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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299195] Fri, 17 February 2012 03:27 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
JMich
I was mostly thinking about the other laptop settings, since there was a problem with the fast loading pages, but it was fixed.
Do upload your saved game somewhere, and include the ja2_options.ini with it, and I will take a look at it.
No need for a savegame actually, I can start a new game and I will have this. In fact, I just did. I used the default JA2_Options.ini. The other stuff I have changed from default 1.13 are faces, vehicles, music, skills, cth constants and ap/bp constants. I doubt they're relevant.

Nevertheless, I will try the game on pure 1.13 to see if anything changes.


Edit:
Mravac Kid
I can't move the squad to another sector via the tactical screen
But you're not playing in windowed mode, are you? I was stuck in an underground sector once having no way go to the previous sector when playing windowed (which I always do).

[Updated on: Fri, 17 February 2012 03:30] by Moderator

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Master Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299219] Fri, 17 February 2012 10:47 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
LootFragg
No need for a savegame actually, I can start a new game and I will have this. In fact, I just did. I used the default JA2_Options.ini. The other stuff I have changed from default 1.13 are faces, vehicles, music, skills, cth constants and ap/bp constants. I doubt they're relevant.
I still cannot reproduce it, so I'd suggest you to get a newer SCI (should be save game compatible) and see if it still happens. If it does, then do upload a save so we can try to determine what is causing it.

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First Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299251] Fri, 17 February 2012 17:35 Go to previous messageGo to next message
Mravac Kid is currently offline Mravac Kid

 
Messages:68
Registered:May 2004
Location: Opatija, Croatia
LootFragg
Mravac Kid
I can't move the squad to another sector via the tactical screen
But you're not playing in windowed mode, are you? I was stuck in an underground sector once having no way go to the previous sector when playing windowed (which I always do).

Actually, no, I'm playing fullscreen. I have a 24" CRT monitor, and run windows in 1440x900 resolution, so my game runs with black borders along the sides... but the top and bottom stretch all the way, and I can't move there either.
Could it be a screen resolution issue?

*EDIT* I just tried a new game, and this time the tactical travel between sectors works.

[Updated on: Fri, 17 February 2012 18:36] by Moderator

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Corporal
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299310] Sat, 18 February 2012 09:43 Go to previous messageGo to next message
fig79 is currently offline fig79
Messages:1
Registered:January 2012
My OS : XP 32 bit SP 3
Intel core 2 Duo 2,4Ghz
VGA : GeForce 9500GS
JA2 version : GOG version

When in turn base time mode(counter the enemy), my character's(created character) weapon's ammo indicator turn into question mark symbol like this "??"
Just my created character.

But when not in turn base time mode, weapon's ammo indicator is display correctly.
How to resolve this problem?

Thank in advanced.

[Updated on: Sat, 18 February 2012 09:48] by Moderator

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299313] Sat, 18 February 2012 10:05 Go to previous messageGo to next message
sabresandy is currently offline sabresandy

 
Messages:65
Registered:February 2012
I dunno if this is a bug or an exploit that's been there forever, but: if you enable Skyrider to land your mercs in hot LZs, it turns out that a battle will not start automatically. This can make for some fun exploitation: for instance, I found out that I could have Skyrider drop one squad onto a square containing an enemy force, have him zoom off and pick up another squad, drop them off onto that square, and do it again. This way, I could drop off three--potentially many more--squads into a square containing enemies, and then only initiate battle when I want to--e.g., after all three squads have arrived.

Was this trick always here?

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Corporal
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299316] Sat, 18 February 2012 10:55 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
fig79
When in turn base time mode(counter the enemy), my character's(created character) weapon's ammo indicator turn into question mark symbol like this "??"
Just my created character.

But when not in turn base time mode, weapon's ammo indicator is display correctly.
How to resolve this problem?
Your character lacks the experience, wisdom and / or dexterity to accurately count or estimate his remaining ammo. Yes, particularly lowly character will even forget wether they had a full mag to begin with.
It's not a bug, it's a feature.

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Captain

Re: BUGS: NEW 1.13 RELEASE (4870)[message #299324] Sat, 18 February 2012 15:25 Go to previous messageGo to next message
Kharnivora is currently offline Kharnivora
Messages:4
Registered:February 2012
Hi,

I got a quite bad bug:

After exiting a new game for the first time the merc I hired first has the face of Barry Unger and produces assertion errors with every action he makes/every time he says he has finished his actual task (e.g. arriving in a sector, being attacked, learning...). If this merc dies and I remove him from the merclist the merc I hired second has Barrys face and it

[Updated on: Sat, 18 February 2012 15:27] by Moderator

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299362] Sat, 18 February 2012 22:13 Go to previous messageGo to next message
Fins_T is currently offline Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
EDIT: Not a bug, as explained few posts later. Striking out the post.
Didn't read this topic in entirety. Sorry if already reported.

