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 #345158 is a reply to message #345130] Fri, 22 April 2016 22:50 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
DepressivesBrot wrote on Mon, 18 April 2016 21:40
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]

Fixed in r8167. Urgh. I hate it when parts of the code are out-#iffed so that I can't find them with my normal methods.



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 #345164 is a reply to message #345144] Sat, 23 April 2016 17:24 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
ShadowCaped wrote on Wed, 20 April 2016 01:24
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

This should now be fixed as of r8168. Due to a typo, the sector jeep count was not always properly updated if a jeep was destroyed.



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 #345341 is a reply to message #345164] Sat, 07 May 2016 10:15 Go to previous messageGo to next message
Valiant

 
Messages:12
Registered:August 2014
imgur.com/iTXAZyS

On the left screen, Vicki is standing near Dimitry lying on the ground at the wall. Vicki is going to step over Dimitry.
On the right screen, she successfully mimicked David Copperfield on walking through the wall by using this technique.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345349 is a reply to message #345341] Sat, 07 May 2016 22:40 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Valiant wrote on Sat, 07 May 2016 07:15
imgur.com/iTXAZyS

On the left screen, Vicki is standing near Dimitry lying on the ground at the wall. Vicki is going to step over Dimitry.
On the right screen, she successfully mimicked David Copperfield on walking through the wall by using this technique.

Good find. Fixed in r8206.



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 #345366 is a reply to message #345349] Sun, 08 May 2016 13:25 Go to previous messageGo to next message
killerpfiffi

 
Messages:25
Registered:December 2009
Location: Austria
GameDir 2316 / Rev 8202 / exe8177

- having dynamic opinions & dialogue enabled I encountered a wrong allocation of enemy wounding a merc and merc killing an enemy. Dimitri received the you-saved-my-ass message for killing a new soldier left screen from IMP who got wounded right side of screen from different enemy. No savegame. Happened during Drassen counterattack.
- Kerberus sends a placeholder email with "AAA" in body. There was a text before, wasn't it? Seems to have been lost somewhere.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345372 is a reply to message #345366] Mon, 09 May 2016 00:57 Go to previous messageGo to next message
ShadowCaped

 
Messages:17
Registered:July 2009
Location: Italy, Sardinia, Cagliari
r8188, No Mods.

ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE

Does not work. The Heli, instead of being free to fly everywhere, have a range of 25 tiles and (obviously) SkyRaider refuse to fly for more than 12 tiles away from the refuel site.


Bobby Ray Quality/Quantity

While Bobby Ray Site itself works fine (quality & quantity are properly taken into account) the same is not true when Game Settings are displayed (with V hotkey).
All the "older" combinations (like 1-1x, 2-2x, 4-2x, 4-10x, 10-4x and so on...) are correctly displayed;
All combinations that contain at least one of the "newest" possible value (like 1-3x, 7-9x, 2-5x and so on...) are not correctly displayed. Instead will be considered valid, and so displayed, the "lowest & older" combination.

For example:
After choosing Quality 8 & Quantity 9x...
going to Booby Ray Site we will find the right items, in the correct quantity...
clicking the 'V' key will display:
Bobby Ray Quality: Excellent (4)
Bobby Ray Quantity: Excellent (4x)
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345378 is a reply to message #345372] Mon, 09 May 2016 11:46 Go to previous messageGo to next message
Valiant

 
Messages:12
Registered:August 2014
imgur.com/YS9A5MR

The show goes on! Now it's Dimitri, who got the ability to levitate after stepping over Ira.
(Don't know if this bug is fixed is 8206, so I decided to post it).
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345385 is a reply to message #345378] Mon, 09 May 2016 18:44 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Valiant wrote on Mon, 09 May 2016 08:46
imgur.com/YS9A5MR

The show goes on! Now it's Dimitri, who got the ability to levitate after stepping over Ira.
(Don't know if this bug is fixed is 8206, so I decided to post it).

This was fixed too in r8206.



