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Re: AV v1.10[message #353076 is a reply to message #353071] Thu, 12 April 2018 07:42 Go to previous messageGo to next message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
Don't be sorry! Every report of a problem helps me make the mod better. The problems we've been sorting out were my fault, and I appreciate the feedback. I'm sorry that the problems interrupted your games.

All "orphan files", all files specific to the Player in the mod, are kept in ../Profiles/<mod name>. None that I know of are kept anywhere else (excepting, of course, any files elsewhere that were modded by the Player). JA2 is self-contained. You can delete your install manually and be sure you have deleted every file. Because it is self-contained you can have multiple installs, and each will keep their files separate from the others. You can even install JA2 on a flash drive and take it with you wherever you go -- plug it in and play.




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Re: AV v1.10[message #353082 is a reply to message #353076] Thu, 12 April 2018 11:38 Go to previous messageGo to next message
Gopas

 
Messages:97
Registered:June 2016
Location: Norway
That's great news. I do have separate installs for AV, AR, VR and trying the latest unstable 1.13 as well. I make separate folders on the same drive for each mod because i don't think that installing all the mods within the one and same JA2 install and choosing mod and exe on the INI Editor will work flawlessly. Some mods will probably conflict and will be a mess. Either way i prefer for every mod to have it's own JA2 root, in it's own folder.

I wish i knew how to take screenshots and put them up here or how to make links in here. I went through this AV forum pages and got some small updates i had missed. Now i have access to all pages in Rifles, used the Win 8 Fix dlls and it runs as smooth as water, it was crawling before. Still it CTD's when i click the IMP photo in Hiring/Firing page and when i use cheats to scroll through items backwards (Shift+Alt+W), after the ALICE backpack it CTD's. Probably missing items such as it was with the Rossi carbines page in Rifles tab in BR's. It was the missing link to the rest of the pages. This is not your fault. probably something to do with my installation. I doubt it's the INI Editor tweaks though, those are there so we can tweak them. I also turned off the Transparent Effects on the Win 10 settings as someone suggested and deleted the Intro.SLF file. (there is one more in the UB Data, should i delete that one as well ? does it have any impact in the AV game ? ). Didn't mess with Windows Compatibility as the INI.Editor recommends to leave that alone.

I will uninstall and try a fresh install with the Refresh version and let you know how if there will be improvements or not.

[Updated on: Thu, 12 April 2018 11:45]




Just another old soldier.
Re: AV v1.10[message #353083 is a reply to message #353082] Thu, 12 April 2018 17:43 Go to previous messageGo to next message
Gopas

 
Messages:97
Registered:June 2016
Location: Norway
Greetings again....

Installed a fresh game using the Refresh version and everything seems to work fine, i can access the IMP hiring page, no problem, Bobby Ray's also works fine as far as i checked. Only CTD is when i use cheats o browse backwards, last item i see before the CTD is the Gas+Oil mix but i guess that there are no more items to display. I didn't try the forward browsing but there was never a problem there. All in all i would say that it's as good as it can be. If i encounter weird things down the road i'll report them.

A few questions that are bugging me....

1. On the INI Editor, i prefer to use the AV Data options but the 1.13 Data Options are different. Do i have to try and tweak both to be as similar as possible ? Which one is the dominant one ? Do i need to tweak only one or both ?

2. Some of these options can be tweaked from the xml files since they have no new value field on the INI Editor. Is that ok or it can cause problems ?

3. Within the 1.13 Data folder, there are 2 JA2 Options files, one is named JA2_Options and the other is named JA2_Options.20180412. What is that for ? If i make tweaks in the JA2_Options do i need to do the same changes in the other one too ? WHich one is the dominant file ?

4. If i tweak only the 1.13 Data Options on the INI Editor and use them, what happens to the AV Data Options, there are some new options there plus a whole lot Extended options section which cannot be tweaked save by opening the xml. I was happy to see that Slay cannot run away anymore if left alone. Will the same apply if i go with the 1.13 Data options ?

5. Tactical Gameplay Settings on INI Editor : Allow extra aim levels seems to contradict the next option below, Dynamic aim limits. Do i choose one or tweak both ?
Similarly,Aim levels compatibility option seem to also affect the previous 2 options. It's confusing to me, i don't know what is the right sequence.

6. Finally, Aim levels depend on distance. No matter what i do, whether change it from the INI Editor or the xml's, it doesn't have any effect. Or it's the above options that affect aim levels too.

