Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327525] Sun, 03 November 2013 01:34 Go to previous messageGo to next message
pheloncab

 
Messages:282
Registered:August 2004
Location: So. Cal. or texas
Thanks for all the hard work and dealing with tedious item issues.

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327663] Wed, 06 November 2013 06:57 Go to previous messageGo to next message
bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
I'm playing with the July release of AFS (Last stable one I believe) and wow, this is really hard. I have the classic Igor/Ivan/Gunty team up along with 2 IMP mercs and I'm hitting roadblocks barely out of Omerta and it's only at Experienced.

Enemies seem to score hits more often than I do, which is significant since my mercs are scantily armored at this point in the game. The best I have to work with is some 9mm SMGs which are really good at missing.

Curiously, auto-resolve works amazing and barely scratches my mercs...
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327872] Sun, 10 November 2013 20:06 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

helmet camo cover mark_2 cause problems:after my sector inventory reach some items limit[over 1400 items in total] if this item are on helmet is already unable pick from sector inventory,sector invetory table witch helmets is blacked ... items are not in sector[checket b13 in all places] ...
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328264] Sun, 17 November 2013 17:23 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
wolf00
helmet camo cover mark_2 cause problems:after my sector inventory reach some items limit[over 1400 items in total] if this item are on helmet is already unable pick from sector inventory,sector invetory table witch helmets is blacked ... items are not in sector[checket b13 in all places] ...
Can you replicate this one with stock v1.13? I don't think a bug that occurs with one attachment (common to this mod and v1.13) when you push the game to 1400 items in one sector is something that is due to mod data... not that I haven't said this before and been proven wrong.


bouchacha
I'm playing with the July release of AFS (Last stable one I believe) and wow, this is really hard. I have the classic Igor/Ivan/Gunty team up along with 2 IMP mercs and I'm hitting roadblocks barely out of Omerta and it's only at Experienced.

Enemies seem to score hits more often than I do, which is significant since my mercs are scantily armored at this point in the game. The best I have to work with is some 9mm SMGs which are really good at missing.

Curiously, auto-resolve works amazing and barely scratches my mercs...

Old-Chance-to-Hit (OCTH) or New-Chance-to-Hit (NCTH)? If you stick to OCTH habits under NCTH you will be hit more often... for example headshots are much more difficult to pull off to the point where even snipers should avoid taking them unless things are absolutely perfect, and hitting the target is not essential at that moment. Additionally I've usedChrisL's OCTH modifications to neuter the headshot game under OCTH.

I think auto-resolve still uses the old formula so may not reflect how NCTH works, or for that matter ChrisL's optional OCTH modifications (I think I'm the only one who uses them by default).


EDIT: I'm guessing nobody has any feedback/objections to AFS's new "LBE Pack-Biner"/Carabiner implementation (modular LBE attachment for most LBE)?

[Updated on: Sun, 17 November 2013 17:38] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328266] Sun, 17 November 2013 18:40 Go to previous messageGo to next message
jasmith

 
Messages:32
Registered:January 2013
Location: US
The carabiners work well. I can't speak to the map items and commando armor revamp; I didn't notice any problems, but I didn't get too far along.

I only noticed two bugs, and only one of them is new. The M-LBE Pack System Backpack has four slots for large modular pouches but only two actual open pockets. Not a real problem, but the MOLLE system is so complicated that it's hard to tell if something was the result of a typo or a glitch in the whole system. :confused:

Second, and not really news, is the way that transforming a variable-power scope still dumps everything out of the backpack in turn-based. (Pre-posting edit: Strohmann compiled a list of complaints about this bug while I was typing, so may as well avoid splitting any conversation.)

Other than that, some of the things in my previous comment still stand. It would be nice if the documentation included the purpose and intent of each pocket (not M-LBE pouches, but things like the General Misc, limits of the Combat Pack Gun Sling vs other sling slots, etc) so that people don't have to order a huge pile of stuff from BR and check item by item what fits where.

