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Re: Arulco Vacations[message #363218 is a reply to message #363216] Wed, 12 May 2021 14:56 Go to previous messageGo to next message
BETEP

 
Messages:18
Registered:May 2021
sevenfm wrote on Wed, 12 May 2021 06:11
BETEP wrote on Wed, 12 May 2021 06:48
как сделать что бы фляжка использовалась сразу несколько раз как в версии 1.13
Unless you play with food system enabled, you cannot use canteen more than once per turn.

Quote:
И по руссифицированной версии как я понял для этого мода нету ее с описаниями на русском языке. только частичная?
There is no Russian translation for this mod.
система питания выключена все ровно не могу

еще один момент - захватил драссен - почему то с агрился человечек один может взрывом задело его и тд. пришлось его убить . и теперь каждый раз они агрятся инвалиды тоже какие то в колясках. и все что было лояльность ушла в 0 % почему так я ведь их целенаправленно не трогал.

[Updated on: Wed, 12 May 2021 14:59]

Re: Arulco Vacations[message #363221 is a reply to message #363218] Wed, 12 May 2021 19:45 Go to previous messageGo to next message
BETEP

 
Messages:18
Registered:May 2021
BETEP wrote on Wed, 12 May 2021 14:56
sevenfm wrote on Wed, 12 May 2021 06:11
BETEP wrote on Wed, 12 May 2021 06:48
как сделать что бы фляжка использовалась сразу несколько раз как в версии 1.13
Unless you play with food system enabled, you cannot use canteen more than once per turn.

Quote:
И по руссифицированной версии как я понял для этого мода нету ее с описаниями на русском языке. только частичная?
There is no Russian translation for this mod.
система питания выключена все ровно не могу

еще один момент - захватил драссен - почему то с агрился человечек один может взрывом задело его и тд. пришлось его убить . и теперь каждый раз они агрятся инвалиды тоже какие то в колясках. и все что было лояльность ушла в 0 % почему так я ведь их целенаправленно не трогал.
как изменить допустимое количество наемников IMP мужского пола на число выше 5
Re: Arulco Vacations[message #363253 is a reply to message #363221] Sun, 16 May 2021 15:04 Go to previous messageGo to next message
BETEP

 
Messages:18
Registered:May 2021
Народ подскажите какие файлы отвечают за голоса наемников Женского и Мужского пола где они расположены
Можно ли сделать в данном моде преобладающим количество наемников мужского пола в соотношении 7-М-3-Ж

Я просто поставил пакет наемников и у меня в женских голосах почему то оказались мужские... а также некоторые женские стали немыми без озвучки.

Также в мисси Сан-Мона, нету Мари в Борделе....

[Updated on: Sun, 16 May 2021 15:07]

Re: Arulco Vacations[message #363258 is a reply to message #363253] Mon, 17 May 2021 01:54 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
Location: Home Free
Quote:

Народ подскажите какие файлы отвечают за голоса наемников Женского и Мужского пола где они расположены
Можно ли сделать в данном моде преобладающим количество наемников мужского пола в соотношении 7-М-3-Ж

Я просто поставил пакет наемников и у меня в женских голосах почему то оказались мужские... а также некоторые женские стали немыми без озвучки.

Также в мисси Сан-Мона, нету Мари в Борделе....

I'm sorry but AV is set up for 5 male and 5 female IMPs. Changing that involves a lot of modifications. If 5 & 5 is a game breaker for you, then the game is broke.

Re: Arulco Vacations[message #363530 is a reply to message #363258] Fri, 23 July 2021 19:32 Go to previous messageGo to next message
Gopas

 
Messages:318
Registered:June 2016
Location: Norway
Is the +AI executable necessary ? I hope that the mod runs without it.



Nipson anomimata mi monan opsin
Re: Arulco Vacations[message #363532 is a reply to message #363530] Sat, 24 July 2021 00:12 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
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Quote:

Is the +AI executable necessary ? I hope that the mod runs without it.
It's the only executable I use. Your mileage may vary with another executable.

