Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.10
Re: AV v1.10[message #353076 is a reply to message #353071] Thu, 12 April 2018 07:42 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Don't be sorry! Every report of a problem helps me make the mod better. The problems we've been sorting out were my fault, and I appreciate the feedback. I'm sorry that the problems interrupted your games.

All "orphan files", all files specific to the Player in the mod, are kept in ../Profiles/<mod name>. None that I know of are kept anywhere else (excepting, of course, any files elsewhere that were modded by the Player). JA2 is self-contained. You can delete your install manually and be sure you have deleted every file. Because it is self-contained you can have multiple installs, and each will keep their files separate from the others. You can even install JA2 on a flash drive and take it with you wherever you go -- plug it in and play.




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Re: AV v1.10[message #353082 is a reply to message #353076] Thu, 12 April 2018 11:38 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
That's great news. I do have separate installs for AV, AR, VR and trying the latest unstable 1.13 as well. I make separate folders on the same drive for each mod because i don't think that installing all the mods within the one and same JA2 install and choosing mod and exe on the INI Editor will work flawlessly. Some mods will probably conflict and will be a mess. Either way i prefer for every mod to have it's own JA2 root, in it's own folder.

I wish i knew how to take screenshots and put them up here or how to make links in here. I went through this AV forum pages and got some small updates i had missed. Now i have access to all pages in Rifles, used the Win 8 Fix dlls and it runs as smooth as water, it was crawling before. Still it CTD's when i click the IMP photo in Hiring/Firing page and when i use cheats to scroll through items backwards (Shift+Alt+W), after the ALICE backpack it CTD's. Probably missing items such as it was with the Rossi carbines page in Rifles tab in BR's. It was the missing link to the rest of the pages. This is not your fault. probably something to do with my installation. I doubt it's the INI Editor tweaks though, those are there so we can tweak them. I also turned off the Transparent Effects on the Win 10 settings as someone suggested and deleted the Intro.SLF file. (there is one more in the UB Data, should i delete that one as well ? does it have any impact in the AV game ? ). Didn't mess with Windows Compatibility as the INI.Editor recommends to leave that alone.

I will uninstall and try a fresh install with the Refresh version and let you know how if there will be improvements or not.

[Updated on: Thu, 12 April 2018 11:45]




Just another old soldier.
Re: AV v1.10[message #353083 is a reply to message #353082] Thu, 12 April 2018 17:43 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Greetings again....

Installed a fresh game using the Refresh version and everything seems to work fine, i can access the IMP hiring page, no problem, Bobby Ray's also works fine as far as i checked. Only CTD is when i use cheats o browse backwards, last item i see before the CTD is the Gas+Oil mix but i guess that there are no more items to display. I didn't try the forward browsing but there was never a problem there. All in all i would say that it's as good as it can be. If i encounter weird things down the road i'll report them.

A few questions that are bugging me....

1. On the INI Editor, i prefer to use the AV Data options but the 1.13 Data Options are different. Do i have to try and tweak both to be as similar as possible ? Which one is the dominant one ? Do i need to tweak only one or both ?

2. Some of these options can be tweaked from the xml files since they have no new value field on the INI Editor. Is that ok or it can cause problems ?

3. Within the 1.13 Data folder, there are 2 JA2 Options files, one is named JA2_Options and the other is named JA2_Options.20180412. What is that for ? If i make tweaks in the JA2_Options do i need to do the same changes in the other one too ? WHich one is the dominant file ?

4. If i tweak only the 1.13 Data Options on the INI Editor and use them, what happens to the AV Data Options, there are some new options there plus a whole lot Extended options section which cannot be tweaked save by opening the xml. I was happy to see that Slay cannot run away anymore if left alone. Will the same apply if i go with the 1.13 Data options ?

5. Tactical Gameplay Settings on INI Editor : Allow extra aim levels seems to contradict the next option below, Dynamic aim limits. Do i choose one or tweak both ?
Similarly,Aim levels compatibility option seem to also affect the previous 2 options. It's confusing to me, i don't know what is the right sequence.

6. Finally, Aim levels depend on distance. No matter what i do, whether change it from the INI Editor or the xml's, it doesn't have any effect. Or it's the above options that affect aim levels too.

Why so many options regarding the aiming levels ? Too many parameters and it looks like they need to be adjusted as parts of a sequence. I am not a programmer or coder so i suspect that either there is a reason for all these similar options or we get many options to choose from ? I like using OCTH with the CTH bar above it, it works great in AR.


I may have some more questions that i cannot remember right now, i'll post a new message if i come accross any

[Updated on: Thu, 12 April 2018 18:20]




Just another old soldier.
Re: AV v1.10[message #353084 is a reply to message #353083] Thu, 12 April 2018 19:06 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
I'm glad the Refresh is working. It's odd that it CTD when going backward in the cheat browse but not forward - and also that it is at two different points in your two installs.

Anyway . . .

The answer to a few of your questions is: JA2 v1.13 uses a Virtual File System which allows multiple installs of mods within the same directory tree. The vfsconfig.<mod name>.ini controls where the game looks for files in any particular mod that is installed in that directory tree. So, when playing AV it will first look for a specific file in the ../Profiles/UserProfile folder (for Player-modified files) then look in the Data-AV folder, then Data-CamoInterface folder, then Data-1.13 folder, then Data folder, then root folder. When it finds the file it is looking for it stops. In this way multiple mods can co-exist and use the same base files (the ones in the root, and/or Data, and/or Data-1.13). You could even build a mod off a mod (such as UB) by including it in the search. Any Player specific files for every mod contained within the directory tree is stored in ../Profiles/UserProfile_<mod name>.

