Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.10
Re: AV v1.10[message #352418 is a reply to message #352413] Wed, 14 February 2018 19:31 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
MiA1 Carbine (.30cal): the scope attachment slot lists "Scope+Reflex 4x" as one of the options,
as soon as i attach a Scope+Reflex 4x, it diappears into nothingness.
(checked sector and all mercs inventories in case the program had "teleported" the scope although Skitz had sufficinet inventory space)
Stats of the M1A1 also dont change as to expect on transformation into a "reflex-4xScoped M1A1", or so.


I've had continual problems with attachments - and am moving to the (N)CAF system of attachments with each update. I am hopeful that this will fix all the attachment issues.


Quote:
Also, many weapons i find have the current condition value higher than the repair threshold value.


That is not a problem. I forget why it happens (there's a thread on the forum somewhere that speaks to this), but it doesn't cause problems.

Quote:
Regarding bug "game locks if pc tries to jump over obstacle and landing tile is occupied":
There are a couple of trees close to the fence in SW corner of Drassen Mine sector,
my sniper noticed 2 soldiers getting stuck there (and happily used the advice from Seven to hit [esc];)
Perhaps move the trees? E.g. put them on the same line as the fence.


Thank you. I'll fix that for the next update (end of the month).


Quote:
Besides, i never got so much repeated attacks on city sectors, 2/h or 5+/day is not unusual, very nice!
Sometimes there is even no enough time to compensate the weapon weardown with Static, imp mechanic and occasional helper.
Plan is to get enough shells commando mortars to P3 so we can flatten the whole palace.
We have 30 shells on day 12 and Biggins(!;) just managed to steal our 3rd mortar from the last attacker in D15,
which he btw defends with Murray "Everybody knows who the best is now, son." McGillicutty big grin


Sounds like a crazy, fun group of Mercs you have there!




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Re: AV v1.10[message #352472 is a reply to message #352418] Sun, 18 February 2018 14:08 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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Foud a minor map glitch in sector D13:
The public toilet(?) aka building in front of Bettys shop & Peters bar is partially blocked,
i.e. no access to the southeast part.


I wonder whether it is intended that the First Aid Response Kit sold by Betty for 341$ comes with a regen booster.


Definitely a crazy team, 10 out of 23 are psychos and 11 malicious
Re: AV v1.10[message #352473 is a reply to message #352472] Sun, 18 February 2018 18:01 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
Foud a minor map glitch in sector D13:
The public toilet(?) aka building in front of Bettys shop & Peters bar is partially blocked,
i.e. no access to the southeast part.


Thank you. I'll fix that.

The Regen Boost in the Casualty Response Kit is the default, so yeah, it's intended - it's a vacation, enjoy!




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Re: AV v1.10[message #352493 is a reply to message #352473] Wed, 21 February 2018 07:33 Go to previous messageGo to next message
bigalmoho

 
Messages:37
Registered:January 2016
After playing the latest versions of JA2 1.13 it seems I have forgotten how to apply clothes purchased from Bobby Ray's using 7609... (If I ever even knew...) Any help would be appreciated...
Re: AV v1.10[message #352494 is a reply to message #352493] Wed, 21 February 2018 07:44 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Quote:

After playing the latest versions of JA2 1.13 it seems I have forgotten how to apply clothes purchased from Bobby Ray's using 7609...


Just drop the clothes onto the character's doll in inventory - only works in tactical IIRC.




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Re: AV v1.10[message #352498 is a reply to message #352494] Wed, 21 February 2018 18:29 Go to previous messageGo to next message
bigalmoho

 
Messages:37
Registered:January 2016
[quote title=edmortimer wrote on Wed, 21 February 2018 00:44]Quote:

only works in tactical IIRC.

Aha! That is what I was missing... Thank you.
Re: AV v1.10[message #352522 is a reply to message #352498] Fri, 23 February 2018 11:10 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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Probably something wrong with the default mag in the "Mauser 1934" pistol.