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 #345487 is a reply to message #345385] Fri, 13 May 2016 21:10 Go to previous messageGo to next message
ratpaz

 
Messages:132
Registered:April 2015
Location: Italy
r8177 gamedir 2315

- You can't put syringes inside syringe pouch like it was supposed to be.
- This is an old bug, the game may CTD at the beginning of the combat if you get attached and your mercs are put watching the border where the enemy will spawn, the more mercs see enemies the more chances that the game will crash...not sure if to make the crash happen militia have to be in the sector as well
but to replicate the bug just get a town sector, hire some militia and wait a enemy attack, then put atleast 3-4 mercs watching the border where the enemy will attack (they have to see the enemies and the enemies have to see the mercs as well), when the battle start the game will probably crash to desktop. It seems related to priority to assign the group that will get the first turn, but i may be wrong.
- If you enter the San Mona ring disguised by enemy soldier the opponent will enter the ring and immediatly after exit, Darren will say that you are disqualified and the next turn the the game hang.
- If you try to use handcuffs on the general in H13 the game will hang, well actually i belive the game will hang every time you try to use handcuffs on every special character in the game.
- If you get captured by the queen, after you get interrogated and Elliot say "eh eh eh ...you idiot" the game will hang.
- Get the heli, put someone on board and send it to a sector then after it arrive load the sector and scroll to any of the sector edges of the map the game will crash.
- If you hire someone and the helicopter arrive in the loaded sector the passengers will be stuck somewhere in the sector, unable to move in tactical map, until you move them in the strategic map.

I will update this post as soon as i find new bugs.

[Updated on: Sun, 03 July 2016 10:54]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345576 is a reply to message #345487] Wed, 18 May 2016 02:39 Go to previous messageGo to next message
sevenfm

 
Messages:1389
Registered:December 2012
Location: Under the Mountain
r8104 fix breaks Fatima quest - she cannot leave screen because NewOKDestination returns FALSE.



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


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345588 is a reply to message #345576] Thu, 19 May 2016 19:28 Go to previous messageGo to next message
bigalmoho

 
Messages:32
Registered:January 2016
Hello,

Using 8216 2320, concerning Individual Militia, after training 10 militia in the newly taken Drassen Mine sector I get email saying the new web site is available, but when I use the web site "Militia Overview" the game crashes...

Using:
INDIVIDUAL_MILITIA = TRUE
INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE

Thank you,
BA
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345589 is a reply to message #345588] Thu, 19 May 2016 19:39 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3779
Registered:July 2009
Update to 8218/2321



Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345590 is a reply to message #345589] Thu, 19 May 2016 20:30 Go to previous messageGo to next message
bigalmoho

 
Messages:32
Registered:January 2016
Thank you... I didn't realize that the file for May 16 had changed...
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345614 is a reply to message #345590] Sun, 22 May 2016 08:08 Go to previous messageGo to next message
Valiant

 
Messages:12
Registered:August 2014
8218/2321
My settings is 8 mercs in squad, but ice cream truck can hold 10 mercs. So I loaded it full and when I try to deploy them in tactical, I get crash with this message.
i.imgur.com/voA00lP
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345618 is a reply to message #345614] Sun, 22 May 2016 11:18 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
Valiant wrote on Sun, 22 May 2016 07:08
8218/2321
My settings is 8 mercs in squad, but ice cream truck can hold 10 mercs. So I loaded it full and when I try to deploy them in tactical, I get crash with this message.
i.imgur.com/voA00lP

A quick glance at the code shows that this is an unsupported scenario. All soldiers in a vehicle are put in the same squad which can't work in your case because that squad only has room for 8 mercs. By default there are only 6 seats in every vehicle which equals the smallest squad size. If you increase the number of seats don't increase them above your squad size.



