Home » MODDING HQ 1.13 » v1.13 Coding Talk » New Attachment System Beta
Re: New Attachment System Beta[message #268523] Sat, 18 December 2010 14:11 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
My point was not adding all attachments to all guns, but how huge the file gets rather quickly.

Even with basic attachements (that is each gun has the attachments it should have), the file is much bigger than with WS version, simply because each attachment gun combination requires a single entry like this:


2181
1488
20
0



with currently 433 guns in AIMNAS and around 200 attachments, this adds up rather quickly.



Re: New Attachment System Beta[message #268530] Sat, 18 December 2010 17:55 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
UC-1.13 has half as many guns, and I'm sure less than half the number of attachments. The conversion still took up over a week's worth of free time.*** I made the job a bit easier by doing most of the work with spreadsheets that I could sort based on a weapon's real world characteristics (ie. sort by number of RIS rails on the handguard). After that it was just cutting and pasting the appropriate columns and filling down the attachment index in attachments.xml


*** The spreadsheet was from before NAS, so in reality the research work adds another week or two of spare time.

[Updated on: Sat, 18 December 2010 17:57] by Moderator



Re: New Attachment System Beta[message #268542] Sat, 18 December 2010 22:26 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
smeagol: Admittednly I'm only using the released Items.xml and Attachments.xml files, so less then 1400 items. That results in a 1.3mb and .6mb file (respectively). And my Attachments.cml is only 25.5k lines. So yes, the file does take up alot of space, but I still don't see why your's would be 20 times larger unless you've added 20 times as many guns and/or attachments.

My main concern for questioning the size of your attachments.xml file is to make sure you aren't misunderstanding the capabilities of NAS. Unless a weapon is meant to have, "out of the box", the ability to support all attachments, then you don't need to give it support for all attachments in Attachments.xml.

Re: New Attachment System Beta[message #268552] Sat, 18 December 2010 22:57 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
The amount of xml entries does increase exponentially with the amount of items you add, it has always been this way and it was also the case in NAS 0.6.
It was less apparent with NAS 0.6 because there it was like using templates for guns.
If you work with excel or a text editor you can still make groups of attachments that would have gone in one slot.
I think this is what wil does and it would help if you're going to change alot.

In theory the editor could even create these templates for you, but it would be alot of work I guess.
But it would be alot of work and I'm not sure you'd even gain that much from it.
Re: New Attachment System Beta[message #268559] Sun, 19 December 2010 03:13 Go to previous messageGo to next message
Wil473

 
Messages:2855
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



Re: New Attachment System Beta[message #268560] Sun, 19 December 2010 04:52 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Actually, putting all the "non-gun attachments" into AC1 is a good idea. I didn't do it that way because I didn't think of doing it that way. Smile I think I'll probably update the default NAS 0.7 so that it follows that system since it sounds like it's a more viable option and frees up 3 ACs for modders to use. Considering you (and probalby smeagol) are setting up drastically altered Items.xml and Attachments.xml from what's in "standard" 1.13, this shouldn't effect you anyway but it might make things a bit easier for the next modders that come along.
I can also make sure that the 4 default slots are appearing properly. I thought I had resolved it so that they always appeared if no other slots were setup but it's possible that I've still missed something.

Re: New Attachment System Beta[message #268575] Sun, 19 December 2010 18:46 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
I finally traced my problem to not having slots able to take Attachment Class 1 in Layout 1. Setting the default slots to be in Layout 1 wasn't a good solution, so I ended up using two new layouts (later just one, as I just gave Layout 1 four of the new slots, the other one I kept for items that only will take a single attachment like the X-Ray detector and explosives). So no .exe based NAS bug, just user error again.

How is progress on multiple default attachments? ie. Are they being enumerated so that to the XMLEditor (and MS Excel) will see each attachment with a unique tag?

[Updated on: Sun, 19 December 2010 18:46] by Moderator



Re: New Attachment System Beta[message #269069] Wed, 29 December 2010 07:59 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Double posting as this is something of an ongoing bug. NAS 0.7 Map Editor is still inconsistent with multiple default attachments appearing. Dozens of weapons with multiple default attachments and most will always show up with one default attachment when placed in a map.

[Updated on: Wed, 29 December 2010 08:01] by Moderator



Re: New Attachment System Beta[message #269094] Wed, 29 December 2010 18:00 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
I've not even looked at the NAS 0.7 Map Editor. I'll put it on my todo list.

Re: New Attachment System Beta[message #269113] Thu, 30 December 2010 01:06 Go to previous messageGo to next message
Wil473

 
Messages:2855
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



Re: New Attachment System Beta[message #269152] Thu, 30 December 2010 18:25 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Don't suppose you could email me your Items.xml file?

