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Home » MODDING HQ 1.13 » v1.13 General Development Talk » HAM 3.6 Alpha - RELEASED
Re: HAM 3.6 Alpha - RELEASED[message #238122] Thu, 19 November 2009 11:37 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
SHIFT-N
Re: HAM 3.6 Alpha - RELEASED[message #238125] Thu, 19 November 2009 13:24 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Yeah that's the messed up old goggle switch. SpaceViking wrote the Smart Goggle Switch, put it in 1.13, and then a few days later HAM 2.8 was added to the game and the Smart Goggle Switch was overwritten by the old code, creating several issues. Until this is fixed, you should turn Smart Goggle switching off.


Re: HAM 3.6 Alpha - RELEASED[message #238238] Fri, 20 November 2009 06:41 Go to previous messageGo to next message
Schmidt

 
Messages:30
Registered:September 2009
Location: Br
Since the old thread is locked, I pose the question here:

I've had my mercs attacked twice by armed civilians. It's always just one burst, out of the blue, no change in status or hostility. Once from Tony, once in Balime. Fortunately, they can't hit shit.

Is this a bug or a feature? (I play 1.13, HAM 3.5)
Re: HAM 3.6 Alpha - RELEASED[message #238240] Fri, 20 November 2009 06:51 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
tony is an old one (nothing to do with ham) - who shot at you in balime? eldin?
Re: HAM 3.6 Alpha - RELEASED[message #238241] Fri, 20 November 2009 06:52 Go to previous messageGo to next message
Wil473

 
Messages:2818
Registered:September 2004
Location: Canada
Any civilian with a gun can go rouge with this bug. It is in the SVN source code, but nobody has tracked it down yet. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=213709&page=2#Post213709

[Updated on: Fri, 20 November 2009 06:52] by Moderator



Re: HAM 3.6 Alpha - RELEASED[message #238283] Fri, 20 November 2009 16:04 Go to previous messageGo to next message
Schmidt

 
Messages:30
Registered:September 2009
Location: Br
Some bugs can be persistent. There is a bug in Windows taskbar icon handling that has not been eradicated since.. I don't know, but I'm pretty sure I saw it on 2000,XP, and now on Vista. My guess is, that it was in Windows NT too...
Simply put, when you have three dozen windows open at once, sometimes the icons get mixed up. Right now, my "personalize" menu in Vista has Ja 1.13 icon.

And they are supposed to be professionals..
Re: HAM 3.6 Alpha - RELEASED[message #238332] Sat, 21 November 2009 02:11 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Headrock
Until this is fixed, you should turn Smart Goggle switching off.

No way! Very Happy

That's one of those changes I don't think I can live without. It seems to work just fine as long as all my mercs have sun goggles AND NVGs. It even works in caves, except that it goes for the sun goggles instead of the NVGs. Anyway, the NADA object is innocuous, although it could use a funny icon.

Re: HAM 3.6 Alpha - RELEASED[message #238452] Sun, 22 November 2009 16:03 Go to previous messageGo to next message
Schmidt

 
Messages:30
Registered:September 2009
Location: Br
BTW, strength gained from being a marksmanship trainer?
Is that a bug, or is it supposed to simulate instructors beating the more clod-headed students?
(HAM 3.5)
Re: HAM 3.6 Alpha - RELEASED[message #238536] Mon, 23 November 2009 18:23 Go to previous messageGo to next message
duckbillclinton

 
Messages:9
Registered:March 2008
Location: USA
@Headrock,

I had similar issues like others with NPC refuse to move, and I was only able to solve those by blowing holes on wall or xml hack Gen IV NV goggles to thermal optics so I could see through walls to talk to Hans. Recruiting Hamous caused nasty CTD with confirmation of sending error report to MS. Hope you have time to look into these. Thanks, DBC

[Updated on: Mon, 23 November 2009 18:26] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #238567] Tue, 24 November 2009 05:16 Go to previous messageGo to next message
Wil473

 
Messages:2818
Registered:September 2004
Location: Canada
I have created a rudimentary HAM 3.6 Alpha patch for the UC-113 Hybrid.

