Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » 1.13 Stock Data Overhaul
Re: 1.13 Stock Data Overhaul[message #323604] Sat, 03 August 2013 21:44 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
silversurfer:
about improved NCTH
First time the blackscreenfreeze happened when i was playing AR+overhaul with 6258 exe, in omerta, then i think it was mostly fixed at 6261, but when i tried to turn it on again with new exe at some point blackscreenfreeze returned, so i turned it off permanently.
It looks like i see enemy soldier walking somewhere and in the middle of enemy turn comes blackscreen and the process is not responding, so you have to terminate it.

I will play some time with the 6263 exe and then report.


Re: 1.13 Stock Data Overhaul[message #323688] Tue, 06 August 2013 01:15 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

silversurfer

I am not mention about nada items i mentions about wildfiremaps,because if play with it the maps are unplayble because it has a lot of umbrellas on map and moving on them not an option.there is tilesets problems.previus version of overhaul worked good wit wf maps.


Strohmann

I am not understand where such indexes i can take.

[Updated on: Tue, 06 August 2013 01:16] by Moderator

Re: 1.13 Stock Data Overhaul[message #323689] Tue, 06 August 2013 01:32 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Look closer at the Nada items, it should read name "Nothing" and description "Index xyz".
Re: 1.13 Stock Data Overhaul[message #323694] Tue, 06 August 2013 12:32 Go to previous messageGo to next message
silversurfer

 
Messages:2759
Registered:May 2009
Parkan

I am not mention about nada items i mentions about wildfiremaps,because if play with it the maps are unplayble because it has a lot of umbrellas on map and moving on them not an option.there is tilesets problems.previus version of overhaul worked good wit wf maps.


Are you sure that you have the correct tileset files from WF maps installed in your "Data-1.13 NCTH" directory? AFAIK the problem with the umbrellas only happens when the tileset files of the map are missing.
WF maps have tileset folders 0 to 49 with tons of files in them.

Re: 1.13 Stock Data Overhaul[message #323697] Tue, 06 August 2013 13:34 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

What i have done:
1.Installed English ja2.
2.Installed last SCi of 1.13 mod
3.Overwrigth data-1.13 with data-1.13 where WF maps contain
4.Open stronhman overhaul archive and taked all files from Data-1.13 ncth and copied to data-1.13 folder
5.Run game,run map.The map have a lot of umbrellas.


PS with previus version of Stronhmann overhaul i made all time such things and i never got troubles with wf maps or NADA items on them.Such things i made because XML editro will not work with Data-1.13 NCTh folder and it only work with Data-1.13 folder(i knoww about how change a folder for xml editor and this thing not worked)
Re: 1.13 Stock Data Overhaul[message #323707] Tue, 06 August 2013 17:53 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Be aware that using the xml editor to change and save newest game data will have unpleasant side effects, like deleting tags the and or changing file structures.

Better just use it for viewing and do the editing by hand.
Re: 1.13 Stock Data Overhaul[message #323709] Tue, 06 August 2013 18:33 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

I don't use flashlight and deleted such stuff from enemy.the game always run nice this version and previus.but now wf maps not work with your overhaul =(

Made fresh install of the game,SCi with 6263 exe,instaled wf maps to data-1.13 directory,installed your overhaul like it needed(to the game folder not data-1.13 like before) and still on maps there are a lot of umbrellas in sector a9.If i delete ja2.set.xml from data-1.13 ncth sectors not run and game became down with error.If i take this file from data-1.13 directory or other mod there is an eror again became.

So my question still open.Is it possible to made some compatibility patch for wf maps for myself or by you?Thank you for help.

[Updated on: Wed, 07 August 2013 02:17] by Moderator

Re: 1.13 Stock Data Overhaul[message #324950] Tue, 10 September 2013 04:09 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
*New Update for Revision 1760+*

[color:#FF0000]No savegame compatibility![/color]

Mostly Fixes, including:
  • Enemy Weapon Progression: admins and regulars should now rougly have access to weapons of the coolness defined by the current progress, elites 1-2 level above. However that doesn't affect other items like attachments. Also changed default Progress Speed of Item Choices to Normal and lowered the default PERCENT_EXTRA_ELITES_EXPERT/INSANE to compensate somewhat.
  • Some changes to high coolness (machine) pistols and submachine guns.
  • Changed some scope attachments like an/pvs-24, holo sight* etc. to weapon attachments, so they no longer get ejected in the inventory if you transform the scope.
  • Arulco Revisited: fixed the CIV_GROUP of the smugglers, so they react properly to attacks and stealing.

