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 #325980] Mon, 30 September 2013 18:41 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Can anyone tell me which recent exe can be used with this mod?
I tried 6438, 6446 but errors come up in description box and game crashes.


There is unbalanced pistol Excel Arms MP 22 among 22 caliber pistols.
5/15 AP
18 + match ammo = 28 range.
It is my favourite pistol in early game imho it is best in early game but it is unbalanced and needs to be nerfed.
http://s33-temporary-files.radikal.ru/ca0f70d8564c41c7bb1cbf23c789ccc4/-929206895.png

I noticed that some weapons (early in game SMGs) lost slot for reflex site. is it intentional?

[Updated on: Mon, 30 September 2013 19:26] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #325981] Mon, 30 September 2013 19:05 Go to previous messageGo to next message
silversurfer

 
Messages:2600
Registered:May 2009
For a newer exe you will need two files from the current GameDir:

Data\Interface\ItemInfoWeaponIcons.sti
Data\Interface\ItemInfoSecondaryIcons.sti

These contain new icons that the exe will be looking for.

[Updated on: Mon, 30 September 2013 20:32] by Moderator


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #325983] Mon, 30 September 2013 19:34 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
silversurfer
For a newer exe you will need two files from the current GameDir:

Data\ItemInfoWeaponIcons.sti
Data\ItemInfoSecondaryIcons.sti

These contain new icons that the exe will be looking for.


thank you.

I have seen the bug in san mona boxing club sector when kingpin civs become hostile. It is 1.13 bug but if you want I can upload save file for AFS.

edit. should I put STIs into Interface folder?

[Updated on: Mon, 30 September 2013 20:15] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #325989] Mon, 30 September 2013 20:31 Go to previous messageGo to next message
silversurfer

 
Messages:2600
Registered:May 2009
It's best to have 1.13 save files for bugfixing so coders are not required to install special mod.

Put the sti files into "Data\Interface\". Sorry, missed that part of the path.

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #325998] Mon, 30 September 2013 21:51 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Faalagorn
Kingpin goons in D5 carry a Colt 733 without an integrated stock (I

[Updated on: Tue, 01 October 2013 01:18] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326013] Tue, 01 October 2013 00:36 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
silversurfer
It's best to have 1.13 save files for bugfixing so coders are not required to install special mod.

Put the sti files into "Data\Interface\". Sorry, missed that part of the path.


i have separate installations of clean 1.13, AFS mod and Ja2 gold as backup
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326016] Tue, 01 October 2013 01:58 Go to previous messageGo to next message
Faalagorn

 
Messages:156
Registered:February 2012
Location: Poland
wil473
Probably stock (original Jagged Alliance 2) items & map placements . If you have a "normalize" item transformation available, then these guns are map compatibility copies - use the "normalize" transform to convert them to the mod's version of the item, and the telescopic stock should appear. Lack of a stock will not penalize the weapon as it will have the stats of a full stock weapon.

There lacked the normalize option IIRC.

wil473
Compound-18 I remember should be buyable from Jake, but not the Royal Jelly. In my working copy of the XML's the Jelly is set to be not buyable.

Sorry, I wasn't precise enough - I meant the armors coated with Royal Jelly and C18 Smile
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326179] Thu, 03 October 2013 03:05 Go to previous messageGo to next message
Faalagorn

 
Messages:156
Registered:February 2012
Location: Poland
Few new bugs:
  • Russian RM23G have one odd pocket silhouette image
  • Last pocket in Tool Vest have no silhouette image
  • Toolkit placed in Tool Vest goes way beyond the range
  • Baikan Margolin fits in holster with image way beyond the range
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326205] Thu, 03 October 2013 23:01 Go to previous messageGo to next message
wolf00

 
Messages:1150
Registered:September 2006
Location: Czech Republic

cabar cutlast do not fit in knife slot in inventory or in to rusian 106 vest pockets... .45lc ammo[may be loaded in 454 caliber guns] but do not fit to the alaskan revolver ...
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326658] Wed, 16 October 2013 20:01 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Faalagorn
Russian RM23G have one odd pocket silhouette image
That's the face item pocket, I'll swap it with the Carbiner.

