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Re: AV v1.10[message #355875 is a reply to message #355868] Fri, 16 November 2018 00:41 Go to previous messageGo to next message
Hawkeye

 
Messages:1880
Registered:October 2005
Location: Australia
No-Nothing wrote on Fri, 16 November 2018 03:16

Workaround for player: load any save made after loading the scene with that battle. Beware: enemy may tumble down onto any place (where they weren't)! I prefer to redo the battle from the very start (have a special save-slot allotted to the begin of a battle)
Can only guess, it might be both a general engine coding error and a mistake by a modder during creating the map in question (something like wrong rigged spawning points). Also can provide additional info:
- in AV it happened in G3!
- in VR it happened in K10 (with enemy tanks involved)!
NB obsolete AV 1.10 without ANY updates


The tank in K10 has detailed placement, so not sure why that's showing up in your game either.


Re: AV v1.10[message #355886 is a reply to message #355875] Sun, 18 November 2018 14:18 Go to previous messageGo to next message
CareBear

 
Messages:65
Registered:April 2016
Hi Ed. Any plans to release AV 1.11?
Re: AV v1.10[message #355887 is a reply to message #355886] Sun, 18 November 2018 14:49 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:

Hi Ed. Any plans to release AV 1.11?



Yes! Hoping to get it out before Christmas.




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Re: AV v1.10[message #355891 is a reply to message #351862] Sun, 18 November 2018 17:10 Go to previous messageGo to next message
Gopas

 
Messages:203
Registered:June 2016
Location: Norway
I can't recruit Slay, no matter what i try. His responces are off too.

I gave him the diskette provided by Carmen, all he said is "Appreciated"
I threatened him, he gave his usual vanilla response "As you can see i have a gun, perhaps we can talk as professionals" He refuses to be recruited though.
I gave him money "Don't be expecting me to do anything for it"
I punched him, shot him, bandaged him, he does not fight back, after bandaging he says "Appreciated" and ends conversations saying "Good talking to you"
He's acting like a pacifist. Something must be amiss from his package. Don't know if anyone else has the same issues when they try to recruit Slay. I am playing the Refresh 1.10 version, JA2 exe.



Just another old soldier.
Re: AV v1.10[message #355893 is a reply to message #355891] Sun, 18 November 2018 22:23 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:
I can't recruit Slay, no matter what i try. His responces are off too.


I can't check now because I am away from home, but I will look into it later in the week when I get back. I haven't recruited him in a while, but I see from some of the youtube playthroughs of AV 1.10 that he has been hired. I left his script alone, but it could be something else maybe connected to the other terrorists.




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Re: AV v1.10[message #355894 is a reply to message #355893] Mon, 19 November 2018 00:49 Go to previous messageGo to next message
Hawkeye

 
Messages:1880
Registered:October 2005
Location: Australia
I take it you are using a merc with high leadership, Gopas? Or a merc who has bonuses for recruiting approaches?


Re: AV v1.10[message #355895 is a reply to message #355894] Mon, 19 November 2018 04:54 Go to previous messageGo to next message
Gopas

 
Messages:203
Registered:June 2016
Location: Norway
I used Miguel, he is at lvl 7 with 98 leadership. there is no one else with these stats, not even Raider. Slay is acting in a pacifist way, which is completely unusual. All of these terrorists would attack if you hit, shoot or touch their stuff, both in vanilla and 1.13. Snipers are in short supply and although i can live without him, it would be much nicer to add him to my ranks.

In one of the latest posts in this thread, a version 1.11 is mentioned, so i figured that i'll let you guys know, in case something needs to be repaired there.



Just another old soldier.
Re: AV v1.10[message #355896 is a reply to message #355895] Mon, 19 November 2018 05:05 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:
In one of the latest posts in this thread, a version 1.11 is mentioned, so i figured that i'll let you guys know, in case something needs to be repaired there.


I appreciate all reports of problems or modding mistakes (unfortunately v1.10 has it's share of problems) because I want to get this mod to be enjoyable to play. I depend on reports from those who play the mod because everyone plays differently - which is part of the beauty of this game. I play one way, my main playtester plays another, but we both settle into -playing- more than playtesting (another tribute to this game) and so can miss things that seem obvious to someone else who plays an entirely different way.




