Re: AIMNAS WF2012 Part 11[message #329277]
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Thu, 26 December 2013 12:46
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Sowilo |
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Messages:41
Registered:April 2011 |
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Totally fresh installation, as described:
JA2 Gold + latest build (4870) + hotfix (english version) ( + AIMNAS X-MAS 2013 over all)
No modifications from my side, apart from setting to 16-color depth (which was necessary, cause of an appropriate error-message before.)
Damn ... cause your mod is really amazing.
[Updated on: Thu, 26 December 2013 12:48] by Moderator Report message to a moderator
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Corporal
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Re: AIMNAS WF2012 Part 11[message #329286]
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Thu, 26 December 2013 15:03
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Sowilo |
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Messages:41
Registered:April 2011 |
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Another problem appeared: Game works fine now, but only in window-screen-mode. Full Screen won't work, even when configurating the ini to "false" (full screen)
Any suggestions?
[Updated on: Thu, 26 December 2013 15:04] by Moderator Report message to a moderator
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Corporal
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Re: AIMNAS WF2012 Part 11[message #329396]
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Tue, 31 December 2013 04:38
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Dyson |
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Messages:204
Registered:December 2008 |
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Ok, I had a lot of time and spent it, playing the mod. It is still a lot of fun. NCTH "feels" good. Normally, I prefer playing in somehow 1280 or 1440 resolution. Since I changed to the 1650, I saw the first timesince the big maps were introduced the big overview maps in tactical mode and during merc placement on entering. In smaller esolution, I had to move the maps with the arrow keys. G.r.e.a.t.
Some issues, I've noticed:
- Large MOLLE Leg Carrier: have placed a canteen pouch and then selected by left clicking in an empty slot in the EDB a 40mm pouch. This gave the message, that there is not enough space left but then every slot was greyed out and I got a 9mm AP Mag 30 back and the session was broken.
- MOLLE Pouch SAW: Can't be attached on Leg Rigs but Leg Rigs are highlighted by mouseover in sector inventory.
- Heavy MOLLE Vest: configuring a Small Utility Pouch to the vest while it hasn't enough space left, that returned a "nada" item and broke up the game session.
- M16 SAM-R C.K. seems to has no related rifle. Tried it with M16A4/M16A4 MWS/M4A1/M4 MWS/M16A2. No conversion was possible.
- Mauser M-03(-2) has no attachement slot for reflex sights (this is maybe wanted?).
- SHIFT+N swaps correctly between nightvision and sun glasses but can't use the spaces at the helmets. The items go to the LBE slots. If they are all used up, a message appears and the googles won't switch.
- Something happens which produces always batteries in my inventories. Happens in tactical mode and in strategic mode.
Couldn't isolate that, yet. Someone noticed smilar behaviour? Maybe, this happens during item transformation with attached flashlight with batteries.
- While using the bigger combat packs (like A.L.I.C.E.), only the BW daypack is usable for the back. Maybe for more diversity, one can add one or two other packs for that purpose in the near or far future.
- With veteran milita in B13, I traveled to B12 where a group of enemies ocupied the sector. I called an Artillery Strike from B13 militia. It showed the green marker around the cursor but no smoke and no strike happend. I know, it is no AIMNAS feature. Just wanted to ask, if it is known, that this feature is somehow disabled?
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Sergeant 1st Class
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Re: AIMNAS WF2012 Part 11[message #329401]
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Tue, 31 December 2013 13:02
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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DysonOk, I had a lot of time and spent it, playing the mod. It is still a lot of fun. NCTH "feels" good. Normally, I prefer playing in somehow 1280 or 1440 resolution. Since I changed to the 1650, I saw the first timesince the big maps were introduced the big overview maps in tactical mode and during merc placement on entering. In smaller esolution, I had to move the maps with the arrow keys. G.r.e.a.t.
yeah, bigger resolution + bigger maps are probably a good way to go. I also feel NCTH works quite well with increased sight ranges. There's certainly still a lot of room for tweaking left on the values, so keep reporting what you experience with NCTH. I already adjusted accuracy values on guns so that they don't have all the same values (in current release this is the case for assault rifles).
