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 #362019 is a reply to message #341931]
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Wed, 09 December 2020 18:21
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Russkie |
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Messages:7
Registered:November 2020 |
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Hi all,
Thanks so much for the replies and assistance, it is really greatly appreciated.
Just to answer some of the queries, I am using 6.07, and I did utilise SVN with Silversurfer's links once I first started encountering the issue, I figured that I had missed more up to date versions for everything, so I tried to ensure I had the latest available builds.
I've been away from JA2 for a small while now but will return as soon as I can get the time.
As it stands, it does seem like that crash is similar to what I'm experiencing. I've done a re-install and will experiment some more again.
If any other suggestions come to mind, I most definitely wish to hear them, right now my only option is making sure Dmitri isn't in my squad on the few maps where this seemingly occurs.
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Private
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362323 is a reply to message #362019]
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Sun, 07 February 2021 14:34
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FurloSK |
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Messages:9
Registered:April 2018 Location: Slovak Republic |
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Hello, I found some inconsistencies in Background.xml file for SCI_JA2_v1.13_r8926_g2580:
- Nurse background (uiIndex=266) has ap_assault listed twice. Both values are the same (-5), so no real problem, but still, one should be removed.
- Sapper background (uiIndex=302) has:
- ap_fortify listed twice. Values are different (-20 and 10) - should obviously be set to -20.
- explosives listed twice. Values are different (5 and 8) - should probably be set to 5.
- Mental Patient and Wrestler backgrounds (uiIndex=307 and 308) have resistance_physical set to 20, but in-game hover tooltip shows the value is only 10, so it seems that the value is somehow limited by the game mechanics to be 10 at max. It seems that either the 10 hard-limit should be removed from game, or the values in these backgrounds lowered to 10 (and perhaps some other value could be raised instead).
- Tech Whiz background (uiIndex=296) should probably have hackerskill set, otherwise there is no way to have I.M.P.-created character capable of hacking. I think the value should be something around 80, as that's Speck's value and his background is Tech Whiz also.
- Graduate background (uiIndex=297) should probably have hackerskill set, too, as there is a similar background (Harvard graduate, uiIndex=45) for Gumpy NPC and he has this skill set to 60. However, I would set it lower (graduate != Harvard graduate, after all), let's say around 40. This would again widen the possibilities for player to have his I.M.P. character chance to do some hacking.
[Updated on: Mon, 08 February 2021 11:02] Report message to a moderator
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Private
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362342 is a reply to message #362323]
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Tue, 09 February 2021 11:03
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datachild |
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Messages:5
Registered:September 2010 |
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Hello,
I have a minor problem with my self compiled rev8928 on gamedir 2580.
Situation: Mine blows up after a merc tries to lay a mine or tries to disables a mine.
Anticipated behavior: Single explosion or follow up explosions if the merc has something explosive in inventory.
Observed behavior: Single explosion (OK), sometimes normal follow up explosions (OK), sometimes excessive amount of follow up explosions (>30, not OK) with damage values >500. Screenshot-> https://ibb.co/2dX6sfp
Additional information: I tested the same thing with a rev8922 exec from a polish form which didn't seem to have this problem.
[Updated on: Tue, 09 February 2021 11:06] Report message to a moderator
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Private
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362450 is a reply to message #362358]
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Sat, 20 February 2021 14:10
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Inveris |
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Messages:39
Registered:September 2020 |
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Hello
After compiling the latest version in to the one SCI using other languages like polish and french, there is a crash shown on the picture below. It happens everytime when we want to open the "advanced properties page" on the weapons. On the other items works correctly.
In english version everything works fine.
https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/
https://ja2svn.mooo.com/source/ja2_v1.13_data/GameDir/
https://ja2svn.mooo.com/source/ja2/trunk/GameData/
Indeed, in that line is such a code, but can anyone give me some tips how to repair it. Thanks in advance.
