Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #317423] Sun, 14 April 2013 16:45 Go to previous messageGo to next message
grim

 
Messages:348
Registered:July 2006
Location: France
From Ja2_Options.ini:
Quote:
ENEMY_HIT_COUNT = 0


Another test with Iggy, RPG-7 loaded with PG-7VM HEAT rocket.
First shot on a tank doesn't explode (as on above screenshot), doesn't "plink", and doesn't affect its "health bar", as shown below:
http://img838.imageshack.us/img838/6134/rocketbug01.png
(the "32" is the AP cost for reloading on cursor)

If i reload the save before shooting, and change the rocket in the RPG-7, eather with another HEAT or any other rocket type, or shoot with a LAW, the rocket explodes on hit as intended. A floating damage number appears, and The tank health bar shows the "wound".

The problem seems to be in the first shot of a loaded rocket launcher.
Re: BUGZILLA report all bugs here![message #317431] Sun, 14 April 2013 22:06 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Flugente
#define MAXPASSENGERS 10
The fact that there is a definite limit probably indicates that there is a huge bunch of code behind it and each slot has to be declared individually and it is not a mere question of flagging someone as being on a vehicle and boom goes the dynamite. Crap. Would have loved larger troop transportation and at least driver + squad. But thanks for clarifying this for me, Flugente.
Re: BUGZILLA report all bugs here![message #317432] Sun, 14 April 2013 22:14 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3733
Registered:July 2009
Go the way of the mech inf, use smaller squads.


Re: BUGZILLA report all bugs here![message #317449] Mon, 15 April 2013 11:12 Go to previous messageGo to next message
grim

 
Messages:348
Registered:July 2006
Location: France
About the first RPG shot bug, i tested r5997 and didn't have the problem. I guess this closes the case!
Re: BUGZILLA report all bugs here![message #317451] Mon, 15 April 2013 11:58 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
DepressivesBrot
Go the way of the mech inf, use smaller squads.
Well, the mechanized infantry does have tanks. ^^

I'll stick with larger squads. That way I won't have to specialize everyone. But I will leave out the designated driver for transportation. *sigh*
Re: BUGZILLA report all bugs here![message #317461] Tue, 16 April 2013 01:29 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
As we seem to have quite a few people here who like fitting xmls, might as well ask for this...

The MercOpinions.xml stores the opinion of every merc towards every other merc. Well, only the first 75, because nobody ever thought of expanding that, but that's not my point.

The thing is that Blood's values are VERY VERY WRONG. In fact, he has an opinion of +20 towards everybody, which means that he likes EVERYBODY very much. Even Bubba. This is wrong. I dunno where the original values came from, but can someone please repair that? The svn history of that file only goes back to 2010, and it was already wrong then.


Re: BUGZILLA report all bugs here![message #317462] Tue, 16 April 2013 10:45 Go to previous messageGo to next message
RoWa21

 
Messages:2004
Registered:October 2005
Location: Austria
Flugente

The thing is that Blood's values are VERY VERY WRONG. In fact, he has an opinion of +20 towards everybody, which means that he likes EVERYBODY very much. Even Bubba. This is wrong.


Thanks for pointing that out. I just fixed it.

Flugent

The MercOpinions.xml stores the opinion of every merc towards every other merc. Well, only the first 75, because nobody ever thought of expanding that, but that's not my point.

Of course it should be expanded from 0 - 254 ( to , because we can have a maximum of 255 profiles. Expanding that array in the code should be easy, but the tricky part would be to keep savegame compatibility. Do you think it is possible to keep savegames working after the data change?

[Updated on: Tue, 16 April 2013 10:50] by Moderator



Re: BUGZILLA report all bugs here![message #317490] Wed, 17 April 2013 00:25 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
Thank you for fixing that, RoWa.

Yes, it can be done savegame compatible. Done so in r6012. :nerd:

Note that I'll abstain from filling in the 45900 now missing opinion entries :yikes: . Also didn't add empty values to the xml, but they will be read once there (default is 0).


Re: BUGZILLA report all bugs here![message #317491] Wed, 17 April 2013 00:33 Go to previous messageGo to next message
RoWa21

 
Messages:2004
Registered:October 2005
Location: Austria
Flugente
Thank you for fixing that, RoWa.

