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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232236] Mon, 31 August 2009 20:47 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
delisle carabine is a sniper weapon cause that wat bobby ray says! and why my precious G11 is only in sf? is this a futuristic weapon?

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232237] Mon, 31 August 2009 21:06 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
yes and no

it was on schedule to be the main rifle in the bundeswehr - there were in fact test for delivery and handling by non-combat units such as supply and maintenance. with the fall of the 'evil empire' those who were supossed to be shot at with it vanished and as it was the most expensive ordinance rifle it was put on halt and later replaced by the much cheaper g36.

and thus the most modern and reliable assault rifle that was ever built stranded as a dead end - if the commies had sustained lets's say five more years it'll be nato-standard today (that includes the us-army).

btw the numbers they name as acctually built are a lie - they must be a lie - there were more, but they scraped them. a friend of mine swears he was part of an air-drop test with 2000 g11s (he called it the stalingrad-test, for obvious reasons) and they already had some production-line-improvements for wich hk is famous.

there are also rumours it was about to be ordered as standard issue for 21th regiment, british army - that is the regiment with two slogans:

1. who dares wins
2. noone walks faster than mr heckler & koch

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232242] Mon, 31 August 2009 21:42 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Friendly Fire
Also crashes with the jeep, once boarding it and another time when trying to dismiss it.

I had lots of troubles with mounting and dismounting vehicles a little while ago. What would happen for me was that the vehicle would somehow consider itself a squad member in a non-existing squad after I had made characters dismount the vehicle by giving them all a specific task at once rather than assigning them to a squad in order to dismount.

The vehicle, even though it believed it was part of the nonexisting squad, could not be moved on its own, but the game would instead crash when attempting to do so. Also, if I would attempt to make anyone mount the vehicle from the strategic map while the vehicle was in such a state, the game would crash.

The only surefire ways I found to prevent this, was to either from the strategic map make all mercs onboard a vehicle first make a new squad together before switching to their new tasks, or to make personel leave the vehicle one by one on the tactical map.

A vehicle that thought it was part of a squad even though it wasn't, could at the time be fixed by making a merc enter and exit the vehicle from the tactical map. I don't know if this helps you, but this stuff gave me a bit of a headache a while back.

I haven't encountered it all though in my recent games.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232267] Tue, 01 September 2009 04:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Finished with those prefixes (both German and English versions). I don't know, if those prefixes will fit the description boxes, in that case I'll have to cut them down to acronyms.

Okay, let's see...

LBE items:
Vest
Belt
Leg Rig
Backpack
Combat Pack
Mod. Pouch
Mod. Rig

Face Items:
Gas Mask
Headset

Mis Items:
Attachment (yes, this was quite tedious Wink )
Conversion Kit (includes barrels, upper receivers, rails, fixed optics...)
Drink
mod. (the taped attachments, that are either inseperable or used for further merges)
Sight (binoculars)
Syringe (Energy and Regen. Booster)
Upgrade Kit (armour conversion kits)

I hope these changes bring in some order into chaos. Smile


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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232292] Tue, 01 September 2009 14:23 Go to previous messageGo to next message
orko_oskar is currently offline orko_oskar

 
Messages:72
Registered:April 2007
Location: Sweden
Looking forward to those prefixes, great idea.
Haven

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232295] Tue, 01 September 2009 14:53 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
I'm referring to the crash in the loadscreen of a map, occuring due to missing//corrupted file in the maps around San Mona (screenshot and a more in depth description is in one of posts slightly above this one).

You can switch off external loadscreens via the options-ini:
USE_EXTERNALIZED_LOADSCREENS = FALSE

But that's probably not a solution to the problem mentioned, as there seems to be something else missing...