Re: New Attachment System Beta[message #269158] Thu, 30 December 2010 21:55 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Sure, but due to the numerous new item graphics, it would be easier if I just quietly upload a pre-build of UC-1.13 v3. I should be building a pre-release periodically to make sure the thing is still modular via VFS.

EDIT: cannot put together the files now, but if you have no problems with esnips, I'll contact you later with a link to the file.

[Updated on: Thu, 30 December 2010 22:00] by Moderator



Re: New Attachment System Beta[message #269161] Thu, 30 December 2010 22:36 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
I don't think I have a current install of UC on my system. I had to reinstall everything when I came back and haven't had a chance to get everything back up to date. So to test the problem you've been having, I'll need as much as you can send me. Graphics and Items.xml files at the very least, though. With those I should at least be able to load into the map editor and see if I can recreate (and resolve) the problem.

Re: New Attachment System Beta[message #269522] Fri, 07 January 2011 11:40 Go to previous messageGo to next message
nollan

 
Messages:112
Registered:July 2006
Location: Le Su
This seems related to NAS so I post here: when I dropped a M14 and a M21 in the EBR the wodden stocks was replaced with nothing. Should not the fixed polymer-stock be a part of the EBR?
Re: New Attachment System Beta[message #269543] Fri, 07 January 2011 16:24 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
From the wooden stock, I'm guessing what you've run into nollan, is with a game of AIMNAS. You might want to address this one to Smeagol in the current AIMNAS thread. Fixed wood and polymer stocks are not stock v1.13.

EDIT: I just noticed the bad pun in the last line.

[Updated on: Fri, 07 January 2011 16:25] by Moderator



Re: New Attachment System Beta[message #270570] Mon, 17 January 2011 22:47 Go to previous messageGo to next message
Wil473

 
Messages:2855
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



Re: New Attachment System Beta[message #270762] Thu, 20 January 2011 08:23 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Triple Posting here as I don't want to start a new bug thread: In Tais final SCI, multiples of the same grenade can no longer be attached to multi-shot launchers. I can fill up all the grenade slots as long as it is one of each type of grenade. It seems whatever was done to allow multiples of the same attachment has been disabled. I remember this working a few versions ago when I was testing my 12 shot launcher.

The bug is easily replicated with the stock "vanilla" 1.13 campaign, cheat codes and Bobby Rays - go to Drassen airport, buy a multi-shot launcher and multiple grenades of the same kind, use the cheat code for instant delivery.

EDIT: forgot, there is an "items is already attached" error when I try to load a second of an already attached grenade.

[Updated on: Thu, 20 January 2011 08:43] by Moderator



Re: New Attachment System Beta[message #270798] Thu, 20 January 2011 19:11 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Hmm. In my existing test game I've got an AICW which I have had no problems loading, unloading and reloading with 3 40mm HE grenades. I also took an empty Milkor and starting loading 40mm HE grenades without issue. Also tried loading multiple 40mm illum, stun and smoke grenades into the milkor, again without issue. Finally, I downloaded Tais' SCI_r4057 and used that exe (but all the rest of the current files) and was able to repeat my tests without issue.
This sounds like a problem with the nasAttachmentClass value of 40mm grenades in your Items.xml file. I checked both copies of items.xml in Tais' SCI_r4057 but I don't see a problem there. I'd check your local items.xml files, including any that might be in your profiles folder. Make sure the nasAttachmentClass=1024 or 2048. Those are the only two attachment classes that are exempt from the duplicate item check so if for some reason you've got your grenades set to another attachment class, then you wouldn't be able to load more then one.

Re: New Attachment System Beta[message #270845] Thu, 20 January 2011 23:59 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Thanks, I suspected it may have been something I did. Up until today I wasn't conscious to needing to use 1024 and 2048 for multi-shots - now as for whether I should have known is a different story. I think I changed the grenade attachment class while trying to fix another false bug. Back on track for preview release based on Tais' final SCI.

I guess this means NAS 0.7 is dropping general attachments of multiples of the same attachment, where any attachments that are to be restricted to one are defined as incompatible with itself? Not that I've figured out how to use that capability of old-NAS, beyond grenades, but that was how I thought multiples of the same thing were to be handled in general.

[Updated on: Fri, 21 January 2011 00:00] by Moderator



Re: New Attachment System Beta[message #271792] Sun, 30 January 2011 00:02 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Not sure if you've had a chance to look at this, or if this even changes it priority, but I found a case of the Map Editor (the one the one the comes with Tais Final SCI) not attaching a singular default attachment when it places items in a map. The Agram 2000 in the recently released UC-1.13 v3, has an integral grip default attachment, instead of the auto/burst bonuses directly on the gun. I found earlier that this item when placed into maps via the Map Editor that the one default is missing. Considering a few workarounds, such as the Extra Items XML's which work for all defaults, but this issue may cause problems for others who are not doing anything special with the current tools.


