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 #342942 is a reply to message #342937] Wed, 21 October 2015 19:45 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
Another problem, this time with manually controlled militia movement on strategic map (an awesome feature btw) - when I order the militia to move the label that is displayed on the map prevents clicking on the upper-left sectors of the map (row A and B, 1-8 approx.) so you cannot send them to, say, Chitzena.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342944 is a reply to message #342930] Thu, 22 October 2015 02:27 Go to previous messageGo to next message
johnson

 
Messages:60
Registered:September 2015
silversurfer wrote on Tue, 20 October 2015 08:54



  • that the target belongs to a civil faction which has <fCanBeCaptured> set to 1 in "CivGroupNames.xml" and is hostile towards the player




For factions whose members can't be captured, do we need to set <fCanBeCaptured> to 0, or no need to define it at all in "CivGroupNames.xml" unless they are capture-able? Because in my mod "CivGroupNames.xml" <fCanBeCaptured> isn't set anywhere. Whilst in 1.13 variant, it looks like every faction with AddToBattle set to 1 has it.

Also out of interest, if I set <fCanBeCaptured> to 1 to any civil faction, how will the game handle those prisoners, who unlike the Deidranna's soldiers don't have any ranks.

[Updated on: Thu, 22 October 2015 02:33]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #342946 is a reply to message #342937] Thu, 22 October 2015 10:46 Go to previous messageGo to next message
silversurfer

 
Messages:2080
Registered:May 2009
merc05 wrote on Tue, 20 October 2015 13:42
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:

Did you check where pTargetSoldier points to? In your test with Fatima it should point to Fatima and if it doesn't the game will crash. In this case the acquisition of pTargetSoldier must be fixed.


johnson wrote on Thu, 22 October 2015 01:27

For factions whose members can't be captured, do we need to set <fCanBeCaptured> to 0, or no need to define it at all in "CivGroupNames.xml" unless they are capture-able? Because in my mod "CivGroupNames.xml" <fCanBeCaptured> isn't set anywhere. Whilst in 1.13 variant, it looks like every faction with AddToBattle set to 1 has it.

"0" seems to be the default value for <fCanBeCaptured> so you don't have to set it. Check Flugente's feature description for the details.



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 #342986 is a reply to message #342946] Mon, 26 October 2015 18:26 Go to previous messageGo to next message
R_Shur.e

 
Messages:14
Registered:September 2015
Hello! Have a problem: I can't use PMC: https://drive.google.com/open?id=0B6BvUnsnaD3od2IxaWs3eDBXX2M

I got stuck in Drassen for a week to reinforce defense. Maybe I do something wrong? But I took control of the airport.

I use SCI Unstable Revision 7991 on GameDir 2272 and latest AIMNAS
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #343097 is a reply to message #342889] Wed, 04 November 2015 10:05 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
merc05 wrote on Sat, 17 October 2015 09:58

- 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


Fixed in revision 8001.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #343099 is a reply to message #342828] Wed, 04 November 2015 10:38 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
johnson wrote on Wed, 14 October 2015 18:03
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:


I just checked the source, and there is the following comment:
// always reserve an empty slot for change.  We can't tell for sure whether player is getting change because that
// could depend on how many items he's trying to buy won't fit - he could only be getting change because of that!
if ( uiAvailablePlayerOfferSlots > 0 )
{
   uiAvailablePlayerOfferSlots--;
}


So in short there are only 11 free slots for buying stuff. One slot is reservered for change.


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #343230 is a reply to message #343099] Mon, 16 November 2015 13:24 Go to previous messageGo to next message
Torres

 
Messages:181
Registered:June 2010
Location: Canary Islands
I'm using SCI_Unstable_Revision_7991_on_GameDir_2272 + AIMNAS GITHUB last updated July 2015 V 1.13.7966 <--- I was told someone forgot to update that number

And this is exactly the same thing that's happening to me http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12303&goto=340499&#msg_340499

There's a SAM site sector (D15 is where the crash occurs) I chose to autoresolve, won the battle, an enemy tank was present and destroyed and now remains in there as a ghost vehicle... the only way to board it is if I fly my heli there and instead of boarding the heli I board the tank, but of course they mount the tank but the movement orders causes a CTD.

Also the exact same thing with the repairing, I have Vicky on repair duty in the small workshop facility and once she finises or if I send any other merc there and start repair duty in that sector the game CTD's.

