Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #325347] Wed, 18 September 2013 13:17 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Uriens
{7, 0, 100} I'm guessing that first number is default value, while the other 2 are min/max values allowed.
I have it set up like this:
MIN_DELAY_ENEMY_REINFORCEMENTS = 0
RND_DELAY_ENEMY_REINFORCEMENTS = 0
MIN_ENTER_ENEMY_REINFORCEMENTS = 64
RND_ENTER_ENEMY_REINFORCEMENTS = 64
MIN_DELAY_MILITIA_REINFORCEMENTS = 0
RND_DELAY_MILITIA_REINFORCEMENTS = 0
MIN_ENTER_MILITIA_REINFORCEMENTS = 64
RND_ENTER_MILITIA_REINFORCEMENTS = 64


When I used this value reinforcements came as they used to, as soon as they were called. It was counterattack event in Chitzena so about 96 enemies appeared and no stealth since it was day attack.

I'm guessing the problem is that default values are 7 turns min delay for enemy forces and 8 turns added random value to that so it can take up to 15 turns for enemy forces to appear. Similar for for militia where min is 10 and and adds random 10 value which can make them come after 20 turns.

If you set gGameExternalOptions.sMinDelayEnemyReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_ENEMY_REINFORCEMENTS", 0, 0, 100
and
gGameExternalOptions.sMinDelayMilitiaReinforcements = iniReader.ReadInteger("Strategic Gameplay Settings", "MIN_DELAY_MILITIA_REINFORCEMENTS", 0, 0, 100)
it should work as it used to in vanilla.

Btw, values of 7 or even 10 turns min delay are a bit excessive since by that time most of the fights are almost resolved. Kindda think it's best to have them set as they are in vanilla and have modders and players play with them.



ok, I will put this off by default,

could you put min and rnd to e.g. 3 and test it again, you can set gabbi cheat and observe how they will pop up,
but please, try to not kill them all in 3 turns Smile

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325349] Wed, 18 September 2013 14:28 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
New JSD files available:

1. Standing: I think that vanilla structure for standing stance is ok. I didn't change that.

2. Crouched: Vanilla crouch structures seem to be completely wrong in terms of direction. In stand and prone index 0 is direction North and then increases clockwise but crouched starts with NW and then ... chaos... Very Happy
I changed them to use the same structure layout in all directions.

3. Prone: This used some very big structures especially in certain directions. I changed those to use the same structure layout for every direction and also made it use only one tile. Usually we only have the head and a foot in another tile and we can't aim for those anyway. They could be added if need be.

I don't know what these "flags" are for but I set them to "mobile", "transparent" and "person" in all three files. Now all have the same flags and not different flags across the board like it was before.


If anyone wants to test my new JSDs feel free to download them here:

https://ja2svn.no-ip.org/source/ja2/branches/silversurfer/Data-1.13

@Kriplo
Please tell me what you think. I used two mercs to see what they look like in the different stances and created the structure form from what I saw.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325359] Wed, 18 September 2013 18:27 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Yes, prone position is far better then original but still looks occupy to much space comparing to standing.

Maybe we should just standing stance translate to prone as if you lay down you not suddenly became bigger neither taller.
Yes, at screen we see guys almost big as house, but that's just for esthetic's, we need to think of real physics how to translate body to those cubes which actually get hits not pixels on screen Smile
And no matter how many hit locations put on JSD will never see that on screen but will feel when bullets start flying Very Happy Those files just represent physical interaction, like could you pass through or not, how solid they are...