[Updated on: Tue, 01 September 2009 14:54] by Moderator

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232300] Tue, 01 September 2009 16:35 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
hey smeagol, just started to take Palmas. the map of O9 is a little but unfortunately designed.

especially the junk heap on the northwestern edge, where you can position your mercs behind.
problem is, in 1024 resolution, you cannot see or select your mercs well at all because they

[Updated on: Tue, 01 September 2009 18:24] by Moderator

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232305] Tue, 01 September 2009 17:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Mauser
hey smeagol, just started to take Palmas. the map of O9 is a little but unfortunately designed.

especially the junk heap on the northwestern edge, where you can position your mercs behind.
problem is, in 1024 resolution, you cannot see or select your mercs well at all because they

[Updated on: Tue, 01 September 2009 17:56] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232310] Tue, 01 September 2009 18:39 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Also fiddled a bit with gun reliability (mostly increased reliability on the old AKs and bolt action rifles). AET and Glaser ammo will give penalties to reliability (heaviliy depends on used caliber and in some cases even whether the ammo is magazine fed or in speedloader form. For example, .357 AET speedloaders only have a -2 reliability penalty, where as an .357 AET mag has -6), in addition Ball ammounition now provides a small bonus (so that ball ammo isn't completely outclassed by FMJ any longer. Could especially be useful for those 9mm C-Mag MP5's).


good idea! there should be some tradeoff for having such an overpowerful ammo. maybe you could change the AET ammo to HV (High Velocity) rounds. that are FMJ rounds with increased propellant charge for higher speed, resulting in higher armor penetration and stopping power. but on a downside, those rounds stress the system much more and can lead to quick degradation and critical failures.
also, the

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232316] Tue, 01 September 2009 19:49 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just added a new ammo type for 9x19mm.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232318] Tue, 01 September 2009 20:06 Go to previous messageGo to next message
orko_oskar is currently offline orko_oskar

 
Messages:72
Registered:April 2007
Location: Sweden
So when can we expect the update (non SVN) with the prefixes?

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232320] Tue, 01 September 2009 20:10 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I think I might get it done today. Maybe 2 or 3 hours, if nothing real life related interferes.

Edit:
It seems that somehow a bug has sneaked into the last changes I made. The game crashes when I try to view certain mercs inventories. I guess that some of the item names are too long. Now I just have to figure out, which ones. :/


Edit: okay, I narrowed the crash down to one merc and that mercs equipment. Makes looking for the error a bit easier... I think it has nothing to do with the item names, maybe it's something about the changed reliability of ammo. Damn I hate such things...


Edit 2:
I just can't find it. Dammit to hell! Guess I simply have a corrupted save game file. :/


Edit 3:
okay, I prepare the update package for V37. I'd recommend anyone who gets a ghost crash like I did to note which items were involved so that I can make further investigations. As said above, I really can't pinpoint the crash to the exact combination of items.

The equipment my imp used and that I suspect to cause the crash, include:

The Bushmaster 6.8mm Assault Rifle with HP ammunition and unknown attachments (couldn't look at attachments at the personal//inventory screen in the laptop)
Beretta 93R with AET ammo and unknown attachments
MP5A4 with Tracer ammo and unknown attachments (most probably including a sound suppressor)



So, if anyone notices something strange about these items, let me know.


Edit:
Uploaded V37.

The prefixes will work without a new start, Bobby Ray items, however will only be sorted alphabetical if you start a new game. Otherwise the update should run as usual.

Have fun. Smile


[Updated on: Tue, 01 September 2009 22:27] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232334] Tue, 01 September 2009 23:34 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Damn. Laser Range ain't cumulative? Guess I have to take away that +2 laser range bonus I gave to the flashlights then... didn't make any sense anyways.

I'll upload another updated later on with that part fixed...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232335] Tue, 01 September 2009 23:38 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
assault rifles and machine guns! this happens in bobby rays lists too!

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232341] Wed, 02 September 2009 00:06 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Maalstroom
assault rifles and machine guns! this happens in bobby rays lists too!



Huh?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232348] Wed, 02 September 2009 01:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded V37b, which fixes the Flashlights. As a small bonus for the inconveniences this may have caused, I added two additional items and fixed the big pic of the large sniper suppressor, which was slightly too large.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232369] Wed, 02 September 2009 09:11 Go to previous messageGo to next message
orko_oskar is currently offline orko_oskar

 
Messages:72
Registered:April 2007
Location: Sweden
Hmmm, prefixes works in bobby rays but not in sector inventory.

