Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGS: NEW 1.13 RELEASE (4870)
Re: BUGS: NEW 1.13 RELEASE (4870)[message #302416] Mon, 26 March 2012 08:18 Go to previous messageGo to next message
sabresandy

 
Messages:65
Registered:February 2012
Character problem: apparently Monk thinks Scope is Dr. Laura.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #302713] Mon, 02 April 2012 22:15 Go to previous messageGo to next message
puzzlepiece87
Messages:4
Registered:March 2009
RoWa21
@puzzlepiece87: I am currently busy with merging the Overheating-Feature from Flugente to the development trunk.

Later I will take a closer look at the bug.


Hey RoWa, just checking in again. Let me know if you need any more help from me. My bug report, save games, and screenshot are on page 3 of this thread. Thanks.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #302721] Tue, 03 April 2012 03:50 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
No ammo crates for 12 gauge shotgun shells

Different subject. I tested ammo crates for 4870. I see ammo crates for almost everything (even 4.6x30 and 4.7x33). However there are no ammo crates for 12 gauge shotgun ammo, how come?

(I am cool with there not being crates for more exotic ammo like 12.5x35 or CAWS, but 12 gauge? I just cycled 100 rounds through my 870 last Fri, it is nothing special, I guarantee it.)

Edit: @DB: Thanks man, good to hear!

[Updated on: Tue, 03 April 2012 10:51] by Moderator



Re: BUGS: NEW 1.13 RELEASE (4870)[message #302729] Tue, 03 April 2012 09:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Should have been fixed recently. When Madd added all the boxed ammo, he also took care of the missing crates.


Re: BUGS: NEW 1.13 RELEASE (4870)[message #302766] Wed, 04 April 2012 11:07 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
Dug out my JA2 game again. (11 year old CD still plays) Smile Though its been about 5 years since I last played. I am running with the 1.13 (4870) mod

Anyway I bought my main IMP the Zylon Vest and Leggings for the Camo.
Then noticed that the Vest was not giving me any Camo bonus. ?!?!?

Started searching to see if this was a known bug.
I found 1 comment in the AIMNAS topic saying....
"Wearing any vest type LBE of the same camo type? LBE camo always overwrites armor camo."

Why would it do that.... Most LBE camo I saw (only a quick look) was low value. (5-10%)

I would think it would be better to either Add the camo values or take the higher of the two (Vest or LBE)

Well if the game is hard coded to take the LBE over the vest, then not much can be done.

But it seems pretty ridicules to lose 15% of my camo value because I am wearing a LBE (camo 5%) on top of my Zylon Vest (Camo 20%)

Re: BUGS: NEW 1.13 RELEASE (4870)[message #302768] Wed, 04 April 2012 11:17 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Hello WaBlackHat, Welcome to the Pit :wave:

Quote:
Why would it do that
Why wouldn't it?


Re: BUGS: NEW 1.13 RELEASE (4870)[message #302770] Wed, 04 April 2012 11:32 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
DepressivesBrot
Hello WaBlackHat, Welcome to the Pit :wave:

Quote:
Why would it do that
Why wouldn't it?


Hmm my view is the LBE is basicly a harness with pockets/hooks/etc attached which you can attach more gear. It covers a very small area. It does NOT cover you whole upper chest like the Vest does.

So naturaly you would not give it much camo value because it does not cover much area) [5% does sound right to me]
But it is would NOT hinder the camo value of the Vest you are wearing underneath which is covering your whole upper body.

Putting a white napkin on a white table cloth does not make the table any less white.

Later, Wink

[Updated on: Wed, 04 April 2012 11:42] by Moderator

Re: BUGS: NEW 1.13 RELEASE (4870)[message #302782] Wed, 04 April 2012 15:58 Go to previous messageGo to next message
Sam Hotte

 
Messages:2020
Registered:March 2009
Location: Middle of Germany
However this is currently regarded as "it's a feature, not a bug", so possible changes to that should not be discussed her in the bug report thread, IMO.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #302948] Sat, 07 April 2012 18:49 Go to previous messageGo to next message
mtx

 
Messages:10
Registered:December 2005
Location: Lisboa, Portugal
Quote:
Doesn't work in WINE. ([MOUSEWHEEL] works in other windows apps under wine though.)


