Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328266]
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Sun, 17 November 2013 18:40
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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The carabiners work well. I can't speak to the map items and commando armor revamp; I didn't notice any problems, but I didn't get too far along.
I only noticed two bugs, and only one of them is new. The M-LBE Pack System Backpack has four slots for large modular pouches but only two actual open pockets. Not a real problem, but the MOLLE system is so complicated that it's hard to tell if something was the result of a typo or a glitch in the whole system. :confused:
Second, and not really news, is the way that transforming a variable-power scope still dumps everything out of the backpack in turn-based. (Pre-posting edit: Strohmann compiled a list of complaints about this bug while I was typing, so may as well avoid splitting any conversation.)
Other than that, some of the things in my previous comment still stand. It would be nice if the documentation included the purpose and intent of each pocket (not M-LBE pouches, but things like the General Misc, limits of the Combat Pack Gun Sling vs other sling slots, etc) so that people don't have to order a huge pile of stuff from BR and check item by item what fits where.
Oh, speaking of which. The M-LBE battle rifle pocket (not the non-MLBE one, though) takes four 7.62x51mm 20-round mags like you'd expect. And four 5.56x45mm 30-round mags, which I sure didn't. It seems like the item descriptions and capacities are wonky across the board. Some items say they're two double-stack mag pockets and take two mags (traditional capacity for a single inventory slot, but half of what they say), some do the opposite.
It would be nice to rationalize all of the ammo pockets (both in the PocketTypes.xml and the items) so that they hold as much ammo as they say they should and appear to. So the current base ammo M-LBE pouches should describe as either two double-stack pouches (and hold four mags of the right size) or as single-stacks (and hold two mags, which is the case for non-LBE mag pouches). Or even edit all of the pictures to only show one pouch and call it one double-stack pouch (which is actually how you would buy them).
I can understand wanting to keep the M-LBE more restrictive than the basic version, but there are so many pockets available now that there doesn't seem to be much reason to double up (and increase the chance of similar-looking pockets holding different amounts of ammo). Making all ammo pockets ammo-restricted and just have one for each size would also cut out a lot of entries in the related XMLs. With the way sizes work in this mod I can't actually think of the last time I saw something other than ammo worth putting in a mag pouch anyway (pretty much everything loses out to the almighty Small General).
Anyway, that's it for now. Glad to see work being done on randomization and map-adjusting (all across the Pit) in time for the new stable release next year. More immediately, any news on when a full-scale documented 4.48 will be out? Thanks!
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Private 1st Class
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328431]
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Fri, 22 November 2013 00:23
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bouchacha |
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Messages:24
Registered:October 2013 Location: District of Columbia |
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wil473
bouchachaI'm playing with the July release of AFS (Last stable one I believe) and wow, this is really hard. I have the classic Igor/Ivan/Gunty team up along with 2 IMP mercs and I'm hitting roadblocks barely out of Omerta and it's only at Experienced.
Enemies seem to score hits more often than I do, which is significant since my mercs are scantily armored at this point in the game. The best I have to work with is some 9mm SMGs which are really good at missing.
Curiously, auto-resolve works amazing and barely scratches my mercs...
Old-Chance-to-Hit (OCTH) or New-Chance-to-Hit (NCTH)? If you stick to OCTH habits under NCTH you will be hit more often... for example headshots are much more difficult to pull off to the point where even snipers should avoid taking them unless things are absolutely perfect, and hitting the target is not essential at that moment. Additionally I've usedChrisL's OCTH modifications to neuter the headshot game under OCTH.
I think auto-resolve still uses the old formula so may not reflect how NCTH works, or for that matter ChrisL's optional OCTH modifications (I think I'm the only one who uses them by default).
This was indeed with NCTH and I was strictly aiming for chest shots from very advantaged positions. However, there's little you can do with pistols. I've pushed through and took Drassen and ordered some AKs from BR and it's much more doable now. I suppose my complaint had more to do with how so many merc kits include nothing more than pistols. It seems absurd to think a band of mercenaries would try to liberate a country armed with nothing but cheap pistols.
Fighting with pistols is more annoying than anything. It greatly reduces tactical choice since pistols are so single-purpose. My suggestion is to change all the kits into something like this:
Kit 1: Barebones + pistol
Kit 2: SMG
Kit 3: Rifle/SN Rifle/AS Rifle
etc
The level of quality would be commensurate with the relative cost of the merc, so Gus would have the coolest most expensive stuff available, but even cheap mercs will have access to some range. Realistically speaking, I can get a mosin-nagant or an SKS in the United States for far cheaper than a good pistol. My mercs should have the same option.