Here is my save and AIMNAS ini.
https://mega.nz/#!hwgQwSSa
Decryption key
!BsSbJRJQYWbFox5aj66YEbjY8TQR-l-47MqK2jGhkfQ
Why is it now doing all this en/decryp stuff... dammit.

[Updated on: Mon, 16 November 2015 21:02]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #343241 is a reply to message #343230] Tue, 17 November 2015 13:42 Go to previous messageGo to next message
M16AMachinegun

 
Messages:308
Registered:September 2013
SCI_Unstable_Revision_7991_on_GameDir_2272

Changing PLAYER_AP_BONUS in Ja2_Options.ini has a counter-intuitive effect: Increasing this makes it effectively cheaper to run around, but weapon AP costs scale up along with this 'bonus'.

Example using Arulco Folding Stock Full Experimental 2 v4.6x 20151108:

PAR-45 costs 22 AP to fire without aiming and with gun raised

When PLAYER_AP_BONUS = 0,
PAR-45 AP to fire is 17 [due to Gunslinger, i may have fiddled with the bonuses]

When PLAYER_AP_BONUS = 56
PAR-45 AP to fire is 26, which is 17*1.5 [25.5, rounded up]
Re: Bugs: 8001[message #343442 is a reply to message #341931] Fri, 11 December 2015 03:00 Go to previous messageGo to next message
Julix

 
Messages:91
Registered:June 2010
Location: Germany

Leaving Sector bug
The reason I'm writing is because I had a crash everytime I was trying to leave the second omerta sector while in the tactical view. Fixed by sending Skyrider and his helicopter away in the strategic view. He doesn't actually have to go anywhere (i.e. I don't have to wait for him to move, just giving the command to move him is "far enough away" so to say to fix this). I haven't tested it yet in other sectors, but I thought it was interesting. The crash I get is black screen plus a popup saying "unhandled exception" or something along those lines. - Will investigate further if anyone cares.
Edit: Was recently there again without problems, though this time while the helicopter was there, there was no one in it. So it's either only if others are in it, or it was a save game issue. I forgot to confirm while I was there, will update when I go there to pick up Carlos eventually.

Selling from LBE exploit
Also when selling things to Tony there's an exploit using LBE: offer the pistol to him that is currently in your LBE, then offer the LBE, which removes it from your inventory even though he denies buying it - place the LBE in the mercs hand (thus it's not open and the greyed out gun field isn't visible) - then sell the gun. When you wear the LBE again the gun is still in it. -- Obviously not a huge problem as in 1.13 people have enough legitimate ways of getting money that hopefully the motivation to do this wouldn't be there, but I figured I'd point it out.

Continued random freezes, but probably due to Win 10?
I also have random freezes, for example just now after right-clicking an item to open the item's description - but then after force-quitting and restarting it doesn't do it again, i.e. not reproducable, just really annoying if with bad timing. - I don't remember it being this bad in the past, so I'll write it off to it being Windows 10? Any tips for reducing the frequency of such annoyances? - I already have the 3 dll files mentioned elsewhere, and occasionally I remember to set affinity to 1 CPU, though I haven't managed to set up the shortcut to do it automatically.

Number of killed enemies not updated
This one was interesting... I had a major battle in front of Alma that involved a tank and had soldiers coming from adjecent sectors. They were all killed.... only the tank left. A law, 1 morter shell and a grenade killed it just barely, phew. Everyone loves my IMP bunny for leading them to victory, yay. I leave the sector and get -6 for "retreating", I go back into the sector: new tank and 12 enemies. The ones from adjecent were killed, but all the ones from this sector weren't. :-S - Was NOT fun to come back to another tank with only some handgrenades left! Lots of reloading. This time killing them all did end the battle. - Had similar (though less memorable) problems one other time. The telltale sign was that the number of enemies displayed in the sector in strategic view didn't change while I was killing them. Might have taken prisoners, not sure if connected to that...

[Updated on: Sun, 13 December 2015 02:09]

Re: Bugs: 8001[message #343537 is a reply to message #343442] Tue, 22 December 2015 10:00 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
Julix wrote on Fri, 11 December 2015 01:00
Leaving Sector bug
Continued random freezes, but probably due to Win 10?
I also have random freezes, for example just now after right-clicking an item to open the item's description - but then after force-quitting and restarting it doesn't do it again, i.e. not reproducable, just really annoying if with bad timing. - I don't remember it being this bad in the past, so I'll write it off to it being Windows 10? Any tips for reducing the frequency of such annoyances? - I already have the 3 dll files mentioned elsewhere, and occasionally I remember to set affinity to 1 CPU, though I haven't managed to set up the shortcut to do it automatically.


