Messages:12
Registered:December 2018 Location: Here
Hey, I'm not sure where to report this bug but I'm playing the latest SCI i think (version 8633) with AFS and i have a bug in Drassen mine with bullets that seem to be map related rather then AFS related.
I got my IMP spy there to get some intel, found a general inside the head miners office, went into the mine first to get some silver and some equipment and then got the spy out and attacked with the rest of my mercs to kill the general quickly. The problem is that bullets seem to disappear into thin air as if they were hitting something, it happens both for the enemy and for my mercs. This happened only in this map for now. I posted a save with an IMP and a suppressed pistol crouching behind a red shirt at a distance of 3 tiles, this seems to always be posing a problem with the bullets always disappearing mid air. In the save, you just have to aim for the head and shoot, the bullets will hit an invisible wall. I have no idea why, but the whole map has this problem where enemy bullets and mine sometimes hit the air at any distance.
I can't actually post a save because of "File Attachment is too big (over allowed limit of 0 bytes)". Anyways, those are the steps that I went through before this happened.
"Drill Militia" assignment does nothing apparently, and cannot be switched out of. I have a save game attached. Yes, I modded some files to amp up the mercs and IMPs, but that shouldn't have an impact.
Edit: Can't post files yet, sadly. Do have a save file though.
For the Drill Militia Assignment, I think you have to have certain things in the JA2options.ini on. There should be something describing it somewhere in Flugente's Magicka Workshop. I think you have to be able to recruit civilians, which defaults to NO, and then somehow use Drill Militia from there. It is part of the various Strategic Resources used and is optional. If you already know all that, then I don't know what it is, as I have not tried it. I believe you would have to also have the City Population having a good opinion of you, not sure the min needed, and also enough Leadership to Drill Militia.
For the Drill Militia Assignment, I think you have to have certain things in the JA2options.ini on. There should be something describing it somewhere in Flugente's Magicka Workshop. I think you have to be able to recruit civilians, which defaults to NO, and then somehow use Drill Militia from there. It is part of the various Strategic Resources used and is optional. If you already know all that, then I don't know what it is, as I have not tried it. I believe you would have to also have the City Population having a good opinion of you, not sure the min needed, and also enough Leadership to Drill Militia.
The Options INI is gigantic enough that I would be very grateful if someone could help point me to which options Zed speaks of re recruiting civilians. I am lost.
Hi, I will look better a bit later tonight as I have some chores to do. But, this will help a bit.
First, you can use your shortcut to go find the root directory to JA2. Then go into the Data - 1.13 directory. Then find JA2options.ini .
Ok, now open with Notepad JA2options.ini , choose Find from the Edit tab in Notepad, Search for "Arulco Special Edition". This is much of what I'm talking about. Lots of what is in the INI from here on down are optional settings and probably relate in part to your choice. There is lots of info in here, deeply explained as well.
ADS means Arulco Special Division, and it defaults to OFF. If it is on, then the player can also turn on the counter methods the player has to fight against it. ASD is basically a detailed resources system that the AI can use to buy or create certain assets to use in the war against the player. Instead of these being abstracted or not used at all, they can now claim, create, use resources under certain conditions. Early on, you see examples of Helicopters, Jeeps, and Fuel. Each of these options will also have an addition on/off toggle as well in the INI, usually. There is stuff about SAMs and MANPADS as well, which are Portable SAMs on soldiers.
-----
Ok, now let me look a bit more to find the Player's Counter Strategic Abilities which that brings up.
Search for "Militia Volunteer Pool Settings" . It comes after the Raids stuff a bit lower than the above stuff I referenced. Here it is going to talk about how to get a Volunteer Pool from Civilians, the rules for such and so on. I believe this will be a required part of Drill Militia.
OTHERWISE DRILL MILITIA is not active and not part of the usual campaign, as you are presumed to be able to convert Militia from populace automatically. (I personally play with all this Volunteer Pool and ASD stuff off for now, I don't consider worth the detail and make-work, but it would balance resources, victories and retreats to have more importance, as the enemy can gain from lost resources of dead militia etc -- kind of like if Drop All is on, and whomever wins get the goods as resources).
