Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Arulco Vacations Bug Reports & Fixes (Squashing Bugs while on vacation in Arulco)
Re: Arulco Vacations Bug Reports & Fixes[message #347511 is a reply to message #347510] Fri, 11 November 2016 15:19 Go to previous messageGo to next message
dk2020 is currently offline dk2020

 
Messages:24
Registered:October 2016
Thanks Ed.

Making Arulco great again, one fix at a time.

(Just playing, but hopefully no need to contact AIM to free the US from a dictator. Although that would make for a rich story in JA:3!)

btw, the mine income started flowing again after some attempts.

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Re: Arulco Vacations Bug Reports & Fixes[message #347512 is a reply to message #347511] Fri, 11 November 2016 16:43 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
Location: Estonia
something with taking prisoners (still playing 1.06). some bad guys surrendered, sat down and did not fight (at least for some turns) - and some bad guys continued fighting. OK, it was in the final phases of counterattack, could it be that those last enemies were originally from different squads?


Make Arulco Great Again

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Re: Arulco Vacations Bug Reports & Fixes[message #347515 is a reply to message #347512] Fri, 11 November 2016 17:58 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
something with taking prisoners (still playing 1.06). some bad guys surrendered, sat down and did not fight (at least for some turns) - and some bad guys continued fighting. OK, it was in the final phases of counterattack, could it be that those last enemies were originally from different squads?


Yes, they could very well have been reinforcements.

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Re: Arulco Vacations Bug Reports & Fixes[message #347516 is a reply to message #347511] Fri, 11 November 2016 18:01 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
btw, the mine income started flowing again after some attempts.


Anything specific you did to get it going again? Knowing that might give a hint to why it stopped.

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Re: Arulco Vacations Bug Reports & Fixes[message #347517 is a reply to message #347516] Fri, 11 November 2016 23:55 Go to previous messageGo to next message
dk2020 is currently offline dk2020

 
Messages:24
Registered:October 2016
edmortimer wrote on Fri, 11 November 2016 17:01
Quote:
btw, the mine income started flowing again after some attempts.


Anything specific you did to get it going again? Knowing that might give a hint to why it stopped.


Just used an older savegame. Couldn't really make out one single solution. Still got Fred on the team and so far all is well.

For the attached flashlight on rifles, where do we put in the batteries? When I try to turn it on with no batteries, the flashlight is ejected from the rifle and put in the inventory. Is this a feature that's still in the making?

Cheers

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Re: Arulco Vacations Bug Reports & Fixes[message #347519 is a reply to message #347517] Sat, 12 November 2016 08:07 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
For the attached flashlight on rifles, where do we put in the batteries? When I try to turn it on with no batteries, the flashlight is ejected from the rifle and put in the inventory. Is this a feature that's still in the making?


Well . . . uh . . . I just noticed that problem today myself. Silly me forgot to add the Underbarrel Flashlight and Batteries in the Attachments.XML

I'm releasing an update at the end of the month and will include that fix. You can do it yourself now by opening up Attachments.XML in a text/code editor like Notepad++, scroll down to:

<ATTACHMENT>
<attachmentIndex>322</attachmentIndex>
<itemIndex>1820</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>

and then after that entry add this entry:

<ATTACHMENT>
<attachmentIndex>322</attachmentIndex>
<itemIndex>1908</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>

That will allow the batteries to be attached to the Underbarrel Flashlight.

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Re: Arulco Vacations Bug Reports & Fixes[message #347525 is a reply to message #347509] Sun, 13 November 2016 04:52 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
Got an error, something like: "local ls_day_generic.pngpng is missing", while entering A2 with my troops.

edmortimer wrote on Thu, 10 November 2016 17:53

I'll take a good look at that.


BDU pants are the only item that can be fitted with plates (other can use leg protection only), and with Poly plates it has better stats then any combination of previous pants\attachments in terms of weight, protection, camo and the advanced tab stats. Its more varied with jackets but overall BDU + poli plate still offer better stats overall. (and you can cheat to use two plates of the same type per person)

Since BDU and poly plates are available early on, it makes most of the dedicated and more costly solution that come later on obsolete. i haven't made any real changes in my armor since the beginning of my campaign and I am 3 cities in.

