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Re: BUGZILLA report all bugs here![message #329646]
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Wed, 08 January 2014 19:58
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hrvg |
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Messages:158
Registered:August 2012 Location: France |
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Hi RoWa21,
Quote:@hrvg: ok, do you have original english or french version of ja2 (yes I mean ja2 and not 1.13)
I have French version of JA2, of course. And English version of JA2 for translation.
I installed French version (JA2).
I downloaded:
The french files to SVN.
And SCI_Unstable_Revision_6708_on_GameDir_1901.7z
I unzipped 'SCI_Unstable_Revision_6708_on_GameDir_1901.7z' in game folder.
I copied all the folders and files (SVN) in game folder.
I copied JA2_FRENCH_6701.exe in game folder.
I installed English version (JA2).
I unzipped 'SCI_Unstable_Revision_6722_on_GameDir_1901.7z' in game folder.
Regards.
[Updated on: Wed, 08 January 2014 19:59] by Moderator Report message to a moderator
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Staff Sergeant
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Re: BUGZILLA report all bugs here![message #329663]
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Thu, 09 January 2014 18:49
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anv |
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Messages:258
Registered:March 2013 |
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Bugfixes:
- Dimitri's recruitment,
- proper morale gains/losses (previously reputation settings were used instead, oops).
Toggle SpoilerIndex: Strategic/Quests.cpp
===================================================================
--- Strategic/Quests.cpp (revision 6743)
+++ Strategic/Quests.cpp (working copy)
@@ -1074,7 +1074,7 @@
|| ( gubQuest[QUEST_FOOD_ROUTE] == QUESTDONE && gGameExternalOptions.ubEarlyRebelsRecruitment[0] == 4 ) ) && IsTownUnderCompleteControlByPlayer( OMERTA ) );
// silversurfer: this is the highest requirement and therefore we will automatically enable recruitment of Miguel
if ( gubFact[usFact] )
- SetFactTrue(40); // Miguel will now be willing to join and so will the other RPC
+ SetFactTrue(FACT_MIGUEL_AND_ALL_REBELS_CAN_BE_RECRUITED); // Miguel will now be willing to join and so will the other RPC
#endif
break;
@@ -1304,9 +1304,10 @@
gubFact[usFact] = !BoxerExists();
break;
- case 245: // Can dimitri be recruited? should be true if already true, OR if Miguel has been recruited already OR is available for recruitment
- gubFact[usFact] = ( gubFact[usFact] || FindSoldierByProfileID( MIGUEL, TRUE ) || gubFact[40] );
-/*
+ case FACT_DIMITRI_CAN_BE_RECRUITED: // Can dimitri be recruited? should be true if already true, OR if Miguel has been recruited already OR is available for recruitment
+ gubFact[usFact] = ( gubFact[usFact] || FindSoldierByProfileID( MIGUEL, TRUE ) || gubFact[FACT_MIGUEL_AND_ALL_REBELS_CAN_BE_RECRUITED] );
+ break;
+/*
case FACT_:
gubFact[usFact] = ;
break;
Index: Strategic/Quests.h
===================================================================
--- Strategic/Quests.h (revision 6743)
+++ Strategic/Quests.h (working copy)
@@ -245,6 +245,7 @@
FACT_PABLO_PUNISHED_BY_PLAYER,// 37
FACT_PABLO_RETURNED_GOODS = 39,
+ FACT_MIGUEL_AND_ALL_REBELS_CAN_BE_RECRUITED,// 40
FACT_PABLOS_BRIBED = 41,
FACT_ESCORTING_SKYRIDER,// 42
@@ -437,6 +438,8 @@
FACT_PLAYER_OWNS_3_TOWNS_INCLUDING_OMERTA,// 243
FACT_PLAYER_OWNS_4_TOWNS_INCLUDING_OMERTA,// 244
+ FACT_DIMITRI_CAN_BE_RECRUITED,// 245
+
FACT_MALE_SPEAKING_FEMALE_PRESENT = 248,
FACT_HICKS_MARRIED_PLAYER_MERC,// 249
FACT_MUSEUM_OPEN,// 250
Index: Tactical/Morale.cpp
===================================================================
--- Tactical/Morale.cpp (revision 6743)
+++ Tactical/Morale.cpp (working copy)
@@ -417,7 +417,7 @@
}//hayden
ubType = gbMoraleEvent[bMoraleEvent].ubType;
- bMoraleMod = gReputationSettings.bValues[bMoraleEvent];//gbMoraleEvent[bMoraleEvent].bChange;
+ bMoraleMod = gMoraleSettings.bValues[bMoraleEvent];//gbMoraleEvent[bMoraleEvent].bChange;
pProfile = &(gMercProfiles[ pSoldier->ubProfile ]);
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Re: BUGZILLA report all bugs here![message #329867]
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Mon, 20 January 2014 11:40
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guanying12 |
Messages:2
Registered:January 2014 |
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HOURS_BETWEEN_STRATEGIC_DECAY of morale setting has no effect ,morale keep increasing until 100 even do nothing.play with SCI_Unstable_Revision_6763_on_GameDir_1919
[Updated on: Mon, 20 January 2014 11:51] by Moderator Report message to a moderator
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Civilian
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Re: BUGZILLA report all bugs here![message #329879]
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Mon, 20 January 2014 18:10
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anv |
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Messages:258
Registered:March 2013 |
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@cod6gui: Because it's never loaded
Bugfix:
- loading HOURS_BETWEEN_STRATEGIC_DECAY from .ini
Toggle SpoilerIndex: GameSettings.cpp
===================================================================
--- GameSettings.cpp (revision 6791)
+++ GameSettings.cpp (working copy)
@@ -3393,6 +3393,7 @@
CIniReader iniReader(MORALE_SETTINGS_FILE);