CTD: Assertion failure [line 859 in file item types.cpp ...
Manually removing(=[Shift]+[R-click]) the default mag from said pistol transforms it into nada,
ctd happens when i try to put the nada-mag into sector inventory.

btw the default mag does not come out of the gun on use of the "eject ammo from all weapons" button,
also loading a correct mag into Mauser 1934 and unloading it gives the correct mag back.

P.s. possible tiny map bug
Sector C2; southern buildigs NE wall has a door,
but tile outside building(gridno 14478) is occupied by something which blocks the way.
p.p.s.
and the western room of the buildig in NW corner of Sector C2 is inaccessable

[Updated on: Fri, 23 February 2018 14:36]

Re: AV v1.10[message #352524 is a reply to message #352522] Fri, 23 February 2018 18:23 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Thank you. The map glitches will be fixed for the next update . . . the default mag thing I'm still trying to figure out but should be fixed for the next update.




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Re: AV v1.10[message #352525 is a reply to message #352522] Fri, 23 February 2018 18:58 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Quote:
P.s. possible tiny map bug
Sector C2; southern buildigs NE wall has a door,
but tile outside building(gridno 14478) is occupied by something which blocks the way.
p.p.s.
and the western room of the buildig in NW corner of Sector C2 is inaccessable


I spoke too soon! big grin C2 has ruins but no buildings, and i checked the other sectors along the C row and 2 column that had buildings (and fixed a couple map problems I found) but could not find the problems you mentioned - specifically, there's nothing blocking a building on tile 14478 anywhere i checked.




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Re: AV v1.10[message #352527 is a reply to message #352525] Fri, 23 February 2018 20:39 Go to previous messageGo to next message
townltu

 
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Registered:December 2017
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Pardon me, its Sector C3,
checked it another time, there is definitely something blocking the way on tile 14478,
cursor transforms to red [x], pc takes long way around the building through door in SW wall,
cant Alt+T(eleport) PC on tile in cheat mode.

western room "inaccessable" was exaggerated, i can jump through the window;)


btw i teleported to C3 to check terrain bugs 8h01min after we killed the bandits there,
they had already respawned(or whatever). Not to complain, only feedback in case not intended.
Re: AV v1.10[message #352529 is a reply to message #352527] Fri, 23 February 2018 21:09 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Quote:
Pardon me, its Sector C3,


I skipped C3 by mistake - yup, found it, a bush is in front of the door. The almost-inaccessible room will also be fixed for the next update.

Regarding re-spawning of civilian factions - I can't control how long it takes. AFAIK they are re-spawned every time you re-enter the sector (they have a lot of 'friends') regardless of what I do.




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Re: AV v1.10[message #352565 is a reply to message #352529] Sun, 25 February 2018 22:42 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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More minor/tiny stuff:
picture for swiss army knife in pop up selection window on tatical for picking up items
appears to show a seal 2000 or similar.

Backgrounds of several items tiny pics for that pop up window have transparency issues.
Sorry, didnt write them down, too immersion killing, but will collect them if appreciated.


AN/PVS-4 NV scope(or so;) appears in BR optics and grip/lam section,
perhaps related to that it allows to add a reflex sight without any exploit
and takes its auto fire bonus into account when looking through the scope.

"add a reflex sight without any exploit":
you can attach e.g. a 4x scope + reflex on a BR/SR,
then swap the 4x scope with a 10x or any other that does not go together with a reflex by default,
and the reflex sight stays on the weapon.
Not sure whether the latter is data or code related, but for an/pvs-4 i guess its data.


besides: Day 19 21:12; 58 shells for currently 8 commando mortars & 2x off map support from mobile militia,
soon the pros will join the freaks and we go all in ;)


p.s.
According to BR info the range of the Insas lmg is 700m, while even all full size cartridge lmgs have lower range.

[Updated on: Mon, 26 February 2018 00:20]

Re: AV v1.10[message #352566 is a reply to message #352565] Mon, 26 February 2018 00:38 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Thank you. I appreciate all reports like this, and will fix these issues (if I can!).

The Swiss Army Knife glitch may be the issue I've been searching for with that! Y'see, in Map Editor it will crash the Map Editor most times (not all) when selected.

I added some more Incompatible Attachments recently - I'll check if I added that particular one.