Oh, speaking of which. The M-LBE battle rifle pocket (not the non-MLBE one, though) takes four 7.62x51mm 20-round mags like you'd expect. And four 5.56x45mm 30-round mags, which I sure didn't. It seems like the item descriptions and capacities are wonky across the board. Some items say they're two double-stack mag pockets and take two mags (traditional capacity for a single inventory slot, but half of what they say), some do the opposite.

It would be nice to rationalize all of the ammo pockets (both in the PocketTypes.xml and the items) so that they hold as much ammo as they say they should and appear to. So the current base ammo M-LBE pouches should describe as either two double-stack pouches (and hold four mags of the right size) or as single-stacks (and hold two mags, which is the case for non-LBE mag pouches). Or even edit all of the pictures to only show one pouch and call it one double-stack pouch (which is actually how you would buy them).

I can understand wanting to keep the M-LBE more restrictive than the basic version, but there are so many pockets available now that there doesn't seem to be much reason to double up (and increase the chance of similar-looking pockets holding different amounts of ammo). Making all ammo pockets ammo-restricted and just have one for each size would also cut out a lot of entries in the related XMLs. With the way sizes work in this mod I can't actually think of the last time I saw something other than ammo worth putting in a mag pouch anyway (pretty much everything loses out to the almighty Small General).

Anyway, that's it for now. Glad to see work being done on randomization and map-adjusting (all across the Pit) in time for the new stable release next year. More immediately, any news on when a full-scale documented 4.48 will be out? Thanks!
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328269] Sun, 17 November 2013 19:14 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
John A Smith
Other than that, some of the things in my previous comment still stand. It would be nice if the documentation included the purpose and intent of each pocket (not M-LBE pouches, but things like the General Misc, limits of the Combat Pack Gun Sling vs other sling slots, etc) so that people don't have to order a huge pile of stuff from BR and check item by item what fits where.


Yes, in adding the new M-LBE items I did run into some duplication. I've started a new discussion here to perhaps get rid of some of the duplication and fix some outstanding bugs in the scheme Here.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328431] Fri, 22 November 2013 00:23 Go to previous messageGo to next message
bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
wil473

bouchacha
I'm playing with the July release of AFS (Last stable one I believe) and wow, this is really hard. I have the classic Igor/Ivan/Gunty team up along with 2 IMP mercs and I'm hitting roadblocks barely out of Omerta and it's only at Experienced.

Enemies seem to score hits more often than I do, which is significant since my mercs are scantily armored at this point in the game. The best I have to work with is some 9mm SMGs which are really good at missing.

Curiously, auto-resolve works amazing and barely scratches my mercs...

Old-Chance-to-Hit (OCTH) or New-Chance-to-Hit (NCTH)? If you stick to OCTH habits under NCTH you will be hit more often... for example headshots are much more difficult to pull off to the point where even snipers should avoid taking them unless things are absolutely perfect, and hitting the target is not essential at that moment. Additionally I've usedChrisL's OCTH modifications to neuter the headshot game under OCTH.

I think auto-resolve still uses the old formula so may not reflect how NCTH works, or for that matter ChrisL's optional OCTH modifications (I think I'm the only one who uses them by default).


This was indeed with NCTH and I was strictly aiming for chest shots from very advantaged positions. However, there's little you can do with pistols. I've pushed through and took Drassen and ordered some AKs from BR and it's much more doable now. I suppose my complaint had more to do with how so many merc kits include nothing more than pistols. It seems absurd to think a band of mercenaries would try to liberate a country armed with nothing but cheap pistols.

Fighting with pistols is more annoying than anything. It greatly reduces tactical choice since pistols are so single-purpose. My suggestion is to change all the kits into something like this:
Kit 1: Barebones + pistol
Kit 2: SMG
Kit 3: Rifle/SN Rifle/AS Rifle
etc
The level of quality would be commensurate with the relative cost of the merc, so Gus would have the coolest most expensive stuff available, but even cheap mercs will have access to some range. Realistically speaking, I can get a mosin-nagant or an SKS in the United States for far cheaper than a good pistol. My mercs should have the same option.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328698] Fri, 29 November 2013 19:52 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
started new game.

