Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: Unofficial releases (SCI's), unstable and DEV builds (Read the first post before posting!)
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346178 is a reply to message #346129] Mon, 11 July 2016 18:19 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Whenever your merc successfully captures an enemy using handcuffs, he/she will report a sighting of a new enemy (the captured one) which doesn't really make sense.
r8266/2327
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346196 is a reply to message #346178] Tue, 12 July 2016 16:30 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
[Show Weather] button in strategic view should behave much like [Show Airspace] button, not invalidating following buttons:
  • [Show Towns]
  • [Show Mines]
  • [Show Teams & Enemies]
  • [Show Militia & Enemies]
Currently, it is disabling these whenever clicked on.

Also I suggest adding a shortcut W for [Show Weather] as all the other buttons do have a shortcut.

r8266/2327
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346278 is a reply to message #346196] Sun, 17 July 2016 01:34 Go to previous messageGo to next message
PAPION
Messages:4
Registered:February 2016
Location: Tehran, I.R.Iran
- Using wire-cutter show wrong number of AP (and i think maybe wrong cursor)
- When i was in shooting to a building for test jamming a gun, when the gun needed to reload and i didnt moved the cursor the automatic reloading of the game cant understand i have some ammo in inventory to reload
- Again when i was in shooting to a building for test jamming a gun, when the gun needed to reload and i was in trying to move the cursor to give automatic reload, all of my IMP inventory gone in a moment. (O_O so weird)
- the number of release version in first of intro is wrong

+ i talked before about needing of a timer or another idea to make impossible exploiting fast manually turn on real-time sneaky (http : // thepit.ja-galaxy-forum.com/index.php?t=msg&th=22946&goto=344156&#msg_344156). We need a timer after manually turn base, just in unwarned times in first, to make impossible using that again for about 3 sec. or calculating about how much time passed and giving new Full AP just he stayed for 3 second. otherwise if he used manually turn-base fast (like pressing D key double time), giving the lowest AP just for turning around. maybe 3/4 AP. [it is because you can trick the game so much.] (sorry if i didn't do that by myself yet.)

+ i think when we have some AI update (by sevenfm) yet, if we just do another simple idea about enemy to be smarter it can be good : if for example an IMP stayed on a roof or in a room for make enemy soldiers crazy and never moved, enemy soldiers use their smoke or grenades or missiles to make the wall or roof broken and kill him without any real sight, just by guessing his last place. and they do this after he killed a few (for example 5 soldier of) enemy by just the way, without any move. [It is because you can stay in a room and stay for all enemy soldiers come to you easily, even elites]

r8266/2327

Best Regards.

[Updated on: Sun, 17 July 2016 01:53]




papionbit.com
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346340 is a reply to message #346278] Fri, 22 July 2016 20:01 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
When switching from another application via ALT-TAB, game considers ALT key pressed, until user presses and releases ALT again.

r8266/2327
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346341 is a reply to message #346340] Fri, 22 July 2016 20:32 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Always been like that, can't be helped.



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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346525 is a reply to message #346340] Sun, 07 August 2016 10:25 Go to previous messageGo to next message
Parkan

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

Elestir wrote on Fri, 22 July 2016 20:01
When switching from another application via ALT-TAB, game considers ALT key pressed, until user presses and releases ALT again.

r8266/2327


If you have windows 7 just change you windows theme form aero to simple theme and this stuck will be fixed



1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346532 is a reply to message #346525] Sun, 07 August 2016 17:47 Go to previous messageGo to next message
lepacka1
Messages:3
Registered:September 2009
hi, i have problem, please
- disappearance of items from backpack /when you bring the bag in inventory and back/

- how to destroy the jeep - not apply TNT to combat JE
.......................................not enough action points /50, ihave80/
.....................................- TNT lay astern jeep - not even once
.......................................TNT lay on the side of the Jeep - sometimes

Ja2 gold
SCI_Unstable_Revision_8278_on_GameDir_2333
Arulco_Revisited 1.4_2014-11-03
Arulco_Revisited 1.4Patch 1.1
Arulco_Revisited_map

a decent answer thank you

[Updated on: Sun, 07 August 2016 17:54]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346538 is a reply to message #346532] Sun, 07 August 2016 22:26 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
No idea about 1) as I never had this bug.

