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Re: AV v1.10[message #352945 is a reply to message #352937] Wed, 04 April 2018 13:32 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Wed, 04 April 2018 01:58
Quote:
I basicall have an invisible enemy.


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

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


I tried to reinstall everything to check out. Still crashes. I even tried in another JA2 version (I'm using Wildfire JA2 dlc, tried in JA2Gold, same result). IF anyone else can download and check Bobby Rays gun section of my save would be nice, maybe is a problem on my game, not the mod itself.

About the missing enemy... I'm really confused right now. I swear to you when I made this save Trevor was saying he sees the enemy around his location and he loses sights when moving away from there, the enemy even tries to shot him for several turns but I could only hear the shot and ricochet sounds, neither seeing the enemy or the bullet. When I reloaded the save I sent to you, Trevor was no longer seeing the enemy neither he was trying to shot Trevor and I did found him in the north side of the map pretty far away from Trevor original location. I think the bug was a faulty line of sight between Trevor and the enemy that fixed itself by restarting my game and/or reloading, but I never ever had this problem before neither in vanilla or modded JA2. I'm feeling bamboozled.

Also, another problem I forgot to report that is happening since before the update. When I try to buy something from Devin Connell the game freezes.

[Updated on: Wed, 04 April 2018 13:53]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352949 is a reply to message #352945] Wed, 04 April 2018 20:13 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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OK, I found two errors. In Items.XML item 2207 (Colt King Cobra) the <ubClassIndex> tag should be 2207 (which probably is causing the crash even though it points to a similar gun), and the <ubGraphicNumber> tag should be 599 (which isn't causing the crash because it just points to the wrong graphic, but there is a graphic in that spot).

This kind of error happens when I copy a similar gun into the new slot to modify, and then get interrupted and my old brain forgets where I was.

See if changing these two tags fixes the problem. Thank you!




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Re: AV v1.10[message #352950 is a reply to message #352949] Wed, 04 April 2018 20:33 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Wed, 04 April 2018 14:13
OK, I found two errors. In Items.XML item 2207 (Colt King Cobra) the <ubClassIndex> tag should be 2207 (which probably is causing the crash even though it points to a similar gun), and the <ubGraphicNumber> tag should be 599 (which isn't causing the crash because it just points to the wrong graphic, but there is a graphic in that spot).

This kind of error happens when I copy a similar gun into the new slot to modify, and then get interrupted and my old brain forgets where I was.

See if changing these two tags fixes the problem. Thank you!


No luck. Still crashes. Maybe it's a problem in my game?



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352951 is a reply to message #352945] Wed, 04 April 2018 20:35 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Quote:
Also, another problem I forgot to report that is happening since before the update. When I try to buy something from Devin Connell the game freezes.


Unfortunately, Devin works for me. I notice you are using the food system, which I have never used - I wonder (wildly) if that can be causing problems with the merchants?




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Re: AV v1.10[message #352952 is a reply to message #352934] Wed, 04 April 2018 20:40 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Quote:
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.


That is the stock v1.13 stat. I didn't change it. I remember looking it up a while ago because, like you, I thought it was a bit off, but it is correct.




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Re: AV v1.10[message #352959 is a reply to message #352951] Thu, 05 April 2018 07:06 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Wed, 04 April 2018 14:35
Quote:
Also, another problem I forgot to report that is happening since before the update. When I try to buy something from Devin Connell the game freezes.


Unfortunately, Devin works for me. I notice you are using the food system, which I have never used - I wonder (wildly) if that can be causing problems with the merchants?


Worth the shot. Since I don't know if there is anyway to disable food system in a savegame, I decided to try some test new games (basically I enlist a bunch of elite mercenaries for one day and run to Drassen airport).

First I tried without the food system. I set the default options, even awesome Bobby Ray (more chance of a crashing gun loading). And I think I spotted our badboy or at least one of his companions.
I can enter Bobby Rays gun section now, but if I go to the Rifle section (not Assault or Sniper, just Rifle) the game crashes when I try to go from page 5 to 6. Everywhere else is normal, so I think the problematic gun is a Rifle.
I also tested the Used Items subsection for guns, and at page 48 this shows up: a faulty Rossi R92 .357. See the botton weapon in the pic:

From there if I try to go to page 49 the game will crash, but if I go back a page or change the Bobby Ray section instead of trying to go to the next page, the game wont crash; but if leave page 48 without crashing and try to go to page 48 again the game will crash. It wont load the faulty Rossi rifle twice, only once. Maybe it's the same weapon causing both crashes, but it's not the same behaviour as you can see: in Rifle section everything seens fine and the game crashes without showing me any awkward asset, but in the Used Guns section it does shows me a faulty asset and don't crash immediately, but will crash if I try to go to the next page or if it have to load the faulty Rossi rifle again. Maybe the Rossi rifle is bugged AND another gun also wich crash without showing anything, and this gun is in page 6 for Rifles and page 49 for Used Guns... or let's hope it's all Rossi's fault.
I think it also worth mention that this crash gives me a Windows error box ("Unhandled exception. Unable to recover.") but the ones I was having before that, the one we was talking about earlier, don't give me any error box, the screens just turn black. I tested both crashes and they consistently have this little different behaviour between them, not sure if relevant.

