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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232242]
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Mon, 31 August 2009 21:42
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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Friendly FireAlso crashes with the jeep, once boarding it and another time when trying to dismiss it.
I had lots of troubles with mounting and dismounting vehicles a little while ago. What would happen for me was that the vehicle would somehow consider itself a squad member in a non-existing squad after I had made characters dismount the vehicle by giving them all a specific task at once rather than assigning them to a squad in order to dismount.
The vehicle, even though it believed it was part of the nonexisting squad, could not be moved on its own, but the game would instead crash when attempting to do so. Also, if I would attempt to make anyone mount the vehicle from the strategic map while the vehicle was in such a state, the game would crash.
The only surefire ways I found to prevent this, was to either from the strategic map make all mercs onboard a vehicle first make a new squad together before switching to their new tasks, or to make personel leave the vehicle one by one on the tactical map.
A vehicle that thought it was part of a squad even though it wasn't, could at the time be fixed by making a merc enter and exit the vehicle from the tactical map. I don't know if this helps you, but this stuff gave me a bit of a headache a while back.
I haven't encountered it all though in my recent games.
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232267]
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Tue, 01 September 2009 04:11
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Finished with those prefixes (both German and English versions). I don't know, if those prefixes will fit the description boxes, in that case I'll have to cut them down to acronyms.
Okay, let's see...
LBE items:
Vest
Belt
Leg Rig
Backpack
Combat Pack
Mod. Pouch
Mod. Rig
Face Items:
Gas Mask
Headset
Mis Items:
Attachment (yes, this was quite tedious )
Conversion Kit (includes barrels, upper receivers, rails, fixed optics...)
Drink
mod. (the taped attachments, that are either inseperable or used for further merges)
Sight (binoculars)
Syringe (Energy and Regen. Booster)
Upgrade Kit (armour conversion kits)
I hope these changes bring in some order into chaos.
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232300]
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Tue, 01 September 2009 16:35
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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hey smeagol, just started to take Palmas. the map of O9 is a little but unfortunately designed.
especially the junk heap on the northwestern edge, where you can position your mercs behind.
problem is, in 1024 resolution, you cannot see or select your mercs well at all because they
[Updated on: Tue, 01 September 2009 18:24] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232320]
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Tue, 01 September 2009 20:10
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I think I might get it done today. Maybe 2 or 3 hours, if nothing real life related interferes.
Edit:
It seems that somehow a bug has sneaked into the last changes I made. The game crashes when I try to view certain mercs inventories. I guess that some of the item names are too long. Now I just have to figure out, which ones. :/
Edit: okay, I narrowed the crash down to one merc and that mercs equipment. Makes looking for the error a bit easier... I think it has nothing to do with the item names, maybe it's something about the changed reliability of ammo. Damn I hate such things...
Edit 2:
I just can't find it. Dammit to hell! Guess I simply have a corrupted save game file. :/
Edit 3:
okay, I prepare the update package for V37. I'd recommend anyone who gets a ghost crash like I did to note which items were involved so that I can make further investigations. As said above, I really can't pinpoint the crash to the exact combination of items.
The equipment my imp used and that I suspect to cause the crash, include:
The Bushmaster 6.8mm Assault Rifle with HP ammunition and unknown attachments (couldn't look at attachments at the personal//inventory screen in the laptop)
Beretta 93R with AET ammo and unknown attachments
MP5A4 with Tracer ammo and unknown attachments (most probably including a sound suppressor)
So, if anyone notices something strange about these items, let me know.
Edit:
Uploaded V37.
The prefixes will work without a new start, Bobby Ray items, however will only be sorted alphabetical if you start a new game. Otherwise the update should run as usual.
Have fun.
[Updated on: Tue, 01 September 2009 22:27] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232422]
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Thu, 03 September 2009 00:06
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Just finished the Excel Table and uploaded it to the skydrive.
That table contains almost all important data on attachments (except size modification, well, stocks reduce size by one, suppressors increase size by one, that simple... and I obviously didn't include which attachments work together and on which guns you can attach them... that would be a bit too much work for my liking. The idea behind the table was to compare the items by stats).
The stats in the table are the stats of the items as they are at this moment. I think I will change//adjust some of the values. Ideas, suggestions and feedback welcome.
For example the newly added Burris SpeedDot's values in sight range are probably a bit too high. Maybe I either reduce the sight range bonus or reduce the AP bonus. At the moment, the only compatible scopes for the SpeedDot are the AN Night Vision Scope and the Burris AR (which originally should have a slightly different pic and should have been a 3x magnification scope, thus my second thoughts about the small scope and ACOG values. A 3x scope simply doesn't fit value-wise between those two :/ ).
I think there is quite some design space left for attachments. I'd like to add a couple more lasers, stocks (yes, this would include stuff like the Glock Tactical Stock for example), scopes and maybe even misc. items (like a factory made rod&spring or something like that...).
[Updated on: Thu, 03 September 2009 00:06] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232434]
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Thu, 03 September 2009 01:55
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I think I found the attachment that causes the crashes... somehow the Sight Mark reflex sight doesn't like some other attachment. I'll try to pin it down.
Edit:
Ah... scrap that, it seems it's rather the Flash Suppressor. *grmbl*
Okay, I'm on it...
Edit2:
In fact it seems, it's both of the items, or rather the "general to hit bonus". once a certain number is reached, the game seems to crash (well that's my guess at the moment. The combination of tactical flashlight, seight mark and flash supperssor works fine, once I add in an insight LAM and try to close the weapon screen, the game crashes).
I'll try to get some more experiments done.
Edit3:
Okay, once the general to hit modifier reaches +23, the game crashes when you close the weapon screen. this happens on different weapons. I'll try if this also happens, when I turn off the EDB.