I'm having freezing problem as well. Happens around 5-15 minutes in game at random situations and is not reproducible, and generates no error reports. Tried 2 of those registry fixes posted somewhere in these forums as well. No real change in frequency of the crashes. Fixes just enable me to start the game. Also, with the most recent registry fix (the one with no extra dll's) game is no longer ALT-Tab friendly and has some graphical glitches with some taskbar icons. Actually, current situation is bad enough to make the game unplayable as the crashes are too frequent. I did see some older topic with people having similar problems with Win8 but I didn't find any solutions that would help.

[Updated on: Tue, 22 December 2015 10:01]

Re: Bugs: 8001[message #343553 is a reply to message #343537] Sun, 27 December 2015 14:10 Go to previous messageGo to next message
Taro_M

 
Messages:298
Registered:November 2008
exe source: At revision: 8006
gamedir: At revision: 2275

Fresh downloads without any modifications.

Compiled release versions of game and map editor crash after intro videos, same for release_with_debuginfo version of game exe. Full Debug versions work without problem.

VS 2008 compiles files fine.
VS 2010 throws following error:
Error 5 error LNK1181: cannot open input file 'libpng.lib' g:\Downloads\JA2\myversion\exesource\LINK ja2

^ that error also sometimes shows up when I try to compile release_with_Debuginfo on VS2008

EDIT: As per instructions I got on bearchat i have checked libpng properties, its set to static library, whe I try to build or rebuild it a I get these errors:

Error 11 error LNK1123: failure during conversion to COFF: file invalid or corrupt g:\Downloads\JA2\myversion\exesource\build\VS2010\zlib_Release\zlib1.res 1 1 zlib
Error 14 error LNK1123: failure during conversion to COFF: file invalid or corrupt g:\Downloads\JA2\myversion\exesource\build\VS2010\libpng_Release\pngw32.res 1 1 libpng

Please help, I didnt have such problems before, I have successfully compiled exe's even with custom modifications and everything was fine.

[Updated on: Sun, 27 December 2015 18:17]

Re: Bugs: 8001[message #343554 is a reply to message #343553] Sun, 27 December 2015 19:43 Go to previous messageGo to next message
tais

 
Messages:796
Registered:February 2008
Location: NL
This due to VS2010 missing SP1, install that and see what happens! happy



IRC, pretty much the place to be!

☆☆M☆☆
Re: Bugs: 8001[message #343555 is a reply to message #343554] Sun, 27 December 2015 23:01 Go to previous messageGo to next message
Taro_M

 
Messages:298
Registered:November 2008
Installing SP1 fixed the problem, thanks for help.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344087 is a reply to message #341931] Thu, 11 February 2016 12:40 Go to previous messageGo to next message
Razor47

Messages:7
Registered:November 2010
1. Militia volunteers sitting at 0 + 0.
2. rghost.net/download/8ktkwgj2M/116d9fbd395b05a0d19ef0847ffaadf5c20de676/116d9fbd395b05a0d19ef0847ffaadf5c20de676/SaveGame 02.sav
3. Started playing on 7609, then before taking the western SAM site and B2 migrated to 8047. Turned the volunteer pool on and generally fiddled with .ini to my tastes but didn't break anything (or so i thought).
4. 8047
5. (AR for 7609) thepit.ja-galaxy-forum.com/index.php?t=msg&th=22153


Disregard that i am an idiot, gotta update AR sectornames with civpop.


In case anyone wants it: wikisend.com/download/254080/Map.rar (also updated samsites to my taste)

[Updated on: Thu, 11 February 2016 15:33]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344149 is a reply to message #344087] Wed, 17 February 2016 10:53 Go to previous messageGo to next message
3iff

 
Messages:32
Registered:July 2001
Location: Birmingham, UK
Version 8047 (but it reports as 1.13.8043 build 16.01.28) via the Depri SCI. No extra mods.
I haven't tried to reproduce any one-time problems as yet. Almost everything works fine on a game reload.

I had just Miguel creating militia in Cambria. I wanted Ira to join him but when selecting "militia" I had a popup that said I had too many mobile militia (122/120) and wouldn't assign Ira to the job. Ira wasn't even good enough to make mobile militia. I got around the issue by upping the mobile militia limit.

