Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod v1.1[message #327151] Fri, 25 October 2013 20:10 Go to previous messageGo to next message
Bidius

 
Messages:23
Registered:June 2013
Hey guys, I've been using this mod for a good while now, I really like it!

But I've found a bug, not sure how to go about fixing it, at the grid of D13 (Drassen Mines) rounds seem to bounce off the "Ceiling" or something similarly strange happening...

As you can tell this gets hard for suppression, because all of my bullets fired at high arcs (it doesn't seem to happen to 7.62x25 or rounds with similar trajectories)

I'm also worried that I'll find more sectors with this behavior, has anyone else seen this kind of activity? Has anyone else been able to fix it?
Re: Arulco Revisited Mod v1.1[message #327181] Sat, 26 October 2013 04:56 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Hi all,

a new update of my mod is out and this time modified version of the AR maps are included, and i need some beta tester for them.

Details are here.
Re: Arulco Revisited Mod v1.1[message #327456] Fri, 01 November 2013 18:20 Go to previous messageGo to next message
Thor972

 
Messages:7
Registered:November 2006
Location: France, 91210 draveil
Just a question.

I want to give the calice to yanni and I don't find him ? He is in new location ?
Re: Arulco Revisited Mod v1.1[message #327464] Fri, 01 November 2013 23:04 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
Widdy
I want to give the calice to yanni and I don't find him ? He is in new location ?

He should be in sector A2. At night, he goes to his hut by the southern end of the road. During the day, I think he'll be in the ruins.
Re: Arulco Revisited Mod[message #327471] Sat, 02 November 2013 01:43 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
Buggler
[color:#CC6600]The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering[/color]

How to run AR with the latest 1.13?
Prerequisite: [color:#3333FF]latest 1.13[/color]
{Snip}
Am having problems. Have followed your instructions several times and end up with the standard map to play on. Like, when the troops arrive at a9 they see troops in a8 but a8 ain't an industrial area, this is the same for all the 'Revisited' map changes.

Am using the 113.exe, when trying to use the 'Revisited' exe there are startup errors.

Must likely it's my error, but have installed several times checking each step carefully.
Re: Arulco Revisited Mod[message #327502] Sat, 02 November 2013 19:16 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Which startup errors? This is a sign your installation is likely messed up.
Re: Arulco Revisited Mod[message #327552] Sun, 03 November 2013 15:12 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
I don't get it. AR 1.4 requires 4870 1.13 to play, but "The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering" instructions is still not compatible with unstable versions? What?
Re: Arulco Revisited Mod[message #327562] Sun, 03 November 2013 20:02 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
How so?
Re: Arulco Revisited Mod[message #327624] Tue, 05 November 2013 01:37 Go to previous messageGo to next message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?

[Updated on: Tue, 05 November 2013 01:37] by Moderator

Re: Arulco Revisited Mod[message #327626] Tue, 05 November 2013 02:47 Go to previous messageGo to next message
cowhide

 
Messages:29
Registered:October 2013
BruteForce
I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?


If I remember correctly Drassen includes more sectors. Look to the East Wink
Re: Arulco Revisited Mod[message #327628] Tue, 05 November 2013 05:08 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
Strohmann
Which startup errors? This is a sign your installation is likely messed up.
Mercprofile.xml was messed up when I added Maddog, Pablo, and Manuel.

OK now.

Thanks for your fast reply.

[Updated on: Tue, 05 November 2013 05:09] by Moderator

Re: Arulco Revisited Mod[message #327636] Tue, 05 November 2013 14:40 Go to previous messageGo to next message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
Luke
BruteForce
I noticed that no cut scene triggered when I took Drassen, is that normal with this mod? Or maybe a bug?


If I remember correctly Drassen includes more sectors. Look to the East Wink



Yeah I got all 4 of them though
Re: Arulco Revisited Mod[message #327827] Sun, 10 November 2013 00:10 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Well, I followed the instructions to install AR 1.4 over latest 1.13 unstable release by Deprissivebrots SCIs. Game launches fine, I can start a new game and no errors, but when I talk to fatima and then go to Dimitri and finally go to the basement, the game just keeps loading and loading and loading and nothing happens. Any ideas?