Anyway, so ALL the files in the AV folders are the dominant ones when playing AV, and the ones in 1.13 and vanilla are only used if there are no AV ones. If AV has a file then modding a 1.13 file of the same name will have no effect.

AV uses Sevenfm's Experimental Executable - which has more options that the INI Editor does not know about, and those extra options you see are used by Sevenfm's Executable. I do not use any of those Editors except the Map Editor, as they may corrupt the files (the XML Editor definitely corrupts files). You do not have to coordinate AV INI files with 1.13/Vanilla/OtherMod INI files. Of course, if you don't use Sevenfm's Executable then those extra options have no effect.

The JA2_Options.20180412 is a file that I do not know why it is created. Perhaps Flugente or Silver Surfer or someone else will enlighten us.

The Aiming Levels I suspect are all NCTH, and so if you are using OCTH they will not have an effect. Perhaps a coder can confirm that for both of us. You are right that all the aim level controls are related, but they do not contradict -- one of the options just sets maximum levels, while another other sets dynamic, another sets whether to use dynamic or default (extra aim levels are the dynamic), and another sets whether to use distance as the dynamic controlling dynamic aim levels. At least - that's how I read it. I agree that sometimes the comments in the files are not very clear.







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Re: AV v1.10[message #353088 is a reply to message #353083] Thu, 12 April 2018 20:08 Go to previous messageGo to next message
sevenfm

 
Messages:1731
Registered:December 2012
Location: Soviet Russia
Gopas wrote on Thu, 12 April 2018 19:43
6. Finally, Aim levels depend on distance. No matter what i do, whether change it from the INI Editor or the xml's, it doesn't have any effect. Or it's the above options that affect aim levels too.

When using Ja2+AI, aim levels are always limited depending on distance and shooter's shock level, there's no option to change that.

Quote:
Why so many options regarding the aiming levels ? Too many parameters and it looks like they need to be adjusted as parts of a sequence. I am not a programmer or coder so i suspect that either there is a reason for all these similar options or we get many options to choose from ? I like using OCTH with the CTH bar above it, it works great in AR.

Unfortunately, the only way to understand how all those options work is to look at the code. The descriptions may be incomplete and inaccurate. The reason is simple - there are no people willing to spend time writing descriptions for ancient options or digging in that ancient code written 10 years ago.



7609+fix | 7609+AI (r847) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.10[message #353092 is a reply to message #353088] Thu, 12 April 2018 21:08 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
@ EdMortimer & sevenfm

Thank you very much for the quick answers gentlemen. Now i know how to set up my game. AV Data Options and as for the aim options....oh well, even with OCTH they work pretty decent. happy. Everything else works great and i am looking forward now to do my adjustments and enjoy a great adventure. Yes, the Refresh does work great indeed.

Also the only editor i am using it's the INI.Editor. Sometimes i open those files with merc personalities for instance, i am using Notepad++, if i want to change their evolution for instance.
Here's an example : In the AV Data Options on the editor, there is an option to sell loot with Alt+LMB, the next option is to set a price modifier. There is no field where you can set this, as is in the 1.13 Data Options. But if i open the file i can set it manually. Does this corrupt anything ? I have read a lot of messages in this forum and it seems to be a common practice so i would assume that is harmless.

[Updated on: Thu, 12 April 2018 21:18]




Just another old soldier.
Re: AV v1.10[message #353093 is a reply to message #353092] Thu, 12 April 2018 21:33 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Editing the files manually with a text/code editor (e.g. Notepad++) is the best way, and does not corrupt anything (unless, of course, you make a typo or wrong entry).

I'd check the file after using the INI Editor to change anything to see if the INI Editor unintentionally erased/changed any options it doesn't understand

Notepad++ won't change anything unintentionally.

In the AV JA2_Options. ini there is:

SELL_ITEMS_WITH_ALT_LMB = TRUE
SELL_ITEMS_PRICE_MODIFIER = 0

Where the "0" "forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a larger modifier."

The possible values there are listed:

PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are -1-100.
; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
; larger modifier.
; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
; in the game.


Why it doesn't show in the INI Editor I don't know - and is one reason I don't trust it.

[Updated on: Thu, 12 April 2018 21:34]





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Re: AV v1.10[message #353117 is a reply to message #353093] Fri, 13 April 2018 13:39 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
aww Hehe, yeah, i don't trust the INI Editor completely either. Which is why in some options i prefer to manually make changes to some xml's using Notepad++ or the config files which, thankfully can be opened by a simple double click. Thanks to you guys, i have learned some basic information so i can do some light editing myself, through our conversations and many other forum topics. A million thanks for that. Things are not so complicated anymore.

As someone we are all familiar with, says "That's measurable progress" aww

[Updated on: Fri, 13 April 2018 13:41]




Just another old soldier.
Re: AV v1.10[message #353118 is a reply to message #353117] Fri, 13 April 2018 16:57 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
Hello again, edmortimer, again some minor bugs to report!

First of all, the whole ammunition disappearing from a sector happened again, this time there was no water involved since there was none in the sector. It caused no harm since I had a save just before it. I have no idea what causes it and I was unable to reproduce, maybe it's a JA2 bug or 1.13, don't know. Now every time I go to do some inventory stuff now I save before doing it and after I'm finished I close and open the inventory again to check if everything is alright, so it's not bothering me at all since it's very rare and I can avoid it.

Now something that does matter (a little at least): I think Browning M1919A6 is missing it magazine for .30-06 JHP. If you load it JHP ammo from another magazines it's ok, but if you try to remove ammo from the weapon it just vanishes, not generating it own mag. Also if you try to use a JHP ammo box on it (the kind you buy from BR), it don't spawn the proper magazine and the game crashes. Other .30-06 ammo types are ok.

