Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: 2014 Official 1.13 Release (7435) with 7609 Update
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338307] Tue, 16 December 2014 10:34 Go to previous messageGo to next message
Spek is currently offline Spek

 
Messages:7
Registered:December 2014
Location: Finland
Dave near Balime refills the ice cream truck instead of the Hummer if the truck is acquired first. Also, if you get the truck first and later dismiss it after buying the Hummer, Dave stops giving free fuel.

On the other hand, if the Hummer is obtained first, Dave refills it correctly, but doesn't refill the truck in the event that the Hummer's tank is already full, as the code in Tactical\Interface Dialogue.cpp suggests.

Steps to reproduce:
  1. Recruit Hamous.
  2. Grab the ice cream truck.
  3. Pay Dave for the Hummer.
  4. Get the Hummer a day later.
  5. Talk to Dave daily until he has fuel.
In my testing, I found that setting MAX_NUMBER_PLAYER_VEHICLES to a greater value than 2 (I tried it with 3 and 6) fixes the above issues completely.

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Private
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338310] Tue, 16 December 2014 13:30 Go to previous messageGo to next message
sirlach is currently offline sirlach

 
Messages:47
Registered:June 2010
Location: Sydney, Australia
Hi Team,

Just encountered a bug in stable 7604.

I was playing a game and had all my mercs in Drassen resupplying when we were attacked by enemies. Once I clicked on begin the attack the game froze and I had to end task.

When I tried to load the save game afterward i get a message saying that I lost the Drassen mine and my income had been reduced and then game does not load it just stays at the load game screen.

Should I attach a save game to this post? If so how do I do that?


Sirlach.

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Corporal
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338311] Tue, 16 December 2014 13:39 Go to previous messageGo to next message
sirlach is currently offline sirlach

 
Messages:47
Registered:June 2010
Location: Sydney, Australia
Here is the savegame - https://drive.google.com/open?id=0B1Wk9ZZJ1nJYejJfSVlmU2k3UWM&authuser=0

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Corporal
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338312] Tue, 16 December 2014 13:44 Go to previous messageGo to next message
sirlach is currently offline sirlach

 
Messages:47
Registered:June 2010
Location: Sydney, Australia
And a screenshot of the error.

http://web.lachlanbotticchio.id.au/images/MineError.png

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Corporal
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338316] Tue, 16 December 2014 15:27 Go to previous messageGo to next message
Spek is currently offline Spek

 
Messages:7
Registered:December 2014
Location: Finland
Spek
Dave near Balime refills the ice cream truck instead of the Hummer if the truck is acquired first. Also, if you get the truck first and later dismiss it after buying the Hummer, Dave stops giving free fuel.

On the other hand, if the Hummer is obtained first, Dave refills it correctly, but doesn't refill the truck in the event that the Hummer's tank is already full, as the code in Tactical\Interface Dialogue.cpp suggests.


Just to suggest a possible fix to my own bug report, I think the problem lies in the ubLoopLimit variable in the FindSoldierByProfileID() function in Tactical\Soldier Profile.cpp:

SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly )
{
	UINT8 ubLoop, ubLoopLimit;
	SOLDIERTYPE * pSoldier;

	if (fPlayerMercsOnly)
	{
		ubLoopLimit = gTacticalStatus.Team[0].bLastID;
	}
	else
	{
		ubLoopLimit = MAX_NUM_SOLDIERS;
	}

	for (ubLoop = 0, pSoldier = MercPtrs[0]; ubLoop < ubLoopLimit; ubLoop++, pSoldier++)
	{
		if (pSoldier->bActive && pSoldier->ubProfile == ubProfileID)
		{
			return( pSoldier );
		}
	}
	return( NULL );
}


The vehicle refilling code calls FindSoldierByProfileID(PROF_HUMMER, TRUE), which sets ubLoopLimit to the last index in the player's team. However, the for loop right below it ends before it reaches that value. From what I can tell, the game adds all vehicles at the end of the player's team, making it impossible for the code to actually find the Hummer if the ice cream truck is acquired first. That's also why increasing MAX_NUMBER_PLAYER_VEHICLES fixed the problem, since it ensured that the Hummer was never the very last "soldier" in the team. Therefore, it seems to me that incrementing the loop limit by one should resolve the issue.

		ubLoopLimit = gTacticalStatus.Team[0].bLastID + 1;

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Private
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338319] Tue, 16 December 2014 17:35 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Hey Spek, that's a very interesting catch.