2) Combat jeeps can be destroyed by explosives, grenades as well as rockets or mortar. Depending on the type it requires more than one hit because different types have different effectiveness. You could even destroy a jeep with AP ammo but this will require lots of bullets.



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: Unofficial releases (SCI's), unstable and DEV builds[message #346594 is a reply to message #346538] Thu, 11 August 2016 18:59 Go to previous messageGo to next message
Parkan

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

With this option MERCS_RANDOM_STATS = 4 in ja2_options.ini the new game cannot be started and game show error like this:
*** Thu Aug 11 19:13:36 2016 ***
[ LWCDB-PD2SA-RPS66-QCP2F-91C0K ]

[5.60218] : ERROR : File :
Line : 0
Location :
invalid vector<T> subscript

Possible to fix or the feature of full randomization of mercs is not possible on lasts unofficial builds?
Exe 8278



1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346595 is a reply to message #346594] Thu, 11 August 2016 19:11 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
MERCS_RANDOM_STATS = 4 alone doesn't crash the game. I can start r8284 just fine. Must be something else that causes it.

[Updated on: Thu, 11 August 2016 19:12]




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: Unofficial releases (SCI's), unstable and DEV builds[message #346596 is a reply to message #346595] Thu, 11 August 2016 19:41 Go to previous messageGo to next message
Parkan

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

Ooops,my bad.
It crashes with AFS mod and not with 1.13 itself.



1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346601 is a reply to message #346596] Thu, 11 August 2016 21:52 Go to previous messageGo to next message
lepacka1
Messages:3
Registered:September 2009
good evening, thanks for the reply Silver.
New problems:
- mercenaries hired by Speck / Gasket, Ray / - brings things into San Mona / C5 / these things are in strategically screen relocated into inventory and after a while they become inaccessible - strategically screen is shown in gray, but not in a closed room. When you place your cursor on this course, the green dot appears in the lower left corner of the map - signaling the location of the object. In a tactical screen, these objects are not found

- game crashes
Runtime Error Press Esc to exit
Assertion Failure /Line 10810 in file Items.cpp/
Attempting to do a debug save as SaveGame247.sav
GetRateOfFireBones would crash
- mercenaries are in the hands of backpacks, in the transition to a new sector - sometimes pure, but more often occupied by the enemy
- tactical screen - work with inventory - mercenary has in hand, for example, a vest with some items - switch off the inventory - crash

[Updated on: Fri, 12 August 2016 19:04]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346719 is a reply to message #341931] Mon, 22 August 2016 20:52 Go to previous messageGo to next message
winehouse

 
Messages:91
Registered:October 2012
In latest unstable + AIMNAS, enemies do not trigger traps (mines, bear traps, et cetera)
I literally had the entrances to Cambria mine LITTERED with traps and not one out of 82 set any of them off.

Also, since the new implementation of Spy mechanics, the cover indicator via name above mercenary does not work.

Apologies if previously noted or reported.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346720 is a reply to message #346719] Mon, 22 August 2016 21:13 Go to previous messageGo to next message
sevenfm

 
Messages:1389
Registered:December 2012
Location: Under the Mountain
winehouse wrote on Mon, 22 August 2016 22:52
Also, since the new implementation of Spy mechanics, the cover indicator via name above mercenary does not work.

Cover indicator was disabled because of not optimal implementation, I plan to make it better someday.