Yes, it can be done savegame compatible. Done so in r6012. :nerd:

Note that I'll abstain from filling in the 45900 now missing opinion entries :yikes: . Also didn't add empty values to the xml, but they will be read once there (default is 0).


Very cool. So are there any volunteers to update the "MercOpinions.xml" file with the new 45900 missing entries... Smile


Re: BUGZILLA report all bugs here![message #317506] Wed, 17 April 2013 15:22 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
One more bug (I'm still using v5951):
28. Trying to send flowers - clicking on dropdown to select city immediately freezes game forever.
Re: BUGZILLA report all bugs here![message #317522] Wed, 17 April 2013 21:02 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
weidox
One more bug (I'm still using v5951):
28. Trying to send flowers - clicking on dropdown to select city immediately freezes game forever.
RoWa fixed this in r5975.


Re: BUGZILLA report all bugs here![message #317557] Fri, 19 April 2013 00:01 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
29. MGL-140 grenade launcher doesn't show condition for 5th grenade (empty bar like zero). Interestingly, after I started shooting it started to show about 10% condition for this slot grenade, no matter grenade condition I put in.
Re: BUGZILLA report all bugs here![message #318663] Sat, 04 May 2013 16:46 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
Some of my discoveries:

- launchers that use multiple shot ammo (like six 20 mm grenade clips for XM-29 OICW) spent the magazine before they fire the last round, in this example after firing 5 rounds instead of 6

- a repost from a topic in general thread: This happens with both armor and weapon type items (maybe with more) that have been given an option to transform into another item. This causes a message that there is not enough room in the inventory and all the items from the backpack are being dropped - it looks as if the game wants to put all items from the backpack into the hands slot. BUT it happens only when a merc is wearing a backpack to the items in the backpack (not combat pack) and only in turn-based mode - when there is no combat transformations work flawlessly. It also won't happen if a transformable item is an attachment as I've noticed.

- and another repost: This is happening since revision 5908 where a fix was introduced to "NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT worked on all animations, which caused explosion victims to not update anims correctly. As a fix, we check for individual animations".
I'm using a custom weapon, a crossbow capable of firing explosive tipped bolts. These cause a grenade-like explosion on impact (set in the AmmoTypes.xml as a HighExplosive, Mk2 Grenade). Since the before mentioned update it stopped knocking enemies down like an explosion should. Standard thrown grenades work as they ought to. This problem seems to still persist for me.
Re: BUGZILLA report all bugs here![message #319098] Wed, 08 May 2013 23:40 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
I wonder where I should post bug reports so development would actually take care of it..
30. Anyway, now under OCTH and build 6061, marksman/sniper additional aim clicks seems to be buggy. In gun description they show to decrease number of aiming clicks, but actually they increase num aim clicks available. Not clear should be correct - it can be that those are supposed to be "free" aim clicks, in that case description would be correct but behavior incorrect, or another way would be that aiming allowance is extended (which in some cases brings no benefit), then description would be incorrect but behavior correct.
Update: forgot to say than on SMG description also shows to decrease aiming clicks but available aiming clicks are not increased. That is, on SMG only description seems to be buggy.

[Updated on: Wed, 08 May 2013 23:42] by Moderator

Re: BUGZILLA report all bugs here![message #319237] Fri, 10 May 2013 01:13 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Hi weidox. The New Trait System you're using (Sniper / Marksman and all that) focuses on NCTH where less aim clicks mean faster target acquisition whereas in OCTH, more aim clicks mean more accurate fire.

I have no idea if it supports OCTH since I've never used OCTH in a long time. But since it actually increases the number of aim clicks, it seems to work under OCTH as well. The descriptions can be tweaked towards OCTH, that's correct, but I personally believe it has little merit as most people who use New Traits are prone to use NCTH, NIV, NAS and so on as well. Might be wrong here.

The person who created New Traits is Sandro. New Traits are part of Sandro's STOMP project. Sandro hasn't been active for quite a while but there is a chance of him coming back
Re: BUGZILLA report all bugs here![message #319240] Fri, 10 May 2013 01:20 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3733
Registered:July 2009
STOMP is fully geared towards OCTH, NCTH effects were an afterthought and a hackjob like everything else in that system.


Re: BUGZILLA report all bugs here![message #319309] Fri, 10 May 2013 22:33 Go to previous messageGo to next message
yelirio

 
Messages:6
Registered:August 2012

Bug report:

JA2 1.13 version: 5986 on rev1660 (rev aprox)

Description: As discussed in ( http://www.bears-pit.com/board/ubbthreads.php/topics/319117.html ) the laser projection factor of attachments is not working.