Thanks for help.
Re: Arulco Revisited Mod[message #327869] Sun, 10 November 2013 19:04 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
What does loading mean, the loadscreen with bar or the infamous deadlock clock ingame?

Does this problem persist through several new games? Does it get triggered, if multiple mercs enter the basement (did you try with a single one?)? Do certain mercs trigger this behaviour? Also check you pms.
Re: Arulco Revisited Mod[message #327871] Sun, 10 November 2013 19:57 Go to previous messageGo to next message
Slax

 
Messages:1437
Registered:July 2006
Location: People riding polar bears...
Never seen a locked loading screen before so I imagine it's a pathing issue. I've had NPCs lock my game up (especially Fatima) a few times when I somehow managed to block her "cutscene" route with a merc or two.

Re: Arulco Revisited Mod[message #328033] Tue, 12 November 2013 20:16 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Yeah, it seems to be a pathing issue, cos it loads in the tactical screen, so this is the "infamous deadlock". So the game waits in the basement for Manuel and other to rebels to come and start the conversation.
Re: Arulco Revisited Mod[message #328760] Tue, 03 December 2013 00:39 Go to previous messageGo to next message
Dershamc903

 
Messages:24
Registered:September 2009
I've installed the latest SVN as of November 29 and then followed Buggler's steps to get Aruclo Revisited to work with it. However the whole game is in what I think is Polish and unfortunately I can't make heads or tails out of it to play it. I did play the SVN by itself prior and it was in English, but after I installed Arulco Revisited it's now in Polish, any idea on how to revert it back to English?

EDIT: Never mind I fixed the issue by reinstalling it.
Re: Arulco Revisited Mod[message #329309] Fri, 27 December 2013 20:39 Go to previous messageGo to next message
massiive

 
Messages:14
Registered:June 2007
Location: sweden
Hi everyone!

Just stumbled upon this mod a couple of days ago and so far I love it! I also saw today that Dimitri added all former mercs from deadly games for 1.13, for what i understand his add should be compatible with JA2AR? I've tried to add it but it just seems not to work for me? I've tried to start a new save but still no new mercs in either AIM or MERC. Anyone here know if it works? and how should I install it correctly?

PS. I bought the game through steam DS.

Thanks for the help!

UPDATE*

Hm, just recieved a mail from AIM saying that Snake died in combat, feels like something got right atleast Razz

[Updated on: Sat, 28 December 2013 04:20] by Moderator

Re: Arulco Revisited Mod[message #329409] Tue, 31 December 2013 19:56 Go to previous messageGo to next message
Shodan13
Messages:3
Registered:December 2013
Hey, I did the 1.13+AR pampering and got it to work without problems, until I get the Madlab event after which I get an error message saying something in line 775 of meanwhile.cpp. The autosave doesn't either work or I don't know where they go. Any way to fix it without restarting without Scifi turned on?

Here's some log too:

[59.9973] : ERROR : ========== Tue Dec 31 19:46:36 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\H8_0_ExtraItems_Experienced.xml" does not exist

[60.0137] : ERROR : ========== Tue Dec 31 19:46:36 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\H8_0_ExtraItems" does not exist

[Updated on: Tue, 31 December 2013 20:38] by Moderator

Re: Arulco Revisited Mod[message #329411] Tue, 31 December 2013 20:58 Go to previous messageGo to next message
Buggler

 
Messages:210
Registered:November 2009
@massiive
Make a copy of ur JA2 folder out to some location as long as it's not within ...\Program Files (x86) or ...\Program Files folder.

Ja2 is portable, so you can have a few copies lying around. More importantly, for easy experimentation and explosion.

U can try copy AR files first before Dimitri's files. Then do this if necessary.

Edit Data-AR\Tabledata\MercProfiles.xml
Quote:
Search for Maddog & change to:
11
7
(1.13 value is 6, 9)

Search for Pablo & change to:
6
8
..
..
13
(1.13 value is 13, 2 & 2)

Search for Manuel & change to:
14
4
(1.13 value is 2, 2)

That's all I can help on v4870.

----------------------------
@Shodan13
What version of SCI and Ja2.exe are you using?

Make sure both are up to date.

If it still fails, upload your savegame just before the error message, will take a look.

