Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Vengeance 1.13 Reloaded » Vengeance: Reloaded Bugzilla (Report bugs here)  () 1 Vote
Re: VENGEANCE: RELOADED Info, Hints and Tips[message #355457 is a reply to message #355448] Sat, 27 October 2018 03:57 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
I believe Bobby Ray's selection of military grade weapons is more limited than most 1.13 builds. It was a balancing measure, and to some degree trying to reflect Bobby Rays more domestic supply. Sniper rifles tend to show up around day 20 or so but not anti-materiel rifles or things like LAWs.

On the first beta release Bobby Rays was extremely limited but that was changed and updated. Tony's inventory should have more choice in the more extreme stuff later on in the game.


Re: Vengeance: Reloaded Bugzilla[message #355502 is a reply to message #355457] Mon, 29 October 2018 15:48 Go to previous messageGo to next message
adammilne
Messages:1
Registered:October 2018
Location: california
This is not an update for me.
Re: Vengeance: Reloaded Bugzilla[message #355518 is a reply to message #355502] Tue, 30 October 2018 01:05 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
adammilne wrote on Tue, 30 October 2018 00:48
This is not an update for me.


Can you clarify or expand what you mean Adam?


Re: Vengeance: Reloaded Bugzilla[message #356006 is a reply to message #355518] Wed, 28 November 2018 01:30 Go to previous messageGo to next message
HellsWind

 
Messages:44
Registered:October 2018
Location: Netherlands
Encountered a bug when returning Maria to Angel in my playthrough. Upon the transfer of the leather store deed (last line of Angels dialogue) the game freezes and clock keeps spinning.

I don't know why this is but I've encountered this bug where the clock keeps spinning a lot whilst playing various versions of JA2 mods (AIMNAS for instance and now Vengeance Reloaded) around various interactions with NPC, usually at the end where something's supposed to happen (like me getting XP cheeky).

Nothing works, like restarting the game but it would be handy for 1.13 mod for instance, that I understand is used a lot across the board (thankfully, it's awesome) to have an option to be able to "brute-force" around this reoccurring bug, like for instance by pressing ALT-ENTER for it to work as intended and to skip enemy turn, or in this case the NPC's. (any possibility for this to be able to be implemented?)

This is one of the few ways that there is a game-braking bug in place for otherwise restarting the game works wonders in cases that something accidentally doesn't work out as intended.

Having great fun playing your mods guys, it's really great.

[Updated on: Wed, 28 November 2018 01:32]

Re: Vengeance: Reloaded Bugzilla[message #356007 is a reply to message #356006] Wed, 28 November 2018 01:40 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Hey Hellswind, glad you're enjoying the mod.

The Angel/Maria interaction can be problematic, and it's a common fault in other mods (I believe some handing over of quest items like this happens with other characters too) and you aren't the only one that's had this issue. Where did you get the deed from as that shouldn't be in game? I will look into his dialogue too as it would make sense to remove the line about deeds as that is no longer valid.

Here's some comments from Scheinworld from the hints and tips page that had similiar issues;

Scheinworld wrote on Wed, 14 November 2018 07:53
Hello,

past caring wrote on Tue, 13 November 2018 04:48
@ LatZee - I don't know if there is a deed - or even a leather jacket - I am just going by Angel's speech. I can't get beyond that to see what he gives me.


No deed. Kyle is not longer presented in VR anymore.

Toggle Spoiler



In my current test everything works fine like PCM_Readme.TXT file in \Data-PCM folder says:

Quote:
Maria, automatically joins the squad after having met Angel.
Like Skryider, there's some time between the end of the quest and her joining the squad.
After having talked to Angel, Maria will leave the leather shop and, once standing on the road, join the player's squad.
In that time between the end of the quest (history log beeps) and her joining, the player can go to the strategic screen if he doesn't want Maria to join the squad.


https://zupimages.net/up/18/46/n4my.jpg

Best save your game before you move Maria and your mercenaries to Angel's leather shop to finish the quest.


Best regards; Schein...

