Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » AIMNAS Bug reports
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Re: AIMNAS Bug reports[message #339119 is a reply to message #338857]
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Sun, 25 January 2015 04:02
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bole |
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Messages:58
Registered:November 2002 |
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I'm sorry if I'm posting in the wrong topic, but i have problems starting the game after the latest Xmas version.
I have made brand new install of JA2Gold, patched it with 1.12 and then 1.13 7668. After that I added the AIMNAS. Upon trying to start the game, I get ported back to windows with the message:
File: sgp_cpp
Line: 761
Location: InitialiseStandardGaminPlatform
Initializing Virtual File System failed
Does anyone knows the solution? If not, I will just reinstall the game and wait for the full verison of AImnas and stable 1.13.
[Updated on: Sun, 25 January 2015 19:24] Report message to a moderator
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Corporal
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Re: AIMNAS Bug reports[message #339128 is a reply to message #339121]
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Mon, 26 January 2015 05:15
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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Hi there, just wondering if there's any way to fix the MOLLE lag. This is my current version SCI_AIMNAS_XMAS2013_Release_Feb14_Update_on_r6967_d1954.
This did NOT happen with SCI_AIMNAS_XMAS2013_Release_Feb14_Update_on_r6967_d1954.7 z.
I use Win7 x64 and had no issues whatsoever except for this one, which IMO is one of the best if not the best feature of this mod... the MOLLE customization.
Keep it up Smeagol this is what keeps people playing a game this old, kudos man.
[Updated on: Mon, 26 January 2015 07:33] Report message to a moderator
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Staff Sergeant
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Re: AIMNAS Bug reports[message #339131 is a reply to message #339128]
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Mon, 26 January 2015 09:55
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Keep the bug reports coming Tais.
I might have time to fix the stuff for a possible Easter release (can`t promise). Currently working on Cambria hospital and it will take AT LEAST another 3 weeks until it`s done (also if someone outthere has a good looking ambulance in Iso View that would fit the Arulco setting, feel free to share it... Zombiehunter was so kind to already spent some time looking for one but the view perspective angle didn`t fit quite well yet...). Anyways... getting a bit off topic for the bug report thread here...
Well, keep reporting mismatched BR stuff, that is always hard to catch if all I ever see of the game are the editors and A9 Omerta. ;)
About MOLLE: the issue is known for a while and it stinks, no kidding... as for a solution... there might be one, but I didn`t get it to work (using attachmentpoint slots). Getting that properly to run will most likely require a complete rework of the attachment slot system currently used in AIMNAS (I`m still using the really bad and slow item1 goes into item slots xyz instead of the much more comfortable item1 attaches to attachment point xyz which item 2, 3, 4 have... which in turn also blew up the limit of attachment slots which required an exe change, which is the reason you want to run the XMAS release with an exe newer than 7669...). I think you get the point...
So yeah, MOLLE is still an issue and I hope that it will get fixed some day (because MOLLE is awesome and I really want it to work).
Still, main project currently is getting those bloody maps done (and I`m still far from finishing it).
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Re: AIMNAS Bug reports[message #339139 is a reply to message #339131]
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Tue, 27 January 2015 01:55
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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smeagol wrote on Mon, 26 January 2015 08:55Keep the bug reports coming Tais.
About MOLLE: the issue is known for a while and it stinks, no kidding... as for a solution... there might be one, but I didn`t get it to work (using attachmentpoint slots). Getting that properly to run will most likely require a complete rework of the attachment slot system currently used in AIMNAS (I`m still using the really bad and slow item1 goes into item slots xyz instead of the much more comfortable item1 attaches to attachment point xyz which item 2, 3, 4 have... which in turn also blew up the limit of attachment slots which required an exe change, which is the reason you want to run the XMAS release with an exe newer than 7669...). I think you get the point...
So yeah, MOLLE is still an issue and I hope that it will get fixed some day (because MOLLE is awesome and I really want it to work).
Still, main project currently is getting those bloody maps done (and I`m still far from finishing it).
Actually MOLLE is fucking awesome, I spent a lot of time micromanaging the every need of every single one of my mercs. It is a phenomenal idea and one of the best additions. I hope you can find a way to fix, would love to lend a hand but well... I'm pretty much useless at coding.
The Bigmaps were also a great addition I was trying to do what the Germans did in WW2 (machine gun focused squads) and I needed the extra room for maneuvering, the best part is that it works, you pin down an entire group down using MG barrages, flank them throw some nades and finish them off... man I just love this mod and all it has.
