Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » AIMNAS WF2012 Part 11
Re: AIMNAS WF2012 Part 11[message #329277] Thu, 26 December 2013 12:46 Go to previous messageGo to next message
Sowilo

 
Messages:46
Registered:April 2011
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

Re: AIMNAS WF2012 Part 11[message #329278] Thu, 26 December 2013 12:56 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
No, that's not as described. Get a fresh version from my sig instead of that medieval 4870 build Razz


Re: AIMNAS WF2012 Part 11[message #329279] Thu, 26 December 2013 12:57 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Sowilo
latest build (4870)


There you have your prob.

The exe I use is 6699. I suggest you use the svn version instead of the 4870 release.


Re: AIMNAS WF2012 Part 11[message #329280] Thu, 26 December 2013 13:06 Go to previous messageGo to next message
Sowilo

 
Messages:46
Registered:April 2011
Huh?! Thank you very much! ... I'll have a try .. well, searching for it. I used this site for my download:

http://ja2v113.pbworks.com/w/page/4218339/FrontPage
Re: AIMNAS WF2012 Part 11[message #329282] Thu, 26 December 2013 13:35 Go to previous messageGo to next message
Sowilo

 
Messages:46
Registered:April 2011
I give up, still doesn't work. 6699.exe is unloadable (access denied, cause of wrong path). Probably the whole installation is wrong. Is there a installation-path described anywhere?
Re: AIMNAS WF2012 Part 11[message #329285] Thu, 26 December 2013 14:03 Go to previous messageGo to next message
Sowilo

 
Messages:46
Registered:April 2011
Ok, I made it ... SCI + AIMNAS 2013 ... it's quite simple --
Re: AIMNAS WF2012 Part 11[message #329286] Thu, 26 December 2013 15:03 Go to previous messageGo to next message
Sowilo

 
Messages:46
Registered:April 2011
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

Re: AIMNAS WF2012 Part 11[message #329287] Thu, 26 December 2013 15:08 Go to previous messageGo to next message
Sowilo

 
Messages:46
Registered:April 2011
.. ok .. nevermind .. was just a resolution-problem ... damn hard to start playing --
Re: AIMNAS WF2012 Part 11[message #329293] Fri, 27 December 2013 00:14 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Thank you for the present Smile
I really enjoy the mod and I like the changes of the attachements.

Here're some bugs, I've found:
  • HK Emergency Flare Launcher does not fit in the biggest pocket size (backpack)
  • HK MP5 10/A3 RAS shows the Aimpoint attachement in the tooltip and in the menu. game crushes while trying to attach
  • FR Ordonance MC51 changes into FN Minimi - collapsed while trying to collapse the stock
  • While repairing, a message appears frequently in the log:"Error: Unknown consuption type!"

[Updated on: Fri, 27 December 2013 00:21] by Moderator

Re: AIMNAS WF2012 Part 11[message #329297] Fri, 27 December 2013 01:04 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Glad you enjoy it and thanks for spotting the bugs. Will fix it asap.

There's probably a few more of these still in there...

about the repairing message in the log... any more information on this?


Re: AIMNAS WF2012 Part 11[message #329298] Fri, 27 December 2013 02:07 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
I tried it with only one merc repairing an only he was carrying some items but the message still occurs. I can't say, wether it is item related.

http://abload.de/thumb/2013-12-2700_37_07-japosus.png

http://abload.de/thumb/2013-12-2700_37_54-ja3issk.png


Edit:
Found another bug:
12 Gauge Ammo, 7 High Explosive produces a smoke grenade effect instead of an explosion

[Updated on: Fri, 27 December 2013 02:43] by Moderator

Re: AIMNAS WF2012 Part 11[message #329320] Sat, 28 December 2013 13:07 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Jenilee
For those interested, my database has also been updated to reflect the Xmas 2013 changes.


I use this site, since I saw it first around one of the older AIMNAS releases.
It is very useful and I am often comparing wepons with it.
So, thank you for providing this feature Smile

Suggestion for enhancement: lists be sorted by more than one criteria

E.g.:
Normally you choose by filters and then sort by clicking on e.g. "AP for ready". The idea is, to say the columns by maybe numbers how they should be sorted. firts by "AP to ready" then by "AP to fire" and then by "Damage".