I'm not sure if this was part of the sector names or not, but when you right click on the "special" sectors in the strategic map you still see the original Alruco special sector names instead of the new ones that appear when you select the sector or are in the sector.

Also, the surface garrison is still going missing after a victory in the underground sector with the same coordinates.

Otherwise the sector names are working, and I've decided to use a few more of the facility types than I originally intended to add character to the maps.


Re: HAM 3.6 Alpha - RELEASED[message #238916] Sat, 28 November 2009 18:28 Go to previous messageGo to next message
GreenKustom

 
Messages:21
Registered:July 2009
Location: Hyvink

Found a bug in-game. Though not 100% sure is it already reported or HAM's fault:

It seems that it's possible to take off the accessories (Scopes, bipods .eg) off the weapons in the sector inventory during a battle or with enemy in the sector.

Tested this in teh G6 road sector with one last enemy on the sector and no turn-based currently intiated. I will do some further testing if needed.
Re: HAM 3.6 Alpha - RELEASED[message #238971] Sun, 29 November 2009 14:46 Go to previous messageGo to next message
duckbillclinton

 
Messages:9
Registered:March 2008
Location: USA
DBC
@Headrock,

I had similar issues like others with NPC refuse to move, and I was only able to solve those by blowing holes on wall or xml hack Gen IV NV goggles to thermal optics so I could see through walls to talk to Hans. Recruiting Hamous caused nasty CTD with confirmation of sending error report to MS. Hope you have time to look into these. Thanks, DBC


@Headrock again,

I found the cause of recruiting Hamous CTD, it has something to do with DBB mod. After fixing the XMLs, this issue went away. Not sure if now days people still want my DBB XML fix or not... :placard:

Also one very interesting thing I found, before the fix Hans and other NPCs will step aside properly the first time I talk to them, but re-visit will cause stuck up. After my fix, however, is that the NPCs like Hans will immediately refuse to move. So I wonder if DBB mod has some broken data causing this... Can anyone test it out without installing DBB mod?

:professor:

DBC
Re: HAM 3.6 Alpha - RELEASED[message #238980] Sun, 29 November 2009 16:49 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Thanks for the check, that'll save some work indeed!

I've had the Hans problem without DBB, I use Wildfire AIM. I have no idea why it occurs, the real question is whether or not it occurs without HAM, I haven't received any straight answers on that yet.


Re: HAM 3.6 Alpha - RELEASED[message #238986] Sun, 29 November 2009 18:06 Go to previous messageGo to next message
duckbillclinton

 
Messages:9
Registered:March 2008
Location: USA
@Headrock,

I am near 100% sure the default SVN 1.13 does not have NPC stuck issue this easily. Up till 1.5 weeks ago, I have been only playing 1.13 + DBB for 2-3 hours during weekends and never had this issue. BTW, any chance the strength to weight ratio can take 0.01 as parameter? I am such a pack rat with DBB... :placard:

For a wild guess, I think the root cause might be related to merc related XMLs, as fixing DBB's data can make Hans behave differently. There might be some memory leakage related to merc data.

:superman:

DBC
Re: HAM 3.6 Alpha - RELEASED[message #238989] Sun, 29 November 2009 19:38 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Quote:
I am near 100% sure the default SVN 1.13 does not have NPC stuck issue this easily. Up till 1.5 weeks ago, I have been only playing 1.13 + DBB for 2-3 hours during weekends and never had this issue.


Hmmmm. My problem is that I can't figure out what might be causing the error. Thanks though.

Quote:
BTW, any chance the strength to weight ratio can take 0.01 as parameter? I am such a pack rat with DBB...


At the moment, IIRC, the minimum value is 0.1. A merc with 50 STR would therefore be able to carry 500 KG, which is a LOT.
A value of 0.01 would mean that 50 strength can carry 5000 KG... Do you really need that much weight capacity?

Quote:
For a wild guess, I think the root cause might be related to merc related XMLs, as fixing DBB's data can make Hans behave differently. There might be some memory leakage related to merc data.


