Re: Arulco Revisited Mod v1.1[message #304061]
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Mon, 30 April 2012 05:25
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WaBlackHat |
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Messages:43
Registered:April 2012 |
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I recently upgraded to SCI_5224, and put AR 1.1 and AFS 3.65 in it.
Had to do a little editing. (first to merge the vfs files for AR and AFS)
And to merge the 3 different versions of the JA_Options.ini files. (1.13, AFS, and AR)
The game runs, but there are a few little problems... (Mostly unknown items being found [NADA image, or items named Slot301, or Explosives with "Placeholder" for a description]
Another problem... When I looted the Rebels hideout lockers in Omerta I ended up with about 6-7 high level weapons [But no AMMO]. (like Barrett M82A2, Al AWM, Desert Tactical SRS .308) Most of which I am pretty sure are end game weapons.
Next time I probably try only using 5224 and AR
Hmm any timeline for when AR 1.2 will be out? I mean are we talking Days, Weeks or Months?
[Updated on: Mon, 30 April 2012 05:27] by Moderator Report message to a moderator
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Corporal
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Re: Arulco Revisited Mod v1.1[message #304263]
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Thu, 03 May 2012 21:00
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WaBlackHat |
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Messages:43
Registered:April 2012 |
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Yes Maddog is displaced in the AR's mercprofile.xml from 6,9 to 11,7
But Pablo is not displaced in AR's mercprofile.xml.
In 4870 he is listed as at 13,2
In 5224 he is listed as at 13,2
In AR he is listed at 13,2.
I am not sure which file relocates him to Estoni (maybe its done on the maps?)
Quote:I also tried to do a comparison and did not notice any major differences (besides the missing data) other than the order of some traits, and slight variations in stats or merc prices. The differences were probably due to 4870->5224, not due to AR.
[Updated on: Thu, 03 May 2012 21:03] by Moderator Report message to a moderator
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Corporal
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Re: Arulco Revisited Mod v1.1[message #304419]
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Sat, 05 May 2012 23:20
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Inukshuk |
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Messages:85
Registered:September 2009 Location: Canada |
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This is a fantastic Mod, and I've enjoyed playing it with 4870 but I want to try all those JA mercs too so I've tried what you guys are talking about but still can't get those mercs to show up (without the zero stat thing happening...) in 5224, though the other features of 5224 do seem to work OK with AR, as everyone else seems to be finding.
In mercprofiles.xml (after installing first the 5224 SCI then 1.1 AR), I find Maddog's coords to be set at X11 and Y7 in the AR Tabledata directory but 6,9 in the data-1.13 tabledata directory. It seems like if I was editing anything, it would have to be in the AR directory, but since those are already the values I think I'm suppose to be changing TO, there didn't seem to be any change to make, so I edited the data-1.13 instead so they both said 11,7, but the same problem existed with the new-old JA mercs. I must have misunderstood what to do. Can one of you guys mention again exactly within which directory I change the mercprofile coords of Maddog to 11,7? Or was I supposed to edit the AR directory's mercprofile to 6,9?
Thanks...and again thanks for this really satisfying mod, which breathes yet more new life into this fine fine game which I've come back to (again) after flirting with BiA.
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Corporal 1st Class
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Re: Arulco Revisited Mod v1.1[message #304427]
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Sun, 06 May 2012 01:50
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Inukshuk |
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Messages:85
Registered:September 2009 Location: Canada |
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Hmm...thanks for the suggestion DepressivesBot, but though it works to activate the new/old DG mercs in new games, it looks like there are some unintended side effects. the first enemy corporal I knocked out in Arulco was carrying NVG III goggles, and a ton of other later-game stuff too. A bunch of red text at load-up (which is no big deal in and of itself) seems to my non-coder mind to mean that without the AR file, the game is using some other default files in root directories and using 5224 1.13 values that AR isn't designed for. Perhaps enemy loadouts are coded in mercprofiles.xml in some place I haven't seen.
