SAS Mod v1.0 report bugs here

60 posts / 0 new
Last post
SAS_Random
Veteran
Veteran
SAS_Random's picture
Offline
Last seen: 9 months 4 weeks ago
SAS Mod v1.0 report bugs here

I thought it might be best to have the bugs listed in a place where everyone who plays can see what has and has not been reported. Also, this makes it easier for the creators to find these comments. Report what you find below.

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

Raptor
Raptor's picture
Offline
Last seen: 2 years 3 months ago

M16 Firemode:
- according to the weapon description the M16 should have a burst fire mode, but there is no such mode ingame

Goggles Overlay:
- I think the goggles should have an overlay similar to the gasmask, currently there is no difference between goggles and pure balaclava

SAS_WIZ
Veteran
Veteran
Offline
Last seen: 2 months 1 week ago

frags dont work

Lt_Col WIZ,  VC, MiD (Ret)

Sam
Offline
Last seen: 10 years 8 months ago

As said before, the H&K33 scoped looks like the launcher when other people see you using it and the mask restriction vision is still on when you are using the scope.

KeLLeR
Offline
Last seen: 11 years 4 months ago

@Raptor

From -> http://www.armyproperty.com/Equipment-Info/M16A1.htm

"The major difference between the M16A1 and M16A2 is the fact that the M16A1 could operate in full-automatic mode, emptying an entire 30-round magazine in just a few seconds; whereas the M16A2 is restricted to 3-round bursts, a feature which preserves ammunition and improves accuracy."

The error is in the description because it is taken from the first lines of the Wikipedia page of the M16 and they concern all M16 variables, the one used in the mod is the M16A1 which has just single and auto mode.
We'll correct the description.

About the googles overlay, there is a bug in the final version and the overlay is not showed (we did that and it worked since last beta version), this will be corrected aswell in the first patch.

@WIZ
We tested the frags in BS mode only atm and they did their job there, what you mean with "don't work"?

@Sam
That will be fixed in the patch aswell, thanks for the report

IMAGE(http://i1138.photobucket.com/albums/n536/jokeller2310/firmaKeller04-1.jpg)

Sam
Offline
Last seen: 10 years 8 months ago

Actualy for the frags i playied with Kamp a few rounds and they worked, against sus and civs.

SAS_Random
Veteran
Veteran
SAS_Random's picture
Offline
Last seen: 9 months 4 weeks ago

-top score is only 95, so I recommend adding 5 points to mission success increasing it from 40 to 45 points to offset the loss of the 5 points for No Civilians Injured (punching is guaranteed in any map with more than a few civilians) It would give a more accurate score of the round.
-when a civ is killed and the mission fails, the round ends with suspects and civilians remaining on the map. Instead of removing the mission objectives for bring order to chaos and rescue all civilians, perhaps you could just remove the text that shows us the objectives. It would sort of be like a blind objective that would just be a given for each mission. Leaving the scene with active shooters still around is not realistic. Smile
-ump45 seems under powered compared to other smgs
-g36 has noticeably less power than the m4 firing the same rounds
-change the browning to a .40 cal version for more power and some ballistic variety...if there is no light for this pistol, there needs to be some benefit to using it, other than it's a common SAS pistol.
-suggest adding 'cover me' to general menu
-suggest adding 'ill cover you', 'roger', and 'clear', to the default command tree so the EL doesn't have to do all that extra menu switching while trying to issue orders.
-suggest adding 'check the lock' to the command tree for doors
-suggest adding 'x-ray down' to general tab so it will be with 'x-ray spotted'
-i still think the mask overlay is a little too obtrusive. it's accurate if you shift your focus left, right, up, down....but if you are focused forward you simply shouldn't see that much mask. for example if you were looking down at your vest, you would see the same as the overlay in the mod, but you would hardly notice it when looking forward. I think the overlay should represent a forward-looking POV.
-the mask holes are circular, but the overlay looks like goggles. Smile

PS-- a little birdie told me that frags will be in coop in the patch, we can play mogadishu mile a whole new way Twisted

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

Maxyzzz940
Offline
Last seen: 8 years 11 months ago
Agent007
Offline
Last seen: 11 years 7 months ago

suggesting add "tango down" or "xray down" to comms

SAS_Master
Regimental Sergeant Major
Regimental Sergeant Major
SAS_Master's picture
Offline
Last seen: 1 year 7 months ago

About sounds:

About game engine:
- I have Swat4x.exe, cmd.exe & sasmod.exe in my taskmgr.... We really need it all or we can do another way with only one .exe???