Well, I would imagine that most players don't use PROFEX, which is the only system that has anything to do with the profiles. Perhaps there is some data overflow somewhere, but omg I can't even begin to imagine where it might be. The worst thing is that I can't track the error properly. I guess this may be beyond me.


Re: HAM 3.6 Alpha - RELEASED[message #239089] Mon, 30 November 2009 22:34 Go to previous messageGo to next message
RandomOracle

 
Messages:19
Registered:October 2009
If it helps, I'd like to note that things seem to work fine with HAM 3.5 and I routinely load my savegames in HAM 3.5 when I try to do something like fighting in San Mona. This always seems to cause me issues with HAM 3.6 due to Spike not moving or Darren not giving me the cash.
Re: HAM 3.6 Alpha - RELEASED[message #239091] Mon, 30 November 2009 23:00 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Quote:
If it helps, I'd like to note that things seem to work fine with HAM 3.5


Actually that helps a lot. Thank you.


Re: HAM 3.6 Alpha - RELEASED[message #239122] Tue, 01 December 2009 23:15 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Quote:
I routinely load my savegames in HAM 3.5 when I try to do something like fighting in San Mona.


Question - if you're playing HAM 3.6, and you encounter the Hans or Spike problem (them not moving), does saving and then loading the game into HAM 3.5 allow you to move them? I'm hoping that it does, because that would narrow the search for this bug very much. It would mean that the script is failing during execution.

Also, does anyone here know a sure-fire way to trigger the Hans error? For instance, if it always happens on the second visit to San Mona, or whether a certain time has to pass?


Re: HAM 3.6 Alpha - RELEASED[message #239124] Tue, 01 December 2009 23:50 Go to previous messageGo to next message
Requiem

 
Messages:93
Registered:February 2007
I've gotten Hans moving again by saving and loading the game into the regular 1.13 exe if that helps. After switching back to HAM3.6 he was moving fine there after. Come to think of it it was on my second visit to San Mona that he got stuck.
Re: HAM 3.6 Alpha - RELEASED[message #239126] Wed, 02 December 2009 00:01 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Quote:
I've gotten Hans moving again by saving and loading the game into the regular 1.13 exe if that helps.


It does. It means that whatever causes the error isn't omni-present in memory, so it must be some function that runs while Hans' reaction is being calculated, rather than a data error that's saved into the savegames. That should make it much easier to find this bug.

Quote:
After switching back to HAM3.6 he was moving fine there after.


Thereafter, as in you could come back to hands repeatedly and he would always move? In other words, loading a savegame into 1.13 fixes the problem permanently for that saved-game?

Quote:
Come to think of it it was on my second visit to San Mona that he got stuck.


Mine too, I believe.

Also, are you guys killing Kingpin before this happens? Rescuing Maria first?


Re: HAM 3.6 Alpha - RELEASED[message #239127] Wed, 02 December 2009 00:28 Go to previous messageGo to next message
Requiem

 
Messages:93
Registered:February 2007
He continued to move every time I revisited, though I didn't play a complete game. I never went near Kingpin, but I did rescue Maria before leaving San Mona the first time.
Re: HAM 3.6 Alpha - RELEASED[message #239134] Wed, 02 December 2009 02:36 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
UPDATE (yeah, I bet you haven't heard that one in a while)

Actually it's just an update for HAM 3.5. I was sure that I'd added the INI Editor configuration XMLs to the download a long time ago, and only now thanks to Sincleanser I realized my mistake. This has baffled people for a long time now, especially since I kept claiming that everything should be in the ZIP file. Apparently that was a mistake on my part and I apologize.

Anyhow, the zip now contains INIEditorJA2Options.XML and INIEditorAPBPConstants.XML which should allow the editor to set ALL HAM 3.5 settings properly. In fact, with these XMLs it should be easier to set up HAM 3.5 without having to mess with the INI files, as it can generate the required files itself. Of course, that means you have to set everything manually in the editor before playing, and its default values are set to JA2 Default, not HAM default, so keep that in mind.

