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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260511] Tue, 24 August 2010 22:30 Go to previous messageGo to next message
Anonymous
Smeagol,

I do not know if this has been reported yet, but their are numerous bugs that appear with relation to interface and cursor location. I specifically believe it is because of the new attachment system. Instead of displaying the correct text boxes it displays [attachments].

Edit: Also, their, at times, are blanks missing from item descriptions.

Sorry if these have already been reported.

[Updated on: Tue, 24 August 2010 22:33]

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260513] Tue, 24 August 2010 22:50 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
taoteching
Smeagol,

I do not know if this has been reported yet, but their are numerous bugs that appear with relation to interface and cursor location. I specifically believe it is because of the new attachment system. Instead of displaying the correct text boxes it displays [attachments].

Edit: Also, their, at times, are blanks missing from item descriptions.

Sorry if these have already been reported.



Empty description boxes are there, because I'm a lazy guy. Wink

Just report the items you find with empty boxes and I fix that (most probably some of the combined vests...).

As for the missing descriptions on attachment slots, those are most likely for non-weapon slots (like the slots you find on Tank of Gas for example). That's intentional as far as I know...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260515] Tue, 24 August 2010 23:11 Go to previous messageGo to next message
Anonymous
No man, what I mean is when let's say I am shopping at Tony's....If I hover over some items in his inventory, sometimes it says [attachments] instead of the usual gun specs. Also, after I traded some guns for money, I hovered over some things and instead of displaying gun specs., it displayed the money cursor.

With regards to the missing text. It would be something like this.

This gu[.....] after 1942.
It is t[.....] companion, and
offers nice stability to any
squad.

[Updated on: Wed, 25 August 2010 00:02]

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260517] Tue, 24 August 2010 23:28 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Ugh.


About the inventory stuff, nothing I can do about that.

About missing texts... uhm, yeah, stuff like that can happen from time to time. Just try to identify the items and tell report which items have goofy descriptions/missing descriptions, etc... some of them were made without much effort (I hate writing descriptions...). best example is probably the SUSAT scope. ^^

But I'll promise to add some witty lines to the descriptions, when I'm motivated...


Anyways, made a big update on the FAQ, merges and gunlist on page 1 in this thread.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260520] Wed, 25 August 2010 00:01 Go to previous messageGo to next message
Anonymous
I even had the [attachments] text box appear, when my mouse was hovering over Fred the miner in Chitzena.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260523] Wed, 25 August 2010 00:12 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Wanted to report the fact that Barry, despite the fact that you hear his lines perfectly, doesn't move his lips anymore... Don't know what controls that, if that is related to the messing around with traits and stuff?

I have also had similar problems as taoteching, that sometimes nothing but 'attachments' appears. In my case, hovering over Barry's portait at AIM gave that once, which also made it impossible to click his portrait. It was easy circumvented by first viewing another profile and than everything was fine, but it was just a bit odd.

P.s. threads grow quickly big when a mod is popular Wink


Edit: And I constantly forget to add - The AI is much improved for the enemy, but my militia seem to use the same old huddle up massive attack strategies and did not avoid a mustard gas grenade cloud - getting six killed.
I know you can order them around. However, although talking is only 6 AP commanding them is taking up a lot (30 AP's or so...). And they did not follow commands too well so to speak. Now part is too blame they were too much under fire and low leadership of the merc able to give commands. However, when I say 'take cover', I don't expect them to get up and run towards the enemy :confused: Brave diversion, but yeah needless to say that that particular militia got shot in an instant... He shall be remembered, haha
Does the AI improve of militia as they become more experienced or is this just the way it is?
And as noob question: How do you call in reserves in the town area next to you... couldn't figure that out.

[Updated on: Wed, 25 August 2010 00:53] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260539] Wed, 25 August 2010 01:36 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Problem problem:
http://img576.imageshack.us/img576/8171/smgstock.png

Some stock problems as you see. Couldn't fit that to MP5N and MP5A4
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260542] Wed, 25 August 2010 02:18 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Not a bug, a feature... :compcuppa:

The SMG Telescopic stock is supposed to fit the intermediate submachinegun/machinepistol hybrids and guns like the bizon. It clearly states in the pic which attachments the slot takes, and the SMG stock is none of those (the Telescopicf stock mentioned in the slots is yet another one Wink ).