Stable 7609+fix | Stable 7609+AI (r563) | Win8+ fix | Additional content | Youtube channel


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346726 is a reply to message #346601] Tue, 23 August 2016 17:08 Go to previous messageGo to next message
ratpaz

 
Messages:132
Registered:April 2015
Location: Italy
lepacka1 wrote on Thu, 11 August 2016 20:52
good evening, thanks for the reply Silver.
New problems:
- mercenaries hired by Speck / Gasket, Ray / - brings things into San Mona / C5 / these things are in strategically screen relocated into inventory and after a while they become inaccessible - strategically screen is shown in gray, but not in a closed room. When you place your cursor on this course, the green dot appears in the lower left corner of the map - signaling the location of the object. In a tactical screen, these objects are not found



From what i was able to undestand if you drop objects in any sector from the helicopter without loading the sector first it may happen that they become unaccessible...it not always happen though.
It may be related to the fact that the game will always CTD if you bring a mercenary to any sector, then without drop the mercenary you load the sector and move to any edge of the sector.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346728 is a reply to message #346726] Tue, 23 August 2016 19:08 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Install: AIMNAS (git 19.07.16) on SCI r8289/r2338 (aka latest for both as of writing this)
Savegame: https://1drv.ms/u/s!AoMgxeomaToBigfEteM0UjWrtjb2
Description:
There's a battle in E3. Go into tactical and do pretty much anything that would expose an enemy -this includes crouching with most mercs except Q and Lucky who will see one un-bugged critical dude, cheating with ALT-E or even just ending the turn immediately- to freeze the game solid. Curiously, it still reacts to ALT-X by closing without a confirmation prompt but will otherwise remain in this state indefinitely (tested >1h by having dinner in the meanwhile).

[Updated on: Tue, 23 August 2016 19:11]




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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347010 is a reply to message #346728] Thu, 22 September 2016 00:37 Go to previous messageGo to next message
RunAwayScientist

 
Messages:73
Registered:September 2001


Sup guys, recent builds are giving me problems with PMC/Defector recruited militia. Might have to do with the recent changes to equipment code/militiaindividual.xml, maybe?

Ghost/shadow militia are being generated in the same numbers as PMC/Defectors upon sector load.

Below screenshots should explain the issue:








I am using modified Green/Regular/Elite militia profile .xmls ; unsure if this is somehow related.

Disappering ammo[message #347109 is a reply to message #342937] Sat, 01 October 2016 10:01 Go to previous messageGo to next message
Szczelec

 
Messages:37
Registered:September 2016
I was changing ammo from boxes to crates and to magazines, then change filter from ammo by right-click to another option, ammo items don't disapper as they should and shown along with rest of items from another categories. Confused I decide to re-open my inventory and all ammo disappear for real. This happen on my test savegame with over 11k items and activated cheats. Also box of .243 Win SP (50) seems to don't want cooperate with changing form from box to crate. Played JA2 Gold + 1.13 (8246) and AIMNAS from 24 september. Can't add savegame due to fact "Maximum File Size: 0KB"



In order to improve his communication with comrades, Szczelec has enrolled in an "English as a second language" course.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347170 is a reply to message #345688] Wed, 05 October 2016 13:52 Go to previous messageGo to next message
sevenfm

 
Messages:1389
Registered:December 2012
Location: Under the Mountain
Flugente wrote on Thu, 26 May 2016 17:23
Fixed in r8236. This was a vanilla bug - we never were able to interact with corpses on a roof, ever. Due to the underlying bizarre, twisted way with which we handle structures, you will still be unable to interact with a corpse on a roof after you've decapitated it, but picking it up, throwing it, gutting, stripping of blowing it up work fine.


I found that replacing GetCorpseAtGridNo with FindCorpseAtGridNo allows to interact with corpses that were inaccessible before.

ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo, INT8 bLevel )
{
	// sevenfm: use FindCorpseAtGridNo instead
	return FindCorpseAtGridNo( sGridNo, bLevel );

	STRUCTURE				*pStructure, *pBaseStructure;
	INT32 sBaseGridNo;

	pStructure = FindStructure( sGridNo, STRUCTURE_CORPSE );

	if ( pStructure != NULL )
	{
		// Get base....
		pBaseStructure = FindBaseStructure( pStructure );