Again, you have all my kudos Smeagol.
[Updated on: Tue, 27 January 2015 01:55] Report message to a moderator
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Staff Sergeant
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Re: AIMNAS Bug reports[message #339141 is a reply to message #339139]
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Tue, 27 January 2015 14:17
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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There's no Headminer in Chitzena, that's a bug right? Used the GABBI cheat and checked all sectors, some were populated and some were not but definitely no Headminer in Chitzena.
Using this version: SCI_AIMNAS_XMAS2013_Release_Feb14_Update_on_r6967_d1954
EDIT:
Just opened sector on the map editor, saw the 4 of them ready but no one spawned. I did save it but it had no effect, neither have no idea how to import this into my savegame or if is it possible to summon a "civilian entity" midgame. Thanks anyways.
Also, isn't Skyrider around Drassen anymore? Not asking for the exact location I just wanted to know if he's still in the game. He was usually a couple squares away from the airport, hiding in a cabin in the swamps.
[Updated on: Tue, 27 January 2015 16:55] Report message to a moderator
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Staff Sergeant
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Re: AIMNAS Bug reports[message #339153 is a reply to message #339150]
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Wed, 28 January 2015 15:22
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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sikiter wrote on Wed, 28 January 2015 11:55i am playing last xmas release and notice there is no scope penalties for very close ranges. is this how aimnas cht system works? and can you explain how can i change it. this mod is far best mod ever i played by the way.
Check your options and see if you're using the NCTH (new chance to hit system) it differs A LOT from the vanilla one, personally, I don't like it at all.
If not that, check the hotkeys, the dot key changes which of the scopes that are actually mounted on your gun are you using to aim at the current target, using a 5x scope to aim at a soldier 3 tiles away will give 0% chance to hit whilst using a mounted red-dot/holo-sight will improve things since those are made for CQB situations.
Also there's a small gap of "disknowledge or ignorance", the percentage you get when aiming is kinda relative, is not always the absolute truth, it is based on the current merc's intuition (I think it was a formula based on wisdom+marksmanship+level)
Hope this helped.
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Staff Sergeant
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Re: AIMNAS Bug reports[message #339158 is a reply to message #339153]
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Thu, 29 January 2015 01:48
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sooger |
Messages:3
Registered:September 2010 Location: Poland |
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There are some bugs with reflex sights, they won't work together with scopes, they should reduce AP for single shot but there is no such effect, also popup info on weapon seems to be incorrect and sometimes if we reattach SMR or RS popup info changes properly. This happened also when we put a gun on slot on sector inventory view.
Tested on KelTEC weapons and couple EBR rifle variants.
1.13 v7686 aimnas beta
In game options: NCTH
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Civilian
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Re: AIMNAS Bug reports[message #339230 is a reply to message #339141]
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Tue, 03 February 2015 09:56
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Torres84 wrote on Tue, 27 January 2015 13:17There's no Headminer in Chitzena, that's a bug right? Used the GABBI cheat and checked all sectors, some were populated and some were not but definitely no Headminer in Chitzena.
Using this version: SCI_AIMNAS_XMAS2013_Release_Feb14_Update_on_r6967_d1954
EDIT:
Just opened sector on the map editor, saw the 4 of them ready but no one spawned. I did save it but it had no effect, neither have no idea how to import this into my savegame or if is it possible to summon a "civilian entity" midgame. Thanks anyways.
Also, isn't Skyrider around Drassen anymore? Not asking for the exact location I just wanted to know if he's still in the game. He was usually a couple squares away from the airport, hiding in a cabin in the swamps.
Looks like someone discovered what causes the missing headminer (thanks to normat for pointing it out):
"This code in scripts/initmines.lua leaves Mountain mine in the randomization pool despite being assigned to Harvey already. As a result, it is likely that one of the other headminers is set to spawn in Mountain mine as well, leaving one of the remaining mines without a headminer altogether.
Harvey.MineID = MountainID
-- Fred is the first miner the player encounters unless it's Alma
if currentMine ~= AlmaID and currentMine ~= MountainID then
Fred.MineID = currentMine
end
-- collect IDs of all producing mines except Alma mine and Fred's
local MinesLeft = {}
for i = 1, #mines do
if i ~= AlmaID and i ~= currentMine then
if mines[i].MaxRemovalRate > 0 then
table.insert(MinesLeft, i)
end
end
end
Possible fix
In order to fix this issue, do not add Mountain mine to the randomization pool. Replace
if i ~= AlmaID and i ~= currentMine then
with
if not (i == AlmaID or i == MountainID or i == currentMine) then
to prevent it from entering the pool, so that the number of mines actually matches the number of remaining headminers."