JSD for persons contains 8 items for 8 directions, and they goes clockwise starting with person who facing north (N,NE,E,SE,S,SW,W,NW)

Here are current proposals for stand and prone facing north and nort east, first is my current proposing which is bad, then yours, then my new one based on yours, HL stands for number of hit locations:

Stand facing N
00000 00000 00000
00060 00330 00230
00700 03700 02700
06000 03000 03000
00000 00000 00000
HL= 7 11 9

Stand facing NE:
00000 00000 00000
00000 00000 02020
06760 03730 03730
00000 00000 00000
00000 00000 00000
HL= 7 7 9

Prone facing N:
00000 11100 11000
01000 11110 11100
00110 01111 01110
00010 00100 00100
00000 00010 00000
HL= 4 13 9

Prone facing NE:
00000 01110 00100
00100 01110 01110
00100 01110 01110
00110 01010 01010
00000 01000 00000
HL= 4 12 9

Maybe rule of thumb is to define total number of hit locations then adapt to all stances +/- 2
Not sure about flags maybe left generic too as was in previous, also some of them had set ZTileOffsetY, in code is mentioned in one place but don't know if anything use it and for what purpose is.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325360] Wed, 18 September 2013 18:36 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
I want to commit my changes regard of reinforcement delay to ja2_settings.ini , but see that Data and Data-1.13 directory contains different ini files.

Is there particular reason why they differs? vfs will still take those from Data-1.13, so does Data-1.13 contains valid ones or I need to separately add changes to both?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325363] Wed, 18 September 2013 19:43 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
6409 changelog by Kriplo;
- Fix AI use gun calculation for throwing knives instead for throw.

Does this include grenades? If yes then this means enemies no longer throw grenades from impossible ranges with pinpoint accuracy, am i correct?

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First Sergeant
Re: BUGZILLA report all bugs here![message #325364] Wed, 18 September 2013 20:05 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

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

Well spend lots of hours during fixing AI throwing stuff and still working on that, but must disappoint you, AI cheat no more then you as he use same throwing calculation.
From what I see he miss most of the time, can you be more precise or have save game from I could observe such situation?
APs deduction doesn't work when throwing from prone or crouch, actually seems everything is screw up with APs deduction that wasn't case 2010.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325365] Wed, 18 September 2013 20:08 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Sorry, currently i don't have a savegame file. Nevermind. Thanks for the fixes btw.

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First Sergeant
Re: BUGZILLA report all bugs here![message #325368] Wed, 18 September 2013 20:46 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Kriplo
I want to commit my changes regard of reinforcement delay to ja2_settings.ini , but see that Data and Data-1.13 directory contains different ini files.

Is there particular reason why they differs? vfs will still take those from Data-1.13, so does Data-1.13 contains valid ones or I need to separately add changes to both?


I think data is there for true vanilla to still be played.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325370] Wed, 18 September 2013 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
pheloncab
Kriplo
I want to commit my changes regard of reinforcement delay to ja2_settings.ini , but see that Data and Data-1.13 directory contains different ini files.

Is there particular reason why they differs? vfs will still take those from Data-1.13, so does Data-1.13 contains valid ones or I need to separately add changes to both?


I think data is there for true vanilla to still be played.


exactly. if you add new values to the ja2_options.ini, please add them to all 3 ja2_options.ini files (data, data1.13 and data-ub). it would also be nice to add it to the ini editor xml ja2 options file.

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Sergeant Major

Re: BUGZILLA report all bugs here![message #325371] Wed, 18 September 2013 21:35 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Vanilla?!? ROFL
does work that stuff anymore, does anybody test it? even v1.13 is in quite mess, maybe problem is number 13, maybe will get less bugs if rename it to 14 :whistle:


@Rowa21
Thanks, already change in both will do it to xml file too.


@pheloncab
Could you describe a little bit this impossible range, how they occur, where they occur, what estimated range was, maybe even type of grenade, are you sure it was throwing stance not launching from GL?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325372] Wed, 18 September 2013 21:37 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
As fixing throwing grenade APs, run in problem which require community opinion how to be resolved:

in function MinAPsToThrow there is:
//Lalien: disabled it again
//AXP 25.03.2007: Reenabled look cost
//iAPCost += GetAPsToLook( pSoldier );

so calculating turning cost is disabled as was in v.12
but later there is 'AXP' again who add both but in inappropriate way so you are costly way to much then in should be just for turning:
anyway, I will fix that but need to know was an idea of v.1.13 to calculate turning or not?
From my point of view seems logical to add turning cost for grenades?

