Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: 2014 Official 1.13 Release (7435) with 7609 Update
Re: Bugs: 2014 Stable 1.13 Release (7435)[message #337065] Thu, 23 October 2014 22:04 Go to previous messageGo to next message
Slax

 
Messages:1439
Registered:July 2006
Location: People riding polar bears...
No worries, hrvg.

Banking can be tricky. :bomb:

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337217] Mon, 27 October 2014 16:07 Go to previous messageGo to next message
Headhunter

 
Messages:268
Registered:November 2009
Location: Sweden
One bug that shows itself occasionally for me is that sometimes when one of my mercs gets injured, the health bar turns yellow and stays yellow despite being bandaged and healed.

Using v7435 with the unofficial patch (Build 14.09.28).

save + ini

Manuel is at full health yet the health bar isn't completely red.

I noticed that it says "Poison: 0/1/0 - 1" next to health, is this the culprit?

[Updated on: Mon, 27 October 2014 16:07] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337307] Tue, 28 October 2014 19:30 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
Bugs: 2014 Official 1.13 Release (7435) with 7609 Update.
English and French version... Same.
Game Screen Resolution: 800x600.

1) For Vest (LBE).
With "JA2_113_FullRelease_English_7435.exe":
I swap vest "Russian 106 vest"--> "LBE Gear", or vice versa.
The items stays (remains) on the mercenary:
http://zupimages.net/up/14/44/n4bh.jpg

With "JA2_113_FullRelease_English_7435.exe" + "JA2_113_UpdateForRelease7435_English_7609.exe":
I swap vest "TAC-IB Vest"--> "LBE Gear", or vice versa.
The items stays (remains) in "TAC-IB Vest"... Not "LBE Gear", or vice versa.
http://zupimages.net/up/14/44/le2i.jpg
It's normal? It's a modification?

2) Disappeared items: "TAC-IB Vest" and "Scope 2x".
http://zupimages.net/up/14/44/lpz9.jpg
I found "Scope 2x" here!!!
http://zupimages.net/up/14/44/8fy9.jpg
I did not find "TAC-IB Vest".
Savegame: https://mon-partage.fr/f/f96DLPG7/
English version.
Thank you for help and patience.
Regards.

PS: 2) Disappeared items. French version... Same:
http://zupimages.net/up/14/44/751x.jpg

[Updated on: Tue, 28 October 2014 22:38] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337345] Wed, 29 October 2014 21:12 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
French version. (English version... I don't know.)
I have a minor problem...
Because I can play (my game does not crash or blocked or other)...
When I load a game (by twice)...
I have this:
http://zupimages.net/up/14/44/ges3.jpg
My savegame:
https://mon-partage.fr/f/WXbfiZU1/
Thank you for help and patience.
Regards
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337485] Sun, 02 November 2014 15:29 Go to previous messageGo to next message
sevenfm

 
Messages:1389
Registered:December 2012
Location: Under the Mountain
Bug: Using Ctrl+arrow in turnbased to change mercs order when one merc is dead.

1. Hired team of 4 mercs
2. One mercs dies (last merc on team panel)
3. Select first merc, move with Ctrl+[->] to the last position, then press Ctrl+[<-]

Result:
dead face is moving, one living merc disappears

Tested with stock 1.13, stable release 7622


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337487] Sun, 02 November 2014 16:08 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
hrvg
Hi,
French version. (English version... I don't know.)
I have a minor problem...
Because I can play (my game does not crash or blocked or other)...
When I load a game (by twice)...
I have this:

Fixed in r7638 (r7639). When no sector was selected the game couldn't build the loading screen file name. Now the default picture of the heli will be shown.

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337488] Sun, 02 November 2014 17:14 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
Sevenfm
Bug: Using Ctrl+arrow in turnbased to change mercs order when one merc is dead.