[Updated on: Sun, 13 November 2016 04:59]

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #347526 is a reply to message #347525] Sun, 13 November 2016 06:48 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Got an error, something like: "local ls_day_generic.pngpng is missing", while entering A2 with my troops.


That's a loadscreen error. I'll check on it.


Quote:
Since BDU and poly plates are available early on, it makes most of the dedicated and more costly solution that come later on obsolete. i haven't made any real changes in my armor since the beginning of my campaign and I am 3 cities in.


OK. Thank you for the assessment -- it helps to have other eyes looking at things. I'll have an armor tweak ready for the end-of-month update.

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Re: Arulco Vacations Bug Reports & Fixes[message #347562 is a reply to message #347526] Fri, 18 November 2016 17:35 Go to previous messageGo to next message
johnson is currently offline johnson

 
Messages:59
Registered:September 2015
I encountered few issues with top right sam site barracks doors being blocked; top left sam site having double fence without doors so you can spawn in a cage; unable to interact with humus during the night on the top most road leading to Drassen and few roof glitches, but nothing major only non mod specific JA2 bugs.

Off-topic: JA2 specific bugs like rifles area permanently becoming grayed out (even after restarting the game) getting glitches and nada issues when using attachment suggestions, and Drassen going bonker all militia disappearing from strategic map, and mine sector not showing as part of the city and all equipment in it going poof. Those types of bugs that always grind my enthusiasm to a halt lead me to start using the kill all cheats and eventually more bugs .. /rant on a tangent.

edmortimer wrote on Sun, 13 November 2016 05:48

OK. Thank you for the assessment -- it helps to have other eyes looking at things. I'll have an armor tweak ready for the end-of-month update.

Actually I retract that, I started that game on higher difficulty level so I was swamped with higher quality equipment early on, on my current play-through it seem ok.

[Updated on: Fri, 18 November 2016 17:40]

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #347566 is a reply to message #347562] Fri, 18 November 2016 18:40 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I encountered few issues with top right sam site barracks doors being blocked; top left sam site having double fence without doors so you can spawn in a cage; unable to interact with humus during the night on the top most road leading to Drassen and few roof glitches, but nothing major only non mod specific JA2 bugs.


I'll take a look at those sectors and tweak them a bit.

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Re: Arulco Vacations Bug Reports & Fixes[message #347573 is a reply to message #347566] Sun, 20 November 2016 15:49 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
Registered:March 2007
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could you have a look at N5 also, seems there are some unreachable doors and lockers...



Make Arulco Great Again

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Re: Arulco Vacations Bug Reports & Fixes[message #347575 is a reply to message #347573] Sun, 20 November 2016 18:35 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
could you have a look at N5 also, seems there are some unreachable doors and lockers..


Yes. I'll have a better map for the end-of-month update. It looks like just the kitchen areas are in need of re-design, so the lockers there will just be full of food. If you are having trouble elsewhere on the map, let me know.

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Re: Arulco Vacations Bug Reports & Fixes[message #347576 is a reply to message #347517] Mon, 21 November 2016 06:24 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I just found out that if you assign someone to be Military Governor then the mine income drops to 0. However, if you then assign someone to "Staff" the mine you will get the 10% bonus income. I don't know why this is happening . . . but I'll take a look at if from different angles and see what I can find out.

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Re: Arulco Vacations Bug Reports & Fixes[message #347580 is a reply to message #347576] Tue, 22 November 2016 12:24 Go to previous messageGo to next message
dk2020 is currently offline dk2020

 
Messages:24
Registered:October 2016
Interesting that you find that correlation.

Right now I'm in Tixa and wonder where you hid Dynamo? He's not in on of the upstairs cells, nor can I find him downstairs. Shank is not willing to join unless I find him it seems. Scratch that, he just didn't like Miguels recruiting efforts.

Cool idea to include a pathway to the alien level in Tixa, even in realistic, quite a shock after I discovered that happy

What I noticed is that the Wardens husband (Edward?) is categorized as enemy to both my squad and Deidrannas forces. Which means he dies before we get to hear his funny chat...