Toggle SpoilerQuote:Some issues, I've noticed:
- Large MOLLE Leg Carrier: have placed a canteen pouch and then selected by left clicking in an empty slot in the EDB a 40mm pouch. This gave the message, that there is not enough space left but then every slot was greyed out and I got a 9mm AP Mag 30 back and the session was broken.
- MOLLE Pouch SAW: Can't be attached on Leg Rigs but Leg Rigs are highlighted by mouseover in sector inventory.
- Heavy MOLLE Vest: configuring a Small Utility Pouch to the vest while it hasn't enough space left, that returned a "nada" item and broke up the game session.
Some of this sounds as if DepressivesBrot needs to investigate it.
Toggle SpoilerQuote:
- M16 SAM-R C.K. seems to has no related rifle. Tried it with M16A4/M16A4 MWS/M4A1/M4 MWS/M16A2. No conversion was possible.
- Mauser M-03(-2) has no attachement slot for reflex sights (this is maybe wanted?).
I'll check the M16 conversion kit asap and fix it.
Thanks to the addition of scope modes, I wanted to allow reflex sights on all guns, just didn't have time to add them yet (yes, even on sniper rifles... since you can't use scope + reflex sight at the same time anylonger, I think this should be possible. Especially as the reflex sight is so small, that it can be mounted on a scope)
Toggle SpoilerQuote:
- SHIFT+N swaps correctly between nightvision and sun glasses but can't use the spaces at the helmets. The items go to the LBE slots. If they are all used up, a message appears and the googles won't switch.
Yes, I also noticed that. But it sounds more like a code change/ ini setting. Nothing I can change with xml editing.
Toggle SpoilerQuote:
- Something happens which produces always batteries in my inventories. Happens in tactical mode and in strategic mode.
Couldn't isolate that, yet. Someone noticed smilar behaviour? Maybe, this happens during item transformation with attached flashlight with batteries.
Yes, that's the default batteries on tac lights. As a result I already removed the default attachment from all flashlights. Enemies won't drop them anylonger (as the AI is not capable of using them anyways). This of course means that when you find or order an flashlight you'll want batteries as well. Also note, that some flashlights need fewer or more batteries.
Toggle SpoilerQuote:
- While using the bigger combat packs (like A.L.I.C.E.), only the BW daypack is usable for the back. Maybe for more diversity, one can add one or two other packs for that purpose in the near or far future.
It might be a good idea to make a second version of the larger combat packs (for transformation purpose) that are backpacks.
Toggle SpoilerQuote:
- With veteran milita in B13, I traveled to B12 where a group of enemies ocupied the sector. I called an Artillery Strike from B13 militia. It showed the green marker around the cursor but no smoke and no strike happend. I know, it is no AIMNAS feature. Just wanted to ask, if it is known, that this feature is somehow disabled?
I did add smoke flares and the radio, I didn't really test it in game though. I just followed Flugentes instructions on implementing it. Probably he should investigate that.
[Updated on: Tue, 31 December 2013 13:04] by Moderator Report message to a moderator
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Re: AIMNAS WF2012 Part 11[message #329406]
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Tue, 31 December 2013 15:56
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Okay... let's see...
I fixed the M16 conversion kit. It will now merge with an M16A2 or M16A4 variant for the MK12. I decided against using it on an M4/Commando (because those are way cheaper to get, not that it matters much in game, really...)
Also added copies of almost all combat packs as backpack variants along the needed transformations (and I could even convince JMich to code a change to the backpack code, so that those combat packs won't yield the same disadvantage as regular backpacks... let's hope that it will pan out as planned. He said he won't manage this year, but I hope it gets added soonish).
Been working lately on armour, as well. There is now a C-18/C-20 version of EOD armour available and I finally made the Camo Uniform merges for Kazak-6, Flak Vest, Lightweight Bodyarmour, Ranger Armour and Shielded Vest.
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