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Re: AIMNAS Bug reports[message #336172] Fri, 26 September 2014 11:11 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
smeagol

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).


How about make the M1 to an M1A1 with the help of a stock.

Same for the older HK rifles and SMGs. With the retractable stock and the polymer stock.

If one can transform the M1/M14 variants in EBR variants, the M14A1 and M1A should be transformable, too.

some other suggestions for tweaks:
According to wikipedia, the SR-1 has an overall length of 1100mm. This should make it fit on shoulder slot and the bigger pouches.

M82A1M fits into sniper bag. M82A2 not.

7,92x57mm Mauser HE explodes at any blade of grass. It is possible, to make the more insensible?

It is maybe too tricky but Gas Masks don't fit into the Gas Mask Pouches.

Progress speed of item choice is "slow" but one of the first enemy squads hat Dynamee armor.






[Updated on: Fri, 26 September 2014 12:18] by Moderator

Re: AIMNAS Bug reports[message #336180] Fri, 26 September 2014 12:21 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
smeagol

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.


MC51/G3/G21/etc accept Rifle LAM
Re: AIMNAS Bug reports[message #336189] Fri, 26 September 2014 12:59 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
While 5 Mags of .408 fit into the SVD ammo pouches. Only one fits into the big sniper ammo pouches. The feeling is, that there should be not 5 in SVD pouch and more than one in the big ammo pouches.
Re: AIMNAS Bug reports[message #336194] Fri, 26 September 2014 13:17 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Dyson

How about make the M1 to an M1A1 with the help of a stock.


Yes, that is the intention. I think I added the merge Folding Stock + M1 = M1A1. If not, that's an oversight...

Quote:
Same for the older HK rifles and SMGs. With the retractable stock and the polymer stock.


Should work as well. If not I'll have to fix that.

Quote:
If one can transform the M1/M14 variants in EBR variants, the M14A1 and M1A should be transformable, too.


Yes.

Quote:
According to wikipedia, the SR-1 has an overall length of 1100mm. This should make it fit on shoulder slot and the bigger pouches.


Which SR-1?

Quote:
M82A1M fits into sniper bag. M82A2 not.


Will have to check that.

Quote:
7,92x57mm Mauser HE explodes at any blade of grass. It is possible, to make the more insensible?


HE ammo especially those with an actual blast radius behave strangely with Grass. No idea how to fix that, without removing the blast radius unfortunately.

Quote:
It is maybe too tricky but Gas Masks don't fit into the Gas Mask Pouches.


Well, yes... a gas mask should obviuosly fit a gasmask puch. But, the bigger gasmasks (like the Avon for example) will need medium general pouches. Maybe I add a special gas mask pocket type to solve that problem.

Quote:
Progress speed of item choice is "slow" but one of the first enemy squads hat Dynamee armor.


Yeah, that can happen due to several reasons. Either pre-placed item (which I doubt), elite enemies getting a bonus on item choices, etc... consider it WiP that requires more information to get tweaked.

Quote:
MC51/G3/G21/etc accept Rifle LAM

Will have to fix that. Maybe need to make a more transparent list for what attachmetns a gun can take and what not. Like scopes... Technically it should be possible to add Sniper Scopes even on an MP5 RAS vor example, even if it wouldn't make much sense...

Quote:
While 5 Mags of .408 fit into the SVD ammo pouches. Only one fits into the big sniper ammo pouches. The feeling is, that there should be not 5 in SVD pouch and more than one in the big ammo pouches.


Yeah, that sounds odd...

[Updated on: Fri, 26 September 2014 13:19] by Moderator



Re: AIMNAS Bug reports[message #336217] Fri, 26 September 2014 20:51 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Fixed the M1 to M1A1 conversion via folding stock and back via wooden stock (the merges were indeed missing).

HK guns can be converted with stocks, at least the merges are in the xml.


Re: AIMNAS Bug reports[message #336229] Sat, 27 September 2014 01:42 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
smeagol
Which SR-1?


Sorry for that. I've meant the DSR-1.


Thank's for all the replies.
I have just found the underground level in the mountain base. Great level!


According to this, the DSR-1 has only 4 rounds in .338 connfiguration with 1100mm overall length and 5 rounds in .300 and .308 with 1000mm overall length. There is also a .50 version and one with integrated surpressor for .308.

No need to overload the game with too much details...

But is the fact, that the spare magazine is attached to the rifles shaft respected in the APs? Maybe not really possible. How will one calculate the replacement of both.....
Was just thinking.

[Updated on: Sat, 27 September 2014 02:04] by Moderator

Re: AIMNAS Bug reports[message #336236] Sat, 27 September 2014 11:30 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Dyson

Sorry for that. I've meant the DSR-1.