Bug: Slay leaves after 1 week despite "SLAY_STAYS_FOREVER = TRUE" in the .ini . I have posted details (including screenshot of game history) in the topic about Slay, post http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=299361#Post299361
.

[Updated on: Mon, 20 February 2012 14:01] by Moderator

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Corporal 1st Class
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299427] Sun, 19 February 2012 15:39 Go to previous messageGo to next message
Melliores is currently offline Melliores

 
Messages:15
Registered:February 2012

Hello guys,

I am playing v4870 with Wildfire maps installed as well. I seem to be encountering the following problems, all in San Mona:

- When I start the Maria and Angle quest, all goes well, till I try to actually disable the alarm at the back door during the day. I seem to remember that with older versions this was possible. The only way to go around this is to pay the entrance fee and turn off the alarm manually, using the switch in the guards' room.
- After finishing the quest and receiving the deed to the shop, I go straight to Kyle, and give to him. The game takes quite a long time to process his movement and eventually he comes and plays the lines about handing me 10 000 dollars. After I check my inventory, I only have 60 though. Quite the disappointment.

- The fighting ring. I go in, pay 5000 and expect to start the fight. My merc jumps over the ropes yet nothing happens. If I go out the lines I get are as if I haven't fought at all. Kingpin on the other hand plays the lines as if I won three fights in a row. Quite the bug there.

This has stopped me in my tracks, since I am playing an Ironman game and really could use the money from the fights and the shop to hire some mercs.

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Private
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299469] Sun, 19 February 2012 22:33 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
I had the same situation today, visiting San Mona.
I'm playing latest unstable (4945) and the same thing happened - Kyle only gave me 60 bucks, which was pretty hilarious.

The arena fighting seems to be VERY buggy on WF maps. I managed to win 2 fights (after some reloading because of bugs), the third one was impossible. My kung-fu opponent escapes the ring on his first turn, and Kingpin and his crew start shooting me (!)

I believe those are WF map related problems, unless someone can confirm that the boxing arena is broken on stock maps too.

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Staff Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299471] Sun, 19 February 2012 22:35 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Boxing is iffy at the best of times, but custom maps usually make it worse, yes.

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Captain

Re: BUGS: NEW 1.13 RELEASE (4870)[message #299473] Sun, 19 February 2012 22:48 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
I checked map C5 with the map editor (that thing is crashy!) and Kyle seems to have 60$ in his inventory.
Not sure what's the deal with long wait - using cheat codes I was able to trace his long walk. He goes into his backroom, then goes into the SW building (crossing more than half of the map!) and returns to you with his blazing 60$

Why he covers such distance, I have no idea Smile

Is it possible to edit the map and give him 10,000$? Will it work, or I have to start a new game? I saved a game just before giving him the paper.

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Staff Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299474] Sun, 19 February 2012 22:53 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
If I remember correctly, Kyle (and one or two other NPCs) don't actually have the money they are supposed to give you on them but instead go to a very specific closet to fetch it - quite logical actually, you would put your money into a safe instead of lugging thousands around all the time.

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Captain

Re: BUGS: NEW 1.13 RELEASE (4870)[message #299477] Sun, 19 February 2012 23:15 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
So, he fails to find his 10,000$ and gives you 60 bucks out of his pocket instead?
So, editing his inventory and giving him 10K SHOULD work.

Though I'm pretty sure that a new game would be required...

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Staff Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299482] Mon, 20 February 2012 00:16 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
i got this "NPC fails to give item bug" very often. If memory serves i haven't encountered this bug with v4552 and before. After that version i took a brake from JA2 till v4870. I think there is something that went wrong between these two versions. I cannot give a specific version but i have played v4870, v4915, v4930 with various versions of Vanilla 113, AIMNAS, AFS and UC. I got this bug in each one. I tried killing the NPC that fails to give item and can confirm that NPCs successfully take items from storage but fails to deliver to PCs. Another thing i can confirm is this bug is random, so saving before delivering quest and if bug happens then reloading usually solves the problem. For one last another thing is i can confirm is this can happen to any NPC that gives you anything (Kyle, Angel, Boxing Guy, Carmen).

