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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232318] Tue, 01 September 2009 20:06 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
So when can we expect the update (non SVN) with the prefixes?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232320] Tue, 01 September 2009 20:10 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
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. Smile


[Updated on: Tue, 01 September 2009 22:27] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232334] Tue, 01 September 2009 23:34 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Damn. Laser Range ain't cumulative? Guess I have to take away that +2 laser range bonus I gave to the flashlights then... didn't make any sense anyways.

I'll upload another updated later on with that part fixed...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232335] Tue, 01 September 2009 23:38 Go to previous messageGo to next message
Maalstroom

 
Messages:344
Registered:December 2008
Location: en route to San Hermanos
assault rifles and machine guns! this happens in bobby rays lists too!
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232341] Wed, 02 September 2009 00:06 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Maalstroom
assault rifles and machine guns! this happens in bobby rays lists too!



Huh?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232348] Wed, 02 September 2009 01:29 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just uploaded V37b, which fixes the Flashlights. As a small bonus for the inconveniences this may have caused, I added two additional items and fixed the big pic of the large sniper suppressor, which was slightly too large.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232369] Wed, 02 September 2009 09:11 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
Hmmm, prefixes works in bobby rays but not in sector inventory.

Edith: fixed and working great Smile

[Updated on: Wed, 02 September 2009 09:43] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232370] Wed, 02 September 2009 09:41 Go to previous messageGo to next message
Maalstroom

 
Messages:344
Registered:December 2008
Location: en route to San Hermanos
every time in bobby ra's shop when i hover my mouse over some heavy machine guns ans assault rifles the game crashes! don't now ehy but this is happening since your last update. v36 i think! i doesn't happen in any other mod! i've tested it several times!
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232372] Wed, 02 September 2009 10:31 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
HAM issue. Turn off "BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS".

EDIT: Fixed for the next HAM 3.6 version! Wow this bug's been around for way too long. Smile Finally people won't complain about DBB compatibility anymore. Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232408] Wed, 02 September 2009 20:34 Go to previous messageGo to next message
Damienov

 
Messages:10
Registered:August 2009
maybe its just me, but with v35 and up (v36~37b) i'm experiencing game crashes when I successfully defused a mine with a full inventory slot. With < v35 when there is no more space in inventory, you can drop the mine to the ground
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232415] Wed, 02 September 2009 22:49 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I'm currently working on a sortable Excel sheet for the attachments (if someone is interested, I'll upload it to the skydrive). I had the feeling that somehow the scope sight ranges weren't up to date for some scopes and after my first look at the values, I think I have to adjust some of them (like the small scopes sight bonus is really weak, you'll get the same range bonus out of the new reflex sight...there has to be done something ^^).

Once I assembled all the necessary data, I will think about a concept to rebalance attachments in a way that makes a bit more sense.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232418] Wed, 02 September 2009 23:00 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Damienov
maybe its just me, but with v35 and up (v36~37b) i'm experiencing game crashes when I successfully defused a mine with a full inventory slot. With < v35 when there is no more space in inventory, you can drop the mine to the ground

I experienced this even with versions <35 - sometimes i could drop the odd mine, sometimes CTD happened. I was not able to find a scheme in that.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232422] Thu, 03 September 2009 00:06 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
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



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232431] Thu, 03 September 2009 00:52 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
I experienced this even with versions <35 - sometimes i could drop the odd mine, sometimes CTD happened. I was not able to find a scheme in that.


Might be a bug in the EXE. You say that you successfully disarm the mine and the game immediately crashes? Or do you get the mine in your cursor but it crashes when you try to drop it directly to the ground without placing it in your inventory first?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232433] Thu, 03 September 2009 01:09 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just added the AN/PEQ Laser. It needs at least a gun with size 5 (usually heavier SMGs), has slightly better range than the Insight LAM, but a smaller aim bonus. This item basically closes the gap between the Insight LAM and the Rifle LAM.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232434] Thu, 03 September 2009 01:55 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
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



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232436] Thu, 03 September 2009 02:29 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Headrock
Quote:
I experienced this even with versions <35 - sometimes i could drop the odd mine, sometimes CTD happened. I was not able to find a scheme in that.


Might be a bug in the EXE.

That was my guess, yes. I Didn't blame it on the Item-Mod ... Wink

Headrock
You say that you successfully disarm the mine and the game immediately crashes?