Had told that before though, when I started the stock reworking... :bandit:

[Updated on: Wed, 25 August 2010 02:19] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260554] Wed, 25 August 2010 08:42 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Adding the Lobaev SVL .408 Sniper Rifle.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260557] Wed, 25 August 2010 10:44 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
smeagol
Not a bug, a feature... :compcuppa:

The SMG Telescopic stock is supposed to fit the intermediate submachinegun/machinepistol hybrids and guns like the bizon. It clearly states in the pic which attachments the slot takes, and the SMG stock is none of those (the Telescopicf stock mentioned in the slots is yet another one Wink ).


Okay, but in the SMG Stock pic it CLEARLY looks like a MP5 telescopic stock. So it is still pretty illogical.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260558] Wed, 25 August 2010 11:49 Go to previous messageGo to next message
ko5ma

 
Messages:35
Registered:January 2010
Location: Poland
I have a small problem, not sure if it's me doing something wrong... Started a new game with "very slow item progression", had a dyneema and a spectra vest drop in Omerta just after landing.

EDIT: AIMNAS v6 + MercStartingGear.xml
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260559] Wed, 25 August 2010 12:27 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
ko5ma
I have a small problem, not sure if it's me doing something wrong... Started a new game with "very slow item progression", had a dyneema and a spectra vest drop in Omerta just after landing.

EDIT: AIMNAS v6 + MercStartingGear.xml


there's an ini setting that makes all enemies wear any armour, they are supposed to wear uniforms but they are not, this is a known bug which i am investigating..
for the moment you can disable the ini setting, look for SOLDIERS_ALWAYS_WEAR_ANY_ARMOR and change it to false


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260560] Wed, 25 August 2010 13:04 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
You should probably look at function "ChooseArmourForSoldierCreateStruct( ... )" in "Tactical\Inventory Choosing.cpp".

Example:
for(i=bHelmetClass;i<=10;i++)
{
	usHelmetItem = PickARandomItem(HELMET,i );
	//if we find a non-empty class change to that and break
	if(usItem > 0)
	{
		bHelmetClass = i;
		break;
	}
}


"usItem" is initialized with zero value but never set to anything else. This for loop will do nothing in this case. Shouldn't it be "if(usHelmetItem > 0)" in this case?

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260562] Wed, 25 August 2010 13:41 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
yeah looks like i made a mistake and forgot those with the variable renaming part
so it loops to 10 and everybody gets godlike armour..

fixed!
new sci and single exe coming up!


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260564] Wed, 25 August 2010 14:17 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
just wondering, since this is a xml mod can i update aimnas without screwing current game?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260566] Wed, 25 August 2010 14:43 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
Location: Bavaria - Germany
Smeagol
AIM-NAS is still in development, consider it still in beta-testing (though the name obviously translates in to Alpha Item Mod - New Attachment System, I guess that the item mod has left Alpha stage... but BIM sounds a bit silly, doesn't it...).


well Smeagol, how about renaming your mod officially to something in the likes of "Advanced Item Mod" instead, since it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260567] Wed, 25 August 2010 14:54 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
New patched EXE and complete v6 SCI ready, only update the exe if you are already running the v5 SCI, for new installs use the v6 SCI

http://www.mediafire.com/?fkrfz6vz149oa


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260589] Wed, 25 August 2010 19:23 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Tais
New patched EXE and complete v6 SCI ready, only update the exe if you are already running the v5 SCI, for new installs use the v6 SCI

http://www.mediafire.com/?fkrfz6vz149oa


Sorry to ask, but does this have the correct MercStartingGear.xml? Since smeagol by accident added the wrong one in AIMV6 ?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260590] Wed, 25 August 2010 19:26 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
yes, i thought of that just before i started uploading..
it has the correct file


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260596] Wed, 25 August 2010 20:14 Go to previous messageGo to next message
Anonymous
Thanks for all of the hard work Tais. You have made it very easy to combine all of these modifications. Once again thank you.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260605] Wed, 25 August 2010 22:42 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
I looked at this lighting mystery and this is what I found:

Sighting adjustments are made depending on where you look and the light level there.
Light levels have a certain range where 3 is normal daylight level and 12 is normal night light level (or cave light if below ground). Anything below light level 3 is considered bright light.

We can't use that for the goggle check. We can only use more generic parameters like daytime or ground level when checking a map.

Using the daylight bonus as a criteria for the goggle check seems like a good choice for the SAS gas mask. But is the SAS mask a good choice for daytime? Only when looking in bright lights, otherwise no.

What about other items? What if an item is ok for use in daylight (bonus = 0) but has a penalty for blinding bright light? The goggle check would be wrong again if we would look at the daylight bonus.