Re: Arulco Vacations[message #363533 is a reply to message #363532] Sat, 24 July 2021 08:06 Go to previous messageGo to next message
Gopas

 
Messages:318
Registered:June 2016
Location: Norway
Thanks Ed, i'll stick with the default executable the mod comes with and see how it goes from there.



Nipson anomimata mi monan opsin
Re: Arulco Vacations[message #363763 is a reply to message #363204] Sat, 25 September 2021 12:50 Go to previous messageGo to next message
007

 
Messages:5
Registered:September 2021
Hi,

I don't know if this mod is being maintained anymore...
But I've noticed that more MERCs are missing their starting weapons when they're first deployed into Arulco (Buzz, Jane and Kelly were the ones I've noticed).

The values in MercStartingGear seems to point to the valid weapon in Items.xml and weapons.xml, so it's unclear as to why this happens...

Is there a way to W/A this?
Can I help with investigating and fixing this issue?
Re: Arulco Vacations[message #363769 is a reply to message #363763] Sun, 26 September 2021 14:39 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
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Yes, it is being maintained.

You have found the problem: the values are valid but the game doesn't spawn them in the starting gear. There's nothing you can do once the game is started, but if you know of a problem before you start a game then you can change the weapon to something that will appear - trial and error, must start game, recruit merc, see if weapon is there, if not, try, try again.

I need the merc name, gearkit number, and the weapon that won't appear in order to do the trial and error thing.

There are messages about this in the thread but there's no real answer. Nobody knows why the program is fussy about this (it isn't the weapons because another merc will have the same weapon and it will spawn no problem).

Re: Arulco Vacations[message #363772 is a reply to message #363769] Sun, 26 September 2021 19:09 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
Location: Home Free
Quote:
Nobody knows why the program is fussy about this (it isn't the weapons because another merc will have the same weapon and it will spawn no problem).
I mis-remembered - getting old. Yes, we do know why the game is fussy about this: the original gearkit inventory code is still lurking in the expanded 1.13 gearkit inventories. It is this code restricting items. I am not a coder so I can't fix it directly, I can only do workarounds.

Re: Arulco Vacations[message #363773 is a reply to message #363772] Sun, 26 September 2021 20:50 Go to previous messageGo to next message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Sun, 26 September 2021 21:09
I mis-remembered - getting old. Yes, we do know why the game is fussy about this: the original gearkit inventory code is still lurking in the expanded 1.13 gearkit inventories. It is this code restricting items. I am not a coder so I can't fix it directly, I can only do workarounds.
Never heard of this bug. Can you give more details on how it works? Does it happen in stock 1.13?



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Re: Arulco Vacations[message #363774 is a reply to message #363773] Sun, 26 September 2021 23:51 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
Location: Home Free

Quote:
I mis-remembered - getting old. Yes, we do know why the game is fussy about this: the original gearkit inventory code is still lurking in the expanded 1.13 gearkit inventories. It is this code restricting items. I am not a coder so I can't fix it directly, I can only do workarounds.

Never heard of this bug. Can you give more details on how it works? Does it happen in stock 1.13?

Yes, it affects 1.13 also. It is so noticeable in my mod because my gearkits are more diverse in the types of items, and all my gearkits are full. It's about the pockets - the vanilla pocket scheme is used for the gearkits. Now, as near as I can figure, through trial and error, the code bumps the item from the weapon slot (hand slot?) if it runs into trouble placing other items in vanilla pockets.

It's not only weapons that don't spawn - it can be anything in the gearkit. It's just that people are more likely to notice and complain when their rifle is missing, but not notice or complain if their canteen is missing.

Re: Arulco Vacations[message #363775 is a reply to message #363774] Mon, 27 September 2021 07:16 Go to previous messageGo to next message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
Can you provide a test scenario for this, so I could track a particular item and try to fix it?

Ok, I checked DistributeInitialGear function, there is no restriction for items to fit in vanilla pockets, instead it first tries to place all LBE items to open all possible pockets, after that it will try to distribute all items, and only if it cannot find suitable pocket, it will try to place item into vanilla pocket as a fallback, but there are no restrictions based on that.

