Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #338095] Fri, 05 December 2014 17:24 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Yes, we need a bigger array so mods with a lot of attachments assigned to a lot of items don't run out of space and cause problems like smeag described above.

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Captain

Re: BUGZILLA report all bugs here![message #338096] Fri, 05 December 2014 20:45 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Thanks for the fix, does it break savegame compatibility?

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Sergeant Major

Re: BUGZILLA report all bugs here![message #338097] Fri, 05 December 2014 20:47 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Nope, it's all xml related and doesn't get saved.

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Captain

Re: BUGZILLA report all bugs here![message #338098] Fri, 05 December 2014 21:07 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Attachment size fix is committed to dev and stable trunk.

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Sergeant Major

Re: BUGZILLA report all bugs here![message #338108] Sat, 06 December 2014 11:06 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Fix works well, UGLs attach again in AIMNAS... the upcoming XMAS release is saved. Smile

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Lieutenant

Re: BUGZILLA report all bugs here![message #338144] Sun, 07 December 2014 23:03 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Hi, encountered another bug.

Few days ago I realized my current game is completely fucked up, as almost every inventory operation with backpacks leads either to crash or to disappearance of items.

When I tried to trace down the point of it going wrong I found, that when in this saved game, which is during battle,
1) I go to strategic view, enter inventory of any other sector,
2) select a merc present in that sector
3) and rightclick any backpack (empty or otherwise, any type), 4) then return to sector of battle,
5) assertion failure will ocur on press of "Go to sector button".
Specificaly Assertion Failure (Line 2152) in file strategicmap.ccp.

Save is for build 7667, tried to load it saved game with more exes back to 7393 - problem still occurs after the steps mentioned.

http://ulozto.net/xzVTAWpc/assertionfailurewithbackpacks-zip


Possibly same problem with backpacks appears also under other conditions, but in spite of trying for more than hour, I wasn't able to reproduce it reliably. Once it occurred, I had saved game from just moments before. Reloaded it and problem was gone.
At this state, I could notice every loaded backpack to appear to have the same content - specifically one of the backpack I have recently deal with. Some pointer running wild somewhere? Smile

Hope it helps someone someday.

Edit: realized, that when bug (on of bugs?) occurs, the content of every backpack is the same as of first backpack in Hamouse's car inventory. Was it because I clicked it before? Dunno, hope it's hint, not distraction.

[Updated on: Sun, 07 December 2014 23:23] by Moderator

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Corporal
Re: BUGZILLA report all bugs here![message #339114 is a reply to message #338144] Sat, 24 January 2015 22:58 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Wow, someone fucked up the tile engine pretty bad. I can now walk through walls and tile properties are not saved correctly to map temp files anymore. Since I haven't played for a long time I don't know when this breakage occurred.

1. Hammer is facing a wall (lower rectangle). In fact the game thinks that this is the door so he doesn't walk through the door but through that wall when he enters the building.
The other character in the upper rectangle went through the closed door because the game thinks that the door is further northwest...
http://picload.org/image/cidgpra/screen069.png

2. I placed some mines and later disarmed and removed them. As long as the game was running the tiles were accessible. When I restarted the game the movement plot function was evading these tiles so I tried to walk there manually but the character stopped. It looks like the tile still had MAPELEMENT_PLAYER_MINE_PRESENT set. I could force the character to step on the tile.
Sevenfm implemented a hackfix some time ago to function "MineSpottedDialogueCallBack( )" that should clear the flag and prevent a crash but this only hides the real bug.

Someone who knows the tile engine and map temp files should clean this mess up please. It's no fun to play with a broken engine. angry

Tested with r7721.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339115 is a reply to message #339114] Sat, 24 January 2015 23:37 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hmm. Does that also occur in stock maps? I'm trying to reproduce it, but so far everything works fine...


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: BUGZILLA report all bugs here![message #339116 is a reply to message #339115] Sun, 25 January 2015 00:06 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I play on WF 6.07 maps and these haven't changed for years. It's even visible in the editor.

