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Re: BUGZILLA report all bugs here![message #316905]
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Tue, 02 April 2013 03:08
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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@weidox
14. Negative APs are intended, they get subtracted from next round's AP pool. This doesn't only happen after actions but mostly when you get hit or suppressed, even leading to your character still having negative APs during his turn after having received unwanted attention.
16. This is a bug that is related to the option of illuminating the ground near mercs. Default hotkey was "G" I think. Turn it off and scrolling works fine.
17. Yes. But guns in JA2 are never entirely balanced. Considering bolt-action rifles have only minor advantages over semi-automatic ones in reality while being slow, this isn't really far off.
21. As Gambigobilla stated, this is a feature from the OIV (Old Inventory System), the attachment slots represent pockets. So you could stash your sunglasses in your vest's pockets, shove a gas mask into a trouser pocket and put camo kits there, too. Still existing in NIV.
23. You cannot put a filled backpack into a combat pack, only a half-empty one. The container's item size increases with the amount and size of items stored in it, so it will grow too large to be contained itself. I agree though, it would be better if both could be carried with severe penalties to doing so.
24. Taking my time here, except that my mercs need food to survive. Other than that, no consequences. Only Enrico Chivaldori getting impatient.
25. Isn't that the Iron Man mode?
Also, I believe that only few bugs can be fixed given the complicated nature of the JA2 engine but you're pretty much in the right place. Just don't expect people to outright love the hunt for bugs.
[Updated on: Tue, 02 April 2013 03:11] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #317260]
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Wed, 10 April 2013 01:24
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LootFragg |
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Messages:349
Registered:August 2009 Location: Berlin, Germany |
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The San Mona boxing issue is very old and very known, it has been around since the beginning of JA2. Scripting in general is messy if it includes pathfinding. It's easy to get stuck in the very beginning, for instance, when not following Fatima the way it is intended.
That means you will have to save a lot (to various savegames). When boxing, try to keep everything as clean as possible to avoid bugs. Clear the paths, only enter the ring when you are expected to, never pay in advance, keep it step by step and quicksave a lot. This cannot be easily fixed despite being known, so try to work around the issue.
If you want to talk to people directly, use the IRC chat. Don't expect immediate answers, most people will be lurking. But it might help in case you have trouble with known issues.
P.S.: Small exploit if you want to get the quest without having to box. Crack a window to Kingpin's mansion and jump through it, he will talk to you as if you were an expected guest. Only works with jumping through windows enabled.
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Re: BUGZILLA report all bugs here![message #317262]
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Wed, 10 April 2013 01:50
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Sam Hotte |
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Messages:1965
Registered:March 2009 Location: Middle of Germany |
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My experience is, that (quick-)loading during one of the fights instantly breaks the quest; you usually are disqualified (for using a gun or so) continuing a loaded game having been saved during the fight.
Rather save every time before entering the ring.
And - this is rather a feeling than I could prove it - don't interrupt neither Darren nor Kingpin in their speech (by clicking/escape) let them deliver their speech even if you knew them by heart now.
Edit: the exploit Flug mentioned also works, if lock picking the backdoor without being seen doing so by his henchmen.
[Updated on: Wed, 10 April 2013 01:54] by Moderator Report message to a moderator
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Sergeant Major
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Re: BUGZILLA report all bugs here![message #317421]
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Sun, 14 April 2013 15:55
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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GrimBug report:
JA2 1.13 version: 5962 on 1631
Description: I had some misfortune shooting with RPG weapons. Sometimes, the rocket/grenade hits, but do not explode at all. It happens very randomly. It seems to happen mostly with fragmentation rocket, and while i was testing this with Iggy (Screenshot below), it happened every time at the first shot: reloading the RPG with another rocket and shooting worked properly every time after the first.
I managed to catch the exact moment the rocket hits a tank (and doesn't explode):
On the screenshot, you can see the rocket is in perfect condition, so i don't think it's some kind of missfire. Iggy's RPG isn't in perfect condition though, but this malfunction occured with 100% condition RPGs before that. Could not reproduce on 5997. Do you play with ENEMY_HIT_COUNT set to 2? When a rocket hits it damages the tank, but if the damage isn't enough to kill it, no explosion will show. So the only indication you've hit is the 'plink' sound and the damage indicator...
This would also explain why your rockets always 'work' on the second hit, as the tank is then already damaged from the first.
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Re: BUGZILLA report all bugs here![message #317423]
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Sun, 14 April 2013 16:45
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grim |
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Messages:344
Registered:July 2006 Location: France |
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From Ja2_Options.ini:
Quote:ENEMY_HIT_COUNT = 0
Another test with Iggy, RPG-7 loaded with PG-7VM HEAT rocket.
First shot on a tank doesn't explode (as on above screenshot), doesn't "plink", and doesn't affect its "health bar", as shown below:
(the "32" is the AP cost for reloading on cursor)
If i reload the save before shooting, and change the rocket in the RPG-7, eather with another HEAT or any other rocket type, or shoot with a LAW, the rocket explodes on hit as intended. A floating damage number appears, and The tank health bar shows the "wound".
The problem seems to be in the first shot of a loaded rocket launcher.
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Master Sergeant
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