Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
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Re: Arulco Revisited Mod[message #320229]
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Wed, 22 May 2013 21:23 
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Inukshuk |
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Messages:85
Registered:September 2009 Location: Canada |
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Found what seems to be a bug. It may have been reported but has a spoiler in it so maybe it was buried somewhere. I've seen something like this (Mike semi-returning from the dead) reported but I wonder if the sector was important in this case.
Toggle SpoilerI killed Mike in the crossroads sector between San Mona and Drassen and collected all his gear, mostly by stealing while he was down before he died.(great placement inside the building BTW, better than the usual). Then later I attacked the new base NW of Drassen and after seemingly killing all enemies, the battle wouldn't end. I used CTRL GABBI then ALT E and saw Mike..'dying' inside the biggest building. I reloaded without the cheat, then stabbed the 'empty' ground where Mike had showed up and a stabbing noise and death happened and all of Mike's inventory (so a second G11 now) was left on the ground
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Corporal 1st Class
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Re: Arulco Revisited Mod[message #320991]
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Mon, 27 May 2013 16:12 
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Wokkel2 |
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Messages:5
Registered:January 2008 Location: Netherlands |
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Thanks, I know that one, and I searched all the Hamous places at least twice. Does AR introduce new locations for the truck?
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Private
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Re: Arulco Revisited Mod[message #321020]
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Mon, 27 May 2013 22:07 
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Flugente |
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Messages:3532
Registered:April 2009 Location: Germany |
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Hamous' location is set in Scripts/StrategicEventHandler.lua (nowadays, not sure about AR, as its based on 4870).
HAMOUSid,HAMOUSx,HAMOUSy,HAMOUSz = CheckNPCinSector(Profil.HAMOUS)
if ( CheckNPCLife(Profil.HAMOUS) > 0 and CheckMercIsDead (Profil.HAMOUS) == false and CheckMercIsDead (Profil.PROF_ICECREAM) == false and (not ( (gWorldSectorX == HAMOUSx) and (gWorldSectorY == HAMOUSy) and (gWorldSectorZ == 0) )) ) then
-- Ok, HAMOUS's sector not loaded, so time to move!
-- Might be same sector as before, if so, oh well!
i = math.random(1, 5)
if i == 1 then
-- G6
AddNPCtoSector (Profil.HAMOUS,6,7,0)
AddNPCtoSector (Profil.PROF_ICECREAM,6,7,0)
elseif i == 2 then
-- F12
AddNPCtoSector (Profil.HAMOUS,12,6,0)
AddNPCtoSector (Profil.PROF_ICECREAM,12,6,0)
elseif i == 3 then
-- D7
AddNPCtoSector (Profil.HAMOUS,7,4,0)
AddNPCtoSector (Profil.PROF_ICECREAM,7,4,0)
elseif i == 4 then
-- D3
AddNPCtoSector (Profil.HAMOUS,3,4,0)
AddNPCtoSector (Profil.PROF_ICECREAM,3,4,0)
elseif i == 5 then
-- D9
AddNPCtoSector (Profil.HAMOUS,9,4,0)
AddNPCtoSector (Profil.PROF_ICECREAM,9,4,0)
end
end
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Re: Arulco Revisited Mod[message #321036]
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Tue, 28 May 2013 00:34 
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weidox |
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Messages:45
Registered:March 2013 |
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IstrebitelImportant bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).
I'm using Using SCI_Unstable_Revision_6077_on_GameDir_1676.
Having the same issue with smugglers.
In addition, Manuel and Maddog are missing from their supposed to be places. I do find mercenaries are missing because I did delete MercProfiles.xml from AR installation as I wrongfully thought it will be outdated version which will disable newest 1.13 mercs. Actually, it seems to be only partially outdated by now and so few last merc changes are corrupted. Probably having free Manuel and Maddog could still be better than some dozen corrupted mercs. By the way, I did not find Manuel in Chitzena too. And I fear now if I will find Pablo in Estoni..
Also I deleted few other files which I really think shouldn't have been in AR. One thing I'm not sure - if an option is missing from .ini file in AR, will it be read from 1.13 folder file?
Deleted files are:
APBPConstants.ini (truly outdated),
Ja2_Options.INI (truly outdated),
Skills_Settings.INI (truly outdated),
Tabledata/MercProfiles.xml (that was half wrong to delete),
and CTHConstants.ini (actually I did not delete this one as it did not change between AR and 6077).
