Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » New beta, known issues!
Re: New beta, know issues![message #163078]
|
Mon, 29 October 2007 23:20
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
it comes down to these values in items.xml
0
0
if you want all available guns at BR, set this value for all guns to
1
if you also want used versions set
1
then you use Bobby ray selection "awesome" in start screen
depending on what tool you use for editing items.xml, you can run a "search+replace" command for all guns.
Report message to a moderator
|
Sergeant Major
|
|
|
Re: New beta, know issues![message #163187]
|
Tue, 30 October 2007 22:28
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
Important note:
I get a lot of bug reports for beta22 specific bugs. It seems beta17 seems much more stable than Beta22. In either case, save regularly, save often and check your savegames for corruption. Especially beta22 corrupts your saves. Once enemy turns start taking much more time and enemies seem to be idle in some way, your save game is most probably corrupted by now.
always save before you enter a sector in tactical, as this savegame corruption seems to be happening during battles/ tactical
also save before loading sectors to be prepared for any later game map loading freezes.
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
|
|
Re: New beta, known issues![message #163509]
|
Sat, 03 November 2007 19:06
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
well, spoken with the commander might, on this occasion, mean "received a quest from the commander"
once you have received a quest from ilja, max will start his replies with "so, the commander has sent you on a mission" something like that. As long as you don't get this particuliar line from Max, you haven't talked to Ilja in the right way
i admit, the wording is slightly misleading there. I already received similar bug reports about crappy english and such. So keep in mind, the dialogue wasn't written by Will Shakespeare in the end, and neither by an oscar-winning movie director.
There are however quite a bit of odd things in max' script, we'll try to clean this one up and make max' function in the mod more intuitive and hopefully, a bit more logical
Report message to a moderator
|
Sergeant Major
|
|
|
Re: New beta, known issues![message #163519]
|
Sat, 03 November 2007 20:51
|
|
cafin8d |
Messages:3
Registered:October 2007 |
|
|
Okay, I've got it. I do think there may be some script issues however. I had spoken to Ilja with my IMP, and he gave us 'authorization' and mentioned something briefly about shipments. But it wasn't until I spoke to him with Irina that I received the full quest. Maybe that's intended, but it had me stuck for a bit.
(And, by the way, there are some English oddities, but I've seen worse English from some native speakers(!) so don't worry too much about. As long as the story gets across, it's all good.)
Report message to a moderator
|
Civilian
|
|
|
|
Re: New beta, known issues![message #163537]
|
Sat, 03 November 2007 23:09
|
|
cafin8d |
Messages:3
Registered:October 2007 |
|
|
Giving the papers wasn't sufficient. Irina has the highest leadership, so that may be part of it, in addition to the extra trust element. I'm using her exclusively now, just to be safe.
Just took the B13 sector of Drassen/Machatschkala. Irina gave her overview dialog using Ira's WAV, although the text-pop-up was correct for Irina. Also, when you speak with the body guard, when he tells you the Boss is probably to the South, the WAV is interrupted before completing by an 'enemy in view' alert, even though there is no enemy. Finally, the generic town NPCs still talk about Waldo and refer to the town as Drassen. All minor issues, but I'm trying to be a thorough tester
Fun battle. I like the new airport map. Very challenging on expert. And unless I'm missing them, the severe shortage of Med Kits is making me cautious!
Enjoyed the new cut-scene with the General. It was much more menacing than the Elliot 'Idiot!' stuff.
Incidentally, I'm using b17 and haven't had a corruption save yet.
