Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » AIMNAS Bug reports
Re: AIMNAS Bug reports[message #332027] Thu, 01 May 2014 10:50 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Right...

I think I already fixed it in my working version earlier, but I will double check it. Thanks for reporting, keep 'em coming.


Re: AIMNAS Bug reports[message #332090] Fri, 02 May 2014 12:41 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Several bugs incoming:
Toggle Spoiler


Toggle Spoiler


Toggle Spoiler

[Updated on: Sat, 03 May 2014 12:11] by Moderator

Re: AIMNAS Bug reports[message #332104] Fri, 02 May 2014 18:22 Go to previous messageGo to next message
jasmith

 
Messages:32
Registered:January 2013
Location: US
Repeater, your first bug was introduced by the item comparison feature. Anv fixed it around 7141, at least for AFS. Does it happen with full-auto-only weapons? If so, same bug.
Re: AIMNAS Bug reports[message #332125] Sat, 03 May 2014 02:34 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
EDIT: I dropped my reversion 7130 and started using reversion 7178. The potential crash is now gone. No worries. The UDB crash is now fixed Wink

[Updated on: Sat, 03 May 2014 13:00] by Moderator

Re: AIMNAS Bug reports[message #332294] Thu, 08 May 2014 11:02 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
When clicking on the 'Destroyed ACA Building' facility, the game gets an assertion faliure.

http://i67.photobucket.com/albums/h289/Repeater1947/Jagged%20Alliance%202%20AIMNAS%20Bug%20Reports/AIMNASRUNTIMEERRORdestroyed-aca-building_zpse36dae72.png

JA2 1.13 reversion 7178 + AIMNAS February 2014 update
Re: AIMNAS Bug reports[message #332324] Fri, 09 May 2014 06:48 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
Any reason I can't launch AIMNAS XMAS r6967 from the INI Editor? I'm using a fresh SCI unzipped over a Vanilla installation, no settings changed. The ja2.exe does not appear in the dropdown "Start Executable-File." In fact, none of the exe files in the directory do. Is this an AIMNAS thing?

Double-clicking the exe works fine.
Re: AIMNAS Bug reports[message #332325] Fri, 09 May 2014 09:19 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
VeeDotJA2
Any reason I can't launch AIMNAS XMAS r6967 from the INI Editor? I'm using a fresh SCI unzipped over a Vanilla installation, no settings changed. The ja2.exe does not appear in the dropdown "Start Executable-File." In fact, none of the exe files in the directory do. Is this an AIMNAS thing?

Double-clicking the exe works fine.


No idea, actually... I always use the exe directly to start the game and never had problems.


Re: AIMNAS Bug reports[message #332512] Tue, 13 May 2014 13:31 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Not a bug, but worth mentioning:
The game lags when there are A LOT of enemies. This is really annoying during real-time mode. For instance, during my battle on Drassen Airport, there were 64 enemies; the game runs slowly.

[Updated on: Tue, 13 May 2014 13:31] by Moderator

Re: AIMNAS Bug reports[message #332697] Fri, 16 May 2014 19:35 Go to previous messageGo to next message
delta_six

 
Messages:22
Registered:October 2011
Some RPGs and a flamethrower have stats similar to optic devices, like 0 meters firing distance, negative AP to shoot. It is common for them to shoot under merc's feet which results in his incineration.

Re: AIMNAS Bug reports[message #332722] Sat, 17 May 2014 13:54 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Hmm... that seems strange... I'll look into it. Thanks for reporting.


Re: AIMNAS Bug reports[message #333803] Fri, 20 June 2014 06:57 Go to previous messageGo to next message
Griffinhart

 
Messages:12
Registered:June 2014
Fairly minor, and I'm not even sure if it's a bug or if it's intentional, but the in-game CheyTac M200 Intervention has a magazine capacity of 5. The real weapon has a magazine capacity of 7 (see Cheyenne Tactical's website).

-- Griffinhart
Re: AIMNAS Bug reports[message #333915] Sat, 28 June 2014 06:05 Go to previous messageGo to next message
Griffinhart

 
Messages:12
Registered:June 2014
Not sure if this is an AIMNAS bug, or just me being dumb, but the John + Mary escort quest won't complete even after I've brought them inside of the Drassen airport. I've walked all over the map (inside of the shipments building, inside of the lobby, to each of the hangars, next to all of the aircraft, etc.), no idea where they should go to finish the quest.