Also a suggestion: 1.13 have this nice feature where ammo can be added to those huge boxes that holds thousands of bullets at once. It's very nice for inventory management, but some bullets types still misses it. I would like to start to make a list of every bullet type I see that miss that huge box so it could be added, but I do not know if those are bullets added by your mod or by 1.13, so depending of your awnser I will post the list here or in a proper 1.13 thread.

[Updated on: Fri, 13 April 2018 16:59]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353121 is a reply to message #353118] Fri, 13 April 2018 18:28 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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The disappear inventory from a sector is something very strange, and I doubt anything I could mod would be causing that as I don't make code changes. We'll have to keep an eye on that.

The .30-06 belt of JHP is indeed mis-referenced. In Items.XML item 1308 (.30-06 Belt JHP) should have the <ubClassIndex> 621. As well, item 1307 (.30-06 Belt AP M) should have the <ubClassIndex> 620. That should fix that problem!

I have been removing crates (the big boxes of ammo) as I think they are overkill, and I needed the space in Magazines.XML in order to add more ammo types to those calibers.




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Re: AV v1.10[message #353125 is a reply to message #353121] Sat, 14 April 2018 04:06 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Fri, 13 April 2018 12:28
I have been removing crates (the big boxes of ammo) as I think they are overkill, and I needed the space in Magazines.XML in order to add more ammo types to those calibers.


Just out of curiosity... the ammount of stuff you can add to Magazines.XML (or any XML for that matter) is limited? I keep wondering what is JA2 engine limits when it comes to so many stuff like that.



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353129 is a reply to message #353125] Sat, 14 April 2018 07:46 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Quote:
Just out of curiosity... the ammount of stuff you can add to Magazines.XML (or any XML for that matter) is limited? I keep wondering what is JA2 engine limits when it comes to so many stuff like that.


There is a limit to everything, but usually the limit is quite high. In Magazines.XML it is not the item limit that is troublesome, but that all types of the same caliber have to be together and in proper sequence without any gaps. In addition, the references in Magazines.XML have to point to the correct item in Items.XML (which was the problem with the .30-06 belt of JHP & AP M), as well as point to the correct ammo type in AmmoTypes.XML. Moving a lot of references around and adding ammo types has caused me a lot of headaches in the past, so I decided to eliminate crates to make room so I could add ammo types or different magazines loads with a minimum of movement. At some time in the future I plan to entirely re-work Magazines.XML, add back in the crates, and add more ammo types to a lot of different calibers. Since that involves a lot of work I've put it off until after I add several more recruitable characters (in-country and mercs).




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Re: AV v1.10[message #353136 is a reply to message #353129] Sat, 14 April 2018 19:19 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Sat, 14 April 2018 01:46
Quote:
Just out of curiosity... the ammount of stuff you can add to Magazines.XML (or any XML for that matter) is limited? I keep wondering what is JA2 engine limits when it comes to so many stuff like that.


There is a limit to everything, but usually the limit is quite high. In Magazines.XML it is not the item limit that is troublesome, but that all types of the same caliber have to be together and in proper sequence without any gaps. In addition, the references in Magazines.XML have to point to the correct item in Items.XML (which was the problem with the .30-06 belt of JHP & AP M), as well as point to the correct ammo type in AmmoTypes.XML. Moving a lot of references around and adding ammo types has caused me a lot of headaches in the past, so I decided to eliminate crates to make room so I could add ammo types or different magazines loads with a minimum of movement. At some time in the future I plan to entirely re-work Magazines.XML, add back in the crates, and add more ammo types to a lot of different calibers. Since that involves a lot of work I've put it off until after I add several more recruitable characters (in-country and mercs).


Oooouch... I think I got it. So to add a new ammo for, say, 9mm, in Magazines without editing a existing one you have to change the number of ALL items below that in the list and by doing so you will have to adjust according
all the references in Items.XML? This just gives me chills. That's why I never even tried to create new magazines (like for Pentagun) and you said creating new magazines was indeed a tough job...

Anyway, I like those crates very much, but not more than I love new ammo types, and I played JA2 without the crates for ages so it wont kill me now. I even discovered the .30-06 JHP bug because I'm used to put all my ammo in the bigguest magazine possible for easier storage and I kinda like doing that. So, yeah, I rather have your new ammo than the crates!



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353137 is a reply to message #353136] Sat, 14 April 2018 19:37 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Quote:
Oooouch... I think I got it. So to add a new ammo for, say, 9mm, in Magazines without editing a existing one you have to change the number of ALL items below that in the list and by doing so you will have to adjust according all the references in Items.XML?


Exactly. Or move all 9mm to the end of the list and have dummy entries or new entries where 9mm used to be - which can shortly make a mess of Magazines.XML if dummy entries are used.




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Re: AV v1.10[message #353162 is a reply to message #353137] Sun, 15 April 2018 23:12 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

http://www.arsenal-bg.com/c/556x45-762x39-mm-assault-rifles-barrel-length-215-mm-42/556x45-mm-and-762x39-mm-ar-sf-48 introduced on scene around 1998

http://www.arsenal-bg.com/c/556x45-762x39-mm-assault-rifles-barrel-length-215-mm-42 product aviable

https://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=1060#variants some info is here

http://www.imfdb.org/images/a/ad/Romanian_AK_Draco_Pistol.jpg

http://www.imfdb.org/images/8/87/Romanian_Micro_Draco.jpg

this maybe can fit ...






caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: AV v1.10[message #353385 is a reply to message #353162] Mon, 07 May 2018 23:32 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

6b armor series fit in your mode time set ... http://survincity.com/2013/08/the-russian-army-body-armor/

[Updated on: Mon, 07 May 2018 23:33]




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7
Re: AV v1.10[message #353386 is a reply to message #353385] Mon, 07 May 2018 23:55 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Quote:
6b armor series fit in your mode time set ... http://survincity.com/2013/08/the-russian-army-body-armor/


Thank you. I want to add more Non-Western items like armour, LBE, packs, e5tc., but it can sometimes be hard to find good descriptions of non-American stuff here in USA.




