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bug6.png  Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #341931] Sun, 02 August 2015 15:49 Go to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Report all bugs for Unofficial and Unstable Releases, like my SCI's and builds or self compiled executables in this thread.
Bugs for the last Stable release go HERE
Bugs for experimental features go to their respective threads.

Remember: A good bug report is straight to the point!
Quote:
1. Bug description
2. If bug cannot be easily reproduced on a new game, post the savegame.
(customized Ja2_Options.INI as well if savegame cannot load with default Ja2_Options.INI)
3. Detailed steps to replicate the bug
4. !Version Number!
(for development version aka DepressiveBrot's exes, it's the JA2_####.exe number. Number shown ingame for development version are seldom up-to-date)
5. Any mods running on top of 1.13?
If it's a graphical glitch, screenshots will do.

Coders/Modders need to be able to reproduce the bug on their side before they can do something about it.



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Captain

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #341934 is a reply to message #341931] Sun, 02 August 2015 16:54 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Related to http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12303&goto=341930&#msg_341930:

Thanks navaroe. Your fix makes sense because the number of slots on the map should be the limiting factor and nothing else. I applied your fix in r7955.

[Updated on: Sun, 02 August 2015 16:54]




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: Unofficial releases (SCI's), unstable and DEV builds[message #341940 is a reply to message #341934] Mon, 03 August 2015 16:56 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
@silver

Is there a way to apply his fix to existing games? I've spent a good dozen hours on a r7917 AIMNAS game...

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Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #341941 is a reply to message #341940] Mon, 03 August 2015 17:32 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
NewAgeOfPower wrote on Mon, 03 August 2015 15:56
@silver

Is there a way to apply his fix to existing games? I've spent a good dozen hours on a r7917 AIMNAS game...

The crash fix from navaroe? You just need an exe which is version 7955 or higher as long as you are playing with a recent development build anyway. You may need some files from the current GameDir as well so unless you know how to update that you should better wait for the next SCI from Depri to come out (probably mid August).



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: Unofficial releases (SCI's), unstable and DEV builds[message #341946 is a reply to message #341941] Mon, 03 August 2015 20:59 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Yea, I was wondering how comes none of AIMNAS players complained about this one, I hear AIMNAS is much like the way I set up my game happy

Here is 7953 + fix exe I've built for myself, if you don't wanna wait:

http://ulozto.net/xfNAiPiW/ja2-en-release-zip

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #341948 is a reply to message #341941] Tue, 04 August 2015 01:22 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
Well, I've spent twice as much time wiping and reinstalling and setting up options ini as I do playing... lol. And this bug wasn't an issue on the 2015 Easter release, which was the vs I played most extensively (recently)

I'd rather not have to wait two weeks to play more JA2, if possible.

Thanks, Nav!

[Updated on: Tue, 04 August 2015 01:27]

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Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #341972 is a reply to message #341948] Wed, 05 August 2015 05:37 Go to previous messageGo to next message
NewAgeOfPower is currently offline NewAgeOfPower

 
Messages:110
Registered:June 2010
http://i.imgur.com/7YBpJo1.png

Found a bug.

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Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342084 is a reply to message #341972] Fri, 14 August 2015 18:50 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
An enemy that retreats into A10: Omerta (East) will cause a battle in this sector; engaging in battle breaks AI pathing where Fatima is supposed to lead you to the Rebel Hideout

Reproducibility: I'd imagine simply placing an enemy in A10 while Fatima is following her AI pathing would cause the first quest to break

Oh, i'm using SCI 7917 with the latest AFS mod

Edit 1:

Attempting to talk to that bounty hunter (or probably any NPC) while additionally asking another merc to pick a lock causes the game to softlock

Sector: Drassen Middle
Ability to Reproduce: Always
Steps:
1)Tell a merc to run a long distance (halfway across the map) to pick the lock in the child-labor shirt factory
2)Tell a second merc to talk to the bounty hunter
3)Game displays pop-up for lockpick-merc to do his thing on the door, but no cursor so i can't click on anything
4) hitting escape causes unending timer

[Updated on: Sun, 16 August 2015 09:06]

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Master Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342123 is a reply to message #342084] Wed, 19 August 2015 17:47 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Setting
<drink_energyregen>300</drink_energyregen>
in Backgrounds causes a significant level of energy drain from simple tasks such as running around, kicking open locks, etc. My thoughts are that the code instead multiplies the effects of ALL actions that require energy by this amount rather than just drink recovery.