If you intend to use these XMLs, on your first run of the INI editor please make sure to check the values of the following settings:

JA2 Options INI (HAM Settings section)
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR
HELICOPTER_BASE_COST_PER_GREEN_TILE
HELICOPTER_BASE_COST_PER_RED_TILE
DEFAULT_ARRIVAL_SECTOR_X
DEFAULT_ARRIVAL_SECTOR_Y
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS

APBP Constants INI
AP_SUPPRESSION_SHOCK_DIVISOR

Again, the editor sets these to JA2 defaults on its first run, unless you already manually added the proper lines in your INI files. So just make sure.

For more information about the various HAM settings, hop over to http://ja2v113ham.wikia.com.

Sorry for the inconvenience.

Oh and please let me know how it goes.


Re: HAM 3.6 Alpha - RELEASED[message #239141] Wed, 02 December 2009 07:04 Go to previous messageGo to next message
Sincleanser

 
Messages:61
Registered:November 2009
Location: Houston

No start up run time errors now, yay! Now, to screw with all the settings to make it my game. Thanks for the fix and update Headrock, greatly appreciated.
Re: HAM 3.6 Alpha - RELEASED[message #239299] Fri, 04 December 2009 09:12 Go to previous messageGo to next message
colorfuldays

 
Messages:5
Registered:December 2009
Hello!
First of all, I want to thank you and all the other modders for putting this much effort into making such a great game even better!

On HAM 3.6a: There is one problem regarding dynamic mobile militia that I stumbled across while playing with HAM_3.6a.
The first time I noticed this was while using WildFire maps.
So just to make sure the problem persists with standard maps, I reinstalled Ja2 Gold, the latest SCI (JA2 1.13 3287 exe SVN@1203 Full.exe) and HAM_3.6a with the exact same configuration as it is found in the archive.

The actual problem: With the exception of the area around Omerta, Drassen and upper Alma, all trained mobiles are frozen in place and don't roam at all. Following mercs works perfectly fine, however.
If a trained stack spawns around any other city than Drassen or upper Alma, they are stuck on their spawnpoint at the outskirts of that city, adding nothing but a strong (albeit expensive) extra layer of defense.
I tried editing the DynamicRestrictions.XML, setting the requirement for each sector to city 2 (Drassen). But still, they didn't advance beyond the areas mentioned above.

Here is a screenshot of the sectors they are able to roam through: http://img252.imageshack.us/img252/472/mobilesaccessiblesector.jpg
The Drassen Sam was accessible to the mobiles as soon as I captured it, too.
Staffing the A.C.A. building in Drassen also showed the same restrictions as seen in the screenshot ().

All this happened using the following settings:
RESTRICT_ROAMING = TRUE
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE

After opening the save with the HAM_3.5.exe, the dynamic mobiles started roaming just fine. Saving, and again starting with HAM_3.6a.exe resulted in them freezing in place precisely the way they did before.

---
I also tried setting it to:
RESTRICT_ROAMING = TRUE
ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
This resulted in them never roaming at all. Not even around the Drassen area. They were still following mercs, though.

and:
RESTRICT_ROAMING = FALSE
ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
This worked just fine. They roamed all over the place! Straight towards the other end of the map. ;]


I am really curious whether I screwed something up on the installation process...or if maybe I am the only person playing with mobiles enabled..hehe

cheers
Re: HAM 3.6 Alpha - RELEASED[message #239326] Fri, 04 December 2009 17:08 Go to previous messageGo to next message
Loucipher

 
Messages:159
Registered:October 2009
In order for the militia to roam properly, one of the two latter settings must also be set to true.
Basically:
- if you set RESTRICT_ROAMING to FALSE, the militia will run rampant all around Arulco (their roaming is not restricted). The game ignores the two latter settings.
- if you set RESTRICT_ROAMING to TRUE, the game looks which one of the latter settings is also TRUE, and will use the one that's enabled. If both of them are FALSE, though, the game cannot read the restrictions from the files, and assumes all sectors are restricted - this results in no roaming at all.
Headrock, please correct me if I'm wrong, but that's how I understand these settings.
Re: HAM 3.6 Alpha - RELEASED[message #239328] Fri, 04 December 2009 17:46 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
That's correct. However I'm having trouble understanding what the problem really is.

