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old buildings disapper - why?

sbishops
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Thanks for your reply, but I don't think they burned. the campfire is FAR away from both the hut and storage.

And my hut was right next to storage and i slept between the two.

i'm so confused by this....

anyone else have any ideas?

thanks all!

old Re: Bug Reports

bezmolvie
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Fires start randomly even if another fire isn't close. If a red message in german apperes, ther's a fire

old buildings disappear - solved

sbishops
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you were right! i built a new tent and watched it just start on fire! but this time there was no message in german.

anyway, i threw my remaining water bottles at it and got it out.

now - how do i get more water bottles? or store water to throw at a fire, or turn off the darned fire mode?

this time my tent has only been up 3 days! i just want to play the game!

thanks!

old Re: Bug Reports

Raven Shadow
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sbishops has written
you were right! i built a new tent and watched it just start on fire! but this time there was no message in german.

anyway, i threw my remaining water bottles at it and got it out.

now - how do i get more water bottles? or store water to throw at a fire, or turn off the darned fire mode?

this time my tent has only been up 3 days! i just want to play the game!

thanks!


look for a file called mods\stranded II\scripts\random_start.s2s
open it in a text editor and look for this line:
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extendscript 0,0,"sys/scripts/random_events.s2s";

change it too:
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//extendscript 0,0,"sys/scripts/random_events.s2s";

old Re: Bug Reports

Katze
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There's a bug with skilling by execute script in debug mode. I used debug mode to increase my Hunting, Planting and Lumbering skills as described by DC in this thread:

http://www.unrealsoftware.de/forum_posts.php?post=70652

The skills increased fine, but I noticed in the character page that the titles for the skill I raised have changed. Instead of displaying Hunting, Planting and Lumbering, they now display hunt, plant and wood respectively. Is there anything that could be done to fix this?


Just so people know what I'm talking about, here's a screenie.     
http://usera.imagecave.com/Katze/untitled.PNG
edited 2×, last 10.06.08 01:44:53 pm

old Re: Bug Reports

DC
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this is no bug at all. SII just doesn't know the real name for this skill if you did not have this skill before. so SII creates the skill and takes the internal description as name.

you can avoid this by using the third parameter of incskill where you have to enter the real name for the skill. e.g.:
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incskill "plant",500,"Planting";

old Fires in Stranded 2

Vagabundus
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I have also been battling the problem with aggressive fires.

I am now trying the addition of the two // in front of the line in code. So how else will this affect the game? Will other events be stopped as well? Will it unlock the dreaded "Abdominal Snow Monster" (this is the one that isn't as fierce as his "abominable" cousin, but he makes your stomach puff out so you get fat immediately. . .truly feared.

They seem to come frequently--some times as often as 20 days apart.


Here are some observations about the fire events:

They are not affected by campfire or torch position. That is, if I put a fire source adjacent to a building it will often catch fire, but if my campfire and torches are located a far distance away, they might also catch fire.

The fires are not aware of rain. I like to establish a few "hunting camps" at various places so that I know I will have access to basic supplies when out hunting things that go 'bump' in the night. . . Recently, a storm had just ceased (putting out all torches and campfires across the island) then about 5 minutes later, I received the "red message of death" about a fire. By examining each of the sites (2 hunting camps plus home) I discovered that the storage at one of the campsites had burned. This means, of course, that the fire started with no external fire--because the storm had extinguished all fires. I was confident I had not somehow started a fire and forgot about it, because it happened at a camp that I had not visited for about 10 days.

At one point I believed that it took seven waters to extinguish the fire. I was wrong on that (that's the problem with small n).

The fires may take as many as nine waters to extinguish. I have never extinguished a fire with fewer than 3 waters. (Perhaps there is some secret to extinguishing the fire beyond putting the water in your hand and throwing it at the fire?)

The game seems to prioritize fires in this order: Shelters, tents, storage. I have discovered that I can extinguish a tent fire by "striking the tent" while on fire, then re-pitching it.

A previous answer to my previous question instructed me to change the random events 2 file to change the frequency of fires or to eliminate them from the game. I'm still playing with this--it has lengthened the time between fires, but they still seem to spontaneously combust.

A 'trick' I use is to build a shelter at each site, located in camp but away from all plants, trees, bushes, other buildings, etc. This seems to be the first building to go up in flames, so while I haven't stopped the fires, now they don't burn my storage bins!

I hope others can find an authoritative answer to this problem.
edited 1×, last 06.07.08 10:24:30 am

old Re: Bug Reports

DC
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I'm considering to remove the fire stuff. It sucks.

old the mystery of the disappearing tents

Vagabundus
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I tend to use more than one tent in later stages of the game. I will set them up as hunting camps that allow me to be gone from base camp for several days at a time.

I had a problem with the tents disappearing--thought I was losing my mind (or at least the trouble ticket that was addressing my previous loss).

This is how it seems to work.

(1) I will pitch a tent in one camp.

(2) I will build a hut or treehouse there.

(3) I will take the tent with me, pitching it to establish a hunting camp.

(4) I will leave this site and go to another site.

(5) I will make another tent (absurdly easy when you are hunting lions anyway.) and pitch it at camp 2.

(6) Later I will return to camp 1. There I will strike the tent to move camp closer to the remaining nasty animals.

(7) When I strike that tent, I will end up with 2 tents, in inventory or lying on the ground, depending on the room I have available.