Faalagorn
Last pocket in Tool Vest have no silhouette image

That was intentional, I didn't create an image for such a specialized pocket for v4.47. On the other hand in v4.48 with the importation of v1.13's recently added silhouettes I've added the Toolkit equivalent to the Medical Kit one.

Faalagorn
Toolkit placed in Tool Vest goes way beyond the range

I don't see this as a bug, more a case of game limits... I am not creating a new toolkit medium graphic to fit the Medium pocket. The fact that one vest can take a toolkit is due to complaints about my heavy pocket restrictions on having this carried in packs.

Faalagorn
Baikan Margolin fits in holster with image way beyond the range
It should be medium size - the question is, which LBE is it mistakenly fitting?


wolf00
cabar cutlast do not fit in knife slot in inventory or in to rusian 106 vest pockets...
I'll add a new pocket for larger (but still fits small graphic size) knives.

wolf00
.45lc ammo[may be loaded in 454 caliber guns] but do not fit to the alaskan revolver ...
Another missing item transformation.


v4.48 will be aligning the item numbers/roles of M-LBE with v1.13's wider selection of MOLLE pouches and rigs. That said, they will not be identical implementations due to the needs of my specific mods. This also effectively means I will not be expecting save game compatibility. The earlier addition of the Ammo Box/Crate differentiation would have produced "manageable" save game issues. With this alignment of item numbers I'm simply not going to care about preserving compatibility with v4.47. Starting with the release candidate I hope to have out this weekend a new game will be considered mandatory.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326678] Thu, 17 October 2013 14:26 Go to previous messageGo to next message
Uriens

 
Messages:332
Registered:July 2006
Quote:
It should be medium size - the question is, which LBE is it mistakenly fitting?


Its standard holster. You can buy or get them as loot from enemies at the start of the game.
Baikal MCM in my game is the gun that seems way too big for such holster and goes out of bounds. May be more, but didn't get all the guns to test them.

Quote:
I'll add a new pocket for larger (but still fits small graphic size) knives.


Yeah, kabar knife not fitting into any slots is the reason why I don't use it. Needs some love.

Btw. I just recently started playing UC with pretty much no modifications of my own and almost no changes to ini files. I must say I'm loving it. Really nice job and apparently lots of work. Thank you for making this wil. :cheers:
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #326901] Sun, 20 October 2013 15:35 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
My bad, it looks like the .22LR Baikan's were not set to the correct large handgun size as I thought. RC2 for v4.48 in the next few hours if all goes well.

EDIT: and here it is, with minimum testing...

Arulco Folding Stock v4.48 Release Candidate 2 20131020

- Documentation sill not done yet
- even though I've tested it with SCI_Unstable_Revision_6515_on_GameDir_1835 I haven't copied over the latest Merc XML's

[Updated on: Sun, 20 October 2013 17:46] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327076] Thu, 24 October 2013 12:27 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
wil473
My bad, it looks like the .22LR Baikan's were not set to the correct large handgun size as I thought. RC2 for v4.48 in the next few hours if all goes well.

EDIT: and here it is, with minimum testing...

Arulco Folding Stock v4.48 Release Candidate 2 20131020

- Documentation sill not done yet
- even though I've tested it with SCI_Unstable_Revision_6515_on_GameDir_1835 I haven't copied over the latest Merc XML's



It doesn't show my previous savegame files, only Start new game option is available.

Any tips how to load old savegame?

Which VFS config I should select in INI editor?
I wonder what are the differences between AFS ini files - Europe, USA, Tac Rails


encountered stock 1.13 bug when player mercs got ambushed even if enemy location is known and shown on the map.

edit

why face shield/mask cannot be repaired?
I guess it would be better if engineers/technicians can repair them.

[Updated on: Fri, 25 October 2013 11:37] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327145] Fri, 25 October 2013 17:14 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
E1vS
Any tips how to load old savegame?
Sorry, forgot to repeat in the release post that there will be no consideration for save game compatibility with pre v4.48


E1vS
Which VFS config I should select in INI editor?
I wonder what are the differences between AFS ini files - Europe, USA, Tac Rails

This is up to you. Each VFS limits Dedrianna's forces to a certain theme for most of her weapons. I personally use the USA one purely because one of Ira's lines indicates the US has been backing Dedrianna...


