Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod v1.1[message #302865] Fri, 06 April 2012 13:51 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Have been away for some days, so here is one big answer to all.


tao
@Jasmine

You should make a full fledged modification. You can still keep an alternate download for maps to keep it compatible with other mods.

Mauser
anyways, i would love to see this map mod expanded some more and turned into a full fleged mod with item mod and all.
maybe consider a merge with parts of AIMNAS?

We have not yet made up our minds about where this mod will be going. We *will* develop further versions to clean bugs, better balance the mod and add some more content. But we aren't sure yet on which "scale" this mod will end up. You know, it's first of all a question of what is possible with our very limited ressources (two people with jobs and family & friends and limited skills). If things were only about what we want, then we would create a "full fledged" mod, but then, most people would, right?


K0ukku
This mod sounds great! Can't wait to test this!

I'd like to play this with HAM5 thou with the explosive shrapnels, any experience if this really works with it?

HAM5 and AR should be compatible. We have tested it, but only to a certain extent (lack of time Sad ).
You should be aware, that we consider HAM5 to be buggy and unstable atm (cause it is not finished).
My guess is, that when playing with AR and HAM5 at its current state, you will run into issues sooner or later.
You should maybe give it a try. Someone has to take the role of the pioneer!


VinnieClaymore
[...] I don't know who to give the credit to here, but this is absolutely fantastic! I've just started a game on Insane, with as many weapons as possible and fastest increasing coolness - and in contrast to my last experience playing 2XXX on Insane, this time 'round it's actually challenging! The AI is brilliant! Those bastards hide in the meanest possible nooks and crannies, I love it!

Most of the suff that seems so cool to you is probably because of the new v1.13 release. So, credit should go to the v1.13 team.
However, we've have tried to make the maps look godd, but also play good at the same time. So, we have of course paid attention to enemy placement and stuff.


Dieter
Yo JAsmine, I entered Cambria from G10 to G9, got Mike, killed everyone in the sector, got enemies from adjacent sectors, killed those too, then went from G9 to F9, killed everyone in the sector, no enemy reinforcements, now the sector still shows as hostile.

When I Alt+E there is a dying Mike lying at the corner of the south west house (Bull is standing in front of him), not sure how Mike got there. I checked a save at the beginning of the sector combat and Mike was already lying there dying. I can't target Mike to kill him and he won't die on his own.

Here is the Quick Save from the Profiles\UserProfile_JA2AR\SavedGames folder.

Thanks for this report. I'm quite sure that this bug is related to v1.13 (I ran into it in a similar way with a terrorist I had killed before!). Please, submit your savegame to the v1.13 team, maybe they can identify and smash this bug?!


Dieter
[...] At the Cambria SAM site I8, there is a 5.56x45mm Match belt with 65,480 rounds. Inserting the ammo into a gun adjusts the count to the correct value.

Items aren't changed by AR mod. But I will fix this one way or another. Thanks for reporting.


Mauser
[...] the enemy AI seems to have learned the secret of using cover and evading MERCS line of sight.
makes them seem a little less suicidally dumb, but also makes them much more static and defensive once they get to the edge of your LOS.
[...]
are these AI improvements part of the less retarded AI from HAM5? or did you do that yourselves? anyways, great feature!

1) The improved AI you're facing is part of the official v1.13 release!
2) Changes to the AI are *far* beyond what I can do!
3) HAM5 is not integrated into AR for several reasons. You can however use both mods at the same time and help testing HAM5.


Damesh
I started getting this error during battle in Chitzena the first day. Decided to go west and take Chitzena first. Took the mine and continued up to next sector and about half way through started seeing this message every minute or so:

Runtime Error
Assertion Failure[line 1171 in File.\Scheduling.cpp]. Attempting to debug save as SaveGame97.sav(this may fail).

This is a problem of v1.13, that may happen in sectors where civilians or NPCs are.
It is a severe error, but don't worry, there are many workarounds:

If the crash happens exactly at the same place and the same time again and again (e.g. sector D2 @ 10p.m.) you can enter tactical view of that sector at 9.59 pm, wait for 2 minutes till 10.01 pm and it should work.

