Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » ArulcoVacations v12 BETA (AV v12 BETA Discussion/Bug Reports)
Re: ArulcoVacations v12 BETA[message #362650 is a reply to message #362649]
|
Fri, 12 March 2021 15:16
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
edmortimer wrote on Fri, 12 March 2021 18:02So, no sense of me modifying ItemChoices_Enemy_Admin, ItemChoices_Enemy_Regular, and ItemChoices_Enemy_Elite anymore because what I put there is overridden. LBE is in those XMLs also - I'm not supposed to have to go into the editor and give every single enemy LBE . . . we have XMLs for inventory that we modify.
I don't object to gas masks, or grenades, or flashlights, or whatever else you decide they need . . . but there are XMLs for that, and if the incidence of the game choosing from the XMLs is too low (which I think it is, and obviously you think so also) then perhaps increasing the chance (equal to progress, I'd say) that each soldier gets an item from each category within those XMLs is a better way to go.
Gas masks and ceramic plates were never supposed to be assigned using itemchoices or other xmls, I didn't change that. For example, in stock 1.13 7609, 75% elites have gas mask and the rest will have hearing aid, it was always like that.
And nothing from ItemChoices is overridden, I have no idea where did you get that.
As for LBE, as I said it's not for AI, but for player only. AI has no NIV and has no idea what to do with LBE, they just carry it and then drop when killed only for the player to pick it up and equip.
Update: looking at the code, there was a bug in chance formula which resulted in enemy having armour attachments too often, it will be fixed in the next release.
As for gas masks, code works exactly as stock 1.13 7609, except AI doesn't wear gas mask from the start (as it may have penalties) and instead stores it in the inventory and puts on only when needed.
[Updated on: Fri, 12 March 2021 16:43]
Left this community.Report message to a moderator
|
|
|
|
|
|
Re: ArulcoVacations v12 BETA[message #362688 is a reply to message #362662]
|
Thu, 18 March 2021 12:51
|
|
edmortimer |
|
Messages:1533
Registered:January 2015 Location: Home Free |
|
|
Quote:
edmortimer wrote on Mon, 15 March 2021 16:29
Then what are those "Armor Attachments", "Gas Masks" "Low Quality Face Items", "High Quality Face Items", "Hearing Aids", & 'Miscellaneous" entries in Itemchoices for?
You can decide which items AI has access to, but not the chance for a soldier to have item. It always worked like that.
No, as I said, it ain't working like you think it is. Ceramic plates are rare in AV, and to have 2 dozen ceramic plates and no Doron or nylon or steel or titanium plate means the AI ain't picking from the lists I made out.
Report message to a moderator
|
|
|
|
Re: ArulcoVacations v12 BETA[message #362690 is a reply to message #362688]
|
Thu, 18 March 2021 12:59
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
edmortimer wrote on Thu, 18 March 2021 15:51No, as I said, it ain't working like you think it is. Ceramic plates are rare in AV, and to have 2 dozen ceramic plates and no Doron or nylon or steel or titanium plate means the AI ain't picking from the lists I made out.
Where in the game files this "rarity" is defined?
All you can do is put item in the xml lists, making it available to AI for choosing, and define coolness after which it becomes available.
After that the game picks random item from the list of available items with coolness.
It's not something I "think", it's the way the game code works, and it works like that since ancient 1.13 times.
I have no idea where those 2 dozen ceramic plates came from, and I have never seen that in any other mod.
Looking at the code, the only possibility to ignore certain armour attachments is if item is not legal (has coolness = 0, incorrect biggunlist or scifi, incorrect itemsize for new inventory, incorrect ubAttachmentSystem, food type, cleaning kit etc), but it doesn't seem to happen with Doron plates or other attachment plates.
Another possibility is if attachment cannot be attached to vest, from Attachments.xml, Doron Plates can be attached to Nails' Leather Jacket and M55 Flak Vest, don't know if these vests were used in that particular battle.
Apart from that, I don't see anything in the code that could prevent normal random choosing from attachments with required coolness.
Since for armour attachments the game doesn't try to find exact matching coolness, any item with coolness <= required may be used.
