Home » MODDING HQ 1.13 » v1.13 Bug Reports » Bugs: Unofficial releases (SCI's), unstable and DEV builds (Read the first post before posting!)
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345164 is a reply to message #345144]
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Sat, 23 April 2016 17:24 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
![](/images/ranks/captain.png) |
Messages:3507
Registered:April 2009 Location: Germany |
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ShadowCaped wrote on Wed, 20 April 2016 01:24Ok! now i'm the proud owner of a dropbox account, lets see if this time is the right time:
Here the Saved Games
Now, first a little description of the 3 Saved Games and then a report on another scenario tested with an outcome that may be very important (or at least ineresting):
savegame01.sav [Before_Jeep_2] : Just before entering the sector for the first time
savegame02.sav [After_Jeep_2] : all enemy erased (Gabbi Cheat & Alt + O). No evidences of enemies in tactical... Lynx is unable to leave sector and going to Strategic View the icon of Tank/Jeep is present.
savegame03.sav [After_Jeep_2bis] : Lynx is ready to cancel move and re-enter the sector. Only then the Jeep, before somewhat "invisible", will reveal itself.
Last minute funny info related to the above saved games : at this point you can continue to exit, enter & destroy the Jeep for the eternity to come (after those saves i've created a somesort of junkyard in that sector...). If you choose to leave it alone, the Jeep will stay forever in the sector IF the group was a garrison, otherwise the jeep alone seems to continue the standard route of the patrol to wich it belong (even if MinGroupSize in Difficulty Settings should dictate differently).
Another Scenario tested :
- Player attack 1 enemy patrol + another patrol may reinforce enemy (without jeep) -
A similar scenario, in my previous post, but with, jeep had lead to enemy reinforce the patrol while in real time and so merc was unnoticed... now, without jeep, the merc enter the sector and while unnoticed he is able to do what he want, until TB is triggered (by killing an enemy with an M-14 just in front of another enemy), after a turn the reinforce are regularly arrived.
At this point, with the bugfix, seems that until Jeeps are NOT present all is going fine (but scenarios involving tank are not yet checked and there may be specific combination of particular occurance).
Ok, now i take a break and play UC113, at least for a bit
This should now be fixed as of r8168. Due to a typo, the sector jeep count was not always properly updated if a jeep was destroyed.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345349 is a reply to message #345341]
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Sat, 07 May 2016 22:40 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
![](/images/ranks/captain.png) |
Messages:3507
Registered:April 2009 Location: Germany |
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Valiant wrote on Sat, 07 May 2016 07:15imgur.com/iTXAZyS
On the left screen, Vicki is standing near Dimitry lying on the ground at the wall. Vicki is going to step over Dimitry.
On the right screen, she successfully mimicked David Copperfield on walking through the wall by using this technique.
Good find. Fixed in r8206.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345372 is a reply to message #345366]
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Mon, 09 May 2016 00:57 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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ShadowCaped |
![](/images/ranks/private.png) |
Messages:16
Registered:July 2009 Location: Italy, Sardinia, Cagliari |
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r8188, No Mods.
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE
Does not work. The Heli, instead of being free to fly everywhere, have a range of 25 tiles and (obviously) SkyRaider refuse to fly for more than 12 tiles away from the refuel site.
Bobby Ray Quality/Quantity
While Bobby Ray Site itself works fine (quality & quantity are properly taken into account) the same is not true when Game Settings are displayed (with V hotkey).
All the "older" combinations (like 1-1x, 2-2x, 4-2x, 4-10x, 10-4x and so on...) are correctly displayed;
All combinations that contain at least one of the "newest" possible value (like 1-3x, 7-9x, 2-5x and so on...) are not correctly displayed. Instead will be considered valid, and so displayed, the "lowest & older" combination.
For example:
After choosing Quality 8 & Quantity 9x...
going to Booby Ray Site we will find the right items, in the correct quantity...
clicking the 'V' key will display:
Bobby Ray Quality: Excellent (4)
Bobby Ray Quantity: Excellent (4x)
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Private
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345385 is a reply to message #345378]
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Mon, 09 May 2016 18:44 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
![](/images/ranks/captain.png) |
Messages:3507
Registered:April 2009 Location: Germany |
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Valiant wrote on Mon, 09 May 2016 08:46imgur.com/YS9A5MR
The show goes on! Now it's Dimitri, who got the ability to levitate after stepping over Ira.