Edith: fixed and working great Smile

[Updated on: Wed, 02 September 2009 09:43] by Moderator

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232370] Wed, 02 September 2009 09:41 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
every time in bobby ra's shop when i hover my mouse over some heavy machine guns ans assault rifles the game crashes! don't now ehy but this is happening since your last update. v36 i think! i doesn't happen in any other mod! i've tested it several times!

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232372] Wed, 02 September 2009 10:31 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
HAM issue. Turn off "BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS".

EDIT: Fixed for the next HAM 3.6 version! Wow this bug's been around for way too long. Smile Finally people won't complain about DBB compatibility anymore. Very Happy

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232408] Wed, 02 September 2009 20:34 Go to previous messageGo to next message
Damienov is currently offline Damienov

 
Messages:10
Registered:August 2009
maybe its just me, but with v35 and up (v36~37b) i'm experiencing game crashes when I successfully defused a mine with a full inventory slot. With < v35 when there is no more space in inventory, you can drop the mine to the ground

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232415] Wed, 02 September 2009 22:49 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I'm currently working on a sortable Excel sheet for the attachments (if someone is interested, I'll upload it to the skydrive). I had the feeling that somehow the scope sight ranges weren't up to date for some scopes and after my first look at the values, I think I have to adjust some of them (like the small scopes sight bonus is really weak, you'll get the same range bonus out of the new reflex sight...there has to be done something ^^).

Once I assembled all the necessary data, I will think about a concept to rebalance attachments in a way that makes a bit more sense.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232418] Wed, 02 September 2009 23:00 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Damienov
maybe its just me, but with v35 and up (v36~37b) i'm experiencing game crashes when I successfully defused a mine with a full inventory slot. With < v35 when there is no more space in inventory, you can drop the mine to the ground

I experienced this even with versions <35 - sometimes i could drop the odd mine, sometimes CTD happened. I was not able to find a scheme in that.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232422] Thu, 03 September 2009 00:06 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just finished the Excel Table and uploaded it to the skydrive.

That table contains almost all important data on attachments (except size modification, well, stocks reduce size by one, suppressors increase size by one, that simple... and I obviously didn't include which attachments work together and on which guns you can attach them... that would be a bit too much work for my liking. The idea behind the table was to compare the items by stats).

The stats in the table are the stats of the items as they are at this moment. I think I will change//adjust some of the values. Ideas, suggestions and feedback welcome.

For example the newly added Burris SpeedDot's values in sight range are probably a bit too high. Maybe I either reduce the sight range bonus or reduce the AP bonus. At the moment, the only compatible scopes for the SpeedDot are the AN Night Vision Scope and the Burris AR (which originally should have a slightly different pic and should have been a 3x magnification scope, thus my second thoughts about the small scope and ACOG values. A 3x scope simply doesn't fit value-wise between those two :/ ).

I think there is quite some design space left for attachments. I'd like to add a couple more lasers, stocks (yes, this would include stuff like the Glock Tactical Stock for example), scopes and maybe even misc. items (like a factory made rod&spring or something like that...).

[Updated on: Thu, 03 September 2009 00:06] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232431] Thu, 03 September 2009 00:52 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
I experienced this even with versions <35 - sometimes i could drop the odd mine, sometimes CTD happened. I was not able to find a scheme in that.


Might be a bug in the EXE. You say that you successfully disarm the mine and the game immediately crashes? Or do you get the mine in your cursor but it crashes when you try to drop it directly to the ground without placing it in your inventory first?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232433] Thu, 03 September 2009 01:09 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just added the AN/PEQ Laser. It needs at least a gun with size 5 (usually heavier SMGs), has slightly better range than the Insight LAM, but a smaller aim bonus. This item basically closes the gap between the Insight LAM and the Rifle LAM.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232434] Thu, 03 September 2009 01:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I think I found the attachment that causes the crashes... somehow the Sight Mark reflex sight doesn't like some other attachment. I'll try to pin it down.

Edit:
Ah... scrap that, it seems it's rather the Flash Suppressor. *grmbl*

Okay, I'm on it...


