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 #345970 is a reply to message #345947]
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Mon, 20 June 2016 10:07
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wolf00 |
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Messages:1148
Registered:September 2006 Location: Czech Republic |
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i hope for new update to D_l mod ..
edit: in afs:i have big problem, when im encouter emeny patrol with armored cars,smg & pistolls are out of game,im forced to use 5.56x45 guns, i try test p90/mp7 or insas ... yes thes is chance defeat them with .50 bmg sniper rifles,or try to search devin to buy some explosives
[Updated on: Mon, 20 June 2016 23:11]
caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7Report message to a moderator
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Sergeant Major
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #346345 is a reply to message #346342]
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Sat, 23 July 2016 18:57
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Not done yet but here is what I have so far logged for Arulco Folding Stock Full Experimental 4 v4.6x 2016MMDD:
* Implemented changes in Ja2_Options.INI from SCI_Unstable_Revision_8270_on_GameDir_2329
* Added items from v1.13
* New Guns:
- - Boberg XR9-S
- - Boberg XR9-L
- - PHSADC T73
- - Norinco P762
- - Norinco QX4 in 7.62x25mm, 9x19mm, .40 S&W and .45ACP
* New Ammunition (not all are used, may lack graphics and complete text):
- - 7.62x25mm Double Stack, 15 rounds
* Changed AmmoStrings.XML
- - new index 99. <AmmoCaliber> = Multi-Caliber
* Changed range of some 9x19mm pistols from 110 to 120
- - Glock 17, Glock 18, FN FNP-9, MP-443 Grach, MP-446 Viking, SIG P226 Tactical, Sphinx 3000
* Changed/disabled internal (Plot) armour items, <usItemClass> was 2048, now 1
- - 443. Helmet
- - 444. Vest
- - 445. Leggings
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 #346479 is a reply to message #346405]
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Fri, 05 August 2016 07:44
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00 wrote on Fri, 29 July 2016 02:14i have freeze with mini-tavor in 5.45x39 config,gun allow you to atach 5.56 c-mag adaptor,but after this action when you want load ammo,game freeze with error message on screen[i try post it later]
Fixed - it wasn't just the 5.56 C-Mag, but it looks like it ended up with the Mini-14's attachments somehow.
Parkan wrote on Sat, 23 July 2016 14:33Wil473 wrote on Sat, 23 July 2016 18:57
* Changed/disabled internal (Plot) armour items, <usItemClass> was 2048, now 1
- - 443. Helmet
- - 444. Vest
- - 445. Leggings
So,that was a problem with armor bugs?
I've reverted all remaining mod armour items to use the values from Game Dir 2329 (not the current SCI but the current SCI seems to crash the XMLEditor). I'm going to release Experimental 4 with stock(like) v1.13 values - perhaps will go back to implemented my ideas for armour at a later date (ie. I still cannot really justify the armoured leggings in-game, perhaps make them Sci-fi?)
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 #346507 is a reply to message #346490]
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Sat, 06 August 2016 18:35
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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DepressivesBrot wrote on Fri, 05 August 2016 11:54This should be a fair match for our selection of ballistic pants. As a bonus, there's also a company selling ballistic boxers.
Alright I stand corrected. Not sure where these were a few years ago when I decided to change the armour balance.
I did a quick side-by-side of v1.13 vs AFS armours up to and including Spectra and they all match up. One oddity is that the Coated/Royal Jelly/Green armour provides less protection than the Treated/Compound 18/Red armour, I thought it was the other way around.
Good news, I'm a little ahead of schedule:
Arulco Folding Stock Full Experimental 4.1 v4.6x 20160806(Obsolete see below)
On MediaFire (I'll get around to adding Github to my skill set one of these days...)
