Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #325166] Fri, 13 September 2013 22:44 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
silversurfer
It seems that the trigger group cannot be attached to anything in stock 1.13. :yikes:

I checked items.xml and the Trigger Group (item 1026) is defined as 256 and 256. According to AttachmentSlots.xml class 256 is "External Attachments 1". What is this supposed to be? I believe that the trigger group should be of class 128 "Internal Attachments". Am I correct?


trigger group works fine for me in octh. I am using 6393 exe, will try soon with 6400

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325167] Fri, 13 September 2013 22:55 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

trigger group works fine for me in octh. I am using 6393 exe, will try soon with 6400

Are you using mods? CTH system has nothing to do with the problem. The problem is in stock 1.13 items.xml.

I just downloaded and checked items.xml from AFS and there the trigger group has class 128 which I believe to be correct.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325174] Sat, 14 September 2013 11:20 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
silversurfer
E1vS

trigger group works fine for me in octh. I am using 6393 exe, will try soon with 6400

Are you using mods? CTH system has nothing to do with the problem. The problem is in stock 1.13 items.xml.

I just downloaded and checked items.xml from AFS and there the trigger group has class 128 which I believe to be correct.


I have AFS and clean 1.13 in separate folders.
I do not have problems with trigger group in octh, however foregrip does not give any bonuses, at least I do not see it in advanced properties page

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325175] Sat, 14 September 2013 11:57 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
Couple of bugs, I think most (if not all) are connected to the All resolutions project and playing on high resolution (1920x1080) in multimonitor environment, maybe vsync and fraps overlay may have an effect, but I doubt. Some of them are quite annoying Smile

EXE: 6394
Data: 1772
Mods: AFS v4.48 Release Candidate 20130905
Inis: https://docs.google.com/file/d/0B6NEi4vM86_bVXVyb2duRlU0dlE/edit?usp=sharing

  • On higher resolutions, when the minimap is clicked near the edge, so the camera goes to the edge of the map, clicking various actions starts to move the camera down one tile (video).
  • When the merc panel is expanded in tactical (right click the merc

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325176] Sat, 14 September 2013 12:37 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
About locking mouse to windows thing. I also have 2 monitors and noticed same behavior.
If you alt-tab out and back into game while in tactical map, the mouse will lock properly. Also, if you load a game that was in tactical, the mouse will also be locked properly. However, if you go to strategic screen and then back to tactical, the mouse will lose the lock. Same thing will happen if you use keyring on a merc while in tactical. On top of that, using keyring also causes graphical glitches while in tactical although they go away when you close that window and move the screen a bit to force redraw.

It would be great if someone could tackle this issue to make mouse window lock consistent and even maybe add an option for locking/unlocking mouse to window in the options menu.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325178] Sat, 14 September 2013 14:34 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
Another small bug with All Resolutions Project while we're at it:
  • When the resolution in ja2.ini is set above the monitor's max resolution and in fullscreen, the game stars and closes a short while after with no feedback whatsoever - no error, nothing in log etc.

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325197] Sun, 15 September 2013 15:00 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
tag wasn't working in the past like it was supposed to be. I don't know if some modders implemented workarounds in their items.xml. From revision 6402 on the ingame description matches the effect. Higher values are now really better. Before they made target tracking worse.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325198] Sun, 15 September 2013 15:30 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
@ Take out cash window is out of place in strategical for non-standard resolution
Fix sent, wait for commit. Fixed in r6406

@ Locking mouse cursor
Feature is introduced to address difficulty in using mouse for tactical exit and map scrolling in windowed mode, not to lock mouse cursor within window for the entire game session.

Function will auto-'unlock' upon entering strategic screen. If required, 'Ctrl-z' to lock it again in tactical screen.

Changing the log message to 'Locking mouse cursor to stay within window boundary for current tactical screen session only.' will be more appropriate.

