Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Attachment System Alpha
Re: New Attachment System Alpha[message #252650] Sun, 30 May 2010 13:48 Go to previous messageGo to next message
Rantanplan is currently offline Rantanplan
Messages:2
Registered:May 2010
DepressivesBrot
Yep, it is related to EDB and is fixed in the recent exe (don't know what revision, obviously after NAS)


Well then we are back to "no known bugs". I can live with that. Razz

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Civilian
Re: New Attachment System Alpha[message #252673] Sun, 30 May 2010 21:36 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I finally got around to doing a clean install of JA2 v1.13 and applying NAS 0.42a over it, still getting some random CTD's with Old Attachment System (OAS).

In my latest round of testing I was however able to finish the landing map (A9), follow Fatima to A10, go underground, talk to rebels and hire Ira. This was with clean install of JA2/1.13 from latest SVN/NAS 0.42a and stock NAS settings except for turning off OAS. At this point I decided to start a new game with both OAS and Old Inventory System (OIV), this is where today's CTD's were found:
- first CTD was during IMP creation, selecting a portrait, this CTD could not be recreated
- second CTD was on landing, tried to move a throwing knife from Hitman's second hand to inventory during combat turn. In my original OAS testing, there was a a CTD moving a throwing knife from hand into inventory as well, that time NIV was on.

From what I am seeing, there are some stability concerns with NAS, however I am not sure if this is specific to the NAS code. From the lack of complaints, and my own testing earlier on, NAS 0.42a with NAS on seems stable enough, though legacy bugs do show up. Is there anyone else testing NAS with NAS turned off as requested?

EDIT: Tried NAS 0.42a again, this time with NAS flipped on, no problems completing the first map.

[Updated on: Sun, 30 May 2010 21:53] by Moderator

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Lieutenant

Re: New Attachment System Alpha[message #252862] Thu, 03 June 2010 03:07 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I decided to finally try the new attachment system and installed it on top of revision 1224. Looks like the NAS Exe doesn't like the content and layout of the current JA2_Options.ini file. When I start the NAS Exe I get a lot of error messages on the screen which also get written to "ERROR_REPORT.iniErrorMessages.txt". Here is the content of this file:

 *** Thu Jun 03 02:00:08 2010 *** 

The value [JA2 HAM Settings][BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][DIVERSE_ROAMING_MILITIA_GROUPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][SMART_ROAMING_MILITIA_GENERATOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][APPROXIMATE_CTH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][INCREASE_AI_WILLINGNESS_TO_SUPPRESS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][DYNAMIC_AIM_LIMITS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][INCREASED_AIM_COST] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][SUPPRESSION_SHOCK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 HAM Settings][LIMITED_SUPPRESSION_AP_LOSS_PER_ATTACK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 HAM Settings][LIMITED_SUPPRESSION_AP_LOSS_PER_TURN] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 HAM Settings][ALLOW_DYNAMIC_RESTRICTED_ROAMING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 HAM Settings][ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALWAYS_USE_PROF_DAT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][USE_NEW_ATTACHMENT_SYSTEM] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][USE_BULLET_TRACERS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALLOW_SECTOR_DESCRIPTION_WINDOW] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][SLAY_FOREVER] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][VEHICLE_INVENTORY] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][ENABLE_ALL_WEAPON_CACHES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ENABLE_ALL_TERRORISTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ENABLE_CREPITUS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][DYNAMIC_AMMO_WEIGHT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][AUTOMATICALLY_FLAG_MINES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][SMART_GOGGLE_SWITCH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][DEVIN_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][TONY_USES_BR_SETTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][RESTRICT_ROAMING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALLOW_REINFORCEMENTS_ONLY_IN_CITIES] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALLOW_REINFORCEMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][MUST_TRAIN_MOBILE_MILITIA] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][ALLOW_MILITIA_MOBILE_GROUPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][TRAIN_VETERAN_MILITIA] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][USE_EXTERNALIZED_LOADSCREENS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][REASSIGN_PENDING_REINFORCEMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][ENEMY_INVESTIGATE_SECTOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][NEW_AGGRESSIVE_AI] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][INSANE_QUEEN_AGGRESSIVE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][EXPERT_QUEEN_AGGRESSIVE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][EXPERIENCED_QUEEN_AGGRESSIVE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][NOVICE_QUEEN_AGGRESSIVE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][INSANE_UNLIMITED_POOL_OF_TROOPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][EXPERT_UNLIMITED_POOL_OF_TROOPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][EXPERIENCED_UNLIMITED_POOL_OF_TROOPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][NOVICE_UNLIMITED_POOL_OF_TROOPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Gameplay Settings][STEALING_FROM_SHIPMENTS_DISABLED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Gameplay Settings][CAN_SELL_ALT_LMB] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Thunder Settings][ALLOW_LIGHTNING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Rain Settings][ALLOW_RAIN] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][QUIET_REAL_TIME_SNEAK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_REAL_TIME_SNEAK] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ENABLE_ARMOR_COVERAGE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][SHIFT_F_REMOVE_ATTACHMENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SHIFT_F_UNLOAD_WEAPONS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_OFF_HAND] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_WEAPON] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_LEGGINGS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_VEST] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_HELMET] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_HEALTH] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_ATTITUDE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_ORDERS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_ID] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][SOLDIER_TOOLTIP_DISPLAY_LOCATION] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][DYNAMIC_SOLDIER_TOOLTIPS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_DETAIL] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_UDT_RANGE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_LIMITED_VISION] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][ALLOW_TACTICAL_MILITIA_COMMAND] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Tactical Settings][REVEAL_ITEMS_AFTER_COMBAT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Video Settings][VERTICAL_SYNC] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 System Settings][AUTO_SAVE_ON_ASSERTION_FAILURE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 System Settings][ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Laptop Settings][MERCS_DIE_ON_ASSIGNMENT] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value TRUE will be used.
The value [JA2 Laptop Settings][ALL_MERCS_AT_MERC] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.
The value [JA2 Laptop Settings][MERC_AVAILABLE_DAY_ONE] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE.  The value FALSE will be used.



