Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.10
Re: AV v1.10[message #352751 is a reply to message #352735] Fri, 23 March 2018 16:07 Go to previous messageGo to next message
69 is currently offline 69
Messages:1
Registered:March 2018
I can play aright with 7609 on win10

but after i copy paste the AV mod file into the game and start the game with the ja2-7609en_AI_r618

this graphic glitch shows up.

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Civilian
Re: AV v1.10[message #352774 is a reply to message #352751] Sun, 25 March 2018 19:49 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
50 round cardboard box of 7.62x54r has a weight of 1.50kg assigned
(since a single round is about 22-24g, that could even be lowered by 100-200g ;)
but the belt boxes for PK mg family with 200 rounds have only 1.6kg assigned,
should be either 8kg for standard or 6.2kg for the leightweight box.


Dont want to annoy you but no box or crate for ammo than can be expected to be commonly used,
like e.g. the 7.92x57mm mauser ammo, or at lesser degree no crate for the huge numbers of 7.62x39
(in latter case better replace box with crate since 75 rd drum also offers to transport decent numbers)
puts a disadvantage on all 7.62WP weapons to use in big quantitiy for militia
and M53 Sarac mg and even Zastave SR to a lesser degree for PCs.
btw MG3/MG53 should imo accept sight attachments for realism and balance reasons.

Btw did i get that right that you always revamp multiple xml files when you add new ammo type/mag sizes?
Perhaps create some e.g. open office calc sheets to import(<-macro) the xmls,
and set references to update related entries in the other sheets,
which then should be possible to be exported as xml useable txt
(did that with raw hex values only, but txt shouldnt be too difficult)
this will cause one big time effort, but make follow up edits in OO calc rather comfortable and quite failsafe.


In few cases, the pockets of e.g. Tims Pack appear to accept more content than bigger pockets of e.g. Tims Backpack,
not valid for long rifle with suppressoor but e.g. most if not all lbe vests, tims pack itself, perhaps more.



Ran into another assertion failure:
[line 194 in function NumEnemiesInAnySector in file Queen Command.cpp] ...
(sSectorX) > (maximum_valid_x_coordinate) but should not be less than equal.

At that point Gaston had a weird entry in assignment column, may be connected to above crash,
and his portrait was completely dark when selecting him, which also caused a crash with different error message:
https://s2.imagebanana.com/file/180325/thb/8CgzLN6L.jpg

pls also note the green stat numbers,
for several (ingame-)hours the program failed to turn increased stat numbers back to grey,
but it works as intended if attributes are increased above the green number.
Suspected the copy of Static(see post above) to have triggered this,
but according to old saves some PCs increased stats after that without the weird effect.


Regarding campaign progress, we are at Day 30 16:45,
militia equipment will be completely shipped to forward base before sundown,
then brute force blitz to Meduna, eta at P3 is <6h due to hummer, rangers
and last not least forced turns;)

[Updated on: Sun, 25 March 2018 19:50]

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Master Sergeant
Re: AV v1.10[message #352775 is a reply to message #352774] Sun, 25 March 2018 20:17 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
Dont want to annoy you but no box or crate for ammo than can be expected to be commonly used,
like e.g. the 7.92x57mm mauser ammo, or at lesser degree no crate for the huge numbers of 7.62x39
(in latter case better replace box with crate since 75 rd drum also offers to transport decent numbers)


I started removing crates in order to make room for different ammo types (Match, Ball, etc - type depending on caliber). I always thought crates of ammo to be a bit of overkill, so expect all crates to disapear at some point. On 7.92x57mm ammo I removed the boxes to make room for belts of ammo (that had the same number of rounds as the boxes) for the LMG I added. Since you mentioned it before I have eliminated a post-1999 ammo caliber to make room for 7.92x57mm boxes - but that has not been released yet in an update. I will keep boxes for every ammo caliber and type.

Quote:
btw MG3/MG53 should imo accept sight attachments for realism and balance reasons.


Good point.

Quote:
Btw did i get that right that you always revamp multiple xml files when you add new ammo type/mag sizes?


Yes, and graphic files, as well. Previous ammo changes have caused a lot of grief and wasted time - at the moment I do not want to modify too much in this area as it will take up too much of my time. There are some other things I want to get done, and have wanted to do for a long time - so those things (such as more in-country recruitables) are a higher priority right now.

Quote:
In few cases, the pockets of e.g. Tims Pack appear to accept more content than bigger pockets of e.g. Tims Backpack,
not valid for long rifle with suppressoor but e.g. most if not all lbe vests, tims pack itself, perhaps more.


I'll check that.