Thanks for continuing to improve and add things to the mod. Really love to play it!

[Updated on: Tue, 22 November 2016 15:33]

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Re: Arulco Vacations Bug Reports & Fixes[message #347581 is a reply to message #347580] Tue, 22 November 2016 18:19 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
Interesting that you find that correlation.


Hmm. Mine income drops to zero if Spreading Global Propaganda via Military governor, the Rebel Base, the Border Checkpoint, and the Military HQ. Since it also happens with the Military HQ, which is stock 1.13, and it also happens with the stock 7609 executable, I have to conclude that it is not something I did -- just something I never noticed before. Maybe one of the code experts will take a look at it. Until then it will have to be rationalized as 'returning all the profits from the mines to the people is part of raising loyalty across the country'.


Quote:
What I noticed is that the Wardens husband (Edward?) is categorized as enemy to both my squad and Deidrannas forces. Which means he dies before we get to hear his funny chat...


That's Brewster Woltz . . . I'll fix that for the end-of-month update, my bad.


Quote:
Thanks for continuing to improve and add things to the mod. Really love to play it!


I'm glad you like it!

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Re: Arulco Vacations Bug Reports & Fixes[message #347583 is a reply to message #347581] Tue, 22 November 2016 20:18 Go to previous messageGo to next message
Burzmali is currently offline Burzmali

 
Messages:248
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some very special prices for Reverend (and only for him, normal prices for others).
https://www.upload.ee/thumb/6374979/Tony.jpg

(sry, i do not use "new inventary" - first time i tried it, years ago, Grisly could not take crowbar with him as he had no fitting pocket for it and that was that for me...)

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Re: Arulco Vacations Bug Reports & Fixes[message #347584 is a reply to message #347583] Tue, 22 November 2016 21:48 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
some very special prices for Reverend (and only for him, normal prices for others).


Wow! That IS a miracle! He's actually supposed to get poorer prices for guns . . . that seems like a code problem. I'll check it out with other characters who have a 'minus rating' for gun prices.

EDIT: he's got a <betterprices_guns>-5</betterprices_guns> rating in Backgrounds.XML, so should not be what is happening there.

[Updated on: Tue, 22 November 2016 21:57]

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Re: Arulco Vacations Bug Reports & Fixes[message #347587 is a reply to message #347584] Tue, 22 November 2016 23:01 Go to previous messageGo to next message
Flugente

 
Messages:3509
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Hmpf. That was indeed a code error. Fixed in the trunk in r8343. I assume sevenfm is likely to add that fix to his exes (as I don't have access to that code base, I couldn't fix it anyway).


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Re: Arulco Vacations Bug Reports & Fixes[message #347591 is a reply to message #347587] Tue, 22 November 2016 23:23 Go to previous messageGo to next message
Deleted.

 
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Flugente wrote on Wed, 23 November 2016 02:01
Hmpf. That was indeed a code error. Fixed in the trunk in r8343. I assume sevenfm is likely to add that fix to his exes (as I don't have access to that code base, I couldn't fix it anyway).

Already added fix, though slightly different.
I can send Ja2+AI source code to 1.13 coders if they are interested in details, but I don't expect anyone to fix bugs in my personal project :-)



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Re: Arulco Vacations Bug Reports & Fixes[message #347594 is a reply to message #347587] Wed, 23 November 2016 07:56 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Thank you for that fix, and the info on the Royal Jelly! Much appreciated.

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Re: Arulco Vacations Bug Reports & Fixes[message #347628 is a reply to message #347594] Mon, 28 November 2016 09:33 Go to previous messageGo to next message
SmokinGun is currently offline SmokinGun

 
Messages:69
Registered:June 2007
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Hello! Question on folding stock strangeness-

I have an Walther MPL equipped with an attached folding stock. I don't see an option to fold out the stock or a graphic change of the weapon with the stock attached vs not attached. Basically stock is either attached or not attached but the Walther MPL graphic doesn't change either way. I also noticed that the AP points go up to (8) without the stock attached and the AP is (5) with the stock attached.

