Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Alrulco Folding Stock Discussion & Bug Reports - (2011/08/06 - 20--/--/--)
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #293053]
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Fri, 04 November 2011 00:07 
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Hazapuza |
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Messages:261
Registered:February 2009 Location: Finland |
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Yeah, now that you specified it's probably just a small mistake on wil's part.
BTW, any estimation on when UC1.13 3.60 is going to be released?
Edit: Concluding from the 3.60 change log, you're going to include iron sight items. Are these supposed to be the base sighting devices, i.e. included in every gun?
Edit2: And what about those AI cheat sun glasses? Are they going to be actively available for the enemy, or are you planning to wait if Sandro can fix the AI to effectively use scopes?
[Updated on: Fri, 04 November 2011 00:25] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #293054]
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Fri, 04 November 2011 01:19 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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K0ukkuYes that's right. Again, seems that Type 63 rifle is broken regarding this matter. Other attachment slots are "black", so only place I can attach the rifle launched grenade is the guns muzzle, where the actual launcher is located.
Thanks for help anyway.
While I do not have AFS v3.40 installed right now, I can say at the very least that what you are seeing is normal. Normal Type 63 or any other weapon will never allow either of the two Rifle Launched Grenades to be attached. Therefore the "black" NAS slots are pefectly normal.
The weapon must be converted into version before the big attachment slot for Rifle Launched Grenades becomes available. To convert, take the Rifle Launched Grenade, and click it into one of the "black" NAS slots. What should happen, as long as AFS v3.40 is bug free in this regard, is a merger where nothing happens to the grenade but the weapon turns into a copy with in its name. This weapon will have a long NAS slot for the Rifle Launched Grenade to attach to.
My only question is: What happens when you actually click the Rifle Grenade into one of the "black" NAS slots on the Type 63?
EDIT: I'm going to install AFS v3.40 later this evening and confirm if the Type 63 (relatively new gun) is working in all respects.
HazapuzaYeah, now that you specified it's probably just a small mistake on wil's part.
BTW, any estimation on when UC1.13 3.60 is going to be released?
That depends on the next publically available patch/version of v1.13. There's a NCTH fix that is already in the source that is needed. Also see below.
HazapuzaEdit: Concluding from the 3.60 change log, you're going to include iron sight items. Are these supposed to be the base sighting devices, i.e. included in every gun?
Nope, this is an alternative to the Reflex Sight and 1.5x scope. Put another way each of the "low-end" sights does something different under NCTH:
Reflex Sight = no extra Aim Shot is more accurate
1.5x Scope = target treated as closer
Iron Sight = Max Aimed shot is more accurate
HazapuzaEdit2: And what about those AI cheat sun glasses? Are they going to be actively available for the enemy, or are you planning to wait if Sandro can fix the AI to effectively use scopes?
I'll decide wheter to disable this item based on how much shuffling in and out of vision the enemy does under the next public v1.13.
[Updated on: Fri, 04 November 2011 01:21] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #293061]
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Fri, 04 November 2011 09:41 
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Hazapuza |
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Messages:261
Registered:February 2009 Location: Finland |
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Deleted due to misunderstanding.
[Updated on: Fri, 04 November 2011 15:34] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #294951]
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Mon, 12 December 2011 14:33 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Parts of the following from this post are not HAM5 but specific to AFS and related mods:
knightofniBug report
I'm playing with AFS, so some bugs are due to HAM5, others to AFS. I've classified them according to which mod i think is the source. As i could be painfully wrong, i prefer to keep everything in one post rather than separating.
[HAM]
- Game breaking bug : right after picking up Hamous, all mercs (even the Heli)are unable to leave their square.
- Very annoying bug :
1. When boxing in San Mona, Darren accused me of cheating when i didn't. Couldnt get out of it, solution was to kill 'em all.
2. After killing kingpin and his cronies, i stole his money and reappeared in some house in San MOna. In the fight that followed, there's an unavoidable CTD. Solution was to leave the combat (go back to mine). Entering San Mona again (but not from underground) allowed me to finish them without CTD.