First, I've tried using the Kiparis, which have a laser projection system built-in. Compared with a mp5, the Kiparis had a smaller reticle and also the laser projection factor was in the mag.factor. I've tested with a rifle lam on a m4a1, and the target reticle within range wasn't getting smaller than another with m4a1 with no attachments.

Re: BUGZILLA report all bugs here![message #319334] Sat, 11 May 2013 03:23 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Bug 627 submitted - CTD when attachment undergoes an item transformation while attached to a gun that also has a C-Mag attached.

As of SCI_Unstable_Revision_6068_on_GameDir_1670, there is at least one attachment in stock Data-1.13 that has a potential to setup the conditions for the crash - the LAM/Flashlight Combo, when it is attached at the same time as a C-Mag adapter, trying to toggle the flashlight on/off crashes the game.

The game does not CTD if other attachments, except for the C-Mag adapter are attached.

Not sure if a save game is really warranted, all I did was:
1) hire Len
2) used cheat codes to quickly get the LAM/Flashlight and C-Mag attachments
3) attach both
4) crashed the game by simply trying to turn on the LAM/Flashlight

The above was using Stock Data-1.13 in SCI_Unstable_Revision_6068_on_GameDir_1670.

[Updated on: Sat, 11 May 2013 03:30] by Moderator



Re: BUGZILLA report all bugs here![message #319335] Sat, 11 May 2013 03:47 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
Hmm. As switching on flashlight is a item transformation, the game tries to reattach the C-mag adapter (don't ask why, I don't understand our attachment system at all). Somehow that fails to set the ammo icon button. Yuk. This might take a while.


Re: BUGZILLA report all bugs here![message #319337] Sat, 11 May 2013 04:12 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Flugente
Hmm. As switching on flashlight is a item transformation, the game tries to reattach the C-mag adapter (don't ask why, I don't understand our attachment system at all). Somehow that fails to set the ammo icon button. Yuk. This might take a while.
I vaguely remember Headrock mentioning this cycling through of all attachments after an item transform was needed to prevent another crash scenario. Though this explains why the game CTD's if you try to item transform an inseparable attachment while it is attached.

[Updated on: Sat, 11 May 2013 04:14] by Moderator



Re: BUGZILLA report all bugs here![message #319370] Sat, 11 May 2013 17:16 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Is there a way to display whether old or new interrupt system is being used? I used the new interrupt system on v5951 and was pleased with it's workings but now as I started another game on v6061 (with OCTH as NCTH disappointed me), interrupts are working pretty poorly and I'm not sure if it's problem of mod (Arulco Revisited, which modifies only maps, I fixed it a bit to not change any other configs), or something was done with the new interrupt system.
Re: BUGZILLA report all bugs here![message #319441] Sun, 12 May 2013 19:49 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
The interrupt system can only be selected on starting a new game, unless you use a debugger.


Re: BUGZILLA report all bugs here![message #319443] Sun, 12 May 2013 20:01 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Yes, but question is how to get to know which interrupt system is being used for particular save game. I'm not sure now whether I did correctly choose IIS or missed that.
Re: BUGZILLA report all bugs here![message #319445] Sun, 12 May 2013 20:04 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
Ah. No way, unless you debug or run towards an enemy and get interrupted several times by the same guy in one turn.


Re: BUGZILLA report all bugs here![message #319455] Mon, 13 May 2013 00:01 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Sadly funny because that's almost impossible to test for multiple interrupts in current game. Because interrupts are happening so rarely that it would be useless to hope to see two interrupts in a row. Enemies almost freely roam and shoot me, and I do the same.
Re: BUGZILLA report all bugs here![message #319456] Mon, 13 May 2013 00:28 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
I tried now a bit on vanilla 1.13 v6061 and IIS seems to be working as poorly, though maybe to lesser extent (don't know if old IS got worse but it did not please me too). Even at night + night ops it's pretty hard to get interrupts.
Looking through version history, I see there were some fixes about interrupts, though can't understand what exactly was done. Guess may be related.
Re: BUGZILLA report all bugs here![message #319457] Mon, 13 May 2013 00:54 Go to previous messageGo to next message
RoWa21

 
Messages:2004
Registered:October 2005
Location: Austria
weidox
I tried now a bit on vanilla 1.13 v6061 and IIS seems to be working as poorly, though maybe to lesser extent (don't know if old IS got worse but it did not please me too). Even at night + night ops it's pretty hard to get interrupts.
Looking through version history, I see there were some fixes about interrupts, though can't understand what exactly was done. Guess may be related.


the interrupt fixes in the source trunk were just multiplayer interrupt fixes.