Your fix seems to be correct but I worry about something different. MAX_NUM_SOLDIERS is used a lot through the code. It represents a number of soldiers in the game. Our merc array starts with index 0 so we have to loop until MAX_NUM_SOLDIERS - 1 which is represented by loop < MAX_NUM_SOLDIERS.

However I have found several locations in the code, especially interrupt calculations where the for loop goes from 0 to loop <= MAX_NUM_SOLDIERS. This could possibly lead to crashes and the end of the world...

Any more capable coder agree with me that all of these occurrences should be fixed to loop < MAX_NUM_SOLDIERS?

Some examples:
Tactical\Soldier Control.cpp function ResolvePendingInterrupt( ... )
Tactical\TeamTurns.cpp function StartInterrupt( void )
Tactical\Points.cpp function DeductPoints( ... )

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Lieutenant
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338321] Tue, 16 December 2014 18:36 Go to previous messageGo to next message
Spek is currently offline Spek

 
Messages:7
Registered:December 2014
Location: Finland
silversurfer
Our merc array starts with index 0 so we have to loop until MAX_NUM_SOLDIERS - 1 which is represented by loop < MAX_NUM_SOLDIERS.


Yes, I am actually aware of that, which is why it should be enough to increment ubLoopLimit only if fPlayerMercsOnly is true, since the bLastID variable is already set to (number of mercs) + (number of vehicles) - 1 in SaveLoadGame.cpp and Tactical\Overhead.cpp. The loop condition itself and the else block in FindSoldierByProfileID() can be left as they are so that they don't cause an overflow.

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Private
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338402] Thu, 18 December 2014 04:13 Go to previous messageGo to next message
ATigersClaw is currently offline ATigersClaw

 
Messages:209
Registered:October 2014
V.: Jagged Alliance 2 1.13 (7435 + 7609) English

Hi guys,

I logged some more minor inconsistencies. I hope this helps.

1. "Spiritualis" = "Spiritualist"
2. "instructor" = "Instructor"
3. Shouldn't Blood be of South African nationality. That's what the wikis say and it would make sense because he is an ANC Veteran and speaks with this accent. It seems like the values just got mixed up on this one.

EDIT: FIXED by wanne

http://fs1.directupload.net/images/141218/mqer5vwc.png

[Updated on: Thu, 08 January 2015 21:12]

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Sergeant 1st Class
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338474] Sat, 20 December 2014 13:32 Go to previous messageGo to next message
sirlach is currently offline sirlach

 
Messages:47
Registered:June 2010
Location: Sydney, Australia
I went back to a previous save game and found that enemies were actually in the bottom Drassen sector along with 32 milita!! It didn't kick off a fight though. When I went to see if there were any militia in there the square in question was greyed out as if it had been overrun. The other strange thing was that I could increase the amount of milita in the 2 remaining sectors up to 350!! If I just kept clicking it would keep incrementing up to 350 and then go back to a low number and start again but when we got to 350 it would restart again from a higher number!! Looks like there is a bug in the way the milita was counted given the sector that looked like it had been taken over but hadn't!

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Corporal
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338508] Mon, 22 December 2014 19:44 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@ATigersClaw: Thanks for the bug report. I just fixed the errors in the Xml files.

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Sergeant Major

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338519] Tue, 23 December 2014 07:24 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Strange bug - enemy attacked in strategic, but there's no enemy in tactical.
Tested with:
Wildfire 6.07 mod from svn,
r7678 from stable branch

savegame - bug and just before

Description: started new game, alt+O in Omerta, teleported to drassen mine with ctrl+T, killed all enemy with alt+O, trained some militia.
Then enemy attacks sector, the battle starts but there are no enemy soldiers in sector.
If I load another sector and then again load Drassen mine, suddenly all enemy soldiers appear on the map.

Not always reproducible if starting new game, but always with this save.

