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Re: BUGZILLA report all bugs here![message #314930]
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Wed, 30 January 2013 13:04
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grunty77 |
Messages:2
Registered:August 2011 |
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I have the v1.13 ja2 5840 4870 version and I encountered the Mike bug where there is a invisible Mike. So I used ctrl gabbi cheat and killed off the 2nd mike. Anyway, now I'm in Balime and I'm trying to steal chalice of chance, but I keep getting CTD's without any reason why from the game.
Is there any version of v1.13 where the Crepitus show up in the game. I've been playing various versions of v1.13 and the crepitus never show up. Since they never show up should i just play without the sci - fi version?
After 5840 when is the next stable version of v1.13 coming out?
[Updated on: Wed, 30 January 2013 15:57] by Moderator Report message to a moderator
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Civilian
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Re: BUGZILLA report all bugs here![message #314936]
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Wed, 30 January 2013 14:30
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Sam Hotte |
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Messages:1965
Registered:March 2009 Location: Middle of Germany |
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Crepitus:
Check the ini if you inadvertently turned the crepitus off even with SciFi enabled.
If Crepitus is enabled, then you perhaps missed to trigger this quest?
IIRC you need to find and visit the small crepitus liar in Tixa basement to start this ...
And welcome to the pit! :cheers:
[Updated on: Wed, 30 January 2013 14:35] by Moderator Report message to a moderator
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Sergeant Major
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Re: BUGZILLA report all bugs here![message #314980]
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Thu, 31 January 2013 08:51
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Panzerdraco |
Messages:4
Registered:January 2013 |
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SVN Revision: 1600
EXE: 5825
- When assigning statistics using I.M.P, I can't click and drag on the sliders, I have to click the arrows (gets annoying really fast).
The speed of the enemy's turn is extremely fast - often less than a second for a dozen guys or more to all make a move. I have ENEMY_TURN_SPEED_UP_FACTOR set to 1.0. Resolved: Had "speed up AI turns" checked in options.- Sometimes when talking to the bartender in Drassen the game will crash, the error message stating that the selected merc isn't allowed to interact with the bartender.
Also this is my first post, woo. Hi guys!
[Updated on: Thu, 31 January 2013 13:54] by Moderator Report message to a moderator
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Civilian
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Trigger group attachment CTD isolated.[message #316217]
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Tue, 12 March 2013 19:27
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Behrooz |
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Messages:8
Registered:March 2004 |
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I have isolated E1vS' trigger group CTD from my 5845 install.
Steps to replicate:
1) Open the attachment screen for a gun able to take trigger group attachment in inventory or the sector. (I just used the Galil AR if you grab my save, but anything that'll take a trigger group works)
2) Left-click on an internal attachment slot (as if you were going to use the dropdown menu like for other slots)
3) Like any other time you click on an attachment slot, the game tries to open the dropdown menu of available attachments and the ammunition counter on the gun disappears while that is open, BUT:
4) Since all attachments for the internal slot are hidden, the dropdown menu does not appear and that [internal] slot appears to go into an invalid state. Ammunition counter remains invisible.
5) Attaching something to that internal slot while the slot is in an invalid state (trigger group ALWAYS, R&S or sling depending on where you click next?) will CTD with the following error:
Runtime Error - Press to exit
Assertion Failure [Line 1911 in file sgp.cpp]. Attempting to do save as savegame247.sav
Unhandled exception processing GameLoop unable to recover
Attaching items to other slots while the internal slot is in an invalid state doesn't cause problems.
Leaving the attachment window for that weapon and re-opening restores everything to normal.
Trigger group always CTD when attached to an invalid-state slot, R&S and Sling were sometimes successful, sometimes crashed-- probably depends which internal slot I clicked on initially.
v5845 savegame here: https://www.dropbox.com/s/7d5iutq27ann9sl/BuggedQuickSave.sav
[Updated on: Tue, 12 March 2013 19:30] by Moderator Report message to a moderator
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Private
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Re: BUGZILLA report all bugs here![message #316704]
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Fri, 29 March 2013 02:17
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weidox |
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Messages:45
Registered:March 2013 |
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I'm playing svn version with .exe gradually upgraded from 5921 to 5951 (minor changes). Already ran into a series of annoyances/issues which I'd like to list. First two are real annoyances, the rest just minor (for me).
1. Tooltips missing in weapon/attachment/ammo etc details in some cases. Tooltip for weapon APs to ready is always missing. Tooltips for some other things are missing too - cannot even tell what those are cause of missing description..
2. By reading 1.13 HAM wikia (which is supposed to be integrated in 1.13), I found that scopes below minimum distance (scope factor x 7 tiles) should give penalty. Though, taking M21 with 10x scope I get better CTH (without aiming) to the same enemy 23 tiles away than using 7x scope on same weapon. With max aiming, 7x scope reaches somewhere as 10x scope with aiming at those 23 tiles. That way 10x scope seems to be always better than 7x (guess similar for all scopes) - no fun to have obsolete scopes and not realistic.
