Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
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Re: BUGZILLA report all bugs here![message #340358 is a reply to message #340338]
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Wed, 01 April 2015 21:43
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navaroe |
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Messages:78
Registered:August 2012 |
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Hi, There seems to be serious bug in build 7783. To make sure I did clean installation of JA2, copied over 7783 from SCI and when I start a new game on insane level I eventually get Assertion Failure [Line 2887 in file Strategic Movement.cpp].
To reproduce:
1) start a new game on INSANE (other levels are fine, at least at the beginning).
2) Pick any merc, go to Omerta, kill enemies using cheat.
3) On strategic screen, you should now be only able to move 5 minutes ahead and then get stuck. Sometimes timer goes a bit further, but extremely slow.
4) Leave the game to first screen and start a new one. Pick any difficulty, assertion failure will occur.
Since the problem persists even on clean installation, I guess it's not caused by me and I just got lucky when because I started two games which run just fine, units move and attack (on insane level).
Btw, after save and reload you can move timer another 5 minutes ahead, but assertion failure will happen eventually anyway.
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Corporal
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Re: BUGZILLA report all bugs here![message #340415 is a reply to message #340360]
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Sat, 04 April 2015 14:57
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navaroe |
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Messages:78
Registered:August 2012 |
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There seems to be another one, or perhaps the same. Whenever I cancel movement orders, I get Assertion Failuere in same file: Line 2935 in file Strategic Movement.cpp
Saved game + ja2_options.ini
http://ulozto.cz/xCLMbkpc/7783cancelmomevementae-zip
Let me know if I can be of any further help.
Edit: Everything works fine right up to the moment there is a battle with reinforcements. After that, any movement order cancellation results in error. Tested on insane,
Build 7805
[Updated on: Sat, 04 April 2015 15:29] Report message to a moderator
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Corporal
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Re: BUGZILLA report all bugs here![message #340463 is a reply to message #340433]
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Mon, 06 April 2015 16:55
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math3ws |
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Messages:19
Registered:March 2013 Location: Czech Republic |
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I found this bug while playing AFS, but IMHO it is an issue with the exe itself, so I'm posting it here.
The problem is with various dual-mode sights and variable magnification scopes. Sometimes (not always, but quite often), changing the magnification/mode results in unhandled exception and a subsequent CTD. This seems to happen especially if the gun with the scope has other attachments. I've noticed this happening in strategic and in tactical turnbased only, but it's possible that I was just un/lucky and this can happen in tactical non-turnbased aswell.
I could reproduce the bug in exe 7679 (the exe recommended for current version of AFS), and on a relatively new exe (about 3 weeks old revision, unfortunately I can't remember the exact revision number, but to my knowledge it was 7786)
steps to reproduce:
- Install AFS
- Edit IMP loadout (I added Wilson Combat Recon Rifle, Suppressor, RIS foregrip, RIS Lam/Tac Light, Match trigger and most importantly Dual Mode Sight)
- Start a new game, create IMP (use the new gear selection method and give your IMP all the stuff added in previous step), go to Omerta.
- Attach all the stuff to your gun, if it wasn't done automatically.
- Try changing scope mode several times while in turnbased or in strategic. This should do the trick.
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Private
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Re: BUGZILLA report all bugs here![message #340499 is a reply to message #340496]
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Wed, 08 April 2015 16:16
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ratpaz |
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Messages:137
Registered:April 2015 Location: Italy |
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Few issues i found so far playing with r7809 on gamedir 2232:
- If i get an attack with tanks and i play the battle or do autoresolve with the active sector selected, after the battle the tanks will get bugged, they stay there as "ghost" tanks (can be displayed like there are vehicles on the sector)
then if i attempt to do a repair on that sector or try to get on these vehicles the game will crash to desktop.
Also during the attack if i play the battle sometime the tanks will not show up, the battle is declared won but the tank stay on the sector nowhere to be found, i can compress time, do repairs etc... but can't train militia, if i leave the sector it count as withdrew from the battle, the tank/s will eventually move from the sector after few hours.
