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 #340260 is a reply to message #340231] Fri, 27 March 2015 15:28 Go to previous messageGo to next message
onewithdeath

 
Messages:40
Registered:January 2004
Unfortunately, the savegame you sent me (SaveGame47.sav) doesn't work, there's a runtime error: "Assertion Failure [Line 2492 in file .\Strategic Movement.cpp].".

Here's an older save. Approximately 4 hours (and 40 minutes) till illegal move as you asked: http://www.filedropper.com/4h40mstillillegalmove

(An even older one comes from day 29 (this is day 34) so I guess it's too old and not interesting).

Thanks for you ongoing efforts!
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #340302 is a reply to message #340260] Sun, 29 March 2015 18:10 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
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 This isn't an 'official release' - mostly because I have better stuff to do than maintain an increasingly outdated branch for the pure sake of it - but you can treat it as such.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.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #340321 is a reply to message #340302] Mon, 30 March 2015 15:47 Go to previous messageGo to next message
onewithdeath

 
Messages:40
Registered:January 2004
Seems like it's working. You're amazing. I owe you one!

Here's the earlier save if you're interested: http://www.filedropper.com/day29
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #341418 is a reply to message #340321] Sun, 14 June 2015 07:46 Go to previous messageGo to next message
Hawkeye

 
Messages:1594
Registered:October 2005
Location: Australia
Sorry if this has been mentioned before, I don't visit this part of the forums much but I noticed in Vengeance: Reloaded (and understand others have noted in r7609 v1.13 in which it shares code base with) mercs mentioning they have found nothing when using med or first aid kits? I've have noticed on two occasions now that when you grab one of these items during combat to heal yourself, it plays the 'snatching' sound effect and the merc says 'nothing' when using these, as if they are trying to pick something off of the ground. Healing works as it should, but just sounds strange when these effects and speech are heard.

Has anyone else reported this and know if it's been fixed?



Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #341421 is a reply to message #341418] Sun, 14 June 2015 09:55 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
I never had this bug and I can't reproduce it. I did the following:
  • start combat
  • hurt one merc
  • put a first aid kit in the mercs hand
  • right-click to select medic mode and then left-click on the merc for ~20 times (replenishing AP in cheat mode multiple times)
I used a 7879 exe for the test.



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

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #341431 is a reply to message #341421] Mon, 15 June 2015 06:19 Go to previous messageGo to next message
Hawkeye

 
Messages:1594
Registered:October 2005
Location: Australia
Hmm, Ed Mortimer reported the same issue when I flagged it at the Vengeance closed forum, but got the impression it was happening in r7609 of v1.13. I take it the 7879 is a later revision? So far I've noticed it with Wolf and Houston, but I think they were the only mercs patching up at the time.


exclamation8.png  Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #342685 is a reply to message #341431] Mon, 05 October 2015 21:04 Go to previous messageGo to next message
cocsackie
Messages:3
Registered:December 2008
Location: Poland
I found a minor bug in r7609:

NOTE: I'm using polish JA2 version.

  1. Run the JA2 v1.13 r7609
  2. Go to settings (works from main menu as well as from the strategic map)
  3. Turn down the volume of music to 0
  4. Go back to main menu
  5. Press "Continue saved game" (polish: "Kontynuuj zapisaną grę")
  6. Music is turned on again. NOTE: This works with other 3 options of sounds as well.

I tried to find if bug was reported, but I've seen none, so I hope it wasn't.

Regards,
cocsackie
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343098 is a reply to message #342685] Wed, 04 November 2015 10:15 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
cocsackie wrote on Mon, 05 October 2015 18:04
I found a minor bug in r7609:

NOTE: I'm using polish JA2 version.


  1. Run the JA2 v1.13 r7609
  2. Go to settings (works from main menu as well as from the strategic map)
  3. Turn down the volume of music to 0
  4. Go back to main menu
  5. Press "Continue saved game" (polish: "Kontynuuj zapisaną grę")
  6. Music is turned on again. NOTE: This works with other 3 options of sounds as well.


I tried to find if bug was reported, but I've seen none, so I hope it wasn't.

Regards,
cocsackie


I can't reproduce that bug with the latest development version of 1.13. I tried to reproduce the bug with English version and all works fine.


