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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359722 is a reply to message #359704] Thu, 23 April 2020 16:34 Go to previous messageGo to next message
timujin

 
Messages:10
Registered:December 2018
Location: Here
edmortimer wrote on Thu, 23 April 2020 00:45
Quote:
I was trying to put some LBE gear on a MOLLE vest but it seems that i can only put the pockets in 4 spots (like the armor attachements) instead of as many as the vest can carry (similar to guns). Is this a bug or only an option in later 1.13 versions?

Edit: Ok so I figured out that I can attach more by pressing the Ctrl button and clicking on the LBE, can I remove them without dropping them in sector inventory and pressing remove all attachements?
Hmm, I never knew that about CTRL & LBE. There shouldn't be any problem placing MOLLE pockets/pouches on MOLLE vests/rigs. The only problem is that all the MOLLE slots don't show up in strategic view (is that where you used CTRL?) In tactical view all MOLLE slots appear. This is something to do with the code. It is not something I can control.
Ah yes I did it in strategic view. Never tried equiping mercs in tactical view so that's good to know, will probably save me some time.

I did find a couple of bugs in drassen mine: The 1st house from the mine entrance, diectly south of it, in the southern row of houses (Near what looks like a liquor store) has a window, the one lone window near the corner looking at the road (most southern west window), that doesn't hide mercs when prone, enemies will see you and shoot you even when prone.

Betty also sells Beretta ARs at 1$ a piece. Pretty generous but probably not intended.
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359724 is a reply to message #359722] Thu, 23 April 2020 17:33 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

I did find a couple of bugs in drassen mine: The 1st house from the mine entrance, diectly south of it, in the southern row of houses (Near what looks like a liquor store) has a window, the one lone window near the corner looking at the road (most southern west window), that doesn't hide mercs when prone, enemies will see you and shoot you even when prone.

Betty also sells Beretta ARs at 1$ a piece. Pretty generous but probably not intended.

Thanks, I'll check that map glitch out. I've been revisiting all the maps, fixing anomalies like that, making maps more interesting, and generally fixing my over-zealousness on some maps that led to difficulties moving in buildings.

I gave up on Betty. She doesn't have any firearm in her merchant inventory yet she spawns one to sell at $1, like you said, no matter what I do. There are glitches like this - items/characters appearing where they shouldn't or not appearing where they should - that when I check I can find no reason for it to happen. For instance, sometimes the ice cream truck and Hamous will appear separately. I haven't been able to figure out why these happen.




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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359727 is a reply to message #359722] Thu, 23 April 2020 21:23 Go to previous messageGo to next message
sevenfm

 
Messages:2210
Registered:December 2012
Location: Russian Federation
timujin wrote on Thu, 23 April 2020 18:34
Betty also sells Beretta ARs at 1$ a piece. Pretty generous but probably not intended.
Most likely the price is 0 for some reason, but minimum price for selling items is 1:
// if it's the dealer selling this, make sure the item is worth at least $1
// if he is buying this from a player, then we allow a value of 0, since that has a special "worthless" quote #18
if( fDealerSelling && ( uiItemPrice[ubCnt] == 0 ) )
{
	uiItemPrice[ubCnt] = 1;
}
For guns, price is calculated in CalcShopKeeperItemPrice() as:
CalcValueOfItemToDealer() * ItemConditionModifier() * <dSellModifier>
ItemConditionModifier() is simple:
if ( Item[ usItemIndex ].repairable  )
{
	// a REPAIRABLE item at 0% is still worth 50% of its full price, not 0%
	dConditionModifier = 0.5f + ( bStatus / (FLOAT)200 );
}
else
{
	// an UNREPAIRABLE item is worth precisely its condition percentage
	dConditionModifier = bStatus / (FLOAT)100;
}
So it's either 0.5 .. 1.0 or 0 .. 1.0