(8) I will then pitch tent at camp 3, probably making another tent for a future camp.

(9) I will return to camp 2, and discover that the tent is gone!

(10) I am confident this is a recurring, not an intermittent problem. On one particularly nasty island, I ended up pitching five tents around the island. Then when I struck one tent, FIVE appeared in my inventory! At first I thought "Ah. . . a nice little bug to give me infinite tents" (don't know how much it would help, given that I never need a second tent until I am well on the way to being the top predator on the island--gift logs would be far more helpful!) But when I went back to each of the camps, the tents were gone from all of them.

So apparently once there are multiple tents in the game, when you strike one of those tents, it strikes ALL of your tents and teleports them to your rucksack.

Does all this make sense?

old Re: Bug Reports

DC
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yes. thats a known bug. it already has been reported before.

old bananas disappear

Vagabundus
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Usually I can pick bananas by either jumping or hitting with a missile (dart, pebbles, arrow, etc.)

However there are two things that can happen that end up destroying the banana.

(1) if I don't hit the banana just right, it might fall a small distance, then remain Stuck there. That is, it won't fall all the way to the ground. Sometimes I can reach it by jumping, but other times it is still out of jumping range.

Problem is, if I shoot again, it will disappear altogether (explode? disintegrate?)

It would be nice for the banana

(1) to always fall all the way to the ground
(2) to fall within range of jumping
(3) to be able to be shot again without destroying the fruit.

Actually, the ability to use a stick to knock down bananas would be useful, stuck or not. It would simply extend your reach.

A second problem;

Sometimes when a banana falls I cannot see it on te ground. At times it will show up as a tiny yellow spot, at other times it doesn't appear at all.

It is almost as if the grass overlay the game uses covers up the now-horizontal banana?

Thank you for your hard work.

old Re: Bug Reports

Raven Shadow
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Vagabundus has written
Usually I can pick bananas by either jumping or hitting with a missile (dart, pebbles, arrow, etc.)

However there are two things that can happen that end up destroying the banana.

(1) if I don't hit the banana just right, it might fall a small distance, then remain Stuck there. That is, it won't fall all the way to the ground. Sometimes I can reach it by jumping, but other times it is still out of jumping range.

Problem is, if I shoot again, it will disappear altogether (explode? disintegrate?)

It would be nice for the banana

(1) to always fall all the way to the ground
(2) to fall within range of jumping
(3) to be able to be shot again without destroying the fruit.

Actually, the ability to use a stick to knock down bananas would be useful, stuck or not. It would simply extend your reach.

A second problem;

Sometimes when a banana falls I cannot see it on te ground. At times it will show up as a tiny yellow spot, at other times it doesn't appear at all.

It is almost as if the grass overlay the game uses covers up the now-horizontal banana?

Thank you for your hard work.


The problem is that the banana object is modeled on it's
side, which is how it appears when you drop it.
But when S2 has a banana grow on a tree, it's coded to
rotate the banana into an upright position so it
hangs from the tree in a more natural position,
which causes it to end up below it's own z-axis,
so when it falls to the ground only a small part of it's stem ends up above ground.
To fix it you would have to edit the model so that it is
mostly on the +z origin instead.

I fixed it in my game by having bananas grow in 2
bunches instead, from short palms.
(Actaully bananas grow on vines not palms)

old Re: Bug Reports

Guest

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i have a bug that ive made a ballista in my personal mod,the amo (ballista spears) is going through trees and other stuff! help me!!1

old Re: Bug Reports

Raven Shadow
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Guest has written
i have a bug that ive made a ballista in my personal mod,the amo (ballista spears) is going through trees and other stuff! help me!!1

before anyone can try and help, you need to include the
definition you used for the weapon and it's ammo.

old Re: Bug Reports

Raven Shadow
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I'm having trouble getting S2 to recognize a global variable.
code sample
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script=start
$mm_conmode=0;
...
...
...

on:trigger_with_a_long_name{
	local $xres,$temp1;
	$temp1=getsetting(xres);
	$temp1=int($temp1/2);
	$temp1=$temp1-100;

	if ($mm_conmode=0) {
		image 0, "sys/scripts/under01.bmp", $temp1, 1, 1;
		$mm_conmode=1;
	}else{
		image 0, "";
		$mm_conmode=0;
		$mm_conaxis=0;

	}
}
the first time the trigger runs the values change the
image loads, yet the next time it runs, the value
of $mm_conmode is not correct and won't change,
the IF conditional also fails to recognize it's value.

old Re: Bug Reports

DC
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this is probably not a bug.

you have to use == for comparision in Stranded II script (its like c++ or php).

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if ($mm_conmode==0) {

hint: use commands like s2 cmd msg or s2 cmd echo for debug output in your scripts if you have problems. they make it easier to keep track of the actual values of certain variables.

old Re: Bug Reports

WRCMeister
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The game doesent start on my laptop, Geforce go 7300, just gives a black box for half a sec and disappers, no loading or anything, assuming its blitz3d...

old Re: Bug Reports

Brandon
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Wow my laptop is worse than that but works well...

Anyway, I think I found a game bug

If you hold a torch and drop a meat, the meat is in the air...so raptor is circling around below it.

old Re: Bug Reports

WRCMeister
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Seems to be just my graph card then somehow, as games as Oblivion, Fallout 3, and even NFS Undercover works fine :S
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