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325375] Wed, 18 September 2013 21:46 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
There is no logical reason why turning should not cost APs when done during throwing. Imho it should cost APs.

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Captain

Re: BUGZILLA report all bugs here![message #325376] Wed, 18 September 2013 21:59 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Kriplo
Yes, prone position is far better then original but still looks occupy to much space comparing to standing.

Maybe we should just standing stance translate to prone as if you lay down you not suddenly became bigger neither taller.
Yes, at screen we see guys almost big as house, but that's just for esthetic's, we need to think of real physics how to translate body to those cubes which actually get hits not pixels on screen Smile
And no matter how many hit locations put on JSD will never see that on screen but will feel when bullets start flying Very Happy Those files just represent physical interaction, like could you pass through or not, how solid they are...

The problem is that the structures should somehow reflect what we see on the screen. If the player sees the bullet fly into the target and gets a "miss" he will be pissed.

I have seen the opposite in the past. It looked like my bullet missed a prone target but it was counted as "hit". That didn't feel right and it was probably because of the large structure size. Now that I made it smaller I'm going to play with it and see if it works better. It should...


Kriplo

anyway, I will fix that but need to know was an idea of v.1.13 to calculate turning or not?
From my point of view seems logical to add turning cost for grenades?

I think that if you have to turn it should cost more AP than if you are already facing the target.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325379] Wed, 18 September 2013 23:31 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
silversurfer
The problem is that the structures should somehow reflect what we see on the screen. If the player sees the bullet fly into the target and gets a "miss" he will be pissed.

I have seen the opposite in the past. It looked like my bullet missed a prone target but it was counted as "hit". That didn't feel right and it was probably because of the large structure size. Now that I made it smaller I'm going to play with it and see if it works better. It should...

I think that if you have to turn it should cost more AP than if you are already facing the target.


Yes they should, can't agreed more about that, but what options we have as in current state we stuck with silly 100 locations to represent our guy on tile 10x10meters, should we create different JSD which will have like 256x256x256 tiny cubes (height already represented by 256 units in some point of view), so we can create precise structure definition of object, but who will create editor for that and code Smile

Well, players will always complain on something Wink even now you see bullet goes through animation but that is 2D isometric game you can really see how he flies, hovever problematic are bullets which hit the same tile as target, but this could be relatively easy fix with vertical and horizontal angles of miss shot before bullet fired in OCTH and NCTH, although even that approach had flaws.

Your proposal is good, still think just need fine tunnig and few less hit location in prone, I'm interseting in your test result when playing NCTH as hits there only depends on structure configuration, as hit points are halved for prone less missed hits should be.


Ok guys, will add turning cost for throwing stuff.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325387] Thu, 19 September 2013 01:52 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
Kriplo
Vanilla?!? ROFL
does work that stuff anymore, does anybody test it? even v1.13 is in quite mess, maybe problem is number 13, maybe will get less bugs if rename it to 14 :whistle:

Currently, the 4 vfs present in the GameDir SVN indicate four different scenarios:
  • Vanilla JA2 with core 1.13 fixes and externalizations, but no additional features turned on by default and no new stuff like new mercs. It will take files from only Data folder
  • 1.13 JA2 - what "everyone" plays Wink
  • Vanilla UB
  • 1.13 UB
So there are currently four ini files to maintain. I don't remember seeing a commit updating all four of them at once, though.

However, I never fully understood why the VFS is configured to use the "AddOns" subfolder inside the "Data-UB" instead of simply having two folders: "Data-UB" for vanilla UB and "Data-UB-1.13" for 1.13 UB. I think it's related to RoWa's branch with UB mods ported to 1.13, but I still don't know why exactly the VFS is configured like that, instead of simply using Data-UB-addonname format, just like current JA2 1.13 mods do (AIMNAS, AFS, UC, DL etc.)

