Re: Arulco Revisited Mod v1.1[message #302865]
|
Fri, 06 April 2012 13:51 
|
|
JAsmine |
 |
Messages:306
Registered:May 2011 |
|
|
Have been away for some days, so here is one big answer to all.
tao@Jasmine
You should make a full fledged modification. You can still keep an alternate download for maps to keep it compatible with other mods.
Mauseranyways, i would love to see this map mod expanded some more and turned into a full fleged mod with item mod and all.
maybe consider a merge with parts of AIMNAS?
We have not yet made up our minds about where this mod will be going. We *will* develop further versions to clean bugs, better balance the mod and add some more content. But we aren't sure yet on which "scale" this mod will end up. You know, it's first of all a question of what is possible with our very limited ressources (two people with jobs and family & friends and limited skills). If things were only about what we want, then we would create a "full fledged" mod, but then, most people would, right?
K0ukkuThis mod sounds great! Can't wait to test this!
I'd like to play this with HAM5 thou with the explosive shrapnels, any experience if this really works with it?
HAM5 and AR should be compatible. We have tested it, but only to a certain extent (lack of time ).
You should be aware, that we consider HAM5 to be buggy and unstable atm (cause it is not finished).
My guess is, that when playing with AR and HAM5 at its current state, you will run into issues sooner or later.
You should maybe give it a try. Someone has to take the role of the pioneer!
VinnieClaymore[...] I don't know who to give the credit to here, but this is absolutely fantastic! I've just started a game on Insane, with as many weapons as possible and fastest increasing coolness - and in contrast to my last experience playing 2XXX on Insane, this time 'round it's actually challenging! The AI is brilliant! Those bastards hide in the meanest possible nooks and crannies, I love it!
Most of the suff that seems so cool to you is probably because of the new v1.13 release. So, credit should go to the v1.13 team.
However, we've have tried to make the maps look godd, but also play good at the same time. So, we have of course paid attention to enemy placement and stuff.
DieterYo JAsmine, I entered Cambria from G10 to G9, got Mike, killed everyone in the sector, got enemies from adjacent sectors, killed those too, then went from G9 to F9, killed everyone in the sector, no enemy reinforcements, now the sector still shows as hostile.
When I Alt+E there is a dying Mike lying at the corner of the south west house (Bull is standing in front of him), not sure how Mike got there. I checked a save at the beginning of the sector combat and Mike was already lying there dying. I can't target Mike to kill him and he won't die on his own.
Here is the Quick Save from the Profiles\UserProfile_JA2AR\SavedGames folder.
Thanks for this report. I'm quite sure that this bug is related to v1.13 (I ran into it in a similar way with a terrorist I had killed before!). Please, submit your savegame to the v1.13 team, maybe they can identify and smash this bug?!
Dieter[...] At the Cambria SAM site I8, there is a 5.56x45mm Match belt with 65,480 rounds. Inserting the ammo into a gun adjusts the count to the correct value.
Items aren't changed by AR mod. But I will fix this one way or another. Thanks for reporting.
Mauser[...] the enemy AI seems to have learned the secret of using cover and evading MERCS line of sight.
makes them seem a little less suicidally dumb, but also makes them much more static and defensive once they get to the edge of your LOS.
[...]
are these AI improvements part of the less retarded AI from HAM5? or did you do that yourselves? anyways, great feature!
1) The improved AI you're facing is part of the official v1.13 release!
2) Changes to the AI are *far* beyond what I can do!
3) HAM5 is not integrated into AR for several reasons. You can however use both mods at the same time and help testing HAM5.
DameshI started getting this error during battle in Chitzena the first day. Decided to go west and take Chitzena first. Took the mine and continued up to next sector and about half way through started seeing this message every minute or so:
Runtime Error
Assertion Failure[line 1171 in File.\Scheduling.cpp]. Attempting to debug save as SaveGame97.sav(this may fail).
This is a problem of v1.13, that may happen in sectors where civilians or NPCs are.
It is a severe error, but don't worry, there are many workarounds:
If the crash happens exactly at the same place and the same time again and again (e.g. sector D2 @ 10p.m.) you can enter tactical view of that sector at 9.59 pm, wait for 2 minutes till 10.01 pm and it should work.
As I said: This bug is a known problem and can be worked around. Don't worry and pls report back if you managed to get around somehow!
lockieUmm , I having a few ctd's , anyone else suffering ?
Please be more specific and give some information on your crashes.
The mod should really be just about as stable as the official v1.13 release, since the changes in the AR mod are not of a very complex nature.
If the game keeps crashing constantly and seemingly random, you most probably have a bad install!
whew... quite some writing.
Thank you all for reporting stuff and giving feedback.
I wish all of you lots of fun playing this mod!
