Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #353816 is a reply to message #353800] Sat, 16 June 2018 16:59 Go to previous messageGo to next message
R-TEAM is currently offline R-TEAM
Messages:3
Registered:January 2015
can a problem with syntax from numbers too (or dates..)
english (imho) : 30000000.56
german : 30000000,56 or 30.000.000,56
english : 3 dez 2017 -> 2017 12 03
german : 3.12.2017
(hope this helps ..)

regards

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Civilian
Re: Experimental Project 7[message #353817 is a reply to message #353816] Sat, 16 June 2018 22:08 Go to previous messageGo to next message
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Tried to debug it with VS, found strange thing - debug version of German Ja2+AI doesn't crash on IMP screen, but release version still crashed.


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Re: Experimental Project 7[message #353819 is a reply to message #353817] Sun, 17 June 2018 20:03 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r713:

- disabled improved ambush code, this should fix bloodcat ambush bug
- less breath damage to bloodcats
- removed unregainable breath damage



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Re: Experimental Project 7[message #353822 is a reply to message #353819] Mon, 18 June 2018 03:01 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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https://c1.staticflickr.com/3/2554/4137274551_1d12ab907d_m.jpg

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Re: Experimental Project 7[message #353869 is a reply to message #353819] Fri, 22 June 2018 17:30 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I have a mortar problem (I've reported it before - http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=343791&#msg_343791)

I'm at the edge of the sector. Enemies mean me with a red flare. I run to the neighboring sector. I'm going back. When the enemy turns on, the game hangs (hangs on the red bar). This suspension also occurs in other sectors.



Many thanks to all those who make new features for Jagged Alliance 2.

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Master Sergeant
Re: Experimental Project 7[message #353870 is a reply to message #353869] Fri, 22 June 2018 18:22 Go to previous messageGo to next message
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Randok wrote on Fri, 22 June 2018 19:30
I have a mortar problem (I've reported it before - http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=343791&#msg_343791)

I'm at the edge of the sector. Enemies mean me with a red flare. I run to the neighboring sector. I'm going back. When the enemy turns on, the game hangs (hangs on the red bar). This suspension also occurs in other sectors.

Added r8026 from the main trunk in ja2_7609en+AI_r717.exe, the problem should be fixed now.



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Re: Experimental Project 7[message #353871 is a reply to message #353870] Fri, 22 June 2018 18:34 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
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It works. Thank you for the rapid response (repair).
happy



Many thanks to all those who make new features for Jagged Alliance 2.

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Master Sergeant
Re: Experimental Project 7[message #353943 is a reply to message #353871] Tue, 03 July 2018 13:33 Go to previous messageGo to next message
luk3Z is currently offline luk3Z

 
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Sorry for "stupid" question but what "covert operations" really are ?
It is even possible to make random missions in JA2 like in JA:DG ?

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Corporal
Re: Experimental Project 7[message #353945 is a reply to message #353943] Tue, 03 July 2018 13:38 Go to previous messageGo to next message
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luk3Z wrote on Tue, 03 July 2018 15:33
Sorry for "stupid" question but what "covert operations" really are?

New feature: Covert operations
Covert operations feature was changed in Ja2+AI:
- you don't need special clothes item to start disguising, just having matching colors of undamaged uniform is enough
- auto redisguise
- suspicion counter
- manual cowering for civilian spies to avoid uncovering
- other changes

You can find all information in this thread.

Quote:
It is even possible to make random missions in JA2 like in JA:DG ?

Probably yes, but it's different feature.



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Re: Experimental Project 7[message #353949 is a reply to message #332214] Tue, 03 July 2018 23:15 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
I guess this is a general 1.13 question but is it possible to increase the minimum range of mortars?

By default, mortars can fire in the game even in very short ranges, maybe something like 20 tiles. I would like to increase this minimum range to around 50 tiles or even more. Is this possible?

Thanks a lot in advance!