- Kobra and reflex sight don't seems to work properly, the AP reduction is displayed on the item information, but it isn't applied when mounted to a weapon (playing with NCTH disabled)
- I don't know if this is a bug or a feature, but some scopes don't let me switch them when i press .(dot) key, 2x scopes seems to works always with all the weapons, but 4x, 7x e 10x don't works. The only weapons so far that will let me change scope mode even mounting a 4x or 7x scope is a Steyr AUG-A3, not sure if there are other weapons.
- This is not a bug, but deseases seems to occour too frequently, i mean playing on insane difficulty make the game way harder, mercenaries get 1-2 infections/day and i can't efford to hire a doctor to every city since i need all the manpower to replace dead militia, but maybe it is cause the sectors get so many corpes, i counted on a sector more than 150 dead bodies (i usually play most of the biggest battles, only do autoresolve on easy battles). Also healing deseases is too easy and fast (usually take 1-2 hours) but become much harder if the desease is ignored for only 1 day or so, even a doctor with 90+ medical can't handle.
- Crows are considered innocents by mercs and this worsens relationships since it happen frequently to kill them especially when using artillery strike.
[Updated on: Thu, 09 April 2015 15:42] Report message to a moderator
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Sergeant
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Re: BUGZILLA report all bugs here![message #340500 is a reply to message #340499]
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Wed, 08 April 2015 19:03
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silversurfer |
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Messages:2791
Registered:May 2009 |
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ratpaz wrote on Wed, 08 April 2015 15:16
- Kobra and reflex sight don't seems to work properly, the AP reduction is displayed on the item information, but it isn't applied when mounted to a weapon (playing with NCTH disabled)
They only give a bonus when the corresponding scope mode is selected. You won't get the bonus from a reflex sight while looking through a 4x scope for example. This is working as intended.
ratpaz wrote on Wed, 08 April 2015 15:16
- I don't know if this is a bug or a feature, but some scopes don't let me switch them when i press .(dot) key, 2x scopes seems to works always with all the weapons, but 4x, 7x e 10x don't works. The only weapons so far that will let me change scope mode even mounting a 4x or 7x scope is a Steyr AUG-A3, not sure if there are other weapons.
Most scopes block iron sights so the only scope mode left is the scope itself or hip fire while standing (there is no hip fire while crouched or prone). This is also working as intended.
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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Re: BUGZILLA report all bugs here![message #340502 is a reply to message #340501]
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Wed, 08 April 2015 23:49
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math3ws |
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Messages:19
Registered:March 2013 Location: Czech Republic |
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Cardinal wrote on Wed, 08 April 2015 12:17Chaos wrote
I could reproduce the bug in exe 7679 (the exe recommended for current version of AFS), and on a relatively new exe (about 3 weeks old revision, unfortunately I can't remember the exact revision number, but to my knowledge it was 7786)
M16AMachinegun wroteI can confirm this, theres at least one sight, for example, Dual Mode Sight (goes from 4x to 1.5x and back), which crash the game when attempting to transform the scope to a different mode
Do you build your own exe? It used to happen back when I used VS2008.
I do build my own exe, but I'm using VS2013. While I don't see how could that fix a bug like this, I did try to use Depri's exe to be sure. I can still replicate the issue with exe 7679 and 7783.
[Updated on: Wed, 08 April 2015 23:50] Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #340507 is a reply to message #340499]
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Thu, 09 April 2015 20:17
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navaroe |
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Messages:78
Registered:August 2012 |
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ratpaz wrote on Wed, 08 April 2015 15:16Few issues i found so far playing with r7809 on gamedir 2232:
- This is not a bug, but deseases seems to occour too frequently, i mean playing on insane difficulty make the game way harder, mercenaries get 1-2 infections/day and i can't efford to hire a doctor to every city since i need all the manpower to replace dead militia, but maybe it is cause the sectors get so many corpes, i counted on a sector more than 150 dead bodies (i usually play most of the biggest battles, only do autoresolve on easy battles). Also healing deseases is too easy and fast (usually take 1-2 hours) but become much harder if the desease is ignored for only 1 day or so, even a doctor with 90+ medical can't handle.
I also play insane difficulty and don't have this kind of problem. You should only get diseased if you mess with corpse, right? And only those not so fresh ones. I collect clothes from bodies a lot and haven't been diseased in this game so far. Did you perhaps went through swamp sector? If you do that with 10 mercs then the chance of leaving with two dissased mercs is quite high. If you even stayed for a few hours, than any big team without drugs is doomed. BTW, that makes western tropical SAM extremely hard to defend.
