Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #321773] Thu, 20 June 2013 21:15 Go to previous messageGo to next message
Flugente

 
Messages:3494
Registered:April 2009
Location: Germany
Testing that with r6141 on current GameDir. A few observations:

Testing on 10:21 (daylight, lightlevel 3) on a road with Raider. No vision-altering armour, facegear, drugs or disabilities were used.
  • No item: sight range 26, no tunnelvision
  • M16A1: sight range 26, no tunnelvision
  • M16A1 with ACOG, 4x, not looking through scope: sight range 26, no tunnelvision
  • M16A1 with ACOG, 4x, looking through scope: sight range 31, tunnelvision 20%.
  • ACOG, 4x, in hands: sight range 29, tunnelvision 20%. Sight range 29 is correct, as the 20% sight range bonus gets reduced to a 15% bonus on this time of day
Conclusion A: The sight range when using scopes on guns is too high, it does not receive the daylight penalty it should. And its propably my fault, as I was the last one to modify this for the scope modes (I should have never made that stupid feature).

Edit A: This is friggin odd. I edited this function, but not the part that causes this error. For some reason, we apply a different penalty on guns (an I didn't do this...)

For non-guns we use
bonus += BonusReduceMore( idiv( pItem->dayvisionrangebonus
						* (NORMAL_LIGHTLEVEL_NIGHT - bLightLevel), NORMAL_LIGHTLEVEL_NIGHT ),
						(*pObj)[0]->data.objectStatus );
and for guns we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus
								* (NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY)), (NORMAL_LIGHTLEVEL_NIGHT-NORMAL_LIGHTLEVEL_DAY) ),
								(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
The intersting part is that once we use
pItem->dayvisionrangebonus * (NORMAL_LIGHTLEVEL_NIGHT - bLightLevel), NORMAL_LIGHTLEVEL_NIGHT
and once
Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus * (NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY)), (NORMAL_LIGHTLEVEL_NIGHT-NORMAL_LIGHTLEVEL_DAY)
If bLightLevel is 3, this causes a 25% reduction on items that are not guns. Why? I have no idea. :sadyellow: But it seems intentional.

Edit B: testing with a 7x and binoculars gives exactly the results that are to be expected: sight ranges of 35, 30 and 45.

Edit C: a comment by ChrisL reveals that the sight range daylight formula used on weapons was planned to be used, but apparently forgotten. Fixed in r6145. The correct sight ranges for a 4x scope are 31, and 39 for a 7x scope, when looking through them both in hand and on a gun. That might be the solution to your error.

[Updated on: Thu, 20 June 2013 23:32] by Moderator



Re: BUGZILLA report all bugs here![message #321904] Sun, 23 June 2013 23:01 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
SCI_Unstable_Revision_6116_on_GameDir_1678

I get these errors when running the UB executable:

http://i421.photobucket.com/albums/pp292/SharkD2161/Support/th_ja2_ub113_startuperror_zpsc1c6aac7.png

Doesn't seem to interfere with starting a new game though.
Re: BUGZILLA report all bugs here![message #321906] Sun, 23 June 2013 23:07 Go to previous messageGo to next message
Flugente

 
Messages:3494
Registered:April 2009
Location: Germany
That simply means that the UB JA2Options.ini does not have a few values, so it uses defaults - nothing to worry about.


Re: BUGZILLA report all bugs here![message #322012] Tue, 25 June 2013 22:08 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
Damn! This one is nasty. I've been playing with item transformations for a while but I haven't noticed this one before. Basically it's about temperature not being recreated when attachments get recreated during the item transformation (their status i.e. does get checked and is properly recreated). To give an example: I have a weapon with 2 attachments: a grenade launcher and a retractable stock with transformation option to extend/retract it. I fire a few shots from the underbarrel grenade launcher and it gets its temperature high. Then I use transformation option to extend the stock (retracted retractable stock transforms into extended retractable stock). After this the temperature on the grenade launcher drops to 0. The same of course happens to attachments temperature if I would use transformation directly on the gun itself. I hope I've managed to explain this problem clearly.
Re: BUGZILLA report all bugs here![message #322027] Wed, 26 June 2013 00:26 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Another bug which bothers me already long - items which give negative camouflage are actually giving unproportionally high reduction in camoe. For example, my merc has 58% wood camo, and I put on an item which gives -5% of each camo type. Instead of dropping my camo to 48%, it drops to 18% - and I get impression that all negative camo types are just added into a single minus, not differentiating by type.
Re: BUGZILLA report all bugs here![message #322111] Thu, 27 June 2013 03:02 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
6116/1678

In UB I get an endless stopwatch when starting combat with Col. Biggins.