Then check back this post on NEXT YEAR! Very Happy

----------------------------
Welcome to the pit.
(Some bears r hibernating in e winter months while others down under r frolicking in e sun)

Edit:
Here's the get-around save; Madlab quest is botched though.
https://www.mediafire.com/?xg70856zsc0sk04
I'm using a modified r6715 to tweak, so probably have to download e newer EXE/build.

You are probably only getting the latest game files from SVN. So should also have known that it does not come with the required EXE/build.
(Analogy: Running a v1.2 program on v1.4 game files does not usually bode well)

Get the latest build from Depri's thread. Read e whole post, he does not write fluff. 2nd post is also gd info for newcomers.

[Updated on: Wed, 01 January 2014 10:35] by Moderator

Re: Arulco Revisited Mod[message #329427] Wed, 01 January 2014 07:05 Go to previous messageGo to next message
Shodan13
Messages:3
Registered:December 2013
Buggler
@Shodan13
What version of SCI and Ja2.exe are you using?

Make sure both are up to date.

If it still fails, upload your savegame just before the error message, will take a look.

Then check back this post on NEXT YEAR! Very Happy

----------------------------
Welcome to the pit.
(Some bears r hibernating in e winter months while others down under r frolicking in e sun)


My ja2.exe is version 6446, not sure what the SCI is, but I used the SVN to get 1.13 like a week ago. I'd be happy to just get rid of the madlab prompt. I haven't tested an earlier save with the madlab trigger in the INI set on higher than 35% progress.

Here's a save, hope it helps:

https://www.mediafire.com/?c2zh4xqi6haogr4

[Updated on: Wed, 01 January 2014 15:58] by Moderator

Re: Arulco Revisited Mod[message #329447] Wed, 01 January 2014 18:57 Go to previous messageGo to next message
Shodan13
Messages:3
Registered:December 2013
Ok, setting the progress threshold for Madlab in the INI to 100 and redoing the last sector seems to be a viable workaround.
Re: Arulco Revisited Mod[message #330069] Mon, 27 January 2014 04:01 Go to previous messageGo to next message
zg0301zg

Messages:2
Registered:April 2009
Location: Zagreb, Croatia
I have installed and run it, started playing, guess what:
1st , mercs moving backwards ? wtf
2nd, if you press menu settings while in game and get back u cant see merc squad list wtf?
3rd I hate new system of AP, old system was better,
anyhow, mod looks great but these things are a bit annoying
Re: Arulco Revisited Mod[message #330074] Mon, 27 January 2014 10:07 Go to previous messageGo to next message
JMich

 
Messages:552
Registered:January 2011
Location: Greece
Neville
1st , mercs moving backwards ? wtf

Tap alt. You alt-tabbed out of the game, then when you got back into it the alt key is still registered as pressed. Tap it to return to normal.

Neville
2nd, if you press menu settings while in game and get back u cant see merc squad list wtf?

No idea about this one

Neville
3rd I hate new system of AP, old system was better,

You can change max AP to 25 by modifying the APBPConstants.ini in Data-AFS directory (or if not there, in Data-1.13), but in my opinion, the 100 AP one gives more flexibility. Let's take for example 2 pistols that both required 2 APs to fire in the 25 AP system. In the 100 AP systems, those 2 AP should be 8 (just multiply by 4), but in reality they can be any number from 6 to 10, thus simulating easier/harder to shoot with pistols. Same thing for raising rifles. Instead of 3/25, you can have 10/100 or 14/100, thus making some weapons better than others.
I'd suggest playing one game with 100 AP, and if you still can't stand it, change the AP_MAXIMUM in the ini to 25.
Re: Arulco Revisited Mod[message #331695] Wed, 09 April 2014 22:31 Go to previous messageGo to next message
cowhide

 
Messages:29
Registered:October 2013
Started my first game with AR , truly amazing!! Is this compatible with arulco folding stock?
Re: Arulco Revisited Mod[message #331848] Mon, 21 April 2014 14:07 Go to previous messageGo to next message
Reinaard

 
Messages:32
Registered:August 2009
New features like "A.I. Medics and Officers" and others, do they work with this mod or will they cause ... problems?
Re: Arulco Revisited Mod[message #331856] Tue, 22 April 2014 10:28 Go to previous messageGo to next message
Shanga

 
Messages:3519
Registered:January 2000
Location: Danubia
Each full mod is only compatible with the v1.13 it has created with. Some issues with backwards compatibility have been solved through the years, but nevertheless using a newer v1.13 will always lead to funny (or not) outcomes. Use at own risk.

