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Re: 1.13 Bug reports[message #11536] Sun, 25 September 2005 15:16 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
Okay, weirdness. I downloaded the new version and started a fresh game with a custom [ stealth,AW ]IMP. It showed up with my requested C7 and armor, a Steyr, a HKMP5, a mortar that weighs 0.1, bloodcat claws, 9mm pistol ammo, a knife and a Spectra helmet
I've noticed the same thing. If you specify a gun with the IMP editor, it will give you duplicate guns, but the first time you try to touch the gun you specified, it will dissappear. Same with a kevlar vest. There seems to be something strange with the IMP item generation. (this is with the latest version 9/23)

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Sergeant
Re: 1.13 Bug reports[message #11537] Tue, 27 September 2005 01:34 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Sometimes when I use the rocket launchers I modded into the game (a Bazooka and a Panzerschreck) I get a runtime error that reads:

Cannot load tile file:.PCX


What can be the cause of this?

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Sergeant Major
Re: 1.13 Bug reports[message #11538] Tue, 27 September 2005 09:24 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Okay, weirdness. I downloaded the new version and started a fresh game with a custom [ stealth,AW ]IMP. It showed up with my requested C7 and armor, a Steyr, a HKMP5, a mortar that weighs 0.1, bloodcat claws, 9mm pistol ammo, a knife and a Spectra helmet.Huh?
Let me guess, given that you've got a Steyr, your explosives skill must be zero, right?

This sounds like the overflow bug fix I sent to Kaiden didn't make it into the last release.

Unfortunately, Kaiden's stuck in the power outage due to Rita, and I don't have his latest code to double check it and make a new release. (Heck, right now, because of the death of my hard drive, I don't even have _my own_ latest code!)

Anyway, you can rest assured that it will be fixed in the next release.

Quote:

Sometimes when I use the rocket launchers I modded into the game (a Bazooka and a Panzerschreck) I get a runtime error that reads:

Cannot load tile file:.PCX
I have no idea. I'd guess that the tileset file required by any of the following is missing:

- the smoke from the rocket
- the terrain under the smoke as the rocket flies
- the destroyed terrain / tile from the rocket's impact

Quote:

tried it again and ran the numbers. It's a limit of 256 which I believe you mentioned before.

The first instance happened with two mostly full belts, I did a test with a full belt and a partial one.

Belt amounts in test and results:
14 + 200 = 214
214 + 200 = 158!

-> 414 - 256 = 158
Good catch. I'll add this to my list of things to fix.

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First Sergeant

Re: 1.13 Bug reports[message #11539] Tue, 27 September 2005 13:38 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Okay, I seem to have found the same breaklight bug that someone noticed in an earlier post. Just after the lighting change at sundown (~2000h) the breaklights didn't work. Luckily (?!) I had the Drassen mine sector militia to act as half-strength breaklights.

Damn!! It was hard to watch them get mowed down as I shot the enemy to hell from the nearby rooftops!

What triggers the ability of breaklights to illuminate a hidden enemy? Is it the illumination level of a given tile or the time of day?

The breaklights thrown (4 in all) throughout the battle just plopped on the ground with no illumination effect.

If the breaklights work after this battle I'll add an addendum to this post.

Addendum:
The enemy attacked in another sector the following dawn and they used breaklights which illuminated the terrain that was already mostly lit by the low light level of dawn.

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First Sergeant
Re: 1.13 Bug reports[message #11540] Tue, 27 September 2005 16:30 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
I am at Tony's on day one and he has 3 pistols for sale. Playing on Expert/drop all. Any ideas?

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Corporal 1st Class
Re: 1.13 Bug reports[message #11541] Tue, 27 September 2005 17:01 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I don't think it's a bug, if that's what you mean. The equipment evolution from the merchants is slower than what you'll scavenge from fighting. At least it has been in the game I'm in right now.

Grab the weapon from the crate in the NW house of that sector and head for central Drassen to 'shop' for decent gear.

Something that might be a bug, however, is that Tony didn't recognize the PDW-7 as a weapon. Maybe this is because I upgraded to the latest binary mid-game?

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First Sergeant
Re: 1.13 Bug reports[message #11542] Tue, 27 September 2005 17:46 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
This is funny. My male Imp merc went to the Shady Lady and was told they don't service his kind, try Brenda. LOL..

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Corporal 1st Class
Re: 1.13 Bug reports[message #11543] Wed, 28 September 2005 02:21 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Something that might be a bug, however, is that Tony didn't recognize the PDW-7 as a weapon. Maybe this is because I upgraded to the latest binary mid-game?
The item might be missing from the TonyInventory.xml file.

Quote:

This is funny. My male Imp merc went to the Shady Lady and was told they don't service his kind, try Brenda. LOL..
Did you use the IMP editor for this merc? Maybe it didn't switch the male/female tag properly. If not, then we'll add it to the bug list.