- Minor Annoyances
1. In CHitzena, some ennemies have attacked my militia. They are still in the city, but no fighting is happening. I haven't been there to check (the mine ran out, so my interest in the city too)
[AFS]
- Many kit related bugs. Notably Dimitri's LBE is "NADA". Moreover, many kits give items in pockets that don't fit (ex : Toolkit in pocket too small).
- "Belt Pack" give a pocket that looks small, but actually large enough to fit SMG
- Russian x2 NV Scope can't be removed after fitting it on a PP-19-01 Vityaz
- Unable to sell some weapons (Colt commando, Machette)
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Got saves for all of this, but my shitty connection decided that today was "no upload". Will try to upload later.
Merc Starting Gear (inventory) - I'll have to recheck everyone's stuff before the next release, please note specific issues them as you find them here.
Medium Pocket in a Small NIV Slot - yeah I've been unhappy with the results of that one too, probably get rid of all occurrences of it.
PP-19-01 Vityaz - I wanted it to fit the KORSAK-1 LAM, in the underslung position, the problem is that I end up with two optics slots overlapping, trapping any scope you attach. For now reverting it to the standard AK NAS layout to avoid the problem (but no special LAM attachment).
Selling Stuff - I'll have to check their Tony and Jake settings. Try Franz, he will buy weapon classed items without them being in the merchant inventory.
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295224]
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Thu, 15 December 2011 18:50 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00runing on tais sci 4802
*** Wed Dec 14 21:06:54 2011 ***
[ PWJNO-P4AT0-VBGGB-OVK5V-3B5UG ]
[1.27923e-005] : The value [Shooting Mechanism][MAX_EFFECTIVE_USE_GRADIENT] = "" in file [CTHConstants.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Generic Traits Settings][SET_MINIMUM_ATTRIBUTES_FOR_TRAITS] = "" in file [Skills_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Generic Traits Settings][ALLOW_EXCEPTION_FOR_DR_Q] = "" in file [Skills_Settings.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Laptop Settings][ENCYCLOPEDIA] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Laptop Settings][BRIEFING_ROOM] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Tactical Gameplay Settings][ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [Tactical Gameplay Settings][ALLOW_COLLECTIVE_INTERRUPTS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Tactical Gameplay Settings][IMPROVED_INTERRUPT_SYSTEM] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [Tactical Gameplay Settings][ALLOW_WALKING_WITH_WEAPON_RAISED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.
vfs file selected : VFS_CONFIG.AFS-Russia and Eastern Europe.ini
...and that's what happens if you run a mod with a version of v1.13 that it isn't meant for (ie. future version with new stuff). That said, I don't think I listed system requirements for AFS v3.59 here on the Bearpit. On ModDB I've got it listed as rev 4552 or newer, guess I should add a sunset revision to that.
To be honest, it would probably be best if you join in the testing of Alrulco Folding Stock v3.60RC1 HAM5 Optimized 20111204 . Headrock's basic HAM 5 install isn't too steep, one SCI and then overwriting it with the latest version of HAM. Of course then you have to drop my mod over top of that, and select the correct .exe and mod from the drop down.
If you can wait a few days, RC2 will be out with 50 new guns (sure they're tac stock copies of existing stuff...). Oh and some more effort will be placed on the NCTH re-balance.
knightofniSavegame showing unsellable Colt Commandos
Link
Thanks, I'll take a look at it this weekend (my days off this week coincide with the rest of Canada). Fixed, the "real" Colt Commando was not on Tony's list. Oddy, the map compatibility and RGL copies were.
[Updated on: Thu, 15 December 2011 19:44] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295422]
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Sun, 18 December 2011 21:12 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Sorry, there is no pre-made EnemyGunChoices.XML with all guns in AFS. The AFS-SirTech and plain AFS sub-mods just have guns that appeared in the original retail releases of JA2 and JA2: Unfinished Business.
