Re: Vengeance: Reloaded Bugzilla[message #353886 is a reply to message #353885]
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Mon, 25 June 2018 22:39
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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SamBlack wrote on Tue, 26 June 2018 00:35Why can't I use more than 4 clicks in aiming even with a 10x scope?
Aim levels depend on distance. 10x scope is for shooting at ranges beyond normal visual range.
[Updated on: Mon, 25 June 2018 22:44]
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Re: Vengeance: Reloaded Bugzilla[message #353965 is a reply to message #347852]
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Sat, 07 July 2018 22:34
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No-Nothing |
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Messages:81
Registered:March 2013 |
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Hello! How are you? I want to share some more experience. Here we go again!
Toggle SpoilerI. TINY NOTES
1) I would recommend to set as default in Ja2_Options.INI :
Graphics Settings -> SMALL_SIZE_PB -> TRUE
It seems these maps were designed with this setting on.
North boundary still remains not enough for comfort. But at least you can see the outermost tiles (shoes of chars)
2) I stumbled accidentally upon solving the backpacks problem when dug deep into APBPConstants.ini. It helps a bit since one factor gets removed. Still the problem of displaying wrong estimate APs spended for paths holds. Too much influencing factors like skills, perks plus terrain impact and so on. I think that's a common case and not specific for this mod.
The fix is return deleted entry "AP_MODIFIER_PACK" from original (vanilla) into APBPConstants.ini and set it to 0.
3) Some portraits don't have camofaces!
4) Such thing can happen when you move items through assignment "Move Item". As you can see all items are somewhere OUTSIDE THE MAP! And of course you cannot take them by no means whatever... But one more often problem is spawning items in such "places" while the most tending Item being "scopex10". Sectors with spoiled spawning I remember: H9, F13 (one level down).
Is there a way to force delete (in game, when it already happened) such "grey out" items cause they are really buggers. If you Ctrl+Click a "scopex10" from a merk inventory it flies out from the map and stacks with this "grey out" e.g.!
5) Frazzler. Does this nick sound ok to you? Sounds like meaning a brute who tortures people to a frazzle, a bit confusing. Because if I understood right it should mean a man beaten by hardships and ordeals, like FrazzlED. Good sounding to me is something like Frazzles. May be it's just my poor perception of the foreign language...
II. STRATEGIC MOVEMENTS
1) There's another terrible inconvenience I found. Prohibition to turn off the check mark "Go to Sector" while using boundary move interface in a hostile sector or NOT to move the last merks out (which is the only way of moving out/retreat in a hostile sector). As result 5 min of in-game time disappear along with all strategic events including may be crucial ones! It can be very good seen when moving takes place during transition from one hour to another when merks' assignments (being strategic events) don't work.
2) I realized that return after retreat or reinforce with delay were completely removed from the game! Squads wanting to join a battle never reach the destination till the battle is over as their arrival is being delayed for 5 min for everlasting. Yes, one time 5 min delay for the retreating is good idea but all-round prohibition to join a battle for squads seems quite bad!
3) I think moving between underground sectors should take the same 5m-XXh XXm like above or have their own timing but not less than 5m minimum. It would make strategic movements more consistent overall.
4) Turns take no time at all. You can play through thousands of turns while in-game time isn't progressing a sec. Is it changeable?
5) Can I set up things described above by some txt editing like ini/xml or it's all hard-coded?
III. HEADS
First I said it's not important but now I changed my mind coz it not only Mendax and thus the whole Carmen quest goes broken. That is what happened with Morris:
And then again when I got the head by transformation cheat:
Please check the quest file and say what ID's Carmen will need for heads. He needs 4 of them to join me, right? So I can make them by transformation cheat!
IV. GRENADES
1) Fragmentation grenades do not have fragments set up. Is it for balancing purposes?
2) Could you check Molotov and Flarebomb on being set up correctly to give a light? May be I broke my install by editing xml's. But I have feelings they were not set up correctly initially.
3) I failed to understand how to set up light for fire. And flares themselves. I wanted to increase radius and duration for flares like I did for gas&fire grens. If I remove tag "flare" and set animation to "flare" it don't give a light at all! Where to edit default "tagged" flare I did not get. Did fire need a buddyitem to light up space around, right? Would someone be kind to give some hints about it all?
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Corporal 1st Class
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Re: Vengeance: Reloaded Bugzilla[message #353966 is a reply to message #353965]
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Sun, 08 July 2018 04:32
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Hawkeye |
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Messages:2433
Registered:October 2005 Location: Australia |
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I'll be brief as others will be more knowledgeable with some of these issues. Also in future would it be possible to use larger screen shots?
Camo faces are still work in progress, though I thought all Deadly Games mercs had been done, not sure why Rusty has been left out, I'll maybe ask Anv if he forgot to submit him. Same goes for facegear graphics, it's a big task but I reckon I'm 75% through them, and even some of the Vanilla ones could do with some of the worst ones being improved.
