JA2 Unstable R9027 on G2589 downloaded from the Jenkins download site yesterday.
Whilst going through some of the AdditonalDealer_XX.xml files prior to modding one of them slightly I found that in the file "AdditionalDealer_43.xml there where two item indexes which appear to have been used twice. Indexes 26 and 41 are the ones which appear to be duped. I assume that in game the later one in each would overwrite the first and thus not actually present itself as a bug/crash, but I thought it would be worthwhile reporting this as it as I guess the overwritten item will not actually appear on the vendor as intended?
Item duplication bug: Entire sector inventory sometimes keeps getting duplicated whenever I doubleclick on that sector to open its inventory. In other words, whenever I open the sector inventory, the game creates another copy of each item in that sector. Not sure why it happens but I've encountered this bug in three different playthroughs. Restarting the game seems to fix it.
cannot reproduce, need exact steps how to do it, perhaps with savegame with sector that you manage to do it - I tried doubleclicking on the inventory button when I right click thesector but it didn't work
Brms08 wrote on Sat, 27 March 2021 03:50
Getting hit by stray bullets from a battle taking place in a different sector: Not sure what triggers it but sometimes when you get into a fight in far away a sector, one of your mercs in a totally different sector, who's been repairing stuff or training, gets hit by stray bullets from a battle in a different sector which isn't even close. It's most likely the first merc you hired, in my case it was the IMP guy.
if you can get me a save where this happen after enemy shoots at least once per 20 loads I can fix this
Brms08 wrote on Sat, 27 March 2021 03:50
After taking care of the enemies in the first sector of Omerta, if you hire more mercs or IMPs without leaving the sector, neither the helicopter nor the mercenaries actually show up, even though the game adds them to squads and plays the landing dialogue. Not only that but the game keeps repeating their dialogues about the flight for the new mercs (IMPs) and doesn't play the dialogues for all the new mercs.
Not sure if this has anything to do with enabling XML squad names, but when you select a merc from another team on the tactical screen, the game displays an incorrect message about the team they are a member of, for instance, if you select a merc from team Alpha then the game says squad *Bravo* is active, if you select team Echo, then it says team *Foxtrott* is active and so on. I guess the active team number is miscalculated (whereas it should be one less) hence the incorrect name.
fixed
Brms08 wrote on Tue, 13 April 2021 01:52
If you talk to Waldo AFTER you brought Skyrider to the helicopter, Waldo still gives you the quest to find Skyrider and the map markers for the quest are also added to the map which are probably not possible to get rid of after that point.
I use JA2-Unstable-r8990-g2589 and Ja2_r8997.exe and I have DYNAMIC_OPINIONS = FALSE but still, there is information about improvement merc. opinions after shooting somebody. And I have Stephan and Meltdown and they don't comment on each other progress. Isn't there any problem with this?
Opinions in general works because Razor quit after 2 sectors walk with Flo. :-)
Thanks for the answer in advance.
Dynamic opinions can be turned off now. Not sure what you mean with Stephan and Meltdown though.
1) Bug with item manipulations - when combining items mercs start getting 'not enough AP' message after few successful combinings. Happens when sector inventory is open and no enemy is present. To reproduce, try combining a 5+ items with single merc (like in AIMNAS combining vests with woodland camo uniform). Happens regardless if current sector is loaded. Older versions (pre 9000) didnt have this bug. Not enough AP message persists if you load or exit/reenter game. The way to end it is to close sector inventory and unpause game even for a moment. I usually use CTRL + LMB to combine but i believe this happens if you combine them the 'long' way as well.
Note that message doesn't appear if you use CTRL+LMB method, it simply wont work - you see message if you try it the old way, moving item into another item and pressing just LMB.
Easiest way to reproduce this by trying to combine 10+ RDX crystals with C1 or TNT.
2) Inactive Deidranna forces - after a while Deidranna will suddenly stop reinforcing/replenishing garrisons and stop attacking lost sectors. I mean complete stop, not just some locations. Seems to happen around 20% progress mark, tested on both Expert and Insane difficulties. I'm currently playing with significantly modified AIMNAS (hoping to help Smeagol a bit) so i cant provide a save when this happened. I did test it on vanilla AIMNAS too on a pre 9000 build and had same thing happen.
In my current game it happened after i took entire Drassen + mine and repelled counter attack as it gave me a sudden jump in game progress (from 18~19 to 26).
Using NEW_AGGRESSIVE_AI = TRUE and AGGRESSIVE_STRATEGIC_AI = 2
3) Counter Attack forces overflow - I love how you can specify the amount of enemies in each of 4 enemy groups used in counterattack but if you use larger numbers like 64 enemies per group AND a patrol happens to be in the vicinity of the attack you will get overflow and only have few enemy soldiers show up for the attack. I suggest adding a hard cap of 255 soldiers attacking a single sector to avoid overflows. OFC if you get a counter attack with no patrols nearby, enemies show up properly. I have currently dropped the amount of enemies per group to <CounterAttackGroupSize>48</CounterAttackGroupSize> and i try to clear the area of patrols before triggering counterattack.