AFAIR: Yes.

Headrock
Or do you get the mine in your cursor but it crashes when you try to drop it directly to the ground without placing it in your inventory first?

Im not exactly sure, but AFAIR once the successfully disarmed mine was "glued" to the drop-or-throw-item-cursor (because neither hands nor inventory's pouches were free to take the mine) everything was fine, the game lived on.

I will try to reproduce it and tell you within the next days. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232437] Thu, 03 September 2009 02:31 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
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



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232438] Thu, 03 September 2009 02:44 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
Guess the game can't handle values bigger than +23 for general to hit.


Eh? That's... illogical. I don't know any reason why 23 would be a problem. This is very curious stuff.

Quote:
Im not exactly sure, but AFAIR once the successfully disarmed mine was "glued" to the drop-or-throw-item-cursor (because neither hands nor inventory's pouches were free to take the mine) everything was fine, the game lived on.


Well, IIRC, what you're describing seems to be the difference between disarming a mine with the inventory open and the inventory closed. If it's closed (and full), the mine will go straight to the ground, probably causing the crash. Otherwise, it goes to the cursor. So the bug would be either in the part of the code that looks for empty slots in your inventory, or the code that drops the mine to the ground if it can't find any.

Which version of the EXE are you using?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232439] Thu, 03 September 2009 02:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
smeagol
Yes, still happens if EDB is turned off. Guess the game can't handle values bigger than +23 for general to hit.

Your guess cannot be true, since you gave the 'Old Aimpoint' a plain +25 CTH - and it worked.

JFTR.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232440] Thu, 03 September 2009 02:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Yes, have thought about that in the meantime as well. Must be something different...

Still it's quite strange...

Tried it was a different exe, cheated my way to Drassen airport, ordered each and every attachment that's available through BR and a bunch of guns.
First test: M1 Garand with Flash suppressor, sight mark, insight lam and tactical flashlight -> CTD.

So it seems it's not depending on my exe.

Edit:
exe I use for my regular games is a German 2580 noasserts
exe I used for the second test is an English SV B007n

The CTD happens with both of them.

Edit:
Narrowed the crash down to the following combination:
LAM-200 & Flashlight & Sight Mark + a random 4th attachment.
somehow the game doesn't seem to like this combination...


Okay, I'll do it the hard way... I'll delete the sight mark from the XML and insert a new sight mark at that slot. Maybe this will fix it...

[Updated on: Thu, 03 September 2009 03:29] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232442] Thu, 03 September 2009 03:55 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Wohooooooooo. I guess I found it. Very Happy


It's simply the length of the new prefixes that doesn't fit into the pop up description box. After I reduced the word length of the 4 items in question, everything works fine again. Attachment prefixes will now be limited to one letter, this way the length shouldn't be a problem (A for the English version, Z for the German. I find Z pretty convenient, as this sorts the gun attachments in the sector screen to the last position... don't know, if those of you that use the English version like to have that as well...).

That again means, that I'll have to rename all the attachments. But that's a fair trade off. But that will have to wait until tomorrow...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232443] Thu, 03 September 2009 04:19 Go to previous messageGo to next message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
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)
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232454] Thu, 03 September 2009 09:45 Go to previous messageGo to next message
orko_oskar

 
Messages:77
Registered:April 2007
Location: Sweden
I
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232456] Thu, 03 September 2009 10:21 Go to previous messageGo to next message
ghosti
Messages:2
Registered:September 2009
Location: Finland
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.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232461] Thu, 03 September 2009 14:18 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
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



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232469] Thu, 03 September 2009 17:14 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Currently updating item stats for the attachments and I'm almost done with it. I had changed the names yesterday night (though with an A. instead of a Z. for the English names. If there are more people who like the Z., please tell me...).


I'll upload the update after I finished balancing the attachments and possibly adding in some more (like that Glock stock, think there might be some who really like it).



@ghosti: The overflow exe would probably be only a temporary solution (I don't want to force people to use a special exe with this mod, so anyone can choose for themself what combination they want to try out). Maybe you should bother the people responsible for the main exe to include your change.


@Headrock: Anything new about the faction problem?