Toggle Spoilercase 8:
SGP_THROW_IFFALSE( hSrcVObject->usNumberOfObjects > usIndex, L"Video object index is larger than the number of subimages");
// Switch based on flags given
do
{
if(gbPixelDepth==16)
{
#ifndef JA2
if ( fBltFlags & VO_BLT_MIRROR_Y)
{
if(!BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect))
Blt8BPPDataTo16BPPBufferTransMirror( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex );
// CLipping version not done -- DB
// Blt8BPPDataTo16BPPBufferTransMirrorClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect);
break;
}
else
#endif
if ( fBltFlags & VO_BLT_SRCTRANSPARENCY )
{
if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect))
Blt8BPPDataTo16BPPBufferTransparentClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect);
else
Blt8BPPDataTo16BPPBufferTransparent( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex );
break;
}
else if ( fBltFlags & VO_BLT_SHADOW )
{
if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect))
Blt8BPPDataTo16BPPBufferShadowClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect);
else
Blt8BPPDataTo16BPPBufferShadow( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex );
break;
}
}
else if(gbPixelDepth==8)
{
if ( fBltFlags & VO_BLT_SRCTRANSPARENCY )
{
if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect))
Blt8BPPDataTo8BPPBufferTransparentClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect);
else
Blt8BPPDataTo8BPPBufferTransparent( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex );
break;
}
else if ( fBltFlags & VO_BLT_SHADOW )
{
if(BltIsClipped(hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect))
Blt8BPPDataTo8BPPBufferShadowClip( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex, &ClippingRect);
else
Blt8BPPDataTo8BPPBufferShadow( pBuffer, uiDestPitchBYTES, hSrcVObject, iDestX, iDestY, usIndex );
break;
}
}
// Use default blitter here
//Blt8BPPDataTo16BPPBuffer( hDestVObject, hSrcVObject, (UINT16)iDestX, (UINT16)iDestY, (SGPRect*)&SrcRect );
} while( FALSE );
break;
}
return( TRUE );
}
//BF
//__except(filter(GetExceptionCode(), GetExceptionInformation()))
//{
// return ( TRUE );
//}
}
[Updated on: Sat, 20 February 2021 14:21] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362667 is a reply to message #362457]
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Tue, 16 March 2021 08:42
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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Looking at CTHConstants.ini
; This is the MAXIMUM modifier given when the target reaches the maximum number
; of Suppression Shock points, which by default would be 30. It's linear, so at
; 15 shock points you get half the penalty.
; Note that characters with high experience stop accumulating shock much earlier,
; and so are much less subject to this modifier than other characters.
BASE_SHOCK = -150.0
While in the code:
FLOAT CalcNewChanceToHitBaseEffectBonus(SOLDIERTYPE *pSoldier)
...
// SHOCK (SHOOTER)
if (pSoldier->aiData.bShock)
{
FLOAT fTempPenalty = gGameCTHConstants.BASE_SHOCK;
FLOAT fShockPercentage = (FLOAT)(pSoldier->aiData.bShock * 100) / gGameExternalOptions.ubMaxSuppressionShock;
fBaseModifier += (fTempPenalty * fShockPercentage) / 100;
}
So, according to the description this parameter is applied to target's shock, representing it's ability to hide under suppression, while the code applies it to shooter's shock, representing penalty when shooting under suppression.
Probably BASE_SHOCK and AIM_SHOCK were originally intended to work similar to CTH_PENALTY_PER_TARGET_SHOCK for OCTH, but were messed up at some point.
[Updated on: Tue, 16 March 2021 08:44]
Left this community.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362714 is a reply to message #362667]
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Sun, 21 March 2021 07:27
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: Missing bullet indicator on NCTH autofire cursor. Randomly, usually when new round starts, the autofire cursor doesn't show bullet number. Right click changes aim, not bullets as if it was burst mode cursor, however the weapon doesn't have burst mode (PPsh-41). When firing with this mode it fires one shot (unsure if it acts as single shot or autoaim with 1 bullet yet). Note, that just pressing B twice workarounds this and show the proper autofire cursor, so it is not gamebreaking.
