Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327162]
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Fri, 25 October 2013 22:45
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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AFS 4.47 20130719 FULL has empty folders in vendor directory, and no .ini settings files other than vfs_config.afs.ini
Is it possible to select weapon sets in this version?
Using AFS with Arulco Revisited or Wildfire 6.07 for 1.13 brings a lot of NADA items, is there a way to fix it? Vanilla arulco maps feel too empty.
[Updated on: Fri, 25 October 2013 22:48] by Moderator Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327229]
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Sun, 27 October 2013 20:29
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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Hi Wil,
I've been using AFS for a couple of years now, love the adjusted NCTH. But I finally feel like I have something useful to contribute, so here we go.
Base 1.13 has been getting MOLLE gear added to it lately and I was curious to see if you were going to stay fully branched off or integrate some of it. I see from the plethora of new pockets you're going for the latter. But it did bring up some questions:
1. A lot of overlap
A: Not just in items, but in the pockets XML. There are a couple of ways to carry loose ammo (and small sniper mags), lots of grenade holders, and a whole bunch of small MLBE pockets. I almost always default to Small pockets for carrying grenades and 7.62 mags, thanks to fewer restrictions and equal capacity.
I can think of a couple of solution to that. One would be to expand item-type restrictions and alter pocket capacity, so that you can only fit ammo in ammo pockets (or grenades in grenade pockets) but only fit one small mag or grenade in a regular small pocket. This would make specialized pockets more competitive, especially when they hold as many grenades as their item image shows (two grenades per grenade pocket item might not be very realistic, but I'd use them then).
B: Another, long-term solution would be for inventory manipulation costs to skyrocket when using the wrong pouch. I know from experience that even if you can fit two 7.62 20-round mags in a zippered pocket, getting them out is a real pain in the neck. A nice double-stack mag pouch is a lot faster. Similarly, single-stack mag panels (three mags wide, one mag deep) take up more room but are a lot more comfortable to wear and maneuver in. This would require identifying pouches by class (beyond restricting their pocket contents), but would add a lot to the realism factor. Right now there's not much incentive not to load vests and leg rigs with everything that will fit.
2. Pocket consolidation
A: Adjustable Tiny and Small, General Misc (which is new to me), and Cargo pockets could be combined somehow so that each silhouette is associated with one pocket size, and they increase intuitively. Ditto some of the holsters: there are now a couple of ways to hold large and/or suppressed pistols.
B: The number of different ways to sling long arms confuses me occasionally when I'm modding the XMLs. I know how they work, but since you've limited the capacity of the default Gun Sling already...
C: Also, the Belt Clip and LBE strap could be combined, since they're quite similar. But this leads to my next suggestion.
3. New Pockets/New Uses for Pockets
A: I don't know if anyone uses carbiners in AFS, since MOLLE makes getting items a lot easier (especially with LBE straps on holsters; I can't actually hang a gas mask off of mine without covering the whole pistol). I would instead suggest making carbiners an MLBE item to add LBE Straps to vests and leg rigs. I only use them for gas masks and other face gear, so we can assume there are enough D-links to hold that many.
B: Also, a dedicated First Aid Kit MLBE pouch would be nice. Right now I use canteen pouches in AFS, but in reality they're for canteens and maybe E-tools, while First Aid Kits get their own dedicated pouches.
C: A dedicated Tool Kit MBLE. Make it and the Medical Kit pouch large, and they would be perfect for large slots in combat packs and backpacks.
D: Under-pack Straps: Maybe reuse the Belt Clip or one of the sling silhouettes to represent the ability to strap things onto the outside of packs. Medical and Tool kits, a single disposable RPG, the new sleeping bag item, a mortar tube, maybe even a longarm (they make such external slings, but I'm thinking straps and elastic webbing).
Okay, apologies if the length of this post is giving anyone vertigo (not sure how it will appear, this is my first post). But I've also got some bugs/niggling details.