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Sergeant
Re: Experimental Project 7[message #354033 is a reply to message #353949] Sun, 15 July 2018 01:39 Go to previous messageGo to next message
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Ja2+AI r723:

- Build 18.07.15
- new option: RED_TRACER
- new option: TRACER_LIGHT
- disabled bullet shadow (second frame of BULL.STI is used for red tracers)
- fix tracer effect for single shot
- r8576 fix: When setting up autobandage, use first aid kits before using medkits (by Flugente)
- r8026 fix: It is possible to leave a sector while an explosion has been activated but not yet occurred. In this case the game waits for the explosion to occur before handling AI, resulting in a deadlock. (by Flugente)
- r8020 fix: possible overflow when creating building (by asm-debacle) (by Flugente)
- r8018: If possible, use the intended macrso to determine sector coordinates (by Flugente)
- r8574 fix: IMP creation with HP < OKLIFE possible (by Flugente)
- r8575: Minor code simplification (by Flugente)

Modified BULL.STI can be found in Data\Red Tracers folder on google drive in two variants: white bullet/red tracer and grey bullet/red tracer.



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Re: Experimental Project 7[message #354084 is a reply to message #354033] Wed, 18 July 2018 23:10 Go to previous messageGo to next message
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Ja2+AI demo - New weapon sound system for Jagged Alliance 2 1.13 7609+AI:
- loop sound for burst/autofire
- separate first/last sounds for burst/autofire
- echo types: town/hills/forect/plains/underground/default
- case falling types: hard/soft ground
- special echo effect for shots inside room
- special sound for last shot in magazine (Garand ping or mechanical sound)

Advantages of new system:
- much less files for weapon sounds needed, less work to make new weapon sound mod
- more variety of echo sounds depending on the sector type
- rich sound environment (case falling, room echo effect, mechanical sound of last round)



It's not released yet, as it's in the development, some things may change in the process.
Also, to use it, new weapon sound mod needs to be made, though it should be easier than modding sounds for stock 1.13 because of loop sound support.

I'm also not sure yet if I need/want to add support for caliber based weapon sounds system.

[Updated on: Wed, 18 July 2018 23:13]




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Re: Experimental Project 7[message #354085 is a reply to message #354084] Wed, 18 July 2018 23:21 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
Wow, awesome sounds! The game is becoming more and more realistic with each iteration, I love it!

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Sergeant
Re: Experimental Project 7[message #354090 is a reply to message #354085] Thu, 19 July 2018 12:50 Go to previous messageGo to next message
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Ja2+AI r725

Added support for caliber based NWSS: you can define weapon sound for each caliber, they will be used instead of stock 1.13 sounds for each weapon with that caliber.
This allows making quick "sound skin" mods with your favourite sounds, or replace only sounds for specific caliber and for others use default sounds.
Also default NWSS sound name based system still used and has higher priority than caliber system.
So it looks like:
- the game checks for custom sound name based file.
- if not found sound file, the game checks for caliber based sound
- if not found, uses stock 1.13 sound system



Quick demo sound mod can be found in Data\AltSounds.7z on google drive, just unpack it into Data folder, AltSounds folder should be in the same place as default Sounds folder.
Ja2+AI_r725.exe is needed.

[Updated on: Thu, 19 July 2018 21:38]




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Re: Experimental Project 7[message #354488 is a reply to message #354090] Wed, 22 August 2018 18:42 Go to previous messageGo to next message
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Ja2+AI r742

Suppression system:
- reduced suppression for buckshots
- dauntless mercs need twice the amount of suppression to react
- if crouched soldier needs to react to suppression but cannot go down, he cowers
- removed AP loss from suppression

Fixes:
- r8582, r8581, r8583, r8589, r8590, r8596 from main trunk
- <PercentStatusDrainReduction>: better integer calculation, always use at least 1 kit point (to avoid unlimited use of kits with 1 point left)
- don't allow drinking from canteen with status 1 (as it's considered empty)
- added hack fix for opponents with known gridno = 0
- allow enemy team to better avoid buried bombs (placed in editor)

Misc changes:
- breath damage from explosions more randomized: 50-150% (was 100-150%)
- mercs: only shot/explosion cannot cause instant death (damage is reduced and merc becomes dying instead)



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Re: Experimental Project 7[message #354501 is a reply to message #354488] Thu, 23 August 2018 13:24 Go to previous messageGo to next message
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Ja2+AI r745

- better AI movement code
- fixed CTH calculation for thrown weapons
- reworked target spot calculation for thrown weapons (based on r8598 by silversurfer)
- AI will prefer regular mortar shells over smoke shells

[Updated on: Thu, 23 August 2018 19:10]




