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Re: AIMNAS Bug reports[message #334989] Thu, 14 August 2014 12:37 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yeah, imp gear is still on my to do list... I might have time next week to update it.


Re: AIMNAS Bug reports[message #335008] Fri, 15 August 2014 14:26 Go to previous messageGo to next message
Torres

 
Messages:176
Registered:June 2010
Location: Canary Islands
Is it a bug that when an enemy steals your weapon and you take it back from his/her corpse you recover it heavily degraded? just had my M1 carbine repaired, a guy ran across the map just to get close enough to steal it from my hands... so I took out my sidearm and killed him, when I got the M1 back it had lost at least 30% of its status.
Re: AIMNAS Bug reports[message #335009] Fri, 15 August 2014 16:33 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Torres84
Damn I just read in the FAQ that food is not supported yet, this is the version I have downloaded (SCI_AIMNAS_XMAS_Release_on_r5744_d1578) and I thought it would be fun to check the food system in my new game... thing is now my mercs are almost dying of hunger after almost a week of combat and I can't find food anywhere.

So, is there a chance to edit the savegame or do I just have to restart the game?

Thanks in advance!
You cannot turn off the feature without a debugger. You can, however, halt its effects:

In the Ja2_options.ini, set FOOD_DIGESTION_HOURLY_BASE_FOOD and FOOD_DIGESTION_HOURLY_BASE_DRINK to 0. This way mercs wont need food and water anymore. Then, do the following:

  • Set 1 on the canteen item in Items.xml.
  • In Food.xml, set this:
    
      1
      Canteen
      0
      200000
      1
      1
      0
    
    This will give all canteens an obscene amount of water (as far as consuming it goes). Give your mercs to drink, but be cautious not to over-water them. After no merc is thirsty anymore, save the game and exit.
  • Edit the xml again:
    
      1
      Canteen
      200000
      0
      1
      1
      0
    
    Same as before, this time canteens will feed your mercs. Feed them until nobody is hungry anymore, save, exit.
  • Last edit to make sure you don't accidentally feed them in your campaign:
    
      1
      Canteen
      0
      0
      20
      1
      0
    
    With this, assuming there are no more food items around, you should feel no effects of it at all.

@smeag: Why do you need 300 food items?


Re: AIMNAS Bug reports[message #335010] Fri, 15 August 2014 16:34 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Torres84
Is it a bug that when an enemy steals your weapon and you take it back from his/her corpse you recover it heavily degraded? just had my M1 carbine repaired, a guy ran across the map just to get close enough to steal it from my hands... so I took out my sidearm and killed him, when I got the M1 back it had lost at least 30% of its status.
Equipment the AI drops gets a random status. Seems a bit odd that that happens to guns it stole (as a status was already set there), but depending on wether or not you play with drop-all, this might not be a bug.


Re: AIMNAS Bug reports[message #335020] Fri, 15 August 2014 20:33 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Flugente

@smeag: Why do you need 300 food items?


Because I'm a megalomaniac and a connoisseur?


Re: AIMNAS Bug reports[message #335023] Fri, 15 August 2014 21:55 Go to previous messageGo to next message
tais

 
Messages:674
Registered:February 2008
Location: NL
well fed people fight better


Re: AIMNAS Bug reports[message #335026] Sat, 16 August 2014 00:57 Go to previous messageGo to next message
Slax

 
Messages:1445
Registered:July 2006
Location: People riding polar bears...
smeagol
Flugente

@smeag: Why do you need 300 food items?


Because I'm a megalomaniac and a connoisseur?

Good lord, why DON'T you need 300 food items?!

Re: AIMNAS Bug reports[message #335116] Fri, 22 August 2014 16:53 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
I know that some of the quests aren't working but is Hamous available? I've run into his vehicle, getting the message that we notice someone on the road. But all that's there is the vehicle...no Hamous. The vehicle spins around in place if I walk around it but I can't get into it. This is on the road between the SAM site and Chitzena. The truck is in a little turn out....there's a path that leads to the beach from there....I thought he might be standing around gazing out to sea...but nope....couldn't find him.

regards, will
Re: AIMNAS Bug reports[message #335117] Fri, 22 August 2014 21:32 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
walber23
I know that some of the quests aren't working but is Hamous available? I've run into his vehicle, getting the message that we notice someone on the road. But all that's there is the vehicle...no Hamous. The vehicle spins around in place if I walk around it but I can't get into it. This is on the road between the SAM site and Chitzena. The truck is in a little turn out....there's a path that leads to the beach from there....I thought he might be standing around gazing out to sea...but nope....couldn't find him.

regards, will


Well... I can't really explain what's happening in that map, but I could reproduce the bug and also fix it.