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Re: AV v1.10[message #356057 is a reply to message #351862] Sat, 01 December 2018 11:43 Go to previous messageGo to next message
timujin

 
Messages:5
Registered:December 2018
Location: Here
Hey long time player but first posting here. First of all thanks for your work and dedication, this game is still alive and getting better because of all of you.
Anyways, does this version of the mod include enemy generals and/or jeeps and fortifications present in 1.13? I checked the dates where flugente included them but i don't know for sure for some of these features.
Re: AV v1.10[message #356060 is a reply to message #351862] Sat, 01 December 2018 14:37 Go to previous messageGo to next message
No-Nothing

 
Messages:45
Registered:March 2013
Hello!
I got additional info about thingy discussed above! It is definitely bound to GABBI cheat!
In following screens GABBI means combo {GABBI-cheat + [ALT+E]}
https://my-files.ru/685xqz
https://my-files.ru/mdlyw3
Re: AV v1.10[message #356062 is a reply to message #351862] Sat, 01 December 2018 15:53 Go to previous messageGo to next message
No-Nothing

 
Messages:45
Registered:March 2013
First I must mention I use obsolete AV 1.0 without ANY updates
REPORTS
Toggle Spoiler

NOTES
Toggle Spoiler

QUESTIONS
Toggle Spoiler

Re: AV v1.10[message #356064 is a reply to message #356062] Sat, 01 December 2018 17:49 Go to previous messageGo to next message
Gopas

 
Messages:203
Registered:June 2016
Location: Norway
Rifle sling works. When you get hit hard, whether is melee, a bullet or explosives, your 2-handed weapon gets transferred to the sling slot as long as it's empty. I know that it's a good spot to carry a second weapon in case the one in your hands gets dropped or taken by an enemy. But it's true role is to accept your main gun, should it gets knocked out of your hands.

Never use drugs except the vanilla ones. Regen and the other one that boosts energy. Not too often though cause it drains you fast and leaves you defenseless on the ground until you start recovering your action.

Yeah, i was thinking to try neurotoxin darts as the description m akes them sound like instant death. However, if the enemy's health diminishes in ticks per turn, that allows them all the time in the world to sound the alarm and stealth goes bye-bye. Better use a M-40 with cold ammo and silencer or a Vychlop. They can get the job done in one shot as long as the enemy is unaware.



Just another old soldier.
Re: AV v1.10[message #356065 is a reply to message #356062] Sat, 01 December 2018 17:53 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Thank you for the detailed reports! Some of the questions you asked are code-related (for example, the Move Item problem), and I have not changed anything in the code.

Militia spawning in a line across the edge of the map as you show in A7 is code related -- and definitely not a good thing for maps like A7. Perhaps one of the coders can take a look at that.

Those 2 caves are definitely not supposed to lead to Meduna! :-) AV does support sci-fi, but that teleport is not right.

The unusual spawning in G2 may be related to how the map is laid out for entry and exit. I have changed that map considerably since v1.0, and have done a lot of work on it recently for v1.11. I will check it out.

Thank you for finding that tripwire problem - no, I hadn't known about it. Goes to show how much in the game goes unplayed by many, but a necessary item for others. I will fix that!

I agree that the coloring of shotgun ammo can be improved. I will put that on my to-do list. The values in the EDB (Enhanced Description Box) are sometimes incorrect - from what I understand the EDB code has not been updated for a long time and incorrect displays could be a bug in the EDB code.

I have had problems with the Neurotoxin Dart - and do not know why. It should work as in v1.13 r7609 (the drug code was changed after that).

I do not think there is a way to place a trap on the tile being occupied.

The Rifle Sling should send your rifle to the 'rifle pocket' in your inventory instead of on the ground. I have not had it fail. Using the GABBI cheat can cause strange problems.

I have also noticed that militia will sometimes disobey manually set roaming restrictions. I do not know why that is. I think it may be because the AI gets confused between the default roaming restrictions and the manually set ones - but that is just a guess.

I've been wrestling with what to do about the grips on auto-pistols . . . I think I will use item transformations so they can be used one- or two-handed.

VR has a different set of code features than r7609 or Sevenfm's r7609+AI, and so perhaps the radio set code is different in VR.

Yes, some of the drugs have mostly detrimental effects - experiments and recreational drugs made by the terrorist known as The Druggist for fun and profit.