Also, I did delete all Binarydata folder - I don't know what's exactly here and I doubt if it was right to delete as I'm not sure if having a fresh 6077 Binarydata folder is better than AR version.
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Corporal
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Re: Arulco Revisited Mod[message #321073]
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Tue, 28 May 2013 15:05 
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Wokkel2 |
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Messages:5
Registered:January 2008 Location: Netherlands |
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Thanks Fluguente.
AR has the same code. Checked again and found nothing but bloodcats, so it seems my game has glitched. Nevermind, got the hummer now.
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Private
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Re: Arulco Revisited Mod[message #321181]
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Thu, 30 May 2013 09:09 
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choijaeho |
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Messages:6
Registered:August 2010 |
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IstrebitelImportant bug in AR 1.4:
Smullgers do not actually turn hostile. Even if you beat them in the face or steal their stuff, they just ignore you. Or even start to fear you (they run away from you constantly).
Same here with r6104 gamedir1678
Most likely this is due to newly introduced prisoner of war feature, as they share the same CIV_GROUP_NAMES defined in TableData\CivGroupNames.xml (uiindex 21)
This can be fixed by creating another entry in CivGroupNames.xml and assigning every smuggler NPC to this new faction, but this approach is very frustrating as batch conversion of NPCs doesn't seem possible. You'd have to open every single map file with smugglers in it and then assign them with a new CIV_GROUP. Every single one of them.
If you know how to code, you can change hardcoded POW_PRISON_CIV_GROUP in overhead types.h to something else and this can fix the problem (at least temporarily for current revision anyway)
I noticed another glitch in r6104 CIV_GROUP_NAMES not displaying even with INDIVIDUAL_CIVILIAN_NAMES = TRUE in Ja2_Option.ini
[Updated on: Thu, 30 May 2013 09:29] by Moderator Report message to a moderator
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Private
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Re: Arulco Revisited Mod[message #321440]
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Fri, 07 June 2013 06:56 
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angelztearx |
Messages:1
Registered:October 2010 |
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Is there any way to bump up resolution for AR to 1920 by 1080? Or are we limited to default 1024 by 768? On 4870 stable release and not yet ready to try the more experimental releases...
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Civilian
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Re: Arulco Revisited Mod[message #321445]
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Fri, 07 June 2013 15:06 
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Wokkel2 |
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Messages:5
Registered:January 2008 Location: Netherlands |
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Funny thing happened in the Balime museum.
The museum guard was in his appartment in the back of his office. A militia entered the appartment. Nothing happened, until one of my mercs entered the apartment from the office. Then suddenly the guard became hostile, and shot the militia. Next turn another militia rushed in and killed the guard. The merc could just grab the chalice and walk away without anyone caring about it. Easiest chalice ever!
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Private
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Re: Arulco Revisited Mod[message #321880]
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Sun, 23 June 2013 12:23 
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lepacka1 |
Messages:3
Registered:September 2009 |
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hi. I have problem - fall game - with at work mercenaries Lucky of AIM
[51.1036] : ERROR : ========== Sun Jun 23 02:19:04 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SPEECH\174_012.gap" does not exist
(000,006,008,012,035,058,073,077)
waw files ok
and subsequent game fall at read position saved
[214.642] : ERROR : ========== Sun Jun 23 11:52:42 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 40
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : SavedGames\SaveGame07.sav
[214.645] : ERROR : ========== Sun Jun 23 11:52:42 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 40
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : SavedGames\SaveGame08.sav
[214.647] : ERROR : ========== Sun Jun 23 11:52:42 2013 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 40