Arulco Folding Stock Full Experimental 4 v4.6x 20160806 Change Log
* Built/Tested on SCI: SCI_Unstable_Revision_8278_on_GameDir_2333
* Implemented clean mod of Ja2_Options.INI from SCI_Unstable_Revision_8278_on_GameDir_2333
* Updated from SCI_Unstable_Revision_8278_on_GameDir_2333:
- - ExplosionData.XML
* Added items from v1.13:
- - 1739. Roof Collapse Smoke
- - 1740. Soda
* New Guns:
- - Boberg XR9-S
- - Boberg XR9-L
- - PHSADC T73
- - Norinco P762
- - Norinco QX4 in 7.62x25mm, 9x19mm, .40 S&W and .45ACP
* New Ammunition (not all are used, may lack graphics and complete text):
- - 7.62x25mm Double Stack, 15 rounds
* Changed AmmoStrings.XML
- - new index 99. <AmmoCaliber> = Multi-Caliber
* Changed range of some 9x19mm pistols from 110 to 120
- - Glock 17, Glock 18, FN FNP-9, MP-443 Grach, MP-446 Viking, SIG P226 Tactical, Sphinx 3000
* Changed/disabled internal armour items, <usItemClass> was 2048, now 1
- - 443. Helmet
- - 444. Vest
- - 445. Leggings
* Changed all remaining armour items <ubProtection>, <ubCoverage>, <ubDegradePercent>
- - all common items with v1.13 now have same values as in SCI_Unstable_Revision_8270_on_GameDir_2329
- - remaining mod armour items brought in line with v1.13
* Fixed 4634. IWI X95 5.45, attachments
- - removed: 5.56mm C-Mag Adapter, TactiKool-Aid Mini-14/68 RAS Kit
* Fixed 61. Dart Gun, missing <ItemFlag> = 16384 from v1.13
* Fixed 139. C1, missing <ItemFlag> = 16384 from v1.13
* Fixed 139. C4, missing <ItemFlag> = 16384 from v1.13
* Fixed 232. Bloodcat Pelt, missing <ItemFlag> = 65536 from v1.13
* Fixed 382. Rag, missing <ItemFlag> = 1024 from v1.13
* Fixed 1651. 3.11 VTAC M-LBE Tactical Vest, incorrectly set <ItemFlag> = 512, should be none
* Fixed 1652. M-LBE - SAW Mag. Pouch, <ItemFlag> was incorrectly 128, now = 512
Due to the number of changes, I'm going to push out one more AFS Experimental before turning my attention to UC-1.13. AFS Experimental 5 will be reorganized into UC-1.13's items basically instead of simply importing changes from AFS to the existing UC-1.13.
Experimental 5 will contain fixes identified from Experimental 4 and some new items such as:
- - graphics for that AT mine v1.13 added
- - some Derringer type pistols for some of the ammo added in the prior Experimentals
- - a takedown rifle in .338LM
- - StarStreak HVM if I can find a decent picture, though in the context of game play this is the only real world MANPAD with marginally useful anti-armour capability that I know of.
[Updated on: Tue, 13 September 2016 05:50]
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 #346534 is a reply to message #346529]
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Sun, 07 August 2016 18:57
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Parkan wrote on Sun, 07 August 2016 02:15Thank you for update.Armors stats now work fine and weapons has fixed their damage.
Good to hear.
silversurfer wrote on Sun, 07 August 2016 03:41Wil473 wrote on Sun, 07 August 2016 06:35
As far as the Treated vs Coated armours, I'm going to wait for that to be fixed in v1.13 before changing anything.
There is nothing to fix in that regard in 1.13. Check this post and upwards for the decision making process behind the new values.
Royal Jelly is a different pair of shoes now compared to C-18. The jelly provides less armor bonus because it has only bonuses whereas the C-18 comes with penalties.
Alright then, as it looks like my deviation from v1.13 armour stats seems to have been responsible for the armour display issue, I think it would be best to continue with sticking with v1.13 for the most part. As AFS/UC-1.13 already have what was previously an enhanced set of penalties it shouldn't be too much of a change for players to roll out v1.13-like stats. I'll create my own table to compare v1.13 vs. AFS to highlight the differences over the next few days.
[Updated on: Sun, 07 August 2016 18:57]
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 #346640 is a reply to message #346600]
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Sat, 13 August 2016 18:37
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00 wrote on Thu, 11 August 2016 13:31ok.. i think your multi-caliber system working fine,on weekend i have some freetime from my work,there be more playtesting new afs ...
Good to hear, I've already implemented the same system for a set of guns in the next experimental.