Ouch! With that artillery you should be able to 'paint the town red with the enemy's blood' in Meduna!




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Re: AV v1.10[message #352573 is a reply to message #352566] Tue, 27 February 2018 15:03 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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Sig SG 540: range of 500m appears quite high for a 5.56 AR,
when e.g. younger brother SG 550 and others have more conventional 380m assigned,
difference has probably impact on item balance, so i guess not intended.
Found more when scrolling through BR, so probably non complete list of AR with remarkably high range:
AEK-973, AK 101/2/3/4/5/7/8, AN-94, SAR 21 MMS



The way to the palace, or wherever she is, will probably be harder than the actual sector itself,
without their self replenishing shell supply for off map support i would not use militia at all.
However the artillery will only fire if:
Spy1 fais to kill the queen with neurotoxin darts AND the rc explosives she and others placed before that
(and which go off in that case) do not create a line of fire on the queen for the 5 snipers,
AND spy2 fails to place the TT3-kabloiiie-day-packs next to the queen & way to hideout,
and is either forced to trigger his suicide vest or, in quite unlikely case no alarm was raised, has left zone of destruction,
unless "someone" with trigger and knowledge of code decides to "deviate from the plan" :D

Well in a few days i will see how much of the plan(and my mercs) survive contact with the enemy.
Re: AV v1.10[message #352590 is a reply to message #352573] Fri, 02 March 2018 08:25 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Quote:
AND spy2 fails to place the TT3-kabloiiie-day-packs next to the queen & way to hideout,
and is either forced to trigger his suicide vest


Who's the lucky Merc with the suicide vest?




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Re: AV v1.10[message #352606 is a reply to message #352590] Sat, 03 March 2018 16:37 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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I got a 100% repeatable (7 attempts with AI_r675, AI_r679 and stock 7609 exe):

assertion failure [line 896 in function PrepareEnemyForSectorBattle in file queen command.cpp
...
(ubNumelites) !=(0) but they should be equal

on entering Estoni

Could resolve the issue by delaying travel for 1h so the composition of enemies in Estoni changed
and since i guess its probably not related to the mods data changes
(got uncountable crashes on sector entry over the years without paing much attention on error message;)
i did not bother to upld a save, but will gladly do so if requested.


Regarding who will wear the vest, thats most likely Frank.
(in case check sabercathost[dot]com/dxYn/SavedGames.rar, leads to freeze, use old 7609 or AI_r679 exe to prevent that)

Ulla is best option as spy1, Lore and Marie as reserve,
Frank is my 1st choice for spy2, Lore, Marie, Rudi and Gerd as reserve.
All are athletic&covert_ops/spy etc imps with (imagined) anarchist background,
which imo gives them a higher chance(i roll a D20 to determine such stuff, rng rulez ;) to do the job
as i could ever imagine for Guido, respectively the person thats behind his voiceset.

Hasta siempre!

[Updated on: Sat, 03 March 2018 16:42]

Re: AV v1.10[message #352608 is a reply to message #352606] Sat, 03 March 2018 19:27 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
I got a 100% repeatable (7 attempts with AI_r675, AI_r679 and stock 7609 exe):

assertion failure [line 896 in function PrepareEnemyForSectorBattle in file queen command.cpp
...
(ubNumelites) !=(0) but they should be equal
on entering Estoni

Could resolve the issue by delaying travel for 1h so the composition of enemies in Estoni changed
and since i guess its probably not related to the mods data changes



I checked what I could think of as far as mod changes - and could find nothing out of the ordinary. If any of the coders have an idea of what I could check, please let me know.




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Re: AV v1.10[message #352612 is a reply to message #352608] Sun, 04 March 2018 11:21 Go to previous messageGo to next message
silversurfer

 
Messages:2292
Registered:May 2009
There was a bug with ubNumelites in older builds which was fixed in r6475. This was about Mike and Iggy who don't get the "SOLDIER_CLASS_ELITE" flag. Do you have more named NPCs fighting for Deidranna in groups of enemy soldiers? Maybe Sevenfm can take a look at that part of the code if there are more options for this problem to occur.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: AV v1.10[message #352615 is a reply to message #352612] Sun, 04 March 2018 19:36 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Quote:

There was a bug with ubNumelites in older builds which was fixed in r6475. This was about Mike and Iggy who don't get the "SOLDIER_CLASS_ELITE" flag. Do you have more named NPCs fighting for Deidranna in groups of enemy soldiers? Maybe Sevenfm can take a look at that part of the code if there are more options for this problem to occur.