I get the impression that there was another solution that just edited Maddog's location so that the intended AR mercprofile file (with I presume the 'right' equipment loadout) would work. I can do the edits if I know what to edit.
Or is it that using the new resolutions causes some kind of effect with equipment loadouts (which seems unlikely)?
If there's no way to get the intended AR equipment AND the DG Mercs at this time, then it would be good to now that too, and I'll just settle for the 4870 SCI with AR, which is still great.
Also, FWIW, my impression is that the DG mercs are a bit cheap compared to what looks like the intended game balance for AR, though it's easy enough to deal with that.
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Corporal 1st Class
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Re: Arulco Revisited Mod v1.1[message #304541]
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Wed, 09 May 2012 20:04
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Toneone |
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Messages:376
Registered:October 2008 Location: Germany |
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Just had this happen to me, with the stable 1.13 release
Edit: after restarting the game it happend again, dunno whats up with that. I hope it disapears after ive been to another sector.
Other bugs ive seen,
1. Interrupts for enemies often dont trigger proper on long ranges. My movement gets interuppted, and i get the clock for 20-30 secs, instead of the game switching to interrupt for the AI and then back to me.
2.Reinforcements dont join during TB, but spawn in when it goes to real time. Killing all the soldeirs in the sector without going to RT once prevents reinforcements.
Good mod so far, im enjoying the new maps very much!
Though i have to ask something, did you fiddle with the protection/damage values?
Ive seen a lot of strange damages, mainly single digits for solid hits and people taking 2 bursts of small arms without dying.
And the enemies are on flak/kevlar vests.(elites have zylon)
Its been a while since i played with the stable release so it could be that, but after scoring 6 damage on a point blank headshot with buckshot, i though i better ask.
regards
[Updated on: Thu, 10 May 2012 01:36] by Moderator Report message to a moderator
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Master Sergeant
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Re: Arulco Revisited Mod[message #304911]
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Thu, 17 May 2012 19:18
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FGBrooks |
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Messages:28
Registered:April 2001 Location: North Tustin, CA USA |
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Hi,
I have found a major "good" bug!! It involves Bobby Ray. I read all the comments about having to capture Estoni to have BR available. No problem - was looking forward to living off of the land. However, when I captured the Drassen airport sector (B13), I clicked on the AIM link to BR, and lo and behold, the site came up. I ordered some items, eventually got the email that they had been shipped, went to B13, and found the stuff sitting on the ground in the usual location for the crate. No Pablo either, just my ordered stuff sitting there waiting for me. I am playing with READ_PROFILE_DATA_FROM_XML set to TRUE, so I knew that Pablo was not going to be in the game, but the BR bug surprised me. Also, I know that I am supposed to be living off of the land, but even with the enemy drops set to the xml file, I am drowning in 5.56 mm magazines and M16/M4 type assault rifles. More like "feasting" off of the land. BTW, I have only been to Drassen, Chitzena, and San Mona, and the two SAM sites near D and C.
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Private 1st Class
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Re: Arulco Revisited Mod[message #304946]
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Fri, 18 May 2012 17:36
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JAsmine |
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Messages:306
Registered:May 2011 |
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FGBrookswhen I captured the Drassen airport sector (B13), I clicked on the AIM link to BR, and lo and behold, the site came up. I ordered some items, eventually got the email that they had been shipped, went to B13, and found the stuff sitting on the ground in the usual location for the crate.
Hi FGBrooks.
What you're reporting seems to me less like a bug and more like a problem on "file-level".
I'm quite sure that you aren't using AR's "ShippingDestinations.xml"-file, since what you describe is what you get when this file is missing from the AR mod.
Have you followed the install-instructions of AR?
Are you using a language version of JA2 different from english or german?
Please look into your Data-AR\tabledata subfolder and check, if ShippingDestinations.xml is present.
If the file is not there, then place it there (from your AR download archive). Maybe you need re-download the archive?
If the file is there and you're using english/german JA2, then you should try to delete and re-install AR.
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