-- Griffinhart
Re: AIMNAS Bug reports[message #334041] Sun, 06 July 2014 22:47 Go to previous messageGo to next message
Jean Luc Picard

 
Messages:24
Registered:June 2014
Location: Germany


I

[Updated on: Sun, 06 July 2014 22:49] by Moderator

Re: AIMNAS Bug reports[message #334044] Sun, 06 July 2014 23:34 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Looks like wine doesn't like our grayfilter. Go to the second page of the preferences and turn alternative map colours off.


Re: AIMNAS Bug reports[message #334254] Tue, 15 July 2014 17:03 Go to previous messageGo to next message
Oberst_Klink

 
Messages:13
Registered:June 2014
Location: Germany
Hiho,
I have Problems with the escort quest of Mary and John Kulba. I am in Drassen Airport, but the Dialog do not appear and the Quest cannot be finished.

Maybe it
Re: AIMNAS Bug reports[message #334255] Tue, 15 July 2014 18:15 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Okay, I think I managed to fix John and Mary quest.

There is a small issue in the lua script (overhead.lua):

replace this line (row 243):

elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B, and ProfileIdbSectorZ == 0 ) then


with this line:

elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true ) ) then


This should fix it. The fix will be in the will be in next update.


Re: AIMNAS Bug reports[message #334260] Wed, 16 July 2014 02:09 Go to previous messageGo to next message
Shacker

 
Messages:7
Registered:February 2012
Location: Quintana Roo, Mexico
http://shacker.ru/aimnaserr.jpg
When go to tactical mode at game start, same error...
EXE 7337, AIMNAS SUMMER release

One more error after hiring Ira and go to strategic map (WF607 maps):

[132.766] : ERROR : File : vobject.cpp
Line : 967
Location : BltVideoObjectToBuffer
Video object index is larger than the number of subimages

I think some item in she's inventory invalid (MercStartingGear from AIMNAS)

[Updated on: Wed, 16 July 2014 06:41] by Moderator

Re: AIMNAS Bug reports[message #334264] Wed, 16 July 2014 06:56 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
Not sure whether this summer release is compatible with WF maps
Re: AIMNAS Bug reports[message #334265] Wed, 16 July 2014 09:23 Go to previous messageGo to next message
Shacker

 
Messages:7
Registered:February 2012
Location: Quintana Roo, Mexico
buuface
Not sure whether this summer release is compatible with WF maps

Understand, but still can't run big maps Crying or Very Sad
Re: AIMNAS Bug reports[message #334267] Wed, 16 July 2014 11:12 Go to previous messageGo to next message
Oberst_Klink

 
Messages:13
Registered:June 2014
Location: Germany
smeagol
Okay, I think I managed to fix John and Mary quest.

There is a small issue in the lua script (overhead.lua):

replace this line (row 243):

elseif ( ProfileIdsSectorX == 13 and ProfileIdsSectorY == SectorY.MAP_ROW_B, and ProfileIdbSectorZ == 0 ) then


with this line:

elseif ( ( CheckNPCSectorBool( Profil.MARY, 13, SectorY.MAP_ROW_B, 0 ) == true ) or ( CheckNPCSectorBool( Profil.JOHN, 13, SectorY.MAP_ROW_B, 0 ) == true ) ) then


This should fix it. The fix will be in the will be in next update.


It works very good.
Thx
Oberst Klink
Re: AIMNAS Bug reports[message #334294] Thu, 17 July 2014 23:12 Go to previous messageGo to next message
Oberst_Klink

 
Messages:13
Registered:June 2014
Location: Germany
New Question or perhaps Bug:

The two norhern Sektors of Alma are a ghost City in my Game. There is no one, no Conrad, no General.

Also the underground Sektor of Tixa is complete nothing. Gordon and Shank are not there.

Perhaps it is a Bug or these Sektors are not yet implementiert.
Re: AIMNAS Bug reports[message #334295] Thu, 17 July 2014 23:34 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
https://9popbq.bn1304.livefilestore.com/y2pbOXJO6y4EHpOFcdKgZkj7nReogED3YlrpJ5QlK8XsLD-ZTR0TRmQs_rtrnNkQbTuMmMOqsk8E_RFo9NB_RYJqhYcukh2ZKxuY9i3mtVFyBg/b_Map_1024x768.jpg
Don't leave the crosses.


Re: AIMNAS Bug reports[message #334296] Fri, 18 July 2014 07:25 Go to previous messageGo to next message
buuface

 
Messages:165
Registered:October 2011
Wow that's almost a third of all the maps now complete!

Good job!
Re: AIMNAS Bug reports[message #334333] Fri, 18 July 2014 23:16 Go to previous messageGo to next message
Oberst_Klink

 
Messages:13
Registered:June 2014
Location: Germany
Oha,
then I am a little bit too far in enemy territory. I will make a retreat.