Could you please upload a new version of NAS which uses the current SVN code and options? This way it would be much easier to test things and not have to keep several Ini files for SVN and NAS.

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Lieutenant
Re: New Attachment System Alpha[message #252867] Thu, 03 June 2010 06:13 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
It looks like the game doesn't find the Ja2_Options.INI file (or you don't have the correct one).

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Sergeant Major

Re: New Attachment System Alpha[message #252875] Thu, 03 June 2010 09:53 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
There is an options.ini in the NAS package, use that one for testing as NAS is based on a version of 1.13 from before the ini was restructured.

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Captain

Re: New Attachment System Alpha[message #252880] Thu, 03 June 2010 13:08 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I know that there is an options.ini in the NAS package but I'd rather stick to the SVN Ini because this is more up to date and that is the place that I usually make my changes in.
The international Wildfire version comes with its own Ini too and I already left that out because I only want the maps and not the settings.
I would like to play this all together SVN 1.13 + WF maps + NAS and for this I need a single Ini file. That's why I use the SVN Ini with added NAS options.

The point is that there have been changes in the layout of the Ini. For example in SVN there is no "[JA2 HAM Settings]" section with a "BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE" parameter, only the parameter is there. In the NAS version of the Ini the section exists and the NAS Exe is looking for this. NAS is just using an old Ini that's all.

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Lieutenant
Re: New Attachment System Alpha[message #252883] Thu, 03 June 2010 14:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Sorry, must have overlooked your last line below that bunch of errors. It's just that this question came up so often after Headrock changed the ini, so yeah...

Anyway, until WarmSteel moves to the recent codebase, you'll have to live with an outdated ini. Unfortunately, that's often the case with .exe based mods. (see STOMP based on HAM3.5, or DDD based on HAM 3.5, each has it's own cool features, but you can never have all at the same time + the latest SVN fixes unless someone includes them into SVN or updates them constantly (like HAM))

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Captain

Re: New Attachment System Alpha[message #252884] Thu, 03 June 2010 14:59 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Yup, you'll have to wait untill there's an updated version.
I'm taking a break from this at the moment so it might actually take a while.

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Master Sergeant
Re: New Attachment System Alpha[message #252915] Fri, 04 June 2010 01:01 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Ok, I just thought that you would already test with a newer version yourself which uses the new Ini layout and could upload this one. I will have to wait then but I have a feeling that it is worth it.