Another possibility to limit armour attachment choices is when created soldier has incorrect soldier class (not army or militia class of any level), in this case soldier class defaults to SOLDIER_CLASS_NONE which means default EnemyItemChoices.xml will be used instead of class specific item choices files.
And since your mod does not provide custom EnemyItemChoices.xml file, the game will use default file from Data-1.13, which only allows standard armour attachments:
183 (Ceramic Plates), 837 (Titanium Plates) and 838 (Tactical Knee Pads).
Tactical Knee Pads will not attach to vest.
If for some reason Titanium Plates is not legal item or cannot be attached to selected vest, then the only remaining attachment item will be Ceramic Plates.
[Updated on: Thu, 18 March 2021 14:28]
Left this community.Report message to a moderator
|
|
|
|
|
|
Re: ArulcoVacations v12 BETA[message #362696 is a reply to message #362694]
|
Thu, 18 March 2021 21:05
|
|
Deleted. |
|
Messages:2657
Registered:December 2012 Location: Russian Federation |
|
|
edmortimer wrote on Thu, 18 March 2021 23:43So . . . how does a an incorrect soldier class happen? I can modify those default XMLs, but there seems to be something else happening if an incorrect soldier class is the problem here.
I have no idea, it's just the only reasonable explanation of high ceramic plate chance.
You probably can define it in map editor, check if you have detailed map placement for soldiers which soldier class they have if it's possible.
From what I see in the code, for army/militia soldiers the game should correctly set soldier class even if it was NONE.
As I can guess from the code, SOLDIER_CLASS_NONE is used for armed civilians, so if player who reported extra ceramic plates issue was fighting with/against armed civilians, they could probably drop all that plates since they have no access to army's xmls. Or there is some bug which results in army soldiers having SOLDIER_CLASS_NONE.
You can just copy, for example ItemChoices_Enemy_Regular.xml to EnemyItemChoices.xml and GunChoices_Enemy_Regular.xml to EnemyGunChoices.xml so the game would at least use these xml files and not default 1.13 which could have incorrect items.
If you want to check on particular map/battle which class enemy soldier has, enable EXT_TOOLTIP_AI = TRUE in [Extended Options] section of Ja2_options.ini and it will show something like Class: SOLDIER_CLASS_ARMY in tooltip.
[Updated on: Thu, 18 March 2021 21:17]
Left this community.Report message to a moderator
|
|
|
|
|
|
|
Re: ArulcoVacations v12 BETA[message #362723 is a reply to message #362708]
|
Mon, 22 March 2021 13:26
|
|
Lynx2005 |
|
Messages:33
Registered:February 2021 |
|
|
Hello Ed,
another inventory glitch:
Lynx (Merc 2) hired with kit number 5 (the weatherby .460 magnum kit) arrives at omerta without the weatherby rifle in inventory. Only with his Ruger Redhawk revolver. Like Igor has he the scope in one hand and his camo kit in the other. His backpack is like Igors backpack empty. The game didn't use the inventory space from the backpack.
And Stogie has a inventory and another item dublication.
To reproduce:
Start new game. Choose Stogie from Merc and hire with his kit nr. 5 (the Bazooka kit). Choose Lynx from Aim and hire with his kit nr. 5 (the Weatherby kit).
After the arrival cut scene. Got to the map and open the sector inventory. there are 2 bazooka rockets M28A2. Go back to sector and now back to map. Open
sector inventory again. now here are the inaccessible first 2 rockets and another 2 inaccessible rockets. Btw. Stogies Backpack and the whole inventory is full.
If it helps - my thoughts:
Could it be inventory related? Like the game handle the personal inventory? If not enough space in the personal inventory for some items and it didn't go to nirwana like the rifle in case of lynx or igor,
it can't get rid of it and throws that item at map inventory instead, but inaccessible and throw it out again and again every time when sector inventory is opened?
How is the character inventory at start and at entry of a new sector handled, if game choose there isn't enough space in character inventory and how get the game rid of the item in this case?
Is there a default behavior for this?