Last but not least, locking based on current implementation will also restrict the mouse boundary on all other window tabs. Just like how it used to be in laptop mode. Smile

Edit:
As for keyring, will try to fix it along with other instances like in shopkeeper interface.

Edit2:
My post concerns about windowed mode whereas Faalagorn & Uriens are talking about fullscreen mode in multi-monitor setup, a vanilla bug. Nonetheless I'm looking at the issue too. Fixed in r6407.

[Updated on: Mon, 16 September 2013 12:13] by Moderator

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Sergeant 1st Class
Re: BUGZILLA report all bugs here![message #325202] Sun, 15 September 2013 17:51 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Thx Buggler. Shortcut to lock it again in tactical would be great. Anything to stop the need for constant alt-tabbing.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325210] Mon, 16 September 2013 02:07 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

By the way my imp mercs cannot do gun repair to 100%. they have technician trait. I edited manually ja2 options ini and put it TRUE.

This bug is fixed with revision 6405. Technicians will now be able to repair items beyond repair threshold.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325213] Mon, 16 September 2013 06:01 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
To save you some time only the question below

**********************************
* Current situation
**********************************
Toggle Spoiler


**********************************
* Options to fix the time bug
**********************************
Toggle Spoiler

*************************************
* Options to fix the loading glitch
*************************************
Toggle Spoiler


***********************************
* patches
***********************************
Toggle Spoiler


Is there some way to 'undecay' the item when droping into sector stash? 300% faster loading is ok, but 600% would be awesome Smile
Moving the code from inside the loop of HandleSectorCooldownFunctions() to a seperate function, called internal_something(WORLDITEM* pwItem, INT32 minutes) which can take also negative minutes?
Does this work and do you know a good place for hook? is there another solution?

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Corporal
Re: BUGZILLA report all bugs here![message #325244] Mon, 16 September 2013 21:41 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@Moa: Apart from loading times, what seems to be broken? I haven't observed broken quests/weird rotting corpses/odd smoke behaviour, is there something I'm missing? The only issue I'm aware is the added possibility to prohibt bloodcat assaults be prior opening of sector inventory, but so far, nobody seemingly found out about that^^

Note that we also load sector inventory for the 'MOVE ITEM' assignment, and for militia equipment. In both cases we don't need to see the stuff ingame, and aren't necessarily in sector (moving/reinforcing militia etc.)

Moa
Option 1:
Introduce another variable inside SECTORINFO used for the last time (game minutes) we have updated all items for that sector.
This approach brakes savegame compatibility.
I actually prefer that one. When breaking, add a number of fillers, so we won't have to break again for a long time.

Moa
Option 2:
Create a static array inside the decay handling function which holds the time at which all items in various sectors has been updated.
There is a problem here: one cant determine if a completly different savegame is loaded. To do make it work we need some global variable which tells us if our current save game is the one which matches our static times.
This also requires frequent recalculation of the static array after autosave, save and load.
Bleh. That's just awful. How would you even do that in turnbased, where time is still?

Moa
Option 3:
Dont update uiTimeCurrentSectorWasLastLoaded when showing items in sector inventory.
Instead one must add the delta decay to the items before showing them and remove the delta decay (or trash the itemlists) when closing the sector inventory.
Let the final modification be handled when player is actually entering the sector.
Adding new variables to the OBJECTTYPE is bad and should imho be done only when everything else fails. This will bloat savegames and cause map incombatibilities.

Moa
Option 4:
Dont update item decay when showing the sector inventory.
The player will see outdated values in DB and tooltips and needs to enter a sector to get the correct values.
Let's call this the full-proof backup-plan. Smile

Moa
Option 5:
update decay as usual on enterSector and on showing the sector inventory by overwriting the uiTimeCurrentSectorWasLastLoaded.
This may brake some (potential) quest code, visual effects like smoke, rotting corpse ec.
They are actually broken allready, so we dont care!?
How are they broken?