We could make a combined check like:

at daytime && above ground && ( bright light or daylight bonus < 0 ) && night vision bonus > 0  this is a bad choice for daytime

below ground && (bright light or daylight bonus > 0 ) && cave vision bonus <= 0   this is a bad choice for a cave

at night time && above ground && ( bright light or daylight bonus > 0 ) && night vision bonus <= 0   this is a bad choice at night time


But even that would lead to problems. The SAS mask would already fail at the first check. If we use && instead of "or" it wouldn't be any better. Sad

If anyone comes up with a good solution please tell me. Smile

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260614] Thu, 26 August 2010 00:48 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
make it dependent on the time of the day...

from 21:00 - 7:00 -> Night

from 7:00 - 21:00 -> Day

maybe from 11:00 - 13:00 -> Midday (-> bright light)



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260615] Thu, 26 August 2010 00:59 Go to previous messageGo to next message
Anonymous
Smeagol,

you have a NADA index 1004. Just thought I would mention it to you.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260618] Thu, 26 August 2010 01:19 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
taoteching
Smeagol,

you have a NADA index 1004. Just thought I would mention it to you.


so?


found a nada item in a map?


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260619] Thu, 26 August 2010 02:16 Go to previous messageGo to next message
Anonymous
Yes, in a map.

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260622] Thu, 26 August 2010 02:32 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
which map?

probably one of the deleted 40mm Cylinder items (those aren't necessary anymore).


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260624] Thu, 26 August 2010 02:34 Go to previous messageGo to next message
Anonymous
I don't think it is the 40mm Cylinder items, because it is a newer game. It was in Chitzena somewhere. I can find out for sure if you want.

[Updated on: Thu, 26 August 2010 03:29]

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260642] Thu, 26 August 2010 13:05 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
Chitzena B2 north building with the 4 trasures an 3 lockers the middleone.

oh. he already worte where...didnt see it. was so small...

[Updated on: Thu, 26 August 2010 13:07] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260646] Thu, 26 August 2010 13:42 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
hmmmm....

yeah, 1004 was the ACOG combo scope. Also due to NAS was obsolete and just got removed from the XML.

Thanks for reporting, I'll replace that one with a different scope item...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260660] Thu, 26 August 2010 18:56 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
I fix the map screw ups in B1 and B2 (the Mp5 RAS with 75 rounds and the ACOG Combo scope that turned into a NADA item...).

If you find more, drop me a line and I'll fix it...


Uploaded an update for the B1 and B2 maps.


Hmm....


I guess I'll have to take a look at each map and update accordingly... will also add stocks and other default stuff to places you find guns in the maps (like when you find a sniper rifle in a map, it should have an appropriate scope nearby and such...). I think I can manage to do that within a day or so... maybe a complete mapupdate will be availble tonight (no promises, as always... Wink ).

[Updated on: Thu, 26 August 2010 19:30] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260670] Thu, 26 August 2010 22:36 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
smeagol
make it dependent on the time of the day...


It does depend on time of day already. That's not the problem. The problem is the mixed bonus that the SAS mask gives. It has a penalty for daylight vision. That means that it's not useful during the day and should produce a goggle warning BUT it has a bonus when looking at bright lights. I just can't tell when this is the case because it gets calculated when the merc looks at something.
It might as well be that the daylight vision penalty cancels the bright light vision bonus when looking at bright light in addition to decreasing vision range at normal daylight level. A goggle warning in that case is not the worst thing...

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260672] Thu, 26 August 2010 23:24 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Well... I decided to give several maps an overhaul not only regarding items.

I'm also chopping down some trees and cutting some of the kevlar grass in several maps. Also I change enemy placement in some maps.

The general layout of the maps remains mostly the same, but sometimes, a fence is added or placed differently. Sometimes I even add an additional building or move a building to a different place...

you get the point... updating the maps will surely take a while... I'm already in row B, map 11.

Minor changes can be done in 5 minutes, bigger changes can take up to an hour or more...


Edit:
Uploaded a mapupdate for rows A & B.

Might require a restart of the game, if you want the sectors you already visited to change... otherwise, just use the maps from that package you haven't visited yet.

[Updated on: Fri, 27 August 2010 00:52] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260686] Fri, 27 August 2010 01:10 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Might have stumbled upon two things:

I threw a Molotov Cocktail at night. It worked fine, but to my surprise the fire does not light up the surrounding tiles which is what I expected, thus damage and some reduced flare attack. Now if this is not coded, which is quiet possible, I would make the suggestion to have molotov cocktails spread a bit of light during the night.