As I said: This bug is a known problem and can be worked around. Don't worry and pls report back if you managed to get around somehow!


lockie
Umm , I having a few ctd's , anyone else suffering ?

Please be more specific and give some information on your crashes.

The mod should really be just about as stable as the official v1.13 release, since the changes in the AR mod are not of a very complex nature.
If the game keeps crashing constantly and seemingly random, you most probably have a bad install!



whew... quite some writing.
Thank you all for reporting stuff and giving feedback.
I wish all of you lots of fun playing this mod!

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #302880] Fri, 06 April 2012 19:19 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Hasn't done it last 4 games ... oh well ... Smile

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Captain

Re: Arulco Revisited Mod v1.1[message #302910] Sat, 07 April 2012 05:51 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Dieter
lockie
Umm , I having a few ctd's , anyone else suffering ?


Not much really, the game is pretty stable, I am running XP. I have an issue with the sound driver (or something related), every 1-2 hours, when a merc starts talking, right at the beginning, I hear about half a second, then it goes fizz, CTD. It's probably just me running on an IBM T23.


Axtually there is definitely something not right with the Cambria hospital sector. I had no problems when I freed the sector for the first time, but had severe issues when I had to defend it against an enemy attack.

I had a wounded enemy run for the sector border and couldn't reach him. About a second after he escaped, I got an assertion failure. I "fixed" the problem by going into the strategic view as soon as the speech of one of my mercs started for "they left the sector".

Unfortunately I don't have a save, I was too liquored up to think of it, I am sorry, I am usually good about saves.

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #302995] Sun, 08 April 2012 00:33 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Got a crash when force-moving (holding shift) from C4 down to D4 (San Mona mine). Seems this travel route is allowed, but there are no entry points on the map?

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_ar01.png

Normally it sends you through San Mona since that's 5 minutes quicker. Still running this on SCI 5163 in case that matters.

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Corporal
Re: Arulco Revisited Mod v1.1[message #302997] Sun, 08 April 2012 00:49 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
The entry points are there, but I guess, this route shouldn't be allowed since D4 has cliffs in the north.
I will fix this for future versions. Thanks for reporting.

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303000] Sun, 08 April 2012 01:42 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
I just spent half an hour lock picking every goddamn container in San Mona, and now I got so much random crap to repair. Very Happy

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Corporal
Re: Arulco Revisited Mod v1.1[message #303013] Sun, 08 April 2012 11:41 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Scouty
I just spent half an hour lock picking every goddamn container in San Mona, and now I got so much random crap to repair. Very Happy

San Mona? You sure, you ain't talking about Grumm?
In the current release, there are way too many locked crates in Grumm with explosives and stuff. I will definitely fix (balance) this for upcoming versions.
But San Mona? Are you talking about C5 (Tony Sector)? Don't think, there are that many locked containers there.

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303017] Sun, 08 April 2012 12:00 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Ah, yes I was talking about all the San Mona sectors combined... not every container is locked, but there's much random stuff in all the cabinets, etc. The crate with a porn mag and a rag in it was a nice touch... that's now a very disturbing Molotov.

Thanks for warning me not to go to Grumm then. Smile

[Updated on: Sun, 08 April 2012 14:06] by Moderator

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Corporal
Re: Arulco Revisited Mod v1.1[message #303021] Sun, 08 April 2012 16:35 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
JAsmine
Scouty
I just spent half an hour lock picking every goddamn container in San Mona, and now I got so much random crap to repair. Very Happy

San Mona? You sure, you ain't talking about Grumm?
In the current release, there are way too many locked crates in Grumm with explosives and stuff. I will definitely fix (balance) this for upcoming versions.
But San Mona? Are you talking about C5 (Tony Sector)? Don't think, there are that many locked containers there.
Scouty
Ah, yes I was talking about all the San Mona sectors combined... not every container is locked, but there's much random stuff in all the cabinets, etc. The crate with a porn mag and a rag in it was a nice touch... that's now a very disturbing Molotov.

Thanks for warning me not to go to Grumm then. Smile


Mhmm... when I read JAsmines Post, it sounded like there were a lot of explosives to be found, but the way Scouty understood it, like there are many traps in Grumm... so... which's the case?