in drassen mine sector in combat mode after finishing turn - screen goes black and game stops working.
here is save file.
v 4.48 rc3
http://rghost.ru/50530344
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328924] Thu, 12 December 2013 17:05 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
bouchacha
Fighting with pistols is more annoying than anything. It greatly reduces tactical choice since pistols are so single-purpose. My suggestion is to change all the kits into something like this:
Kit 1: Barebones + pistol
Kit 2: SMG
Kit 3: Rifle/SN Rifle/AS Rifle
etc
The level of quality would be commensurate with the relative cost of the merc, so Gus would have the coolest most expensive stuff available, but even cheap mercs will have access to some range. Realistically speaking, I can get a mosin-nagant or an SKS in the United States for far cheaper than a good pistol. My mercs should have the same option.


In general kits are:

1. low-power pistols - notwithstanding balance concerns about the .22LR implementation in my mods
2. Dedrianna Live!-1.13 kit
3. SMG
4. rifles/SBR's/better shotguns
5. LBE

Now some of the mercs have shotguns substituting for pistols and SMG's. Additionally, I don't want starting gear to be too exploitable for high end gear that BR's won't sell until mid-late game.

Also I was lazy with some of the DG mercs and simply used what v1.13 was using at the time they were added. Five kits across scores of mercs adds up.


E1vS, the server your save game is uploaded on isn't working this morning.


AFS is going to have a RC4, been messing around with Buddy Items for certain things that go boom:
- Fire/Napalm now has light and smoke effects
- explosive ammo now has fragmentation (exploding ammo could not have fragments, but the buddy item of the called for explosion can it seems, that or something has changed since the initial fragmentation implementation)


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328927] Thu, 12 December 2013 19:06 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
wil473



E1vS, the server your save game is uploaded on isn't working this morning.




it should work right now, please check it again
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328930] Thu, 12 December 2013 21:04 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
E1vS, I used the cheat codes to see what was happening when the lockup occurs - something about Private Fernando moving into view causes the game to lockup. Also noticed that one of the enemies dropped a NADA.

Above save game was run under SCI_Unstable_Revision_6688_on_GameDir_1890 with AFS v4.48 RC4.

Not that it will help the save game, but here is: AFS v4.48 RC4 20131212

EDIT: If upgrading from earlier version of AFS, please delete the Data-Graphics and Data-AFS folders before installing.

[Updated on: Thu, 12 December 2013 21:06] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328931] Thu, 12 December 2013 22:08 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
wil473
E1vS, I used the cheat codes to see what was happening when the lockup occurs - something about Private Fernando moving into view causes the game to lockup. Also noticed that one of the enemies dropped a NADA.

Above save game was run under SCI_Unstable_Revision_6688_on_GameDir_1890 with AFS v4.48 RC4.

Not that it will help the save game, but here is: AFS v4.48 RC4 20131212

EDIT: If upgrading from earlier version of AFS, please delete the Data-Graphics and Data-AFS folders before installing.



thanks, I will try it.

could you please add installation manual as well? because i was overwriting new over old version and did not delete any files. Any other files needed to cleaning up?
could please advise how to troubleshoot problems like this? which log file to look for?

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328937] Thu, 12 December 2013 23:32 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Why don't you make a clean install to be sure?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328939] Thu, 12 December 2013 23:54 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Gambigobilla
Why don't you make a clean install to be sure?


unfortunately it will not be as fast as svn update, and it rc anyway.
few afs revision I pasted sci and afs mod over previous versions and it worked fine.
clean installation will take much time on my netbook
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328989] Sun, 15 December 2013 06:50 Go to previous messageGo to next message
jasmith

 
Messages:32
Registered:January 2013
Location: US
Hey Wil, a few comments on RC4. I did a clean install tonight, and the XML editor has taken to eating the image for the Radio Set. I didn't see it in the picture lists, so something may have happened when working with the images that deleted the 1.13 radio image.

While I was looking through the images, I noticed a lot of overlap in item pictures between the recently added M-LBE items from 1.13 and your mods, so you might be able to save some file space by clearing out overlap in images in addition to cleaning up redundant items. (By the way, thanks for the pocket descriptions in the other thread. Any progress on a revised pockets scheme since you made it, or is that a forum for ideas and suggestions?)

