Bugs

Page created 21 January 2016




No, this page is not about the giant bugs that dwell underground in Arulco . . . I wish it were. All v1.05-specific bugs have been eradicated in v1.06 -- which is available for download now!



There is an old v1.13r7609 bug I want to warn you about -- it is very frustrating if it occurs. It is The Backpack Bug, where backpacks lose all their contents every time you drop them. It happens because the game code loses track of the contents over time if you put filled pockets within other pockets (put a backpack into another backpack, or any pocket from the new inventory system into another pocket), or even put a backpack (or pocket of some sort) into the character's hands to carry. Once this bug starts it doesn't stop. So to prevent it you must never carry a filled pocket in the character's hands or within another pocket. It has to do with the new inventory system and how it interacts with the old code.

I might have found a workaround to this bug once it starts -- so far it is working. In order not to lose all your backpack contents once this bug rears its ugly head, always take off your backpack manually -- DO NOT USE THE HOTKEY for "Drop All Backpacks", AND DO NOT USE THE HOTKEY for "Pick Up All Owned Backpacks"! Drop your backpacks manually, and pick them up either in the Tactical Screen or the Strategic Inventory Screen.

If you encounter any bugs, glitches, or other silliness that shouldn't be there . . . you can report it here, in the Bear's Pit forum, or on Facebook.

28 comments:

  1. You still have less bugs than my original Ja2 1.05. Keep up the good work and I'm sure you'll find and fix most the bugs as time allows.

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    1. Thank you! Most of the credit goes to the v1.13 crew who have fixed many of the bugs of the original game, added many new features, and have allowed people like myself to easily mod the game through XML files. I am glad you are enjoying your Vacation!

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  2. Ed, still getting the ctd after getting line 990 assertion failure in the merchants cpl file when trying to buy from kevin. this is after i up to version 1.05. To reiterate, keep up the good work. btw, file 247 save repeatedly fails: ah vell ...

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    1. Yes, something weird is going on with the merchants that I haven't nailed down yet. What's worse is that it isn't the same for everyone -- some can buy from certain merchants, some cannot. For example, I can buy from every merchant except Frank -- and got Frank to work once, but only once though the same 'fix' was applied in subsequent attempts. I'll keep working on it.

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  3. The Skyrider quest didnt end properly. I retuned him to his helicopter, but there came no dialog and he stayed in my team. However, I could now use the helicopter. I dismissed him (at the heli), talked to him, and the expected dialog to end the quest came. Talked to him again, and he joined my team as a full merc.
    Should he be recrutable?

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    1. He is recuitable now. I guess I should make a special page for this feature because you aren't the only one to question it. Here's the skinny on the new recruitables: "Playable Characters Mod" (PCM+)

      Converted the non-playable JA2 characters: Darrel (#73), Perko (#74), Maria (#88), Joey (#90), Skyrider (#97), Fred (#106), Matt (#148), Oswald (#156), Calvin (#157) and Carl (#158) into playable characters.
      Added Rude Dog (#206) (from Urban Chaos Mod) and Jerry Melo (#207) (from JA2.5 UB) as new M.E.R.C. characters.

      (NOTE: New Arulco Vacations character, Rachel Thorne, took the spot originally allocated to Selina "Jubilee" Kyle of Urban Chaos)

      All new playable characters have faces, speech and battle sounds. They also have character skills. Changes are very nonintrusive to keep the integrity of the vanilla story, setting, maps etc. intact.

      Notes: Skyrider has his speech limited due to an overlapping issue from his function as a pilot. If the player prefers to have Skyrider as the pilot (same as in the vanilla game),then you need to react quickly. After Skyrider is escorted to his chopper, he'll do his usual speech, after that Skyrider will walk towards his chopper. If you want to avoid Skyrider to join the squad but want him as a pilot as usual, go to the strategic map before Skyrider has reached his chopper. Then everything will be as in the Vanilla game. If you want him to join, wait for him to reach his chopper, after that he will become playable.

      Darrell will only join if a female character is married to the Hicks. There might still be issues with this action related to 1.13's messed pathing. Make sure your female character has a path to the place where Darrell is walking to. If she doesn't move, break the deadlock using alt-enter and make her walk into that direction, the pathing might still catch her and continue her script.

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    2. Perko can be easily recruited, but requires user input (just click on "recruit").

      Maria, automatically joins the squad after having met Angel. Like Skryider, there's some time between the end of the quest and her joining the squad. After having talked to Angel, Maria will leave the leather shop and, once standing on the road, join the player's squad. In that time between the end of the quest (history log beeps) and her joining, the player can go to the strategic screen if he doesn't want Maria to join the squad.