Good work and very well playable Mod. I have no errors in the first two Weeks ingame time.
Re: AIMNAS Bug reports[message #334364] Sat, 19 July 2014 22:55 Go to previous messageGo to next message
Shacker

 
Messages:7
Registered:February 2012
Location: Quintana Roo, Mexico
[132.766] : ERROR : File : vobject.cpp
Line : 967
Location : BltVideoObjectToBuffer
Video object index is larger than the number of subimages

resolved: this is a build 7337 problem
Re: AIMNAS Bug reports[message #334365] Sat, 19 July 2014 22:57 Go to previous messageGo to next message
tais

 
Messages:674
Registered:February 2008
Location: NL
Shacker
[132.766] : ERROR : File : vobject.cpp
Line : 967
Location : BltVideoObjectToBuffer
Video object index is larger than the number of subimages

resolved: this is a build 7337 problem


what exactly do you mean with this? fixed by adding the updated STI files or what?


Re: AIMNAS Bug reports[message #334369] Sat, 19 July 2014 23:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Either that or downgrading to the recommended build.


Re: AIMNAS Bug reports[message #334382] Sun, 20 July 2014 10:02 Go to previous messageGo to next message
Shacker

 
Messages:7
Registered:February 2012
Location: Quintana Roo, Mexico
Simple use 7307 build >_<
Still can't run big maps, only runs with WF607 maps Sad
Re: AIMNAS Bug reports[message #334783] Mon, 04 August 2014 11:22 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Smeag, I've discovered a new bug. The single-shot RPG's, when fired, become NADA items, instead of 'Discarded RPG's'. Also when firing the LAW, it becomes a dead corpse instead of a 'Discarded LAW'.
Re: AIMNAS Bug reports[message #334791] Tue, 05 August 2014 14:56 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
not sure this is a bug but just loaded Depri's latest build of the XMAS release on top of a clean JA2 install. then put Sm

[Updated on: Wed, 06 August 2014 01:32] by Moderator

Re: AIMNAS Bug reports[message #334816] Thu, 07 August 2014 01:32 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
OK, now these seem like bugs:

-when entering a sector with enemies, at the screen where you place your forces before going to the tactical map, the sector is entirely fuzzed out....meaning there is not margin where you can place your merc squads. The only way I can enter the map is to hit spread and then my mercs are all lined up along the map edge. I can't place them individually or as squads.

-secondly, when I attack from an adjacent sector with militia reinforcements the militia don't actually do anything. they just stay on the map edge and don't move around at all. Even after I engaged the enemy they didn't advance towards the sound.

Regards
will

PS: is there an actual page or forum topic that clearly illustrates the current NCTH info that is displayed during combat? I can figure out the cursor crosshairs from other discussions but there are little colored numbers that show up over the merc/enemy when they are shot at (along with the damage number). what do these mean?

PPS: also is there a way to turn off this on screen discussion where you are apparently supposed to mediate between the comments generated by various members of your merc team? This is greatly annoying....and I haven't found anything that actually explains what this is all about.

thanks....

[Updated on: Thu, 07 August 2014 01:33] by Moderator

Re: AIMNAS Bug reports[message #334832] Fri, 08 August 2014 07:49 Go to previous messageGo to next message
x4nPro

 
Messages:19
Registered:October 2010
walber23
OK, now these seem like bugs:
-when entering a sector with enemies, at the screen where you place your forces before going to the tactical map, the sector is entirely fuzzed out....meaning there is not margin where you can place your merc squads. The only way I can enter the map is to hit spread and then my mercs are all lined up along the map edge. I can't place them individually or as squads.


This is not a bug. I think, due to the new, bigger maps, the minimap on the right side probaly has to be rescaled (i think, that this is not very easy to code..).
But for now, try do use the arrow-keys to scroll to the border of the map, where you can place youre mercs. Then, it should work.
Re: AIMNAS Bug reports[message #334968] Wed, 13 August 2014 01:40 Go to previous messageGo to next message
wolf00

 
Messages:1150
Registered:September 2006
Location: Czech Republic

sorry if this not bug:guardian vest[aplied compound c-18 or c-20]if i try aply dezert camo uniform or wood camo uniform,result is wood or dezert field ops vest[i expeded result c-18 guardian vest in dezert camo or wood camo uniform],this work for kevlar vest or twaron vest
Re: AIMNAS Bug reports[message #334969] Wed, 13 August 2014 02:30 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
wolf00
sorry if this not bug:guardian vest[aplied compound c-18 or c-20]if i try aply dezert camo uniform or wood camo uniform,result is wood or dezert field ops vest[i expeded result c-18 guardian vest in dezert camo or wood camo uniform],this work for kevlar vest or twaron vest


yes, that's a bug. thanks for reporting!

