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)
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338811 is a reply to message #317593]
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Thu, 08 January 2015 04:42
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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https://www.dropbox.com/s/klarlbiqk0oacff/lightweigh%20tac%2 0light.png?dl=0
AFS V4.50 + recommended setup, Cambria Mine. Looks like one of the items has a typo!
Modifying the Difficulty settings to set up an additional difficulty (Zerg Rush, essentially INSANE difficulty settings but with -50 base/aim accuracy) causes an .lua error when attempting to use index 5 or whatever, my workaround is just editing INSANE diff. to get the zerg rush i want
Bug: Unable to GET ITEM from Cambria NE (F9) when at Cambria mine (H8).
Bug: Unable to select F8 from GET ITEM menu when at Cambria mine (H8).
Figured it out, the items musta been in a location where they couldn't be accessed. Fixed.
[Updated on: Thu, 08 January 2015 05:14] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338828 is a reply to message #338811]
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Thu, 08 January 2015 21:12
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Adding another difficulty level (5 etc.) in DifficultySettings.xml is fundamentally broken. First of, you have to adjust the lua scripts, which the person who committed this (and also does these scripts) didn't bother. After that, your game will run, but will be broken. In a lot of locations (that have no corresponding xml entry), the game still assumes that there are 4 difficulty levels. For unexpected other levels, it uses default values. Sometimes it uses novice settings... sometimes insane settings. Sometimes it's random. Without reading the code, you have no way of knowing. Which leads the entire premise of this feature ad absurdum.
Yes, me or any other code could fix this, but I see no reason to fix the crap others do. I am okay with features having errors, everybody does those. I am okay with others asking for help if they found an error, or caused one. But committing an untested, non-optional, non-working feature without any friggin' documentation or even notification is... not good.
Rants over, move along, nothing to see here Simply altering an existing difficulty level like you did is the only way, good man.
[Updated on: Thu, 08 January 2015 21:17]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #338915 is a reply to message #338828]
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Sun, 11 January 2015 16:43
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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M16AMachinegun wrote on Wed, 07 January 2015 20:42 https://www.dropbox.com/s/klarlbiqk0oacff/lightweigh%20tac%2 0light.png?dl=0
AFS V4.50 + recommended setup, Cambria Mine. Looks like one of the items has a typo!
Fixed in working files for next version.
I'm going to have to survey the text loss to the FAQ's later, probably start a new combined Bug list with this as the first entry for 2015.
Flugente wrote on Thu, 08 January 2015 13:12Adding another difficulty level (5 etc.) in DifficultySettings.xml is fundamentally broken. First of, you have to adjust the lua scripts, which the person who committed this (and also does these scripts) didn't bother. After that, your game will run, but will be broken. In a lot of locations (that have no corresponding xml entry), the game still assumes that there are 4 difficulty levels. For unexpected other levels, it uses default values. Sometimes it uses novice settings... sometimes insane settings. Sometimes it's random. Without reading the code, you have no way of knowing. Which leads the entire premise of this feature ad absurdum.
Yes, me or any other code could fix this, but I see no reason to fix the crap others do. I am okay with features having errors, everybody does those. I am okay with others asking for help if they found an error, or caused one. But committing an untested, non-optional, non-working feature without any friggin' documentation or even notification is... not good.
Rants over, move along, nothing to see here Simply altering an existing difficulty level like you did is the only way, good man.
Thank you Flugente, I was wondering where this 5th difficulty came from.
I'm going to be a bit lazy and talk about plans for all three mods in this post:
NCTH Rework - I noticed during v4.50 testing that the NCTH balance is off. Not sure if it is a combination of my early iron sight efforts (item data only) and more recent work (.exe) but the iron sights now seem to have better CTH than the 1.5x scopes.
BR Names for LBE - minor thing, but I didn't have time to change all the LBE to a common naming convention like the leggings
Before any of this however, I will sort out the FAQ's for the three mods.
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339108 is a reply to message #338944]
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Fri, 23 January 2015 22:41
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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M16AMachinegun wrote on Sun, 11 January 2015 23:16Is there a reason why the AK-12 LW has only 6 vertical recoil (the norm for 6.8SPC is 8-10 vertical) while other AK-12 variants such as 7.62x39 have recoil similar to other weapons?
I also noticed that the AK-12 LW has a auto fire rate of 4 shots per 5 AP vs other AKs having 3.
If anything the AK-12 LW should be close to the 5.45x39mm in recoil, perhaps with a +1 bump in each dimension as I want to keep the family reasonably proportioned (without having to do any complicated math). With that in mind, yes the autofire rate should be 3.