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232474] Thu, 03 September 2009 17:45 Go to previous messageGo to next message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
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.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232490] Thu, 03 September 2009 21:29 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Added the Glock Stock (also fits on other MPs) and will now add a fixed stock for certain SMGs (MP5K, Famae Mini, Kriss, MP7 PDW). Also removed the built stock penalties that some SMGs had (the draw cost bonus was mostly irrelevant anyways, since those guns already have very low draw costs). Guns which obviously have some kind of folding stock (like the Skorpion or the MAC-10) instead got their burst/auto penalties reduced by 1. I hope this will make those guns a bit more worthwhile.


The stock system at the moment works the following:
Stocks for MPs and SMGs will give a bonus to burst and autofire, but increase Draw cost.
Stocks for rifles will lower bonus for burst and auto fire, but reduce Draw cost.

I think this makes sense.




Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232491] Thu, 03 September 2009 21:31 Go to previous messageGo to next message
ghosti
Messages:2
Registered:September 2009
Location: Finland
Probably will, when I get around to it. Cool

I was just thinking that if I can save you the trouble of going through the attachments again and improve the naming convention at the same time with a simple code change, I'd at least offer it. I actually registered on the forums for that.

Anyway, the issue will probably come up sooner or later. If they don't overhaul the entire popup system with NGAP, the overflow problem will need to be looked at when the number of attachments can be significantly higher.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232492] Thu, 03 September 2009 21:39 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
ghosti
Probably will, when I get around to it. Cool

I was just thinking that if I can save you the trouble of going through the attachments again and improve the naming convention at the same time with a simple code change, I'd at least offer it. I actually registered on the forums for that.


hehe... had already made the changes before you got time to respond. But then again, this led you to register on this great forum, so this seems to have done something good. Smile

Maybe you got more ideas, you'd like to share.

ghosti
Anyway, the issue will probably come up sooner or later. If they don't overhaul the entire popup system with NGAP, the overflow problem will need to be looked at when the number of attachments can be significantly higher.


Yes that's true.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232510] Fri, 04 September 2009 00:23 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just tested the AK chest rig & revolver belt thing. For me everything works perfect. There are some strange things going on, but nothing causing a crash. For example, if you seperate a full vest into rig and belt again, the items remain in the former belt slots in the vest, but can be taken out from there normally. If you add a loaded belt to a vest, you'll get pouch set straps with a [color:#3366FF]*[/color] and the items in the belt disappear. But if you use those straps to seperate the vest again, the items re-appear. But as I said, no crashes involved. This is probably an issue with your .exe.


Anyways, maybe the V38 I just uploaded will fix this for you.

This one fixes all the long prefix names, adds in 3 new items (Glock stock, SMG stock and Colt SMG .45), rebalances SMGs and most importantly scopes.


Have fun. :happybear:


Also updated the attachment.xls file (changed values in the attachments are in green if the value on a certain stat improved and in red if it was decreased). The file contains the new items as well.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232527] Fri, 04 September 2009 03:13 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Starwalker
smeagol
I'm referring to the crash in the loadscreen of a map, occuring due to missing//corrupted file in the maps around San Mona (screenshot and a more in depth description is in one of posts slightly above this one).

You can switch off external loadscreens via the options-ini:
USE_EXTERNALIZED_LOADSCREENS = FALSE

But that's probably not a solution to the problem mentioned, as there seems to be something else missing...



Just came around to test the externalized loadscreens set to false. Still doesn't work. Is there any way to find out which file is "missing" (I mean, isn't it strange, that the map loads the first time you enter the sector...)? This bug gets a lttle bit annoying. Sad


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232605] Sat, 05 September 2009 11:20 Go to previous messageGo to next message
Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
smeagol
The stock system at the moment works the following:
Stocks for MPs and SMGs will give a bonus to burst and autofire, but increase Draw cost.
Stocks for rifles will lower bonus for burst and auto fire, but reduce Draw cost.

I think this makes sense.


so, on smg's you want to display an attached stock, where there was none before, and on rifles a retracted one, where there was a solid one before...am i right?

p.s.: some issues:
- text error in BRs descriptions of "TAD gear" and "A-Scope, Burris AR", the " ' " in "isn't" and "don't" get displayed as an "A". a unicode error perhaps?
- some sti's are a bit to far to the left in BR. Extremely (approx 5 px)seen on Springfield M1903A4, slightly (1px) seen on Barret M82A1M, CZ 700, WhisperKitty, RPD, SVD, SVDS

[Updated on: Sat, 05 September 2009 12:04] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232609] Sat, 05 September 2009 12:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Gunjack

so, on smg's you want to display an attached stock, where there was none before, and on rifles a retracted one, where there was a solid one before...am i right?