I've checked the SVN changelogs for anything relevant but haven't found anything. Code is still too cryptic for me to understand. Maybe some undocumented change or change from developer trunk holds the clue. Hope any of this helps. Sorry for bad Engrish.

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First Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299512] Mon, 20 February 2012 07:40 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Fins_T
Didn't read this topic in entirety. Sorry if already reported.

Bug: Slay leaves after 1 week despite "SLAY_STAYS_FOREVER = TRUE" in the .ini . I have posted details (including screenshot of game history) in the topic about Slay, post http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=299361#Post299361 .

Sometime (unsure e exact commit date) along 1.13 development, a better fix is committed in changing 'Slay's forever' feature.

Like what Slay says in his dialogue, he will give 1 week of free service.
Juz renew his contract like other mercs if u wan to extend his stay when "SLAY_STAYS_FOREVER = TRUE". He's expensive though Smile

+++++
Sabre
I dunno if this is a bug or an exploit that's been there forever, but: if you enable Skyrider to land your mercs in hot LZs, it turns out that a battle will not start automatically. This can make for some fun exploitation: for instance, I found out that I could have Skyrider drop one squad onto a square containing an enemy force, have him zoom off and pick up another squad, drop them off onto that square, and do it again. This way, I could drop off three--potentially many more--squads into a square containing enemies, and then only initiate battle when I want to--e.g., after all three squads have arrived.

Was this trick always here?

Confirmed bug
+++++
Tested w Official 4870 build.

[Updated on: Mon, 20 February 2012 08:16] by Moderator

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Sergeant 1st Class
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299516] Mon, 20 February 2012 08:40 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
This is Gambigobilla
i got this "NPC fails to give item bug" very often. If memory serves i haven't encountered this bug with v4552 and before. After that version i took a brake from JA2 till v4870. I think there is something that went wrong between these two versions. I cannot give a specific version but i have played v4870, v4915, v4930 with various versions of Vanilla 113, AIMNAS, AFS and UC. I got this bug in each one. I tried killing the NPC that fails to give item and can confirm that NPCs successfully take items from storage but fails to deliver to PCs. Another thing i can confirm is this bug is random, so saving before delivering quest and if bug happens then reloading usually solves the problem. For one last another thing is i can confirm is this can happen to any NPC that gives you anything (Kyle, Angel, Boxing Guy, Carmen).

I've checked the SVN changelogs for anything relevant but haven't found anything. Code is still too cryptic for me to understand. Maybe some undocumented change or change from developer trunk holds the clue. Hope any of this helps. Sorry for bad Engrish.


This is getting interesting. I copied the whole game onto a pendrive and brought it to work today. I'm running W764 at home, here in work I have access to XP32. Loaded a save from yesterday and guess what - Kyle, after his long, long walk (I have a feeling that this time he went somewhere else because my mercs didn't see him on target location) he came back and gave me... 10,060$

I wasn't able to replicate this at home, I tried loading game 3 times and all he gave me was 60$

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Staff Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299522] Mon, 20 February 2012 10:15 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
Biernath_J
The arena fighting seems to be VERY buggy on WF maps. I managed to win 2 fights (after some reloading because of bugs), the third one was impossible. My kung-fu opponent escapes the ring on his first turn, and Kingpin and his crew start shooting me (!)
The problem with custom maps is the fact that the Boxing Ring's coordinates are hard coded.
The boxing ring "room" must be a specific number, the boxing ring's center must be a specific grid number, and the boxing opponents must be 3 specific profiles. Since most maps do move the boxing ring around, and they also change room numbers (or don't bother and have them auto-assigned), it is very easy to mess up the boxing quest completely.
So, until the boxing rings are externalized, you shouldn't rely on boxing working.
P.S. I am not sure for the specific maps, but unless the mapper knew what numbers he should use, I assume any custom maps won't work with boxing.

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First Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299523] Mon, 20 February 2012 10:27 Go to previous messageGo to next message
Jipeg is currently offline Jipeg
Messages:4
Registered:February 2012

Hi.
Thanks for this new release. (my last played version was 3111)

I noticed :
- After killing the first terrorist (MOM), Carmen takes the head but doesn't give the reward (No RV proposed) and seems to have left the country. ("All mercenary have been caught" written in history log)

- when loading the Barret : one round left in the clip. When retrieving the loaded clip, he dissapears.

