Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » 2014 Official 1.13 Release (7435) with 7609 Update
2014 Official 1.13 Release (7435) with 7609 Update[message #335142] Tue, 26 August 2014 08:54 Go to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
2014 Official 1.13 Release (7435) with 7609 Update
Download
Installation Instructions
Bug Reporting thread


New 2014 Stable released after the last public release (4870) 2.5 years back.

Notable 7609 bugfixes:
Toggle Spoiler

Changelog since 4870:
Toggle Spoiler

Mini Additional 7609 FAQ
Can I continue with my 7435 savegame?
Yes. If problem persists, then either bug is still alive or have to start new game.

Is there a changelog?
Within the package.

How do I know whether patch is successfully applied?
Press 'V' ingame and it will show '.. V1.13.7609 ..'.

Mini Frivolous 7435 FAQ
Is savegame compatibile with v4870 or development branch?
- No and No.

Why the program does not start/hanged/run poorly?
- Please see the Windows Compatibility Fixes folder in '..\Docs\Windows Compatibility Fixes'
The game is a blurry mess.
- See possible solutions

Where's the hotkey list?
- '..\Docs\Manual\JA2_113_Hotkeys.pdf'

How to start JA2_UB or use the INI Editor.exe?
- See knitting thread

I'm new to the game...
- Read the manuals. Exams to be taken here before deemed as full-fledged adults.
tl;dr, I determined my own worth/I want to play as close to original JA2 settings as possible.
Toggle Spoiler


Do NOT use vfs_config.JA2Vanilla.ini and activate 1.13 features; those features may not be supported. One should instead use vfs_config.JA2113.ini and deactivate undesired features.

Merc keeps bending backwards, hotkeys behaved unexpectedly?
- Keys remained 'pressed' when alt-tabbing in and out of game. Pressing ALT again will 'released' them.

Unbalanced, rudimentary features aka No new guns & items?
- 1.13 has been structured in such a way that it can be used as a hemline baseline for creating new mods.
(Besides garotte caressing, scuba fins slapping and some in-your-face munchkins, not much on offer for base 1.13.)

XXX feature not found?
- NSFW so it's not in, those toys are only for the DND (daring and dangerous) testers.
- New features introduced after 1st Jan 2014 are mostly not in 2014 Stable.

Compatible-mods?
- Good starting reference is at the adult shops.

Queen D gets *real* serious.
- Previously we brought you this TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE as the default option.
Now we give you this AGGRESSIVE_STRATEGIC_AI = 2 (1 + major offensives depending on game progress) as another default option. Don't we love ya!
(It's her appreciative gesture for your flowers)

Is there a way to save the damsel-in-distress(me) from editing Ja2_Options.ini over and over again?
- Yes. To prevent current/future princess hair pulling & *may* kill the dragon at the same time
(JA2_Options.ini lines: 2627 -> 3896)

-------------------------------------------------
Do share in this thread which new features(s)/option(s) you have enjoyed/liked.
(Feel free to mention again if you can do it better)

Will start the ball rolling:
Mark Remaining Hostiles in Overhead Map by DepressiveBrot
Original Post
http://i.imgur.com/KF9r0d7.png

[Updated on: Wed, 01 April 2015 15:36]

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Sergeant 1st Class
Re: 2014 Stable 1.13 Release (74XX)[message #335143] Tue, 26 August 2014 10:17 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
Messages:264
Registered:November 2009
Location: Sweden
Excellent!

There are so many great features in this, but my personal favorite has to be the Radio Operator trait by Flugente.

https://www.youtube.com/watch?v=C0aNnc04BSM[/video]


As a side note, would it be possible to add the additional Iron Man modes to the stable release, or would that need more testing?

http://www.ja-galaxy-forum.com/ubbthreads.php/topics/331318/%5BRequest%5D_New_Ironman_Modes

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Master Sergeant
Re: 2014 Stable 1.13 Release (74XX)[message #335146] Tue, 26 August 2014 12:14 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Headhunter
Excellent!
As a side note, would it be possible to add the additional Iron Man modes to the stable release, or would that need more testing?