I will see if I can combine the Inis so I can play SVN and NAS without errors.

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Lieutenant
Re: New Attachment System Alpha[message #252917] Fri, 04 June 2010 01:27 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Thank you for that project !!!

Smile

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Sergeant 1st Class
Re: New Attachment System Alpha[message #253358] Tue, 08 June 2010 17:33 Go to previous messageGo to next message
Muerta is currently offline Muerta
Messages:4
Registered:June 2009
Question: What is the latest version of 1.13 that you can use with this mod

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Civilian
Re: New Attachment System Alpha[message #253359] Tue, 08 June 2010 17:37 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
t'his

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Captain
Re: New Attachment System Alpha[message #254380] Sun, 20 June 2010 17:11 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I just ran into a bug but I don't know if it is related to the old code base of NAS or if it is in SVN 1225+ as well.

I was selling stuff to Tony and I was selling a lot more than I bought, especially much ammo. When I was finished I picked up even more stuff to sell it but found Tony's inventory to have some kind of overflow. The list was 28 pages long. It showed weapons first then ammo but instead of grenades to follow it showed the same weapons again and then the same ammo. It even showed different things in his inventory than I got in the sales windows after clicking on the item.

Here I clicked on 9x19mm ammo and got a .38 revolver...

http://www1.picfront.org/picture/VizRgkg1TK/thb/SCREEN001.jpg


Can anybody confirm that this is related to the NAS exe?


edit: I just came back a day later to see if Tony had restocked. There were new things as well as old stuff from the day before. Again when clicking on position 2 at page 18 I got the .38 revolver from position 1 page 1. It looks like from position 2 page 18 on the list is broken. I will post this in the bugs section as I doubt that this is just related to NAS.

[Updated on: Sun, 20 June 2010 19:53] by Moderator

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Lieutenant
Re: New Attachment System Alpha[message #254404] Sun, 20 June 2010 23:59 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
I don't get how the game can just kinda make those items up when it's not being restocked.
As for shops, I hardly touched them so I wouldn't guess that NAS is related.
Could it be that items just aren't being stacked correctly?
Perhaps the overflow this would cause is causing the wrong items to be purchased?

I've no compiler installed right now, so I can't check it myself, sorry ^^

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Master Sergeant
Re: New Attachment System Alpha[message #254405] Mon, 21 June 2010 00:10 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Nevermind, I already posted this in the bugs section and it looks like I found the cause for this as well. The number of slots for the traders list is probably defined as unsigned char which makes 256. After that it just rolls over to the first number again. I would say that this variable should at least be defined as unsigned short (65535 values).

Btw. how goes your testing and hopefully integration in SVN? I would love to see NAS in SVN. :naughty:

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Lieutenant
Re: New Attachment System Alpha[message #254406] Mon, 21 June 2010 00:18 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
silversurfer
Btw. how goes your testing and hopefully integration in SVN? I would love to see NAS in SVN. :naughty:

It's going surprisingly slow when done without compiler, very troubling :headscratch:
I'm rather busy right now so I just don't have much time at the moment.

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Master Sergeant
Re: New Attachment System Alpha[message #254503] Tue, 22 June 2010 00:13 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
What's the problem with the compiler? I'm just downloading Visual Studio Express right now. I hope that I can get into this programming stuff again. I only learned C++ basics some years ago.

What about the source code for NAS? Is it available to us?

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Lieutenant
Re: New Attachment System Alpha[message #254505] Tue, 22 June 2010 00:14 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
I just don't have time anyway so I don't isntall any compiler.

And no for now the NAS source is not available, I would not want someone to implement it as it is right now.

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Master Sergeant
Re: New Attachment System Alpha[message #254510] Tue, 22 June 2010 00:22 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Too bad. It's such a cool feature. The problem is that the code base is so old and anybody testing this can't benefit from bugfixes which are already in SVN. Sad

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Lieutenant
Re: New Attachment System Alpha[message #254559] Tue, 22 June 2010 16:35 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
This is a great feature. Thumbs up, WarmSteel. I hope it will be worked to main SVN branch soon.

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Master Sergeant

Re: New Attachment System Alpha[message #254561] Tue, 22 June 2010 16:51 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Hey Sandro, welcome back.