And I agree, it's hard to maintain and test all four of versions of the game. Plus there's also a demo, that's currently held in the branch.

[Updated on: Thu, 19 September 2013 01:53] by Moderator

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325393] Thu, 19 September 2013 07:32 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
Kriplo

JSD for persons contains 8 items for 8 directions, and they goes clockwise starting with person who facing north (N,NE,E,SE,S,SW,W,NW)


I am not sure about this, if you map a certain screen point (e.g. noth point on screen) to a cell coord (e.g. north point in cell coords) you have to use FromScreenToCellCoordinates()

http://www7.pic-upload.de/thumb/19.09.13/thmf7i7k92r.jpg

So I assume it goes (W,NW,N,NE,E,SE,S,SW) and the JSD editor is missleading which maps to 3D instead of isometric.

But everything which is rendered later on is in cellcoords, so you dont need to use the formular to balance the structures, just keep that in mind when modifying structures.

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Corporal
Re: BUGZILLA report all bugs here![message #325394] Thu, 19 September 2013 07:48 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
Kriplo
Vanilla?!? ROFL
does work that stuff anymore, does anybody test it? even v1.13 is in quite mess, maybe problem is number 13, maybe will get less bugs if rename it to 14 :whistle:

@pheloncab
Could you describe a little bit this impossible range, how they occur, where they occur, what estimated range was, maybe even type of grenade, are you sure it was throwing stance not launching from GL?


Huh? grenade? I know there are issues with range on grenades but I don't recall posting anything about them in this spot recently...

I do know the thowing range tends to be real long cause its based in tiles not meters, where the GLs are based in meters, so you can have a GL running 30-45 tiles then a thrower thats 20-25 tiles or something like that..

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325396] Thu, 19 September 2013 10:16 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Moa

So I assume it goes (W,NW,N,NE,E,SE,S,SW) and the JSD editor is missleading which maps to 3D instead of isometric.

One thing I know for sure is that in the game code direction 0 is North (the blue arrow in your picture points there) and then it goes clockwise to 7. JSDs also have index 0 to 7 so I assume they use the same logic. Looking at standing stance structures this matches perfectly and the other stances match as well. These JSDs come from Sirtech so I hope they are correct. Wink

The tile engine is a mystery for me that I never looked into and I don't plan to do that anytime soon.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325401] Thu, 19 September 2013 12:25 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
@Faalagorn
Thanks, that make things clear, for the moment forget about all of other modes, and that they need to have default settings as well. Now thinking it will be nice to had all current mods in one place (SVN) it's will be easier to test before commit changes, currently need to download and install separate mods, like wildfire (or we have branch for them too but I'm not aware of it).

@Moa
About merc facing north I presume when he look in the top of your monitor, and first entry in JSD is for that then go clockwise.
Now I'm pretty sure about that as test what MoveBullet function use as target facing, and results was no matter of direction from where bullet is comming, if target facing e.g. north it always use north definition from JSD.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325404] Thu, 19 September 2013 13:19 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Other mods usually get their settings from Data and/or Data-1.13 if they don't bring their own ini files.
The WF map mod for example has no ini files except for Ja2.ini, vfs_config.JA2113Wildfire607.ini and Mod_Settings.ini. Modders are responsible to adapt their own ini files to the latest changes.


Kriplo

Now I'm pretty sure about that as test what MoveBullet function use as target facing, and results was no matter of direction from where bullet is comming, if target facing e.g. north it always use north definition from JSD.

This makes sense. When shooting at that target from East or West the bullet should have less chance to hit the target because the defined area of the body is smaller.

There is a function LimitImpactPointByFacing( ... ) that makes shots from the side more accurate in NCTH calculation if SIDE_FACING_DIVISOR > 1.0. Chrisl left some comments in the code that this is more or less a workaround. The default for SIDE_FACING_DIVISOR is 2.0.