Save game:

http://www.mediafire.com/?c56d03x8cx2bbhm
Re: BUGZILLA report all bugs here![message #322119] Thu, 27 June 2013 07:50 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
Error when trying to pass through the ventilation shaft with the blades still turning.

http://i421.photobucket.com/albums/pp292/SharkD2161/Support/th_ja2_ub113_bladeserror_zps79bf5600.png

[edit]

Savegame:

http://www.mediafire.com/?bom24w9rhf386fy

6116/1678 UB

[Updated on: Fri, 28 June 2013 02:43] by Moderator

Re: BUGZILLA report all bugs here![message #322123] Thu, 27 June 2013 13:09 Go to previous messageGo to next message
lockie

 
Messages:3832
Registered:February 2006
Location: Scotland
Maybe you just got shredded..... Very Happy


Re: BUGZILLA report all bugs here![message #322128] Thu, 27 June 2013 19:02 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
SharkD
Error when trying to pass through the ventilation shaft with the blades still turning.

http://i421.photobucket.com/albums/pp292/SharkD2161/Support/th_ja2_ub113_bladeserror_zps79bf5600.png


savegame?


Re: BUGZILLA report all bugs here![message #322140] Fri, 28 June 2013 00:55 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
I added the savegame to my previous post.

[Updated on: Fri, 28 June 2013 02:34] by Moderator

Re: BUGZILLA report all bugs here![message #322146] Fri, 28 June 2013 02:42 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
6116/1678 UB

Save game:

http://www.mediafire.com/download/819un9jbo4ccjjn/JA2_UB_03_SaveGame03.zip



When using the VSS Vintorez + PSO-3, the target becomes invisible when raising the weapon to fire.

IIRC this doesn't happen with the PSO-1. (Not 100% sure.)

[Updated on: Fri, 28 June 2013 02:48] by Moderator

Re: BUGZILLA report all bugs here![message #322147] Fri, 28 June 2013 03:39 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
6116/1678 UB

Can't focus/select/view/etc. sector. I am therefore stuck and cannot proceed with the game except by reloading an older save.

Savegame:

http://www.mediafire.com/?e2a21if5tepa06l

[edit]

After reloading the problem seems to have gone away. :confused:

[Updated on: Fri, 28 June 2013 03:56] by Moderator

Re: BUGZILLA report all bugs here![message #322151] Fri, 28 June 2013 10:40 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
I'm having trouble making group selections. I'll press '=', but then the cursor will flicker and focus will revert back to the main merc. The cursor seems rather flickery in general IMO. Also affects the Look command 'L'.


[edit]

Two more bugs in UB:

1. When I created my IMPs I made two auto weapons specialists and two snipers. However, when looking at their traits via the roster in the laptop they instead show up as Engineer and Stealthy respectively.
2. The game doesn't return you to the main menu when you've won. Instead, it drops you back to the strategic screen, except all your mercs are gone and you have $0.

[Updated on: Fri, 28 June 2013 14:36] by Moderator

Re: BUGZILLA report all bugs here![message #322156] Fri, 28 June 2013 14:36 Go to previous messageGo to next message
RoWa21

 
Messages:2003
Registered:October 2005
Location: Austria
Do you have a savegame for 2 (before you make the final action). For 1 a savegame would also be fine.


Re: BUGZILLA report all bugs here![message #322177] Fri, 28 June 2013 23:14 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
Here is a savegame for 1 and 2:

http://www.mediafire.com/?v54s9v7gpawn24d

However, the switch to launch the missiles has disappeared! My merc is standing right next to where it used to be. You can't finish the game without it.

[edit]

3. All my soldiers from M.E.R.C. show up equipped with umbrellas instead of weapons.
4. Picking up a corpse puts a camouflage in my inventory instead of the body.