I'll get around to it eventually, feature wise it's more or less finished.

When I started I was very inexperienced and I think I have committed some serious nono's.
The next job would be to merge with SVN while fixing these nono's. (mostly less confuzzling and more efficient for-loops)
I worry that these loops will cause confusion for people, leading to bugs in the future.

So I need to take a very serious look at EVERYTHING. (crap... )
Needless to say I'll need to set aside a good amount of time to do it ^^

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Master Sergeant
Re: New Attachment System Alpha[message #254564] Tue, 22 June 2010 17:07 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Hell I understand, I am before similar task, but for the whole STOMP code. Very Happy

I have one suggestion though: (I haven't read the 9 pages here, so sorry if I repeat something already said..)
Items which are not defined in xmls have 4 attachment slots by default although a lot of them (like magazines) will not likely have any possible attachments to accept. You may write a procedure to determine if in the Attachments.xml is any entry for the item being shown. If there is no, you may show no attachment slots then. It seems somehow weird, that a 9mm magazine has 4 slots and kevlar vest only 2. You may also count the number of entries in Attachments.xml for that item, so if 2 entries would be there, you show 2 slots, etc. up to 4 slots, if at least 4 different attachments exist in the game for this item. This would be only for not defined items in your xmls.
Maybe a cosmetical thing, but still.. it would act more intuitive and clean. Smile I can eventually write such code, but you certainly may want to enjoy the fun with it yourself, no..? Smile

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Master Sergeant

Re: New Attachment System Alpha[message #254566] Tue, 22 June 2010 17:12 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Sandro
You may also count the number of entries in Attachments.xml for that item, so if 2 entries would be there, you show 2 slots, etc.

It does that already, but items that do not have any slots at all get 4 default slots because every item needs at least one slot for merges, one would be enough but I chose 4 mostly for symmetry.

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Master Sergeant
Re: New Attachment System Alpha[message #254572] Tue, 22 June 2010 17:58 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Aha, merges... right. I would suggest 2 then. As for armor has often 2 (at least from my very basic examination). But it's only my opinion. Symmetry does not concern me so much.. Smile 4 slots are way too much for chewing gum or single round for encore and such. Smile

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Master Sergeant

Re: New Attachment System Alpha[message #254809] Fri, 25 June 2010 00:35 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Since Warmsteel has so little time to work on his beautiful NAS I decided to create my own quick and dirty "extended attachment system". :type:

http://img651.imageshack.us/img651/8697/screen000h.th.jpg

http://img163.imageshack.us/img163/3405/screen001a.th.jpg


Considering that I only had a few hours to look at the code I consider this result "ok". Now I can play with the current SVN version and have more attachment slots at the same time. Big thanks to this community for making this possible. Smile

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Lieutenant
Re: New Attachment System Alpha[message #255014] Sun, 27 June 2010 16:10 Go to previous messageGo to next message
pnmartin is currently offline pnmartin

 
Messages:53
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How well (if at all) does this play with IoV?

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Corporal
Re: New Attachment System Alpha[message #255015] Sun, 27 June 2010 16:16 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
It doesn't play at all because IoV and NAS have their own exe.

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Lieutenant
Re: New Attachment System Alpha[message #255974] Sun, 11 July 2010 22:48 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
silversurfer
Since Warmsteel has so little time to work on his beautiful NAS I decided to create my own quick and dirty "extended attachment system". :type:

http://img651.imageshack.us/img651/8697/screen000h.th.jpg

http://img163.imageshack.us/img163/3405/screen001a.th.jpg


Considering that I only had a few hours to look at the code I consider this result "ok". Now I can play with the current SVN version and have more attachment slots at the same time. Big thanks to this community for making this possible. Smile

Share the wealth, brother! Wink

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Sergeant
Re: New Attachment System Alpha[message #255978] Sun, 11 July 2010 23:03 Go to previous messageGo to next message
Shifty is currently offline Shifty

 
Messages:33
Registered:August 2009
Location: The Frozen North
I'm with Nickfighter on this one, Silversurfer. If your quick and dirty attachment mod is quick and dirty enough to slap on top of the latest SVN 1.13+HAM3.6, then bring it forth! Even if it's only marginally more compatible, there's never a bad place for a lightweight version.