1. Hired team of 4 mercs
2. One mercs dies (last merc on team panel)
3. Select first merc, move with Ctrl+[->] to the last position, then press Ctrl+[<-]

Result:
dead face is moving, one living merc disappears

Tested with stock 1.13, stable release 7622

Oops. Who would want to swap places with a dead merc anyway? Wink

Fixed in r7640 (7641). Dead mercs are now moved to the right side to allow swapping the other mercs. Swapping with a dead merc is denied.

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337680] Mon, 10 November 2014 22:59 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
I have little problem with French version...
"GABBI" Mode only? Other mode... I don't know...
Because...
It is very hard to reproduce this problem.
A attack: Day 10 19:59.
My mercenaries are G-7 with militia... (to see screenshot):
http://zupimages.net/up/14/46/28xn.jpg
I press "GABBI" ---> CTRL+T For...
My mercenaries attack enemy in H-7 (without militia)... (to see screenshot):
http://zupimages.net/up/14/46/cr2t.jpg
http://zupimages.net/up/14/46/uzdr.jpg
At 20:00...
The militia arrived in my sector, but I did not ask reinforcement ...
I have this... (to see screenshot):
http://zupimages.net/up/14/46/5jep.jpg.
If I stay in G-7 at 20:00...
And attack enemy in H-7...
No problem.
Savegame:
https://mon-partage.fr/f/F1DqOPbD/
Thank you for help and patience.
Regards.
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337730] Sat, 15 November 2014 06:41 Go to previous messageGo to next message
Iori Branford
Messages:5
Registered:February 2011
I built r7645 with VS2010.
A prone character can "absorb" another character when trying to exchange places with them.

1. Position two player characters exactly into one of the formations pictured. Call the prone character P and the other Q.
P faces SW or SE, and Q is positioned in the square right in front of P.
The direction and stance of Q don't matter.

http://s9.postimg.org/c8saw7zsf/bug_prone_chara_absorb_other_chara.png

2. Have P exchange places with Q.

Q disappears as if "absorbed" into P.
Q is still on the HUD and selectable, and the camera can move to his last position.
But if I try to move Q from wherever he is, "Can't get there".
If I go to Strategic and then back to Tactical, Assertion Fail at strategicmap.cpp:2149 without any autosave.

[Updated on: Sat, 15 November 2014 06:45] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337733] Sat, 15 November 2014 11:15 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
I guess the problem is related to the fact that prone characters are multi-tile structures so they occupy more than the center tile.
Flugente is probably the right person to fix this as he worked with the tile engine a lot during the past months. Although I know he hates it. Very Happy

Re: Bugs: 2014 Stable 1.13 Release (7435)[message #337789] Mon, 17 November 2014 01:53 Go to previous messageGo to next message
ExxonValdez

 
Messages:30
Registered:October 2014
Location: Poland, Wrocław
Hello, at the outset I want to pay tribute for the whole crew of 1.13 modders. I tried to play 1.13 on Insane + IronMode (which only giving the pleasure of the game and the thrill of uncertainty - savegame only at the end of the daily playing session), but the game always ended by blackscreen at some point. Did not think about the creation of a new "old" JA with exactly the same climate with a mass of new facilities of mods like 1.13 which would be sold at the Steam platform ? It would eliminated piracy and provide income for your work. The game would be continuously updated , you could sell all the time low-cost add-ons , this would prevent bugs as charity created mods. I bet that a lot of people would buy the game on a Steam platform and creating a 2d game from the late 20th century would not be a huge problem in 2015 ?
Please think about it, there are so many dead iconic tactic game productions like JA2 , Commandos series. Why not change a bit of the title game and create a sequel which will not be made in 3D with idiotic tecnic-innovatives ? Recent years show a huge success of simple productions Papers, Please; Minecraft; Banished - people have enough technologically innovative but substantive mediocrity projects. Thanks, and sorry for my english Razz
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337792] Mon, 17 November 2014 08:01 Go to previous messageGo to next message
Hawkeye