Report message to a moderator
|
|
|
|
|
Re: Arulco Revisited Mod v1.1[message #302910]
|
Sat, 07 April 2012 05:51 
|
|
usrbid |
  |
Messages:1506
Registered:December 2008 |
|
|
DieterlockieUmm , I having a few ctd's , anyone else suffering ?
Not much really, the game is pretty stable, I am running XP. I have an issue with the sound driver (or something related), every 1-2 hours, when a merc starts talking, right at the beginning, I hear about half a second, then it goes fizz, CTD. It's probably just me running on an IBM T23.
Axtually there is definitely something not right with the Cambria hospital sector. I had no problems when I freed the sector for the first time, but had severe issues when I had to defend it against an enemy attack.
I had a wounded enemy run for the sector border and couldn't reach him. About a second after he escaped, I got an assertion failure. I "fixed" the problem by going into the strategic view as soon as the speech of one of my mercs started for "they left the sector".
Unfortunately I don't have a save, I was too liquored up to think of it, I am sorry, I am usually good about saves.
Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: Arulco Revisited Mod v1.1[message #303021]
|
Sun, 08 April 2012 16:35 
|
|
Vincent J. Claymore |
 |
Messages:285
Registered:February 2011 |
|
|
JAsmineScoutyI just spent half an hour lock picking every goddamn container in San Mona, and now I got so much random crap to repair.
San Mona? You sure, you ain't talking about Grumm?
In the current release, there are way too many locked crates in Grumm with explosives and stuff. I will definitely fix (balance) this for upcoming versions.
But San Mona? Are you talking about C5 (Tony Sector)? Don't think, there are that many locked containers there. ScoutyAh, yes I was talking about all the San Mona sectors combined... not every container is locked, but there's much random stuff in all the cabinets, etc. The crate with a porn mag and a rag in it was a nice touch... that's now a very disturbing Molotov.
Thanks for warning me not to go to Grumm then. 
Mhmm... when I read JAsmines Post, it sounded like there were a lot of explosives to be found, but the way Scouty understood it, like there are many traps in Grumm... so... which's the case?
[Updated on: Sun, 08 April 2012 16:35] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
Re: Arulco Revisited Mod v1.1[message #303056]
|
Mon, 09 April 2012 00:21 
|
|
IoP |
 |
Messages:17
Registered:March 2012 |
|
|
Sgt YorkThe READ_PROFILE_ ... was indeed set to TRUE. I changed it to FALSE, went back to a savegame and reentered Estoni. Pablo was not there, so I guess a new start is needed. As Flo would say, "Ah well", guess we do without BR this time. I'm too far along to start over, and true, there's lots of stuff around.
Oh yeah. I confirmed BR doesn't send goods to Estoni w/o Pablo.
I had same problem with settings but at least I got my first shipment from BR into Estoni's crate. I didn't enter into estoni before I changed that setting into false. I wonder if it will work in a lon run? Will y shipments start disappear at some point?
Otherwise r5163 seems to work nicely.
[Updated on: Mon, 09 April 2012 00:25] by Moderator Report message to a moderator
|
Private
|
|
|
|
|
|
|
|
|
Re: Arulco Revisited Mod v1.1[message #303247]
|
Wed, 11 April 2012 14:08 
|
|
JAsmine |
 |
Messages:306
Registered:May 2011 |
|
|
DieterYo JAsmine, Is there a list of maps / sectors you guys updated to make it easier to compare? So far I visited a whole bunch of them and I like the item placement and other changes you guys did.
In fact, we updated *every* sector of Arulco safe for some caves (since they play only a very minor role).
Of course, there is a difference in how much a single map was updated.
On the one hand, some maps, as one can easily notice were completey replaced by new maps.
On the other hand, there are maps that just got some extra trees and rocks to provide more cover.
In between those two extremes, all possible "steps" are possible and present within AR mod.
Atm, there are about 50 maps in AR mod that that are completely new. (more to come )
Examples: A8 (Omerta Industrial), L13 (Balime Spa), G3 (Grumm Residential) ....
But some of the other maps have changed very much and differ a lot from original ones. They most importantly PLAY differently.
Examples: B13 (Drassen Airport), D15 (Drassen SAM site), A2 (Chitzena ruins)
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Arulco Revisited Mod v1.1[message #303937]
|
Thu, 26 April 2012 15:58 
|
|
WaBlackHat |
 |
Messages:43
Registered:April 2012 |
|
|
Noticed a bug with 1.1
In sector C7 I entered the House/Barn in the NE area with the Cow and saw a Basement/Mine area icon.
But when I enter it and my troops are transported to sector A1 on the Strategic map and have faces on the A1 tactical map, but can not be seen or moved on the A1 map.
It LOOKS like some of the hay bails are leading to the mines.
EDIT: I can do a strategic move from A1 to A2, so I am not stuck.
[Updated on: Thu, 26 April 2012 16:02] by Moderator Report message to a moderator
|
Corporal
|
|
|
|
|
|