How to reproduce: no reliable way to reproduce so far, happens randomly. Jamming might be one of the things causing it, but unverified. I made screenshot, but I mistakenly relied on ingame screenshots and those seem to not capture the cursor mode. Could not make save game since I started playing soft iron man.
[Updated on: Sun, 21 March 2021 07:34] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362716 is a reply to message #362715]
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Sun, 21 March 2021 07:48
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: Mercs occassionally shooting in completely different direction that they should. NCTH. I made screenshot unfortunately game did not captured the NCTH indicator, but I think it is pretty clear that the circle was not big enough for my merc to shoot in basically 90° angle off. I painted the circle and where my merc shot at into the screen for a better explanation. EDIT: the enemy in unseen in the screen exactly because my merc turned 90° and shot into the wall. He saw the enemy before the shot. It was autofire with several bullets (and I don't recall this happening with single-bullet mode, but not 100% sure).
https://drive.google.com/file/d/16Z9ziARNTlZ1Ly46CJzaK1GNkTEMnalV/view?usp=sharing
How to reproduce: Nothing realible, happens very rarely. I saw this happen in previous gameplay on 7609 few times, maybe 3 times total in week of playing the game. Now in new game at unstable happened once so far. Could not make save game due to soft iron man, but I think that loading the game won't reproduce it anyway, the shots in NCTH seems to be always recalculated even if exactly the same actions are executed.
edit: should be fixed now
[Updated on: Thu, 06 May 2021 21:33] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362717 is a reply to message #362716]
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Sun, 21 March 2021 09:05
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: When aiming for a neck of the standing soldier with knife, sometimes merc performs incorrect animation and crouch as if the target was prone.
How to reproduce: Again nothing realiable, happens rarely. I am using Razor with light knife and always aiming on neck, happened 3 times total so far in few hours of playing from Omerta to second Drassen sector. EDIT: it actually happens quite often. It sucks when you don't kill the enemy with first stab as the crouching and then getting up for second attempt consumes extra AP that might cause you to be unable to make second swing.
Edit: fixed
[Updated on: Tue, 04 May 2021 22:18] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362718 is a reply to message #362717]
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Sun, 21 March 2021 16:37
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: When some of the militia decides to leave services due to you not having money, even militia that is not in your service for 24 leaves which I believe should not be the case since there is a comment in INI settings that only militia that is in my service for 24 hours are getting paid. Or does it mean that if they are "created" in 23:00 they expect a full day pay in 0:00?
Savegame: https://drive.google.com/file/d/106k188c80TMMbaFl3rKccxLbr1NpFHSy/view?usp=sharing this time providing whole profile folder as I noticed that IMP data is stored outside of the .sav file so I was not sure you will be able to use it without it. It is the last save game position.
How to reproduce: Load the last save position from above folder with default values for paying militia, run clocks, watch all militia leaving. Now, there is no time on when KERBERUS reinforcements arrived, but in Finances in laptop you can see I ordered them in day 3 which means they will arrive in day 4. And this save game is day 4.
[Updated on: Sun, 21 March 2021 16:38] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362735 is a reply to message #362734]
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Tue, 23 March 2021 11:51
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: Undying Doreen. I was punching her to death, when she went from critical to dying. At that moment I spammed punching in order to traing my stats as much as possible and then she did not die. I was able to make 10 punches to her in dying state and she had the animation of "cowering". Then I made a save game, 3 more punches before she actually died. Nice stat farm, but I don't think this should happen.
How to reproduce: I made save game, but I am not sure this helps much since when I tried to reload it, one more punch got her killed this time, but here it is:
https://drive.google.com/file/d/1in0R8cTHQFhdVlNIsDSI3zwL2E5QyrCB/view?usp=sharing
it is the position 9 undying dooren
load it, you will see she is dying state, but she is not lying on the floor, but in "cowering" animation. One more punch finally finishes her.
edit: fixed
[Updated on: Thu, 06 May 2021 21:33] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362738 is a reply to message #362735]
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Wed, 24 March 2021 00:32
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: Sometimes, enemies on roofs cannot be hit at all.