M16AMachinegun wrote on Sun, 11 January 2015 23:16>@ wil473: NCTH Rework
Oh? What are your thoughts? What do you see wrong with the system we're using now? I'm curious to how you're planning on working with the balance. What were you intending from the start for gun balance? How has your recent testing related to that? What are your proposed fixes?
Finally got a start on this, and thing don't seem too bad. I put together a test scenario with a baseline IMP (80 for Marksmanship, Strength, Dexterity, Agility, and even Wisdom, no traits or background), and two targets at short and medium ranges. For the "short range" target iron sights had an advantage in Max CTH, number of AP to reach Max CTH, and size of the min(un-aimed) CTH). For the "medium range" target, Max CTH was better with the 1.5x scope but the min CTH was worse. Now these results are more or less what I'm wanting though perhaps I'd like the scopes to have a more pronounced benefit to justify their cost in-game. I'm guessing that in my 4.50 release testing I may have simply been too close. As a methodology I took screenshots of each scenario (same savegame, just made sure the test IMP had copies of the same gun) and compared diameter of the CTH rings measured in pixels - benefit I guess of having a fixed POV in-game.
I may experiment with lessening some of the "nerfs" on the 1.5x scope that account for blocking the on-weapon "iron sights." Actually, with the new "iron sight" system, are these "nerfs" even warranted, ie. are they overly penalizing the player?
Testing is somewhat painful as I am conducting it on my Windows 8 tablet/laptop. New high-end system is busy with other things right now.
[Updated on: Fri, 23 January 2015 22:42]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339188 is a reply to message #339185]
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Sat, 31 January 2015 06:53
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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I did not know i had to do more work than just editing the files via XML editor [namely replacing/removing Vendor data]. Thank you for indirectly instructing me, wil!
Edit 1, unrelated question: Do i have to do anything to alter merchants' inventories, like Tony, to mimic enemy drops, or is it always based on 'coolness'?
[Updated on: Sat, 31 January 2015 15:38] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339234 is a reply to message #339188]
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Tue, 03 February 2015 22:43
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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I think i'm going to use the SIG MPX to test how using transformation kits to change between multiple calibers and sizes (including the SD variant) works.
Concept: Use two small kits to change calibers, between: 9x19mm, .357SIG, .40S&W; and between sizes: MPX, MPX-K, and MPX-SD
SIG MPX currently has a size kit to change between sizes: MPX, MPX-K, and MPX-SD
Purpose: Test two dimensions of transformations to see how well the JA2 handles it
Why: Primarily because I don't like having different guns for different calibers; I like having one gun for different purposes
Notes: I think i'll also have a 10mm variant in there; so far theres only one 10mm SMG from what I remember.
I think while i'm at it i'm going to do a SIG P320 and test how having a pistol that can take different caliber ammunition will work
Edit: Well i guess the MPX already has two dimensions, caliber conversions and stock extending/folding. I'll be doing 3 dimensions
Edit 2: SIG MPX-SD has a spelling error: "The .357 SIG round may be comporable with the"
Also, the SIG MPX (>) has "Attachment System: NAS Only" while the rest of the variants are "Any". Figure i ought to point that out.
Edit 3: If i want a caliber change to cost no AP, but then have reattaching the caliber kit to the weapon cost a bunch (150 AP for example), what do i need to do/what do i need to set to 150 AP?
Reason why i ask is because I'm testing out modding with seven different pistol calibers (9x19, .40, .45, 10mm, .357sig, 5.7, 4.6) for shiggles and modding practice, and i want the actual conversion process to take no AP to do, but then handling the caliber kit (i.e. taking it off/reattaching it to the gun) to cost a bunch.
My thought process is this: 7 calibers, right? So they'd cycle through each other, like A>B>C>D>E>F>G>A...
So if I wanna go from D to G, I'd just have to take the caliber kit off (costing AP), apply the caliber kit a few times, and then reattach it to the gun. Or not, idk.
Edit 4: Why I announced publicly a private mod i'm doing for myself, I'll never know. Struck through.
[Updated on: Wed, 04 February 2015 08:14] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #339371 is a reply to message #339336]
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Tue, 10 February 2015 09:03
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Slax |
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Messages:1411
Registered:July 2006 Location: People riding polar bears... |
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M16AMachinegun wrote on Mon, 09 February 2015 16:23Carbines/SMGs are obselete when you have Pistols 2x
Once you use a Walter PPS to one-shot enemies at 20 squares, you can't go back to using automatics, especially how SLOW they are.