[Updated on: Sat, 01 December 2018 17:58]





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Re: AV v1.10[message #356066 is a reply to message #356065] Sat, 01 December 2018 17:59 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
Yellow sectors don't prevent militia from entering.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.10[message #356067 is a reply to message #356060] Sat, 01 December 2018 18:02 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:

Hello!
I got additional info about thingy discussed above! It is definitely bound to GABBI cheat!
In following screens GABBI means combo {GABBI-cheat + [ALT+E]}
https://my-files.ru/685xqz
https://my-files.ru/mdlyw3


I do not understand what is going on here. The items are inside normal container items, and so there should be no trouble opening them to reveal the contents.




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Re: AV v1.10[message #356069 is a reply to message #356065] Sat, 01 December 2018 20:36 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
edmortimer wrote on Sat, 01 December 2018 20:53
Militia spawning in a line across the edge of the map as you show in A7 is code related -- and definitely not a good thing for maps like A7. Perhaps one of the coders can take a look at that.

I don't think it's code related. Militia (just like enemy) spawns at sector entry points which you define in map editor.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.10[message #356070 is a reply to message #356069] Sat, 01 December 2018 21:36 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:
Militia spawning in a line across the edge of the map as you show in A7 is code related -- and definitely not a good thing for maps like A7. Perhaps one of the coders can take a look at that.


I don't think it's code related. Militia (just like enemy) spawns at sector entry points which you define in map editor.


I took a look at the map. The sector entry points are all within the lower elevation (where the enemy is deployed). However, somehow the deployment elevation has become the upper elevation. So the map elevations are like Drassen Mine in that respect. I wonder how that happened?


EDIT: I loaded the vanilla A7 map from Maps.slf - and the elevations there are wrong also, with all enemies and sector entry points on the lower level, but the upper level is the 'playing field'.

[Updated on: Sat, 01 December 2018 22:32]





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Re: AV v1.10[message #356071 is a reply to message #356070] Sat, 01 December 2018 22:32 Go to previous messageGo to next message
timujin

 
Messages:5
Registered:December 2018
Location: Here
Does this version include generals and/or enemy jeeps, or fortifications?
Re: AV v1.10[message #356072 is a reply to message #356071] Sun, 02 December 2018 01:38 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:

Does this version include generals and/or enemy jeeps, or fortifications?


No, this mod uses r7609 (+AI by Sevenfm) so does not include any of the features that came after r7609.




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Re: AV v1.10[message #356076 is a reply to message #356072] Sun, 02 December 2018 06:02 Go to previous messageGo to next message
Hawkeye

 
Messages:1880
Registered:October 2005
Location: Australia
Fortifications, or at least the older use of Sandbags should work though, Ed? If the map tileset allows for it.


Re: AV v1.10[message #356080 is a reply to message #356076] Sun, 02 December 2018 07:36 Go to previous messageGo to next message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:
Fortifications, or at least the older use of Sandbags should work though, Ed? If the map tileset allows for it.


Yes, sandbags and concertina wire are available in sectors where the tile set allows. One of these days I'd like to add them to all the tile sets.




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Re: AV v1.10[message #356100 is a reply to message #351862] Tue, 04 December 2018 14:46 Go to previous messageGo to next message
No-Nothing

 
Messages:45
Registered:March 2013
Thank you for answers to my questions! It helped to understand another pair of JA2 niceties. But the question I would like the answer for most stays unclear and I must say this makes many Tripwire Grenades with:
<ubType>0</ubType>
in Explosives.xml unplayable in this mod!!!
I changed it to:
<ubType>1</ubType>
and crushes stopped. But that's not an appropriate fix, right?
So have you ideas about which tile file misses, where to get him or what else could help here?
And yes, as I thought, it happens in other sectors too!
https://my-files.ru/sj5928
Re: AV v1.10[message #356101 is a reply to message #356100] Tue, 04 December 2018 19:37 Go to previous message
edmortimer

 
Messages:1132
Registered:January 2015
Location: Home Free
Quote:
Thank you for answers to my questions! It helped to understand another pair of JA2 niceties. But the question I would like the answer for most stays unclear and I must say this makes many Tripwire Grenades with:
<ubType>0</ubType>
in Explosives.xml unplayable in this mod!!!
I changed it to:
<ubType>1</ubType>
and crushes stopped. But that's not an appropriate fix, right?
So have you ideas about which tile file misses, where to get him or what else could help here?
And yes, as I thought, it happens in other sectors too!
https://my-files.ru/sj5928


I am trying to determine what is causing this behavior. I am at a loss at the moment. I will have to investigate further.




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