I've looked at the new armour penalties in v1.13 and it seems more in-depth than what AFS is using right now, but at the same time is not too far off what is already in the mod. Here is the Flak Jacket:
v1.13 (GameDir 2329) / AFS (Experimental 4)
Flak
----
Abilities
AP -1/-5
Stealth -10/0
NCTH
%Base S:-5/-5 C:-10/-10 P:-7/-7
%Cap S:-2/ 0 C: -4/ 0 P:-3/ 0
%CF Acc S:-5/-5 C:-10/-10 P:-7/-7
Bonuses
Aimed Shot -2/-4
Treated Flak
------------
Abilities
AP -2/-5
Stealth -13/0
NCTH
%Base S:-6/-5 C:-12/-10 P:-9/-7
%Cap S:-3/ 0 C: -5/ 0 P:-4/ 0
%CF Acc S:-6/-5 C:-12/-10 P:-9/-7
Bonuses
Aimed Shot -3/-4
Coated Flak
-----------
Abilities
AP -1/-5
Stealth -7/0
NCTH
%Base S:-3/-5 C: -5/-10 P:-4/-7
%Cap S:-1/ 0 C: -2/ 0 P:-2/ 0
%CF Acc S:-3/-5 C: -5/-10 P:-4/-7
Bonuses
Aimed Shot -1/-4
I'll be bringing the mod into lockstep on the above stats over the weekend and hope to have Experimental 5 ready for Monday - then I move on to bringing UC-1.13 up to the current standard, which will involve some checks on the maps.
EDIT: we're near mid-month, may be better to delay Experimental 5 and see if the Bear Trap will be available for integration before I start doing all that building a base to reconstruct the other two mods from...
[Updated on: Sat, 13 August 2016 19:06]
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 #346675 is a reply to message #346660]
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Thu, 18 August 2016 18:15
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Double Posting to announce:
Arulco Folding Stock Full Experimental 5 v4.6x 20160818(Obsolete see below)
* Built/Tested on SCI: SCI_Unstable_Revision_8289_on_GameDir_2338
* Implemented clean mod of Ja2_Options.INI from SCI_Unstable_Revision_8289_on_GameDir_2338
* Implemented clean copy of Ja2_Settings.INI from SCI_Unstable_Revision_8289_on_GameDir_2338
* Implemented clean mod of Ja2_sp.INI from SCI_Unstable_Revision_8289_on_GameDir_2338
* Updated from SCI_Unstable_Revision_8289_on_GameDir_2338:
- - ExplosionData.XML
* Added items from v1.13:
- - 1741. Beartrap
* New Guns:
- - DRD Kivaari
- - Heizer Defense Pistol Kit in 7.62x39mm, 5.56x45mm, .45 Colt and .410bore
- - supporting items for above two systems
* New Launcher and Grenade:
- - Starstreak HVM
* Changed Strela-2, <ubShotsPer4Turns> = 4.25, was 3
- - allows the Strela-2 to be used in turn based combat, but limits its effectiveness severely
* Changed all armour items <AimBonus>, <APBonus>, <StealthBonus>, <PercentBase>, <PercentCap>, <PercentCounterForceAccuracy> (all three stances for later three tags)
- - all common items with v1.13 now have same values as in SCI_Unstable_Revision_8270_on_GameDir_2329
- - remaining mod armour items brought in line with v1.13
* Fixed missing 0 round magazine item for "Multi-Caliber" Calibre
* Fixed Clothes.XML, obsolete version replaced with clean copy from GameDir 2338
* Fixed AFS Bobby Ray's balance for Heavy Weapons, Grenades and Explosive items (had UC-1.13's implemented)
I'm going to give it a few days before rebuilding this for UC-1.13.