What you need to do:
Load map D3 with the map editor.

Delete Hamous and place a new civilian.
Give that new civilian the Hamous ID (63) and save. That's all you need to do. Somehow the first placed Hamous isn't placed into the map. No idea why, no idea how this fixes the bug, but it does...

Ah well... JA2 sometimes works in mysterious ways.


Re: AIMNAS Bug reports[message #335131] Sun, 24 August 2014 21:08 Go to previous messageGo to next message
x4nPro

 
Messages:19
Registered:October 2010
Same problem again. I can not use Skyrider.
Any ideas?
Re: AIMNAS Bug reports[message #335298] Sun, 31 August 2014 11:47 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
Hi Sm
Re: AIMNAS Bug reports[message #335654] Tue, 09 September 2014 10:10 Go to previous messageGo to next message
x4nPro

 
Messages:19
Registered:October 2010
Yesterday, i got this. Problenm is, that the game freezes and then totaly crashes..

[92.1169] : Invalid Animation File for Body 51, animation STANDING.
[92.1172] : Invalid Animation File for Body 51, animation STANDING.
[92.1173] : IAnimation Surface for Body 51, animation STANDING, surface 0 not loaded.
[92.1174] : IAnimation Surface for Body 51, animation STANDING, surface 0 not loaded.

Absolute reproducible.

I try to workaround.

EDIT: The workaround as follow: Kill the right enemy..
First, i killed all enemies with GABBI to figure out, if there is a problem with the animation of one of the enemies in sight.
And yes, there was. After killing all of them, the game did not crash.
Then is was only a matter of time, to find the right guy.

Greetings x4n

[Updated on: Tue, 09 September 2014 11:14] by Moderator

Re: AIMNAS Bug reports[message #335658] Tue, 09 September 2014 13:36 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Any idea which animation that is?


Re: AIMNAS Bug reports[message #335673] Wed, 10 September 2014 15:35 Go to previous messageGo to next message
x4nPro

 
Messages:19
Registered:October 2010
Hi smeagol.

No, im sorry don't know that.

http://www11.pic-upload.de/thumb/10.09.14/7hukrc8vy6ix.png

You can see the marked officer in the picture.
Im nearly sure, that he is the one who causes the freeze.
According to the errormessage, maybe it has something to do with the underground.
For me, it seems like a swampy underground. But for the soldiers there, its no problem to kneeling there though.
Re: AIMNAS Bug reports[message #335675] Wed, 10 September 2014 16:35 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Ok, from what I see from the pic, I would think (and this is merely an educated guess, nothing set in stone) the following:

For either writing I'll refer to the enemy with the arrow as the sarge dude and the one sitting in front of him simply as the guy (don't get confused).

The guy in front of the sarge dude is probably blocking the tile for the dudes death animation. Instead the game tries to do a workaround and have the dude fall either left or right. As I see it from the pic, this would mean falling into water with the upper half of the body, which requires a different kind of animation. I think this "could" be a problem. The exact same situation is certainly tough to recreate in a regular game.

Should be doable with cheats, but probably nothing I could fix. Maybe someone should check if this also happens in stock 1.13. Probably the animation for such a situation isn't in there as well.


Re: AIMNAS Bug reports[message #335682] Thu, 11 September 2014 08:11 Go to previous messageGo to next message
x4nPro

 
Messages:19
Registered:October 2010
smeagol
..
The guy in front of the sarge dude is probably blocking the tile for the dudes death animation. Instead the game tries to do a workaround and have the dude fall either left or right. As I see it from the pic, this would mean falling into water with the upper half of the body, which requires a different kind of animation. I think this "could" be a problem. The exact same situation is certainly tough to recreate in a regular game.
..


The sarges health status is "cirtical" in the above sceene.
Could be rater the status "dying" animation than a death animation. But anyway, it makes sense!