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Re: Experimental Project 7[message #354507 is a reply to message #354488] Fri, 24 August 2018 00:08 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
Why was AP loss from suppression removed? I thought the idea of suppression was to suck away APs from the target - simulating cowering under fire, hence the target cannot react properly. If suppression does not do that anymore, then what does it do?

sevenfm wrote on Wed, 22 August 2018 18:42
Ja2+AI r742

Suppression system:
- reduced suppression for buckshots
- dauntless mercs need twice the amount of suppression to react
- if crouched soldier needs to react to suppression but cannot go down, he cowers
- removed AP loss from suppression

Fixes:
- r8582, r8581, r8583, r8589, r8590, r8596 from main trunk
- <PercentStatusDrainReduction>: better integer calculation, always use at least 1 kit point (to avoid unlimited use of kits with 1 point left)
- don't allow drinking from canteen with status 1 (as it's considered empty)
- added hack fix for opponents with known gridno = 0
- allow enemy team to better avoid buried bombs (placed in editor)

Misc changes:
- breath damage from explosions more randomized: 50-150% (was 100-150%)
- mercs: only shot/explosion cannot cause instant death (damage is reduced and merc becomes dying instead)

[Updated on: Fri, 24 August 2018 00:09]

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Sergeant
Re: Experimental Project 7[message #354515 is a reply to message #354507] Fri, 24 August 2018 18:33 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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True. If AP Loss is removed from suppression that changes the dynamics of combat immensely. I could see if Morale and CTH is greatly affected instead of AP Loss - affected enough that the suppressed flee and seek cover, even flee off the map if AI.

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Sergeant Major
Re: Experimental Project 7[message #354516 is a reply to message #354515] Fri, 24 August 2018 18:42 Go to previous messageGo to next message
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edmortimer wrote on Fri, 24 August 2018 20:33
True. If AP Loss is removed from suppression that changes the dynamics of combat immensely. I could see if Morale and CTH is greatly affected instead of AP Loss - affected enough that the suppressed flee and seek cover, even flee off the map if AI.

Suppression system in Ja2+AI is different from stock 1.13, it's better to try it in actual game and see how it works. Also it was explained here in detail earlier.
I personally never liked AP loss from suppression as it removes dynamics from combat, as you cannot move under fire and have to stay at one spot.



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Re: Experimental Project 7[message #354517 is a reply to message #354516] Fri, 24 August 2018 18:51 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Suppression system in Ja2+AI is different from stock 1.13, it's better to try it in actual game and see how it works. Also it was explained here in detail earlier.
I personally never liked AP loss from suppression as it removes dynamics from combat, as you cannot move under fire and have to stay at one spot.



I agree that AP loss from suppression was frustrating - especially since it --seemed-- to affect PCs more than the enemy. I can't find the explanation you mention. Can you post it again, please.

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Sergeant Major
Re: Experimental Project 7[message #354518 is a reply to message #354517] Fri, 24 August 2018 19:08 Go to previous messageGo to next message
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edmortimer wrote on Fri, 24 August 2018 20:51
I agree that AP loss from suppression was frustrating - especially since it --seemed-- to affect PCs more than the enemy. I can't find the explanation you mention. Can you post it again, please.

It's somewhere earlier in this thread, I don't have time to search for it at the moment.
In short, suppression now is more shock and panic based than original AP based. Every time bullets fly over the merc, he reacts (depending on value of suppression and merc stats) - if he is standing, he will crouch and lose AP_CROUCH, if he is crouched, he will go prone and lose AP_PRONE, if he is prone, he will start cowering and lose all AP.
Also, suppression causes shock as before, but when shock level reaches max value, soldier will start cowering and lose all AP.
So, cowering soldier loses the rest of the turn. At the start of the new turn he can stop cowering if his shock is below max level, and he will have something like 16-24 AP depending on his morale level, it's enough to crawl away 1 tile to hide from enemy, or activate smoke.
So, as long as you keep shock level low and don't allow soldier to lie prone under heavy fire, he will not lose AP, except for small amounts of AP for going crouched/prone (just like it worked in vanilla).
There are also many ways to reduce shock or increase suppression resistance, from drinking alcohol to shooting at enemy to reduce actual shock level.
So, now you can, for example, take a merc with dauntless trait, use energy booster on him and try to run to another position - even under heavy fire he has a chance to not become cowering, if he always runs, and since there's a penalty when shooting at running opponent, it's not easy to hit him.
Or you can place a merc with a fast firing gun, give him some drinks and a lot of ammo, and use him to suppress enemy, shooting every turn a lot to reduce shock level. And since alcohol reduces fear, it will be not easy to suppress him to cowering state. On the other hand, he will not be able to shoot accurately because of alcohol and shock from enemy fire.
Or if there's enemy hiding behind hard obstacles like rock, you can shoot on him several turns with several mercs, it will greatly reduce his morale level, and then you can keep him cowering with one merc, and use another to flank cowering enemy and came closer.



