Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGS: Tais' SCI's
Re: BUGS: Tais' SCI's[message #302954] Sat, 07 April 2012 19:26 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Hehe...
I'm quite sure, I can recognize the map you're playing from the small radarmap. :professor:
I think, I've seen it somewhere before.

Comparing your screenies some posts above, it seems you've started a new game with unstable release and AR mod on top?

[Updated on: Sat, 07 April 2012 19:29] by Moderator

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Master Sergeant
Re: BUGS: Tais' SCI's[message #302955] Sat, 07 April 2012 19:27 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Dunno if it's a bug - but it has been in release version 4870 (at least). JFTR.

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Sergeant Major
Re: BUGS: Tais' SCI's[message #302956] Sat, 07 April 2012 19:31 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
JAsmine
Hehe...
I'm quite sure, I can recognize the map you're playing from the small radarmap. :professor:
I think, I've seen it somewhere before.

Comparing your screenies some posts above, it seems you've started a new game with unstable release and AR mod on top?


He's my guinea pig that's testing AR with the newest SCI atm, he will report to me soon :vader:

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First Sergeant

Re: BUGS: Tais' SCI's[message #302959] Sat, 07 April 2012 19:40 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Scouty
SCI 5163:

I'm assuming it's a bug that I can fit 6 wire cutters in a medical syringe pocket (part of medical pouch)? Smile
It's legit as far as the xml goes, both syringes and wirecutters are Size 16/Misc

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Captain

Re: BUGS: Tais' SCI's[message #302961] Sat, 07 April 2012 19:49 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
JAsmine
Hehe...
I'm quite sure, I can recognize the map you're playing from the small radarmap. :professor:
I think, I've seen it somewhere before.

Comparing your screenies some posts above, it seems you've started a new game with unstable release and AR mod on top?


Yep, running Tais' 5163 SCI, AR on top of that, and copied over the settings/options from my 'proper' 5163. Works like a charm except for the missing stats of the newest mercs (the JA1 ones).

So far I'm loving the new maps, the game feels really fresh again. I'm happy I made my IMP a lockpick expert to steal all the new loot. Smile

===

Alt-tab needs to redraw the whole screen:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_alttab.png

[Updated on: Sat, 07 April 2012 20:07] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #302964] Sat, 07 April 2012 20:13 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
The BR bug is definitely related to the scroll bar mouse region. There is also a memory leak with gSelectedGridScrollColumnRegion as it gets allocated 2 or more times while on the page depending on actions taken but is never properly cleared that I can tell. I'll submit a fix after testing.

Edit: Submitted. Also think this will fix a problem with buttons linger on screen from order form after closing the screen (assuming it didn't crash).

[Updated on: Sat, 07 April 2012 20:36] by Moderator

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303006] Sun, 08 April 2012 11:06 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Using SCI 5163 + AR:

For some reason, Tony refuses to buy anything. Is this a bug, feature of AR, or me messing up my installation?

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_tony.png

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Corporal
Re: BUGS: Tais' SCI's[message #303007] Sun, 08 April 2012 11:08 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Can you try to buy some of his stuff and sell it back?

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Captain

Re: BUGS: Tais' SCI's[message #303008] Sun, 08 April 2012 11:18 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
That works, I bought a Desert Eagle + Bipod from him, and he's willing to buy that back.

===

Something weird going on with shift+M and a lot of items (140) in the sector inventory:

I press shift+M to move everything to Jane, save the game, reload the same game, and the items are back in the other pile.

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_shiftm.png

savegame

There's also the issue of items moved with shift+M sometimes not showing up (the white glow). I don't know how to reproduce that exactly.

[Updated on: Sun, 08 April 2012 11:29] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303010] Sun, 08 April 2012 11:29 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
tazpn
The BR bug is definitely related to the scroll bar mouse region. There is also a memory leak with gSelectedGridScrollColumnRegion as it gets allocated 2 or more times while on the page depending on actions taken but is never properly cleared that I can tell. I'll submit a fix after testing.

Edit: Submitted. Also think this will fix a problem with buttons linger on screen from order form after closing the screen (assuming it didn't crash).


just to remind you: I have not received a pm from you yet with the fix.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303011] Sun, 08 April 2012 11:30 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I have that faint memory that Tony only buys stuff in his inventory, in other words:
Purging all the 0-quantities might not have been the brightest of ideas Smile

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Captain

Re: BUGS: Tais' SCI's[message #303012] Sun, 08 April 2012 11:33 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
You're probably right, he DOES buy the Sig SG552 Stephen found in San Mona!

===

The shotgun shell ammo boxes don't fit in this pocket, yet all the other ammo boxes do. Seems odd:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_shellbox.png

Edit - Nvm, I noticed the .357 box can fit two in there, so it's just a size thing?

