Home » MODDING HQ 1.13 » v1.13 Coding Talk » New Attachment System Beta
|
|
|
|
Re: New Attachment System Beta[message #268559]
|
Sun, 19 December 2010 03:13
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
I actually threw out the old Attachments.xml and built it back up from my research spreadsheets (Hint: if you are going to do it this way, be very diligent about filling in item indexes, it is a pain to have to go in and add these after the research is done). However I didn't used "templates" (finding examples of attachment series to copy) too often. Basically I looked at all the guns in game, and researched for the following characteristics: Stock, Muzzle, Scope/Sight, Bipod/Grip, Additional RIS, Built-in Handguard, Magazine adapters, Launcher
When I wanted to add the Bipod, I sorted by the Bipod/Grip to line up all the guns according to the four possible entries: blank, Both, Bipod(only), Grip(only). Copied the item indexs that had Both and Bipod(only) and filled in the columns with the Bipod index and AP costs.
After the bulk of this was done, I went back in and fixed any errors, the XMLEditor was also used at this stage.
While doing some quick testing of new guns added, I noticed that attachment slots were not appearing consistently for armours. After some research I found that armours that are not party to some merger, specifically as a , did not display any attachment slots. I fixed it (work-around if what I'm seeing is intentional) by filtering out all the armour class items and setting up a dummy merger with an item which should never appear in-game.
Now it may also have something to do with my custom attachment classes; All non-gun related items are set to attachment class 1. The intention is that for these non-gun attachments, four slots corresponding to the old four slots (the defaults) should appear. I noticed that armour plates and add-on camo each are separate and unique class in the stock NAS 0.7 XML's. Should I not be using attachment class 1 as a catch all? Or is this a bug?
EDIT: noticed that the above is happening with explosives as well. If the explosive cannot have RDX merged into it, no attachment slots show. I think I've found the cause, it looks like leftovers from troubleshooting the mystery slots appearing (older versions of NAS 0.7) are interfering with slot appearance.
EDIT2: fixed it (without the dummy mergers). It looks like a combination of me cramming all non-gun attachments into attachment class 1; and not actually having any slots in layout 1 to take attachment class 1 items. Used up two more layouts to produce a visually appealing solutions
[Updated on: Sun, 19 December 2010 04:07] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
Re: New Attachment System Beta[message #269113]
|
Thu, 30 December 2010 01:06
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Sounds good. Right now with the current NAS 0.7 supplied SCI, weapons when placed by the Map Editor (and only the Map Editor) sometimes only end up with only one of the defined multiples, others appear with all of them, and in at least one case it was missing only one default (out of three). It remains consistent within the item index (ie. all G36's in my testing last night had only one of two defaults, all Enfield L86 LSW had two of three, while all OICW's had the expected two of two).
Bobby Rays, random generated weapons, and Cheat Code produced items have the full set of defaults however.
I have no basis for suggesting this, but perhaps the missing multiple defaults issue could be resolved by using different tags for each of the defaults (and whatever mechanism for pre-attaching multiple defaults simply goes down the list). This change has already been suggested for XMLEditor compatibility purposes, so perhaps this is one case where we cannot get away with reusing the same tag over and over.
[Updated on: Thu, 30 December 2010 01:14] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: New Attachment System Beta[message #270570]
|
Mon, 17 January 2011 22:47
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Double Posting to get ChrisL's (and any interested parties attention) to the following small NAS feature requests (no rush as are all conveniences instead of anything inhibiting action):
1) Given that a possible workaround to NAS 0.7 not having the ability to remove attachment slots(as previous NAS did), is to use the old incompatible attachment system, I'd like to have the pop-up tool tips in-game that list possible attachments not list attachments that are incompatible with attached attachments. Basically before displaying the list, check and remove any attachments that are incompatible.
2) XML Editor request, pop-up tool tip that lists the attachment slots made up by a the entry in Layout Class when you hover over the number.
3) XML Editor request, sounds a bit backwards and old fashion, but instead of a drop down with Attachment Classes in "Data - Attachment Class," have an option to enter numbers directly and have a list of the attachment Class or Classes that the number translates into show up.