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Private 1st Class
Re: New Attachment System Alpha[message #255983] Mon, 12 July 2010 00:00 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I already continued to work on this project but unfortunately run into a dead end. That means that I can't publish anything. This is what it looks so far:

http://img190.imageshack.us/img190/8508/screen014t.th.jpg


It's the attachment list that I have problems with. I assigned slot numbers to most of the attachments so that every attachment is always in the correct slot. The problem is that the attachment list of an item is just that - a list. There are no fixed positions, it's like a chain. For example if you attach Silencer -> Bipod -> Reflex Sight -> Trigger Group the list looks exactly like this. If you remove the Silencer the list suddenly starts with the Bipod. This method was ok with the old code where you had only 4 attachment slots and no reason to sort this but now it just sucks.
I would rather work with an array where you can assign fixed positions (slot numbers). I haven't been able to solve this problem. That's why I'm stuck. Sad


@Warmsteel

How did you solve the problem with the always changing list?
Did I mention that it would be cool to have your source code? Wink
It's not that I would like to integrate it in SVN but I would like to experiment with it.

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Lieutenant
Re: New Attachment System Alpha[message #255991] Mon, 12 July 2010 01:00 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
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http://img188.imageshack.us/img188/7725/ideap.png A lil' design idea.

The upper blocks represent category tabs. Smaller icons that represent different sections of the weapon. Everything from rails (upper, lower, sides) to internal workings. More 'advanced' weapons have more categories, naturally.
Everything else should be pretty self-explanatory.

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Sergeant Major
Re: New Attachment System Alpha[message #255993] Mon, 12 July 2010 01:51 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
silversurfer

I would rather work with an array where you can assign fixed positions (slot numbers).
I haven't been able to solve this problem. That's why I'm stuck. Sad

Yes if you look back I ran into the exact same problem. Converting everything to fixed arrays was one idea, but it wouldn't be ideal either (you would have to always define that maximum array length and fill every slot with "null" attachments [or add a check for null objects in every function that uses them{This line needed more parenthesis}]).

The second solution, and the one I used is also one of the points I'm not all happy about, but it's the best solution I could think of (and still is).
What I did was add null objects to all items, according to the maximum items it can possibly have.
Then when you add an attachment, you replace the null attachment with the one you're about to place.
When removing an attachment, you remove it (no shit) and replace it with another null object.
This means the gun will always have the same amount of items, be it some "null" objects.
This means you can step to any (valid) slot number and it will never be empty, but it is easy to forget adding the null object when working with attachments.

Null objects are a waste of space, also it's sort of a workaround and that's why I'm not 100% happy with it.

On a sidenote, my summer holidays have just started and that means I will have some time to spare (for now).

I have no problem sharing the code with individuals, as long as they don't just want to blindly copy it into the main source.
I would like to propose that we discuss each others work, and choose the best of both worlds.
Perhaps on IRC?

[Updated on: Mon, 12 July 2010 01:53] by Moderator

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Master Sergeant
Re: New Attachment System Alpha[message #255994] Mon, 12 July 2010 01:56 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Slax

The upper blocks represent category tabs. Smaller icons that represent different sections of the weapon.
This would have been an option if there was no room to fit the attachments.
However it is significantly harder to do and at the moment the gain would be purely cosmetical.

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Master Sergeant
Re: New Attachment System Alpha[message #255996] Mon, 12 July 2010 03:58 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
WarmSteel

Yes if you look back I ran into the exact same problem. Converting everything to fixed arrays was one idea, but it wouldn't be ideal either (you would have to always define that maximum array length and fill every slot with "null" attachments [or add a check for null objects in every function that uses them{This line needed more parenthesis}]).

The second solution, and the one I used is also one of the points I'm not all happy about, but it's the best solution I could think of (and still is).
What I did was add null objects to all items, according to the maximum items it can possibly have.
Then when you add an attachment, you replace the null attachment with the one you're about to place.
When removing an attachment, you remove it (no shit) and replace it with another null object.
This means the gun will always have the same amount of items, be it some "null" objects.
This means you can step to any (valid) slot number and it will never be empty, but it is easy to forget adding the null object when working with attachments.