Re: New Attachment System Beta[message #271794] Sun, 30 January 2011 00:51 Go to previous messageGo to next message
SpaceViking

 
Messages:760
Registered:January 2004
Location: Rochester, Minnesota, USA
This is probably a minor bug in the new attachment system:

Take a gun that can have a Kobra or Reflex Sight (like an AS VAL). Put on another sight (like a PSO1). Now try to put on the Kobra. No can do. Put on the reflex sight and then drop the kobra on top of it. Tah dah! You now have a gun with a Kobra and a PSO sight.


Re: New Attachment System Beta[message #271796] Sun, 30 January 2011 01:17 Go to previous messageGo to next message
Wil473

 
Messages:2855
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



Re: New Attachment System Beta[message #271917] Mon, 31 January 2011 20:39 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
SpaceViking
This is probably a minor bug in the new attachment system:

Take a gun that can have a Kobra or Reflex Sight (like an AS VAL). Put on another sight (like a PSO1). Now try to put on the Kobra. No can do. Put on the reflex sight and then drop the kobra on top of it. Tah dah! You now have a gun with a Kobra and a PSO sight.
That's not really a NAS issue or a bug for that matter. The tooltip displays valid attachments regardless of settings you have in IncompatibleAttachments.xml. The point here is that the tooltip should display all attachments that are valid for the weapons. The Kobra and PSO-1, however, are listed as incompatible in the IncompatibleAttachments.xml file, so the attachment process fails. The Reflex Sight and PSO-1 are not listed as incompatible which is why you can attach them together.

Re: New Attachment System Beta[message #271920] Mon, 31 January 2011 20:54 Go to previous messageGo to next message
SpaceViking

 
Messages:760
Registered:January 2004
Location: Rochester, Minnesota, USA
Chris, perhaps you misunderstand.

You should not be able to have a Kobra and a PSO sight (-1 or -3) on a gun at the same time. If you have a Kobra on a gun you can't put a PSO on it. And vice-versa.

But if you put on a reflex sight along with a PSO (which is a valid combination) and then replace the reflex sight with a Kobra it works and you end up with a Kobra and a PSO on a gun at the same time.

This same issue allows you to put an ISM-V-IR and a scope on a NATO gun which you normally can't do.

I would guess that the code that *replaces* attachments isn't doing the valid combination checking properly while the code that *adds* attachments does do the check properly.


Re: New Attachment System Beta[message #271933] Tue, 01 February 2011 01:58 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Ah. Gotcha. And I've got a fix for it that I'll be committed shortly. Smile

Re: New Attachment System Beta[message #276312] Mon, 21 March 2011 23:31 Go to previous messageGo to next message
Wil473

 
Messages:2855
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).


Re: New Attachment System Beta[message #276386] Tue, 22 March 2011 14:58 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Got a similiar problem with incompatible attachments not working correctly:

http://img854.imageshack.us/img854/9682/itlmarsbug.gif

The ITL Mars shouldn't be combined with a Laser, as clearly defined in the incompatible attachment section, yet you can attach a Rifle LAM (and all other lasers as well).

[Updated on: Tue, 22 March 2011 14:59] by Moderator



Re: New Attachment System Beta[message #276400] Tue, 22 March 2011 17:16 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
A few questions related to my CTD's:
- What is the maximum character length for slot labels?
- Are there any characters that shouldn't be used in a slot label?

The only commonality between the two CTD's are that the Muzzle slot and label is expected to be displayed (ie. the grenades are not listed, and with Restricted Items, rifles do not have muzzle devices of any kind listed either). The thing is, the Muzzle slot label displays properly in cases of missing default inseparable attachments caused by the Map Editor (ie. VSS rifle missing the default sound suppressor has not crashed the game as far as I know).

[Updated on: Tue, 22 March 2011 17:20] by Moderator



Re: New Attachment System Beta[message #276425] Wed, 23 March 2011 02:25 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Slot names hold up to 200 characters and I don't think there are any restricted characters. But then, it's just a standard CHAT16 (typedef wchar_t) variable.

If you have a savegame you can send in, that would be great. And if you could file a bugzilla report with details and the savegame, that would be even better. I'm focused on bug reports on Bugzilla right now and only noticed this post by accident. Smile So if you create a bugzilla report, I'm sure to get to the problem in the next couple days.

@Smeagol: Since the "basic" game doesn't have anything called a "ITL MARS", there could be any number of reasons for the problem you're reporting. Some could be code related but it's just as likely that you've set something up incorrectly. And since I don't have access to the files you're using, I'd have no clue where to start looking. If you can recreate your issue using the "basic" xml files, open a bugzilla report and I'll get the problem resolved.