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Captain

Re: BUGZILLA report all bugs here![message #325251] Mon, 16 September 2013 23:05 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Does anybody knows why backpack take less points for stance change when zipper is on then when is off (backpack closed) ?
Is this a bug? I plan to change this to take equal amount no matter if backpack is open or not as long is not drop to ground.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325257] Tue, 17 September 2013 02:43 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
It seems to be a bug with Maddog sometimes not attacking you after attacking Jake in Estoni, that leads to duplicate items. It may be related to INI option of true NPCs not triggering combat.

When you punch a Jake in Estoni while Maddog is in your team, Maddog may just leave the team but not get aggressive. If this happens and Maddog have appropriate LBEs and empty slots in his inventory, he will get a new CAWS ammo, money and repair kit free out of nothing.

I've made a save game to demonstrate. Punch Jake with Hitman and recruit Maddog to see what happens. Then do the same again. Also, it seems that if Jake stands closer to the entrance of the Junkyard, Maddog will properly attack you.

EXE: 6401
Data: 1773
Mods: AFS v4.48 Release Candidate 20130905
Inis: https://docs.google.com/file/d/0B6NEi4vM86_bdnVvNHllY2dvUmc/edit?usp=sharing
Save: https://docs.google.com/file/d/0B6NEi4vM86_bT0pjU01VMV9sbnc/edit?usp=sharing

=====

There's also two other bugs that are of lower importance/may be hard to nail down:
Staff Sergeant
Re: BUGZILLA report all bugs here![message #325261] Tue, 17 September 2013 04:34 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
@Kriplo:
Maybe somehting with the SOLDIERTYPE->flags.fDontChargeAPsForStanceChange is wrong or look in switch case BIGMERC_CROUCH_TRANS_OUTOF and PRONE_DOWN (line#3797 and 3832 of soldier Control.cpp). Just a guess.

@Flugente:
http://www7.pic-upload.de/17.09.13/jfd5d9l6qamd.jpg
to reproduce:
1. enter Sector with fresh corpses, go to map view, open sector stash just to make sure time gets written to tempfile, save game <- this should save the current game state, including all the tempfiles
2. load game
3. compress time to some day after
4. enter sector and check the corpses (still fresh)
5. enter another sector
6. enter sector with corpses (are rotten)

(6) should be equal to (4) this is the glitch.

But I am not trying to fix the rotting corpses.
There might be no issue at all when overwriting uiTimeCurrentSectorWasLastLoaded, should have written 'potential' instead of '(potential)' in my post above.


I have allready decreased the time to show the stash, by doing this I needed to remove unnecessary loads and saves and merge some loops and functions.

Please reread Option 3, nothing gets added to OBJECTTYPE. Loading is done once and only to build the stash here. The player sees up to date values because we add the delta decay.
Recalculation of the decay is faster then recalc + writing to file (which is done anyway when entering a sector). Furthermore and most important we dont need to keep track of the sectors we allready have written to file. And this in conclusion eliminates any posible glitches (or non issues) with uiTimeCurrentSectorWasLastLoaded.

Now the problem is I need to update a item that is on mouse curser when put into stash. Probably found a good location for doing that in MapInvPoolSlots().
Btw, who the heck is naming a callback function like that? Had a hard time to find that function.

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Corporal
Re: BUGZILLA report all bugs here![message #325266] Tue, 17 September 2013 10:21 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Kriplo
Does anybody knows why backpack take less points for stance change when zipper is on then when is off (backpack closed) ?
Is this a bug? I plan to change this to take equal amount no matter if backpack is open or not as long is not drop to ground.