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Re: AV v1.10[message #355418 is a reply to message #353386] Wed, 24 October 2018 04:28 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
So i wanted to play some AV but noticed something weird. I would get the message that enemies were in my sector but no enemies present. I needed to compress time again or go to strategic screen, click on another sector, then click back on the one under attack, still no enemies or the game would crash. By compressing time they would show up at the edge of the sector or in teams of 2's and 3's all over the map. I believe i used the 1.10 Complete from Ed's website.

There is a 1.10 Complete AV and one Refresh 1.10 AV. And some updates and patches. My question here is : which version is the most complete and stable ? And do i need to add updates and patches ? And if Yes, which ones ?
I'd love to get a little enlightenment if possible because i really want to advance the game using the AV mod.



Just another old soldier.
Re: AV v1.10[message #355419 is a reply to message #355418] Wed, 24 October 2018 05:07 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
The refresh install is the last complete version of AV. I am close to releasing another version, but the refresh is the current one, and needs no updates except the latest executable from Sevenfm - which I wholeheartedly endorse.

You can get it here:

http://www.mediafire.com/file/ai1vptt84ig4phv/ArulcoVacations-Complete-v1.10-Refresh-April-11.zip




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Re: AV v1.10[message #355426 is a reply to message #355419] Wed, 24 October 2018 14:42 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Thank you for enlightening me Ed. Concerning the exe by Sevenfm, if it is the AI one, i don't like NCTH. I posted a message asking if there was a way to use another exe instead and Sevenfm himself, suggested to select the JA2.exe, which actually is what i really like happy

I doubt that this is the reason for the delayed appearance of the enemy forces in the sector where my soldiers are at though. Maybe a bad installation. I'll try the Refresh version this time and report back.



Just another old soldier.
Re: AV v1.10[message #355427 is a reply to message #355426] Wed, 24 October 2018 14:48 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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There is a bug with the old 7609 exe that fits the description of your problem - so I don't think it's the installation. The refresh install of AV is essential, though, because it fixes several issues with Items.XML (evidently I was interrupted in the middle of working on several items, and forgot to go back and finish them before releasing the original v1.10)




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Re: AV v1.10[message #355431 is a reply to message #355427] Wed, 24 October 2018 21:11 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
No one else reported any similar issue ? Oh well, maybe it's a good thing i bumped on it, since you are preparing a new full version of the mod. happy

Installed again from scratch and now fine-tuning the INI.Editor. Give me a couple of days to play it a little and see how it goes. I'll keep you posted.



Just another old soldier.
Re: AV v1.10[message #355432 is a reply to message #355431] Wed, 24 October 2018 21:14 Go to previous messageGo to next message
sevenfm

 
Messages:1731
Registered:December 2012
Location: Soviet Russia
@Gopas you can expect all kinds of bugs when playing with original 7609 exe.



7609+fix | 7609+AI (r847) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.10[message #355440 is a reply to message #355426] Thu, 25 October 2018 03:23 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Sevenfm has the 7609+Fix executable also, which does not have the AI improvements.




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Re: AV v1.10[message #355451 is a reply to message #355440] Thu, 25 October 2018 23:37 Go to previous messageGo to next message
sevenfm

 
Messages:1731
Registered:December 2012
Location: Soviet Russia
@Ed Ja2+fix also has some changes to NCTH system.



7609+fix | 7609+AI (r847) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: AV v1.10[message #355454 is a reply to message #355451] Fri, 26 October 2018 03:49 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
I don't want to disrupt the thread, which is very enjoyable and enlightening. But I can think of no better place to ask this, since Edmortimer, Sevenfm, and Gopas are active in this thread.

The question pertains to v1.13 buddies and relationships in general, and I know that Gopas was interested also in how it was done. I thought I read a lot of how to do it either on the Arulco Vacations Blog by Edmortimer, or in a related post of his on AV in the forums, perhaps via a link from comments on the AV Blog.

Anyway, I'm going to phrase this poorly. Perhaps, Gopas can phrase it better afterwards. I guess both of us were interested in how Edmortimer had found, after what seemed to be his description of some trial and error, how to change the Buddies, and how it used at least 2 of the XML files. I'm interested in an actual complete method of how to change one such Buddy successfully for both the Merc A and his previous buddy Merc B, and not breaking anything at all. Probably one called something like MercOpinions, and also MercProfiles, possible also Backgrounds.xml. I think initially, Edmortimer found this rather involved and not doing what he first thought, which suggests it isn't that straightforward.

Perhaps one of you can either refer us to a good post on the subject that might show us how to do this correctly, change buddies and relationships, or perhaps write up such a method as a post somewhere. For some reason, I recall reading EdMortimer (I believe) describing this in some detail, anecdotally. But neither Gopas nor I could find it again or maybe I just had a dream one night after reading the AV Blog (I much agree with the changes to many of the Mercs, and incorporated almost all of the changes to MercProfiles and Backgrounds, such as replacing many of the Teacher Traits). Likewise, I'm very interested in SevenFM's changes to the A.I., after having seen an old video documenting the huge menu of orders you could give to Militia in tactical (I just love watching the Militia battles, reminds me of how I loved JA1 when I found out I could have Militia).

Anyway, long post. Move the post if you must, or I can delete it afterwards. It is just that I thought I'd ask here about the Buddies, Friends, and changing those since I know much of Edmortimer's Blog goes deeply into it, and was very entertaining by the way.