Quote:
Ran into another assertion failure:


Those are weird bugs that I haven't seen before - but I will check on it as far as I am able.

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Sergeant Major
Re: AV v1.10[message #352776 is a reply to message #352751] Sun, 25 March 2018 20:30 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:

I can play aright with 7609 on win10

but after i copy paste the AV mod file into the game and start the game with the ja2-7609en_AI_r618

this graphic glitch shows up.

Attachment: 28947881_1367656736714280_7382211860663310456_o.jpg


Does that continue after the splash screen? Have you tried other resolutions? What resolution are you using?

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Sergeant Major
Re: AV v1.10[message #352794 is a reply to message #352776] Tue, 27 March 2018 12:10 Go to previous messageGo to next message
Adrion
Messages:4
Registered:February 2018
Location: Russia
Hello
a few bugs
Carlos doesn't want to join. Miguel joins but Carlos is not

The same problem with Brenda. I gave her a video tape and nothing happened. Also Hans doesn't have a dialogue with Brenda.

Sector A10: the box blocks way to the headquarters of rebels(screen 1)
Manuel has the Ballester molina pistol that causes crash if you open its description

Sector G6 error (screen 2)

A scope 4x can be attached together with a reflex sight (screen 3)
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Civilian
Re: AV v1.10[message #352799 is a reply to message #352794] Tue, 27 March 2018 19:35 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Something is definitely amiss in your game, and I am at a loss to explain it. Carlos has never not joined for me unless I lost control of A9 Omerta to the enemies - then none of the Rebels will join, though I suppose if you have already recruited one or some then the rest won't join but you'll keep the ones previously recruited.

Brenda & Hans dialogue sometimes does not execute, but if the Pantsuit Loretta tape is given to her she will do her bit and walk to her house (after that you can recruit her). At that point Hans does reply as normal and lets you in to see Tony. I haven't had that fail - only the interaction between Hans and Brenda has failed for me.

In Sector A10 the entrance to the basement is just to the left of that crate. The only times I have seen it disappear is if I killed Dimitri, killed one of the other rebels, or the Fatima script failed.

The Ballister-Molina did have a problem in the base v1.10, but was fixed in the Update. Did you download the Update?

Sector G6 is indeed an error in MovementCosts.xml. Thank you for reporting it. Sector G6 needs the value GROUNDBARRIER for the <North> tag, and Sector F6 needs the value GROUNDBARRIER for the <South> tag. There is no travel between those two sectors because of the mountains.

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Sergeant Major
Re: AV v1.10[message #352801 is a reply to message #352799] Tue, 27 March 2018 20:26 Go to previous messageGo to next message
Adrion
Messages:4
Registered:February 2018
Location: Russia
Carlos is fine. it's my fault. A9 was captured again.


I installed the update 2. Maybe I need to start a new game. I started playing this mod with the update 1.

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Civilian
Re: AV v1.10[message #352803 is a reply to message #352801] Tue, 27 March 2018 22:59 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
I installed the update 2. Maybe I need to start a new game. I started playing this mod with the update 1.


Starting a new game is always the best way, but probably not necessary, I have a running campaign started with base v1.10 with each of the updates (and the third update not yet released) added during play without any problems (so far). I have Manuel and his Ballister-Molina, but I don't recall if I recruited him before or after the Update.

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Sergeant Major
Re: AV v1.10[message #352811 is a reply to message #352803] Wed, 28 March 2018 21:04 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Greetings fellow allies

I installed the 2 updates in my AV 1.10 game and after a lot of tweaking it plays nicely. I do have one question though concerning the Miners. There is a text file explaining things about new recruits. If i hire the miners, don't i get a 50% production penalty ? In the JA2 Options there should be a mine_no_foreman_penalty = 50 option, no ? I cannot find it. i looked in both 1.13 Data and AV Data. If such option exists, where is it located ? Or i can just hire miners without a penalty in mine production ?



Nipson anomimata mi monan opsin

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Master Sergeant
Re: AV v1.10[message #352815 is a reply to message #352811] Wed, 28 March 2018 23:41 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
I installed the 2 updates in my AV 1.10 game and after a lot of tweaking it plays nicely. I do have one question though concerning the Miners. There is a text file explaining things about new recruits. If i hire the miners, don't i get a 50% production penalty ? In the JA2 Options there should be a mine_no_foreman_penalty = 50 option, no ? I cannot find it. i looked in both 1.13 Data and AV Data. If such option exists, where is it located ? Or i can just hire miners without a penalty in mine production ?


As far as I know that option is only in Vengeance Reloaded, not 1.13, AV, or other mods. Therefore, no penalty for hiring the miners.

