Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #325594] Tue, 24 September 2013 12:58 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
DerekBP

What's with anims? My merc has 100 APs and I want to move him for 60 APs... he moves but when he stops moving (because he spent APs for that task) he doesn't crouch (like before) but he is some sort of "half-step"?
(never saw this before in any build)

That's a feature. If you decide to continue movement you can do so with less AP spend because you are still in the movement animation.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325595] Tue, 24 September 2013 13:00 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:143
Registered:April 2010
OK, thanks for info.


What about slider?

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Sergeant
Re: BUGZILLA report all bugs here![message #325598] Tue, 24 September 2013 14:20 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I have no idea. I don't use that. I just click where I want the slider to be and then adjust a little with left/right arrows.

Also I didn't see duplicated medical backgrounds.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325601] Tue, 24 September 2013 14:40 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Quote:
Why I can't no longer press mouse button and by holding it drag slider for skills?
If my memory serves me correctly, click-and-drag and mouse_repeats are broken with the introduction of FF-mod (fast forward mod) aka Highspeed timer game loop.

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Sergeant 1st Class
Re: BUGZILLA report all bugs here![message #325610] Tue, 24 September 2013 16:21 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
6428/1789
I cannot hire Slay. I gave him the disk, and he refuses to join my team. I tried to do it with Miguel (leadership 99) - no success.


Now it is not possible to use rod& spring and trigger group at the same time?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325617] Tue, 24 September 2013 17:54 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Buggler
Quote:
Why I can't no longer press mouse button and by holding it drag slider for skills?
If my memory serves me correctly, click-and-drag and mouse_repeats are broken with the introduction of FF-mod (fast forward mod) aka Highspeed timer game loop.


yes, thats true

[Updated on: Tue, 24 September 2013 17:55] by Moderator

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Sergeant Major

Re: BUGZILLA report all bugs here![message #325636] Tue, 24 September 2013 19:34 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
rev 6428.

Bug: While doing nightime sneaking in realtime and hunting last 2 enemies, Ira finished up training militia at another city. The message from Ira popped up normally but the game froze afterwards.
I'm guessing that is should have went back to strategic and ask me if I wanted continue training militia but it never happened. Had to kill the process in taskbar.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325640] Tue, 24 September 2013 19:57 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

Now it is not possible to use rod& spring and trigger group at the same time?

This is true. Both are internal attachments which could never be used together as far as I remember. If they could be that was a bug or a special ability of a mod that defined more/other attachment points.

edit: This bug was introduced with GameDir revision 1257 where attachment classes first showed up in the current GameDir. The trigger group got the wrong attachment class and was therefore assigned to a slot that most weapons don't have although the trigger group was still defined to be compatible with these weapons. This was fixed in GameDir 1783.

Some modders have already fixed this bug in their items.xml long ago.

[Updated on: Tue, 24 September 2013 20:22] by Moderator

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Lieutenant
Re: BUGZILLA report all bugs here![message #325648] Tue, 24 September 2013 20:51 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
Kriplo
In the moment of closing sector inventory when there are no visible items, SaveSeenAndUnseenItems function will throw exception ("vector iterator not dereferencable"), seems problem is related with recent changes.


Yes, this is missing:worldItemsSaveList.resize(1);//min one element to have an iterator (around line#961)

The tempfile always contains 10 empty items so there should be no issue adding 1 emty in front and removing the last empty one. Otherwise the loop needs a check for the first item or the tempfile needs to be removed - but file was always present if a sector was visited once. Dont know if it has some sideeffects when removing that file.
if ( worldItemsSaveList.capacity() == 0 ) //nothing to do anyways so get out of here
		return;
	worldItemsSaveList.resize(1);//min one element to have an iterator
	//make list of seen items
	for ( UINT32 i = 0; i < pInventoryPoolList.size(); i++ )

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Corporal
Re: BUGZILLA report all bugs here![message #325652] Tue, 24 September 2013 21:43 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Moa

if ( worldItemsSaveList.capacity() == 0 ) //nothing to do anyways so get out of here
		return;
	worldItemsSaveList.resize(1);//min one element to have an iterator
	//make list of seen items
	for ( UINT32 i = 0; i < pInventoryPoolList.size(); i++ )

This fix seems to work. Shall I commit?