		// Find base gridno...
		sBaseGridNo = pBaseStructure->sGridNo;

		if ( pBaseStructure != NULL )
		{
			return(FindCorpseBasedOnStructure( sBaseGridNo, bLevel, pBaseStructure ));
		}
	}

	return( NULL );
}

ROTTING_CORPSE *FindCorpseAtGridNo( INT32 sGridNo , INT8 bLevel )
{
	INT32			cnt;
	ROTTING_CORPSE *pCorpse;

	for ( cnt = 0; cnt < giNumRottingCorpse; ++cnt )
	{
		pCorpse = &(gRottingCorpse[ cnt ] );

		if( pCorpse &&
			pCorpse->fActivated &&
			pCorpse->def.bLevel == bLevel &&
			pCorpse->def.sGridNo == sGridNo)
		{
			return pCorpse;
		}
	}

	return NULL;
}



Stable 7609+fix | Stable 7609+AI (r563) | Win8+ fix | Additional content | Youtube channel


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347513 is a reply to message #341931] Fri, 11 November 2016 16:59 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
Literally what is the point of:

PLAYER_AP_BONUS = 0

Increasing this just scales AP costs to the new maximum, from what it looks like. A weapon that normally would have taken 55 AP to fire would cost 110 if you put the bonus to 100, for example.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347514 is a reply to message #347513] Fri, 11 November 2016 17:13 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Higher mobility - both through straight up running distance and ready costs being a lower fraction of a turn, more grenade throwing, more of anything else that uses absolute AP costs instead of actions per x turns to determine cost.



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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347518 is a reply to message #347514] Sat, 12 November 2016 04:52 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
That's not what I'm seeing, for Flugente's expanded team 8338 exe I'm seeing all AP costs doubled at PLAYER_AP_BONUS = 100 [2x base AP]

AFS mod experimental 9

For example firing a MP5A4 burst would usually cost 50-60ish, with the bonus at 100 it costs 100+ AP

Edit 1: Okay i'm seeing your mention of movement/other costs being static, yes. Why are gun AP costs increasing?

[Updated on: Sat, 12 November 2016 04:56]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347522 is a reply to message #347518] Sat, 12 November 2016 11:57 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
M16AMachinegun wrote on Sat, 12 November 2016 03:52

Edit 1: Okay i'm seeing your mention of movement/other costs being static, yes. Why are gun AP costs increasing?

Someone else was asking the same thing some days ago. This post from Enneagon pretty much sums up why guns need more AP to fire the more AP you have.



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: Unofficial releases (SCI's), unstable and DEV builds[message #347530 is a reply to message #347522] Sun, 13 November 2016 13:53 Go to previous messageGo to next message
88vs1984

 
Messages:7
Registered:August 2015
Location: Belarus
If I put a sandbag to a roof, mercs think that it is situated on a floor (not on a roof) and can jump through this place. Also in this situation marcs can jump through walls in and out
Here is a map Omerta A9 with such bug yadi.sk/d/7-sbcoA-yWciM

[Updated on: Sun, 13 November 2016 13:53]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347552 is a reply to message #347530] Thu, 17 November 2016 18:58 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Game Data files rev2348;
Data-1.13\TableData\backgrounds.xml

entry 83 (imposter) has two <stealth> tags. line 1882 and line 1886.

It doesn't affect gameplay but it would be nice if someone with SVN access fixes it.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347553 is a reply to message #347552] Thu, 17 November 2016 21:34 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
I removed the smaller of the two stealth tags in GameDir 2349. Also I added the LBE_EXPLOSIONPROOF flag to other specialized grenade/bomb pouches.



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: Unofficial releases (SCI's), unstable and DEV builds[message #348600 is a reply to message #347553] Tue, 31 January 2017 10:05 Go to previous messageGo to next message
wolf00

 
Messages:1133
Registered:September 2006
Location: Czech Republic

imp creation proces is rebuild/changed? i have imp of seven imps,create for late 6*** gen 1.13[68** line probably] ia instaled latest afs rc,i can use two of my im from set,other have prpblems like man have women face,woman have man face... i created new set of imps



caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349125 is a reply to message #348600] Fri, 03 March 2017 21:02 Go to previous messageGo to next message
GrimmDarkKnight
Messages:4
Registered:March 2017
Issue: Unable to Create IMP with more than 3 Skills.