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Re: Experimental Project 7[message #354524 is a reply to message #354518] Sat, 25 August 2018 00:30 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
I am currently playing with suppression effectiveness 150% and it is quite rare that Mercs nor enemies lose all their APs in one large burst of autofire. It takes really quite a lot of fire to get them into shock and cower. So losing APs works fine with this setting.

In the new setting without AP loss, I guess I would have to increase suppression effectiveness and maybe at the same time decrease shock resistance to have similar behavior. But first let's see how it plays happy

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Sergeant
Re: Experimental Project 7[message #354565 is a reply to message #354524] Tue, 28 August 2018 00:41 Go to previous messageGo to next message
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Ja2+AI r748

- new option ALLOW_INSTANT_DEATH (disabled by default) (allows instant death for player mercs)
- for player mercs, damage to health below OKLIFE results in damage to max life



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Re: Experimental Project 7[message #354572 is a reply to message #332214] Tue, 28 August 2018 23:45 Go to previous messageGo to next message
Blacksun is currently offline Blacksun

 
Messages:7
Registered:August 2018
hi,
i am using the latest build (28.07.18) of your Ja2+fix exe.

everything runs fine, until enemy turn starts. then the game runs very slow, stutters and lags until the enemy turn is over.

versions 15.07.18 and earlier didn't have this bug.

please fix this and thank you very much for your modding effort, sevenfm!

i can upload a savegame, if necessary.

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Private
Re: Experimental Project 7[message #354595 is a reply to message #354572] Thu, 30 August 2018 14:35 Go to previous messageGo to next message
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Blacksun wrote on Wed, 29 August 2018 01:45
hi,
i am using the latest build (28.07.18) of your Ja2+fix exe.

everything runs fine, until enemy turn starts. then the game runs very slow, stutters and lags until the enemy turn is over.

versions 15.07.18 and earlier didn't have this bug.

please fix this and thank you very much for your modding effort, sevenfm!

i can upload a savegame, if necessary.

Will take a look, thank you.



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Re: Experimental Project 7[message #354596 is a reply to message #354595] Thu, 30 August 2018 14:45 Go to previous messageGo to next message
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Ja2+AI hotkeys

Tactical:
Ctrl+D: when in realtime, enable forced turnbased
Ctrl+X: toggle realtime sneak mode (moved from Ctrl+Shift+X)
SHIFT + click: move group in formation
Ctrl+Alt+G: toggle formation mode
SHIFT - show last known enemy location
G: toggle light effects (restored vanilla key)
SHIFT+Q - quick drop item from hand for 4 AP
Q: start/stop cowering any time (if merc has APs)
CTRL+Q: start/stop cowering any time (if merc has APs)
Q - swap items in hands
A: turn flashlights on/off, auto bandage moved to Ctrl+A
Alt+N: put on gasmasks for all mercs in sector
Ctrl+D - skip interrupts for this merc only
Ctrl+Alt+D - skip interrupts for player team
Ctrl+B - pick up backpacks
U - manual unjamming, manual chambering
I - switch tactical panel mode

Tactical panel:
middle-click - switch tactical panel mode
RMB - swap hands
ALT - show quick item panel

The_Bob:
Ctrl+Space bind for testing/fixing broken LBE contents
ctrl+left-click on attachment to remove and drop it in sector inventory
Ctrl+Shift+E now fills LBE items in sector with other items and places them in vehicles first.
Right-Click on remove attachments button on sector inventory screen will not empty LBE items in sector

Changes:
print out structure tileset when 'F' key is pressed (by Flugente), also print out the room number
F shows correct CTH for grenades/launchers
D starts player turn with half AP
Ctrl+T starts forced turnbased with player's turn with half AP
V shows if using IIS and NCTH
Ctrl+Shift+F - don't pick up backpacks (only sort and separate)
Q - disabled GL angle changing, as it now changes automatically depending on distance

Cheat mode:
Ctrl+Alt+dot - enter gridno to locate spot
Alt+O - obliterating sector kills tanks
Alt+B creates only elites and regulars
Q - disabled cheat code

Also look at Docs folder on Google disk for more documentation.