(There are other sections somewhere else in the INI that the player can use. For example, there is a way to convert inventory that you otherwise would scrap into bullets or points for other weapons. In this way you are limited to some degree with your resources or can create more stuff. What section it is in, you'd probably have to skim through. This is where looking thru Flugente's Magicka Worshop thread is invaluable to give you hints to the name. Remember, in each of Flugente's M Workshop posts, all the info you mostly need is summarized in the original top post. Only minor details usually repeated in later posts, except for bugs.)
-----
The JA2options.ini is way, way too big. To read it all takes multiple hours to understand and so on. I feel your pain. It literally takes me 2 days plus to actually set up a new campaign if I read it very carefully from scratch. But there is tons of crap in there that is useful too.
[ They need to put all the possible options at the top in one section, reference each with a TAGLINE such as {ASD Help Here} which you would then do a FIND with and get the detailed help info already there in the file by FINDing ]
By the way, the best way to look around if not wanting to read the whole things, is just do a FIND for something and see if you find something, like with Raid etc. Raids are the additional sort of bandit, zombie, and blood cat attacks you can have.
By the way, I turned off Zombies in the in-game Preferences section before I started a New Campaign, and that stopped so far, for this campaign, any of the problems with having invisible Hostile Sectors that otherwise always plague me. I hope the extra Blood Cat Raids and Bandit Raids will still occur, but it would cancel out any Zombie Raids for certain. Raids have NOTHING TO DO with the Arulco Special Division.
-----
Sorry all I have time for at moment, it should get you up to speed if you use those two searches in the INI. Best wishes.
Forgive me if I'm being daft but, under Strategic Event Settings, I've got Drassen counterattack set to True and Aggressive Strategic AI set to "2". When I captured Drassen, the counterattack forces arrived within a day but then did not attack the Mine sector and switched straight away into into patrolling around the countryside sectors around the town. When I captured Chitzena, the counterattack came in as normal - attacking with overwhelming forces from three sides.
Have I set something wrong?
It's been a while since I last played the game, so I thought I'd try the latest version. I downloaded SCI_JA2v1.13_Revision_8673_on_GameDir_2474 and unpacked it over a freshly installed GOG version of the game, and the menus are very weirdly smudged. I tried fiddling with the INI and adjusting the resolution, but no effect. The game looked fine before unpacking the 1.13, and there were no error messages.
Also, everything seems to work, it's just all pretty much illegible.
I'm using 64-bit Windows 7.
Here's two screenshots from the game, with and without mouse-over.
Ride The Wild Wind - Push the Envelope, don't Sit on the Fence
Ride The Wild Wind - Live Life on the Razor's Edge
I think I have seen this problem reported before. IIRC it had something to do with a setting in the graphics driver. Unfortunately I don't exactly remember it.
Messages:2438
Registered:October 2005 Location: Australia
Check your windows display settings, it could be some issue with Clear type text or more than likely a graphic driver issue or setting on your graphics card itself. I'm on a win 7 64 bit PC here too but don't have these issues.
Well, I can rule out problems with the game itself, as it works just fine on my older PC with a Radeon 4670 card also using a 64-bit Windows 7 (my main PC is running a GTX 960), but I was unable to pin down what the problem is. I tried fiddling with Clear Type and some other graphics settings, updating graphics drivers and reinstalling the game several times (and several versions) but to no avail. I suppose some sort of Windows update messed something up, as it used to run just fine with some of the versions I tried (such as the stable release).
Thanks for your suggestions, folks.
*EDIT* A flash of inspiration made me try windowed mode which I have never used before, and the issue is solved in it. Weird.
[Updated on: Wed, 24 April 2019 01:57]
Ride The Wild Wind - Push the Envelope, don't Sit on the Fence
Ride The Wild Wind - Live Life on the Razor's Edge
Messages:214
Registered:February 2005 Location: USA
Jolly_Reaper wrote on Fri, 27 April 2018 20:13
I had the same problem a few times. After killing all enemies in a sector the game would still think there are more enemies.
What I do is leave the map and immediately come back (travel and cancel travel, no need to load another map). When I do that, there are more enemies to kill, and after that it's cleared. Maybe that works for you as well.
Same problem and solution for me too! Thanks for sharing!!
it seems to bee a odd way to make the first post but...