How to reproduce: Load the save game position 7 roof-cannot-be-hit from the link below and try shoot the elite enemy crouching at roof. This happened to me in same sector few minutes before when I was clearing enemies in stealth and found one elite at another roof, but at that time I thought it is a throwing knives bug. Well it is not limited to knives. Notice that bullets (or knives) doesn't even appear when shooting the enemy at roof. The gun just makes a muzzle, sound but not bullet projectile (only time I get one to be made was when the shot missed under roof. Malice particularry should be hitting almost 100% at max aim with burst mode from that position, but nothing happens. Re-positioning and coming closer did not have any effect either. The save game is turn after 4 of my mercs ran from bar and start shooting at her (2 burst of malice, 3x2 shots from Blood, 2x2 from Ira, 3 from Hector all missed like this.
https://drive.google.com/file/d/1IM-0i41zP77AkpDNa9CXSV1WhipkvxaD/view?usp=sharing
edit: fixed
[Updated on: Mon, 24 May 2021 18:10] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362742 is a reply to message #362738]
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Wed, 24 March 2021 09:48
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: Merc with knife can attack enemy on the roof from below. It doesn't seems to have any chance to hit, but it is possible at least in some situations.
How to reproduce: first time noticed, might be random, happened in Drassen Mine sector at the mine foremen building. I spotted enemy at roof when coming from corner and when hover at him it allowed me to stab him for just 40AP so I tried it. My IMP char then ran inside the building behind where would enemy be if he were at floor level and tried to stab him (animation as if he was prone). It was possible to repeat it from that position too. Screenshot:
https://drive.google.com/file/d/16p_vy-iHAYzMYJqZ5C6etC4sdB1Zd48C/view?usp=sharing
edit: fixed
[Updated on: Mon, 24 May 2021 18:10] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362743 is a reply to message #362742]
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Wed, 24 March 2021 13:06
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Bug description: Crash when changing assignment.
How to reproduce: It doesn't happen always, but I noticed that this pretty much always happens due to my shaky hand clicking LMB and RMB or maybe RMB+LMB at the very same time (I have problems with this recently and it is especially annoying in strategic mode as doing this commands all mercs to move to the spot where I had cursor). But again, does not happen everytime, there might be some additional conditions that triggers this. Note, that this is not a new bug - it was happening to me in stable 7609 quite often too. Screenshot of the crash in link below.
https://drive.google.com/file/d/1TgNxJhsiFPBoTR2tmzcoHA1yS_mvqu9p/view?usp=sharing
EDIT: fixed
[Updated on: Tue, 04 May 2021 22:18] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362767 is a reply to message #362743]
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Sat, 27 March 2021 03:50
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Brms08 |
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Messages:35
Registered:June 2008 |
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Not sure if any of these have been fixed in newer builds but here are some of the bugs I've encountered in Build 8918/2579:
- Item duplication bug: Entire sector inventory sometimes keeps getting duplicated whenever I doubleclick on that sector to open its inventory. In other words, whenever I open the sector inventory, the game creates another copy of each item in that sector. Not sure why it happens but I've encountered this bug in three different playthroughs. Restarting the game seems to fix it.
Update: Apparently some other people also reported this bug way back in 2017.
thepit.ja-galaxy-forum.com/index.php?t=msg&goto=352104&&srch=duplication#msg_352104
thepit.ja-galaxy-forum.com/index.php?t=msg&goto=350380&&srch=duplication#msg_350380
- Enemy duplication bug: Recruiting enemy soldiers using the "turncloak" feature creates another copy of them on the same sector. Doesn't matter if you kill the rest or managed to convince all of them to join you as militia, the sector never gets cleaned since an identical number of enemies show up on the same sector. Let's say that there are 20 enemies in a sector. If you have successfully convinced all of them to join you, there are now 20 militia and 20 enemies in that sector. If you convince them partially, say 15 of them and start a battle with the rest and then you defeat them without any death, you now have 15 enemies as well as 15 militia. (Update: Just tried it with the build 8955/2584 and it also has the same problem which is easily reproducible. You don't see the enemy in the tactical screen though, they only appear in the strategic view).
