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Re: BUGZILLA report all bugs here![message #320171]
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Tue, 21 May 2013 21:28
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choijaeho |
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Messages:6
Registered:August 2010 |
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fantazmaMaking Tony to follow bobby ray's coolness progression level seems broken.
I'm playing unstable JA2_6082 and revision 1677 with Arulco Revisited 1.4 and Strohmann's NCTH data overhaul mod
kinda felt Tony's inventory broken, so I tested with a new game with tons of guns, sci-fi, BR quality and quantitiy both set to x10
I used TONY_USES_BOBBY_RAYS_SETTING = TRUE in the ini file, of course
Started a new game, travelled to San Mona and checked Tony but he only has low coolness stuffs and quantitiy is also low.
I noticed this problem was already mentioned in this post in 2011: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/285580/Is_Tony_s_Inventory_Working_Co.html
So it seems it still hasn't been fixed or the glitch reappeared
By scanning through the code file it seems in armsdelaerinvinit.cpp the file only refers to merchants.xml but not the actual ja2_options.ini file.
The part that refers to ja2_options.ini in armsdealerinvinit.cpp is commented out with /* */
[Updated on: Tue, 21 May 2013 22:26] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #321090]
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Tue, 28 May 2013 20:46
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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This is an ancient bug that afaik dates back to the original vanilla. The problem occurs once you move more than 30 tiles in turnbased in one move. In ancient days, it was never a problem, as it only occured in very rare instances (high agility merc and serious abuse of drugs). With Athletics, it is much more common.
The problem seems to be that for some reason, the game decides to still be busy - during testing, the 'unsetting' of the 'busy' flags occurs much later, and in a very different location, if one runs 31 tiles compared to 30 tiles. I neither now why nor where exactly that happens, and I've wasted enough time on that today...
Fix: Make pauses when running :transform: With NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT to TRUE you won't even lose APs on stops.
[Updated on: Tue, 28 May 2013 21:03] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #321224]
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Thu, 30 May 2013 22:13
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Hmm. I cannot reproduce that error with r6104, but I don't want to install an entire mod just out of curiosity... any more input? Did that grenade also hit someone?
Edit: Wait a minute... idea...
Edit2: r6105 should fix your problem. Please test, if that specific location still produces errors, we have a real problem.
[Updated on: Thu, 30 May 2013 22:36] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #321345]
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Mon, 03 June 2013 22:57
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Hazapuza |
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Messages:262
Registered:February 2009 Location: Finland |
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Sweet O - Try putting the weapon on someone's hands. The aiming level bonus should then be visible. I posted a similar issue concerning recoil modifiers on the last page. There certainly seems to be something wrong with the UDB.
[Updated on: Mon, 03 June 2013 22:58] by Moderator Report message to a moderator
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Master Sergeant
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Re: BUGZILLA report all bugs here![message #321773]
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Thu, 20 June 2013 21:15
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Testing that with r6141 on current GameDir. A few observations:
Testing on 10:21 (daylight, lightlevel 3) on a road with Raider. No vision-altering armour, facegear, drugs or disabilities were used.
- No item: sight range 26, no tunnelvision
- M16A1: sight range 26, no tunnelvision
- M16A1 with ACOG, 4x, not looking through scope: sight range 26, no tunnelvision
- M16A1 with ACOG, 4x, looking through scope: sight range 31, tunnelvision 20%.
- ACOG, 4x, in hands: sight range 29, tunnelvision 20%. Sight range 29 is correct, as the 20% sight range bonus gets reduced to a 15% bonus on this time of day
Conclusion A: The sight range when using scopes on guns is too high, it does not receive the daylight penalty it should. And its propably my fault, as I was the last one to modify this for the scope modes (I should have never made that stupid feature).
Edit A: This is friggin odd. I edited this function, but not the part that causes this error. For some reason, we apply a different penalty on guns (an I didn't do this...)
For non-guns we use
bonus += BonusReduceMore( idiv( pItem->dayvisionrangebonus
* (NORMAL_LIGHTLEVEL_NIGHT - bLightLevel), NORMAL_LIGHTLEVEL_NIGHT ),
(*pObj)[0]->data.objectStatus );
and for guns we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus
* (NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY)), (NORMAL_LIGHTLEVEL_NIGHT-NORMAL_LIGHTLEVEL_DAY) ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
The intersting part is that once we use pItem->dayvisionrangebonus * (NORMAL_LIGHTLEVEL_NIGHT - bLightLevel), NORMAL_LIGHTLEVEL_NIGHT and once Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus * (NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY)), (NORMAL_LIGHTLEVEL_NIGHT-NORMAL_LIGHTLEVEL_DAY) If bLightLevel is 3, this causes a 25% reduction on items that are not guns. Why? I have no idea. :sadyellow: But it seems intentional.
Edit B: testing with a 7x and binoculars gives exactly the results that are to be expected: sight ranges of 35, 30 and 45.
Edit C: a comment by ChrisL reveals that the sight range daylight formula used on weapons was planned to be used, but apparently forgotten. Fixed in r6145. The correct sight ranges for a 4x scope are 31, and 39 for a 7x scope, when looking through them both in hand and on a gun. That might be the solution to your error.
[Updated on: Thu, 20 June 2013 23:32] by Moderator Report message to a moderator
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