Also ran into this problem. Is there any way to add an alternative keyboard shortcut to mousewheel actions, or fix mousewheel detection?
Re: BUGS: NEW 1.13 RELEASE (4870)[message #303063] Mon, 09 April 2012 03:58 Go to previous messageGo to next message
Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Well, I've tried out this latest version after revisiting JA2 after a couple of years or so.

Been working pretty ok so far but I think I encountered a couple of nasties (dunno if it's already been mentioned).

Alt-tabbing can cause the game to seemingly end up doing some funny things. One thing I noticed that can occur whilst zoomed in a sector is that during this time, if you alt tab, it may happen that you cannot scroll to the edges anymore with your mouse or arrow keys.

Sometimes if you move a merc and want to scroll the screen whilst the merc is moving, the camera will become very spazzy and almost insist on sticking with the moving merc.

In Drassen after a big fight, I supposedly discovered that you can sell items when clicking on said item? Not sure if this is a bug or feature but if it's the latter, how do you disable it as it makes picking up items impossible? Again I think I ended up discovering this due to alt-tabbing.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #303064] Mon, 09 April 2012 04:12 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
For the last two:

Shorcuts for sidestepping and selling items are both ALT+click, and when you press ALT+TAB the ALT key stays pressed when you return the game. The solution is pressing ALT key.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #303072] Mon, 09 April 2012 11:39 Go to previous messageGo to next message
Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Ah, cheers for that Very Happy

Re: BUGS: NEW 1.13 RELEASE (4870)[message #303143] Tue, 10 April 2012 11:38 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Map Editor crashes when trying to save a bigmap.

http://img528.imageshack.us/img528/8559/mapeditorbug.gif

This problem seems to only affect bigmaps, regular maps save just fine.

I'd appreciate it, if this got fixed asap. :veryangrybear:


Re: BUGS: NEW 1.13 RELEASE (4870)[message #303150] Tue, 10 April 2012 14:16 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
smeagol
Map Editor crashes when trying to save a bigmap.

http://img528.imageshack.us/img528/8559/mapeditorbug.gif

This problem seems to only affect bigmaps, regular maps save just fine.

I'd appreciate it, if this got fixed asap. :veryangrybear:


I just checked with the latest development Map Editor exe and it works fine, also with the Map Editor based on 4870. Maybe the problem is Map specific? Can you try to load the default A9 sector map, enlarge it to 320x320 and save it.

Anyway, I have compiled a new Map Editor Release build based on the 4870 version, but with all the latest bugfixes. Try it out:
http://dl.dropbox.com/u/34560718/MapEditor_4870_2012_04_10.zip


Re: BUGS: NEW 1.13 RELEASE (4870)[message #303152] Tue, 10 April 2012 14:41 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Posted in the wrong thread Neutral

The editor I use was included in the unstable SCI (think some 5100ish release).

The editor you upped doesn't read the xml structure of tilesets (getting runtime errors upon loading), but the problem with saving not working for bigmaps happened even before the xml structure for tilesets was added...


Re: BUGS: NEW 1.13 RELEASE (4870)[message #303160] Tue, 10 April 2012 15:46 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
OK, here is the Map Editor compiled with the latest 1.13 development source code. Try it out if it work now. I tested with the enlarged map of A9 without any problems.

http://dl.dropbox.com/u/34560718/MapEditor_EN_Release_5176.zip

Edit: I found another problem when saving the map. The version number is set incorrectly to 1 and then an assertion is triggered when trying to load the map. I chech the source later today for the problem...

[Updated on: Tue, 10 April 2012 16:11] by Moderator



Re: BUGS: NEW 1.13 RELEASE (4870)[message #303174] Tue, 10 April 2012 19:06 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
I found the problem. Maps saved with the Map Editor (after the weapon overheated feature was included) had problems when loading. The map data structure (version, edgepoints, ...) were read incorrectly.

I have uploaded a new Map Editor Release Version to the SVN GameDir. Here is the direct link:
https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir/Map%20Editor_5178.exe


Re: BUGS: NEW 1.13 RELEASE (4870)[message #303195] Tue, 10 April 2012 22:29 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Great!