- Another major problem regarding the "turncloaks" feature is that if you "activate" the recruited enemy soldiers in real-time (i.e. without starting a turn) most of the time the game gets stuck either on the militia's turn or on the enemy turn, in other words their turn never ends. The only way to reliably avoid this issue is to first start your turn by pressing D end then activate them.
- Getting hit by stray bullets from a battle taking place in a different sector: Not sure what triggers it but sometimes when you get into a fight in far away a sector, one of your mercs in a totally different sector, who's been repairing stuff or training, gets hit by stray bullets from a battle in a different sector which isn't even close. It's most likely the first merc you hired, in my case it was the IMP guy.
- Sometimes when a merc notices a new enemy just before throwing a grenade, he doesn't actually throw it but the grenade still disappears from his hand and the action points required are still reduced.
- I keep seeing a red shirt enemy in the top left part of every single sector, which looks like some kind of a graphical glitch cause he's not actually there.
- Mercs disguised as enemy soldiers sometimes lose their enemy uniforms. In other words, even though you gave them both an army shirt and an army pants, when you take them off you only receive one of them and not both. The same thing happens when the enemy sees through their disguise as well (i.e. when their enemy uniforms are automatically removed).
- Build 8918 & 8955:
After taking care of the enemies in the first sector of Omerta, if you hire more mercs or IMPs without leaving the sector, neither the helicopter nor the mercenaries actually show up, even though the game adds them to squads and plays the landing dialogue. Not only that but the game keeps repeating their dialogues about the flight for the new mercs (IMPs) and doesn't play the dialogues for all the new mercs.
[Updated on: Sun, 28 March 2021 17:10] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362809 is a reply to message #362788]
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Mon, 05 April 2021 21:07
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8955
Assertion failure:
Quote:
Line 153 in function NumHostilesInSector in file Queen Command.cpp
(sSectorX) > (MAXIMUM_VALID_X_COORDINATE) but should be less than or equal
Presumably NumHostilesInSector function is called with an invalid sector coordinate. I just wonder if there's anything I can do to evade this before the game hits the next hour.
EDIT: Looks like someone has already posted about this exact bug. Even though he mentions Wildfire, I think this is an issue with main game, cause my current situation is exactly the same as he described in his post, i.e. get intel assignment for the spy in the SAM site at D15.
Suslik wrote on Fri, 01 May 2020 13:09im playing 1.13 wildfire with 8766.exe and WF 6.07 maps and a german language patch (german voices and some texts)
when i enter the drassen SAM d15 with my spy, give him the assignment to collect intel and fast forward time i get this error a few minutes before the hour is over
Quote:Assertion Failure [Line 153 in fUnction NumHostilesInSector in file Queen Command.cpp].
(sSectorX) > (MAXIMUM_VALID_X_COORDINATE) but should be less than or equal
there are 12 enemies in the sector at this moment.
it works on other sectors but this particular one crashes the game.
i have not yet enough comments to attach links to my savefile but ill report back if something similar happens later on
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22776&goto=359873&#msg_359873
I'll try to remove my spy from there and see if I can evade this bug. By the way, I don't if it helps, but in my current playthrough I've already captured the SAM site to the south of Chitzena.
EDIT: Changing the assignment type to "hide" makes no difference. I can successfully evade this bug by cancelling spy assignments and removing the merc from D15.
[Updated on: Mon, 05 April 2021 21:44] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362821 is a reply to message #362809]
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Wed, 07 April 2021 19:33
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8955
Not sure if this has anything to do with enabling XML squad names, but when you select a merc from another team on the tactical screen, the game displays an incorrect message about the team they are a member of, for instance, if you select a merc from team Alpha then the game says squad *Bravo* is active, if you select team Echo, then it says team *Foxtrott* is active and so on. I guess the active team number is miscalculated (whereas it should be one less) hence the incorrect name.