But it's not over yet. I decided to test again and this time I started a new game with food system on just to be sure, awesome Bobby Ray, and rushed Drassen. But this time I could not complete the battle. The game shows a message error and freezes during enemy turn. It happened before like I mentioned in another post, but this time I took the screenshot and the text error may give you some clue and maybe it's part of the same problem... maybe an enemy spawned with the faulty Rossi rifle and when he shows in my view the error happens. Error pic:
Toggle Spoiler


I'm also providing you the savegames. Maybe if you can load Rifles page 6 and Used Guns page 49 in SaveGame06 you can see wich weapons are there. I'm also sending SaveGame07 where the game crashes in AI turn.
https://ufile.io/5bi4s

Apart from that, some minor stuff I noticed after brownsing Bobby Ray:
- Beretta Silver Pigeon is for sale in Heavy Weapons page, but I think it's a shotgun. It also shows 0 ammo count in the right stats menu in Bobby Ray.
- Rifle Grenade Device (the stuff you attach to rifles to shot grenades) is for sale in Submachineguns page, but if it can't be on attachments pages I think it would be better in Heavy Weapons pages together with other grenade launchers.

[Updated on: Thu, 05 April 2018 08:43]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352963 is a reply to message #352959] Thu, 05 April 2018 07:53 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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First, thank you for all your work on testing out this bug - it is invaluable.

This is an odd bug, indeed. I did a quick check of the Rossi .357 and everything looks OK - proper stat values, proper graphics, etc.. I will have to delve deeper into this in the morning. The weapon after the Rossi .357 is the Rossi .454 . . . and that also look good. The enemy doesn't get either Rossi, so that's not the problem with the runtime error during the battle. As always, nothing is easy.

The Silver Pigeon is indeed a shotgun, and it has been displayed in the heavy weapons section of BR ever since I put it in the game. I haven't been able to figure out why. I've spent countless hours on it to no avail. I even deleted it and re-did it in another slot, and still it shows up in Hvy Wpns.

As far as I know the only control I have over BR is whether or not BR sells the item new and/or used. I don't have any control over where BR puts the item except by defining it in Items.XML. Both the Silver Pigeon and Rifle Grenade Device are defined correctly, and work correctly in-game. In fact, the only modifications to the Rifle Grenade Device that I did was to give it a better graphic, lower its Coolness, and increase the number of new ones BR will have - I did not change it otherwise.

I'll check your saved games in the morning. Thank you again! We will get to the bottom of this!




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Re: AV v1.10[message #352964 is a reply to message #352963] Thu, 05 April 2018 09:29 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
Heh... it wouldn't be Jagged Alliance 2 if everything went has planed, both ingame and "incode", right?

I did some more quick tests before going to bed.
The Bobby Ray crashes only happens in update 3. If I revert back to raw 1.10, it don't crash at all. I also noticed that in the same save in 1.10 I have 60 pages of used guns, in update 3 I have 63, so maybe the problem is in one of the weaponds the updated added or made avaiable? Again, by "raw" 1.10 I just downloaded that version from the blog and didn't downloaded no update, so maybe the items was added in a previous update and what I just said has nothing to do with it.

The crash in battle still occurs in 1.10, but I don't consider it the main problem. When I have it before I managed to go around it by restarting the battle or reloading some turns earlier or stuff like that, can't remember exactly, and it didn't happened again... maybe it only happens in Drassen Airport, dunno, it is not gamebreaking neither totally locking features away and I managed myself around it so I don't care much.

Again I did the same tests to same results both in Wildfire JA2classic DLC and in a Jagged Alliance 2 Gold. Same results. (I was insecure about using Wildfire dlc, but it doesn't seen to be a problem)



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Re: AV v1.10[message #352973 is a reply to message #352964] Thu, 05 April 2018 19:45 Go to previous messageGo to next message
edmortimer

 
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OK, I think I found the problem - the new 8-round 'magazines' for the Rossi 92 .454. Adding magazines is a nightmare that has caused a lot of problems - half of which are my fault, as this one is because I inexplicably used the wrong reference.