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Sergeant Major
Re: AV v1.10[message #352819 is a reply to message #352815] Thu, 29 March 2018 03:53 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Hello ED

Yes, that option does indeed exist in VR and for that very reason i was searching the AV Options. I was expecting to find it since i thought that it is part of the 1.13. It's good to know that there will be no penalty for hiring miners. Thank you very much for the quick reply, you're my hero happy



Nipson anomimata mi monan opsin

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Master Sergeant
Re: AV v1.10[message #352822 is a reply to message #352819] Thu, 29 March 2018 06:34 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
Sup, edmortimer!

Not sure if this is the topic for suggestions, but if I could ask for something would be for more weapons and items in your mod (especially gun attachments). I used to play AIMNAS years ago and since Big Maps project still isn't finished I'm moving to your mod, but I really miss the diversity in weapons and weapons attachments from AIMNAS. I was trying to add some in by myself and even pm Smeagol asking if I could use some of his stuff in your mod (making a small submod of my own to share here), but since XML Editor is broken by now I really don't think I'm up for the task anymore.



Born, play JA2, die, reload, die again, reload again.

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Corporal 1st Class
Re: AV v1.10[message #352831 is a reply to message #352822] Fri, 30 March 2018 02:01 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
I get the message "Enemy found soldier in handcuffs! Alert!" in sector O3
after entering it the 1st time and just passing my forced turn.
(i.e. none of my mercs moved or has been spotted, radios are off)

Not sure if intended or perhaps related to exe, but at least the behaviour appears limited to Meduna,
(we jammed signalks in N5, N4 and N3, so perhaps i just did not notice it before)
as it was not reproduceable in a completely untouched Grumm.

Dont know whether it always worked that way for meduna,
if introduced by your mod i say well done, the reinforcements on next turn will give a hard time for teams without radio operator;)
Unfortunately it does not work in realtime.

In case it should not work that way,
note that you get the message only with AI_r686 exe or later version,
but its appears to work the same with AI_r685.exe, only the feedback is missing.
Note also it does not occur with classic 7609 exe, which may point to AI_exe as culprit.



Besides a map flaw:
Sector N4, small building in NE corner is missing a wall on tile 4572.

Also noticed(quite late) that my Bombardiers "Artillerist(a)" background provides -40% APs needed for Mortars
thats 2x higher than the bonus from her Bombardier specialization.
Think the background should stay well below the bonus from hvy weapons skill.
(she could constanly launch 4 shells/turn, if 2 mules hand her the reloaded mortars. For 37 turns ;)



Regarding the campaign
Just took N3 on day 31 at 4:45am, 7h26m/11battles/317enemies+2militia_dead after we left Estoni
with plan to reach P3 befor the sun goes up, nearly failed as commanding officer once again;)
realized too late that the icecream truck cant move from M6 to N6,
strike team had to drop in Tixa and get the Wardens jeep to meet with truck in M6,
one militia stack was left behind so we could stay in time, turned out to make no difference,
as off map support from 30 elites is already op(they fire 4 shells for 3 turns :o )
and with the jeep we will have all those implements of destruction at our disposal in P3.

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Master Sergeant
Re: AV v1.10[message #352833 is a reply to message #352831] Fri, 30 March 2018 02:22 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
townltu wrote on Fri, 30 March 2018 04:01
I get the message "Enemy found soldier in handcuffs! Alert!" in sector O3
after entering it the 1st time and just passing my forced turn.
(i.e. none of my mercs moved or has been spotted, radios are off)

Can you send me a save before entering the sector please?
Enemy raises alert when he sees POW (captured soldier), the message was added in one of the recent versions to provide some information to player on what happens and what caused enemy to raise alert (found corpse, pow, active mine, sees smoke or too many friends killed).



Left this community.

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Lieutenant

Re: AV v1.10[message #352835 is a reply to message #352831] Fri, 30 March 2018 06:07 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
Besides a map flaw:
Sector N4, small building in NE corner is missing a wall on tile 4572.

Also noticed(quite late) that my Bombardiers "Artillerist(a)" background provides -40% APs needed for Mortars


Thsnk you, i'll fix both of those.

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Sergeant Major
Re: AV v1.10[message #352839 is a reply to message #352833] Fri, 30 March 2018 10:35 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
sevenfm wrote on Fri, 30 March 2018 02:22
...
Can you send me a save before entering the sector please?
...

Of course, pls read the .txt file thats contained in the archive



p.s.
just entered O3 in realtime to prevent alert, but message also pops up when i hit [D] and let my turn pass.
(pretty sure yesterday it did not in realtime)

p.p.s.
no alert message in realtime mode when entering O3 for the 2nd time, in same way as above.