While playing Urban Chaos I've got an PM 63 RAK with a folding stock (non attached) and notice that there is an option to fold/unfold and the graphics change accordingly. However there seems to be an inverse relationship regarding AP. AP is (10) with stock folded, and AP(14) with stock extended.

So my main confusion/concern is wondering if my Arulco Vacations install is bugged or if this is normal? Also wondering the difference between Urban Chaos APs system vs Arul Vacations?

UC= less AP(10) w/stock folded and more AP(14) w/extended stock
AV= more AP(8) w/out stock attached and less AP(5) w/extended stock attached

Do graphics change with a true folding stock vs an attached stock in Arulco Vacations? Thanks!





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Re: Arulco Vacations Bug Reports & Fixes[message #347630 is a reply to message #347628] Mon, 28 November 2016 11:08 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Some mods implement item transformations and some don't. Regular 1.13 doesn't have them and if I understand you correctly AV doesn't have them as well. Functionality is basically the same. With item transformations you fold/unfold the stock. Without transformations you attach a folded stock (fold) or remove the folded stock (unfold) to bring back the build-in fixed stock.

Both systems mean less ready cost with a folded stock and more with an unfolded (fixed) stock.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Arulco Vacations Bug Reports & Fixes[message #347634 is a reply to message #347628] Mon, 28 November 2016 18:22 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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There is no graphics change with stock folded or unfolded. AFS has a very good system for folding/retractable stocks but it is very work intensive for the modder -- which is why, I'm guessing, the mod is named after that feature. AV uses a quick and dirty method. Simply put, in vanilla 1.13 if a weapon had a folding/retractable stock by default it was always folded/retracted. By making the folding/retractable stock an attachment the player has the option of UNFOLDING the stock by REMOVING it.

The graphic of a folding stock shows it unfolded for clarity sake . . . but it is folded when attached. I know, not very intuitive, but I didn't want to spend 6 months or more making graphics and re-arranging Items.XML, yet I wanted to have the option of folding or unfolding the stock of a weapon. So it is just like vanilla 1.13 when you put a folding stock on a weapon that doesn't have one as default -- folded when attached, regular stock (unfolded) when unattached.

Myself, I generally would have the stock unfolded, and just throw the attachment away instead of carrying it around because I know there will be plenty of folding stock attachments to pick from when next I kill some enemies.

So . . . yes, taking the stock off UNFOLDS it so AP is more. Putting the stock on FOLDS it so AP is less. Graphic stays the same. If you forget which it is you'll have to look at the weapon.

There is no difference between UC AP System and AV AP System regarding folding/retractable stocks -- but there is a difference in AP ratings for different actions.

[Updated on: Mon, 28 November 2016 18:25]

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thumbs26.png  Re: Arulco Vacations Bug Reports & Fixes[message #347638 is a reply to message #347634] Tue, 29 November 2016 11:29 Go to previous messageGo to next message
SmokinGun is currently offline SmokinGun

 
Messages:69
Registered:June 2007
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Right on! Thank you both for clearly explaining and alleviating my confusion... And a double thanks for working hard to refine, improve, and expand one of the best and coolest PC games to ever exist. Your efforts have made it all the better. Cheers and gratitude.

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Re: Arulco Vacations Bug Reports & Fixes[message #347641 is a reply to message #342717] Tue, 29 November 2016 19:59 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
Registered:November 2002
Trying out 1.08.

I'm sorry, but I have to ask if the mod is intended to play on Insane level at all. I have enemies in starting area one shot my team with handguns repeatedly. When enemies are hit at all by, say FAL, they take some 7 or 15 points of damage. Managed to kill one before team wipe. Only way to deal with this, as I can see, is to simply kill enemies via console command..

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Re: Arulco Vacations Bug Reports & Fixes[message #347642 is a reply to message #347641] Tue, 29 November 2016 20:20 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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No, AV is not intended to be played on insane level -- because I never tested it for insane level. However, it should be playable at any level. Enemy Damage Resistance is 0 (zero) (as is CtH), meaning Normal, no bonus no penalty. So, that means you're problem there is bad luck, enemy armour, or something amiss in the XMLs. I'll give a quick check on insane to see, but I didn't do anything to cripple insane level.