[Updated on: Mon, 16 September 2013 00:09] by Moderator

Re: 1.13 Stock Data Overhaul[message #325600] Tue, 24 September 2013 14:38 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
Hallo Strohmann,

i don't know if you want bug reports, but i encountered a very minor bug regarding the various iron sights. They're detachable. Happens when a scope is attached, and the sights are switched back to disallow scopes: sights are detached and spewed to the inventory (character inventory or, if it doesn't fit, sector inventory). Tested so far with the Backup Iron Sights on the KAC SR-47, Aperture Sights on the HK MP5N, and the Aperture Sights on the Ruger Mini-14. So far, all of the iron sights that require transformation before installation of a scope (all that I've encountered so far in the game, at least.)

not at all a big deal unless you don't notice and go into a battle (and THEN notice that the iron sights built into your gun are missing!) hmm. come to think of it, could be exploitable though, if one could use it to install better sights on pistols.

Other than that, plays fine, and I like the way it plays with NCTH. Have to say that I'm missing the item modularity of UC/AFS, but the "live-off-the-land" style of AR won't really work well with all the NADAs that'll come out without extensive map editing, I imagine.

Playing Arulco Revisited 1.4
with your Stock Data Overhaul AR Compatibility 1719 and Rev1760
on 1.13 v6420 from DepressivesBrot's builds.

wasn't sure if this is the right place to post this, but since AR doesn't alter any items from stock 1.13, i figured it was happening with your mod. that, or it's a problem with 1.13.
Re: 1.13 Stock Data Overhaul[message #325612] Tue, 24 September 2013 16:35 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Surely i want any feedback, be it bug reports, anomalies or other comments.

The problem with the iron sights is already known and reported in the general bug thread. It can't be exploited to install better versions on pistols, because their iron sights are inseparabel.

There is a "solution" to the problem, but it has several drawbacks: i could make them all inseparabel. The problem is, the bonuses of the iron sights and a installed scope should cancel each other out. In order to do so i would have to create many different copies of nearly every scope. Instead of only transforming the iron sights the player would have to transform every scope to "fit" to the matching iron sights, which would be more of an annoyance for the player than the current situation.

I think this problem is less of an issue later in the game when you mostly use scopes anyway, so i decided to keep it this way and wait for an official bugfix. I only applied a bandaid "fix", i increased the transform ap-cost to 150, so you don't accidently loose your aperture sights in turn based mode. There also is a warning in the item transformation tooltip (past tense means all this is already included in the last update^^).

Please specify what you mean with "the item modularity of UC/AFS" and what you are missing(?) in this mod.

[Updated on: Tue, 24 September 2013 18:22] by Moderator

Re: 1.13 Stock Data Overhaul[message #325614] Tue, 24 September 2013 17:29 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
By item modularity, i mean how so many things fit and merge and transform into other things.

Although, come to think of it, I guess I particularly miss Wil473's treatment of upper and lower receivers. I modded my last playthrough of Urban Chaos so that my psycho IMP starts with just an LE901 lower receiver (which I modified to eventually become burst capable via replacing the LE901 match trigger with an ACME burst limiter -- illogical, I know, but was fun.) Limiting my IMP's weaponry to only upper receivers which could be installed onto the LE901 lower added a great deal of RPG flavor to the game. (Particularly when I got an early FN SCAR from a Gun Runner. Was very hard to not use that.)
Re: 1.13 Stock Data Overhaul[message #325615] Tue, 24 September 2013 17:41 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
Looks like the attachment system could do with an update.

You're able to toggle the default sights even if you have a scope attached and that makes them pop off. Plop! Or maybe this is intended? If I remember correctly I was able to put AR-15 sights on an MP5 after this happened. Sounds wonky.