Thanks for your forebearance.

Oh, and this is definitely one Mod I would like to make another directory for on my disk to play. As I like most of old 7609's balance, the new A.I. and fixes by SevenFM ought to make it very challenging, and having EdMortimer's new Maps, Gear, and Merc customizations ought to be quite a lot of fun. Not sure I know how to do that well and have it co-exist, so perhaps you can refer me to the method for that as well, if I want to be able to play regular v1.13 Latest SCI and AV 1.10 at will by both being on the hard drive at same time.

[Updated on: Fri, 26 October 2018 03:55]

Re: AV v1.10[message #355456 is a reply to message #355454] Fri, 26 October 2018 17:22 Go to previous messageGo to next message
edmortimer

 
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I will write up a how-to on changing buddies and post it here. give me a little time, I have stuff to do here.

As for having AV co-exist with other JA2 v1.13 installations - no problem! See Sevenfm's 7609 ModPack as it has a lot of 7609 mods all installed in one JA2 folder. VFS allows multiple mods to co-exist in the same game folder - and you can switch from one mod to another and it keeps all the info separate. It's simply a regular install for AV - just follow the install instructions on my blog, and you're good to go.




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Re: AV v1.10[message #355460 is a reply to message #355456] Sat, 27 October 2018 10:02 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
@ edmortimer

Thanks very much for the info on Sevenfm's ModPack, the VFS file system, etc. Also, I look forward to seeing your eventual write-up on how to change buddies and so on. I realize you are busy, so no hurry. Just glad I got to mention it to you.

Really excited about Sevenfm's Modpack also.

@ Gopas

About the enemies being in sector but not being there and having to change sector clicks, etc.

I started getting that in v1.13 once I moved into the 8500 series. I had never had it before. Townltu and some others say it also happens in 7609 v1.13. I had never had that issue in normal JA2 or JA2 v1.13 until I got into the 8500 series. So I have no idea what it is. But anyway, it is not just in 7609. It might be more likely to happen with certain settings in the INI, as I made quite a few changes to increase difficulty in the 8500 series that I never had before. For example, I put the counter-attack by the Queen as aggressive and on the front burner. I added the new Bandit and Cat ambushes and raids. I've had earlier games with Zombies that never had the issue. I added the new Mercs by Flugente, and I added the local merchants he added in. Probably some other additions. For me it gets really bad and in 8589 v1.13 it will not even allow you to move out of the sector when these false enemies are gone. So I can't set up a move and cancel it. I find I can click on the sector and it will remove the red flashing rectangle, but all the systems believe I am still having enemies. The biggest problem is it now does not allow raising militia in those sector. I can choose Militia Training and spend money on it, but I can't get them in Mid and South Drassen, only in North Drassen. For me, there is no way to trigger these false clowns to appear and no way to engage them, so far, ever. At least in the last 2 campaigns I tried (I never have completed one anyway). So for me this is a terrible disaster and makes playing with M.E.R.C. lowbies as my main starting force, very problematic. Without early militia and strategic movement, I have to actually move them in tactical to move from even one part of Drassen to another, go without militia for as long as the ghosting continues.

The worst thing about this bug, is that it seems it happens if I just move mercs from one sector to another. I suspect the reinforcement code is messed up or that a change to how sector movement was done has increased the issue, so that any check of the reinforcements via the setting in Difficulties.xml for whether to follow you or not, or any possible they are on the way stuff (perhaps even with Bandit and BloodCat raids, is causing this issue. It seems enemies never release and that any possible movement into a sector or check for such, is triggering this in mine. But there is no way to know really without examining all the code for so many things. Very, very frustrating. I'll probably have to surround all the towns with a full sector of militia to avoid most of this, or maybe that won't even work.

Maybe one of SevenFMs versions won't have it, either the fixed or the fixed plus AI. That would be great if so. If either don't, that also might be a clue to what is up.

[Updated on: Sat, 27 October 2018 10:14]

Re: AV v1.10[message #355461 is a reply to message #351862] Sat, 27 October 2018 11:34 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Greetings friends and thank you for the valuable input happy

The fake enemies and all the blockage that comes with them, might be the raids (bloocats and raiders), i didn't think of that. Maybe it confuses the game. Is it possible ? Probably.I reinstalled, using the Refresh version, i need to advance some to see if the problem persists. Now that i think of it, raider and cats raids, is part of AV as well ? I thought it was only in the latest 1.13 versions.

Never had a problem of that or similar nature in my 7609 + AR 1.04 game. The game is very enjoyable indeed. Maybe some extremely minor bugs but nothing annoying or game-breaking.

I am running multiple versions of JA2 , i like to experiment and maybe finding bugs if i can , since i lack the technical know-how. But it's fun either way. Beyond the afore mentioned 7609 + AR game, i am playing AV, Stratiatella, one of the latest 1.13 versions, 8609 i think or something around those numbers and even a vanilla game just for nostalgia's sake.

Someone in some thread mentioned that maybe it would be best to stop adding features and just make a clean version, like the 2014 one, and leave it alone. I have been feeling the same way even before reading that comment. Personally, i don't use scouting or fortifications and other small features. Mainly i play the vanilla way, just with more mercs and more guns. I see the specs and ranks in the battlefield but never seen a medic trying to patch up an enemy soldier. That's fine cause i hate killing medics but i have to anyways, unless they flee the sector. happy

Concerning the merc relationships, it's not so bad in AV. Buns will accept to get paid, even with Reaper in the team, as long as they are in different sectors or towns. Haven't tested her with Fox in the team. I hire Mouse first if i feel like using her, pay her up for a year, sent her to another sector, bring Buns over, rinse and repeat and that's it. Shadow and Spooky can be in different squads and no problem as long as they don't spend time in the same sector. So all in all, it's good happy By the way, how come Elroy, who is a full spy has so low Intel ? It's in the 50's. Mouse is half spy and she is much smarter, almost in the 90's. Oh well, no big deal, can edit the merc profiles and give him a higher IQ. Just curious about it. Also curious about Shadow, Reaper and Raven, all from AIM and all 3 have the exact same specialties. Stealthy, Sniper. It's ok with Shadow, since his bio says "....ex Ranger and Sniper..." but Raven used to be Marksman, Night Ops, for variety.