No it does not. It causes items to vanish. Please don't use.

edit: Bug is now fixed in revision 6440.

[Updated on: Tue, 24 September 2013 23:53] by Moderator

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Lieutenant
Re: BUGZILLA report all bugs here![message #325666] Wed, 25 September 2013 08:49 Go to previous messageGo to next message
Kasar is currently offline Kasar

 
Messages:27
Registered:August 2013
Location: Toronto, Canada
I think I have found a small bug. I am running one of the latest from Depressivebrot's page (early September).

A few of my newly hired mercs were ambushed without equipment, and I allowed them to surrender. Upon being rescued later, their health bars had turned green and have remained green ever since.

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Private 1st Class
Re: BUGZILLA report all bugs here![message #325673] Wed, 25 September 2013 12:08 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

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

Now it is not possible to use rod& spring and trigger group at the same time?

This is true. Both are internal attachments which could never be used together as far as I remember. If they could be that was a bug or a special ability of a mod that defined more/other attachment points.

edit: This bug was introduced with GameDir revision 1257 where attachment classes first showed up in the current GameDir. The trigger group got the wrong attachment class and was therefore assigned to a slot that most weapons don't have although the trigger group was still defined to be compatible with these weapons. This was fixed in GameDir 1783.

Some modders have already fixed this bug in their items.xml long ago.


what about making rifle sling as external attachment?

What about Slay unhireable bug? Could somebody help me if I upload save file?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325717] Thu, 26 September 2013 12:47 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

what about making rifle sling as external attachment?

It's possible but it will require to add the slot to all weapons that are supposed to support the rifle sling. Most weapons don't have an external slot in stock 1.13.


E1vS

What about Slay unhireable bug? Could somebody help me if I upload save file?

If the savegame is from an unmodified installation you can upload it. I can try to find the reason why Slay is so stubborn.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325722] Thu, 26 September 2013 13:26 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
Buggler
@ Take out cash window is out of place in strategical for non-standard resolution
Fix sent, wait for commit. Fixed in r6406

Another bug, similar to this one:
  • Repair assignment sub-menu goes out of rendering range (screen).

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325723] Thu, 26 September 2013 13:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Uhm, no that's not how NAS works. If you define a layout (probably even the default one) with a slot for the sling and only make the sling go in that slot, all weapons should get that slot.

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Captain

Re: BUGZILLA report all bugs here![message #325732] Thu, 26 September 2013 14:36 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
:headscratch:
Now I'm confused. Looks like NAS lost some of its configuration files since last time I knew how it worked.

- AttachmentSlots.xml contains the slots and assigns them to a certain .
- in Items.xml defines which layout an item belongs to.
- 1 already has a slot for "External Attachments 1"

The only thing that needs to be done is to assign item "Rifle Sling" (ID 1525) to 256 which is "External Attachments 1" and all weapons that use 1 get that slot and the rifle sling can be attached if it is compatible (defined in Attachments.xml). Bingo! Smile

Now I really wonder if someone assigned the trigger group to "External Attachments 1" on purpose and me putting it back to "Internal Attachments" in rev 1783 was a mistake. It was there in old NAS but maybe someone said it should be external...

Can you answer this question too?

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Lieutenant
Re: BUGZILLA report all bugs here![message #325735] Thu, 26 September 2013 15:17 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Hello everybody. Here are save files

http://rghost.ru/48980834
The only modifications are done in Inieditor and skill settings.

savegame11 - Slay unhireable.