[Updated on: Sun, 08 April 2012 11:47] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303014] Sun, 08 April 2012 11:45 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Scouty
Using SCI 5163 + AR:

For some reason, Tony refuses to buy anything. Is this a bug, feature of AR, or me messing up my installation?

Definitely not a feature of AR.
It's a bug (and this is not the first time it occurs!).
I'm quite sure it must be an issue of v1.13, not AR. This may also occur with official release 4870.
Could it be that Tony's XML got corrupted somehow? :confused:

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Master Sergeant
Re: BUGS: Tais' SCI's[message #303020] Sun, 08 April 2012 14:40 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
SCI 5163:

You can get permanently stuck on the map screen:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_mapscreen.png

Go to tactical, right click on the map to enlarge it, then press ALT+E (with or without ctrl+gabbi, doesn't matter). After this you can't return to the regular view by right-clicking, escape, or any other random key/mouse spam.

[Updated on: Sun, 08 April 2012 14:42] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303030] Sun, 08 April 2012 19:15 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
DepressivesBrot
I have that faint memory that Tony only buys stuff in his inventory, in other words:
Purging all the 0-quantities might not have been the brightest of ideas Smile


Yeah, that was my bad... I forgot he didn't look at item classes, and was trying to tidy up the file. Fixed now on svn.

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First Sergeant

Re: BUGS: Tais' SCI's[message #303042] Sun, 08 April 2012 21:58 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Running 5163 + AR:

I got an interesting pathing issue in case someone wants to take a look at that:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_pathing.png

You can see the game thinks it can go over the barrier, and then *through* the fence behind it. When double-clicking, nothing happens.

savegame

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Corporal
Re: BUGS: Tais' SCI's[message #303044] Sun, 08 April 2012 22:07 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
I can 100% support this bug report. Have seen it happen myself, too (official release 4870, with AR mod) on this very map in the same situation. Problem is I think the design between the barrier and the fence which IMO you can't find on any vanilla map.

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Master Sergeant
Re: BUGS: Tais' SCI's[message #303110] Mon, 09 April 2012 20:41 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
SCI 5171 + AR:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_stab.png

After getting the enemy down to 'dying', I couldn't stab her anymore. It just spends AP, doing the animation, and doing no damage. I tried from a few positions around the enemy, no dice.

Unfortunately a savegame isn't going to help, since after a save/reload this issue was fixed.

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Corporal
Re: BUGS: Tais' SCI's[message #303126] Tue, 10 April 2012 05:55 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
spaeR

Not work, black screen again!

If I press alt+tab, the menu appear for a sec!


Did it work before. When did it stop working?

Try changing the following setting in ja2.ini:
HIGHSPEED_TIMER = FALSE
The new timer slightly changes which thread the graphics are drawn in and could theoretically cause an issue with your graphics card.

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303153] Tue, 10 April 2012 14:48 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Hey tazpn, are your timer fixes in 5171? Because I'm still having the issue where the game runs slower than normal, until I start a track in media player.

[Updated on: Tue, 10 April 2012 15:02] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303161] Tue, 10 April 2012 15:59 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
The v5163 are not working, the prev versions are works!

On my PC, works fine, but on my notebook, black screen!

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Corporal
Re: BUGS: Tais' SCI's[message #303185] Tue, 10 April 2012 20:48 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
5171 + AR:

When attaching a foregrip, the burst penalty entry disappears from the description box:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_foregrip01.png

->

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_foregrip02.png

Using OCTH, where it doesn't even say what a foregrip does in the advanced tab. Does this just mean that the burst penalty is zero with a foregrip attached?

[Updated on: Tue, 10 April 2012 20:50] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303191] Tue, 10 April 2012 21:48 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
5171 + AR:

Found another pathing issue, the guy repeatedly tried to jump over the bridge railing. It showed the animation, a splash sound, then he was back at his original position.

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_pathing02.png

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Corporal
Re: BUGS: Tais' SCI's[message #303193] Tue, 10 April 2012 22:16 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
@Scouty:
Foregrip should have a display in the UDB if only to show that it's negating the penalty to zero.

Foregrip reduces burst and autofire penalties by 5% BTW.



@All:

Has anyone else experienced trouble clicking on things in the sector inventory? By this I mean, when you click, nothing happens, and you have to click one or more times to make it work?

I was just debugging the ctrl-click pick-up feature, and I noticed that a lot of my clicks weren't even getting through to the event handler code.

EDIT: Actually, it looks like the issue can happen anywhere on the map screen...