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First Sergeant

Re: 1.13 Bug reports[message #11544] Wed, 28 September 2005 03:55 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
Yes, the merc was edited. How can I get Tony's store to progress faster? I edited his inventory, but all he had was one page of stuff.

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Corporal 1st Class
Re: 1.13 Bug reports[message #11545] Wed, 28 September 2005 04:42 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

How can I get Tony's store to progress faster?
His stock is dependent on your progress through the game (This hasn't been modified from the original). You can try lowering the ubCoolness tag on items in items.xml and he should have stuff earlier. However, this will also impact enemy weapon and item choices, as they will use the items earlier as well.

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First Sergeant

Re: 1.13 Bug reports[message #11546] Wed, 28 September 2005 07:42 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Is there anything in the code to evolve Tony's inventory if you sell him items that are above he current level he's stocking?

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First Sergeant
Re: 1.13 Bug reports[message #11547] Wed, 28 September 2005 08:57 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Nope Sad Sorry. We can add it to the list though.

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First Sergeant

Re: 1.13 Bug reports[message #11548] Wed, 28 September 2005 12:10 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
Help. Skyrider isn't in d12 like the locals said. I checked all of the other likely sectors, no luck. I took the NW Sam site before finding him, did that glitch it? Is there somewhere I can check where he got placed?

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Corporal 1st Class
Re: 1.13 Bug reports[message #11549] Wed, 28 September 2005 12:13 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Skyrider can be found in the swamps to the east or to the west of Drassen.

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First Sergeant

Re: 1.13 Bug reports[message #11550] Wed, 28 September 2005 13:04 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
@bastage:
I think there are four possible swamp sectors for Skyrider around Drassen. A couple are across the lake to the east. Click on the squares in the Drassen environs and anything marked 'swamp' is one of the sectors he can be found in. It's set randomly in every game.

@Mugsy:
Don't put it too high on the list, I think you guys have been doing great things already and store inventory evolution is really a minor point.

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First Sergeant
Re: 1.13 Bug reports[message #11551] Wed, 28 September 2005 17:50 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
I'vr tried all the possible sectors. I'll have to go to an old save. OK, old save worked.

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Corporal 1st Class
Re: 1.13 Bug reports[message #11552] Wed, 28 September 2005 18:58 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
CTD on trying to speak to Darren on another day.

I am playing a new game (details here: http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=8;t=000317;p=1#000025
)
Now, I have already had one round of fights at the san mona club (earned $15k). I wish to have another round to fight some more - but when i arrive in the club and try to speak to darren - the game crashes. I dont have the log file right now - i can send it later if required.

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Sergeant
Re: 1.13 Bug reports[message #11553] Thu, 29 September 2005 03:15 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
zango,

I know that you can only do three fights in a row. After that you can't box anymore. Ie: you can only fight twice a day if you want to make a steady cash flow out of it.

Email me your savegame and your log file, and I'll check it out.

madd_mugsy at msn.com

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First Sergeant

Re: 1.13 Bug reports[message #11554] Thu, 29 September 2005 16:43 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
MM - i have played multiple bouts with previous versions of JA2 - 3 on one day - come back next day for another 3 bouts.

Here, the moment darren becomes visible - there is a CTD - i will have to look up the save game - i will send it to you soon Smile

Great work MM/Kaiden and gang! Smile
Cheers!

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Sergeant
Re: 1.13 Bug reports[message #11555] Fri, 30 September 2005 10:41 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
No Message Body

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Corporal 1st Class
Re: 1.13 Bug reports[message #11556] Tue, 04 October 2005 15:24 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
I have what may be a bug.

While taking the Chitzena ruins sector I got nailed by a sniper. But the he was completely out of sight range, the spotter had been killed, and I'd moved 2 or 3 steps after killing the spotter (just incase).

After I was nailed I used the alt o And alt e cheats to see if there was another spotter. There wasn't.

My Imp was a NO expert lvl 4 with with UV goggles. The sniper had normal NO goggles. The distance was 25 plus.

How did he know where to shoot after I'd moved?

How do I disable the Sniper option?

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Sergeant 1st Class
Re: 1.13 Bug reports[message #11557] Tue, 04 October 2005 16:59 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Enemies can also be NO experts, and may see you due to muzzle flash, as well as hear your shots.

Easiest way to disable snipers is to remove the scopes from enemyitemchoices.xml.

I've toned down the snipers a bit for the next release. Right now they just need a scope to snipe. In the next release, they'll also need a gun with a range > 30. This should reduce the overall number of snipers.

Maybe we can put an option in the ini file to toggle them on/off.

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First Sergeant

Re: 1.13 Bug reports[message #11558] Tue, 04 October 2005 17:04 Go to previous message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
[edit] Mugsy's post covered the issue...

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First Sergeant
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