Re: AIMNAS WF2012 Part 11[message #329321] Sat, 28 December 2013 13:43 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
More issues:
  • While collapsing or adjusting the stock of the AAC Honey Badger with a 5.56mm drum adapter attached, it drops its ammunition drum.
  • AMD-65M with drum adapter has the same behaviour while the UMP45 keeps the ammo
  • Sector D11 is a small map
  • 7.62x51mm guns with a 20 ammo clip offer the grey out option for the STANAG adapter
  • BR Name of the Skorpion EVO II A1 is missing
    http://abload.de/thumb/2013-12-2720_18_33-jas0sll.png
  • While expanding the attachement/equipment menus works mostly very well, it does not place the new window next to the old if using it in the optics slot
    http://abload.de/thumb/2013-12-2811_43_12-jasbssn.png http://abload.de/thumb/2013-12-2811_50_43-jagbs2k.png
  • This menu does not work for backpacks, combat packs, vests, leg rigs, etc.
  • Trying to place a Reflex Sight/Z-Point/SMR while a ZF-42 is mounted, returns a placeholder and the game session is broken

Edit:
SCI_Unstable_Revision_6708_on_GameDir_1901 with JA2_6708.exe

[Updated on: Sat, 28 December 2013 13:50] by Moderator

Re: AIMNAS WF2012 Part 11[message #329324] Sat, 28 December 2013 14:05 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
D11 should be a big map... maybe the game loads an alternate map instead. weird...

7.62x51mm guns will mostly take a mag adapter to allow usage of 10 round magazines, but the adapters will have to be transformed accordingly.

Currently checking the other issues you reported.

The attachment window issue isn't something I can fix, though.


Re: AIMNAS WF2012 Part 11[message #329325] Sat, 28 December 2013 14:22 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Okay, the drum mag adapter issue is as well something I probably can't fix.

Added missing BR name for the Skorpion Evo.

Fixed the Reflex Sight problem.


Re: AIMNAS WF2012 Part 11[message #329329] Sat, 28 December 2013 15:14 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Okay, thank you for the whole work! Smile

I read the "7,62x51mm STANAG 10+" like it can enhance the capacity of, for example MAS-49, from 10 to 20 rounds.
For using it the other way, it lacks a convertion gear.
Re: AIMNAS WF2012 Part 11[message #329331] Sat, 28 December 2013 15:18 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yes, the idea is, to use the item transformation to change it into a different item (STANAG 10+ will transform into the STANAG, which will allow usage of 10 round mags in an M14 for example. You can transform the adapter back to fit guns with regular 10 round capacity).

This will also work on quite a few other mag adapters as well (even on a 9mm C-Mag adapter to make it fit a Glock 18).

Edit: Though I obviously forgot to actually add the transformation for the 7.62x51 adapter... d'oh.

[Updated on: Sat, 28 December 2013 15:20] by Moderator



Re: AIMNAS WF2012 Part 11[message #329333] Sat, 28 December 2013 15:45 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Hey, no problem. The idea is great.
Think I saw a similar implementation in another mod. Makes the great possibilities of attachements even greater Smile
Re: AIMNAS WF2012 Part 11[message #329353] Sun, 29 December 2013 04:26 Go to previous messageGo to next message
The_Bob

 
Messages:411
Registered:May 2009
Location: Behind you.
Can you explain what do you mean by popups not working for the LBE items you mentioned? IIRC that worked exactly like all other slots - lists items that fit and puts the selected item in the slot you clicked. Maybe try ctrl-clicking these spots?

The optics attachment boxes not arranging nicely is definitely a bug, might have something to do with the "long" MK-4-CQ-thingy's name. Try changing the name to something shorter and see if it makes the box behave properly (I don't have the game working right now, hopefully I'll be able to check out the new AIMNAS next week). Obviously I'm not suggesting this as a fix, the boxes should arrange nicely regardless of the stuff inside (at least as long as it's not too crazy) and I'll try to fix this soon. Probably not this year though.

Re: AIMNAS WF2012 Part 11[message #329358] Sun, 29 December 2013 11:53 Go to previous messageGo to next message
wolf00

 
Messages:1150
Registered:September 2006
Location: Czech Republic

dyson: gun on your screenshot is maybe scorpio evo II clone[on image is caliber 10mm],original scorpio evo II is designed for 9x19mm amunition.
Re: AIMNAS WF2012 Part 11[message #329362] Sun, 29 December 2013 13:32 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
The_Bob
Can you explain what do you mean by popups not working for the LBE items you mentioned? IIRC that worked exactly like all other slots - lists items that fit and puts the selected item in the slot you clicked. Maybe try ctrl-clicking these spots?