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343104 is a reply to message #343098] Thu, 05 November 2015 14:17 Go to previous messageGo to next message
delosombres

 
Messages:10
Registered:February 2009
Hi guys, I've started playing 1.13 mod AGAIN happy)(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]

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343106 is a reply to message #343104] Thu, 05 November 2015 18:46 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
1. Looks like you are playing with the New Chance to Hit system (NCTH). Reduced aim levels from the Sniper trait are actually a good thing because you will reach maximum possible aim earlier than others and therefore spend less time aiming. So when a gun usually has 3 + 1 (for a folding stock for example) = 4 your sniper has 3 + 1 - 2 (from two sniper trait levels) = 2.

2. I don't know about such hunter problem in 7906. I can only say that it works fine in the current build. We are at revision 8001 at the moment and nobody is fixing bugs anymore for the old stable version. If you want to try out a newer development build you should go here.

3. I haven't had this problem so far.

4. Had this problem too a few times but wasn't able to reliably reproduce it for debugging. If you have a 100% sure method to reproduce it please tell us.



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

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343107 is a reply to message #343106] Thu, 05 November 2015 20:32 Go to previous messageGo to next message
delosombres

 
Messages:10
Registered:February 2009
silversurfer wrote on Thu, 05 November 2015 17:46
1. Looks like you are playing with the New Chance to Hit system (NCTH). Reduced aim levels from the Sniper trait are actually a good thing because you will reach maximum possible aim earlier than others and therefore spend less time aiming. So when a gun usually has 3 + 1 (for a folding stock for example) = 4 your sniper has 3 + 1 - 2 (from two sniper trait levels) = 2.

I'm not sure if I understand. Does it mean that lower = better? Doesn't the game tooltip say the opposite? Also, the Sniper trait tooltip says "Adds 2 aim click levels for rifle-type weapons". Btw, I'm playing with OCTH.

silversurfer wrote on Thu, 05 November 2015 17:46
2. I don't know about such hunter problem in 7906. I can only say that it works fine in the current build. We are at revision 8001 at the moment and nobody is fixing bugs anymore for the old stable version. If you want to try out a newer development build you should go.....

Ok. I'll try it. I'll also try to test it more in depth. Maybe that I overlooked something. Anyway, thanks for reply.
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343108 is a reply to message #343107] Thu, 05 November 2015 21:41 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
delosombres wrote on Thu, 05 November 2015 19:32

I'm not sure if I understand. Does it mean that lower = better? Doesn't the game tooltip say the opposite? Also, the Sniper trait tooltip says "Adds 2 aim click levels for rifle-type weapons". Btw, I'm playing with OCTH.

In NCTH lower indeed equals better. If you are playing with OCTH then you are the victim of a display bug in EDB that was fixed in r7864. With OCTH higher is better.



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

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343423 is a reply to message #335180] Tue, 08 December 2015 16:16 Go to previous messageGo to next message
Zaven
Messages:2
Registered:December 2015
Good day!

Playing 1.13.7609.

I've got this bug - then you are trying to pick up your droped backpack it appears to be empty both on the tactics\strategic screens. Still on the strategic map it has blue star as it is full. Usually you can live without it but today it stole a quest head angry

Any ideas how to fix it? Thanks in advance!

p.s. tried to upload save file but don't have premission to do it angry

[Updated on: Tue, 08 December 2015 16:44]

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343424 is a reply to message #343423] Tue, 08 December 2015 16:45 Go to previous messageGo to next message
sevenfm

 
Messages:1212
Registered:December 2012
Location: South Urals
Link with saves for Zaven's bug report:
https://www.dropbox.com/sh/j0pahbwg05qb4hh/AABFyrBn3Z2hwfZi7yn4UKSsa?dl=0



Stable 7609+fix (21.05.2017)
Stable 7609+AI (r426 20.06.2017)
Improved weapon sounds
Youtube channel


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343425 is a reply to message #343424] Tue, 08 December 2015 17:32 Go to previous messageGo to next message
Baka
Messages:4
Registered:December 2015
Location: Hungary
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.
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343426 is a reply to message #343423] Tue, 08 December 2015 17:55 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
Backpack (&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.