I had an enemy attack but no-one appeared. I saved and reloaded and there they were. (no save available now though). It's only happened once.

I loaded a game, then realised I hadn't deleted a lot of saves so I alt+tab out of the game, delete some files manually and then popped back to the game. When I tried to save, the game threw an error (unable to read the saves I'd just deleted and seems to have given up completely after 10 fails).

When 'getitems' to move to H3, they ended up on top of the cliff just NE of the mining cabin. They were inaccessible. I managed to get them moved to H2 via Shank and the cheat Alt-t to put him on the cliff. It took a while!

I have a few ghost items in Cambria (some mortar rounds I've just repaired!) plus ammo guns and armour. They appear on the map but are unselectable. What's worse, when I highlight them in the inventory they don't flash on the sector map. I removed them from the repairer merc by ctrl-LMB (Is that the command?...well, whatever the command is that does that.) I've no idea if that caused the problem. I don't recall seeing this elsewhere but the Cambria town sector is my main 'base'.


Not so much a bug but...

When the getitem job is finished (there's nothing left to move) the merc should report so and stop.

---

I've been playing 4 days solid...I really like how the enemy are far less predictable. A battle in a storm turned into a frantic mess when they rushed two of my guys and knocked them unconcious. I managed to keep them alive but it was a close thing. I'm really bad at this game!
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344909 is a reply to message #341931] Wed, 06 April 2016 18:17 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
Build 8131
file JA2folder\Profiles\UserProfile_JA113\Ja2_sp.ini
;------------------------------------------------------------------------------------------------------------------------------
; Max IMP Characters
;
; Range: 1 - 6
;------------------------------------------------------------------------------------------------------------------------------
MAX_IMP_CHARACTERS = 1

Range information is wrong, should read:

;------------------------------------------------------------------------------------------------------------------------------
; Max IMP Characters
;
; Range: 1 - 10
;------------------------------------------------------------------------------------------------------------------------------
MAX_IMP_CHARACTERS = 1




Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344932 is a reply to message #344909] Thu, 07 April 2016 20:11 Go to previous messageGo to next message
tais

 
Messages:796
Registered:February 2008
Location: NL
CVB? why 10? you cant go further than 6 ingame soooooo....



IRC, pretty much the place to be!

☆☆M☆☆
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344933 is a reply to message #344932] Thu, 07 April 2016 20:23 Go to previous messageGo to next message
edmortimer

 
Messages:766
Registered:January 2015
Location: Home Free
You can do 10.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344934 is a reply to message #344932] Thu, 07 April 2016 21:53 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
tais wrote on Thu, 07 April 2016 19:11
CVB? why 10? you cant go further than 6 ingame soooooo....


You can, and could at least from Stable 2014 onwards.

http://i.imgur.com/gnwpIBp.png?1



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344986 is a reply to message #344934] Sun, 10 April 2016 18:29 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Not sure whether it has already been reported, but there is a bug in recent unstable exes (r8124 and following) that causes a crash in autoresolve. This has been fixed in r8149.



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 #344987 is a reply to message #344933] Sun, 10 April 2016 19:37 Go to previous messageGo to next message
tais

 
Messages:796
Registered:February 2008
Location: NL
edmortimer wrote on Thu, 07 April 2016 19:23
You can do 10.


Ah.. lol I was running with the AIMNAS ini and I guess it's still 3 males and 3 females there.. my bad!
However that pretty much that it doesn't matter what value you put in that comment though, it can completely differ from mod to mod.

[Updated on: Sun, 10 April 2016 19:37]




IRC, pretty much the place to be!

☆☆M☆☆
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #344988 is a reply to message #344987] Sun, 10 April 2016 20:05 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
tais wrote on Sun, 10 April 2016 18:37
However that pretty much that it doesn't matter what value you put in that comment though, it can completely differ from mod to mod.

Then the modder should modify that comment for his .ini. I just feel that as long as there are 10 IMPs possible in basic 1.13, the comment in basic 1.13 should say so.



Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345070 is a reply to message #344988] Thu, 14 April 2016 20:10 Go to previous messageGo to next message
maxx
Messages:2
Registered:January 2010
Location: Estonia
With latest unstable 8131 autoresolve crash happens on every autoresolve or militia vs enemy attack. I have win 7, gog JA2G +1.13, nothing else. inis and savegame: ttps://drive.google.com/folderview?id=0B2N225BDb3A8RzFzbXJVR2dXNGM&usp=sharing (add "h" at the beginning since im not allowed to post links though)
I have hundreds of gamehours starting from vanilla JA2 and I never experienced such CTD before. Started a new game and same thing happened again. Any guesses?
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345071 is a reply to message #345070] Thu, 14 April 2016 20:21 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3740
Registered:July 2009
Changes have been made recently that should fix this, next release is scheduled for tomorrow.