[Updated on: Fri, 30 March 2018 11:06]

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Master Sergeant
Re: AV v1.10[message #352854 is a reply to message #352839] Fri, 30 March 2018 20:28 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
townltu wrote on Fri, 30 March 2018 12:35
Of course, pls read the .txt file thats contained in the archive

Cannot download anything from this link, it doesn't work for me. Can you upload the file to something more convenient like dropbox or simply send the file by mail?



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Lieutenant

Re: AV v1.10[message #352862 is a reply to message #352854] Sat, 31 March 2018 07:19 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
I think cammo is a little overpowered right now (not sure in AV or 1.13). Every time an enemy lies on the floor, either by going prone or falling after being shooted, he become almost invisible. It can be very annoying sometimes and feels very unrealistc. Instead of explaining everything, I took some screenshots to showcase a litte. I'm convinced that cammo may need some tweeks and maybe a nerf.

http://i.imgur.com/b03q9T6.png

[Updated on: Sat, 31 March 2018 07:22]




Born, play JA2, die, reload, die again, reload again.

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Corporal 1st Class
Re: AV v1.10[message #352863 is a reply to message #352862] Sat, 31 March 2018 08:14 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Yes. I have been reducing cover variables in every update. They'll be lower still in the next update this weekend.

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Sergeant Major
Re: AV v1.10[message #352864 is a reply to message #352863] Sat, 31 March 2018 12:12 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
Also I have two bugs. Like I said, still early in the game and just got my first Bobby Ray shipment and both bugs relate to this (or at least I think they do):

- When I opened the shipment box my merc told me some items was missing, so time for the best part of the game, right? I confronted Pablo, he said the usual stuff "wasn't me, man" etc, then I punched him in the face... and he just reply "What's wrong with you?" and him and all civilians go hostile. I tried with different mercs, same result. Wasn't him suppose to chicken out?

- Now the disturbing one. I'm not sure how because I only noticed when was to late, but all my ammo on that sector (Drassen Airport) just dissapeared! I happened after I received the shipment wich I removed from the box in tactical screen, but I not sure how or exactly when, so not sure if related. I oppened the shipment around 22 or 23:00 and by 00:00 autosave all my ammo from that sector already had vanished (and I was stockpiling there). I checked to see if somehow the militia didn't took it all, but they only have the ammo of their guns.

[Updated on: Sat, 31 March 2018 14:15]




Born, play JA2, die, reload, die again, reload again.

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Corporal 1st Class
Re: AV v1.10[message #352865 is a reply to message #352854] Sat, 31 March 2018 16:06 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
sevenfm wrote on Fri, 30 March 2018 20:28
...
Cannot download anything from this link, it doesn't work for me. Can you upload the file to something more convenient like dropbox or simply send the file by mail?

Sorry, checked link in preview and it worked for me, also now.
No dropbox, no attachments for mails from trashmail, again sorry.

In unlikely case of sabercat link not working for you if capsuled in bbcode:
https://sabercathost.com/5bus/soldier_in_handcuffs_alert.rar
also try to r-click and "save link/target as ..."

(name sabercat made it appear appropriate to me to use for JA2 uploads,
let me know if there is a better option for you,
must be free and at least accept trashmail reg, better none at all


2 links for same file from other hoster:
http://s000.tinyupload.com/index.php?file_id=32449414748602185323
http://s000.tinyupload.com/download.php?file_id=32449414748602185323

Pls let me know if none of these options work for you.

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Master Sergeant
Re: AV v1.10[message #352866 is a reply to message #352864] Sat, 31 March 2018 16:15 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
Victor_Tadeu wrote on Sat, 31 March 2018 12:12
...
Now the disturbing one. I'm not sure how because I only noticed when was to late, but all my ammo on that sector (Drassen Airport) just dissapeared! I happened after I received the shipment wich I removed from the box in tactical screen, but I not sure how or exactly when, so not sure if related. I oppened the shipment around 22 or 23:00 and by 00:00 autosave all my ammo from that sector already had vanished (and I was stockpiling there). I checked to see if somehow the militia didn't took it all, but they only have the ammo of their guns.


Dunno about Pablos&civilians behaviour, but have possible explanation for "disappearing" stuff:
The game will put all just created ammo crates/boxes, etc!, on the tile where the active/selected merc is standing,
AND the game will put the items into a container if the container is on the same tile as the merc,
facing the container.
(thats afaik only possible for the small boards usually found in bathroom/toilet)
AND the items teleported that way into a closed container will disappear from sector inventory
and also not be shown ingame on sector map when the cursor hovers over the board.


So check the containers!