I also saw some new item images (goggles, visors, MICH helmet) and a couple from base 1.13 that aren't in use. The new stuff should make interesting distinctions for headgear (tunnel vision, protection level and coverage), and things like the new (well, I hadn't seen it) sling in P2 could be used to represent straps attached to LBE.

(Oh, and a side idea. I noticed that in RC3 radio had some pockets, and doesn't anymore. I know the initial idea was to make the player sacrifice storage for the radio, but how about adding limited storage for spare batteries, water, etc, so that radiomen aren't totally dependent on others to carry basic supplies? Or did I just describe the exact purpose of the Go Bag? Razz )

I also noticed when merging some personal INI changes with the new install that you haven't updated the AFS copy of Ja2options with new entries from 1.13 in a while. I assume you would merge in all of those files with the full 4.48 release, but it caught my attention.

I tested the buddy system briefly (okay, I launched some grenades and then blew up a clip of incendiary rockets in my inventory when even WP Rifle Grenades didn't do anything exciting) and the quad napalm rockets left smoke behind. I didn't have time to check for light emission or direct-fire explosive ammo, but at least some aspect of the new system works. I'll try to get in some more testing in the morning. Have there been any unmentioned changes in all of these release candidates you want somebody to check out or poke with a stick for testing purposes?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329000] Sun, 15 December 2013 14:59 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
John A Smith
Hey Wil, a few comments on RC4. I did a clean install tonight, and the XML editor has taken to eating the image for the Radio Set. I didn't see it in the picture lists, so something may have happened when working with the images that deleted the 1.13 radio image.


I'll check, I may not have updated the "original" graphic libraries in Data-Graphics (of the folder I use to package the RC's).


John A Smith
While I was looking through the images, I noticed a lot of overlap in item pictures between the recently added M-LBE items from 1.13 and your mods, so you might be able to save some file space by clearing out overlap in images in addition to cleaning up redundant items. (By the way, thanks for the pocket descriptions in the other thread. Any progress on a revised pockets scheme since you made it, or is that a forum for ideas and suggestions?)


Yes there is, but if I remove graphics it may cause problems for anyone who doesn't do a clean install. Additionally v1.13 may use a different graphic in future, or the entire system may go in a different direction.


John A Smith
I also saw some new item images (goggles, visors, MICH helmet) and a couple from base 1.13 that aren't in use. The new stuff should make interesting distinctions for headgear (tunnel vision, protection level and coverage), and things like the new (well, I hadn't seen it) sling in P2 could be used to represent straps attached to LBE.


I imported a few helmet items from IoV/DBB/CosPlay mod back when there were ambitious plans for helmets. Some game mechanics have curtailed this - face items cannot act as armour, and helmet armour cannot disallow face items.


John A Smith
(Oh, and a side idea. I noticed that in RC3 radio had some pockets, and doesn't anymore. I know the initial idea was to make the player sacrifice storage for the radio, but how about adding limited storage for spare batteries, water, etc, so that radiomen aren't totally dependent on others to carry basic supplies? Or did I just describe the exact purpose of the Go Bag? Razz )


That was a mistake, I forgot to remove the pockets from the LBE I copied to produce the basic Radio item. Fixed in RC4.


John A Smith
I also noticed when merging some personal INI changes with the new install that you haven't updated the AFS copy of Ja2options with new entries from 1.13 in a while. I assume you would merge in all of those files with the full 4.48 release, but it caught my attention.


Yeah, RC4 didn't include a cleanup of the INI's aside from anything that would have generated an error at game start (and hence show up in the error log).


John A Smith
I tested the buddy system briefly (okay, I launched some grenades and then blew up a clip of incendiary rockets in my inventory when even WP Rifle Grenades didn't do anything exciting) and the quad napalm rockets left smoke behind. I didn't have time to check for light emission or direct-fire explosive ammo, but at least some aspect of the new system works. I'll try to get in some more testing in the morning. Have there been any unmentioned changes in all of these release candidates you want somebody to check out or poke with a stick for testing purposes?