The most interesting part is CalcValueOfItemToDealer()
usBasePrice = Item[ usItemIndex ].usPrice;
So the base price is just <usPrice> from items.xml
Then we check hardcoded dealer list to determine dealer class which will later be compared with item price class:
// figure out the price class this dealer prefers
switch ( ubArmsDealer )
{
	case ARMS_DEALER_JAKE:
		ubDealerPriceClass = PRICE_CLASS_JUNK;
		break;
	case ARMS_DEALER_KEITH:
		ubDealerPriceClass = PRICE_CLASS_CHEAP;
		break;
	case ARMS_DEALER_FRANZ:
		ubDealerPriceClass = PRICE_CLASS_EXPENSIVE;
		break;
	// other dealers don't use this system
	default:
		if ( DoesItemAppearInDealerInventoryList( ubArmsDealer, usItemIndex, TRUE ) )
		{
			return( usBasePrice );
		}
		else
		{
			return( 0 );
		}
}
Betty has ID = 21 in Merchants.xml, so she is not in hardcoded list.
So the first possibility for zero price is that Betty somehow sells item that is not in her selling list, so the code just returns 0.

Next possibility is Micky/Gabby related:
// Micky & Gabby specialize in creature parts & such, the others don't buy these at all (exception: jars)
if ( ( !Item[usItemIndex].jar ) &&
	( DoesItemAppearInDealerInventoryList( ARMS_DEALER_MICKY, usItemIndex, TRUE ) ||
	DoesItemAppearInDealerInventoryList( ARMS_DEALER_GABBY, usItemIndex, TRUE ) ) )
{
	return( 0 );
}
If items is in Micky's or Gabby's selling list and it's not jar, any dealer will sell it for 0$ (which is increased to minimum 1$ later).

Next Keith inventory:
if ( ( ubArmsDealer == ARMS_DEALER_KEITH ) && ( Item [ usItemIndex].usItemClass & ( IC_GUN | IC_LAUNCHER ) ) )
{
	// Keith won't buy guns until the Hillbillies are vanquished
	if( CheckFact( FACT_HILLBILLIES_KILLED, KEITH ) == FALSE )
	{
		return( 0 );
	}
}
If seller is Keith, and item is gun/launcher and hicks quest is not complete, item price is 0.

Next we define base price class:
// figure out which price class it belongs to
if ( usBasePrice < 100 )
{
	ubItemPriceClass = PRICE_CLASS_JUNK;
}
else
if ( usBasePrice < 1000 )
{
	ubItemPriceClass = PRICE_CLASS_CHEAP;
}
else
{
	ubItemPriceClass = PRICE_CLASS_EXPENSIVE;
}
which is only determined by item's base price and nothing more.

If difference between dealer's class and item's class it too big, dealer will not buy this item
if( !fDealerSelling )
{
	// junk dealer won't buy expensive stuff at all, expensive dealer won't buy junk at all
	if ( abs( (INT8) ubDealerPriceClass - (INT8) ubItemPriceClass ) == 2 )
	{
		return( 0 );
	}
}
but for selling items it's irrelevant.

Next, if item's class is different from dealer's class (and it's not gas can), item's price is greatly reduced:
// start with the base price
usValueToThisDealer = usBasePrice;
// if it's out of their preferred price class
if ( ubDealerPriceClass != ubItemPriceClass )
{
	// exception: Gas (Jake's)
//	if ( usItemIndex != GAS_CAN )
	if ( !Item[usItemIndex].gascan )
	{
		// they pay only 1/3 of true value!
		usValueToThisDealer /= 3;
	}
}

Next, for any item that is in Tony's inventory list, price is halved (no matter who actually sells it):
// Tony specializes in guns, weapons, and ammo, so make others pay much less for that kind of stuff
if ( DoesItemAppearInDealerInventoryList( ARMS_DEALER_TONY, usItemIndex, TRUE ) )
{
	// others pay only 1/2 of that value!
	usValueToThisDealer /= 2;
}

Finally, set minimum price to 1$
// minimum bet $1 !
if ( usValueToThisDealer == 0 )
{
	usValueToThisDealer = 1;
}

So, first I would check if item is in Micky's or Gabby's inventory list. Also check if somehow she has in inventory a gun that is not in her selling list.
Apart from that, only save can help reveal more.

