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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #340302 is a reply to message #340260]
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Sun, 29 March 2015 18:10
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Hmm. That didn't help, the waypoints were already corrupted. Nevertheless..
This exe somewhat fixes that - if a group wants to move and has corrupted waypoints, we now properly delete them and stop movement, instead of travelling to the Eye of Terror and crashing the game. This isn't an 'official release' - mostly because I have better stuff to do than maintain an increasingly outdated branch for the pure sake of it - but you can treat it as such.
On another note, the savegame from day 29 would actually be interesting.
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.Report message to a moderator
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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343104 is a reply to message #343098]
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Thu, 05 November 2015 14:17
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delosombres |
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Messages:10
Registered:February 2009 |
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Hi guys, I've started playing 1.13 mod AGAIN )(this time it's version 7609) and got some problems (unclarities) in the first minutes of playing.
1. My IMP merc has a Sniper (+Stealthy) trait and MP5 as a starting weapon (+2x scope). The wierd thing is that enhanced description box says that the maximum allowed aiming levels of the weapon are 3 -1 = 2. I'm confused. Does the Sniper trait reduce aiming levels for weapons other than rifle-type? Because all my AIM mercs have 3 +1 = 4 with this weapon. Can't get it. Where is the -1/+1 coming from and btw, shouldn't SMG's be restricted to only 3 aim levels even with the scope??? However, what is strange is that I got 3 aim clicks in both cases so maybe a display bug?
2. I hired Igor. He has Hunter skill and some shotgun (I think it's Benelli). Now... this skill doesn't seem to work. He doesn't get fire/pump AP cost reduction from Hunter skill. I have normal AP costs when shooting/reloading and also, enhanced description box shows no bonuses.
3. The good old feature "reveal all items after combat ends" doesn't work. I set it to true but still have to manually reveal items (or at least it happened in my first Omerta fight). I've never had problems with this in older versions.
4. When i click on a key panel (inventory), screen goes completely black (only characters are displayed) and I have to move mouse a bit to "refresh it".
It bugs me because I was very eager to play it again (it's been 2+ years and I thought i will be be more polished) but getting this after like 20 minutes of playing almost killed my interest.
Btw, I have basic JA2(GOG) + full 7435 + update 7609. Also, Win 7 Home + WinXP (SP3) compatibility, run as an administrator, desktop composition + DPI scaling + visual themes - all three disabled.
[Updated on: Thu, 05 November 2015 18:08] Report message to a moderator
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Private
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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343425 is a reply to message #343424]
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Tue, 08 December 2015 17:32
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Baka |
Messages:4
Registered:December 2015 Location: Hungary |
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Hi guys!
I installed jagged alliance 2 with the 1.13 mod (7609). I noticed that sometimes the enemy gets an interrupt on me, the top red bar simply freezes with "interrupt!" but the enemy does nothing, i can simply continue my turn while the top red bar stays until i end my turn. I play with the old interrupt system.
Sorry if it was mentioned before.
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Civilian
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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343427 is a reply to message #343426]
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Tue, 08 December 2015 18:20
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Zaven |
Messages:2
Registered:December 2015 |
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edmortimer wrote on Tue, 08 December 2015 18:55Backpack (&other LBE/ILBE) contents disapear if the backpack holding stuff is placed within another backpack. It doesn't happen at first . . . but over time it starts, and when it starts it continues all the time. The game seems to lose trackof the contents when placed within a pocket inside another pocket. I know of no fix for it.
Got you, thanks! Sad story
But this time i had only crowbar & head inside. Still will miss this ones?
[Updated on: Tue, 08 December 2015 18:24] Report message to a moderator
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Civilian
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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343526 is a reply to message #343427]
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Mon, 21 December 2015 07:08
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militaires sans frontiere |
Messages:2
Registered:November 2015 |
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I appear to have a save game corruption problem where every save after an certain point becomes unusable due to runtime errors. However this point is completely random. The first time I think was because I turned on zombies in the hospital. Had all mercs die, then it auto saved. After that all files associated with that campaign (save for two I made on day 11) where unable to load. After great anger I started a new campaign after putting the broken files in a separate folder. I have played my current campaign until tonight when I left my computer on for a few hours while in game. I had noticed some strange graphics glitches like gas masks flashing over merc portraits on the map, and some of carps reports coming in with unrelated dialogue different from the subtitles. Igor was then killed in a auto resolve battle so I decided to load a save from day 93 at 12:00. The load screen was messed up and froze so I had to close the program with task manager. After starting the game again I tried to load the day 93 save but it failed and gave me a runtime error. Then I tried to load all my auto saves and my quick save ranging from day 90 to day 93. All failed. I tried loading my closest latest saves until one of my manual save, on day 53, managed to launch. I do have a picture of the error message if you need it but I don't know how to post it. I've already copied the new broken files to my bugged folder for safe keeping in case anyone needs them. I'm hoping I can get this fixed soon. Thanks in advance.
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Civilian
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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343532 is a reply to message #343526]
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Mon, 21 December 2015 21:18
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Quote:I appear to have a save game corruption problem
Usually a result of antivirus software. Try disabling antivirus or make exception rule for JA2 folder.
Also check that ja2 is not installed in any system protected folder like Program Files.
[Updated on: Mon, 21 December 2015 21:26]
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Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344030 is a reply to message #343933]
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Sun, 07 February 2016 15:31
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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I cannot reproduce this error with Stable r7999, and the relevant sound routines are unchange since r7609. I've added Shepard to my game - all Battlesounds are purely .ogg and play. And the code pretty much always prefers .ogg to .wav:
BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpecialCode )
{
...
// OK, build file and play!
if ( pSoldier->ubProfile != NO_PROFILE )
{
sprintf( zFilename, "BATTLESNDS\\%03d_%s.ogg", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\%03d_%s.wav", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName );
}
if ( !FileExists( zFilename ) )
{
// OK, temp build file...
if ( pSoldier->ubBodyType == REGFEMALE )
{
sprintf( zFilename, "BATTLESNDS\\f_%s.ogg", gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\f_%s.wav", gBattleSndsData[ ubSoundID ].zName );
}
}
else
{
sprintf( zFilename, "BATTLESNDS\\m_%s.ogg", gBattleSndsData[ ubSoundID ].zName );
if ( !FileExists( zFilename ) )
{
sprintf( zFilename, "BATTLESNDS\\m_%s.wav", gBattleSndsData[ ubSoundID ].zName );
}
...
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.Report message to a moderator
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Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344055 is a reply to message #344054]
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Mon, 08 February 2016 20:33
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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As edmortimer said, Shepard has Id254, which has no vanilla sounds. Additionally, I renamed a few battlesounds to 014_..., so now Fox speaks Shepard's lines. Everything seems just fine...
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.Report message to a moderator
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Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #345919 is a reply to message #345258]
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Wed, 15 June 2016 09:34
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donquijote |
Messages:1
Registered:June 2016 Location: Argentina |
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Hi, I think I discovered a bug. I just signed in in the forum to report it.
I did put a backpack with things inside other mercs backpack to use the radio. When the combat finished I tried to put the backpack back in the radio operator merc but then the game crashes. The same happens if I try to put the back pack that was kept inside other backpack into other merc, the game just crashes.
When I see the item details of the backpack that is inside the other backpack the content seems to be hiden and the slots look different than the item configuration. Did it happened anybody else?
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Civilian
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