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Private 1st Class
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #328989]
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Sun, 15 December 2013 06:50
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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Hey Wil, a few comments on RC4. I did a clean install tonight, and the XML editor has taken to eating the image for the Radio Set. I didn't see it in the picture lists, so something may have happened when working with the images that deleted the 1.13 radio image.
While I was looking through the images, I noticed a lot of overlap in item pictures between the recently added M-LBE items from 1.13 and your mods, so you might be able to save some file space by clearing out overlap in images in addition to cleaning up redundant items. (By the way, thanks for the pocket descriptions in the other thread. Any progress on a revised pockets scheme since you made it, or is that a forum for ideas and suggestions?)
I also saw some new item images (goggles, visors, MICH helmet) and a couple from base 1.13 that aren't in use. The new stuff should make interesting distinctions for headgear (tunnel vision, protection level and coverage), and things like the new (well, I hadn't seen it) sling in P2 could be used to represent straps attached to LBE.
(Oh, and a side idea. I noticed that in RC3 radio had some pockets, and doesn't anymore. I know the initial idea was to make the player sacrifice storage for the radio, but how about adding limited storage for spare batteries, water, etc, so that radiomen aren't totally dependent on others to carry basic supplies? Or did I just describe the exact purpose of the Go Bag? )
I also noticed when merging some personal INI changes with the new install that you haven't updated the AFS copy of Ja2options with new entries from 1.13 in a while. I assume you would merge in all of those files with the full 4.48 release, but it caught my attention.
I tested the buddy system briefly (okay, I launched some grenades and then blew up a clip of incendiary rockets in my inventory when even WP Rifle Grenades didn't do anything exciting) and the quad napalm rockets left smoke behind. I didn't have time to check for light emission or direct-fire explosive ammo, but at least some aspect of the new system works. I'll try to get in some more testing in the morning. Have there been any unmentioned changes in all of these release candidates you want somebody to check out or poke with a stick for testing purposes?
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Private 1st Class
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329000]
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Sun, 15 December 2013 14:59
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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John A SmithHey Wil, a few comments on RC4. I did a clean install tonight, and the XML editor has taken to eating the image for the Radio Set. I didn't see it in the picture lists, so something may have happened when working with the images that deleted the 1.13 radio image.
I'll check, I may not have updated the "original" graphic libraries in Data-Graphics (of the folder I use to package the RC's).
John A SmithWhile I was looking through the images, I noticed a lot of overlap in item pictures between the recently added M-LBE items from 1.13 and your mods, so you might be able to save some file space by clearing out overlap in images in addition to cleaning up redundant items. (By the way, thanks for the pocket descriptions in the other thread. Any progress on a revised pockets scheme since you made it, or is that a forum for ideas and suggestions?)
Yes there is, but if I remove graphics it may cause problems for anyone who doesn't do a clean install. Additionally v1.13 may use a different graphic in future, or the entire system may go in a different direction.
John A SmithI also saw some new item images (goggles, visors, MICH helmet) and a couple from base 1.13 that aren't in use. The new stuff should make interesting distinctions for headgear (tunnel vision, protection level and coverage), and things like the new (well, I hadn't seen it) sling in P2 could be used to represent straps attached to LBE.
I imported a few helmet items from IoV/DBB/CosPlay mod back when there were ambitious plans for helmets. Some game mechanics have curtailed this - face items cannot act as armour, and helmet armour cannot disallow face items.
John A Smith(Oh, and a side idea. I noticed that in RC3 radio had some pockets, and doesn't anymore. I know the initial idea was to make the player sacrifice storage for the radio, but how about adding limited storage for spare batteries, water, etc, so that radiomen aren't totally dependent on others to carry basic supplies? Or did I just describe the exact purpose of the Go Bag? )
That was a mistake, I forgot to remove the pockets from the LBE I copied to produce the basic Radio item. Fixed in RC4.
John A SmithI also noticed when merging some personal INI changes with the new install that you haven't updated the AFS copy of Ja2options with new entries from 1.13 in a while. I assume you would merge in all of those files with the full 4.48 release, but it caught my attention.
Yeah, RC4 didn't include a cleanup of the INI's aside from anything that would have generated an error at game start (and hence show up in the error log).