Re: New Attachment System Beta[message #276426] Wed, 23 March 2011 02:39 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Same is true for example for the ISM-V, it should be incompatible with the regular Laser Sight (which are both in regular 1.13... the ITL Mars was just an example), yet the two items go together on the same gun. Somehow the incompatible attachments check seems not to work.


Re: New Attachment System Beta[message #276428] Wed, 23 March 2011 04:46 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
As far as save games go, I can supply Ikaruga's save game, however I am guessing that for a Bugzilla posting this CTD should be demonstrated with the v1.13 XML's instead of UC-1.13. I'll see if the circumstances for the CTD exist and cause a similar CTD with v1.13.


Re: New Attachment System Beta[message #276479] Wed, 23 March 2011 20:16 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
@Smeagol: I can't duplicate the issue you're describing. I take an FN FAL Carbine, which can take the laser sight and the ISM-V-IR. Attach either item into the appropriate slot, then try to attach the other and I get the notice that the two items aren't compatible and the attachment process fails.

Re: New Attachment System Beta[message #276481] Wed, 23 March 2011 20:28 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Ok... I don't get that notifier in game, although everything seems to be set up correctly... weird.


Edit:
Okay, fixed!

Somehow an entry with itemindex 0 snuck into the incompatible attachments, which led to offsetting the incompatible attachments altogether. Dunno how that line got in there, but after deleting the line everything is back to normal again.

[Updated on: Wed, 23 March 2011 20:41] by Moderator



Re: New Attachment System Beta[message #276493] Wed, 23 March 2011 22:19 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
glad to hear it's working again. Smile

Re: New Attachment System Beta[message #276585] Thu, 24 March 2011 23:45 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
wil473
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).


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.

Re: New Attachment System Beta[message #276680] Sat, 26 March 2011 22:06 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Well, I'm a bit ahead of schedule with testing the CTD's I've been complaining about. Inadvertently caused the CTD in the normal (Tons of Guns/Sci-fi/no Crepitus) mode, when I was modifying the MP5SD to no longer have sound suppressor attachments except for the integral one. I had a case of this weapon in the test game, and when I cleared the last attachment, it started to CTD on viewing item description. It must be something about the slot label.

EDIT: truncating the label fixed it.

Old: "Missing Muzzle Default Attachment - USE toolbox on this slot, if nothing appears please report bug."
New: "Missing Muzzle Default Attachment - USE toolbox to fix, otherwise please report bug."

EDIT2: truncating all of them to be safe: Default Attachment - USE toolbox on slot should fix, otherwise please report bug

[Updated on: Sat, 26 March 2011 22:27] by Moderator



Re: New Attachment System Beta[message #276779] Mon, 28 March 2011 18:29 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Found the problem. For some reason the variable used to display the description was set to 100 characters while the variable used to store the description was set to 200 characters. This has been corrected as of revision 4289.

Re: New Attachment System Beta[message #276786] Mon, 28 March 2011 23:30 Go to previous messageGo to next message
Wil473

 
Messages:2855
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



Re: New Attachment System Beta[message #276798] Tue, 29 March 2011 01:52 Go to previous messageGo to next message
ctiberious

 
Messages:606
Registered:March 2007
Getting NAS to only display slots for legal items is easy enough to resolve. The fix is in revision 4290.

However, I'm not exactly sure how your note relates to this concern. If both the extender and flash suppressor are "legal" for your game settings (have correct SciFi and BigGunList flags), and assuming the Extender is only supposed to attach to weapons with a flash suppressor, then the extender should not appear on the valid tooltip list without the supressor being attached first if you've setup your attachments.xml correctly. If you don't want the Extender to be attached to a particular weapon without some other attachment as a prerequisite, then the weapon in question should not include the Extender as a legal attachment. Instead, the prerequisite attachment should have the Extender listed as a legal attachment. Example:
M4 CAN attach Flash Suppressor
M4 CANNOT attach Extender
Flash Suppressor CAN attach Extender
Looking at the tooltip for the M4 w/o a flash suppressor will NOT display the Extender as a valid option. But if you attach the flash suppressor to the M4 (and assuming you had another barrel slot available) then the Extender should become an option.
This has nothing to do with item legality or hidden flags. It's strictly to do with the way you've setup your attachments.xml file.

Re: New Attachment System Beta[message #276800] Tue, 29 March 2011 02:39 Go to previous messageGo to previous message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Excellent. Yeah, the note was specifically concerning the gun barrel extender in UC-1.13; though I did have a concern someone would bring up the extender in v1.13. Thought I'd pre-empt by confusing myself and everyone else.


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