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Arulco Vacations Bears Pit Forum

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343427 is a reply to message #343426] Tue, 08 December 2015 18:20 Go to previous messageGo to next message
Zaven
Messages:2
Registered:December 2015
edmortimer wrote on Tue, 08 December 2015 18:55
Backpack (&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 angry

But this time i had only crowbar & head inside. Still will miss this ones?

[Updated on: Tue, 08 December 2015 18:24]

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343526 is a reply to message #343427] Mon, 21 December 2015 07:08 Go to previous messageGo to next message
militaires sans frontiere
Messages:2
Registered:November 2015
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.
Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343532 is a reply to message #343526] Mon, 21 December 2015 21:18 Go to previous messageGo to next message
sevenfm

 
Messages:1212
Registered:December 2012
Location: South Urals
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]




Stable 7609+fix (21.05.2017)
Stable 7609+AI (r426 20.06.2017)
Improved weapon sounds
Youtube channel


Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343534 is a reply to message #343532] Mon, 21 December 2015 23:30 Go to previous messageGo to next message
militaires sans frontiere
Messages:2
Registered:November 2015
I'll check my anti virus. The mod is installed in a separate folder from my program files.
Aw: Re: Bugs: 2014 Stable 1.13 Release (7435)[message #343589 is a reply to message #343534] Sun, 03 January 2016 07:12 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
Version: 1.13 (7435 + 7609)

1. I've found many grammatical, syntax and consistency errors within the description of the major traits, minor traits, character traits, disabilities and backgrounds when I was creating tables to compare those informations. There where too many to tag them, but I corrected them in my lists. If the integration in the game works with copy-paste, the corrected version of the texts can be copy-pasted out of my lists on: http://www.ja-strongpoint.com/index.php

2. Are the values of the minor trait "scouting" correct by being absolute values (see below) or should they be relative values like most of the other major and minor traits are being descriped?
"+10 to effective sight range with scopes on weapons
+40 to effective sight range with binoculars or scopes separated from weapons
-20 tunnel vision with binoculars or scopes separated from weapons"


3. Does the word "check" in the attributes of the minor trait "demolitions" (see below) describe any special "check"-action or is this just a rather confusing phrasing for the action of attaching detonators and planting/removing bombs?
"+50% to attaching detonators check
+50% to planting/removing bombs check"

[Updated on: Sun, 03 January 2016 07:13]




JASP - Jagged Alliance StrongPoint
ja-strongpoint.com
Your source for useful gameplay information about JA 2 1.13
Re: Aw: Re: Bugs: 2014 Stable 1.13 Release (7435)[message #343590 is a reply to message #343589] Sun, 03 January 2016 11:12 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
J1v1n wrote on Sun, 03 January 2016 06:12

2. Are the values of the minor trait "scouting" correct by being absolute values (see below) or should they be relative values like most of the other major and minor traits are being descriped?
"+10 to effective sight range with scopes on weapons
+40 to effective sight range with binoculars or scopes separated from weapons
-20 tunnel vision with binoculars or scopes separated from weapons"


Those are percentage values.

J1v1n wrote on Sun, 03 January 2016 06:12

3. Does the word "check" in the attributes of the minor trait "demolitions" (see below) describe any special "check"-action or is this just a rather confusing phrasing for the action of attaching detonators and planting/removing bombs?
"+50% to attaching detonators check
+50% to planting/removing bombs check"

This "check" is an internal test if the merc is able to perform the task. If he fails he will damage the detonator (attaching detonators) or blow himself up (planting/removing bombs).



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

Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343616 is a reply to message #343426] Mon, 04 January 2016 15:22 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
Just found out that this backpack bug will occur even if you carry backpacks with the characters hands -- and never put a full backpack into another backpack. Very frustrating as once it begins, every time you drop a backpack it loses it's contents.




Arulco Vacations Blog

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Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343643 is a reply to message #343427] Wed, 06 January 2016 04:33 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
Just found what might be a workaround to the backpack bug -- it only seems to happen if you use the hotkey to 'drop all backpacks'. I just had a battle where I manually took off and dropped each backpack and when I picked them back up again (manually, and through the inventory screen -- not by hotkey), they all still had their contents. This after three times having the same squad lose all their backpack contents through the drop all hot key in previous battles.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343666 is a reply to message #343643] Thu, 07 January 2016 22:07 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
Version: 1.13 (7435 + 7609)

Due to the creation of different tables about JA2 1.13, I've encountered some errors and inconsistencies.