Needless to say i demand 3% provision for the info if it leads to recovering the ammo! ;)
pls put it into any of the (closed!) containers of the toilets in Franks bar in San Mona,
so i can pick it up during my next playthrough.

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Master Sergeant
Re: AV v1.10[message #352868 is a reply to message #352865] Sat, 31 March 2018 16:28 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
townltu wrote on Sat, 31 March 2018 18:06
2 links for same file from other hoster:
http://s000.tinyupload.com/index.php?file_id=32449414748602185323

It worked, thank you!



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Lieutenant

Re: AV v1.10[message #352869 is a reply to message #352864] Sat, 31 March 2018 17:04 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
- When I opened the shipment box my merc told me some items was missing, so time for the best part of the game, right? I confronted Pablo, he said the usual stuff "wasn't me, man" etc, then I punched him in the face... and he just reply "What's wrong with you?" and him and all civilians go hostile. I tried with different mercs, same result. Wasn't him suppose to chicken out?


He's supposed to chicken out - but only if he stole the items. This disappearing shipments bug has harassed me for quite some time - I stopped trying to get a coder to look at it a long time ago. However, since it is an intermittent bug I have been waiting to see if my workaround is effective -- check the lockers at grid numbers 13471 and 10112. I set them as the destinations for Pablo's stolen items and for lost shipments, respectively. Other than that - I am at a loss myself.

Quote:
Now the disturbing one. I'm not sure how because I only noticed when was to late, but all my ammo on that sector (Drassen Airport) just disappeared! I happened after I received the shipment which I removed from the box in tactical screen, but I not sure how or exactly when, so not sure if related. I opened the shipment around 22 or 23:00 and by 00:00 autosave all my ammo from that sector already had vanished (and I was stockpiling there). I checked to see if somehow the militia didn't took it all, but they only have the ammo of their guns.


I've never had something as complete as all of a specific type of item (ammo) disappear, but the game seems to regularly lose track of inventory items - and even replace some items with other items of the same type. Again, this type of bug is intermittent, and evidently is a problem of badly written code, IIRC - though I forget exactly why it happens. Perhaps a coder will take a look as it is related to the code and not my modifications.

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Sergeant Major
Re: AV v1.10[message #352871 is a reply to message #352869] Sat, 31 March 2018 21:18 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
edmortimer wrote on Sat, 31 March 2018 11:04
Quote:
- When I opened the shipment box my merc told me some items was missing, so time for the best part of the game, right? I confronted Pablo, he said the usual stuff "wasn't me, man" etc, then I punched him in the face... and he just reply "What's wrong with you?" and him and all civilians go hostile. I tried with different mercs, same result. Wasn't him suppose to chicken out?


He's supposed to chicken out - but only if he stole the items. This disappearing shipments bug has harassed me for quite some time - I stopped trying to get a coder to look at it a long time ago. However, since it is an intermittent bug I have been waiting to see if my workaround is effective -- check the lockers at grid numbers 13471 and 10112. I set them as the destinations for Pablo's stolen items and for lost shipments, respectively. Other than that - I am at a loss myself.


Well, you was right, the missing items are in grid 13471. I'm not sure, but since I already had that locker open when the items moved there so they went to my sector inventory even before I opened the shipment crate can it be causing the Pablo bug of not chicken out? Anyway, no longer a big deal since I got my stuff anyway. Quicksave, kill Pablo in a some weird painful way, reload, get creative about killing him, reload, punch him to death, reload, and repeat some times. He may never realized it but he will be punished!

Now, about the ammo...

townltu wrote on Sat, 31 March 2018 10:15
Victor_Tadeu wrote on Sat, 31 March 2018 12:12
...
Now the disturbing one. I'm not sure how because I only noticed when was to late, but all my ammo on that sector (Drassen Airport) just dissapeared! I happened after I received the shipment wich I removed from the box in tactical screen, but I not sure how or exactly when, so not sure if related. I oppened the shipment around 22 or 23:00 and by 00:00 autosave all my ammo from that sector already had vanished (and I was stockpiling there). I checked to see if somehow the militia didn't took it all, but they only have the ammo of their guns.


Dunno about Pablos&civilians behaviour, but have possible explanation for "disappearing" stuff:
The game will put all just created ammo crates/boxes, etc!, on the tile where the active/selected merc is standing,
AND the game will put the items into a container if the container is on the same tile as the merc,
facing the container.
(thats afaik only possible for the small boards usually found in bathroom/toilet)
AND the items teleported that way into a closed container will disappear from sector inventory
and also not be shown ingame on sector map when the cursor hovers over the board.


So check the containers!