It needs more testing and we want to release a stable version at the end of the week.

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Sergeant Major

Re: 2014 Stable 1.13 Release (74XX)[message #335148] Tue, 26 August 2014 12:55 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
Messages:264
Registered:November 2009
Location: Sweden
RoWa21
Headhunter
Excellent!
As a side note, would it be possible to add the additional Iron Man modes to the stable release, or would that need more testing?


It needs more testing and we want to release a stable version at the end of the week.


Perhaps a patch then?

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Master Sergeant
Re: 2014 Stable 1.13 Release (74XX)[message #335151] Tue, 26 August 2014 14:12 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Maybe we add it to the next official UPDATE version, which will mainly be a bugfix version.

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Sergeant Major

Re: 2014 Stable 1.13 Release (74XX)[message #335154] Tue, 26 August 2014 19:59 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
RoWa21
Headhunter
Excellent!
As a side note, would it be possible to add the additional Iron Man modes to the stable release, or would that need more testing?


It needs more testing and we want to release a stable version at the end of the week.


Roman, which version I can test my reported error? I found no mirror with an fixing exe.

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Corporal 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335177] Thu, 28 August 2014 12:14 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
I have to say I really welcomed the AP cost to manipulate inventory. It was something I enjoyed in NOPS and was glad to see it in 1.13. It just adds that bit more strategy to gameplay.

Too many of Flugente's stuff is cool to single out one.

On a side note, I added Spooky, not Dimitri. I even added a unique item for him that disappeared when he "took over", a bandanna Smeagol had made.

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First Sergeant

Re: 2014 Stable 1.13 Release (7435)[message #335183] Thu, 28 August 2014 18:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Download links are now available on the 1.13 WIKI. See Installation guide:
http://ja2v113.pbworks.com/w/page/4218345/Installation

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Sergeant Major

Re: 2014 Stable 1.13 Release (7435)[message #335209] Fri, 29 August 2014 10:47 Go to previous messageGo to next message
Boge is currently offline Boge

 
Messages:55
Registered:July 2012
I've noticed with certain gun mods, like the reflex sights, it doesn't always show the adjusted stats on your gun. Is the modification still applied, or is that bugged and it's acting like it's not working? In particular, the reflex mod with a battle scope 7x, a rifle LAM and a Steyer Aug-A3. It still shows (9) 23. Sometimes it will work if I play with those mods a bit and then it shows (9) 19. A similar thing happens with an HKG3A3 and an old aimpoint projector.

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Corporal
Re: 2014 Stable 1.13 Release (7435)[message #335216] Fri, 29 August 2014 16:21 Go to previous messageGo to next message
Drevas is currently offline Drevas

 
Messages:7
Registered:June 2009
Location: Czech Republic

Hello bears pit community!

May I ask if it is somehow possible (and compatible) to replace vanilla Aulco map with some other map that is far more detailed? I mean with Wildfire map or with Arulco revised? And if it can be achieved, which map is right now more recent, better or more balanced.
I think that this game is now masterpece but the emptiness of basic(vanilla) map slightly limit its great potential.

I managed to implement WF(6.06?) map into 4870 build and man it was a blast! It is however, quite hard to go back to normal simple Arulco when i see how awesome it would be with WF or AR map.

And what about Arulco Folding Stock? Razz

Thank you for explanation.

EDIT:
@DepressivesBrot sorry i did NOT mean to be rude or anything, just wanted to ask if they are compatible to this build (i thought they were more or less stable with older builds)
@Flugente thank you for explanation
@Sevenfm thank you for links Smile

[Updated on: Fri, 29 August 2014 19:38] by Moderator

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Private
Re: 2014 Stable 1.13 Release (7435)[message #335217] Fri, 29 August 2014 16:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It has been 21 hours since release, how about you give the other modders some time to adapt to the new version?