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 #345625 is a reply to message #345618] Sun, 22 May 2016 16:04 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
When you conquer a sector by successfully demanding surrender of the enemy and conquered sector has a prison facility, the shown dialog buttons have wrong labels, as newly conquered prison's sector label is missing.
E.g. I had prison in San Mona (D5) and when I conquer Chitzena (C2) this way, I am asked where I want to send prisoners. Dialog appears with first button saying D5 and other buttons saying "Let them go". But in fact 1st button works for C2, 2nd for D5 and others for "Let them go".
r8218/2321

[Updated on: Sun, 22 May 2016 16:05]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345626 is a reply to message #345618] Sun, 22 May 2016 16:04 Go to previous messageGo to next message
Valiant

 
Messages:12
Registered:August 2014
Well, I didn't change anything myself, I'm using default 1.13 and default AIMNAS settings, only chose 8 mercs at the start of the game.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345628 is a reply to message #345626] Sun, 22 May 2016 16:32 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
When I finished interrogating enemy officer in San Mona prison, he joined my army. Then I checked the militia website and it showed new green soldier (while in fact he should have been dark blue). When loading that sector and then checking the website again, it showed 1 more new soldier (dark blue this time), but keeps that non-existent green one there.
Happened in San Mona. (also it is questionable if it should ever be possible for enemies to join you in San Mona, as militia is not normally allowed there)
r8218/2321

Update: The green militia has record about being a defector. The dark blue militia has record about being recruited. Only the dark blue one is active.

[Updated on: Thu, 16 June 2016 20:32]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345631 is a reply to message #345628] Sun, 22 May 2016 17:37 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Game considers merc to be aiming particular enemy, even if that enemy is already dead and your merc walks away with weapon raised. That leads to situation when if another enemy sees you, he will see through your disguise with message that you are still "aiming" (now dead) enemy (while you really ain't).
r8218/2321

[Updated on: Sun, 22 May 2016 17:38]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345653 is a reply to message #345631] Mon, 23 May 2016 18:36 Go to previous messageGo to next message
bigalmoho

 
Messages:32
Registered:January 2016
Hello,
As of 8216/8218, Kerberus charges only $40 instead of $440 for Regular and $60 instead of $810 for Elite... Is a bug? or, can I fix it?
Thanks,
BA
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345655 is a reply to message #345653] Mon, 23 May 2016 20:16 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Not a bug. If the new individual militia feature is active, we can actively track which militia come from the PMC. These militia then get higher wages ($40 instead of $20 etc.), so I've lowered the recruitment cost, as it is no longer required as a huge extra down payment. Though I admit that a down payment of only 1 day, might be a bit low.



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 #345656 is a reply to message #345655] Mon, 23 May 2016 20:38 Go to previous messageGo to next message
bigalmoho

 
Messages:32
Registered:January 2016
Ok, thanks, I will try it that way...
but, I need to restart after the other individual militia bug fixes are uploaded...
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345671 is a reply to message #345656] Tue, 24 May 2016 19:52 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
It is impossible to use knife on corpses when these are lying on roof.
r8218/2321
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345672 is a reply to message #345671] Tue, 24 May 2016 19:53 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
When quitting a game and restarting a new one, the identified VIP locations from previous game persist.
r8218/2321
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345688 is a reply to message #345671] Thu, 26 May 2016 15:23 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Elestir wrote on Tue, 24 May 2016 16:52
It is impossible to use knife on corpses when these are lying on roof.
r8218/2321

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.

Mostly related: Once again I am realizing that sectors with height offsets due to cliffs (like Drassen D13) are fundamentally borked... as it is possible to throw grenades through roofs. Then again, this seems to have been the case since vanilla, so add that to the list of easily detectable vanilla bugs things this oh-so-attentive community couldn't spot in close to 2 decades ;)

Elestir
When quitting a game and restarting a new one, the identified VIP locations from previous game persist.
r8218/2321

Fixed in r8237. The bug was due to the fact that an array (StrategicMap[]) is initialised upon game initialisation, but not on campaign initialisation. Not that happy with the current solution, but this should at least fix that 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 #345890 is a reply to message #345688] Thu, 09 June 2016 18:13 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Flugente wrote on Thu, 26 May 2016 14:23
Elestir wrote on Tue, 24 May 2016 16:52
It is impossible to use knife on corpses when these are lying on roof.
r8218/2321

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.

