BP Logo
Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #324079] Sat, 17 August 2013 15:42 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
Revision 6287 fixed issue 3. Thanks Flugente!
Re: BUGZILLA report all bugs here![message #324098] Sat, 17 August 2013 23:37 Go to previous messageGo to next message
anv

 
Messages:251
Registered:March 2013
Regarding MERC availability: Yeah, my entire problem with previous system was lack of checking if StartMercsAvailable of merc is set to true, which prevented adding special conditions for certain mercs, like quest outcomes and .ini settings. As for putting mercs in the middle of .xml - order of display on MERC website depends on position there, and it's quite natural mercs should be displayed according to their skills/price, not date of adding them to repository. What I didn't realize was that changing source mid-game (pre-Kulba->post-Kulba) with some new mercs already "unlocked" (not really unlocked, just LaptopSaveInfo.gubLastMercIndex increased) would result in my new function skipping those mercs, hence looping first few mercs instead. Good to see silversurfer fixed this without losing savegame compatiblity. Shame I didn't explain changes better then. Well, apparently haste is a bad advisor.

Bug report:
6287/1729
1. Quitting from tactical immediately to main menu during rain - raining sound keeps on playing.
2. Moonwalk - when you order merc to run and click behind him with alt pressed, he starts running backwards (with animation playing as if he was still running forward - it's especially noticeable when running diagonally). Although considering how hilarious this looks I'm able to accept it as a feature.


Re: BUGZILLA report all bugs here![message #324116] Sun, 18 August 2013 17:49 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
@merc05: 4. is fixed in r6288.


Re: BUGZILLA report all bugs here![message #324117] Sun, 18 August 2013 18:36 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
I could not reproduce merc05
2. Ordering a merc to shoot a terrain that is occluded from his sight like inside the building he doesn't see causes a merc to perform a shooting animation but no bullet is fired.


Re: BUGZILLA report all bugs here![message #324192] Tue, 20 August 2013 15:19 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
Flugente
I could not reproduce merc05
2. Ordering a merc to shoot a terrain that is occluded from his sight like inside the building he doesn't see causes a merc to perform a shooting animation but no bullet is fired.
Please ignore that. I can't reproduce it myself since some time (??). :headscratch:

But I've found 2 bugs that I can reproduced anytime - r6287/1729.

1. I have given an NPC a rifle with attached inseperable grenade launcher with 5 slots for rifle grenades. Now during combat the AI can fire them all in burst mode, even though the GL is incapable of burst fire (only the rifle is when it shoot bullets). Does the AI check the available modes from the main weapon instead of an attachment weapon?

2. If the said NPC damages a building in town this causes an assertion error in HandleTownLoyalty.cpp (probably due to implementation of a code that reduces town loyalty for the side that damaged a building - that was some time ago IIR - and the NPC is neither enemy nor merc).
Re: BUGZILLA report all bugs here![message #324197] Tue, 20 August 2013 21:02 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
Thats odd - do you have a savegame?

Especially odd since that file doesn't exist, and the function of that name does absolutely nothing... :headscratch:


Re: BUGZILLA report all bugs here![message #324203] Tue, 20 August 2013 23:40 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Confirmed merc05 problem, notice that AI don't know how to properly use guns with GL attachments, yesterday latest example: give 'AI XM-29 OICW' and he fired all grenades from burst, then in all next turns deadlock reported he had no ammo and remains sitting duck although he have full 5.56 clip.

As currently testing and fixing smaller problems with AI could check into this one.
Re: BUGZILLA report all bugs here![message #324204] Tue, 20 August 2013 23:48 Go to previous messageGo to next message
merc05

 
Messages:87
Registered:January 2013
I must have been high on something :crazy:. It's not HandleTownLoyalty.cpp - that doesn't even exist as a file. Sorry for that. This is the real message of the assertion error.

http://imageshack.us/a/img200/8763/pwdq.jpg

The function seems to be 'switch (bKillerTeam)' in Strategic Town Loyalty.cpp. So, it's rather not about damaging the building.

Unfortunately the debug save didn't work. I have a savegame before the error but that wouldn't do good since this is a modded version so I'd have to paste the whole GameDir. In stock 1.13 there are no multi-shot rifle integrated grenade launchers without autofire (the AICW GL can autofire, the GL I used can't or rather shouldn't). Also a thing about the AI I've noticed is that it can't load an underbarrel GL, I only managed to make it shoot it if I gave the NPC a gun with rifle grenades pre-installed as default attachment.