Thanks for the reply. No, I don't have any more named NPCs fighting for Deidranna.




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Re: AV v1.10[message #352616 is a reply to message #352615] Sun, 04 March 2018 20:22 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Update 2 to AV v1.10 is now available. It includes Update 1 so if you missed that one, no worries. The combined Update fixes a couple typos in Items.XML, fixes a lot of item descriptions that were too long, tweaks 33 Map Sectors and fixes a few missing wall sections in 3 of them, adds balloon text to more civilian factions, adds more variety to militia and enemy profiles, makes further headway into the transition from NAS to (N)CAF for weapon attachments adds 25 new Items, tweaks some MERC gear kits, fixes all reported bugs/glitches, and includes Sevenfm's latest available executable (r679). It does includes a few more things/fixes I've forgotten at the moment

It is a zip file. Simply unzip into your main game folder overwriting all files. If you've changed JA2_Options.INI you will want to save your file elsewhere during the install, and then copy it back.

It is available at the usual place - the Download page of the blog.





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Re: AV v1.10[message #352619 is a reply to message #352616] Mon, 05 March 2018 15:33 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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A disarmed mine appears to be not completely disarmed,
if i put it on the ground the program asks me whether want to disarm it again.
If a merc does that with a smoke grenade,
the smoke grenade will trigger smoke when unsuccessfully disarmed the 1st time as one would expect,
but on the 2nd disarm when picked up from the ground and unsuccessfully disarmed, it will detonate.
Checked with r679 and old 7609 exe, happens both times so i guess its not related to Sevens exe.

Not sure whether that is unintended or a countermeasure to prevent the exploit
of risk free explosives trraining, in which case it makes little sense as:
a) no 2nd disarm if we place the mine instantly again
b) the games otherwise imo stupid function
"let me put it into one of your iventory slots where you most likely dont want it,
so you will never play with inventory manipulation costs"
will put it into the empty slot of abundant lbe where you can keep it for the next training session.
(unless there is also the need to disarm the LBE when its picked up, didnt check;)



Apparently entities in the game now care about cleve b, at least loyalty dropped when we killed him,
which is kind of tradition for me, of same reason why the devs made calvin as he is.
So i would like to suggest giving him his old "town does not care" status back.

[Updated on: Mon, 05 March 2018 15:35]

Re: AV v1.10[message #352621 is a reply to message #352619] Mon, 05 March 2018 17:38 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Quote:
Apparently entities in the game now care about cleve b, at least loyalty dropped when we killed him,


Who, what, where is Cleve B? not sure




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Re: AV v1.10[message #352622 is a reply to message #352621] Mon, 05 March 2018 18:07 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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Calvin Barkmore represents Cleve Mark Blakemore,
a [put your favourite expression here] person that worked for some time with the devs of JA2,
and for some reason which may become clear when you read some of his posts on the web,
someone on or the whole team decided to put him in the game as the only head miner with "town does not care" flag.

[Updated on: Mon, 05 March 2018 18:08]

Re: AV v1.10[message #352623 is a reply to message #352622] Mon, 05 March 2018 18:13 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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OK, I forgot that Calvin was a parody of Cleve . . . so I got confused. Yeah, I put him in the "Miners" group.




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Re: AV v1.10[message #352624 is a reply to message #352619] Mon, 05 March 2018 18:25 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
A disarmed mine appears to be not completely disarmed,
if i put it on the ground the program asks me whether want to disarm it again.
If a merc does that with a smoke grenade,
the smoke grenade will trigger smoke when unsuccessfully disarmed the 1st time as one would expect,
but on the 2nd disarm when picked up from the ground and unsuccessfully disarmed, it will detonate.
Checked with r679 and old 7609 exe, happens both times so i guess its not related to Sevens exe.