4) I also have a request - in these later builds i noticed a LOT of militia shuffling and moving when the sector is loaded and no enemies present. Most notable in sectors with 20+ militia. It slows down game a lot including time flow when unpausing game. I'd ask to reduce frequency of AI decisions when in uncontested sector (to like 1/5 of current frequency) and/or a way to unload current sector without moving all mercs away or loading a different one as unloading a sector is the only way at the moment to reduce a strain of CPU with current AI. AI is way better then original and doesn't have nearly as much problems with friendly fire as i remember it but its current resource load when in idle sector with lots of militia is definitely something that needs to be addressed.
Item duplication bug: Entire sector inventory sometimes keeps getting duplicated whenever I doubleclick on that sector to open its inventory. In other words, whenever I open the sector inventory, the game creates another copy of each item in that sector. Not sure why it happens but I've encountered this bug in three different playthroughs. Restarting the game seems to fix it.
cannot reproduce, need exact steps how to do it, perhaps with savegame with sector that you manage to do it - I tried doubleclicking on the inventory button when I right click thesector but it didn't work
Unfortunately posting a save won't help you reproduce issue as it goes away when you restart the game and load the save. The issue only occurs in runtime. I have a suspicion that it might be related to enemy duplication bug I mentioned earlier where you convert a bunch of enemy soldiers before you start attacking the enemy in a sector, but I may be wrong.
1) Bug with item manipulations - when combining items mercs start getting 'not enough AP' message after few successful combinings. Happens when sector inventory is open and no enemy is present. To reproduce, try combining a 5+ items with single merc (like in AIMNAS combining vests with woodland camo uniform). Happens regardless if current sector is loaded. Older versions (pre 9000) didnt have this bug. Not enough AP message persists if you load or exit/reenter game. The way to end it is to close sector inventory and unpause game even for a moment. I usually use CTRL + LMB to combine but i believe this happens if you combine them the 'long' way as well.
Note that message doesn't appear if you use CTRL+LMB method, it simply wont work - you see message if you try it the old way, moving item into another item and pressing just LMB.
Easiest way to reproduce this by trying to combine 10+ RDX crystals with C1 or TNT.
I cannot reproduce it with the latest svn revision (9058). Tried to combine 15 RDX with TNT and it worked without issues, since it takes around 30AP, the bug should be happening at 4th attempt already, but it didn't. Try download latest SCI, not sure how often is that automatic SCI from svn code generated but we are at 9058 now so your version is quite old.
1) Bug with item manipulations - when combining items mercs start getting 'not enough AP' message after few successful combinings. Happens when sector inventory is open and no enemy is present. To reproduce, try combining a 5+ items with single merc (like in AIMNAS combining vests with woodland camo uniform). Happens regardless if current sector is loaded. Older versions (pre 9000) didnt have this bug. Not enough AP message persists if you load or exit/reenter game. The way to end it is to close sector inventory and unpause game even for a moment. I usually use CTRL + LMB to combine but i believe this happens if you combine them the 'long' way as well.
Note that message doesn't appear if you use CTRL+LMB method, it simply wont work - you see message if you try it the old way, moving item into another item and pressing just LMB.
Easiest way to reproduce this by trying to combine 10+ RDX crystals with C1 or TNT.
I cannot reproduce it with the latest svn revision (9058). Tried to combine 15 RDX with TNT and it worked without issues, since it takes around 30AP, the bug should be happening at 4th attempt already, but it didn't. Try download latest SCI, not sure how often is that automatic SCI from svn code generated but we are at 9058 now so your version is quite old.
I am new on this forum and I dont have knowledge about programing but I really like your version of this diamond between all games. I can be only beta tester or send donate if it is any possibility to support like this.
My little issue/question is when my merc has pistol (for example) and he does side step, he looks like he has rifle. Is it common thing or maybe can it be change in future?
My little issue/question is when my merc has pistol (for example) and he does side step, he looks like he has rifle. Is it common thing or maybe can it be change in future?
Cannot reproduce in r9061 with Igor and pistol, sidestepping shows pistol animation.
What version you are using? What bodytype (male, female, bigmale)?
Some of the personality stats (friendly/threaten approach etc.) for the IMP character created after the first ten (i.e. the eleventh IMP and beyond) are always zero. You can check these stats on the laptop by using the "more stats" button on the "Personnel" section. The only way to create an 11th IMP (and further) that doesn't have this bug is to create them in the first 10 slot and then restart the game and import their dat file by using their names instead of the password "xep624" on IMP website.