[Updated on: Sat, 01 September 2018 23:55]




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Re: Experimental Project 7[message #354597 is a reply to message #354596] Thu, 30 August 2018 16:51 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
sevenfm wrote on Thu, 30 August 2018 14:45
...
Q: start/stop cowering any time (if merc has APs)


May i suggest to require the cowering command a key combination like e.g. Ctrl+Q,
so we do not accidentially trigger an action with potentially bad consequences?
After decades with computers I still occasionally hit the wrong keys,
(see typos in my messages):D ), and other players may have same issue.

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Master Sergeant
Re: Experimental Project 7[message #354599 is a reply to message #354597] Thu, 30 August 2018 17:22 Go to previous messageGo to next message
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townltu wrote on Thu, 30 August 2018 18:51
May i suggest to require the cowering command a key combination like e.g. Ctrl+Q,
so we do not accidentially trigger an action with potentially bad consequences?
After decades with computers I still occasionally hit the wrong keys,
(see typos in my messages)big grin ), and other players may have same issue.

Currently, Ctrl+Q swaps hands, Q starts cowering. I think I can swap them.

Also, there's much more potentially dangerous key - D. I think it also can be changed to Ctrl+D (or Alt+D?), for example:
In realtime, D starts turnbased.
In turnbased, D does nothing, Ctrl+D ends turn.



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Re: Experimental Project 7[message #354683 is a reply to message #332214] Tue, 04 September 2018 22:32 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
SHOW_COVER_INDICATOR = 1

Doesn't work in +AI version, works in +fix version...

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Private 1st Class
Re: Experimental Project 7[message #354684 is a reply to message #354683] Tue, 04 September 2018 22:49 Go to previous messageGo to next message
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Messages:2663
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Sukha wrote on Wed, 05 September 2018 00:32
SHOW_COVER_INDICATOR = 1

Doesn't work in +AI version, works in +fix version...

SHOW_COVER_INDICATOR is not used in Ja2+AI code.



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Re: Experimental Project 7[message #354685 is a reply to message #354684] Tue, 04 September 2018 23:02 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Tue, 04 September 2018 21:49
Sukha wrote on Wed, 05 September 2018 00:32
SHOW_COVER_INDICATOR = 1

Doesn't work in +AI version, works in +fix version...

SHOW_COVER_INDICATOR is not used in Ja2+AI code.


:-/

Is there a setting that disables the door kick health loss?

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Re: Experimental Project 7[message #354686 is a reply to message #354685] Tue, 04 September 2018 23:07 Go to previous messageGo to next message
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Sukha wrote on Wed, 05 September 2018 01:02
Is there a setting that disables the door kick health loss?

It's simple - don't kick the door, and your merc will not lose health. Or use crowbar if you care about your feet.



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Re: Experimental Project 7[message #354687 is a reply to message #354686] Tue, 04 September 2018 23:15 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Tue, 04 September 2018 22:07
Sukha wrote on Wed, 05 September 2018 01:02
Is there a setting that disables the door kick health loss?

It's simple - don't kick the door, and your merc will not lose health. Or use crowbar if you care about your feet.


But my STR Gains!!! big grin

Okay I can live with this.
Gj on the modpack and exe modifications btw, respect.