 
Messages:1680
Registered:October 2005
Location: Australia
hrvg
Hi,
French version. (English version... I don't know.)
I have a minor problem...
Because I can play (my game does not crash or blocked or other)...
When I load a game (by twice)...
I have this:
http://zupimages.net/up/14/44/ges3.jpg
My savegame:
https://mon-partage.fr/f/WXbfiZU1/
Thank you for help and patience.
Regards


Same issue with me in English. Not sure where those loading screens have disappeared to.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337797] Mon, 17 November 2014 17:24 Go to previous messageGo to next message
ExxonValdez

 
Messages:30
Registered:October 2014
Location: Poland, Wrocław
I have tried another new JA2 game one more time without IronMode this time and save game after evry round. Blackscreens again Sad I might add that I had tried on Windows XP3 - 32bit , Windows 7 - 32bit , Windows 7 - 64bit - everywhere is the sameblackscreen bug Sad
Please modders help in some way, becouse this bug will disqualify 1.13 completely, I would love to play again after many years in Jagged Alliance 2. Thanks.

http://speedy.sh/HedXA/ja2.rar

Just press "next round" and black screen will appears.

http://s29.postimg.org/ls1b2ahpz/62663_364523696992730_1646013494_n.jpg

[Updated on: Mon, 17 November 2014 18:51] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337799] Mon, 17 November 2014 20:40 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@exxonvaldez: thanks for the bugreport. we will try to reproduce the bug and fix it.

@black loading screen bug: that one is already fixed!

[Updated on: Mon, 17 November 2014 20:41] by Moderator



Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337800] Mon, 17 November 2014 21:19 Go to previous messageGo to next message
ExxonValdez

 
Messages:30
Registered:October 2014
Location: Poland, Wrocław
If that would be helpful I might add that situation occurs when we camping us squad is some room (on Insane, NewAggressiveAI nad IronMode and no savegame style this situations is necessary sometimes, we have heavy wounded members, weapons in poor condition, etc.) shoot to make noise and waiting for interrupt when enemy getting in. I tried thirty times since the new, and always the same in this kind situations, so I came to the conclusion that it must be a serious error in the code. Sometimes the bug situation can be changed by alternative AI behavior when we exposure our mercenary to firing for example. Anyway thanks in advance for interested in.

[Updated on: Mon, 17 November 2014 21:21] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337806] Mon, 17 November 2014 22:18 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
ExxonValdez
If that would be helpful I might add that situation occurs when we camping us squad is some room (on Insane, NewAggressiveAI nad IronMode and no savegame style this situations is necessary sometimes, we have heavy wounded members, weapons in poor condition, etc.) shoot to make noise and waiting for interrupt when enemy getting in. I tried thirty times since the new, and always the same in this kind situations, so I came to the conclusion that it must be a serious error in the code. Sometimes the bug situation can be changed by alternative AI behavior when we exposure our mercenary to firing for example. Anyway thanks in advance for interested in.


Good news, the crash is 100% reproduceable.
Bad news, I have no callstack when debugging to see where it crashes... Maybe another coder can also take a look at the bug.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337807] Mon, 17 November 2014 23:24 Go to previous messageGo to next message
ExxonValdez

 
Messages:30
Registered:October 2014
Location: Poland, Wrocław
So about 90% bad, 10% good Very Happy I tought so detection place of code error without callstack any errors log files (like in others bugs reported in this thread) may not be able to discover or it will take months of work :/ Only blackscreen. I personally think bug may be result from AI behavior when high concentration of enemy soldiers on a small area resulting impossibility of movement which leads to error or maybe too much enemy bodies in one place ? I don't know...

[Updated on: Tue, 18 November 2014 02:03] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337827] Tue, 18 November 2014 22:40 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Fixed in r7659. Careless incrementing of structures leads to memory corruption when calculating chance to shoot through a map object.

It should be noted that this code has been mostly unchanged since r1299, which leads me to believe that it is likely a vanilla bug.

The current fix is just a quick fix. I am not in the mood this evening to repair it better (it it possible that bullets now don't hit certain structures, depending on the trajectory) , but it will work for now at least.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337865] Thu, 20 November 2014 07:24 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Flugente
Fixed in r7659. Careless incrementing of structures leads to memory corruption when calculating chance to shoot through a map object.

