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Switches[message #180687] Thu, 10 April 2008 13:25 Go to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
I'm playing RR few days now (now I've got some time Wink) and I really enjoy the mod. But now began to thing that Scorpion exaggerated with so many switches everywhere...

I mean - some swithes MAY be useful, but most of them are uselees, and some of them are bugged. In Tbilisi hospital there is a room inside hopital whitch I cleaned from enemies, there was only Bob (hurt by the bugs) inside, and while searching for the last enemy probably he blow up the whole thing (???).

In the Tbilisi mine there are some stones near the entrance down to mine - they are usualy blown up by defenders. But I tried to sneak aroung and took ale the TNT and explosives. After a while (when I shoot some enemies) the stones disapeared and my mercenary got hurt (without explosion sound or animation)...

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Corporal
Re: Switches[message #180714] Thu, 10 April 2008 17:22 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
lol nice bugfinding.

that's exactly the kind of testing a developer would want people to do ;-D

the miners are detonating some stuff. The source of the explosion is... uhhh... underground. yeah, underground so you don't see it...

- why don't i hear a thing?

...uhhh, the, uhhh... geology of tblisi mine is such that... uhhh...



frankly, i can make the triggered explosion show as such, too.

i only thought about the two alternatives, either the player stealthily blocks the switch and keeps them from detonating the explosives and can subsequently take the unused left over explosives, or, the stuff gets blown to bits when the player attacks directly.

i forgot to cover the third option/ mixture of the two options above

the reason i use so many switches is in 1.13, you simply *can* do much more stuff using switches in such a manner and i wanted to show this possibility to everybody interested.

ja2 rr is in this respect also a bit of an example of what innovative things 1.13 can do. At least your characters haven't been knocked out by a churchbell sound (which isn't really possible... but in early versions, it could theoretically happen)


are you sure it was bob who detonated the hospital?

i admit the hospital was designed in ja2 vengeance, where the triggers were not yet as faulty and bugged as in 1.13, and the entire concept of the map has since become rather dysfunctional. I guess this map would require a replacement if used in the 1.13 engine.

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Sergeant Major
Re: Switches[message #180767] Thu, 10 April 2008 22:53 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
I'm not really sure who detonated the hospital, but whet it happened there were only one enemy outside the building (killed in the next turn), and nobody besides Bob in the room with the switches... I left only two corpses there... Wink

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Corporal
Re: Switches[message #180779] Fri, 11 April 2008 00:14 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
npc's don't "deliberately" activate any triggers.

however, this map file may still contain left over pressure action triggers which can in 1.13 be activated even by civilians.

some sort of accident most probably then. but i agree a new map would make sense. The problem why i'm reluctant to change this is various hardcoded things concerning the hospital so it will have to be done well.

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Sergeant Major
Re: Switches[message #181025] Sat, 12 April 2008 11:56 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
re: hospital. and those smoke bombs. weeks after capturing it. arriving with some wounded. talking to the nurse, waiting in front of the building. nurse running in, triggering smoke bomb, fells down unconscious, nothing more happens. it was funny first three times around, kinda irritating after that. there seems to be some endless loop, explosives guy does not find anything to render safe etc.

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Sergeant 1st Class
Re: Switches[message #181034] Sat, 12 April 2008 13:20 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yeah, that's the same bug

prior to some whack code change in 1.13, civ's couldn't activate such pressure action items.

so that map has always been perfectly playable until a totally nonsensic code change, and it looks like not enough adjustments were made. But i can tell you it isn't easy for modmakers to correct all instances of bugs casued by idiotic code changes.

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Sergeant Major
Re: Switches[message #181051] Sat, 12 April 2008 15:45 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Smoke trigger switches in the hospital sector? Huh, I never knew of any such triggers in the hospital sector. I never have looked at the hospital sector with the mapeditor to see if there were any there.

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Sergeant Major

Re: Switches[message #181054] Sat, 12 April 2008 15:52 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
there aren't. it's tear gas. and it is only in RR's (Vengeance's) hospital sector

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Sergeant Major
Re: Switches[message #181070] Sat, 12 April 2008 16:55 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Ok.


I do agree that "8 year old" bug, could be resolved. Someone needs to investigate the original code, and then compare it to 1.13 code to see what the hell happened. I don't think mucking about just in the 1.13 code, will solve anything. The original code should be looked at 1st and then compare or attenpt to see what changed.

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Sergeant Major

Re: Switches[message #181141] Sun, 13 April 2008 00:15 Go to previous message
svean is currently offline svean

 
Messages:63
Registered:August 2005
I'm not programmer of any kind so I can't tell where is the bug... but in my case the effect wasn't like stepping on the trap - it looked the ssame way as tiggering both switches in the room in the center of hospital main building - with the explosions in both buildings, all this electrical flashes and stuff like that. That's why I thought it was Bob (who else could it be Razz). Until I found that all the hospital suplies are lost I was quite happy about that because it opened the hospital part with dr Steve....

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Corporal
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