Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341844 is a reply to message #341510]
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Wed, 22 July 2015 22:48
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Experimental:Alrulco Folding Stock Full Experimetal 1 v4.6x 20150722- Revisions to NCTH, New Guns, Bug fixes and SCI_Unstable_Revision_7917_on_GameDir_2259 (July 15, 2015 SCI) compatibility/Reqirement
- Full release, substitute for Arulco Folding Stock v4.50 20141222 (Full) during standard installation
Detailed Mechanics / Change Log
(Alrulco Folding Stock Experimental 1/v4.6x 20150721)
* Built/Tested on v1.13 SCI: SCI_Unstable_Revision_7917_on_GameDir_2259
* Implemented changes from Urban Chaos-1.13 Full Experimental 2 v4.6x 20150614 (see below)
* Implemented P7 Graphics Libary
- - used for all graphics crates (graphics based on combination of original Jagged Alliance, v1.13, and mod graphics)
* Implemented "New Feature: Drug System Overhaul," by Flugente (http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22729&goto=341600&#msg_341600)
- - copy of Drugs.XML hidden from XML Editor in Data-Graphics, unsure if XML Editor will break changes to other XML's but at least it doesn't crash (legacy Drugs.XML in Data-AFS)
- - updated Drugs.XML (see above), Disease.xml, and Backgrounds.xml from SCI_Unstable_Revision_7917_on_GameDir_2259
* New Guns:
- - (Generic) AR-22MAG in full, carbine, and SBR, with uppers
- - (Generic) PAR-22MAG and MAR-22MAG variant
- - CVA Scout
- - Noveske Mk 46 SAW .300BLK and conversion Kit
- - Crye Six12
- - DSG/Mortars Inc. iMortar
- - Panzerfaust 3
* New Ammunition (not all are used, may lack graphics and complete text):
- - .300 Blackout in 1, 5, and belt
- - .300 WM Large Mag (20 rounds)
- - 5.56x45mm in 1 and 5
- - .223 Rem in 5
* Workaround variable power scopes loosing lenses
- - in-game descriptions now warn player to remove scope before swapping to a different optic
- - MERGING the lense item back into the scope item will restore all lenses
- - lenses may also be reattached one at a time though this is more cumbersom
* Fixed Tripwires
- - corrections to files: Merges.XML, Item_Transformations.XML, and MergeType.XML
- - only Tripwire Roll buyable
Changes from UC-1.13 test patch and Experimentals
Toggle Spoiler(2015 Draft Scope Patch v0.1 20150503)
* Most Long Arms, <PercentCap> = 10, was variable depending on broad "guestimate" of quality of the iron sight (or was already just 10 for weapons where an "iron sight" bonus was never accounted for under the last NCTH implementation)
- - most shotguns now benefit from this as well
* All Scopes:
- - <PercentAPReduction> = 0, was variable depending on the scope's power, affects both NCTH and OCTH
* Scopes with Magnification below 3x
- - <PercentCap> = 0, was a variable penalty meant to zero out
* Scopes with Magnification of 3x and higher
- - <PercentCap> = -10, simply zeros out the long arm bonus
- - <PercentHandling> (Standing) = 2x <ScopeMagFactor>, was variable with "class" of magnification as opposed to directly linked
- - <PercentHandling> (Crouching) = <ScopeMagFactor> rounded to nearest integer, was carried over from Standing for the most part
- - <PercentHandling> (Prone) = 0, was carried over from Standing for the most part
* 504. Tactical Iron Sights, <AttachmentClass> = Iron Sights, was Iron Sight
* 512. 5.5x Reflex Scope:
- - <PercentReadyTimeAPReduction> = 0, was -10
- - <PercentAPReduction> = 0, was -10
* 522. Thermal Imaging(FLIR) - Weapon Sight, implemented new (2015) variable mode scope
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x, 4x, 5x
- - <ProjectionFactor> = 0, was 1.5
* 524. PO 3.5x21P:
- - <PercentAPReduction> = 0, was -10
- - <PercentCap> = 0, was -11
* 533. DM Sight, 4x, item removed
* 534. Dual Mode Sight:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 4x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - <BlockIronSight> = 0, was 1
* 535. Variable Power Scope:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3x, 4x, 5x, 6x, 7x, 8x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - remaining stats appropriate to a 9x Scope
* 536. Variable Power RIS Scope
- - was <uiIndex> = 586, "Variable Power RIS Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 537. Variable Power RIS Scope/Reflex Mount
- - was <uiIndex> = 589, "Variable Power RIS Scope/Reflex Mount, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 538. 1P21 Minuta Sniper Scope
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 539. PO-1.5-4.5x16
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 1.5, 2x, 3x, 4x
- - remaining stats appropriate to a 4.5x Scope
* 540. no longer has an item
* 581 - 589. Lens items
* 591. TactiKool-Aid AR-15 RIS Scope Mount, <PercentCap> = 0, was -7 (no longer need to account for AR-15 "iron" sight)
* 593. TactiKool-Aid FAL Optics RIS, <PercentCap> = 0, was -5 (no longer need to account for FAL "iron" sight)
* 594. TactiKool-Aid H&K Optics RIS, <PercentCap> = 0, was -6 (no longer need to account for Heckler&Koch diopter "iron" sight)
* 595. TactiKool-Aid RSA/SVU RIS Scope Mount, <PercentCap> = 0, was -1 (no longer need to account for AK "iron" sight)
* 601. TactiKool-Aid Galil Tri-Rail, <PercentCap> = 0, was -3 (no longer need to account for Galil "iron" sight)
* 626-628. no longer have items
* 676. Heavy Bipod, <AimLevels> (Prone) = -1, was 0
* 678. Integral Battle Scope/Sight Combo:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3.5x G36 Scope
- - <ScopeMagFactor> = 1.0, was 3.5
- - <PercentBase> = 0, was 10
- - <PercentTargetTrackingSpeed> = 0, was 5
- - <PercentCounterForceAccuracy> = 0, was -35
* 681. OICW Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
* 682. FN F2000 Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 3.5x Scope
* 685. ARX-160 Sight:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 4.0x Scope
* 688. Integral Thermal Weapon Sight, <PercentCounterForceAccuracy> = -45, was 0
(Experimental 1/v4.6(x1) 20150530
* Lower Suppressor Penalties:
- - All suppressors: General AP penalty gone
- - Sound Suppressor: Ready AP penalty still 25%
- - Premium Pistol Suppressor: Ready AP penalty lowered to 15%
- - Magnum Pistol Suppressor: Ready AP penalty lowered to 15%
- - Premium Magnum Pistol Suppressor: Ready AP penalty lowered to 10%
- - all remaining suppressors: Ready AP penalty gone
* Lowered Grenade Launcher Penalties:
- - Normal Size: 20% Ready AP penalty, 10% General AP penalty