Forgot to do something about WP, working on it now:
- smaller fire effect on core
- news fragments will use the acidic property and blinding flag
- (damaging) smoke buddy effect


Aside from the buddy effects, thermobaric weapons now have the indoor modifier set. Not quite sure if I'm using it right though.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329003] Sun, 15 December 2013 15:17 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Wil,

installing rc4 unfortunately did not help
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329014] Sun, 15 December 2013 18:49 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
E1vS
Wil,

installing rc4 unfortunately did not help


No, I didn't say that RC4 helped - I replicated your crash with RC4. Something about one specific enemy causes the game to crash. That said, I'm going to see if I can figure out what is in his inventory later today.


AFS RC5 - Now with "Willie Pete" effects
- SCI_Unstable_Revision_6690_on_GameDir_1891
- some missing graphics and INI options fixed
- on looking at the again, it looks like a multiplier so I've redone the thermobaric weapons with much smaller numbers, for example: 1.25 instead of 25 (with the intention of 125% damage when indoors).
- again please delete Data-AFS and Data-Graphics as old versions may conflict, you may also delete UserProfile_JA2AFS from the Profiles folder but a new game is not strictly needed.

Additionally, I saw some odd behaviour of the MasterKey, it didn't want to reload new ammo. It took the FRAG-12 shells I was testing, and ejected 3/4 rounds of slug in it before, but kept firing slug until I unattached the MasterKey and reloaded it as a standalone weapon. I'm going to see if this can be replicated in stock SCI_Unstable_Revision_6690_on_GameDir_1891

EDIT: @E1vS - used cheat codes to beat up the problem enemy and check inventory for anything bugged.
- the enemy responsible for the crash was running around with a box cutter while your mercs were on the roof.
- additionally he had an unloaded Micro Desert Eagle, one two magazines of .380 ACP, and a wool cap

Now the question is why did he have an empty gun, but the correct ammo. Did he finish off a magazine in a firefight with your mercs before the save game? Or is something about the Micro Desert Eagle in-game bugged?

EDIT2: I quickly killed all enemies except for the crash trigger, he moved differently but eventually caused the same crash. Grunty by this point was on the ground with this enemy, who had moved behind some rocks. Will be checking the gun and ammo now.

EDIT3: it is not the Micro Desert Eagle, took it away along with its ammo and the game still crashed, possibly when he was about to recover and try something with the box cutter. Take away both weapons, Fernando gets up and grabs a weapon from the ground and the game continues without crashing.

EDIT4: I think I fixed it, the Box Cutter / 1314 needs the following changes:

comment out -1 in Items.XML
add 1 to Weapons.XML

[Updated on: Sun, 15 December 2013 20:24] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329016] Sun, 15 December 2013 20:35 Go to previous messageGo to next message
jasmith

 
Messages:32
Registered:January 2013
Location: US
Some severe weirdness with RC5. WP rifle grenade works, but clicking to reload after firing appear to dump the magazine from the rifle into inventory and replace it with Glaser ammo (when using a HK416 14") instead of loading the next rifle grenade. This might be connected to the Masterkey reloading issues you were having.

Detonating an M74 pack in inventory results in a small non-damaging detonation, a pause, and then a deadly smoke cloud. No fire, but that may be intended. Lighting also seemed to work.

Also, I've got a small list of item problems. The SMG Leg Rig doesn't have a BR name. The Bomb Pouch is listed as not for sale in BR. The Radio Set still has a Warhammer 40k BR description (base 1.13 issue, I think). And the AA-12 shotgun is still colored oddly. But those are just minor cleanup issues.

Edit: Also, is the ALICE backpack meant to be unbuyable?

[Updated on: Sun, 15 December 2013 20:51] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329022] Mon, 16 December 2013 00:59 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
John A Smith
Some severe weirdness with RC5. WP rifle grenade works, but clicking to reload after firing appear to dump the magazine from the rifle into inventory and replace it with Glaser ammo (when using a HK416 14") instead of loading the next rifle grenade. This might be connected to the Masterkey reloading issues you were having.
Just to clarify, you were reloading 5.56 or another rifle grenade? And since the WP fragments is based on a new "green" colour in-game ammo, did you eject the magazine to confirm it was glaser? No actual magazine items exist using the new ammotype, but it is possible the game may have mixed data from the fragments with the gun's information.