Null objects are a waste of space, also it's sort of a workaround and that's why I'm not 100% happy with it.


Now my head hurts. :crazy:
I think I'm too much of a programming noob to fully understand that. Well, I somewhat understand the theory but practice is another matter.
Meanwhile I tried to solve the problem in a different approach. Before I display an attachment I check for its slot number and set the display area and mouse region according to that. That way it doesn't matter at which position in the list the attachment is located. I'm still working on this and will probably encounter problems later. Very Happy


WarmSteel

On a sidenote, my summer holidays have just started and that means I will have some time to spare (for now).


Hey that's good to hear! Maybe you can work a bit on the code. Sandro is trying to implement STOMP into SVN at the moment. HAM+STOMP+NAS+WF - all in one package some day - that would be cool! Smile


WarmSteel

I have no problem sharing the code with individuals, as long as they don't just want to blindly copy it into the main source.
I would like to propose that we discuss each others work, and choose the best of both worlds.
Perhaps on IRC?


I never used IRC before. Gotta look how to set it up and download a client.


I still don't understand a few things that you did especially the XMLs:
AttachmentSlotAssign.xml is clear - that's where you assign an attachment to a certain slot. I used "AttachmentInfo.xml" for that as it already has info about what category of item an attachment can go to. It was the most logical place for me to put the slot numbers into.

AttachmentSlots.xml - Looks like you define the slot positions and names there. I only defined the position of a slot once (in Tactical\Interface Enhanced.cpp) and try to create the name dynamically but I still have to finish that.

EnemyItemChoices.xml - It's almost the same as the standard one. Why the change?

ItemSlotAssign.xml - Looks like the file where you define which slots a weapon will have. I was thinking of creating this dynamically. It would be better for future modifications. Lots of XMLs lead to lots of errors. Wink

NASIncompatibleAttachments.xml - I don't really see the need for this file because the game already checks for incompatible attachments. Is there something I am missing?


Gotta get some sleep now...

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Lieutenant
Re: New Attachment System Alpha[message #256007] Mon, 12 July 2010 11:18 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Silversurfer, actually, your attachments showing on the right were actually pretty nice, and (as it seems) there weren't any problems for them with the placement. You know, sometimes you don't need to have something look extra-detailed, but minimalistic to make it work good. Sometimes the easiest way is the best Wink

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Sergeant
Re: New Attachment System Alpha[message #256016] Mon, 12 July 2010 13:15 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Ok ok, you win. Very Happy

I was going to download the clean 3357 source code again anyway. Might as well do the changes for my "quick and dirty attachment system" again. But I have to remove one big nono - the replacement of the inventory background pictures. Instead I will put them in the STI file as a separate picture and chose this with the help of an ini option. The ini setting will be the same parameter as for NAS BUT in a different section. Sections have changed since NAS was released, remember?


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Lieutenant
Re: New Attachment System Alpha[message #256017] Mon, 12 July 2010 13:40 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
silversurfer
Meanwhile I tried to solve the problem in a different approach. Before I display an attachment I check for its slot number and set the display area and mouse region according to that. That way it doesn't matter at which position in the list the attachment is located. I'm still working on this and will probably encounter problems later. Very Happy
It could be made to work, but I used their index as actual slot number so that you can just ask for slot X without having to through the list. Try it out and we'll see what advantages it has, ne?

silversurfer
I never used IRC before. Gotta look how to set it up and download a client.
Use the webclient (there's a button on the forum home). No need to install anything.

silversurfer
I still don't understand a few things that you did especially the XMLs:
AttachmentSlotAssign.xml is clear - that's where you assign an attachment to a certain slot. I used "AttachmentInfo.xml" for that as it already has info about what category of item an attachment can go to. It was the most logical place for me to put the slot numbers into.
NAS is made to work alongside the old attachment system. This is why I made separate XML's so you could change the NAS or the OAS without changing the other (by just replacing the XML's involved).

silversurfer
AttachmentSlots.xml - Looks like you define the slot positions and names there. I only defined the position of a slot once (in Tactical\Interface Enhanced.cpp) and try to create the name dynamically but I still have to finish that.
Don't worry about the name, it's not used. It's just for easier reference for me inside the XML's, I had them mostly automatically generated from the old XML anyway.

