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Re: 100AP Project - open Beta[message #199571]
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Mon, 20 October 2008 23:46
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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Quote:JackintheboxI get a CTD immedialty after I see the Sirtech logo.
Marlboro ManNot sure I understand why, it works just fine with the latest SVN. You do have to start the game with the .exe that comes with this though.
ChrisL Hmm. I'm not sure. The build is based off the latest code in the main branch. Rev 2369 as of yesterday. So long as you have the latest version of 1.13 (the version that includes the MultiPlayer project) then you shouldn't have an issue. If you don't have the MultiPlayer update, then you might run into problems since you'll be missing an INI file (Ja2_mp.ini) the I beleive the code requires to run. Not that 100AP needs it, but since 100AP was built onto the latest code and the latest code needs it.
As far as compatability, because 100AP is written on the latest source code (which includes MP), it is not compatible with save games created with a "pre-MP" build. The MP code was introduced with rev 2124, so if you've been playing with a build prior to that, your savegame won't be compatible. But any savegame created with an MP version of the program should be fully compatible with 100AP.
StarwalkerHe might also miss the TITLETEXT_MP.STI in the Data/Loadscreens-folder.
Missing this seems to be a standard error during transition from single-player-only exe to single/multi-player exe.
I also had a CTD after the Sirtech logo. Based on the clues from ChrisL and Starwalker I grabbed the MP data update from the wiki page (you can get it here) and extracted it as described in the file notes (included in the rar file).
I opted to do a fresh install w/o using SVN due to the initial warning that SVN might overwrite the 100AP data (and a general lack of HD space on my doddering old laptop )
Anyone who is installing this beta on top of the last release (r2085) needs the MP data in the perviously mentioned update. I've gotten past the loadscreen and I'll update if anything else unusual happens.
{edit}
I had a number of equipment inconsistencies (wrong ammo types being ejected from guns, etc.) which I'm guessing is coming from using the standard release instead of SVN. I'm going to scrap this and do a fresh install and update via SVN.
I was also using Marlboro's Rearranged Ron's Faces with their associated Prof.dat. Would that have accounted for the inconsistencies in starting equipment, or is the starting equipment only drawn from the XMLs now?
{edit2}
Okay, from what I've read (or reread, as the case may be, apparently I've forgotten a lot in a year. ) the equipment draws are only taken from the XMLs so it looks like this is a case of having to start with an up-to-date SVN updated install for this beta.
I'll post back if there's something else but it looks like an SVN updated install is necessary. If you're using the standard release you'll either have to wait until a new release to use the 100AP system or try dipping your toe into the wonderful world of SVN updates. The aforementioned separate data-100AP folder that was mentioned in the initial posts is good advice.
[Updated on: Tue, 21 October 2008 02:49] by Moderator Report message to a moderator
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First Sergeant
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Re: 100AP Project - open Beta[message #199615]
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Tue, 21 October 2008 15:57
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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Okay, I got a CTD upon opening BR's site the first time. Is this just my install or can anyone else confirm it? In the "Bug Reports" forum Headrock reported a similar sounding bug.
[Updated on: Tue, 21 October 2008 15:59] by Moderator Report message to a moderator
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First Sergeant
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Re: 100AP Project - open Beta[message #199850]
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Thu, 23 October 2008 15:24
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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I encountered an odd bug.
After a battle in the Drassen Mine sector, two enemies had fled from battle into the central Drassen sector. Flo and Ira were training militia there but no battle started.
Suspecting a glitch with something I moved the Drassen team into the central sector via the strategic map. Once there I got the "enemies are present" message and the placement screen came up.
When I placed the first squad everything seemed okay, but then I noticed that Flo and Ira were part of a team with Grizzly, who had been in his own squad when the sector was entered. It wouldn't let me place the squad: "That doesn't look accessible, try another location.", no matter where I tried placing them.
Finally, I clicked "Spread" and got an "assertion failure press enter to exit" (or something like that, I should have written it down, sorry.)
Is this a new bug? I haven't had a chance to check around the forums yet.
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First Sergeant
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Re: 100AP Project - open Beta[message #199851]
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Thu, 23 October 2008 15:38
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Fenrir |
Messages:4
Registered:August 2008 |
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I have seen exactly the same thing happen before when I placed mercs from the heli into a squad while being above an enemy sector. Considering I don't have the 100AP beta, it seems to be a SVN problem.
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Civilian
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Re: 100AP Project - open Beta[message #199980]
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Fri, 24 October 2008 20:23
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ctiberious |
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Messages:605
Registered:March 2007 |
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Yeah, that's not a 100AP issue. It's something we've been trying to track down for awhile now. If someone has a savegame that generates this error (100AP or not), feel free to email it to me (ctiberious(at)aol.com) and I'll see what I can find.
In the mean time, I've got a new build for you guys. Headrock, in another discussion, pointed out the AP penalty from suppression fire. I realized that I'd not externalized that, or updated it for 100AP. So now I have.
100AP.9 2383 Release.7z
As always, this archive contains all the 100AP files, but only the INI and EXE have actually changed. And this build should be fully compatible with previous 100AP builds, along with any "post-MP" savegames.
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Re: 100AP Project - open Beta[message #203079]
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Tue, 02 December 2008 20:38
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ctiberious |
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Messages:605
Registered:March 2007 |
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Actually, that isn't completely accurate. The code has hard coded "default" values. It compares these values to those read from the APBPConstants.ini file (except for AP_MAXIMUM). If they are the same, then the code automatically adjusts them for the AP_MAXIMUM value you've set. So, if you set AP_MAXIMUM = 25 and have AP_MINIMUM = 40 (and not commented out), then the code will see that it's the same as the built in default, and automatically adjust it to 10. It's only if you put in a value other then the default that the code will not make the dynamic change. I.E., if you set AP_MAXIMUM = 25 and AP_MINIMUM = 39, AP_MINIMUM will remain 39 in the code (of course, this will screw things up, but that's another issue altogether )
Starwalker, the APBPConstants.ini had to use uncommented values for it to work correctly in the new INI editor.
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Re: 100AP Project - open Beta[message #203110]
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Tue, 02 December 2008 23:34
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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ChrisLActually, that isn't completely accurate. The code has hard coded "default" values. It compares these values to those read from the APBPConstants.ini file (except for AP_MAXIMUM). If they are the same, then the code automatically adjusts them for the AP_MAXIMUM value you've set. So, if you set AP_MAXIMUM = 25 and have AP_MINIMUM = 40 (and not commented out), then the code will see that it's the same as the built in default, and automatically adjust it to 10. It's only if you put in a value other then the default that the code will not make the dynamic change. I.E., if you set AP_MAXIMUM = 25 and AP_MINIMUM = 39, AP_MINIMUM will remain 39 in the code (of course, this will screw things up, but that's another issue altogether )
Starwalker, the APBPConstants.ini had to use uncommented values for it to work correctly in the new INI editor.
Ahhh, I was under the assumption that the uncommented values would always be taken, being equal to the defaults or not...
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