And BTW thanks for fixing the MoveItems assignment. Now it works. I noticed something though when performing that task the game moved 2, then 0, then again 0, then 64 items. Why the 0's?

http://imageshack.us/a/img20/1053/03cw.jpg
Re: BUGZILLA report all bugs here![message #324205] Wed, 21 August 2013 00:15 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
Fixed in r6298.

Does the AI bug (not using UGLs) also occur with the enemy, or only armed civilians? Does it occur with all UGLs, or only with rifle grenades?

Unsure about moving 0 items (assuming the sector isn't really empty an you replenished stuff^^)... did you, by any chance, to the assignment and then load the autosave of that hour an continue playing?


Re: BUGZILLA report all bugs here![message #324206] Wed, 21 August 2013 00:24 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Funny, AI decide to use burst fire with gun but for some reason (probably during CalcBestThrow) remains pSoldier->bWeaponMode==WM_ATTACHED_GL then as gun had burst of three round an AI had enough
APs he do two burst decisions in one turn and empty 20mm clip. In my case SOLDIER was equiped with XM-29.

Which gun had option to attach AICW or does exist some burst grenade launcher?
Re: BUGZILLA report all bugs here![message #324208] Wed, 21 August 2013 00:56 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Problem is function CheckIfTossPossible which perform changing bWeaponMode but should return old values not in else but outside condition:

INT8 bOldWeaponMode = pSoldier->bWeaponMode;
pSoldier->bWeaponMode = WM_ATTACHED_GL;
.
.
.
if ( bGunSlot != NO_SLOT && ... )
{
...
}
else
{
pSoldier->bWeaponMode = bOldWeaponMode;//This line should be outside if else condition
}
pSoldier->bWeaponMode = bOldWeaponMode;//This solves problem
Re: BUGZILLA report all bugs here![message #324211] Wed, 21 August 2013 01:23 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
Thanks, Kriplo, comitted in r6299.


Re: BUGZILLA report all bugs here![message #324212] Wed, 21 August 2013 01:28 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Edit: Bug from r6239 already solved in r6279.

Solved

[Updated on: Wed, 21 August 2013 04:48] by Moderator

Re: BUGZILLA report all bugs here![message #324213] Wed, 21 August 2013 01:49 Go to previous messageGo to next message
Kriplo

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

You are welcome, but that is just temporary solution, meaning AI will not go in deadlock and just use XM-29 gun as ordinary.
For this new weapons (where grenades are in attached clip) AI will not fire grenade because old logic cannot find available grenades if he had clip already in gun (problem with CalcBestThrow).

Anyway will investigate this in detail and in couple days after complete testing could send all patches to you or Rowa21.
Re: BUGZILLA report all bugs here![message #324216] Wed, 21 August 2013 02:31 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
@LootFragg: did as you said, and nothing happens. The woman runs up to Haywire, and then runs back.
r6300 is still compatible to your savegame - you could see if the error still occurs with that exe.


Re: BUGZILLA report all bugs here![message #324218] Wed, 21 August 2013 04:46 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Yes, I can confirm that r6279 doesn't have that problem anymore. My compiler is a cunt, so no 6300 for me. But this one works alright, no crashes. Love it.
Re: BUGZILLA report all bugs here![message #324330] Mon, 26 August 2013 00:22 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
From r6322 problems with AI handling all kind of grenade launchers should be solved, I hope :whistle:
Re: BUGZILLA report all bugs here![message #324332] Mon, 26 August 2013 01:04 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Problem found

Flugente pointed out that there are Bloodcats in the sector which causes the game to think we are in battle, therefore all travel assignments get delayed. Since Bloodcats are supposed to be hidden, there is no warning on time compression like in normal battles, which caused a whole lot of confusion.
Hamous and the Ice Cream Truck being in the sector is a mere coincidence. The point here is the invisible Bloodcats battle with the mercs in the sector.

[Updated on: Mon, 26 August 2013 07:15] by Moderator

Re: BUGZILLA report all bugs here![message #324333] Mon, 26 August 2013 01:48 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
Hmm. Will try tomorrow evening again - so far no luck... instead after a certain point, merc portraits vanish completely, which could indicate possible memory leaks etc.

Edit: This is all very.. bizarre. The error also occurs in older builds (tested with 6219), but without the disappearing portraits.

An odd effect is that it seems to be connected to your merc in D9 (Ears). Simply ordering him to move to another sector leads to normal behaviour, even without loading any other sector.