Re: BUGZILLA report all bugs here![message #319458] Mon, 13 May 2013 00:58 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Getting interrupt without enemy visible (only sound) - is it possible in old IS?
Re: BUGZILLA report all bugs here![message #319464] Mon, 13 May 2013 02:15 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
RoWa21

the interrupt fixes in the source trunk were just multiplayer interrupt fixes.


I opened v5951 with save game, just to be sure that my memories are right - and I'm getting interrupts mostly as expected - ie, running out of a corner is almost certain way to get immediately shot. With v6061 similar interrupts do not happen (an initial peskie in Omerta runs at night through a corner where my lvl 4 night ops merc is standing and shots him twice before he's able to get interrupt - that's default scenario).
Re: BUGZILLA report all bugs here![message #319513] Mon, 13 May 2013 14:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
weidox
Getting interrupt without enemy visible (only sound) - is it possible in old IS?

Yes (at least in stable v4870).
Re: BUGZILLA report all bugs here![message #319680] Tue, 14 May 2013 22:06 Go to previous messageGo to next message
Flugente

 
Messages:3535
Registered:April 2009
Location: Germany
Could not reproduce. Using IIS, interrupts happen left an right for me... did you change any interrupt settings?


Re: BUGZILLA report all bugs here![message #319737] Wed, 15 May 2013 16:37 Go to previous messageGo to next message
alex662

 
Messages:12
Registered:May 2013
hey,
i used to play JA2 since 2003 and i came across this forum few days ago.
anyway i never played UC or 1.13 so i thought i should give it a go.

i installed JA2 to E:/Jagged Alliance 2.

went to this link : http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/236264/Urban_Chaos_1_13_Deidranna_Liv.html#Post236264

downlaoded Unstable 1.13 SCI from here : http://www.bears-pit.com/board/ubbthreads.php/topics/311288/Depri_s_Builds_and_Packages_Ge.html#Post311288

installed it.
then downlaoded Original Urban Chaos Data folder from here : http://www.fileplanet.com/96687/0/0/0/1/section/Mod_Files

installed it and then downloaded Urban Chaos-1.13 v4.42 (Full) 20130501 from here : http://www.mediafire.com/?lzsocw5sb7b8itf

so theres the problem :
after i installed 1.13 - it worked fine (without UC)
after i installed UC - it worked fine (without 1.13)

but after i installed Urban Chaos-1.13 v4.42 (Full) 20130501
im trying to open JA2 with INI and i get this msg :
http://up370.siz.co.il/up1/5gjgzdjoqnhh.jpg

can you guys help me out?

btw - is there any way to replace the AP option and set it to 'normal'?
i mean playing with 75AP seems wierd to me..
im used to 20-24AP per round.
thx for your help & sorry for my english.
Re: BUGZILLA report all bugs here![message #319751] Wed, 15 May 2013 19:01 Go to previous messageGo to next message
pheloncab

 
Messages:281
Registered:August 2004
Location: So. Cal. or texas
Your error message is missing.

anyways.. UC should work. Which EXE are you clicking/selecting with the ini?

and just to make sure, your trying to play the latest UC115 hybrid right?

Re: BUGZILLA report all bugs here![message #319800] Thu, 16 May 2013 00:01 Go to previous messageGo to next message
alex662

 
Messages:12
Registered:May 2013
pheloncab
Your error message is missing.

anyways.. UC should work. Which EXE are you clicking/selecting with the ini?

and just to make sure, your trying to play the latest UC115 hybrid right?



what do you mean my error msg is missing?
cant you see it?
i'll upload it to another server :
http://i44.tinypic.com/idavqx.jpg

and im selecting vfs_config.UC113.ini

im not sure if my UC115 hybird is actually the latest version..
i downloaded it from here so i guess it is : http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/236264/Urban_Chaos_1_13_Deidranna_Liv.html#Post236264

i used the MediaFire mirror.
Re: BUGZILLA report all bugs here![message #319819] Thu, 16 May 2013 09:22 Go to previous messageGo to next message
Gambigobilla