When the zipper is activated the backpack is put on the ground in a manner of speaking. That's why you have to be crouched to access it. Therefore you need less AP to change stance. I think that this is intentional.
Activating and deactivating the zipper costs AP so this cannot be exploited. Please don't change.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325272] Tue, 17 September 2013 12:29 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Thanks, now is bit clearer, was confusing because when zipper is on backpack is not lying on the ground and take weight cost Smile

I will remain APs cost as it is, fix wrong APS calculation when trying to shot or throw from prone and not in desired direction, actually it show and deduct differently, after more test will commit.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325275] Tue, 17 September 2013 14:09 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Yup, was just planning to report this. When merc is lying prone and you order him to shoot at something that requires him to change facing he will spend significantly less ap's then advertized on crosshair info. Actually, even though you planned to spend all ap's on shooting that target, merc will have 20+ ap's left when he's done. It's pretty big bug in calculation.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325277] Tue, 17 September 2013 14:46 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Buggler

Edit2:
My post concerns about windowed mode whereas Faalagorn & Uriens are talking about fullscreen mode in multi-monitor setup, a vanilla bug. Nonetheless I'm looking at the issue too. Fixed in r6407.


Just installed and tried new version and it works great. Thank you so much for doing this. :cheers:
No more alt-tabbing all the time, its just great. :party:

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325278] Tue, 17 September 2013 15:02 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@Uriens

Some of shooting problems when turning from prone is fix from r6409, but notice problem when try autofire because somewhere after stance and turning change your settings is lost so he did just one autofire shoot, I will now look into that.
Also will check throwing stabbing and punching as notice AI not calculate precisely maybe our mercs neither.


From r6409 these fixings are applied into build:

Brief: //dnl ch70
- Some APs fixing for throwing knives and backpack, with doing some correction to my previous changes.
Details:
- Do some correction and missing parts to ch58 and ch69.
- Throwing knives will add you bonus for throwing knives to same target as was suppose from v1.12 but never works.
- Fix AI use gun calculation for throwing knives instead for throw.
- Fix incorrect showing and deducting APs when try to shoot from prone with backpack or throw from prone and crouch positions with turning in general.
- Fix cheating when sLastTarget is set just for raise gun in that direction, this was always done after you fire.

Brief: //dnl ch69
- Add alternative fix for CalcBestShot which should remove existing APs problems maybe even create AI deadlier then ever Wink
Details:
- Existing CalcBestShot simply became inadequate and buggier for so many add ons to game, so compiling with dnlCALCBESTSHOT is alternative option which calculate all turning, stance and raising gun cost for different stances and all available scopes, and after all hoping fix incorrect APs calculation as well, hitrate formula is adapt to 100AP system, also try to optimize a bit to get less AICalcChanceToHitGun calls and to use with different stance decisions.
- From ch58 aiming for burst and autofire was disabled as was causing invalid action handle due to incorrect APs calculation so from now aiming AI also use aiming before bursting.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325279] Tue, 17 September 2013 15:14 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
For those how don't like to be constantly shot by accident from 20 tiles when you are lying down in cover, could try alternative JSD stance definitions which reduce ridiculous high number of hit locations for prone, also had some fix to crouch and stance.
Currently prone has 28 hit locations and just 11 for stand!!! this lead in stupid situation that is better to stand then go to prone as we get far to many accidental hits.

All files are located in Anims directory at:
https://ja2svn.dyndns.org/source/ja2/branches/Kriplo
copy whole Anims directory to \Profiles\UserProfile_JA2113 and start the game.

Warning!!!
Of course your merc will also much less get accidental hits Cool

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325281] Tue, 17 September 2013 15:30 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Moa

Is there some way to 'undecay' the item when droping into sector stash? 300% faster loading is ok, but 600% would be awesome Smile
Moving the code from inside the loop of HandleSectorCooldownFunctions() to a seperate function, called internal_something(WORLDITEM* pwItem, INT32 minutes) which can take also negative minutes?
Does this work and do you know a good place for hook? is there another solution?


With other coders blessings and if you could do performance improvements this will be so great especially for developing and debugging.
In current situation probably there is no PC strong enough in the world which could run game painlessly under debugger Sad

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325283] Tue, 17 September 2013 15:32 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Kriplo
For those how don't like to be constantly shot by accident from 20 tiles when you are lying down in cover, could try alternative JSD stance definitions which reduce ridiculous high number of hit locations for prone, also had some fix to crouch and stance.
Currently prone has 28 hit locations and just 11 for stand!!! this lead in stupid situation that is better to stand then go to prone as we get far to many accidental hits.