E1vS
why face shield/mask cannot be repaired?
That is a bug.
EDIT: ...on second thought is this a bug? Functionally, these are armour inserts like the ceramic plates (I think I even copied the stats) and therefore non-reparable, but on the other hand they are called "kevlar" so to be consistent with other in-mod "kevlar" they should be repairable.

[Updated on: Fri, 25 October 2013 17:33] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327147] Fri, 25 October 2013 19:10 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
I am just curious why recoil of Tommy gun is the same as AK?

I read somewhere that it was easy to handle that you could wright your name with it.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327162] Fri, 25 October 2013 22:45 Go to previous messageGo to next message
sevenfm

 
Messages:1987
Registered:December 2012
Location: Soviet Russia
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



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327170] Sat, 26 October 2013 01:17 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Sevenfm
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?

No, those folders were left in to prevent crashing (and I couldn't be bothered to create a new INI for the few subversions that would have this feature stripped out). Try v4.48 Release Candidate 2 (a few posts above) if you want to have different prime vendors for the Arulcan Army.


Sevenfm
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.
There is nothing to fix - AFS is intended for Vanilla map compatibility only. If you want, you can use take the latest (not the one in the SVN/SCI) XMLEditor for a spin and re-order the items to match v1.13's item ordering, this will eliminate NADA's found in map mods based on v1.13. The v1.13 ordering did not serve my purposes and hence I abandoned it a few years ago.

[Updated on: Sat, 26 October 2013 01:21] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327229] Sun, 27 October 2013 20:29 Go to previous messageGo to next message
jasmith

 
Messages:32
Registered:January 2013
Location: US
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...
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327231] Sun, 27 October 2013 21:16 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Cool 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).
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327266] Mon, 28 October 2013 12:53 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
@John A Smith - I don't have time to respond to all those points above right now, but these are the important bits:

4. The XML Editor is limiting the bitmask to 2147483647 for layouts, either I've run into a XML Editor bug, or NAS was never meant to have layouts beyond the 1073741824 bit (30?). I'll need to take a look at ChrisL's description for layout limits, I've already run into a few other NAS limits but thought I had a few more bits to go... then again, I was until recently being very careful not to add additional layouts so perhaps I knew I was running out of bits but forgot why. What may be cut:

2147483648 = All M-LBE Vest layout
4294967296 = No Medium slot M-LBE Vest layout
8589934592 = No Medium slot M-LBE Leg Rig layout


When in doubt, read the documentation... I just figured out how to produce all the necessary layouts from just 3 NAS layouts and letting define which ones actually show up on the LBE.

[Updated on: Tue, 29 October 2013 04:13] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327299] Tue, 29 October 2013 11:43 Go to previous messageGo to next message
Smigoz

 
Messages:19
Registered:March 2012
You 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.

If i'm not mistaken i need to edit the XML files to play this with Wildfire?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327311] Tue, 29 October 2013 20:56 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
Strohmann
Cool 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.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327326] Wed, 30 October 2013 01:02 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
DepressivesBrot
Strohmann
Cool 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 Smith
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.


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



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327329] Wed, 30 October 2013 04:15 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
hmmm, 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.

[Updated on: Wed, 30 October 2013 05:06] by Moderator

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327381] Thu, 31 October 2013 14:07 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Strohmann
hmmm, 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.


Smigoz
You 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).


Smigoz
If 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



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327382] Thu, 31 October 2013 14:10 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
Registered:July 2009
I guess publishing will fall on you then, seeing smeag's time constraints.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327390] Thu, 31 October 2013 17:17 Go to previous messageGo to next message
Strohmann

 
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So 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?

Also it would be really nice to announce such a all-mods-affecting decision publically (and earlier?) the next time. For example it would have been really helpful, if i would have known that prior to creating my random item scheme; they are in index 2700-4099 and therefore conflicting.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327392] Thu, 31 October 2013 17:54 Go to previous messageGo to next message
DepressivesBrot

 
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Probably, though understanding the concept behind random items should have still kept you from devising some arcane scheme of your own without consulting the other modders.