Oh, and lots of revolvers (.38 Special included) accept some odd Russian attachments. Seems really wonky. Very Happy

[Updated on: Tue, 24 September 2013 18:17] by Moderator


Re: 1.13 Stock Data Overhaul[message #325616] Tue, 24 September 2013 17:42 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
Tried the fix, that is, making iron sights (aperture sights on the mini-14 in this case) inseparable, and you're right, that was a lot worse. Making the sights transform with a scope installed made the sights disappear -- I mean, they popped out and were nowhere.

Seems like a conflict between item compatibilities and item transformation: impossible to prevent transformation depending on presence of attachments, but at the same time impossible to have both attachments present in a weapon at the same time. The offending item popping out seems reasonable for bug prevention and compatibility though.
Re: 1.13 Stock Data Overhaul[message #325625] Tue, 24 September 2013 18:44 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
I am sorry, including (more) upper and lower recivers is a way too special feature for this mod, which primary goal is (re)balancing. Maybe i do it some day, but it has a very low priority, if any.

You have to delete the item transformation and incompatitiblities for the aperture sights and create copies of all scopes and reflex sights the weapons can take on which it is attached. These have to have the transformation, the incompatibilities and the negative bonuses of the aperture sights now.

Slax
Oh, and lots of revolvers (.38 Special included) accept some odd Russian attachments. Seems really wonky.
Specify which weapons and which attachments, please.
Re: 1.13 Stock Data Overhaul[message #325631] Tue, 24 September 2013 18:57 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
The .38 Ira starts out with accepted a Minuta scope from what I can remember. Pretty sure the .357 Barracuda had something similar going on but I can't really remember. Can't do any testing right now either, sorry.

Re: 1.13 Stock Data Overhaul[message #325632] Tue, 24 September 2013 18:58 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
please don't misunderstand. it wasn't a request, just wishful thinking, really. if i really wanted upper and lower receivers in, i could probably figure out how it works and edit it in myself. mod's great as it is, and i'll take it as such.

Slax
Oh, and lots of revolvers (.38 Special included) accept some odd Russian attachments. Seems really wonky. Very Happy


just checked. the .38 special does take a PSO-3 8x and the Minuta 9x scopes.
Re: 1.13 Stock Data Overhaul[message #325634] Tue, 24 September 2013 19:12 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
i think the problem might be that the .38 Special 5 is referencing:

524291

which doesn't seem to be in AttachmentPoint.xml, and it seems to be reverting to:


524288
Sights - PSO-3, 1P21 Minuta*


there are a bunch of other items that references the same attachment point. guessing it should be:

1048595

?

Edit: didn't know it's read as a bitmask. so >524291< is read as >524288< (PSO-3 and Minuta) + >3< (Sights-Pistol-Reflex Sight) that's so cool.

[Updated on: Tue, 24 September 2013 19:45] by Moderator

Re: 1.13 Stock Data Overhaul[message #325639] Tue, 24 September 2013 19:56 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Ok, i found the weapons in question.

*Small Hotfix*
Re: 1.13 Stock Data Overhaul[message #325646] Tue, 24 September 2013 20:31 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
that was quick. cool. thanks.
Re: 1.13 Stock Data Overhaul[message #325739] Thu, 26 September 2013 16:48 Go to previous messageGo to next message
Walker Evans

 
Messages:14
Registered:September 2013
Ammo problem.

9x19mm Ammo boxes split into 20mm Mustard Gas magazines, which then load into 9x19mm pistols which accommodate 15 rounds, turning back into 9x19mm Match ammo when loaded. But when ejected, they turn back into 20mm Mustard Gas magazines.

Tried to check items.xml, and found that 20mm Mustard Gas Clips (uiIndex>953<) references Index 34 in magazines.xml (calibre 2, magsize 15, ammotype 17 -> our match-grade 9mm ammo?)

other 20mm Magazines could also be broken since they also reference other magazines in that general range.

Tried to fix it by looking for the correct indices in magazines.xml (calibre 51, magsize 6?) but the only relevant entries present seem to be the HEAB, non-lethal, and thermobaric variants.

Edit: Also, Twaron pants turn into 9x19mm AET mags,
Exacto knives turn into 7.62x39mm HP mags,
Flashbangs turn into 9x19mm cold HP,
and 40mm VOG-25 grenades turn into 9x19mm HP mags.