Ah... okay... I'll adjust that then.

Dyson
According to this, the DSR-1 has only 4 rounds in .338 connfiguration with 1100mm overall length and 5 rounds in .300 and .308 with 1000mm overall length. There is also a .50 version and one with integrated surpressor for .308.


4 round .338 mags.... hmmm... yeah, might balance the fact you can sling it around the shoulder.

Dyson
But is the fact, that the spare magazine is attached to the rifles shaft respected in the APs? Maybe not really possible. How will one calculate the replacement of both..... Was just thinking.


It won't. Simple as that... I'd like something like that, but it isn't possible. It's the same with "jungle style" taped together mags, or the Kel-Tec Sub 16 that can carry a spare mag in the stock, or even cooler mag pouches that can be attached to stocks...

Those items would be neat, but at the moment simply not doable with current code.


Also added the M14A1 EBR and also a special M1A1 carbine EBR that transforms back into the M1A1 but is technically identical to the M1 carbine EBR.


Re: AIMNAS Bug reports[message #336241] Sat, 27 September 2014 14:57 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Very great!
Thank you!
Re: AIMNAS Bug reports[message #336246] Sat, 27 September 2014 19:09 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Added 5 round .338 Lapua mags (instead of 4 rounds) for the DSR-1. That has the benefit that a few other .338 sniper rifles actually use the same mag size (like the Sako TRG-42 or the Erma SR-100).


Re: AIMNAS Bug reports[message #336276] Sun, 28 September 2014 16:59 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Tried several AKs an HK weapons. Does not look if there is any problem with the stock conversions. Smile

Minor issue: folding, retractable and telescop stock have all the same edb description "folding"
Re: AIMNAS Bug reports[message #336277] Sun, 28 September 2014 17:24 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Ruger AC-556 is transformable to EBR version, AC-762 not
Re: AIMNAS Bug reports[message #336344] Tue, 30 September 2014 19:25 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Yeah, I didn't include EBR variants of the AC-762 (and probably the mini-30 as well), yet.


Re: AIMNAS Bug reports[message #336405] Thu, 02 October 2014 21:54 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Can you make the Glock 18 Tactical to be transformed back into stock and Glock 18?
Re: AIMNAS Bug reports[message #336693] Wed, 15 October 2014 05:23 Go to previous messageGo to next message
CaptainPanzer

 
Messages:14
Registered:August 2014
Location: Las Vegas, Nevada, USA
I'm getting MAJOR lag/FPS drop whenever I right-click my character and shows his/her inventory. This is odd, as I have never encountered this problem prior. However, maybe it contributes to the massive weapon-unlocking I have done on the XML Editor (I unlocked many "Not for Sale" guns as well as guns that do not appear in the Bobby Ray website)?

I should mention I am running on JA2 1.13 (7535) patch and the "September 2014" release of AIMNAS.

Thanks in advance!
Re: AIMNAS Bug reports[message #336694] Wed, 15 October 2014 08:22 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Any MOLLE items on your merc? Those have been reported lately several times to create FPS drop.

No idea, how to fix it, though. :/ I will probably have to set up the whole attachment point system completely new at some point.

My guess is, that the checks for possible attachments on itemslots somehow loop constantly in tactical view when you open the inventory. Which probably is a bad idea...


Re: AIMNAS Bug reports[message #336723] Thu, 16 October 2014 08:15 Go to previous messageGo to next message
CaptainPanzer

 
Messages:14
Registered:August 2014
Location: Las Vegas, Nevada, USA
It is most likely the MOLLE, since my only character uses a MOLLE Heavy Vest and a MOLLE Leg carrier.

I will report back soon!
Re: AIMNAS Bug reports[message #336724] Thu, 16 October 2014 08:21 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Yeah, thought so. :/

Grmbl... damn MOLLE...


Re: AIMNAS Bug reports[message #336726] Thu, 16 October 2014 13:02 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
I remember we saw something like this on the convention... remind me, does this already occur if the inventory is just open, or does it additionally require to have any item (or a MOLLE-item) dragged via the cursor?


Re: AIMNAS Bug reports[message #336729] Thu, 16 October 2014 14:58 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
FPS drop already occurs with open inv only but gets a LOT worse if an item is in the cursor.


Re: AIMNAS Bug reports[message #336743] Fri, 17 October 2014 02:55 Go to previous messageGo to next message
CaptainPanzer

 
Messages:14
Registered:August 2014
Location: Las Vegas, Nevada, USA
Alright. Confirmed. It's MOLLE equipment and has major lag if your cursor is on an item.

