Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGS: NEW 1.13 RELEASE (4870)
Re: BUGS: NEW 1.13 RELEASE (4870)[message #299195]
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Fri, 17 February 2012 03:27
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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JMichI 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 KidI 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 Report message to a moderator
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299251]
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Fri, 17 February 2012 17:35
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Mravac Kid |
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Messages:68
Registered:May 2004 Location: Opatija, Croatia |
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LootFraggMravac KidI 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 Report message to a moderator
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Corporal
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299310]
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Sat, 18 February 2012 09:43
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fig79 |
Messages:1
Registered:January 2012 |
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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 Report message to a moderator
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Civilian
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299313]
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Sat, 18 February 2012 10:05
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sabresandy |
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Messages:65
Registered:February 2012 |
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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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299324]
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Sat, 18 February 2012 15:25
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Kharnivora |
Messages:4
Registered:February 2012 |
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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 Report message to a moderator
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Civilian
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299427]
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Sun, 19 February 2012 15:39
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Melliores |
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Messages:15
Registered:February 2012 |
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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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299512]
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Mon, 20 February 2012 07:40
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Buggler |
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Messages:211
Registered:November 2009 |
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Fins_TDidn'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
+++++
SabreI 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 Report message to a moderator
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Sergeant 1st Class
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299516]
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Mon, 20 February 2012 08:40
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Biernath_J |
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Messages:166
Registered:August 2003 Location: Poland |
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This is Gambigobillai 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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299522]
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Mon, 20 February 2012 10:15
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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Biernath_JThe 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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299546]
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Mon, 20 February 2012 13:43
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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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 Report message to a moderator
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First Sergeant
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299624]
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Tue, 21 February 2012 00:26
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Jipeg |
Messages:4
Registered:February 2012 |
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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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299840]
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Wed, 22 February 2012 02:25
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Rigek |
Messages:1
Registered:January 2012 Location: Ontario, Canada |
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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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299924]
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Wed, 22 February 2012 14:50
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Jipeg |
Messages:4
Registered:February 2012 |
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Sam_HotteJipegI 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.
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 Report message to a moderator
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Civilian
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299972]
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Wed, 22 February 2012 19:56
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Faalagorn |
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Messages:154
Registered:February 2012 Location: Poland |
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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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #299995]
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Wed, 22 February 2012 23:31
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JohnnySideburns |
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Messages:19
Registered:September 2007 |
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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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #300183]
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Fri, 24 February 2012 13:50
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Jipeg |
Messages:4
Registered:February 2012 |
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LootFraggOff topic:Jipegeven 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
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Re: BUGS: NEW 1.13 RELEASE (4870)[message #300187]
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Fri, 24 February 2012 14:26
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Jormasteri |
Messages:3
Registered:February 2012 |
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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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