Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.11 Download, Discussion & Bug Reports
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358472 is a reply to message #358470]
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Sun, 10 November 2019 01:25
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PFCParts |
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Messages:44
Registered:November 2019 |
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Recently I've been changing the game's Item.xml files, such as the item description of the Blackhawk Patrol Pack, the ALICE Pack, the M-1945 Pack, the Alice Harnesses, the LRRP pack, and the M-1956 Harness. I've also added some pouches to the Alice harness/pack, the M-1956 harness and M-1945 pack in the LBE.xml files. At first when I only modified the Blackhawk/Alice packs the game started off with out a problem, and the changes were applied. But when I went initiated the game, it crashed on the SirTech screen and showed this message:
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*** Sat Nov 09 15:01:26 2019 ***
[ FPV0M-J63IG-S7H3P-0KXGM-ZIF2Q ]
[3.057] : ERROR : File : Init.cpp
Line : 1480
Location : InitializeJA2
Loading external data failed
File : Init.cpp
Line : 291
Location : LoadExternalGameplayData
Items\Items.xml
=======================================
It should be noted that I could not find the Blackhawk Patrol Pack in the LoadBearingEquipment.xml if that is any help. I only changed the descriptions of these items and added two more ammo to the aforementioned harnesses. I've only touched the Items.xml and LBE.xml files. Also note, that when I open the Item.xml file in Office Xml Handler, it only displays mixed codes with the item descriptions and random numbers.
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1280000000000000000000000000000 Glock 18 ....
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So I'm thinking maybe I accidentally deleted some of the code?
[Updated on: Sun, 10 November 2019 01:51] Report message to a moderator
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Corporal
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358477 is a reply to message #358474]
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Mon, 11 November 2019 07:19
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valderrama |
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Messages:9
Registered:December 2010 Location: Herzegovina, Bosnia and H... |
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I'm totally out of shape, but this mod is intriguing enough so I played it for couple of days.
Encountered all the "explosive" bugs like the rest, can't really figure out from the posts has the error been found?
Got a lot of errors in my play, I think it is related to the terrorist hiring (4 from Chitzena, without Slay, got no disc) so I try to keep them out of fight as much as possible. Unfortunately didn't make screenshots, but will try to do so. Did a mistake of taking Ice cream truck without Hamous, so it reads as "None", and it is practically useless since it moves like mud and not like a vehicle. Can't find Hamous, but I didn't look all that much. Probably will have to use GABBI to figure out where is he or something and if the truck can be restored back to Ice Cream instead of None.
One thing I do wonder, and I can't seem to find any topic in search bar with answer is - Is it possible to hire Mike?
I remember a topic years ago it was talked about a fix to get him, but not sure is the stuff in the 1.13 or what? This mod with this last update about hiring "everyone" is crazy, but for some reason I want Mike and not those "nonames"
Anyway, just wanted to thank the man in charge (edmortimer) for doing a good job , getting me back in some turn action, it's been a long time since I played a mod besides Urban Chaos.
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358550 is a reply to message #358549]
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Sun, 24 November 2019 22:39
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:
Try looking in the nas-info.txt file for info on attachments, then go to items.xml, find the weapon of your choice and paste in the attachments you want.
That will only work for some attachments because:
1.) the NAS system is only partially implemented in AV
2.) some attachment values have been changed to different attachments because AV and the NAS mod have a different set of attachments (they have some I don't have, and I have some they don't have, so I switched out their non-existant ones (in AV) for ones I have).
Basically, if you want to add attachments use the old way. It still works. However, the Beretta 84 in 1999 is not factory equipped to handle a silencer or any optics. You will find that the .380 & .32 calibre weapons will not have many, if any, attachments set for them in AV to reflect two things: the 1990's era, and because they really were only included for the civilians and the non-mercenary MERC mercs to use - and also if the SHTF and you have nothing else.
Using the NAS system you can add a laser sight and underbarrel flashlight by adding this code to the Beretta 84:
<nasLayoutClass>1</nasLayoutClass>
<AvailableAttachmentPoint>4</AvailableAttachmentPoint>
<AvailableAttachmentPoint>67108864</AvailableAttachmentPoint>
For the Glock 25 - change the <Size> tag to 2
[Updated on: Sun, 24 November 2019 22:49] Report message to a moderator
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358557 is a reply to message #358551]
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Mon, 25 November 2019 22:46
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wolf00 |
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Messages:1148
Registered:September 2006 Location: Czech Republic |
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other weapons have slots for atachment,this beretta 84 have only four empty fields with no description,you cant atach anything,i think this is related to xml setting
[Updated on: Tue, 26 November 2019 06:34] by Moderator
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-7Report message to a moderator
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Sergeant Major
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358573 is a reply to message #358557]
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Thu, 28 November 2019 07:02
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PFCParts |
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Messages:44
Registered:November 2019 |
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Anyone know how to fix the bug where if the enemy call in for artillery the first or second salvo will cause the game to CTD?