I think that we shouldn't try to fix this to death because we will never have "the perfect" fix anyway. A somewhat improved structure definition is already a big improvement.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325405] Thu, 19 September 2013 13:31 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

sector inventory runing like charme,if you have in si less than 1000 items,if have more than 1000 items in si some lags begin ...

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Sergeant Major
Re: BUGZILLA report all bugs here![message #325416] Thu, 19 September 2013 15:57 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

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

I think that we shouldn't try to fix this to death because we will never have "the perfect" fix anyway. A somewhat improved structure definition is already a big improvement.


True, it's easy to get into endless loop and still never find proper solution, so let's create several options so public could test it and vote for the what they think most suitable and that one will go to trunk.
My current one is no good, plan to take yours and reduce hit locations by 2,3 for prone and maybe 1,2 for other stance. It's will be great if anybody else propose his solution, for now we had just yours as mine need some rework Smile

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325417] Thu, 19 September 2013 16:04 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
Silversurfer
JSDs also have index 0 to 7 so I assume they use the same logic. Looking at standing stance structures this matches perfectly and the other stances match as well

No they did not match, thats why I was wondering.
Kriplo

About merc facing north I presume when he look in the top of your monitor, and first entry in JSD is for that then go clockwise.

Exactly thats also what the following test revealed structure 0 = NW:
Toggle Spoiler

I also found the code where the structure is added to a merc:
Toggle Spoiler



Anyways, dont make the prone too tiny in relation to stand. 3 levels of manpower have to be squeezed into a single level, no bodypart is hidden when prone.

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Corporal
Re: BUGZILLA report all bugs here![message #325418] Thu, 19 September 2013 16:23 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Fix problem with APs for throwing grenades from different stances, but find more when using grenade launchers.
Ordinary GL have problem with APs when firing from prone (will fix that), they go from prone to crouch then make turnover and launch and this look fine and think is ok.
But when fire from attached GL and if you are prone it fire from prone I think this is not logical and should behave as ordinary GL like M79, also they take cost for raising gun but isn't such cost included in basic launch cost.

What do you think should attached GL behave as ordinary GL or it's fine by you to take almost 40% more cost for nonsense?
Honestly, I will don't bother with that but as currently fixing AI, find that improper as they suffer and cannot properly shoot you on sight :diabolical:

Here are current example from Trevor:
M79 basic launch cost is 44 and total cost doing turnover from prone is 58.
XM-29 basic launch cost is 41 and total cost doing turnover from prone is 80.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325421] Thu, 19 September 2013 17:26 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Moa

I also found the code where the structure is added to a merc:
Toggle Spoiler


Great! Now the display in JSD Editor makes more sense. Smile
Before the "floor" was always rotated 45

[Updated on: Thu, 19 September 2013 17:29] by Moderator

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Lieutenant
Re: BUGZILLA report all bugs here![message #325430] Thu, 19 September 2013 18:51 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
Kriplo
Uriens
Yup, was just planning to report this. When merc is lying prone and you order him to shoot at something that requires him to change facing he will spend significantly less ap's then advertized on crosshair info. Actually, even though you planned to spend all ap's on shooting that target, merc will have 20+ ap's left when he's done. It's pretty big bug in calculation.


Those are fixes from r6414:

Brief: //dnl ch71
- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.


please test it if APs are now deducted correctly.


So far it seems to work fine. No more 20+ extra AP's after turning.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325440] Thu, 19 September 2013 20:19 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I just fixed another bug with merc availability on M.E.R.C. This bug caused mercs to disappear again from M.E.R.C when loading a savegame.

Fixed in revision 6421.

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Lieutenant
Re: BUGZILLA report all bugs here![message #325449] Fri, 20 September 2013 01:20 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
Kriplo
Now thinking it will be nice to had all current mods in one place (SVN) it's will be easier to test before commit changes, currently need to download and install separate mods, like wildfire (or we have branch for them too but I'm not aware of it).