Actually, Micky/Gabby is probably not even checked, since after checking for hardcoded dealer list, the game will return either price from items.xml, if item is in dealer's list, or 0.

[Updated on: Thu, 23 April 2020 21:28]




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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359732 is a reply to message #359727] Fri, 24 April 2020 00:03 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
That is very interesting. Could the Merchants.XML be conflicting with those routines somehow - as selling/buying price percentage is set there, as well as other attributes of merchants.

I checked Gabby & Mmicky, neither have weapons.


Quote:
If items is in Micky's or Gabby's selling list and it's not jar, any dealer will sell it for 0$ (which is increased to minimum 1$ later).
This routine seems to be superceded by Merchants.XML because I've given Gabby medical supplies and those medical supplies are still sold by Betty and Keith at normal prices.

[Updated on: Fri, 24 April 2020 01:19]





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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359820 is a reply to message #359732] Tue, 28 April 2020 22:30 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
Hey Ed; When I give my merc an OICW and whenever I loaded a 20mm Grenade Laucher, I can't fire the Grenade, Is there a reason for that?
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359827 is a reply to message #359820] Wed, 29 April 2020 01:00 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:
Hey Ed; When I give my merc an OICW and whenever I loaded a 20mm Grenade Laucher, I can't fire the Grenade, Is there a reason for that?
Uh . . . shy . . . seems I started to remove it from AV as it never went past prototype, and then whether I decided to let it stay or got interrupted and forgot to finish removing it I don't remember. Getting old.

So, basically, the OICW and its grenades are not defined in Launchables.xml -- which is why they don't work. Thanks for reminding me about that!

EDIT: Correction: The OICW Grenade Launcher and the grenades aren't defined in Launchable.XML.

[Updated on: Wed, 29 April 2020 01:36]





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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359828 is a reply to message #359827] Wed, 29 April 2020 05:03 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
I made some changes with the stats and the equipment of some of the characters and I'll give my changes when I get the time to, But just to let you know that right now Gus's Combat load is changed, I took the M79 and M14 out and Switched it out with an OICW and 20mm grenades. Giving the most experienced member of AIM two powerful guns in one package, In addition to his pistol
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359836 is a reply to message #359828] Wed, 29 April 2020 21:34 Go to previous messageGo to next message
timujin

 
Messages:10
Registered:December 2018
Location: Here
Right another couple of bugs maybe? 1: Sometimes I can't see enemy soldiers even though they are in the green section of my mercs line of sight. Sometimes I move another merc or see another enemy and they appear there, sometimes not. I really don't get this one.

2: For some reason, even though I didn't aggravate them in any way, Kingpin and his goons turn hostile at exactly 12 am on day 5 of my campaign. They start shooting for no reason and I have to kill nearly the whole town including the new gun dealer. A shame since I didn't even have the time to window-shop or have a boxing fight or anything since it was my first day in town. Maria and Darren also go missing from 8 PM. I cannot find them anywhere.
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359837 is a reply to message #359836] Wed, 29 April 2020 21:39 Go to previous messageGo to next message
sevenfm

 
Messages:2210
Registered:December 2012
Location: Russian Federation
timujin wrote on Wed, 29 April 2020 23:34
Right another couple of bugs maybe? 1: Sometimes I can't see enemy soldiers even though they are in the green section of my mercs line of sight. Sometimes I move another merc or see another enemy and they appear there, sometimes not. I really don't get this one.
Green color doesn't mean you can always see anyone at this tile.