3. 12 gauge ammo says to extend weapon range by 50% but actually it extends it by 5 tiles. That is, flat increase instead of percentage. Same for weapon barrel extender - says 100% but actually fixed 10 tiles.
4. If enemy takes drassen airport while helicopter is underway to automatically return with mercenaries inside, game crashes upon helicopter arrival to airport.
5. Using hand to hand stun I stole a lot of stuff from enemies, and noticed that black specialists (low level) are carrying comparably very good stuff - only colonels seems to be usually carrying better stuff. Sign of poor loot balance by enemy level.
6. Had once - started to create IMP character, abandoned in the middle. Not sure if did save/load. Then tried to create IMP, got the same character in progress (surprised) and finished creation. Then opened AIM site and noticed that my IMP character is between AIM mercenaries - don't know if it replaced any of AIM characters or was just added to AIM (did restart game immediately fearing further corruptions).
7. Possible to add silencer to a weapon (for example Calico M-950) in MP Holster so it doesn't fit in it anymore. Gun animation stays disabled, it's possible to take it away but not possible to put back in.
8. Crashes predictably after tens of save game loads.
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Corporal
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Re: BUGZILLA report all bugs here![message #316836]
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Sun, 31 March 2013 04:16
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GrimTheWanderer |
Messages:1
Registered:March 2013 |
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Running a base game patched to gold with SCI_Unstable_Revision_5945_on_GameDir_1624 installed. Noticed something odd, the weapon attachments only appear to give, with a very few exceptions, bonuses in standing position. At most there will be a CTH bonus for prone. A search of the forums and a review of the bug topic didn't illuminate me as to if anyone else was experiencing it or noticed it. It may be that the bonuses are applying across the board and only displaying differing values as applicable. Any information appreciated.
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Civilian
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Re: BUGZILLA report all bugs here![message #316881]
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Mon, 01 April 2013 15:28
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weidox |
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Messages:45
Registered:March 2013 |
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Another bunch of bugs (continuing numbering), in addition to the list I wrote earlier. Will anyone ever fix them?..
Major bugs:
9. Laser sight no effect at night NCTH (didn't check day).
10. Removing armor has no effect on accuracy NCTH. Not sure all other items, didn't check. I get a feeling that there may be general problems with accuracy & items in NCTH.
11. Strange aiming NCTH in few occassions - radius reduced drastically after 2 or 3 aim clicks but other clicks (prior or subsequent) have no visible effect.
that I once tried to turn off ADVANCED_REPAIR with game in progress.
12. Impossible to exchange places with civilians/NPC - this was possible in vanilla and wildfire.
13. In addition to wrong or missing tooltips - tunnel vision icon once said just "property icon, mouse-over to reveal property name".
14. Sometimes negative AP after doing action. If I remember correctly, happens when wounded merc tries to drop something.
15. Try to steal from unconscious enemy when another enemy sees - only enemy inventory buttons painted, he gets an interrupt and game usually freezes (except once when game moved forward, then another my merc got interrupt but I couldn't access his inventory etc. then I figured that those painted inventory buttons do work and i can actually click and get inventory closed so game then released from freeze).
16. When some merc is moving at night, there's repaint problems when scrolling screen - flicker and paints the same position like not scrolled. When scroling finished then finally paints correct position after scroll.
Minor bugs:
17. While there's pretty good game balance with better weapons having increasing AP cost, one place where it falls flat is bolt action rifles. They're very similar to non-bolt ones except for requiring manual reload after each shot, and thus being useless in game. That's in addition that I got my both types of rifles in my game at same time.
18. 1024x768 resolution (don't know about others) - when attacking, sector left bottom part shows list of unassigned mercs, and information here is unaligned in various ways.
19. Clean guns special action: effect is current merc cleans single gun. Clean guns team special action: current merc cleans all guns. That is, what is actually done differs from button name.
20. Minor - disarming mine in realtime with enemies in sector shows AP cost.
21. Is this right that sun goggles can be attached to zylon combat vest?
Bugs/questions for features:
22. Camo types - possible to get more than 100% totals by changing equipped items. And whole idea I think is not more realistic than vanilla as having even wrong camo should give some benefit. Personally for me also too much hassle in changing camo to actually use it - it's enough hassle already with changing/managing weapons. Can there be option for vanilla single type camo system?
23. Inability to wear tactical pack and backpack at the same time is just annoyment because it's possible to put one in another and achieve similar capacity. Only takes inventory management time before combat to sort this out. It's already enough that backpacks are inaccessible and slow down character in combat. Removing restriction would make TIMS set a bit obsolete but that's not a big issue comparably I think. And if needed maybe then add some bonus instead to tims set.
24. In vanilla I think towns were becoming hostile if player was advancing too slowly during campaign. This was removed in wildfire 6. Is this happening in 1.13? I hoped to find configuration entry for this (as I personally don't like time limit however realistic it could be. Sometimes it's just fun to wander around the lands).
25. And pure question for feature - game mode where save is disabled while in turn based mode (similar to silent storm and probably to JA 1). Kind of bronze man vs iron man.
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Corporal
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