Mostly related: Once again I am realizing that sectors with height offsets due to cliffs (like Drassen D13) are fundamentally borked... as it is possible to throw grenades through roofs. Then again, this seems to have been the case since vanilla, so add that to the list of easily detectable vanilla bugs things this oh-so-attentive community couldn't spot in close to 2 decades ;)


Just tested this in r8246/2324 and it's still not properly fixed. Out of 3 enemies that were killed on the roof (at C13 Drassen above the kids factory), only one corpse of the three was possible to interact with.

Update: Interaction with corpse on roof is impossible whenever the tile right below is inaccessible (e.g. when there is some static object).

[Updated on: Thu, 09 June 2016 21:51]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345891 is a reply to message #345890] Thu, 09 June 2016 19:54 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
The portrait of Turtle while wearing sun glasses (or night vision goggles) is corrupted (shows just red background).
r8246/2324 (but it seems to be much older bug)

[Updated on: Thu, 09 June 2016 22:01]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345892 is a reply to message #345891] Thu, 09 June 2016 20:05 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
While clicking on "stack and merge items" button in the strategic view, canteens that aren't full get merged. (this doesn't seem to be wanted behavior considering these can be easily refilled)
Also shop prices of canteens differ based on how much water is in them. (this makes little sense as filling the canteen is freely available in most/all sectors where you can buy them)
r8246/2324
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345895 is a reply to message #345892] Thu, 09 June 2016 22:55 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Sometimes when trying to use the combat support hospital facility, the mercs with "patient" assignment aren't taken into account and remain "unassigned" (blinking red). Reassigning them as patient seems to work as a workaround, or also assigning the doctor the regular "doctor" assignment and only then changing to the the facility assignment.
Also when setting this facility assignment, query about surgery is missing.
r8246/2324
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345902 is a reply to message #345895] Sun, 12 June 2016 17:04 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
Couple of issues with dynamic dialogues enabled:
Mercs that are retreating from the sector still comment on kills of other mercs as if they were present.
Mercs that are being transported to players team (after being hired) comment on various things and become subjects of opinions of others as if they were already present.
r8246/2324
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345904 is a reply to message #345902] Sun, 12 June 2016 19:14 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
I've got into situation when enemy periodically attacks my mercs stationed at San Mona sectors with small group (8 or so) of elite soldiers likely transported there via helicopter (Razor always yells "Bombers." when they arrive). Problem is that after the load screen, game just crashes.
game_log contains:
[32.9227] : ERROR : File : vobject.cpp
Line : 922
Location : BltVideoObjectToBuffer
No Source Object

Workaround is to vacate the sector that will be attacked. Attacking them there once they capture the sector leads to no crash. I am assuming there is supposed to be some helicopter related animation and game crashes while trying to render it.
Do I have some file missing? Or where can be problem?
r8246/2324
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345910 is a reply to message #345904] Mon, 13 June 2016 16:37 Go to previous messageGo to next message
ratpaz

 
Messages:132
Registered:April 2015
Location: Italy
Elestir wrote on Sun, 12 June 2016 18:14


Workaround is to vacate the sector that will be attacked. Attacking them there once they capture the sector leads to no crash. I am assuming there is supposed to be some helicopter related animation and game crashes while trying to render it.
Do I have some file missing? Or where can be problem?
r8246/2324


i got the same problem xcpt i get random attacks in other sectors
I belive another workaround is to load the sector before it will be attached.

[Updated on: Mon, 13 June 2016 17:09]

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345911 is a reply to message #345910] Mon, 13 June 2016 17:59 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
ratpaz wrote on Mon, 13 June 2016 15:37
Elestir wrote on Sun, 12 June 2016 18:14


Workaround is to vacate the sector that will be attacked. Attacking them there once they capture the sector leads to no crash. I am assuming there is supposed to be some helicopter related animation and game crashes while trying to render it.
Do I have some file missing? Or where can be problem?
r8246/2324


i got the same problem xcpt i get random attacks in other sectors
I belive another workaround is to load the sector before it will be attached.