You may if you wish put one together, probably best to use Microsoft Excel rather than the XMLEditor or Notepad++. The first page of the Integrated Items-EGC Coolness Chart is already presorted to place all "real" weapons on top, and then sort by Coolness.
Please remember to allocate some Coolness 1 weapons to Coolness 0 in the EnemyGunChoices.XML - Coolness 0 in Items.XML disables an item from appearing, Coolness 0 in EnemyGunChoices.XML defines the first level of weapons you will face.
The 650 "real" weapons that have to be considered for EnemyGunChoices.XML is a big reason why AFS doesn't have a stock v1.13 style "everything-but-the-kitchen-sink" equipment selection for the AI. Remember, not all those 650 should be in enemy use, unless you want some of them equipped with folded stock long arms that will generally miss at the ranges the enemy fires from.
EDIT: I spent a few minutes and added another sheet to Integrated Items-EGC Coolness Chart, basically I just took all the "real" guns, subtracted 1 from their coolness, removed most of the folded stock rifles/AR's/LMG's, and did some minor revisions back to their item.xml coolnesses for balance. If someone wants to figure out how, they may figure out some way to get the 500 odd guns into a EnemyGunChoices.XML.
[Updated on: Mon, 19 December 2011 00:26] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295494]
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Tue, 20 December 2011 03:53 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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TangoWil, is it a bug that the M203PI can't fit 40mm Teargas rounds in RC2?
Not sure if it is meant to be a problem with the forward sliding M203 design not fitting longer rounds compared to the sideways opening designs like the AG36?
That's a bug, I've considered adding extra long rounds that the M203 series won't be able to use, but not yet.
Lord LepermanThere's a glitch on some grenades: All 20mm and 40mm grenades (Russian, Standard, and Metal Storm) have their functions mixed up. The 40mm stun for example, functions like a frag grenade. The HE VOG grenades function dispense smoke, and the 40mm napalm functions like a illumination grenade.
I don't see a problem with the other grenade types as of the moment. Will post when I find more.
I'm suspecting that I may have mixed up the AFS and UC-1.13 Explosives.XML. The XMLEditor strips out the HAM tags, so I grabbed the Explosives.XML from the last RC and added it to RC2. The problem is I have a test install of the latest UC-1.13 in there too. I'll have to dig out my own archived copy of AFS v3.60RC-HAM Optimized and see if that was the case.
[Updated on: Tue, 20 December 2011 03:54] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295595]
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Thu, 22 December 2011 14:23 
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H_412 |
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Messages:27
Registered:October 2009 |
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Got a weird one, I killed Mike in Alma then I took Cambria but couldn't find the last guy in the mine. After a search I used GABBI and in the corner of the map there was an invisible, dying Mike. He wasn't losing health but one shot killed him and he dropped all his gear
The first time I couldn't find the last guy I reloaded and attacked again, that was when I gave up and used GABBI, so it seems to be happening consistently, from that save anyway.
I have a save before I attacked the mine, do you want that, how do I upload it?
I also noticed the funky VOG grenades in Tony's inventory, so not an isolated case.
[Updated on: Thu, 22 December 2011 14:27] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295597]
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Thu, 22 December 2011 14:39 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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H_412Got a weird one, I killed Mike in Alma then I took Cambria but couldn't find the last guy in the mine. After a search I used GABBI and in the corner of the map there was an invisible, dying Mike. He wasn't losing health but one shot killed him and he dropped all his gear
The first time I couldn't find the last guy I reloaded and attacked again, that was when I gave up and used GABBI, so it seems to be happening consistently, from that save anyway.
I have a save before I attacked the mine, do you want that, how do I upload it?
That's probably a bug with the .exe more than anything else. While AFS is the easiest mod to install, a mod for various reasons is not the best venue for troubleshooting the .exe. Which version of the mod, and what .exe are you running? Does this 2nd Mike reliably appear when you rerun the mine battle?