You can't force delete items in game as far as I know, more than likely those x10 Scopes are corrupt/old data residue from the original (and very old) maps. We've investigated trying to nuke them but nothing seems to work apart from clearing all items or starting from scratch, which at the moment won't be happening.
I've had a some issues moving mercs outside of sectors for quite some time during combat, but fear in my case it's me using an old save with new data, no one else has reported this though. I don't know if any of the strategic movements have changed, I would suspect (and hope) not.
The name Frazzler has not been changed since the original Vengeance mod. I always thought the name referred to his disposition in the fact Frazzler is on edge and somewhat unbalanced. As you mention Frazzled is a term used for someone who has been shocked mentally or has been 'burnt out' from something. I think it kind of fits, even if there is some disambiguation with the exact term or could be something lost in translation from German to English or vise versa. Either way it won't change as that would mean speech having to be re-recorded which is not possible and a host of other changes.
In regards to heads, Schein' may get back to you on that. Another member has noted if you do not decapitate heads right away they can change to a generic head, this is due to code relating to zombies and beyond our control and is also why we suggest having zombies turned off in your play settings. Zombies have not been tested at all in Vengeance.
As for your own modding with things like flares, I'd suggest starting a new thread to keep it separate from our *own* bugs we're trying to keep on top of.
Thanks for the heads up though on these issues you've been facing.
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Re: Vengeance: Reloaded Bugzilla[message #353968 is a reply to message #353965]
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Sun, 08 July 2018 11:21
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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No-Nothing wrote on Sun, 08 July 2018 00:344) Turns take no time at all. You can play through thousands of turns while in-game time isn't progressing a sec. Is it changeable?
Turns take no time since vanilla, as far as I know. Enabling time flow in turnbased can result in bugs because of strategic movements, simultaneous battles in different sectors etc. Though technically it should be possible.
Quote:1) Fragmentation grenades do not have fragments set up. Is it for balancing purposes?
Mostly lack of time to properly balance explosion items in mod.
Quote:2) Could you check Molotov and Flarebomb on being set up correctly to give a light? May be I broke my install by editing xml's. But I have feelings they were not set up correctly initially.
Any explosion that produces flame causes light source created, it's hardcoded in VR.exe, so no need for XML flare type or buddyitem.
Quote:3) I failed to understand how to set up light for fire.
It's hardcoded in exe. You can add buddyitem with flare type though, as additional light source.
If you want to mod the game, it's better to make a new thread for that, to not mix it with bugreports.
No-Nothing wrote on Sun, 08 July 2018 00:342) I stumbled accidentally upon solving the backpacks problem when dug deep into APBPConstants.ini. It helps a bit since one factor gets removed. Still the problem of displaying wrong estimate APs spended for paths holds. Too much influencing factors like skills, perks plus terrain impact and so on. I think that's a common case and not specific for this mod.
The fix is return deleted entry "AP_MODIFIER_PACK" from original (vanilla) into APBPConstants.ini and set it to 0.
As a temporary solution, it should work. Until someone finally checks path AP costs in 1.13.
Also, backpacks probably can still have regular AP penalty as LBE items (<APBonus> tag).
[Updated on: Sun, 08 July 2018 11:49]
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Re: Vengeance: Reloaded Bugzilla[message #356007 is a reply to message #356006]
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Wed, 28 November 2018 01:40
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Hawkeye |
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Messages:2433
Registered:October 2005 Location: Australia |
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Hey Hellswind, glad you're enjoying the mod.
The Angel/Maria interaction can be problematic, and it's a common fault in other mods (I believe some handing over of quest items like this happens with other characters too) and you aren't the only one that's had this issue. Where did you get the deed from as that shouldn't be in game? I will look into his dialogue too as it would make sense to remove the line about deeds as that is no longer valid.
Here's some comments from Scheinworld from the hints and tips page that had similiar issues;
Scheinworld wrote on Wed, 14 November 2018 07:53Hello,
past caring wrote on Tue, 13 November 2018 04:48@ LatZee - I don't know if there is a deed - or even a leather jacket - I am just going by Angel's speech. I can't get beyond that to see what he gives me.
No deed. Kyle is not longer presented in VR anymore.
Toggle SpoilerAngel gives the player a Kevlar Pilot Jacket after successfully escorting back his sister Maria to him.
In my current test everything works fine like PCM_Readme.TXT file in \Data-PCM folder says:
Quote:Maria, automatically joins the squad after having met Angel.
Like Skryider, there's some time between the end of the quest and her joining the squad.
After having talked to Angel, Maria will leave the leather shop and, once standing on the road, join the player's squad.
In that time between the end of the quest (history log beeps) and her joining, the player can go to the strategic screen if he doesn't want Maria to join the squad.
Best save your game before you move Maria and your mercenaries to Angel's leather shop to finish the quest.
Best regards; Schein...
[Updated on: Wed, 28 November 2018 01:46] Report message to a moderator
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