[Updated on: Wed, 28 November 2018 01:46]



Re: Vengeance: Reloaded Bugzilla[message #356008 is a reply to message #356007] Wed, 28 November 2018 02:01 Go to previous messageGo to next message
HellsWind

 
Messages:44
Registered:October 2018
Location: Netherlands
Hey Hawk big grin Thank you for your timely response. thumbs up Really got the eye happy

I assumed I would get the deed, but I didn't. I'm sorry for giving you that impression cheeky Angel said so, so I figured.

I have managed to bypass the hang-bug by just having Maria interact with Miguel where he said himself that he 'would leave the deed right here' before they hissapeared and Maria came back to join. My squad in the meanwhile just "hid" outside, behind a building so he didn't see us so the bug never happened. (there was indeed no deed on the floor or in map-inventory)

Thank you for having a look into it (together with the dialogue-line) and providing reference material. That's cool.

[Updated on: Wed, 28 November 2018 02:06]

Re: Vengeance: Reloaded Bugzilla[message #356255 is a reply to message #347852] Wed, 26 December 2018 22:12 Go to previous messageGo to next message
Cerhio

 
Messages:107
Registered:March 2013
Is it just me or are there a lot of sectors with obstacles, doors and walls shifted one square? Things appear in one square but any interactions with it are all shifted one square over.
Re: Vengeance: Reloaded Bugzilla[message #356258 is a reply to message #356255] Thu, 27 December 2018 02:41 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
I'm not aware of that issue Cerhio. Sounds very odd. Is there a particular map sector you can name that I can check? Also what build/exe are you using?


Re: Vengeance: Reloaded Bugzilla[message #356283 is a reply to message #356258] Sat, 29 December 2018 09:11 Go to previous messageGo to next message
Cerhio

 
Messages:107
Registered:March 2013
Hawkeye wrote on Thu, 27 December 2018 02:41
I'm not aware of that issue Cerhio. Sounds very odd. Is there a particular map sector you can name that I can check? Also what build/exe are you using?


I have a hard time finding a sector that doesn't have that issue. I've just been making a mental note when I'm playing to adjust acccordingly. Currently I'm in H4 in the top left corner. I have to stand one tile away from the rock itself to use it as cover.

I think I have a bugged install. I can't seem to adjust the grenade launcher angle. I don't get a notification or effect when pressing Q.
Re: Vengeance: Reloaded Bugzilla[message #356284 is a reply to message #356255] Sat, 29 December 2018 09:20 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
Cerhio wrote on Thu, 27 December 2018 01:12
Is it just me or are there a lot of sectors with obstacles, doors and walls shifted one square?

Try changing game resolution.

Quote:
I can't seem to adjust the grenade launcher angle. I don't get a notification or effect when pressing Q.

Changing grenade launcher angle is disabled in VR.



7609+fix | 7609+AI (r1180) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

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


Re: Vengeance: Reloaded Bugzilla[message #356285 is a reply to message #356284] Sat, 29 December 2018 14:17 Go to previous messageGo to next message
edmortimer

 
Messages:1213
Registered:January 2015
Location: Home Free
Everything shifted one square? Might be the roof-vehicle bug -- entering the vehicle in strategic while someone is still on a roof used to caused that bug to happen - but it was supposed to be squashed.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Vengeance: Reloaded Bugzilla[message #356300 is a reply to message #356284] Sun, 30 December 2018 22:45 Go to previous messageGo to next message
Cerhio

 
Messages:107
Registered:March 2013
Quote:
I can't seem to adjust the grenade launcher angle. I don't get a notification or effect when pressing Q.

Changing grenade launcher angle is disabled in VR.[/quote]

Good to know!

Quote:
Everything shifted one square? Might be the roof-vehicle bug -- entering the vehicle in strategic while someone is still on a roof used to caused that bug to happen - but it was supposed to be squashed.


This seems to occur sporadically in almost every map. I'm currently using the 1440x900 resolution so I'll give another resolution a try and see what happens.

Also thank you to everyone who replies so fast. I love how there can be no posts for a month but you can ask a question and get quick and helpful responses within 24 hours!
Re: Vengeance: Reloaded Bugzilla[message #356301 is a reply to message #356284] Sun, 30 December 2018 22:48 Go to previous messageGo to next message
Cerhio

 
Messages:107
Registered:March 2013
sevenfm wrote on Sat, 29 December 2018 09:20
Cerhio wrote on Thu, 27 December 2018 01:12
Is it just me or are there a lot of sectors with obstacles, doors and walls shifted one square?