I posted this in the stickied thread as well, but you can copy the entirety of the ContentExpansion\System folder into Swat mod v1.0\system and just run swat4x.exe from there with no problems at all that I've found (just be certain to not overwrite anything already there. i.e click 'no' when asked to overwrite stuff).

This is what I do to get sas mod to work properly with 3D analyze (I use it to emulate hardware T&L by getting the CPU to do all the number crunching).

The sasmod.bat file does the same thing, except it 'cd's into the System\ directory in the sas mod and then runs the swat4x.exe in ContentExpansion's System\ folder from there.

SAS_Master - Regimental Sergeant Major

GCHQ

"He's trusting you to do your job which is to clear that corner! Nothing else!"

Maxyzzz940
Offline
Last seen: 8 years 11 months ago
About sounds:

About game engine:
- I have Swat4x.exe, cmd.exe & sasmod.exe in my taskmgr.... We really need it all or we can do another way with only one .exe???

I posted this in the stickied thread as well, but you can copy the entirety of the ContentExpansion\System folder into Swat mod v1.0\system and just run swat4x.exe from there with no problems at all that I've found (just be certain to not overwrite anything already there. i.e click 'no' when asked to overwrite stuff).

This is what I do to get sas mod to work properly with 3D analyze (I use it to emulate hardware T&L by getting the CPU to do all the number crunching).

The sasmod.bat file does the same thing, except it 'cd's into the System\ directory in the sas mod and then runs the swat4x.exe in ContentExpansion's System\ folder from there.

I'll try. Thanks Masterson.
P.S. I did added more in my prev. message.

MAVEN
Offline
Last seen: 10 years 6 months ago
bug reports

Sweet Smile

How about you guys 1st unlock the original SAS Mod thread? I wanted to give positive feedback and I was unable to do so...

Anyway, so far, I have no complaints on the SAS mod, great job for a very 1st release, there are few minor bugs I spotted, but nothing too serious, take a look:

1. Crosshair is unballanced pixel-wise, specifically the right side.
2. Weapon sounds volumes are improperly variable, for example a pistol can sound louder than an assault rifle.
3. Bumps don't display well on new models if settings are on medium or lower.
4. Briefing menu images for new models appear very low quality and blurry.
5. The new radio comms still not radio-filtered.

That's about it.

See you on the field Wink

P.S. Also, the flashbang sound seems to change sometimes from the custom one to the default Swat 4 one, did you guys purposelly do this? If not, it's a bug

Speed, Precision, Experience, Endurance. General System Tweak Guide

SAS_Random
Veteran
Veteran
SAS_Random's picture
Offline
Last seen: 9 months 4 weeks ago

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

SAS_Random
Veteran
Veteran
SAS_Random's picture
Offline
Last seen: 9 months 4 weeks ago
Re: bug reports

Sweet Smile

How about you guys 1st unlock the original SAS Mod thread? I wanted to give positive feedback and I was unable to do so...

This will be the thread for public commentary on the SAS Mod v1.0 as the other thread is locked by admin. You will have to praise the mod team in this thread or create a new thread just for praise Wink

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

Maxyzzz940
Offline
Last seen: 8 years 11 months ago
SlimSin
Offline
Last seen: 10 years 11 months ago

Suspects, in some standard maps (like Fun Time Amusement), had the body armor with the word POLICE.

Struis
Offline
Last seen: 10 years 7 months ago

Even though this is a 'bug report' thread, I'd like to start out by giving my compliments and a big THANK YOU to Jokeller and Francis for creating this awesome mod! Now that it's released you'll probably enter a phase in which lots of people will tell you what should still be improved and it will be impossible to satisfy all of them. But this mod is like a breath of fresh air into the COOP community and I salut you for that!

That being said, I also have 2 comments to make at this moment... Wink

- Even though I know that the SAS don't play for points, there is a small thing I'd like to point out about the scoring system. It still reduces the score by 5 points for injuring civilians. While this by itself is perfectly fine, my beloved 'sparky' friend is not there anymore to make troublesome civilians comply in a 'friendly' way (I think I'd prefer a punch in real life though). So I have to punch some sense into them, which will cause the same 5 points deduction. Is there any way to fix this? Is it possible to make punching not being counted as damage without loosing the stunning effect? (so we can still keep the deduction should you accidentally shoot a civ)

- The second thing is about wedges. In my opinion they aren't very realistic. Just like with the optiwand, you can't stick them under every door just like that. They also can be placed way to fast and now that you're able to carry 3 of them in one slot, they just feel a bit overpowered. Maybe reducing them to 1 per slot and increasing the placement time would give a more balanced and realistic feeling?