Try this Items.XML.

This should fix bobby Ray's crash, but not the battle crash as that is something different.

[Updated on: Thu, 05 April 2018 19:49]





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Re: AV v1.10[message #352975 is a reply to message #352973] Thu, 05 April 2018 22:44 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
No luck. Still crashes. speechless
But at least I think we can be sure the problem is in Items.xml. I reverted back only this file to raw 1.10 instead of the one from update 3 and everything works.
It makes me wonder... is it possible for you to send me a link for update 1 and update 2? Maybe the bug was introduced in one of them and update 3 just inherit it. If we can track this problem to one of the older updates or limit it to update 3, maybe we have a narrow selection of possible causes.

EDIT: found update 1 early in this topic. Update 1 works alright.

[Updated on: Thu, 05 April 2018 22:54]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352976 is a reply to message #352975] Thu, 05 April 2018 23:26 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
Ah! I have good news! I think I found the problem and "solved" it!

Long story first: downloaded update 1, everything works fine, threw Items.xml from update3 into it. Still crashes, but while Rossi R92 .357 still have the graphic bug in Bobby Ray, I can go to page 49 and there is Rossi R92 .454 also with the graphic glitch. Both guns will crash if I click on them or try to go out of this page and go back. So I tought maybe they are the problem, reinstalled update3 and removed them from the Items.xml and everything works fine (except those two guns that are no longer in game, obviously). Since know I think I know wich guns have the problem, I decided to try to check out what is wrong with them, and after looking at their XML lines doing a smart face thinking "I don't know what I'm looking at neither what I expect me to do", I decided to check at least what I know about JA2 modding: the gun graphics. So I decided to check the BigItems and... jackpot! Both weapons are missing their BigItems files, gun591 and gun592 respectively. So I decided to try a placeholder, just copied gun590 two times and renamed it gun591 and gun592. Yay, everything works now! No crashes!... didn't checked the Medium and Small item pics tough.

EDIT#1: I noticed that adding placeholder gun591 and gun592 solved the crash but neither rifles was loading in game (I could no longer find them in Bobby Ray). I suppose this is because they lack Medium and Small items so the game don't load them. So I tried something a little different, in XML files I changed their graphic to gun169 (Rossi R92 .38). Now both of them load in game and no crash.

EDIT#2: Check for Medium (Interface) and Small (tileset) 591 and 592 items. They do exist. Don't know why they wasnt loading with placeholder item 590 renamed 591 and 592, so for placeholder I used gun169 (Rossi .38) and copied and renamed it gun591 and gun592. Now it works, the guns do load using gun169 copies as it placeholder. Shame on you, placeholder gun590!


Long story short: big items pic for gun591 and gun592 (Rossi R92 .357 and Rossi R92 .454) are missing and that causes the crash at Bobby Ray screen.


What still causes me problem is Devin Connell. The game still freezes when I try click to Buy when speaking with him. I will keep playing anyway, not a big deal, and I will check if after some days he still causas problems.

[Updated on: Fri, 06 April 2018 02:08]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352980 is a reply to message #352976] Fri, 06 April 2018 02:43 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
Apart from all that, I don't know if you accept item suggestions but since you already are adding brazilian weapons anyway could I suggest one?

It would be the new brazilian rifle Imbel IA2 that already is replacing the brazilians FAL clones MD-2 and MD-3 (both exists ingame). Many years ago I added it myself in three configurations with convertion kits between them (7.62, 5.56 and 5.56 CQC) along with a bunch of other brazilians weapons, but this work is lost and I'm not sure how to do it all over again now that the XML Editor is not recommended, but seeing even a single version of the IA2 ingame again would be nice and I think it's a good suggestion anyway. It uses standard NATO magazine both in 5.56 and 7.62 too, wich make things easier.

Question: apart from the graphics is the Items.xml the only file I need to edit to add new weapons and items?

[Updated on: Fri, 06 April 2018 02:45]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352982 is a reply to message #352976] Fri, 06 April 2018 07:54 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Adding weapons you also need to mod Weapons.XML

Thank you for finding the problem with the new Rossi carbines! I would have sworn I checked the BigItem graphics because that was the first thing I thought of when I saw your screenshot! I guess I need a vacation! not sure Here are the correct BigItem graphics for those 2 carbines.

As for Devin . . . Another player had the same problem, but when he reinstalled Update 3 the problem went away. Obviously that is not working for you, which makes things difficult. I did tweak his inventory in Update 3 (he had a SMG for sale which he shouldn't have had) - here's his previous inventory from v1.10 base.

