very small changes to other systems.
I changed them to 1/5 of original values, so now Barry has -2 penalty to suppression tolerance instead of -10, because of his graduate background.
backgrounds.xml patch gamedir 1885
This change is subject to discussion. Maybe original values were supposed to be % penalties?
1. Committed in r6664
2. Yep, should have been percentage. As a few other background values are also way too high for my liking, I will fix this today.


Re: BUGZILLA report all bugs here![message #328702] Fri, 29 November 2013 21:07 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
I tried to create the missing gap file with the tool "GAP File Editor", but it can't process the "000_059.WAV" file. It seems the wav-file has some settings that the tool can't read. Other wav files work fine...


Re: BUGZILLA report all bugs here![message #328703] Fri, 29 November 2013 21:19 Go to previous messageGo to next message
sevenfm

 
Messages:1958
Registered:December 2012
Location: Soviet Russia
Another two points regarding suppression
1) There is a code block in HandleSuppressionFire function which is doubled for some reason.
            // INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs. 
            // To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss)
            // The default is obviously 100%. You can increase or decrease it, at will.
            // PLEASE NOTE that AP loss governs ALL OTHER SUPPRESSION EFFECTS.
            ubPointsLost = ( ubPointsLost * sFinalSuppressionEffectiveness ) / 100;
            // This is an upper cap for the number of APs we can lose per attack.
            if (usLimitSuppressionAPsLostPerAttack > 0)
            {
                if (ubPointsLost > usLimitSuppressionAPsLostPerAttack)
                {
                    // Flugente: eh.. wouldn't this _always_ be 255? I suspect this should be __min
                    //ubPointsLost = __max(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
                    ubPointsLost = __min(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
                }
            }
As a result, ubPointsLost are twice multiplied by sFinalSuppressionEffectiveness. Probably some kind of mistake?

2) I also suggest moving code block with applying AP loss limits from one attack and whole turn to the point after shock and morale calculation, but before stance change.
Reason: in the original code, if we limit AP loss to some small values (10 points for examples), there will be nearly no shock from suppression.
With this change, we can have high shock and morale effects from suppression, but still have some ap's left to be able to change position.
overhead.cpp patch r6663


Re: BUGZILLA report all bugs here![message #328704] Fri, 29 November 2013 21:26 Go to previous messageGo to previous message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
RoWa21
I tried to create the missing gap file with the tool "GAP File Editor", but it can't process the "000_059.WAV" file. It seems the wav-file has some settings that the tool can't read. Other wav files work fine...


000_059.wav exist in SLF but proper gap not. Don't know for what that gap files are but there are more of them without gap like 000_058.wav.
Fix that by put check FileExists but not sure what happens if gap file not exist, anyway game works as those files missing from v1.12 too.
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