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335218] Fri, 29 August 2014 16:28 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
@Boge: In case you are using scope modes, only the boni of the scope/sight you are currently using are applied. So you might not get boni of a reflex sight if you are using a 7x scope instead at the moment.

@Drevas: Of course it is possible. But this is a stable release, which serves as the base for other mods, so we won't alter the maps in this relase itself. But I am sure several mods will be updated towards this release, including mods with altered maps.

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335219] Fri, 29 August 2014 16:35 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Wildfire maps should be compatible with the new stable release
http://kermi.pp.fi/JA_2/Maps/Wildfire/v4552+/

There are also nice NO maps that work, too
http://kermi.pp.fi/JA_2/Maps/Night_Ops/

Arulco Revisited 1.4 works fine, too, if you use it with update from Strohmann. There are few minor issues though, but nothing really critical.

EDIT:
There's also a modpack for stable 2014 release that I made some time ago.

https://www.dropbox.com/s/m01rwdeio70tj7s/stable2014_mods.7z?dl=0
Mods included:
Wildfire 6.07 from SVN
Arulco Revisited 1.4 with update
NightOps maps

The modpack is made using VFS, the mods are ready to use, just download, extract to your stable 7435 gamedir and choose one in ja2.ini

[Updated on: Fri, 29 August 2014 23:12] by Moderator

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Lieutenant

Re: 2014 Stable 1.13 Release (7435)[message #335221] Fri, 29 August 2014 18:11 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
If you use SVN you can also get the "Wildfire 6.07" Maps MOD from SVN. This MOD uses the original Wildfire 6 sector map:
https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Sergeant Major

Re: 2014 Stable 1.13 Release (7435)[message #335244] Sat, 30 August 2014 02:22 Go to previous messageGo to next message
Iori Branford is currently offline Iori Branford

 
Messages:5
Registered:February 2011
Not sure if bug, or intended: In Tactical, exiting a hot sector without starting combat -- for example, stealthing successfully past the enemy -- now counts as a lost battle.
I know doing this always caused morale hit to certain personalities (Aggressive, maybe Malicious and Psychotic too); is this perhaps meant to alert you to such?

[Updated on: Sat, 30 August 2014 02:32] by Moderator

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Private
Re: 2014 Stable 1.13 Release (7435)[message #335245] Sat, 30 August 2014 04:20 Go to previous messageGo to next message
Boge is currently offline Boge

 
Messages:55
Registered:July 2012
Flugente
@Boge: In case you are using scope modes, only the boni of the scope/sight you are currently using are applied. So you might not get boni of a reflex sight if you are using a 7x scope instead at the moment.


I'll check closer. Thanks.

I loaded up my game from the pre-release version from like last week. It works, but should I start over anyway? Will I bump into any issues if I continue?

Also, I'm still kind of confused at how the NCTH thing works. I love the new cursor, but I'm not sure if it's choice to use or not. Opinions on that?

Thanks guys. I love JA2. I can't find any game like it that can match it, and this mod just makes that distance even further.

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Corporal
Re: 2014 Stable 1.13 Release (7435)[message #335246] Sat, 30 August 2014 07:21 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
@Boge
Yes NCTH could be very confusing. It needs some fine tuning before it's enjoyable, there are many threads about it where users share their config files, You might want to check them. As a side note NCTH puts emphasis on using auto fire over precise single-shots. If you are always aiming for the head , you'd better change your playsyle or revert to OCTH.

Go guns ablazin'!..

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First Sergeant
Re: 2014 Stable 1.13 Release (7435)[message #335276] Sat, 30 August 2014 19:28 Go to previous messageGo to next message
Diomedes is currently offline Diomedes

Messages:3
Registered:July 2014
Has the fortification mod been fixed to work in any sector or is it still limited to those with ones already present?

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Civilian
Re: 2014 Stable 1.13 Release (7435)[message #335277] Sat, 30 August 2014 19:34 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hi Diomedes, welcome to the pit!