Why so many options regarding the aiming levels ? Too many parameters and it looks like they need to be adjusted as parts of a sequence. I am not a programmer or coder so i suspect that either there is a reason for all these similar options or we get many options to choose from ? I like using OCTH with the CTH bar above it, it works great in AR.


I may have some more questions that i cannot remember right now, i'll post a new message if i come accross any

[Updated on: Thu, 12 April 2018 18:20]




Just another old soldier.
Re: AV v1.10[message #353084 is a reply to message #353083] Thu, 12 April 2018 19:06 Go to previous messageGo to next message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
I'm glad the Refresh is working. It's odd that it CTD when going backward in the cheat browse but not forward - and also that it is at two different points in your two installs.

Anyway . . .

The answer to a few of your questions is: JA2 v1.13 uses a Virtual File System which allows multiple installs of mods within the same directory tree. The vfsconfig.<mod name>.ini controls where the game looks for files in any particular mod that is installed in that directory tree. So, when playing AV it will first look for a specific file in the ../Profiles/UserProfile folder (for Player-modified files) then look in the Data-AV folder, then Data-CamoInterface folder, then Data-1.13 folder, then Data folder, then root folder. When it finds the file it is looking for it stops. In this way multiple mods can co-exist and use the same base files (the ones in the root, and/or Data, and/or Data-1.13). You could even build a mod off a mod (such as UB) by including it in the search. Any Player specific files for every mod contained within the directory tree is stored in ../Profiles/UserProfile_<mod name>.

Anyway, so ALL the files in the AV folders are the dominant ones when playing AV, and the ones in 1.13 and vanilla are only used if there are no AV ones. If AV has a file then modding a 1.13 file of the same name will have no effect.

AV uses Sevenfm's Experimental Executable - which has more options that the INI Editor does not know about, and those extra options you see are used by Sevenfm's Executable. I do not use any of those Editors except the Map Editor, as they may corrupt the files (the XML Editor definitely corrupts files). You do not have to coordinate AV INI files with 1.13/Vanilla/OtherMod INI files. Of course, if you don't use Sevenfm's Executable then those extra options have no effect.

The JA2_Options.20180412 is a file that I do not know why it is created. Perhaps Flugente or Silver Surfer or someone else will enlighten us.

The Aiming Levels I suspect are all NCTH, and so if you are using OCTH they will not have an effect. Perhaps a coder can confirm that for both of us. You are right that all the aim level controls are related, but they do not contradict -- one of the options just sets maximum levels, while another other sets dynamic, another sets whether to use dynamic or default (extra aim levels are the dynamic), and another sets whether to use distance as the dynamic controlling dynamic aim levels. At least - that's how I read it. I agree that sometimes the comments in the files are not very clear.







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Re: AV v1.10[message #353088 is a reply to message #353083] Thu, 12 April 2018 20:08 Go to previous messageGo to next message
sevenfm

 
Messages:1580
Registered:December 2012
Location: Soviet Russia
Gopas wrote on Thu, 12 April 2018 19:43
6. Finally, Aim levels depend on distance. No matter what i do, whether change it from the INI Editor or the xml's, it doesn't have any effect. Or it's the above options that affect aim levels too.

When using Ja2+AI, aim levels are always limited depending on distance and shooter's shock level, there's no option to change that.

Quote:
Why so many options regarding the aiming levels ? Too many parameters and it looks like they need to be adjusted as parts of a sequence. I am not a programmer or coder so i suspect that either there is a reason for all these similar options or we get many options to choose from ? I like using OCTH with the CTH bar above it, it works great in AR.

Unfortunately, the only way to understand how all those options work is to look at the code. The descriptions may be incomplete and inaccurate. The reason is simple - there are no people willing to spend time writing descriptions for ancient options or digging in that ancient code written 10 years ago.



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Re: AV v1.10[message #353092 is a reply to message #353088] Thu, 12 April 2018 21:08 Go to previous messageGo to next message
Gopas

 
Messages:97
Registered:June 2016
Location: Norway
@ EdMortimer & sevenfm

Thank you very much for the quick answers gentlemen. Now i know how to set up my game. AV Data Options and as for the aim options....oh well, even with OCTH they work pretty decent. happy. Everything else works great and i am looking forward now to do my adjustments and enjoy a great adventure. Yes, the Refresh does work great indeed.

Also the only editor i am using it's the INI.Editor. Sometimes i open those files with merc personalities for instance, i am using Notepad++, if i want to change their evolution for instance.
Here's an example : In the AV Data Options on the editor, there is an option to sell loot with Alt+LMB, the next option is to set a price modifier. There is no field where you can set this, as is in the 1.13 Data Options. But if i open the file i can set it manually. Does this corrupt anything ? I have read a lot of messages in this forum and it seems to be a common practice so i would assume that is harmless.

