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Decoy bug


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#1 psychedelist

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Posted 18 May 2019 - 07:04 PM

Couldn't find anyone talking about it here, but sorry if i missed it. There's a bug with the decoy in that the enemies get paralyzed upon hearing it and stay that way forever until something distracts them. The intended behavior is coming over to investigate and disable it, which is much better, more realistic and usually more advantageous to the gameplay. The bug seems to exist in both the original and DP. Has anyone managed to discover a reliable way to get the correct behavior?

 

After playing around with the decoy for a while, i came to these conclusions:

1. The presence of the bug is determined upon starting the mission and is stored with all the saves that are made in that mission. Reloading a save or restarting the game won't help, it'll stay bugged for the entire mission.

2. As to what causes it, it seems to be completely random. Player actions or state of the enemies in the previous game session before starting the new mission don't seem to matter. Maybe it depends on some internal variables or garbage data while creating the new mission.

 

To deal with it, i have to use the debug exe, start a mission, make a save immediately, cheat to get the decoy (if it's not available right away), if it works then load the save and play normally, if doesn't work then restart the mission and repeat.

 

Edit: actually, debug exe seems to be the one where the issue happens a lot. I probably accidentally started a mission while using it, and it prompted me to all these "investigations". The missions created using the default DP exe seem to work correctly, which means the authors actually managed to fix it, great job. This makes this thread kinda useless, sorry about that.


Edited by psychedelist, 18 May 2019 - 07:35 PM.


#2 Zakxaev68

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Posted 20 May 2019 - 07:08 PM

I can recall that bug happening almost on 2/5 games on BEL/BCOD. Sometimes ruins a mission, yeah. No solution so far.



#3 extrano1955

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Posted 22 May 2019 - 07:17 PM

This is a know bug, very dangerous in multiplayer. The behavior of enemy soldiers are random, so If the enemies could move in one pc, and stay in other. Every time you restart game the behavior is set randomly, I think no matter If running debug or comm2. I dont know how to fix this, I just dont use decoy against normal enemies, only vs patrolls. If Im playing online and must use decoy, I make sure to ask the other player what is happening and send him a save file If needed.



#4 psychedelist

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Posted 22 May 2019 - 09:52 PM

Very weird, all missions that i start while using the default DP exe seem to always work correctly for me (as far as decoy is concerned). If a mission is started using debug exe, then saved, then it'll very likely be glitched and remain so if the save is loaded using the default exe.

 

Almost unrelated to that (but i don't feel it deserves its own thread), i discovered something awesome today. This is concerning normal soldiers only, not patrols. When a soldier picks up a bottle, it's assumed to become undetectable by other soldiers after that. However, if you punch (or interrupt anyhow) him as he starts drinking it but hasn't finished it yet, the bottle item will not only still exist but also may be detected by other soldiers again, like cigarettes. This sounds like it may have been intended to be infinitely usable like cigarettes, but the state of the bottle properly resets only once a soldier begins the drinking animation. I know there's a property "number of uses" for bottles and cigarettes, but cigarettes are always infinite no matter how it's set, right? So maybe the property was meant to be left unused in the final version of the game, and the bottles were meant to be infinite. I imagine the technique would be really hard to use on practice, and yet it might affect some missions that treat the bottle as one-time-use resource (for non-patrol soldiers).

 

Edit: i discovered that what makes the decoy bug go away is exe's compatibility setting set to "Windows XP SP3". My DP exe had that already by default, that's why i had the impression it was fixed only there. If you set the compatibility on the debug exe, the bug goes away there too.


Edited by psychedelist, 24 May 2019 - 02:01 PM.


#5 extrano1955

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Posted 25 May 2019 - 10:13 PM

Yes, wine have 1 use, cigs almost infinite. You can set that values in the .mis but patrolls always take care ;)






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