Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Stracciatella Project (Platform Independent JA2) » Bugreport about finished game
Bugreport about finished game[message #264648]
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Sun, 10 October 2010 19:24
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public1983 |
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Messages:125
Registered:February 2006 |
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Hi,
I have finished the game without reload except for interruptions in about two months causualy playing. I have encountered numerous minor bugs, which I want to report briefly:
- sleeping mercs who retreat travel and arrive sleeping
- recruits without teacher do not get tired, but trained
- BR's: 3 times buckshot and one steel helmet, standard service, price 255 is displayed superposed with a zero over the last digit
- BR's: empty shipment entry
- endless hourglass at realtime switch after isolated enemy without visual contact throws a gas-grenade in the last turn
- error while loading map (press esc) - randomly, not reproducible, civ/militia placement?
- buttons (End Turn, Goto Map, Change Team) remain after manual resolved defeat and going back to map screen
- non-essential civilians do not show up in early game, san mona, extro, etc.
- spike does not stand ready to summon kingpin at repeated extreme fighting competitions
- prone stance impossible in some maps for certain orientations
- AI uses mortar under roof
- pointless battle after annoying joey and going back to surface
- leaving a battle sector with truck breaks the squad table (truck remains bound to wrong squad number)
- enemies move while explosions are handled in real-time, no los-check though, so unwanted close combat
- clickrush at yellow aim-panel in laptop for hiring calls exception
- tactical time compression after battle in grumm
- fast animations and wrong placement when entry-point is crowded jumping from heli
- exception when changing sector in tactical - merc placement error - no ctd
- exception when heli lands in estoni - randomly - tileset error - heli beams to sector top-left of a1
- throwing knifes fly on roof-top level - randomly
- enemy day-sight at first encounter at night
- enemy day-sight at mercs climbing roofs
- some maps have goody guns with wrong ammo loaded - grumm, alma
- truck changes direction when plotting route and rightclicking on destination in assignment panel
I will see what I can fix. I try not to vanish, in case there are questions/comments.
This game made me play with explosives. It is really fun setting up remote detonated tnt in a defense situation. The defense of central sam was a bit like the massive counterattack in 1.13. A full squad of 20 troops raiding the unexpecting militia is far enough for an exciting battle.
[Updated on: Sun, 10 October 2010 19:24] by Moderator Report message to a moderator
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Sergeant
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Re: Bugreport about finished game[message #266289]
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Thu, 04 November 2010 20:42
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public1983 |
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Messages:125
Registered:February 2006 |
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Hi,
thanks for the contribution. In general, a description about how to reproduce the problem is always helpful. I cannot reproduce (1.) by starting a hard game and trying to hire Gus. Am I doing something wrong? Is (2.) persistent with saving? I can not do anything without a savegame at the moment. I keep loading the reproducing savegame after successive code changes until the bug vanishes. If you can tell me how to make the debugger work for eclipse, things would look better for this and many other problems. About (3.) I can reproduce the helicopter sound when it should not be heard (also with 1.13!). However I can not hear bleeding soldiers grunt in the same setting.
At the moment I am after this minor bug, when mercs leave the helicopter to some far entry point and are displayed with super fast animations. This problem remains although you load an older savegame with the same sector and merc loaded sometimes. This is really cryptic to me. I am loosing faith into the engine in looking for a fix. However, the helicopter has to be reworked anyways. It crashes the game, when it is added to a refuling sector and a merc stands in the way. Its operation time is not limited other than by money. I guess the model should display some kind of Bell 407 with a range of 2 to 4 hours flying at travelling speed.
If you find any other bugs feel free to report it, best with a way of reproduction. By chance me or others find time and a way to fix it. Also the 1.13 people are interested in bug-report. Some of what You find buggy in Straciatella might be vanilla, like part of the sound bug, You reported.
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Sergeant
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Re: Bugreport about finished game[message #266422]
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Sun, 07 November 2010 17:12
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public1983 |
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Messages:125
Registered:February 2006 |
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You understand right.
The game gives me an error message, when the heli returns from a trip to a neighbouring sector of estoni and a merc is in the landing zone while the sector is loaded:
ERROR: caught unhandled exception: failed to add node to world
... error.sav ... etc.
If I load another sector the heli lands fine and the merc at the landing zone stands at the central entry point. With the merc off the landing zone he is not moved. I repeated the procedure at 14:29 and 15:30 without special observations.
I cannot see how to enable the backtrace option. I debug with the eclipse interface. I have located the line where the exception is thrown:
static void AddHelicopterToMaps(bool const add, RefuelSite const& r)
{
GridNo const grid_no = r.grid_no;
INT16 const ostruct = r.heli_ostruct;
// are we adding or taking away
if (add)
{
AddHeliPiece(grid_no, ostruct );
AddHeliPiece(grid_no, ostruct + 1); //here the exception is thrown
AddHeliPiece(grid_no - 800, ostruct + 2);
AddHeliPiece(grid_no, ostruct + 3);
AddHeliPiece(grid_no, ostruct + 4);
AddHeliPiece(grid_no - 800, ostruct + 5);
// ATE: If any mercs here, bump them off!
INT16 sCentreGridX;
INT16 sCentreGridY;
ConvertGridNoToXY(grid_no, &sCentreGridX, &sCentreGridY);
for (INT16 y = sCentreGridY - 5; y < sCentreGridY + 5; ++y)
{
for (INT16 x = sCentreGridX - 5; x < sCentreGridX + 5; ++x)
{
BumpAnyExistingMerc(MAPROWCOLTOPOS(y, x));
}
}
}
else
{
// remove from the world
RemoveStruct(grid_no, ostruct );
RemoveStruct(grid_no, ostruct + 1);
RemoveStruct(grid_no - 800, ostruct + 2);
RemoveStruct(grid_no, ostruct + 3);
RemoveStruct(grid_no, ostruct + 4);
RemoveStruct(grid_no - 800, ostruct + 5);
}
InvalidateWorldRedundency();
SetRenderFlags(RENDER_FLAG_FULL);
}
Somehow the step in only reaches one level deeper in the call hirarchy. Then its like step over and crashes. Maybe we can get the backtracing to work.
By the way the debugger reports a segmentation fault, if I load a savegame with merc in the landing zone although it works without the debugger. I am not sure, if I have configured it right.
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Sergeant
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