All I've found so far.

Addendum: Could it be due to the cumulative behavior I noticed in the xml's before? So Armor, for example (ItemClass 2048) is also interpreted as [Ammo (ItemClass 1024) + Grenade (ItemClass 256) + Grenade/Bomb (ItemClass 768)]?

If so, might it be safer to use Itemclass families based on primes? Guns and gun variants get multiples of 2; ammo and ammo variants, multiples of 3; and so on and so forth? Should be possible without a code change. *won't work. forgot that they ADD together. nothing to do with multiples.

Tried altering ItemClass.xml and Items.xml to do this, but making items unusable. Must have missed a separate table somewhere. Are these the only relevant tables for Armor: ItemClass.xml, Items,xml, and Armours.xml?

[Updated on: Thu, 26 September 2013 21:02] by Moderator

Re: 1.13 Stock Data Overhaul[message #325754] Thu, 26 September 2013 21:08 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Right, the 4 affected 20mm grenade clips shouldn't be even in the game anymore.

I could reproduce the weird 9x19mm/7.62x39mm phenomenon with stock 1.13, so my mod isn't the soure (i began to wonder, as didn't change anything relevant for these items). So a case for the general bugthread.

I appreciate the thorough bug hunt.

*Hotfix*
Re: 1.13 Stock Data Overhaul[message #325840] Sat, 28 September 2013 12:20 Go to previous messageGo to next message
Slax

 
Messages:1433
Registered:July 2006
Location: People riding polar bears...
And we appreciate the bug fixes. Very Happy

Re: 1.13 Stock Data Overhaul[message #326279] Sun, 06 October 2013 00:43 Go to previous messageGo to next message
Asthner

 
Messages:44
Registered:August 2010
Location: Poland, Lodz
I
Re: 1.13 Stock Data Overhaul[message #326283] Sun, 06 October 2013 01:08 Go to previous messageGo to next message
Faalagorn

 
Messages:155
Registered:February 2012
Location: Poland
Asthner
I
Re: 1.13 Stock Data Overhaul[message #327180] Sat, 26 October 2013 04:48 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Time for new updates, with no savegame compatibility.

Stock 1.13

Arulco Revisited

Modified Arulco Revisited Maps[color:#FF0000]*[/color]

[color:#FF0000]*By downloading this Map-Package you are agreeing to report any problems you even just suspect having to do with the maps here, in this thread, NOT in the "official" Arulco Revisited threads as part of a betatest.[/color]

In the third package i included modified versions of the maps, nearly all items placed on them or in the hands of enemies were replaced by random items. The way they are set up finally provide the ability to scale with progress!

I give you an example: in sector xyz the item Random Mid-Range Assault Rifle, Medium Cartridge is placed. If you visit this sector at 0% progress, that item spawns a coolness 1 submachine gun. But if you would visit the same sector later you have the chance for higher coolness items to spawn, fitting to the current progress. For example, if visiting the same sector at 30% progress for the first time, the following percentage distribution will be used (roughly):

18,75 % chance to spawn a coolness 1 gun, for example a SA-24
18,75 % chance to spawn a coolness 2 gun, for example a OTs 39
25 % chance to spawn a coolness 3 gun, for example a Bizon 2-07
37,5 % chance to spawn a coolness 4 gun, for example a SA vz.58

If you would visit the sector at 100% progress:

1,5 % chance to spawn a coolness 1 gun, for example a Type 85
1,5 % chance to spawn a coolness 2 gun, for example a OTs 39
2 % chance to spawn a coolness 3 gun, for example a Bizon 2-07
3 % chance to spawn a coolness 4 gun, for example a AK-47
4,5 % chance to spawn a coolness 5 gun, for example a AKM
7,5 % chance to spawn a coolness 6 gun, for example a Valmet M76
10 % chance to spawn a coolness 7 gun, for example a AK-103
15% chance to spawn a coolness 8 gun, for example a AEK-973
22,5 % chance to spawn a coolness 9 gun, for example a Robarms XCR-1
32,5 % chance to spawn a coolness 10 gun, for example a Barrett M468

The same was done with other types of arms, lbe gear, armour etc. So what are some of the results? For example taking southern parts of arulco early won't result in aquiring way too cool/good items at this stage of the game. Conversely, taking for example drassen or chitzena late in the game won't yield outdated and mostly useless gear.