Also, in r2176 I added logging for merc starting gear, you need to create "Logs" folder in your Ja2 game folder, and after you start a game and hire a merc, you can find information about starting gear distribution process in the file StartingGear.txt, also note that this file is deleted every time you start a game, so it shows only results from last game session.

For example, when hiring Grunty in SDO it looks like this
start distributing starting gear for Helmut Grunther
put items into specific pockets
distributed item [161] Flak Jacket (96) to slot 1
distributed item [1086] Ru.106 Vest (98) to slot 7
distributed item [176] Steel Helmet (98) to slot 0
distributed item [761] MPL (89) to slot 5
put anything not attachment
distributed item [72] 9x19mm SMG Mag FMJ (100) to slot 25
put anything that's left
distributed item [214] Canteen (100) to slot 45
distributed item [201] 1st Aid Kit (68) to slot 26
distributed item [1576] Cleaning Kit (84) to slot 27
finished distributing starting gear for Helmut Grunther
If some items could not be distributed, the log will show message "could not distribute item [number]".
Hope it helps.

[Updated on: Mon, 27 September 2021 16:07]




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Re: Arulco Vacations[message #363794 is a reply to message #363775] Thu, 30 September 2021 13:07 Go to previous messageGo to next message
007

 
Messages:5
Registered:September 2021
Thank you for helping, everyone!

Seven - can I PM you please?
Re: Arulco Vacations[message #363795 is a reply to message #363794] Thu, 30 September 2021 13:09 Go to previous messageGo to next message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
007 wrote on Thu, 30 September 2021 15:07
Thank you for helping, everyone!

Seven - can I PM you please?
Sure why not? I don't think you need permission to PM someone :-)
You may need more forum posts before you can send messages or post links here, as anti spambot feature.

[Updated on: Thu, 30 September 2021 14:34]




7609+AI (r2226) | Experimental project | FAQ | Modpack | Youtube | Trunk (r9189) | 1.13 Starter Docs | 1.13 How to get | Discord


Re: Arulco Vacations[message #363797 is a reply to message #363775] Thu, 30 September 2021 17:51 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
Location: Home Free
@Seven

I tried the logging function and the log reports everything is fine . . . but in-game there are weapons/items missing.

Using the last AV I hired Buzz with the LMG, Carp with his spy gear, Skitz with the dynamite kit and all were missing items but the log reported everything distributed.

I restarted the game so the log is gone, but it should be reproducible every time.

Re: Arulco Vacations[message #363798 is a reply to message #363797] Thu, 30 September 2021 17:57 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
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Did it again, same result, log says all OK, game says stuff is missing.

Here's Buzz:

start distributing starting gear for Louisa "Buzz" Garneau
put items into specific pockets
distributed item [1705] ILBE Backpack (100) to slot 11
distributed item [37] Combat Knife (100) to slot 13
distributed item [1203] LRAK (100) to slot 7
distributed item [302] Camo M1 Helmet (100) to slot 0
distributed item [1172] Cant.-Util. Panel (100) to slot 8
distributed item [1676] Specter Rig (100) to slot 9
distributed item [1706] ILBE Combat Pack (100) to slot 10
distributed item [1719] M65 Jungle Jacket (100) to slot 1
distributed item [848] M65 Jungle Pants (100) to slot 2
distributed item [2743] Tactical Sunglasses (100) to slot 3
distributed item [1848] AA-52 (100) to slot 5
put anything not attachment
distributed item [1709] Sleeping Hammock (100) to slot 14
distributed item [864] 7.5x54mm 25 Mag B (100) to slot 23
distributed item [71] 9x19mm Mag 15 (100) to slot 28
distributed item [4] Beretta 93R (100) to slot 15
put anything that's left
distributed item [214] Canteen (100) to slot 25
distributed item [201] 1st Aid Kit (100) to slot 34
distributed item [996] A.PX L806 Scope 4X (100) to slot 39
distributed item [1684] Drop Pouch (100) to slot 27
distributed item [1684] Drop Pouch (100) to slot 17
distributed item [1652] Ammo Belt Pouch (100) to slot 18
distributed item [1003] Flash Suppressor (100) to slot 29
finished distributing starting gear for Louisa "Buzz" Garneau