 
Messages:709
Registered:July 2008
IFK if i get it right but, if you run vanilla exe after installing 1.13 it messes your whole installation. Reinstall and don't even touch original exe. To be honest i delete ja2.exe after installing ja2 because the sci's don't overwrite it. They come with a name like ja2_6082.exe so if you run ja2.exe instead of ja2_6082.exe then *boom* gone is the day's work.
Re: BUGZILLA report all bugs here![message #319820] Thu, 16 May 2013 10:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3733
Registered:July 2009
Didn't I change that the first time you mentioned it? Can't open one of the archives atm but only the editors should include a version.


New Kid New (or OLD?) Bugs[message #319828] Thu, 16 May 2013 12:30 Go to previous messageGo to next message
Drglord

 
Messages:15
Registered:May 2013
Hello there well i was a big fan of JA2 and when i found out about 1,13 i started playing it immediately and BOY it's like a new game amazing stuff boys. Now down to the cheese.

1) Not sure about that but i am really confused about aim levels. Snipers add aiming levels while that makes a gun less accurate? Pretty weird.

2) After adding the different scopes toggle scopes don't work anymore as intended. Previous to that you got different magnifications while now you slap a x10 scope and you get bonus x10 even if the guy is standing next you weird that no one has noticed that pretty much makes x10 and x7 scopes the best. If you disable scope toggle scopes return to normal behavior.

3)Not a bug but a a question though the default behavior of scopes x10 and even x7 seem to be useless since a x10 needs more than 60 squares away to be in optimal range and that means that you won't even see with the scope so far so what is the catch?

4) Explosions sometimes cause mercs to fall on their back and stay there trapped unable to do anything even if they have full energy they are stuck and if you choose to do anything with them it stucks and you have to wait for the 30 seconds timeout.

5) The new cower effect produces alot of bugs. It seems it was intended for civilians hence now alot of times cowering guys can[t be killed or even be shot while in that state. I have even see my mercs enter an immortal state while in that state and while the battle is on and die when it's over.

6) Using switches in ALMA to open doors crashes the game don't know if it is a n old one this one.

Almost finished a complete playthrough with the latest unstable build so thats some of the things i found out.
Re: BUGZILLA report all bugs here![message #319831] Thu, 16 May 2013 13:28 Go to previous messageGo to next message
CapnJack

 
Messages:58
Registered:June 2012
Sounds like you're using an old version of the SVN builds you need to update to one of the latest ones. Several of those bugs have been fixed in the latest builds. Latest 1.13 SCI/Builds
Re: BUGZILLA report all bugs here![message #319832] Thu, 16 May 2013 13:35 Go to previous messageGo to next message
Drglord

 
Messages:15
Registered:May 2013
I am using the latest build so i am pretty sure they are there. Especially the scopes bug.
Re: BUGZILLA report all bugs here![message #319841] Thu, 16 May 2013 14:46 Go to previous messageGo to previous message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Hi Dragonlord, welcome to the Pit. I can't help you but some things sound strange to me.

1) This does not sound like a bug, rather like you're using NCTH. In OCTH, your default shots had a certain chance to hit while every further aim click added to that, so more meant better. In NCTH, your gun has a certain aiming accuracy that can be achieved by maxing out the aiming clicks, regardless of how many there are. The more there are, the slower you get to max out your aim. So less aiming clicks coupled with high accuracy is what you're looking for in guns and merc traits. Otherwise, just use OCTH.

2) No idea. Sounds like a bug because this should have been fixed already.

3) No idea.

4) The timeout is a deadlock due to an unresolvable loop. There is a deadlock delay of 30s configurable in your INI that allows you to keep playing after that while. Decrease the time to make deadlocks go away faster but keep in mind that sometimes the game needs to load a bit even if it is not stuck.
As for mercs being stuck, are they maybe suppressed (negative APs maybe)? With HAM's suppression feature, explosives can seriously pin someone down. Otherwise, no idea.

5) Sounds weird as well but try tuning down the cower effectiveness in the INI. I don't know about mercs automatically dying after a fight except when they were bleeding out but if someone cowers in fear, you can hardly hit him from more than 10 tiles away. Try getting closer and shooting him directly or using melee, he's suppressed after all.

6) Any error messages?
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