Also there are sector-specific modifiers for coolness on the random items, which are added on top of the current coolness and allow better gear to spawn than the current progress would otherwise allow.
The distribution is a bit spoilerific:
Toggle Spoiler
---
Known Issues:

Weapons, that spawn out of *certain "container" items*, won't have their non-inseparabel attachments after spawning. In this case use the item transformation present on the affected weapon to recreate and reattach them.


Re: 1.13 Stock Data Overhaul[message #327184] Sat, 26 October 2013 05:37 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Is it possible to play AR with your update without new maps, for those who like original style with all that early AK's and Mini-14's?


Re: 1.13 Stock Data Overhaul[message #327186] Sat, 26 October 2013 06:36 Go to previous messageGo to next message
Asthner

 
Messages:44
Registered:August 2010
Location: Poland, Lodz
Time for a new playthrough then! Fortunately I

[Updated on: Sat, 26 October 2013 06:36] by Moderator

Re: 1.13 Stock Data Overhaul[message #327188] Sat, 26 October 2013 07:15 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
The Ruger Mini-14 is a coolness 1 gun in this mod. The AK-47 becomes available with coolness 4, so it has the chance to spawn with progress 10% onward. So not excactly two guns that become available late.

Not sure, what you excactly want. If you want gear better than the current progress allows, raid the places mentioned in the spoiler section.

If you want to increase the global quality of the items, increase xyz< in Items.xml, items 2700 - 4099. Currently there are 4 variants of each random item, arranged with the modifiers 0, +1, +3 and +5, but you can increase that to your liking.

If i can't convince you to at least try them out, i have splitted the downloads now and made the maps separate and optional.

Asthner
Time for a new playthrough then! Fortunately I
Re: 1.13 Stock Data Overhaul[message #327189] Sat, 26 October 2013 07:26 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
There is an updated Ja2Set.dat.xml at Wildfire SVN for playing Wildfire 6.07 with Overhaul (or AFS).



Re: 1.13 Stock Data Overhaul[message #327190] Sat, 26 October 2013 09:04 Go to previous messageGo to next message
Asthner

 
Messages:44
Registered:August 2010
Location: Poland, Lodz
Hmm. Don
Re: 1.13 Stock Data Overhaul[message #327191] Sat, 26 October 2013 09:20 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

Strohmann


Regarding Wildfire Maps, i think you should get in contact with Parkan; i think he tested them with my mod and reported massive amounts of nada items since some updates... maybe he got news regarding that.



Playing with your overhaul with wf maps here was a tileset messing,but no nada items.In early version of your mod such troubles was not existen in newer-exist.a compatibility ja2setxml just needed for this.



Well, playing with Wf maps right now.On warehouse sector E11 spotted first NADA item.Index was 1515.Otherwise all seems normal,except some guns missing their inseparatibile attachments and they cannot be normalised(only if i have a gun with normalize function i can move attachments to missing points on other gun without normalize function).

[Updated on: Mon, 28 October 2013 13:19] by Moderator

Re: 1.13 Stock Data Overhaul[message #327252] Mon, 28 October 2013 07:32 Go to previous messageGo to next message
ShaakA

 
Messages:11
Registered:October 2013
I could beta test the Modified AR maps, was planning for a new playthrough so could help there, so what do i do with the file i downloaded from the link? (just copy paste them or do i need clean install?) and where to report the feedback?
Re: 1.13 Stock Data Overhaul[message #327271] Mon, 28 October 2013 16:14 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Actually anyone is doing some sort of beta test, as the mod is based on unstable revisions with new features.