[Updated on: Tue, 10 April 2012 22:31] by Moderator

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First Sergeant

Re: BUGS: Tais' SCI's[message #303194] Tue, 10 April 2012 22:23 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@mugsy: afaik tazpn has made changes/fixes with clicks not registered. you should write him a PM.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303201] Tue, 10 April 2012 23:45 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
5171:

The Saiga 12K takes a foregrip, yet has no auto/burst fire mode or trigger group slot.

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Corporal
Re: BUGS: Tais' SCI's[message #303202] Wed, 11 April 2012 00:03 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
that ones been in there forever...

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Captain

Re: BUGS: Tais' SCI's[message #303204] Wed, 11 April 2012 00:18 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
And I'm just going to keep reporting it until it's fixed. Very Happy

Tony buys most weapons again with 5171, but not the Cx4 Storm. Haven't encountered other unsellable guns atm.

===

It's possible to break the highlighting system:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_hl01.png

I don't know how to reproduce this one exactly, it just happens a lot when hovering over different items. The highlights from a previous item get stuck ON somehow.

[Updated on: Wed, 11 April 2012 01:16] by Moderator

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Corporal
Re: BUGS: Tais' SCI's[message #303216] Wed, 11 April 2012 05:48 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
Scouty
Hey tazpn, are your timer fixes in 5171? Because I'm still having the issue where the game runs slower than normal, until I start a track in media player.

Its not in. Still don't have a good reason why it should work or not. I guess there is no real harm so I will add it back in and submit to RoWa21 for future release.

Madd Mugsy
@Scouty:
@All:

Has anyone else experienced trouble clicking on things in the sector inventory? By this I mean, when you click, nothing happens, and you have to click one or more times to make it work?

I was just debugging the ctrl-click pick-up feature, and I noticed that a lot of my clicks weren't even getting through to the event handler code.

EDIT: Actually, it looks like the issue can happen anywhere on the map screen...

I don't recall doing anything specifically for sector inventory. Typically mouse handling is started at beginning of GameLoop (~ line 247). Optionally individual screens can handle mouse events but most do not. In the past screens could just eat any mouse messages and only use keyboard commands. My changes to the timer also changed when messages can be queued where previously they would be held until any gameloop was completed and now it would now queue at any time. This means inproperly configured message loops can just eat mouse messages if they dont forward unhandled messages to the default handler.

Mapscreen for instance uses DequeueEvent which will dequeue any events including mouse events but only handles KEY_DOWN and KEY_REPEAT by default so I added HandleDefaultEvent which will run the standard mouse handlers if mouse event is found while running that message handler. Not sure if that is related or not. Most other screens use DequeueSpecificEvent (KEY_DOWN|KEY_UP|KEY_REPEAT) to only handle keyboard events and leave mouse events to the gameloop handler.

Anyway I thought I reviewed most screens code handling to not eat messages. Where do you think the messages should be handled that you are debugging?

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303217] Wed, 11 April 2012 06:02 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I noticed the issue in the sector inventory mostly when holding down shift, ctrl or alt.

In the latest SVN code for instance, if I put a break point at line 2044 in strategic\Map Screen Interface Map Inventory.cpp and try ctrl-left clicking items in the inventory, then I find the break doesn't always hit and in fact the code doesn't always execute... after multiple clicks it will eventually work. (This is while debugging using the Release w/Debug Info config)

EDIT: Aha - fixed the problem myself Smile In mapscreen.cpp, change @line 6824, from:
	while( DequeueEvent( &InputEvent ) )
//	while( DequeueSpecificEvent( &InputEvent, KEY_DOWN ) )		// doesn't work for some reason
	{
		if( InputEvent.usEvent == KEY_DOWN )


To:
//	while( DequeueEvent( &InputEvent ) )
	while( DequeueSpecificEvent( &InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT ) )		// doesn't work for some reason -- MM: fixed?  it works better for me like this
	{
		if( InputEvent.usEvent == KEY_DOWN )


SVN updated.

[Updated on: Wed, 11 April 2012 06:16] by Moderator

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First Sergeant

Re: BUGS: Tais' SCI's[message #303218] Wed, 11 April 2012 06:17 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
Well you removed the HandleDefaultEvent line at 8243 or so when you merged in changes. However using specific event is also ok I think. The comment about having issues worried me.

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303240] Wed, 11 April 2012 12:19 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
tazpn
Well you removed the HandleDefaultEvent line at 8243 or so when you merged in changes. However using specific event is also ok I think. The comment about having issues worried me.


Should we change that back (including the HandleDefaultEvent)?
Can you send me a patch file.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303260] Wed, 11 April 2012 15:41 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

sci 5171& aimnas easter relase working fine on my acer 5720,no black screen on start ....