I decided start new game and encountered few bugs.

quicksave - 2 bugs:
1) in san mona as soon as I enter boxing club sector - siren turns on and my mercs got killed. I did not stole money or steal anything in sector.
2) Enemy do not finish their turn during attack in tactical - infinite clock

[Updated on: Thu, 26 September 2013 15:19] by Moderator

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325745] Thu, 26 September 2013 18:34 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
Faalagorn

Repair assignment sub-menu goes out of rendering range (screen).


possible fix:
Toggle Spoiler


Still missplaced when in tactical near the right window border (new popup should be on the left side, not ontop of the old):
http://www10.pic-upload.de/26.09.13/y9fuu3e2ioep.jpg

regarding Quote:
crashing when loading a savegame [..]
Exception code: 0xc0000409
Fault offset: 0x003c9042


This is an unspecified error in a seldom used code - disassembly shows that this memory section is not used. Maybe its used by a external lib (direct2D, windows stuff, lua or sound driver). However I got one lucky catch in debug version and this section showed some values, could not set a breakpoint there as there was no linkage (debugger says) nor do I have an idea how this section got filled and if it has the same meaning as in release version. And now as I am trying to reproduce to show a screen shot of disassembly its gone. I am stumped.

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Corporal
Re: BUGZILLA report all bugs here![message #325746] Thu, 26 September 2013 19:14 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

savegame11 - Slay unhireable.

I can reproduce that bug but I don't know which change caused it.

When we try to recruit Slay the game checks if fact 155 is true. Fact 155 has no enum but I found out that it means "Slay offered deal". This fact is never set to true. That's why you can't recruit him. When I gave him the disk he got out of his wheelchair and said "I appreciate that." and that's it. I have no idea who changed his code or if it is related to some LUA script externalizations or something. I don't even know where to start looking. Sad
Also I can shoot at him and he never fights back. He doesn't even get out of his chair when I shoot at him. Looks like his code was completely broken.


E1vS

quicksave - 2 bugs:
1) in san mona as soon as I enter boxing club sector - siren turns on and my mercs got killed. I did not stole money or steal anything in sector.

Where do all the rotting bodies come from in D5? When I enter the sector from the west I don't get attacked but there is dead bodies everywhere. When I started a new game and went to D5 from the North I didn't get attacked and there were no dead bodies so I don't know what you did there...

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Lieutenant
Re: BUGZILLA report all bugs here![message #325773] Fri, 27 September 2013 00:26 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

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

savegame11 - Slay unhireable.

I can reproduce that bug but I don't know which change caused it.

When we try to recruit Slay the game checks if fact 155 is true. Fact 155 has no enum but I found out that it means "Slay offered deal". This fact is never set to true. That's why you can't recruit him. When I gave him the disk he got out of his wheelchair and said "I appreciate that." and that's it. I have no idea who changed his code or if it is related to some LUA script externalizations or something. I don't even know where to start looking. Sad
Also I can shoot at him and he never fights back. He doesn't even get out of his chair when I shoot at him. Looks like his code was completely broken.


E1vS

quicksave - 2 bugs:
1) in san mona as soon as I enter boxing club sector - siren turns on and my mercs got killed. I did not stole money or steal anything in sector.

Where do all the rotting bodies come from in D5? When I enter the sector from the west I don't get attacked but there is dead bodies everywhere. When I started a new game and went to D5 from the North I didn't get attacked and there were no dead bodies so I don't know what you did there...


By the way Slay unhireable bug introduced recently. I remember I could hire him last time I played aprox. 1-2 weeks ago.

Dead bodies are enemy patrol, I killed them with my 2 mercs by attacking/retreating few times. Also I accidentally wounded boxing club guard Spike but after fight he did not fight back and I spent 1 boxing match. next time I went to tactical - kingpin people started killing my mercs, so I retreated in map view and next time I entered sector crazy things started to happen.
Usually I use this sector as source of money in early game and prison, all done by Bull.

What about bug when enemy do not finish their turn?