Not complaining. Just in other 1.13 mods, snipers come in very short supply. Reaper from AIM, Gaston from Merc and Slay from the locals.

[Updated on: Sat, 27 October 2018 11:40]




Just another old soldier.
Re: AV v1.10[message #355466 is a reply to message #355461] Sat, 27 October 2018 12:31 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
LOL about Elroy. Well, maybe he is just having great instincts for spying and not so much intelligence, although that is an interesting one, no doubt. Perhaps hanging around with all those M.E.R.C. guys and gals just generally makes your mind go numb, LOL. Maybe too much whiskey having to get over working with some of those "non-professionals". I guess the Snipers with Stealthy are from the AV mod when you talk about them. If so, that might be part of EdMortimer's plan for them, or an oversight. Traditionally, he probably thinks of Snipers as having true Sniper experience, perhaps in a jungle with a spotter. He probably thinks of Marksmen as being less formally trained. However, it's a good point. One can imagine a Sniper who isn't that Stealthy. But Snipers aren't traditionally in a good situation once regular soldiers spot them. Their load-out doesn't really work well when many soldiers get in close.

Now in the game, they'd know that and be long gone. But in real life, as soon as someone calls out Sniper and the relative area, a lone sniper team better get out of town fast. They might stick it out to the death if it is a unit they are defending, etc.

Of course, if this game has lots of good automatic sniper weapons, then might as well let the sniper stick it out and not mind. So then you could have a lot of Snipers without Stealthy.

I think Edmortimer revised Shadow and Raven according to his Blog notes away from what was there because he thought the traits somewhat incorrect. He thought Shadow was stealthy, but that something that just benefited his camo use was not worthwhile, in part of one blog. Raven supposedly had the wrong traits as a marksman (i think it was) for the Los Angeles Police Dept or S.W.A.T. Anyway, he can explain it better. Perhaps he did not see that seeming duplification and will be interested in your observation.

[Updated on: Sat, 27 October 2018 12:33]

Re: AV v1.10[message #355474 is a reply to message #355460] Sat, 27 October 2018 18:49 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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You're welcome. Enjoy!

Sevenfm and/or Flugente need a save to find and fix that bug.




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Re: AV v1.10[message #355476 is a reply to message #355461] Sat, 27 October 2018 18:59 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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AV does not have Raider ambushes, and does not have the new Bloodcat ambushes. AV does have the original Bloodcat ambushes, and the Gunrunners, once hostile, probably reminded you of the Raider ambushes.

Elroy's Wisdom . . . well, Elroy is in M.E.R.C. for a reason, and he was the one whose head rolled because of Watergate (supposedly) - he's the fall guy. If he's modelled after Frank Sturgis, as is assumed, then the Wisdom score is probably spot on. And, as the Alumni report on him says - "He's gone. We didn't ask. We don't care. Does anybody?" - Jagged Alliance 2 Alumni gallery

EDIT: Also - just about every Merc has some sort of weakness, usually associated specifically to their strength in order to lessen it.

[Updated on: Sat, 27 October 2018 19:01]





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Re: AV v1.10[message #355477 is a reply to message #355466] Sat, 27 October 2018 19:09 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Quote:
I think Edmortimer revised Shadow and Raven according to his Blog notes away from what was there because he thought the traits somewhat incorrect. He thought Shadow was stealthy, but that something that just benefited his camo use was not worthwhile, in part of one blog. Raven supposedly had the wrong traits as a marksman (i think it was) for the Los Angeles Police Dept or S.W.A.T. Anyway, he can explain it better. Perhaps he did not see that seeming duplification and will be interested in your observation.


I'll look at that. As for Raven - I did bring her skills and weapons into line with those of a LAPD SWAT sniper. I do regard the Sniper skill as more than just marksmanship, and that Stealth is a part of being a sniper. It doesn't have anything to do with fighting multiple enemies, but to do with finding a cover spot from which to shoot from, and to move out of that cover spot into a new one after shooting.

Regarding Shadow: perhaps he deserves the Ranger skill along with the Stealthy skill. Unfortunately, 7609 still has the old Ranger skill which really suits a civilian hunter-type more than a military sniper.

All three may have the same skill set - but they have different ability scores, and different temperaments - so they are different characters, and appeal to different kinds of players.

[Updated on: Sat, 27 October 2018 19:10]





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Re: AV v1.10[message #355485 is a reply to message #355477] Sun, 28 October 2018 00:05 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Hey guys happy

Keep in mind, i am not complaining, i love snipers and marksmen, all of my mercs carry a sniper rifle and something that can fire burst or full auto, or a pistol. I like the long range engagements. Concerning Shadow, it has been a small annoyance to me that he was not a sniper in vanilla. His bio mentions " ex-ranger and sniper". He has always been a good shot though, and man, in vanilla he would get one interrupt after another. However, in vanilla back in '99, the bios weren't on the spot informative.

Elroy is stealthy and he is good with interrupts, once his marksmanship is up he's as good as any other stealther.