[Updated on: Mon, 22 March 2021 13:58] Report message to a moderator
|
Private 1st Class
|
|
|
Re: ArulcoVacations v12 BETA[message #362724 is a reply to message #362723]
|
Mon, 22 March 2021 15:14
|
|
edmortimer |
|
Messages:1533
Registered:January 2015 Location: Home Free |
|
|
Thanks, I'm wrapping up some loose ends so I will attend to those before releasing the non-BETA v12.
The gearkits . . . well, the new inventory system seems to have thrown a monkey wrench into it from a human perspective, as I've been told that the program doesn't 'know' about NIV pockets but we see them and expect things to be put into them.
The problem of the missing weapons, however, is something different. I suspect it is indicative of an error in the XMLs somewhere but have been unable to isolate it. Some weapons just will not show up, yet a very similar weapon just a few slots away in the XML will show up. Or, in case of weapons very far away in the XMLs but almost identical and with nothing out of order, such as the AK-74 and AK-74M, only the AK-74 will show up.
As for inaccessible items after entry . . . your guess is as good as any.
[Updated on: Mon, 22 March 2021 15:15] Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: ArulcoVacations v12 BETA[message #363202 is a reply to message #363195]
|
Tue, 11 May 2021 19:53
|
|
Victor_Tadeu |
|
Messages:97
Registered:December 2015 Location: Brazil |
|
|
sevenfm wrote on Tue, 11 May 2021 11:14Victor_Tadeu wrote on Tue, 11 May 2021 05:59My game keeps freezing at day 18 exactly at 4:59AM. I hear a *blep* like I received a message but the game just freezes. I tried changing a lot of what my mercs are doing, but doesn't seen related to any action I do at all. Does JA2 have any crash log or something I can use?
You can run debug version in visual studio, it will show much more information.
Apart from that, only default logs that can be found in profile may help.
To give some feedback. I was trying everything I can today again since the logs didn't had anything and I would need to learn my way in Visual Studio. I kinda find out what it was.
First I managed to pass the freeze. Since it happened always at the exact same ingame time, I tried to do a bunch of thing differently, until I let the timer run in tactical view. The game did freeze, but for a few short seconds and carry on. Then I tried again in strategic view, but gave the game more time. It took longer than tactical view but the game did unfreeze itself too.
I then started to try to figure out why the game was freezing, and I think I did. Six ingame minutes after the freezing I receive a Bobby Rays shipment in Drassen Airport that already had >5000 items in sector inventory. I settled for it them, the game loading those new BB items in a huge sector inventory even if it's just 3 ammo boxes more. But the freeze happened at 4:59~5:00 and Bobby Rays arrive only at 5:06, no freeze at all. So I deleted to whole sector inventory to see if the freeze still happens. It did happen for a noticiable fraction of a second, very fast, and I noticed new items in the sector exactly at 5:00 before BB items: the whole equipment of one of my mercs that quitted hours ago. The freeze was the game loading his equipments and it did got worse with a full >5000 sector inventory (and probably would got even worse with more). So that's it. Not game breaking and very situational, just let the old game take some time to think.
[Updated on: Tue, 11 May 2021 19:55]
Born, play JA2, die, reload, die again, reload again.Report message to a moderator
|
Corporal 1st Class
|
|
|
|
Re: ArulcoVacations v12 BETA[message #363206 is a reply to message #363203]
|
Tue, 11 May 2021 22:58
|
|
Victor_Tadeu |
|
Messages:97
Registered:December 2015 Location: Brazil |
|
|
sevenfm wrote on Tue, 11 May 2021 14:12This should not happen normally, but maybe some part of the code could be optimized to avoid these slowdowns.
If you post a save with description, I may take a look to find possible fix, but cannot promise it soon.
Sure. I'm sending a save file from 1 game min before the freeze (so you don't have to wait or do anything), my AV Ja2_Options.INI (may be needed for save compatibility) and a .txt with the description of the bug and exactly wich game version I'm using.
https://www.dropbox.com/s/x7cjg1fop8azp8e/save_quickfreeze.7z?dl=0
[Updated on: Tue, 11 May 2021 22:59]
Born, play JA2, die, reload, die again, reload again.Report message to a moderator
|
Corporal 1st Class
|
|
|
Goto Forum:
Current Time: Sun Oct 13 01:01:19 GMT+3 2024
Total time taken to generate the page: 0.02779 seconds
|