[Updated on: Sun, 08 April 2012 16:35] by Moderator

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303022] Sun, 08 April 2012 16:39 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Sorry, I wasn't being very clear. I was actually talking about how San Mona took me half an hour to clear, so if Grumm is even worse that'll kill me. Hence the skipping it comment. Very Happy

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Corporal
Re: Arulco Revisited Mod v1.1[message #303026] Sun, 08 April 2012 18:17 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
ah, I see

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303036] Sun, 08 April 2012 20:08 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Scouty
The crate with a porn mag and a rag in it was a nice touch...

There is some kind of "pattern" with those porn mags in the mod. I guess I placed quite some of them on beds, in toilets and other "fitting" places. :playboy: :goggle:

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303046] Sun, 08 April 2012 22:20 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Found a bit of "passable" wall in the Drassen Airport sector:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_ar04.png

You can just walk right through there. Very Happy

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Corporal
Re: Arulco Revisited Mod v1.1[message #303048] Sun, 08 April 2012 22:49 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Thanks for the report. Will fix this for next release of AR.

Unfortunally, there are problems with certain walltile-graphics. Some seem not to block sight,line of fire and passing through. Sad

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303049] Sun, 08 April 2012 22:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Did you check if they sync up with their respective JSDs?

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Captain

Re: Arulco Revisited Mod v1.1[message #303052] Sun, 08 April 2012 23:11 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
I think this one may be related, got an AI sitting in an (impassable?) container:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_ar05.png

Ah interesting, after combat I could walk into that spot too. Everything around it is solid. Same story for the other containers actually.

[Updated on: Sun, 08 April 2012 23:15] by Moderator

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Corporal
Re: Arulco Revisited Mod v1.1[message #303056] Mon, 09 April 2012 00:21 Go to previous messageGo to next message
IoP is currently offline IoP

 
Messages:17
Registered:March 2012
Sgt York
The READ_PROFILE_ ... was indeed set to TRUE. I changed it to FALSE, went back to a savegame and reentered Estoni. Pablo was not there, so I guess a new start is needed. As Flo would say, "Ah well", guess we do without BR this time. I'm too far along to start over, and true, there's lots of stuff around.

Oh yeah. I confirmed BR doesn't send goods to Estoni w/o Pablo.


I had same problem with settings but at least I got my first shipment from BR into Estoni's crate. I didn't enter into estoni before I changed that setting into false. I wonder if it will work in a lon run? Will y shipments start disappear at some point?

Otherwise r5163 seems to work nicely.

[Updated on: Mon, 09 April 2012 00:25] by Moderator

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Private
Re: Arulco Revisited Mod v1.1[message #303151] Tue, 10 April 2012 14:30 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
I noticed a little inconsistency between the strategic and tactical map:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_ar06.png

The yellow selected sector has a house in it, yet the strategic map doesn't depict that. The other sector shows a house on the strategic map, yet has no such thing in tactical.

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Corporal
Re: Arulco Revisited Mod v1.1[message #303178] Tue, 10 April 2012 19:25 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Errr yeah , as you say , a little inconsistency . :whistle:

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Captain

Re: Arulco Revisited Mod v1.1[message #303237] Wed, 11 April 2012 11:18 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Damn! I thought noone would notice that one!
Seems like I'll have to revise the worldmap for next release! :nails:

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303238] Wed, 11 April 2012 11:45 Go to previous messageGo to next message
Scouty is currently offline Scouty

 
Messages:76
Registered:April 2008
Haha, sorry Jasmine, I tend to notice details like that. Very Happy

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Corporal
Re: Arulco Revisited Mod v1.1[message #303241] Wed, 11 April 2012 12:22 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
In fact, I prefer it that way.

We tried to make all the maps look very detailed and put quite some (most of?) the work there. So it's actually very okay for us to work on little details (although many players won't notice...).

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303242] Wed, 11 April 2012 13:19 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo JAsmine, Is there a list of maps / sectors you guys updated to make it easier to compare? So far I visited a whole bunch of them and I like the item placement and other changes you guys did.

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #303247] Wed, 11 April 2012 14:08 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Dieter
Yo JAsmine, Is there a list of maps / sectors you guys updated to make it easier to compare? So far I visited a whole bunch of them and I like the item placement and other changes you guys did.