Experiment:
Merc without this background = [m1]
Merc with this background = [m2]
In formation movement, m1 and m2 run up and down a strip of land.
Will m2 run out of energy and collapse?
If/when he does, is it sooner than the other merc?
Do they recover to 100 at the same time (NOT at the same rate?)

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Master Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342186 is a reply to message #341931] Sun, 23 August 2015 17:15 Go to previous messageGo to next message
Marcell is currently offline Marcell

 
Messages:12
Registered:March 2014
Location: Poland
The GLOCK 17 has a 15 round magazine, is it meant to be like that? I believe the standard issue magazine for it are 17 rounds, no? How would I correct this?

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Private
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342187 is a reply to message #342186] Sun, 23 August 2015 17:32 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
By adding a 17 round magazine item for every type of 9x19mm ammunition and then setting the Glock's magsize to 17. Not worth the effort unless you are realllly anal about such stuff.



Chat with us!
#bearpit on IRC
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Get your latest 1.13 Builds
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Captain

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342188 is a reply to message #342187] Sun, 23 August 2015 18:08 Go to previous messageGo to next message
Marcell is currently offline Marcell

 
Messages:12
Registered:March 2014
Location: Poland
Ah, I wasn't aware I'd have to create a new magazine item too. Screw it then.

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Private
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342194 is a reply to message #342188] Mon, 24 August 2015 23:53 Go to previous messageGo to next message
Marcell is currently offline Marcell

 
Messages:12
Registered:March 2014
Location: Poland
edit: nvm

[Updated on: Thu, 27 August 2015 01:35]

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Private
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342208 is a reply to message #342194] Thu, 27 August 2015 01:35 Go to previous messageGo to next message
Marcell is currently offline Marcell

 
Messages:12
Registered:March 2014
Location: Poland
1. Bug description: weird situation in SAM site.....says there's some enemies in the sector (shows so on the map) along with a tank, however they aren't any (unless I'm really blind) and I can't use sector functions like training militia or sleeping, yet I can use sector inventory. Hmm? Also when waiting I supposse there's an attack (in like few hours of the time of save done) but the game freezes when the attack window is meant to show up.
2. speedyshare.com/GPuCM/SavedGames.rar
3. Detailed steps to replicate the bug: Just skip the time a few hours and see if game freezes for yourself
4. 7974
5. Any mods running on top of 1.13? Nope

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Private
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342324 is a reply to message #342208] Sat, 05 September 2015 20:46 Go to previous messageGo to next message
ShoGUN is currently offline ShoGUN
Messages:4
Registered:August 2015
Marcell wrote on Thu, 27 August 2015 00:35
Bug description: weird situation in SAM site.....says there's some enemies in the sector (shows so on the map) along with a tank, however they aren't any (unless I'm really blind) and I can't use sector functions like training militia or sleeping, yet I can use sector inventory.

I have the same bug, additionaly, I have a recipe to deal with it. Sometimes, when enemy attacks a sector, the enemies are "invisible", they doesn't appear in tactical, until you go to strategic map, click on a sector, where the battle is, and click "go to sector". Then, enemy troops/tanks appear out of nowhere, sometimes very closely to your position. It's something wrong with enemy count when enemies attacks a sector where our mercs are. In addition, sometimes some enemies are visible and some are not(maybe it's connected with reinforcements somehow?), and in such situation, if the "invisible" part doesn't appear until you kill all visible enemies, the battle will end, leading to quoted bug.

[Updated on: Sat, 05 September 2015 20:46]

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Civilian
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342325 is a reply to message #342324] Sat, 05 September 2015 21:07 Go to previous messageGo to next message
ShoGUN is currently offline ShoGUN
Messages:4
Registered:August 2015
1. Bug description: snitch assignment+vehicle bug. If you give a "spread propaganda" assignment to a merc, who had sitting in vehicle, he doesn't seem to leave it(no sound, but the label changes, and assgnment begins). It leads to a very weird situation, when you cannot return that merc to vehicle. You can give him any other orders, it seem to work, until he, or a vehicle leave a sector. When you select a vehicle to move somewhere, he moves with the vehicle happy When you try to move him to other sector separately, assertion appears.
2. https_//yadi.sk/d/V4i75L_bitZgL
3. In my save it's Leon & Eldorado. Try to move Eldorado, Leon will move with it(but label says he doesn't seat in Eldorado). Try to move Leon separately after it, and you will get an assertion.
4. 7987
5. AIMNAS+BigMaps, last SCI version.