There is nothing to 'fix' there - it was clear from beginning coding that this would only work in some sectors. It still functions the way it was presented, with sandbags and concertina wire only workin sectors, yes.

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335283] Sat, 30 August 2014 21:31 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It would of course be possible to 'fix' this the same way smeag and wil managed to allow fortifications in all sectors. We'd just have to find someone who wants to do a large amount of fairly menial work.

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335384] Tue, 02 September 2014 13:52 Go to previous messageGo to next message
Schneider8 is currently offline Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Hi! I just installed my JA2 gold (not steam version) and installed latest 1.13 mod. I looked on list of main features made by Off_topic
but I cannot find some features working. For example fortifications in Omerta (cannot fill sandbag. shovel still has behaviour like a weapon).
Another thing is gun dirt. Screw (AIM merc) has gun cleaning kit and I found hotkey (ctrl+.) to open menu and clean a gun, but it does nothing. Gun dirt doesnt even show anywhere.

Is 1.13 just platform for other mods and to achieve all these features do I have to install other mods? I thought things listed in Offtopics list would be there.
I waited a loong time for this version, stayed tuned up and downloaded right after developers uploaded, but this makes me nervous. Pls help

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Private
Re: 2014 Stable 1.13 Release (7435)[message #335386] Tue, 02 September 2014 14:00 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Schneider8
gun dirt is probably off by default, see
DIRT_SYSTEM = TRUE in ja2_options.ini

You can transform your shovel to combat or building tool with "transformation" feature - open description box for item (right click), and click on the gear (wheel) icon to see the list of possible transformations.

You can place sandbags and concertina only in those sectors which already have that tiles - in stock 1.13 and vanilla maps only few of them are suitable.

For sandbags everywhere feature, you can use aimnas-bigmaps or Strohmann's overhaul+wildfire mod, but they are not compatible with new stable release currently.

The stock 1.13 is a platform for mods and some features are there just for demonstration, but it's still fully playable and enjoyable.

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Lieutenant

Re: 2014 Stable 1.13 Release (7435)[message #335389] Tue, 02 September 2014 15:09 Go to previous messageGo to next message
Schneider8 is currently offline Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Thanks a lot mate, that helped quite a lot.
I wanted to ask one more thing: what mods do you recommend to install along with latest 1.13? I found list of mods here, tried some of them out, but one of them (AFS I think) changed AIM starting gear to gear 1, gear 2,etc... instead of Night Ops, Sapper, etc. Arulco revisited looks great, but I don't know if it will work with latest 1.13 version. Also, I read that in AR, it's recommended to play with Drop All Items feature OFF. Playing with that feautre On makes it more realistic, so I am bit confused.
What would you recommend?
Also sorry if all these questions not 100% related to this thread.

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Private
Re: 2014 Stable 1.13 Release (7435)[message #335390] Tue, 02 September 2014 15:29 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Arulco Revisited works with some minor issues afaik, but you need to install update from Strohmann.
Don't know about drop off feature, but from my exp it breaks the game balance and adds tons of micromanagement.
You decide if you prefer realism or fun =) After all, it's not a simulation, and not realistic in lots of aspects.

There are no mods made specifically for new stable release currently, so do it at you own risk or wait for modders to release new versions.

The simple modpacks like wildfire maps or nightops maps should be ok.

I was able to start SDO, AFS, IOV929 and some other mods with new stable release but there could be some bugs I didn't found yet =)

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Lieutenant

Re: 2014 Stable 1.13 Release (7435)[message #335391] Tue, 02 September 2014 15:37 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Sevenfm
You decide if you prefer realism or fun =) After all, it's not a simulation, and not realistic in lots of aspects.
Stop portraying it like it's mutually exclusive. I for one don't mind the management and items magically vanishing into oblivion always stresses my suspension of disbelief. If you're concerned about economic balance, reduce the cash generated from other sources.