I click on the position where I want to place a LBE item from my sector inventory. menu opens correctly with and without pressing ctrl but after clicking on the desired item, it is not placed. Nothing happens.
The only time it worked, was when i took a filled comba pack from the position an placed it in the sector inventory. Then i left clicked on the position again and choose the item with the same name, i just removed. This works repeatedly. The filled combat pack is taken to position.

Here is a better pic of the menu arrangig problem:
http://abload.de/thumb/2013-12-2912_08_58-jaa4ui5.png


wolf00
dyson: gun on your screenshot is maybe scorpio evo II clone[on image is caliber 10mm],original scorpio evo II is designed for 9x19mm amunition.

Yes it is the EVO III A1. Name is in the description.

[Updated on: Sun, 29 December 2013 13:34] by Moderator

Re: AIMNAS WF2012 Part 11[message #329368] Sun, 29 December 2013 20:03 Go to previous messageGo to next message
The_Bob

 
Messages:411
Registered:May 2009
Location: Behind you.
Dyson

Here is a better pic of the menu arrangig problem:
http://abload.de/thumb/2013-12-2912_08_58-jaa4ui5.png


Oh wow that does look bad. And the LBE situation also sounds like a weird chain of bugs ganged up on my poor popup boxes. I'll definitely take a look at this soon-ish.

Thanks for the bug report Smile

[Updated on: Sun, 29 December 2013 20:03] by Moderator


Re: AIMNAS WF2012 Part 11[message #329384] Mon, 30 December 2013 19:54 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
wolf00
dyson: gun on your screenshot is maybe scorpio evo II clone[on image is caliber 10mm],original scorpio evo II is designed for 9x19mm amunition.


As there were already quite a lot of 9x19mm SMGs I decided to add that variant of the Skorpion EVO in 10mm Auto, even if it may not be accurate (though iirc, that particular variant does in fact exist in 10mm... but don't quote me on that, as it might as well be totally wrong).


Re: AIMNAS WF2012 Part 11[message #329392] Mon, 30 December 2013 22:14 Go to previous messageGo to next message
wolf00

 
Messages:1150
Registered:September 2006
Location: Czech Republic

ok thx for explain details ....
Re: AIMNAS WF2012 Part 11[message #329393] Mon, 30 December 2013 22:43 Go to previous messageGo to next message
Bidius

 
Messages:23
Registered:June 2013
Speaking of weapons, the M16A2 for some reason starts with Full Auto Capability, My understanding is that this was removed from the Basic infantry rifles in favor of a 3 round Burst, and hasn't made a comeback since the Canadian Deimaco C7.

If you wanted full auto M16, either stick with the A1, or go with an A3.
Re: AIMNAS WF2012 Part 11[message #329396] Tue, 31 December 2013 04:38 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
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. Very Happy

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?
Re: AIMNAS WF2012 Part 11[message #329401] Tue, 31 December 2013 13:02 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Dyson
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. Very Happy


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 Spoiler


Some of this sounds as if DepressivesBrot needs to investigate it.

Toggle Spoiler


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 Spoiler


Yes, I also noticed that. But it sounds more like a code change/ ini setting. Nothing I can change with xml editing.

Toggle Spoiler


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 Spoiler


It might be a good idea to make a second version of the larger combat packs (for transformation purpose) that are backpacks.

Toggle Spoiler


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



Re: AIMNAS WF2012 Part 11[message #329402] Tue, 31 December 2013 13:34 Go to previous messageGo to next message
sevenfm

 
Messages:1987
Registered:December 2012
Location: Soviet Russia
Shift+N works as it should in stock 1.13.
Just checked with latest svn, sun goggles, nvg I and steel helmet. Items are correctly swapped between head slot and helmet attachments.


Re: AIMNAS WF2012 Part 11[message #329406] Tue, 31 December 2013 15:56 Go to previous messageGo to next message
smeagol

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


Re: AIMNAS WF2012 Part 11[message #329410] Tue, 31 December 2013 20:24 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
Sounds very great!