On the one hand, the restrictions you (colorfuldays) were using initially should not allow militia to roam near Alma at all. In fact, since you only have Drassen under control, the militia should roam to Omerta, the SAM site, and no southwards than sector F12. That's the idea behind the HAM restrictions - the militia move to defend the roads and nearby strategically-important areas that aren't within reach of enemy cities. To allow roaming around Alma, you would need to conquer Alma.

So in fact, you have MORE militia roaming than should be allowed. On a wild guess I'd say one of the two things below happened:

A) You set ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = TRUE at some point while testing, and the militia roamed into those Alma outskirts sectors.
B) You led those militia there and they somehow failed to return to the Drassen area.

Or maybe another option that is more complicated. It would help if you could describe how the militia are moving in the Alma outskirts sectors.

However, the real conundrum is why did things not change when you edited DynamicRestrictions.XML. By setting all requirements to "2", all sectors in the list should've been enabled for roaming as long as you control the city of Drassen. Could you post your current XML?


Re: HAM 3.6 Alpha - RELEASED[message #239342] Fri, 04 December 2009 21:27 Go to previous messageGo to next message
colorfuldays

 
Messages:5
Registered:December 2009
Hamrock
A) You set ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = TRUE at some point while testing, and the militia roamed into those Alma outskirts sectors.
B) You led those militia there and they somehow failed to return to the Drassen area.

Neither of this is true. I only visited the sectors so they would stand out a little bit more on the screenshot. But in the end it was probably a bad idea to do that. My bad, sorry.. Smile


Quote:
On the one hand, the restrictions you (colorfuldays) were using initially should not allow militia to roam near Alma at all.

They don't. The screenshot was taken after! I set the requirement for every sector to city 2. Sorry for the confusion.
But even after setting every requirement to city 2, they never roam any farther than the sectors they are currently occupying on the screenshot.
Here is the XML I used: http://www.speedyshare.com/files/19620480/DynamicRestrictions.xml

---

This happens at Chitzena when using the orgininal DynamicRestrictions.XML found in the archive:
http://img46.imageshack.us/img46/9554/mobilesstuckchitzena.jpg
Clearly, C3 should be visitable by the mobiles, as C3 + 12 would suggest.
However, they never leave the sector they spawn in at all. This happens for every city except the Omerta, Drassen and upper Alma area.

cheers

[Updated on: Fri, 04 December 2009 21:38] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #239345] Fri, 04 December 2009 21:49 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
There's an error in the XML you just posted. Sector F12 is declared twice. Try erasing the duplicate entry and see if it works.


Re: HAM 3.6 Alpha - RELEASED[message #239347] Fri, 04 December 2009 22:31 Go to previous messageGo to next message
colorfuldays

 
Messages:5
Registered:December 2009
There were multiple duplicate entries because of my lazy notepad editing..
I cleaned it up, but the problem persists.
Here is the new XML file I used:
http://www.speedyshare.com/files/19622428/DynamicRestrictions.xml

Starting the save or a new game with the HAM_3.5.exe makes the roaming work just fine.
But as soon as I start it using HAM_3.6.exe, it shows the same unintended behaviour.

[Updated on: Fri, 04 December 2009 22:32] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #239348] Fri, 04 December 2009 23:10 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
Is anyone else here experiencing the same thing?


Re: HAM 3.6 Alpha - RELEASED[message #239352] Fri, 04 December 2009 23:48 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
Headrock, now that you have Ham3.6 out is there any way you would consider removing the Ham from SVN 1.13 and releasing it as a stand alone mod?
Re: HAM 3.6 Alpha - RELEASED[message #239353] Fri, 04 December 2009 23:53 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
??

You do realize that it works the other way around, right?


Re: HAM 3.6 Alpha - RELEASED[message #239363] Sat, 05 December 2009 04:44 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
?? yourself.

my question is would you consider removing the ham you have installed into SVN1.13 last spring?
Re: HAM 3.6 Alpha - RELEASED[message #239365] Sat, 05 December 2009 04:53 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
A) I didn't install anything. I'm not part of the 1.13 team.
B) I'll take the bait - why on earth would HAM need to be removed from 1.13?
C) After working so hard on it, do you really expect I would want to undo my work?