I'll go over his inventory very closely in the morning to see what happened. Seems I had a bad month last month! I need more sleep tired

I am keeping the items to 1999 and before, so 21st century items can only be found in Orta and are one-off. So I can include the new Brazilian one there for you.

[Updated on: Fri, 06 April 2018 07:55]





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Re: AV v1.10[message #352984 is a reply to message #352982] Fri, 06 April 2018 10:39 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Fri, 06 April 2018 01:54
Adding weapons you also need to mod Weapons.XML

Thank you for finding the problem with the new Rossi carbines! I would have sworn I checked the BigItem graphics because that was the first thing I thought of when I saw your screenshot! I guess I need a vacation! not sure Here are the correct BigItem graphics for those 2 carbines.

As for Devin . . . Another player had the same problem, but when he reinstalled Update 3 the problem went away. Obviously that is not working for you, which makes things difficult. I did tweak his inventory in Update 3 (he had a SMG for sale which he shouldn't have had) - here's his previous inventory from v1.10 base.

I'll go over his inventory very closely in the morning to see what happened. Seems I had a bad month last month! I need more sleep tired

I am keeping the items to 1999 and before, so 21st century items can only be found in Orta and are one-off. So I can include the new Brazilian one there for you.



Man, you deserves a vacation after doing such awesome mod!!... kidding, lazyboy, BACK TO CODING!!! I hear you type but I don't hear you code!!

So the problem with Devin probably is fixed, I just need him to respawn in my save that I started without the update and Devin still is where I first found him without the update. Problem is I think the respawn only happens if he moves out of Drassen to somewhere else after some days, but I don't know where he will go and I'm liberating Alma now, not other city he can move to (he says he only go to the northen ones). In the save I started with update 3 installed to test Bobby Ray he is not in Drassen and I don't want to keep playing that one just to find him. It's no big deal, I rarely if at all purchase something from him, I will just keep playing and next time I find him I will check out. I do not want to dive into this right now if it is already fixed and he just need to respawn, and if it is working for you and other player I think it does not worths your attention too.

\/\/\/\/\/\/\/\/\/\/\/\/ DANGER, BIG USELESS TEXTS BELOW! NOTHING TO DO WITH BUG REPORT, READ AT YOUR OWN TIME WASTING WISHES \/\/\/\/\/\/\/\/\/\/\/\/

About the Imbel IA2, no prob! Last time I actually added a bunch of brazilians weapons mainly from the 70s and 80s, but most of them are very minor ones with very short production or just prototypes, so I don't think it worths your time. But if you want to take a look at some, I think the more interesting ones are the Lapa FA 03 Bullpup rifle and the ENARM Pentagun. Just in case you are interested in exotic/obscure weapons:

- The Lapa FA 03 was one of the very earliers bullpup designs in the world and at the time it was completed only the FAMAS and Steyr Aug was in active service. It was developed by Nelmo Suzano, a prolific weapon designer, but the Brazilian Army refused the gun because it felt more like a plastic toy than a firearms to them (it was the 70s and they was used to the FAL) to the point they even gave the FA 03 old crappy old surplus ammo during the tests. When Lapa tried to offer FA 03 in the international market it already was taken over by the Aug and there was no easy way a small company from a third world country could compete with that at this time, especially from a company that was small and obscure even at it home country, nothing like Rossi, Imbel or Taurus.

- The other one is the ENARM Pentagun revolver shotgun. It was a 12g shotgun with a revolver-like cylinder, pretty cool to look at, loosely based on the Lapa FA 03 and also developed by Nelmo Suzano, this time in another (small) company, ENARM. It was supposed to go tests by Brazilian Army, but again, the weapon was faced with skepticism by the conservative brazilian militaries at the time so it never went the tests and felt to obscurity.


In fact when I added this weapons it was a small tribute to Nelmo Suzano, who also developed hunting rifles, submachineguns, machinepistols and another bullpup rifle, but never was taken seriously by conservative Brazilian Armed Forces, to the point he was more praised offshore than in his own country. He also came in a pretty bad timing, during the 80s and later in the 90s, when brazilian economy was all the way down the hole, and most of the country military industry went to sh*t with the lack of new contracts from the Armed Forces and no political interest in them... pluuus one of the main international costumer starting a small war against Kuwait in 1990 and becoming enemy of the most powerful country in the world. No good for business that is.

