Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod[message #327827] Sun, 10 November 2013 00:10 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Well, I followed the instructions to install AR 1.4 over latest 1.13 unstable release by Deprissivebrots SCIs. Game launches fine, I can start a new game and no errors, but when I talk to fatima and then go to Dimitri and finally go to the basement, the game just keeps loading and loading and loading and nothing happens. Any ideas?

Thanks for help.
Re: Arulco Revisited Mod[message #327869] Sun, 10 November 2013 19:04 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
What does loading mean, the loadscreen with bar or the infamous deadlock clock ingame?

Does this problem persist through several new games? Does it get triggered, if multiple mercs enter the basement (did you try with a single one?)? Do certain mercs trigger this behaviour? Also check you pms.
Re: Arulco Revisited Mod[message #327871] Sun, 10 November 2013 19:57 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Never seen a locked loading screen before so I imagine it's a pathing issue. I've had NPCs lock my game up (especially Fatima) a few times when I somehow managed to block her "cutscene" route with a merc or two.

Re: Arulco Revisited Mod[message #328030] Tue, 12 November 2013 18:25 Go to previous messageGo to next message
niculinux

 
Messages:83
Registered:January 2012
Location: Italy
Please may we get some youtube gameplay videos? :swordfight:
Re: Arulco Revisited Mod[message #328033] Tue, 12 November 2013 20:16 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Yeah, it seems to be a pathing issue, cos it loads in the tactical screen, so this is the "infamous deadlock". So the game waits in the basement for Manuel and other to rebels to come and start the conversation.
Re: Arulco Revisited Mod[message #328066] Wed, 13 November 2013 03:13 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
niculinux
Please may we get some youtube gameplay videos? :swordfight:

I'll have something coming up pretty soon.

Re: Arulco Revisited Mod[message #328760] Tue, 03 December 2013 00:39 Go to previous messageGo to next message
Dershamc903

 
Messages:24
Registered:September 2009
I've installed the latest SVN as of November 29 and then followed Buggler's steps to get Aruclo Revisited to work with it. However the whole game is in what I think is Polish and unfortunately I can't make heads or tails out of it to play it. I did play the SVN by itself prior and it was in English, but after I installed Arulco Revisited it's now in Polish, any idea on how to revert it back to English?

EDIT: Never mind I fixed the issue by reinstalling it.
Re: Arulco Revisited Mod[message #329309] Fri, 27 December 2013 20:39 Go to previous messageGo to next message
massiive

 
Messages:14
Registered:June 2007
Location: sweden
Hi everyone!

Just stumbled upon this mod a couple of days ago and so far I love it! I also saw today that Dimitri added all former mercs from deadly games for 1.13, for what i understand his add should be compatible with JA2AR? I've tried to add it but it just seems not to work for me? I've tried to start a new save but still no new mercs in either AIM or MERC. Anyone here know if it works? and how should I install it correctly?

PS. I bought the game through steam DS.

Thanks for the help!

UPDATE*

Hm, just recieved a mail from AIM saying that Snake died in combat, feels like something got right atleast Razz

[Updated on: Sat, 28 December 2013 04:20] by Moderator

Re: Arulco Revisited Mod[message #329409] Tue, 31 December 2013 19:56 Go to previous messageGo to next message
Shodan13
Messages:3
Registered:December 2013
Hey, I did the 1.13+AR pampering and got it to work without problems, until I get the Madlab event after which I get an error message saying something in line 775 of meanwhile.cpp. The autosave doesn't either work or I don't know where they go. Any way to fix it without restarting without Scifi turned on?

Here's some log too:

[59.9973] : ERROR : ========== Tue Dec 31 19:46:36 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\H8_0_ExtraItems_Experienced.xml" does not exist

[60.0137] : ERROR : ========== Tue Dec 31 19:46:36 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile

file "TableData\Map\H8_0_ExtraItems" does not exist

[Updated on: Tue, 31 December 2013 20:38] by Moderator

Re: Arulco Revisited Mod[message #329411] Tue, 31 December 2013 20:58 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
@massiive
Make a copy of ur JA2 folder out to some location as long as it's not within ...\Program Files (x86) or ...\Program Files folder.

Ja2 is portable, so you can have a few copies lying around. More importantly, for easy experimentation and explosion.

U can try copy AR files first before Dimitri's files. Then do this if necessary.