I replayed this part yesterday without cheats. x4n can kill the sarge without any freeze.
And exatly this is the workaround.
Re: AIMNAS Bug reports[message #335750] Sat, 13 September 2014 12:36 Go to previous messageGo to next message
nofun
Messages:1
Registered:September 2014
Whenever I try to use Artillery Strike from the Radio Operator skill menu, it says 'missing signal shell item from items.xml'. Added the signal shell and signal flare from the 1.13 xml, lockup when using Artillery Strike.
And when changing magnification levels on scopes (tested on Redfield x7 and default 10x Scope) while on the weapon, the game also locks up.
Using the latest September update for AIMNAS and latest stable 1.13.
Re: AIMNAS Bug reports[message #335834] Tue, 16 September 2014 22:32 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Dragonskin can't be repaired. I am not sure, if it ever was meant to be repairable but I think it was some release ago with C-20.
Re: AIMNAS Bug reports[message #335850] Wed, 17 September 2014 07:51 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Dyson
Dragonskin can't be repaired. I am not sure, if it ever was meant to be repairable but I think it was some release ago with C-20.


Yupp... Dragonskin can't be repaired. It is set together from a lot of small scales, which can't be replaced when destroyed.

Dragonskin is a use and throw away item (otherwise it would be way too overpowered).


Re: AIMNAS Bug reports[message #335851] Wed, 17 September 2014 08:19 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Ok, thx.
Re: AIMNAS Bug reports[message #335886] Thu, 18 September 2014 00:30 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
In BR, the Beretta Tomcat hast no subtitle under the picture.

12g HE rounds cause a smoke grenade explosion.

I have only made it to B14 but the game progress ist 13/12.

[Updated on: Thu, 18 September 2014 00:42] by Moderator

Re: AIMNAS Bug reports[message #335943] Sat, 20 September 2014 02:44 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Misses cause the waiting clock to appear for ~25seconds, even if you hit a wall or if the bullet is stopped otherweise.

Regeneration booster seems to behave like the energy booster.
Re: AIMNAS Bug reports[message #335948] Sat, 20 September 2014 09:58 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Energy loss does not feel right. During rain, my mercs loose consciousness often in a long battle. Not overweighted. I have never seen an enemy geeting unconscious while firering some bursts.
Re: AIMNAS Bug reports[message #335949] Sat, 20 September 2014 10:34 Go to previous messageGo to next message
grim

 
Messages:340
Registered:July 2006
Location: France
I don't know if it will be adressed, but in the meantime you can change some parameters to make your experience better :
- In Ja2Options.INI :
Toggle Spoiler


Toggle Spoiler


As you can see, i've already changed ENERGY_COST_FOR_WEAPON_WEIGHT to 50 for a 1.13 dev version campaign.
You can change the individual BP costs in APBPConstants.INI too.
Have you tried energy boosts by the way? In my previous playthrough it made my mercs fall from exhaustion because of features like 'energy costs on weapon manipulation'

[Updated on: Sat, 20 September 2014 10:35] by Moderator

Re: AIMNAS Bug reports[message #335955] Sat, 20 September 2014 14:07 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
I have tried that and it feels way better now. Didn't worked with that setting before. Thank you!

Other thing:
I have noticed that some combinations with combat packs and backpacks ren't possible anymore. Though most of them are expident, I would like to suggest some changes:

"Combat Pack - General Purpose" can't weard with a backpack but looks small enough to be combinalbe with e.g."Carbine Bag".

Same for Alice, Army, Assault, Spec Ops.
I am saying that because most combinations of backpacks end up with the Black-Hawk Combat Pack.



Does anyone know, how the resolve the ammo bug? 12G HE is a smoke round. Which values have to be changed?
Re: AIMNAS Bug reports[message #335956] Sat, 20 September 2014 14:11 Go to previous messageGo to next message
wolf00

 
Messages:1150
Registered:September 2006
Location: Czech Republic

pack of gum & smoke grenade combination not working ...
Re: AIMNAS Bug reports[message #336027] Mon, 22 September 2014 21:24 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
SVT-40 in EDB is flagged "other" In BR it is in "heavy"
Re: AIMNAS Bug reports[message #336031] Mon, 22 September 2014 21:36 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Quote:
pack of gum & smoke grenade combination not working ...


Yeah, the pack of gum + grennade merges have been replaced with tripwire + grenade merge to create the boobytrap items.

Dyson
SVT-40 in EDB is flagged "other" In BR it is in "heavy"


Thanks for reporting. Fixed.