- - Short Tube: 15% Ready AP penalty, 5% General AP penalty
- - Ergonomic/Very Small: 10% Ready AP penalty, 5% General AP penalty
- - 3GL: 30% Ready AP penalty, 15% General AP penalty
* Lowered cost to reach first aiming level
- - FIRST_AIM_READY_COST_DIVISOR = 6, was 5
* New Guns:
- - SIG MPX-P and MPX-PSB in .375SIG, 9x19mm, and .40S&W
- - SIG MPX in 9x19mm, and .40S&W (also changes to how calibre conversions and barrel types are handled)
- - Noreen BN36 30-06
- - Noreen BN36 .300WM
- - Noreen Bad News
- - LAR-47
- - LAR-47 X-1
- - (Generic) AR-47 in full, carbine, and SBR, with uppers
- - (Generic) PAR-47 and MAR-47 variant
* Updated Data to SCI_Unstable_Revision_7866_on_GameDir_2243
- - Ja2_Options.XML
- - new 12 Gauge graphics (unused)
- - SectorNames.XML, <usCivilianPopulation>, <usCurfewValue>, <sRadioScanModifier>, <usPrisonRoomNumber>
* Changed Merchants.XML, Tony:
- - <useBRSetting> = 1, was 0
- - <addToCoolness> = 3, was 1
* Changed Benelli R1
- <ubWeaponType> = Rifle, was Sniper Rifle
- <ubImpact> = 46, was 48
* Changed Gressar 2000, <ubImpact> = 46, was 48
* Changed Ruger M77 Hawkeye, <ubImpact> = 48, was 44
* Changed SIG MPX-K, <ubWeaponType> = Machine Pistol, was Submachinegun
* Changed Walther WA 2000, <ubImpact> = 46, was 48
* Changed 1677, <szLongItemName> = "M-LBE - Spec Ops Holster," was "M-LBE - Russian Pistol Holster"
* Fixed Ruger M77 Hawkeye, <APsToReloadManually> = 12, was missing
* Fixed M-LBE Holster, <szItemDesc> no longer misleading about attached suppressors
* Fixed Tactical Axe and variant, <ItemFlag> = 16384, was missing
* Fixed Shuriken and variant, <ItemFlag> = 16384, was missing
(Experimental 2/v4.6x 20150613)
* Implemented Gun Parts LBE
- - changed all interface graphics for AR Upper Receivers to fit 29x23
- - chagned AR-57 Upper Receiver, AR-57 SBR Upper Receiver, and AR-57 Suppressed Upper to use P4Items graphic libary
- - changed Silhouette.XML, added 75.Upper and 76.Pistol Parts
- - changed Pockets.XML, added 98.Upper, 99.Short Upper, 100.Pistol Parts, 101.Pistol Case (0-6, 13)
- - re-size parts: 102.Pistol frame, 104.Small Pistol Parts, 152.Lower Receivers, 159.Pistol Parts, 191.SBR Upper Receivers, 192.Carbine Upper Receiver, 193.Upper Receiver, 201.Big Gun Parts
- - changed item 747 now AR Uppers Bag, was Tactical Gun Bag, Graphics based on original from IoV
- - added AR Leg Rig, Graphics based on original from v1.13
- - added M-LBE - AR Upper Pouch, Graphics based on original from v1.13
- - added Pistol Parts Case
- - added AR Receiver Assault Pack, Graphics based on original from IoV
* Implemented LBE (Vest) Armour
- - feature available for some time now in v1.13, ported from IoV custom .exe by DepressivesBrot and Zwoo+
- - changed Striker Vest, Commando Vest, Commando Vest - Medic, Commando Vest - ASL/NCO, Commando Vest - Squad Leader to LBE (in reality just moved/renamed LBE items)
- - changed remaining Commando LBE, renamed to be "vests"
- - added Striker Vest Armour Pack, Commando Vest Armour Pack, and Commando Vest Armour Pack 2 - default attachments that supply armour values
* Changed Tactical Sling to be an attachment
- - attaches to most guns via. using Laser Sight (N)CAP definition and Attachments.XML to fill in gaps
- - no longer a LBE as it was found to cause the attachment to be come inseparable - still being looked into
* Changed graphics for all variable magnification scopes, removed numbers
* Workaround LBE removal from Armour Crash (affectes Commando and Striker armours)
- - see above LBE (Vest) Armour for vests
- - reversed attachment of Holsters and Pants, armour leggings now attach to LBE
* Fixed documentation for Experimentals, forgot new naming convention for LBE <szBRName>'s in prior documentation
* Fixed Rock River Arms LAR-47 X-1, included bayonet as attachment in error
* Fixed extra Mdp7items.STI and Mdp8items.STI files, these were included in Experimentals in error
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341951 is a reply to message #341920]
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Tue, 04 August 2015 11:27
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Someone64 |
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Messages:47
Registered:May 2015 Location: Philippines |
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The body that Elroy is facing lacks clothes items. The game complains about not finding any in items.xml. The other bodies seem to be fine I think.
copy[dot]com/UUWcsWxVranX
EDIT: Oh, apparently all of them are missing clothes.
[Updated on: Thu, 06 August 2015 04:05] Report message to a moderator
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Corporal
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #342089 is a reply to message #341951]
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Sat, 15 August 2015 14:58
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Attempting to set a Combat Pack (the lbe gear that holds 7 items) so it will hold an Ammo Belt Pocket does not allow one to feed ammo to an LMG...or at least the RPD
Edit 1: https://www.dropbox.com/s/etqpfm948p6ixoa/deagle%20glitch.png?dl=0
Here's that deagle glitch again
Reproduction: Any time
Step 1)Have a Deagle (in this case, .357mag 6")
2) Have LNL, 1.5x scope with 2 rails
3) Attach LNL to bottom slot (underbarrel)
4) Attach 1.5x scope 2rail to top slot
5) LNL will now occupy top rail slot
6) Remove LNL
7) 1.5x scope 2rail is now greyed out, unable to interact with item
Edit 2: https://www.dropbox.com/s/opaj12am6igsw6s/attempting%20to%20assault%20sector.png?dl=0
Attempted to assault sector D12 (had 35 units) by helicopter, got this error while loading map. It happens after I select where my merc(s) are supposed to land and i'm not sure what the cause is
ALSO
https://www.dropbox.com/s/05kj68mjdk9ox7y/zero%20rounds%20in%20belt.png?dl=0
Manually dropped a belt of 5.56 ammunition onto this Ammo Belt Pouch, and when i right-click it shows zero rounds...but when i pick the item up and place it again, it shows 14 rounds, as it's supposed to. Uhh???
Edit 3: My JA2_Options.ini
https://www.dropbox.com/s/zex2as13owuyen8/Ja2_Options.INI?dl=0
Edit 4:
https://www.dropbox.com/s/35n8l2szu77g8ti/Invalid%20Diagonal.png?dl=0
I set both squads to sector B13, then to move directly to D12
There's an enemy squad that is directly in front of me, i keep getting "Do you want to coordinate a simultaneous arrival?" box but then the enemy moves on before I can get there. Then this error happened.