In fact, we updated *every* sector of Arulco safe for some caves (since they play only a very minor role).

Of course, there is a difference in how much a single map was updated.

On the one hand, some maps, as one can easily notice were completey replaced by new maps.
On the other hand, there are maps that just got some extra trees and rocks to provide more cover.

In between those two extremes, all possible "steps" are possible and present within AR mod.

Atm, there are about 50 maps in AR mod that that are completely new. (more to come Smile )
Examples: A8 (Omerta Industrial), L13 (Balime Spa), G3 (Grumm Residential) ....

But some of the other maps have changed very much and differ a lot from original ones. They most importantly PLAY differently.
Examples: B13 (Drassen Airport), D15 (Drassen SAM site), A2 (Chitzena ruins)

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303325] Thu, 12 April 2012 18:27 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Scouty
I think this one may be related, got an AI sitting in an (impassable?) container:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_ar05.png

Ah interesting, after combat I could walk into that spot too. Everything around it is solid. Same story for the other containers actually.

Fixed for all containers of this kind in all of Arulco!
(sometimes, dirty work-a-rounds are what I can do best, hehehe. :cloud8: )
As always, thanks for reporting this.



Btw, thanks for making this sticky (whodunit? lockie? Dieter?)

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303347] Fri, 13 April 2012 08:59 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
I typically post when I stickie or unstickie. I did a bunch last week and can't remember now, but I don't see a post of me, so maybe it was lockie?

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Sergeant Major

Re: Arulco Revisited Mod v1.1[message #303371] Fri, 13 April 2012 17:14 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Yup . Going on hols today , back in 11 days . Have fun guys .

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Captain

Re: Arulco Revisited Mod v1.1[message #303645] Fri, 20 April 2012 00:26 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
Scouty
I think this one may be related, got an AI sitting in an (impassable?) container:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/ja2_ar05.png

Ah interesting, after combat I could walk into that spot too. Everything around it is solid. Same story for the other containers actually.


Hey, how do u get 10 merc slots????? OMGG!!!! How do i do that on v113? Anyone plz?

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Private 1st Class
Re: Arulco Revisited Mod v1.1[message #303647] Fri, 20 April 2012 00:31 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Punctuation marks aren't gregarious animals, and it's a standard feature of every sufficiently recent 1.13 version (newer than the official 4870 release)

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Captain

Re: Arulco Revisited Mod v1.1[message #303649] Fri, 20 April 2012 00:40 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
DepressivesBrot
Punctuation marks aren't gregarious animals, and it's a standard feature of every sufficiently recent 1.13 version (newer than the official 4870 release)


I dont get it... i gt v113 4870 and i dont have 10 merc slots... can u plz explain to me?

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Private 1st Class
Re: Arulco Revisited Mod v1.1[message #303651] Fri, 20 April 2012 00:44 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
He says newer than 4780.

4885 to be exact. Go get one of Tais' SCIs

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First Sergeant
Re: Arulco Revisited Mod v1.1[message #303675] Fri, 20 April 2012 13:00 Go to previous messageGo to next message
WaBlackHat is currently offline WaBlackHat

 
Messages:43
Registered:April 2012
Really enjoying the improved/upgraded maps.

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Corporal
Re: Arulco Revisited Mod v1.1[message #303817] Mon, 23 April 2012 23:18 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Quick news-update:


The next version of AR mod (will be v1.2) is currently under construction.
We try our best to adress all issues/bugs discussed in this thread (and from other places as well).

Apart from fixing bugs and further balancing the mod, we will of course add some more content.

Take a look at the new worldmap from upcoming v1.2:

http://img.xrmb2.net/images/767248.jpeg

Notice that we added another new town: Baldio.
Furthermore, Chitzena has expanded and now features a dock-area.


If you have any issues with this mod or found some bugs you wish to be fixed, let us know.
If you have any ideas about new content that you think should be in this mod, let us know.

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303823] Tue, 24 April 2012 00:39 Go to previous messageGo to next message
Fragnifico is currently offline Fragnifico

 
Messages:22
Registered:April 2012
JAsmine
Quick news-update:


The next version of AR mod (will be v1.2) is currently under construction.
We try our best to adress all issues/bugs discussed in this thread (and from other places as well).