Uhh... 4. Bitmask and pocket errors
I noticed when testing all of the new MLBE vests and leg rigs that a bunch of the imported ones don't show their pockets properly. The new vests are Layout class 2147483647 (one digit away from Underslung launcher) while my old standby the Assault Rifle MBLE Chest Rig is Layout 8388608 (Special instruction, which seems to be the thing for M-LBE). New thigh rigs have the same problem.
5. Flares and Breaklights
They're the same size, but realistically you should be able to fit three or four chemlights in the place of one good-sized flare. Just something that's bugged me for a while.
6. Weapon Attachments
The M27 IAR barrel doesn't seem to attach to anything. But turning a HK416 into a LMG is still doable because the AR-15 Improved Bolt fits them now. I seem to recall that used to only fit on Colt's and closely related models. It's a bit crazy, because right now an HK416 16-inch barrel has way better heat and shooting characteristics than nearly all the dedicated support weapons.
7. Minor Item Request
I'm sneaking this in at the end because it's really minor, but I'd love to see a couple of weapon series finished off. The UK USP in 9mm (I know, I know, like we need more 9mm pistols, but I find it odd we can get it in .40 S&W instead), HK UMP in 9mm (same logic), and the HK 417 with the standard 16" barrel. And maybe the DTA SRS Covert, because the current one is already ridiculously close to being viable in CQB and a more maneuverable version would compete with semi-auto 7.62 DMR's. Plus an implemented M27 IAR if you end up removing HK416 compatibility with the improved bolt.
8. Pipe Dream
Since I'm already writing an essay, I might as well get in every thought I've had in the last month.
I don't know if you and smeagol implemented Random Items in the same item indexes (I know there was discussion of it), but reserving the same indexes in base 1.13 would let map-makers revise their mods for cross-mod comparability. If we ever see an AR 1.5, they could use those to avoid all these hand-placed-NADA-item problem; ditto for the Wildfire 6.07 maps. This would take a fair amount of work and coordination between... well, everybody. Off_Topic could reserve the indexes in 1.13 Items.XML, since he's been adding lots of items there of late. JAsmine would have to come back and revise the AR maps, or since Strohmann seems to be taking up that task, he could make sure to use the same Random Item indexes as everyone else. You, obviously, to make sure the Random indexes in these three mods don't change. And silversurfer or somebody to redo the maps of Wildfire ('cause that's such a simple and minor task). And maybe Smeagol, but unlike you he's not keeping a version of his mod compatible with existing maps, so he might want to make sure not to use the same indexes to keep his work unified.
I don't see this all happening any time in the near future, but it was the underlying vision of the Random Item system in the first place and would be nice to consider if we ever slow down adding awesome new stuff long enough to create a new Stable release. Being able to greet people with "Here's 1.13, here are two totally different maps (AR and Wildfire), here's Strohmann's Overhaul (compatible with all three), here's Wil's AFS (compatible with all three) and UC and DL (whole new campaigns), here's smeagol's AIMNAS (check out the Bigmaps, be inspired, and start making your own, because it's an awesome idea), and oh yeah, with VFS you can have them all in one install, in quite a few combinations, and without too many bugs." would be just about the best thing I can think of. What does everyone say, shoot for this goal around... well, we're on 6537 now, does 20,000 sound reasonable? ROFL
Gawd, this started out as a bug report for AFS. Sorry for the length, everyone. Let's see what this looks like when I press the "Submit" button...
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327326]
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Wed, 30 October 2013 01:02
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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DepressivesBrotStrohmann I *think* the inofficial arrangement was to reserve item index 1700-2000 for cross-compatible random items in all mods and fill these entries someday in stock 1.13 (before you ask, no, i didn't use these entries in my last release, as my whole random item scaling feature is still in a testing phase). It is in fact 3001-4000.