LMAO
[Updated on: Sun, 16 August 2015 16:32] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #342148 is a reply to message #342089]
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Fri, 21 August 2015 00:34
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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M16AMachinegun wrote on Sat, 15 August 2015 06:58Attempting to set a Combat Pack (the lbe gear that holds 7 items) so it will hold an Ammo Belt Pocket does not allow one to feed ammo to an LMG...or at least the RPD
Edit 1: https://www.dropbox.com/s/etqpfm948p6ixoa/deagle%20glitch.png?dl=0
Here's that deagle glitch again
Reproduction: Any time
Step 1)Have a Deagle (in this case, .357mag 6")
2) Have LNL, 1.5x scope with 2 rails
3) Attach LNL to bottom slot (underbarrel)
4) Attach 1.5x scope 2rail to top slot
5) LNL will now occupy top rail slot
6) Remove LNL
7) 1.5x scope 2rail is now greyed out, unable to interact with item
Edit 2: https://www.dropbox.com/s/opaj12am6igsw6s/attempting%20to%20assault%20sector.png?dl=0
Attempted to assault sector D12 (had 35 units) by helicopter, got this error while loading map. It happens after I select where my merc(s) are supposed to land and i'm not sure what the cause is
ALSO
https://www.dropbox.com/s/05kj68mjdk9ox7y/zero%20rounds%20in%20belt.png?dl=0
Manually dropped a belt of 5.56 ammunition onto this Ammo Belt Pouch, and when i right-click it shows zero rounds...but when i pick the item up and place it again, it shows 14 rounds, as it's supposed to. Uhh???
Edit 3: My JA2_Options.ini
https://www.dropbox.com/s/zex2as13owuyen8/Ja2_Options.INI?dl=0
Edit 4:
https://www.dropbox.com/s/35n8l2szu77g8ti/Invalid%20Diagonal.png?dl=0
I set both squads to sector B13, then to move directly to D12
There's an enemy squad that is directly in front of me, i keep getting "Do you want to coordinate a simultaneous arrival?" box but then the enemy moves on before I can get there. Then this error happened.
LMAO
I've had time to replicate the Deagle, but with a different scope. Workaround till I can see if changing the NAS layout for the Deagles to fix the problem (and hopefully not find it is chronic to all use of the RIS Optics rail NAS slot) is to use the map remove attach all attachments button.
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #342634 is a reply to message #342588]
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Fri, 02 October 2015 16:49
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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People keep telling me that "Cover" [hold Del i think] is related to how easily the enemy can shoot at you, but I firmly believe it instead relates merely to the enemy's ability to see you.
Red: Can be seen in any stance
Orange: Can't be seen while prone, Can be seen crouching/standing
Yellow: Can't be seen prone/crouching, can be seen standing
Green: Enemy won't see you, marks edge of vision range
This seems true in all sectors, however, except Drassen Mine [D13], where the enemy seems to be able to see your mercs no matter what, at least when I assault the sector for the first time.
I'm using OP as fuck armor attachments that allow for 95% camo rating, and i'm still getting tagged/beat up in Drassen Mine, but literally everywhere else I can lay prone and the enemy runs circles around me, unable to locate me. It's pretty silly honestly
using sci 7917 + the last update posted in this thread
Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #342711 is a reply to message #317593]
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Wed, 07 October 2015 08:41
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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https://www.dropbox.com/s/8mfqm3uwwu7259n/militia_run_into_fire.png?dl=0
Theres a few militia dudes in this fire, more specifically they CHARGED INTO THE FIRE to punch the two enemies here [that are suppressed/unconscious coincidentally layered on top of each other, a bug I expressed several times before].
Oddly enough the enemies are not taking damage from the fire.
Militia doesn't recognize fire as being dangerous apparently. They're taking double-digit damage and dying before they can get to the enemy.
Same build as before.
[Updated on: Wed, 07 October 2015 08:44] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #343159 is a reply to message #343150]
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Mon, 09 November 2015 00:47
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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M16AMachinegun wrote on Sun, 08 November 2015 01:00Quote:
EDIT: Updated Ja2_Options.INI to SCI_Unstable_Revision_7991_on_GameDir_2272
Okay, link?
Quote:The old USE merger of a Toolkit into this and other variable power scopes should restore the missing attachment.
https://www.dropbox.com/s/hirzbbsg5s196ae/cannot%20attach%20tool%20kit%20to%20dual%20mode%20scope.png?dl=0
I'm going to need a play-by-play because i think this isn't how you do it
Ok, I know what you mean now - I thought you had a savegame too, so that slowed me down as well. Don't open up the item description screen, just put the scope in one hand in the tactical screen and drag the Toolkit over it and the merge dialogue will appear.
Experimental:Arulco Folding Stock Full Experimental 2 v4.6x 20151108
- Revisions to NCTH, New Guns, Bug fixes and SCI_Unstable_Revision_7991_on_GameDir_2272 (September 15, 2015 SCI) compatibility/Reqirement
- Full release, substitute for Arulco Folding Stock v4.50 20141222 (Full) during standard installation
Detailed Mechanics / Change Log
(Arulco Folding Stock Full Experimental 2 v4.6x 20151108)
* Built/Tested on v1.13 SCI: SCI_Unstable_Revision_7991_on_GameDir_2272
* Implemented changes from "Urban Chaos-1.13 Full Experimetal 3 v4.6x 20150825" (see below)
* Implemented clean mod of Ja2_Options.INI from SCI_Unstable_Revision_7991_on_GameDir_2272
- - commenting in INI
* Implemented clean mod of CTHConstants.INI from SCI_Unstable_Revision_7991_on_GameDir_2272
- - commenting in INI
- - changed IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = TRUE, was FALSE in all 3 mods, now following stock v1.13
* Implemented Kyle merchant
- - Merchants.XML
- - AdditionalDealer_2_Inventory.XML with near identical items as stock v1.13
* New Ammunition (no graphics and no guns use it, yet...):
- - 7.62x39mm, 1 round
* Fixed Thor's inventories, now has Magnum Suppressor, was Pistol Suppressor
* Fixed Commando Vest - Modular, missing <AttachmentPoint> = 70368744177664 "Modular - LBE Pouches"
* Remove support for "2014 Stable 1.13 Release (7435) + JA2_113_UpdateForRelease7435_English_7609"
Changes from UC-1.13 test patch and Experimentals
Toggle Spoiler(2015 Draft Scope Patch v0.1 20150503)