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Re: Experimental Project 7[message #354716 is a reply to message #354687] Thu, 06 September 2018 21:36 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
Getting Same Error As CareBear

Runtime Error
File: \src\Core\vfs_string.cpp
Line: 205
Function: vfs:string:as_utf16
Invalid UTF8 character 'A'=139

Running Modpack on vfs_config.IoV_Revised+WF607
with en+AI_r750

Basically happens every time some enemy with a pistol shoots any of my mercs and actually hits.

going to try with SSA disabled

[Updated on: Thu, 06 September 2018 21:37]

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Re: Experimental Project 7[message #354720 is a reply to message #354716] Thu, 06 September 2018 22:16 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Sukha wrote on Thu, 06 September 2018 23:36
Getting Same Error As CareBear

Runtime Error
File: \src\Core\vfs_string.cpp
Line: 205
Function: vfs:string:as_utf16
Invalid UTF8 character 'A'=139

Running Modpack on vfs_config.IoV_Revised+WF607
with en+AI_r750

Basically happens every time some enemy with a pistol shoots any of my mercs and actually hits.

going to try with SSA disabled

Thank you for bug report, but I need a save just before the bug happens to try to fix it.



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Re: Experimental Project 7[message #354721 is a reply to message #354720] Thu, 06 September 2018 22:29 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 21:16
Sukha wrote on Thu, 06 September 2018 23:36
Getting Same Error As CareBear

Runtime Error
File: \src\Core\vfs_string.cpp
Line: 205
Function: vfs:string:as_utf16
Invalid UTF8 character 'A'=139

Running Modpack on vfs_config.IoV_Revised+WF607
with en+AI_r750

Basically happens every time some enemy with a pistol shoots any of my mercs and actually hits.

going to try with SSA disabled

Thank you for bug report, but I need a save just before the bug happens to try to fix it.


I play on IronMan so just before is a no go angry

But battle on this save has crashed like 6+ times already. I can't finish it >_<
https://drive.google.com/open?id=1NyiK2uFyTpXaIgq0pCgQw7gJWRQN5V9T

It always crashes when some dude with a pistol shoots at my mercs ROFL

Can I edit the save game to disable Iron Man? I could probably get an autosave just before the crash then.

[Updated on: Thu, 06 September 2018 22:31]

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Re: Experimental Project 7[message #354722 is a reply to message #354721] Thu, 06 September 2018 22:34 Go to previous messageGo to next message
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Registered:December 2012
Location: Russian Federation
As far as I remember, you can always save in cheat mode.


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Re: Experimental Project 7[message #354725 is a reply to message #354722] Thu, 06 September 2018 23:10 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 21:34
As far as I remember, you can always save in cheat mode.


Here! Made it with cheat mode on

https://drive.google.com/file/d/1qFaiOYBgC_a1t4foQAwEIqfPAnmUkjAt/view?usp=sharing

Just press D and one of the goons with a pistol will shoot and crash the game with that error.
(Its not always the same guy that crashes the game tho)

Cannot get the game to crash with +fix, with +AI crashes without fail

[Updated on: Thu, 06 September 2018 23:16]

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Re: Experimental Project 7[message #354726 is a reply to message #354725] Thu, 06 September 2018 23:28 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Sukha wrote on Fri, 07 September 2018 01:10
sevenfm wrote on Thu, 06 September 2018 21:34
As far as I remember, you can always save in cheat mode.


Here! Made it with cheat mode on

https://drive.google.com/file/d/1qFaiOYBgC_a1t4foQAwEIqfPAnmUkjAt/view?usp=sharing

Just press D and one of the goons with a pistol will shoot and crash the game with that error.
(Its not always the same guy that crashes the game tho)

Cannot get the game to crash with +fix, with +AI crashes without fail

Your save is from day 1 before the Omerta landing, and it doesn't crash.



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Lieutenant

Re: Experimental Project 7[message #354728 is a reply to message #354726] Thu, 06 September 2018 23:52 Go to previous messageGo to previous message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 22:28
Sukha wrote on Fri, 07 September 2018 01:10
sevenfm wrote on Thu, 06 September 2018 21:34
As far as I remember, you can always save in cheat mode.


Here! Made it with cheat mode on

https://drive.google.com/file/d/1qFaiOYBgC_a1t4foQAwEIqfPAnmUkjAt/view?usp=sharing

Just press D and one of the goons with a pistol will shoot and crash the game with that error.
(Its not always the same guy that crashes the game tho)

Cannot get the game to crash with +fix, with +AI crashes without fail

Your save is from day 1 before the Omerta landing, and it doesn't crash.


Sorry, confusing save names got me all messed up.
Here's the correct file
https://drive.google.com/file/d/1zI1L6dS6jcuPVP8YJsO4FzIpDnMPi0bR/view?usp=sharing

[Updated on: Thu, 06 September 2018 23:55]

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