All files are located in Anims directory at:
https://ja2svn.dyndns.org/source/ja2/branches/Kriplo
copy whole Anims directory to \Profiles\UserProfile_JA2113 and start the game.

Warning!!!
Of course your merc will also much less get accidental hits Cool


@all: Should we apply those new JSD structures to the "Data-1.13" mod?

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Sergeant Major

Re: BUGZILLA report all bugs here![message #325285] Tue, 17 September 2013 15:57 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
I'd love to see that in main branch. I for one abuse that against AI all the time. Time for me to stop. Very Happy

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325288] Tue, 17 September 2013 16:55 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@RoWa21 @Uriens

It's not rush, let people test it first,
personally like it, but general public maybe rather prefers old ways, especially now is harder to accidently hit on OCTH, but NCTH will "suffer" as well Smile

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325294] Tue, 17 September 2013 18:16 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Revision 6411 fixes an issue with the new laser performance bonus.

Brightness level was handled incorrectly and actually produced opposite results than intended (more brightness -> more bonus)... :uhh:

Thanks to Strohmann for testing and reporting.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325297] Tue, 17 September 2013 18:45 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Tested on 6407 exe revision and 1773 SVN revision.

Quote from exe revision history:

Quote:

r6386 | Kriplo | 2013-09-10 22:49:49 +0200 (Di, 10 Sep 2013) | 16 lines

Brief: //dnl ch68
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized.
Details:
- Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry:
MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay.
MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay.
- After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free.
- Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items.
- Add missing function DisplaySectorItemsInfo.


However, such lines don't exist in the options ini file at all. As a result, I have yet to see any reinforcement's arrive for either militia or enemy in my current Chitzena coounterattack battle.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325305] Tue, 17 September 2013 19:44 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@Uriens

huh, forget to update ja2_setting.ini as this one is not from build branch, will do Smile
Reinforcements even without those should came as game will take default settings.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325306] Tue, 17 September 2013 19:55 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
I have just added those lines myself and set MIN_DELAY_ENEMY_REINFORCEMENTS and MIN_DELAY_MILITIA_REINFORCEMENTS to 0. This made the reinforcements behave as default. However, without it I almost killed all enemies and did not see any reinforcements for either militia or enemies. Apparently the default values are off.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325307] Tue, 17 September 2013 20:04 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Uriens
I have just added those lines myself and set MIN_DELAY_ENEMY_REINFORCEMENTS and MIN_DELAY_MILITIA_REINFORCEMENTS to 0. This made the reinforcements behave as default. However, without it I almost killed all enemies and did not see any reinforcements for either militia or enemies. Apparently the default values are off.


Please could you send me or put link for savegame to test it.
Thanks.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325308] Tue, 17 September 2013 20:20 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Problem is, I play heavily modified JA2 AIMNAS mod easter release with WF 6.06 version of maps (also modified). It would take a huge upload to send all the necessary files.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325311] Tue, 17 September 2013 21:06 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Yes, this make things complicated.

Did reinforcement came when you turn off delay?
Because reinforcements would not came if no one call them (kill opposition silently) or in case that last of them is killed then they will be redirected if are in pending.


Below is current setting from gamesettings.cpp first number is default:

//dnl ch68 090913 Reinforcements minimum+random turn delay and minimum+random units enter for enemy and militia after they have been called
gGameExternalOptions.sMinDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_ENEMY_REINFORCEMENTS", 7, 0, 100);
gGameExternalOptions.sRndDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_ENEMY_REINFORCEMENTS", 8, 0, 100);
gGameExternalOptions.sMinEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64);
gGameExternalOptions.sRndEnterEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_ENEMY_REINFORCEMENTS", 6, 1, 64);
gGameExternalOptions.sMinDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100);
gGameExternalOptions.sRndDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_DELAY_MILITIA_REINFORCEMENTS", 10, 0, 100);
gGameExternalOptions.sMinEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_ENTER_MILITIA_REINFORCEMENTS", 6, 1, 64);
gGameExternalOptions.sRndEnterMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "RND_ENTER_MILITIA_REINFORCEMENTS", 4, 1, 64);