Seems to work (at least from what I can tell judging by a quick test... currently in the middle of prep for my final exams, but once those are done I might have time to spent some time on mapping again... just needed to make sure that everything will be working by then ^^).


Re: BUGS: NEW 1.13 RELEASE (4870)[message #303196] Tue, 10 April 2012 22:50 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
smeagol
Great!

Seems to work (at least from what I can tell judging by a quick test... currently in the middle of prep for my final exams, but once those are done I might have time to spent some time on mapping again... just needed to make sure that everything will be working by then ^^).


cool, looking forward for some nice (big) maps Wink


Re: BUGS: NEW 1.13 RELEASE (4870)[message #303258] Wed, 11 April 2012 15:13 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
***Note that this post and the discussion before it should probably be moved to a new thread as it is entirely about the map editor issues I'm currently facing, but since I started the discussion here, might as well continue here and wait for a global mod to move it... ***

Still not with the map editor you upped, unfortunately...

Tried running a game with the saved map, I can hire mercs and all seems fine until I want to make the heli drop. Game crashes with the "Unhandled exeption processing GameLoop unable to recover" error on loading screen. Old big map made with a map editor before xml file for ja2set structure was added works fine...

Also someone meddled with the land mines, I get all mines in the map editor shown as Klaxon Mines. If I have to replace all the bloody mines in the maps, I'm going on strike again... or to say it with Reuban "Dis makes me mad!" Mad


I appreciate work that is done on the editors, but if the stuff ain't working, it should not be made mandatory to use if you want to use new development exes. I'm getting pretty much fed up by bug hunting... time I could much better spent on actual modding work. I only have little spare time atm (and it won't get much better after my exams...). If I now also will have to post error reports on an hourly basis just in order to get something repaired that wasn't broken before, I'm getting more than upset (especially since I don't see too many benefits that will come from xml structure for JA2Set or the change for the landmines...).


And comments like this in xml files aren't that helpful either... especially since it's really unclear what exactly the bombitem ID refers to...




Re: BUGS: NEW 1.13 RELEASE (4870)[message #303305] Thu, 12 April 2012 11:20 Go to previous messageGo to next message
Fozzie

 
Messages:184
Registered:April 2010
Location: Germany
Now to something completely different:

The .ini-settingQuote:
REINFORCEMENTS ARRIVE WITH ZERO AP
does not seem to work. I normally try to avoid entering a sector near the area where reinforcements are expected to appear, so I didn't notice it for quite a while, but now I had a situation where it was not avoidable and I tested it over and over, even loaded older games to see if just the one campaign was broken but enemies always appeared on the map and immediately startet throwing grenades or emptying clips towards my mercs.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #303306] Thu, 12 April 2012 12:58 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Can you upload a savegame before the reinforcement arrive?

[Updated on: Thu, 12 April 2012 12:58] by Moderator



Re: BUGS: NEW 1.13 RELEASE (4870)[message #303323] Thu, 12 April 2012 18:21 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@smeagol: If the ja2set.dat.xml causes problems, I can easily revert that back to the ja2set.dat.

I will take a closer look at the problem later today.

edit: problem with landmines is fixed. there were errors in actionitem.xml file using wrong references. fixed version is updated in svn gamedir.

edit2: I reverted the usage of ja2set.dat.xml. Now you can use ja2set.dat again, but the additional P4-P9 items are gone.

[Updated on: Thu, 12 April 2012 22:31] by Moderator



Re: BUGS: NEW 1.13 RELEASE (4870)[message #303350] Fri, 13 April 2012 11:57 Go to previous messageGo to next message
Fozzie

 
Messages:184
Registered:April 2010
Location: Germany
RoWa21
Can you upload a savegame before the reinforcement arrive?

Not directly, I'm afraid, cause I used Quicksave for that (yeah, I know...) and that has been overwritten, of course.
I could try with other savegames if there are suitable ones left and try duplicate the situation. Would I have to post my .ini-file as well with that?
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304013] Sat, 28 April 2012 23:54 Go to previous messageGo to next message
zigor
Messages:1
Registered:December 2011
Hi!
Everythig was normal, to the time...
While moving camera in Tactical Screen, image is jumping and also description doesn't appear when holding cursor on weapon or item. This bug appear suddenly, as I made some progress. This is strange, because this bug is saving to the save file. In other save, where the bug not occurred, everything is normal.

