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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359722 is a reply to message #359704]
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Thu, 23 April 2020 16:34
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timujin |
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Messages:12
Registered:December 2018 Location: Here |
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edmortimer wrote on Thu, 23 April 2020 00:45Quote: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?
Hmm, I never knew that about CTRL & LBE. There shouldn't be any problem placing MOLLE pockets/pouches on MOLLE vests/rigs. The only problem is that all the MOLLE slots don't show up in strategic view (is that where you used CTRL?) In tactical view all MOLLE slots appear. This is something to do with the code. It is not something I can control.
Ah yes I did it in strategic view. Never tried equiping mercs in tactical view so that's good to know, will probably save me some time.
I did find a couple of bugs in drassen mine: The 1st house from the mine entrance, diectly south of it, in the southern row of houses (Near what looks like a liquor store) has a window, the one lone window near the corner looking at the road (most southern west window), that doesn't hide mercs when prone, enemies will see you and shoot you even when prone.
Betty also sells Beretta ARs at 1$ a piece. Pretty generous but probably not intended.
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359724 is a reply to message #359722]
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Thu, 23 April 2020 17:33
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:
I did find a couple of bugs in drassen mine: The 1st house from the mine entrance, diectly south of it, in the southern row of houses (Near what looks like a liquor store) has a window, the one lone window near the corner looking at the road (most southern west window), that doesn't hide mercs when prone, enemies will see you and shoot you even when prone.
Betty also sells Beretta ARs at 1$ a piece. Pretty generous but probably not intended.
Thanks, I'll check that map glitch out. I've been revisiting all the maps, fixing anomalies like that, making maps more interesting, and generally fixing my over-zealousness on some maps that led to difficulties moving in buildings.
I gave up on Betty. She doesn't have any firearm in her merchant inventory yet she spawns one to sell at $1, like you said, no matter what I do. There are glitches like this - items/characters appearing where they shouldn't or not appearing where they should - that when I check I can find no reason for it to happen. For instance, sometimes the ice cream truck and Hamous will appear separately. I haven't been able to figure out why these happen.
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359727 is a reply to message #359722]
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Thu, 23 April 2020 21:23
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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timujin wrote on Thu, 23 April 2020 18:34Betty also sells Beretta ARs at 1$ a piece. Pretty generous but probably not intended.
Most likely the price is 0 for some reason, but minimum price for selling items is 1:
// if it's the dealer selling this, make sure the item is worth at least $1
// if he is buying this from a player, then we allow a value of 0, since that has a special "worthless" quote #18
if( fDealerSelling && ( uiItemPrice[ubCnt] == 0 ) )
{
uiItemPrice[ubCnt] = 1;
}
For guns, price is calculated in CalcShopKeeperItemPrice() as:
CalcValueOfItemToDealer() * ItemConditionModifier() * <dSellModifier>
ItemConditionModifier() is simple:
if ( Item[ usItemIndex ].repairable )
{
// a REPAIRABLE item at 0% is still worth 50% of its full price, not 0%
dConditionModifier = 0.5f + ( bStatus / (FLOAT)200 );
}
else
{
// an UNREPAIRABLE item is worth precisely its condition percentage
dConditionModifier = bStatus / (FLOAT)100;
}
So it's either 0.5 .. 1.0 or 0 .. 1.0
The most interesting part is CalcValueOfItemToDealer()
usBasePrice = Item[ usItemIndex ].usPrice;
So the base price is just <usPrice> from items.xml
Then we check hardcoded dealer list to determine dealer class which will later be compared with item price class:
// figure out the price class this dealer prefers
switch ( ubArmsDealer )
{
case ARMS_DEALER_JAKE:
ubDealerPriceClass = PRICE_CLASS_JUNK;
break;
case ARMS_DEALER_KEITH:
ubDealerPriceClass = PRICE_CLASS_CHEAP;
break;
case ARMS_DEALER_FRANZ:
ubDealerPriceClass = PRICE_CLASS_EXPENSIVE;
break;
// other dealers don't use this system
default:
if ( DoesItemAppearInDealerInventoryList( ubArmsDealer, usItemIndex, TRUE ) )
{
return( usBasePrice );
}
else
{
return( 0 );
}
}
Betty has ID = 21 in Merchants.xml, so she is not in hardcoded list.
So the first possibility for zero price is that Betty somehow sells item that is not in her selling list, so the code just returns 0.
Next possibility is Micky/Gabby related:
// Micky & Gabby specialize in creature parts & such, the others don't buy these at all (exception: jars)
if ( ( !Item[usItemIndex].jar ) &&
( DoesItemAppearInDealerInventoryList( ARMS_DEALER_MICKY, usItemIndex, TRUE ) ||
DoesItemAppearInDealerInventoryList( ARMS_DEALER_GABBY, usItemIndex, TRUE ) ) )
{
return( 0 );
}
If items is in Micky's or Gabby's selling list and it's not jar, any dealer will sell it for 0$ (which is increased to minimum 1$ later).
Next Keith inventory:
if ( ( ubArmsDealer == ARMS_DEALER_KEITH ) && ( Item [ usItemIndex].usItemClass & ( IC_GUN | IC_LAUNCHER ) ) )
{
// Keith won't buy guns until the Hillbillies are vanquished
if( CheckFact( FACT_HILLBILLIES_KILLED, KEITH ) == FALSE )
{
return( 0 );
}
}
If seller is Keith, and item is gun/launcher and hicks quest is not complete, item price is 0.
Next we define base price class:
// figure out which price class it belongs to
if ( usBasePrice < 100 )
{
ubItemPriceClass = PRICE_CLASS_JUNK;
}
else
if ( usBasePrice < 1000 )
{
ubItemPriceClass = PRICE_CLASS_CHEAP;
}
else
{
ubItemPriceClass = PRICE_CLASS_EXPENSIVE;
}
which is only determined by item's base price and nothing more.