gMoraleSettings.ubDefaultMorale = iniReader.ReadInteger("General Morale Settings","DEFAULT_MORALE", 50, 0, 100);
+ gMoraleSettings.ubHoursBetweenStrategicDelay = iniReader.ReadInteger("General Morale Settings","HOURS_BETWEEN_STRATEGIC_DECAY", 3, 1, 100);
gMoraleSettings.bValues[MORALE_KILLED_ENEMY] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_KILLED_ENEMY", 4, -100, 100);
gMoraleSettings.bValues[MORALE_SQUADMATE_DIED] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_SQUADMATE_DIED", -5, -100, 100);
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Re: BUGZILLA report all bugs here![message #330363]
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Thu, 06 February 2014 14:47
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Moerges |
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Messages:7
Registered:June 2004 Location: Munich, Germany |
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Hey guys,
I'm not quite sure this is the right place to report this, but I hope it is. Please don't slap me if it isn't, I'm not Elliot.
Recently, I got curious as to what exactly the different facilites do that are found in 1.13. When inspecting the FacilityTypes.xml, I noticed the following:
The "Hospital", the proper one found in Cambria, grants a performance boost of 50% to the doctoring rate and reduces the degradation of the medical bag to 40%, while requiring MED 60, WIS 75. So far, so good.
However, the "Combat Support Hospital", the one found in Drassen C13, while also reducing med kit consumption to 40% and only requiring MED 60 and WIS 60, grants a doctoring boost of 100%.
This can't be right, can it? Why would a make-shift infirmary set up in an old sweatshop grant a higher bonus than a well-equipped, proper hospital?
Maybe the performance boosts should be switched? Or the one granted by the Combat Support Hospital lowered to 25%?
I realize this isn't as much a bug as it is a balancing problem, but maybe it can be addressed anyway.
Moerges
Edit: I'm on build 4870, but the numbers in the xml are the same in Depri's most recent unstable package.
[Updated on: Thu, 06 February 2014 16:45] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #330395]
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Fri, 07 February 2014 11:57
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Drakwarg |
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Messages:8
Registered:February 2014 |
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Long time lurker first time poster.
no mods all settings as supplied
Revision/dir 6871/1931
File : skill_setting.ini
Section : [Generic Traits Settings]
MAX_NUMBER_OF_TRAITS = 10 <----- new option to me with no ; explanation...
But what this does atm is allow an IMP created merc to select up to 10 traits (2major,8minor),
tho after finishing IMP creation only the first one of the minor traits e.g. ambidexterity appears on you character sheet, holding true to the MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
doesn't not seem terribly game breaking just have to be careful how many minor traits you select.
p.s. Wonderful work by all modders past and present have enjoyed 1.13 for many years
[Updated on: Fri, 07 February 2014 12:13] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #330403]
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Fri, 07 February 2014 19:44
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Drakwarg |
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Messages:8
Registered:February 2014 |
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Regarding JA2 1.13 INI editor
Revision/dir 6871/1931
I have noticed that some entries are MISSING: PROPERTY DESCRIPTION
e.g. Tactical Gameplay Settings/BACKPACKWEIGHT_LOWERS_AP
meaning that they are not editable via the ini editor,
would a list of these be useful?
[Updated on: Fri, 07 February 2014 19:48] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #330417]
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Sat, 08 February 2014 06:34
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Drakwarg |
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Messages:8
Registered:February 2014 |
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Revision/dir 6871/1931
no mods
all resolutions
same bug after deleting everything and fresh install(kept save game)
saved game 1
https://drive.google.com/file/d/0Bxe74e0vFiqCN2N0SEtqMnNJdFE/edit?usp=sharing
as soon as you click on sky rider helicopter, you can no longer click on anything else but send him somewhere and redeploy merc to another assignment, lose time save and go to tactical screen buttons.
Moving the mercs in the helicopter via the merc menu on the left works but leaves the skyrider text locked on screen like previous bug.
it is clicking on the helicopter icon in world map that breaks things
let me know if i need to post this somewhere else or send the file a different way.
[Updated on: Sat, 08 February 2014 06:50] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #330932]
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Sat, 01 March 2014 06:13
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JosephCKohn |
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Messages:40
Registered:February 2014 |
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I have gone a step further to help others find and dissect the bugs found. A tiny Windows 7 VM has been created with a dependent snapshot of the bug in question occurring. The VM for this report has executable 6996, SVN Game Dir 1968.