But if you specificly decide to use the modified maps, you are encouraged to report any problems and feedback regarding them in this thread. If you encountered a similar problem multiple times, edit your post to avoid cluttering the thread.
  • install ja2 and Arulco Revisited
  • update the game files at least to gamedir r1842 with SVN or SCI
  • download and extract AR_Compatibility (fitting exe is already included) in the game directory
  • download and extract AR_RndItem_Maps in the game directory

    If you already had this mod installed, only do the last three steps.
So what are examples of useful reports*:[list]
[*]Finding a placed item, that you think don't belongs in this sector. Report sector coordinates, progress and if possible index (items.xml) and approximate location of this item. For example i'm looking for magazines/loose ammo (that don't spawn out of gun bags/holster), as all ammo should be in box form now.
[*]Thinking a new type of random item should be added or some superfluous could be merged: post reasons and some details.
[*]Suggesting the percentage distribution of items in randomitems.xml should be changed: to what other distribution (also remember there is a soft limit of 200 (20x10 entries))?
[*]As i hadn't time to test it: if you meet a RPC/encounter a named NPC like assassins at two different progress percentages (difference 20%+), please examine his inventory/kill him with cheats (you can reload afterwards^^) and report the contents. I'm not sure their random inventory does get spawned only once or multiple times, if it's a named NPC, that's why i need to know.
[*]...

*Known Issues:

Weapons, that spawn out of *certain "container" items*, won't have their non-inseparabel attachments after spawning. In this case use the item transformation present on the affected weapon to recreate and reattach them.

[Updated on: Mon, 28 October 2013 18:40] by Moderator

Re: 1.13 Stock Data Overhaul[message #327272] Mon, 28 October 2013 16:24 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Parkan
Well, playing with Wf maps right now.On warehouse sector E11 spotted first NADA item.Index was 1515.Otherwise all seems normal,except some guns missing their inseparatibile attachments and they cannot be normalised(only if i have a gun with normalize function i can move attachments to missing points on other gun without normalize function).
Item 1515 was .30 Car Ammo Box with ball ammo. This ammo type doesn't exist in stock 1.13 (only fmj and hp), so i deleted it.

What guns were missing their attachments (you found them on the maps, not dropped by enemies, right)?
Re: 1.13 Stock Data Overhaul[message #327275] Mon, 28 October 2013 17:46 Go to previous messageGo to next message
Parkan

 
Messages:436
Registered:April 2010
Location: Russia,Sevastopol

Found few guns with missing attachments:Ak-47(in D13 sector of WF maps),Dragunov(E11) and few other guns(sorry not remember what guns).
Re: 1.13 Stock Data Overhaul[message #327297] Tue, 29 October 2013 08:23 Go to previous messageGo to next message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
Hi guys, just checking if I do it right:

So far I

[Updated on: Tue, 29 October 2013 08:24] by Moderator

Re: 1.13 Stock Data Overhaul[message #327302] Tue, 29 October 2013 16:33 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Arulco Revisited is intended for stable release r4870. But because of the long time between stable releases, there were several attempts from users to adapt the mod files to new, "unstable" revisions to be able to use the latest data and features.

The post from buggler describes the steps how to make Arulco Revisited ready for the latest unstable revisions. I contributed a small fixpack, which was originally part of my mod.

The whole 1.13 Stock Data Overhaul mod is independent from that, you don't have the follow his steps, if you download my data, everything necessary is already included. I just decided to include support for Arulco Revisited from the beginning, because it's close to the original maps and better balanced. The latest update includes modified versions of them, because i thought the maps are a huge part of the rebalancing process, too and it would be an opportunity to test random items on a larger scale. The original maps were created with OCTH in mind and don't consider newer revisions.

Arulco Revisited
still is a separate mod and maintained by JAsmine and Beka (they aren't around at the moment, though) and i didn't take over or something, i just adapted the maps items for the purpose of this mod.
Re: 1.13 Stock Data Overhaul[message #327312] Tue, 29 October 2013 21:33 Go to previous messageGo to next message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
Ok so I guess I
Re: 1.13 Stock Data Overhaul[message #327314] Tue, 29 October 2013 22:05 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
BruteForce
Another question if you don
Re: 1.13 Stock Data Overhaul[message #327325] Wed, 30 October 2013 00:08 Go to previous messageGo to previous message
BruteForce

 
Messages:27
Registered:October 2013
Location: The Sprawl
Ok, now I get it Embarrassed

And thanks for the welcome :cheers:
Previous Topic: Play 1.13 Unfinished Business and MODs
Next Topic: Mae's Builds
Goto Forum:
  


Current Time: Wed Nov 25 12:31:16 EET 2020

Total time taken to generate the page: 0.01448 seconds