Some are in SVN already indeed:
IoV have it's own SVN (and is not directly ported to 1.13, but the latest SVN EXE should support all the features from it). AIMNAS, wil's mods (AFS, UB-1.13, DL-1.13) and Arulco Revisted don't use any version control from what I know. Not sure about the rest, probably more info can be found at the respective forums.

It's also worth noting that Wildfire - both v5 and v6 needs to be purchased to play, just a 1.13 conversion is available in the SVN.

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325450] Fri, 20 September 2013 01:50 Go to previous messageGo to next message
Moa is currently offline Moa

 
Messages:58
Registered:September 2013
Kriplo
I think this is not logical and should behave as ordinary GL like M79, also they take cost for raising gun but isn't such cost included in basic launch cost.

What do you think should attached GL behave as ordinary GL or it's fine by you to take almost 40% more cost for nonsense?


+1

There is also the handling difficulty and dozen other modifiers for attached thingies. I would like to see them bahave equal.

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Corporal
Re: BUGZILLA report all bugs here![message #325481] Fri, 20 September 2013 22:33 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
People still having problems with the advanced repair feature should check out revision 6426. There was still a skill check for the wrong person in the code. And I thought I got them all last time... :angry:

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Lieutenant
Re: BUGZILLA report all bugs here![message #325516] Sun, 22 September 2013 01:23 Go to previous messageGo to next message
Faalagorn is currently offline Faalagorn

 
Messages:153
Registered:February 2012
Location: Poland
A long standing bug of the game crashing when loading a savegame (or a sector) is still present in the trunk. The bug is a random crash to desktop (generic windows error window) with no explanation whatsoever when trying to load a savegame. It happened to me for a long time - with and without AFS, with any exe over the past year or more, each time I was playing. The crash appears at the end of the loading bar, so it seems that the actual sector loading is the case? It is right after the first (red) bar fills fully, then a small break, and the game crashes.
It's not critical, as I can always relaunch the game, but maybe someone will be able to nail this bug down. Here's the last 5 details from Windows event viewer:
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My system specs:
  • Windows 7 Professional x64 English
  • Intel Core i5-760 (4 cores & no HT, 2.8GHz)
  • 2 x 8GB RAM (1600mhz DDR3)
  • AMD Radeon 5870 GPU
  • 1920x1080 resolution (but I think it happened on lower resolutions too)
  • OS is on an OCZ-VERTEX2 SSD drive @ SATA 2.0, Game is installed on secondary HDD WD20EARX @ SATA 3.0, both are running under AHCI
Not using any compatibility modes whatsoever.

I may add, that I generally had no trouble with other games, and I don't think that a mod installed nor any of my INI/XML tweaks have an effect on this.

As you may judged from the reports, I'm using a Steam version, which is an English (US) 1.12 version.

I've also reported that bug in the past to bugzilla here on build 4870.

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Staff Sergeant
Re: BUGZILLA report all bugs here![message #325577] Mon, 23 September 2013 23:25 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Uriens
Tested on 6407 exe revision and 1773 SVN revision.

Quote from exe revision history:

Quote:

r6386 | Kriplo | 2013-09-10 22:49:49 +0200 (Di, 10 Sep 2013) | 16 lines

Brief: //dnl ch68
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized.
Details:
- Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry:
MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay.
MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay.
- After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free.
- Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items.
- Add missing function DisplaySectorItemsInfo.


However, such lines don't exist in the options ini file at all. As a result, I have yet to see any reinforcement's arrive for either militia or enemy in my current Chitzena coounterattack battle.
I just added the missing settings to the ini in GameDir r1787. Default values are 0, resulting in the usual reinforcement behaviour.

@Kriplo: Please add descriptions to the ini, as I did not add those.

Edit: Scrap that. Reinforcements no longer show up, no matter the ini setting. Please fix this.

Edit 2: So apparently some values have to be set > 0... idk.