I mean seriously, it's like you can get 15 or so shots off with a pistol, and meanwhile you can't even get two aimed 3-rnd bursts with an MP5SD6
...Granted, the MP5SD is naked and the pistol has a red dot sight...
But no, My personal-insert merc's loadout is usually
KAC SR-25 or DT SRS
Some AR/Carbine
Some Grenade Launcher, sometimes attached to the AR/Carbine (I'm prolly gonna pick up and keep an F2000 WS)
Grenades out the wazoo, i generally use em a lot too
Scoped Desert Eagle or suppressed SOCOM
and more recently a Walther PPS (fits in a Small pocket!)
Moving this over here so we don't clutter up the other thread.
The way this yummy set of guns is set up does in general feel a bit "slow". High AP costs to ready long rifles and such. Same with SMGs to some degree. Machine pistols on the other hand, now that's a tasty experience.
I like toting around 9x18 lead spitters because they're generally easy to control in full auto and they do do the trick. Might not always score a kill in one round but you tear up opponents quick enough to disable them.
AR carbines are damn fun too. Bit slow but they're great with the right support. (Grenades!)
Oh yeah, and pocket pistols are a must. Fantastic for those OH SHIT moments where every little action point counts.
[Updated on: Tue, 10 February 2015 09:07]
1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340519 is a reply to message #340428]
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Sat, 11 April 2015 14:16
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math3ws |
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Messages:19
Registered:March 2013 Location: Czech Republic |
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Hi!
Found a couple of bugs.
- A very minor mistake, but being from Czech Republic, it kinda annoys me. In the description of BREN Mk. 4: "Ceskoslovenska Zbrojevka Brno" should be "Zbrojovka" (Also, "Ceskoslovenska" should be "Československá", but I presume that the game can't handle czech diacritic), and "BREN (BRen ENfield)" should be "BREN (BRno ENfield)"
- There is a small oversight with 9x18 mag 30, tracer. <ubAmmoType> in Magazines.xml is set to 16 (tracer, FMJ), but it should be 15 (tracer, ball)
- RPG-2 and M1 Bazooka have no attachment slot for rockets. This is happening because their entries in Items.xml are missing nasLayoutClass definition (IMO should be like this: <nasLayoutClass>2</nasLayoutClass>)
- I got few strange item drops from wiped-out enemy squads. On one occasion I got three mini-sights, and on another one I got two Integral Battle Scope/Sight Combos(??). I did however notice that both times a multiple-shot rocket launcher (SMAW and RPO-M) was among the dropped items, but no rockets came with it, so I assume that I got those sights instead of the rockets. This may have something to do with the fact that both launchers have an attachment slot for optic sights, you can even select optics instead of rockets as ammunition in the new IMP gear selection interface.
Anyway, I always try to confirm bugs on a clean install before reporting them, especially because I usually make quite a few changes to the XMLs. But for this particular issue I didn't do that, because I couldn't figure out how to force enemies to always (or at least most of the time) drop one of the mentioned launchers. Maybe someone could help me with that?
[Updated on: Sat, 11 April 2015 14:30] Report message to a moderator
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Private
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340543 is a reply to message #340537]
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Mon, 13 April 2015 02:12
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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omegakill wrote on Sun, 12 April 2015 09:23I am playing UC1.13 - UC version is 4.50 and 1.13 is the latest 7805, and since reloading from an old save (not 100% sure but i believe it was from august 2014) no attack I do does the correct damage, I've been through most of the game using throwing axes for stealth characters to one hit kill enemies until I whittle down the enemy numbers to more acceptable level however it seems that AET bullets only do 10 damage, the throwing axe is doing no more than 14 damage and grenades are doing a max of 20 damage, what has changed so much in the xml to cause this or is this a known bug? I updated as I noticed there were handcuffs and sandbags in the new code but they don't seem to work and now my damage isn't even right.
Do I need to start a new game?
Yes, the release post advises "Not tested for save games compatible with prior revisions"
Also, the UC-1.13 thread is Here. I'll leave your post and the reply in the AFS thread so it doesn't go missing.
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340559 is a reply to message #340519]
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Wed, 15 April 2015 16:41
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Chaos wrote on Sat, 11 April 2015 06:16Hi!
Found a couple of bugs.