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: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345072 is a reply to message #345071] Thu, 14 April 2016 23:22 Go to previous messageGo to next message
Flugente

 
Messages:3051
Registered:April 2009
Location: Germany
Fixed a weird (and, due to file issues, hard for me to find) issue with combat jeeps in GameDir r2315. Combat jeeps were invisible (and, somehow, dumb as rocks) due to a .jsd error.



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 #345082 is a reply to message #345070] Fri, 15 April 2016 16:49 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
maxx wrote on Thu, 14 April 2016 17:10
With latest unstable 8131 autoresolve crash happens on every autoresolve or militia vs enemy attack. I have win 7, gog JA2G +1.13, nothing else. inis and savegame: ttps://drive.google.com/folderview?id=0B2N225BDb3A8RzFzbXJVR2dXNGM&usp=sharing (add "h" at the beginning since im not allowed to post links though)
I have hundreds of gamehours starting from vanilla JA2 and I never experienced such CTD before. Started a new game and same thing happened again. Any guesses?


See above post from Flugente:

Flugente wrote on Sun, 10 April 2016 15:29
Not sure whether it has already been reported, but there is a bug in recent unstable exes (r8124 and following) that causes a crash in autoresolve. This has been fixed in r8149.



Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345089 is a reply to message #345082] Sat, 16 April 2016 04:32 Go to previous messageGo to next message
daemonofdecay
Messages:4
Registered:October 2015
Here's one I'm unsure whether it's a bug or not.

Running SCI 8131, any map I find enemy soldiers in after the first airlanding level has all of the enemy soldiers along one edge of the map, as if they'd just arrived in the sector with me.

This includes meeting out in the open and when attacking cities. For instance, when attacking Drassen airfield, all the soldiers you'd expect to be in the buildings are along the forest edge to the south. This also means that sometimes when I move into an enemy sector (such as on the road to Drassen) my Mercs and the enemy soldiers all start along the same edge of the map within spitting distance of one another. I also tried this with the WF maps and the same thing occurred - after the first landing map, every enemy group was always along a map edge and never within the center of the map or in buildings. They can even spawn along the same map-edge that I enter the map from.

However, this only applies to enemy soldiers - NPCs and civilians are still in their set locations, items appear where they're supposed to, and everything else seems to be working fine. I even booted up the maps in the editor and saw that the deployment seems intact for where the enemy should be loitering around. The enemy still behaves normally, in a manner of speaking - if Forced Turn is off they start moving at once.

EDIT: I can't post a screenshot due to the post limit, but here's a rough link to it if you want to see. All the figures near Barry are enemy soldiers who were already in the sector when I attacked - and they spawned in on the same side of the map I attacked from.

h t t p://i.imgur.com/JLO64RT.jpg

EDIT: Continued playing around with it in game. The AI seems to know where it is supposed to go and, if I remain hidden, the enemy soldiers run to try and reach their designated areas.

And if I leave a sector without fighting, such as moving south from Drassen, then the map seems to load fine. When I move back up north to the airport, all the soldiers are in their set locations.

However, if I leave the map and run around before returning to the airport, such as moving up the road a distance before coming back, then the same issue returns and all the soldiers are back at the southern end of the map.

[Updated on: Sat, 16 April 2016 04:55]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345093 is a reply to message #345089] Sat, 16 April 2016 07:56 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
I had similar issue. Unstable 8131 version. Vanilla with nothing extra installed and no files modified at all (including ja2_options.ini and ja2.ini. Arrival at Omerta seemed ok, however when I went to Drassen in the sector just west of airport i was supposed to fight a group of admins. All admins were placed by the left border just like my team. I never seen this happen before. Note that I didn't modify ANYTHING so issue should be easy to reproduce just by using unstable SCI 8131 version.

[Updated on: Sat, 16 April 2016 07:58]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345107 is a reply to message #345093] Sun, 17 April 2016 10:50 Go to previous messageGo to next message
silversurfer

 
Messages:2080
Registered:May 2009
This may be a side effect of the "invisible soldiers" fix in 8131 although I wonder how this could happen. In your case the enemy is already on the map so he shouldn't be affected at all from the change. Unfortunately I'm not at the code atm. so I can't take a closer look.