Try changing game resolution.


This was the fix. Thank you! I run it on my Microsoft Surface Pro 4 which has a weird resolution.

[Updated on: Sun, 30 December 2018 22:48]

Re: Vengeance: Reloaded Bugzilla[message #356431 is a reply to message #347852] Wed, 16 January 2019 15:10 Go to previous messageGo to next message
No-Nothing

 
Messages:57
Registered:March 2013
Hello!
Congratz on new release!!!
Toggle Spoiler
Re: Vengeance: Reloaded Bugzilla[message #356435 is a reply to message #356431] Thu, 17 January 2019 00:28 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Thanks No nothing, I'll take a look at those map issues, can't say I've seen those before. Some traps and triggers have been affected with older Vengeance and newer 1.13 data which I was only aware of recently.

Dart magazines are unlikely to be added, these are more than likely how they were from 1.13 or inherited from an older version of AIMNAS which Vengeance's items grew from.

I'm not sure what's going on with the XM-29, but got the impression you couldn't use a grenade launcher and bipod at the same time?

I'm not sure regarding the Darts, would armour negate damage and the toxin's poison? I know tranquilizer darts from Vanilla became pretty much useless by the time you experienced armoured opponents. Maybe check Flugente's thread regarding these.


Re: Vengeance: Reloaded Bugzilla[message #356444 is a reply to message #356435] Thu, 17 January 2019 07:09 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
I've just taken a look at B14 and there's no traps present in that map, so I have no idea why you'd be getting those stop watch animations.


Re: Vengeance: Reloaded Bugzilla[message #356445 is a reply to message #356444] Thu, 17 January 2019 07:49 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
What is the LBE in between the ETAC tiple grenade pouch and the ETAC triple flashbang pouch?


Re: Vengeance: Reloaded Bugzilla[message #356450 is a reply to message #356445] Thu, 17 January 2019 13:52 Go to previous messageGo to next message
No-Nothing

 
Messages:57
Registered:March 2013
Hawkeye wrote on Thu, 17 January 2019 07:49
What is the LBE in between the ETAC tiple grenade pouch and the ETAC triple flashbang pouch?

<szLongItemName>ETAC Triple AR Mag Pouch</szLongItemName>
Re: Vengeance: Reloaded Bugzilla[message #356468 is a reply to message #356450] Fri, 18 January 2019 05:27 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Hmm, the ETAC Triple AR Mag Pouch is showing a triple AR pocket in the LBE.xml so again, not sure why that would showing only a double in your pic, even the silhouette in the interface graphic is correct, just not the number.

I'm also noticing the XM-29 does have some witchcraft going on with the attachments in it's XML, or for the grenade launcher itself but it appears to work okay in my game, even if attachments are limited.

How did you acquire this weapon anyway? Where did you get it from? It should already come with the OICW Grenade Launcher attached (and permanently attached at that) so you would not normally be required to add your own unless you are tinkering with files, though it would not be the first time I have seen a weapon arrive without the correct default attachments.

[Updated on: Fri, 18 January 2019 06:40]



Re: Vengeance: Reloaded Bugzilla[message #356470 is a reply to message #356468] Fri, 18 January 2019 12:14 Go to previous messageGo to next message
sevenfm

 
Messages:1935
Registered:December 2012
Location: Soviet Russia
@Hawkeye from the screens, it seems he is using XML Editor which is known to cause various bugs in items.

[Updated on: Fri, 18 January 2019 14:02]




7609+fix | 7609+AI (r1180) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

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


Re: Vengeance: Reloaded Bugzilla[message #356479 is a reply to message #356470] Sat, 19 January 2019 01:18 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Thanks, I was afraid of that Seven speechless And it took me so long to check and test some of this stuff suprised

Has anyone else had any issues with the XM25 launcher? That didn't seem to take clips for me but that one should shoot straight out of the box shouldn't it?