Re: HAM 3.6 Alpha - RELEASED[message #239377] Sat, 05 December 2009 09:20 Go to previous messageGo to next message
colorfuldays

 
Messages:5
Registered:December 2009
Hello!
on the first page of this thread, I read about a bug regarding the payment of "outstanding debts" after using a facility.
Choosing "Yes" resulted in nothing, while choosing "No" would result in a CTD.
If you were already able to recreate this bug, then feel free to ignore this post Smile

On the first page, it was assumed the result of sudden combat interaction.
I tried to recreate it this way for some time, too. But like you, I was not able to do so and everything worked just fine.

Anyway, I messed around a little bit and this is what I noticed/did:
From what I can gather, the facility costs add up each hour. And as soon as the accumulated facilitycosts for the day surpass the current balance, the bugged pop-up starts to appear.
At what time of the day this happens is irrelevant.
If this happens, further assignment to any facility is no longer possible. The currently assigned mercs, however, stay assigned until midnight.
The popup persists even if you raise your current balance above the accumulated facilitycosts...there is no way to fix this until midnight.

This is probably what happened on page one. The accumulated costs surpassed the current balance and after the battle, further assignment was not possible until the next day.

At midnight it's time to pay the costs. If you were able to raise your current balance higher than the accumulated costs, you are fine and should be able to reassign your mercs to the facility.
If you were not, the locals are "not pleased". The only way to fix this is to get enough funds and wait until next midnight. The debts are then automatically subtracted from your current balance.
Now the pop-up disappears and everything works fine.

Maybe the pop-up isn't working because it's set to get substracted at the end of the day...but that's a wild guess, really..

A very easy fix is probably to simply substract the facilitycosts from the current balance on an hourly basis.
I have no idea if that's an easy thing to implement, though

It is very easy to test all this by adding a beach resort to A10 (Omerta) and putting some mercs to rest in the resort.

I hope this was helpful and comprehendible this time Grin.
cheers

[Updated on: Sat, 05 December 2009 09:30] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #239405] Sat, 05 December 2009 15:55 Go to previous messageGo to next message
usrbid

 
Messages:1514
Registered:December 2008
Quote:
Headrock, now that you have Ham3.6 out is there any way you would consider removing the Ham from SVN 1.13 and releasing it as a stand alone mod?


You mean just for debugging 1.13 or in general?

For debugging you could probably take a pre HAM SVN and merge only non-HAM to create a 1.13 only version (but looots of work).

In general I wouldn't want it because then HAM will be stuck on some old SVN, meaning you couldn't play a new SVN code feature and HAM at the same time.

In theory it may be possible to do a HAM DLL and have function calls from 1.13 only code into the HAM DLL, and be able to turn off these function calls with a global switch coming from the INI (but that would be a metric butt ton of work).


Re: HAM 3.6 Alpha - RELEASED[message #239410] Sat, 05 December 2009 17:12 Go to previous messageGo to next message
Headrock

 
Messages:1772
Registered:March 2006
Location: Jerusalem
@ Colorful:

Thanks, I've been looking for accurate ways to recreate this bug. Once I get down to the bug hunting business I'll be sure to make use of that. You're right that HAM accumulates the cost every hour but only charges it every day. However, charging every hour isn't the proper way to go about it - I'm simply going to have to fix whatever it is that isn't working.


Re: HAM 3.6 Alpha - RELEASED[message #239500] Mon, 07 December 2009 01:14 Go to previous messageGo to next message
colorfuldays

 
Messages:5
Registered:December 2009
Hey Headrock,
sorry, I have to correct my last posting about the bugged pop-up.
I thought it would only appear if the accumulated costs surpass the current balance.
But that's not true at all. I guess my balance was just really low. And after I got caught up into this little trap, everything seemed to make soo much sense. Sorry!