[Updated on: Thu, 12 April 2018 21:18]




Just another old soldier.
Re: AV v1.10[message #353093 is a reply to message #353092] Thu, 12 April 2018 21:33 Go to previous messageGo to next message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
Editing the files manually with a text/code editor (e.g. Notepad++) is the best way, and does not corrupt anything (unless, of course, you make a typo or wrong entry).

I'd check the file after using the INI Editor to change anything to see if the INI Editor unintentionally erased/changed any options it doesn't understand

Notepad++ won't change anything unintentionally.

In the AV JA2_Options. ini there is:

SELL_ITEMS_WITH_ALT_LMB = TRUE
SELL_ITEMS_PRICE_MODIFIER = 0

Where the "0" "forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a larger modifier."

The possible values there are listed:

PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are -1-100.
; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
; larger modifier.
; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
; in the game.


Why it doesn't show in the INI Editor I don't know - and is one reason I don't trust it.

[Updated on: Thu, 12 April 2018 21:34]





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Re: AV v1.10[message #353117 is a reply to message #353093] Fri, 13 April 2018 13:39 Go to previous messageGo to next message
Gopas

 
Messages:97
Registered:June 2016
Location: Norway
aww Hehe, yeah, i don't trust the INI Editor completely either. Which is why in some options i prefer to manually make changes to some xml's using Notepad++ or the config files which, thankfully can be opened by a simple double click. Thanks to you guys, i have learned some basic information so i can do some light editing myself, through our conversations and many other forum topics. A million thanks for that. Things are not so complicated anymore.

As someone we are all familiar with, says "That's measurable progress" aww

[Updated on: Fri, 13 April 2018 13:41]




Just another old soldier.
Re: AV v1.10[message #353118 is a reply to message #353117] Fri, 13 April 2018 16:57 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
Hello again, edmortimer, again some minor bugs to report!

First of all, the whole ammunition disappearing from a sector happened again, this time there was no water involved since there was none in the sector. It caused no harm since I had a save just before it. I have no idea what causes it and I was unable to reproduce, maybe it's a JA2 bug or 1.13, don't know. Now every time I go to do some inventory stuff now I save before doing it and after I'm finished I close and open the inventory again to check if everything is alright, so it's not bothering me at all since it's very rare and I can avoid it.

Now something that does matter (a little at least): I think Browning M1919A6 is missing it magazine for .30-06 JHP. If you load it JHP ammo from another magazines it's ok, but if you try to remove ammo from the weapon it just vanishes, not generating it own mag. Also if you try to use a JHP ammo box on it (the kind you buy from BR), it don't spawn the proper magazine and the game crashes. Other .30-06 ammo types are ok.

Also a suggestion: 1.13 have this nice feature where ammo can be added to those huge boxes that holds thousands of bullets at once. It's very nice for inventory management, but some bullets types still misses it. I would like to start to make a list of every bullet type I see that miss that huge box so it could be added, but I do not know if those are bullets added by your mod or by 1.13, so depending of your awnser I will post the list here or in a proper 1.13 thread.

[Updated on: Fri, 13 April 2018 16:59]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353121 is a reply to message #353118] Fri, 13 April 2018 18:28 Go to previous messageGo to next message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
The disappear inventory from a sector is something very strange, and I doubt anything I could mod would be causing that as I don't make code changes. We'll have to keep an eye on that.

The .30-06 belt of JHP is indeed mis-referenced. In Items.XML item 1308 (.30-06 Belt JHP) should have the <ubClassIndex> 621. As well, item 1307 (.30-06 Belt AP M) should have the <ubClassIndex> 620. That should fix that problem!

I have been removing crates (the big boxes of ammo) as I think they are overkill, and I needed the space in Magazines.XML in order to add more ammo types to those calibers.




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Re: AV v1.10[message #353125 is a reply to message #353121] Sat, 14 April 2018 04:06 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Fri, 13 April 2018 12:28
I have been removing crates (the big boxes of ammo) as I think they are overkill, and I needed the space in Magazines.XML in order to add more ammo types to those calibers.


Just out of curiosity... the ammount of stuff you can add to Magazines.XML (or any XML for that matter) is limited? I keep wondering what is JA2 engine limits when it comes to so many stuff like that.



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353129 is a reply to message #353125] Sat, 14 April 2018 07:46 Go to previous messageGo to next message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
Quote:
Just out of curiosity... the ammount of stuff you can add to Magazines.XML (or any XML for that matter) is limited? I keep wondering what is JA2 engine limits when it comes to so many stuff like that.