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Civilian
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342434 is a reply to message #342325] Mon, 14 September 2015 08:36 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Bug: When prone or crouching in the same spot for several turns and attacking different enemy, merc will occasionally turn a random direction and shoot commanded burst fire or whatever he was ordered to do and shoot in a random angle

Bug: Unable to shoot at the torso or head at anyone in the top row on the map
https://www.dropbox.com/s/4exub0r4b3kqp9t/cant%20attack%20enemy%27s%20torso.png?dl=0
Literally can't move cursor up another pixel [1600x1024 windowed on Win7 64x professional]
The only reason i can see these guys at all is by pressing Tab since that shifts the window up a few squares [since it represents a higher plane]

using 7917 for both of these, not sure if these were fixed

[Updated on: Mon, 14 September 2015 08:40]

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Master Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342462 is a reply to message #342434] Wed, 16 September 2015 17:37 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
7917 again

Can someone look into NORMAL_RECOIL_DISTANCE in CTHConstraints?
I set it to 200 and a test OP-as-fuck merc with 95% camo rating is getting shot at when prone when enemy visibility is 'yellow'
Meanwhile when i set it to 70, enemy can't see me as what should be




Additionally, transforming a face item causes all items in backpack [while worn] to spill out onto the ground

example: Sun Goggles > Sungoggles 2 [no difference/AP spent], all backpack contents are dumped onto the ground, pop up of 'Due to lack of inventory space after tgransformation, some of [merc]'s items have been dropped to the ground.'

[Updated on: Wed, 16 September 2015 17:40]

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Master Sergeant
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342466 is a reply to message #342462] Wed, 16 September 2015 18:37 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
M16AMachinegun wrote on Wed, 16 September 2015 16:37
7917 again

Can someone look into NORMAL_RECOIL_DISTANCE in CTHConstraints?
I set it to 200 and a test OP-as-fuck merc with 95% camo rating is getting shot at when prone when enemy visibility is 'yellow'
Meanwhile when i set it to 70, enemy can't see me as what should be

NORMAL_RECOIL_DISTANCE has nothing to do with sight range. It only modifies recoil.



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: Unofficial releases (SCI's), unstable and DEV builds[message #342670 is a reply to message #342466] Sun, 04 October 2015 22:11 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
There is another bug in dealing with reinforcements. Silversurfer, remember fixing "the attacks of the clones"? Thanks to this one, parts of roadblocks were resurrected after their death.
I fixed it, here's the diff. After brief testing seems fine. The issue was we were assigning wrong groupID to reinforcing roadblock - its elites were given ID belonging to the mobile group, which initiated combat...I'll explain more in detail should some feel the need to hear it (on IRC or here).

I also tried to leave comments to the parts of code I needed to understand in the process, because I think they are desperately needed if we want more people dealing with code eventually.

Toggle Spoiler

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342769 is a reply to message #342670] Sun, 11 October 2015 10:56 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Navaroe, I've been trying to apply your diff to the code but the merger turns up empty. I don't know if there is something missing. Please send the diff file via PM to RoWa21. He usually manages code updates from other users. You can attach the file to the PM.



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: Unofficial releases (SCI's), unstable and DEV builds[message #342782 is a reply to message #342769] Sun, 11 October 2015 23:39 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
Repost - I wasn't aware of this thread.

1. Incorrect weapons stat after playing with attachments.
2/3. Add attachment, detach, attach -> wrong stats. attach\detach\attach again ->correct stats...
4/5. playing 7974 with UC 1.13

http://i61.tinypic.com/11raekn.jpg

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342828 is a reply to message #342782] Wed, 14 October 2015 21:03 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
In game stores: Trying to order the maximum number of items (12) in one go, result in error message "not enough room in your offer area", even though the offer area has 12 empty slots. - Playing v7974 with UC 1.13 mod.

Screenshot included:

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342829 is a reply to message #342828] Wed, 14 October 2015 21:28 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
Invincible enemies. On rare occasion unconscious enemies become impossible to hit until they regain consciousness.