I have modified the Skills_Settings.INI in the Data-1.13 directory and when creating the IMP on the Website it will allow me to select however many Skills I have set in this .ini file, however upon finishing the rest of the IMP creation process and clicking done the resulting IMP will never actually have more than 3 Traits.

I have tried using both the latest SCI = SCI_Unstable_Revision_8390_on_GameDir_2362.7z (From March 1st 2017) as well as SCI_Unstable_Revision_8347_on_GameDir_2350.7z (From December 15 2016) as I noticed in the Change Log that a number of changes to IMP had been made between 8347 and 8390. Issue was however identical on both. Both were installed over a Fresh Install of the GOG Version of JA2. I also have a separate installation of the Stable 7609 in which IMP creation will allow for more than 3 traits.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349126 is a reply to message #349125] Fri, 03 March 2017 21:21 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Hi GrimmDarkKnight, welcome to the pit!

I've tried to reproduce the issue - I've set
;******************************************************************************************************************************
; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
; Values from 2 to 30 are allowed.
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
;------------------------------------------------------------------------------------------------------------------------------

MAX_NUMBER_OF_TRAITS = 10

; Number if Skill Traits available when creating IMP.
MAX_NUMBER_OF_TRAITS_FOR_IMP = 7

; Number of Major Trait slots allowed for player mercs. 
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5

; Number of Major Trait slots allowed when creating IMP. 
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2

in my Skills_Settings.ini with a r8390 exe - but did not observe the faulty behaviour. As you state you do see the changes during the process, it seems your ini wouldn't be faulty either, which leaves me a bit baffled. What happens when you lower the values?



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: Unofficial releases (SCI's), unstable and DEV builds[message #349132 is a reply to message #349126] Fri, 03 March 2017 23:03 Go to previous messageGo to next message
GrimmDarkKnight
Messages:4
Registered:March 2017
Upon Further Testing it appears that the issue will only occur if NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP > 5. It works when this option is set at a value of 5 or less, but with a value of 6 or more the behavior I described occurs.

Thank you for your quick response Flugente, and for all of your hard work expanding the features of this great game.

Edit: Actually it seems it is not if the value is set to a specific number but rather if NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP is set to a number greater than the value set for NUMBER_OF_MAJOR_TRAITS_ALLOWED

Which is I believe different behavior than for Stable 7609, so it may have been my fault all along.

[Updated on: Fri, 03 March 2017 23:14]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349137 is a reply to message #349132] Sat, 04 March 2017 11:18 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
I did a quick test on 8370 (was too lazy to update) and IMP creation works just fine. You did remember to read the notes above the parameters, didn't you? There are certain dependencies.

For my test I set the parameters to:
MAX_NUMBER_OF_TRAITS = 10
MAX_NUMBER_OF_TRAITS_FOR_IMP = 10
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 8
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 7

Which allows:
- 10 traits (major + minor) for NPCs
- 10 traits (major + minor) for IMPs
- 8 major traits for NPCs
- 7 major traits for IMPs
- in conclusion 10 - selected number of major traits = number of minor traits

I gave my test IMP 7 major traits + 3 minor traits and that's what he entered the game with.

[Updated on: Sat, 04 March 2017 11:22]




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: Unofficial releases (SCI's), unstable and DEV builds[message #349139 is a reply to message #349137] Sat, 04 March 2017 12:14 Go to previous messageGo to next message
GrimmDarkKnight
Messages:4
Registered:March 2017
Yes, I have figured it out now. I was thrown off by a minor change in dependencies in Skills_Settings.ini since 7609. I was curious so I tested it and In 7609 NUMBER_OF_MAJOR_TRAITS_ALLOWED is not a limiting factor on NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP. I tested it in 7609 with:

MAX_NUMBER_OF_TRAITS = 10
MAX_NUMBER_OF_TRAITS_FOR_IMP = 10
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 2
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 6

and the IMP ended up with all traits as they should (6 Major and 4 Minor) so at some point in the development between 7609 and now this was changed so that NUMBER_OF_MAJOR_TRAITS_ALLOWED is also a limiter on NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP.

Confirmed by testing in 8390 with the same settings as I used in 7609.