* Most Long Arms, <PercentCap> = 10, was variable depending on broad "guestimate" of quality of the iron sight (or was already just 10 for weapons where an "iron sight" bonus was never accounted for under the last NCTH implementation)
- - most shotguns now benefit from this as well
* All Scopes:
- - <PercentAPReduction> = 0, was variable depending on the scope's power, affects both NCTH and OCTH
* Scopes with Magnification below 3x
- - <PercentCap> = 0, was a variable penalty meant to zero out
* Scopes with Magnification of 3x and higher
- - <PercentCap> = -10, simply zeros out the long arm bonus
- - <PercentHandling> (Standing) = 2x <ScopeMagFactor>, was variable with "class" of magnification as opposed to directly linked
- - <PercentHandling> (Crouching) = <ScopeMagFactor> rounded to nearest integer, was carried over from Standing for the most part
- - <PercentHandling> (Prone) = 0, was carried over from Standing for the most part
* 504. Tactical Iron Sights, <AttachmentClass> = Iron Sights, was Iron Sight
* 512. 5.5x Reflex Scope:
- - <PercentReadyTimeAPReduction> = 0, was -10
- - <PercentAPReduction> = 0, was -10
* 522. Thermal Imaging(FLIR) - Weapon Sight, implemented new (2015) variable mode scope
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x, 4x, 5x
- - <ProjectionFactor> = 0, was 1.5
* 524. PO 3.5x21P:
- - <PercentAPReduction> = 0, was -10
- - <PercentCap> = 0, was -11
* 533. DM Sight, 4x, item removed
* 534. Dual Mode Sight:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 4x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - <BlockIronSight> = 0, was 1
* 535. Variable Power Scope:
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3x, 4x, 5x, 6x, 7x, 8x
- - <HiddenAddon> = 0, was 1
- - <NotBuyable> = 0, was 1
- - <HiddenAttachment> = 0, was 1
- - remaining stats appropriate to a 9x Scope
* 536. Variable Power RIS Scope
- - was <uiIndex> = 586, "Variable Power RIS Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 537. Variable Power RIS Scope/Reflex Mount
- - was <uiIndex> = 589, "Variable Power RIS Scope/Reflex Mount, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 538. 1P21 Minuta Sniper Scope
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - remaining stats similar to Variable Power Scope
* 539. PO-1.5-4.5x16
- - was <uiIndex> = 540, "1P21 Minuta Sniper Scope, 9x"
- - names, descriptions, and inventories modified to reflect that this item no longer has a variation
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 1.5, 2x, 3x, 4x
- - remaining stats appropriate to a 4.5x Scope
* 540. no longer has an item
* 581 - 589. Lens items
* 591. TactiKool-Aid AR-15 RIS Scope Mount, <PercentCap> = 0, was -7 (no longer need to account for AR-15 "iron" sight)
* 593. TactiKool-Aid FAL Optics RIS, <PercentCap> = 0, was -5 (no longer need to account for FAL "iron" sight)
* 594. TactiKool-Aid H&K Optics RIS, <PercentCap> = 0, was -6 (no longer need to account for Heckler&Koch diopter "iron" sight)
* 595. TactiKool-Aid RSA/SVU RIS Scope Mount, <PercentCap> = 0, was -1 (no longer need to account for AK "iron" sight)
* 601. TactiKool-Aid Galil Tri-Rail, <PercentCap> = 0, was -3 (no longer need to account for Galil "iron" sight)
* 626-628. no longer have items
* 676. Heavy Bipod, <AimLevels> (Prone) = -1, was 0
* 678. Integral Battle Scope/Sight Combo:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 3.5x G36 Scope
- - <ScopeMagFactor> = 1.0, was 3.5
- - <PercentBase> = 0, was 10
- - <PercentTargetTrackingSpeed> = 0, was 5
- - <PercentCounterForceAccuracy> = 0, was -35
* 681. OICW Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
* 682. FN F2000 Fire Control Module:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 3.5x Scope
* 685. ARX-160 Sight:
- - <nasLayoutClass> = 2048, was 0
- - <AvailableAttachmentPoint> = Integral - Optics
- - <DefaultAttachment> = Lenses: 2x, 3x
- - <PercentAPReduction> = 0, was -10
- - remaining stats appropriate to a 4.0x Scope
* 688. Integral Thermal Weapon Sight, <PercentCounterForceAccuracy> = -45, was 0
(Experimental 1/v4.6(x1) 20150530
* Lower Suppressor Penalties:
- - All suppressors: General AP penalty gone
- - Sound Suppressor: Ready AP penalty still 25%
- - Premium Pistol Suppressor: Ready AP penalty lowered to 15%
- - Magnum Pistol Suppressor: Ready AP penalty lowered to 15%
- - Premium Magnum Pistol Suppressor: Ready AP penalty lowered to 10%
- - all remaining suppressors: Ready AP penalty gone
* Lowered Grenade Launcher Penalties:
- - Normal Size: 20% Ready AP penalty, 10% General AP penalty
- - Short Tube: 15% Ready AP penalty, 5% General AP penalty
- - Ergonomic/Very Small: 10% Ready AP penalty, 5% General AP penalty
- - 3GL: 30% Ready AP penalty, 15% General AP penalty
* Lowered cost to reach first aiming level
- - FIRST_AIM_READY_COST_DIVISOR = 6, was 5
* New Guns:
- - SIG MPX-P and MPX-PSB in .375SIG, 9x19mm, and .40S&W
- - SIG MPX in 9x19mm, and .40S&W (also changes to how calibre conversions and barrel types are handled)
- - Noreen BN36 30-06
- - Noreen BN36 .300WM
- - Noreen Bad News
- - LAR-47
- - LAR-47 X-1
- - (Generic) AR-47 in full, carbine, and SBR, with uppers
- - (Generic) PAR-47 and MAR-47 variant
* Updated Data to SCI_Unstable_Revision_7866_on_GameDir_2243
- - Ja2_Options.XML
- - new 12 Gauge graphics (unused)
- - SectorNames.XML, <usCivilianPopulation>, <usCurfewValue>, <sRadioScanModifier>, <usPrisonRoomNumber>
* Changed Merchants.XML, Tony:
- - <useBRSetting> = 1, was 0
- - <addToCoolness> = 3, was 1
* Changed Benelli R1
- <ubWeaponType> = Rifle, was Sniper Rifle
- <ubImpact> = 46, was 48
* Changed Gressar 2000, <ubImpact> = 46, was 48
* Changed Ruger M77 Hawkeye, <ubImpact> = 48, was 44
* Changed SIG MPX-K, <ubWeaponType> = Machine Pistol, was Submachinegun
* Changed Walther WA 2000, <ubImpact> = 46, was 48
* Changed 1677, <szLongItemName> = "M-LBE - Spec Ops Holster," was "M-LBE - Russian Pistol Holster"
* Fixed Ruger M77 Hawkeye, <APsToReloadManually> = 12, was missing
* Fixed M-LBE Holster, <szItemDesc> no longer misleading about attached suppressors
* Fixed Tactical Axe and variant, <ItemFlag> = 16384, was missing
* Fixed Shuriken and variant, <ItemFlag> = 16384, was missing
(Experimental 2/v4.6x 20150613)
* Implemented Gun Parts LBE
- - changed all interface graphics for AR Upper Receivers to fit 29x23
- - chagned AR-57 Upper Receiver, AR-57 SBR Upper Receiver, and AR-57 Suppressed Upper to use P4Items graphic libary
- - changed Silhouette.XML, added 75.Upper and 76.Pistol Parts
- - changed Pockets.XML, added 98.Upper, 99.Short Upper, 100.Pistol Parts, 101.Pistol Case (0-6, 13)
- - re-size parts: 102.Pistol frame, 104.Small Pistol Parts, 152.Lower Receivers, 159.Pistol Parts, 191.SBR Upper Receivers, 192.Carbine Upper Receiver, 193.Upper Receiver, 201.Big Gun Parts
