Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #330505] Mon, 10 February 2014 20:35 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
okay, i fixed Dimitris .npc script, somehow something was saved wrong in that file... it's now possible again to recruit Dimitri in AIMNAS bigmaps.


Re: BUGZILLA report all bugs here![message #330932] Sat, 01 March 2014 06:13 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
I have gone a step further to help others find and dissect the bugs found. A tiny Windows 7 VM has been created with a dependent snapshot of the bug in question occurring. The VM for this report has executable 6996, SVN Game Dir 1968.

Game info:
  • Bug occurs on the following versions: r69xx/19xx, no other mods, new games only
  • No special actions needed, simply playing the tactical game for one hour was enough to induce the bug.
  • Game Directory: C:\transfer\Jagged Alliance 2 Gold\, C:\Jagged Alliance 2 Gold\
  • Closest save to bug occurrence for executable 6996, SVN Game Dir 1968
  • Executable, build log, debugging symbols (7zip): 6996

PC info:
  • Operating System(s): Windows 8.1 Professional x64, Tiny7 (Windows 7 Ultimate x86 build 6.1.7600.16385 RTM)


Bug info:
Debug assertion failed, vector subscript out of range. File: c:\program files (x86)\Microsoft visual studio 12.0\vc\include\vector Linen:1201
https://farm8.staticflickr.com/7445/12846452215_b3cdb5b49e_c.jpg

Assertion failure (line 2140 in file C:\users\echo\desktop\ja2\source\build\standard gaming [;atform\buttonsystem.cpp.]
Attempting to CreateAndTextButton with out of range ImageID -1
https://farm8.staticflickr.com/7394/12846537093_7c0487e1b7_b.jpg

DebugMessage.txt
Quote:
[1549.35] : Enemy ambush test mode enabled.
[1549.35] : Enemy ambush test mode enabled.
[1565.23] : A9 ENTER SECTOR TIME: 4.94 seconds.
[1565.23] : See JA2\Data\TimeResults.txt for more detailed timings.
[2024.24] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[3159.26] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3159.26] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3159.26] : See JA2\Data\TimeResults.txt for more detailed timings.
[3159.26] : See JA2\Data\TimeResults.txt for more detailed timings.
[3160.4] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3160.4] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3211.3] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3211.3] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3211.3] : See JA2\Data\TimeResults.txt for more detailed timings.
[3211.3] : See JA2\Data\TimeResults.txt for more detailed timings.
[3212.44] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3212.44] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3328.14] : Invalid Animation File for Body 14, animation END COWER CROUCHED.
[3328.14] : Invalid Animation File for Body 14, animation END COWER CROUCHED.
[3609.3] : Team 3 drops all items for inspection!
[3609.3] : Team 3 drops all items for inspection!
[3611.9] : A10 ENTER SECTOR TIME: 3.57 seconds.
[3611.9] : A10 ENTER SECTOR TIME: 3.57 seconds.
[3611.9] : See JA2\Data\TimeResults.txt for more detailed timings.
[3611.9] : See JA2\Data\TimeResults.txt for more detailed timings.
[3696.86] : Team 3 drops all items for inspection!
[3696.86] : Team 3 drops all items for inspection!
[3700.31] : A10_b1 ENTER SECTOR TIME: 4.71 seconds.
[3700.31] : A10_b1 ENTER SECTOR TIME: 4.71 seconds.
[3700.31] : See JA2\Data\TimeResults.txt for more detailed timings.
[3700.31] : See JA2\Data\TimeResults.txt for more detailed timings.
[3700.32] : Call to UnPauseGame() while Pause State is LOCKED! AM-4
[3700.32] : Call to UnPauseGame() while Pause State is LOCKED! AM-4
[3742.36] : QUEST COMPLETED - Adding to merc records and awarding experiences (300).
[3742.36] : QUEST COMPLETED - Adding to merc records and awarding experiences (300).

[Updated on: Sat, 01 March 2014 19:02] by Moderator

Re: BUGZILLA report all bugs here![message #330933] Sat, 01 March 2014 08:52 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
@josep: thanks for posting the bug report. what actions are needed in the game to reproduce the bug? you have the merc inventory open, so did you do any special action there?