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325314] Tue, 17 September 2013 21:24 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Kriplo
@RoWa21 @Uriens

It's not rush, let people test it first,
personally like it, but general public maybe rather prefers old ways, especially now is harder to accidently hit on OCTH, but NCTH will "suffer" as well Smile


As a member of the public, I say Fix this kinda base level problem now, then if the hit rates etc are too bad the modders can help us by adjusting the constants and other items later to bring hit rates back up.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325319] Tue, 17 September 2013 22:46 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
{7, 0, 100} I'm guessing that first number is default value, while the other 2 are min/max values allowed.
I have it set up like this:
MIN_DELAY_ENEMY_REINFORCEMENTS = 0
RND_DELAY_ENEMY_REINFORCEMENTS = 0
MIN_ENTER_ENEMY_REINFORCEMENTS = 64
RND_ENTER_ENEMY_REINFORCEMENTS = 64
MIN_DELAY_MILITIA_REINFORCEMENTS = 0
RND_DELAY_MILITIA_REINFORCEMENTS = 0
MIN_ENTER_MILITIA_REINFORCEMENTS = 64
RND_ENTER_MILITIA_REINFORCEMENTS = 64


When I used this value reinforcements came as they used to, as soon as they were called. It was counterattack event in Chitzena so about 96 enemies appeared and no stealth since it was day attack.

I'm guessing the problem is that default values are 7 turns min delay for enemy forces and 8 turns added random value to that so it can take up to 15 turns for enemy forces to appear. Similar for for militia where min is 10 and and adds random 10 value which can make them come after 20 turns.

If you set gGameExternalOptions.sMinDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_ENEMY_REINFORCEMENTS", 0, 0, 100
and
gGameExternalOptions.sMinDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_MILITIA_REINFORCEMENTS", 0, 0, 100)
it should work as it used to in vanilla.

Btw, values of 7 or even 10 turns min delay are a bit excessive since by that time most of the fights are almost resolved. Kindda think it's best to have them set as they are in vanilla and have modders and players play with them.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325320] Tue, 17 September 2013 22:58 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Kriplo
For those how don't like to be constantly shot by accident from 20 tiles when you are lying down in cover, could try alternative JSD stance definitions which reduce ridiculous high number of hit locations for prone, also had some fix to crouch and stance.
Currently prone has 28 hit locations and just 11 for stand!!! this lead in stupid situation that is better to stand then go to prone as we get far to many accidental hits.

All files are located in Anims directory at:
https://ja2svn.dyndns.org/source/ja2/branches/Kriplo
copy whole Anims directory to \Profiles\UserProfile_JA2113 and start the game.

Warning!!!
Of course your merc will also much less get accidental hits Cool
If I recall, there was some way to visually 'see' the blocks in JSD files. Do you have such a visualization? This would be very helpful in understanding what was wrong and what you fixed.

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Captain

Re: BUGZILLA report all bugs here![message #325324] Wed, 18 September 2013 00:03 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Flugente
If I recall, there was some way to visually 'see' the blocks in JSD files. Do you have such a visualization? This would be very helpful in understanding what was wrong and what you fixed.

Use JSD Editor 1.2.1. It will visualize the structures inside a JSD file.

https://ja2svn.dyndns.org/source/ja2/branches/Wanne/Tools/JSDEditor_v1.2.1/

edit: I wonder why Kriplo made people stand on their heads? :headscratch:

edit2: Here is an example:

http://img62.imageshack.us/img62/3504/3nou.png


There are several problems with Kriplos structure on the left (the right shows the correct old structure).