Beat me to it. In fact, I just finished filling in some of the blanks in AFS's Random Items tables... and broke the current build of UC-1.13 v4.48 by trying to fix a few things outside the XML Editor. This however is a good thing, see below:
I'm taking the opportunity to produce a more robust v4.48 that will dispense with the map compatibility items. The rational for the map compatibility items was that it simplified item replication in MS Excel 2003, however for the last few years now MS Excel 2003 could not open ITEMS.XML in a satisfactory manner. Additionally the XML Editor has been reasonably reliable in moving items around as needed, and I'm finding it necessary to prevent incidents such as what broke a few hours of work converting the TableData\Items XML's from AFS to UC-1.13 (I found it was faster than trying to merge the changes in NotePad++). This change in how things will be done also frees up a (New)Common Attachment Point slot for a new use of the Carbiner.
John A SmithA: I don't know if anyone uses carbiners in AFS, since MOLLE makes getting items a lot easier (especially with LBE straps on holsters; I can't actually hang a gas mask off of mine without covering the whole pistol). I would instead suggest making carbiners an MLBE item to add LBE Straps to vests and leg rigs. I only use them for gas masks and other face gear, so we can assume there are enough D-links to hold that many.
For moment I thought what you are describing is what Off Topic was planning here, but it seems he was planning something more ambitious. The Carbiners are a sort of "cheat" right now because if you choose to use them you can make one pocket act like four, though with the hassle of having to swap it to a leg rig NIV slot to make the pockets accessible. I think I can setup a NAS slot layout (combined with the to define where the slots appear) to allow all LBE to be "modular," however the non M-LBE LBE will only be allowed to fill in Carabiner pockets. So going forward there won't be a LBE Strap pocket on any "base" LBE, but an attached Carabiner will make one appear via the modular LBE feature.
[Updated on: Wed, 30 October 2013 01:38] by Moderator Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327381]
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Thu, 31 October 2013 14:07
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Strohmannhmmm, was this posted somewhere? I only could find info in the "Advanced randomization for items" - thread, where the range 1700-2000 was discussed.
Edit: Looking at AFS 20130719 there is a gap between item 1639 and 2001, where i thought the cross-compatible items from stock 1.13 should go someday. Index 3001-4000 seem to be for mod-specific random items, as i spot many things, that don't exist in stock 1.13.
The Random Item names were originally based on AIMNAS' item "types," though in my projects a few of the non-v1.13 AIMNAS types I use for my own project's non-v1.13 types (ie. .357SIG ammo). Additionally reasonably similar types were used to cover things like 9x18mm PMM and .223 Remington. One of us is going to have to publish this Random Item scheme before more people start using it - I've got it in use extensively in UC-1.13 already, though until the next AFS v4.48 release candidate AFS won't have it fully up and running for my purposes.
SmigozYou haven't updated the OP with the latest release of Arulco Folding Stock and the last Revision the mod was tested on.
Just thought you should know because i downloaded both mod and revisions only to realize you had made an update to the game a few days ago.
There is no need to update the opening post yet, v4.47 is still the general release version. These Release Candidates are just test versions for those that want to bug hunt... Release Candidate 3 is going to again break save game compatibility with RC2 as I am dropping quite a few compatibility items (to see if can be done at all).
SmigozIf i'm not mistaken i need to edit the XML files to play this with Wildfire? Didn't you read this post from only a few days ago?
[Updated on: Thu, 31 October 2013 14:08] by Moderator Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327409]
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Thu, 31 October 2013 19:57
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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StrohmannSo the new plan for stock 1.13 is to fill ~index 1700 - 3000 with nada items, followed up with 1k items, from which some (many?) won't be used in stock 1.13 and similar mods based on it, because they are more tailor-made for Aimnas and wil's mod bundle? Yes. The idea is to have this itemranged reserverd for random items in all mods, and to then replace all pre-placed items in any map with these 1k items. That way, a modder simply has to fill these classes in RandomItems.xml, and then his mod will be fully map-compatible. He can of course define more internally, but only those 1k should be used for any map.
We could add those NADAs and random item placeholders to the trunk, but unless someone steps forward and says 'I want to start replacing items in vanilla maps with these random items', I see no need to clutter the 1.13 trunk with this at the moment.
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