I also notice the Milkor MGL launcher is a little weird, it's supposed to fire with a revolving/auto mechanism but at the moment to me it seems to only load and fire single 40mm grenades or can this fire both 40mm single and 40mm cylinders?


Re: Vengeance: Reloaded Bugzilla[message #356485 is a reply to message #347852] Sat, 19 January 2019 17:27 Go to previous messageGo to next message
No-Nothing

 
Messages:57
Registered:March 2013
sevenfm wrote on Fri, 18 January 2019 12:14
@Hawkeye from the screens, it seems he is using XML Editor which is known to cause various bugs in items.

I spotted LBE, xm-25 & xm-29 flaws before I did any edits! You can paste this pint of code to your "Item_Transformations.xml", get items in question from desert pants and check if all look ok with your install.
	<TRANSFORM>
		<usItem>2508</usItem>
		<usResult1>1682</usResult1>
		<usResult2>1686</usResult2>
		<usResult3>1687</usResult3>
		<usResult4>2685</usResult4>
		<usResult5>2646</usResult5>
		<usResult6>94</usResult6>
		<usResult7>135</usResult7>
		<usResult8>952</usResult8>
		<usResult9>748</usResult9>
		<usResult10>912</usResult10>
		<usAPCost>0</usAPCost>
		<iBPCost>0</iBPCost>
		<szMenuRowText>BROKEN ITEMZ</szMenuRowText>
		<szTooltipText />
	</TRANSFORM>

Use as reference for comparison my fixed (yes, in XML Editor) items:
https://pichost.net/image/dd4Ot

@Hawkeye I received your PM, checked there... researched there... learned some about silhouettes... and decided I can help a tiny bit!
See the screen to help you better comprehend how things work:
https://pichost.net/image/dd2Fk
Here you are code snippets. Use them for fixing things or as reference:
Toggle Spoiler

[Updated on: Sat, 19 January 2019 17:34]

Re: Vengeance: Reloaded Bugzilla[message #356498 is a reply to message #356485] Sun, 20 January 2019 02:46 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Okay, thanks, I'll get these updated integrated along with some tweaks and have a download ready for others.

Please find a set of item files fixing a number of these issues and others (such as overspilling descriptions for all ETAC items in Bobby Rays) as outlined above. I have still yet to look at the launchers, however.

https://www.mediafire.com/file/o2q6k2k6yeili17/2019_Vengeance_items.zip/file

Extract the zip then overwrite the files in their corresponding folders. Thanks for the heads-up and help No-Nothing. thumbs up

[Updated on: Sun, 20 January 2019 04:09]



Re: Vengeance: Reloaded Bugzilla[message #356528 is a reply to message #347852] Tue, 22 January 2019 01:07 Go to previous messageGo to next message
No-Nothing

 
Messages:57
Registered:March 2013
1) Is there a way to replace useless (for me) special save slots with common ones?
https://pichost.net/image/dgT8k
2) Che Guevara Canteen lacks an important property "<FoodType>1</FoodType>":
<szLongItemName>Che Guevara Canteen</szLongItemName>
https://pichost.net/image/dgbZt
3) "215.STI" in:
Vengeance_Reloaded_02.01.2019\Data-Vengeance\IMPFaces\65Face
should be replaced with original from
Vengeance_Reloaded_02.01.2019\Data-1.13\IMPFaces\65Face
Otherwise a player sees the creepy crawly physiognomy of Jerry instead of cutesie-wootsie blondie imp ROFL
https://pichost.net/image/dgkuD
4) They had to make "gun129.sti" become "P4ITEM129.STI"
https://pichost.net/image/dgvrE
I have not found an item using:
<ubGraphicType>0</ubGraphicType>
<ubGraphicNum>129</ubGraphicNum>
So here should be no bound problem...
5) https://pichost.net/image/dgn35
Interesting... Such things happen when you have no prison?


p.s. I had no answer on flashlights issue. I like to use them and right now I'm in the middle of action... sorry
- did you intentionally not included the feature during compilation?
- could you miss the feature by mistake?
- could the feature conflict with new tracer?

p.p.s. Has anyone working flashlights?
Re: Vengeance: Reloaded Bugzilla[message #356529 is a reply to message #356528] Tue, 22 January 2019 01:55 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Thanks No-nothing,

I'll take a look at these.