Savegame:

http://www.mediafire.com/?15becvhxxbtfzcf

[Updated on: Fri, 28 June 2013 23:53] by Moderator

Re: BUGZILLA report all bugs here![message #322189] Sat, 29 June 2013 04:37 Go to previous messageGo to next message
Flugente

 
Messages:3494
Registered:April 2009
Location: Germany
4. That is normal, as nobody has done a proper pic for the corpse item yet. Camouflage is a placeholder pic.


Re: BUGZILLA report all bugs here![message #322207] Sat, 29 June 2013 19:27 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
merc05
Damn! This one is nasty. I've been playing with item transformations for a while but I haven't noticed this one before. Basically it's about temperature not being recreated when attachments get recreated during the item transformation (their status i.e. does get checked and is properly recreated). To give an example: I have a weapon with 2 attachments: a grenade launcher and a retractable stock with transformation option to extend/retract it. I fire a few shots from the underbarrel grenade launcher and it gets its temperature high. Then I use transformation option to extend the stock (retracted retractable stock transforms into extended retractable stock). After this the temperature on the grenade launcher drops to 0. The same of course happens to attachments temperature if I would use transformation directly on the gun itself. I hope I've managed to explain this problem clearly.


Regarding this one, I did a temporary fix that seems to work for now. In Items.cpp every time when command is used to recreate items

OBJECTTYPE tempAttachment;
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);


I changed this to

FLOAT barreltemperature = (*iter)[0]->data.bTemperature;
OBJECTTYPE tempAttachment;
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
(tempAttachment)[0]->data.bTemperature = barreltemperature;


It's a bit strange for default inseperable attachments that get recreated with its parent item status, I used the same template for temperature, though that meens every time attachments get recreated after transformation a built-in grenade launcher will get a temperature value of the gun's barrel.

if(Item[Item[pObj->usItem].defaultattachments[cnt]].inseparable == 1){
	FLOAT barreltemperature = (*pObj)[ubStatusIndex]->data.bTemperature;
	OBJECTTYPE defaultAttachment;
	CreateItem(Item [ pObj->usItem ].defaultattachments[cnt],(*pObj)[ubStatusIndex]->data.objectStatus,&defaultAttachment);
	(defaultAttachment)[0]->data.bTemperature = barreltemperature;
	AssertMsg(pObj->AttachObject(NULL,&defaultAttachment, FALSE, ubStatusIndex, -1, FALSE), "A default attachment could not be attached after merging, this should not be possible.");
}


Hope this helps.
Re: BUGZILLA report all bugs here![message #322217] Sun, 30 June 2013 01:52 Go to previous messageGo to next message
anv

 
Messages:250
Registered:March 2013
6169/1687
First MERC merc hired after launching the game arrives without equipment (no cost is added to MERC account, it's just treated if you've chosen "no" when asked if you want to buy equipment on hire).

Problem persists irregardless of merc and gear kit number.

Any MERC merc hired after first one work properly. Also loading game from before hiring him, or starting new game makes next merc work.

If "MERC_WEBSITE_IMMEDIATELY_AVAILABLE" is set to true, and you hire MERC as a first guy after starting a new campaign, he comes with only Enrico's letter.

Problem resets after relaunching the game, so even after you properly hire MERC merc with his equipment, save the game, restart the game and reload, next MERC guy will come without equipment.


Re: BUGZILLA report all bugs here![message #322287] Mon, 01 July 2013 06:12 Go to previous messageGo to next message
Buggler

 
Messages:208
Registered:November 2009
anv
6169/1687
First MERC merc hired after launching the game arrives without equipment (no cost is added to MERC account, it's just treated if you've chosen "no" when asked if you want to buy equipment on hire).


Fixed in r6176.
Re: BUGZILLA report all bugs here![message #322319] Mon, 01 July 2013 23:12 Go to previous messageGo to next message
Parkan

 
Messages:445
Registered:April 2010
Location: Russia,Sevastopol

6169 exe.
Bug:
Mercs light during movement still work if option is turned off.
Re: BUGZILLA report all bugs here![message #322321] Mon, 01 July 2013 23:58 Go to previous messageGo to next message
Flugente

 
Messages:3494
Registered:April 2009
Location: Germany
Toggling 'g' does not help?


