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Re: Arulco Revisited Mod v1.1[message #327464]
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Fri, 01 November 2013 23:04
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Larynx |
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Messages:183
Registered:April 2003 |
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WiddyI want to give the calice to yanni and I don't find him ? He is in new location ?
He should be in sector A2. At night, he goes to his hut by the southern end of the road. During the day, I think he'll be in the ruins.
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Staff Sergeant
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Re: Arulco Revisited Mod[message #327628]
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Tue, 05 November 2013 05:08
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abradley |
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Messages:225
Registered:December 2001 |
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StrohmannWhich startup errors? This is a sign your installation is likely messed up. Mercprofile.xml was messed up when I added Maddog, Pablo, and Manuel.
OK now.
Thanks for your fast reply.
[Updated on: Tue, 05 November 2013 05:09] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: Arulco Revisited Mod[message #329409]
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Tue, 31 December 2013 19:56
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Shodan13 |
Messages:3
Registered:December 2013 |
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Hey, I did the 1.13+AR pampering and got it to work without problems, until I get the Madlab event after which I get an error message saying something in line 775 of meanwhile.cpp. The autosave doesn't either work or I don't know where they go. Any way to fix it without restarting without Scifi turned on?
Here's some log too:
[59.9973] : ERROR : ========== Tue Dec 31 19:46:36 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "TableData\Map\H8_0_ExtraItems_Experienced.xml" does not exist
[60.0137] : ERROR : ========== Tue Dec 31 19:46:36 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "TableData\Map\H8_0_ExtraItems" does not exist
[Updated on: Tue, 31 December 2013 20:38] by Moderator Report message to a moderator
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Civilian
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Re: Arulco Revisited Mod[message #329411]
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Tue, 31 December 2013 20:58
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Buggler |
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Messages:211
Registered:November 2009 |
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@massiive
Make a copy of ur JA2 folder out to some location as long as it's not within ...\Program Files (x86) or ...\Program Files folder.
Ja2 is portable, so you can have a few copies lying around. More importantly, for easy experimentation and explosion.
U can try copy AR files first before Dimitri's files. Then do this if necessary.
Edit Data-AR\Tabledata\MercProfiles.xml
Quote:Search for Maddog & change to:
11
7
(1.13 value is 6, 9)
Search for Pablo & change to:
6
8
..
..
13
(1.13 value is 13, 2 & 2)
Search for Manuel & change to:
14
4
(1.13 value is 2, 2)
That's all I can help on v4870.
----------------------------
@Shodan13
What version of SCI and Ja2.exe are you using?
Make sure both are up to date.
If it still fails, upload your savegame just before the error message, will take a look.
Then check back this post on NEXT YEAR!
----------------------------
Welcome to the pit.
(Some bears r hibernating in e winter months while others down under r frolicking in e sun)
Edit:
Here's the get-around save; Madlab quest is botched though.
https://www.mediafire.com/?xg70856zsc0sk04
I'm using a modified r6715 to tweak, so probably have to download e newer EXE/build.
You are probably only getting the latest game files from SVN. So should also have known that it does not come with the required EXE/build.
(Analogy: Running a v1.2 program on v1.4 game files does not usually bode well)
Get the latest build from Depri's thread. Read e whole post, he does not write fluff. 2nd post is also gd info for newcomers.
[Updated on: Wed, 01 January 2014 10:35] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: Arulco Revisited Mod[message #329427]
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Wed, 01 January 2014 07:05
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Shodan13 |
Messages:3
Registered:December 2013 |
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Buggler@Shodan13
What version of SCI and Ja2.exe are you using?
Make sure both are up to date.
If it still fails, upload your savegame just before the error message, will take a look.
Then check back this post on NEXT YEAR!
----------------------------
Welcome to the pit.
(Some bears r hibernating in e winter months while others down under r frolicking in e sun)
My ja2.exe is version 6446, not sure what the SCI is, but I used the SVN to get 1.13 like a week ago. I'd be happy to just get rid of the madlab prompt. I haven't tested an earlier save with the madlab trigger in the INI set on higher than 35% progress.
Here's a save, hope it helps:
https://www.mediafire.com/?c2zh4xqi6haogr4
[Updated on: Wed, 01 January 2014 15:58] by Moderator Report message to a moderator
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Civilian
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Re: Arulco Revisited Mod[message #329447]
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Wed, 01 January 2014 18:57
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Shodan13 |
Messages:3
Registered:December 2013 |
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Ok, setting the progress threshold for Madlab in the INI to 100 and redoing the last sector seems to be a viable workaround.