I try to place a door here:
http://picload.org/image/cidgwco/screen072.png

and it shows up southeast of the spot:
http://picload.org/image/cidgwid/screen073.png

This is sector A11.

It looks like the game uses an offset of +1 tile. So in the previous picture Hammer stands in front of the door but the game displays the door at the real door tile +1. I guess it's the same for other objects as well. In map A10 I had to click NW of a refrigerator in order to open it and the character even moved behind it.

[Updated on: Sun, 25 January 2015 00:12]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339124 is a reply to message #339116] Sun, 25 January 2015 21:44 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Ha, I was able to reproduce it. happy

It also happens on vanilla map.

To reproduce:
- Open map editor in Full Screen Mode. This is important! Bug didn't occur in windowed mode. I used editor r7721.
- Map A9 will be loaded automatically. Scroll to the upper left corner of the screen. You will notice that the screen makes a slight jump.
- Click "Buildings" -> "Place door" and place a door anywhere you like on the screen. You will notice that it is offset by one tile to southeast.

If you scroll the screen away from the upper left border you may be able to place the door correctly again.


edit: For comparison I compiled an r7542 editor and tested with it. The issue is not present there. I'll try to narrow it down. I suspect the custom resolutions code.
edit2: Yup, bug was probably introduced in r7546.

[Updated on: Sun, 25 January 2015 22:15]




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339125 is a reply to message #339124] Sun, 25 January 2015 22:24 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Now I know what it is. Before r7546 the resolutions in Ja2.ini were numbered differently.

I used number 11 which was 1280x960. This was working fine. From r7546 on number 11 is 1600x900. This is broken and causes the issue with the tile offset. I changed my settings to number 12 now (new number for 1280x960) and everything is fine again.
The good thing is that this is not a new engine bug. *wipes off sweat* Still I wonder if anyone can play with the 1600x900 resolution without running into the same issue as I did.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339148 is a reply to message #339125] Wed, 28 January 2015 05:56 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@silversurfer: As you pointed out, the problem with the +1 offset seems to be a result of a roundig error between the correct tile structure and the incorrect display of the view rendering engine. So I assume everyone that plays in 1600x900 will have the same problem.
I can't reproduce it, because my laptop doesn't support such a high resolution.
So we have 2 options to fix the offset problem:

1) Find the rounding error in the source of the rendering engine where it happens.
2) Remove (disable) the screen resolutions that produce the rounding errors.

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Sergeant Major

Re: BUGZILLA report all bugs here![message #339151 is a reply to message #339148] Wed, 28 January 2015 13:59 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Tried to reproduce it in 1600x900. The error seemed to occur, but just for once. If RoWa is correct, the error would require the screen to also be at a certain position. In case you can actually reproduce the error at a specific Gridno, you could get its index both in 1600x900 and a different resolution via 'F'. If those are different, this would indicate that the function returning a gridno to a mouse coordinate is borked. GetMouseMap(...) or something like that... I'm not at code currently, but you know what I mean.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: BUGZILLA report all bugs here![message #339152 is a reply to message #339151] Wed, 28 January 2015 14:22 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
So far I have only noticed this error in the upper left corner of the map and it only happened in full screen mode in 1600x900.
If I scroll down to some point I can place objects normally again. As soon as I scroll to the upper left corner again objects are misplaced by 1 tile.

Anv and Buggler (hack)fixed this for windowed mode in r7296.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339209 is a reply to message #339152] Mon, 02 February 2015 00:20 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I'm happy that I finally could reproduce that annoying bug that puts mercs in random order in the team panel. This always happened when a team entered an enemy sector in a vehicle and was forced out of the vehicle. Sort order then depended on who said "Enemy sighted" and remained like that for the rest of the game.
Fixed in r7724. If you are affected by this problem you will need to reassign your mercs to another group once in r7724 or higher.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339432 is a reply to message #339209] Sat, 14 February 2015 19:34 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Revision 7737 fixes a bug with boxing where the player couldn't finish the initial three fights because he killed all the boxers. Yeah, I know, my MA guy is a little brutal... big grin
This bug was introduced in r7263.