There is a limit to everything, but usually the limit is quite high. In Magazines.XML it is not the item limit that is troublesome, but that all types of the same caliber have to be together and in proper sequence without any gaps. In addition, the references in Magazines.XML have to point to the correct item in Items.XML (which was the problem with the .30-06 belt of JHP & AP M), as well as point to the correct ammo type in AmmoTypes.XML. Moving a lot of references around and adding ammo types has caused me a lot of headaches in the past, so I decided to eliminate crates to make room so I could add ammo types or different magazines loads with a minimum of movement. At some time in the future I plan to entirely re-work Magazines.XML, add back in the crates, and add more ammo types to a lot of different calibers. Since that involves a lot of work I've put it off until after I add several more recruitable characters (in-country and mercs).




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Re: AV v1.10[message #353136 is a reply to message #353129] Sat, 14 April 2018 19:19 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Sat, 14 April 2018 01:46
Quote:
Just out of curiosity... the ammount of stuff you can add to Magazines.XML (or any XML for that matter) is limited? I keep wondering what is JA2 engine limits when it comes to so many stuff like that.


There is a limit to everything, but usually the limit is quite high. In Magazines.XML it is not the item limit that is troublesome, but that all types of the same caliber have to be together and in proper sequence without any gaps. In addition, the references in Magazines.XML have to point to the correct item in Items.XML (which was the problem with the .30-06 belt of JHP & AP M), as well as point to the correct ammo type in AmmoTypes.XML. Moving a lot of references around and adding ammo types has caused me a lot of headaches in the past, so I decided to eliminate crates to make room so I could add ammo types or different magazines loads with a minimum of movement. At some time in the future I plan to entirely re-work Magazines.XML, add back in the crates, and add more ammo types to a lot of different calibers. Since that involves a lot of work I've put it off until after I add several more recruitable characters (in-country and mercs).


Oooouch... I think I got it. So to add a new ammo for, say, 9mm, in Magazines without editing a existing one you have to change the number of ALL items below that in the list and by doing so you will have to adjust according
all the references in Items.XML? This just gives me chills. That's why I never even tried to create new magazines (like for Pentagun) and you said creating new magazines was indeed a tough job...

Anyway, I like those crates very much, but not more than I love new ammo types, and I played JA2 without the crates for ages so it wont kill me now. I even discovered the .30-06 JHP bug because I'm used to put all my ammo in the bigguest magazine possible for easier storage and I kinda like doing that. So, yeah, I rather have your new ammo than the crates!



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353137 is a reply to message #353136] Sat, 14 April 2018 19:37 Go to previous messageGo to next message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
Quote:
Oooouch... I think I got it. So to add a new ammo for, say, 9mm, in Magazines without editing a existing one you have to change the number of ALL items below that in the list and by doing so you will have to adjust according all the references in Items.XML?


Exactly. Or move all 9mm to the end of the list and have dummy entries or new entries where 9mm used to be - which can shortly make a mess of Magazines.XML if dummy entries are used.




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Re: AV v1.10[message #353162 is a reply to message #353137] Sun, 15 April 2018 23:12 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://www.arsenal-bg.com/c/556x45-762x39-mm-assault-rifles-barrel-length-215-mm-42/556x45-mm-and-762x39-mm-ar-sf-48 introduced on scene around 1998

http://www.arsenal-bg.com/c/556x45-762x39-mm-assault-rifles-barrel-length-215-mm-42 product aviable

https://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=1060#variants some info is here

http://www.imfdb.org/images/a/ad/Romanian_AK_Draco_Pistol.jpg

http://www.imfdb.org/images/8/87/Romanian_Micro_Draco.jpg

this maybe can fit ...






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-7
Re: AV v1.10[message #353385 is a reply to message #353162] Mon, 07 May 2018 23:32 Go to previous messageGo to next message
wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

6b armor series fit in your mode time set ... http://survincity.com/2013/08/the-russian-army-body-armor/

[Updated on: Mon, 07 May 2018 23:33]




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-7
Re: AV v1.10[message #353386 is a reply to message #353385] Mon, 07 May 2018 23:55 Go to previous message
edmortimer

 
Messages:1059
Registered:January 2015
Location: Home Free
Quote:
6b armor series fit in your mode time set ... http://survincity.com/2013/08/the-russian-army-body-armor/


Thank you. I want to add more Non-Western items like armour, LBE, packs, e5tc., but it can sometimes be hard to find good descriptions of non-American stuff here in USA.




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