- Lucky must be gay (even if "show-off"), I can't stand his relationship with Barry. Smile

- I'm quite disapointed by the performances in burst and auto ... especially with "machinegunners".
Psychos often does it better than autoweapon specialists ... Personnaly, ... don't try to run front of my old and beloved FN MAG for true.

Good job in overall, I love the slightly harder financial management.

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299536] Mon, 20 February 2012 12:44 Go to previous messageGo to next message
Melliores is currently offline Melliores

 
Messages:15
Registered:February 2012
To Biernath -

I am running on Windows 7 32bit and it does take unusually long for Kyle to come back. I did press ALT+TAB to see whether the game is actually running or it hung up and when I loaded back the game he magically appeared, saying his lines and giving me only 60 dollars. Could this be a problem with the map, not actually finding his secret stash or safe?

Alright, does anyone have a proper way to set up Wildfire maps with v. 1.13 then? I quite prefer them to the original ones thanks to all the additional sandbags, minefields and buildings in urban combat. Also the tall grass really does add to the combat at times.

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Private
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299546] Mon, 20 February 2012 13:43 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Save before giving the deed. Reload if he fails to pass you 10k.

---or---

Shoot the sonuvabitch behind his back.

[Updated on: Mon, 20 February 2012 13:43] by Moderator

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First Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299552] Mon, 20 February 2012 13:59 Go to previous messageGo to next message
Fins_T is currently offline Fins_T

 
Messages:89
Registered:January 2012
Location: Russia
Buggler
Fins_T
Didn't read this topic in entirety. Sorry if already reported.

Bug: Slay leaves after 1 week despite "SLAY_STAYS_FOREVER = TRUE" in the .ini . I have posted details (including screenshot of game history) in the topic about Slay, post http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=299361#Post299361 .

Sometime (unsure e exact commit date) along 1.13 development, a better fix is committed in changing 'Slay's forever' feature.

Like what Slay says in his dialogue, he will give 1 week of free service.
Juz renew his contract like other mercs if u wan to extend his stay when "SLAY_STAYS_FOREVER = TRUE". He's expensive though Smile ...

Thank you very much. Indeed, this works - can extend his contract with no problem, just checked that in game. Silly of me not thinking about it initially. Embarrassed
He's not exactly expensive, though. 3k per day for such a macho with such a bio? No problemo! Smile

Thanks again. Beer! Very Happy

[Updated on: Mon, 20 February 2012 20:21] by Moderator

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Corporal 1st Class
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299555] Mon, 20 February 2012 14:47 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Jipeg
- After killing the first terrorist (MOM), Carmen takes the head but doesn't give the reward (No RV proposed) and seems to have left the country. ("All mercenary have been caught" written in history log)
Not sure what you mean by "RV" but usually, Carmen does not immediately give you the reward. Meet him again later. Also, he changes positions quite a lot. Find him in various bars across the land, mostly in Drassen and San Mona.

Jipeg
- Lucky must be gay
Lucky is French.*

Jipeg
- I'm quite disapointed by the performances in burst and auto ... especially with "machinegunners".
Psychos often does it better than autoweapon specialists ... Personnaly, ... don't try to run front of my old and beloved FN MAG for true.
I guess you're referring to the use of machineguns. These are very weak with the default values. Use any submachinegun or light assault rifle and you will see automatic fire is way overpowered. When firing heavier LMGs such as the FN MAG you don't have many APs to shoot and either spend them on adding rounds to the burst or aiming those rounds. This is still one of the major issues about combat in JA2 along with slow mercs taking longer to aim. Machineguns, unless you're talking about super light pimped Minimi cheat guns, are absolutely useless due to unreasonable time consumption (takes forever to empty a mag). Everything else works. Try using an MP5 with tracers and foregrip on a machinegunning expert. Overkill.

--
* You know I'm just joking. =D

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Master Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299556] Mon, 20 February 2012 14:51 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
LootFragg

* You know I'm just joking. =D


belgian my dear

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Captain
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299624] Tue, 21 February 2012 00:26 Go to previous messageGo to next message
Jipeg is currently offline Jipeg
Messages:4
Registered:February 2012
Malice could be belgian ... he's rude enough and funny .... but Lucky is definitively French I'm afraid. (even worst than Gaston).

Sorry "RV" meant : "Rendez-vous" (appointment, date). Usually I meet him later in Drassen or Sin City to receive my money ... but this time, ... nothing happens (and the quote in the History Log is strange).