Report message to a moderator
|
Civilian
|
|
|
Re: New beta, known issues![message #163581]
|
Sun, 04 November 2007 14:40
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
it's good to have thorough testers. Reading my own replies sometimes insinuates that i'm not taking constructive critizism well enough. This has to do with a slightly blurred focus of mine. For example i had irinia's speech correctly on my machine so i mistakenly assumed, you and the other people who had reported this bug had an installaton issue, while the simple truth is that i forgot to add them to the archive ;-(
If you had somebody not so immediately/ directly involved in development itself taking these inputs and feedbacks, it might be better, but we don't have the necessary resources for such.
anyway, irinia's wrong d speeches, i've already a fix ready (just some missing files), the townsfolk people i'll have to get the right file first but it should not be a big deal either.
good you liked the cut scene. It's a new feature for me to change the cut scenes so i hope this works out well for the players.
the problem that bodyguard has in his script, he shares that with a number of other NPC's, it's due to some code change in some revision of 1.13 and i've already managed to adjust some of the scripts, but not all of those occurences. I'll see about Kamal, Dimitri and Bodyguard, but of course i'm reluctant to change otherwise "working" script for th is issue, so if i find a simple way of maintaining a working script without those annoying messages, then i'll do that, if not, those massages migth stay rather than breaking the script
in other instances, i purposefully added positive or negative comments about characters during interaction. But this "enemy in sight!" messages are really some sort of bug. I do appreciate it if you can list the npc's where this happens and, ideally, under what circumstances it happens.
thank you for your bug reports
Have fun playing ja2 RR!
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: New beta, known issues![message #163595]
|
Sun, 04 November 2007 18:28
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
1 and 2 are known issues and fixes are ready.
3 is tricky. There seems to be limited consistency in how the game orients vehicles in the maps. It is for the same reason that i can't use an entire train graphic.
can you specify in which maps mercs take damage from the heli cannons? i remember this bug but wouldn't know exactly where.
visual triggers can only placed on walls (see A10 for reference)
in a sector without walls, you're left with triggers to be activated by walking onto them
carmen sells you rare armour
bandanas and balaclavas give a very high camouflage bonus. I won't allow a high camo bonus on helmets with very thick layers of protection and tight fit, it would be unlogical
for the same logic, you can't ttach sneakers to spectra pants for additional stealth, i'd be absurd
raw oil can be sold at franz hinkle just like raw diamonds (i think)
they're just for scenery
no clue about the stuttering, i have this very rarely.
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
Re: New beta, known issues![message #163617]
|
Sun, 04 November 2007 22:17
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
yes. that's more acurate, thanks Felix
in fact, it is supposed to work twice, once in the sector where you first meet her (crate in her house) and later on, after you've reached more progress, she'll walk you to crates in the sector to the west and hand over some more armour there.
Report message to a moderator
|
Sergeant Major
|
|
|
Re: New beta, known issues![message #163621]
|
Sun, 04 November 2007 23:35
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
it isn't about confllicts between gloves and vests. It is the conflicts between the boni. Gloves may give some extra stealth if you wear just gloves. But if you wear a chunky, rattling vest, the bonus of the gloves would be rendered non-existent
the very same applies to the swat-helmet and balaclava's: if you have a balaclava giving huge bonuses to camo, what do you think would happen to your camo, if you put a huge, shiny blue helemt ontop of that balaclava?
both balaclava's and bandana's in RR can only be worn together with helmets of similar camo patterns, not with shiny blue, dark black or other helmets that would reduce the camo bonus of the balaclava to almost zero
what i would require is a negative camobonus for chunky pieces of armor. as long as there is no camo penalty available, i cannot allow exploits of all sorts by wearing camo together with chunky, fat armor.
I know how absurd it is. But similarly absurd and, which is even worse, exploitable, would it be to allow a bandana giving 35 percentage of camo if worn alone as well as giing 35 percent camo if worn under a large blue or black helmet
i did allow compromises on three instances: the helmets that share a similar patterns to the balaclava and the bandana can have these items attached and this combination gets a huge camo bonus.
any other helmets would almost nullify the bandana's effect and are therefore not allowed to attach one. I think i'll maintain it that way until we can have negative numbers and bonuses for camo.