Edit Data-AR\Tabledata\MercProfiles.xml
Quote:
Search for Maddog & change to:
11
7
(1.13 value is 6, 9)

Search for Pablo & change to:
6
8
..
..
13
(1.13 value is 13, 2 & 2)

Search for Manuel & change to:
14
4
(1.13 value is 2, 2)

That's all I can help on v4870.

----------------------------
@Shodan13
What version of SCI and Ja2.exe are you using?

Make sure both are up to date.

If it still fails, upload your savegame just before the error message, will take a look.

Then check back this post on NEXT YEAR! Very Happy

----------------------------
Welcome to the pit.
(Some bears r hibernating in e winter months while others down under r frolicking in e sun)

Edit:
Here's the get-around save; Madlab quest is botched though.
https://www.mediafire.com/?xg70856zsc0sk04
I'm using a modified r6715 to tweak, so probably have to download e newer EXE/build.

You are probably only getting the latest game files from SVN. So should also have known that it does not come with the required EXE/build.
(Analogy: Running a v1.2 program on v1.4 game files does not usually bode well)

Get the latest build from Depri's thread. Read e whole post, he does not write fluff. 2nd post is also gd info for newcomers.

[Updated on: Wed, 01 January 2014 10:35] by Moderator

Re: Arulco Revisited Mod[message #329427] Wed, 01 January 2014 07:05 Go to previous messageGo to next message
Shodan13
Messages:3
Registered:December 2013
Buggler
@Shodan13
What version of SCI and Ja2.exe are you using?

Make sure both are up to date.

If it still fails, upload your savegame just before the error message, will take a look.

Then check back this post on NEXT YEAR! Very Happy

----------------------------
Welcome to the pit.
(Some bears r hibernating in e winter months while others down under r frolicking in e sun)


My ja2.exe is version 6446, not sure what the SCI is, but I used the SVN to get 1.13 like a week ago. I'd be happy to just get rid of the madlab prompt. I haven't tested an earlier save with the madlab trigger in the INI set on higher than 35% progress.

Here's a save, hope it helps:

https://www.mediafire.com/?c2zh4xqi6haogr4

[Updated on: Wed, 01 January 2014 15:58] by Moderator

Re: Arulco Revisited Mod[message #329447] Wed, 01 January 2014 18:57 Go to previous messageGo to next message
Shodan13
Messages:3
Registered:December 2013
Ok, setting the progress threshold for Madlab in the INI to 100 and redoing the last sector seems to be a viable workaround.
Re: Arulco Revisited Mod[message #330069] Mon, 27 January 2014 04:01 Go to previous messageGo to next message
zg0301zg

Messages:2
Registered:April 2009
Location: Zagreb, Croatia
I have installed and run it, started playing, guess what:
1st , mercs moving backwards ? wtf
2nd, if you press menu settings while in game and get back u cant see merc squad list wtf?
3rd I hate new system of AP, old system was better,
anyhow, mod looks great but these things are a bit annoying
Re: Arulco Revisited Mod[message #330074] Mon, 27 January 2014 10:07 Go to previous messageGo to next message
JMich

 
Messages:575
Registered:January 2011
Location: Greece
Neville
1st , mercs moving backwards ? wtf

Tap alt. You alt-tabbed out of the game, then when you got back into it the alt key is still registered as pressed. Tap it to return to normal.

Neville
2nd, if you press menu settings while in game and get back u cant see merc squad list wtf?

No idea about this one

Neville
3rd I hate new system of AP, old system was better,

You can change max AP to 25 by modifying the APBPConstants.ini in Data-AFS directory (or if not there, in Data-1.13), but in my opinion, the 100 AP one gives more flexibility. Let's take for example 2 pistols that both required 2 APs to fire in the 25 AP system. In the 100 AP systems, those 2 AP should be 8 (just multiply by 4), but in reality they can be any number from 6 to 10, thus simulating easier/harder to shoot with pistols. Same thing for raising rifles. Instead of 3/25, you can have 10/100 or 14/100, thus making some weapons better than others.
I'd suggest playing one game with 100 AP, and if you still can't stand it, change the AP_MAXIMUM in the ini to 25.
Re: Arulco Revisited Mod[message #331695] Wed, 09 April 2014 22:31 Go to previous messageGo to next message
cowhide