First time I noticed it, i had 16 militia targeting 1 unconscious enemy. About 5 turns later of continues fire, i had only 8 militia left (friendly fire), then the enemy woke up and was killed on the spot. Initially I assume green militia incompetence. Then it happened to me twice. The last time it lasted long enough for me to test it, I had couple of my best mercs empty their mags at the downed enemy, from multiple positions no hits, I tried melee knife and fist no hits(although the first gave me a thinking weird thinking animation). Finally the enemy woke up and was killed with first shot.

Happened with v7816 AFS mod and v7974 UC 1.13 mod. Also no idea if its relevant, but in both cases there were multiple bodies around, it was near a corner (house,truck).

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342861 is a reply to message #342829] Fri, 16 October 2015 14:13 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Long time no see. I started playing again - version 7995. New bugs found:

1. When attempting to handcuff a named NPC (like Fatima etc.) a red handcuff icon appears but when clicked it crashes the game to desktop. Reproducable 100% of time.
2. Calling artillery strike on non-standard (big) maps causes game to freeze. Again reproducable 100% of time.
3. Out of combat ordering militia from nearby sector to enter the one occupied by mercs causes strange things. First they don't show up. When I exit tactical view I can see militia has moved to my sector. When I go to tactical view again the game crashes. Manual ordering militia movement on map is on. Happens every time.
4. When I enter a vehicle with merc and click on the unit on the strategic map to give move command it sometimes displays assertion error in line 450 in Squads.cpp. This is reproducable but not 100% of time.
5. Giving shopkeeper an item opens up the buy menu and results in loosing the item permanently.

[Updated on: Fri, 16 October 2015 14:43]

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Corporal 1st Class
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342866 is a reply to message #342861] Fri, 16 October 2015 15:55 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
I can confirm the above #1 with v7974 (UC 1.13 mod, posted there) and not just named NPC, but all non military factions.

[Updated on: Fri, 16 October 2015 15:56]

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342889 is a reply to message #342866] Sat, 17 October 2015 12:58 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Few more bugs:

- the dynamic dialogue system does not discriminate so we have talking vehicles and talking corpses

- you can not compile a UB build in 7995, this can be fixed by adding #ifndef JA2UB to those parts of the code that refer to the newly added quest involving the the DaSilvas

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Corporal 1st Class
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342893 is a reply to message #342889] Sat, 17 October 2015 14:56 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Quote:
1. When attempting to handcuff a named NPC (like Fatima etc.) a red handcuff icon appears but when clicked it crashes the game to desktop. Reproducable 100% of time.


I have a fix for this one:

In HandleItems.cpp changing the line:

if ( gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag( usHandItem, HANDCUFFS ) && pTargetSoldier && pTargetSoldier->CanBeCaptured( ) )


to:

if ( gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag( usHandItem, HANDCUFFS ) )


will prevent the crash.

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Corporal 1st Class
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342895 is a reply to message #342893] Sat, 17 October 2015 16:48 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
This could be done but it's not a real fix. The capture check has to be there because we are not allowed to capture everything in the game. If there is a problem in the check this needs to be solved.


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: Unofficial releases (SCI's), unstable and DEV builds[message #342896 is a reply to message #342893] Sat, 17 October 2015 16:50 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
well that is a nice temporary fix but I suppose there's something else behind this, did you do some more debugging into what's going wrong instead of just ignoring it?


Discord

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First Sergeant

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342897 is a reply to message #342896] Sat, 17 October 2015 18:08 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
It's hard to check because it mostly does a ctd without prompting anything. When I tried to remove just the "&& pTargetSoldier" part it seemingly worked like it ought to (didn't crash when clicking) but after clicking on the civilian and then trying to enter the merc inventory it crashed with a stackhash error.

EDIT: Oh, and it doesn't allow to capture everything, only to attempt to do so. If the character is not allowed to be captured the merc will say the "nothing" quote instead.

[Updated on: Sat, 17 October 2015 18:11]

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Corporal 1st Class
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342900 is a reply to message #342897] Sun, 18 October 2015 11:51 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I would like to debug it but it looks like someone broke the code again. The only thing I get when trying to run a debug build from VS2010 is this:

http://www2.pic-upload.de/thumb/28608453/assert.png


edit: I narrowed it down to the drugs system. The crash happens when the game reads the "Drugs.xml" at game start but I don't know what is causing it.