I also already had started to work in the Lapa FA 03 graphics before I was told the XML Editor is no longer a good option. I may try to finish it off anyway since I already made the pics and know how to add them. I will see how things are made in Item.xml and Weapons.xml, clone a similar gun and edit it to be something new. If I succed, I may do a small "Nelmo Suzano pack" for my personal use and post here to anyone else willing to use it. Maybe you can add in one weapon or two from the pack or even ask me to do something for you if my work is solid (and probably isn't). Would be a pleasure to contribute with your project and Jagged Alliance 2 community in general.

EDIT: Actually just by speaking about it I get excited to add those weapons again. Tomorrow or next week I may try to finish the Lapa FA 03, and if I succeed, I think I will start a topic here in Arulco Vacation subforum presenting my small pack project for other people see what I'm planning to do.

[Updated on: Fri, 06 April 2018 11:13]




Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352985 is a reply to message #352982] Fri, 06 April 2018 12:44 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

ja av update3 using ja2_7609_ai 688+ai*exe on br shop i cant go from page to page 9 in rifle section



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 #352986 is a reply to message #352985] Fri, 06 April 2018 16:14 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
wolf00 wrote on Fri, 06 April 2018 06:44
ja av update3 using ja2_7609_ai 688+ai*exe on br shop i cant go from page to page 9 in rifle section


I suppose you are using Update3, right? Go to last edmortimer post (the one before mine above yours). Click to download the "correct BigItem graphics" files. Go to the game file where you installed the mod (where the ja2 exe is in). Extract the file inside Data-AV/BigItems. See if that solves the problem like it solved for me.



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352987 is a reply to message #352986] Fri, 06 April 2018 16:41 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

yes im have in use arulco vacation update 3 relase,this solved my problem,so f.a m555 revolver ammo speedloader have have weight about 85 kilograms,litle too heway ...



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 #352988 is a reply to message #352987] Fri, 06 April 2018 17:04 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Try this Items.XML. I fixed that weight problem as well as a few other problems with other items.




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Re: AV v1.10[message #352989 is a reply to message #352988] Fri, 06 April 2018 17:13 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
NO, WAIT, LEAVE IT!!! We can use this kind of ammo to shot down Arulco navy ships!!!



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352990 is a reply to message #352989] Fri, 06 April 2018 17:29 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Quote:
NO, WAIT, LEAVE IT!!! We can use this kind of ammo to shot down Arulco navy ships!!!


How did you know adding a boat was on my list?

Really, though, yes I can add those Nelmo Suzano guns you were talking about. After all, Ray in San Mona specializes in unique and collectable weapons. You also have to modify Magazines.XML if they are going to have different loadout than what is already in-game - and that can be a nightmare as you can't simply just add new items, you must keep them in sequence. That has kept me from adding several weapons I wanted to add until such time as I have the time to completely re-work Magazines.XML & AmmoStrings.XML and ALL their references to every firearm in Items.XML & Weapons.XML.




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Re: AV v1.10[message #352991 is a reply to message #352990] Fri, 06 April 2018 17:39 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
edmortimer wrote on Fri, 06 April 2018 11:29
Quote:
NO, WAIT, LEAVE IT!!! We can use this kind of ammo to shot down Arulco navy ships!!!


How did you know adding a boat was on my list?

Really, though, yes I can add those Nelmo Suzano guns you were talking about. After all, Ray in San Mona specializes in unique and collectable weapons. You also have to modify Magazines.XML if they are going to have different loadout than what is already in-game - and that can be a nightmare as you can't simply just add new items, you must keep them in sequence. That has kept me from adding several weapons I wanted to add until such time as I have the time to completely re-work Magazines.XML & AmmoStrings.XML and ALL their references to every firearm in Items.XML & Weapons.XML.


That's why I started to work on the Lapa FA 03, not the Pentagun. Lapa FA 03 uses NATO ammunition and STANAG magazines that already are ingame. Pentagun would need a new and exclusive quickloader for 12g. I will try to add Lapa FA 03 right now and see how much time it takes. Balancing it out will be another story, first I want to see how much work is to add it. The bottlenecks I usually have is transparency and palette. I like to edit images in Paint (like a pro) and frequently transparency goes to sh*t, and I have no clue how to make a palette for my pic so I just uses existing palettes from another weapon.

EDIT: And thaaaaats was easy. A new Lapa FA 03 already is in game, even bought it from Bobby Ray. Stil an M16A2 stats clone and the inventory pic could be a little better, but it really was super easy to clone a existing weapon and change it.

[Updated on: Fri, 06 April 2018 18:29]




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Re: AV v1.10[message #352993 is a reply to message #352991] Fri, 06 April 2018 18:39 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
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Quote:
I have no clue how to make a palette for my pic so I just uses existing palettes from another weapon.


