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Re: BUGZILLA report all bugs here![message #312612]
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Thu, 29 November 2012 10:18
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Buggler |
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Messages:211
Registered:November 2009 |
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As reported before, G1, G2, H1, I13 & I14 CTD in map editor [color:#cc0000]r4870[/color], [color:#CC0000]r5520[/color] & [color:#CC0000]latest revision[/color] due to enclosed isolated map entry.
Update:
- No issues when saving with r2085 map editor for all e above original maps (isolated map entry point must be at the borders to have characters successfully inserted during gameplay)
- No issues when playing with r5600s executable using 'r2085 saved maps'
- CTD when saving 'r2085 saved maps' in r5520 map editor (same as reported issue)
Update2:
Bug introduced in r3342 on e integration of Big Maps Project
if( gWorldSectorX == 14 && gWorldSectorY == 9 && !gbWorldSectorZ )
{ //BRUTAL CODE -- special case map.
iSearchRange = 250;
}
else
{
iSearchRange = EDGE_OF_MAP_SEARCH;
}
E above code was already in there before r3342
[Updated on: Sun, 02 December 2012 09:17] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: BUGZILLA report all bugs here![message #312642]
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Fri, 30 November 2012 03:00
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Buggler |
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Messages:211
Registered:November 2009 |
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JAsmineI have several maps with isolated entry points (including the ones mentioned above). I can't produce any related crashes inside the game or the editor, no matter how hard I try. Everything seems to work okay.
For AR maps, there's valid openings (e.g. fence openings/proper entrances) to move btw the 2 areas within the same map whereas in vanilla maps there's no pre-defined openings which causes CTD. E.g Isolated I13/I14 area only accessible from H13/H14; isolated G1/G2/H1 area only accessible from H2 etc.
Edit: @ JAsmine: U can help w bughunting by saving a fully closed-up AR maps to see whether it will cause CTD.
Edit2: Bug introduced in r3342 on e integration of Big Maps Project
[Updated on: Sun, 02 December 2012 09:15] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: BUGZILLA report all bugs here![message #312699]
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Mon, 03 December 2012 00:20
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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Hi everybody,
it is my 1st post on this forum. :waving:
I am using
exe v5702
game version and settings below
playing fullscreen on 1366x768 resolution
I captured Drassen, went through San Mona -> Sam Site->Chitzena. Found few bugs already:
1)When you escort Mary and John to airport - they gain experience as shown on picture. I do not remeber such thing in original game.
2)I encounter the bug which I believe belongs to original game - after boxing match in San Mona, Darren crossed the ring and did not give money to my merc.
3)u can put 2 7.62x54 50ammo boxes to AR mag slot, hence 100 ammo per ar mag slot, which is not normal
4) If you turn off Food system - still you bartenders and bobby ray sell food
5)if the Food system off - you cannot fill up canteen. It would be nice to have canteens filled up automatically every day, like in Night Ops mod.
6)If you try to clean weapon by ctrl + . + 3 command merc cleans only his own weapons, leaving others' weapons dirty.
7) It is possible to attach duct tape to tool kit but you cannot attach wire cutters even in inventory, toolkit glows when you point at wire cutters. I believe it is easy to fix this in xml editor.
i am not sure is it bug or feature - mercs often cannot hit targets few tiles away, the farther the worse it gets.
btw, thank you for this great mod :super:
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Master Sergeant
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Re: BUGZILLA report all bugs here![message #312702]
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Mon, 03 December 2012 01:24
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krux |
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Messages:62
Registered:June 2011 |
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1) I get this alot when clicking around in ingame options (mainly load/save):
Runtime Error Assertion Failure [Line 1295 in Button.System.ccp]
Attempting to RemoveButton with out of range buttonID -1.
2) Ira once again maxed out her dexterity when doing surgery (she gained +9 dex instantly). I belive it happens just when you confirm the surgery. It has happend to her two times now, but never to my other doctor, Cliff. Could it be her teaching trait, or high wisdom?
3) Kobra sight has incorrect attachment class. It's a detonator apparently.
[Updated on: Mon, 03 December 2012 01:31] by Moderator Report message to a moderator
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Corporal
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Re: BUGZILLA report all bugs here![message #312704]
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Mon, 03 December 2012 01:48
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Repairing an item to its current maximum threshold should also clean it.
@krux: The Kobra in GameDir 1568 has 8, which is a sight. Do you use another data set?
[Updated on: Mon, 03 December 2012 01:57] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #313356]
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Wed, 19 December 2012 23:59
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krux |
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Messages:62
Registered:June 2011 |
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Can someone confirm this, I'm running a clean GameDir 1576 with exe 5739 straight from SVN:
Something is wrong with ammo types, the descriptionbox shows the following values for AP and HP magazines:
AP - Armor piercing: 0.8
HP - Armor piercing: 1.5
GLA - Armor piercing: 3.0
Clearly wrong.
Values in AmmoTypes.xml seems to be correct, so the problem must be in the newer exe.
After some investigation I've found that the correct values would be found if you'd divide 1 with the value above, for example AP:
x = armourImpactReductionMultiplier / armourImpactReductionDivisor
x = 3 / 4 = 0.75 (rounded up to 0.8 as above)
correct value = 1 / 0.75 = 1.333 (rounded to 1.3)
Could someone check this, I was updating my heavily modded game to get the latest SVN features so I though I effed something up, but now I tested with a clean build with same results. I'm also not sure if this affects the acctual game or just the item description.
Edit: I realize now that the values I see might be the correct ones. It's just that the description box says higher values are better and the 0.8 is written in red. I'm also fairly certain I remember AP having a value of 1.3. I'm confused :confused:
[Updated on: Thu, 20 December 2012 01:03] by Moderator Report message to a moderator
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Corporal
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Re: BUGZILLA report all bugs here![message #313357]
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Thu, 20 December 2012 00:42
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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I see it too... I'll correct it in time.
Edit: This is pretty bizarre. I think I corrected an error a while ago, where that value was used upside down (not sure if it was in trunk or in one of my dev branches)... Anyway, the value is correct: the lower the value, the better... no idea why it's written wrong...
Edit 2: Fixed in r5743. Concerning armour piercing values, Lower is better, higher is worse. Only changed the description here... That's the way the code handles it... hope not to many modders fitted their ammo according to UDB ?
[Updated on: Thu, 20 December 2012 01:55] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #313375]
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Thu, 20 December 2012 11:13
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krux |
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Messages:62
Registered:June 2011 |
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Yeah I noticed after some testing that it seems to work like intended ingame, lower values are better, only the description is wrong.
It seems that in 4870 the value shown in the UDB was first altered (1/value) to keep some kind of consistency where 'higher is better', while the actual game used the unaltered, lower value for calculations.
I agree that it's better to show the correct value where lower is better.
[Updated on: Thu, 20 December 2012 11:15] by Moderator Report message to a moderator
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Corporal
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