Confirmed.
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345924 is a reply to message #345911] Wed, 15 June 2016 21:54 Go to previous messageGo to next message
Elestir

 
Messages:30
Registered:April 2016
When interrogating prisoners, the currently selected option (e.g. officers) is rendered with color of disabled option instead of selected one.
r8246/2324
Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346091 is a reply to message #345924] Tue, 05 July 2016 02:26 Go to previous messageGo to next message
RunAwayScientist

 
Messages:73
Registered:September 2001

The colored name above a merc's head feature does not appear to be working anymore. Something or someone replaced their code for the code scanning for SHOW_COVER_INDICATOR, replacing it with the below options. The green, yellow, or red when spotted by an enemy no longer occurs. In addition, tool-tips (when holding down alt) no longer appear to be working. When disguising a merc as a soldier or civilian, their name is colored yellow and does not change to any other color under any condition:




;----------------------------------------------------------------------------------------------------------------------- -------
; Use color name to show soldier's status
;----------------------------------------------------------------------------------------------------------------------- -------
IMPROVED_TACTICAL_UI = TRUE
SHOW_ENEMY_AWARENESS = FALSE



This is a recent bug, being introduced in the 8200+ builds. Was this a re-write in progress that got halted or is this an actual bug?

[Updated on: Tue, 05 July 2016 02:29]


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346093 is a reply to message #346091] Tue, 05 July 2016 03:09 Go to previous messageGo to next message
sevenfm

 
Messages:1389
Registered:December 2012
Location: Under the Mountain
RunAwayScientist wrote on Tue, 05 July 2016 04:26
The colored name above a merc's head feature does not appear to be working anymore. Something or someone replaced their code for the code scanning for SHOW_COVER_INDICATOR, replacing it with the below options. The green, yellow, or red when spotted by an enemy no longer occurs. When disguising a merc as a soldier or civilian, their name is colored yellow and does not change to any other color under any condition:
...
This is a recent bug, being introduced in the 8200+ builds. Was this a re-write in progress that got halted or is this an actual bug?

It's not a bug. Yellow color shows that soldier is disguised, blue shows that soldier is drunk.
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12557&goto=345575&#msg_345575
I plan to add another indicator to show sight cover status.

Quote:
In addition, tool-tips (when holding down alt) no longer appear to be working.

Cannot reproduce in r8265.



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


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346106 is a reply to message #346093] Tue, 05 July 2016 16:27 Go to previous messageGo to next message
RunAwayScientist

 
Messages:73
Registered:September 2001


Ah, okay. Thanks Seven.


The tooltips issue appears to be related to NCTH cursor extra information. In previous builds, when turning on NCTH armor and gun icons when holding ALT, it suppresses tool-tips. Turning NCTH cursor information off allows tool-tips to work normally, however in this more recent build this no longer appears to be the case. If you cannot reproduce, then it must be local to my build.

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346107 is a reply to message #346106] Tue, 05 July 2016 16:43 Go to previous messageGo to next message
sevenfm

 
Messages:1389
Registered:December 2012
Location: Under the Mountain
RunAwayScientist wrote on Tue, 05 July 2016 18:27

The tooltips issue appears to be related to NCTH cursor extra information. In previous builds, when turning on NCTH armor and gun icons when holding ALT, it suppresses tool-tips. Turning NCTH cursor information off allows tool-tips to work normally, however in this more recent build this no longer appears to be the case. If you cannot reproduce, then it must be local to my build.

Check that tooltips are enabled in options (SOLDIER_TOOLTIP_DETAIL_LEVEL = 2)
and in game (Shift+D)
and if you are using DYNAMIC_SOLDIER_TOOLTIPS = TRUE option, you will not see tooltips at certain distance.

Nothing was changed in tooltips code recently as far as I know.



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


Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346111 is a reply to message #346107] Wed, 06 July 2016 00:50 Go to previous messageGo to next message
RunAwayScientist

 
Messages:73
Registered:September 2001


It was SHIFT+D. It must have gotten toggled off by accident. Should have checked that first, thanks comrade.

Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346129 is a reply to message #346111] Thu, 07 July 2016 14:42 Go to previous messageGo to previous message
Elvis_A

 
Messages:255
Registered:December 2012
Location: exUSSR
Clean 1.13, Latest Exe and Gamedir,
Cannot start boxing matches, Darren says that boxers are resting but almost a week passed.
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