It should be noted that this code has been mostly unchanged since r1299, which leads me to believe that it is likely a vanilla bug.

The current fix is just a quick fix. I am not in the mood this evening to repair it better (it it possible that bullets now don't hit certain structures, depending on the trajectory) , but it will work for now at least.


Awesome, how did you track down the source location where it crashes?


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337868] Thu, 20 November 2014 13:01 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
I got a callstack, so there was no search involved at all Smile

I'm using VS2013, perhaps this doesn't work in older versions? I recall you're using 05 or 08.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337874] Thu, 20 November 2014 16:46 Go to previous messageGo to next message
ExxonValdez

 
Messages:30
Registered:October 2014
Location: Poland, Wrocław
Quickfix is necessary as soon as possible, this bug is able to thwart any longterm gameplay.

[Updated on: Thu, 20 November 2014 16:47] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337920] Fri, 21 November 2014 15:28 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Flugente
I got a callstack, so there was no search involved at all Smile

I'm using VS2013, perhaps this doesn't work in older versions? I recall you're using 05 or 08.


Yes that could be the problem. I mainly use vs2005.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337947] Mon, 24 November 2014 02:44 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
V.: Jagged Alliance 2 1.13 (7435 + 7609) English

Hi guys,

I logged different bugs/problems. I hope this helps.

a) I noticed that whenever I attach one of the attachements to a weapon, two out of three times one of the stats keeps missing. This is reproducable.

[color:#FF0000]EDIT: NO BUG - See my next post for explanation.[/color]

http://fs1.directupload.net/images/141124/ncpjqiz7.png

b) I found some grammar mistakes. I hope this is the right place to post them.

1. "was" = "way"
2. one space too much
3. "area" = "are"
4. "the" is missing
5. "the" is missing
6. "the" is missing
7. "a" is missing
8. One space before each of the three opening brackets is missing.
9. "a" is missing
10. "procced" = "proceed"
11. one dot is too much
12. one dot is missing

[color:#FF0000]EDIT: FIXED by wanne[/color]

http://fs1.directupload.net/images/141124/otafyyw3.png

c) Every now and then I get this black loading screen. So far I haven't tested if this is restricted to certain sectors or wether it is reproducable or not.

[color:#FF0000]EDIT: FIXED by wanne[/color]

http://fs1.directupload.net/images/141124/2oc5idni.png

d) The page numbers on the loading/saving screen overlay each other. As soon as I switch to the next page the old page number doesn't disappear.

http://s14.directupload.net/images/141124/dzkjuv4j.png

e) Playing on a 1920 x 1080 resolution on MS Windows 7 in fullscreen, every now and then the top part of the screen seems to react weird. Besides this optical bug, different functional bugs appear in combination with it. So far I haven't tested if this is restricted to certain sectors or wether it is reproducable or not.

1. If ALT is hit on an enemy to see his gear, the screen jumps about 3 cm up and down very fast.
2. If the screen is on either the top or the bottom map border, scrolling is not possible anymore. Clicking in the middle of the minimap solves this problem.
3. About 3 cm of the top border of the map are missing, which results in:
3a. Mercs can't escape to the top border of the map because the escape symbol doesn't appear.
3b. Mercs positioned all the way on the top border of the map can't be seen.
4. If TAB is hit over and over again, the screen moves down about 3 cm each time and can't be scrolled back up.

http://s14.directupload.net/images/141124/mfgppxik.png

[Updated on: Mon, 15 December 2014 04:32] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337953] Mon, 24 November 2014 17:16 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
@ATigersClaw: Thanks for reporting. I am currently fixing Bug b)
Bug c) is already fixed.

EDIT: Fixed and committed.