Started game with the following options:
MAX_NUMBER_PLAYER_MERCS = 32
MAX_NUMBER_PLAYER_VEHICLES = 2
MAX_NUMBER_ENEMIES_IN_TACTICAL = 64
MAX_NUMBER_CREATURES_IN_TACTICAL = 40
MAX_NUMBER_MILITIA_IN_TACTICAL = 64
MAX_NUMBER_CIVS_IN_TACTICAL = 40
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 24

ALLOW_REINFORCEMENTS = FALSE
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
MIN_DELAY_ENEMY_REINFORCEMENTS = 3

The bug disappears if set MIN_DELAY_ENEMY_REINFORCEMENTS = 0

[Updated on: Tue, 23 December 2014 07:55] by Moderator

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Lieutenant

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338556] Thu, 25 December 2014 21:08 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

odd bug in some latest relase:sometimes in sector invetor you cant pick up items,because if you clicke on them game they are gone[sell away] it is very random only help is reload last savegame.. on tactical if you entouter emeny squad fight sometimes not begin,emenys simply diapear from sector ....

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Sergeant Major
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #338557] Thu, 25 December 2014 23:29 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
wolf00
grafical glitch in 7435:large pistol holster[gun is partialy out of holster]


I'll fix that, it was placed in the wrong place.

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First Sergeant

Re: Bugs: 2014 Stable 1.13 Release (7435)[message #338786 is a reply to message #335638] Wed, 07 January 2015 03:23 Go to previous messageGo to next message
ok3721 is currently offline ok3721
Messages:3
Registered:January 2015
I seem to have the same problem with my AIM Magic
He usually picks up things like optics and laser sights. When I drop them he will pick up again in 5-10 minutes in strategy map mode, also he is doing this in a progressively fashion(picking up one or two things on every minute).
He is the only merc in team who repairs stuff, not sure but maybe this is the cause.

I am running JA2 1.13 7435 on Win 8.1 with compatibility fixes (run on Win7 mode with WineD3d)

Sorry for my bad english though speechless

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Civilian
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #338803 is a reply to message #338786] Wed, 07 January 2015 21:46 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Magic's background has the 'scrounging' tag - he will pick up expensive items on his own. Delete that tag to get rid of this behaviour.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338829 is a reply to message #335180] Thu, 08 January 2015 21:16 Go to previous messageGo to next message
ATigersClaw is currently offline ATigersClaw

 
Messages:209
Registered:October 2014
V.: Jagged Alliance 2 1.13 (7435 + 7609) English

Hi guys,

I logged some more minor inconsistencies. I hope this helps.

1. C-Mags and the M-950 are bigger than the item window.
2. The rifle sling doesn't light up when moving the mouse over a weapon on which it can be attached.
3. Grenade pockets can only be filled with "round" grenades, not "cylindrical" ones. Comparing actual sizes, the "cylindrical" grenades aren't that much bigger.
To take it further, even a floppy disk fits into a grenade pocket. Same goes for any kind of food e. g. like a 3 kg bag of rice or a bowl of oatmeal.*
4. "vehicle" = "vehicles"
5. When a merc receives the assignment "Move item" neither a message nor blinking words appear when he gets done moving items like on other assignments.

*So far food even fits in the smallest pocket. Could be because the food-system is still being developed.

http://fs1.directupload.net/images/150108/he4nb7cc.png

[Updated on: Thu, 08 January 2015 23:16]

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Sergeant 1st Class
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #338831 is a reply to message #338803] Thu, 08 January 2015 22:27 Go to previous messageGo to next message
ok3721 is currently offline ok3721
Messages:3
Registered:January 2015
Thanks for answering! I didn't realize this feature then, haven't touched the game since build 4870, seems lots of more fun to have now!

I just made Magic the team designated ammo bearer so he has no space to do the stealing cheeky

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Civilian
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338835 is a reply to message #338829] Thu, 08 January 2015 22:49 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
ATigersClaw wrote on Thu, 08 January 2015 20:16

1. C-Mags and the M-950 are bigger than the item window.

C-Mags should never fit into a small pocket. These are medium pocket items. What type of pocket is that behind the C-Mag?

ATigersClaw wrote on Thu, 08 January 2015 20:16

3. Grenade pockets can only be filled with "round" grenades, not "cylindrical" ones. Comparing actual sizes, the "cylindrical" grenades aren't that much bigger.

I believe that this is working as intended.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338836 is a reply to message #338835] Thu, 08 January 2015 23:15 Go to previous messageGo to next message
ATigersClaw is currently offline ATigersClaw

 
Messages:209
Registered:October 2014
silversurfer wrote on Thu, 08 January 2015 21:49
C-Mags should never fit into a small pocket. These are medium pocket items. What type of pocket is that behind the C-Mag?