(Don't know if this bug is fixed is 8206, so I decided to post it).
This was fixed too in r8206.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345487 is a reply to message #345385]
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Fri, 13 May 2016 21:10 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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ratpaz |
![](http://thepit.ja-galaxy-forum.com/images/avatars/blood.jpg) ![](/images/ranks/sergeant.png) |
Messages:137
Registered:April 2015 Location: Italy |
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r8177 gamedir 2315
- You can't put syringes inside syringe pouch like it was supposed to be.
- This is an old bug, the game may CTD at the beginning of the combat if you get attached and your mercs are put watching the border where the enemy will spawn, the more mercs see enemies the more chances that the game will crash...not sure if to make the crash happen militia have to be in the sector as well
but to replicate the bug just get a town sector, hire some militia and wait a enemy attack, then put atleast 3-4 mercs watching the border where the enemy will attack (they have to see the enemies and the enemies have to see the mercs as well), when the battle start the game will probably crash to desktop. It seems related to priority to assign the group that will get the first turn, but i may be wrong.
- If you enter the San Mona ring disguised by enemy soldier the opponent will enter the ring and immediatly after exit, Darren will say that you are disqualified and the next turn the the game hang.
- If you try to use handcuffs on the general in H13 the game will hang, well actually i belive the game will hang every time you try to use handcuffs on every special character in the game.
- If you get captured by the queen, after you get interrogated and Elliot say "eh eh eh ...you idiot" the game will hang.
- Get the heli, put someone on board and send it to a sector then after it arrive load the sector and scroll to any of the sector edges of the map the game will crash.
- If you hire someone and the helicopter arrive in the loaded sector the passengers will be stuck somewhere in the sector, unable to move in tactical map, until you move them in the strategic map.
I will update this post as soon as i find new bugs.
[Updated on: Sun, 03 July 2016 10:54] Report message to a moderator
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Sergeant
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345625 is a reply to message #345618]
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Sun, 22 May 2016 16:04 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Elestir |
![](/images/ranks/private_1stclass.png) |
Messages:30
Registered:April 2016 |
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When you conquer a sector by successfully demanding surrender of the enemy and conquered sector has a prison facility, the shown dialog buttons have wrong labels, as newly conquered prison's sector label is missing.
E.g. I had prison in San Mona (D5) and when I conquer Chitzena (C2) this way, I am asked where I want to send prisoners. Dialog appears with first button saying D5 and other buttons saying "Let them go". But in fact 1st button works for C2, 2nd for D5 and others for "Let them go".
r8218/2321
[Updated on: Sun, 22 May 2016 16:05] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345628 is a reply to message #345626]
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Sun, 22 May 2016 16:32 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Elestir |
![](/images/ranks/private_1stclass.png) |
Messages:30
Registered:April 2016 |
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When I finished interrogating enemy officer in San Mona prison, he joined my army. Then I checked the militia website and it showed new green soldier (while in fact he should have been dark blue). When loading that sector and then checking the website again, it showed 1 more new soldier (dark blue this time), but keeps that non-existent green one there.
Happened in San Mona. (also it is questionable if it should ever be possible for enemies to join you in San Mona, as militia is not normally allowed there)
r8218/2321
Update: The green militia has record about being a defector. The dark blue militia has record about being recruited. Only the dark blue one is active.
[Updated on: Thu, 16 June 2016 20:32] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345631 is a reply to message #345628]
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Sun, 22 May 2016 17:37 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Elestir |
![](/images/ranks/private_1stclass.png) |
Messages:30
Registered:April 2016 |
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Game considers merc to be aiming particular enemy, even if that enemy is already dead and your merc walks away with weapon raised. That leads to situation when if another enemy sees you, he will see through your disguise with message that you are still "aiming" (now dead) enemy (while you really ain't).