A thing i did forgot to mention is the M1. I love that gun, i used it in reality while in the service. The scopes are disappearing so. Don't know if it can be fixed, If not i can use some other attachment . My new favorite assault rifle is the FN-CAL. It is 5.56 caliber but it's the only assault rifle that can take a 10x scope. Don't know if it's intentional or not and you may think of me as an idiot for mentioning it but please don't change it. It's a unique weapon and it's refreshing. Also very good for my newbs with 35 or less marksmanship.Lol big grin

As for Raven, no problem either, Night Ops sniper sounds like a screen door on a submarine. Most high tech sniper scopes can see farther during the day, right ? Of course they can always switch to another weapon and take point at night. The reason i mentioned it is that now the only sniper wih Night Ops is Gastone. Then again there are quite a few Marksmen with Night Ops, Scope, Rudolf, Lynx, maybe more, don't remember. So all in all, i'd say it's fine.

[Updated on: Sun, 28 October 2018 00:07]




Just another old soldier.
Re: AV v1.10[message #355486 is a reply to message #355485] Sun, 28 October 2018 02:38 Go to previous messageGo to next message
edmortimer

 
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Quote:

A thing i did forgot to mention is the M1. I love that gun, i used it in reality while in the service. The scopes are disappearing so.


I thought I had seen the last of that glitch. Do you happen to know which sector you picked up the offending M1?

Quote:
My new favorite assault rifle is the FN-CAL. It is 5.56 caliber but it's the only assault rifle that can take a 10x scope. Don't know if it's intentional or not


Nope. Enjoy it while you can! :-) I'm sorry, but that was not intended. Of course, you can always modify Attachments.XML and add it in to any rifle.




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Re: AV v1.10[message #355488 is a reply to message #355454] Sun, 28 October 2018 15:26 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Changing Buddies.

In order to change any character's buddies there are some entries in the XMLs to change, and voice files to either change or remove from their folder so they are not used. Why the voice files? Because some characters have specific voice files that are used when their buddy (or hated one) dies or does something good. Sometimes all that is necessary is to edit out the buddy's name from the voice file and use it for the new buddy. Sometimes you will need to create a new voice file from editing other voice files of that character. And sometimes neither of those options will work well, so the answer is just to remove the voice file from the folder (save it for later in another folder) and use another voice file, like that character's BattlesSNDS curse file, in place of the original file. Simply removing the file will cause the game to indicate a missing voice file when that situation happens - so you have to have something there for the character to speak. Optionally, a silent voice file will work - and then when the situation arises the character's face will appear but say nothing. Not the best solution.

Voice Files are located in the ../Data-AV/Speech, Data-1.13/Speech, or Data/Speech folder, and are numbered by the Merc's MercProfile ID number and the voice file - so Meltdown, ID # 39, uses voice file 015 (see below) when friend #1 dies - and you will find it labeled 039-015 in the Speech folder. Wait - it's not there? That is because all the voice files for all the Mercs are not in the Speech folder of Data-AV, Data-1.13, or Data. Only the voice files that have changed or been added since Vanilla have been extracted to the Speech folders (in VFS it checks each version of the game noted in the VFS file, and for AV it is Data-AV, Data-1.13, & Data. Most VFS mods will have the same setup with their mod in place of AV). The un-extracted voice files will be found in Speech.slf in the ../Data folder. You will need an unpacker like "Dragon UNPACKER 5" to extract the files, and then a sound editing program like "Audacity" to edit the file.

Toggle Spoiler



OK, that is the difficult part, and the most time consuming.

The easy part is modifying the XML files - MercProfiles.XML, MercOpinions.XML (and Backgrounds.XML just to check if the Merc to be edited has a background that indicates they do not get along with someone of another specific background (mostly it is the criminal & police types that don't like each other's profession). If they do dislike the background of their new buddy . . . well, you can change the background of the new buddy, or, delete or change the <dislikebackground> entry in Backgrounds.XML.

MercProfiles.XML: Here you will find up to 6 buddies and up to 6 enemies (hated ones). One of each is a dynamic opinion that changes over time from neutral to either like or dislike, while the others are static.

Here's an example of these settings (Meltdown in AV):
Toggle Spoiler


The 5 Buddies are straightforward - listed by their ID number in MercProfiles.
The Learn to Like buddy has a LearnToLikeTime entry - and that number indicates the number of hours the two are in the same squad before the opinion changes to Like.
The 5 Hated (enemies) are also straightforward, but have an added entry of HatedTime - that indicates how many hours will pass before the Merc expresses his dislike..
The Learn To Hate enemy also has a LearnToHateTime entry - works the same as the LearnToLikeTime but opposite.

Now that you've changed these buddies and enemies, and modified the voice files, it is time for:

MercOpinions.XML: Here is every character in the game and every character's opinions of every other character rated. The range of like/dislike is -25 to 25 (hate to love) - with -15 and below indicating a Hated person (should have a voice file), and 15 and above indicating a Buddy (should have a voice file). These numbers have effect on morale - so the more Mercs in a squad that a Merc likes (any positive number) the better that Merc's morale. The more Mercs in a squad that a Merc dislikes (any negative number) the worse that Merc's morale. Zero indicates neutral feelings and no effect on morale. Each character is listed here in order of their MercProfile ID number, and within the entry for each character is a tag for each character in the game including themselves (so I guess you could make a Merc hate or love themself, and thereby affect morale all the time - which can have a place in some characters who are, say, Optimistic, or happen to be Skitz). Or, you can even make them like or hate the vehicles (as vehicles are "characters"). In AV Skitz likes the El Dorado so letting him ride the El Dorado keeps him a bit happier.