Because of the fix a new externalized parameter was introduced in Mod_Settings.ini - "KINGPIN_RING_TILE = 10763". This is the default tile where Kingpin is watching the fight. If modders modify this on their map they need not only adjust 86.npc file but this new parameter as well.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339433 is a reply to message #339432] Sat, 14 February 2015 20:33 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
And another bug fix for boxing in r7738. After a fight the characters would retain their boxing flags. This caused player characters to do random actions. This problem was automatically solved by loading a savegame but it's better if it doesn't happen in the first place.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #339467 is a reply to message #332959] Mon, 16 February 2015 21:27 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
sevenfm wrote on Thu, 22 May 2014 01:42
When trying to fire beyond the weapon range, merc often says "bad chance to hit" quote and refuses to fire (you have to click again to fire).
It's very annoying in NCTH, because weapon's range is not a big problen in this system - you can fire at 1.5x normal weapon range and hit.


I noticed the same problem constantly with my mercs that are using shotguns with buckshot. This should increase your chance to hit because some of the pellets are likely to hit the target. Unfortunately the game only considered one pellet for the shot and if that was taking an unfortunate flight path the chance to get through was 0. In r7741 I changed the FireBulletGivenTargetNCTH function so that all pellets are taken into account and the best is returned.
Now my mercs do not complain anymore unless there's really something in the way.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Multiplayer bug[message #339503 is a reply to message #166487] Wed, 18 February 2015 20:09 Go to previous messageGo to next message
Trapper Brothers is currently offline Trapper Brothers
Messages:3
Registered:February 2015
Hello all! I'll try to be as brief as possible.

MULTIPLAYER BUG:

Sometimes, not always, randomly, when an interrupt occurs, the game will freeze: the interrupt is not given to the player who interrupted and gameplay remains as if it was the opponnent's turn. This is usually signaled with a double interrupt message. Whence when only one interrupt message appears, the interrupt procedure goes on normally.

This occurs several times, on several matches. More details: 2 player game, same house, LAN connection. PS: this is one VERY annoying bug, as both sides need to quit the game and restart all over every time.

SCREENSHOT OF THE BUG:
idstudio.art.br/roy/interrupt_bug.JPG



Silence Is Golden...but Ducktape is Silver

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Civilian
Re: Multiplayer bug[message #339527 is a reply to message #339503] Fri, 20 February 2015 05:26 Go to previous messageGo to next message
TrentL is currently offline TrentL

 
Messages:68
Registered:February 2015
Location: United States
Download save game /INI here;

1drv.ms/1z58jbP

(add h t t p : / / I don't have enough posts to post URL)

New game w/ 7740. 5 IMP mercs made

History:

Took over sector A9.

To reproduce:

When I move the squad on the strategic map (regardless of direction), at 7:10 AM the game clock stops moving forward.

1. on strategic map move south to B9 (some enemies there I wanted to dispatch quick, before going to get Ira)

2. at 7:05 AM skip or watch the Queen's rant (doesn't matter)

3. at 7:10 AM the clock stops. No forward progress can be made with either pause / unpause

4. enter sector A9 (triangle icon)

5. exit sector A9 to return to strategic map

6. At this point you can run the clock but an assertion error hits at 7:14 AM. (No stack trace written, no error log written, no save game made)

screen cap here showing line and assertion if you can't reproduce?

i.imgur.com/JqLAEpbh.png

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Corporal
Re: BUGZILLA report all bugs here![message #339528 is a reply to message #166487] Fri, 20 February 2015 05:53 Go to previous messageGo to next message
TrentL is currently offline TrentL

 
Messages:68
Registered:February 2015
Location: United States
Also;

Version I am running is 7740.

I installed (extracted dev zip then copied files) over a clean GOG.COM install under c:\games.

No mods installed

I also tried giving the letter to the lady, MANUALLY moving to sector A10 (edge of screen sector move, worked), talked to carlos, recruited IRA, transitioned back to A10 (all that worked fine).