Making a BMP palette for STIs is not an easy task even for someone who is proficient in graphics work. I also use existing palettes. The transparency color is the first color in the STI palette (usually full black (0,0,0) or full blue (0,0,255). The first two colors in the STI palette usually are Black/Blue & full White (255,255,255), while the last two colors need to be full Green (0,255,0) and full Red (255,0,0). Each of those 4 colors are used for specific features of the STI and are not to be used within the graphic as part of the picture. I'm not a graphic artist, just mildly proficient enough to make my own graphics, so my explanation, while technically correct, is a bit lacking in detail.




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Re: AV v1.10[message #352994 is a reply to message #352993] Fri, 06 April 2018 20:19 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
I was having some problems making the interface pic looks good (the big one looks gorgeous tough), I was blaming editing the pic in Paint to later throw it in the sti-edit to use another palette. In my stupidty I forgot I actually could edit the pic in sti-edit just like Paint using colors directly from the palette.

Anyway, the gun is basically done. I tried to balance it out based on texts from the internet and comparing it ingame with Steyr Aug, Famas and the M16 but I could use someone else opinion. What is not done yet are the attachments. Even so I copied the gun directly from another working one in Items.xml and Weapons.xml and compared it to another weapons, it don't display ingame the attachments slots for scopes, sights, barrel point and triggers. I think it's because 1.13 solved the vanilla 4 attachments limit by editing something else. Any tips?



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #352995 is a reply to message #352994] Fri, 06 April 2018 21:19 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Attachments, oh yeah . . . that also.

There are a two ways to do it. The old way (which I am transitioning away from but is still predominantly used in AV) is to add them in Attachments.XML. Each Attachment <uiIndex> number in Items.XML has the same number as an <attachmentIndex> value in Attachments.XML. For example, a Sniper Scope 10x is <uiIndex> 208 in Items.XML and is <attachmentIndex> 208 in Attachments.XML. In Attachments.XML every weapon that can use the Sniper Scope 10x has an entry listed by that weapon's <uiIndex> (in Items.XML) as a <itemIndex> number in the 208 section. So it looks like this:

<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>19</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>334</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>335</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>618</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>620</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>
<ATTACHMENT>
<attachmentIndex>208</attachmentIndex>
<itemIndex>625</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>

. . . and so on . . .

You also will note there is an AP cost value that corresponds to the number of APs to attach or remove the attachment.

So basically, you add each attachment in the proper section for the gun you are making. What I do is take a similar gun's <uiIndex> and search for all it's entries, and at each attachment entry I will place the new weapon's attachment entry in the proper place within that section. While I do this I also make unique changes that have to be made for this new weapon - such as not put an attachment on that it can't use, and also put attachments on that it can use that the similar weapon can't. I hope that is clear.

The other way to use attachments is to define an <AttachmentPoint> for the attachment in Items.XML and an <AvailableAttachmentPoint> that corresponds in the new weapon entry in Items.XML. Like this:

<ITEM>
<uiIndex>241</uiIndex>
<szItemName>Laser Sight</szItemName>
<szLongItemName>Laser Sight</szLongItemName>
<szItemDesc>The Universal Daylight Laser projects a highly visible red spot at a rather significant range. In a stainless steel housing, it fits onto the trigger guard of most weapons. Best Laser Range = 10.</szItemDesc>
<szBRName>Laser Sight</szBRName>
<szBRDesc>You won't lose sight of your target when using one of these. The Universal Daylight Laser projects a highly visible red spot at a rather significant range. In a stainless steel housing, it fits onto the trigger guard of most weapons. Best Laser Range = 10.</szBRDesc>
<usItemClass>268435456</usItemClass>
<AttachmentClass>4</AttachmentClass>
<nasAttachmentClass>4</nasAttachmentClass>
<nasLayoutClass>1</nasLayoutClass>
<AttachmentPoint>4</AttachmentPoint>

and

<ITEM>
<uiIndex>762</uiIndex>
<szItemName>M16A1</szItemName>
<szLongItemName>Colt M16A1</szLongItemName>
<szItemDesc>The M16A1 is the finalized model of 1967. The M16A1 is no longer in service with the United States, but is still standard issue in many world armies. The A1 addressed issues raised during the the Vietnam War with the XM16E1. Malfunction issues declined, corrosion resistance improved, and other issues were corrected.</szItemDesc>
<szBRName>Colt M16A1</szBRName>
<szBRDesc>The M16A1 is the finalized model of 1967. The M16A1 is no longer in service with the United States, but is still standard issue in many world armies. The A1 addressed issues raised during the the Vietnam War with the XM16E1. Malfunction issues declined, corrosion resistance improved, and other issues were corrected.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<AvailableAttachmentPoint>4</AvailableAttachmentPoint>
...


