Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: Unofficial releases (SCI's), unstable and DEV builds (Read the first post before posting!)
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346278 is a reply to message #346196]
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Sun, 17 July 2016 01:34
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PAPION |
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Messages:18
Registered:February 2016 Location: Tehran, I.R.Iran |
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- 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]
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Private
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346532 is a reply to message #346525]
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Sun, 07 August 2016 17:47
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lepacka1 |
Messages:3
Registered:September 2009 |
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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] Report message to a moderator
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Civilian
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346601 is a reply to message #346596]
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Thu, 11 August 2016 21:52
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lepacka1 |
Messages:3
Registered:September 2009 |
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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] Report message to a moderator
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Civilian
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346719 is a reply to message #341931]
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Mon, 22 August 2016 20:52
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winehouse |
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Messages:84
Registered:October 2012 |
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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.
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Corporal 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347170 is a reply to message #345688]
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Wed, 05 October 2016 13:52
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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Flugente wrote on Thu, 26 May 2016 17:23Fixed 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;
}
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347518 is a reply to message #347514]
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Sat, 12 November 2016 04:52
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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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] Report message to a moderator
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Master Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #347530 is a reply to message #347522]
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Sun, 13 November 2016 13:53
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88vs1984 |
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Messages:15
Registered:August 2015 Location: Belarus |
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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] Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #348600 is a reply to message #347553]
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Tue, 31 January 2017 10:05
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wolf00 |
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Messages:1148
Registered:September 2006 Location: Czech Republic |
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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-7Report message to a moderator
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Sergeant Major
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349125 is a reply to message #348600]
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Fri, 03 March 2017 21:02
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GrimmDarkKnight |
Messages:4
Registered:March 2017 |
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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.
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Civilian
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349126 is a reply to message #349125]
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Fri, 03 March 2017 21:21
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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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?
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349132 is a reply to message #349126]
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Fri, 03 March 2017 23:03
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GrimmDarkKnight |
Messages:4
Registered:March 2017 |
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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] Report message to a moderator
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Civilian
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349139 is a reply to message #349137]
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Sat, 04 March 2017 12:14
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GrimmDarkKnight |
Messages:4
Registered:March 2017 |
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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.
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Civilian
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349140 is a reply to message #349139]
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Sat, 04 March 2017 15:26
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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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.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #349144 is a reply to message #349143]
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Sat, 04 March 2017 18:35
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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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.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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