Edit2: Not entirely true... ordering Ears to move sector causes the sector to unload, after which one can cancel the movement order. The error really is connected to D9 being loaded - and killing hamous and the Truck doesn't help...

Edit3: gaaaaah. Stupid, stupid me. The solution is very simple: Your D9 contains a bloodcat. Bloodcats are hostile. When we are in battle with hostile civilians or bloodcats (not enemies), we delay any arrival by 3-6 minutes, in order not to start another battle. That is okay... the error is that the game should deny time compression with a warning which it doesn't. Not sure if such a warning exists, but it should imho.
I suspect this has sth to do with you not yet knowing of the 'cats. Thus the battle hasn't yet started in the stricter sense, but they are still registering as hostiles.

Solution: Shoot cats :maskedsniper: :blackcat: (it's 3 cats it seems). There's no code fix in the stricter sense, but it should definitely put out a warning and deny time compression.


Re: BUGZILLA report all bugs here![message #324334] Mon, 26 August 2013 02:55 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
@Kriplo: Could you describe your AI improvements a bit? People are dying for better AI, and you're doing quite a lot atm. There is interest in that Smile


Re: BUGZILLA report all bugs here![message #324354] Mon, 26 August 2013 21:45 Go to previous messageGo to next message
Kriplo

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

Well I will hardly called them improvements rather bug fixing Smile
Currently not adding anything spectacular new because don't want to add more bugs then they are already there. So only intensively debugging and observe AI behavior, e.g. have function which temporary add all soldiers to my team then manually equip them with all kind of weapons and stuff, after that check if they use them properly, and of course surprisingly find they don't Very Happy

So here are current fixes and few little changes as I'm wrote them in svn:
- AI will avoid use of last two locations, previously this lead into premature end turn although soldier have plenty of remaining APs.
- Fix problems with improper APs calculations for burst and autofire which lead into AI to forcibly cancel and end turn for those actions.
- Add option for decide to use short autofire instead of one long to enhance chance to hit.
- After taking cover change facing toward closest enemy to avoid going in status red and rather take proper black decisions.
- Fix bad public noise processing after AI investigate closest disturbance and find nothing, also erase all same noise points in team members if one of them already investigated.
- Sometimes AI not fire when target is on roof, happens in situation when previous target was on ground because bLevel was not update.
- Instead to calculate ChanceToHit only from STANDING from now AI calculate chance for all stances, so AI should be more eager to attack.
- Basic support for reducing AI friendly fire during best shot calculation, then AI decide depending of soldier character to fire or take other action. Still in autofire accidentally friendly hits could be higher depending of bullets spreading.
- AI will ignore attack breathless targets if there are other in better condition.
- AI will not fire into dying targets.
- AI should avoid go into creature gas.
- Fix bursting grenades from non burst launcher.
- Not use GL if grenade is already in it
- Not firing from rocket launcher if couldn't find hand grenade.
- Refusing to launch grenade from attached GL if couldn't find grenade in other pockets.
- Never fire from single rocket launchers like LAW.
- Incorrect chance to throw calculation for GLs which lead into no decision to throw.
- Whole cylinder of grenades was permanently remove from pocket after reloading launcher.

If you play game with OCTH then you will see little improvements as AI is more eager to fire upon, but in NCTH as play above savegame from LootFrag AI didn't attack at all, because all CTH is zero, but after switching to OCTH they became far more aggressive.
BTW playing those save under debug, game is terrible slow, after you press end turn few seconds pass before AI start his movement then if you get interrupt and press end turn again same story, please could anybody confirm that problem?

Re: BUGZILLA report all bugs here![message #324355] Mon, 26 August 2013 21:52 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3693
Registered:July 2009
Quote:
- Fix bursting grenades from non burst launcher.
Does this fix tanks behaving like 105mm auto cannons?


Re: BUGZILLA report all bugs here![message #324356] Mon, 26 August 2013 22:04 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Don't know, never test tank behavior only soldiers, and honestly never go so far in game, actually never finish game as AI make me sad :compsmash:

But I will keep in mind, so you said that tanks do shell bursting?!?
Re: BUGZILLA report all bugs here![message #324357] Mon, 26 August 2013 22:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3693
Registered:July 2009
Yes.
At least they sometimes did the last time I got far enough to encounter them, which admittedly has been a while.


Re: BUGZILLA report all bugs here![message #324358] Mon, 26 August 2013 22:40 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
Kriplo

If you play game with OCTH then you will see little improvements as AI is more eager to fire upon, but in NCTH as play above savegame from LootFrag AI didn't attack at all, because all CTH is zero, but after switching to OCTH they became far more aggressive.