While safe to use the AttachmentPoints I have already defined, it probably is not safe to use new AttachmentPoints because I am in the process of adding more AttachmentPoints and probably will not define them the same way as you do.

[Updated on: Fri, 06 April 2018 21:23]





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Re: AV v1.10[message #352996 is a reply to message #352995] Fri, 06 April 2018 21:31 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
I have released a patch to Update 3 for AV v1.10. It includes the two missing graphics for the new Rossi carbines, includes the two missing new Backgrounds that I had said was included in Update 3 but were not, fixes a BattleSound and a Speech file for Annie (MoM), fixes an error in the Arulcan Regular Army gun list, fixes a few errors to items in Items.XML, and (hopefully) fixes the problem with Devin's inventory that caused the game to freeze. You can download it here. It is savegame compatible.




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Re: AV v1.10[message #353002 is a reply to message #352996] Sat, 07 April 2018 17:54 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
My apologies. I seem to have had a bad month last month - I forgot to include the large graphic for Pervitin. Here is a download link - just place this graphic file in your ../Data-AV/BigItems folder

http://www.mediafire.com/file/umqw0k18g1evwin/P2ITEM313.STI




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Re: AV v1.10[message #353024 is a reply to message #353002] Mon, 09 April 2018 23:16 Go to previous messageGo to next message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
UHEUHAUHEHAUHEUHAUHEAUHEA!!! I'm starting to love it!

"Oh, no! Game is crashing! Maybe it's a huge mess in the codes and I will have to recall the whole update and spend some days, maybe weeks, doing everything again and... DAMN YOU BIGITEEEEMS!!!"



Born, play JA2, die, reload, die again, reload again.
Re: AV v1.10[message #353032 is a reply to message #353024] Tue, 10 April 2018 15:29 Go to previous messageGo to next message
Gopas

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

I did install the latest AV 1.10 plus the 3 updates and the patch that came with the 3rd update. The game looks great as always but i have been noticing some things, one of which i have mentioned before. While checking my hired team in the laptop, whenever i click on the mug shot of any I.M.P. i get a CTD.

The other thing is that i get a CTD when i sometimes kill an enemy, this happens : Runtime Error,Couldn't load animation file ANIMS\S_MERC\S_DIEFWD.STI
Any idea as to what might be causing this to happen ?

Thank you in advance !

PS : Also had me a CTD when i clicked on Pervitin but i've got the file that you have linked above. I don't really care about checking my hires in the laptop save for Personality Traits, it's just strange to me though that it crashes only on the I.M.P's and not anyone else.

[Updated on: Tue, 10 April 2018 15:34]




Just another old soldier.
Re: AV v1.10[message #353033 is a reply to message #353032] Tue, 10 April 2018 19:08 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Those sound like missing graphic problems -- which shouldn't be the case as I haven't modified those particular graphic files in a while.

There is no ANIMS\S_MERC\S_DIEFWD.STI in v1.13 or Vanilla, so I don't know why that message is coming up. The only anims files I have changed are the Crepitus anims.

IMP portraits are in ..\IMPFaces\ and you should have graphics numbered 185 through 254 inclusive in all the folders under IMPFaces. The last new IMPFace was in the base version 1.10.


EDIT: S_DIEFWD.STI is in anims.slf -- part of the original v1.12 game. Try re-installing that file from the base JA2 v1.12 game.

[Updated on: Tue, 10 April 2018 19:14]





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Re: AV v1.10[message #353047 is a reply to message #353033] Wed, 11 April 2018 03:35 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Thank you for the quick reply Ed. I will check and let you know how it went.



Just another old soldier.
Re: AV v1.10[message #353055 is a reply to message #353047] Wed, 11 April 2018 08:19 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

black hawk elite vest= ctd if you pickup from shipment crate,same for black hawk bacpack &smersh backpacs,edb say freedom arms m555 is pistol in .50 ae,ammo loaded from crates resulting in heway ammo boxes... maybe this mess with my instalation of ja av
edit:i have aplied all patches/fixes

[Updated on: Wed, 11 April 2018 08:20]




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 #353056 is a reply to message #353055] Wed, 11 April 2018 09:24 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Well, all three Smersh LBE and the Blackhawk Commando Rig have an improper size. The size should be 23.

As far as I can tell the .50AE speedloaders for the FA M555 are referenced correctly in Items.XML & Magazines.XML - though I may have interpreted your report incorrectly.