Edit2:
In fact it seems, it's both of the items, or rather the "general to hit bonus". once a certain number is reached, the game seems to crash (well that's my guess at the moment. The combination of tactical flashlight, seight mark and flash supperssor works fine, once I add in an insight LAM and try to close the weapon screen, the game crashes).

I'll try to get some more experiments done.


Edit3:
Okay, once the general to hit modifier reaches +23, the game crashes when you close the weapon screen. this happens on different weapons. I'll try if this also happens, when I turn off the EDB.

Edit4:
Yes, still happens if EDB is turned off. Guess the game can't handle values bigger than +23 for general to hit.
Maybe someone could try if this happens on their game as well. You'll need to attach an insight lam, a sight mark reflex sight, a tactical flashlight and a flash suppressor.


Edit5:
The bug seems to be perfectly reproducable. And what is most astonishing, it happens as soon as you have 4 different attachments that affect "general to hit chance" if a laser is involved. For example, 4 items with only small bonus to CTH work prefectly, if you exchange one of those with an insight-lam => CTD. Even does so, if one of the items is a retractable stock, which lowers CTH.

Very strange... next I'll try if the same happens, if I reduce CTH to 0 for the flash suppressor.

[Updated on: Thu, 03 September 2009 02:22] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232436] Thu, 03 September 2009 02:29 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Headrock
Quote:
I experienced this even with versions <35 - sometimes i could drop the odd mine, sometimes CTD happened. I was not able to find a scheme in that.


Might be a bug in the EXE.

That was my guess, yes. I Didn't blame it on the Item-Mod ... Wink

Headrock
You say that you successfully disarm the mine and the game immediately crashes?

AFAIR: Yes.

Headrock
Or do you get the mine in your cursor but it crashes when you try to drop it directly to the ground without placing it in your inventory first?

Im not exactly sure, but AFAIR once the successfully disarmed mine was "glued" to the drop-or-throw-item-cursor (because neither hands nor inventory's pouches were free to take the mine) everything was fine, the game lived on.

I will try to reproduce it and tell you within the next days. Smile

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232437] Thu, 03 September 2009 02:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
This time it was even worse. I removed the CTH bonus on the flash suppressor, went on to start the game and attach all the stuff that caused the crash in the previous attempt. This time, as soon as I closed the weapon attachment screen, my computer without any forwarning did an automatic reboot. wtf?

Edit:
Damit... seems that the crash is not entirely dependent on the Flash suppressor, as I supposed. It also crashes with the combination of Sight Mark, Insight LAM, TAC Light and Small Scope.

I really need to find a pattern there...

As long as there are only 3 items attached everything seems to work fine (as far as I can tell now, it's pretty much indifferent which 3 items are attached, everything works fine), the 4th is the one that causes trouble.
Though certain 4 attachment combination work as usual (like AR suppressor, battle scope, lam&reflex sight combo and grip-light).

I think I'll try another exe, and see if the same happens...

[Updated on: Thu, 03 September 2009 02:40] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232438] Thu, 03 September 2009 02:44 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Guess the game can't handle values bigger than +23 for general to hit.


Eh? That's... illogical. I don't know any reason why 23 would be a problem. This is very curious stuff.

Quote:
Im not exactly sure, but AFAIR once the successfully disarmed mine was "glued" to the drop-or-throw-item-cursor (because neither hands nor inventory's pouches were free to take the mine) everything was fine, the game lived on.


Well, IIRC, what you're describing seems to be the difference between disarming a mine with the inventory open and the inventory closed. If it's closed (and full), the mine will go straight to the ground, probably causing the crash. Otherwise, it goes to the cursor. So the bug would be either in the part of the code that looks for empty slots in your inventory, or the code that drops the mine to the ground if it can't find any.

Which version of the EXE are you using?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232439] Thu, 03 September 2009 02:48 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
Yes, still happens if EDB is turned off. Guess the game can't handle values bigger than +23 for general to hit.

Your guess cannot be true, since you gave the 'Old Aimpoint' a plain +25 CTH - and it worked.