John A SmithI tested the buddy system briefly (okay, I launched some grenades and then blew up a clip of incendiary rockets in my inventory when even WP Rifle Grenades didn't do anything exciting) and the quad napalm rockets left smoke behind. I didn't have time to check for light emission or direct-fire explosive ammo, but at least some aspect of the new system works. I'll try to get in some more testing in the morning. Have there been any unmentioned changes in all of these release candidates you want somebody to check out or poke with a stick for testing purposes?
Forgot to do something about WP, working on it now:
- smaller fire effect on core
- news fragments will use the acidic property and blinding flag
- (damaging) smoke buddy effect
Aside from the buddy effects, thermobaric weapons now have the indoor modifier set. Not quite sure if I'm using it right though.
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329014]
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Sun, 15 December 2013 18:49
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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E1vSWil,
installing rc4 unfortunately did not help
No, I didn't say that RC4 helped - I replicated your crash with RC4. Something about one specific enemy causes the game to crash. That said, I'm going to see if I can figure out what is in his inventory later today.
AFS RC5 - Now with "Willie Pete" effects
- SCI_Unstable_Revision_6690_on_GameDir_1891
- some missing graphics and INI options fixed
- on looking at the again, it looks like a multiplier so I've redone the thermobaric weapons with much smaller numbers, for example: 1.25 instead of 25 (with the intention of 125% damage when indoors).
- again please delete Data-AFS and Data-Graphics as old versions may conflict, you may also delete UserProfile_JA2AFS from the Profiles folder but a new game is not strictly needed.
Additionally, I saw some odd behaviour of the MasterKey, it didn't want to reload new ammo. It took the FRAG-12 shells I was testing, and ejected 3/4 rounds of slug in it before, but kept firing slug until I unattached the MasterKey and reloaded it as a standalone weapon. I'm going to see if this can be replicated in stock SCI_Unstable_Revision_6690_on_GameDir_1891
EDIT: @E1vS - used cheat codes to beat up the problem enemy and check inventory for anything bugged.
- the enemy responsible for the crash was running around with a box cutter while your mercs were on the roof.
- additionally he had an unloaded Micro Desert Eagle, one two magazines of .380 ACP, and a wool cap
Now the question is why did he have an empty gun, but the correct ammo. Did he finish off a magazine in a firefight with your mercs before the save game? Or is something about the Micro Desert Eagle in-game bugged?
EDIT2: I quickly killed all enemies except for the crash trigger, he moved differently but eventually caused the same crash. Grunty by this point was on the ground with this enemy, who had moved behind some rocks. Will be checking the gun and ammo now.
EDIT3: it is not the Micro Desert Eagle, took it away along with its ammo and the game still crashed, possibly when he was about to recover and try something with the box cutter. Take away both weapons, Fernando gets up and grabs a weapon from the ground and the game continues without crashing.
EDIT4: I think I fixed it, the Box Cutter / 1314 needs the following changes:
comment out -1 in Items.XML
add 1 to Weapons.XML
[Updated on: Sun, 15 December 2013 20:24] by Moderator Report message to a moderator
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329016]
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Sun, 15 December 2013 20:35
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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Some severe weirdness with RC5. WP rifle grenade works, but clicking to reload after firing appear to dump the magazine from the rifle into inventory and replace it with Glaser ammo (when using a HK416 14") instead of loading the next rifle grenade. This might be connected to the Masterkey reloading issues you were having.
Detonating an M74 pack in inventory results in a small non-damaging detonation, a pause, and then a deadly smoke cloud. No fire, but that may be intended. Lighting also seemed to work.
Also, I've got a small list of item problems. The SMG Leg Rig doesn't have a BR name. The Bomb Pouch is listed as not for sale in BR. The Radio Set still has a Warhammer 40k BR description (base 1.13 issue, I think). And the AA-12 shotgun is still colored oddly. But those are just minor cleanup issues.
Edit: Also, is the ALICE backpack meant to be unbuyable?
[Updated on: Sun, 15 December 2013 20:51] by Moderator Report message to a moderator
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Private 1st Class
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329022]
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Mon, 16 December 2013 00:59
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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John A SmithSome severe weirdness with RC5. WP rifle grenade works, but clicking to reload after firing appear to dump the magazine from the rifle into inventory and replace it with Glaser ammo (when using a HK416 14") instead of loading the next rifle grenade. This might be connected to the Masterkey reloading issues you were having. Just to clarify, you were reloading 5.56 or another rifle grenade? And since the WP fragments is based on a new "green" colour in-game ammo, did you eject the magazine to confirm it was glaser? No actual magazine items exist using the new ammotype, but it is possible the game may have mixed data from the fragments with the gun's information.