Anyway, thanks again for all the hard work you guys put into this mod! I'll keep you posted should I find any bugs someone else hasn't already found out about... Wink

|ETS|Struis

SAS_Random
Veteran
Veteran
SAS_Random's picture
Offline
Last seen: 9 months 4 weeks ago

Suspects, in some standard maps (like Fun Time Amusement), had the body armor with the word POLICE.

I think I read somewhere you have to add a ServerPackage=sas_sus into a file...I think it's listed in another forum.

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

Raptor
Raptor's picture
Offline
Last seen: 2 years 3 months ago
Suspects, in some standard maps (like Fun Time Amusement), had the body armor with the word POLICE.

I think I read somewhere you have to add a ServerPackage=sas_sus into a file...I think it's listed in another forum.

Not sure if this fix is about the police imprint:

I also noticed yesterday that me and other people playing in your server can't see the new suspects skins (there is a blank bdu, missing texture).
To fix this detail you should go in the Swat4xDedicatedServer.ini and doing the following steps:

- Go under the [Engine.GameEngine] section
- Scroll till the last 2 lines that should look like this:
ServerPackages=SwatDesignerClasses2
GameSpyManagerClass=SwatGame.SwatGameSpyManager
- Adding this line between the two:
ServerPackages=sas_sus

So it will look like this:

ServerPackages=SwatDesignerClasses2
ServerPackages=sas_sus
GameSpyManagerClass=SwatGame.SwatGameSpyManager

SlimSin
Offline
Last seen: 10 years 11 months ago

Thanks for reply.

I checked my "Swat4xDedicatedServer.ini" and it already contains the line "ServerPackages=sas_sus".

I'll recheck tonight ingame.

MAVEN
Offline
Last seen: 10 years 6 months ago
bugs

Since I'm working on a Swat 4 patch with Mcfluff and since we will be working on a prequel, I messed around ini's and archives for some time.

The suspects having police tags on their backs sometimes may not be the mod's bug but purely game engine's as it "reads" existent vanilla files at 1st and then the modified files from mod folder, and should something miss from the mod folder the vanilla stuff is played/displayed instead. This leads to some strange cases where even though nothing is missing from the folders the engine reads it as that it's missing and uses vanilla content instead, it's probably pure executable memory flaw so there's little anyone of us can do about it without the game source code.

The game has many bugs and considering it's official support stopped many years ago it's doing very well IMHO.

Speed, Precision, Experience, Endurance. General System Tweak Guide

SAS_WIZ
Veteran
Veteran
Offline
Last seen: 2 months 1 week ago
Re: bugs

it's probably pure executable memory flaw so there's little anyone of us can do about it without the game source code.

Does the SDK not include the source? Ive delved into the Rvs source but never looked at the SWAT SDK

Lt_Col WIZ,  VC, MiD (Ret)

MAVEN
Offline
Last seen: 10 years 6 months ago
Re: bugs
it's probably pure executable memory flaw so there's little anyone of us can do about it without the game source code.

Does the SDK not include the source? Ive delved into the Rvs source but never looked at the SWAT SDK

SDK is usually a stripped down version of final products source code, it may include resources necessary for mod creation but it won't necessarily uncover the executable and dll sources as this could easily lead to violations and cracking.

Sure someone can bite-crack them, but that's illegal and in most cases can bring many new bugs.

The things is different with Open Source where everyone on this planet can contribute, which is not a case with Swat 4 and specially Unreal Engine.

Speed, Precision, Experience, Endurance. General System Tweak Guide

Rad
Offline
Last seen: 10 years 7 months ago

Hi there,

first I would like to thank the SAS-Mod developers for their outstanding work on the SAS Mod.
Very well done and much fun to play.

I played that for some time now and must say that for the first release it is very stable and quite bug free to me.

Moving around feels much more smooth now and I love those new sounds.

As I read you are planning to patch the Mod in future, I have collected some Improvement suggestions while playing the SAS Mod.

So here they are:

Lightsticks / Chemlights
1. Give more of them to the players as they don't fill much space in your pockets.
2. Make them last longer when deployed.
This way they should get way more useful when marking clear rooms / areas especially on custom maps.

Aggressive Arrest
Make that possible like it is in the SSF 3.2 Mod so we can do proper stealth operations without yelling for compliance.