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Re: AIMNAS Bug reports[message #339247 is a reply to message #339230]
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Wed, 04 February 2015 11:02
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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smeagol wrote on Tue, 03 February 2015 08:56Torres84 wrote on Tue, 27 January 2015 13:17There's no Headminer in Chitzena, that's a bug right? Used the GABBI cheat and checked all sectors, some were populated and some were not but definitely no Headminer in Chitzena.
Using this version: SCI_AIMNAS_XMAS2013_Release_Feb14_Update_on_r6967_d1954
EDIT:
Just opened sector on the map editor, saw the 4 of them ready but no one spawned. I did save it but it had no effect, neither have no idea how to import this into my savegame or if is it possible to summon a "civilian entity" midgame. Thanks anyways.
Also, isn't Skyrider around Drassen anymore? Not asking for the exact location I just wanted to know if he's still in the game. He was usually a couple squares away from the airport, hiding in a cabin in the swamps.
Looks like someone discovered what causes the missing headminer (thanks to normat for pointing it out):
"This code in scripts/initmines.lua leaves Mountain mine in the randomization pool despite being assigned to Harvey already. As a result, it is likely that one of the other headminers is set to spawn in Mountain mine as well, leaving one of the remaining mines without a headminer altogether.
Harvey.MineID = MountainID
-- Fred is the first miner the player encounters unless it's Alma
if currentMine ~= AlmaID and currentMine ~= MountainID then
Fred.MineID = currentMine
end
-- collect IDs of all producing mines except Alma mine and Fred's
local MinesLeft = {}
for i = 1, #mines do
if i ~= AlmaID and i ~= currentMine then
if mines[i].MaxRemovalRate > 0 then
table.insert(MinesLeft, i)
end
end
end
Possible fix
In order to fix this issue, do not add Mountain mine to the randomization pool. Replace
if i ~= AlmaID and i ~= currentMine then
with
if not (i == AlmaID or i == MountainID or i == currentMine) then
to prevent it from entering the pool, so that the number of mines actually matches the number of remaining headminers."
1)Thanks for pointing this out Smeagol, will this work midgame even if I haven't reached Chtizena yet? I started a new one after reporting that bug but couldn't apply this(I wasn't aware of the reply -_-),btw I did a new fresh clean install and I have these pics... I think this is a bug as well, most of the soldiers in any sector I attack remain frozen, I know there are some patterns you can assign to them like, defend, stand your ground, search for the enemy... but check the pics, they're just there standing still not moving at all even under fire they won't even turn to check where the bullet was coming from, they're practically sitting ducks and they stand like that until you kill them.
version is in the pics, using SCI Feb release
This was during the Drassen counterattack, got groups from South and West joining, +50 enemies or so I believe.
2)Could this be related to the fact I heavily edit the .ini files to get more skill points and more cash? I'm doing this to help with the bughunt and do a speedrun.
3)I get a CTD everytime I try to fire an RPG based weapon (either tavolga, LAW, RPG's) a pure and simple CTD.
4)Also, in my last install I didn't get the "new faced" Ira. I got the usual vanilla one, I didn't realize it till I did a fresh reinstall and got to check her face.
5)Question here, I'm playing some games that require the 4Gb patch that allows more memory to be used (HOI3 BlackIce mod, Silent Hunter III) could this help with the MOLLE lag stuff? letting you know just in case.
Thanks again and keep it up mate, this is a new game by itself! kudos!
[Updated on: Wed, 04 February 2015 11:07] Report message to a moderator
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Staff Sergeant
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Re: AIMNAS Bug reports[message #339256 is a reply to message #307135]
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Wed, 04 February 2015 15:39
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Akorolev89 |
Messages:3
Registered:February 2015 |
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Hello everyone,
I have the following issue - when I try to start a new game, a runtime error pops out. It happens right after the intro (switching the intro off didn't help), so the only option is to quit the game.
Link to error screenshot: https: //drive.google.com/file/d/0BxDzwpFpaFp9RVVzUkFEREQ0aUU/view?usp=sharing (delete space after https: I know it's against the rules for me as a new user to post links, but it seems to be the only way to let you know what actually happened)
I use JA2 Gold Steam version + 1.13 v.7435 updated to 7609 + AIMNAS XMAS release.
