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]
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Fri, 23 March 2018 16:07
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69 |
Messages:1
Registered:March 2018 |
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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
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Re: AV v1.10[message #352774 is a reply to message #352751]
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Sun, 25 March 2018 19:49
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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:
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] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352775 is a reply to message #352774]
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Sun, 25 March 2018 20:17
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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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Re: AV v1.10[message #352801 is a reply to message #352799]
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Tue, 27 March 2018 20:26
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Adrion |
Messages:4
Registered:February 2018 Location: Russia |
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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
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Re: AV v1.10[message #352822 is a reply to message #352819]
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Thu, 29 March 2018 06:34
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.
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Corporal 1st Class
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Re: AV v1.10[message #352831 is a reply to message #352822]
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Fri, 30 March 2018 02:01
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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
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Re: AV v1.10[message #352839 is a reply to message #352833]
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Fri, 30 March 2018 10:35
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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] Report message to a moderator
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Master Sergeant
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Re: AV v1.10[message #352862 is a reply to message #352854]
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Sat, 31 March 2018 07:19
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.
[Updated on: Sat, 31 March 2018 07:22]
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Corporal 1st Class
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Re: AV v1.10[message #352864 is a reply to message #352863]
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Sat, 31 March 2018 12:12
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.Report message to a moderator
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Corporal 1st Class
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Re: AV v1.10[message #352865 is a reply to message #352854]
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Sat, 31 March 2018 16:06
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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
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Re: AV v1.10[message #352866 is a reply to message #352864]
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Sat, 31 March 2018 16:15
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townltu |
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Messages:384
Registered:December 2017 Location: here |
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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
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Re: AV v1.10[message #352869 is a reply to message #352864]
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Sat, 31 March 2018 17:04
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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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Re: AV v1.10[message #352871 is a reply to message #352869]
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Sat, 31 March 2018 21:18
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Sat, 31 March 2018 11:04Quote:- 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 10:15Victor_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.Report message to a moderator
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Corporal 1st Class
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Re: AV v1.10[message #352873 is a reply to message #352871]
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Sat, 31 March 2018 21:41
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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] Report message to a moderator
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Re: AV v1.10[message #352888 is a reply to message #352873]
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Mon, 02 April 2018 01:23
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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]
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Mon, 02 April 2018 13:21
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.Report message to a moderator
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Corporal 1st Class
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Re: AV v1.10[message #352902 is a reply to message #352888]
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Mon, 02 April 2018 14:37
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Adrion |
Messages:4
Registered:February 2018 Location: Russia |
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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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Attachment: 1.jpg
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Civilian
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Re: AV v1.10[message #352920 is a reply to message #352907]
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Tue, 03 April 2018 13:27
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.Report message to a moderator
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Corporal 1st Class
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Re: AV v1.10[message #352924 is a reply to message #352923]
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Tue, 03 April 2018 19:30
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.Report message to a moderator
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Corporal 1st Class
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Re: AV v1.10[message #352931 is a reply to message #352926]
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Tue, 03 April 2018 23:45
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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edmortimer wrote on Tue, 03 April 2018 15:23Hmmm. 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.Report message to a moderator
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Re: AV v1.10[message #352934 is a reply to message #352931]
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Wed, 04 April 2018 03:51
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Victor_Tadeu |
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Messages:97
Registered:December 2015 Location: Brazil |
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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.Report message to a moderator
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