In regard to the cutsie-wootsie IMP - Is that Jerry on your team, or an IMP? I fear these two characters may have got blended. suprised I'll have to check with Schein' if that's the case.

I doubt the flashlights were dropped intentionally, were they available in the regular 7609 build?


Re: Vengeance: Reloaded Bugzilla[message #356547 is a reply to message #356529] Wed, 23 January 2019 16:14 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
I have now played 17 Arulco-days with the new release from 2019.

Perhaps I have to notice a big bug:

In sector H 14 the scud attacks only my mercs instead of helping them. My party is dead with one exception!
It seems I have no chance to get inside; the whole region near the fence outside is attacked if I am shooting one time. thumbs down

In sector I 14 seems the help of scud o.k.!

I must write that I play this part in the game for the first time. Till now I have changed these sectors in my game with the old sectors from scorpion.

[Updated on: Wed, 23 January 2019 17:01]

Re: Vengeance: Reloaded Bugzilla[message #356551 is a reply to message #356547] Thu, 24 January 2019 01:41 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Hey Fan, can you be more specific with what's happening in H14? Which sector did you enter from? The Scud support for that map should only be taking out the radar and tank enclosure near the South West of the map.


Re: Vengeance: Reloaded Bugzilla[message #356558 is a reply to message #356551] Thu, 24 January 2019 13:19 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Hi Hawkeye,

thank you for your quick post.
As your question:
I have entered H 14 from northeast (G 14), after catching the autorisation for the scud.
After my first shot there is heavy attack of scud in the whole northeast of the sector till the line of the guardhouses. And yes: one of the tank enclosure exploded.
The attack of the scud happened during attack-screen und paused during travel-screen, the whole time.
If you don't know, that this wills happen (That's me.), will lose seven mercs of the party. If you come from east you have many mercs of Deidranna from near behind your back.

The design of this sector is very malicious IMO, in German "hinterfotzig". Sorry.
And this by playing NOVIZE, as I ever do. One party with eight mercs against the enemie with ca. 20 soldiers from neighbour-sectors, some behind a double-fence and from north 0 chance because of the scud.

I hope you understand my English!

[Updated on: Thu, 24 January 2019 16:15]

Re: Vengeance: Reloaded Bugzilla[message #356569 is a reply to message #356558] Fri, 25 January 2019 02:35 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
No problems Fan, it appears there's some issues we're looking into, the air strike you describe is not how it should appear in game, so it's not intentional. More than likely we'll need to do an exe update as these SCUD and MLRS attacks have been hard coded for a while.

By the way, did you get my private message sent around Christmas time?

[Updated on: Fri, 25 January 2019 02:35]



Re: Vengeance: Reloaded Bugzilla[message #356572 is a reply to message #356569] Fri, 25 January 2019 12:20 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
@Hawkeye,

thank you,

not only for the quick answer, no, for your promise to change the scud support, and further for the confirmation of the knockledge that something is wrong in H 14 and I'm not lightly boiled (in German: Weichei).

No, I have not noticed your private messages because I don't have expected such messages (my few messages in this forum!). But I have read them now. Please read your messages. happy
Re: Vengeance: Reloaded Bugzilla[message #356584 is a reply to message #356572] Sun, 27 January 2019 18:28 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Hey,

does anybody have an idea what's the matter with MALINO?
I have splitted my mercs to occupy every sector. I gave the chalice to Yanni. I fought many attacks against the enemy.
I am client in every shop in MALINO. I bought the pickup!
This is enough for BALIME in every 1.13-mod.
But the loyality in this town here is only 18. not sure
I play NOVIZE!

[Updated on: Sun, 27 January 2019 19:25]

Re: Vengeance: Reloaded Bugzilla[message #356585 is a reply to message #356584] Mon, 28 January 2019 03:59 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Malino heavily supports the Queen and Hale & Burton, so it may be harder to build loyalty. Also take into account Seven FM's tweaks such as you will lose loyalty stealing or damaging property during combat. You will also find it harder if you use militia as cannon-fodder.