My spec:
Win7 SP1 x64
ATi Radeon HD 6970 2GB
I C2Q Q9450

[Updated on: Sat, 28 April 2012 23:57] by Moderator

Re: BUGS: NEW 1.13 RELEASE (4870)[message #304179] Wed, 02 May 2012 16:18 Go to previous messageGo to next message
SqFKYo
Messages:2
Registered:April 2004
Location: Finland
I'm trying to repackage .50 BMG ammo crate using Barrett M82A2, and I get "Assertion Failure [Line 654 in file .\Item Types.cpp]"

How do I upload my savegame so you could verify this?

EDIT: Running the new version 4870 on Windows 7 Pro.

[Updated on: Wed, 02 May 2012 16:19] by Moderator

Re: BUGS: NEW 1.13 RELEASE (4870)[message #304182] Wed, 02 May 2012 16:42 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Open the XMLEditor that comes in the root directory of your JA2 1.13 installation, go to 'Items' -> 'Show' -> 'By Class' -> 'Guns', find the Barret and set the capacity to 11 to match the magazines.


Re: BUGS: NEW 1.13 RELEASE (4870)[message #304183] Wed, 02 May 2012 17:08 Go to previous messageGo to next message
SqFKYo
Messages:2
Registered:April 2004
Location: Finland
Thank you very much, it works, and now I can go and try to learn how to remove heads from 100 tiles away Smile
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304195] Wed, 02 May 2012 20:41 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
DepressivesBrot
Open the XMLEditor that comes in the root directory of your JA2 1.13 installation, go to 'Items' -> 'Show' -> 'By Class' -> 'Guns', find the Barrett and set the capacity to 11 to match the magazines.


I noticed in the 5224 build that the Barrett M82A2 still shows ammo 10. Has no one fixed this? or did they change the Magazine to 10?
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304228] Thu, 03 May 2012 02:43 Go to previous messageGo to next message
Mysterious Dr.X

 
Messages:38
Registered:March 2004
Location: Croatia

During my current session of Ja2 I noticed a bug, I think Smile. I'm an excessive user of burst- and autofire-mode. Most of the time I shoot while crouching. I often noticed that my mercs are missing more often when the enemy is standing. When both, my merc and the enemy are crouching, almost all bullets connect. Shouldn't it be the other way round? I can supply saves for that, but it only shows after a while.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304547] Wed, 09 May 2012 23:45 Go to previous messageGo to next message
kelale
Messages:2
Registered:May 2012
Hi RoWa21,

I have the same error in the same sector:


(ubNumElites) != (0) but they should be equal

Do you already have a savegame or should I send you my one? How may I do this?

thx and best regards
kelale
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304571] Thu, 10 May 2012 19:54 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
kelale
Hi RoWa21,

I have the same error in the same sector:


(ubNumElites) != (0) but they should be equal

Do you already have a savegame or should I send you my one? How may I do this?

thx and best regards
kelale


which error do you mean? which version (revision number) do you use? upload the savegame anywhere and post the link here.


Re: BUGS: NEW 1.13 RELEASE (4870)[message #304577] Fri, 11 May 2012 09:43 Go to previous messageGo to next message
K

 
Messages:6
Registered:May 2012
Hi all. I have a problem with MAX_NUMBER_MILITIA_IN_TACTICAL. The value 64 not works in Drassen Mine.

MAX_NUMBER_ENEMIES_IN_TACTICAL works fine. I play the 4870 version. What can i do?


ps: Is it somehow possible to make "MAX_NUMBER_MERCS_TACTICAL" even at 64? I like to play with a lot of mercenaries, but 32 is too little for me Wink
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304580] Fri, 11 May 2012 10:29 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Mr.
Hi all. I have a problem with MAX_NUMBER_MILITIA_IN_TACTICAL. The value 64 not works in Drassen Mine.