[Updated on: Sat, 01 March 2014 10:05] by Moderator



Re: BUGZILLA report all bugs here![message #330948] Sat, 01 March 2014 18:57 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Whoops I forgot to include that. The bug occurred after 1 hour of playing the game. No special actions needed. The save file included is the closest chronologically to the bug occurring. Failing that the VM I uploaded has a dependent snapshot of the bug occurring.
Re: BUGZILLA report all bugs here![message #330961] Sun, 02 March 2014 14:04 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
List of mapeditor fixes in r7004.

- Change the way exit grids are add, remove, save and load through editor, also add undo option for exit grids and you can place unlimited number of them.
- Fix incorrect gridno save in temporary map file for bigmap exit grids.
- Increase maximum number of light sprite from 256 to 4096 per map.
- Using DEL key for QuickEraseMapTile will now erase ItemPool too, and with improved function DeleteStuffFromMapTile will erase light sprites, exit grids and door locks.
- Cliff hang tiles used for middle cliffs are now possible to erase with when erase button is on.
- Add support for undo door locks, also you can now erase them if erase button is on.
- Move building function is completely rewrite and will properly move exit grids, door locks, lights and items too.
- Removing unnecessary tiles during copy building is improved too.
- Fix undo function for light sprites which now will also store all three types and undo them properly.
- Fix CTD situation if tile elements are deleted and after that items too, then undo will crash mapeditor.
- Fix spawning of item pool cursors during when adding items.
- Fix text glitches over door locks form.
- Fix sticky tooltip when loadsave screen or door locks form is active.
- High ground marking cursors will not be drawn in invisible map tiles anymore to increase speed and maybe fix some render problems but I doubt it.
- Move GLOCK_17_ForUseWithLOS item generation from init.cpp to los.cpp to avoid potential problems if global world items array not set.
Re: BUGZILLA report all bugs here![message #330984] Sun, 02 March 2014 21:38 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
Notice that savegame compatibility is break, not sure from when this occurs or is it done intentionally, but cannot load any savegame older then October 2013.
Re: BUGZILLA report all bugs here![message #330991] Mon, 03 March 2014 08:47 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Game info below and archives.
  • Bug occurs on the following versions: r7013/SVN1971 only, no other mods, new game only
  • Executable, build log, debugging symbols (7zip): 7013
  • I AM UNABLE TO SAVE!

PC info:
  • Operating System(s): Windows 8.1 Professional x64, Tiny7 (Windows 7 Ultimate x86 build 6.1.7600.16385 RTM)

Old Skill traits prevents the game from being played. Starting a new game with that option plays the ending movies and then dumps back to the title screen. The errors logged below also only occur when Old Skill traits is selected. I am not joking.

http://www.flickr.com/photos/118259923@N05/12897940875/[/video]
If the player is not working here is a link.

ERROR_REPORT.iniErrorMessages.txt
Quote:
[5.36e-005] : The value [Tactical Cover System Settings][COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.


stack_trace.log
Quote:
[174.32] : Backtrace: Could not delete file

[174.389] : Backtrace: Could not delete file : Temp\Throne_Mig.smk


Strange as the Temp folder contains Throne_Mig.smk, archive here!

[Updated on: Mon, 03 March 2014 09:06] by Moderator

Re: BUGZILLA report all bugs here![message #330998] Mon, 03 March 2014 15:37 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
I updated from revision 6974 to 7013 and now my map shows question marks everywhere:

http://picload.org/image/ldwicwr/questionmarks.png

There were no enemy troops in these sectors before. Now all sectors that have been explored before which are not adjacent to my mercs or militia show "?". This is very annoying.

I'm playing with WF6.07 maps mod, GameDir 1971 and dev exe 7013.

Re: BUGZILLA report all bugs here![message #330999] Mon, 03 March 2014 15:51 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
JosephCKohn
Game info below and archives.
  • Bug occurs on the following versions: r7013/SVN1971 only, no other mods, new game only
  • Executable, build log, debugging symbols (7zip): 7013
  • I AM UNABLE TO SAVE!

Cannot reproduce that. I tried to reproduce on a clean new install with exe 7013 and GameDir 1971 as well as WF6.07 maps on top of it. Both tests worked fine.