Then when I moved on the strategic map, I didn't get the Queen's banter.. but the clock slowed to a crawl and then crashed at 7:14 AM.

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Corporal
Re: BUGZILLA report all bugs here![message #339529 is a reply to message #339528] Fri, 20 February 2015 06:08 Go to previous messageGo to next message
TrentL is currently offline TrentL

 
Messages:68
Registered:February 2015
Location: United States
I have a suspicion that it might be my enemy settings in the INI file. Does the enemy spawn on the strategic map at certain ticks? If so this might be my settings; tac map # of unit settings maxed out, max enemy group size 50, etc...

My other save that was working fine under 7609 now crashes with the same assertion error under build 7740. Except in that one I've got 10 AIM merc and have taken 2/3 of drassen. No matter what I do, 10 mins of strategic map time after loading the save game, it stops altogether. Load a sector, return to strategic map, and it crashes.

(I tried both a clean install + 7740, and my old JA install, which was base+4870+7435+7609patched+7740, in that order)

[Updated on: Fri, 20 February 2015 06:12]

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Corporal
Re: BUGZILLA report all bugs here![message #339691 is a reply to message #339529] Fri, 27 February 2015 09:20 Go to previous messageGo to next message
mercsdontcry is currently offline mercsdontcry

 
Messages:17
Registered:October 2013
Some minor bugs I found

- Pressing "shift+m" in tactical leads sometimes to all equipment vanishing from the sector. Reloading and doing the same thing does not reproduce it, so I am not sure what exactly is triggering this, but it happens already several times in my current campaign.
- Although I have always switched off "enemy taunts" in the options menu, sometimes they start taunting and I have to witch the option off and on again.


Ja2_7740.exe

[Updated on: Fri, 27 February 2015 09:20]

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Private
Re: BUGZILLA report all bugs here![message #339724 is a reply to message #339691] Sat, 28 February 2015 02:59 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2432
Registered:October 2005
Location: Australia
Bit of a strange one Seven FM has discovered testing Vengeance, but we're trying to figure out if it's specific to that mod, or 1.13.

At the moment Fox walking in Omerta has issue with her walk animation, she seems to 'slide' with her walk moving at one pace, but the translation of her sprite being slower. This shortly crashes the game afterward. She also crashes the game when spotting items and the game bombs half way through her 'What's this lying around?' speech. Anyone else had issues with Fox or similar issues with any other merc? We had Barry walk around the same map without problems.

Ignore - all fixed, for now.

[Updated on: Tue, 03 March 2015 00:31]

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Lieutenant

Re: BUGZILLA report all bugs here![message #339729 is a reply to message #339724] Sat, 28 February 2015 10:47 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
@mercsdontcry
I remember there was a similar problem with invalid attachments, do you see any attachments on the ground or simply everything vanishes?

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First Sergeant
Re: BUGZILLA report all bugs here![message #339738 is a reply to message #339729] Sat, 28 February 2015 18:02 Go to previous messageGo to next message
mercsdontcry is currently offline mercsdontcry

 
Messages:17
Registered:October 2013
@Gambigobilla
No there are no attachements left. Just everything vanishes.

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Private
Re: BUGZILLA report all bugs here![message #339847 is a reply to message #339529] Thu, 05 March 2015 00:39 Go to previous messageGo to next message
jasmith is currently offline jasmith

 
Messages:32
Registered:January 2013
Location: US
I'm having the same problem as TrentL above. 7766 on 2217 (both from SVN), both with basic 1.13 and AFS 4.50 (merc profiles and IMP inventory modified to account for recent Ranger trait changes). Game is running, everything working normally, but soon after taking my first sector from the enemy (Drassen airport, in this case) the strategic clock runs for about a day and then starts running slower and slower before stopping completely.

I tried waiting in Omerta's landing sector for some time with no slowdown, but as soon as I took the Drassen sector it started. Militia training or just standing around seems to make no difference. Sometimes it crashed, other times time just stopped passing and I was able to set assignments, access inventory, etc. When it did crash, I got the same Line 2447 StrategicMovement.cpp assertion failure.