Thanks for external attachment for rifle sling by the way!

edit. I just had exact same kingpin bug in Arulco folding stock mod. I did nothing except 3 boxing matches. Darren gave me money, Kingpin invited me and left. few seconds later siren goes on and everybody become hostile. just before match there was enemy patrol so I left sector and returned later when they moved somewhere else.

[Updated on: Fri, 27 September 2013 03:22] by Moderator

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325785] Fri, 27 September 2013 09:57 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Faalagorn
Buggler
@ Take out cash window is out of place in strategical for non-standard resolution
Fix sent, wait for commit. Fixed in r6406

Another bug, similar to this one:
  • Repair assignment sub-menu goes out of rendering range (screen).


Fix by Moa is committed.

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Sergeant Major

Re: BUGZILLA report all bugs here![message #325790] Fri, 27 September 2013 11:50 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Kriplo
@Uriens

did you try to put MIN_DELAY_ENEMY_REINFORCEMENTS to e.g. 2 and observe will they still came 2 turn later or never?

just for precautions I turn off this fetaure in latest ja2_setttings.ini


Ok, finally managed to get into position to test this.
I have set up following parameters:
MIN_DELAY_ENEMY_REINFORCEMENTS = 3
RND_DELAY_ENEMY_REINFORCEMENTS = 3
MIN_ENTER_ENEMY_REINFORCEMENTS = 64
RND_ENTER_ENEMY_REINFORCEMENTS = 64
MIN_DELAY_MILITIA_REINFORCEMENTS = 3
RND_DELAY_MILITIA_REINFORCEMENTS = 3
MIN_ENTER_MILITIA_REINFORCEMENTS = 64
RND_ENTER_MILITIA_REINFORCEMENTS = 64


At the end of enemy turn 4 militia reinforcements showed up.
At the end of the enemy turn 7 enemy reinforcements showed up.
Seems that feature works fine since reinforcements should have showed up in 4-7 turns period. Or is it 3-7 turn period. Does random number include 0? Is 3 meaning 1-3 or 0-3?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325829] Fri, 27 September 2013 22:28 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

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

Thanks, finally confirmation that this feature works somewhere else then at my PC only Smile

In this case random numbers are generated from 0 to your RND value e.g. (0, RND_ENTER_ENEMY_REINFORCEMENTS), so return 0 as random value is possible.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325833] Sat, 28 September 2013 01:27 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Finally get time to finish fix for APs showing/deducting for grenades and launchables, while doing that hope not too much screw up other things :headbanger:
Well, if something else is still not working with APs deduction will try to fix that too :wave:

r6447 contains:

Brief: //dnl ch72
- Fixing bad APs deduction when using hand grenades, mortars, rocket launchers, grenade launchers and attached grenade launchers from different stances and need turn to your target.
Details:
- Add APs cost for stance change and turnover for mortar and rocket launchers.
- Rocket launchers cannot be fire from prone any more as there are no animation for that stance.
- Attached grenade launchers now take raise gun cost for launcher instead for gun.
- No more problems with APs for grenades from different stances and turnover, add proper costs for crouch too as someone add animation for that.
- Fix wrong APs deduction for grenade launcher from prone and turnover in general.
- Fix incorrect values for APs cost under throwing/launching cursor.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325845] Sat, 28 September 2013 15:33 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

By the way Slay unhireable bug introduced recently. I remember I could hire him last time I played aprox. 1-2 weeks ago.

I traced the conversation now and found out that Slay will only offer the recruitment option if the player has the "Kill Terrorists" quest active. In your savegame this quest is already solved and therefore Slay's NPC record 1 will not trigger which in turn doesn't activate Fact 155 which means that you can't hire him. I have no idea how you managed to solve that quest without killing him however...

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Lieutenant
Re: BUGZILLA report all bugs here![message #325847] Sat, 28 September 2013 15:46 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Quote:
- Fixing bad APs deduction when using hand grenades, mortars, rocket launchers, grenade launchers and attached grenade launchers from different stances and need turn to your target.