[Updated on: Sun, 18 October 2015 12:36]




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: Unofficial releases (SCI's), unstable and DEV builds[message #342901 is a reply to message #342900] Sun, 18 October 2015 13:05 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Uhm, I'd say my addition would be most probable suspect (considering I did C++ after 10 years), but I can successfully build debug version from the project I made diff from. I hope it means it's not me...I know it's kinda selfish, but breaking build with first bigger addition sounds nightmarish to me happy

edit: Phew, I did nothing with drugs or anywhere near it, so I'll get back to work a bit more hopeful.

[Updated on: Sun, 18 October 2015 13:07]

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342903 is a reply to message #342901] Sun, 18 October 2015 14:30 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
So I emptied the "Drugs.xml" and was able to start the current debug exe 7995. When I mouseover Fatima with the handcuffs in my hand I get a red handcuff icon just like it should be and when I click her the game does nothing just like it should be.
In the release exe it's the same behaviour so I don't see a bug here. Sorry.

I guess the reason for the debug crashes is the drug system overhaul in r7896.

[Updated on: Sun, 18 October 2015 14:32]




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: Unofficial releases (SCI's), unstable and DEV builds[message #342904 is a reply to message #342903] Sun, 18 October 2015 15:53 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
Hmm. I tried to empty Drugs.xml and still got the game freezing after clicking angry. I'm using Windows 7 if it matters.

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Corporal 1st Class
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342906 is a reply to message #342904] Sun, 18 October 2015 19:26 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
The Drugs.xml has nothing to do with the handcuff problem. It just causes a VS2010 debug exe to crash on startup which is before you ever get to the game menu to start or load a game.
I had to empty the Drugs.xml to even start the game to analyze your problem with the handcuffs. What version of Visual Studio are you using to compile your debug build?

I'm on Win7 as well btw.



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: Unofficial releases (SCI's), unstable and DEV builds[message #342908 is a reply to message #342906] Sun, 18 October 2015 22:56 Go to previous messageGo to next message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
I'm using VS2010 Express. Never had any serious problems with compiling with it. Is there anywhere to download a compiled exe?

EDIT: The debug compile allows clicking but crashes after trying to open the said mercs inventory. A text in window says: Debug Assertion Failed. File:f:\dd\vctools\crt_bld\self_86\crt\src\dbgheap.c Line: 1516 Expression: _CrtIsValidHeapPointer(pUserData)

[Updated on: Sun, 18 October 2015 23:11]

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Corporal 1st Class
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342912 is a reply to message #342903] Mon, 19 October 2015 04:28 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
silversurfer wrote on Sun, 18 October 2015 13:30
So I emptied the "Drugs.xml" and was able to start the current debug exe 7995. When I mouseover Fatima with the handcuffs in my hand I get a red handcuff icon just like it should be and when I click her the game does nothing just like it should be.
In the release exe it's the same behaviour so I don't see a bug here. Sorry.


Merc05 post mention non-standard (big) maps. So its possible that like myself he wasn't using a vanilla build. Also he says that removing the "CanBeCaptured" check solved the problem, if that's true isn't it possible that the function can't handle some "newer" features employed in both mods? Because the game keeps crushing on this account pretty consistently..

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Corporal
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342930 is a reply to message #342912] Tue, 20 October 2015 09:54 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
The CanBeCaptured() function doesn't really do any alien stuff. It checks:

  • that the target isn't already a prisoner and that he doesn't have a profile
  • that the target is not a tank
  • that the target belongs to the enemy team (Deidranna's soldiers)
    or
  • that the target belongs to a civil faction which has <fCanBeCaptured> set to 1 in "CivGroupNames.xml" and is hostile towards the player

These are all important checks that should not be removed.

Whoever can reproduce this bug and debug the game in VS should probably check if pTargetSoldier in the mentioned if clause is valid when he tries to capture the target. If pTargetSoldier is not valid the game will crash.



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: Unofficial releases (SCI's), unstable and DEV builds[message #342937 is a reply to message #342930] Tue, 20 October 2015 14:42 Go to previous messageGo to previous message
merc05 is currently offline merc05

 
Messages:90
Registered:January 2013
I do have edited xmls and WF maps, could this cause problems? Anyway, this is really curious. The freeze/crash seems to occur when the 'if' line cannot be executed. Now I did something like this:

if ( gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag( usHandItem, HANDCUFFS ) && pTargetSoldier )
	{
		if ( !pTargetSoldier->CanBeCaptured( ) )
			return ITEM_HANDLE_REFUSAL;


and it doesn't freeze anymore.

Other usable items are handled without any bugs.

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Corporal 1st Class
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