- can start a new game with old traits (didn't change any other option)
- can hire merc (tried with Grunty and Grizzly)
- can land in starting sector and start to play
- can save

There must be something wrong with your installation.

Re: BUGZILLA report all bugs here![message #331009] Mon, 03 March 2014 20:17 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
silversurfer
I updated from revision 6974 to 7013 and now my map shows question marks everywhere:

http://picload.org/image/ldwicwr/questionmarks.png

There were no enemy troops in these sectors before. Now all sectors that have been explored before which are not adjacent to my mercs or militia show "?". This is very annoying.

I'm playing with WF6.07 maps mod, GameDir 1971 and dev exe 7013.


did you compile an executable from the development trunk or from the stable 2014 branch? does it happen with both executables??


Re: BUGZILLA report all bugs here![message #331011] Mon, 03 March 2014 20:55 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
I only tried development trunk.

[Updated on: Mon, 03 March 2014 20:56] by Moderator


Re: BUGZILLA report all bugs here![message #331012] Mon, 03 March 2014 21:50 Go to previous messageGo to next message
RoWa21

 
Messages:2030
Registered:October 2005
Location: Austria
silversurfer
I only tried development trunk.


Then I assume it is a problem with the modified mobile militia feature, because the bug does not exist AFAIK in the stable branch.


Re: BUGZILLA report all bugs here![message #331013] Mon, 03 March 2014 21:52 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
I cannot reproduce that error in the trunk using r7013 and current GameDir.

Edit: Wait a minute... now I can? Hu? I guess I'm on it :scan:

[Updated on: Mon, 03 March 2014 22:01] by Moderator



Re: BUGZILLA report all bugs here![message #331014] Mon, 03 March 2014 22:16 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
I think this is related to NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE which I set in my Ja2_Options.ini. This was working fine before and only showed question marks when there were enemy troops in the sector. Now this here always triggers in "Map Screen Interface Map.cpp" and sets "fDetection" to TRUE no matter if there are enemies in the sector or not:

	// Explored Sector Detection
	// Enemy can be detected in any previously-visited sector.
	// This is also enabled by some facilities, provided a merc is present and available to do it.
	if( GetSectorFlagStatus( sSectorX, sSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
	{
		// HEADROCK HAM 3.2: When enabled, this INI setting disallows detection of enemy roamers beyond merc/militia
		// recon range.
		if (!gGameExternalOptions.fNoEnemyDetectionWithoutRecon)
		{
			// then he always knows about any enemy presence for the remainder of the game, but not exact numbers
			fDetection = TRUE;
		}
	}


Re: BUGZILLA report all bugs here![message #331016] Mon, 03 March 2014 22:27 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Ah, then its clear. anv's snitch feature added the possibility of false enemy reports - basically one would get enemy readings even if there are none. Unfortunately this shows all sectors if gGameExternalOptions.fNoEnemyDetectionWithoutRecon is FALSE. Will fix ...


Re: BUGZILLA report all bugs here![message #331017] Mon, 03 March 2014 22:39 Go to previous messageGo to next message
silversurfer

 
Messages:2601
Registered:May 2009
Flugente
Ah, then its clear. anv's snitch feature added the possibility of false enemy reports - basically one would get enemy readings even if there are none. Unfortunately this shows all sectors if gGameExternalOptions.fNoEnemyDetectionWithoutRecon is FALSE. Will fix ...

:rofl: I see now. He commented the "return" statement and now the game runs checks that it didn't consider before...

That was in revision 6906 already. I guess I didn't notice any sooner because I didn't play and only tested some things in tactical screen...

Waiting for your fix. Maybe have some configurable probability instead of 100% false reports.