Location : vfs::COpenReadFile::COpenReadFile
Could not open file : SavedGames\SaveGame09.sav
[219.18] : ERROR : ========== Sun Jun 23 11:52:46 2013 ==========
File : ..\src\Core\File\vfs_file.cpp
Line : 146
Location : vfs::TFile::close
[SavedGames\SaveGame07.sav] - Could not close file : 6
stack_trace.log
[138.227] : Backtrace: [Temp\files.dat] - Error when opening file : 2
[138.227] : Backtrace: Could not open file : Temp\files.dat
[138.234] : Backtrace: [Temp\NpcQuote.tmp] - Error when opening file : 2
[138.235] : Backtrace: Could not open file : Temp\NpcQuote.tmp
[149.134] : Backtrace: [Temp\files.dat] - Could not close file : 6
[214.64] : Backtrace: [SavedGames\SaveGame07.sav] - Error when opening file : 2
[214.641] : Backtrace: Could not open file : SavedGames\SaveGame07.sav
[214.643] : Backtrace: [SavedGames\SaveGame08.sav] - Error when opening file : 2
[214.644] : Backtrace: Could not open file : SavedGames\SaveGame08.sav
[214.645] : Backtrace: [SavedGames\SaveGame09.sav] - Error when opening file : 2
[214.646] : Backtrace: Could not open file : SavedGames\SaveGame09.sav
[219.179] : Backtrace: [SavedGames\SaveGame07.sav] - Could not close file : 6
[219.18] : Backtrace:
[428.176] : Backtrace: Could not delete file
[428.189] : Backtrace: Could not delete file : ShadeTables\RGBDist.dat
my installation:
ja2 gold + patch 1.12
JA2_113_FullRelease_English_4870.exe + update
Arulco_Revisited_(AR_v1.4_20130120).7z
JA1DGmerc V.3.0_do Arulco_Revisited.zip
Lucky speak french
files 174_xxx.gap isnt not found in
JA2_113_FullRelease_English_4870.exe
SCI_Unstable_Revision_6116_on_GameDir_1678.7z
please:
1) delivere files
2) what create\repair gap file
[Updated on: Sun, 23 June 2013 17:49] by Moderator Report message to a moderator
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Civilian
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Re: Arulco Revisited Mod[message #324813]
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Fri, 06 September 2013 11:03 
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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i instaled it with no problems yesterday... what a great fun mod.. i love it.. the new or "old revamped" maps are excellent
i really can only recommend it to all that want something "new" in their JA2 gameplay
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Corporal 1st Class
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Re: Arulco Revisited Mod[message #324886]
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Sun, 08 September 2013 09:55 
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Buggler |
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Messages:211
Registered:November 2009 |
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The much-appreciated Arulco Revisited (AR) gets its latest 1.13 pampering
How to run AR with the latest 1.13 2014 Stable (7435)?
Prerequisite: latest 1.13 2014 Stable 7435 SCI + AR thread here;
thepit.ja-galaxy-forum.com/index.php?t=msg&th=22153&goto=335685&#msg_335685
1. Install AR v1.4 as per normal.
2. Overwrite with Strohmann's AR 1.4 fixes (20131204)
(alternatively, ignore this post's instructions and try Strohmann's NCTH Rebalance Mod for AR)
3. Delete these 4 INIs in Data-AR folder.
Quote:APBPConstants.ini
CTHConstants.ini
Ja2_Options.ini
Skills_Settings.ini
AR will use 1.13 INIs. For those using custom INIs in UserProfile_Mod folder, copy those INIs to UserProfile_JA2AR folder.
4. Overwrite Data-AR\Tabledata\MercProfiles.xml with Data-1.13\TableData\MercProfiles.xml.
then Edit Data-AR\Tabledata\MercProfiles.xml
Quote:Search for Maddog & change to:
<sSectorX>11</sSectorX>
<sSectorY>7</sSectorY>
(1.13 value is 6, 9)
Search for Pablo & change to:
<sSectorX>6</sSectorX>
<sSectorY>8</sSectorY>
..
..
<bTown>13</bTown>
(1.13 value is 13, 2 & 2)
Search for Manuel & change to:
<sSectorX>14</sSectorX>
<sSectorY>4</sSectorY>
(1.13 value is 2, 2)
5. Overwrite the 3 INIs in Profiles\UserProfile_JA2AR folder with Profiles\UserProfile_JA2113 folder.
Quote:Ja2_mp.ini
Ja2_Settings.INI
Ja2_sp.ini
Do step 4 & 5 whenever the 4 files gets updated in 1.13.
Now whip out your guns, it's time for another visit.
(Read Arulco Revisited.pdf if you are still clueless on how to start the mod.
Changelog:
Toggle Spoiler20131209
- Updated Strohmann's AR 1.4 fixes
- Integrated AR MainMenuBackgrounds
20130912
- Added Strohmann's AR 1.4 fixes
- Added Manuel's sector coordinates (thanks Strohmann)
[Updated on: Mon, 16 September 2019 12:14] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: Arulco Revisited Mod[message #326462]
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Fri, 11 October 2013 02:16 
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ShaakA |
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Messages:11
Registered:October 2013 |
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Don't know whether this bug is reported or not and possibly not only a bug but also an exploit.