silversurfer
EnemyItemChoices.xml - It's almost the same as the standard one. Why the change?
I think it was because the group "Scopes" was empty in the old one, but I decided to use it.

silversurfer
ItemSlotAssign.xml - Looks like the file where you define which slots a weapon will have. I was thinking of creating this dynamically. It would be better for future modifications. Lots of XMLs lead to lots of errors. Wink
I'm not sure how you would hope to achieve that? If it can be done it would certainly be great.

silversurfer
NASIncompatibleAttachments.xml - I don't really see the need for this file because the game already checks for incompatible attachments. Is there something I am missing?
NAS only uses the incompatible attachments to rule out attachment combinations even though the attachments go in different slots. Otherwise it would be possible to attach a ISM with a nice big scope, for example. At the moment it would be possible to just use the old XML, because in essence the two systems are still the same attachment wise. As soon as people start modding them individually though it would be way too restrictive to have the old incompatible attachment file.

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Master Sergeant
Re: New Attachment System Alpha[message #256020] Mon, 12 July 2010 15:03 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
WarmSteel
silversurfer
I still don't understand a few things that you did especially the XMLs:
AttachmentSlotAssign.xml is clear - that's where you assign an attachment to a certain slot. I used "AttachmentInfo.xml" for that as it already has info about what category of item an attachment can go to. It was the most logical place for me to put the slot numbers into.

NAS is made to work alongside the old attachment system. This is why I made separate XML's so you could change the NAS or the OAS without changing the other (by just replacing the XML's involved).


I understand that but I still don't see the need for another XML. The slot numbers can be a new parameter in the "AttachmentInfo.xml". The game will read them at start but if the old attachment system is active they just won't be used. In my imagination it is easier to not have so many XMLs which also have to be supported by the XML editor. Adding another parameter to an existing file should be easier to work with, don't you think?


WarmSteel
silversurfer
ItemSlotAssign.xml - Looks like the file where you define which slots a weapon will have. I was thinking of creating this dynamically. It would be better for future modifications. Lots of XMLs lead to lots of errors. Wink
I'm not sure how you would hope to achieve that? If it can be done it would certainly be great.


Have a look at this post -> http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=255713#Post255713

There I display which attachments a weapon can have. If you take that information and query the slot numbers of the attachments you would know which slots to draw. That's what I can imagine but what do I know with my programming experience of two weeks. I will at least try to archive it that anyway.


WarmSteel
silversurfer
NASIncompatibleAttachments.xml - I don't really see the need for this file because the game already checks for incompatible attachments. Is there something I am missing?
NAS only uses the incompatible attachments to rule out attachment combinations even though the attachments go in different slots. Otherwise it would be possible to attach a ISM with a nice big scope, for example. At the moment it would be possible to just use the old XML, because in essence the two systems are still the same attachment wise. As soon as people start modding them individually though it would be way too restrictive to have the old incompatible attachment file.


I think I still don't understand that. From a modding perspective I must say that a modder has to make sure that if his items are compatible then they have to go to different slots. For example if he creates a PSO-1 scope and a Kobra reflex sight and assigns both to the scope slot he has to set them to incompatible (that is the current scenario by the way). Otherwise you end up with two attachments in the same slot or they will be swapped. I don't see why he would want them to be compatible in the old system and incompatible in the new system or vice versa.


Can't think... It's too hot...

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Lieutenant
Re: New Attachment System Alpha[message #256021] Mon, 12 July 2010 15:34 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
And what if an item is weird and excludes multiple things that go in completely different slots?

[Updated on: Mon, 12 July 2010 15:34] by Moderator

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Master Sergeant
Re: New Attachment System Alpha[message #256026] Mon, 12 July 2010 17:06 Go to previous messageGo to previous message
silversurfer

 
Messages:2793
Registered:May 2009
Why not? If it is so big that it would block the neighbor slot I have no problem with that. Take the bipod for example. If you use a grenade launcher you can't attach a bipod. The bipod slot will be empty in that case but hey, it's the modder who said that bipod and grenade launcher can't be attached together. If I had a problem with that I would need to blame the modder and not you. Very Happy
Or I would open the XML and change the incompatibility to 'no'.

Just my 2 cents...

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Lieutenant
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