JFTR.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232440] Thu, 03 September 2009 02:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yes, have thought about that in the meantime as well. Must be something different...

Still it's quite strange...

Tried it was a different exe, cheated my way to Drassen airport, ordered each and every attachment that's available through BR and a bunch of guns.
First test: M1 Garand with Flash suppressor, sight mark, insight lam and tactical flashlight -> CTD.

So it seems it's not depending on my exe.

Edit:
exe I use for my regular games is a German 2580 noasserts
exe I used for the second test is an English SV B007n

The CTD happens with both of them.

Edit:
Narrowed the crash down to the following combination:
LAM-200 & Flashlight & Sight Mark + a random 4th attachment.
somehow the game doesn't seem to like this combination...


Okay, I'll do it the hard way... I'll delete the sight mark from the XML and insert a new sight mark at that slot. Maybe this will fix it...

[Updated on: Thu, 03 September 2009 03:29] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232442] Thu, 03 September 2009 03:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Wohooooooooo. I guess I found it. Very Happy


It's simply the length of the new prefixes that doesn't fit into the pop up description box. After I reduced the word length of the 4 items in question, everything works fine again. Attachment prefixes will now be limited to one letter, this way the length shouldn't be a problem (A for the English version, Z for the German. I find Z pretty convenient, as this sorts the gun attachments in the sector screen to the last position... don't know, if those of you that use the English version like to have that as well...).

That again means, that I'll have to rename all the attachments. But that's a fair trade off. But that will have to wait until tomorrow...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232443] Thu, 03 September 2009 04:19 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hi, great mod! Im really enjoying my current game(1.13+WF+AIM+HAM =best JA2 ever)..but, weird bug :angry: :

My setup is:
- JA2 Gold
- 1.13 SVN build 3111
- Wildfire SVN build 3164
- Alpha Item Mod V37b_Item_Mod_for_WF20090902 with Mapupdate_20090826
- HAM 3.5: exe file, XMLs (HAM DynamicRestrictions, default 1.13 Facilities), APBPConstants.INI
- Wildfire default Ja2_Options.INI with added HAM 3.5 features and some of my minor changes, which shouldn't cause any probs)
- all without combo loader, installed one over another in the above order

- current savegame is from the same setup, although I started with AIM V36, then I updated to V37b

The bug:
I have an AK rig moded with a Revolver belt which works fine. But once I remove the belt with the set straps i get the revolver belt with a blue * (like an attachment on it).
If I right-click this belt -> CTD.
If I put it anywhere else from its position -> CTD
If I leave it alone, but try to save at this point -> CTD
If I delete the item (ctrl + click), then I get no crash, but if I save at this point -> CTD
If I delete the AK rig before removing the belt, everything seems to be OK, I can save without crashes.

(I can send the savegame if anyone wants)

No probs before this, and I've tried other LBE+belt combos and they all work fine. This Isn't a big deal (I won't die without this AK rig:) but it makes me wonder... Is there something wrong with my setup and will I get more bugs like this? Or is this a bug related to updating AIM from v36 to v37b, without starting a new game?
Btw, what's the most stable version of AIM so far?

Thanks in advance, and great work smeagol :super: and everybody else supporting JA2 :wave:

P.S. don't think I'm a JA2-noob based on my number of post (guess I just read more then reply/ask hehe)

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232456] Thu, 03 September 2009 10:21 Go to previous messageGo to next message
ghosti is currently offline ghosti
Messages:2
Registered:September 2009
Location: Finland
Actually, you don't need to rename them. In fact I think that the more descriptive prefixes would be much better.

You just need an exe with overflow checks on the popup string buffer. I made one for my personal build that appends "..." at the end of the attachment list if all of the attachment names don't fit.

I can compile a custom exe for your mod, though I'd prefer that this would be changed in the latest 1.13 build, it's not a big change.