- revision 8678
- immediately crashes when i try to open the "advanced" tab of an item (weapon)
[129.627] : ERROR : File : *\SVN\ja2\GameSource\Standard Gaming Platform\vobject.cpp
Line : 967
Location : BltVideoObjectToBuffer
Video object index is larger than the number of subimages
Maybe i did something wrong.
- took a fresh copy of a german JA2 V1.02 in a new ja2 folder
- checked out the source from *://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build (revision 8678)
- edited the ja2.props for DE/GERMAN
- Build with VS 2019
- copied the Release exe to the new ja2 folder
- checked out the GameDir from *://ja2svn.mooo.com/source/ja2_v1.13_data/GameDir and copied all to the new ja2 folder (revision 2475)
- checked out the GameData from *://ja2svn.mooo.com/source/ja2/trunk/GameData/German_Version and copied all to the new ja2 folder (revision 8678)
I tried a few combinations, but it seems to me, that only the exe (compiled by myself) is a problem.
Last, but not least, you all do a really good job here.
new guy here, loved Ja2 back in ye olde and 1.13 even more so when I discovered it around 2012. Decided to give the game another go, and I'm super excited about the new features. The ideas you guys come up with and the effort you still put into improving this game is simply amazing.
Here's an odd thing i found (build 8675, no ini or setting changes whatsoever):
The shortcut SHIFT+R to reload the whole squad does not work in real-time when there are still enemies in the sector, the mercs won't reload from either inventory (personal/sector). If you change to turn-based or clear the sector of all enemies, the shortcut works in real-time. Imho this is very inconvenient, as real-time with enemies in sector is the very moment i would use the hotkey.
The shortcut works fine in build 7609, but in the oldest development build i could find (8351), the odd behaviour is already in place.
Thanks in advance for looking into it,
phase_iv
TL;DR: Apparently real-time usage of SHIFT+R broke between 7609 and 8351.
The shortcut SHIFT+R to reload the whole squad does not work in real-time when there are still enemies in the sector, the mercs won't reload from either inventory (personal/sector). If you change to turn-based or clear the sector of all enemies, the shortcut works in real-time. Imho this is very inconvenient, as real-time with enemies in sector is the very moment i would use the hotkey.
VS2010 debug exe r8681 crashes with an assertion when starting to read weapons.xml.
Error message is "vector iterators incompatible". Crash happens at line 499 in Weapons.cpp. Error is related to addition of barrel configurations which are stored in the vector that causes the crash (vector barrelconfigurations in struct WEAPONTYPE in Weapons.h). Directly assigning one vector to another doesn't seem to be a good idea. The crash can be circumvented with a memcpy but it also crashes at other code locations later on (advanced tab of EDB for example). Could a developer please take a look and fix this?
Hi, i'm just playing the latest 1.13 dev build.
I can't comprehend why, but since Drassen (in San Mona now) i've the problem that frequently the static position of objects is not correct anymore, everything (walls, doors, containers, trees..) is wrong positioned by 1 tile. Means the blocked area of the objects is one tile behind the point where it should be. Between times the bug dissapears and everything is normal again but mostly appears again on the same map shortly after. Reloading a savegame is not helping to fix it.
There was a bug like that fixed some time ago which was related to graphic resolution. Maybe try a different game resolution and see if it happens there as well.
r8687 vehicle related bug:
- enter vehicle with merc from strategic screen while standing on a roof
- move vehicle to another sector
- load tactical map
- exit from vehicle on strategic screen
Merc will stay "on roof".
If merc exits vehicle from strategic screen without loading tactical map first, merc will correctly stand on the ground.
In addition to this
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22776&goto=357459&#msg_357459
interrupt bug, soldier can never be interrupted when someone else opens door diagonally.
Enemies can see new appeared soldier but can never interrupt him, even if he cannot see them which should be guaranteed interrupt.
Messages:17
Registered:May 2016 Location: Next to my fridge.
Hi everyone.
Got me a bug of some sort here...
Gold Edition, rev. 8684, fresh install and all.
After getting rid of the Enemys in A9 Omerta there is no Fatima, just a boy and a female Civilian, both with no dialogue, just german floating text.
Similar to [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&goto=348850&#msg_348850]this[/url] but there was no solution o this particular problem of mine.