 
Messages:30
Registered:October 2013
Started my first game with AR , truly amazing!! Is this compatible with arulco folding stock?
Re: Arulco Revisited Mod[message #331848] Mon, 21 April 2014 14:07 Go to previous messageGo to next message
Reinaard

 
Messages:32
Registered:August 2009
New features like "A.I. Medics and Officers" and others, do they work with this mod or will they cause ... problems?
Re: Arulco Revisited Mod[message #331856] Tue, 22 April 2014 10:28 Go to previous messageGo to next message
Shanga

 
Messages:3516
Registered:January 2000
Location: Danubia
Each full mod is only compatible with the v1.13 it has created with. Some issues with backwards compatibility have been solved through the years, but nevertheless using a newer v1.13 will always lead to funny (or not) outcomes. Use at own risk.

JA2 v1.13 will never be fully backwards compatibile. It's like asking to grow bananas on the Bikini atoll after you blew a nuke. Yeah, might work, but you might not like what happens after you eat them.

Or to put it otherwise, you can dive in like this...


And come out like this...

[Updated on: Tue, 22 April 2014 10:37] by Moderator



Re: Arulco Revisited Mod[message #331932] Sat, 26 April 2014 15:58 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Just like what Shanga said. Arulco Revisited v1.4 is made for stable release 4870. Additionally, I've heard that there are compatibility patches to make AR v1.4 fully compatible with the latest unstable builds. They are probably found in Strohmann's Stock Data Overhaul thread. Although, I've never tried playing AR with the latest unstable builds, but this is what help I can give you. Wink
Re: Arulco Revisited Mod[message #332683] Fri, 16 May 2014 12:40 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
Was Arulco Revisited compatible with AIMNAS? I've heard that AR was compatible with AIMNAS, but I am not certain if that's true.
Re: Arulco Revisited Mod[message #332687] Fri, 16 May 2014 15:49 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
They are both map mods, take a guess.

Edit: Technically AIM is an almost total conversion.

[Updated on: Fri, 16 May 2014 15:51] by Moderator

Re: Arulco Revisited Mod[message #332693] Fri, 16 May 2014 16:17 Go to previous messageGo to next message
Azure_Repeater

 
Messages:150
Registered:March 2014
Location: Philippines
(Sorry, kinda a hurry right now)

Since AR and AIMNAS use different maps, I never believed that AR is compatible with AIMNAS. However, one may probably delete the bigmaps so they can play the AR maps and still have the AIMNAS items?
Re: Arulco Revisited Mod[message #332694] Fri, 16 May 2014 16:21 Go to previous messageGo to next message
sevenfm

 
Messages:1666
Registered:December 2012
Location: Soviet Russia
Repeater1947
you can mix AR with Aimnas v21 (for small maps), but it will take some time and the result will depend on your modding skills Smile
Also, there will be problems with NADA items, so you will need to remove all 1.13 items from maps, leaving only vanilla items.

As for recent versions of Aimnas, you will also have to scale down weapon ranges and such.


Re: Arulco Revisited Mod[message #332873] Tue, 20 May 2014 14:44 Go to previous messageGo to next message
Karnov

 
Messages:10
Registered:May 2014
Location: Tyne & Wear
I would just like to say a big thanks to all those involved in AR, once I set it up properly (RTFM!) its a hugely absorbing and entertaining mod, part guerrilla war part scavenger hunt, just wish I had more time to play Smile
Re: Arulco Revisited Mod[message #333558] Sat, 07 June 2014 22:02 Go to previous messageGo to next message
KeldorKatarn

 
Messages:38
Registered:May 2006
Location: Germany
Just curious here. How is the patch for 1.4 coming up? I was thinking about a let's play and in case you'll release the patch for 1.4 soon I'd wait for that one. If not... what bugs are still in there and what should I steer around?
Re: Arulco Revisited Mod[message #333564] Sun, 08 June 2014 14:36 Go to previous messageGo to next message
Lejardo

 
Messages:80
Registered:May 2003
Location: P.R. CHINA
The best ja2 113 mod I've played! Great! Thanks for your excellent works!
Re: Arulco Revisited Mod[message #333687] Fri, 13 June 2014 11:18 Go to previous messageGo to next message
Bearpit

 
Messages:1082
Registered:August 2001
Location: Sydney Australia.
Much appreciation to the developers of Arulco Revisited. This is such a wonderful and well thought out mod.