Re: BUGZILLA report all bugs here![message #331018] Mon, 03 March 2014 22:44 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
Hey, in my defense if there are no enemies in sector, it shouldn't be set to KNOWS_THEYRE_THERE Very Happy


Re: BUGZILLA report all bugs here![message #331019] Mon, 03 March 2014 22:45 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Committed in r7015 Smile


Re: BUGZILLA report all bugs here![message #331069] Wed, 05 March 2014 23:09 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
Kriplo
Notice that savegame compatibility is break, not sure from when this occurs or is it done intentionally, but cannot load any savegame older then October 2013.
Should solve that.
Toggle Spoiler


Re: BUGZILLA report all bugs here![message #331083] Thu, 06 March 2014 21:18 Go to previous messageGo to next message
Kriplo

 
Messages:261
Registered:February 2008
Location: Zagreb - Croatia
test it and my old savegames work again, excellent...
thanks anv, now going to commit your patch :ok:
Re: BUGZILLA report all bugs here![message #331086] Fri, 07 March 2014 02:05 Go to previous messageGo to next message
Anthropoid

 
Messages:145
Registered:February 2014
Yippee Kiyeah! I got my bugzilla account working and just posted my first bug report with a save file.

Toggle Spoiler


Will post any more I find as well Smile
Re: BUGZILLA report all bugs here![message #331120] Sat, 08 March 2014 07:12 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014

PC info:
  • Operating System(s): Windows 8.1 Professional x64

Requirements to reproduce:
Re: BUGZILLA report all bugs here![message #331144] Sun, 09 March 2014 00:19 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Enemy solder with wrong ubGroupID.

Game info:

PC info:
  • Tiny7 (Windows 7 Ultimate x86 build 6.1.7600.16385 RTM)
  • Dependent snapshot of bug created

Required to reproduce:
  • GABBI cheat mode enabled
  • Do not use the auto resolve to victory cheat

Videos:

Literally the first militia fight ever in a new game uncovered this bug. The mobile militia was trained by two mercs, Leader and Scout. Before then my actions were limited to forcing shipments, dressing up the mercs as if GI Joes and Barbie Dolls (don

[Updated on: Thu, 13 March 2014 21:48] by Moderator

Re: BUGZILLA report all bugs here![message #331147] Sun, 09 March 2014 06:18 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
Something is causing mouse related crashes and I have no idea as to what is the cause. This seems to occur only when MILITIA_USE_SECTOR_EQUIPMENT=TRUE. This is similar to a previous bug as well. The symptoms, rate of occurrence and effects are the same. The only difference is buttonsystem.ccp for the older bug report vs mousesystem.ccp for this bug report.

Game info:

PC info:
  • Operating System(s): Windows 8.1 Professional x64, Tiny7 (Windows 7 Ultimate x86 build 6.1.7600.16385 RTM)

Required to reproduce:
  • In the JA2_Options file the following must be set: MILITIA_USE_SECTOR_EQUIPMENT=TRUE
  • Mercs must be in combat on the tactical screen
  • Militia must be equipped with weapons and armor with attachments to both
  • Militia must be called to an adjacent sector by a merc with the radio operator skill
  • In tactical press o and then either: done, save or load
  • 'Never move my mouse' option not enabled

Videos:

Something


1st error message:
Debug Assertion failed!
Program: C:\Jagged Alliance 2 Gold\JA2_EN_Debug.exe
File: c:\program files (x86)\Microsoft visual studio 12.0\vc\include\vector
Line:1201
Expression: vector subscript out of range


The file named vector has been uploaded here. Relevant part:
 #elif _ITERATOR_DEBUG_LEVEL == 1
		_SCL_SECURE_VALIDATE_RANGE(_Pos < size());
 #endif /* _ITERATOR_DEBUG_LEVEL */

		return (*(this->_Myfirst + _Pos));
		}

	reference operator[](size_type _Pos)
		{	// subscript mutable sequence
 #if _ITERATOR_DEBUG_LEVEL == 2
		if (size() <= _Pos)
			{	// report error
			_DEBUG_ERROR("vector subscript out of range");
			_SCL_SECURE_OUT_OF_RANGE;
			}




2nd error message:
Assertion Failure
[Line 990 in file c:\users\echo\desktop\ja2\source\build\standard gaming platform\mousesystem.ccp]
Attempting to define a region that already exists.