John A Smith
Detonating an M74 pack in inventory results in a small non-damaging detonation, a pause, and then a deadly smoke cloud. No fire, but that may be intended. Lighting also seemed to work.
It sounds like actually firing it does work correctly but this may be something related to the new feature. Does the RPO-M round do the same thing (one is a copy of the other with minor changes, aside from 4 shots)? Have you tried detonating other multi-shot grenade rounds (20mm is the one that comes to mind)?

John A Smith
Also, I've got a small list of item problems. The SMG Leg Rig doesn't have a BR name. The Bomb Pouch is listed as not for sale in BR.
all fixed

John A Smith
The Radio Set still has a Warhammer 40k BR description (base 1.13 issue, I think).
I'll fix it when it is fixed in v1.13 (and someone mentions it).

John A Smith
And the AA-12 shotgun is still colored oddly.

That's the one I imported from IoV/DBB/Cosplay, is there a better one now available?

John A Smith
Edit: Also, is the ALICE backpack meant to be unbuyable?
Fixed


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329023] Mon, 16 December 2013 01:25 Go to previous messageGo to next message
jasmith

 
Messages:32
Registered:January 2013
Location: US
Sorry about being vague. I've been doing some testing in real-time, and it's not just the WP grenade. If I fire a rifle grenade, I get the reload cursor. If I let the grenade land and the detonation resolve, the reload cursor goes away and everything is like you would expect, one round used and no rifle grenade loaded.

If I click to reload before the detonation resolves, though, things get strange. No rifle grenade gets loaded. I tried this with a 30-round mag in the rifle and no ammo in my inventory, and, on successive tests, got: A replenished mag in the rifle (no round used to fire the grenade) and a full one (both AP/FMJ ammo) in inventory; one round used from the AP/FMJ mag in the rifle and a full HP ammo mag in inventory; and then, right after the above result, I got the rifle showing a green ammo-type icon, but it spit out a HP mag. This was with AT and AP rifle grenades. Sometimes grenades in inventory would suffer status degradation in 10% jumps (100%, 70%, maybe varying with how many times I clicked to try and reload), like the rifle was trying to use the individual grenades as a magazine instead of a round.

Last time I posted I had indeed gotten glaser, so something odd is going on here. It might be the system trying to give me free ammo (per the underbarrel weapon bug that has returned) but giving me rifle ammo instead of grenades. I'll check to see if this problem only crops up when trying to reload mid-attack like that in real-time.

This is all on a clean RC5 install over 6690/1891.

As for the rocket launchers, I think everything is working correctly, just showing up oddly because I tested in real-time and had the chance to move slightly before the buddy items triggered. I'll cheat my way to a launcher and double check that in combat, though, along with some 20mm direct-fire rounds. I just wanted to see if flames should be visible along with smoke and light.

I don't know about the AA-12, and the radio pack I hadn't realized (I don't use base 1.13 much these days). I'll go check that in the base xmls and mention it to Flugente in that thread. Thanks for clearing up those other points.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329029] Mon, 16 December 2013 08:32 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

wil473:afs 4.48_rc5 look nice for me,only one thing:this relase have an obsolete readme file from afs 4.47... please can you fix it ?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329030] Mon, 16 December 2013 10:40 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
wil473

No, I didn't say that RC4 helped - I replicated your crash with RC4. Something about one specific enemy causes the game to crash. That said, I'm going to see if I can figure out what is in his inventory later today.


EDIT: @E1vS - used cheat codes to beat up the problem enemy and check inventory for anything bugged.
- the enemy responsible for the crash was running around with a box cutter while your mercs were on the roof.
- additionally he had an unloaded Micro Desert Eagle, one two magazines of .380 ACP, and a wool cap

Now the question is why did he have an empty gun, but the correct ammo. Did he finish off a magazine in a firefight with your mercs before the save game? Or is something about the Micro Desert Eagle in-game bugged?