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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359839 is a reply to message #359836] Wed, 29 April 2020 22:46 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:
2: For some reason, even though I didn't aggravate them in any way, Kingpin and his goons turn hostile at exactly 12 am on day 5 of my campaign. They start shooting for no reason and I have to kill nearly the whole town including the new gun dealer. A shame since I didn't even have the time to window-shop or have a boxing fight or anything since it was my first day in town. Maria and Darren also go missing from 8 PM. I cannot find them anywhere.
That is not supposed to happen, obviously. I'll check on it but at the moment I have no idea why that would happen like that.




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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359841 is a reply to message #359839] Wed, 29 April 2020 23:59 Go to previous messageGo to next message
timujin

 
Messages:10
Registered:December 2018
Location: Here
Quote:
Green color doesn't mean you can always see anyone at this tile.
Mmm weird. In game hints say that, and other versions of the game play like that though. Green tiles mean you can see everyone, yellow tiles mean you can't see crouched or prone enemies, and orange tiles mean you can't see prone enemies. Is it different with your mod sevenfm?

Quote:
That is not supposed to happen, obviously. I'll check on it but at the moment I have no idea why that would happen like that.
Weirdly enough they are completely chill before 12 am. At precisely 12 am they get mad as hell and it turns into a bloodbath. So much for taking a break from the war.
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359842 is a reply to message #359841] Thu, 30 April 2020 00:03 Go to previous messageGo to next message
sevenfm

 
Messages:2210
Registered:December 2012
Location: Russian Federation
timujin wrote on Thu, 30 April 2020 01:59
In game hints say that, and other versions of the game play like that though. Green tiles mean you can see everyone, yellow tiles mean you can't see crouched or prone enemies, and orange tiles mean you can't see prone enemies.
The ingame hint is incorrect. Green only means you can clearly see the tile itself, so there is no obstacle to block sight.

Quote:
Is it different with your mod sevenfm?
Cover display works the same, except in +AI it has several new modes.

For example, in the actual trunk exe:
Toggle Spoiler

[Updated on: Thu, 30 April 2020 01:02]




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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359855 is a reply to message #359842] Thu, 30 April 2020 21:37 Go to previous messageGo to next message
timujin

 
Messages:10
Registered:December 2018
Location: Here
Quote:
The ingame hint is incorrect. Green only means you can clearly see the tile itself, so there is no obstacle to block sight.
Oh ok that's news to me. Thanks for the info.

[Updated on: Thu, 30 April 2020 21:40]

Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359856 is a reply to message #359855] Thu, 30 April 2020 21:53 Go to previous messageGo to next message
sevenfm

 
Messages:2210
Registered:December 2012
Location: Russian Federation
You can set COVER_SYSTEM_STANCE_EFFECTIVENESS = 0 and COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 0 for more predictable sight cover, at least enemy will not disappear in plain sight when changing stance. But to have the wanted effect with green tiles you have to zero all soldier based cover modifiers from [Tactical Cover System Settings] section.



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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359862 is a reply to message #359856] Fri, 01 May 2020 02:07 Go to previous messageGo to next message
PFCParts

 
Messages:31
Registered:November 2019
Can any of you check to see if your default copy of Arulco Vacations gives you a default attachment couldn't be attached after merging error message? I did a clean install today and the same problems I had before are still present. I think that this is definitely a problem with the item 2118 (M53 Sarac) because when I go to San Mona in a new game (with a new vanilla AV install) I get the sane error message as the one in the southwestern most sector of Grumm.
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359865 is a reply to message #359705] Fri, 01 May 2020 02:19 Go to previous messageGo to next message
PFCParts