I have been looking at the larger towns that Vengeance uses and have been discussing (including with the Scorpion) reducing these to reduce some of the grind inherent in some of these tougher towns. Larger towns and cities also feel like they 'shrink' Arulco to some degree. Salinas in particular is very hard to conquer, in part due to its size.

You may have to take further measures than just killing bad guys, try spreading propaganda if you have a snitch in your team.


Re: Vengeance: Reloaded Bugzilla[message #356587 is a reply to message #356585] Mon, 28 January 2019 10:38 Go to previous messageGo to next message
Fan

 
Messages:178
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Thank you @Hawkeye!

A new experience with Ja2!

SNITCH, PROPAGANDA!!!! LEON (L 10)!!! Helps extreamly! I'm now training militia. Loyality >30!

Sorry, Spoiler? I hope that "no". not sure

[Updated on: Mon, 28 January 2019 10:46]

Re: Vengeance: Reloaded Bugzilla[message #356610 is a reply to message #356587] Sat, 02 February 2019 16:32 Go to previous messageGo to next message
Sucho

 
Messages:10
Registered:April 2012
Hi BP fellas,

I periodically come back to JA2 as I am not able to find better game (new XCOMs are very enjoyable too though) and every time I do I also crawl around forums a bit to see if you are well and kicking. Glad to see you guys are still around.
VR is GREAT, like GREAT I use caps with it. It feels like playing sequel to original game with all cool features and good old mercs I got to know and love through the years I play JA.
I was also very pleasantly surprised to see my name in credits of PCM for my little work on extracting Carmen's face.

I found VR around xmas and started anew with New Year's release. I keep notes about stuff that could use some improvement or bugs that I encounter:
(All of these are related to the NY's release)
General:
- Carmen didn't accept Mendax's head stating he is only in the heads bussiness. Also Mendax's head didn't fit any LBE so I had to carry it in hands.
- Something is amiss with sprite colors. Purple shirts appear as not very immersive bright red, and actual red shirts look more bordeaux or brown, which is great color and I like it very much.
- AI is too punishing at night with all their breaking lights which I cannot get my hands on very often. I noticed that I am avoiding night operations even though I feel like these are compulsory for many major facilities sectors.
- Also vision in dark, with no lights, it looks like enemies spot my mercs sooner than my mercs can see them.
- When knifing in melee, merc crouches like for no reason, which takes additional APs and completely ruins my plans.
- Also when healing with medkits mercs try to take something of the ground.
- Mine income is very unbalanced. I like the idea of foremans, though assigning any other able merc(high wisdom+leadership) yields no positive results. Only assigning native foremans seems to have impact on income.
- Could we have a switch in ini options to disable thieving set in merc backgrounds? Too annoying. Maybe keep the immersion impacts, like diminishing loyalty but micromanaging inventory of such merc is pain.

Items:
- Tina's inventory in Drassen could use more significant item progression/choices, felt like she is selling same stuff accross my playthrough.
- It is very unclear which modular LBE fits other LBE when shopping in BR. Would be great to see list of "attachments" as when shopping weapons.
- There are confusing leg LBEs: Shotgun holster and Grenade launcher holster which cannot actually hold any shotgun or grenade launchers respectively. Not even sawn off, as it is SMG slot.
- Retractable and folding stocks don't work in any useful way.
- Early in game (could be Omerta?) I encountered very useful Rifle sling LBE. Couldn't get my hands on more of these later in game.
+ Throwing knives don't get bloody. It was nice detail in vanilla, but it is actually annoying to deal with this stuff in inventory.
- I would like if throwing knives could fit default knife sheat though.
- M16A4 SAM-R CK results into rifle that won't accept any scope. And don't have any vision/aiming modifiers set by default.
- Looks like PSO3 scope doesn't apply tunnel vision and/or vision bonus. At least when pressing 'END' key. Tried to cycle through aiming options with '.' key to be sure merc is trying to use the scope.

Sectors/map related:
- Alma H13 1 table is completely unlootable due to placement and 1 of "prison lockers" is facing wrong direction.
- Alma H13 found my first reflex sight only to be disappointed as it was OAS version which I couldn't use.
- Tixa underground entrance is bat-shit crazy. Remove all the doors there please. It is impossible to move around with bigger squad I had around 10 team members at the time and was so confusing/annoying to move around.
- Also oil rigs look nice. But when actually playing and navigating around, it gets very confusing. Remove treetops key could also hide unnecessary eye candy?