:bow:

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Sergeant Major
Re: BUGZILLA report all bugs here![message #325861] Sat, 28 September 2013 18:40 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

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

By the way Slay unhireable bug introduced recently. I remember I could hire him last time I played aprox. 1-2 weeks ago.

I traced the conversation now and found out that Slay will only offer the recruitment option if the player has the "Kill Terrorists" quest active. In your savegame this quest is already solved and therefore Slay's NPC record 1 will not trigger which in turn doesn't activate Fact 155 which means that you can't hire him. I have no idea how you managed to solve that quest without killing him however...


hm. If I remember correctly I gave 3-4 heads of terrorists to Carmen except Slay's of course. After that I did not meet him for money. Maybe game thought that it is enough to finish this quest.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325865] Sat, 28 September 2013 20:12 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Try to fix punch APs deduction but not understand why we use MinAPsToPunch for bare hands and brass knuckles, and for any other punching stuff MinAPsToShootOrStab ?
Why not put all punching under MinAPsToPunch ?
v1.12 source showing that all punch part was calculate in MinAPsToPunch.

This one is v1.12 MinAPsToAttack:

	if ( uiItemClass == IC_BLADE || uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER || uiItemClass == IC_TENTACLES || uiItemClass == IC_THROWING_KNIFE )
	{
		sAPCost = MinAPsToShootOrStab( pSoldier, sGridno, ubAddTurningCost );
	}
	else if ( uiItemClass & ( IC_GRENADE | IC_THROWN ) )
	{
		sAPCost = MinAPsToThrow( pSoldier, sGridno, ubAddTurningCost );
	}
	else if ( uiItemClass == IC_PUNCH )
	{
		sAPCost = MinAPsToPunch( pSoldier, sGridno, ubAddTurningCost );
	}

and this one v1.13 MinAPsToAttack:

	if ( !(pSoldier->inv[HANDPOS].exists()) || Item[pSoldier->inv[HANDPOS].usItem].brassknuckles ) 
	{
		sAPCost = MinAPsToPunch( pSoldier, sGridno, ubAddTurningCost );
	}
	else if ( uiItemClass & ( IC_PUNCH | IC_BLADE | IC_GUN | IC_LAUNCHER | IC_TENTACLES | IC_THROWING_KNIFE ) )
	{
		sAPCost = MinAPsToShootOrStab( pSoldier, sGridno, bAimTime, ubAddTurningCost, ubForceRaiseGunCost );
	}	
	// thrown items
	else if ( uiItemClass & ( IC_GRENADE | IC_THROWN ) )
	{
		sAPCost = MinAPsToThrow( pSoldier, sGridno, ubAddTurningCost );
	}
	// for exceptions
	else 
		sAPCost = MinAPsToPunch( pSoldier, sGridno, ubAddTurningCost );

why v1.13 had IC_PUNCH for MinAPsToShootOrStab? :whoknows:

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325886] Sun, 29 September 2013 02:50 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
silversurfer
I have no idea how you managed to solve that quest without killing him however...

Maybe the option to enable all terrorists have something to do with that?

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325903] Sun, 29 September 2013 11:42 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

 
Messages:282
Registered:December 2012
Location: exUSSR
Faalagorn
silversurfer
I have no idea how you managed to solve that quest without killing him however...

Maybe the option to enable all terrorists have something to do with that?


I have this option set to TRUE.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325904] Sun, 29 September 2013 12:02 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Faalagorn

Maybe the option to enable all terrorists have something to do with that?


Not exactly that but you caused me to check that function again that creates Carmen's terrorist counter and guess what I found...

Well, the function was not changed but it assumes that all terrorists are placed randomly across the map. All randomly placed terrorist add to a counter and this counter is given to Carmen. In the current MercProfiles.xml two terrorist are preplaced, MoM and Tiffany.

So the game goes through this list:
Elgin is always there +1
Slay +1
MoM preplaced, skip
Imposter +1
Tiffany preplaced, skip
T-Rex +1

We end with the counter at 4. When you killed 4 terrorists (edit: and handed in the heads) the quest is done. This is probably what happened to E1vS.