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362822 is a reply to message #362821]
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Wed, 07 April 2021 23:01
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8955
Rearranged some of the crates in the back room of Tony's by using the "Drag" feature just to test it and when I came back to that sector later on, to my surprise the old crates had respawned along with the ones I had rearranged. If this is the way the feature is supposed to work then it's utterly useless.
EDIT: I might have opened (or closed) some of the crates that respawned, perhaps the game readded the ones that had different open/close states.
[Updated on: Wed, 07 April 2021 23:51] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362826 is a reply to message #362822]
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Fri, 09 April 2021 22:00
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8918 and 8955:
Major bug at IMP creation:
Some of the personality stats (friendly/threaten approach etc.) for the IMP character created after the first ten (i.e. the eleventh IMP and beyond) are always zero. You can check these stats on the laptop by using the "more stats" button on the "Personnel" section. The only way to create an 11th IMP (and further) that doesn't have this bug is to create them in the first 10 slot and then restart the game and import their dat file by using their names instead of the password "xep624" on IMP website.
Also, don't know if it's a bug or not, but some of these stats sometimes seem to get lowered for no apparent reason as soon as you arrive in Omerta.
Another issue:
Some of the backgrounds have seemingly "out of bounds" values for certain bonuses in backgrounds.xml, at least compared to what's being suggested in the comments.
[Updated on: Fri, 09 April 2021 22:14] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362868 is a reply to message #362826]
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Tue, 13 April 2021 01:52
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Brms08 |
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Messages:35
Registered:June 2008 |
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If you talk to Waldo AFTER you brought Skyrider to the helicopter, Waldo still gives you the quest to find Skyrider and the map markers for the quest are also added to the map which are probably not possible to get rid of after that point.
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362908 is a reply to message #362893]
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Sat, 17 April 2021 02:43
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8918 and 8955:
It doesn't look like the "dynamic opinions" feature (which is very annoying) can be turned off by the following INI settings. When this feature is set to FALSE but DYNAMIC_OPINIONS_SHOWCHANGE is set to TRUE as below, the game still displays the opinion change values and I assume that these changes are actually applied.
Quote:
[Dynamic Opinion Settings]
;*********************************************************************************************************************** *******
; In this section you can specify whether mercs form dynamic opinions on each other
;*********************************************************************************************************************** *******
; mercs can form dynamic opinions of each other, this in turn will affect their morale
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
DYNAMIC_OPINIONS = FALSE
; notify the player of opinion changes in the message log
DYNAMIC_OPINIONS_SHOWCHANGE = TRUE
And I suppose the only way to stop these changes to have any effect in the game is to zero all values at the "Dynamic Opinion Modifiers Settings" section in Morale_Settings.ini.
[Updated on: Sat, 17 April 2021 02:44] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #362909 is a reply to message #362908]
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Sat, 17 April 2021 02:49
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8918 and 8955:
While dragging furniture around, the main game window sometimes goes out of focus for no reason, which is similar to doing ALT+TAB and it's quite annoying because as ALT+TAB doesn't work on Win 8 and I have to kill the Ja2 process and restart the game every time this happens.
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #363089 is a reply to message #362983]
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Sun, 02 May 2021 17:45
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Brms08 |
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Messages:35
Registered:June 2008 |
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Build 8955: Attached a detonator into the first slot on the second row on a TNT (by manually placing the detonator on that slot) and the detonator simply vanished into thin air despite producing a "successful attachment" sound. WTF?
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #363091 is a reply to message #363090]
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Sun, 02 May 2021 21:25
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Anderson |
Messages:4
Registered:December 2019 |
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Hi,
I use JA2-Unstable-r8990-g2589 and Ja2_r8997.exe and I have DYNAMIC_OPINIONS = FALSE but still, there is information about improvement merc. opinions after shooting somebody. And I have Stephan and Meltdown and they don't comment on each other progress. Isn't there any problem with this?
Opinions in general works because Razor quit after 2 sectors walk with Flo. :-)
Thanks for the answer in advance.
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