Possible spoilers:
Toggle Spoiler


I've had to use registry performance fix for Windows 10. Game is very stable(no crashes), much more stable than I remember from few years ago on Windows 7 machine with pure 1.13 mod. Although some of those endless turning clocks appear from time to time.
My progress: I occupy Drassen, Cambria, Chitzena, Grumm and Alma for now. I visit every sector I can as I enjoy exploring new maps. Those war scarred sectors between Omerta and Cambria are really strong.

Thank you for all your work on this. You are incredible.

Best regards,
Sucho
Re: Vengeance: Reloaded Bugzilla[message #356615 is a reply to message #356610] Sun, 03 February 2019 06:14 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Thanks for your comments Sucho, and I'm glad some of your work still lives on in the PCM feature, it is sometimes hard to credit those who's work is still being used. It's good to hear that Vengeance feels like an original sequel which we've been trying to convey with the story and mod in general, but still there is plenty to do and plenty to fix.

As for some of your notes;

◘ We discovered recently Mendax' head wasn't acting as it should, but that was fixed by the latest SCI. We'll have to check if something else is broken with that item. -fixed in latest exe


◘ No idea with the sprites colouring issues, I don't believe the VR team has edited these in any way, it may be how 1.13 has it set as bright red shirts became a thing of the past some time ago.

◘ Some AI routines have changed to make things more challenging. Also be aware of camo/cover options in the ini which affects visibility at night which may be different than 1.13.

◘ I'm not aware of the crouch melee stance.

◘ I have noticed Mercs make a snatching sound and say 'Nothing' for quite some time, but have not been able to trace why. As far as I can tell it doesn't affect gameplay, just sounds odd.

◘ You can adjust mining settings in the ini, I believe by default they were originally set to 50% output, but I prefer to play with 100% like in Vanilla. Again take a look at Ja2_Options.ini in Data-Vengeance; MINE_INCOME_PERCENTAGE = 100. Town loyalty will also affect this. Assigning head miners/foremans was an added function, but for simplicity sake stick with keeping riggers or miners as your foreman for best results. However you do at least have use for miners or riggers when a rig or mine is closed later on in the game.

◘ I've found, as have many others, the thieving background behaviour annoying too, and a recent commit has reduced these backgrounds unless the character is specifically a criminal or heavily inclined to steal. Watch this space for a public patch file.

A number of items may still have issues or have not been updated yet, the more you flag here, the more I can add to the list of fixes to do. I personally do not use the new inventory system myself and the micro management involved with LBE gear, but we will attempt to fix any that are broken in game.

Rifle slings should crop up from time to time either as items in stashes or already attached to dead enemies. I think Bobby Ray sells them too.

Please name specific holsters that are not carrying their designated items.

Unfortunately the nature of some LBE gear is it's made specifically for a certain item so you'll need a throwing knife rig to hold throwing knives and not a (melee) knife rig. Another reason I personally just use the old inventory system.

Thanks for the map reports, I'll take a look at those.

Toggle Spoiler


Also good to hear you have smooth running on Windows 10, please advise any special updates you had to do to get it working as there's been a number of players having issues getting this and other mods working well on Windows 10.

[Updated on: Wed, 20 February 2019 01:52]



Re: Vengeance: Reloaded Bugzilla[message #356616 is a reply to message #356610] Sun, 03 February 2019 09:01 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Sucho wrote on Sun, 03 February 2019 01:32
Hi BP fellas,

- Looks like PSO3 scope doesn't apply tunnel vision and/or vision bonus. At least when pressing 'END' key. Tried to cycle through aiming options with '.' key to be sure merc is trying to use the scope.


Sucho


PSO-3 scope appears okay in it's xml...