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 #345116 is a reply to message #345107] Sun, 17 April 2016 19:19 Go to previous messageGo to next message
daemonofdecay
Messages:4
Registered:October 2015
silversurfer wrote on Sun, 17 April 2016 09:50
This may be a side effect of the "invisible soldiers" fix in 8131 although I wonder how this could happen. In your case the enemy is already on the map so he shouldn't be affected at all from the change. Unfortunately I'm not at the code atm. so I can't take a closer look.


The odd thing is that I could get them to spawn in the right spot by moving off the map to another city map (say moving from the airport to the middle of Drassen in the south, then moving back north to the airport), and they would all be in the right location.

However, if I moved to a different map square that required travel time (such as to the west of the airport on the road, then back to the airport) then it would spawn them along the map edge.

[Updated on: Sun, 17 April 2016 19:19]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345117 is a reply to message #345116] Mon, 18 April 2016 09:32 Go to previous messageGo to next message
ShadowCaped

 
Messages:17
Registered:July 2009
Location: Italy, Sardinia, Cagliari
daemonofdecay wrote on Sun, 17 April 2016 18:19


The odd thing is that I could get them to spawn in the right spot by moving off the map to another city map (say moving from the airport to the middle of Drassen in the south, then moving back north to the airport), and they would all be in the right location.

However, if I moved to a different map square that required travel time (such as to the west of the airport on the road, then back to the airport) then it would spawn them along the map edge.


And this is not necessarily the oddest thing... (even because, until the problem will be solved, a "disguised as civilian spy" may be very useful)

...the oddest being that probably there are other bugs (yes... plural, not a typo) but before, a very brief story and (hopefully) useful info:

1) I'm playing (well... trying to play) with an older build (8056) + UC 113.
2) Founded a possible bug and downloaded the latest build available, r8156 - installed without modification of any kind (not needed), and used Gabby Cheats to verify that bug...
2a) (as a side note: at least I've verified that the bug i was searching for still exist, but it's a minor one and it is there since about 2012 so I'll report for it later)
3) only to stumble over this bug and other 2 bugs that may be related (or may be not)

THE BUGS
1) As of the first bug there is nothing to add to what Uriens and DaemonOfDeacy had wrote, other than (may be) remark that they are spawning on a random map side (this may imply that they are not treated like Reinforcement... but like "surplus" added to the sector when there are not enough positions into the map. This happens when there are more then 32 enemies, because generally the maps have only 32 position for enemy. But we are at the beginning of a standard campaign with stock V1.13 at experienced level!!! suprised)

2) Sometimes they seems to know exactly where the mercs are... even if they spawn in the opposite side they rush for my poor and innocent mercs (i've the feeling of "having already read" of this problem somewhere but i'm unable to find where and when, in case forgive me eek )

3) JEEPS: with standard settings it is possible to find Jeeps in the patrols near Omerta and Drassen, but at this point the progress is 2 not 30!! Furthermore... they seems blocked and unable to move but in real time, using "ALT + E" with Gabby Cheat enabled, they actively try to move.... i failed to find an entry in INI file for JEEP being able to move in tactical so i suppose that they are "CARS" but may be the code is unable to handle them like cars?

[Updated on: Mon, 18 April 2016 09:58]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345118 is a reply to message #345089] Mon, 18 April 2016 10:03 Go to previous messageGo to next message
Parkan

 
Messages:438
Registered:April 2010
Location: Russia,Sevastopol

daemonofdecay wrote on Sat, 16 April 2016 04:32
Here's one I'm unsure whether it's a bug or not.

Running SCI 8131, any map I find enemy soldiers in after the first airlanding level has all of the enemy soldiers along one edge of the map, as if they'd just arrived in the sector with me.

This includes meeting out in the open and when attacking cities. For instance, when attacking Drassen airfield, all the soldiers you'd expect to be in the buildings are along the forest edge to the south. This also means that sometimes when I move into an enemy sector (such as on the road to Drassen) my Mercs and the enemy soldiers all start along the same edge of the map within spitting distance of one another. I also tried this with the WF maps and the same thing occurred - after the first landing map, every enemy group was always along a map edge and never within the center of the map or in buildings. They can even spawn along the same map-edge that I enter the map from.