Alphabetically sorted Map voting list
Default implementation into the mod:

Open your SwatGui.ini file. Search for

[SwatMPVotingPanel_MapList_List]

and add below:

TypeOfSort=SORT_AlphaExtra

So now it should looks like this:

[SwatMPVotingPanel_MapList_List]
TypeOfSort=SORT_AlphaExtra
DisplayItem=LIST_ELEM_ExtraStrData
bVisibleWhenEmpty=True
WinTop=338.360077
WinLeft=705.319946
WinWidth=269.000244
WinHeight=304.849884
bScaled=False
bBoundToParent=False
bScaleToParent=False

Source: http://induktio.net/wiki/Sorted_voting_list

Separated keybinds for IssueCompliance and Interaction in the Mod's user.ini
Default implementation into the mod:

Instead of or additionally to:
F=IssueComplianceOrInteract

Put in:
MouseWheelUp=IssueCompliance
MiddleMouse=Interact

This would greatly enhance the stealth capabilities of a lot of players, as they wouldn't yell for compliance by accident anymore when trying to open doors / collecting weapons etc. and missing the spot while pressing the key.

VoiceOvers
Two sets of voiceovers:
A screaming / shouting set (like those voiceovers from "The Regiment")
and a whispering set for adding atmosphere to stealth operations

Well, that's it for now.
I would be happy if you took those suggestions in consideration of implementation into the SAS Mod.

Thank you for your attention,
r:g

Raptr Gamercard

Raptor
Raptor's picture
Offline
Last seen: 2 years 3 months ago

I guess your .ini tweaks about the sorted map list and the Compliance/Interact-issue would be better placed in Mavens Tweak Guide: http://www.sasclan.org/modules.php?name=Forums&file=viewtopic&t=10719

Not sure if it can be implemented in the mod, since (lazy) people (like me) may simply copy their old .ini files from vanilla Swat4 to the mod. This way you don't need to setup all keybinds and stuff again.

SAS_Random
Veteran
Veteran
SAS_Random's picture
Offline
Last seen: 9 months 4 weeks ago

I agree that it's an improvement to have the maplist sorted to easily find custom maps. The swat toolkit does this for swat 4 but not for the mod.

The separation of interact and issue compliance is also a great enhancement for the mod since the interact distance is greatly reduced, resulting in a lot of pointless compliance orders that dampen the atmosphere of the game. Good suggestions, radicalghost.

SAS_Vet_Random

Lt. Col (Retired)

22nd [SAS] Elite Virtual Regiment

 

 

MAVEN
Offline
Last seen: 10 years 6 months ago
bugs

Ghost, those are some nice suggestions there Biggrin

Raptor, I wonder how many people do that. Simply copying ini files may give you vanilla keybinds and save time, but, it causes damage in more than one way.

If you use the vanilla ini files in mods, you may not notice any significant difference, but the "damage" made is hidden. The modded ini files contain lists of archives and files needed for game engine to load, check and pass to your system before play, by using the vanilla ini files, game engine does all that but for default and unmodded files, this will not stop modded files from being loaded because the Unreal Engine is built to double check everything which is the case with those ini files. In simple words, using vanilla ini files in mods will always prompt double checking, thus rasising chances of double files loads, glitches, loading time and even higher ping, in some extreme cases it can even corrupt files. So I suggest that you beat that "lazy" and spend 5-10 mins copy-pasting keybinds into new mods ini files instead as it may just save you the unecessary trouble Wink

Speed, Precision, Experience, Endurance. General System Tweak Guide

Raptor
Raptor's picture
Offline
Last seen: 2 years 3 months ago

@Maven: I know about it, but luckly we have the mod developers at hand Wink

So actually there are (afaik) just 2 small changes at the server side:
- enable team specific weapons to avoid frags in coop ( http://ast.ucoz.org/forum/19-370-2509-16-1338576254 )
- load one package to prevent small graphic errors ( http://ast.ucoz.org/forum/19-370-2520-16-1338649007 )

Flash
Offline
Last seen: 10 years 8 months ago

For some hosting issues sas mod wiki is successfully ported to

www.sas-mod.eu

SAS_DUKE
Veteran
Veteran
Offline
Last seen: 10 years 9 months ago

Nice work there Exclaim Lol

DUKE, Germany

"What's the plan?
Track'em, find'em, kill'em!"

SAS_Master
Regimental Sergeant Major
Regimental Sergeant Major
SAS_Master's picture
Offline
Last seen: 1 year 7 months ago

Might be a bit unecessary and/or over powered(considering we've already got the BSG), but it'd be cool if you could use the remington shotgun for door/hinge breaches.

Maybe I've been playing TR too much. Blum 3

SAS_Master - Regimental Sergeant Major

GCHQ

"He's trusting you to do your job which is to clear that corner! Nothing else!"

Pages