I believe that somewhere I have seen that with NCTH when a target is outside gun range the chance to attack is zero. CTH is not zero in that case so I think that it would be reasonable to implement a certain chance to attack, maybe a calculation that considers how far outside of gun range the target is. At the moment I'm just too busy with work to really look into the code.

Kriplo

BTW playing those save under debug, game is terrible slow, after you press end turn few seconds pass before AI start his movement then if you get interrupt and press end turn again same story, please could anybody confirm that problem?


I can confirm that playing in debug mode is slow. Starting the game already takes much longer. I got used to it somehow. :whoknows:

Re: BUGZILLA report all bugs here![message #324367] Tue, 27 August 2013 01:16 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
@LootFragg: As of r6324, we forbid time compression if hostile civilians or bloodcats are in the sector. Otherwise all travelling squads are delayed over and over again.

This should not pose a problem with kingpin's goons, his hitmen, the Hicks or assassins. Afaik they all are 'dormant' until the player triggers them to become hostile. Once they are, we are in a battle, where it always was impossible to compress time anyway.


Re: BUGZILLA report all bugs here![message #324381] Tue, 27 August 2013 20:25 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@DepressivesBrot,

Check tanks, and find out you are right, they still burst shells although decision was to burst from machine gun, there are plenty bugs from bad APs calculation, improper weapon handling/switching, unlimited ammo, chance to hit seems always return 99, and some not tank related problem with autofire switch and shot calculation if primary gun is not already in HANDPOS.

The latest one don't know how to fix is related to tank burst animation, obviously it's old one where autofire is fixed to 6, so for now solution is to hardcode to 6, because any other value will mess APs deduction, bad animation and they still will fire just 6.
Re: BUGZILLA report all bugs here![message #324384] Tue, 27 August 2013 20:40 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
silversurfer
Kriplo

If you play game with OCTH then you will see little improvements as AI is more eager to fire upon, but in NCTH as play above savegame from LootFrag AI didn't attack at all, because all CTH is zero, but after switching to OCTH they became far more aggressive.


I believe that somewhere I have seen that with NCTH when a target is outside gun range the chance to attack is zero. CTH is not zero in that case so I think that it would be reasonable to implement a certain chance to attack, maybe a calculation that considers how far outside of gun range the target is. At the moment I'm just too busy with work to really look into the code.

Kriplo

BTW playing those save under debug, game is terrible slow, after you press end turn few seconds pass before AI start his movement then if you get interrupt and press end turn again same story, please could anybody confirm that problem?


I can confirm that playing in debug mode is slow. Starting the game already takes much longer. I got used to it somehow. :whoknows:



NCTH is new stuff I don't know how it works but AI from AICalcChanceToHitGun always have zero and yes it's outside gun range, e.g. have pistol and is 13 tiles away, but in OCTH he will fire as CTH is not zero.

Yes debug is always been slow but currently is very bad even with Core i7 3770K, but this end turn is strange one, if you get time just load LootFrag savegame and after end turn always there is pause of 3,4 seconds.

To improve game start does anybody plan to create XML resource compiler inside game which will compile just out of date XMLs and already compiled will be in binaries again instead every time parse whole XML bunch?

Re: BUGZILLA report all bugs here![message #324385] Tue, 27 August 2013 21:36 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
Kriplo

To improve game start does anybody plan to create XML resource compiler inside game which will compile just out of date XMLs and already compiled will be in binaries again instead every time parse whole XML bunch?
Why would we do that? The whole point is to externalise as much as possible (and reasonable) for maximum freedom of the user. There are other sections that would benefit from speeding up much, much more. Like attachment handling for example, which causes debug exes to hang every time one opens EDB.


Re: BUGZILLA report all bugs here![message #324386] Tue, 27 August 2013 21:59 Go to previous messageGo to next message
Kriplo

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

No, of course didn't mean to abandon XMLs, but to create binaries from them again for those XMLs which are out of date (just like we compile out dates files). This conversion will be done my game itself.

e.g. why every start game need to parse all XMLs, just those who had older time stamp will be convert to binary, loading structures from binaries is far more faster and debugging will be easy as once upon time was.
Re: BUGZILLA report all bugs here![message #324388] Tue, 27 August 2013 22:28 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
But... why? We would need to code a system to write binaries, then compare date of xml and binary, create binary from xml each time we read an xml (and keep the data structures up-to-date), add read routines for every new binary... and all we gain are fractions of a second on game startup ( a few seconds on debug though). Is there any advantage I'm missing?