What a creative effort on all those new maps Smile however the enemies are so capable, persistent and difficult to deal with plus the financial situation is very tight until a couple towns are taken .... just scraping through so it's a challenge.

I'm playing on novice level with Bobby Rays set to minimum V1.13 guns but still having difficulties working out the huge variety of ammo types but overall it's manageable.

Questions for anyone who might have played it through ?

1. What are the most effective weapons suitable for night operations which can be silenced and have a reasonable range .... reasonable is about 20.

2. What is the best scope or laser unit suitable for night operations ?

3. Are there any weapons of reasonable range which allow for both a silencer and flash suppressor to be fitted as i note some pistols are capable of though their range is too limited to be practical ?

Re: Arulco Revisited Mod[message #333695] Fri, 13 June 2014 14:54 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Good to see you back playing Fred , AR is a very nice mod , I've got a game going on , 93 days in and 25% of the map conquered only !
1. I usually equip my guys with P90's , silenced , range not great but it's effective enough .
2. Lam 200's usually .
3. Sorry , dunno !


Re: Arulco Revisited Mod[message #333708] Sat, 14 June 2014 04:13 Go to previous messageGo to next message
Shank

 
Messages:12
Registered:April 2012
fantazma
Istrebitel
Important bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).


Same here with r6104 gamedir1678

Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)

This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.



You know, this is ... criminal Smile
This is exactly what I was doing - porting AR to latest SCI.
Thanks God the map editor is working under Wine in Linux, XML editor is always-broken due to being based on .net.

So, why haven't you guys updated the original first post with post nr #324886??

Issues when installing AR over lastest SCI:
- group conflict "prisoners" vs "smugglers"
- at least one loadscreen absent (one of the sectors near Omerta)
- new mercs have cost 0$ and have zeros in stats, that results in their instant death when hired: ebstern, stella, hector, mouse, koolhan, melfield, mitch, smoke.


Basically, without mention of the post above, most players will be playing half-broken game on latest SCI... Smile

Please fix that, dear Administrators!

Kudos to Strohmann, Buggler and Google+My brain (for issuing a search "Arulco revisited smuggler locations"; ps. yes, I was lazy to rework all the maps manually, it looks like laziness sometimes really pays off Smile )
Re: Arulco Revisited Mod[message #333727] Mon, 16 June 2014 07:08 Go to previous messageGo to next message
demonbreather

 
Messages:15
Registered:September 2013
Found a bug!

It's not game-breaking, and I'm not sure if it's actually related to Arulco Revisited, but that's what I'm currently playing, so... yeah.

I have 2 IMPs and I noticed that one of them has gone totally silent. No kill celebration comments, no selection acknowledgement, no nuthin'. The other is still chatting away, so I'm wondering if it's the specific voice I chose (male 3, btw). The only other detail that may or may not be connected is that the switch from speaking to not happened in or around Cambria.

As I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this. If not, well, consider this a run-of-the-mill bug report.
Re: Arulco Revisited Mod[message #333739] Mon, 16 June 2014 13:07 Go to previous messageGo to next message
Larynx

 
Messages:185
Registered:April 2003
demonbreather
As I said, it's definitely not game-breaking, but the lack of speech is quite noticeable, and I'm hoping someone has a suggestion for how to fix this.

You may have accidentally activated the mute function. Right-click on the merc's portrait at the bottom of the tactical map. That should bring up that merc's inventory and such. Over on the left, below the merc's portrait, is the mute switch for that merc.
Re: Arulco Revisited Mod[message #334279] Thu, 17 July 2014 01:08 Go to previous messageGo to next message
dbonar

 
Messages:52
Registered:June 2006
I'm getting back into Arulco Revisited so I figured I'd try a new install.