- - changed item 747 now AR Uppers Bag, was Tactical Gun Bag, Graphics based on original from IoV
- - added AR Leg Rig, Graphics based on original from v1.13
- - added M-LBE - AR Upper Pouch, Graphics based on original from v1.13
- - added Pistol Parts Case
- - added AR Receiver Assault Pack, Graphics based on original from IoV
* Implemented LBE (Vest) Armour
- - feature available for some time now in v1.13, ported from IoV custom .exe by DepressivesBrot and Zwoo+
- - changed Striker Vest, Commando Vest, Commando Vest - Medic, Commando Vest - ASL/NCO, Commando Vest - Squad Leader to LBE (in reality just moved/renamed LBE items)
- - changed remaining Commando LBE, renamed to be "vests"
- - added Striker Vest Armour Pack, Commando Vest Armour Pack, and Commando Vest Armour Pack 2 - default attachments that supply armour values
* Changed Tactical Sling to be an attachment
- - attaches to most guns via. using Laser Sight (N)CAP definition and Attachments.XML to fill in gaps
- - no longer a LBE as it was found to cause the attachment to be come inseparable - still being looked into
* Changed graphics for all variable magnification scopes, removed numbers
* Workaround LBE removal from Armour Crash (affectes Commando and Striker armours)
- - see above LBE (Vest) Armour for vests
- - reversed attachment of Holsters and Pants, armour leggings now attach to LBE
* Fixed documentation for Experimentals, forgot new naming convention for LBE <szBRName>'s in prior documentation
* Fixed Rock River Arms LAR-47 X-1, included bayonet as attachment in error
* Fixed extra Mdp7items.STI and Mdp8items.STI files, these were included in Experimentals in error
(Alrulco Folding Stock Experimental 1/v4.6x 20150721)
-----------------------------------------------------
* Built/Tested on v1.13 SCI: SCI_Unstable_Revision_7917_on_GameDir_2259
* Implemented changes from Urban Chaos-1.13 Full Experimental 2 v4.6x 20150614 (see below)
* Implemented P7 Graphics Libary
- - used for all graphics crates (graphics based on combination of original Jagged Alliance, v1.13, and mod graphics)
* Implemented "New Feature: Drug System Overhaul," by Flugente ( http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22729&goto=341600&#msg_341600)
- - copy of Drugs.XML hidden from XML Editor in Data-Graphics, unsure if XML Editor will break changes to other XML's but at least it doesn't crash (legacy Drugs.XML in Data-AFS)
- - updated Drugs.XML (see above), Disease.xml, and Backgrounds.xml from SCI_Unstable_Revision_7917_on_GameDir_2259
* New Guns:
- - (Generic) AR-22MAG in full, carbine, and SBR, with uppers
- - (Generic) PAR-22MAG and MAR-22MAG variant
- - CVA Scout
- - Noveske Mk 46 SAW .300BLK and conversion Kit
- - Crye Six12
- - DSG/Mortars Inc. iMortar
- - Panzerfaust 3
* New Ammunition (not all are used, may lack graphics and complete text):
- - .300 Blackout in 1, 5, and belt
- - .300 WM Large Mag (20 rounds)
- - 5.56x45mm in 1 and 5
- - .223 Rem in 5
* Workaround variable power scopes loosing lenses
- - in-game descriptions now warn player to remove scope before swapping to a different optic
- - MERGING the lense item back into the scope item will restore all lenses
- - lenses may also be reattached one at a time though this is more cumbersom
* Fixed Tripwires
- - corrections to files: Merges.XML, Item_Transformations.XML, and MergeType.XML
- - only Tripwire Roll buyable
(Urban Chaos-1.13 Full Experimetal 3 v4.6x 20150825)
----------------------------------------------------
* Built/Tested on v1.13 SCI: SCI_Unstable_Revision_7974_on_GameDir_2270
* Implemented changes from "Urban Chaos-1.13 Full Experimetal 3 v4.6x 20150825" (see below)
* Implemented clean mod of Ja2_Options.INI from SCI_Unstable_Revision_7974_on_GameDir_2270
- - commenting in INI
- - changed FULL_REPAIR_CLEANS_GUN = TRUE, was FALSE
* New Ammunition (no graphics and no guns use it, yet...):
- - 7.62x51mm, 30 rounds
* Fixed FN SCAR-H SV and variants, range corrected to 670, was 550
* Fixed Desert Eagle all variants, overlapping NAS slots, Layout Class = 96, was 40
* Fixed .22WMR AR Uppers issue, missing dummy 0 round magazine
* Remove support for "2014 Stable 1.13 Release (7435) + JA2_113_UpdateForRelease7435_English_7609"
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #343372 is a reply to message #343159]
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Tue, 01 December 2015 14:11
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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7991 + Arulco Folding Stock Full Experimental 2 v4.6x 20151108
1) AR57A3 and variants do not have full auto; AR57A4 and variants do not have 3 round burst
2) Ares Shrike needs A4-burst variant/LE901 variant
3) Attempting to attach a foregrip to an AR variant with a Colt M203 attached [the permanent attachment, item 1001] causes the game to break down, thinking you still have an item picked up when you dont
Edit 1, 4) Guns in bags don't cool off if hot, they also don't gain 'dirt'
Edit 2, 5) Is there any reason I can't refuel the helicopter in Estoni? Shank's there n everything, do i have to talk to someone with him? Figured it out, http://jaggedalliance.wikia.com/wiki/Estoni explains what to do.
Edit 3, 6) Unable to fire M1 Bazooka. Question mark for a cursor whenever i try to shoot it. Checked in the XML editor, cursor was set to 'Invalid', should be 'Target'.
Edit 4, 7) Tanks fail to show up with reinforcements. If I attack a sector and a tank is in a neighboring sector and is called to reinforce, the tank ends up turning into a normal enemy. Assaulting a sector with an enemy tank already there, however, produces an enemy tank.
8) Launchers seem to heat up super quickly, it takes a MGL-140 like 3 shots to get to very high temp, why is this?
9) Use of zoom levels 3 thru 8 on the Variable Power scope doesn't give a narrowed cone of view nor any view range bonuses; hold END while cycling through scope zoom levels to see what I mean
10) Several NADA items inside of these crates, https://www.dropbox.com/s/siq7bh8wh7576lp/NADA%20generated%20in%20sector%20G2.png?dl=0
[Updated on: Tue, 15 December 2015 16:25] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344820 is a reply to message #317593]
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Fri, 01 April 2016 00:07
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Faalagorn |
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Messages:153
Registered:February 2012 Location: Poland |
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I was eager to play AFS with the latest EXE changes, but since the development version is from a few months ago I had to fiddle a bit with XML to make some latest XML changes from SVN applicable.