I don't know what I did to change this behaviour . . . so I'll have to investigate.




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Re: AV v1.10[message #352625 is a reply to message #352624] Mon, 05 March 2018 21:27 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
Location: here
Update 2 may be partially incompatible to saves created with older AV 1.10+update1 install:

If i click on BR -> "guns" page it either gives me black screen which then goes into windowed,
or screen freezes when showing the green indicators for the loading progress of "guns" page.
One freeze was so severe that it even prevetend the taskmanager to go on top
(i get these quite rarely, literally only in JA2) and required to go standy with function keys,
on wakeup i usually get task manager(else escalate to hibernation)


Issue does not occur if i start a new game and quickcheck(with cheat) BRs "guns" page,
so my personal changes on ini and xml (0% camo for Kevlar leather jacket; TRG22 accepts silencer ...)
should be excluded as reason, i.e. didnt remove them for another test yet,
thought it would be better to report the issue asap in case its related to data in update2
and take the blame in case of layer 8 error.
Re: AV v1.10[message #352626 is a reply to message #352625] Mon, 05 March 2018 21:36 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Hmmm. I just went into BR>Guns (and every other BR page) without a problem (not a new game). Your changes to INI & XML shouldn't affect it - I'd guess it has something to do with the executable and your graphics card, maybe? Does it happen with Sevenfm's r675 or r666?




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Re: AV v1.10[message #352627 is a reply to message #352626] Mon, 05 March 2018 21:56 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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Happens with old 7609 exe and r679, r666, didnt go back further,
also dont think its gpu related, typical JA2 freeze, encountered many times, most iirc in UC 1.13 r4552/3,

Will restore a AV 1.10+upd1 install, triple confirm its free of the issue,
if so install upd2 in parts with repeated checks to find the culprit, so report may take some time.

[Updated on: Mon, 05 March 2018 21:56]

Re: AV v1.10[message #352631 is a reply to message #352627] Tue, 06 March 2018 13:30 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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I must apologize[ducks behind cover], messed up the install of update2 which was done selective
to prevent overwriting all the files which i had tinkered with,
i.e. most likely the graphics file respectively frame(s) in sti for one or more new guns at BR site were missing.
Re: AV v1.10[message #352632 is a reply to message #352631] Tue, 06 March 2018 13:54 Go to previous messageGo to next message
grodrigues

 
Messages:26
Registered:June 2010
Have the same problem as townltu: new, clean install with a couple of overrides in the profiles (ja2_options merge file, backgrounds and skill_settings). Start a new game at novice, make 10 imps, rush to Drassen. Open the BR page, and in the rifle section at the 9th or 10th page (after the remington 700's), black screen and freeze. Every other BR page works fine, and I have experienced no other errors, so I am suspecting the problem is on your end -- or on my end, but I cannot for the life of me figure out what I did wrong in the install if anything. This did *not* happened in the previous update1 version.

I am on arch linux, running ja2 via wine, but I guess this has nothing to do with the problem (I have concurrent installs of aimnas, uc and afs all working just fine) -- although I understand if you tell me that there is nothing you can do, as you do not have a way to test linux installs or something like that.
Re: AV v1.10[message #352633 is a reply to message #352632] Tue, 06 March 2018 15:50 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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My conclusion about .sti not overwritten as reason for freeze may have been too fast,
as i also get freeze with an out of the box install of AV 1.10 + update1 and update2
(i know that update2 contains update1, but just in case wanted identical conditions for install&saves),
and the freeze does not occur if i install update1 again, overwriting files of update2,
which gives me the (again perhaps wrong) conclusion thats its related to data in update2.

The different point of freeze may be explained if arch linux does not pre-read data on HDD,
so it occurs later when the page with missing/bad pic for gun goes on screen.


If entry in items.xml named <ubGraphicNum>..... refers to \data-AV\bigitems\[name].sti,
AND that file is required, the Rossi R92 .357 (uiIndex 1294) may be a culprit,
as there is no 591.sti in AV 1.10 and update1&2, also if so Rossi R92 in .454 casull points to non existing 592.sti,
but i am not firm enough in ja2 file structure, only a theory.
Will find out soon after also getting my changes transfed into the now 3rd AV1.10 install,
but again thought better get out info asap.