Or may be you are playing with food system on and have diseases reinfecting you from used food?
As for ease of healing - I think it's Flugente's intention for it to be easy when handled soon. As you say yourself, it gets tough enough when unattended...
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Corporal
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Re: BUGZILLA report all bugs here![message #340508 is a reply to message #340507]
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Fri, 10 April 2015 00:06
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ratpaz |
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Messages:137
Registered:April 2015 Location: Italy |
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Well it was at beginning of the game, i headed to San Mona, made some quests there, then Chitzena and the sam site near by,
after that i headed toward Drassen and liberated it, food system was disabled.
So yes i went through few swamp sector, but also stationated on sectors filled with rotten bodies, but that is something usual playing this game, especially on insane, you can't leave a city you liberetad just to avoid to get diseases, you have to train militia as fast as possible, maybe magic Flugente should implement a bury bodies feature
i disabled deseases when i wasn't able to handle the problem anymore, oh and maybe i used a little earlier version, i think r7783 on gamedir 2226.
Anyway on my opinion deseases should be a rare event even on most dangerous environments, if i go to a swamp should be not that possible i get a disease, also i don't get a desease today and another tomorrow few hour after i was healed from the first one, or get 2-3 deseases at the same time.
I know it is possible to change desease probabilities changing variables on desease.xml, i tried reducing deseases by more than 500% but don't seems to had sort any noticable effect on my case.
[Updated on: Fri, 10 April 2015 00:08] Report message to a moderator
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Sergeant
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Re: BUGZILLA report all bugs here![message #340509 is a reply to message #340508]
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Fri, 10 April 2015 01:00
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Interesting reading regarding disease in wartime operations:
Toggle SpoilerHealth of the Command
Rates and Trends
In Vietnam, as in Korea and in the Asiatic and Pacific theaters in World War II, the cumulative effect of disease was the greatest drain on the strength of the American combat and support effort. Disease admissions accounted for just over two of every three (69 percent) hospital admissions in Vietnam in the period 1965-69; battle injuries and wounds, in contrast, were, responsible for approximately one of six admissions during this period. (Table 1) But the average hospital stay and thus the time lost from duty resulting from combat injury was considerably longer than that resulting from disease. In 1970, however, as a result of the diminution of the American combat role, disease and nonbattle injury accounted for more than half the man-days lost to the, Army in that theater. (Table 2)
While indicative of the theater's single greatest cause of morbidity, disease rates for Vietnam revealed encouraging trends when compared to rates for previous conflicts. The average annual disease admission rate for Vietnam (351 per 1,000 per year) was approximately one-third of that for the China-Burma-India and Southwest Pacific theaters in World War II (844 per 1,000 per year and 890 per 1,000 per year, respectively), and more than 40 percent less than the rate for the Korean War (611 per 1,000 per year). (See Table 1.) *
One of the most striking achievements of military medicine in Vietnam, was the rapid and effective establishment of a preventive medicine program that blunted the impact of disease on combat operations, In World War II, preventive medicine programs in the Far East did not begin to make inroads upon disease incidence until 1945, a year of transition from war to peace. In Korea the delay was less, but still considerable. In Vietnam, however, effective disease control programs were introduced in 1965, and these were successfully maintained throughout the stress of the troop buildup, (See Table 1.)
see: http://www.history.army.mil/books/Vietnam/MedSpt/chpt2.htm
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Re: BUGZILLA report all bugs here![message #340577 is a reply to message #340561]
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Fri, 17 April 2015 19:24
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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I've noticed a few more bugs:
- on certain conditions, entering a sector if a merc is a passenger of a vehicle in that sector causes CTD.
- enemy artillery explosions are falsely attributed to the very first merc recruited, leading to other mercs complaining about 'friendly fire'
- other minor stuff I've since forgotten
While I have the fixes, I am currently unable to commit them. Due to ... non-standard electrical conditions my router is fried, leaving me without internet (I'm posting this from somewhere else). I'll commit once I'm back online. This is just a reminder, so nobody feels to research these 2 bugs as well.