I also noticed when I first started up this particular installation that I was seeing the mouse flicker and leave tails on the main screen. Adding the Windows 8 fixes seemed to cure that, but it's the first time I've had to use those on my Windows 7 computer.

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Private 1st Class
Re: BUGZILLA report all bugs here![message #339981 is a reply to message #166487] Tue, 10 March 2015 07:35 Go to previous messageGo to next message
Vince7403 is currently offline Vince7403

 
Messages:145
Registered:February 2012
On 7763 exe / 2215 gamedir with AIMNAS, I get crashes on strategic screen which seem to be related to forces moving around, with message "assertion failure in line 2447 of Strategic Movement.cpp." I have a save that always encounters the crash at the same place, and could provide it if that helps.

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Sergeant
Re: BUGZILLA report all bugs here![message #340084 is a reply to message #339981] Mon, 16 March 2015 19:45 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
In actual stock 1.13 gamedir svn, S.T.R.I.K.E. Vest, id=1683 in items.xml gives magic <APBonus>5</APBonus>, looks like XML bug.


Left this community.

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Lieutenant

Re: BUGZILLA report all bugs here![message #340093 is a reply to message #340084] Mon, 16 March 2015 22:46 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
sevenfm wrote on Mon, 16 March 2015 17:45
In actual stock 1.13 gamedir svn, S.T.R.I.K.E. Vest, id=1683 in items.xml gives magic <APBonus>5</APBonus>, looks like XML bug.
Thanks, fixed in r2228.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: BUGZILLA report all bugs here![message #340094 is a reply to message #339981] Mon, 16 March 2015 22:47 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Vince7403 wrote on Tue, 10 March 2015 05:35
On 7763 exe / 2215 gamedir with AIMNAS, I get crashes on strategic screen which seem to be related to forces moving around, with message "assertion failure in line 2447 of Strategic Movement.cpp." I have a save that always encounters the crash at the same place, and could provide it if that helps.
A save, plus the ini and the difficulty xml, would be useful, yes.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: BUGZILLA report all bugs here![message #340107 is a reply to message #340094] Tue, 17 March 2015 13:28 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Hire merc with low explosives skill.
Give him tnt+detonator.
Try to plant tnt on the ground (using bomb cursor)
Merc fails to plant bomb due to his low skills, explosion occurs, but the TNT is still in his hands.
So what was exploding then?

Tested with actual trunk and 4870 stable, maybe it works this way even from vanilla, but anyway doesn't look realistic.

EDIT: minor code issue - currently flamethrower is hardcoded to it's vanilla item. So if the modder wants to make a new item or a sci-fi weapon with integrated flamethrower, it will fail. Maybe better check for flame ammo instead?
From LOS.cpp
else if ( usHandItem == FLAMETHROWER )
	{
		usBulletFlags |= BULLET_FLAG_FLAME;
		ubSpreadIndex = 2;
	}

Possible fix:
	// sevenfm: check for flame caliber instead
	else if ( Weapon[Item[usHandItem].ubClassIndex].ubCalibre == AMMOFLAME  )
	{
		usBulletFlags |= BULLET_FLAG_FLAME;
		ubSpreadIndex = 2;
	}

[Updated on: Tue, 17 March 2015 13:32]




Left this community.

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Lieutenant

Re: BUGZILLA report all bugs here![message #340111 is a reply to message #340107] Tue, 17 March 2015 15:47 Go to previous messageGo to next message
Qinetix

Messages:1
Registered:March 2015
I've also seem to have been getting the assertion failure at line 2447 of Strategic Movement.cpp. JA2 GoG edition,1.13 revision 7783 on gamedir 2226.It seems to have started appearing since the 7740 exe, both in 1.13 vanilla (with the revision of course) and associated mods like AFS or UC113.
It is possible to bypass the error once and never get it again tough( I've attepmted to reproduce it in the same sesion again and it didn't happen anymore, the time seemed to slow down but it started to run again properly afterwards). It involves skipping strategic events, or that was my case, it usually appears during the start of a new session ,after some progress was done, it probably doesn't appear in other saves where one would be farther in the game and therefore not get the error.