Game info:
- Bug occurs on the following versions: r69xx/19xx, no other mods, new games only
- No special actions needed, simply playing the tactical game for one hour was enough to induce the bug.
- Game Directory: C:\transfer\Jagged Alliance 2 Gold\, C:\Jagged Alliance 2 Gold\
- Closest save to bug occurrence for executable 6996, SVN Game Dir 1968
- Executable, build log, debugging symbols (7zip): 6996
PC info:
- Operating System(s): Windows 8.1 Professional x64, Tiny7 (Windows 7 Ultimate x86 build 6.1.7600.16385 RTM)
Bug info:
Debug assertion failed, vector subscript out of range. File: c:\program files (x86)\Microsoft visual studio 12.0\vc\include\vector Linen:1201
Assertion failure (line 2140 in file C:\users\echo\desktop\ja2\source\build\standard gaming [;atform\buttonsystem.cpp.]
Attempting to CreateAndTextButton with out of range ImageID -1
DebugMessage.txt
Quote:[1549.35] : Enemy ambush test mode enabled.
[1549.35] : Enemy ambush test mode enabled.
[1565.23] : A9 ENTER SECTOR TIME: 4.94 seconds.
[1565.23] : See JA2\Data\TimeResults.txt for more detailed timings.
[2024.24] : DEBUG: Enemies on team 1 prompted to go on RED ALERT!
[3159.26] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3159.26] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3159.26] : See JA2\Data\TimeResults.txt for more detailed timings.
[3159.26] : See JA2\Data\TimeResults.txt for more detailed timings.
[3160.4] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3160.4] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3211.3] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3211.3] : A9 ENTER SECTOR TIME: 3.40 seconds.
[3211.3] : See JA2\Data\TimeResults.txt for more detailed timings.
[3211.3] : See JA2\Data\TimeResults.txt for more detailed timings.
[3212.44] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3212.44] : SynchronizeItemTempFile() Error! Reported 0, should be 8
[3328.14] : Invalid Animation File for Body 14, animation END COWER CROUCHED.
[3328.14] : Invalid Animation File for Body 14, animation END COWER CROUCHED.
[3609.3] : Team 3 drops all items for inspection!
[3609.3] : Team 3 drops all items for inspection!
[3611.9] : A10 ENTER SECTOR TIME: 3.57 seconds.
[3611.9] : A10 ENTER SECTOR TIME: 3.57 seconds.
[3611.9] : See JA2\Data\TimeResults.txt for more detailed timings.
[3611.9] : See JA2\Data\TimeResults.txt for more detailed timings.
[3696.86] : Team 3 drops all items for inspection!
[3696.86] : Team 3 drops all items for inspection!
[3700.31] : A10_b1 ENTER SECTOR TIME: 4.71 seconds.
[3700.31] : A10_b1 ENTER SECTOR TIME: 4.71 seconds.
[3700.31] : See JA2\Data\TimeResults.txt for more detailed timings.
[3700.31] : See JA2\Data\TimeResults.txt for more detailed timings.
[3700.32] : Call to UnPauseGame() while Pause State is LOCKED! AM-4
[3700.32] : Call to UnPauseGame() while Pause State is LOCKED! AM-4
[3742.36] : QUEST COMPLETED - Adding to merc records and awarding experiences (300).
[3742.36] : QUEST COMPLETED - Adding to merc records and awarding experiences (300).
[Updated on: Sat, 01 March 2014 19:02] by Moderator Report message to a moderator
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Corporal
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Re: BUGZILLA report all bugs here![message #330961]
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Sun, 02 March 2014 14:04
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Kriplo |
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Messages:256
Registered:February 2008 Location: Zagreb - Croatia |
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List of mapeditor fixes in r7004.
- Change the way exit grids are add, remove, save and load through editor, also add undo option for exit grids and you can place unlimited number of them.
- Fix incorrect gridno save in temporary map file for bigmap exit grids.
- Increase maximum number of light sprite from 256 to 4096 per map.
- Using DEL key for QuickEraseMapTile will now erase ItemPool too, and with improved function DeleteStuffFromMapTile will erase light sprites, exit grids and door locks.
- Cliff hang tiles used for middle cliffs are now possible to erase with when erase button is on.
- Add support for undo door locks, also you can now erase them if erase button is on.
- Move building function is completely rewrite and will properly move exit grids, door locks, lights and items too.
- Removing unnecessary tiles during copy building is improved too.
- Fix undo function for light sprites which now will also store all three types and undo them properly.
- Fix CTD situation if tile elements are deleted and after that items too, then undo will crash mapeditor.
- Fix spawning of item pool cursors during when adding items.
- Fix text glitches over door locks form.
- Fix sticky tooltip when loadsave screen or door locks form is active.
- High ground marking cursors will not be drawn in invisible map tiles anymore to increase speed and maybe fix some render problems but I doubt it.
- Move GLOCK_17_ForUseWithLOS item generation from init.cpp to los.cpp to avoid potential problems if global world items array not set.
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Master Sergeant
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