Here's the crash report:
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*** Sun Dec 01 18:16:44 2019 ***
[ RBLXE-UQ0CF-I9K8H-ZBKXW-QWDJK ]
[6.3e-006] :
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[Updated on: Mon, 02 December 2019 04:23] Report message to a moderator
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Corporal
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358595 is a reply to message #358584]
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Wed, 04 December 2019 08:04
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PFCParts |
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Messages:44
Registered:November 2019 |
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You can order merc arty strikes long as a merc squad is in an adjoining sector with a loaded mortar tube and the merc's lbe is loaded down with shells. You can add to the volume of shells by having mercs in the squad (of the mortar gunner) all carrying mortar shells.
After your mercs fired off all their shells at your designated grid, you can have the mortar squad reload by going into the strategic map and loading the shells into the mortar tube and into your mercs' lbes. You can load how ever many shells you want to be fired off this way. When finished, go back into the sector you're being engaged in, and press end turn, and just wait for the magic to happen.
Keep in mind that the procedure for merc arty and militia arty are different. With militia arty you can hover your mouse over the area you want bombarded and then ALT+Rightclick, scroll to Artillery, select the sector you want to call from, and then select Militia or Merc Arty.
At this point if you select Militia arty, then the fire mission will come down as close as where your mouse was (indicated by the green square).
If you selected Merc arty, then it doesn't matter where your mouse was, the shells will come down on the position of the radioman who called it in. Apparently as a form of "heroic sacrifice before he is overrun by enemies."
If you want to use Merc arty, then you have to send drop a Signal Grenade (color coded as red) (Rifle grenade, 40mm, 23mm, flare pistol, etc) on where you want the shells to land. Then it's the same procedure. Alt+Rightclick, then select Merc arty, wait your turn, and watch the fire works.
BTW unlike 1.13 the enemy will scatter if they see your firing your red signal grenades at them, then they will scatter if they have the chance, if you really want to be effective, then I suggest suppressing them by heavy autofire before you call in the mission. If all goes well, they should be suppressed enough by the first volley of shelling to not run away from the second volley.
Hope this helps, and remember to slot lots of floppies!
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Corporal
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358856 is a reply to message #358853]
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Fri, 24 January 2020 08:58
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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PFCParts wrote on Fri, 24 January 2020 08:19Anyone know why artillery always slows the game to a crawl? Especially when I have a high enemy count on the sector.
Probably because AI tries to avoid moving into the area of ordered strike. Anyway, without a save I cannot test and fix that.
Also, try r1434, it has red smoke danger check optimized to improve speed.
[Updated on: Fri, 24 January 2020 20:23]
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Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359451 is a reply to message #356385]
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Thu, 09 April 2020 04:58
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PFCParts |
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Messages:44
Registered:November 2019 |
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I was screwing around in the XML and Attachment.xml files. I was deleting certain attachments from attachment.xml and when I was in the game and trying to enter Grumm (lower, west) sector of Grumm, I got this loading screen. with a red loading bar and a runtime error message:
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Assertion Failure [Line 5412 in file Items.cpp]
A default attachment could not be attached after merging, this should not be possible
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Checking the LiveLogs it shows the message:
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*** Thu Apr 09 14:33:24 2020 ***
[ G2FHJ-4FGRB-EX2GJ-PO4J6-BBEBK ]
[3.34463] : XML Parser Error in Items.xml: not well-formed (invalid token) at line 68530
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Here's Line 68530 of my Items.xml highlighted by the arrow.
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==> <PRONE_MODIFIERS>
<FlatAim>1</FlatAim>
<PercentHandling>-75</PercentHandling>
<PercentMaxCounterForce>75</PercentMaxCounterForce>
<PercentCounterForceAccuracy>35</PercentCounterForceAccuracy>
</PRONE_MODIFIERS>
============================
Here's the error report.ini report
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*** Sat Apr 11 13:39:30 2020 ***
[ ZL8BQ-JL53A-6UOSW-GV2XK-D9YJI ]
[5.1e-006] :
============================
I tried to default to the vanilla Arulco Vacation Items.xml file, but the same thing happened. So I'm thinking that this is not an issue with the Item.xml file, but a problem with the attachment.xml file. I tried do a new game and when I went to that same lower west sector of Grumm I got the same loading screen with the same message. Any explanation for why this is happening?
Funny thing was I had a save file from before I made the modifications and I was able to get into that map sector of Grumm just fine.
Also anyone know why the Beretta Silver Pigeon is in the Heavy Weapons section on BR instead of in Shotgun?
[Updated on: Sat, 11 April 2020 23:41] Report message to a moderator
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Corporal
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359691 is a reply to message #359451]
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Wed, 22 April 2020 20:52
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timujin |
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Messages:12
Registered:December 2018 Location: Here |
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Just downloaded and started playing yesterday. Didn't find any bugs apart from a few random crashes and the BR bomb section crash but downloading the fix helped.
I was trying to put some LBE gear on a MOLLE vest but it seems that i can only put the pockets in 4 spots (like the armor attachements) instead of as many as the vest can carry (similar to guns). Is this a bug or only an option in later 1.13 versions?
Edit: Ok so I figured out that I can attach more by pressing the Ctrl button and clicking on the LBE, can I remove them without dropping them in sector inventory and pressing remove all attachements?
[Updated on: Wed, 22 April 2020 21:04] Report message to a moderator
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