JA2 v1.13 will never be fully backwards compatibile. It's like asking to grow bananas on the Bikini atoll after you blew a nuke. Yeah, might work, but you might not like what happens after you eat them.

Or to put it otherwise, you can dive in like this...


And come out like this...

[Updated on: Tue, 22 April 2014 10:37] by Moderator



Re: Arulco Revisited Mod[message #331932] Sat, 26 April 2014 15:58 Go to previous messageGo to next message
Azure_Repeater

 
Messages:147
Registered:March 2014
Location: Philippines
Just like what Shanga said. Arulco Revisited v1.4 is made for stable release 4870. Additionally, I've heard that there are compatibility patches to make AR v1.4 fully compatible with the latest unstable builds. They are probably found in Strohmann's Stock Data Overhaul thread. Although, I've never tried playing AR with the latest unstable builds, but this is what help I can give you. Wink
Re: Arulco Revisited Mod[message #332683] Fri, 16 May 2014 12:40 Go to previous messageGo to next message
Azure_Repeater

 
Messages:147
Registered:March 2014
Location: Philippines
Was Arulco Revisited compatible with AIMNAS? I've heard that AR was compatible with AIMNAS, but I am not certain if that's true.
Re: Arulco Revisited Mod[message #332687] Fri, 16 May 2014 15:49 Go to previous messageGo to next message
Gambigobilla

 
Messages:709
Registered:July 2008
They are both map mods, take a guess.

Edit: Technically AIM is an almost total conversion.

[Updated on: Fri, 16 May 2014 15:51] by Moderator

Re: Arulco Revisited Mod[message #332693] Fri, 16 May 2014 16:17 Go to previous messageGo to next message
Azure_Repeater

 
Messages:147
Registered:March 2014
Location: Philippines
(Sorry, kinda a hurry right now)

Since AR and AIMNAS use different maps, I never believed that AR is compatible with AIMNAS. However, one may probably delete the bigmaps so they can play the AR maps and still have the AIMNAS items?
Re: Arulco Revisited Mod[message #332694] Fri, 16 May 2014 16:21 Go to previous messageGo to next message
sevenfm

 
Messages:2239
Registered:December 2012
Location: Russian Federation
Repeater1947
you can mix AR with Aimnas v21 (for small maps), but it will take some time and the result will depend on your modding skills Smile
Also, there will be problems with NADA items, so you will need to remove all 1.13 items from maps, leaving only vanilla items.

As for recent versions of Aimnas, you will also have to scale down weapon ranges and such.


Re: Arulco Revisited Mod[message #332873] Tue, 20 May 2014 14:44 Go to previous messageGo to next message
Karnov

 
Messages:10
Registered:May 2014
Location: Tyne & Wear
I would just like to say a big thanks to all those involved in AR, once I set it up properly (RTFM!) its a hugely absorbing and entertaining mod, part guerrilla war part scavenger hunt, just wish I had more time to play Smile
Re: Arulco Revisited Mod[message #333564] Sun, 08 June 2014 14:36 Go to previous messageGo to next message
Lejardo

 
Messages:69
Registered:May 2003
Location: P.R. CHINA
The best ja2 113 mod I've played! Great! Thanks for your excellent works!
Re: Arulco Revisited Mod[message #333687] Fri, 13 June 2014 11:18 Go to previous messageGo to next message
Bearpit

 
Messages:1080
Registered:August 2001
Location: Sydney Australia.
Much appreciation to the developers of Arulco Revisited. This is such a wonderful and well thought out mod.

What a creative effort on all those new maps Smile however the enemies are so capable, persistent and difficult to deal with plus the financial situation is very tight until a couple towns are taken .... just scraping through so it's a challenge.

I'm playing on novice level with Bobby Rays set to minimum V1.13 guns but still having difficulties working out the huge variety of ammo types but overall it's manageable.