I've got 2 and 3 covered external to the XML Editor in the form of the spreadsheet I use to calculate (multi-)Attachment Class entries which have to be entered again outside of the XMLEditor. These multi attachment class attachment slots now show up as blank, and every time I save I hope the XMLEditor simply ignores these entries (so far this is case).
By the way any developments (like changing the tag notation) for multiple default attachments?
[Updated on: Mon, 17 January 2011 22:49] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: New Attachment System Beta[message #271796]
|
Sun, 30 January 2011 01:17
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Ah, this is actually an ongoing issue with the Map Editor and how it handles multiple (and now singular) default attachments that an Item is supposed to have when it appears. Ie. an item has four default attachments defined in the XML, it reliably appears with all four defaults when: your buy it, when the AI is randomly assigned it, when it appears in NPC/RPC inventory, and (new for me at least) via the extra items XML's. However when using the Map Editor to pre-place items, more often than not, an item index (meaning all of that item) will be missing one or more default attachments. Which item indexes the map editor will not pre-place with correct number of attachments seems to randomize with any changes to the XML's, so it is hard to pin down as it cannot be reliably forced to happen.
Getting the multi-default attachments to work reliably with the Map Editor has been an issue on the back burner for quite some time now. They work with every other method of making an item appear in-game. Frankly, there are not many of us that it will be affecting as not many of us are playing around with multi-defaults. Affects me probably the worse because my application of NAS is completely removed from the official NAS XML's, the last of which is now in v1.13. I use a lot of default attachments to accomplish what I have done so far.
Until now it was thought to only affect items with multiple default attachments. Today while trying to fix something, found that the issue affects all default attachments. Specifically, in UC-1.13 all Agram 2000's pre-placed with the current Map Editor are missing the integral grip (default attachment). As it affects singular default attachments, this issue now has greater potential to affect other modders.
See also: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=271791#Post271791
EDIT: re-read your post there Space Viking, sorry, I thought you were responding to my earlier post, instead of reporting a different bug... Sorry, starting to go all scatter brained again.
[Updated on: Sun, 30 January 2011 01:58] by Moderator Report message to a moderator
|
|
|
|
|
|
|
Re: New Attachment System Beta[message #276312]
|
Mon, 21 March 2011 23:31
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Found what looks like an issue with how NAS displays slot information. One of the UC-1.13v3 testers ran into a bug where under Restricted items mode attempting to view the details of some guns would CTD the game. I found that I could replicate it, the same gun would CTD the game only in restricted items mode when I cycled to it with the cheat codes, but would not crash the game in Tons of Guns mode.
Earlier today I found a case where a grenade set as a hidden attachment, but not a hidden addon (the slot lights up, but the grenade is not specifically named as an attachment) resulted in a CTD whenever if tried to bring up the launcher's description display. The launcher's description was working just fine before I started messing with the hidden attachment setting of the only grenade that fits it. Oddly the other slot the grenade fit into, on the weapon, appeared just fine and displayed the slot's label which I was using as an ad hoc tooltip. I fixed this by creating a dummy attachment that would be listed as a possible attachment for the launcher.
Thinking that the two CTD's may be related I quickly cleared the Tons of Guns Only flag on all attachments and tried to replicate the Restricted Items CTD, I couldn't, and was even able to open up the details display for the problem guns in the save game the original reporter of the bug supplied.
I am suspecting this CTD has something to do with NAS, specifically, how NAS deals with slots (slots appearance, or the list of possible attachment, or both) on a gun's layout where the attachments are illegal based on game mode. ie. the CTD went away when I made all attachments legal under Restricted items mode.
Or I could be seeing two separate NAS slot related CTD's (the one for game mode and attachment availability, plus the one I stumbled on while tweaking Bun's pseudo rifle grenade system to display tool tips).
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
Re: New Attachment System Beta[message #276585]
|
Thu, 24 March 2011 23:45
|
|
ctiberious |
|
Messages:605
Registered:March 2007 |
|
|
wil473Found what looks like an issue with how NAS displays slot information. One of the UC-1.13v3 testers ran into a bug where under Restricted items mode attempting to view the details of some guns would CTD the game. I found that I could replicate it, the same gun would CTD the game only in restricted items mode when I cycled to it with the cheat codes, but would not crash the game in Tons of Guns mode.