Apart from fixing bugs and further balancing the mod, we will of course add some more content.

Take a look at the new worldmap from upcoming v1.2:

http://img.xrmb2.net/images/767248.jpeg

Notice that we added another new town: Baldio.
Furthermore, Chitzena has expanded and now features a dock-area.


If you have any issues with this mod or found some bugs you wish to be fixed, let us know.
If you have any ideas about new content that you think should be in this mod, let us know.


AWESOME MOD!!! Keep up the good work man!

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Private 1st Class
Re: Arulco Revisited Mod v1.1[message #303919] Thu, 26 April 2012 00:08 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Does Arulco Visited 1.1 have crepitus maps or should i disable them?

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First Sergeant
Re: Arulco Revisited Mod v1.1[message #303931] Thu, 26 April 2012 10:05 Go to previous messageGo to next message
knightofni is currently offline knightofni

 
Messages:96
Registered:August 2011
This looks great, but i'm not able to download it. Download stops after 1 to 3 mb...

Would it be possible to upload it somewhere else ? I've noticed mediafire works pretty well, but there's a lot.

Besides, how would I launch it with HAM5 + AFS ? What would vfs would i select in the ini editor ?

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Corporal 1st Class
Re: Arulco Revisited Mod v1.1[message #303937] Thu, 26 April 2012 15:58 Go to previous messageGo to next message
WaBlackHat is currently offline WaBlackHat

 
Messages:43
Registered:April 2012
Noticed a bug with 1.1

In sector C7 I entered the House/Barn in the NE area with the Cow and saw a Basement/Mine area icon.

But when I enter it and my troops are transported to sector A1 on the Strategic map and have faces on the A1 tactical map, but can not be seen or moved on the A1 map.

It LOOKS like some of the hay bails are leading to the mines.

EDIT: I can do a strategic move from A1 to A2, so I am not stuck.

[Updated on: Thu, 26 April 2012 16:02] by Moderator

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Corporal
Re: Arulco Revisited Mod v1.1[message #303940] Thu, 26 April 2012 17:40 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Gambigobilla
Does Arulco Visited 1.1 have crepitus maps or should i disable them?

The Crepitus quest works in AR the same as in regular v1.13. You can enable them.

knightofni
This looks great, but i'm not able to download it. Download stops after 1 to 3 mb...

Would it be possible to upload it somewhere else ? I've noticed mediafire works pretty well, but there's a lot.

Just checked, the download works for me.
But no problem: I've uploaded v1.1 of AR at another host. Try the new "alternative Download" at the opening post of this thread.
(hm, alternative dl seems to be very slow, but I don't feel like registering somewhere Razz )

knightofni
Besides, how would I launch it with HAM5 + AFS ? What would vfs would i select in the ini editor ?

You will have to "merge" the two mods.
Install the AFS mod as usual. Then, copy the AR mod into the same directory. This should work without any files being overwriten.
(this is basically true whenever you want to use two mods at the same time - you can't have them seperated)

WaBlackHat
Noticed a bug with 1.1...

Thanks for reporting this bug, WaBlackHat. It has already been fixed for upcoming v1.2.

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Master Sergeant
Re: Arulco Revisited Mod v1.1[message #303942] Thu, 26 April 2012 18:13 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
knightofni
Besides, how would I launch it with HAM5 + AFS ? What would vfs would i select in the ini editor ?


Latest version of AFS is not HAM5 compatible (didn't want to test a separate series of .ini under a fourth .exe. That said, HAM5 features are available in the latest SVN SCI by Tais. Current one, Rev. 5224 has fixed the HAM 5 bug where LAW doesn't work.

Not sure if Arulco Revisited maps are as susceptible to the HAM5 disappearing items bug from HAM 5. Currently still investigating the conditions for that bug.

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Lieutenant

Re: Arulco Revisited Mod v1.1[message #303944] Thu, 26 April 2012 18:57 Go to previous messageGo to previous message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
Thanks for clearing that up, wil473.

We consider HAM5 to be kinda buggy and unstable atm.
HAM5 is not included or even needed for AR.
But if users want to give it a try - it is possible to use AR and HAM5 together.

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Master Sergeant
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