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335393] Tue, 02 September 2014 15:48 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
But you agree that with drop all you will quickly get all weapons and armour that normally you have to search for or buy later in the game?
Kill one squad of elites and you'll have enough of weapons and ammo for a half of the campaign.
This is what the gun progression was made for, and that's why the drop all wasn't in vanilla.
So it's your choice - go for realism or go for game balance.

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Lieutenant

Re: 2014 Stable 1.13 Release (7435)[message #335395] Tue, 02 September 2014 16:55 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That depends a lot on gun progression speed. On slow(est) I can kill elites by the platoon and maybe get one actually good gun.

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335403] Tue, 02 September 2014 21:42 Go to previous messageGo to next message
Boge is currently offline Boge

 
Messages:55
Registered:July 2012
The strafing with my gun up is amazing. It's such a needed feature for this game.

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Corporal
Re: 2014 Stable 1.13 Release (7435)[message #335406] Tue, 02 September 2014 22:06 Go to previous messageGo to next message
Schneider8 is currently offline Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Deppresive Brot: I see that you like drop all items like me, its so frustrating if u fight MG nest and expect to get MG after winning and all you get is flak vest and chewing gum.
I am curious: what mod combination on what settings do you play with?

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Private
Re: 2014 Stable 1.13 Release (7435)[message #335434] Wed, 03 September 2014 21:52 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
LOVE IT.

I like the stamp of "stable" as well. I'm going to play through again. I don't know when each feature was added exactly, but I like being able to show suppression, shock and AP loss on my foes, as well as damage. AP loss is particularly nice (blue numbers I think, because helps me to decide if my opponents' heads are pinned down sufficiently to rush them.

I'm also a fan of DROP ALL. I wouldn't want militia dropping stuff because I never gave them those guns in the first place so I would feel weird collecting their drops. but I also rarely fight alongside militia.

DROP ALL is the most "realistic," and I let the swarms of opponents provide the challenge, not my lack of hardware. Without it you may have a real hard time killing a tough foe and fail to get his gun! Bad enough I have to repair all the degraded guns when opponents' never jam!

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Corporal 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335448] Thu, 04 September 2014 05:03 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
This is my first foray into VFS, I like the idea but don't fully understand the problem here. I downloaded the "stable2014_mods.7z" archive from your link, unzipped then I had:

Data-AR
Data-WF607
Mods
Profiles
Ja2.ini
vfs_config.AR.ini
vfs_config.NO.ini
vfs_config.WF607.ini

I copied these files over my stable install. Profiles got merged and there was just one overwrite, the "Ja2.ini" file in the root directory.

When I select "vfs_config.WF607.ini" in the ini editor and click start I get a CTD. I can still play by picking vfs_config.JA2113.ini in the dropdown MOD chooser and my existing saves are OK so I'm not panicking yet.

The vfs.log ends with this:

Quote:
... SNIPPED A BIT ...

[0.690299] : Reading profile : Vanilla Dirs
[0.690324] : directory : "Data"
[0.816467] : Reading profile : v1.13
[0.816505] : directory : "Data-1.13"
[0.927259] : Reading profile : Wildfire6.07
[0.927284] : directory : "Data-WF607"
[0.965845] : Reading profile : Minimod
[0.965872] : directory : "Data-User"
[0.965963] : Error accessing path [Data-User\*], error code : 3
[0.971501] : ========== Wed Sep 03 21:42:55 2014 ==========
File : ..\src\Core\vfs_os_functions.cpp
Line : 55
Location : vfs::OS::CIterateDirectory::CIterateDirectory

Error accessing path [Data-User\*], error code : 3

[0.97154] : Could not initialize directory ["Data-User"] in : profile ["Minimod"], path ["Data-User"]


There is no Data-User directory in my clean install, and none in your download, so I'm at a loss here.