I don't want to change pics for the items (that would be waaaaaaaay too much work for my liking).

Those stocks work as usual attachments (like the 1.13 stocks). The SMG and Glock stock make a gun slightly longer and increase gun stability during burst//auto fire, but increase draw cost, whereas rifle stocks shorten the gun and therfore destabilze it for auto/burst fire but decrease draw cost.

(I doubt that the increase in draw cost for the Glock stock will have any significant game effect, as the affected pistols mostly have a draw cost of 1, if I remember correctly... so increasing this by 30% will probably result in the same 1 AP it was before... haven't had a chance to actually test this ingame. Just preparing to take Drassen airport... on insane this may take a while, just set foot on Arulco and already spent my first day raiding a weapon cache to get better equipment. That assault on the airport is scheduled for the next ingame night)


Gunjack
p.s.: some issues:
- text error in BRs descriptions of "TAD gear" and "A-Scope, Burris AR", the " ' " in "isn't" and "don't" get displayed as an "A". a unicode error perhaps?


Hmm... might be because I basically copy-pasted the description texts and the "'" in those texts could have been a "


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232613] Sat, 05 September 2009 15:30 Go to previous messageGo to next message
Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
have to correct myself: the sti's are to far to the right -.-

"... ok, now turn to the left.... eh .. eh... the other left!"
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232624] Sun, 06 September 2009 00:22 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Fixed the Springfield Pic, now that I've seen it in game. Guess I can't really fix the other guns witout reducing the size of the pics... (and besides, the Barett is so bad ass, that it's allowed to be bigger than the pic frame in Bobby Ray's Wink ).

Also fixed the MP5N C-Mag, which couldn't take small scopes.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232650] Sun, 06 September 2009 16:51 Go to previous messageGo to next message
Intruder.CZ

 
Messages:6
Registered:September 2009
Location: CZ
Hello everyone,
first of all i want to say BIG THX to smeagol and anyone else who ever put hand on this or any other mod for JA2 (WF, HAM, 11.3, atc). I think we all have to prey to u and giving u rent until end of your life Very Happy.

I know this will be slightly off topic, but i feel quiet sentimental now.
I start with JA from very bigging (its come out few months after original release date cin one of CZ best game magazine). JA2 after then UB. Then wait for JA 3 which was mentionet to be in development but never come out, waiting for 9 years and still nothing. Until few weeks ago i discovered JA3 maybe came out in 2010. So i fall in memories and decided to look at JA2 again. I was familiar with 1.13 already but since its includes same story and what is more important same maps so its not worth play for me (since i play vanilla so many times). Then WF 6.06 strike to my eyes like bullet to J.Kennedy's head. It's give all i may want from JA, WF provides now map (and i must say nice maps), 1.13 provides this awesome new inventory and last but not least AIM these new items and merges (AIM provides even better map and increased difficulty)
So i will play this "masterpiece", i dont fear say this, it just true nothing more. Until JA3 come out and if it will not include this awesome features i will say with JA2 until rest of my life. There is no better tactical game then this.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232655] Sun, 06 September 2009 17:26 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
IntruderCZ
So i will play this "masterpiece", i dont fear say this, it just true nothing more. Until JA3 come out and if it will not include this awesome features i will say with JA2 until rest of my life. There is no better tactical game then this.


Thanks a lot for your praise.

The mod as it is now, is far from being a "masterpiece". There's still quite a lot of potential (and also a lot of small and even some not so small bugs that need to be fixed... so don't expect everything to work 100% as intended at the moment). Smile



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232660] Sun, 06 September 2009 18:17 Go to previous messageGo to previous message
Kromgart
Messages:1
Registered:July 2009
There is probably an incorrect entry in MovementCosts.xml (part of new larger Omerta, from the latest "Mapupdate 20090826.7z")


70
ROAD
ROAD
TOWN
ROAD
TOWN


It takes 5 mins to travel from A9 to B9, and it takes 1:29 to go back (from B9 to A9). I tried changing ROAD to TOWN, but it seems to work only when starting new game.
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