H_412I also noticed the funky VOG grenades in Tony's inventory, so not an isolated case. Not sure what you mean by that. If this is related to the mixed up XML, that should have been fixed a few days ago with AFS v3.60RC2b-HAM5 Optimized 20111219. EDIT: ran though a quick test game, the VOG series grenades (including the GRD smoke) have the correct explosions.
[Updated on: Thu, 22 December 2011 14:49] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295807]
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Tue, 27 December 2011 19:06 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Actionwil473EDIT: I spent a few minutes and added another sheet to Integrated Items-EGC Coolness Chart, basically I just took all the "real" guns, subtracted 1 from their coolness, removed most of the folded stock rifles/AR's/LMG's, and did some minor revisions back to their item.xml coolnesses for balance. If someone wants to figure out how, they may figure out some way to get the 500 odd guns into a EnemyGunChoices.XML.
Thanks.
This spreadsheet was a big help when I edited EnemyGunChoices.XML to get more weapons into enemy hands.
You may want to make this file available for anyone who wants a v1.13 style EGC. I still haven't figured out how to rotate the spreadsheet by 90 degrees so that I can simply paste the item numbers into a EnemyGunChoices.XML
ChonkEAFS HAM 5.5.1, 3.60 rc2b; when equipping RIS Mount with Scope rings to weapon and using the left-click the square to add optics equipment feature, you can override/overwrite the scope mount with the Holo Scope which allows the Scope, Magnifier, Holo Sight on mount together (it just keeps the rings underneath the holo sight). When trying to convert a scope from this setup from 9x to 3x (not sure if reverse is true) power magnification, crash to desktop.
Edit: AWESOME MOD BTW! THANKS
Thank you, the RIS Mount with Scope is bugged, overlapping slot bug specifically. I need to get NAS to display only the addon scope ring slot, but not the default one.
Glad you're enjoying the mod, even in its technically unfinished form.
EDIT: found it, the Compact Holo Sight somehow ended up on the attachment list for the RIS Mount with Scope. Fixed for next version, hopefully the ModDB release for the Official update to v1.13 in the next few days.
[Updated on: Tue, 27 December 2011 19:30] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Bug Reports - (2011/08/06 - 20--/--/--)[message #295834]
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Wed, 28 December 2011 02:22 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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K0ukkuThe M74 Quad-rocket pack for the M202 FLASH is flawed. Basically, with the New attachment system the quad-rocket pack just counts as one rocket. After one shot, no more ammo.
I was editing the startking kits and gave Gus the FLASH in kit 4 and wanted to try it out when I noticed this. In addition, I think the incendiary rockets should have some kind of initial explosive damage. It's kinda silly that the blast doesnt do ANY damage, only the flames when the game progresses. I'd imagine a rocket fired straight to yer balls from a goddamn RPG would give you a minor tummy ache at least! Thanks, I forgot to set the magazine size correctly for the magazine.
While it is kind of silly that fire and explosion damage are exclusive of each other now, adding a new explosion type is beyond the scope of the project. EDIT: actually, I take that back, I can use HAM 5 fragmentation to generate a "secondary" explosion. The problem is they won't be centred on the same tile. EDIT2: Never mind, Fire primary and explosive fragments (or vice versa) doesn't seem to work, or if it does, the fireball does not last beyond the firing event (as opposed to spanning multiple turns)
K0ukkuI will probably do all the starting kits and give them a little more progression and personal appeal. I think the high-end mercs should really have good equipment in kit 4. Kits 1-2, pretty standard personal defence weaponry (of course depending a little bit from price-category and merc). In kit 3, usually serious business and Kit 4 the real deal.
Kit 2 is meant to be the Diedranna Lives! equipment (with addition of LBE). The relatively modest load outs for high-end mercs are to prevent the hire for 1 day exploit to get high-end gear early in the game.
[Updated on: Wed, 28 December 2011 02:57] by Moderator Report message to a moderator
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