There's some sort of "micro" lag that shouldn't be too bothering whenever I drag my items around the inventory. It's noticeable but shouldn't bother me as much.
Re: AIMNAS Bug reports[message #336838] Mon, 20 October 2014 00:55 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
I've tried fixing the issue in r7600 - not fully successful however.

The problem is that the game redraws the inventory all the time (which it has to, otherwise changes you do there aren't noticeable right away, leading to glitches). We have to redraw each item, colour items it if we have something in our hands, and, very important, grey out any pocket that the item does not fit into, or that we do not get via LBE gear.

This causes the problem. We check all the time which slots we get, which item fits where, how big item sizes are and whatnot. MOLLE increases the problem almost exponentially.

@Any coder willing to see the effect: Add a return; after INVRenderItem(...) in void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel ). You will notice a real difference if you have an object in hand (did that in AIMNAS, will almost not be noticeable in stock 1.13 due to fewer items).


Re: AIMNAS Bug reports[message #336839] Mon, 20 October 2014 01:05 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
So basically a mix of 1k item sizes, 8.7k item ID's and something like 50+ MOLLE items causes the prob... wonderful. Neutral


Re: AIMNAS Bug reports[message #336856] Mon, 20 October 2014 10:11 Go to previous messageGo to next message
Vince7403

 
Messages:146
Registered:February 2012
Would it be possible to change the inventory update/redraw code so it only updates whenever a KB or mouse command is issued? It shouldn't miss any updates then, since the inventory can't change unless the player touches it, but the lag would only trigger intermittently. That's assuming I understand what's happening properly, of course.

[Updated on: Mon, 20 October 2014 10:17] by Moderator

Re: AIMNAS Bug reports[message #337722] Fri, 14 November 2014 05:01 Go to previous messageGo to next message
DeviousD
Messages:1
Registered:November 2014
All HE types of ammo with an explosion size higher than 1 explode with a smoke explosion instead of a normal explosion.
Re: AIMNAS Bug reports[message #337933] Sat, 22 November 2014 21:35 Go to previous messageGo to next message
Scheinworld

 
Messages:922
Registered:December 2007
Location: Baltic Sea, Germany
Hi smeag,

I hope everything is fine with you! It's been a while than this was reported, but I stumbled across it on my forum research where I never find that what I need, but that's another topic. Smile

dinglehopper
Not sure if this is related exactly to this problem, but I found it odd. I went in with squad size 10 but only one imp in squad because there has been problems with this encounter in the past with larger squad sizes. This time though, when I was done with miguels main dialogue I asked him to join. He of course said the time was not right but he could give me Ira. At this point the dialogue ended automatically and my imp did the "Bad guys!" voice. I looked all around and there were no bad guys, nor did I ever enter combat. Was able to get Ira and Dimitri and head out without crashing.


smeagol
Yeah, the bad guys voice line happens when Dimi joins the team...

I changed his script to make him hireable again, but I have no clue why the speech line is triggered. Might have to take a deeper look into the npc script again.


Just a small fix, but it should work and hopefully Dimi without a "bad guy" line now:

http://www.file-upload.net/download-9892247/Dimi_fix2try.zip.html


Best regards; Schein

[Updated on: Sun, 23 November 2014 19:31] by Moderator



Re: AIMNAS Bug reports[message #337934] Sun, 23 November 2014 13:03 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Scheinworld


Just a small fix, but it should work and hopefully Dimi without a "bad guy" line now:
#


Best regards; Schein

[Updated on: Sun, 23 November 2014 22:03] by Moderator



Re: AIMNAS Bug reports[message #337940] Sun, 23 November 2014 19:29 Go to previous messageGo to next message
Scheinworld

 
Messages:922
Registered:December 2007
Location: Baltic Sea, Germany
smeagol
Don't know what it fixes, but it doesn't fix the issue that the mercs give there "there's an enemy" line when you successfully hire Dimi...


Argh, it can not work when I accidentally uploaded Dimitri's 060.edt than his modified 060.NPC file. Sorry for the confusion! Try this one (new game required):

http://www.file-upload.net/download-9892247/Dimi_fix2try.zip.html

Please delete the wrong download link in your post, ok!


smeagol
Using German .edt files, because I mod on a german version and I actually don't like most English voices (probably because of being used to the German stuff for so long).


I understand, but if you haven't changed any of the texts you don't need the extracted German .edt's to hear the (German) voices. Smile


Best regards; Schein


Re: AIMNAS Bug reports[message #337942] Sun, 23 November 2014 20:38 Go to previous messageGo to next message
Nero1986
Messages:2
Registered:November 2014
OK i have the reason for Skyrider. Just edit this line in the Script(Data-bigmaps/Scripts/Overhead.lua)
Just open with Notepad ++


SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B,Profil.SKYRIDER, 163 )


163 must stand for the Helicopter.