Fresh install of JA2
Extracted SCI Revision 7337 to JA2 directory
Extracted AR 1.4 to JA2 directory
Extracted SDO_GameDir_r1894 to JA2 directory
Extracted AR+SDO Random Item maps to JA2 directory

I'm starting from the ini editor with
vfs_config.AR.ini- selected mod
JA2_6692.exe - selected executable
Data-AP\JA2_options.ini - selected INI

I get a black screen for a sec before it pops up a JA2 Fatal Error "could not initialize library [Data\Ambient.slf] in : profile [SLF libs], path [Data\Ambient.slf]

The only thing that seems odd about my installation is that there were very few things that want to overwrite in the whole process. I let windows extract things into my JA2 directory which is not under programs or other protected spots.
Re: Arulco Revisited Mod[message #334586] Sat, 26 July 2014 01:22 Go to previous messageGo to next message
Cerhio

 
Messages:103
Registered:March 2013
@Mad Marcus: You're definitely not going to get any mods to work with AR let alone any newer unstable versions. A few pages back a couple people have mentioned the latest unstable you can get working but from my experience, you can't get too too far with Unstable+AR. I usually either run into a battle that causes the game to crash for no reason or try to attach certain attachments to guns that just cause the game to crash without warning. Your best bets are A) Play with the latest compatible unstable + AR and pray to god you don't get a random crash or B) Play through the latest unstable 1.13 AND THEN play the latest stable 1.13+AR and just roleplay that you're "revisiting arulco" and can't use any new features (ie. radio, etc) because the situation in the country is so bad Wink

roleplaying is usually have I keep from breaking immersion lol
Re: Arulco Revisited Mod[message #334588] Sat, 26 July 2014 02:15 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Arulco Revisited is compatible with SDO revison 7337. He already got an answer per pm, although he posted in the "wrong" thread.
Re: Arulco Revisited Mod[message #335381] Tue, 02 September 2014 12:33 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Guys, I used to play with drop all items, because it's most realistic. Is it really that bad to play AR with that option on?
Re: Arulco Revisited Mod[message #335383] Tue, 02 September 2014 13:51 Go to previous messageGo to next message
sevenfm

 
Messages:1666
Registered:December 2012
Location: Soviet Russia
Schneider8
you will likely ruin the balance - economy and gun progression, and you will have a lot of micromanagement with all that hundreds and thousands of items you have to sort afer each battle, decide what to keep and what to sell etc.


Re: Arulco Revisited Mod[message #335644] Mon, 08 September 2014 23:00 Go to previous messageGo to next message
onkelfrosti

 
Messages:19
Registered:October 2012
Location: DE
what about the new stable version?
Re: Arulco Revisited Mod[message #335804] Mon, 15 September 2014 23:55 Go to previous messageGo to next message
Stargazer4
Messages:4
Registered:December 2013
Seconding the question about the compatibility with the new 7435 Stable version.

Smile
Re: Arulco Revisited Mod[message #335806] Tue, 16 September 2014 00:27 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
http://i.imgur.com/FwJo3qk.png
Eyes open, people.

Re: Arulco Revisited Mod[message #338580] Sat, 27 December 2014 19:18 Go to previous messageGo to next message
sevenfm

 
Messages:1666
Registered:December 2012
Location: Soviet Russia
New strategic map from [color:#006600]GreenEyes[/color] (ja2.su)
link

Preview:



Re: Arulco Revisited Mod[message #341002 is a reply to message #298276] Sat, 16 May 2015 00:38 Go to previous messageGo to previous message
demonbreather

 
Messages:15
Registered:September 2013
Possible bug?

Playing AR 1.4 (most current I could find) + 7435_7609 (most current stable release if I'm not mistaken?). No other mods, but I did tweak INI settings (nothing crazy though).

Anyway, my issue is when I click the button in the inventory screen to auto-drop my large TIMS bags I crash to desktop. It actually works sometimes, but occasionally a blue asterisk appears on the bag icon and it won't drop to the ground. At this point, clicking the drop button once more, or clicking the asterisked bag, the crash predictably repeats.

I made 3 IMPs so I'm attempting to drop multiple bags at the beginning of each battle, and I can typically only drop the first one without issue.

The error message is roughly: Assertion failure line 60 in Item types (something like that, but the line 60 part is correct).

I'm very early in this playthrough so I just got a Malice large bag, but I haven't noticed if it causes the same crash.

Not sure if this is AR-related, or maybe an issue caused by making more than 1 IMP or what, but I feel like it would be more well-known if it happened all the time.

EDIT: Error message: Assertion Failure in line 60 of ./Item Types.cpp
Also, Malice bag does not cause a similar issue.

EDIT 2: Started over to tweak some settings and rebuild my IMPs. Only made 2 this time instead of 3, (decided not to make a spy) and I haven't had any crashes. If anything else comes up, I'll try to find an AR Bugs thread (just realized I may be posting in the wrong spot).

[Updated on: Sat, 16 May 2015 09:28]

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