John A SmithDetonating an M74 pack in inventory results in a small non-damaging detonation, a pause, and then a deadly smoke cloud. No fire, but that may be intended. Lighting also seemed to work. It sounds like actually firing it does work correctly but this may be something related to the new feature. Does the RPO-M round do the same thing (one is a copy of the other with minor changes, aside from 4 shots)? Have you tried detonating other multi-shot grenade rounds (20mm is the one that comes to mind)?
John A SmithAlso, I've got a small list of item problems. The SMG Leg Rig doesn't have a BR name. The Bomb Pouch is listed as not for sale in BR. all fixed
John A SmithThe Radio Set still has a Warhammer 40k BR description (base 1.13 issue, I think). I'll fix it when it is fixed in v1.13 (and someone mentions it).
John A SmithAnd the AA-12 shotgun is still colored oddly.
That's the one I imported from IoV/DBB/Cosplay, is there a better one now available?
John A SmithEdit: Also, is the ALICE backpack meant to be unbuyable? Fixed
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329023]
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Mon, 16 December 2013 01:25
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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Sorry about being vague. I've been doing some testing in real-time, and it's not just the WP grenade. If I fire a rifle grenade, I get the reload cursor. If I let the grenade land and the detonation resolve, the reload cursor goes away and everything is like you would expect, one round used and no rifle grenade loaded.
If I click to reload before the detonation resolves, though, things get strange. No rifle grenade gets loaded. I tried this with a 30-round mag in the rifle and no ammo in my inventory, and, on successive tests, got: A replenished mag in the rifle (no round used to fire the grenade) and a full one (both AP/FMJ ammo) in inventory; one round used from the AP/FMJ mag in the rifle and a full HP ammo mag in inventory; and then, right after the above result, I got the rifle showing a green ammo-type icon, but it spit out a HP mag. This was with AT and AP rifle grenades. Sometimes grenades in inventory would suffer status degradation in 10% jumps (100%, 70%, maybe varying with how many times I clicked to try and reload), like the rifle was trying to use the individual grenades as a magazine instead of a round.
Last time I posted I had indeed gotten glaser, so something odd is going on here. It might be the system trying to give me free ammo (per the underbarrel weapon bug that has returned) but giving me rifle ammo instead of grenades. I'll check to see if this problem only crops up when trying to reload mid-attack like that in real-time.
This is all on a clean RC5 install over 6690/1891.
As for the rocket launchers, I think everything is working correctly, just showing up oddly because I tested in real-time and had the chance to move slightly before the buddy items triggered. I'll cheat my way to a launcher and double check that in combat, though, along with some 20mm direct-fire rounds. I just wanted to see if flames should be visible along with smoke and light.
I don't know about the AA-12, and the radio pack I hadn't realized (I don't use base 1.13 much these days). I'll go check that in the base xmls and mention it to Flugente in that thread. Thanks for clearing up those other points.
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Private 1st Class
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329030]
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Mon, 16 December 2013 10:40
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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wil473
No, I didn't say that RC4 helped - I replicated your crash with RC4. Something about one specific enemy causes the game to crash. That said, I'm going to see if I can figure out what is in his inventory later today.
EDIT: @E1vS - used cheat codes to beat up the problem enemy and check inventory for anything bugged.
- the enemy responsible for the crash was running around with a box cutter while your mercs were on the roof.
- additionally he had an unloaded Micro Desert Eagle, one two magazines of .380 ACP, and a wool cap
Now the question is why did he have an empty gun, but the correct ammo. Did he finish off a magazine in a firefight with your mercs before the save game? Or is something about the Micro Desert Eagle in-game bugged?
EDIT2: I quickly killed all enemies except for the crash trigger, he moved differently but eventually caused the same crash. Grunty by this point was on the ground with this enemy, who had moved behind some rocks. Will be checking the gun and ammo now.
EDIT3: it is not the Micro Desert Eagle, took it away along with its ammo and the game still crashed, possibly when he was about to recover and try something with the box cutter. Take away both weapons, Fernando gets up and grabs a weapon from the ground and the game continues without crashing.
EDIT4: I think I fixed it, the Box Cutter / 1314 needs the following changes:
comment out -1 in Items.XML
add 1 to Weapons.XML
Thank you Wil! I will try it
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329111]
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Fri, 20 December 2013 10:31
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Reinstalled JA2 Gold and updated to AFS since i love this mod so much, but...
UCI 6692 isnt letting me run AFS, downloading 6690...
For reference, i'm unable to start any of the AFS vfs_config mods, I just get a "Jagged Alliance 2 Gold has stopped working"
Edit 1: Nope, 6690 doesnt work either.