[Updated on: Mon, 22 September 2014 21:42] by Moderator



Re: AIMNAS Bug reports[message #336073] Wed, 24 September 2014 02:55 Go to previous messageGo to next message
Torres

 
Messages:176
Registered:June 2010
Location: Canary Islands
Hi there, not a bug per se but I can't merge the small toolkits whilst I can still merge the big ones.

I've been looking in the XML editor but I've no clue if I can fix that in a sec, any help?

Thanks in advance!


Ok I figured it out, what happens if I set an object that states "not for sale" on its description, let's say to Tony... would Tony have it randomly or I will forever f*ck things up?

[Updated on: Wed, 24 September 2014 06:10] by Moderator

Re: AIMNAS Bug reports[message #336077] Wed, 24 September 2014 08:06 Go to previous messageGo to next message
Torres

 
Messages:176
Registered:June 2010
Location: Canary Islands
Also I tried loading in the secondary weapon slot and RPG-16 Grom and I was unable, had to unload the RPG, equip and then reload it.

Is this supposed to happen? like... you shouldn't be carrying a loaded RPG on your shoulder?
Re: AIMNAS Bug reports[message #336078] Wed, 24 September 2014 08:14 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Torres84
Also I tried loading in the secondary weapon slot and RPG-16 Grom and I was unable, had to unload the RPG, equip and then reload it.

Is this supposed to happen? like... you shouldn't be carrying a loaded RPG on your shoulder?


Theoretically a loaded RPG gains significantly in length. It's rather unpractical to carry such a bulky item on your shoulder around.

But I'm not sure if it should happen this way in game, actually... will have to check that later.


Re: AIMNAS Bug reports[message #336085] Wed, 24 September 2014 11:28 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Don'T know if this is still wanted but I believe some versions ago one could fill up a Firs Aid Kit with a Medical Kit.

Besides:
Any hint how to fix the HE 12Gauge ammo problem?
Re: AIMNAS Bug reports[message #336094] Wed, 24 September 2014 14:45 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
C11 has no minimap in tactical mode

[Updated on: Wed, 24 September 2014 14:45] by Moderator

Re: AIMNAS Bug reports[message #336108] Wed, 24 September 2014 23:45 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
.50 BMG 5 and 10 magazines don't fit into all big sniper mag pouches
Re: AIMNAS Bug reports[message #336109] Wed, 24 September 2014 23:56 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Got an empty email. "From: none"
Re: AIMNAS Bug reports[message #336110] Wed, 24 September 2014 23:57 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
There is a problem with magic. I am playing the second game with him an he produces items in his inventory. Regularly.
Re: AIMNAS Bug reports[message #336111] Wed, 24 September 2014 23:59 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
His background has the 'scrounging' property. He steals stuff from sectors. You can simply remove that tag from his background and he won't do so anymore.


Re: AIMNAS Bug reports[message #336116] Thu, 25 September 2014 00:34 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Oh, ok. That's new to me. No bad idea Very Happy
Indeed, he steals the expensive stuff...
Re: AIMNAS Bug reports[message #336150] Thu, 25 September 2014 21:13 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
12.7mm ammo does not fit into big sniper ammo puches

most of the heavier sniper rifles don't accept Rifle LAM

POSP scope: text in BR is "not for sale"

If M1A1 Carbine is transformed to M1 EBR, it cannot be tranfered back into M1A1. It becomes a M1. The M1 may could accept the folding stock to transfer it to M1A1.

[Updated on: Thu, 25 September 2014 21:54] by Moderator

Re: AIMNAS Bug reports[message #336164] Fri, 26 September 2014 08:15 Go to previous messageGo to previous message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
12.7mm should probably only fit the really big sniper pockets. If it doesn't, it's an oversight. Will look into it.

Rifle LAM needs picatinny rails on the front hand guard, which most of the sniper rifles don't have. I might add in a screw on rail set at some point, not sure about that yet.

POSP shouldn't be available from BR, as it was designed as a special find item (same as the IR reflex sight, and a few others). I might change that though, so that this stuff can be bought from Tony for example.

Well, problem with the M1 carbine EBR is, that the game doesn't know if you transformed an M1 or an M1A1 into the M1 EBR. Thus you'll always get the same item back as a result. Only way around that would be to add an M1A1 EBR (which would basically be the same item as the M1 EBR, except for the transformation).


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