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Sergeant Major
Re: BUGS: Tais' SCI's[message #303264] Wed, 11 April 2012 17:11 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
RoWa21
tazpn
Well you removed the HandleDefaultEvent line at 8243 or so when you merged in changes. However using specific event is also ok I think. The comment about having issues worried me.


Should we change that back (including the HandleDefaultEvent)?
Can you send me a patch file.

If we run in to issues we can revert it. Conceptually they are the same but for example we had the problem with the BR screen where holding the mouse button down did not result in items being repeatedly ordered. This seemed to be handled best by running DequeueEvent/HandleDefaultEvent rather than DequeueSpecificEvent(KEY_...).

If there is any other strange behavior then I would recommend putting back the HandleDefaultEvent lines.

--
Regarding the black screen the only other thing I can think of was the extra error handling to prevent infinite loops in the directx video code but both of my machines (one new, one old) behave correctly with the current releases. @spear, do you have integrated video (like intel) or actual video card (like nvidia or ati)?

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303265] Wed, 11 April 2012 17:14 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@black screen: This can also happen if you run the game in FULLSCREEN and you have choosen a widescreen resolution, which is not supported by the DirectDraw2 runtime (which JA2 uses).

Most of the widescreen resolutions only work in WINDOWED mode.

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Sergeant Major

Re: BUGS: Tais' SCI's[message #303270] Wed, 11 April 2012 20:16 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey folks.

Well the behavior of reinforcements in my game is seriously screwed.
Granted i use the unstable SCI, but that really pisses me off.
I had the same issues with the unstable code released before the april one.

So, lets decribe it.
Reinforcements wont spawn in during TB like they did before, only when the game changes back to realtime or when some strange threshold is reached.
Atm, im playing the Drassen-counter, and the battle screen shows 60 enemies left, but there are only two actually present.
No spawns during TB.
When it goes to real, new spawns come in. Same happens when i kill one of the last two soldiers and end my turn(thats what i meant by threshold).
Milita is affected from this too, no replacemnts have arrive through the battle so far.

As an extention of this, enemies can not flee during TB. They just sit at the sector edge and try to flee which gives me a 30sec or so clock, FOR EVERY ENEMY THAT TRIES EVERY TURN!
Interstingly enough, the last present guy could flee when i shot the other enemy.

EDIT:
After i have given him some turns he somehow managed to flee, and the last one also managed it after some more turns(lots of clock), then the game was still in TB with no enemies around and gave me the clock for two more turns till real time came and the next batch spawned.

And dont ask me how, but in my current quicksave the sector has no enemies spawned in, and when i change to the strat display and go back to to tactical, BAM the next batch is just there.
wat..

Not to rant, but that really pisses me off.
Is this a known bug, or can anyone PLEASE advise me how to fix it?


regards

[Updated on: Wed, 11 April 2012 20:31] by Moderator

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Master Sergeant
Re: BUGS: Tais' SCI's[message #303272] Wed, 11 April 2012 20:31 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I switch to FALSE, but not work!
Please help!!!

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Corporal
Re: BUGS: Tais' SCI's[message #303273] Wed, 11 April 2012 20:36 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
For not joining in TB, i have this problem too but i don't have many fleeing enemies so i can't confirm the second. The settings for reinforcement i use:

ALLOW_REINFORCEMENTS = TRUE
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE

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First Sergeant
Re: BUGS: Tais' SCI's[message #303293] Thu, 12 April 2012 06:02 Go to previous messageGo to next message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
@spaeR, Then its not that setting. Change it back.

See RoWa21's response. Its probably your screen resolution then. Try running in windowed mode or change to a different resolution in the ja2.ini file. They change the numbers from previous releases so check your resolution setting (I use 4 as it is one of the originals I think)

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Corporal 1st Class
Re: BUGS: Tais' SCI's[message #303296] Thu, 12 April 2012 06:30 Go to previous messageGo to previous message
tazpn is currently offline tazpn

 
Messages:99
Registered:December 2007
Location: CA, USA
I think I have a bug report regarding the Inventory uses AP feature where I was able to pick up a gun from inventory but ran out of AP such that I couldn't do anything with the gun. This was a couple of weeks ago but I was reading some notes on inventory shortcuts and it reminded me so I thought I'd post it in any case.

I couldn't drop the gun or put in my second gun slot (due to size issue I think) or give it to another merc. I was just stuck in a mode where I didn't know what to do fix it. Presumably I should be able to drop the gun and AP should be allowed to go negative in that case. If I recall I was taking the gun out of my backpack so there were additional penalties for zipping and unzipping the backpack which may have led to this.

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Corporal 1st Class
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