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Re: Arulco Vacations Bug Reports & Fixes[message #347643 is a reply to message #347641] Tue, 29 November 2016 20:31 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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OK, i did a quick play of the Omerta welcome wagon -- damage was normal. Gaston killed an enemy with 1 shot, for example, and the enemy had the usual array of weapons - shotguns, SMGs, pistols. So I think perhaps you have an XML mixup with your install, or a faulty download.

However, I did notice that the starting cash is way too little for insane mod, given the expanded, and more expensive, gear kits in AV.

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Re: Arulco Vacations Bug Reports & Fixes[message #347645 is a reply to message #347643] Tue, 29 November 2016 21:05 Go to previous messageGo to next message
bole is currently offline bole

 
Messages:58
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It is limited to 2000$, which is easily done editing .ini.
I installed 1.08 over 1.06, because I didn't have time to delete the old instalation, which takes up an hour manualy... If you are right, that is XML issue, yes. Should it be enough to delete Data AV folder and replace it with one from the 1.08?

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #347649 is a reply to message #347645] Tue, 29 November 2016 22:57 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
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Pretty sure its a bit more than the data folder alone, but not much.. the datafolder, and the AV part of the user profiles, and any root folder items that were updated should fix most things. deleting should work for the data folder, and the user profile AV folder. I'd go with overwrites on the root items. Depending on the differences in the versions the data-CAMO folder might also need adjusting.

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Re: Arulco Vacations Bug Reports & Fixes[message #347650 is a reply to message #347649] Tue, 29 November 2016 23:39 Go to previous messageGo to next message
bole is currently offline bole

 
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Thank you happy

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Corporal
Re: Arulco Vacations Bug Reports & Fixes[message #347652 is a reply to message #347645] Wed, 30 November 2016 07:29 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I installed 1.08 over 1.06


Did you install the full v1.08, or the upgrade from v1.07 to v1.08? If the upgrade, then that is probably the problem because it doesn't have all the changes from v1.06 to v1.08. Otherwise, then replacing the Data-AV folder should be enough. The Data-Camo folder is just interface graphics and shouldn't interfere with play. If something is wrong there then you would see a mix of vanilla and camo interfaces but the game would be unaffected.

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Re: Arulco Vacations Bug Reports & Fixes[message #347666 is a reply to message #347652] Thu, 01 December 2016 00:08 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
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Did the 10 round magazine for .303 ap get added? in my 1.07 it was missing so trying to use the 50 round box on the SMLE went crash. I manually added one for the test I was doing and it fixed it, but I wasn't sure if it had been pointed out for you to fit it in your 1.08 fixes your releasing soon.

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Re: Arulco Vacations Bug Reports & Fixes[message #347669 is a reply to message #347666] Thu, 01 December 2016 07:28 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Did the 10 round magazine for .303 ap get added?


Yes, that has been fixed.

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Re: Arulco Vacations Bug Reports & Fixes[message #347670 is a reply to message #347669] Thu, 01 December 2016 08:13 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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The v1.08 Update 01-Dec-2016 is now available at the usual place -- the blog Downloads page (link below). Scroll down to the Additional Downloads section of that page and you'll see a link and description of the Update download. Enjoy!

http://arulco.blogspot.com/p/downloads.html

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Re: Arulco Vacations Bug Reports & Fixes[message #347679 is a reply to message #347670] Sat, 03 December 2016 14:04 Go to previous messageGo to next message
dk2020 is currently offline dk2020

 
Messages:24
Registered:October 2016
Hi Ed, thanks for the update. I'm pretty far into my current game, so I'm wondering if not only the update but also SevenFMs JA+AI exe will be savegame-compatible. My guess is that it isn't but maybe someone can confirm..

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Re: Arulco Vacations Bug Reports & Fixes[message #347680 is a reply to message #347679] Sat, 03 December 2016 14:12 Go to previous messageGo to next message
Deleted.