mousesystem.cpp has been uploaded here. Relevant part:
{
	#ifdef MOUSESYSTEM_DEBUGGING
		if( region->uiFlags & MSYS_REGION_EXISTS )
			AssertMsg( 0, "Attempting to define a region that already exists." );
	#endif

	region->IDNumber = MSYS_ID_BASE;

	if(priority == MSYS_PRIORITY_AUTO)
		priority = MSYS_PRIORITY_BASE;
	else if(priority <= MSYS_PRIORITY_LOWEST)
		priority = MSYS_PRIORITY_LOWEST;
	else if(priority >= MSYS_PRIORITY_HIGHEST)
		priority = MSYS_PRIORITY_HIGHEST;

	region->PriorityLevel = priority;

	region->uiFlags = MSYS_NO_FLAGS;

	region->MovementCallback = movecallback;
	if(movecallback != MSYS_NO_CALLBACK)
		region->uiFlags |= MSYS_MOVE_CALLBACK;

	region->ButtonCallback = buttoncallback;
	if(buttoncallback != MSYS_NO_CALLBACK)
		region->uiFlags |= MSYS_BUTTON_CALLBACK;

	region->Cursor = crsr;
	if(crsr != MSYS_NO_CURSOR)
		region->uiFlags |= MSYS_SET_CURSOR;

	region->RegionTopLeftX = tlx;
	region->RegionTopLeftY = tly;
	region->RegionBottomRightX = brx;
	region->RegionBottomRightY = bry;

	region->MouseXPos = 0;
	region->MouseYPos = 0;
	region->RelativeXPos = 0;
	region->RelativeYPos = 0;
	region->ButtonState	= 0;

	//Init fasthelp
	region->FastHelpText = NULL;
	region->FastHelpTimer = 0;

	region->next = NULL;
	region->prev = NULL;
	region->HelpDoneCallback = NULL;

	//Add region to system list
	MSYS_AddRegionToList(region);
	region->uiFlags|= MSYS_REGION_ENABLED | MSYS_REGION_EXISTS;


	// Dirty our update flag
	gfRefreshUpdate = TRUE;
}



DebugMessage.txt
Quote:

[65.2206] : B13 ENTER SECTOR TIME: 3.87 seconds.
[65.2223] : B13 ENTER SECTOR TIME: 3.87 seconds.
[65.2229] : See JA2\Data\TimeResults.txt for more detailed timings.
[65.2233] : See JA2\Data\TimeResults.txt for more detailed timings.
[66.564] : SynchronizeItemTempFile() Error! Reported 0, should be 112
[66.5643] : SynchronizeItemTempFile() Error! Reported 0, should be 112
[79.5588] : Team 3 restocks gear from sector inventory!
[79.5593] : Team 3 restocks gear from sector inventory!
[89.5223] : Team 3 restocks gear from sector inventory!
[89.523] : Team 3 restocks gear from sector inventory!
[106.363] : Team 3 drops all items for inspection!
[106.364] : Team 3 drops all items for inspection!
[177.208] : Team 3 restocks gear from sector inventory!
[177.208] : Team 3 restocks gear from sector inventory!
[234.816] : Team 3 restocks gear from sector inventory!
[234.817] : Team 3 restocks gear from sector inventory!
[660.1] : Team 3 drops all items for inspection!
[660.101] : Team 3 drops all items for inspection!
[722.738] : C13 ENTER SECTOR TIME: 18.76 seconds.
[722.739] : C13 ENTER SECTOR TIME: 18.76 seconds.
[722.739] : See JA2\Data\TimeResults.txt for more detailed timings.
[722.74] : See JA2\Data\TimeResults.txt for more detailed timings.
[1206.64] : QUEST COMPLETED - Adding to merc records and awarding experiences (400).
[1206.64] : QUEST COMPLETED - Adding to merc records and awarding experiences (400).
[1621.69] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[1633.66] : C13 ENTER SECTOR TIME: 3.24 seconds.
[1633.66] : C13 ENTER SECTOR TIME: 3.24 seconds.
[1633.66] : See JA2\Data\TimeResults.txt for more detailed timings.
[1633.66] : See JA2\Data\TimeResults.txt for more detailed timings.
[1658.46] : C13 ENTER SECTOR TIME: 3.20 seconds.
[1658.46] : C13 ENTER SECTOR TIME: 3.20 seconds.
[1658.46] : See JA2\Data\TimeResults.txt for more detailed timings.
[1658.46] : See JA2\Data\TimeResults.txt for more detailed timings.
[1831.49] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[1843.56] : C13 ENTER SECTOR TIME: 3.21 seconds.
[1843.56] : C13 ENTER SECTOR TIME: 3.21 seconds.
[1843.57] : See JA2\Data\TimeResults.txt for more detailed timings.
[1843.57] : See JA2\Data\TimeResults.txt for more detailed timings.
[1845.44] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[1845.44] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[1850.86] : Path for SOLDIER ( 44 ) did not make merc get to dest (1 spaces away).
[1850.86] : Path for SOLDIER ( 44 ) did not make merc get to dest (1 spaces away).
[2200.87] : C13 ENTER SECTOR TIME: 3.24 seconds.
[2200.87] : C13 ENTER SECTOR TIME: 3.24 seconds.
[2200.87] : See JA2\Data\TimeResults.txt for more detailed timings.
[2200.88] : See JA2\Data\TimeResults.txt for more detailed timings.
[2202.69] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[2202.69] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[2330.13] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[2493.22] : C13 ENTER SECTOR TIME: 3.21 seconds.
[2493.22] : C13 ENTER SECTOR TIME: 3.21 seconds.
[2493.22] : See JA2\Data\TimeResults.txt for more detailed timings.
[2493.22] : See JA2\Data\TimeResults.txt for more detailed timings.
[2495.45] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[2495.45] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[2809.38] : C13 ENTER SECTOR TIME: 3.24 seconds.
[2809.38] : C13 ENTER SECTOR TIME: 3.24 seconds.
[2809.39] : See JA2\Data\TimeResults.txt for more detailed timings.
[2809.39] : See JA2\Data\TimeResults.txt for more detailed timings.
[2811.43] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[2811.43] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[2852.64] : C13 ENTER SECTOR TIME: 3.26 seconds.
[2852.64] : C13 ENTER SECTOR TIME: 3.26 seconds.
[2852.64] : See JA2\Data\TimeResults.txt for more detailed timings.
[2852.64] : See JA2\Data\TimeResults.txt for more detailed timings.
[2854.57] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[2854.57] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[2904.01] : C13 ENTER SECTOR TIME: 3.25 seconds.
[2904.01] : C13 ENTER SECTOR TIME: 3.25 seconds.
[2904.01] : See JA2\Data\TimeResults.txt for more detailed timings.
[2904.01] : See JA2\Data\TimeResults.txt for more detailed timings.
[2905.95] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[2905.95] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[3021.31] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[3163.54] : C13 ENTER SECTOR TIME: 3.23 seconds.
[3163.54] : C13 ENTER SECTOR TIME: 3.23 seconds.
[3163.54] : See JA2\Data\TimeResults.txt for more detailed timings.
[3163.54] : See JA2\Data\TimeResults.txt for more detailed timings.
[3165.49] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[3165.49] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[3202.14] : QUEST COMPLETED - Adding to merc records and awarding experiences (400).
[3202.14] : QUEST COMPLETED - Adding to merc records and awarding experiences (400).
[3248.73] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[3334.76] : C13 ENTER SECTOR TIME: 3.25 seconds.
[3334.76] : C13 ENTER SECTOR TIME: 3.25 seconds.
[3334.76] : See JA2\Data\TimeResults.txt for more detailed timings.
[3334.76] : See JA2\Data\TimeResults.txt for more detailed timings.
[3336.7] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[3336.7] : SynchronizeItemTempFile() Error! Reported 0, should be 11
[3382.86] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[3530.66] : C13 ENTER SECTOR TIME: 3.24 seconds.
[3530.66] : C13 ENTER SECTOR TIME: 3.24 seconds.
[3530.66] : See JA2\Data\TimeResults.txt for more detailed timings.
[3530.66] : See JA2\Data\TimeResults.txt for more detailed timings.
[3532.6] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[3532.6] : SynchronizeItemTempFile() Error! Reported 0, should be 15
[3939.36] : C13 ENTER SECTOR TIME: 3.25 seconds.
[3939.36] : C13 ENTER SECTOR TIME: 3.25 seconds.
[3939.36] : See JA2\Data\TimeResults.txt for more detailed timings.
[3939.36] : See JA2\Data\TimeResults.txt for more detailed timings.
[3941.3] : SynchronizeItemTempFile() Error! Reported 0, should be 20
[3941.3] : SynchronizeItemTempFile() Error! Reported 0, should be 20
[4009.32] : C13 ENTER SECTOR TIME: 3.24 seconds.
[4009.32] : C13 ENTER SECTOR TIME: 3.24 seconds.
[4009.32] : See JA2\Data\TimeResults.txt for more detailed timings.
[4009.32] : See JA2\Data\TimeResults.txt for more detailed timings.
[4011.23] : SynchronizeItemTempFile() Error! Reported 0, should be 26
[4011.23] : SynchronizeItemTempFile() Error! Reported 0, should be 26
[4039.46] : C13 ENTER SECTOR TIME: 3.22 seconds.
[4039.46] : C13 ENTER SECTOR TIME: 3.22 seconds.
[4039.47] : See JA2\Data\TimeResults.txt for more detailed timings.
[4039.47] : See JA2\Data\TimeResults.txt for more detailed timings.
[4041.35] : SynchronizeItemTempFile() Error! Reported 0, should be 26
[4041.35] : SynchronizeItemTempFile() Error! Reported 0, should be 26