--------------------

p.s.
copied gun963.sti as gun961.sti and gun962.sti to \data-av\bigItems folder of an AV 1.10 + update1&2 install,
freeze does not occur with specific savegame on access of BRs "guns" page,
also all other BR pages did not cause a freeze, so i guess those 2 missing files were the reason.
Perhapy not 100% proof of no more similar error(s) as some item(s) may not have been availably at BR.


Besides, Rossi r92 .357, Rossi R92 .454, Ruger 99/44 deerfield, Ruger 77/357 and Hi Point 4095
appear 1st in both generic "guns" and "rifles" lists, instead where their names would suggest in alphabetial sorted list.

[Updated on: Tue, 06 March 2018 17:35]

Re: AV v1.10[message #352634 is a reply to message #352633] Tue, 06 March 2018 17:50 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
If entry in items.xml named <ubGraphicNum>..... refers to \data-AV\bigitems\[name].sti,
AND that file is required, the Rossi R92 .357 (uiIndex 1294) may be a culprit,
as there is no 591.sti in AV 1.10 and update1&2, also if so Rossi R92 in .454 casull points to non existing 592.sti,


Darn it all! My apologies for messing that up - Update 2 is indeed missing 591.sti & 592.sti, and that would indeed crash the game anytime the large picture of those two weapons are to be displayed (such as in Bobby Ray's).

Here they are for download, simply unzip and place in the ../Data-AV/BigItems folder.




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Re: AV v1.10[message #352645 is a reply to message #352634] Thu, 08 March 2018 12:35 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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Sector D7: roof tiles of the explored barn do not disappear, same for the building in D8.
Re: AV v1.10[message #352647 is a reply to message #352645] Thu, 08 March 2018 18:00 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
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Quote:

Sector D7: roof tiles of the explored barn do not disappear, same for the building in D8.



Got it, thanks!




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Re: AV v1.10[message #352670 is a reply to message #352647] Sun, 11 March 2018 10:19 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
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HK 21e has a max counterforce modifier of 95% for prone by default, think thats for built in bipod,
and it accepts a grippod.
Grippod itself may be ok but its counterforce modifier for prone adds up with what i think is bonus from built in bipod.


Not sure whether its intended that the SSG 2000 has an extraordinary accuracy of 97, stands out among all other 7.62x51 SRs.
(Dimitri&Elroy really like the one they share;)


HK MSG90A1 performance does not match its price, 50% above PSG1 although its military variant,
designed for more cost effective mass production.


Some ammo does not transform into crates, as far as i could see:
.30 car ball/hp/ap, .30-06 ball/ap/ap-match/?, 38 spcl hp/?, 7.5x54 ball/ap/?, 7,62x25 ap/?,
7.62+39 all, 7,62x54r all, 7,92x57 all(not even into boxes), .32 ACP b/g/jhp/?
They require more inventory space for transport, especially with vehicles,
effectively hampering large scale use of related weapons with high ammo consumption like the M53 Sarac lmg.



Besides, the jeep reliably appears every time i "discover" a mine in Estoni, and always disappears on loading the save.
I thought how cool it would be if the jeep was a respawning explosive with rc detonator attached,
and remembered a possible link to the Wardens Jeep(glitch does not occur if Jeep is dismissed)
so will place activated RC explosives inside the Jeep on next visit in Tixa
and check if explosion can be triggered in Estoni when jeep has spawned :D




p.s.
Every time i switch an attached underbarrel flashlight to ON,
batteries spawn in player inventory/on the ground.


AN/PVS-4 nv scope has weird attachment rule exception which also allows exploit,
i guess because of same reason which makes it appear in BR grip/lam section instead of only in optics?

Adding reflex sight to weapon with medium to high power scope was possible before last(?) update, now not,
(although many scope pics show rail which would make reflex sight logical
and keep balance if reflex sight only provides bonus when selected via [ctrl]+[.] menu)

but an attached AN/PVS-4 allows to add reflex/prismatic sight,
then swap the AN/PVS-4 afterwards with a scope that is now incompartible with reflex sight.