Since I was comparing all the AFS files with the trunk for the changes, I went a little further and only kept the files that are actually changed by AFS, removing the rest, so I won't have to bother copying files over each time an update will be rolled out to SVN.
It's made for my own use, but since I already went through effort of updating it, I thought I'll share it - who knows, maybe even Wil will find the changes useful so it may save some time updating the files for the next release
I also made the crude yet detaild Changelog of my changes:
Toggle Spoiler
updated and Ja2_Options.INI to latest trunk and cleaned it up
-removed --- AFS --- comment from below USE_XML_TILESETS = TRUE as it's the same as the default SVN option now.
-moved --- AFS --- comments to appropriate place within DAILY_MILITIA_UPKEEP_ section
updated Ja2Set.dat.xml with changes added in trunk
updated most TableData files
-updated Inventory\MercStartingGear.xml (just changed the name of RPC71 to Combat jeep)
-updated Items\AmmoTypes.txt (mostly added placeholder/assumed values for new DamageModifiers introduced with combat jeeps, removed poison values and changed most temperature/dirt values to "0.0" instead "0" to match trunk)
-updated Items\Items.xml (minor changes to match trunk file, updated spreadPattern names, removed/added/modified few items based off latest trunk feature changes [1539 Antidote->Nada, 1540 Sandbax parameters, 1541 Sandbox->Nada, 1542 Concertina parameters, 1697 Radio Set parameters, 1698 Radio battery->Nada, 1721 Wooden Planks, small->Placeholder, 1722 Wooden Planks, medium->Placeholder, 1723 Wooden Planks, large->Placeholder, 1724 Wooden Wall, small->Wooden Planks, 1736 Nada->Strela-2, 1737 Nada->Strela-2 Missile, 1739 Nada->Roof Collapse Smoke], VSSK Vychlop->VSSK Vykhlop)
-updated Items\Launchables.xml (one new entry for Strela-2)
-updated Sounds\BurstSounds.xml (added new entries and sported it a little to match trunk)
-updated Sounds\Sounds.xml (Fixed Ceramic Armor sound spelling (data r1393 submission) and added new changes)
-removed Encyclopedia folder and files (redundant, moved in trunk)
-removed Inventory\PocketPopups.xml and Inventory\Pockets.xml (redundant, moved in trunk)
-removed outdated and identical XML files without any changes compared to trunk (these files will be inherited from Data-1.13):
**AIMAvailability.xml
**Backgrounds.xml
**CivGroupNames.xml
**EnemyNames.xml
**EnemyRank.xml
**EnemyTaunts.xml
**FaceGear.xml
**HiddenNames.xml
**IMPPortraits.xml
**LoadScreenHints.xml
**MercAvailability.xml
**MercOpinions.xml
**MercProfiles.xml
**MercQuote.xml
**OldAIMArchive.xml
**RandomStats.xml
**RPCFacesSmall.xml
**SpreadPatterns.xml
**SquadNames.xml
**Vehicles.xml
**Army/ArmyComposition.xml
**Army/GarrisonGroups.xml
**Army/PatrolGroups.xml
**Army/UniformColors.XML
**BriefingRoom/BriefingRoom.xml
**Email/EmailMercAvailable.xml
**Email/EmailMercLevelUp.xml
**Email/EmailSenderNameList.xml
**Inventory/EnemyAmmoDrops.xml
**Inventory/EnemyArmourDrops.xml
**Inventory/EnemyExplosiveDrops.xml
**Inventory/EnemyWeaponDrops.xml
**Items/Drugs.xml
**Items/ExplosionData.xml
**Items/Food.xml
**Items/PocketPopups.xml
**Layout/LayoutMainMenu.xml
**Lookup/AmmoChoices.xml
**Lookup/ArmourClass.xml
**Lookup/AttachmentSystem.xml
**Lookup/Cursor.xml
**Lookup/DrugType.xml
**Lookup/ExplosionSize.xml
**Lookup/LBEClass.xml
**Lookup/MagazineType.xml
**Lookup/PocketSize.xml
**Lookup/Separability.xml
**Lookup/SkillCheckType.xml
**Lookup/WeaponClass.xml
**Lookup/WeaponType.xml
**MapAction/ActionItems.xml
**Multiplayer/RandomTeams.xml
**NPCInventory/AdditionalDealer_1_Inventory.xml
**NPCInventory/AdditionalDealer_3_Inventory.xml
**NPCInventory/AdditionalDealer_4_Inventory.xml
**NPCInventory/AdditionalDealer_5_Inventory.xml
**NPCInventory/AdditionalDealer_6_Inventory.xml
**NPCInventory/AdditionalDealer_7_Inventory.xml
**NPCInventory/AdditionalDealer_8_Inventory.xml
**NPCInventory/AdditionalDealer_9_Inventory.xml
**NPCInventory/AdditionalDealer_10_Inventory.xml
**NPCInventory/AdditionalDealer_11_Inventory.xml
**NPCInventory/AdditionalDealer_12_Inventory.xml
**NPCInventory/AdditionalDealer_13_Inventory.xml
**NPCInventory/AdditionalDealer_14_Inventory.xml
**NPCInventory/AdditionalDealer_15_Inventory.xml
**NPCInventory/AdditionalDealer_16_Inventory.xml
**NPCInventory/AdditionalDealer_17_Inventory.xml
**NPCInventory/AdditionalDealer_18_Inventory.xml
**NPCInventory/AdditionalDealer_19_Inventory.xml
**NPCInventory/AdditionalDealer_20_Inventory.xml
**NPCInventory/ArnieInventory.xml
**NPCInventory/FredoInventory.xml
**NPCInventory/Merchants.xml
**NPCInventory/PerkoInventory.xml
**Sounds/SoundsProfiles.xml
https://dl.dropboxusercontent.com/u/8242751/Data-AFS.7z
I've tried launching a game and things seem to work so far, so hopefully I didn't break anything, but I'll be testing it more thoroughly by the time I actually play a little
P.S. I noticed AIMNAS got a github project recently, I think it might be a good idea for AFS/UB/DL to have one too - that way I could submit the changes I made directly instead of posting it here but I guess it's all up to wil if he finds the idea of having repository useful for him or not
Report message to a moderator
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Staff Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344832 is a reply to message #344820]
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Fri, 01 April 2016 16:41
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Faalagorn wrote on Thu, 31 March 2016 16:07I was eager to play AFS with the latest EXE changes, but since the development version is from a few months ago I had to fiddle a bit with XML to make some latest XML changes from SVN applicable.
Since I was comparing all the AFS files with the trunk for the changes, I went a little further and only kept the files that are actually changed by AFS, removing the rest, so I won't have to bother copying files over each time an update will be rolled out to SVN.