 
Messages:31
Registered:November 2019
So I noticed how Rifle Sling is in the NAS-info file. I also noticed how Rifle Sling is not actually set in the attachments.xml file to any weapon. Let me tell you what I did before the problems started happening. I actually converted the M53 Sarac (item 2118) into a Fallschirmjaegergewehr 42. I obviously changed the magazines to 8mm Mauser 20 rnd mags, and changed the weapons type and class to 3 and 4 respectively in Weapons.xml so that I can use it as an assault rifle/rifle type weapon just like irl. While I did this, I changed the weapon in the Items.xml file, giving it a Rifle Sling NAS attachment tag, gave it an option to attach a ZF 4x scope (also via NAS tag) and 2x Scope (NAS tag), and an under barrel slot for a bipod (NAS- UB Heavy Bipod). I think I also gave it an option to attach a bayonet as well by adding the Knife and KCB to item 2118 in Attachments.xml; I think the reason why this error keeps popping up is because Grumm and San Mona both have an M53 Sarac placed on those sectors (someone check to see if I'm wrong) and that I deleted some entry in attachments.xml pertaining to item 2118.
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359869 is a reply to message #359865] Fri, 01 May 2020 07:51 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

So I noticed how Rifle Sling is in the NAS-info file. I also noticed how Rifle Sling is not actually set in the attachments.xml file to any weapon. Let me tell you what I did before the problems started happening. I actually converted the M53 Sarac (item 2118) into a Fallschirmjaegergewehr 42. I obviously changed the magazines to 8mm Mauser 20 rnd mags, and changed the weapons type and class to 3 and 4 respectively in Weapons.xml so that I can use it as an assault rifle/rifle type weapon just like irl. While I did this, I changed the weapon in the Items.xml file, giving it a Rifle Sling NAS attachment tag, gave it an option to attach a ZF 4x scope (also via NAS tag) and 2x Scope (NAS tag), and an under barrel slot for a bipod (NAS- UB Heavy Bipod). I think I also gave it an option to attach a bayonet as well by adding the Knife and KCB to item 2118 in Attachments.xml; I think the reason why this error keeps popping up is because Grumm and San Mona both have an M53 Sarac placed on those sectors (someone check to see if I'm wrong) and that I deleted some entry in attachments.xml pertaining to item 2118.
Put item 2118 back the way it was, and then put your new item at the end of the Items.XML file. BTW, there is no heavy bipod in AV, and the ZF scope hasn't been brought over to NAS - that may be the problem. The NAS system has not been fully implemented, and that list includes items from other mods. I am in the process of implementing as much of the NAS as I can.

[Updated on: Fri, 01 May 2020 07:52]





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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359997 is a reply to message #359869] Mon, 11 May 2020 04:50 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
Hey Ed, I have a weapon that's not working; When I try to use Dr. Clifford Highball's Krieghoff Big Five, It disappears from the backpack; Do you know what's going on here?
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359998 is a reply to message #359997] Mon, 11 May 2020 06:50 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
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BlueWarrior wrote on Sun, 10 May 2020 20:50
Hey Ed, I have a weapon that's not working; When I try to use Dr. Clifford Highball's Krieghoff Big Five, It disappears from the backpack; Do you know what's going on here?

Unfortunately, no. I used it in a campaign, and it performed almost too well. My experience with disapearing items usually leads back to a change in the Items.XML. Other than that I can't say off-hand.




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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #360000 is a reply to message #359998] Mon, 11 May 2020 13:00 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
I'll check out Items.XML when I get the chance to, Thanks Ed
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #360028 is a reply to message #360000] Wed, 13 May 2020 09:18 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
Hey Ed it doesn't work, It's like the gun doesn't work, When i changed the type to 1 it appears but i can't shoot it; Plus when i try to extend the retractable stock the game crashes, The same thing with the weapon laser and the flashlight, Do you know how to fix this?
Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #360031 is a reply to message #360028] Wed, 13 May 2020 15:58 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

Hey Ed it doesn't work, It's like the gun doesn't work, When i changed the type to 1 it appears but i can't shoot it; Plus when i try to extend the retractable stock the game crashes, The same thing with the weapon laser and the flashlight, Do you know how to fix this?
Are we still talking about the Krieghoff Big 5? I just ran a quick test on AV v1.11, new game, hire Cliff, land, shoot, reload, shoot and it worked - not as overpowering as I remember (I must have toned it down, getting old, can't remember stuff), but it worked. I don't know what changes to the XMLs you have made so I think reinstall to return the XMLs to their original state, see if it runs. If so, make your changes one at a time, test, see what breaks it.