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Corporal 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335452] Thu, 04 September 2014 11:08 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
VeeDotJA2
Ok I see, you can make empty Data-User dir in you root ja2 folder, it was supposed to keep general settings and changes for all mods installed together with the VFS.
Or simply open vfs_config.WF607.ini and in the first line remove "Minimod" from the list of VFS locations, so it should look like:
[vfs_config]
PROFILES = SlfLibs, Vanilla, v113, Wildfire6, UserProf


This additional modpack will not break your installation or affect in any way Data, Data-1.13 dir or your stock 1.13 profile with saved games, so I think it's safe to use.

EDIT:
virtual file system help
link

[Updated on: Thu, 04 September 2014 16:50] by Moderator

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Lieutenant

Re: 2014 Stable 1.13 Release (7435)[message #335460] Thu, 04 September 2014 16:38 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
Sevenfm
VeeDotJA2
Ok I see, you can make empty Data-User dir in you root ja2 folder, it was supposed to keep general settings and changes for all mods installed together with the VFS.
Or simply open vfs_config.WF607.ini and in the first line remove "Minimod" from the list of VFS locations, so it should look like:
[vfs_config]
PROFILES = SlfLibs, Vanilla, v113, Wildfire6, UserProf


This additional modpack will not break your installation or affect in any way Data, Data-1.13 dir or your stock 1.13 profile with saved games, so I think it's safe to use.


Removing the "Minimod" text worked great. Thanks! Have to research VFS a bit more a see lots of potential there but it needs better documentation. I think I played with it a couple years ago but it choked on some mods I was using then.

This is the first I've played WF maps and I like them. Get a vehicle really early I see, and nice supplies in the rebel hideout. Nice way to use the new stable 1.13 and the new maps keep interest up during a new playthrough.

For the record: I think the search facility built into the forums isn't so hot. No offence but it doesn't fund much and the relevance is lacking. A great way to search the forums I find is google but with the following format:

thing you are searching for site:http://www.ja-galaxy-forum.com DEPRECATED

Site change, use this new format now:

thing you are searching for site:thepit.ja-galaxy-forum.com

Google has done a bangup job of indexing the Bear's Pit! Try it and see. Compare the forum results and Google's.

[Updated on: Thu, 02 April 2015 20:37]

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Corporal 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335474] Thu, 04 September 2014 22:47 Go to previous messageGo to next message
AJ1 is currently offline AJ1

 
Messages:20
Registered:September 2014
First I want to thank everyone that worked so hard to create such a massive, wonderful mod to the best game ever!

I do have some questions about how to install it that I hope can be answered. I notice that the install instructions mention a self extracting bug fix but I can't seem to find it. Where should it be located and what is the file called? Also, I'd like use the latest version of 1.13 with Arulco Revisited but it seems that I'd need to install an update from Strohmann. Where do I find that update and how should I install it?

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Private 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335475] Thu, 04 September 2014 22:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
There is none (yet), someone didn't pay attention copy-pasting the instructions Very Happy

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Captain

Re: 2014 Stable 1.13 Release (7435)[message #335482] Thu, 04 September 2014 23:54 Go to previous messageGo to next message
AJ1 is currently offline AJ1

 
Messages:20
Registered:September 2014
So, If i understand you there is no bug fix yet to install to the latest version of 1.1.3. Is that right? Secondly, what about this Strohmann update? Do I need it? can I get it? How do I install it?

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Private 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335491] Fri, 05 September 2014 02:51 Go to previous messageGo to next message
veedotja2 is currently offline veedotja2

 
Messages:86
Registered:April 2012
Location: New York
AJ1
First I want to thank everyone that worked so hard to create such a massive, wonderful mod to the best game ever!

I do have some questions about how to install it that I hope can be answered. I notice that the install instructions mention a self extracting bug fix but I can't seem to find it. Where should it be located and what is the file called? Also, I'd like use the latest version of 1.13 with Arulco Revisited but it seems that I'd need to install an update from Strohmann. Where do I find that update and how should I install it?