[Updated on: Mon, 24 November 2014 19:29] by Moderator



Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337955] Mon, 24 November 2014 19:52 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
There is a problem...
For "Artillery Strike"...
French version:
I attack in D-14...
I call "Artillery Strike"...
Border sector (bottom):
http://zupimages.net/up/14/48/csz1.jpg
http://zupimages.net/up/14/48/mb45.jpg
There is no red smoke:
http://zupimages.net/up/14/48/1jnt.jpg
The game crashes... Return to desk or black screen.

Savegame:
https://mon-partage.fr/f/9bdNW9HG/
Caution: it is necessary to try several times.

English version:
I don't know...
Because...
I try several times (+20 time)... No problem.

Thank you for help and patience.
Regards.
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #337967] Tue, 25 November 2014 01:13 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
@ wanne: Thanks for the fast fixing.

I solved bug a) myself, which is no bug at all.

On a weapon with e. g. a scope 2x mounted on, the additional reflex sight would be the third method to aim besides the iron sight and the scope 2x.

Whenever you remove and attach the reflex sight to the weapon, the aiming method switches every time you do this.

1. First time you attach the reflex sight, the iron sight is chosen as the aiming method. => Allowed Aiming Levels Modifier not displayed
2. Second time you attach the reflex sight, the scope 2x is chosen as the aiming method. => Allowed Aiming Levels Modifier not displayed
3. Third time you attach the reflex sight, the reflex sight is chosen as the aiming method. => Allowed Aiming Levels Modifier displayed

I find this mechanism somehow unlucky because it's confusing. I would change this mechanism to always let the latest added attachment define the actual aiming method.

In general I think that the possibility to switch between aiming methods has a major impact on the gameplay. Therefore it should be more obvious to the player and not just be mentioned as a hint on a loading screen.
I also think that this mechanism needs to be more convenient and not just a hotkey (.) because switching between a scope 2x/4x and a reflex sight is a common process.

What do you guys think of an integrated button e. g. like this?

Before
http://fs1.directupload.net/images/141125/ysrjrmqs.png

After
http://fs1.directupload.net/images/141125/65l7vfnf.png

[Updated on: Wed, 26 November 2014 19:21] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338029] Sat, 29 November 2014 08:27 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
For: PRISONERS: 10/5 - 0A 10R 0E 0O
http://zupimages.net/up/14/48/ej5c.jpg
I don't understand: 10/5 - 0A 10R 0E 0O

Thank you for help and patience.
Regards.

[Updated on: Sat, 29 November 2014 08:27] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338034] Sat, 29 November 2014 10:53 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
The string means:

Total # of prisoners/capacity - # of Admins # of Regulars # of Elites # of Officers # of Generals

# of Generals doesn't show in your screen.

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338035] Sat, 29 November 2014 11:23 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
ATigersClaw

I find this mechanism somehow unlucky because it's confusing. I would change this mechanism to always let the latest added attachment define the actual aiming method.

In general I think that the possibility to switch between aiming methods has a major impact on the gameplay. Therefore it should be more obvious to the player and not just be mentioned as a hint on a loading screen.
I also think that this mechanism needs to be more convenient and not just a hotkey (.) because switching between a scope 2x/4x and a reflex sight is a common process.


I totally agree, but this suggestion should not be hidden in a bug report. I'd recommend you do a feature request post for this. Would be a waste of a very good idea if this would be forgotten in the bug report thread. Smile

Quote:
What do you guys think of an integrated button e. g. like this?

Before
http://fs1.directupload.net/images/141125/ysrjrmqs.png

After
http://fs1.directupload.net/images/141125/65l7vfnf.png


Looks good! It is probably not necessary to have the aiming mode icon displayed twice, though. Maybe in that golden box there would be room for a few more hotkey buttons instead (open inventory, burst mode, etc), the aiming icon is already displayed on the gun anyways.

[Updated on: Sat, 29 November 2014 11:24] by Moderator



Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338040] Sat, 29 November 2014 17:33 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi silversurfer,
Thank you for your reply.

Quote:
The string means:

Total # of prisoners/capacity - # of Admins # of Regulars # of Elites # of Officers # of Generals

# of Generals doesn't show in your screen.

Thank you for your explanations.