[Updated on: Tue, 24 September 2013 00:11] by Moderator

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Captain

Re: BUGZILLA report all bugs here![message #325579] Tue, 24 September 2013 00:11 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Sorry, create ini files last week and still need to add for UB and for xml ini editor (not sure how to do that), and as was absent for last 4 days didn't want to force update without test it as this will be my first time to update game directory.

I'm working on that now and should be there soon Smile

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325580] Tue, 24 September 2013 00:34 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Aha, found it.

You need to set values > 0 for MIN_DELAY_ENEMY_REINFORCEMENTS in order for this to work, so I advise setting 1 as the minimum. Otherwise reinforcements wont work, making counterattacks impossible. This will also only work if
if(gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition == TRUE)
...
This, however, will only happen if the AI radios sighting of your mercs or handle's its initial read alert. This does not always happen - I just observed an airdrop where the enemy id not call reinforcements ever due to this not happening.

As I remember this working in the past, this might be an issue.

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Captain

Re: BUGZILLA report all bugs here![message #325583] Tue, 24 September 2013 00:52 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

 
Messages:256
Registered:February 2008
Location: Zagreb - Croatia
Hm, that's strange because if you look in my changes (in VS find all "dnl ch68") for enemy in function AddPossiblePendingEnemiesToBattle and if you put 0 in gGameExternalOptions.sMinDelayEnemyReinforcements it will be turn off, and ordinary reinforcements should work as was before because I just altering returned value from NumFreeEnemySlots function.
Didn't mess with anything else, also test it in Drassen counter attack and was working fine, when enemy go to red alert they pop up after some time, now maybe problem will be for militia?!?

Anyway I'm going to turn off this feature for now form ini settings and as well by default from gamesettings.cpp although if there are problem with reinforcements maybe they are not related with my change.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325584] Tue, 24 September 2013 01:40 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
I have also set MIN_DELAY_ENEMY_REINFORCEMENTS = 0 and reinforcements show up as normal. In revision history 0 value is described as the way to disable the feature and it works fine for me. I had 2 counterattacks so far and reinforcements were arriving as they should.

My settings are following:
MIN_DELAY_ENEMY_REINFORCEMENTS = 0
RND_DELAY_ENEMY_REINFORCEMENTS = 0
MIN_ENTER_ENEMY_REINFORCEMENTS = 64
RND_ENTER_ENEMY_REINFORCEMENTS = 64
MIN_DELAY_MILITIA_REINFORCEMENTS = 0
RND_DELAY_MILITIA_REINFORCEMENTS = 0
MIN_ENTER_MILITIA_REINFORCEMENTS = 64
RND_ENTER_MILITIA_REINFORCEMENTS = 64

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325585] Tue, 24 September 2013 01:43 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

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

//check whether memmory (loaded map) or file is used to save the items
if( ( gWorldSectorX == sSelMapX ) && ( gWorldSectorY == sSelMapY ) && ( gbWorldSectorZ == ( INT8 ) ( iCurrentMapSectorZ ) ) )
{
//handle in existing function
ReBuildWorldItemStashForLoadedSector( iExistingItems, uiNumberOfUnSeenItems, &(*worldItemsSaveList.begin()), pSaveList );
}

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325586] Tue, 24 September 2013 01:47 Go to previous messageGo to next message
Kriplo is currently offline Kriplo

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

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325588] Tue, 24 September 2013 02:15 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
No, not yet. Will do it in Alma counterattack.

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Master Sergeant
Re: BUGZILLA report all bugs here![message #325591] Tue, 24 September 2013 12:20 Go to previous messageGo to previous message
derek is currently offline derek

 
Messages:143
Registered:April 2010
Don't know where to post this actually...
Downloaded JA2_6428 build and SCI_..._6428 from Depri's builds yesterday.

Think I saw in IMP medic background twice (working now so have to check).

Why I can't no longer press mouse button and by holding it drag slider for skills?
Why I can't click on arrow of the skill (dex for example) and that the value increases while I'm holding mouse button?
(before I could do this two things)

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)

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