How to solve that? We could simply assume that the data in MercProfiles.xml is valid and end with several terrorist in the same sector or a terrorist in an inaccessible sector.

Need to think about that and implement a solution.

[Updated on: Sun, 29 September 2013 12:57] by Moderator

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Lieutenant
Re: BUGZILLA report all bugs here![message #325905] Sun, 29 September 2013 12:23 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

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

Maybe the option to enable all terrorists have something to do with that?


Not exactly that but you caused me to check that function again that creates Carmen's terrorist counter and guess what I found...

Well, the function was not changed but it assumes that all terrorists are placed randomly across the map. All randomly placed terrorist add to a counter and this counter is given to Carmen. In the current MercProfiles.xml two terrorist are preplaced, MoM and Tiffany.

So the game goes through this list:
Elgin is always there +1
Slay +1
MoM preplaced, skip
Imposter +1
Tiffany preplaced, skip
T-Rex +1

We end with the counter at 4. When you killed 4 terrorists the quest is done. This is probably what happened to E1vS.

How to solve that? We could simply assume that the data in MercProfiles.xml is valid and end with several terrorist in the same sector or a terrorist in an inaccessible sector.

Need to think about that and implement a solution.


I killed 4 terrorists, so for new game one should not kill more than 3 to hire Slay?

Thanks for fixing bug with M.E.R.C. mercs availability!

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325906] Sun, 29 September 2013 12:54 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
The terrorist counter is now fixed in revision 6451. The game will increment the counter no matter if the terrorist has a fixed or random placement. Unfortunately this will not fix older savegames because the counter is stored in the savegame.
If you want to hire Slay with an old savegame you shouldn't hand in more than 3 heads before trying to hire him. For new games the counter will be correct so you can hand in as many heads as you like because you cannot end the quest prematurely anymore.

If a fixed placement of a terrorist is invalid go blame the person who did that because you will not be able to solve the terrorist quest anymore. Razz

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Lieutenant
Re: BUGZILLA report all bugs here![message #325907] Sun, 29 September 2013 13:01 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

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

thanks for quick response!

Did you see the bug in my savegame when enemy soldiers could not finish their turn?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325909] Sun, 29 September 2013 13:11 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
E1vS

Did you see the bug in my savegame when enemy soldiers could not finish their turn?

I saw the bug but I didn't find the problem in the code. I don't do AI stuff because I have no idea how that is build. Sorry.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325910] Sun, 29 September 2013 13:17 Go to previous messageGo to next message
Elvis_A is currently offline Elvis_A

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

Did you see the bug in my savegame when enemy soldiers could not finish their turn?

I saw the bug but I didn't find the problem in the code. I don't do AI stuff because I have no idea how that is build. Sorry.


Thanks anyway!

If you can handle this bug to someone that could look at it that would be great.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325911] Sun, 29 September 2013 13:24 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
We don't "hand over" bugs to anyone. All of the work is voluntary. If someone wants to fix bugs he will look here anyway.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325924] Sun, 29 September 2013 17:03 Go to previous messageGo to next message
E3245 is currently offline E3245

 
Messages:46
Registered:August 2013
I found a bug in the latest build but I'm not sure if is just my build.
When you kill all hostiles in the map, TRIUMPH_MUSIC doesn't play. Instead it skips over to MUSIC_NOTHING. Autoresolve plays TRIUMPH_MUSIC though.

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Corporal
Re: BUGZILLA report all bugs here![message #325927] Sun, 29 September 2013 17:22 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
This could be related to the new music system that was revoked lately. Maybe one instance of the code still uses it. As long as the game doesn't crash because of that I would be too worried. As soon as the new music system is fixed it will be activated again.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325929] Sun, 29 September 2013 18:06 Go to previous messageGo to previous message
E3245 is currently offline E3245

 
Messages:46
Registered:August 2013
Why was it revoked? Did it not work?

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Corporal
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