Hmmm. If the erroneous information is stored in the savegame file . . . you'll have to test it by starting a new game or deleting the Krieghoff and spawning a new one.



EDIT: You might want to take a look at this page, as it lays out item-making better than I could here. http://ja2v113.pbworks.com/w/page/4218349/Item-Making%20Tutorial

[Updated on: Wed, 13 May 2020 20:52]





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Line 5412 Assertion Failure[message #360043 is a reply to message #356385] Sat, 16 May 2020 01:08 Go to previous messageGo to next message
PFCParts

 
Messages:31
Registered:November 2019
Okay boys, so I found out why my game kept crashing on certain sectors of San Mona and the lower western most sector of Grumm, turns out that I was using the Sevenfm's r1386 version of the exe. If I used the r946 exe that came default with AV the sectors loaded in just fine. Any explanation for that?
Re: Line 5412 Assertion Failure[message #360048 is a reply to message #360043] Sat, 16 May 2020 04:22 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

Okay boys, so I found out why my game kept crashing on certain sectors of San Mona and the lower western most sector of Grumm, turns out that I was using the Sevenfm's r1386 version of the exe. If I used the r946 exe that came default with AV the sectors loaded in just fine. Any explanation for that?
No. I'll have to test it and see - and unable at the moment.


I just tried r1525 with AV 1.11 and had no problems in Grumm or San Mona in a quick test. I'm at a loss to figure out what is happening in your install.

[Updated on: Sat, 16 May 2020 04:37]





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Re: Line 5412 Assertion Failure[message #360049 is a reply to message #360048] Sat, 16 May 2020 04:58 Go to previous messageGo to next message
PFCParts

 
Messages:31
Registered:November 2019
I'm guessing it's because I made certain changes to the attachments.xml file
Re: Line 5412 Assertion Failure[message #360052 is a reply to message #360049] Sat, 16 May 2020 05:26 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:
I'm guessing it's because I made certain changes to the attachments.xml file

One of the most annoying problems with modding existing items is that if placed on-map with the Map Editor the item retains the attributes it had when placed -- and then when modified in one of the XML files I imagine the program tries to put both original and modified item attributes together, and that causes at least 4 kinds of problems:

1: game crash as you experience
2: attachments disappear when touched
3: item disappears when touched
4: item/attachment doesn't work as intended

So I advise that if you want to modify an existing weapon, without searching all the sectors to see if it has been placed somewhere, that you add your modified item to the end of the Items.XML file with a slightly different name (so you know it), and in the proper place in all related XML files.




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Re: Line 5412 Assertion Failure[message #360053 is a reply to message #360052] Sat, 16 May 2020 11:29 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
Are they any other characters from other mods (Like SOG'69) You'd like to add to the next version of the mod?
Re: Line 5412 Assertion Failure[message #360054 is a reply to message #360053] Sat, 16 May 2020 13:39 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
Also the 4x Sniper Scope on Spooky's Sionics Silent Sniper doesn't appear
Re: Line 5412 Assertion Failure[message #360055 is a reply to message #360053] Sat, 16 May 2020 14:33 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:
Are they any other characters from other mods (Like SOG'69) You'd like to add to the next version of the mod?

Are there any you want to see in AV? At the moment I am at the point of getting AV 1.2 together for a through test and then release. So I'm not looking to add more stuff, but to finish everything I started.

I'll check on that 4x scope and Sionics Sniper.