1. The person has very slim legs and a very big head. Wink
2. You can shoot through this person (shown by the red lines).

edit3: The funny thing is that for crouched stance the vanilla structure also has a big head. Maybe they tried to simulate that head and shoulders are on level 2 when you are crouched. :whoknows:
Also some of the default structures for crouched stance are not dense. This is strange...

edit4: Your prone structures are too small. Mercs are no children. They occupy a full tile when prone so the structure should reflect this.

[Updated on: Wed, 18 September 2013 00:41] by Moderator

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Lieutenant
Re: BUGZILLA report all bugs here![message #325326] Wed, 18 September 2013 01:22 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@silversurfer: I'm not familiar with JSDs... is that the view from above?

When talking to Gary or Kaboom, both sometimes don't have text (it is replace with "I have no text in the EDT file (44) MercEDT\xxx.EDT"). I assume someone missed that.

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Captain

Re: BUGZILLA report all bugs here![message #325333] Wed, 18 September 2013 10:00 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Flugente
@silversurfer: I'm not familiar with JSDs... is that the view from above?

Yes. The picture shows a standing person cut into three parts - Level 1 (directly above ground = legs), Level 2 (torso) and Level 3 (head). These levels are also used to calculated height differences in CTH calculation (aiming upwards penalty).

When the person is crouched it only occupies level 1 and 2, when prone only level 1.

The different entries in one file show the different directions the object can be facing (NE, E, SE, S, SW, W, NW, N). That's why there are always 8 entries.

I have to agree with Kriplo that the prone structures are a bit wide sometimes and sometimes have a strange form but he also made them shorter and that is not correct. A merc doesn't shrink just because he is flat on the ground.

I will produce some new ones later today and let him decide if they better reflect the merc that we see in game.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325339] Wed, 18 September 2013 11:22 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Excellent, EXECELENT !!!

This is not best topic, but stance JSD are huge bug, very annoying specially for prone, it's been long time ago from 1999 and we are still stuck with current crap.
We need to open debate and finally find replacement (remember Headrock also complains after NCTH released as primarily depend on them in compare of OCTH which use rolling dices and always hit [2,2] if rolled, other are accidental after angles adjustment for miss).
Let create several and vote for best suited which will go to trunk.

Here are links which decribe JSD, I use blackdragon's editor JSDEDIT v1.05
http://www.bears-pit.com/board/ubbthreads.php/topics/222117/JSD_file_structure_and_misc_in.html
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/152657/1.html

Briefly, if remember correctly there are several JSD files, for sure knows cliffs and person stance are different files structure.
Ordinary structure splits one tile or cell in 5x5 array with 4 levels meaning in 3D we have 100 tiny structure hit locations. 1 tile is also cube with size (10x10x10), now height is bit complicated as defined by 256 units meaning 64 per level (see in los.h).
Mostly we like treat cell size in meters so our guy even if consist of one tile will be sized 2x2 meters and 2.5 meters tall Very Happy
So with such limitation is not easy to create best suitable but old ones should be replaced.


@silversurfer

1. heh, in standing put number 6 (0110) instead of 2 (0010) so persons get large had and torso, my fault want to simulate arms Embarrassed

2. well, you cannot shoot through this person as integer number don't have holes Wink this is just picture misguide as structure consist of (large) cubes.

4. agreed, plan to expand them but not beyond one tile, currently they spread in some directions to even three tiles, please put your suggestion we need to find solution Smile

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325346] Wed, 18 September 2013 13:10 Go to previous messageGo to previous message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Uriens
Yup, was just planning to report this. When merc is lying prone and you order him to shoot at something that requires him to change facing he will spend significantly less ap's then advertized on crosshair info. Actually, even though you planned to spend all ap's on shooting that target, merc will have 20+ ap's left when he's done. It's pretty big bug in calculation.


Those are fixes from r6414:

Brief: //dnl ch71
- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.


please test it if APs are now deducted correctly.

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Master Sergeant
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