EDIT2: I quickly killed all enemies except for the crash trigger, he moved differently but eventually caused the same crash. Grunty by this point was on the ground with this enemy, who had moved behind some rocks. Will be checking the gun and ammo now.

EDIT3: it is not the Micro Desert Eagle, took it away along with its ammo and the game still crashed, possibly when he was about to recover and try something with the box cutter. Take away both weapons, Fernando gets up and grabs a weapon from the ground and the game continues without crashing.

EDIT4: I think I fixed it, the Box Cutter / 1314 needs the following changes:

comment out -1 in Items.XML
add 1 to Weapons.XML


Thank you Wil! I will try it
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329039] Mon, 16 December 2013 13:14 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
wolf00
wil473:afs 4.48_rc5 look nice for me,only one thing:this relase have an obsolete readme file from afs 4.47... please can you fix it ?

This is a Release Candidate meant to test 4.48 stuff. The finished v4.48, with proper documentation, will be out when all three mods are ready. Also I am wanting to clean up the web documentation first.

[Updated on: Mon, 16 December 2013 13:15] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329047] Tue, 17 December 2013 12:37 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
thanks Wil, changing Box Cutter stats did help
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329072] Wed, 18 December 2013 21:38 Go to previous messageGo to next message
grodrigues

 
Messages:27
Registered:June 2010
I have noticed that several AR's do not have scope attachment slots: among these Famas F1 and F2, M14 and SIG SG540 and SG542 (there may well be more). Is this normal? The latter two cannot mount SIG SG handguard and wasn't there a SIG SG optics available? It does not appear in BR (tested with awesome 10 and quantity 10).
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329111] Fri, 20 December 2013 10:31 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
Reinstalled JA2 Gold and updated to AFS since i love this mod so much, but...

UCI 6692 isnt letting me run AFS, downloading 6690...

For reference, i'm unable to start any of the AFS vfs_config mods, I just get a "Jagged Alliance 2 Gold has stopped working"

Edit 1: Nope, 6690 doesnt work either.
Edit 2: Had to create UserProfile_JA2AFS in profile folder. Got many errors on start, though it seems to be improperly defined stuff that defaults to a certain value:
Toggle Spoiler

Edit 3: Disregard the spoilered text, had the wrong Options.ini file up. Apologies for the misfire. Make sure to change that whenever you open up the INI editor!!

[Updated on: Fri, 20 December 2013 10:54] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329131] Sat, 21 December 2013 03:25 Go to previous messageGo to next message
teapot156

 
Messages:13
Registered:October 2012
what are willie pete effects?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329132] Sat, 21 December 2013 04:24 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
Willie Pete is military jargon for White Phosphorous, a chemical compound that burns hot enough to burn skin when exposed to oxygen. IRL it was 'banned' for most countries via treaties for being 'inhumane'.

Non-anti-personnel use includes starting fires and creating smokescreens; WP is pretty good for that.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329133] Sat, 21 December 2013 04:47 Go to previous messageGo to next message
teapot156

 
Messages:13
Registered:October 2012
Got another question, i got the ini editor open and theres two options. One is vfs_config.AFS-v1.13ini and the other is just vfs_config.AFS.ini

which one should I have selected?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329136] Sat, 21 December 2013 13:26 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Teapot
Got another question, i got the ini editor open and theres two options. One is vfs_config.AFS-v1.13ini and the other is just vfs_config.AFS.ini

which one should I have selected?


what is a version of the mod you are using?

try 4.48 version, there are more vfs to choose from.

wil473

E1vS
Which VFS config I should select in INI editor?
I wonder what are the differences between AFS ini files - Europe, USA, Tac Rails

This is up to you. Each VFS limits Dedrianna's forces to a certain theme for most of her weapons. I personally use the USA one purely because one of Ira's lines indicates the US has been backing Dedrianna...
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329236] Tue, 24 December 2013 09:37 Go to previous messageGo to next message
teapot156

 
Messages:13
Registered:October 2012
Thanks i chose afs 1.13 and everything is fine. One last question, if im in the middle of a game and i decide to change it so the queen has unlimited forces using the editor do i need to make a new game or will it take affect?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329295] Fri, 27 December 2013 00:46 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
Attempting to create a character with a AR upper (example: .300 BLK Carbine Upper) causes the game to crash upon attempting to look at inventory. Is this a known bug? I had this same issue several months ago but never mentioned it since it seemed like such an obvious thing.