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232461] Thu, 03 September 2009 14:18 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
goc_man

The bug:
I have an AK rig moded with a Revolver belt which works fine. But once I remove the belt with the set straps i get the revolver belt with a blue * (like an attachment on it).
If I right-click this belt -> CTD.
If I put it anywhere else from its position -> CTD
If I leave it alone, but try to save at this point -> CTD
If I delete the item (ctrl + click), then I get no crash, but if I save at this point -> CTD
If I delete the AK rig before removing the belt, everything seems to be OK, I can save without crashes.



Did you make sure to take all other items out of the vest before removing the belt from the vest? I think I had this bug before, but it only happened once. Another possibility is, that the items somehow got a different LBE type. I'll take a look at that.


Edit: No, the items have the correct LBE type, that seems to be fine.


I'd say, that the [color:#3333FF]*[/color] indicates, that the game puts the items that are in the pockets as an attachment on the revolver belt. And the game can't handle that. Try to seperate the two items when all stuff is removed from the vest. I think this should work.

[Updated on: Thu, 03 September 2009 14:33] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232469] Thu, 03 September 2009 17:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently updating item stats for the attachments and I'm almost done with it. I had changed the names yesterday night (though with an A. instead of a Z. for the English names. If there are more people who like the Z., please tell me...).


I'll upload the update after I finished balancing the attachments and possibly adding in some more (like that Glock stock, think there might be some who really like it).



@ghosti: The overflow exe would probably be only a temporary solution (I don't want to force people to use a special exe with this mod, so anyone can choose for themself what combination they want to try out). Maybe you should bother the people responsible for the main exe to include your change.


@Headrock: Anything new about the faction problem?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232474] Thu, 03 September 2009 17:45 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
smeagol

Did you make sure to take all other items out of the vest before removing the belt from the vest? I think I had this bug before, but it only happened once. Another possibility is, that the items somehow got a different LBE type. I'll take a look at that.


Edit: No, the items have the correct LBE type, that seems to be fine.


I'd say, that the [color:#3333FF]*[/color] indicates, that the game puts the items that are in the pockets as an attachment on the revolver belt. And the game can't handle that. Try to seperate the two items when all stuff is removed from the vest. I think this should work.


There are no items in the vest, and the problem persists. I tried puting items in and out, then removing the belt, whatever I do the same crash happens.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232490] Thu, 03 September 2009 21:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Added the Glock Stock (also fits on other MPs) and will now add a fixed stock for certain SMGs (MP5K, Famae Mini, Kriss, MP7 PDW). Also removed the built stock penalties that some SMGs had (the draw cost bonus was mostly irrelevant anyways, since those guns already have very low draw costs). Guns which obviously have some kind of folding stock (like the Skorpion or the MAC-10) instead got their burst/auto penalties reduced by 1. I hope this will make those guns a bit more worthwhile.


The stock system at the moment works the following:
Stocks for MPs and SMGs will give a bonus to burst and autofire, but increase Draw cost.
Stocks for rifles will lower bonus for burst and auto fire, but reduce Draw cost.

I think this makes sense.


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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232491] Thu, 03 September 2009 21:31 Go to previous messageGo to next message
ghosti is currently offline ghosti
Messages:2
Registered:September 2009
Location: Finland
Probably will, when I get around to it. Cool

I was just thinking that if I can save you the trouble of going through the attachments again and improve the naming convention at the same time with a simple code change, I'd at least offer it. I actually registered on the forums for that.

Anyway, the issue will probably come up sooner or later. If they don't overhaul the entire popup system with NGAP, the overflow problem will need to be looked at when the number of attachments can be significantly higher.

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232492] Thu, 03 September 2009 21:39 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
ghosti
Probably will, when I get around to it. Cool

I was just thinking that if I can save you the trouble of going through the attachments again and improve the naming convention at the same time with a simple code change, I'd at least offer it. I actually registered on the forums for that.


hehe... had already made the changes before you got time to respond. But then again, this led you to register on this great forum, so this seems to have done something good. Smile

Maybe you got more ideas, you'd like to share.

ghosti
Anyway, the issue will probably come up sooner or later. If they don't overhaul the entire popup system with NGAP, the overflow problem will need to be looked at when the number of attachments can be significantly higher.


Yes that's true.

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Lieutenant

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