Here's Carp:

start distributing starting gear for Howard "Carp" Melfield
put items into specific pockets
distributed item [2374] Briefcase (100) to slot 10
distributed item [1690] Large Thigh Rig (100) to slot 8
distributed item [300] Light Knife (100) to slot 13
distributed item [2190] Shirt & Tie (100) to slot 1
distributed item [2189] Suit Trousers (100) to slot 2
distributed item [2188] Suit Jacket (100) to slot 7
distributed item [1665] Drop Holster (100) to slot 9
distributed item [2193] Panama Hat (100) to slot 0
distributed item [2714] Sunglasses (100) to slot 3
distributed item [2211] Ortgies (100) to slot 5
put anything not attachment
distributed item [1915] .32 ACP, 8 B (100) to slot 14
put anything that's left
distributed item [1718] ALICE Pack (100) to slot 15
distributed item [214] Canteen (100) to slot 16
distributed item [1577] Clothes (100) to slot 17
distributed item [201] 1st Aid Kit (100) to slot 18
distributed item [1656] H2O Carrier (100) to slot 46
distributed item [204] Locksmith Kit (100) to slot 22
distributed item [207] Pistol Suppressor (100) to slot 27
distributed item [299] Swiss Army Knife (100) to slot 28
distributed item [322] Batteries (100) to slot 45
distributed item [1636] Flashlight (100) to slot 25
finished distributing starting gear for Howard "Carp" Melfield

Here's Skitz:

start distributing starting gear for Bruce "Skitz" Bonner
put items into specific pockets
distributed item [600] Rambo Knife (100) to slot 13
distributed item [1176] Hunter Vest (100) to slot 7
distributed item [1097] IIFS Pack (100) to slot 10
distributed item [1172] Cant.-Util. Panel (100) to slot 8
distributed item [1647] Bomb Pouch Rig (100) to slot 9
distributed item [287] Army Hat (100) to slot 0
distributed item [296] T-Shirt (100) to slot 1
distributed item [2042] M43 Pants (100) to slot 2
distributed item [2299] CZ Skorpion vz.61 (100) to slot 5
distributed item [1113] Walther P1 (100) to slot 6
put anything not attachment
distributed item [2427] Groundsheet (100) to slot 22
distributed item [1523] M18 Claymore (100) to slot 14
distributed item [1924] .32 ACP,15 JHP (100) to slot 23
distributed item [1524] Tripwire (100) to slot 15
put anything that's left
distributed item [214] Canteen (100) to slot 31
distributed item [2287] Dynamite (100) to slot 41
distributed item [2287] Dynamite (100) to slot 42
distributed item [2287] Dynamite (100) to slot 16
distributed item [2379] DIY Nail Bomb (100) to slot 17
distributed item [2379] DIY Nail Bomb (100) to slot 17
distributed item [2380] C1 Pipe Bomb (100) to slot 25
distributed item [2380] C1 Pipe Bomb (100) to slot 26
distributed item [242] Remote Trigger (100) to slot 27
distributed item [224] Remote Detonator (100) to slot 28
distributed item [224] Remote Detonator (100) to slot 29
distributed item [224] Remote Detonator (100) to slot 30
finished distributing starting gear for Bruce "Skitz" Bonner

Re: Arulco Vacations[message #363799 is a reply to message #363798] Thu, 30 September 2021 18:04 Go to previous messageGo to next message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
So, what exact items are missing? Do you have a screen where items present in the hire page but not in the ingame inventory?



7609+AI (r2226) | Experimental project | FAQ | Modpack | Youtube | Trunk (r9189) | 1.13 Starter Docs | 1.13 How to get | Discord


Re: Arulco Vacations[message #363800 is a reply to message #363799] Thu, 30 September 2021 19:27 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
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Main weapon, for one. Take a look if you want to.