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: New beta, known issues![message #163652]
|
Mon, 05 November 2007 09:33
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
no, it's unrealisticly low if you wear the balaclava alone and unrealisticly high if you wear a queen-elizabeth-ascot-horse-race-derby-memorial-bird-feather-hat ontop of it
two wrongs doen't make one right. After three explanations it still doesn't.
i'm pretty sure woodland camo can be maxed out quite easily. the other camo's are irrelevant anyway, as they're practicly uselss in most situations
but desert can still be maxed out quite well and for urban... well, i think i got this picture of an urban camo balaclava somewhere... i can add that one to max out Urban camo if i get to that.
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: New beta, known issues![message #163727]
|
Mon, 05 November 2007 17:40
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
the basic problem is probably still left unadressed.
it's the fact that things can block or remove/ restrict your camouflage, just as well as things can reduce your stealth (like wearing a ghetto-blaster on full volume over your shoulder) that is nowhere accounted for due to ja2's inheritage of maxing out the stats rather than having pro's and con's.
using ja2's limited number of (especially-high end) items and limited applications of camo (just paint it over all your clothes and skin) it was never a problem, but these hacks that we have now where camo can be given to clothing itself rather than to the merc regardless of clothing, this asks for a more sophisticated approach when it comes to camo.
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: New beta, known issues![message #163751]
|
Mon, 05 November 2007 22:25
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
thank you wolf00
i've seen in merges.xml that there's a lot of other wrong merges still there from vanilla... i still can't believe they made 3 versions of each of their kevlar vest variants.
thanks a lot for pointing this out!
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
Re: New beta, known issues![message #163808]
|
Tue, 06 November 2007 09:57
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
Thug has a quest to lead you to some area in the sector west of where you find him. After repeated talking to him, he should move away from his cell and go to the west, onto the road. If you talk again with him once he's threre, he'll move one sector west and "show you some stuff"
there are however slightly complicating elements to this quest so there might, in the player's experience, be a bit of randomness in it
the laser pointer/ laser sight thing is a mistake in incompatible attachments.xml i guess. i'll have a look.
BTW everybody: do the hotfix and the addition work? download, install, etc.?
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: New beta, known issues![message #163929]
|
Thu, 08 November 2007 00:51
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
the quest log refers to I5, not H5
yes, as mentioned earlier, you have to give wolfstein the proper authorisation form for this quest to work. From a logics point of view, a violent solution should be supported as well, at this time it doesn't work yet.
i reuploaded hotfix1 with a new f15 map that has the claim deed placed once again... i have no idea how some players ended up with an empty crate in f15, as this quest has been tested and run on extremely old f15 maps.
of course if you're sure your map is fixed you can also use the old script for dante.
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
|
|
Re: New beta, known issues![message #164167]
|
Sat, 10 November 2007 15:36
|
|
yalazy |
Messages:2
Registered:March 2007 Location: Sweden |
|
|
Hi,
I'm playing RR and enjoying myself immensely. I have various problems though, the worst is that the game crashes almost every time I'm training militia. This seems to be connected with enemy attacks, as the crash sometimes occur the moment they attack. I haven't played 1.13 before, so I'm not sure if this is a 1.13 bug or specific to RR. Does anyone know why this happens and is it possible to avoid (change settings etc)?
I did download and install hotfixes.
Report message to a moderator
|
Civilian
|
|
|
Re: New beta, known issues![message #164192]
|
Sat, 10 November 2007 20:50
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
at least i don't know how ;-(
i always have this when i play 1.13 down to a certain progess, or load a sector with many characters (mercs, enemies, civs) and it is also in ja2 RR
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: New beta, known issues![message #164194]
|
Sat, 10 November 2007 21:17
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
me, i don't plan anything like that. if somebody else wants to try to merge the xml's... i don't know.
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
|
Re: New beta, known issues![message #164222]
|
Sun, 11 November 2007 00:15
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
ahh, i forgot to mention, those xml files posted in the other section are *supposedly* editor-compatible.
i guess one has to add some placeholder images and other crap so the piece of editor will be able to load them.
Report message to a moderator
|
Sergeant Major
|
|
|
Goto Forum:
Current Time: Thu Apr 18 03:13:36 GMT+3 2024
Total time taken to generate the page: 0.02297 seconds
|