Re: BUGZILLA report all bugs here![message #322323] Tue, 02 July 2013 00:25 Go to previous messageGo to next message
Parkan

 
Messages:445
Registered:April 2010
Location: Russia,Sevastopol

Nope.It still works if it turned off.
Re: BUGZILLA report all bugs here![message #322334] Tue, 02 July 2013 13:08 Go to previous messageGo to next message
Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
SCI_Unstable_Revision_6148_on_GameDir_1682

1)Bug with "repair ->items" is still present (items word appear far away) on 1920x1080.
2) Screen constantly goes down when talking to NPCs, endind turn in combat etc, and you cannot move camera up. During combat camera freeze or goes down and you cannot use mouse or keys to move camera. Temporarily it is possible to move camera after using options menu or click on minimap

[Updated on: Tue, 02 July 2013 16:52] by Moderator

Re: BUGZILLA report all bugs here![message #322369] Tue, 02 July 2013 22:22 Go to previous messageGo to next message
Parkan

 
Messages:445
Registered:April 2010
Location: Russia,Sevastopol

E1vS



Screen constantly goes down when talking to NPCs, endind turn in combat etc, and you cannot move camera up. During combat camera freeze or goes down and you cannot use mouse or keys to move camera. Temporarily it is possible to move camera after using options menu or click on minimap


Such freezes can be occured on other resolutions but not often.Every resolution except standart(from 640*480 to 1024*780)can have such freezes.clicking on minimap if freeze occur-helps to remove such bug,but often using this became horrible things.I suggest to use 1280*960 resolution.it not so minimal like 1920*1080 but such resolution very playble without such bug
Re: BUGZILLA report all bugs here![message #322423] Fri, 05 July 2013 03:10 Go to previous messageGo to next message
Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
1692 SVN
6187 exe

(I have only 11 mercs) 1) When trying to escort John and Mary, Mary does not join squad but John does.
2) Darren takes money but no boxer appears on the ring in San Mona.
Re: BUGZILLA report all bugs here![message #322428] Fri, 05 July 2013 14:31 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
r6187 on GameDir 1692

Tested and confirmed this: with the new option for civilians to drop all their equipment weapons that have a default attachment (like an integrated grenade launcher) are dropped without their default attachments with an empty slot instead.
Re: BUGZILLA report all bugs here![message #322439] Fri, 05 July 2013 16:33 Go to previous messageGo to next message
silversurfer

 
Messages:2680
Registered:May 2009
merc05
r6187 on GameDir 1692

Tested and confirmed this: with the new option for civilians to drop all their equipment weapons that have a default attachment (like an integrated grenade launcher) are dropped without their default attachments with an empty slot instead.


I just tested this with Kingpin and his "Steyr AUG-A2". I found the error in the code and will fix it. Has nothing to do with "civilians drop all" btw. This would also happen with any other weapon drop.

However there is a requirement to reduce attachments at all:

"Enemies drop all" must be disabled. Otherwise attachments will never be reduced. I wonder if this is intended behaviour since we have this "ATTACHMENT_DROP_RATE" in the Ini. :confused:

So shall attachments be reduced according to the "ATTACHMENT_DROP_RATE" if "Enemies drop all" is on?

Re: BUGZILLA report all bugs here![message #322440] Fri, 05 July 2013 16:35 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3742
Registered:July 2009
The purpose of ADR is to reduce the insane amount of attachments you get with NAS and the conversion of internal to default attachments when you are running under drop all.


Re: BUGZILLA report all bugs here![message #322443] Fri, 05 July 2013 19:24 Go to previous messageGo to next message
silversurfer

 
Messages:2680
Registered:May 2009
I understand the intention behind ADR but when "Enemies drop all" is active ADR is ignored completely.

One could say that "drop all" means all including all attachments but I think that this limits options for the player. If ADR was honoured even when "drop all" is active the player could say "I want all their gear but please not so many attachments." and set ADR to 20% for example. If he wants all the attachments too, he can set ADR to 100% and the game will behave like now with "drop all" active alone.

I'm not the one to make that decision so I will just fix the bug and hand the fix to Rowa.

Re: BUGZILLA report all bugs here![message #322444] Fri, 05 July 2013 20:24 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3742
Registered:July 2009
ADR doesn't even make sense in limited drops, you'll never run into that crazy attachment overflow. And it used to work under DA, I remember I had to set it to 100 or find precision rifles with no optics and stuff like that.