Re: Arulco Vacations[message #363801 is a reply to message #363800] Thu, 30 September 2021 19:48 Go to previous messageGo to next message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Thu, 30 September 2021 21:27
Main weapon, for one.
That's really strange, as weapon is the first thing that gets distributed.
Did you change the properties of default gunsling pocket?

Ok, so the log says item 1848 distributed but it doesn't appear in the game, so the problem is not in item distribution code but somewhere else.
Also I can say it's not +AI bug since when tested with stock 1.13 ja2.exe, main weapon is also absent.
I suspect something is wrong with weapon as when you cheat create it it appears with 0 ammo while it should have a full magazine.
From what I see in the code, the game cannot find default magazine for this weapon (and many other weapons which probably prevents their creation for NPCs on the map).

Ok, so what happens here.
Items.xml has items 952 and 2318 missing usItemClass, which means when game searches for default magazine, it will stop on first usItemClass = 0 because of optimization.
Also items 2578 and 2582 are missing completely, which means for the game they have default usItemClass = 0.
As a result, all weapons with default magazine id > 952 will not spawn correctly in the game.
To fix it, set usItemClass for 952 and 2318 in Items.xml, also add correct NADA item for 2578 and 2582:
<ITEM>
	<uiIndex>2578</uiIndex>
	<szItemName>Nada</szItemName>
	<szLongItemName>Nothing</szLongItemName>
	<szItemDesc>Index 939</szItemDesc>
	<szBRName>Nothing</szBRName>
	<szBRDesc>Nothing</szBRDesc>
	<usItemClass>1</usItemClass>
	<nasLayoutClass>1</nasLayoutClass>
	<ItemSize>34</ItemSize>
	<NotBuyable>1</NotBuyable>
	<BigGunList>1</BigGunList>
	<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
	<STAND_MODIFIERS />
	<CROUCH_MODIFIERS />
	<PRONE_MODIFIERS />
</ITEM>
Also Magazines.xml lacks id 744, which means magazine searching code will stop at 744 because it's coded to stop at first magazine with NOAMMO calibre.
As a result, all guns (for example, Arisaka id 989) which use default magazine with id > 743 will not spawn correctly in the game.
To fix, add correct magazine id 744 in Magazines.xml

Also, +AI r2184 disables optimization when searching for magazines, so it should now work better for broken XML data with missing entries in items.xml and magazines.xml
Also, distribute starting gear log will now show message if found item with usItemClass = 0 or if failed to create a gun.

[Updated on: Thu, 30 September 2021 22:17]




7609+AI (r2226) | Experimental project | FAQ | Modpack | Youtube | Trunk (r9189) | 1.13 Starter Docs | 1.13 How to get | Discord


Re: Arulco Vacations[message #363807 is a reply to message #363801] Fri, 01 October 2021 16:46 Go to previous messageGo to next message
edmortimer

 
Messages:1506
Registered:January 2015
Location: Home Free
Thank you for finding those missing entries. I knew such a thing was probably at fault but could never find the culprits.

Re: Arulco Vacations[message #363815 is a reply to message #363807] Sun, 03 October 2021 01:52 Go to previous messageGo to next message
No-Nothing

 
Messages:76
Registered:March 2013
Hello!
This new Scopes & Binoculars system... (Ja2+AI.exe) You know some means to control View Cones & Focus Spots sizes? Or how to turn it off to fall back to original scout system?
Re: Arulco Vacations[message #363816 is a reply to message #363815] Sun, 03 October 2021 06:51 Go to previous message
Seven.

 
Messages:2583
Registered:December 2012
Location: Russian Federation
No-Nothing wrote on Sun, 03 October 2021 03:52
You know some means to control View Cones & Focus Spots sizes?
No.

Quote:
Or how to turn it off to fall back to original scout system?
Use original ja2.exe, or older ja2+AI version.



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