1. The minor trait "scouting" misses the "%" behind the numbers.
http://www2.pic-upload.de/img/29357629/Bug16.png

2. The sniper rifle "VSSK Vychlop" has been named wrong. The correct name is "VSSK Vykhlop". "Vychlop" as it is named as of now was the name of a development program.
http://www2.pic-upload.de/img/29358066/Bug17.png

3. Not really a bug but worth to mention: The caliber "9mm Metal Storm" is the only caliber which is missing a boxed version.
http://www2.pic-upload.de/img/29359315/Bug18.png

4. The flashlight has a double entry with exact the same values.
http://www2.pic-upload.de/img/29357891/Bug19.png

5. The 17 different grenade launchers don't have a caliber. Even monster spit has a caliber ("Monster").
http://www2.pic-upload.de/img/29358173/Bug20.png

6. The 17 different grenade launchers don't have a type and are sub-ordered to the "rifle" class. Shouldn't there be enough grenade launchers for at least a sub-type?
http://www2.pic-upload.de/img/29358221/Bug21.png

7. Due to consistency different calibers should be named different:
a. "10mm" = "10x25mm"
b. "12.7mm" = "12.7x108mm" (The box of this type has already been named right.)
c. "7.62x54R" = "7.62x54 mm R"
d. "9mm MS" = I couldn't find anything on the second dimension for the Metal Storm-ammunition.
e. "9mm SP-5" & "9mm SP-6" = "9x39mm SP-5" & "9x39mm SP-6"
http://www2.pic-upload.de/img/29359193/Bug22.png

8. Due to consistency either "modification" or "modifier" should be used (various occasions).
http://www2.pic-upload.de/img/29359633/Bug23.png

[Updated on: Mon, 11 January 2016 04:42]




JASP - Jagged Alliance StrongPoint
ja-strongpoint.com
Your source for useful gameplay information about JA 2 1.13
Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343667 is a reply to message #343666] Thu, 07 January 2016 22:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3743
Registered:July 2009
4) One of them is ON, the other OFF. Technical reasons.
5) Launchers handle their ammo differently, assigning a caliber would just lead to weirdness.



Need help or just want to kill some time? Visit the Bear's Pit IRC ChannelNote: Say 'Hi' and be patient, it may take a few minutes for someone to react.
Latest 1.13 Builds
My Inbox is for IMPORTANT stuff, NOT random queries about the game.


Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343732 is a reply to message #343667] Sun, 10 January 2016 20:23 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
1. Fixed in r8019.
2. Fixed in GameDir r2281.
6. Not sure, moving that around can have odd consequences. Hmm.
7. That's more of a gun-typey person's job to decide I guess happy
8. Seems to have already been fixed in the trunk.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343733 is a reply to message #343732] Sun, 10 January 2016 21:43 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3743
Registered:July 2009
7a-c: Renamed as proposed
d: Left alone, to the best of my knowledge they never made a cartridge length public
e: renamed to *unused* due to being duplicates of each other and the existing 9x39 caliber



Need help or just want to kill some time? Visit the Bear's Pit IRC ChannelNote: Say 'Hi' and be patient, it may take a few minutes for someone to react.
Latest 1.13 Builds
My Inbox is for IMPORTANT stuff, NOT random queries about the game.


Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343734 is a reply to message #343732] Sun, 10 January 2016 21:51 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
edit: ninja'd by Depressives Brot

[Updated on: Sun, 10 January 2016 22:06]




Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #343933 is a reply to message #343734] Mon, 01 February 2016 06:55 Go to previous messageGo to next message
Hawkeye

 
Messages:1594
Registered:October 2005
Location: Australia
I'm not sure this is the right place but I'd like to report a audio file priority bug when adding additional sound files to the game.

On Vengeance we're using additional Ogg file in battlesounds but they get superseded by corresponding files in the original Vanilla SLF. So for example if there is a wav file in the the old SLF for profile 73 the game will play the incorrect wav file from Vanilla rather than our new Oggs in the Battlesounds folder as Wav's seem to get preference over Oggs. Can this be changed?



Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344030 is a reply to message #343933] Sun, 07 February 2016 15:31 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
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 );
				}
...



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344044 is a reply to message #344030] Mon, 08 February 2016 12:09 Go to previous messageGo to next message
Hawkeye

 
Messages:1594
Registered:October 2005
Location: Australia
But would Shepard have a sound file in the Vanilla SLF? Or is she using a new profile?

Some of the Vengeance team have looked at this, but I'd need them to explain how they got around it. Thanks for looking though.


Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344053 is a reply to message #344044] Mon, 08 February 2016 20:02 Go to previous messageGo to next message
tais

 
Messages:796
Registered:February 2008
Location: NL
Could it be something in the VFS config file maybe?



IRC, pretty much the place to be!

☆☆M☆☆
Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344054 is a reply to message #344044] Mon, 08 February 2016 20:08 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
Quote:
But would Shepard have a sound file in the Vanilla SLF? Or is she using a new profile?


Flugente gave Shepard ID 254, so no, there wouldn't be a vanilla sound file for her.




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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] Mon, 08 February 2016 20:33 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
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...



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Aw: Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344203 is a reply to message #344055] Wed, 24 February 2016 04:14 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
Version: 1.13 (7435 + 7609)

Points 1-6 are all according to the speech files.

1. "know" missing
http://www.bilder-upload.eu/thumb/ca1ebd-1456280632.jpg

2. "a" missing
http://www.bilder-upload.eu/thumb/60db09-1456280703.jpg

3. "an" instead of "his"
http://www.bilder-upload.eu/thumb/053ca3-1456280744.jpg

4. "only here" instead of "here only"
http://www.bilder-upload.eu/thumb/8b1db9-1456280785.jpg

5. "that" missing
http://www.bilder-upload.eu/thumb/d43032-1456280814.jpg

6. "that" missing
http://www.bilder-upload.eu/thumb/a79983-1456280847.jpg

7. Whenever a merc gets the order to bandage himself out of a prone stance, he gets into a crouch stance and right before bandaging himself, he plays the speech file, which usually plays when you click on an empty tile with the hand cursor (e. g. "Nothing!").

8. Whenever a game is quickloaded during the enemy's turn, it very often crashes to a blackscreen during the transfer from strategic to tactical screen.

9. Whenever the hotkey combination "CTRL" + "LEFT ARROW" / "RIGHT ARROW" is being used to rearrange the mercs' portraits, the game very often crashes right to the desktop.

10. Not really a bug but worth to mention: On the tactical screen the active merc's portrait is being highlighted with a golden frame, but whenever more than one merc is being selected, only one of them shows the highlighted frame.

[Updated on: Wed, 24 February 2016 04:19]




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Your source for useful gameplay information about JA 2 1.13
Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344262 is a reply to message #344055] Sat, 27 February 2016 19:47 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free

EDIT: IGNORE THIS -- upon further investigation that is not the situation at all. The problem is that the new speech files do not have entries for all the slots that the vanilla files do.






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[Updated on: Sat, 27 February 2016 20:36]





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Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #344267 is a reply to message #344262] Sat, 27 February 2016 23:20 Go to previous messageGo to next message
edmortimer

 
Messages:779
Registered:January 2015
Location: Home Free
On further investigation the problem seems to be that if a particular EDT file has a blank slot for a certain voicefile call, then the game looks at the files in Data-1.13 & Data to find an EDT file that has that voice slot active.

So with the new Female voice sets, occasionally a Russian male voice is uttered -- particularly in the voice selection during the IMP creation process..




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Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #345258 is a reply to message #344267] Sun, 01 May 2016 22:17 Go to previous messageGo to next message
Oneself
Messages:5
Registered:April 2016
I have a converted elite to elite militia change his shirt back to black in front of my merc right after battle.

He also cannot be commanded like a regular blue shirt.
Re: Aw: Re: Bugs: 2014 Official 1.13 Release (7435) with 7609 Update[message #345919 is a reply to message #345258] Wed, 15 June 2016 09:34 Go to previous messageGo to previous message
donquijote
Messages:1
Registered:June 2016
Location: Argentina
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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