This bug should be fixed now. SVN revision 9066. Not sure why these stats are lowered in omerta, if you can provide me savegame where this can be reproduced I can take a look at it.
My little issue/question is when my merc has pistol (for example) and he does side step, he looks like he has rifle. Is it common thing or maybe can it be change in future?
I can confirm this. Also happening with nothing in hand or knife/melee weapon in hand. Looking into this right now, but it is possibly an animation problem not coding.
EDIT: ok confirmed. Ja2 currently has only one animation for sidestepping without being in ready position and that animation shows rifle in hand. If someone makes the new animations for sidestep with nothing in hand, pistol in hand, pistol in both hand and possibly knife in hand, this can be addressed, what about you and 3d modelling?
1) Bug with item manipulations - when combining items mercs start getting 'not enough AP' message after few successful combinings. Happens when sector inventory is open and no enemy is present. To reproduce, try combining a 5+ items with single merc (like in AIMNAS combining vests with woodland camo uniform). Happens regardless if current sector is loaded. Older versions (pre 9000) didnt have this bug. Not enough AP message persists if you load or exit/reenter game. The way to end it is to close sector inventory and unpause game even for a moment. I usually use CTRL + LMB to combine but i believe this happens if you combine them the 'long' way as well.
Note that message doesn't appear if you use CTRL+LMB method, it simply wont work - you see message if you try it the old way, moving item into another item and pressing just LMB.
Easiest way to reproduce this by trying to combine 10+ RDX crystals with C1 or TNT.
I cannot reproduce it with the latest svn revision (9058). Tried to combine 15 RDX with TNT and it worked without issues, since it takes around 30AP, the bug should be happening at 4th attempt already, but it didn't. Try download latest SCI, not sure how often is that automatic SCI from svn code generated but we are at 9058 now so your version is quite old.
Ok, made a new fresh install with 9059 SCI, no options or files changed at all.
Here is a video of the bug:
First thing to notice in the video is that i was using CTRL+LMB to merge items. After 5th merge it stopped working, wouldn't merge with shortcut anymore. When i used item description window to merge item, it worked. However, when i tried to merge a different items (Dynamite+RDX) i got the 'not enough action points' message. Apparently if you keep merging SAME item combo you can keep doing it as long as you dont use shortcut but after that any other item combo wont work. As mentioned before, unpausing the game and letting any amount of time pass (even 1 minute) will reset the "AP's" and you can do some more merging. Obviously, there should be no AP limits in sector inventory while there is no combat present.
I see CTRL+LMB, I didn't know this and only did that manually via description box which worked correctly.
I just commited a fix for this, not sure when jenkins makes a new SCI with this in, but it is fixed now. This was a code unification with tactical/mapscreen which I didn't test (mainly because I didn't know CTRL+LMB merging is a thing). And the code in tactical was not having this issue because in realtime it seems that soldier APs are continously refreshed to max, which is not the case of mapscreen.
Eitherway, when I was at it, I found and fixed another issues related to this. Should be now bug free. Enjoy merging
I just commited a fix for this, not sure when jenkins makes a new SCI with this in, but it is fixed now.
--
The Jenkins Server is an automated process. It updates once per day, if changes detected. For timezones with CET, that's arround midnight. The new SCI (r9069-g2592) was finished while writing this.
I see CTRL+LMB, I didn't know this and only did that manually via description box which worked correctly.
I just commited a fix for this, not sure when jenkins makes a new SCI with this in, but it is fixed now. This was a code unification with tactical/mapscreen which I didn't test (mainly because I didn't know CTRL+LMB merging is a thing). And the code in tactical was not having this issue because in realtime it seems that soldier APs are continously refreshed to max, which is not the case of mapscreen.
Eitherway, when I was at it, I found and fixed another issues related to this. Should be now bug free. Enjoy merging
Thx.
For that second bug with Deidranna's army going inactive, i'll do some more testing. Gotta do several restarts anyway so may as well do some more probing. Right now i suspect its related with Arulco Special Division feature i have turned on, but still need to confirm it.
Looks like Get Item merc assignment is not working in 2069 version. Items are simply not moved.
Edit: Seems to work now. Gonna keep testing to see what happened. First time this didn't work was in Omerta trying to move items from A9 to A10 sector. A10 was loaded. Second time this works is in the same sector after i took out patrol Deidranna sends to A9 and this time A10 was not loaded.
Edit 2: After some more testing it looks like this bug is no longer appearing and is not reproducible. I guess it was some sort of one time glitch. Just ignore this one.
New bug: when firing at and then hitting an enemy, that is in prone stance, the hit (to the head or the torso) always counts as a miss (in stats displayed in the computer). Tested several times in two different sectors, no other enemies were nearby. Version info: r9085, g2592.
Edit1: Bug my be introduced in r9013.