For reference, I was wanting to spawn an IMP with a CAR22A3 and then have several other upper receivers + ammo to switch to.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329330] Sat, 28 December 2013 15:16 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
M16AMachinegun
Attempting to create a character with a AR upper (example: .300 BLK Carbine Upper) causes the game to crash upon attempting to look at inventory. Is this a known bug? I had this same issue several months ago but never mentioned it since it seemed like such an obvious thing.

For reference, I was wanting to spawn an IMP with a CAR22A3 and then have several other upper receivers + ammo to switch to.


Upper receivers are set with a "dummy" calibre with 0 size magazines. These "dummy" calibres have 0 size magazine items, to prevent another crash situation, but the game may have issues spawning these during IMP generation. Additionally, as a fake calibre is used, there is no way to link uppers with the "real" calibre magazines you are wanting to supply via IMP creation.

To accomplish what you are wanting, a misc item that item transforms into the upper and real magazines would need to be created. A lot of work for something others may find of questionable utility and/or balance.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329342] Sat, 28 December 2013 18:45 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
wil473
Upper receivers are set with a "dummy" calibre with 0 size magazines. These "dummy" calibres have 0 size magazine items, to prevent another crash situation, but the game may have issues spawning these during IMP generation. Additionally, as a fake calibre is used, there is no way to link uppers with the "real" calibre magazines you are wanting to supply via IMP creation.

To accomplish what you are wanting, a misc item that item transforms into the upper and real magazines would need to be created. A lot of work for something others may find of questionable utility and/or balance.


I bet what it's doing is that it's trying to spawn ammo in the dummy caliber, kinda like how it spawns a mag or two extra for whatever gun(s) IMPs start out with.

Spawning with the completed item in question isn't an issue at all, but it's disappointing.

Possibly related: Why don't I see more upper receivers in Bobby Ray's? Does ordering certain ones crash the game?

[Updated on: Sat, 28 December 2013 18:45] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329372] Mon, 30 December 2013 00:06 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

i have created 8th imp[voice number five] but but this imp is silent one,no speech in action just subtiles[sbu is on in menu] afs rc5 on 1891[data] 6690[exe]
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329405] Tue, 31 December 2013 15:14 Go to previous messageGo to next message
Parkan

 
Messages:451
Registered:April 2010
Location: Russia,Sevastopol

wolf00
i have created 8th imp[voice number five] but but this imp is silent one,no speech in action just subtiles[sbu is on in menu] afs rc5 on 1891[data] 6690[exe]


Wil473 forgot to update afs\tabledata\sound\soundprofiles.xml

Just copy from data-1.13 this file and overwrite in AFS folder
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329407] Tue, 31 December 2013 17:31 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Parkan
wolf00
i have created 8th imp[voice number five] but but this imp is silent one,no speech in action just subtiles[sbu is on in menu] afs rc5 on 1891[data] 6690[exe]


Wil473 forgot to update afs\tabledata\sound\soundprofiles.xml

Just copy from data-1.13 this file and overwrite in AFS folder


Actually could someone please tell me which ID needs to be updated for 8th IMP? I'm working on UC-1.13 right now so I might as well fix that for its initial RC release...


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329420] Wed, 01 January 2014 02:09 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

ok done fixed,thank you parkan
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329461] Thu, 02 January 2014 06:58 Go to previous messageGo to previous message
Parkan

 
Messages:451
Registered:April 2010
Location: Russia,Sevastopol

wil473


Actually could someone please tell me which ID needs to be updated for 8th IMP? I'm working on UC-1.13 right now so I might as well fix that for its initial RC release...



New Imp Chars ID are 192,193,194.Those ID are empty in UC in all files(Mercprofiles.xml,soundprofiles.xml,etc).In AFS only soundprofiles.xml is not updated.

[Updated on: Thu, 02 January 2014 07:00] by Moderator

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