Anyway! The pop-up is much easier to recreate...
I tested this 5 times and it worked every single one of them. I tried this by adding either a shooting range or a beach resort to A10 (Omerta).
Here is what I did:
1] I added a beach resort to A10.
2] I hired any amount of mercs. I tried 3 and 1. For this try, I used Bull.
3] Without any fighting, I went straight out of A9 to A10.
4] Now, at 7:05AM, I assigned any amount of mercs to the facility. How many I assigned made no difference. I assigned Bull.. (Current Balance: 30,384$ vs. Daily Expenses: 1,800$)
5] After simulating until 8:00AM the bugged pop-up started to appear, no matter what. Assigning before 8:00AM was still possible, though. Which makes sense.. Smile

After I paid the expenses at midnight, everything was back to normal. New assignment was again possible.

This is from another try. Might be of interest, too:
At 7:55AM, I assigned Bull back to Squad-1 and immediately reassigned him to rest in the beach resort again.
I did this every hour (8:55AM, 9:56AM, 10:57AM) until 11:55AM. And despite Bull being assigned for over an hour multiple times, I didn't have to pay any expenses and the pop-up didn't show up.
The problem: At 9:00AM I still had to suffer a loyalty loss through the region because of Bulls actions at the beach resort. Wink This doesn't seem very fair.

Looks to me like there isn't a bug about when or how the pop-up appears. It appears if the facility was "used" for at least an hour and the problem simply lies in the pop-up itself... <_<

---

That aside, I only noticed three other minor things:

1] After filling both Chitzena sectors with green militia, I assigned MERC1 to train regular militia. It was then possible to assign MERC2 to train mobiles without the payment pop-up showing up. I was able to train a stack mobiles for free.
Trying to assign MERC2 to train regulars with MERC1 now results in a pop-up asking me for payment of a further 750$. Whether I do this directly from Mobile Militia > Militia or over Squad-1 > Militia doesn't make any difference.
Apparently this bug does not occur if I save & load the game after filling the city with regular militia! After loading, I have to pay for both the regulars & mobiles.


2] A similar thing happens when I am broke. I tell MERC1 to train mobiles. Then the pop-up shows up, telling me that I have insufficient funds to train mobiles.
But instead of being reassigned to a squad, the mobile training starts anyway.
This does not happen with the training of regular militia.

---

The only other bug I found has already been mentioned in this thread. All militias go AWOL despite me having some funds available.


With all that out of the way, I must say I absolutely love the idea behind militia upkeep. Now, it's no longer possible to mindlessly extend contracts and spend money like it was before.

The one time I did and ran out of money before the day ended, I desperately raided the mines, hoped for tony to be "in back", lost with Flo in the fighting competition (lol) and prayed not to get ambushed by bloodcats at San Mona mine only to find out that I can't open Kingpin's chests anyway...
An hour later my entire force was gone... The experience of desperately needing "just another 10000$" was pretty exciting Smile.

Thank you for all your hard work! *thumbs up*

[Updated on: Mon, 07 December 2009 03:42] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #239798] Thu, 10 December 2009 22:54 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
savegames are randomly corrupted (ERROR loading game), even from several new games without any apparent logic

[Updated on: Thu, 10 December 2009 23:01] by Moderator

Re: HAM 3.6 Alpha - RELEASED[message #239899] Sat, 12 December 2009 13:22 Go to previous messageGo to previous message
RandomOracle

 
Messages:19
Registered:October 2009
Headrock


Thereafter, as in you could come back to hands repeatedly and he would always move? In other words, loading a savegame into 1.13 fixes the problem permanently for that saved-game?


It doesn't fix the problem permanently for 3.6, I have to load the game in 3.5 each time I get this problem.


Headrock

Also, are you guys killing Kingpin before this happens? Rescuing Maria first?


No killing Kingpin or rescuing Maria. For what it's worth, this problem happens most consistently with Darren for me, as in he doesn't move and give me my winnings.


Btw, I think it was mentioned before but it bears repeating: this problem isn't limited to just Hans, Darren, and other NPCs. Your mercs also have a tendency to stop in the middle of movement orders.

[Updated on: Sat, 12 December 2009 13:41] by Moderator

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