Needless to say i demand 3% provision for the info if it leads to recovering the ammo! ;)
pls put it into any of the (closed!) containers of the toilets in Franks bar in San Mona,
so i can pick it up during my next playthrough.



I think this was an insight. I did had a save from just before I opened the shipment box and the ammo already had vanished, so it had nothing to do with the shipment. It probably happened just after the combat I just had repelling some enemy forces. Fortunely I didn't moved my mercs much after the combat so I could check their positions to see if they are next to any crate where my ammo could went and... oh-oh. While I know I did used the sorting inventory after the battle, I dodn't know with wich merc selected, but I noticed something: some of my mercs was in waist high water or at least near it when combat ended. So I did a little testing using the inventory in strategic screen while a merc was in the water and, BANG, stuff disappeared. While I cannot be sure if this is what happened but it's possible since it produced pretty similar results of a LOT of things missing suddenly. But it still is strange that ALL AMMO, every single bit, disappeared. Some other less important stuff may had vanished with it and I just didn't noticed tough.

Soooo... towltu, I accept your 3% offer and double it plus a scuba mask if you can check out this stink stale water puddle botton for me!

[Updated on: Mon, 02 April 2018 12:49]




Born, play JA2, die, reload, die again, reload again.

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Re: AV v1.10[message #352873 is a reply to message #352871] Sat, 31 March 2018 21:41 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
Well, you was right, the missing items are in grid 13471. I'm not sure, but since I already had that locker open when the items moved there so they went to my sector inventory even before I opened the shipment crate can it be causing the Pablo bug of not chicken out?


Good, I'm glad. That is the first confirmation that it is indeed a bug with Pablo knowing he has stolen the items. The new destination for the items should not be interfering with his script as the destination is definable in Mod_Settings.ini (unless, of course, the definable option code is bugged - but no, it happened before I defined it, nevermind).

Also, thanks to Townltu and you for confirming the disappearing inventory mechanism -- I will pay closer attention to that in my own games!

[Updated on: Sat, 31 March 2018 21:43]

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Re: AV v1.10[message #352888 is a reply to message #352873] Mon, 02 April 2018 01:23 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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AV v1.10 Update 3 is now available. It addresses all the issues brought up by Players (thanks to everyone who reported problems), a few more items, 46 tweaked map sectors, some tweaks to Merc Starting Gear, reduced cover and camo system variables (let me know if they need further reduction), a few speech file fixes, most of the tripwire grenades now have their own graphic to differentiate them from non-tripwire grenades, two new backgrounds (Pickpocket and Magician (the sleight of hand type)), and more tweaking of combat variables. Update 3 contains Update 1 & 2, and also contains Sevenfm's latest executable: r688. It is savegame compatible with one exception - I made it possible to take the items out of the recruited Terrorists' lockers without turning T-Rex's militia hostile, but that will only take effect in a new game, not a savegame (but otherwise won't interfere with a savegame). The Update is available on the Downloads Page of the blog.

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Re: AV v1.10[message #352899 is a reply to message #352888] Mon, 02 April 2018 13:21 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
Ah, speaking about update, edmortimer, I would like to thank you for your work in this mod and talk a little how I feel about it because I like to spit out stupid things to try to encourage someone to keep doing something I like.

I played JA2 for many years but stopped playing it for many years and it already was dead to me but not forgotten. I kept playing many strategic-squad-like games until this day but none ever really felt an improvement over JA2, some are nice but never like the JA2 1.13 AIMNAS I used to play and remember. So the last X-Com game got it recent update and while a good game it doesn't struck me that hard like original X-Com, so I decided to check Xenonauts 2 progress since original Xenonauts is a better original X-Com vibe, but since it's not close to release yet it made me wish to replay original Xenonauts with X-Division mod, wich led me to wish to replay X-Com Apolaypse and while browsing for older squad games I remembered Silent Storm 2 wich made me download Hammer & Sickle (Silent Storm spinoff) wich I never finished, wich led me to remember and miss JA2 wich brought me back to this forum hoping to replay old stuff. Happily but not much for my surprise 1.13 still is receiving updates (I know those guys are machines, not people), but the real surprise was your mod. I didn't expected something that big since AIMNAS Big Maps development limbo, and while I was at the verge of downloading pretty older 1.13 builds to replay AIMNAS v21 (the last one before Big Maps), the crazy amount of text you threw in your blog made me wish to try it. I mean, as you can see I'm a man who likes unnecessary overwrited texts that should remain short, and I tought that if you wasted that amount of work and time writing all that stuff in your blog about a mod for a game that almost no one in the whole world still plays, you probably wasn't less diligent working on the mod itself, so I choosed it over older AIMNAS or any other mod here. No regrets. Patch 1.13 progress since AIMNAS v21 is great and what you made of it is even greater, so I'm glad I'm playing it. But what is better is the whole nostalgia feeling of not only replaying JA2, but to replay it with a mod in active development where I can come to the forum to bother the author with suggestions, bug reports and writing useless shit garbage about how I feel for him to read just like I used to do with Smeagol back in the old forum (and he never sent me flowers since, this old bastard). So it does feels like I did choosed to come back in a prime moment and JA2 and the whole fun I have with it never felt so much alive again thanks to you and the whole 1.13 team.