It's made for my own use, but since I already went through effort of updating it, I thought I'll share it - who knows, maybe even Wil will find the changes useful so it may save some time updating the files for the next release
I also made the crude yet detaild Changelog of my changes:
Toggle Spoiler
updated and Ja2_Options.INI to latest trunk and cleaned it up
-removed --- AFS --- comment from below USE_XML_TILESETS = TRUE as it's the same as the default SVN option now.
-moved --- AFS --- comments to appropriate place within DAILY_MILITIA_UPKEEP_ section
updated Ja2Set.dat.xml with changes added in trunk
updated most TableData files
-updated Inventory\MercStartingGear.xml (just changed the name of RPC71 to Combat jeep)
-updated Items\AmmoTypes.txt (mostly added placeholder/assumed values for new DamageModifiers introduced with combat jeeps, removed poison values and changed most temperature/dirt values to "0.0" instead "0" to match trunk)
-updated Items\Items.xml (minor changes to match trunk file, updated spreadPattern names, removed/added/modified few items based off latest trunk feature changes [1539 Antidote->Nada, 1540 Sandbax parameters, 1541 Sandbox->Nada, 1542 Concertina parameters, 1697 Radio Set parameters, 1698 Radio battery->Nada, 1721 Wooden Planks, small->Placeholder, 1722 Wooden Planks, medium->Placeholder, 1723 Wooden Planks, large->Placeholder, 1724 Wooden Wall, small->Wooden Planks, 1736 Nada->Strela-2, 1737 Nada->Strela-2 Missile, 1739 Nada->Roof Collapse Smoke], VSSK Vychlop->VSSK Vykhlop)
-updated Items\Launchables.xml (one new entry for Strela-2)
-updated Sounds\BurstSounds.xml (added new entries and sported it a little to match trunk)
-updated Sounds\Sounds.xml (Fixed Ceramic Armor sound spelling (data r1393 submission) and added new changes)
-removed Encyclopedia folder and files (redundant, moved in trunk)
-removed Inventory\PocketPopups.xml and Inventory\Pockets.xml (redundant, moved in trunk)
-removed outdated and identical XML files without any changes compared to trunk (these files will be inherited from Data-1.13):
**AIMAvailability.xml
**Backgrounds.xml
**CivGroupNames.xml
**EnemyNames.xml
**EnemyRank.xml
**EnemyTaunts.xml
**FaceGear.xml
**HiddenNames.xml
**IMPPortraits.xml
**LoadScreenHints.xml
**MercAvailability.xml
**MercOpinions.xml
**MercProfiles.xml
**MercQuote.xml
**OldAIMArchive.xml
**RandomStats.xml
**RPCFacesSmall.xml
**SpreadPatterns.xml
**SquadNames.xml
**Vehicles.xml
**Army/ArmyComposition.xml
**Army/GarrisonGroups.xml
**Army/PatrolGroups.xml
**Army/UniformColors.XML
**BriefingRoom/BriefingRoom.xml
**Email/EmailMercAvailable.xml
**Email/EmailMercLevelUp.xml
**Email/EmailSenderNameList.xml
**Inventory/EnemyAmmoDrops.xml
**Inventory/EnemyArmourDrops.xml
**Inventory/EnemyExplosiveDrops.xml
**Inventory/EnemyWeaponDrops.xml
**Items/Drugs.xml
**Items/ExplosionData.xml
**Items/Food.xml
**Items/PocketPopups.xml
**Layout/LayoutMainMenu.xml
**Lookup/AmmoChoices.xml
**Lookup/ArmourClass.xml
**Lookup/AttachmentSystem.xml
**Lookup/Cursor.xml
**Lookup/DrugType.xml
**Lookup/ExplosionSize.xml
**Lookup/LBEClass.xml
**Lookup/MagazineType.xml
**Lookup/PocketSize.xml
**Lookup/Separability.xml
**Lookup/SkillCheckType.xml
**Lookup/WeaponClass.xml
**Lookup/WeaponType.xml
**MapAction/ActionItems.xml
**Multiplayer/RandomTeams.xml
**NPCInventory/AdditionalDealer_1_Inventory.xml
**NPCInventory/AdditionalDealer_3_Inventory.xml
**NPCInventory/AdditionalDealer_4_Inventory.xml
**NPCInventory/AdditionalDealer_5_Inventory.xml
**NPCInventory/AdditionalDealer_6_Inventory.xml
**NPCInventory/AdditionalDealer_7_Inventory.xml
**NPCInventory/AdditionalDealer_8_Inventory.xml
**NPCInventory/AdditionalDealer_9_Inventory.xml
**NPCInventory/AdditionalDealer_10_Inventory.xml
**NPCInventory/AdditionalDealer_11_Inventory.xml
**NPCInventory/AdditionalDealer_12_Inventory.xml
**NPCInventory/AdditionalDealer_13_Inventory.xml
**NPCInventory/AdditionalDealer_14_Inventory.xml
**NPCInventory/AdditionalDealer_15_Inventory.xml
**NPCInventory/AdditionalDealer_16_Inventory.xml
**NPCInventory/AdditionalDealer_17_Inventory.xml
**NPCInventory/AdditionalDealer_18_Inventory.xml
**NPCInventory/AdditionalDealer_19_Inventory.xml
**NPCInventory/AdditionalDealer_20_Inventory.xml
**NPCInventory/ArnieInventory.xml
**NPCInventory/FredoInventory.xml
**NPCInventory/Merchants.xml
**NPCInventory/PerkoInventory.xml
**Sounds/SoundsProfiles.xml
https://dl.dropboxusercontent.com/u/8242751/Data-AFS.7z
I've tried launching a game and things seem to work so far, so hopefully I didn't break anything, but I'll be testing it more thoroughly by the time I actually play a little
P.S. I noticed AIMNAS got a github project recently, I think it might be a good idea for AFS/UB/DL to have one too - that way I could submit the changes I made directly instead of posting it here but I guess it's all up to wil if he finds the idea of having repository useful for him or not
Thanks, I've been busy with other things lately but did get around to downloading the mid-month SCI. Noticed quite a few things had changed, including those tileset changes. If I can get those changes into the UC-1.13 tileset it may finally allow me to implement the fortification feature. Well I've been meaning to get back to the mods this Spring... I'll take a look at your changes, though for future releases I'll probably re-add the duplicate XML's I seem to remember some things not working without the full set of files, though I may be thinking of the unused character editor.
As far as GitHub, It may be a good idea to set one up, if only to get another download repository (and drop MediaFire).
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344833 is a reply to message #344832]
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Fri, 01 April 2016 17:06
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Faalagorn |
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Messages:153
Registered:February 2012 Location: Poland |
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Wil473 wrote on Fri, 01 April 2016 15:41I'll take a look at your changes, though for future releases I'll probably re-add the duplicate XML's I seem to remember some things not working without the full set of files, though I may be thinking of the unused character editor.
As far as GitHub, It may be a good idea to set one up, if only to get another download repository (and drop MediaFire).
Thanks for a reply! As far as the changes, all of them are "let's see what changed in XMLs and add the changes to latest AFS, hopefully it'll work and nothing will break" (but so far it does), so I haven't done any extensive testing, yet it took some time to compare all these different files anyway.