It's a Large Mag. / Canteen / Grenade Panel.

http://fs2.directupload.net/images/150108/ukiupo3s.png


silversurfer wrote on Thu, 08 January 2015 21:49
I believe that this is working as intended.

That's what I thought because it has been like that for quite a while. I thought I'd give it a try. Too bad.

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Sergeant 1st Class
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338858 is a reply to message #335180] Fri, 09 January 2015 11:33 Go to previous messageGo to next message
Spek is currently offline Spek

 
Messages:7
Registered:December 2014
Location: Finland
According to Tactical\ShopKeeper Interface.cpp, Micky is supposed to pay you extra if he's drunk:

UINT32 EvaluateInvSlot( INVENTORY_IN_SLOT *pInvSlot )
{
	UINT32	uiEvalResult = EVAL_RESULT_NORMAL;
	FLOAT		dPriceModifier;
	UINT32	uiBuyingPrice;


	//if the dealer is Micky
	if( gbSelectedArmsDealerID == ARMS_DEALER_MICKY )
	{
		INT16	sSoldierID;
		sSoldierID = GetSoldierIDFromMercID( armsDealerInfo[ gbSelectedArmsDealerID ].ubShopKeeperID );
		if( ( sSoldierID != -1 ) && ( GetDrunkLevel( &Menptr[ sSoldierID ] ) == DRUNK ) )
		{
			//Micky is DRUNK, pays more!
			dPriceModifier = armsDealerInfo[ gbSelectedArmsDealerID ].dSellModifier;
		}
		else
		{
			// Micky isn't drunk, charge regular price
			dPriceModifier = armsDealerInfo[ gbSelectedArmsDealerID ].dBuyModifier;
		}
	}
	else
	{
		dPriceModifier = armsDealerInfo[ gbSelectedArmsDealerID ].dBuyModifier;
	}


Unfortunately, GetSoldierIDFromMercID() only goes through the player's team, which Micky is not part of, so the function returns -1 and I don't get my money! cheeky

INT16 GetSoldierIDFromMercID(UINT8 ubMercID)
{
	UINT16 cnt;
	UINT8		ubLastTeamID;
	SOLDIERTYPE		*pTeamSoldier;

	cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;

	ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;

	// look for all mercs on the same team,
	for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
	{
		if ( pTeamSoldier->ubProfile == ubMercID )
		{
			if( pTeamSoldier->bActive )
				return( cnt );
		}
	}

	return( -1 );
}


I'm not sure what would be the best way to fix this, though.

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Private
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338950 is a reply to message #338858] Mon, 12 January 2015 14:30 Go to previous messageGo to next message
ATigersClaw is currently offline ATigersClaw

 
Messages:209
Registered:October 2014
V.: Jagged Alliance 2 1.13 (7609) English

Hi guys,

I logged two more bugs. I hope this helps.

1. The ground square showing the mercs position all the sudden jumps infront of the merc making it hard to recognize the merc himself.
2. Places on which the merc used to sit the last round become impassable for the same merc the next round. Other mercs can pass the square as usual.

http://fs2.directupload.net/images/150112/68j8e7sd.png

[Updated on: Sun, 25 January 2015 13:55]

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Sergeant 1st Class
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #339009 is a reply to message #335180] Sun, 18 January 2015 18:25 Go to previous messageGo to next message
MinotaurZombie is currently offline MinotaurZombie
Messages:2
Registered:October 2014
There's a bug with the latest stable build/bug fix of vanilla 1.13. The SAM sites do not correctly let you train militia. Thankfully its an easy fix after talking with some friends. The xml file for the facilities do not show the SAM sites in it, and by adding them there it works just fine. Thought I would let you guys know.

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Civilian
Aw: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #339241 is a reply to message #335180] Wed, 04 February 2015 02:56 Go to previous messageGo to next message
ATigersClaw is currently offline ATigersClaw

 
Messages:209
Registered:October 2014
V.: Jagged Alliance 2 1.13 (7609) English

Hi guys,

I logged some more minor inconsistencies. I hope this helps.