Since I have absolutely no coding skill, I have no idea, what could have caused this.
Is there any way to fix this error?
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Civilian
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Re: AIMNAS Bug reports[message #339271 is a reply to message #339256]
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Thu, 05 February 2015 08:19
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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Akorolev89 wrote on Wed, 04 February 2015 14:39Hello everyone,
I have the following issue - when I try to start a new game, a runtime error pops out. It happens right after the intro (switching the intro off didn't help), so the only option is to quit the game.
Link to error screenshot: https: //drive.google.com/file/d/0BxDzwpFpaFp9RVVzUkFEREQ0aUU/view?usp=sharing (delete space after https: I know it's against the rules for me as a new user to post links, but it seems to be the only way to let you know what actually happened)
I use JA2 Gold Steam version + 1.13 v.7435 updated to 7609 + AIMNAS XMAS release.
Since I have absolutely no coding skill, I have no idea, what could have caused this.
Is there any way to fix this error?
Here http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&prevloaded=1&&start=0 get the SCI Feb release of AIMNAS,it seems to me that you're using the latest 1.13 build on an old version of AIMNAS, AIMNAS is not ready to work with that exe or version, check that one with a clean install. AIMNAS XMAS Feb release is meant to be used with 6967 .exe
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Staff Sergeant
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Re: AIMNAS Bug reports[message #339307 is a reply to message #339305]
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Sat, 07 February 2015 12:42
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bole |
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Messages:58
Registered:November 2002 |
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I have the same issue as Torres84. Enemies just stand frozen, and some even in mid stride animation, forever. They agregate around the obstacles - houses, rails, fences, even those with passable holes in them. I had about ten of them lined up on the gate rail in Drassen airport. They don't move, nor they react at the bulets fired at them, though they do fire if they spot the mercs. I think the issue is less obvious with old tactical AI setting, but I'm not sure. At least when I switched, enemies actualy managed to reach my mercs after I shot few sentries. With the new setting they usualy end up walking in the fence and stay there.
I'm using 1.13 7723 with christamas big maps.
And just to be certain - there is no items yet in maps, and that is intended, I understand, as is the change, at least for me, in weapon ranges and accuracy designation (both being, say, 55, 60, 72, etc.). I am not able to open locks by shooting them, and there is no way to get the old aiming coursor, but there's that AAA like reticule? Also, I have noticed that when my merc gets interrupted, I can still have him fire the shot, if I click before the enemy fires and that sometimes, I get the interupt while moving though there are no enemies in the vicinity.
[Updated on: Sat, 07 February 2015 12:46] Report message to a moderator
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Corporal
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Re: AIMNAS Bug reports[message #339314 is a reply to message #339309]
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Sat, 07 February 2015 15:17
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Akorolev89 |
Messages:3
Registered:February 2015 |
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Now I also have a Chitzena headminer issue like Torres84.
Is it possible to put one of the headminers to Chitzena in midgame, after editing the initmines.lua file?
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Civilian
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Re: AIMNAS Bug reports[message #339413 is a reply to message #339339]
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Thu, 12 February 2015 20:23
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bole |
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Messages:58
Registered:November 2002 |
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Slax wrote on Mon, 09 February 2015 01:53You could edit your XMLs to make all ammo lock-busting. Easy peasy.
Yes, but do I need to restrt the game for it to take effect? I notuiced XML editor opens tables only from Data-1.13 folder, without option to choose Data-AIM. I opened the files in Excel, changed the values for lock busting, first, to 30-100 depending on the ammo type, but it had no effect, then to 100 for all ammo types, and I can't see any effect now. Locks still can't be shot.
On the other hand, before this I restarted the campaing with the clean install. I lowered the max nuber of enemies per area to 32, took old CTH system, which makes more sense and now weapons have old accuracy values of 3,5, etc. instead of 50, 60, 70... Also, I lowered suppresion values that were 175 and so on to 20. That seems to have removed those sluggish enemies I had before. I yet have to check their behavior in buld up areas, but in farmlands, they act as they used to. Game looks like itself again, and they don't just idly stand in the middle of the road or agains the house walls as I shoot at them, but try to reach my mercs and kill them. I wonder if there is some variable that gives them hearing, so that they are able to hear the fight and join in from the other side of the map, too...
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Corporal
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