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: BUGZILLA report all bugs here![message #340601 is a reply to message #340328]
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Sun, 19 April 2015 12:48
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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smeagol wrote on Mon, 30 March 2015 21:13Driving out of a map in tactical with a vehicle causes an unhandled exception, crashing the game (exe 7667 using bigmaps and ice-cream truck).
Happens in multiple sectors and seems to be 100% reproducible. Fixed in r7817.
Also:
- r7818: Fix: enemy artillery shells were wrongly attributed to have been fired from the first merc you hired, leading to lots of complaints about friendly fire.
- r7819: Fix: crash when entering a sector if currently selected merc is in the helicopter
- r7822: Fix: during strategic AI evaluation, player strength should be taken into account. However, due to very bad programming/deletion of code (not sure which one, probably both) not only is player strength not calculated sometimes, the variable isn't even initialized. Which can lead, to say, the AI assuming that the player has 54k mercs defending a sector, at which points it decides 'Nope, not going there'.
We now at least initialize the thing to 0, so the AI can properly attack. - r7823: Technically not a fix, but it sure feels like one: As you might know, the AI cyclically evaluates the strategic situation and sends out garrison/patrol replacements. It creates a list of all sectors viable to be reinforced, then picks one of them (somewhat) randomly. However, if it then decides that it cannot send forces there (because, say, the sector has over 54k defenders), it does not send forces - it stops for this cycle.
I've changed this so that in this case, it simply tries to send forces to the next sector on the list, until it is successful. This seems to be in line with what the AI should originally do. The combination of these 2 bugs (r7822 && r7823) could lead to the strategic AI being severely dumbed down, sending out teams at a much lower rate then was originally intended.
[Updated on: Sun, 19 April 2015 13:04]
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: BUGZILLA report all bugs here![message #340680 is a reply to message #340625]
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Wed, 22 April 2015 21:46
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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smeagol wrote on Mon, 20 April 2015 18:49Instead of placing concertina wire, mercs will start complaining about the terrible condition, once it reaches low percentages, even though concertina wire is using the multiple placement per item option. Fixed in r7829.
This also fixes the bug that launchers happily launch whatever is attached to them via attachment points. If someone wants to define what a launcher can launch, use Items/Launchables.xml.
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: BUGZILLA report all bugs here![message #340942 is a reply to message #340901]
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Sun, 10 May 2015 15:10
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Hmm. This can also happen in stock 1.13. Seems to only happen if attached to a gun. For some reason, sometimes a pointer is corrupted, resulting in random behaviour.
Edit: Fixed in r7855. However... the attachment code in general is so messed up I have a hard time determining whether the code is buggy, intended to be this obscure, or the result of some merging accident.
[Updated on: Sun, 10 May 2015 16:09]
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: BUGZILLA report all bugs here![message #340975 is a reply to message #340972]
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Wed, 13 May 2015 17:01
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Uriens |
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Messages:345
Registered:July 2006 |
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Nope, dirt and overheating are off. I always have them off, no other changes except for some usual changes I always do to ini file. No modifications to the other files.
Btw. in previous playthrough of UC mod with one version older SCI I had some problems when there was a vehicle present in the sector that was loaded. Problems like AI turn going into endless loop. No matter what I would do it wouldn't pass first AI turn. However, when I would move vehicle away from sector and then tried the same battle again - game would work normally. However, since this was both UC in question and I did use some shift+arrow rearranging of mercs (IIRC that used to mess up indexes while ago) I wasn't really sure what caused it so I didn't report it. That "schedule callback: illegal soldier ID of 0." error is something I saw first time since I play but, in the sector that was currently loaded, there was a vehicle present. It's possible it's related but not sure. Unloading sector and then reloading fixed that error problem and I wasn't able to reproduce it yet.
As far as the jams are concerned, it happens all the time. I'll look into it more closely, see if I manage to find a pattern and what causes it. Odd thing is that it currently only happens on one type of gun but currently I hardly have any other guns.
Edit: Ignore jam part of the report, I may have made a mistake in ja2_options.ini file. I'll check it out of it still happens but so far just ignore.
The "schedule callback: illegal soldier ID of 0." error is still valid though and I'll try to reproduce it.
[Updated on: Wed, 13 May 2015 18:11] Report message to a moderator
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Master Sergeant
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