Edit4:
Yes, still happens if EDB is turned off. Guess the game can't handle values bigger than +23 for general to hit.
Maybe someone could try if this happens on their game as well. You'll need to attach an insight lam, a sight mark reflex sight, a tactical flashlight and a flash suppressor.
Edit5:
The bug seems to be perfectly reproducable. And what is most astonishing, it happens as soon as you have 4 different attachments that affect "general to hit chance" if a laser is involved. For example, 4 items with only small bonus to CTH work prefectly, if you exchange one of those with an insight-lam => CTD. Even does so, if one of the items is a retractable stock, which lowers CTH.
Very strange... next I'll try if the same happens, if I reduce CTH to 0 for the flash suppressor.
[Updated on: Thu, 03 September 2009 02:22] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232437]
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Thu, 03 September 2009 02:31
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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This time it was even worse. I removed the CTH bonus on the flash suppressor, went on to start the game and attach all the stuff that caused the crash in the previous attempt. This time, as soon as I closed the weapon attachment screen, my computer without any forwarning did an automatic reboot. wtf?
Edit:
Damit... seems that the crash is not entirely dependent on the Flash suppressor, as I supposed. It also crashes with the combination of Sight Mark, Insight LAM, TAC Light and Small Scope.
I really need to find a pattern there...
As long as there are only 3 items attached everything seems to work fine (as far as I can tell now, it's pretty much indifferent which 3 items are attached, everything works fine), the 4th is the one that causes trouble.
Though certain 4 attachment combination work as usual (like AR suppressor, battle scope, lam&reflex sight combo and grip-light).
I think I'll try another exe, and see if the same happens...
[Updated on: Thu, 03 September 2009 02:40] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232443]
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Thu, 03 September 2009 04:19
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Hi, great mod! Im really enjoying my current game(1.13+WF+AIM+HAM =best JA2 ever)..but, weird bug :angry: :
My setup is:
- JA2 Gold
- 1.13 SVN build 3111
- Wildfire SVN build 3164
- Alpha Item Mod V37b_Item_Mod_for_WF20090902 with Mapupdate_20090826
- HAM 3.5: exe file, XMLs (HAM DynamicRestrictions, default 1.13 Facilities), APBPConstants.INI
- Wildfire default Ja2_Options.INI with added HAM 3.5 features and some of my minor changes, which shouldn't cause any probs)
- all without combo loader, installed one over another in the above order
- current savegame is from the same setup, although I started with AIM V36, then I updated to V37b
The bug:
I have an AK rig moded with a Revolver belt which works fine. But once I remove the belt with the set straps i get the revolver belt with a blue * (like an attachment on it).
If I right-click this belt -> CTD.
If I put it anywhere else from its position -> CTD
If I leave it alone, but try to save at this point -> CTD
If I delete the item (ctrl + click), then I get no crash, but if I save at this point -> CTD
If I delete the AK rig before removing the belt, everything seems to be OK, I can save without crashes.
(I can send the savegame if anyone wants)
No probs before this, and I've tried other LBE+belt combos and they all work fine. This Isn't a big deal (I won't die without this AK rig:) but it makes me wonder... Is there something wrong with my setup and will I get more bugs like this? Or is this a bug related to updating AIM from v36 to v37b, without starting a new game?
Btw, what's the most stable version of AIM so far?
Thanks in advance, and great work smeagol :super: and everybody else supporting JA2 :wave:
P.S. don't think I'm a JA2-noob based on my number of post (guess I just read more then reply/ask hehe)
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Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232456]
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Thu, 03 September 2009 10:21
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ghosti |
Messages:2
Registered:September 2009 Location: Finland |
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Actually, you don't need to rename them. In fact I think that the more descriptive prefixes would be much better.
You just need an exe with overflow checks on the popup string buffer. I made one for my personal build that appends "..." at the end of the attachment list if all of the attachment names don't fit.
I can compile a custom exe for your mod, though I'd prefer that this would be changed in the latest 1.13 build, it's not a big change.
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232461]
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Thu, 03 September 2009 14:18
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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goc_man
The bug:
I have an AK rig moded with a Revolver belt which works fine. But once I remove the belt with the set straps i get the revolver belt with a blue * (like an attachment on it).
If I right-click this belt -> CTD.
If I put it anywhere else from its position -> CTD
If I leave it alone, but try to save at this point -> CTD
If I delete the item (ctrl + click), then I get no crash, but if I save at this point -> CTD
If I delete the AK rig before removing the belt, everything seems to be OK, I can save without crashes.
Did you make sure to take all other items out of the vest before removing the belt from the vest? I think I had this bug before, but it only happened once. Another possibility is, that the items somehow got a different LBE type. I'll take a look at that.
Edit: No, the items have the correct LBE type, that seems to be fine.
I'd say, that the [color:#3333FF]*[/color] indicates, that the game puts the items that are in the pockets as an attachment on the revolver belt. And the game can't handle that. Try to seperate the two items when all stuff is removed from the vest. I think this should work.
[Updated on: Thu, 03 September 2009 14:33] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232474]
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Thu, 03 September 2009 17:45
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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smeagol
Did you make sure to take all other items out of the vest before removing the belt from the vest? I think I had this bug before, but it only happened once. Another possibility is, that the items somehow got a different LBE type. I'll take a look at that.
Edit: No, the items have the correct LBE type, that seems to be fine.
I'd say, that the [color:#3333FF]*[/color] indicates, that the game puts the items that are in the pockets as an attachment on the revolver belt. And the game can't handle that. Try to seperate the two items when all stuff is removed from the vest. I think this should work.
There are no items in the vest, and the problem persists. I tried puting items in and out, then removing the belt, whatever I do the same crash happens.
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Sergeant
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