[Updated on: Thu, 13 March 2014 21:31] by Moderator

Re: BUGZILLA report all bugs here![message #331185] Tue, 11 March 2014 12:11 Go to previous messageGo to next message
Parkan

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

Hello community.I think i have some issues with fresh build of 1.13 mod.The game timer freezing without any warnings.If i play with builds above 6996 those freezings occur very often when enemy squads wanted attack me,when i reverted gamedir and exe to 6996(before new Passive ai fix and new tileset properties).All this games i played on Wildfire maps and i not tested it with vanilla maps(tryed silversurfer maps and my map pack too on different install of game).The game logs did not show anything.All i have installed afs mod rc 6 and wf maps.The glithces occures on builds 7029-7045.On lower-6996-not present.
Re: BUGZILLA report all bugs here![message #331186] Tue, 11 March 2014 12:29 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
@Parkan
What's your Visual Studio version? Is it Express edition?

I encountered the same problem with my VS2008 C++ Express edition builds on JosephCKohn's savegame.
(In the meantime, use DBrot's build; his should have no problem.)
Re: BUGZILLA report all bugs here![message #331187] Tue, 11 March 2014 12:39 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

i have full squad of imps[created around 6670*exe] in today builds i cant use them,imp page get me this message:canont read data from disk...data files are in profile directory...
Re: BUGZILLA report all bugs here![message #331188] Tue, 11 March 2014 12:50 Go to previous messageGo to next message
Parkan

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

Buggler
@Parkan
What's your Visual Studio version? Is it Express edition?

I encountered the same problem with my VS2008 C++ Express edition builds on JosephCKohn's savegame.
(In the meantime, use DBrot's build; his should have no problem.)



yes express edition.2008.to compile exe i used ja2_VS2008.vcproj.

I didnot want to use dbrot builds at the moment because i maded a little changes in xml_background.cpp(not game breaking because i used it for long time and don't had any freezing problems.
Re: BUGZILLA report all bugs here![message #331191] Tue, 11 March 2014 17:25 Go to previous messageGo to next message
anv

 
Messages:231
Registered:March 2013
That should solve problems with loading IMP profiles between different game versions (checked on IMP from 6670, 6901, 7047):
Toggle Spoiler

[Updated on: Tue, 11 March 2014 18:11] by Moderator



Re: BUGZILLA report all bugs here![message #331199] Tue, 11 March 2014 19:52 Go to previous messageGo to next message
Parkan

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

Build of exe 7047.Created with vs2013.One bug i see:mobile militia not moving self.Even if restrict roaming=false mobile militia sit in sector where it was created.
Re: BUGZILLA report all bugs here![message #331208] Tue, 11 March 2014 21:39 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
@JosephCKohn: still cannot download your files, so good luck. There is also no need to upload files from the STL Wink

As you've caught an error, it would be very useful to know more about that. The callstack should yield a lot more useful information on what the error was (by stepping up you should come into contact with JA2-code).

@Parkan: In case you are playing with this, did you order them to move?