So, we have this:

Toggle Spoiler


That is Meltdown's MercOpinions entry for AV. As you can see, she is mildly displeased with just about everybody, likes Merc 17, 23, 166, 233, 237, 248, & 254, doesn't love anybody (but still has Buddies) absolutely hates Merc 40 (Biff), learns to Hate Merc 44 (Flo), and dislikes Merc 180, 188, & 191 a lot, and many others in varying degrees of dislike.

It's been a while since I modded opinions, so I hope I didn't leave anything out.

[Updated on: Mon, 29 October 2018 00:16]





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Re: AV v1.10[message #355491 is a reply to message #355488] Sun, 28 October 2018 17:38 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Thank you for all this valuable information Ed. I may try to get into it as am i looking at it, i feel a migraine coming. Old accident and partial learning disability. Anyway, moving on....

About the FN-CAL, i was pretty sure it was unintentional. The M1 had the disappearing scope in the last previous install. Haven't tested it yet with the Refresh. Will let you know.

Also forgot to mention other glitches in Complete 1.10, except the vanishing scopes on the M1. Stocks and lights are causing CTD's with the on/off, fold/unfold features, You guys are going too far on a simple game from 1999.I can understand adding folding and retractable stocks which i like even less now that they cause CTD's. But having to fold/unfold or turn off lights and LAM's on/off, that's going too far. Keep it simple. Just attach them to the weapon, like before.

Now in my new Refresh install i do not want to test them because i hate CTD's. Also the game doesn't like Alt+Tab so i have to resort to Task Manager every time i have a CTD or when the game screen freezes i must restart my pc. Which is not good for it. So, i'll test the scopes on the M1 and the other attachments but only once. Beyond that i will rely on sniper rifles and pistols, anything without attached stock.

Apologies if i sound angry, I am not and it is not my intention to offend anyone. I am speaking my thoughts out loud is all, in all honesty. No hard feelings whatsoever happy

Speaking of those offending attachments though, can i get rid of the stocks in the Attachments.xml ? That would be awesome !

[Updated on: Sun, 28 October 2018 17:56]




Just another old soldier.
Re: AV v1.10[message #355492 is a reply to message #355491] Sun, 28 October 2018 18:53 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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No problem. i need critiques to make it better.

I think the CTDs are being caused by my errors in the original v1.10. The refresh should work without CTDs there, and the current pre-release v1.11 version I am working on has not had a CTD in the current playtest campaign.

Regarding the stocks and lasers - they come folded/retracted and on by default, just as in vanilla. So if you want them like vanilla, just don't touch them. As for the stocks, you can remove them entirely in v1.10 . . . sell'em to the locals. I am thinking of making all weapons that come with a folding/retractable stock have a permanent folding/retractable stock, and adding an "adjustable stock" that doesn't need to be adjusted manually - it just gives a slight bonus figuring that at some point you have adjusted it to where it is most comfortable. Of course, in this time frame (1999) they were usually available only on sniper rifles.

The change for stocks came because it did not make sense to have a folding stock be always folded (as in Vanilla), or as in earlier versions of AV, put on a folding stock to have it folded (adding weight), and remove the folding stock to have it unfolded (and then have to carry it). I'm thinking of making folding stocks permanent attachments that fold and unfold, and come folded by default just like Vanilla.

The Lasers and laser+flashlights being switched on and off came from the fact that the laser (and laser & flashlight) makes it easier for the enemies to spot that character, and it is always on - not the best situation if you're trying to hide.

We are taking this 1999 game as far as it will go - and for me that is part of the fun. It's like the question - why so many pistols with the same stats? Because some player out there will have more fun playing using that set of stats called "This" instead of the same set of stats called "That". It's immersion. It's role play. And if a Player would rather min-max instead of role play, well then, it doesn't matter if it's "This" or "That", as both will equally do.

Yes, you can get rid of folding/retractable stocks entirely. In AV they have been moved to the attachment point system, and so you would have to remove the <AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> tag from every weapon in Items.XML that has it (or only the weapons you personally will use - which is easier), and also remove the <DefaultAttachment>1008</DefaultAttachment> (for folding) and the <DefaultAttachment>1009</DefaultAttachment> (for retractables) from every weapon in Items.XML that has it.

[Updated on: Sun, 28 October 2018 18:55]





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Re: AV v1.10[message #355496 is a reply to message #355492] Sun, 28 October 2018 21:24 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Hi again Ed

I did my testing, as promised. Laser sights, LAM-200's and a folding stock, all worked without CTD's, however i am sure that if i was to keep on playing with the On/Off, fold/unfold actions, i would, eventually crash. That's what happened before, didn't always CTD with the first attempt, except with AWM, twice i tried unfolding the stock, twice it CTD'd. That was in the 1.10 Complete. The scopes are disappearing from the M1 still. 6x, 7x, 8x, 2x,4x, all of them vanished into nothingness.

I think in vanilla there were only folding stocks and they were rare, never bothered with weapons that have them. I have to advance my vanilla game to see what was the deal. The weapons in vanilla used to have only 4 slots for attachments. Also, in vanilla, the laser attachment doesn't have on/off switch. It's on when you have the weapon in your hands "supposedly". Simplified.
I looked for Attachments.xml but can't find it. Where is it located at ? And if i remove the numbers that you are providing, do i replace them with a 0 ? or remove the whole lines ?

[Updated on: Sun, 28 October 2018 21:59]




Just another old soldier.
Re: AV v1.10[message #355497 is a reply to message #355496] Sun, 28 October 2018 21:49 Go to previous messageGo to previous message
ZedJA2

 
Messages:143
Registered:January 2018
@ edmortimer

Thanks for the post on how to CHANGE BUDDIES. I've copied it to a file on my hard drive and will read it and try some of it out in the next campaign, just waiting on the next Depri SCI build to post probably next weekend.

Thanks very much for this information and tutorial, it will help.
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