Edit2: It seams that only happens when firing from standing position at prone position. From crouch to prone seems to work OK.
Another bug on game load: missing ls_daygeneric.png (may be intoduced in r9053).
Which sector is doing this? Looking into SectorLoadscreens.xml packed with last unstable I don't understand how can this happen at all. Do you play some mod perhaps? If so, which one?
I was able to reproduce it line this: sector D13 enemies present. Save the game. Quit to main menu. Load the game - error pops up in the left top corner. Maybe another reload with ALT+L will trigger the error. And it was LS_DayGeneric.g (not .png).
Yes, I have the same values in XML. This error does not appear always. Enemies were present and it seems to appear after some reloads (for the same sector). It is reproducable at my PC. But fortunately it doesn't crash the game...
Relax, those files are not neccessary for those changes to work. So there is no problem.
Also I was able to reproduce the bug with loadscreens when I delete the SectorLoadscreen.xml entirely. I have no idea how he got that bug without doing so (perhaps he is playing a mod without knowing it and that mod is missing this file in data folder?) but there really is a problem in my code.
Relax, those files are not neccessary for those changes to work. So there is no problem.
--
You wrote in discord:
"So in detail, I added the texts for the new quest start and end state (without this it writes AAAAAAAA in history). (thats the quests.edt file)
Then I added new constants into both lua scripts and XP reward for the new quest HELD_IN_TIXA. (note that reward is already granted in code, so finding captured mercs probably adds reward twice)
And then I added the new values into Mod_Settings.ini for the Tixa POW stuff and externalized the three gridnos used to check if you break POW merc free from his cell. Code has default values if this is not specific in Mod_Settings.ini so no problem if these files are not packed with unstable yet, the only issue is the AAAAAAA string in history, but it will work without all of this."
--
As I understand this, it's only causing a minor failure (the AAAAA). And if the files for GameDir, which you already made, could avoid this, why not using them? Wouldn't it otherwise just result in using the defaults and causing the failure? What's the use of that? And if adding them, add them at a point in time where nobody else has done other changes to them yet. Also, you already made those files, wouldn't it be a waste not to use them?
And since I use the SVN as source to provide a SCI, I'd prefer that everything is in neat little order before providing it to public. Why going public with something I knew it has a failure, when I'm aware of a solution already? But that's just my personal work ethics, which seems to differ from yours. And since you had to put no effort in getting it into SVN yourself, there is no harm for you either. It will only result in your changes working more as intented by you.
Just tried to build the UB.exe with r9100 (VS13). Getting tons of errors and warnings. Example: "error C2065: 'QUEST_HELD_IN_TIXA' : undeclared identifier " (that's showing up several times).
Another bug: When i was fighting enemies in B15 (Skyrider present) there were some enemies at the end (indicated by a red square on the map) that I could not find. They were probably killed by snakes and not marked as dead. As I tried this sector again (reload) and wrote down the names of the ones attacked by the snake and one was not killed by me - I saw him cca. 15 tiles away, and then he was gone.
And auto-resolve was not available anymore.
Just tried to build the UB.exe with r9100 (VS13). Getting tons of errors and warnings. Example: "error C2065: 'QUEST_HELD_IN_TIXA' : undeclared identifier " (that's showing up several times).
It seems the POW-changes broke UB.
fixed
DSmidgy wrote on Thu, 24 June 2021 18:27
Another bug: When i was fighting enemies in B15 (Skyrider present) there were some enemies at the end (indicated by a red square on the map) that I could not find. They were probably killed by snakes and not marked as dead. As I tried this sector again (reload) and wrote down the names of the ones attacked by the snake and one was not killed by me - I saw him cca. 15 tiles away, and then he was gone.
And auto-resolve was not available anymore.
I commited a fix for this, meanwhile try use ALT+o cheat command to workaround it.
Not shure if this is a bug or only a glitch not needed to be fixed regarding CtH:
When an enemy is prone position, you can target legs, torso or head. But sometimes you can also target a whole person (part of the body is not named).
Another (possible) one: after you pick up an item and then do Explore on a sector. The already picked up items are marked on a map. Happened in San Mona.
JA2-Unstable-r9123-g2595 and ja2_1.13_beta_eng_gr9112_dr2594
CHANCE_TONY_AVAILABLE = 100
but Hans still says "Tony stepped out for a bit"
I feel like Im taking crazy pills. I went as far back as SCI_Unstable_Revision_8345_on_GameDir_2349 from 2016 and I cant get Hans to let me to the back room
New game, leadership 75, rush to San Mona, give Brenda VHS tape, Hans keeps telling me Tony is not here, or about his inventory. Killing Hans reveals Tony is in the back room.
I even somehow managed to land in front of the door with Hans to the right (no idea how) and Hans STILL insist Tony is not here while Tony is visible on the screen.