MAX_NUMBER_ENEMIES_IN_TACTICAL works fine. I play the 4870 version. What can i do?


ps: Is it somehow possible to make "MAX_NUMBER_MERCS_TACTICAL" even at 64? I like to play with a lot of mercenaries, but 32 is too little for me Wink


What do you mean with does not work in Drassen Mine? Which error occurs?


Re: BUGS: NEW 1.13 RELEASE (4870)[message #304581] Fri, 11 May 2012 11:28 Go to previous messageGo to next message
K

 
Messages:6
Registered:May 2012
Oh sorry. I mean that only 32 Militia are on the tactical map with my setting (64 Militia & Enemies on tactical map), but 64 Enemies. If one Militia is kill the next appears like the old system with 32 Militia. I mean the Drassen counterattack.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304582] Fri, 11 May 2012 11:34 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Mr.
Oh sorry. I mean that only 32 Militia are on the tactical map with my setting (64 Militia & Enemies on tactical map), but 64 Enemies. If one Militia is kill the next appears like the old system with 32 Militia. I mean the Drassen counterattack.


That is a limitation of the game engine and cannot be changed easily. There can only be 32 enemies at a time on the map. But if you kill one, another enemy will appear if you set the maximum number > 32.

[Updated on: Fri, 11 May 2012 11:34] by Moderator



Re: BUGS: NEW 1.13 RELEASE (4870)[message #304583] Fri, 11 May 2012 12:08 Go to previous messageGo to next message
K

 
Messages:6
Registered:May 2012
RoWa21
Mr.
Oh sorry. I mean that only 32 Militia are on the tactical map with my setting (64 Militia & Enemies on tactical map), but 64 Enemies. If one Militia is kill the next appears like the old system with 32 Militia. I mean the Drassen counterattack.


That is a limitation of the game engine and cannot be changed easily. There can only be 32 enemies at a time on the map. But if you kill one, another enemy will appear if you set the maximum number > 32.


The description says: Quote:
Use this to adjust the numbers of militia that can appear in the same sector in TACTICAL mode.
Militia, valid values 16 through 64, default is 32.




So is the description incorrect or I do not understand something? :confused:

Edit: I count the Enemies and the number is over 32. So why it works with Enemie but not with Militia?

[Updated on: Fri, 11 May 2012 18:49] by Moderator

Re: BUGS: NEW 1.13 RELEASE (4870)[message #304590] Fri, 11 May 2012 18:41 Go to previous messageGo to next message
kelale
Messages:2
Registered:May 2012
H RoWa21,

the error is:

Assertion Failure (Line 826 in function PrepareEnemyForSectorBattle in file .\Queen Command.ccp).

(ubNumElites) != (0) but they should be equal.

I`m playing with:
Release v1.13.4870 (Official Release): Build 11.12.28.

The error occurs while entering grumm mine, there are numbers of enemies in and around this sector. I have already tried to change parameter for reinforcement bit i had no luck with that.

I
Re: BUGS: NEW 1.13 RELEASE (4870)[message #304593] Fri, 11 May 2012 23:58 Go to previous messageGo to next message
K

 
Messages:6
Registered:May 2012
Can nobody help me? Or this is the wrong thread. Then I apologize.
Re: BUGS: NEW 1.13 RELEASE (4870)[message #305991] Sat, 16 June 2012 07:56 Go to previous messageGo to previous message
RebelMagistrate

 
Messages:6
Registered:June 2012
Location: Meanwhile, somewhere in C...
Hey guys. Long time reader, first time poster.

I recently started played JA2 again since JABIA fucked up so back, and was amazed to see the new strength in the community since said event. Particularly happy to see the new life in v1.13, (ironically more work has gone into this unofficial patch alone than all of JABIA). Having one small, yet completely game breaking bug.

Whenever I enter into an engagement, the enemies simply run back and forth, then crouch before their turn ends. This happens without fail, is inexplicably aggravating,and makes the game pointless to play.

I have seen other posts to nature in previous build forums, but only people replying that they had fixed it, when clearly, they haven't. Am I missing a hotfix or some other patch here?

JA2 Gold English
v1.13.4870 English

Windows 7 Pro x64
i3 Intel
HD Graphics chipset (why do think I'm playing JA2?)
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