 
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dk2020 wrote on Sat, 03 December 2016 17:04
Hi Ed, thanks for the update. I'm pretty far into my current game, so I'm wondering if not only the update but also SevenFMs JA+AI exe will be savegame-compatible. My guess is that it isn't but maybe someone can confirm..

It's recommended to update Ja2+AI.exe to r336 or r337 as it fixes some bugs in older releases.
All Ja2+AI versions should be savegame compatible with each other and stock 1.13 7609 ja2.exe, though it's always recommended to regulary save and keep separate saves after important points in campaign like taking cities, completing quests etc.



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Re: Arulco Vacations Bug Reports & Fixes[message #347682 is a reply to message #347679] Sat, 03 December 2016 18:21 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Quote:
I'm wondering if not only the update but also SevenFMs JA+AI exe will be savegame-compatible.


As Sevenfm said, the executable should be A-OK and recommended (the latest, r337). The Upgrade also is savegame compatible. However, as Sevenfm suggested, keep a save just in case something unexpected happens. I tested the update with a running game and it was fine, but it's impossible to test everything.

[Updated on: Sat, 03 December 2016 18:22]

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Re: Arulco Vacations Bug Reports & Fixes[message #347685 is a reply to message #347682] Sun, 04 December 2016 01:15 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
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in Chitzena and press end turn.. goes to real time, then spots an enemy or something and has an assertion failure (save doesn't work)references the vobject_blitters @ line 7064.
updated 1.08 with the December update. running the AIr325 version AI r336 doesn't always load for me.

Since I didn't do any action or or see an animation from an enemy its hard to narrow down the cause further.


this is the combat end turn save from right before it:
https://1drv.ms/u/s!ApXWlezIDY_Sigwqeygzkhj9IUbD

Edit:
Reloaded, moved people around to different spots and found the last enemy and didn't trip the error, then killed the last redshirt and for another assertion failure this time in himage.

https://1drv.ms/u/s!ApXWlezIDY_Sig3Hr24pIzzx1WTy



Edit 2: tried it with the ja2.exe and had the same problem. the enemy does something that triggers the failure, or killing him triggers it after the speech about clearing the sector.
next step. reinstalling the packages, and moving the saves over to see if I have corrupted files.

[Updated on: Sun, 04 December 2016 01:59]

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Master Sergeant
Re: Arulco Vacations Bug Reports & Fixes[message #347686 is a reply to message #347685] Sun, 04 December 2016 01:50 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
)references the vobject_blitters @ line 7064.


Which executable are you using? (sorry, missed it . . . r325/r336)

If the latest JA+AI r337, try a prior one, or the original JA2.exe. If not r337, try that.

EDIT: Yeah, try r337, and if that doesn't work, try JA2.exe

[Updated on: Sun, 04 December 2016 01:51]

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Sergeant Major
Re: Arulco Vacations Bug Reports & Fixes[message #347692 is a reply to message #347685] Sun, 04 December 2016 19:46 Go to previous messageGo to previous message
pheloncab is currently offline pheloncab

 
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Registered:August 2004
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pheloncab wrote on Sat, 03 December 2016 15:15
in Chitzena and press end turn.. goes to real time, then spots an enemy or something and has an assertion failure (save doesn't work)references the vobject_blitters @ line 7064.
updated 1.08 with the December update. running the AIr325 version AI r336 doesn't always load for me.

Since I didn't do any action or or see an animation from an enemy its hard to narrow down the cause further.


this is the combat end turn save from right before it:
https://1drv.ms/u/s!ApXWlezIDY_Sigwqeygzkhj9IUbD

Edit:
Reloaded, moved people around to different spots and found the last enemy and didn't trip the error, then killed the last redshirt and for another assertion failure this time in himage.

https://1drv.ms/u/s!ApXWlezIDY_Sig3Hr24pIzzx1WTy



Edit 2: tried it with the ja2.exe and had the same problem. the enemy does something that triggers the failure, or killing him triggers it after the speech about clearing the sector.
next step. reinstalling the packages, and moving the saves over to see if I have corrupted files.








completed a reinstall, rested and it got me past that particular problem. Thanks for the reply. looks like a bad file during the install.

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