[Updated on: Tue, 13 September 2016 05:49]
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 #346889 is a reply to message #346675]
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Tue, 13 September 2016 05:45
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Triple Posting as nobody's commented about Experimental 5 (a good thing?), here's:
Arulco Folding Stock Full Experimental 6 v4.6x 20160912
* Built/Tested on SCI: SCI_Unstable_Revision_8293_on_GameDir_2340
* Added FB MSBS family of weapons
- - 5.56x45mm: standard, DMR, LMG, and SBR in both conventional (556K) and bullpup (556B) formats
- - 7.62x51mm: standard, DMR, and (fictional) SBR in conventional format (762K)
- - 7.62x39mm: standard and (fictional) SBR in conventional format
- - common upper receiver, K-lower receiver, B-lower receiver, and barrels for 5.56x45mm conversions
- - AttachmentComboMerges.XML entries to support three item mergers to produce all the 556 variants
* Added "magazine" fed 40x46mm launchers
- - changed AttachmentSlots.XML, 262144 (seemed to be only for "AICW Launcher" originally and unused), entries for four shot "magazine"
- - added 40x46mm Magazine, attachment
- - added Alsetex Cougar MS, total five round capacity (4+1 in launcher)
- - added Colt Canada IWSC launcher, found way to prevent use of Layout 1 (default) grenade slot limiting capacity to four rounds
- - note that loading of multiple grenades with the attachment of "magazine" item works, but unloading drops all but one grenade into inventory
* Added Colt Canada IWSC rifle demonstrator
- - changed AmmoString.XML, 63. renamed 5.56mm CTA, was 5.56mm LSAT
- - added 30 round 5.56mm CTA magazines
* Fixed all H&K G3 family guns, missing LayoutClass 536870912 which provides (above barrel) "Bayonet" slot
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 #346919 is a reply to message #346900]
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Thu, 15 September 2016 08:43
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00 wrote on Wed, 14 September 2016 11:01fb msbs is very interesting in .223 variant,other if you can have set of barrels in aditional caliber's ... one variant in .223 have have bug relater to ugl which is build for this guns ,you can atach endless number of ugl on slot,but ugl wont show up ....
Found the cause of the UGL disappearing - used the wrong <AttachmentPoint> it should be 1073745920, not 4096.
As far as conversion parts for non-556 variants I want to hold off until more is announced for the MSBS. Right now only the 556K, 556B, and the ceremonial variants seem developed.
[Updated on: Thu, 15 September 2016 08:45]
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 #346926 is a reply to message #346894]
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Thu, 15 September 2016 15:38
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Onin |
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Messages:16
Registered:September 2016 |
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uh hello..
- New here (1st post), and in using a forum in general. So i might have some weird format or something.
- New to using AFS, and in adding mods to 1.13. So i probably won't be accurate with identifying bugs as bugs.
- Also, english isn't my native language so i hope you guys don't mind errors in grammar
About the bloodcat lair bug (idk how to use that small quote box thing):
I've encountered the same problem but i found a workaround. Went to that sector using the hummer and thought it might be the cause so i reloaded. My mercs where already on their way to that sector in the hummer on the save file i loaded, so i canceled their travel order, got them off the hummer, and walked there but same prob. I so used a save in which they were idle on the sector on the left of the bloodcat lair, noticed some where still carrying their sleeping bags on their hands(some above 100% weight) so i dropped them on the sector before moving to the bloodcat lair. That time i didn't get the runtime error.
"Bugs" I've encountered
- Survival trait not assigned to any merc: Selectable on IMP creation though and hunter/ranger traits' new values are applied. Not sure if this is just my fault for some reason because I haven't seen any reports about this.
- Vehicle Crates: Happened once and i haven't been able to reproduce this but what happened was; One time just noticed that all crates in my ice cream truck had the same things in them when right clicked. The first box i used as backpack still had the same things, but the others have their stuff in them disappear when used.
- Additional merchants: I wanted to try the new fortification assignment, learned that i needed items (wooden walls iirc?) and that they could be bought from san mona from additional merchants. Enabled the option, but when i talk to said merchants, i see Micki?'s portrait, voice of Igor i think, and some error text, no items sold.
Sorry for long post, but i thought that being detailed and specific might be better, but please tell me if there are too much info in this post.
Oh and btw.. I LOVE this mod. TY
(I want to use AFS with a map mod, AR hopefully, is it possible? I'm aware there is a UC/DL/AFS combo but the SCI version is kind of far behind for me and I'm reluctant to use it since i've been playing with 8289)
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