About machineguns, I prefered the double indicator in my previous version (3111) ... (number of bullets, chance to hit for first and last round) ... In this new release, some improvements are pretty good (we see clearly the effect of a bipod or a foregrip) but we are not able to concentrate our spray ... I can't believe that a merc with rank 4 or 5 can miss a point-blank burst (3 rounds) or that a "machinegunner" (rank 7, MG fully equiped and Marksmanship 90) can't put one on three short sprays (4/5 rnds) into a bunch of upstanding soldiers.
That's not a bug .... and I don't care, I kill them all with my bare hands.

But correct me if I'm wrong (I'm so noob sometimes) ... I didn't find the way to burst and aim at the same time.

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299625] Tue, 21 February 2012 00:36 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
sorry sir

malice is canadian and lucky is belgian - ever heared of mercprofiles.xml (or profdat before that)?

a.i.m.-homepage
the belgian luc favre ...


malice's tas
white franco-canadian male ...



btw, welcome to the pit

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Captain
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299641] Tue, 21 February 2012 02:26 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Jipeg
I didn't find the way to burst and aim at the same time.

Mousewheel.

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Sergeant Major
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299646] Tue, 21 February 2012 03:48 Go to previous messageGo to next message
sabresandy is currently offline sabresandy

 
Messages:65
Registered:February 2012
Or if you don't have a mousewheel: switch the gun to single-fire, left-click to the desired aim level. Then hit B to switch over to autofire, and use the left mouse button to add bullets.

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Corporal
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299840] Wed, 22 February 2012 02:25 Go to previous messageGo to next message
Rigek is currently offline Rigek
Messages:1
Registered:January 2012
Location: Ontario, Canada
First, I'd like to restate that I think the work done on 113 is awesome. I've played 4870 through a couple times now and have noticed a couple small things though.
In earlier versions the militia and troopers would climb up and down rooftops like mad monkeys, in this version I haven't seen anyone on a rooftop at all.
My merc was fully camouflaged, kneeling behind a rock using a silenced pistol which can only be heard up to a range of 7 and has no muzzle flash, shot a dude at a range of 10 and everyone within running distance immediately converged on my merc. Since they were further away than the target I would think they shouldn't have heard or seen anything.

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299841] Wed, 22 February 2012 02:36 Go to previous messageGo to next message
cdudau
From my understanding, if an enemy spots a fallen comrade, the enemy goes into alert mode.

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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299843] Wed, 22 February 2012 03:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
And if one of the silenced shots missed or went through victim's body, they hear the impact of the stray bullet and can at least judge the direction it came from.

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Sergeant Major
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299924] Wed, 22 February 2012 14:50 Go to previous messageGo to next message
Jipeg is currently offline Jipeg
Messages:4
Registered:February 2012
Sam_Hotte
Jipeg
I didn't find the way to burst and aim at the same time.

Mousewheel.


You changed my life .... thanks for the tip, I missed it.


Be serious, in 1900 there were 200.000 frenchies with Favre as family name and only 145 in Belgium.
It's a name from Savoy. (.... another Brokeback mountain story, I guess).
The few Favre / Faivre that I know are living in Belgium to avoid taxes or to have a decent job ... and even them have a better "belgian" accent that Lucky. Razz

But to try to be serious : I think I've a problem with Henning. Learning cursors don't move and he can't learn anything ...

[Updated on: Wed, 22 February 2012 15:22] by Moderator

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299972] Wed, 22 February 2012 19:56 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:154
Registered:February 2012
Location: Poland
Yesterday I refreshed JA2 with 1.13 and started a new game on the build 4452.

I updated to version 4870 from the previous version I had installed, but I did it "clean", that is - unpacked the newest v1.13.4870 files to a new directory and copied over the required SLF files from the old install location. Since nothing is missing from the game (voices, music, etc - it's all there), I doubt the upgrade is a reason.
I also just copied over the saves and manually edited the new ini files to match the old ones (Ja2.ini and 1.13's Ja2_Options.INI are the only ones I changed).

Everything is fine, but there's that error in San Mona, after I was robbing kingpins property making sure noone sees me, I got an assertion error:

Runtime error:
Assertion Failure line 1171 in Scheduling.cpp

There's a save just before it happens (go to the sector and it should happen after few seconds), the auto save just AFTER it happened, all the log files and all my edited ini files.
http://localhostr.com/file/7qoMRIe/Assertion1171.zip

There was also a similar error, also happening in San Mona at day 2:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262905#Post262918

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Staff Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299995] Wed, 22 February 2012 23:31 Go to previous messageGo to next message
JohnnySideburns

 
Messages:19
Registered:September 2007
When a imp with gunfighter uses a pistol in NCTH with reflex or match sights, I get an outrageous amount of aimclicks. Like I pushed them so far down they came out the other side, like pacman.

