Home » MODDING HQ 1.13 » v1.13 Bug Reports » BUGZILLA report all bugs here!
Re: BUGZILLA report all bugs here![message #325347]
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Wed, 18 September 2013 13:17
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Kriplo |
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Messages:256
Registered:February 2008 Location: Zagreb - Croatia |
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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
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Master Sergeant
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Re: BUGZILLA report all bugs here![message #325359]
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Wed, 18 September 2013 18:27
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Kriplo |
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Messages:256
Registered:February 2008 Location: Zagreb - Croatia |
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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
And no matter how many hit locations put on JSD will never see that on screen but will feel when bullets start flying 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
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Re: BUGZILLA report all bugs here![message #325371]
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Wed, 18 September 2013 21:35
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Kriplo |
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Messages:256
Registered:February 2008 Location: Zagreb - Croatia |
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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
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Re: BUGZILLA report all bugs here![message #325379]
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Wed, 18 September 2013 23:31
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Kriplo |
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Messages:256
Registered:February 2008 Location: Zagreb - Croatia |
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silversurferThe 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
Well, players will always complain on something 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
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Re: BUGZILLA report all bugs here![message #325387]
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Thu, 19 September 2013 01:52
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Faalagorn |
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Messages:153
Registered:February 2012 Location: Poland |
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KriploVanilla?!? 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
- 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 Report message to a moderator
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Staff Sergeant
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Re: BUGZILLA report all bugs here![message #325393]
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Thu, 19 September 2013 07:32
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Moa |
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Messages:58
Registered:September 2013 |
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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()
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
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Re: BUGZILLA report all bugs here![message #325394]
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Thu, 19 September 2013 07:48
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pheloncab |
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Messages:278
Registered:August 2004 Location: So. Cal. or texas |
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KriploVanilla?!? 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
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Re: BUGZILLA report all bugs here![message #325417]
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Thu, 19 September 2013 16:04
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Moa |
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Messages:58
Registered:September 2013 |
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SilversurferJSDs 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
Index: TileEngine/structure.cpp
===================================================================
--- TileEngine/structure.cpp (revision 6420)
+++ TileEngine/structure.cpp (working copy)
@@ -1875,6 +1875,11 @@
{
gprintf( 0, LINE_HEIGHT * 1, L"DDoorRt with orientation %s", WallOrientationString[pStructure->ubWallOrientation] );
}
+ else if (pStructure->fFlags & STRUCTURE_PERSON)
+ {
+ if (pStructure->pDBStructureRef != NULL && pStructure->pDBStructureRef->pDBStructure != NULL)
+ gprintf( 0, LINE_HEIGHT * 1, L"PersonStructure with StructureNumber %d", pStructure->pDBStructureRef->pDBStructure->usStructureNumber );
+ }
else
{
gprintf( 0, LINE_HEIGHT * 1, L"UNKNOWN STRUCTURE! (%x)", pStructure->fFlags );
I also found the code where the structure is added to a merc:
Toggle Spoiler
fReturn = AddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ] ), pSoldier->pLevelNode );
that means the structures indices are rotated one step in counterclock direction in jsd file and need to rotated back one step clockwise in code.
upDirection [NORTH] returns pDPStructure[1]. (NW,N,NE,E,SE,S,SW,W).
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
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Re: BUGZILLA report all bugs here![message #325421]
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Thu, 19 September 2013 17:26
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silversurfer |
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Messages:2791
Registered:May 2009 |
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Moa
I also found the code where the structure is added to a merc:
Toggle Spoiler
fReturn = AddStructureToWorld( sGridNo, pSoldier->pathing.bLevel, &( pStructureFileRef->pDBStructureRef[ gOneCDirection[ pSoldier->ubDirection ] ] ), pSoldier->pLevelNode );
that means the structures indices are rotated one step in counterclock direction in jsd file and need to rotated back one step clockwise in code.
upDirection [NORTH] returns pDPStructure[1]. (NW,N,NE,E,SE,S,SW,W).
Great! Now the display in JSD Editor makes more sense.
Before the "floor" was always rotated 45
[Updated on: Thu, 19 September 2013 17:29] by Moderator Report message to a moderator
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Re: BUGZILLA report all bugs here![message #325516]
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Sun, 22 September 2013 01:23
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Faalagorn |
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Messages:153
Registered:February 2012 Location: Poland |
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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:
Toggle SpoilerFaulting application name: ja2.exe, version: 1.0.0.1, time stamp: 0x523e11f8
Faulting module name: ja2.exe, version: 1.0.0.1, time stamp: 0x523e11f8
Exception code: 0xc0000409
Fault offset: 0x003c9042
Faulting process id: 0x1e9c
Faulting application start time: 0x01ceb713209168ba
Faulting application path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Faulting module path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Report Id: 6c241547-2307-11e3-b3b5-20cf3001c45f Toggle SpoilerFaulting application name: ja2.exe, version: 1.0.0.1, time stamp: 0x523a17da
Faulting module name: ja2.exe, version: 1.0.0.1, time stamp: 0x523a17da
Exception code: 0xc0000409
Fault offset: 0x003c8692
Faulting process id: 0x13a4
Faulting application start time: 0x01ceb646abe81fe3
Faulting application path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Faulting module path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Report Id: e082152c-223e-11e3-b523-20cf3001c45f Toggle SpoilerFaulting application name: ja2.exe, version: 1.0.0.1, time stamp: 0x523a17da
Faulting module name: ja2.exe, version: 1.0.0.1, time stamp: 0x523a17da
Exception code: 0xc0000409
Fault offset: 0x003c8692
Faulting process id: 0x22c0
Faulting application start time: 0x01ceb5892ea11206
Faulting application path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Faulting module path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Report Id: 69d33477-2181-11e3-827b-20cf3001c45f Toggle SpoilerFaulting application name: ja2.exe, version: 1.0.0.1, time stamp: 0x523a17da
Faulting module name: ja2.exe, version: 1.0.0.1, time stamp: 0x523a17da
Exception code: 0xc0000409
Fault offset: 0x003c8692
Faulting process id: 0x87d0
Faulting application start time: 0x01ceb50e9f77ba3e
Faulting application path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Faulting module path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Report Id: cc89809e-210b-11e3-936e-20cf3001c45f Toggle SpoilerFaulting application name: ja2.exe, version: 1.0.0.1, time stamp: 0x5233f6bb
Faulting module name: ja2.exe, version: 1.0.0.1, time stamp: 0x5233f6bb
Exception code: 0xc0000409
Fault offset: 0x003c7cd2
Faulting process id: 0x2564
Faulting application start time: 0x01ceb32ff405a30b
Faulting application path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Faulting module path: D:\Games\!Steam\steamapps\common\Jagged Alliance 2 Gold\ja2.exe
Report Id: 40b47887-1f23-11e3-9732-20cf3001c45f 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
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Re: BUGZILLA report all bugs here![message #325577]
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Mon, 23 September 2013 23:25
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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UriensTested 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 Report message to a moderator
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