[Updated on: Sun, 23 November 2014 20:41] by Moderator

Re: AIMNAS Bug reports[message #337951] Mon, 24 November 2014 15:23 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
K, the fix for Dimitri seems to work. Thanks Scheinworld.

Will be included in next AIMNAS update.


Re: AIMNAS Bug reports[message #338101] Sat, 06 December 2014 01:53 Go to previous messageGo to next message
Slice

 
Messages:9
Registered:December 2014
Hey, i'm kind of a noob when it comes to crafting and i just can't get it to work. No matter if it's the gun barrel extender, the griplight or the Acog+Reflex-Combo. How do i apply glue/ tape? Does everything have to be on a 100%?

Thanks in Advance
Re: AIMNAS Bug reports[message #338102] Sat, 06 December 2014 02:19 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
If in doubt, get someone who isn't as nooby to do it (i.e. find someone with good mech score for the GBE, are we even doing the other ones any longer?)


Re: AIMNAS Bug reports[message #338104] Sat, 06 December 2014 02:39 Go to previous messageGo to next message
Slice

 
Messages:9
Registered:December 2014
Aren't the other ones supported anymore? I tried to do it with a merc with good mechanic skills, still can't seem to apply the glue/ tape. The fields one usually puts stuff together are greyed out
Re: AIMNAS Bug reports[message #338106] Sat, 06 December 2014 10:39 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
The others are pointless since we have more than enough slots to play with now.


Re: AIMNAS Bug reports[message #338107] Sat, 06 December 2014 11:01 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
A merge list (though probably not up to date) can be found in the AIMNAS FAQ.

ACOG + Reflex Sight has been removed due to new attachment system.


Re: AIMNAS Bug reports[message #338110] Sat, 06 December 2014 13:10 Go to previous messageGo to next message
Slice

 
Messages:9
Registered:December 2014
Oh, okay? So no fancy Griplight?
Re: AIMNAS Bug reports[message #338118] Sat, 06 December 2014 16:27 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I might re-introduce the griplight, due to increased options NCTH and varying flashlight ranges offer.


Re: AIMNAS Bug reports[message #338195] Thu, 11 December 2014 01:52 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
how to run last aimnas_big m with last EXE ?

http://kermi.pp.fi/JA_2/v1.13_Releases/Unofficial/English/Depri/SCI_113/SCI_Unstable_Revision_7667_on_GameDir_2186.7z

it with it -

http://kermi.pp.fi/JA_2/v1.13_Releases/Unofficial/English/Depri/SCI_AIMNAS/SCI_AIMNAS_XMAS2013_Release_Feb14_Update_on_r6967_d1954.7z


when try combinations ... - not work !
Re: AIMNAS Bug reports[message #338455] Fri, 19 December 2014 20:48 Go to previous messageGo to next message
Slice

 
Messages:9
Registered:December 2014
Hi, i have a Problem with Artillery strikes and foremost quests, for example giving the leather shop deed to that Tattoo-Guy, whenever i do it, the game seems to freeze and the stack-log tells me, there's a russian file missing. I got my JA2 from Steam. i'm german so, i guess it should be at least german or english and play the newest Version of AIMNAS, so i don't know why it Needs a russian file. Ingame the language is kinda mixed between english and german.

Anybody can help?
Re: AIMNAS Bug reports[message #338503] Mon, 22 December 2014 08:51 Go to previous messageGo to next message
Blue_Fox

 
Messages:582
Registered:September 2006
Location: Netherlands
Last days i play several latest versions including Big Maps and notices AP difference with several attributes when the weapon is on the map or in the hand
Here an example with a reflex sign.

JA2_113_FullRelease_English_4870 & AIMNAS_V21_Full works fine.

http://www.imageupload.co.uk/images/2014/12/22/ap19paRi.jpg http://www.imageupload.co.uk/images/2014/12/22/AP24QEah0.jpg

[Updated on: Mon, 22 December 2014 09:55] by Moderator

Re: AIMNAS Bug reports[message #338785 is a reply to message #307135] Wed, 07 January 2015 01:25 Go to previous messageGo to previous message
Jakub

 
Messages:38
Registered:January 2014
Hello ! I got problem with last X mass AIMNAS & Good of Games version Jagged Alliance 2 Willd fire 6,04 Eng. . After some play with files the game start works fine but I can't attach some under barel weapons like glanade launchers or atach ceramic plates for armor or some things for pants . My Question is did you turn this out from mod or mod is not full compatybille with mod ?
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