Re: BUGZILLA report all bugs here![message #322466] Sat, 06 July 2013 07:07 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
I noticed this a while ago but haven't mentioned it so far.

The problem is that CTRL+L (Load Game) no longer works during militia or enemy turns. Sometimes it is faster to exit the game and restart than to wait until your own turn. It's very annoying IMO.
Re: BUGZILLA report all bugs here![message #322469] Sat, 06 July 2013 11:06 Go to previous messageGo to next message
silversurfer

 
Messages:2680
Registered:May 2009
I can't remember a time when this was any different. I always used Alt+X to exit because it was not possible to directly load a savegame. Taught me to be a little more careful in my advance. Very Happy

Re: BUGZILLA report all bugs here![message #322474] Sat, 06 July 2013 14:07 Go to previous messageGo to next message
Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
SharkD
I noticed this a while ago but haven't mentioned it so far.

The problem is that CTRL+L (Load Game) no longer works during militia or enemy turns. Sometimes it is faster to exit the game and restart than to wait until your own turn. It's very annoying IMO.


Did you try to use Alt+L ?
Re: BUGZILLA report all bugs here![message #322475] Sat, 06 July 2013 15:22 Go to previous messageGo to next message
Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
I have seen the bug when you try to attach incompatible attachment the game can crash or display weird things in sector and merc inventory
Re: BUGZILLA report all bugs here![message #322476] Sat, 06 July 2013 15:36 Go to previous messageGo to next message
Gambigobilla

 
Messages:709
Registered:July 2008
If you are in an endless loop after loading quicksave, using Alt+L again puts you another endless loop. IMO it was a lousy hackfix (rev4543), but some people love it because they think it's a fitting punishment for save-load spammers.
Re: BUGZILLA report all bugs here![message #322498] Sun, 07 July 2013 15:47 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
silversurfer
merc05
r6187 on GameDir 1692

Tested and confirmed this: with the new option for civilians to drop all their equipment weapons that have a default attachment (like an integrated grenade launcher) are dropped without their default attachments with an empty slot instead.


I just tested this with Kingpin and his "Steyr AUG-A2". I found the error in the code and will fix it. Has nothing to do with "civilians drop all" btw. This would also happen with any other weapon drop.

However there is a requirement to reduce attachments at all:

"Enemies drop all" must be disabled. Otherwise attachments will never be reduced. I wonder if this is intended behaviour since we have this "ATTACHMENT_DROP_RATE" in the Ini. :confused:

So shall attachments be reduced according to the "ATTACHMENT_DROP_RATE" if "Enemies drop all" is on?


You're right. Seems I just noticed it because of trying to test out the civilians drop all Smile. But the problem is still occuring in r6201 Sad. It even occurs when I comment out the content of ReduceAttachmentsOnGunForNonPlayerChars in source code. I think it has something to do with default attachments being of an inseperable/replacable type. Scopes/sights seem to spawn.
Re: BUGZILLA report all bugs here![message #322501] Sun, 07 July 2013 17:27 Go to previous messageGo to next message
silversurfer

 
Messages:2680
Registered:May 2009
Can you give me an example NPC where I can test this? I haven't had an opponent so far that was supposed to drop a weapon with an inseparable attachment.

Re: BUGZILLA report all bugs here![message #322508] Mon, 08 July 2013 00:55 Go to previous messageGo to next message
weidox

 
Messages:43
Registered:March 2013
Version 6077 on gamedir 1676. Trying to load .50 BMG ammo box into Barrett M82A2 crashes game.
Re: BUGZILLA report all bugs here![message #322509] Mon, 08 July 2013 01:14 Go to previous messageGo to next message
Gambigobilla

 
Messages:709
Registered:July 2008
@weidox
change magazine size to 11

Is this still happening?
Re: BUGZILLA report all bugs here![message #322510] Mon, 08 July 2013 02:00 Go to previous messageGo to previous message
merc05

 
Messages:87
Registered:January 2013
@silversurfer: Right now to test it out quickly I just added a guy via map editor to Omerta map and given him an AICW. I tried it with both a civilian and an enemy and indeed this occurs in both cases - the gun is dropped without the integral grenade launcher. Enemies drop all is checked. CIVILIANS_DROP_ALL is set to true. ADR is set to 100.
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