If difference between dealer's class and item's class it too big, dealer will not buy this item
if( !fDealerSelling )
{
// junk dealer won't buy expensive stuff at all, expensive dealer won't buy junk at all
if ( abs( (INT8) ubDealerPriceClass - (INT8) ubItemPriceClass ) == 2 )
{
return( 0 );
}
}
but for selling items it's irrelevant.
Next, if item's class is different from dealer's class (and it's not gas can), item's price is greatly reduced:
// start with the base price
usValueToThisDealer = usBasePrice;
// if it's out of their preferred price class
if ( ubDealerPriceClass != ubItemPriceClass )
{
// exception: Gas (Jake's)
// if ( usItemIndex != GAS_CAN )
if ( !Item[usItemIndex].gascan )
{
// they pay only 1/3 of true value!
usValueToThisDealer /= 3;
}
}
Next, for any item that is in Tony's inventory list, price is halved (no matter who actually sells it):
// Tony specializes in guns, weapons, and ammo, so make others pay much less for that kind of stuff
if ( DoesItemAppearInDealerInventoryList( ARMS_DEALER_TONY, usItemIndex, TRUE ) )
{
// others pay only 1/2 of that value!
usValueToThisDealer /= 2;
}
Finally, set minimum price to 1$
// minimum bet $1 !
if ( usValueToThisDealer == 0 )
{
usValueToThisDealer = 1;
}
So, first I would check if item is in Micky's or Gabby's inventory list. Also check if somehow she has in inventory a gun that is not in her selling list.
Apart from that, only save can help reveal more.
Actually, Micky/Gabby is probably not even checked, since after checking for hardcoded dealer list, the game will return either price from items.xml, if item is in dealer's list, or 0.
[Updated on: Thu, 23 April 2020 21:28]
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359842 is a reply to message #359841]
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Thu, 30 April 2020 00:03
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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timujin wrote on Thu, 30 April 2020 01:59In game hints say that, and other versions of the game play like that though. Green tiles mean you can see everyone, yellow tiles mean you can't see crouched or prone enemies, and orange tiles mean you can't see prone enemies.
The ingame hint is incorrect. Green only means you can clearly see the tile itself, so there is no obstacle to block sight.
Quote:Is it different with your mod sevenfm?
Cover display works the same, except in +AI it has several new modes.
For example, in the actual trunk exe:
Toggle SpoilerMerc view shows noone in green tiles:
With Alt+E enabled:
[Updated on: Thu, 30 April 2020 01:02]
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359855 is a reply to message #359842]
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Thu, 30 April 2020 21:37
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timujin |
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Messages:12
Registered:December 2018 Location: Here |
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Quote:The ingame hint is incorrect. Green only means you can clearly see the tile itself, so there is no obstacle to block sight.
Oh ok that's news to me. Thanks for the info.
[Updated on: Thu, 30 April 2020 21:40] Report message to a moderator
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #359869 is a reply to message #359865]
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Fri, 01 May 2020 07:51
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:
So I noticed how Rifle Sling is in the NAS-info file. I also noticed how Rifle Sling is not actually set in the attachments.xml file to any weapon. Let me tell you what I did before the problems started happening. I actually converted the M53 Sarac (item 2118) into a Fallschirmjaegergewehr 42. I obviously changed the magazines to 8mm Mauser 20 rnd mags, and changed the weapons type and class to 3 and 4 respectively in Weapons.xml so that I can use it as an assault rifle/rifle type weapon just like irl. While I did this, I changed the weapon in the Items.xml file, giving it a Rifle Sling NAS attachment tag, gave it an option to attach a ZF 4x scope (also via NAS tag) and 2x Scope (NAS tag), and an under barrel slot for a bipod (NAS- UB Heavy Bipod). I think I also gave it an option to attach a bayonet as well by adding the Knife and KCB to item 2118 in Attachments.xml; I think the reason why this error keeps popping up is because Grumm and San Mona both have an M53 Sarac placed on those sectors (someone check to see if I'm wrong) and that I deleted some entry in attachments.xml pertaining to item 2118.
Put item 2118 back the way it was, and then put your new item at the end of the Items.XML file. BTW, there is no heavy bipod in AV, and the ZF scope hasn't been brought over to NAS - that may be the problem. The NAS system has not been fully implemented, and that list includes items from other mods. I am in the process of implementing as much of the NAS as I can.
[Updated on: Fri, 01 May 2020 07:52] Report message to a moderator
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Re: Assertion Failure when trying to enter a map sector (Grumm, lower west sector)[message #360031 is a reply to message #360028]
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Wed, 13 May 2020 15:58
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Quote:
Hey Ed it doesn't work, It's like the gun doesn't work, When i changed the type to 1 it appears but i can't shoot it; Plus when i try to extend the retractable stock the game crashes, The same thing with the weapon laser and the flashlight, Do you know how to fix this?
Are we still talking about the Krieghoff Big 5? I just ran a quick test on AV v1.11, new game, hire Cliff, land, shoot, reload, shoot and it worked - not as overpowering as I remember (I must have toned it down, getting old, can't remember stuff), but it worked. I don't know what changes to the XMLs you have made so I think reinstall to return the XMLs to their original state, see if it runs. If so, make your changes one at a time, test, see what breaks it.
Hmmm. If the erroneous information is stored in the savegame file . . . you'll have to test it by starting a new game or deleting the Krieghoff and spawning a new one.
EDIT: You might want to take a look at this page, as it lays out item-making better than I could here. http://ja2v113.pbworks.com/w/page/4218349/Item-Making%20Tutorial
[Updated on: Wed, 13 May 2020 20:52] Report message to a moderator
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