So, yeah, man, congrats and thank you for the effort you put on doing something for free for other people to enjoy that I know myself isn't easy. We will propably never met but pay yourself a beer next time you hit a bar and pretend a creepy stranger from a video game forum did it in a totally not homo way because you deserve it. Deservers the beer, I mean, not creepy strangers paying you drinks. Wait... I would kinda be happy if random strangers starts to pay my beers, so, yeah, you deserve it also, why not?

Ps: DO NOT accept drinks from creepy strangers at the bar, man, not very smart. You do looks like you bumped up your Wisdom stat over 60 so do not do that. You have a mod to do so you shouldn't be wasting any time at a bar or having fun unless it is map editting San Mona.

[Updated on: Mon, 02 April 2018 13:32]




Born, play JA2, die, reload, die again, reload again.

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Re: AV v1.10[message #352902 is a reply to message #352888] Mon, 02 April 2018 14:37 Go to previous messageGo to next message
Adrion
Messages:4
Registered:February 2018
Location: Russia
Thanks for the update.

Game crashes in the Bobby ray's shop in the section of used items. If you try to switch to the eighth page of the general category. However, if the categories are viewed separately(guns, armors, etc.), everything is fine. Started a new game to check. The problem is not in the conflict between versions.


Sector D2
The way to the two lockers is blocked by the clone of the control panel
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Re: AV v1.10[message #352906 is a reply to message #352902] Mon, 02 April 2018 16:10 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

Thanks for the update.

Game crashes in the Bobby ray's shop in the section of used items. If you try to switch to the eighth page of the general category. However, if the categories are viewed separately(guns, armors, etc.), everything is fine. Started a new game to check. The problem is not in the conflict between versions.


Sector D2
The way to the two lockers is blocked by the clone of the control panel



You are welcome!

Bobby Ray always seems to have a problem with his website. He needs a better webmaster. I'll look into it - it is probably a typo on one of the new items.

Sector D2 should be fixed. I just checked the D2 map that went out with the combined Update - it was in Update 2 (date of Feb 7) - and the clone of the control panel has been deleted in that map. Try unzipping the Update and extracting the D2 map again.

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Re: AV v1.10[message #352907 is a reply to message #352899] Mon, 02 April 2018 16:21 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
Ah, speaking about update, edmortimer, I would like to thank you for your work in this mod and talk a little how I feel about it because I like to spit out stupid things to try to encourage someone to keep doing something I like.


LOL Thanks for the beer, man!

Any and all feedback is encouraging, especially rambling adventure stories over a beer. I'm glad you like it. I had a similar experience coming back to JA2 and seeing that v1.13 was still being updated - which prompted me to do a little modding, just a little tweak here and there, which turned into a massive mod of just about every aspect of the game that v1.13 allows you to mod. I had planned on maybe modding for a month and then playing a campaign . . . now, about two and half years in there's still a long list of things I want to mod before putting it to rest and going on to another project.

Next time you are in a bar have a beer on me!

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Re: AV v1.10[message #352920 is a reply to message #352907] Tue, 03 April 2018 13:27 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
You are welcome, man! I can count on me taking that beer!!... altough I may not remember why after some beers...

Bobby Ray is also crashing to me, but is when I try to enter the gun section. I also had a crash in a fight after one of those "item not found" message. I think there is an item causing this problem, most likely a gun.
Also SIG SG 510-4 shows an autofire cost in it stats, but the weapon cannot autofire when pressing B.

[Updated on: Tue, 03 April 2018 13:31]




Born, play JA2, die, reload, die again, reload again.

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Re: AV v1.10[message #352923 is a reply to message #352920] Tue, 03 April 2018 18:14 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Also SIG SG 510-4 shows an autofire cost in it stats, but the weapon cannot autofire when pressing B.


Fixed. It is supposed to be semi-auto. The autofire cost will be gone in the next update.


Quote:
Bobby Ray is also crashing to me, but is when I try to enter the gun section. I also had a crash in a fight after one of those "item not found" message.


OK, that gives me a better clue on what it might be . . . now if only my old brain can remember what it's trying to tell me . . .