Re: BUGZILLA report all bugs here![message #324389] Tue, 27 August 2013 23:08 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

exe version 6332.The music during fights\peace time glithces.it not finish its plays during player turn then reset to start if turn by enemy.
Re: BUGZILLA report all bugs here![message #324390] Tue, 27 August 2013 23:29 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1973
Registered:October 2005
Location: Austria
Kriplo

Yes debug is always been slow but currently is very bad even with Core i7 3770K, but this end turn is strange one, if you get time just load LootFrag savegame and after end turn always there is pause of 3,4 seconds.


You can try the ReleaseWithDebugInfo build configuration. It has the debug informations and runs nearly with the same speed than the Release build. I am only talking about the VS2005 project settings, cause that is the main version I use.


Re: BUGZILLA report all bugs here![message #324394] Wed, 28 August 2013 14:18 Go to previous messageGo to next message
pheloncab

 
Messages:279
Registered:August 2004
Location: So. Cal. or texas
Running 6322 + AFS.

Hamous is in Drassen airport, set to move items to Drassen Mine.
I took the rest of my mercs out, took over the SAM site, then explored a little and wandered back to the mine.

~ full day of time passed, 0 items have moved. my ini uses 30min blocks instead of 45 for counting assignments, if that changes anything with this particular one.

Edit:
moved 3 more mercs(imps) to B13, set them to move to D13.
checked the move item toggle on strategic inventory screen, no items are hashed out as unmovable.

timed forward 6 hours. no items moved.


Edit again:
got it working. you have to set it to bring items to the merc, and yet save the items you wanna keep by sector..

Amazing what happens when you try again after sleep.

[Updated on: Wed, 28 August 2013 20:34] by Moderator

Re: BUGZILLA report all bugs here![message #324398] Wed, 28 August 2013 19:16 Go to previous messageGo to next message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
If you are in B13 and command moveitem on D13, that means your merc will move items from D13 to B13. Not the other way around. Are there items in D13 they could move?


Re: BUGZILLA report all bugs here![message #324400] Wed, 28 August 2013 20:12 Go to previous messageGo to next message
Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@Flugente
Benefit is faster start under debugger (can bet time will be halved) and make debugging easier specially when work with laptop where take almost half minute. Sure, it's far from easy to implement, but anyway it will be nice to have it Very Happy

@Rowa21
Faster is but without "edit and continue" and not always showing values after breakpoint, but good option for test before commit, thanks.
Re: BUGZILLA report all bugs here![message #324403] Wed, 28 August 2013 21:06 Go to previous messageGo to next message
pheloncab

 
Messages:279
Registered:August 2004
Location: So. Cal. or texas
Flugente
If you are in B13 and command moveitem on D13, that means your merc will move items from D13 to B13. Not the other way around. Are there items in D13 they could move?


Thanks.. Left the webpage up when I fell asleep at the keyboard, and woke up and realized the error I made and put in an edit. When it refreshed.. your answer was there..

Re: BUGZILLA report all bugs here![message #324404] Wed, 28 August 2013 21:09 Go to previous messageGo to next message
Katagelan

 
Messages:21
Registered:June 2012
Flugente


Why would we do that? The whole point is to externalise as much as possible (and reasonable) for maximum freedom of the user. There are other sections that would benefit from speeding up much, much more. Like attachment handling for example, which causes debug exes to hang every time one opens EDB.[/quote]

Then why make the "drop all loot" not switchable mid-game ? That would be a step toward maximum freedom.
Re: BUGZILLA report all bugs here![message #324406] Wed, 28 August 2013 22:03 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
i found a bug that freezes the game. every time mercs automatically consume food the game hangs if one of the mercs tries to consume a drink or another item that is in a stack of more than four items.
Re: BUGZILLA report all bugs here![message #324408] Wed, 28 August 2013 22:15 Go to previous messageGo to previous message
Flugente

 
Messages:3539
Registered:April 2009
Location: Germany
Shadow21
i found a bug that freezes the game. every time mercs automatically consume food the game hangs if one of the mercs tries to consume a drink or another item that is in a stack of more than four items.
Works fine for me... exe? mod? Anything else odd?


Previous Topic: 1440x900 resolution bug.
Next Topic: Mine income adjustment range
Goto Forum:
  


Current Time: Tue Sep 28 19:32:29 EEST 2021

Total time taken to generate the page: 0.06226 seconds