[Updated on: Tue, 17 March 2015 16:04]

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Civilian
Re: BUGZILLA report all bugs here![message #340121 is a reply to message #340094] Wed, 18 March 2015 04:58 Go to previous messageGo to next message
Vince7403 is currently offline Vince7403

 
Messages:145
Registered:February 2012
Flugente wrote on Mon, 16 March 2015 21:47

A save, plus the ini and the difficulty xml, would be useful, yes.


Where does that particular XML file live, please?

Also, I think I may have found something - I'm running on Linux with Wine, which works very well with a little prodding, but I just noticed that there are redundant folders in the data directories since the Linux file system is case-sensitive while Windows' usually aren't. I'm going to merge those folders and see if it has any effect.

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Sergeant
Re: BUGZILLA report all bugs here![message #340126 is a reply to message #340121] Wed, 18 March 2015 13:08 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
TableData/DifficultySettings.xml


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: BUGZILLA report all bugs here![message #340185 is a reply to message #166487] Mon, 23 March 2015 15:52 Go to previous messageGo to next message
Cardinal is currently offline Cardinal

 
Messages:45
Registered:September 2014
Not really sure if it's a bug or a feature:

Gear kit selection becomes unavailable when rehiring mercs on both AIM and MERC websites.
Looks like it happens after buying equipment when first hiring. Essentially gear can be bought only once per merc.

I'm using r7792 with SDO gamedir which I keep up to date.

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Corporal
Re: BUGZILLA report all bugs here![message #340187 is a reply to message #340185] Mon, 23 March 2015 21:48 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I bet it's working as intended. Usually you mostly need the kits at the start of the game when you don't have much own equipment. After you hired the merc you have his equipment so there is not much need for more. I wouldn't change that.
After all the kits are just for player convenience. The mercs probably don't have several different loadouts at home. ;)



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: BUGZILLA report all bugs here![message #340241 is a reply to message #340187] Fri, 27 March 2015 08:44 Go to previous messageGo to next message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001
SVN Build 7646:


With 'Strategic Militia Command' enabled, left clicking a militia unit stationed in a town or city, moving the mouse into a sector a few sectors outside the town or city, and then right clicking to cancel completely bugs the system and prevents the player from using 'Strategic Militia Command' again.

If the player attempts to order militia around by left clicking on them again, nothing will happen. This bug is saved into save games and cannot be undone by a quick restart (the player must reload an earlier save).



EDIT: Downloaded and compiled latest SVN (March, 27 2015 ver). Cannot reproduce issue, may have been fixed. Will keep post up for reference.

[Updated on: Fri, 27 March 2015 11:13]

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Corporal 1st Class
Re: BUGZILLA report all bugs here![message #340246 is a reply to message #340241] Fri, 27 March 2015 13:08 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
RunAwayScientist wrote on Fri, 27 March 2015 06:44
SVN Build 7646:


With 'Strategic Militia Command' enabled, left clicking a militia unit stationed in a town or city, moving the mouse into a sector a few sectors outside the town or city, and then right clicking to cancel completely bugs the system and prevents the player from using 'Strategic Militia Command' again.

If the player attempts to order militia around by left clicking on them again, nothing will happen. This bug is saved into save games and cannot be undone by a quick restart (the player must reload an earlier save).



EDIT: Downloaded and compiled latest SVN (March, 27 2015 ver). Cannot reproduce issue, may have been fixed. Will keep post up for reference.

I remember fixing that recently, the bug should nto appear anymore.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: BUGZILLA report all bugs here![message #340328 is a reply to message #166487] Tue, 31 March 2015 00:13 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Driving out of a map in tactical with a vehicle causes an unhandled exception, crashing the game (exe 7667 using bigmaps and ice-cream truck).

Happens in multiple sectors and seems to be 100% reproducible.

[Updated on: Tue, 31 March 2015 00:18]

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Lieutenant

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