[Updated on: Thu, 31 October 2013 17:57] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327399] Thu, 31 October 2013 18:46 Go to previous messageGo to next message
pheloncab

 
Messages:281
Registered:August 2004
Location: So. Cal. or texas
I'd suggest then a new topic in the xml section for Random item Schema.
get a half dozen opinions, and then between Wil and Strohman they can come up with a 'final' draft of the breakdown.
Frustrating as any 'fixing' is, blame won't help and I am just happy we found the problem now where it can get fixed not 6 month later when more mods are using it in different ways.

Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327400] Thu, 31 October 2013 18:51 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3745
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There's a practically finalized scheme in use by wil and smeagol, I suggest anybody who just tacks the odd dozen items onto the 1.13 set simply uses that without starting a superfluous discussion ... especially since there are less than your half dozen maintained item mods.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327408] Thu, 31 October 2013 19:55 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Why is it now my fault?

What i got from the random items thread was, that a cross-mod-compatible section was planned between 1700-2000, for which i made room in my xmls. If i don't use exclusive maps for my mod there would have been no conflict with the old planned scheme.

That these plans were discarded i couldn't have known until your post in this thread (or did i miss something in another thread?). And consulting/asking other modders for something i don't know it exists/is planned at all, how should that work?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327409] Thu, 31 October 2013 19:57 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Strohmann
So 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.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327422] Thu, 31 October 2013 23:51 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Flugente
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.


My feeling is that if we simply add those 1000 blank Random items to the XML then we can avoid any confusion as to what is going on with them.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327427] Fri, 01 November 2013 03:11 Go to previous messageGo to next message
Flugente

 
Messages:3476
Registered:April 2009
Location: Germany
Of course we can, but that currently means adding 2.3k non-used items, which will at least slow down UDB and everything using attachment calculations even more. I am okay with that, but if nobody actually uses these things...


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327438] Fri, 01 November 2013 12:58 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Found that the discussion on the common random items 1000 items was moved here.

Good news to report: the "LBE Pack Biner" now renamed "D-Ring Carabiner" is now able to add pockets of the majority of LBE in mod(s). Modular LBE (by in-game definition) from coolness 1. Still need to figure out which (N)CAS definition I should use, but for now there are a few dozen entries in Attachments.XML.

I've also added the new PO-1.5-4.5x16 variable power scope and set things up for the removal of gun and Commando Armour compatibility items. A new RC3 (not save game compatible with RC2 or earlier) expected soon.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327496] Sat, 02 November 2013 18:44 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Again with minimum testing and no updated documentation here is:

Arulco Folding Stock v4.48 Release Candidate 3 20131102

Notes:
- tested (for at least half an hour) with SCI_Unstable_Revision_6547_on_GameDir_1848
- requires a new game start due to inventory changes
- drops a lot of the map compatibility items in favour of just reshuffling the items
- "LBE Pack Biner" renamed as "D-Ring Carabiner"
- LBE's should not have pockets with carabiner shaped graphic unless the D-Ring Carabiner is attached

[Updated on: Sat, 02 November 2013 18:57] by Moderator



Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327504] Sat, 02 November 2013 19:34 Go to previous messageGo to next message
Parkan

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

Sorry for offtopic question:When or how soon you plan to update your UC 1.13 Modification?
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327505] Sat, 02 November 2013 19:44 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Parkan
Sorry for offtopic question:When or how soon you plan to update your UC 1.13 Modification?

As soon as I am satisfied that some of the things tested in the above RC work (the removal of map compatibility items) I will start converting the core mod over to UC-1.13.


Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327506] Sat, 02 November 2013 19:57 Go to previous messageGo to next message
Parkan

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

Sorry for misunderstanding,what exatly is this the removal of map compatibility items?Not really understand.
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #327507] Sat, 02 November 2013 20:09 Go to previous messageGo to previous message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Parkan
Sorry for misunderstanding,what exatly is this the removal of map compatibility items?Not really understand.
These were copies of items used in my projects that seemed useful in past but recent changes to v1.13 have made somewhat redundant. Additionally they seem to cause some confusion among the players - I'm using RC3 to see how much difficulty their sudden removal will cause.

With respect to UC-1.13 v4.48, the removal of map compatibility items will mean the maps need to swept again.

[Updated on: Sat, 02 November 2013 20:11] by Moderator



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