Re: BUGZILLA report all bugs here![message #331212] Tue, 11 March 2014 22:34 Go to previous messageGo to next message
Parkan

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

i didnot captured alma sector.i hoped militia will move self without captured alma sector,or it now needed to capture because this sector to made mobile militia move self?

Mobile militia do nothing at all.even not reinforce(not in battle) near captured city sector even they allowed to do this.just sitting in sector where they created.

[Updated on: Tue, 11 March 2014 22:48] by Moderator

Re: BUGZILLA report all bugs here![message #331213] Tue, 11 March 2014 23:40 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
If you staff the military HQ in Alma, mobile militia will not move on its own. If you haven't, they should move normally.


Re: BUGZILLA report all bugs here![message #331214] Tue, 11 March 2014 23:49 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
anv
That should solve problems with loading IMP profiles between different game versions (checked on IMP from 6670, 6901, 7047):
Toggle Spoiler
Thanks, committed in r7050.


Re: BUGZILLA report all bugs here![message #331218] Wed, 12 March 2014 00:32 Go to previous messageGo to next message
Parkan

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

Flugente
If you staff the military HQ in Alma, mobile militia will not move on its own. If you haven't, they should move normally.



they not work as usual.something going wrong or with builded exe with vs2013 or with militia itself.exe 7047
Re: BUGZILLA report all bugs here![message #331219] Wed, 12 March 2014 01:07 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Fixed in r7053. In my defense, I was mislead by malicious indentation Embarrassed


Re: BUGZILLA report all bugs here![message #331222] Wed, 12 March 2014 08:24 Go to previous messageGo to next message
mercsdontcry

 
Messages:17
Registered:October 2013
The description box is showing weird value changes when changing weapon attachments in strategic view.
For example adding and removing a flash suppressor several times on after the other to any gun changes your "allowed aiming levels modifier" and your recoil bonus in a very strange manner. Same behavior for rifle sling, grenade launcher etc. (visible in the "Advanced panel")

In detail:
Start new game with Buzz and buy premium kit. It includes a colt commando with grenade launcher + grenade.
1. Go to description box in strategic view (Advanced Panel): the aiming level modifier shows "+2"
2. after unloading the grenade and directly loading it again it changed to "+1" and the maximum counter force etc. are increased.
3. loading and unloading ungain changes it back to former values
4. This behavior is always present for newly sterted games and loaded save games.

build 6967, food-system switched off, inventory-AP-cost on, dirt and overheating on, NCTH
win 7

[Updated on: Wed, 12 March 2014 08:28] by Moderator

Re: BUGZILLA report all bugs here![message #331234] Wed, 12 March 2014 22:34 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
If you change a weapon's attachments while it is in your hands, the scope mode changes. In Buzz' case, it changes between 'Ironsight' and 'hip-firing'. When hip-firing, you get no bonus from any optics, in this case the ironsight, which is the gun itself, which hives +1 to aimlevel. This does not happen if you are crouched, because hip-firing only works when standing.

As this happens only when the gun is in your hands, and toggling optics costs no AP, I see no fix necessary.


Re: BUGZILLA report all bugs here![message #331258] Thu, 13 March 2014 21:59 Go to previous messageGo to next message
JosephCKohn

 
Messages:40
Registered:February 2014
A quick heads up, I am changing my file hosting service from megaupload links to mediafire due to complaints. Any link that were unaccessible should now be accessible.
Re: BUGZILLA report all bugs here![message #331311] Sun, 16 March 2014 08:59 Go to previous messageGo to previous message
mercsdontcry

 
Messages:17
Registered:October 2013
Found a few typos:

- Instructor background: "with" too much: "... But with with violence..."
- Pops McGillicutty Bio: "and" too much: "... warfare and and his ..."
- When trying to load more than 6 people into helicopter a message appears: "The (null) is full"
- I hired first 3 MERC mercenarys and few days later an additional two. The account on the MERC Website shows only the first 3. However, payments are calculated correctly for all 5 mercenarys.


build 6967, food-system switched off, inventory-AP-cost on, dirt and overheating on, NCTH
win 7


P.S. Dr Clifford Highball should have the "Doctor" trait instead of the "Paramedic" trait.
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