In 8390 although it will not prevent you from making selections during the IMP creation process on the in game laptop, if you create the IMP with more Major Traits than allowed in the NUMBER_OF_MAJOR_TRAITS_ALLOWED setting then the resulting IMP will get a number of Major traits assigned which equals the value set in NUMBER_OF_MAJOR_TRAITS_ALLOWED +1 and then not get any of the rest of the Major or Minor traits that you assign to them.

So in 8390 with the settings set as above I am able to select 6 Major and 4 Minor Traits during the IMP creation process but the resulting IMP ends up with only 3 Major Traits and no Minor traits.

So although this is likely working as intended the comments in the Skills_Settings.ini for 8390 are identical to the comments in 7609, but the results are very different. Thus my confusion as I was pretty familiar with how all these settings worked in 7609 but it has been a couple of years since I last played and I was thrown off by this particular minor change regarding the settings in this ini file as they now work differently than they did the last time I played 1.13.

Thank you Silversurfer for your feedback regarding this issue, and I apologize for my confusion on this issue.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349140 is a reply to message #349139] Sat, 04 March 2017 15:26 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
You did, however, spot an issue there. While NUMBER_OF_MAJOR_TRAITS_ALLOWED is a limiter on NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP, this wasn't enforced while creating an IMP. The IMP indeed gets up to NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP of major traits set in their data - they are just not 'accessible' later on. As this is non-transparent, I've changed this behavior in r8391:

Fix: When reading in Skills_Settings.ini, NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP is now limited by min(NUMBER_OF_MAJOR_TRAITS_ALLOWED, MAX_NUMBER_OF_TRAITS_FOR_IMP - 1).

Good find.



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: Unofficial releases (SCI's), unstable and DEV builds[message #349142 is a reply to message #349140] Sat, 04 March 2017 16:44 Go to previous messageGo to next message
GrimmDarkKnight
Messages:4
Registered:March 2017
Thank you Flugente, and I am Glad I was able to help out.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349143 is a reply to message #349142] Sat, 04 March 2017 17:10 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
I think that this is a design question. In my opinion MAX_NUMBER_OF_TRAITS is only supposed to count for NPCs just like NUMBER_OF_MAJOR_TRAITS_ALLOWED only counts for NPCs.



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: Unofficial releases (SCI's), unstable and DEV builds[message #349144 is a reply to message #349143] Sat, 04 March 2017 18:35 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Well, NUMBER_OF_MAJOR_TRAITS_ALLOWED affects all traits, as it is used in HAS_SKILL_TRAIT(...) and NUM_SKILL_TRAITS(...), until now excess traits were 'cut off'. At least now it's more consistent.



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: Unofficial releases (SCI's), unstable and DEV builds[message #349154 is a reply to message #341931] Sun, 05 March 2017 04:34 Go to previous messageGo to next message
Someone64

 
Messages:40
Registered:May 2015
Location: Philippines
Latest SCI, the target beside Elroy and Barry is untargettable with melee and bullets pass through him. https://drive.google.com/uc?id=0BxG4Udp_KTmMc0o5SVhQaTZvSHc
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349186 is a reply to message #349154] Mon, 06 March 2017 22:13 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Eh. I assume you are using some mod here - when loading the savegame with just currente exe and data, it crashes as 'Boris' has his gun (item #17) loaded with a magazine item #6399, which does not exist in stock. Can't help you with this.



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: Unofficial releases (SCI's), unstable and DEV builds[message #349428 is a reply to message #349186] Sat, 08 April 2017 09:52 Go to previous messageGo to next message
flagneau

 
Messages:94
Registered:December 2011
Hi guys,

I play with SCI revision 8390 / game dir 2362. When I go for ring fight at San Mona after the first one I cannot go out of the ring to get my money.

Do you have any solution ?

Regards
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349439 is a reply to message #341931] Sat, 08 April 2017 18:31 Go to previous messageGo to previous message
Someone64

 
Messages:40
Registered:May 2015
Location: Philippines
Whoops totally screwed that up. I'm playing with the latest version of AFS. Forgot to mention that. Sorry.
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