r8218/2321
[Updated on: Sun, 22 May 2016 17:38] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345655 is a reply to message #345653]
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Mon, 23 May 2016 20:16 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
![](/images/ranks/captain.png) |
Messages:3507
Registered:April 2009 Location: Germany |
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Not a bug. If the new individual militia feature is active, we can actively track which militia come from the PMC. These militia then get higher wages ($40 instead of $20 etc.), so I've lowered the recruitment cost, as it is no longer required as a huge extra down payment. Though I admit that a down payment of only 1 day, might be a bit low.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345688 is a reply to message #345671]
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Thu, 26 May 2016 15:23 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Flugente |
![](/images/ranks/captain.png) |
Messages:3507
Registered:April 2009 Location: Germany |
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Elestir wrote on Tue, 24 May 2016 16:52It is impossible to use knife on corpses when these are lying on roof.
r8218/2321
Fixed in r8236. This was a vanilla bug - we never were able to interact with corpses on a roof, ever. Due to the underlying bizarre, twisted way with which we handle structures, you will still be unable to interact with a corpse on a roof after you've decapitated it, but picking it up, throwing it, gutting, stripping of blowing it up work fine.
Mostly related: Once again I am realizing that sectors with height offsets due to cliffs (like Drassen D13) are fundamentally borked... as it is possible to throw grenades through roofs. Then again, this seems to have been the case since vanilla, so add that to the list of easily detectable vanilla bugs things this oh-so-attentive community couldn't spot in close to 2 decades ;)
ElestirWhen quitting a game and restarting a new one, the identified VIP locations from previous game persist.
r8218/2321
Fixed in r8237. The bug was due to the fact that an array (StrategicMap[]) is initialised upon game initialisation, but not on campaign initialisation. Not that happy with the current solution, but this should at least fix that error.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345890 is a reply to message #345688]
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Thu, 09 June 2016 18:13 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Elestir |
![](/images/ranks/private_1stclass.png) |
Messages:30
Registered:April 2016 |
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Flugente wrote on Thu, 26 May 2016 14:23Elestir wrote on Tue, 24 May 2016 16:52It is impossible to use knife on corpses when these are lying on roof.
r8218/2321
Fixed in r8236. This was a vanilla bug - we never were able to interact with corpses on a roof, ever. Due to the underlying bizarre, twisted way with which we handle structures, you will still be unable to interact with a corpse on a roof after you've decapitated it, but picking it up, throwing it, gutting, stripping of blowing it up work fine.
Mostly related: Once again I am realizing that sectors with height offsets due to cliffs (like Drassen D13) are fundamentally borked... as it is possible to throw grenades through roofs. Then again, this seems to have been the case since vanilla, so add that to the list of easily detectable vanilla bugs things this oh-so-attentive community couldn't spot in close to 2 decades ;)
Just tested this in r8246/2324 and it's still not properly fixed. Out of 3 enemies that were killed on the roof (at C13 Drassen above the kids factory), only one corpse of the three was possible to interact with.
Update: Interaction with corpse on roof is impossible whenever the tile right below is inaccessible (e.g. when there is some static object).
[Updated on: Thu, 09 June 2016 21:51] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #345891 is a reply to message #345890]
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Thu, 09 June 2016 19:54 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Elestir |
![](/images/ranks/private_1stclass.png) |
Messages:30
Registered:April 2016 |
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The portrait of Turtle while wearing sun glasses (or night vision goggles) is corrupted (shows just red background).
r8246/2324 (but it seems to be much older bug)
[Updated on: Thu, 09 June 2016 22:01] Report message to a moderator
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Private 1st Class
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Re: Bugs: Unofficial releases (SCI's), unstable and DEV builds[message #346093 is a reply to message #346091]
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Tue, 05 July 2016 03:09 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Deleted. |
![](/images/ranks/liutenant.png) |
Messages:2656
Registered:December 2012 Location: Russian Federation |
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RunAwayScientist wrote on Tue, 05 July 2016 04:26 The colored name above a merc's head feature does not appear to be working anymore. Something or someone replaced their code for the code scanning for SHOW_COVER_INDICATOR, replacing it with the below options. The green, yellow, or red when spotted by an enemy no longer occurs. When disguising a merc as a soldier or civilian, their name is colored yellow and does not change to any other color under any condition:
...
This is a recent bug, being introduced in the 8200+ builds. Was this a re-write in progress that got halted or is this an actual bug?
It's not a bug. Yellow color shows that soldier is disguised, blue shows that soldier is drunk.
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=12557&goto=345575&#msg_345575
I plan to add another indicator to show sight cover status.
Quote:In addition, tool-tips (when holding down alt) no longer appear to be working.
Cannot reproduce in r8265.
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