Edit 2: Had to create UserProfile_JA2AFS in profile folder. Got many errors on start, though it seems to be improperly defined stuff that defaults to a certain value: Toggle Spoiler *** Fri Dec 20 03:32:30 2013 ***
[ UO2EC-7P1HY-ZHR7W-KRGE6-CXGKN ]
[7.61454e-006] : The value [JA2 Game Settings][NUM_ALL_GAME_OPTIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_INVERT_WHEEL] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_LBE_CONTENT] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_LAST_ENEMY] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_ENABLE_INVENTORY_POPUPS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_ZOMBIES] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_AUTO_FAST_FORWARD_MODE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_QUIET_DOCTORING] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_QUIET_REPAIRING] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_QUIET_TRAINING] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_DISABLE_CURSOR_SWAP] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_TRACKING_MODE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_HIDE_BULLETS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_MERC_CASTS_LIGHT] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][NUM_GAME_OPTIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_LAST_OPTION] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_DEBUG_MODE_OPTIONS_END] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_RENDER_MOUSE_REGIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_RESET_ALL_OPTIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_RESET_ALL_OPTIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_DEBUG_MODE_OPTIONS_HEADER] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_CHEAT_MODE_OPTIONS_END] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_CHEAT_MODE_OPTIONS_HEADER] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_TACTICAL_FACE_ICONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_TACTICAL_FACE_GEAR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_MERC_RANKS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_ALTERNATE_BULLET_GRAPHICS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_ALT_MAP_COLOR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_REPORT_MISS_MARGIN] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_MERCENARY_FORMATIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_STAT_PROGRESS_BARS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_TOGGLE_TURN_MODE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_ENHANCED_DESC_BOX] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SILENT_SKYRIDER] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_USE_AUTO_SAVE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_ALLOW_SOLDIER_TOOLTIPS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_ALLOW_CROWS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_RAIN_SOUND] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_TRACERS_FOR_SINGLE_FIRE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_WEAPON_RANGE_IN_TILES] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_ITEM_SHADOW] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SPACE_SELECTS_NEXT_SQUAD] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_ALLOW_REAL_TIME_SNEAK] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_GL_HIGH_ANGLE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_ALLOW_TAUNTS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_GL_BURST_CURSOR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_CTH_CURSOR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_3D_CURSOR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_TOGGLE_WIREFRAME] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_TOGGLE_TREE_TOPS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_GLOW_ITEMS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SNAP_CURSOR_TO_DOOR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SMART_CURSOR] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_MERC_ALWAYS_LIGHT_UP] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_USE_METRIC_SYSTEM] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_SLEEPWAKE_NOTIFICATION] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_RTCONFIRM] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SHOW_MISSES] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_OLD_SELECTION_METHOD] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_DONT_MOVE_MOUSE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_BLOOD_N_GORE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_ANIMATE_SMOKE] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_KEY_ADVANCE_SPEECH] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SUBTITLES] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][TOPTION_MUTE_CONFIRMATIONS] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Game Settings][TOPTION_SPEECH] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Game Settings][fHideHelpInAllScreens] = "" in file [Ja2_Settings.INI] is neither TRUE nor FALSE. The value FALSE will be used.
Edit 3: Disregard the spoilered text, had the wrong Options.ini file up. Apologies for the misfire. Make sure to change that whenever you open up the INI editor!!
[Updated on: Fri, 20 December 2013 10:54] by Moderator Report message to a moderator
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Master Sergeant
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Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #329342]
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Sat, 28 December 2013 18:45
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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wil473Upper receivers are set with a "dummy" calibre with 0 size magazines. These "dummy" calibres have 0 size magazine items, to prevent another crash situation, but the game may have issues spawning these during IMP generation. Additionally, as a fake calibre is used, there is no way to link uppers with the "real" calibre magazines you are wanting to supply via IMP creation.
To accomplish what you are wanting, a misc item that item transforms into the upper and real magazines would need to be created. A lot of work for something others may find of questionable utility and/or balance.
I bet what it's doing is that it's trying to spawn ammo in the dummy caliber, kinda like how it spawns a mag or two extra for whatever gun(s) IMPs start out with.
Spawning with the completed item in question isn't an issue at all, but it's disappointing.
Possibly related: Why don't I see more upper receivers in Bobby Ray's? Does ordering certain ones crash the game?
[Updated on: Sat, 28 December 2013 18:45] by Moderator Report message to a moderator
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Master Sergeant
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