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Civilian
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Re: Arulco Revisited Mod[message #330069]
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Mon, 27 January 2014 04:01
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zg0301zg |
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Messages:2
Registered:April 2009 Location: Zagreb, Croatia |
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I have installed and run it, started playing, guess what:
1st , mercs moving backwards ? wtf
2nd, if you press menu settings while in game and get back u cant see merc squad list wtf?
3rd I hate new system of AP, old system was better,
anyhow, mod looks great but these things are a bit annoying
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Civilian
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Re: Arulco Revisited Mod[message #330074]
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Mon, 27 January 2014 10:07
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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Neville1st , mercs moving backwards ? wtf
Tap alt. You alt-tabbed out of the game, then when you got back into it the alt key is still registered as pressed. Tap it to return to normal.
Neville2nd, if you press menu settings while in game and get back u cant see merc squad list wtf?
No idea about this one
Neville3rd I hate new system of AP, old system was better,
You can change max AP to 25 by modifying the APBPConstants.ini in Data-AFS directory (or if not there, in Data-1.13), but in my opinion, the 100 AP one gives more flexibility. Let's take for example 2 pistols that both required 2 APs to fire in the 25 AP system. In the 100 AP systems, those 2 AP should be 8 (just multiply by 4), but in reality they can be any number from 6 to 10, thus simulating easier/harder to shoot with pistols. Same thing for raising rifles. Instead of 3/25, you can have 10/100 or 14/100, thus making some weapons better than others.
I'd suggest playing one game with 100 AP, and if you still can't stand it, change the AP_MAXIMUM in the ini to 25.
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First Sergeant
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Re: Arulco Revisited Mod[message #332687]
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Fri, 16 May 2014 15:49
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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They are both map mods, take a guess.
Edit: Technically AIM is an almost total conversion.
[Updated on: Fri, 16 May 2014 15:51] by Moderator Report message to a moderator
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First Sergeant
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Re: Arulco Revisited Mod[message #333708]
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Sat, 14 June 2014 04:13
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Shank |
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Messages:11
Registered:April 2012 |
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fantazmaIstrebitelImportant bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).
Same here with r6104 gamedir1678
Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)
This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.
You know, this is ... criminal
This is exactly what I was doing - porting AR to latest SCI.
Thanks God the map editor is working under Wine in Linux, XML editor is always-broken due to being based on .net.
So, why haven't you guys updated the original first post with post nr #324886??
Issues when installing AR over lastest SCI:
- group conflict "prisoners" vs "smugglers"
- at least one loadscreen absent (one of the sectors near Omerta)
- new mercs have cost 0$ and have zeros in stats, that results in their instant death when hired: ebstern, stella, hector, mouse, koolhan, melfield, mitch, smoke.
Basically, without mention of the post above, most players will be playing half-broken game on latest SCI...
Please fix that, dear Administrators!
Kudos to Strohmann, Buggler and Google+My brain (for issuing a search "Arulco revisited smuggler locations"; ps. yes, I was lazy to rework all the maps manually, it looks like laziness sometimes really pays off )
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Private
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Re: Arulco Revisited Mod[message #333727]
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Mon, 16 June 2014 07:08
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demonbreather |
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Messages:13
Registered:September 2013 |
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Found a bug!
It's not game-breaking, and I'm not sure if it's actually related to Arulco Revisited, but that's what I'm currently playing, so... yeah.
I have 2 IMPs and I noticed that one of them has gone totally silent. No kill celebration comments, no selection acknowledgement, no nuthin'. The other is still chatting away, so I'm wondering if it's the specific voice I chose (male 3, btw). The only other detail that may or may not be connected is that the switch from speaking to not happened in or around Cambria.
As I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this. If not, well, consider this a run-of-the-mill bug report.
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Private
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Re: Arulco Revisited Mod[message #333739]
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Mon, 16 June 2014 13:07
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Larynx |
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Messages:183
Registered:April 2003 |
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demonbreatherAs I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this.
You may have accidentally activated the mute function. Right-click on the merc's portrait at the bottom of the tactical map. That should bring up that merc's inventory and such. Over on the left, below the merc's portrait, is the mute switch for that merc.
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Staff Sergeant
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