1. one space missing
2. "Collin" = "Colin"
3. "know" = "known"
4. "," = "."
4. "if" = "If"
5. one comma missing
6. "proficieny" = "proficiency"
7. "a" = "an"

http://fs1.directupload.net/images/150204/dkegasr2.png

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Sergeant 1st Class
Re: Aw: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #339265 is a reply to message #339241] Wed, 04 February 2015 21:25 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@ATigersClaw: Thanks for the fixes, I have committed them.

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Sergeant Major

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #339266 is a reply to message #339009] Wed, 04 February 2015 21:25 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
MinotaurZombie wrote on Sun, 18 January 2015 16:25
There's a bug with the latest stable build/bug fix of vanilla 1.13. The SAM sites do not correctly let you train militia. Thankfully its an easy fix after talking with some friends. The xml file for the facilities do not show the SAM sites in it, and by adding them there it works just fine. Thought I would let you guys know.

Thanks, but AFAIK, that one is already fixed.

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Sergeant Major

Re: Bugs: 2014 Stable 1.13 Release (7435)[message #339936 is a reply to message #339266] Sun, 08 March 2015 12:42 Go to previous messageGo to next message
Marius is currently offline Marius

 
Messages:29
Registered:February 2011
Location: Norway
Finished a 7609 game yesterday and ran across the following problems:

1. I did not get the offer to speak with Tony after getting rid of Brenda by giving her the video. Hans would only say his line about "Make love not war etc." and then the default "I don't want to talk more" thing. It doesn't matter how many times I returned and whether or not I had high Leadership, he'd say that every day. I found a workaround in blowing up the wall in the room behind him though and just going straight to Tony. Could this have happened because Tony was "out" the day I finished the quest to meet him perhaps?

2. Miguel and Carlos never joined no matter how many towns I had liberated. Just to be safe I saved before talking to them each time and reloaded if they wouldn't join before trying with one more town, but alas, never any result.

3. Skyrider would not refuel his helicopter using the new refuel system and turning it off did not improve things. A lot of walking and ice cream trucking happened as a result. This has been addressed and acknowledged in another thread though.

4. Not sure if bug: I've turned off the RECRUITABLE_JA1_NATIVES thing in the .ini, yet M.E.R.C. was still flooded with JA1 characters. Going by the ini option's name and the description "If set to TRUE, JA1 native guides will appear on MERC website." I'm guessing it only toggles off a very few spesific JA1 mercenaries and thus this is working as intended?

[Updated on: Sun, 08 March 2015 12:43]




Nobody's perfect... I'm a nobody!

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Private 1st Class
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #339937 is a reply to message #339936] Sun, 08 March 2015 13:06 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
1. & 2. I sometimes had that with a merc that had the malicious personality, as that drastically lowers talking skill (apart from threatening), perhaps that might have been the issue.
4. The natives are Elio, Wahan and that other metaviran dude - afaik this does not affect the other JA1 mercs.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Bugs: 2014 Stable 1.13 Release (7435)[message #339943 is a reply to message #339937] Sun, 08 March 2015 14:32 Go to previous messageGo to next message
Marius is currently offline Marius

 
Messages:29
Registered:February 2011
Location: Norway
Wow. That's some swift replying. The mercenary in question had the Sociable personality, which should make things easier if anything. I also tried using Raider for the Miguel/Carlos recruitment, though can't remember his personality off the top of my head.

On a side note, I see you're behind many of the "new" (last stable build I played before this was 48xx) and cool features Flugente. Awesome work all of it happy. I do leave zombies out though as them chewing the civvies isn't very handy.



Nobody's perfect... I'm a nobody!

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Private 1st Class
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #339949 is a reply to message #339943] Sun, 08 March 2015 19:45 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Tony is always available the first time. When he is not available afterwards you wouldn't even find him after blowing the nearby wall because he wouldn't even be in the sector.

If you used a map mod it can happen that the necessary NPC files haven't been updated by the modder. This can lead to NPCs not standing on the correct tile, don't find a path to the next tile and some actions may not trigger because of that. In that case please contact the modder and tell him about the problematic quest and what happened exactly.