[Updated on: Sun, 11 March 2018 13:58]

Re: AV v1.10[message #352677 is a reply to message #352670] Sun, 11 March 2018 17:34 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Thank you, I'll check those items.

Ammo not transforming into crates is intentional - as in, I had to make room in Magazines.XML for additional ammo types. It was either eliminate the crate size or spend a few weeks moving references in Items.XML, and then spend a few months fixing the errors that popped up from moving the references.




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Re: AV v1.10[message #352718 is a reply to message #352677] Tue, 20 March 2018 19:32 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
Location: here
I get "assertion failure [line 6058 in file items.cpp] ...
A default attachment could not be attached after merging, this should not be possible"

if i try to switch a laser sight on that is attached to a Sig P210-5 pistol.

It will not occur on all other weapons i use&checked so far(~20-30?)
also it does not lead to crash if i attach the laser sight to the P210-5 after it was already switched on when still seperated.

btw the Sig P210-5 has a slot for a retractable stock, perhaps related symptom or even reason for this crash?.


Checked only with ai_r685 exe, because i can only imagine it to be data related.


besides i am at long process of defending constant attacks on sam sites, Estoni and B13/C13
while waiting for 2 full stacks of elite militia to complete in Estoni and central sam,
(i lock them away from battles, else the losses would make it even much longer)
and stocking precious equipment for them in containers of both sectors.
Shell count is near 140 as i happened to "find" more mortar rounds which were dropped into a closed container
to prevent access for enemies if they take the sector, but it also hides them in sector inventory.
Re: AV v1.10[message #352719 is a reply to message #352718] Tue, 20 March 2018 20:54 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
A default attachment could not be attached after merging, this should not be possible"
if i try to switch a laser sight on that is attached to a Sig P210-5 pistol.

It will not occur on all other weapons i use&checked so far(~20-30?)
also it does not lead to crash if i attach the laser sight to the P210-5 after it was already switched on when still seperated.

btw the Sig P210-5 has a slot for a retractable stock, perhaps related symptom or even reason for this crash?.


Hmm. Neither of the default attachments should interfere with the laser sight. I noticed the erroneous retractable stock attachment after the last update - delete " <AvailableAttachmentPoint>137438953472</AvailableAttachmentPoint> " from Item 716 (Sig P210-5) in Items.xml and it will be gone. That also shouldn't cause a problem, but let me know if it fixes the issue.




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Re: AV v1.10[message #352726 is a reply to message #352719] Wed, 21 March 2018 10:01 Go to previous messageGo to next message
townltu

 
Messages:180
Registered:December 2017
Location: here
Deleting the P210-5`s attachment slot for the stock does not prevent crash when switching laser sight on.



p.s.
Crash also occurs on same procedure with lam-200.

p.p.s
Same crash when laser is attached to M25.

[Updated on: Thu, 22 March 2018 14:21]

Re: AV v1.10[message #352735 is a reply to message #352726] Thu, 22 March 2018 14:18 Go to previous messageGo to previous message
townltu

 
Messages:180
Registered:December 2017
Location: here
Encountered a strange bug unknown to me and no hits on forum search,
probably not mod related but because it occured in AV 1.10
and the mod is required to load the saves, i decided to post it here:


Loaded D13 after some time, instantly got the "Static is dead" message and linked audio,
Igors portrait popped up with lines from Static who simultaneausly died.
Reloaded and noticed Statics portrait is greyed out, like in ~ 10 other saves,
use of any will result in Static dying as soon as i zoom into D13.

Happens with both 7609 and ai_r685 exe(think i just heard a sigh of relief;),
in case somebody wants to take a look: sabercathost.com/5bfd/static_ok_ko.rar
The archive also contains last save before Statics portrait turned darker,
but i could not reproduce his sudden death.
At least it proves that he didnt take any overdose which may have explained his death.


pls note that this is not an emergency call for help, probably corrected it successfully without need to replay a dozen battles
by pasting some bytes from save88 into the last one.

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