As far as the missing I file, I also remember that XML editor/other programs might need them, I haven't checked them, but it should be okay to add just add these files right before releasing. Technically there are other ways to attach these files so the editors won't coply (symbolic links, hardlinks etc), but that's heavily tied to the file system being used and people would edit original 1.13 files thinking they are editing the AFS files, so I guess if the editor needs them, that's how it have to be in order to avoid errors. Either way, I think I listed all the files accordingly, so adding them back shouldn't be a problem at any time I guess
Darkling wrote on Fri, 01 April 2016 05:22Nice! What build number was this for?
P.S. Forgot to mention, it's for r8131, here are the latest EXEs I've compiled from the SVN.
P.P.S. Out of topic, I probably shouldn't be sitting on internet forums at April the 1st
[Updated on: Fri, 01 April 2016 17:08] Report message to a moderator
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Staff Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344868 is a reply to message #344833]
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Mon, 04 April 2016 20:10
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mattyb3 |
Messages:1
Registered:April 2016 |
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I think I have finally found the source of annoying problem that was constantly causing Afs to hang then crash.
[5.71902] : Backtrace: [Data\German.slf] - Error when opening file : 2
[5.77559] : Backtrace: Could not open file : Data\German.slf
[5.7985] : Backtrace:
[5.80165] : Backtrace: ========== Mon Apr 04 17:37:08 2016 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 54
Location : vfs::COpenReadFile::COpenReadFile
========== Mon Apr 04 17:37:08 2016 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 50
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : Data\German.slf
This log occurs at the exact (to the second) time the crash occurs. Indeed, the German.slf is missing entirely
Fix should be simple, I just need the German.slf file for v4.50.1 (using build 7875) If someone could provide, i don't know if it needs to speficially needs to be from a certain version or not.
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Civilian
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344897 is a reply to message #317593]
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Wed, 06 April 2016 11:07
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LatZee |
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Messages:187
Registered:December 2015 |
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So I gave that last 4.6x version a try, and I must say that this NCTH implementation looks very, well, OCTH-ish
Went through one patrol on the way to Drassen (by day) and then fought all three Drassen sectors by night so it's not a huge sample, but most of mercs had 50+ hit percentages throughout. At Drassen mine I screwed up a bit at one moment and lost three mercs (100 to 0) to two blind "suppression fire" volleys from god knows how far away, so at least it looks balanced as in everyone hits too much.
Said ok, it might be due to close quarters fighting at night so tried again from start. Made 2 imps, one sniper, one machine gunner, added some aim merces and got Drassen by day (with 2 patrols along the way, so similar sample). Sniper imp got AR7 or whatever that starting rifle with 3x scope is called, and had 60+ hit percentage shooting way out of rifle range most of the time. Buns had 57% hits using MD's M100. Machinegunner Imp had about 45% while shooting not very controlled not so short bursts with some 165 bullets .22 crap at long ranges.
So I said, it's been some time since i played vanilla 1.13, maybe this is the way NCTH works nowadays and installed clean 7991 and did that sameish test. Hit percentages were about 25% or lower which is a lot better.
So then I installed AFS 4.51 over that 7991 and gave that a try, still getting hit percentages at most in high 20 percents.
So, unless I'm doing something very wrong, NCTH balance seems kinda bad to me.
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Staff Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344904 is a reply to message #344902]
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Wed, 06 April 2016 13:49
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LatZee |
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Messages:187
Registered:December 2015 |
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Well, those hit percentages are for more experienced and equipped mercs obviusly, not for day 1, level 1, armed with .22 peashooters, kinda pathetic bunch of nobodies and while I still think that they are maybe a bit high-ish, that is ok, things should improve with time(and as I said, in vanilla 1.13 with comparable setup I get 25%-ish hit percentages with relatively proficient mercs like IMPs or Buns, lower with raw guys like MD or Ira), that's kinda the point of this kind of games... but if my sniper is shooting 60 something kinda percent with range 20 .22 rifle on level 1, day 1, by the time he gets more experience and better equipment, it kinda seems that it will be way to good. OCTH headshot game level too good, possibly.
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Staff Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #344907 is a reply to message #344906]
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Wed, 06 April 2016 16:41
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LatZee |
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Messages:187
Registered:December 2015 |
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Well, I'm not complaining about general NCTH state, I find the balance in vanilla 1.13 and AFS 4.51 just fine, maybe personally would like it to be a touch more like in good old times when people complained it was too hard , but generally pretty reasonable (and as you said, I can certainly adjust things a bit more to my liking if i really want).
It's just this last version that looks a bit off, in this short time that i spent with it, it seems that everyone is hitting too many shots, good mercs, bad mercs, enemies, everyone... which makes the game kinda binary... when everything is under control, things go too easy and everybody just dies before they can do anything... but when things go a bit bad, enemies hit everything and you quickly get overwhelmed.
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Staff Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #345094 is a reply to message #344820]
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Sat, 16 April 2016 09:34
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Darkling |
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Messages:8
Registered:April 2016 Location: New Zealand |
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For the 8131 version I've had to move the LBE attachments to the top of the panel as the contents are now displayed. Only minimal testing! Can't post proper link yet so go to: docs.google.com/uc?authuser=0&id=0BzmLtcEkGTaxR09xQkUxaEJDcDg&export=download
[Updated on: Sat, 16 April 2016 09:35] Report message to a moderator
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Private
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #345132 is a reply to message #345100]
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Tue, 19 April 2016 03:49
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Testing has only established that I can start a game and use cheat codes, but here it is (on MediaFire): Arulco Folding Stock Full Experimental 3 v4.6x 20160418
* Built/Tested on SCI: SCI_Unstable_Revision_8156_on_GameDir_2315
* Implemented clean mod of Ja2_Options.INI from SCI_Unstable_Revision_8156_on_GameDir_2315
* Implemented new tags in AmmoTypes.XML, <dDamageModifierTank>, <dDamageModifierArmouredVehicle>, <dDamageModifierCivilianVehicle>, <dDamageModifierZombie>
- - effective copy in ..Data-Graphics\TableData\Items to prevent XML Editor from erasing tags
* per http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20916&goto=345094&#msg_345094, moved M-LBE attachment slots to top row to avoid overlap with now visible LBE cargo
- - AttachmentSlots.XML, M-LBE slots <usDescPanelPosY> = 8 and 36, were 120 and 148
* Added items to support New feature: enemy helicopters http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22916&goto=343707&#msg_343707
- - 1736. Strela-2
- - 1737. Strela-2 Missile
- - added graphics P1 901 and 902 (using stock v1.13 P1 libary as I have also offerred graphics for use by v1.13)
* Added Standard Manufacturing DP-12, not sure how to implement it so it is a simple pump-action for now
Before I start putting together an Experimental for UC-1.13, I want to make sure the ammo updates have been implemented here - could someone please report back on how this Experimental does with Jeeps.
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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