The Fabarn SPASS shotgun: It did not receive a bonus to its distance despite adding a duckbill (which states +2 bonus), and when adding a shotgun forgrip I did not receive the bonus for quicker loading of ammunition.

silversurfer

It might as well be that the daylight vision penalty cancels the bright light vision bonus when looking at bright light in addition to decreasing vision range at normal daylight level. A goggle warning in that case is not the worst thing...


Do you mean to say that it works well at night, no penalty or bonus for bright light (I actually believe the bright light bonus is +1 only and daylight penalty -2... or otherway around... anyways may not really cancel), and penalty during the day?
However, the point is that it also gives a goggles warning during the night, for which it functions fine, even with the bright light bonus!

And please keep some of the tree groups standing, they provide cover and would find it a shame if WF becomes a night-ops only map, if I may over-exaturate a bit. Besides, trees are good for the environment Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260687] Fri, 27 August 2010 01:20 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Smeagol, very nice, thank you!
If you agree I suggest to add one or two more tanks into cities because there are plenty of explosives in all mining sectors.

GMV, which ammo do you use? If you load slug ammo into any shotgun, the duckbill won't increase range just for the buckshot.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260692] Fri, 27 August 2010 01:56 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
No worries... I'm not harrowing the land.

There'll be enough trees and grass remaining in the maps... I just reduced the numbers slightly (for example, when there is a very dense groups of 5 trees, I removed one or two of them of them... and with dense I mean, a tree on each tile).

I think you can have faith in map building abilities. Wink




Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260731] Fri, 27 August 2010 12:06 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Yes Smeagol. I've found the WF maps and especially the updated WF maps VERY good. More consistency on everything. I also like the new enemy placement and the fact that they do patrol on some kind of regular basis. So if I spy the enemies for a while I can plan my attack. Awesome!
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260750] Fri, 27 August 2010 18:36 Go to previous messageGo to next message
Anonymous
Smeagol,

In Cambria, when you talk to nurse Jenny about going and getting the doctor, if you are standing in front of the (one tile entrance behind counter) the game will freeze up due to inadequate space for Jenny to walk around. Maybe you could increase it to two tiles at least.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260752] Fri, 27 August 2010 18:49 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
GMV

Do you mean to say that it works well at night, no penalty or bonus for bright light (I actually believe the bright light bonus is +1 only and daylight penalty -2... or otherway around... anyways may not really cancel), and penalty during the day?
However, the point is that it also gives a goggles warning during the night, for which it functions fine, even with the bright light bonus!


The daylight vision bonus is used when the light level is brighter than normal night level. The bright light vision bonus is used when it is even brighter that normal daylight level. Both bonuses are cumulative.

With the SAS mask you will have a penalty during the day and only if the light is blinding this penalty will be reduced by the bright light vision bonus. Very Happy


But you are right, that mask shouldn't produce a goggle warning during the night. At night we should check that the goggles provide a bonus to night vision or cave vision depending on the ground level. The bright light vision bonus/penalty is irrelevant in this case.

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260755] Fri, 27 August 2010 20:51 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
taoteching
Smeagol,

In Cambria, when you talk to nurse Jenny about going and getting the doctor, if you are standing in front of the (one tile entrance behind counter) the game will freeze up due to inadequate space for Jenny to walk around. Maybe you could increase it to two tiles at least.



Yeah, once I get to reworking the hospital I'll fix that. Thanks for reporting.


Atm I'm trying to rebuild the C14 drassen map, as it basically sucked and I always wanted to create a new map for that sector. The new sector will have a small junkyard//garage//workshop and some cheap houses. Nothing spectacular really, but the old map just didn't fit.

But it takes a time to build a more or less completely new map, and as I work my way down from North to south, it might take a while until I reach Cambria.


Also reworked the D2 SAM site, the AI was always very easy prey when they tried to attack the island to take back the SAM site. I made the SAM site situated on a peninsula instead, with more or less easy access from the east.



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260760] Fri, 27 August 2010 21:15 Go to previous messageGo to previous message
Anonymous
Smeagol,

There is a civilian in sector: C6 San Mona (Shop keeper in Smoke's, beside Angels Leather shop) whose lines are wrong.

He states: "Quote 1", "Quote 2", "Quote 3", "Quote 9", "Quote 12", and so on.

Also,

The harder it is to attack something, the easier it is to defend.
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