<ToHitBonus>-8</ToHitBonus>
<AimBonus>17</AimBonus>
<MinRangeForAimBonus>80</MinRangeForAimBonus>
<BurstToHitBonus>-32</BurstToHitBonus>
<AutoFireToHitBonus>-40</AutoFireToHitBonus>
<DamageBonus>1</DamageBonus>
<DayVisionRangeBonus>80</DayVisionRangeBonus>
<BrightLightVisionRangeBonus>80</BrightLightVisionRangeBonus>
<PercentTunnelVision>80</PercentTunnelVision>
<ScopeMagFactor>8.0</ScopeMagFactor>

And here's your choice of attachments for the M16 A4 SAM-R unless something else is preventing them from being attached.

<AvailableAttachmentPoint>8</AvailableAttachmentPoint> <!-- Laser - LAM -->
<AvailableAttachmentPoint>16</AvailableAttachmentPoint> <!-- Laser - Rifle Lam -->
<AvailableAttachmentPoint>64</AvailableAttachmentPoint> <!-- UB - Bayonet -->
<AvailableAttachmentPoint>2048</AvailableAttachmentPoint> <!-- Muzzle - Sniper Suppressor -->
<AvailableAttachmentPoint>4096</AvailableAttachmentPoint> <!-- Muzzle - Flash Suppressor -->
<AvailableAttachmentPoint>1048576</AvailableAttachmentPoint> <!-- Sights - Reflex -->
<AvailableAttachmentPoint>2097152</AvailableAttachmentPoint> <!-- Sights - Holo/ISM-V-IR -->
<AvailableAttachmentPoint>33554432</AvailableAttachmentPoint> <!-- UB - Bipod -->
<AvailableAttachmentPoint>134217728</AvailableAttachmentPoint> <!-- UB - Foregrip -->
<AvailableAttachmentPoint>268435456</AvailableAttachmentPoint> <!-- UB - Grippod/GripLight -->
<AvailableAttachmentPoint>2147483648</AvailableAttachmentPoint> <!-- Adapter - 5.56x45 C-Mag -->
<AvailableAttachmentPoint>34359738368</AvailableAttachmentPoint> <!-- Internal - Rod and Spring -->
<AvailableAttachmentPoint>549755813888</AvailableAttachmentPoint> <!-- Rifle Sling -->
<AvailableAttachmentPoint>2199023255552</AvailableAttachmentPoint> <!-- Scopes - Rifle 3.5x -->
<AvailableAttachmentPoint>4398046511104</AvailableAttachmentPoint> <!-- Scopes - Acog 4x -->
<AvailableAttachmentPoint>8796093022208</AvailableAttachmentPoint> <!-- Scopes - Battle 7x -->
<AvailableAttachmentPoint>17592186044416</AvailableAttachmentPoint> <!-- Scopes - Sniper 10x -->


Grab a new H13 map here (put in Data-Maps-Tiles/maps folder)

https://www.mediafire.com/file/oq8yhuhauviryai/h13.dat/file

[Updated on: Sun, 03 February 2019 09:32]



Re: Vengeance: Reloaded Bugzilla[message #357155 is a reply to message #356616] Sun, 07 April 2019 00:13 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Haven't kept up with vengeance recently Hawkeye , how are things with the mod (and yourself0 ?
Been playing Night Ops and WF for ages it seems happy


Re: Vengeance: Reloaded Bugzilla[message #357156 is a reply to message #357155] Sun, 07 April 2019 02:52 Go to previous messageGo to next message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
Hey Lockie, long time, no see. Vengeance still rolls along, even if this wagon has less wheels. We had a new beta release early in the year while tweaks and bug fixes are still happening on a regular basis.



Re: Vengeance: Reloaded Bugzilla[message #357158 is a reply to message #357156] Sun, 07 April 2019 17:38 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Good to see work still going on , I'll d/load the latest and have another whirl happy


Re: Vengeance: Reloaded Bugzilla[message #357212 is a reply to message #357158] Sun, 14 April 2019 18:21 Go to previous messageGo to previous message
aleman
Messages:1
Registered:April 2019
hej guys,

thx for the awesome mod !!!!! (dankeschön, dzienki & thx, oi!!! angel )

just intalled it yesterday and got started, so here is sth from omerta .....

... while agatha talks of miguel being in balime - there is no such city on the map anymore - either i am missing sth or good old agatha needs a voiceover ;)


cheers ;)
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