I was able to get Arulco Revisited (and some other mods) running by following the instructions of Sevenfm in the posts above. It uses Virtual File System (VFS) and it's elegant. I don't know about the Strohmann patch. I haven't had a crash, but I admit it's early yet in my playthrough.

This post first, by Sevenfm:
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/335219/Re:_2014_Stable_1.13_Release_%28#Post335219

Then get the stuff from his link (the link is also in the post):
https://www.dropbox.com/s/m01rwdeio70tj7s/stable2014_mods.7z?dl=0

Install the contents of that link over your 1.13 stable install folder (that is in turn installed over your JA2 Vanilla directory), and then, per Sevenfm's instructions you need to create a blank User-Data folder alongside your Data-1.13, Data-AR, Data-UB, etc. folders.

Then launch the game from the ini editor, choosing the mod you want. I was able to play 1.13 plain, Arulco Revisited, Wildfire, and so on.

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Corporal 1st Class
Re: 2014 Stable 1.13 Release (7435)[message #335493] Fri, 05 September 2014 03:11 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
AJ1

The post that describes how to run AR with the recent 1.13 revisions
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/324886/Re:_Arulco_Revisited_Mod#Post324886

Or you can try my modpack as described by VeeDotJA2:
download the pack
extract to your ja2 dir
select mod from ja2.ini or using inieditor
run ja2.exe

note: the needed Data-User dir was included in the pack so you don't need to make it

This modpack should be safe to use, it doesn't overwrite anything in you ja2 dir (except maybe ja2.ini).
I think it should work fine, but I didn't test it thoroughly so no 100% guarantee.

Also, AR 1.4 is built for 4870 release, so the best solution is to wait for the modders to update it to the promised 1.5 for the stable release =)

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Lieutenant

Re: 2014 Stable 1.13 Release (7435)[message #335496] Fri, 05 September 2014 07:51 Go to previous messageGo to next message
Boge is currently offline Boge

 
Messages:55
Registered:July 2012
Sevenfm
AJ1

The post that describes how to run AR with the recent 1.13 revisions
http://www.ja-galaxy-forum.com/ubbthreads.php/topics/324886/Re:_Arulco_Revisited_Mod#Post324886

Or you can try my modpack as described by VeeDotJA2:
download the pack
extract to your ja2 dir
select mod from ja2.ini or using inieditor
run ja2.exe

note: the needed Data-User dir was included in the pack so you don't need to make it

This modpack should be safe to use, it doesn't overwrite anything in you ja2 dir (except maybe ja2.ini).
I think it should work fine, but I didn't test it thoroughly so no 100% guarantee.

Also, AR 1.4 is built for 4870 release, so the best solution is to wait for the modders to update it to the promised 1.5 for the stable release =)


I just did this and the guns all have really high ranges, in the 100s for shotguns and pistols.

It doesn't actually function that way though. They seem to have less range than even normal would be. A shotgun says out of range unless they're within like 5 tiles.

Old chance to hit system seems accurate. It still says the wrong numbers on the gun tooltip, but when you right click the weapon for more details, it shows the correct range. This is not a bug of 1.13 that I'm reporting. When choosing 113, everything is fine. This is with running vfs_config.AR.ini, vfs_config.WF607.ini, or vfs_config.NO.ini installed as instructed above.

EDIT: Looks like everything is working fine. The numbers are just messed up. The range is displaying about x10. So for a shotgun that is normally 20, it will say 200, or maybe 205 (not sure why the 5). For a pistol that is normally 11, it will say 110. For a Commando, 305, and so on.

[Updated on: Fri, 05 September 2014 10:07] by Moderator

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Corporal
Re: 2014 Stable 1.13 Release (7435)[message #335497] Fri, 05 September 2014 10:21 Go to previous messageGo to previous message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Boge
Check "Show weapon range in tiles" option on the options screen, it's not checked by default.

There are no weapon/item mods in this modpack, and all settings are default, so the weapons should work the same as in clear stock 1.13.

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