Earlier today I found a case where a grenade set as a hidden attachment, but not a hidden addon (the slot lights up, but the grenade is not specifically named as an attachment) resulted in a CTD whenever if tried to bring up the launcher's description display. The launcher's description was working just fine before I started messing with the hidden attachment setting of the only grenade that fits it. Oddly the other slot the grenade fit into, on the weapon, appeared just fine and displayed the slot's label which I was using as an ad hoc tooltip. I fixed this by creating a dummy attachment that would be listed as a possible attachment for the launcher.
Thinking that the two CTD's may be related I quickly cleared the Tons of Guns Only flag on all attachments and tried to replicate the Restricted Items CTD, I couldn't, and was even able to open up the details display for the problem guns in the save game the original reporter of the bug supplied.
I am suspecting this CTD has something to do with NAS, specifically, how NAS deals with slots (slots appearance, or the list of possible attachment, or both) on a gun's layout where the attachments are illegal based on game mode. ie. the CTD went away when I made all attachments legal under Restricted items mode.
Or I could be seeing two separate NAS slot related CTD's (the one for game mode and attachment availability, plus the one I stumbled on while tweaking Bun's pseudo rifle grenade system to display tool tips).
I tried to recreate this issue using the current revision but I'm not able to. I don't know if it's a specific gun that is causing the problem but I tried in all four combinations: SciFi-off/ToG-Off, SciFi-On/ToG-Off, SciFi-Off/ToG-On, and SciFi-On/Tog-On. Cycled through the first 200 items without any problems.
I also tried labeling the 40mm HE grenade as a hidden attachment, then pulled up a couple different GLs that support that grenade. No crashes and in all cases the grenade was attachable but didn't display in the attachment tooltip.
If you can recreate either of these bugs using the Beta 2011 data, let me know which specific weapon or combination resulted in the CTD. If it's only happening in UC113, let me know that too. I may have to see about properly installing UC113 and see if I can recreate the error there. But even if that is the case, I will need a specific case to test with.
Of course, the other possibility is that the bug(s) has been fixed since the release you're using. There have been at least 45 upates since the last NCTH build was released, and I think over 100 since the last official beta release from RoWa.
Report message to a moderator
|
|
|
|
|
|
Re: New Attachment System Beta[message #276786]
|
Mon, 28 March 2011 23:30
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Good to hear, however the origins of this bug (Reduced Items game mode) has highlighted a problem with how slots are selected for display. With the truncated slot labels (and the fixed code in future), the muzzle slot related CTD is gone, and I am now noticing the appearance of slots inappropriate to the game mode. The game, being able to recognize that an attachment is not valid for the game mode, does not list it as a possible attachment - for many attachment slots, this is leaving no valid attachments, and results in displaying the slot label. As I am trying to use slot labels as ad hoc tool tips, reduced Item mode is displaying a lot of unnecessary and inappropriate warnings.
ie. CAR-15 in Reduced items mode is showing "warnings" for missing default optics and muzzle devices, due to all muzzle devices and optics that would fit being tagged as Tons-of-guns only.
I am wondering if the NAS slot code can differentiate between:
- there being no valid attachments of any kind for an item controlling game mode (Tons of Guns vs. Reduced, and Sci-fi), leading to it not displaying a slot
and
- there being valid but hidden attachments only, leading it to display a slot along with the slot label.
Note: the Gun Barrel Extender would fit into the later, but for me I've set this as a sci-fi mode item that should fit on guns that have a flash hider or other attachment. Otherwise I would need a "dummy" attachment to make the muzzle slot appear without the slot label. Indeed, right now I am needing to allow extra attachments into Reduced items mode so the slot has something to display instead of the slot label.
[Updated on: Mon, 28 March 2011 23:36] by Moderator Report message to a moderator
|
|
|
|
|
|
Goto Forum:
Current Time: Fri Mar 29 08:13:54 GMT+2 2024
Total time taken to generate the page: 0.04093 seconds
|