Questions for anyone who might have played it through ?

1. What are the most effective weapons suitable for night operations which can be silenced and have a reasonable range .... reasonable is about 20.

2. What is the best scope or laser unit suitable for night operations ?

3. Are there any weapons of reasonable range which allow for both a silencer and flash suppressor to be fitted as i note some pistols are capable of though their range is too limited to be practical ?

Re: Arulco Revisited Mod[message #333695] Fri, 13 June 2014 14:54 Go to previous messageGo to next message
lockie

 
Messages:3826
Registered:February 2006
Location: Scotland
Good to see you back playing Fred , AR is a very nice mod , I've got a game going on , 93 days in and 25% of the map conquered only !
1. I usually equip my guys with P90's , silenced , range not great but it's effective enough .
2. Lam 200's usually .
3. Sorry , dunno !


Re: Arulco Revisited Mod[message #333708] Sat, 14 June 2014 04:13 Go to previous messageGo to next message
Shank

 
Messages:12
Registered:April 2012
fantazma
Istrebitel
Important bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).


Same here with r6104 gamedir1678

Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)

This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.



You know, this is ... criminal Smile
This is exactly what I was doing - porting AR to latest SCI.
Thanks God the map editor is working under Wine in Linux, XML editor is always-broken due to being based on .net.

So, why haven't you guys updated the original first post with post nr #324886??

Issues when installing AR over lastest SCI:
- group conflict "prisoners" vs "smugglers"
- at least one loadscreen absent (one of the sectors near Omerta)
- new mercs have cost 0$ and have zeros in stats, that results in their instant death when hired: ebstern, stella, hector, mouse, koolhan, melfield, mitch, smoke.


Basically, without mention of the post above, most players will be playing half-broken game on latest SCI... Smile

Please fix that, dear Administrators!

Kudos to Strohmann, Buggler and Google+My brain (for issuing a search "Arulco revisited smuggler locations"; ps. yes, I was lazy to rework all the maps manually, it looks like laziness sometimes really pays off Smile )
Re: Arulco Revisited Mod[message #333727] Mon, 16 June 2014 07:08 Go to previous messageGo to next message
demonbreather

 
Messages:15
Registered:September 2013
Found a bug!

It's not game-breaking, and I'm not sure if it's actually related to Arulco Revisited, but that's what I'm currently playing, so... yeah.

I have 2 IMPs and I noticed that one of them has gone totally silent. No kill celebration comments, no selection acknowledgement, no nuthin'. The other is still chatting away, so I'm wondering if it's the specific voice I chose (male 3, btw). The only other detail that may or may not be connected is that the switch from speaking to not happened in or around Cambria.

As I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this. If not, well, consider this a run-of-the-mill bug report.
Re: Arulco Revisited Mod[message #333739] Mon, 16 June 2014 13:07 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
demonbreather
As I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this.

You may have accidentally activated the mute function. Right-click on the merc's portrait at the bottom of the tactical map. That should bring up that merc's inventory and such. Over on the left, below the merc's portrait, is the mute switch for that merc.
Re: Arulco Revisited Mod[message #334279] Thu, 17 July 2014 01:08 Go to previous messageGo to previous message
dbonar

 
Messages:50
Registered:June 2006
I'm getting back into Arulco Revisited so I figured I'd try a new install.

Fresh install of JA2
Extracted SCI Revision 7337 to JA2 directory
Extracted AR 1.4 to JA2 directory
Extracted SDO_GameDir_r1894 to JA2 directory
Extracted AR+SDO Random Item maps to JA2 directory

I'm starting from the ini editor with
vfs_config.AR.ini- selected mod
JA2_6692.exe - selected executable
Data-AP\JA2_options.ini - selected INI

I get a black screen for a sec before it pops up a JA2 Fatal Error "could not initialize library [Data\Ambient.slf] in : profile [SLF libs], path [Data\Ambient.slf]

The only thing that seems odd about my installation is that there were very few things that want to overwrite in the whole process. I let windows extract things into my JA2 directory which is not under programs or other protected spots.
Previous Topic: Where to find Med kits ?
Goto Forum:
  


Current Time: Sat Aug 15 05:41:04 EEST 2020

Total time taken to generate the page: 0.01910 seconds