With a more current development exe version Skyrider always fully refuels the chopper when he reaches a refuel station as long as the alternative refuel system is off. If the alternative refuel system is on it takes some time to refuel, the less fuel is left the longer refueling takes.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #339997 is a reply to message #339949] Tue, 10 March 2015 17:29 Go to previous messageGo to next message
KyBaby is currently offline KyBaby

 
Messages:9
Registered:February 2015
Location: United States
Hello, my game is crashing on the Tixa prison and Tixa dungeon maps during combat. After further testing, it appears that the crash is somehow linked to Ira. The crash only occurs when she is selected and can be prevented by removing her from the squad.

My save cannot be posted due to my limited permissions.

I am playing on the 2014 Stable Release of 1.13 without any other mods.

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Private
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340046 is a reply to message #339997] Sat, 14 March 2015 02:04 Go to previous messageGo to next message
sunnymite is currently offline sunnymite

 
Messages:16
Registered:May 2006
English Version, EXE 7609.
Map Editor bug. It seems impossible to issue the enemy soldiers and to put in the sector ANY load bearing equipment or holsters with Map Editor.
I tried to put different LBE's in sector inventory and in enemy soldier's inventory in A9, A10 and A7, and then save the maps.
When reload the map, the LBE's just disappear like they've never been there. Grenades and some other items are kept in both inventories (enemy's and sector's). The problem appears to be only with LBE items.

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340048 is a reply to message #340046] Sat, 14 March 2015 10:32 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Have you saved the map in new format? If you save it in old format all non-vanilla items will be removed.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340050 is a reply to message #340048] Sat, 14 March 2015 17:03 Go to previous messageGo to next message
sunnymite is currently offline sunnymite

 
Messages:16
Registered:May 2006
2silversurfer
I just click on save button as usual. In exe4870 it worked ok. Did i do it wrong way?

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340058 is a reply to message #340050] Sat, 14 March 2015 21:34 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
In the options menu of the editor make sure that the checkbox next to "Save map in vanilla map format" is not checked. Otherwise the editor will save in old format and remove all items with non-vanilla IDs.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340061 is a reply to message #340058] Sat, 14 March 2015 23:25 Go to previous messageGo to next message
sunnymite is currently offline sunnymite

 
Messages:16
Registered:May 2006
2silversurfer

Yep, looks like it's working now
Thanks a lot Silver!

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340202 is a reply to message #340061] Tue, 24 March 2015 22:18 Go to previous messageGo to next message
onewithdeath is currently offline onewithdeath

 
Messages:39
Registered:January 2004
Hi, I need your help.

http://i62.tinypic.com/2416l3m.png

Assertion Failure [Line 2605 in file .\Strategic Movement.cpp]

Group 24 (AI) attempting illegal move from L1 to K1 (GROUNDBARRIER).


Crash comes @ 10:58

A similar problem was solved once:

Toggle Spoiler


Here's my save: http://www.filedropper.com/l1tok1illegalmove

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340203 is a reply to message #340202] Tue, 24 March 2015 22:33 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hmm. Are you using the r7435 exe, or the patch of that (r7609 I think)? Because the descried patch was added in 7575 and is th us included in 7609...


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Re: Bugs: 2014 Stable 1.13 Release (7435)[message #340204 is a reply to message #340203] Tue, 24 March 2015 22:42 Go to previous messageGo to next message
onewithdeath is currently offline onewithdeath

 
Messages:39
Registered:January 2004
I use 7609, patched the game. Yeah, your previous solution was before 7609.

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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #340215 is a reply to message #335180] Wed, 25 March 2015 22:21 Go to previous messageGo to next message
onewithdeath is currently offline onewithdeath

 
Messages:39
Registered:January 2004
Is it possible to remove that group from sector K1? I don't want to start the game all over again, blimey.

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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #340231 is a reply to message #340215] Thu, 26 March 2015 22:47 Go to previous messageGo to previous message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hmm. This is a very odd error. The group basically arrives at L1 correctly... and then decides to follow its waypoints. Which would be perfectly normal, if those weren't all garbled up. The game tries to fix that by coming up with somewhat good values, which have the nasty sideeffect of leading the group into the ocean, at which point the game decides to hang itself.

Could you uploa a savegame from that campaign, say, 4-8 hours or so earlier? I need to find the place where the waypoints get all messy in ordder to truly fix this...

For now, this savegame is your savegame with the offending group condemned to stay in their sector, which should keep your campaign ongoing. Unless I've uploaded the wrong one, inform me then (and still post what I've asked about earlier, please).

[Updated on: Thu, 26 March 2015 23:03]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

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