However, this only applies to enemy soldiers - NPCs and civilians are still in their set locations, items appear where they're supposed to, and everything else seems to be working fine. I even booted up the maps in the editor and saw that the deployment seems intact for where the enemy should be loitering around. The enemy still behaves normally, in a manner of speaking - if Forced Turn is off they start moving at once.

EDIT: I can't post a screenshot due to the post limit, but here's a rough link to it if you want to see. All the figures near Barry are enemy soldiers who were already in the sector when I attacked - and they spawned in on the same side of the map I attacked from.

h t t p://i.imgur.com/JLO64RT.jpg

EDIT: Continued playing around with it in game. The AI seems to know where it is supposed to go and, if I remain hidden, the enemy soldiers run to try and reach their designated areas.

And if I leave a sector without fighting, such as moving south from Drassen, then the map seems to load fine. When I move back up north to the airport, all the soldiers are in their set locations.

However, if I leave the map and run around before returning to the airport, such as moving up the road a distance before coming back, then the same issue returns and all the soldiers are back at the southern end of the map.


Spotted this bug too.Need to fix that ASAP!It broke all my tactics!



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 #345119 is a reply to message #345118] Mon, 18 April 2016 10:08 Go to previous messageGo to next message
3iff

 
Messages:32
Registered:July 2001
Location: Birmingham, UK
Same for me, enemy spawning on a random edge. Even in Balime west where they're supposed to be in the house...but they all spawned on the edge that I arrived on (from Balime east).

Every encounter had them spawning on an edge. (V8157 although it reports as 8131, downloaded Friday 15th), V1.13 -no other mods.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345128 is a reply to message #345119] Tue, 19 April 2016 00:15 Go to previous messageGo to next message
silversurfer

 
Messages:2080
Registered:May 2009
It looks like the unpausing of the game which was part of the "invisible troops" fix is causing the issue. It seems that the game advances before the troops are placed so the ones that are going to be placed are counted as reinforcements and therefore appear on the map border. I uploaded a fixed revision 8162 exe here in case anyone wants to test the fix before Depri releases a new SCI. I tested two scenarios with the fix - player attacking enemy sector and player being attacked in his own sector. Both tests worked fine but one never knows what else might be affected. Troop handling is very confusing.



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 #345130 is a reply to message #345128] Tue, 19 April 2016 00:40 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3740
Registered:July 2009
Note to whom it may concern:
Something in the 8110-8131 revision range broke UB building (again), it's apparently got something to do with the below functions and how many arguments they get called with.

  Ja25 Strategic Ai.cpp(295): error C2660: 'GetNumberOfJA25EnemiesInSector': Funktion akzeptiert keine 8 Argumente [F:\SVN\SVN_Source_Official\Strategic\Strategic_VS2010.vcxproj]
  Ja25 Strategic Ai.cpp(1336): error C2660: 'NumEnemiesToAttackFirstTunnelSector': Funktion akzeptiert keine 5 Argumente [F:\SVN\SVN_Source_Official\Strategic\Strategic_VS2010.vcxproj]
  Ja25 Strategic Ai.cpp(1349): error C2660: 'NumEnemiesToAttackSecondTunnelSector': Funktion akzeptiert keine 5 Argumente [F:\SVN\SVN_Source_Official\Strategic\Strategic_VS2010.vcxproj]
  LuaInitNPCs.cpp(2234): error C2660: 'SetNumberJa25EnemiesInSurfaceSector': Funktion akzeptiert keine 5 Argumente [F:\SVN\SVN_Source_Official\Strategic\Strategic_VS2010.vcxproj]



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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345133 is a reply to message #345128] Tue, 19 April 2016 11:19 Go to previous messageGo to next message
ShadowCaped

 
Messages:17
Registered:July 2009
Location: Italy, Sardinia, Cagliari
silversurfer wrote on Mon, 18 April 2016 23:15
I uploaded a fixed revision 8162 exe here in case anyone wants to test the fix


Done... and there are still problems...

While searching for other scenarios i had tested again the 2 tested by you (better more than less).
Then tested DCA: all OK! Enemy enter in the proper way and reinforcement enter in the right way at the right moment.
Next step: "Player attack Enemy & Enemy call Reinforcement", i caught 2 patrol in the perfect position... attacked one of them, placed the merc and while unnoticed (i'm sure... the game was in real time), suddenly and with no reason the second patrol entered as reinforcement. This is not Good at all, something is still wrong.