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Re: AV v1.10[message #352924 is a reply to message #352923] Tue, 03 April 2018 19:30 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
I will try to find it myself too since it's totally forbidding from buying Bobby Rays guns (all other sections works ok but Guns crashes as soon I click it), but I think it's one of the early weapons since I only took Drassen so far and I didn't set my Bobby Rays to 10, but to 2 or 3, can't remember exactly. Before the update everything was working nice or the problem still didn't had appeared.

[Updated on: Tue, 03 April 2018 19:31]




Born, play JA2, die, reload, die again, reload again.

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Re: AV v1.10[message #352926 is a reply to message #352924] Tue, 03 April 2018 21:23 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Hmmm. I just went through all of Bobby Ray's stuff without incident - though I noted a number of descriptions I have to shorten. Part of the problem of finding the offending item is that Bobby Ray's has a semi-random assortment of items depending on settings so none of us have exactly the same list. I have an idea - now, I don't use BR much in my campaigns so many game days go by between my accessing the website. Perhaps an item I changed in the update that is giving BR fits because in your game it still has a listing for the older version of the item (just a wild guess here). I wonder if you let several game days go by before accessing the website again if BR will update its stock and the problem will go away?

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Re: AV v1.10[message #352927 is a reply to message #352923] Tue, 03 April 2018 22:17 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Fixed. It is supposed to be semi-auto. The autofire cost will be gone in the next update.



Strike that - it's supposed to be selective fire even though it served as a designated marksman rifle. Will fix for next update.

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Re: AV v1.10[message #352931 is a reply to message #352926] Tue, 03 April 2018 23:45 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
edmortimer wrote on Tue, 03 April 2018 15:23
Hmmm. I just went through all of Bobby Ray's stuff without incident - though I noted a number of descriptions I have to shorten. Part of the problem of finding the offending item is that Bobby Ray's has a semi-random assortment of items depending on settings so none of us have exactly the same list. I have an idea - now, I don't use BR much in my campaigns so many game days go by between my accessing the website. Perhaps an item I changed in the update that is giving BR fits because in your game it still has a listing for the older version of the item (just a wild guess here). I wonder if you let several game days go by before accessing the website again if BR will update its stock and the problem will go away?


I tried that let 4 days run straight, still crashes when trying to open the guns. Not sure when how many days BR needs to refresh tough. I also just let the time pass by, so it didn't changed the Coolness (wich could force BR to refresh I think)?

I tried to revert to back to "vanilla" 1.10 and BR works normal. Also... it was update 3 to 1.10, right? I didn't realized there was two updates before that and I was playing the default 1.10 version. There is a place where I can download update v1 and v2? Maybe v3 is alright and the crash is caused between 1.10 and one of those two early updates.



Born, play JA2, die, reload, die again, reload again.

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Re: AV v1.10[message #352934 is a reply to message #352931] Wed, 04 April 2018 03:51 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
I'm also having another bug that is minor (since autoresolve can bypass it), but since I never had one like this, I'm reporting. I basicall have an invisible enemy. My mercs can "see" them, but they do not show neither in the map or minimap, so I cannot shoot him. He does shots, but all his shots sounds like he hit something but I never actually see the shot. I think the enemy spawn inside a tree or something like that. I'm sending a save with this bug, the enemy is somewhere near Trevor. You can also check the BR crash too in this save.

https://ufile.io/25ocn

EDIT: Isn't the Aimpoint Projector attachment kinda over the top? With it 40 laser range it turns a HK rifle like the G3 a doom machine by making it super accurate at high distances even withou aiming it.

[Updated on: Wed, 04 April 2018 05:21]




Born, play JA2, die, reload, die again, reload again.

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Re: AV v1.10[message #352936 is a reply to message #352931] Wed, 04 April 2018 07:43 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Update 3 to AV 1.10 has the previous 2 updates included.

I'll keep looking for that reclacitrant item - my BR must not have it in stock at the moment.

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Re: AV v1.10[message #352937 is a reply to message #352934] Wed, 04 April 2018 07:58 Go to previous messageGo to previous message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
I basicall have an invisible enemy.


The enemy is hiding directly across the river from the dumpster, behind the rocks. With Sevenfm's executable I have found that the last enemy will sometimes hide. If there's a building in the sector the enemy will hide inside the building with line of sight to a closed door (so when you open it, ka-blooie). When there's no building the last enemy will sometimes find a good hiding place and wait for you to stumble by.

I checked BR, and no crash. That probably means one of two things - I forgot to include a file, or a file did not get overwritten when the update was installed. I just got home from work and it's midnight here, so I'll check in the morning to see if I missed a file.

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