I'll check the other posts tomorrow, just came home from a short holiday...


Re: AIMNAS Bug reports[message #334972] Wed, 13 August 2014 11:35 Go to previous messageGo to next message
wolf00

 
Messages:1150
Registered:September 2006
Location: Czech Republic

before: http://i1175.photobucket.com/albums/r640/Vaclav_Poncar/ScreenHunter_1_zpsa3b00a3c.jpg


after merge proces: http://i1175.photobucket.com/albums/r640/Vaclav_Poncar/ScreenHunter_2_zpsc6fe1e4d.jpg
Re: AIMNAS Bug reports[message #334976] Wed, 13 August 2014 21:38 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
walber23
OK, now these seem like bugs:
-when entering a sector with enemies, at the screen where you place your forces before going to the tactical map, the sector is entirely fuzzed out....meaning there is not margin where you can place your merc squads. The only way I can enter the map is to hit spread and then my mercs are all lined up along the map edge. I can't place them individually or as squads.


Already explained, you can use arrow keys to scroll around the map when placing your mercs. There might of course4 be spots around like cliffs where you won't be able to place anyone.

Quote:

-secondly, when I attack from an adjacent sector with militia reinforcements the militia don't actually do anything. they just stay on the map edge and don't move around at all. Even after I engaged the enemy they didn't advance towards the sound.


That's weird. Should be looked into, but nothing I can do.


Quote:

PS: is there an actual page or forum topic that clearly illustrates the current NCTH info that is displayed during combat? I can figure out the cursor crosshairs from other discussions but there are little colored numbers that show up over the merc/enemy when they are shot at (along with the damage number). what do these mean?


Those are probably the suppression values. There's an entry in the ja2options.ini that you can change to your preferred style.

Quote:

PPS: also is there a way to turn off this on screen discussion where you are apparently supposed to mediate between the comments generated by various members of your merc team? This is greatly annoying....and I haven't found anything that actually explains what this is all about.


That's the dynamic dialogue feature. Info on that can be found here.
If you don't like it, you can easily disable it in the ini.


Re: AIMNAS Bug reports[message #334981] Thu, 14 August 2014 07:35 Go to previous messageGo to next message
Torres

 
Messages:176
Registered:June 2010
Location: Canary Islands
Damn I just read in the FAQ that food is not supported yet, this is the version I have downloaded (SCI_AIMNAS_XMAS_Release_on_r5744_d1578) and I thought it would be fun to check the food system in my new game... thing is now my mercs are almost dying of hunger after almost a week of combat and I can't find food anywhere.

So, is there a chance to edit the savegame or do I just have to restart the game?

Thanks in advance!
Re: AIMNAS Bug reports[message #334983] Thu, 14 August 2014 10:15 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Torres84
Damn I just read in the FAQ that food is not supported yet, this is the version I have downloaded (SCI_AIMNAS_XMAS_Release_on_r5744_d1578) and I thought it would be fun to check the food system in my new game... thing is now my mercs are almost dying of hunger after almost a week of combat and I can't find food anywhere.

So, is there a chance to edit the savegame or do I just have to restart the game?

Thanks in advance!


Unfortunately you'll have to restart.

Unless the amount of items that mercs will get in their starting kits, I see little chance of adding food in the long run (I like merc specific items, adding crates with food in the LZ just seems like a lame workaround...).

Also adding food will be a major project (at least something like 300 items, if not much more).


Re: AIMNAS Bug reports[message #334984] Thu, 14 August 2014 10:48 Go to previous messageGo to next message
Torres

 
Messages:176
Registered:June 2010
Location: Canary Islands
Oh God! that reminds me! I know it's not a bug but something I can't figure out. I remember playing a few versions back and having a decent starting gear given to my custom mercs but in this version no matter what traits, skills or stats I choose my mercs will be thrown in enemy territory with just a Glock17, some armor and a few magazines and almost no LBE gear.

Is there a way to re-enable that? maybe something I'm not doing right or checking in the options/ini/scripts?

Thanks for the answer, still loving your work man.

Re: AIMNAS Bug reports[message #334985] Thu, 14 August 2014 10:50 Go to previous messageGo to previous message
DepressivesBrot

 
Messages:3745
Registered:July 2009
I don't remember how often it was said that IMP gear is WiP/ToDo but it was damn often


Previous Topic: AIMNAS WF2012 Part 11
Next Topic: Content of AIMNAS Archive
Goto Forum:
  


Current Time: Wed Nov 20 08:49:41 EET 2019

Total time taken to generate the page: 0.01950 seconds