Important (may be):
1) Jeeps were present even if the progress was 13 so... they are not allowed!
2) Even with ENEMY_TANK_CAN_MOVE_IN_TACTICAL set to TRUE... they are blocked, they try to move changing facing but are unable to move (in my previous post i had not realized that jeeps uses by default some of the tank INI entries, this time i have tried all the possibilities, at least i hope, V1.13 had become a bit too much complex...)
3) Before this bug fix, destroying the patrol/garrison with a Jeep will lead to a sector cleared. After the bug fix, the same will lead to Merc unable to leave the sector because enemy are present... NO Enemy is there, only dead corpses and the scrap of the jeep but returning on strategic view the icon of the jeep is still there. I retreated from the sector, in tactical view, then attacked again... the Jeep magically reappear. Destroyed it again and enemy is still present... and the Jeep continue to "resurrect" again and again

Here 3 saved games

As for the INI file the only entry that i have changed is ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE (but please... don't ask me why i had changed it)

In the Saved Games can be see the "Immortal Jeep" in various stage of his creation (let say) angel suprised

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345136 is a reply to message #345133] Tue, 19 April 2016 15:17 Go to previous messageGo to next message
silversurfer

 
Messages:2080
Registered:May 2009
Thank you for the feedback. I feared that there may be side effects even with the new fix. I could simply remove the unpause and restore the old behaviour but that means that the game will not progress until combat is initiated. Looks like we need another fix...

Btw. I can't download the savegames as that site requires me to login.



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 #345141 is a reply to message #345136] Tue, 19 April 2016 21:44 Go to previous messageGo to next message
ShadowCaped

 
Messages:17
Registered:July 2009
Location: Italy, Sardinia, Cagliari
silversurfer wrote on Tue, 19 April 2016 14:17

Btw. I can't download the savegames as that site requires me to login.


Uhm... sorry, always used 4shared to store "emergency backup" of my games/documentation of games and never realized that thing tired

Any suggestion (easy and free) to solve this problem?
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345142 is a reply to message #345141] Tue, 19 April 2016 21:48 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
ShadowCaped wrote on Tue, 19 April 2016 18:44
silversurfer wrote on Tue, 19 April 2016 14:17

Btw. I can't download the savegames as that site requires me to login.


Uhm... sorry, always used 4shared to store "emergency backup" of my games/documentation of games and never realized that thing tired

Any suggestion (easy and free) to solve this problem?


Dropbox is probably easiest and fastest way to share a few savegames.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345144 is a reply to message #345142] Wed, 20 April 2016 04:24 Go to previous messageGo to previous message
ShadowCaped

 
Messages:17
Registered:July 2009
Location: Italy, Sardinia, Cagliari
Ok! now i'm the proud owner of a dropbox account, lets see if this time is the right time:

Here the Saved Games


Now, first a little description of the 3 Saved Games and then a report on another scenario tested with an outcome that may be very important (or at least ineresting):

savegame01.sav [Before_Jeep_2] : Just before entering the sector for the first time

savegame02.sav [After_Jeep_2] : all enemy erased (Gabbi Cheat & Alt + O). No evidences of enemies in tactical... Lynx is unable to leave sector and going to Strategic View the icon of Tank/Jeep is present.

savegame03.sav [After_Jeep_2bis] : Lynx is ready to cancel move and re-enter the sector. Only then the Jeep, before somewhat "invisible", will reveal itself.

Last minute funny info related to the above saved games : at this point you can continue to exit, enter & destroy the Jeep for the eternity to come (after those saves i've created a somesort of junkyard in that sector...). If you choose to leave it alone, the Jeep will stay forever in the sector IF the group was a garrison, otherwise the jeep alone seems to continue the standard route of the patrol to wich it belong (even if MinGroupSize in Difficulty Settings should dictate differently).

Another Scenario tested :
- Player attack 1 enemy patrol + another patrol may reinforce enemy (without jeep) -
A similar scenario, in my previous post, but with, jeep had lead to enemy reinforce the patrol while in real time and so merc was unnoticed... now, without jeep, the merc enter the sector and while unnoticed he is able to do what he want, until TB is triggered (by killing an enemy with an M-14 just in front of another enemy), after a turn the reinforce are regularly arrived.

At this point, with the bugfix, seems that until Jeeps are NOT present all is going fine (but scenarios involving tank are not yet checked and there may be specific combination of particular occurance).

Ok, now i take a break and play UC113, at least for a bit cheeky
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