- A very minor mistake, but being from Czech Republic, it kinda annoys me. In the description of BREN Mk. 4: "Ceskoslovenska Zbrojevka Brno" should be "Zbrojovka" (Also, "Ceskoslovenska" should be "Československá", but I presume that the game can't handle czech diacritic), and "BREN (BRen ENfield)" should be "BREN (BRno ENfield)"
- There is a small oversight with 9x18 mag 30, tracer. <ubAmmoType> in Magazines.xml is set to 16 (tracer, FMJ), but it should be 15 (tracer, ball)
- RPG-2 and M1 Bazooka have no attachment slot for rockets. This is happening because their entries in Items.xml are missing nasLayoutClass definition (IMO should be like this: <nasLayoutClass>2</nasLayoutClass>)
- I got few strange item drops from wiped-out enemy squads. On one occasion I got three mini-sights, and on another one I got two Integral Battle Scope/Sight Combos(??). I did however notice that both times a multiple-shot rocket launcher (SMAW and RPO-M) was among the dropped items, but no rockets came with it, so I assume that I got those sights instead of the rockets. This may have something to do with the fact that both launchers have an attachment slot for optic sights, you can even select optics instead of rockets as ammunition in the new IMP gear selection interface.
Anyway, I always try to confirm bugs on a clean install before reporting them, especially because I usually make quite a few changes to the XMLs. But for this particular issue I didn't do that, because I couldn't figure out how to force enemies to always (or at least most of the time) drop one of the mentioned launchers. Maybe someone could help me with that?
Thanks, thought I'd double-post to confirm that I've fixed these:
- I've corrected the spelling to "Zbrojovka" and "BRno"
- 9x18mm 30 round tracer magazine was set incorrectly, and this is a serious mistake on my end - this bug will crash the game under some circumstances
- Yes both RPG-2 and M1 Bazooka should be set to nsLayoutClass = 2
I haven't been able to find time to try and replicate the odd item drops. I was about to suggest using the map editor, but that would actually guarantee a specific drop of rocket rounds (or lack of them).
[Updated on: Wed, 15 April 2015 16:42]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340590 is a reply to message #340588]
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Sun, 19 April 2015 02:47
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Wil, do i install this much like i do for 4.50 or other significant releases, or do i install OVER a 4.50 installation?
You patch over a 4.50 install, oop
[Updated on: Sun, 19 April 2015 02:56] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340592 is a reply to message #340591]
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Sun, 19 April 2015 04:38
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Toggle Spoilerr7722 | silversurfer | 2015-01-31 15:36:36 +0100 (Sa, 31 Jan 2015) | 6 lines
- new option for automatic IMP item distribution:
uiIndex 52 "Sidearm" in IMPItemChoices.xml is used to give the IMP a standard sidearm based on random selection. It is encouraged to remove marksmanship based gun choices and instead add special weaponry for traits.
I loaded up the XML editor to check to see if it supported this...seems like no. Do i have to hand-edit these attributes in, or is it not supported?
Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340593 is a reply to message #340592]
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Sun, 19 April 2015 05:16
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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I notice now that the LE901 AR variants all have automatic fire entries of 0 shots / 5 APs
Is this intentional, to go along with full-auto versions of the LE901 lower in a future release?
Edit 1: Sorry for double post
Toggle Spoiler; This controls how fast town militia gets trained.
MILITIA_TRAINING_RATE = 4
If I want to make militia training faster, do i INCREASE or DECREASE this number?
[Updated on: Sun, 19 April 2015 07:10] Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340599 is a reply to message #340592]
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Sun, 19 April 2015 12:20
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silversurfer |
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Messages:2793
Registered:May 2009 |
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M16AMachinegun wrote on Sun, 19 April 2015 03:38Toggle Spoilerr7722 | silversurfer | 2015-01-31 15:36:36 +0100 (Sa, 31 Jan 2015) | 6 lines
- new option for automatic IMP item distribution:
uiIndex 52 "Sidearm" in IMPItemChoices.xml is used to give the IMP a standard sidearm based on random selection. It is encouraged to remove marksmanship based gun choices and instead add special weaponry for traits.
I loaded up the XML editor to check to see if it supported this...seems like no. Do i have to hand-edit these attributes in, or is it not supported?
The XML editor does support this. However, if it is set to use a working directory it will load the data from there and not from the real XML files. If you do manual editing of the game files you should set <Use_Working_Directory>True</Use_Working_Directory> in XMLEditorInit.xml to "False". Btw. the index is currently 53 because Flugente took 52 for "Survival" trait.
M16AMachinegun wrote on Sun, 19 April 2015 04:16
Toggle Spoiler; This controls how fast town militia gets trained.
MILITIA_TRAINING_RATE = 4
If I want to make militia training faster, do i INCREASE or DECREASE this number?
Increase the number. It is a multiplier for militia training points of the mercs.
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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