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Private
Re: BUGS: NEW 1.13 RELEASE (4870)[message #300015] Thu, 23 February 2012 00:58 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
IIRC this has already been reported; could have been in AFS section tho.

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Sergeant Major
Re: BUGS: NEW 1.13 RELEASE (4870)[message #300156] Fri, 24 February 2012 01:46 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Off topic:Jipeg
even them have a better "belgian" accent that Lucky.
Wildfire mercs seem to be German, all of them. Fake accents of course, but they sound a lot like me when trying to imitate foreign languages. Except for Grace Girelli who sounds English. That's why I don't like them, I guess. So to anyone with a mothertongue they will probably stand out as having a sort of broken accent.

Topic:
If a merc does not have enough energy to stand up, you can still give him movement orders which will result in temporary deadlock. Is it possible to deny giving orders to a merc if the merc cannot leave his state of being exhausted due to lack of energy?
Edit: How about checking if the merc can actually change his position to the required stance before accepting a movement order?

Also, the face items layer is in front of the text layer so sunglasses cover the "cont" (continue) text on the merc portrait, making it look a bit odd. Apart from the sunglasses looking odd most of the time anyway.

[Updated on: Fri, 24 February 2012 01:47] by Moderator

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Master Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #300169] Fri, 24 February 2012 06:19 Go to previous messageGo to next message
DarkDogg is currently offline DarkDogg

 
Messages:100
Registered:January 2012
Location: Moscow, Russia
Don't know if someone mentioned this. It's not really a bug. But I can't fix it for myself...
It's in in the new "5 kit" system.
"Optional Gear Cost" doesn't work correctly or at all.
The whole summ goes on top the 5th kit no matter what items included.
If I edit the OptionalGearCost in MercProfileEditor - still nothing happens.

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Sergeant
Re: BUGS: NEW 1.13 RELEASE (4870)[message #300183] Fri, 24 February 2012 13:50 Go to previous messageGo to next message
Jipeg is currently offline Jipeg
Messages:4
Registered:February 2012
LootFragg
Off topic:Jipeg
even them have a better "belgian" accent that Lucky.
Wildfire mercs seem to be German, all of them. Fake accents of course, but they sound a lot like me when trying to imitate foreign languages. Except for Grace Girelli who sounds English. That's why I don't like them, I guess. So to anyone with a mothertongue they will probably stand out as having a sort of broken accent.


Sorry, I didn't want to be rude with our "belgian" volonteer who spent time to give a voice to Lucky. The "problem", at my mind, is that it's not "fake" enough. (the same for Grace).
"your country needs you" in the Job section is really interesting ... an international database could be a great improvement .... but we have to keep in mind that it's a game and not a foreign language lesson. Personally, I would like to try but I'm sure I'll not be good. [end of Off topic - see you on the related thread].

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Civilian
Re: BUGS: NEW 1.13 RELEASE (4870)[message #300184] Fri, 24 February 2012 13:53 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
Dimitri
Don't know if someone mentioned this. It's not really a bug. But I can't fix it for myself...
It's in in the new "5 kit" system.
"Optional Gear Cost" doesn't work correctly or at all.
The whole summ goes on top the 5th kit no matter what items included.
If I edit the OptionalGearCost in MercProfileEditor - still nothing happens.


You have to set them individually, there is a 50% cost on K5 to reflect the equipment there.

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First Sergeant

Re: BUGS: NEW 1.13 RELEASE (4870)[message #300187] Fri, 24 February 2012 14:26 Go to previous messageGo to previous message
Jormasteri is currently offline Jormasteri
Messages:3
Registered:February 2012
Fresh install of JA2 (GOG version) + 1.13 4870:

Tried setting inventory & attachment system to new in my first game.
Assertion Failure when any merc tries to pick body armor when already wearing one.
Don't have save or screenshot atm, will have to try later today if "bug" remains.
(Playing now with old inventory system)

Anyone else experience this ? I actually managed to make my game stuck by saving game
right after clicking Reaper to pick armor. Result : Everytime I loaded that game immediate crash.

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Civilian
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