Now, get to your beloved ones and party into the next year! :

Happy New Year!

Re: AIMNAS WF2012 Part 11[message #329422] Wed, 01 January 2014 03:29 Go to previous messageGo to next message
arkanglesk

 
Messages:29
Registered:June 2011
I have a CTD when checking mercs' LOS with "end" key
Re: AIMNAS WF2012 Part 11[message #329426] Wed, 01 January 2014 06:15 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
@smoke_grenade on LOS with "end" key CTD.

[s]I will send in a patch to revert my r6551 merc cover display commit as the performance hit is too high causing the hang.
(Game cannot keep up with the higher graphic overlay redraw)
[/s]
Need a better coder to optimize the cover display code. to bring the feature back.

Take note:
Even with the revert, not recommended to set BASE_SIGHT_RANGE beyond 40 if using cover display feature.
On my multiple-mercs-and-many-enemies test before the suspected r6551 commit culprit,
- Cover Display (Home) will hang at 45. 13 (the default value) - in vanilla map. Surprised
- LOS (End) will hang at 60. 25 - in vanilla map.


Edit:
So will not revert r6551; will do more testing w older builds.

Edit2:
Problem exist even in v4870. Advise to save before using cover display.

[Updated on: Fri, 03 January 2014 08:23] by Moderator

Re: AIMNAS WF2012 Part 11[message #329434] Wed, 01 January 2014 15:42 Go to previous messageGo to next message
Dyson

 
Messages:204
Registered:December 2008
7,92x57mm ammo HE can't penetrate high grass. It explodes on impact.
Re: AIMNAS WF2012 Part 11[message #329435] Wed, 01 January 2014 15:56 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yeah, that's a known issue with HE ammo. It kinda sucks, but I have no idea yet, how to fix it. It'll probably result in removing HE ammo entirely or using the small explosive effect (liek the one shaped charges use). Unfortunately this will result in no are effect. But on the other hand, ammo type HE rounds probably shouldn't get an area effect anyways... (projectiles are too small to carry enough explosive material to create effects similiar to mini grenades in my opinion, even in .50 cal or 12gauge rounds).


Re: AIMNAS WF2012 Part 11[message #329436] Wed, 01 January 2014 16:08 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
The rule of thumb is that 20mm is the smallest you can put any worthwhile HE filler into, so 12G would be on the fence for an AoE-Type (I'd recommend really low blast and some fragments) and everything below as the old HE effect the minirockets were using (MR themselves are whatever you like them to be, 25mm class probably makes sense)


Re: AIMNAS WF2012 Part 11[message #329453] Wed, 01 January 2014 22:56 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

Hello Smeagol.I have just a quick question to you:After some testing of your new AIMNAS mod do you plan to update it and share with community in near time after bugfixing, or community will wait again another Xmas for testing?

[Updated on: Wed, 01 January 2014 22:57] by Moderator

Re: AIMNAS WF2012 Part 11[message #329455] Wed, 01 January 2014 23:17 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Fixed version is planned reasonably soon, that one will also be the base for a full SCI.


Re: AIMNAS WF2012 Part 11[message #329456] Thu, 02 January 2014 01:01 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
As Brot said. I'm currently still working on a few fixes and in the process of making more new maps (F3 and F4 already done).

I will be VERY busy with real life work from tomorrow on to mid February. But after that things might become slightly less stressful so that it could be possible that I actually get a bit more time in (a big if, though).

However, I plan to do updates on a more regular basis again (probably not each week, but maybe once a month).


Re: AIMNAS WF2012 Part 11[message #329457] Thu, 02 January 2014 01:16 Go to previous messageGo to next message
Parkan

 
Messages:447
Registered:April 2010
Location: Russia,Sevastopol

Thank you for your answer.One more thing:Do you plan setup a number of IMP max at 6 or at 10?I asking this because in your ja2_option.ini-max number of imp chars=6,but in mercprofiles.xml all imp chars present.
Re: AIMNAS WF2012 Part 11[message #329458] Thu, 02 January 2014 01:30 Go to previous messageGo to previous message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
I'm not really a huge IMP fan anymore, imo they are more or less kinda bland... I'll probably keep them at 6, but if you want 10, feel free to change it in the ini. That's why we have a rather user friendly moddable game, isn't it?


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