      Fred Morris as a head miner can only be recruited after the mine he leads has started to produce income for the player. Upon recruiting, he loses parts of his head miner function, parts might still be active and overlap. For convenience reason, it is advised to minimize the chances that the mining income is interrupted (either the bug quest is already over, or sci-fi mode is unselected) in order not to cause glitches.
      For testing, he can however join as soon as the mine has started to produce income.

      Let the escorted persons go off on their own upon completion of their quest, they will then join if your leadership is good (I'm thinking Joey here, don't let Martha see one of your mercs or her thankyou speech will interrupt Joey joining as RPC).

      Try to avoid using the new characters for interactions with NPCs, as certain actions like NPC's handing over an item (like Carmen's disk) can cause the game to crash.

      Don't try to marry the new RPC Maria DaSilva with Daryl Hick for the recruitment of Darrel or you'll get an endless stop watch.

      Credits:

      Most content is taken from JA2, JA2.5 UB and Mod Squad's Urban Chaos
      The speech of character 73 (Darrel) was designed and recorded by Khor 1255
      The speech of character 90 (Joey) was designed and recorded by Thor
      The speech of character 158 (Carl) was taken from Scorpion's mod "Renegade Republic" (there as "Butch")

      - Will Gates for Jerry Melo RPC and several PCM additions and improvements for the English version
      - Wil473 for his Urban Chaos-1.13 (UC-1.13) project
      - Cagemonkey for the improved Bigfaces

      ...and of course @ "the Scorpion" for (in my opinion) one of the most innovative JA2 mods ever!

      Have fun! :-)

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    3. Thanks. You should definitely mention it somewhere. Because when I escorted him to his helicoter and nothing happened my first thoughts were about how I might have messed up the script and how much I had to replay.

      So far my vacation has been a rather nice experience.

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  4. D15 sector (SAM base) - beds blocking entry to building (first and second door on the left). Cywilian called "Tecnico de radar" - there is missing quotes (he says "Quote 10" etc).
    Thank You for this amazing mod.
    Best regards
    DanielS

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    1. I'll fix that sector for this month's Update. Some of the civilian factions do not have quotes yet -- soon.

      You are very welcome! Enjoy!

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  5. Play on AV 1.08 with patch. I've started a new game.
    Sudaew Pps-43 - there is missing gun picture. When I want to check weapon description then game always crashes.
    Best regards.
    DanielS

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  6. Hi Ed,

    Started a new game with the March 5 patch to 1.08. The grenades no longer explode on impact, but delay until after the opposition has moved, essentially rendering them useless.

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  7. I'm playing the latest install.
    Emptying M1 Garand of ammo makes ammo disappear. Also M1918 A2 BAR. The command in inventory "eject ammo from all weapons" doesn't empty these two rifles. That's on B11 map (if it matters at all).

    Earlier, on map A15 I think, where the big cats are, one cat got stuck between some trees and it was impossible to kill her.
    Otherwise, great play.

    Cheers
    b

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    1. Thank you. Yes, the sector matters. It happens to be a problem with revised Items.XML and items placed on the map before the revision. One of the projects for me now is re-visiting every sector to eradicate this bug and to do some upgrading of map design.

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    2. Okay, to make sure, these items were dropped by dead enemies.

      b

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  8. Replies
    1. Got it. FYI, you should be able to fire that ammo without problem, and any subsequent loadings of those weapons will function normally.

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    2. It crashes if you load the weapon while it's empty? I forgot to mention that if you try to load it while it has the original ammo in it, it will crash. But if the original ammo is gone it shouldn't crash. However, that specific weapon might still have attachment issues due to the revised Items.xml bug.

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    3. It wasn't empty, you're right. I'll pay attention next time.

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    4. Attaching PSO1 4X scope to Mosin-Naganr rifle makes it disappear.

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  9. After I have installed program version ja2_7609en+AI_r396 all the above problems have disappeared.

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  10. The Diemaco C7CT, a gun choice for anyone with the Sniper (Marksman) trait, has a weight of 76.6 lbs., clearly an error.

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    1. Thank you for bringing this to my attention! You can fix this in your game by opening ../TableData/Items/Items.XML in Notepad++, search for the C7CT, and in the weight tag change the value from 333 to 33.

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    2. Thank you. Fixed it. Is there a formula for translating the Weight value in the Items.xml into the actual weight in pounds shown in the weapon data card in-game??

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    3. The value in the weight tag is in hectograms - tenths of a kilogram. So, the C7CT weighs 3.3 kilograms which translates into 33 hectograms which further translates into 7.3 pounds. It's just simple metric to US/imperial conversion.

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    4. Great! Thanks for the quick reply.

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