I will release a new Patch tomorrow.

Boy, oh boy did I ever mess things up last time!




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Re: AV v1.10[message #353060 is a reply to message #353056] Wed, 11 April 2018 11:32 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Heyas

I did copy/paste the Anims.SLF and so far no problems. As for the IMPFaces, the Data AV folder has them from 185 through 254, exactly as you said. The rest of the Data folders (Vanilla,1.13.etc) contain lesser files of IMPFaces. And in every folder within the IMPFaces in AV Data, all of the numbers are present. I checked them one by one and nothing is missing. Same applies for the rest of the Data folders. For now i will avoid clicking the IMP photos in the hired mercs page. No need to cause CTD's. Since i made them myself i should know their traits, i can write down a few notes if there is no other way. Thank you for the eye openers and any further advice is always invaluable.

Update : While browsing at Bobby Ray's, under the Rifle tab, i kept on clicking the More button until i came to the 7th page with the Remington 700 rifles. The More button is still lighted, showing that that there are more pages but once i click it i get a CTD. Tried it 3 times in a row , to verify that it wasn't a random crash. Other categories such as Assault Rifle/ Sniper Rifle/Pistols, seem to work fine.

[Updated on: Wed, 11 April 2018 15:01]




Just another old soldier.
Re: AV v1.10[message #353063 is a reply to message #353060] Wed, 11 April 2018 13:54 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

i have now arulco vacation fresh reinstaled[av 1.10 complete+update 3 for av 1.10+patch to update 3+addendum to patch 3,on sci 7679/2188
here is link to my uploaded savegame http://www.mediafire.com/file/70g5lahbo6k4lkb/QuickSave.sav



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 #353065 is a reply to message #353063] Wed, 11 April 2018 17:06 Go to previous messageGo to next message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Hey Wolf00, thank you for the savegame. I did a fresh install in a new directory and used your save. However the CTD at BR's is still there so it must be some issue with my installation. Did you use all 3 updates and the patch that came with the 3rd ? Where did you get the big pistols before getting to Drassen and accessing BR's ? I noticed that you favor gunslingers. 2 or 3 in your starting team.

[Updated on: Wed, 11 April 2018 17:07]




Just another old soldier.
Re: AV v1.10[message #353066 is a reply to message #353060] Wed, 11 April 2018 19:21 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
@Gopas - I can go to BR Rifles page 15 of 15 without problem. However, my BR may not have the item that your BR has that is causing the problem - which is why it is difficult sometimes to isolate the offending item. Can you post a pic or an upload link to a pic of the offending IMP portraits?

@Wolf00 - I see what you mean - the .50AE speedloaders have the wrong graphic (crate graphic).





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Re: AV v1.10[message #353067 is a reply to message #353066] Wed, 11 April 2018 21:01 Go to previous messageGo to next message
wolf00

 
Messages:1149
Registered:September 2006
Location: Czech Republic

reusing my imp's profiles from older relase arulco vacation
for my instal: i have dowloaded files from mod website four files from site & one file from there "rossi carbines" file,boby rays shop no longer crashing if you have this file copy in your instalation directory

[Updated on: Wed, 11 April 2018 21:05]




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 #353068 is a reply to message #353067] Wed, 11 April 2018 21:15 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
I have uploaded a Complete Arulco Vacations v1.10 Refresh. It includes all the patches, fixes, updates, missing files that all of the Players were kind enough to report. It also includes a few new items.

Thanks again to everyone who reported problems. thumbs up


I have to upload the file again . . . maybe I should change the version number because this one seems to be jinxed.

[Updated on: Wed, 11 April 2018 22:21]





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Re: AV v1.10[message #353069 is a reply to message #353068] Wed, 11 April 2018 22:41 Go to previous messageGo to next message
edmortimer

 
Messages:1119
Registered:January 2015
Location: Home Free
Complete Arulco Vacations v1.10 Refresh download link. (I'm off to work now)




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Re: AV v1.10[message #353071 is a reply to message #353069] Wed, 11 April 2018 23:33 Go to previous messageGo to previous message
Gopas

 
Messages:195
Registered:June 2016
Location: Norway
Thank you for the help and support Ed and sorry if we are causing headaches. I have a question that i feel it's important.

When i uninstall because i want to start over for a clean install, where are the leftover orphan files located at ? I know it's Users>>(Name)>>....and then ....? I do not install in any Program Files so the leftovers will not be where the Program Files usually are sending them.
I feel that maybe it's those leftovers that are preventing me from having a clean install and causing those CTD's. Is it possible ?



Just another old soldier.
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