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Re: Line 5412 Assertion Failure[message #360056 is a reply to message #360054] Sat, 16 May 2020 14:39 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

Also the 4x Sniper Scope on Spooky's Sionics Silent Sniper doesn't appear

It might help if I put them together in Attachments.XML! You are missing this from Attachments.XML:

<ATTACHMENT>
<attachmentIndex>1030</attachmentIndex>
<itemIndex>2154</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>

You can put the above in your Attachments.XML file right after the below:

<ATTACHMENT>
<attachmentIndex>1030</attachmentIndex>
<itemIndex>2152</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>




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Re: Line 5412 Assertion Failure[message #360059 is a reply to message #360055] Sun, 17 May 2020 03:08 Go to previous messageGo to next message
BlueWarrior

 
Messages:33
Registered:May 2019
Both of the Ryder Twins, Mercy, Max Payne and Lara Croft from Flugente's Magika Workshop and As many other characters from SOG'69 although I think that their agility should be lowered (Not to Turtle levels but in the high 60s low to mid 70s range) because this game takes place in the 1990s and that mod is set in 1969 so the guys like Spooky are easily in their 50s but despite that they were still hired by MERC, Their battle experience in Southeast Asia (It's really up to you if they continued to stay in the military after Vietnam or not) combined with being sent across the world on contracts, Bumps up the wisdom score; Ed I have more ideas like that I'll share with you if you would like

[Updated on: Sun, 17 May 2020 03:08]

Re: Line 5412 Assertion Failure[message #360086 is a reply to message #360059] Tue, 19 May 2020 00:08 Go to previous messageGo to next message
Godspeed

 
Messages:15
Registered:December 2016
Not sure if this was already mentioned or not; the Drassen Airfield sector has a few buildings with weird behaviour and one with a missing wall panel.

The building near the centre of the airfield - the command tower - has a corner that you can walk right in, even if there is a wall.

Nothing "gamebreaking", but just thought I'd mention it.
Re: Line 5412 Assertion Failure[message #360088 is a reply to message #360086] Tue, 19 May 2020 00:57 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

Not sure if this was already mentioned or not; the Drassen Airfield sector has a few buildings with weird behaviour and one with a missing wall panel.

The building near the centre of the airfield - the command tower - has a corner that you can walk right in, even if there is a wall.

Nothing "gamebreaking", but just thought I'd mention it.

Yes, I've gone over all the buildings (in every sector) for the next release. That wall you can walk through is one of a few wall segments that don't have a JSD file. I have replaced those segments. Thanks - I appreciate all bug reportsw. I have since figured out how I can fix certain things with JSDs . . . so your report reminded me that I can now fix those faulty wall segments instead of just replacing them.




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Re: Line 5412 Assertion Failure[message #360095 is a reply to message #360088] Tue, 19 May 2020 21:31 Go to previous messageGo to next message
Godspeed

 
Messages:15
Registered:December 2016
Browsing Rays shop in San Mona, I came across the F88C Austeyr.

In the inventory, it looks like a normal Steyr AUG A1, and when you right click, the picture then shows an AUG Para 9mm.
Re: Line 5412 Assertion Failure[message #360096 is a reply to message #360095] Tue, 19 May 2020 23:45 Go to previous messageGo to next message
edmortimer

 
Messages:1313
Registered:January 2015
Location: Home Free
Quote:

Browsing Rays shop in San Mona, I came across the F88C Austeyr.

In the inventory, it looks like a normal Steyr AUG A1, and when you right click, the picture then shows an AUG Para 9mm.

Thanks. Looks like I should take a look at all the AUG grpahics. The stats are good, it's just the graphic.




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Re: Line 5412 Assertion Failure[message #360110 is a reply to message #360096] Thu, 21 May 2020 04:06 Go to previous message
Godspeed

 
Messages:15
Registered:December 2016
I'm not certain if I should report "bugs" here or in the other section called bug reports.. let me know.

I just dropped a biggie on Kingpin (not my first time big grin ). He'll be out of money and cocaine... well... that's if I can find my way out of his mine.

Taking any of the ladders out of the mine in D4 leads to appearing in A1.

The mercs are not visible; if you center on them, it centers in water (underwater?) and they cannot move. But you can fast travel.
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