For French version.
I don't find this string in "_FrenchText.cpp" file.
You can edit these string, please?

Prisonniers : 10/5 - 0A 10R 0E 0O
By:
Prisonnier : 10/5 = 0A 10R 0

[Updated on: Sun, 30 November 2014 14:10] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338053] Sun, 30 November 2014 22:09 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
I found "Prisonniers" in "_FrenchText.cpp" file.
But I have not found "10/5 - 0A 10R 0E 0O"
Can someone help me, please?
Thank you for help and patience.
Regards.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338054] Sun, 30 November 2014 22:43 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
These letters are hardcoded. There is not entry in the text files.

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338055] Sun, 30 November 2014 22:59 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
silversurfer
These letters are hardcoded. There is not entry in the text files.


we could add this text line to the language text files. do you know in which cpp file can I find the hardcoded text entry?


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338060] Mon, 01 December 2014 12:19 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
wanne

we could add this text line to the language text files. do you know in which cpp file can I find the hardcoded text entry?


Strategic\Map Screen Interface TownMine Info.cpp line 461

swprintf( wString, L"%d/%d - %dA %dR %dE %dO %dG", numprisoners, capacity, aPrisoners[PRISONER_ADMIN], aPrisoners[PRISONER_REGULAR], aPrisoners[PRISONER_ELITE], aPrisoners[PRISONER_OFFICER], aPrisoners[PRISONER_GENERAL] );

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338065] Mon, 01 December 2014 22:51 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Thanks silversurfer, I just externalized the text to the language text files and added the text translation for French version from hrvg.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338066] Mon, 01 December 2014 23:51 Go to previous messageGo to next message
hrvg

 
Messages:158
Registered:August 2012
Location: France
Hi,
@ wanne and silversurfer...
For "Prisonniers".
Thank you very much for your help.
It's very nice!
Regards.
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338137] Sun, 07 December 2014 18:18 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
@ smeagol: Thanks, I'll do so!

[Updated on: Sun, 07 December 2014 18:18] by Moderator

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338143] Sun, 07 December 2014 22:46 Go to previous messageGo to next message
Scheinworld

 
Messages:908
Registered:December 2007
Location: Baltic Sea, Germany
Hi,

I always thought Jimmy Upton (slot #234) is a Black, but was surprised to see in game that he comes as White. So is 0 correct for Jimmy or should it be changed to (1) Black instead?

http://zupimages.net/up/14/49/020g.jpg


Best regards; Schein

[Updated on: Sun, 07 December 2014 22:54] by Moderator



Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338243] Fri, 12 December 2014 22:19 Go to previous messageGo to next message
Parkan

 
Messages:440
Registered:April 2010
Location: Russia,Sevastopol

Cannot understand why this feature is not working.It not working in stbale and unstable builds:

;------------------------------------------------------------------------------------------------------------------------------
; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with.
; The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier)
; or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused.
;
; If USE_GLOBAL_BACKPACK_SETTINGS is TRUE (default), it uses the same rules for all backpacks, while if FALSE checks for
; the fAllowClimbing tag in Items.xml, and if that is true you can climb with the backpack.
;
; Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg
; (or 50 hg) but not climb with a radio set.
;------------------------------------------------------------------------------------------------------------------------------

MAX_BACKPACK_WEIGHT_TO_CLIMB = -1
USE_GLOBAL_BACKPACK_SETTINGS = true


I added tag to backpacks in 1.13 mod set weight and still my mercs cannot move on second floor or jump obstacles with backpack.Is something wrong i amd doing or this feature not work?
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #338277] Mon, 15 December 2014 04:31 Go to previous messageGo to previous message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
V.: Jagged Alliance 2 1.13 (7435 + 7609) English

Hi guys,

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

1. The items are bigger than the item window.
2. "Mag" is once abbreviated with a dot and once without. Same in the description box.

http://fs2.directupload.net/images/141218/tljo58il.png

[Updated on: Thu, 18 December 2014 05:26] by Moderator

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