In the secret sector of P1 from the you know where (dont want to spoil) there are 8 elite guards, which are counted as civilian and they dont turn hostile at first only if you attack them first, is it meant to be like that? Cause it makes them too easy.
I notice that each of them carry the same set of equipment, namely Dyneema set armor (Hat, Armor and Legging), A VSS-Vintorez Silent Sniper Rifle attached with PSO-1 Scope with 1 spare clip of 9x39mm ammo, A Flare and A NVG-III. Not a bad loot if you manage to snag them all. A set of this is a good loot from any battle and imagine 8 set of those, sell for some good money and will bump your gear by good amount, and the remaining unused can be sold for extra cash. So 8 set one time is not bad, and easy too if you got some MA merc, since they dont turn hostile first close them in and snag the goodies 1 at a time, taking all the loot will be harder then collecting them. But it gets better, leave the sector, dont forget the rest of the loot there and most important the key. You'll be back in the sector before, simply drop all the goodies and reenter the sector P1, and voila the civilian all back alive, again with the same set of loot, knock em out and snag the loot. Back to the previous sector and then reenter, rinse and repeat and you got infinite amount of money.
Extra info:
Used 4870 stable build and played on experienced AR.
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Private
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Re: Arulco Revisited Mod[message #326476]
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Fri, 11 October 2013 12:17 
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Kasar |
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Messages:27
Registered:August 2013 Location: Toronto, Canada |
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Where does this mod get it's merc speech files from?
I just downloaded it, and was making my first IMP and noticed there are only 3 male voices, with the # 3 voice copied over the #4-#7 voices.
I would like to put # 4 back in, and I have made my own # 5 I would like to put back in as well - but it doesn't seem to read from the usual place standard 1.13 reads from.
(or is it that IMP male # 4, 5, 6 and 7 are just all set to use voice # 3 somewhere else, bypassing them actually using speech file 192, 193, 194 and so on...)
Thanks!
[Updated on: Fri, 11 October 2013 12:23] by Moderator Report message to a moderator
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Private 1st Class
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Re: Arulco Revisited Mod[message #326522]
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Sat, 12 October 2013 00:01 
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Parkan |
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Messages:439
Registered:April 2010 Location: Russia,Sevastopol |

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KasarWhere does this mod get it's merc speech files from?
I just downloaded it, and was making my first IMP and noticed there are only 3 male voices, with the # 3 voice copied over the #4-#7 voices.
I would like to put # 4 back in, and I have made my own # 5 I would like to put back in as well - but it doesn't seem to read from the usual place standard 1.13 reads from.
(or is it that IMP male # 4, 5, 6 and 7 are just all set to use voice # 3 somewhere else, bypassing them actually using speech file 192, 193, 194 and so on...)
Thanks!
Those voices made by me.And they use only same english subtitles like imps voices number 1-3.The voice in russian.Their files are in data-1.13 folder:Battlesnds,Speech,Mercedt directories.
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Master Sergeant
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Re: Arulco Revisited Mod v1.1[message #326711]
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Thu, 17 October 2013 22:45 
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mor |
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Messages:13
Registered:October 2013 |
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I don't know about the rest but so far I am completely outgunned and outmatched. I have been doing really well until I got to dresden, which I took by pure luck during a night/rain sneaky assault, which turned to be not so sneaky, when a lighting-bolt revealed a horde of 20 soldiers surrounding my position... luckily they were in perfect groupings for my 4 grenades Anyway, I had no chance reaching the mine, let alone defend a counter attack, so I doubled back to san mona, so I can sell some weapons and boxing prize and try to take chitzena mine and camp there until I can double my manpower and fire power.
IMO the map designs are fantastic I really enjoy the new maps, but so far I find very little place for tactical gameplay in the cities, where i usually defend against an endless horde. Hopefully this will improve after I'll double my manpower and my weapon quality/seletion.
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Private
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Re: Arulco Revisited Mod v1.1[message #326760]
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Fri, 18 October 2013 16:11 
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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in 1.13 i realized the daylight is easier then night especially vs heavy guarded sectors
its a sniper game
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Corporal 1st Class
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Re: Arulco Revisited Mod v1.1[message #326825]
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Sat, 19 October 2013 14:00 
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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dont get me wrong, you can still doi t at night, no problem, its just that daylight with the arrival of 10x scopes and sniper trait became much easier then it was...
f.ex. try capturing the Cabria Sam Site at both times
at night if you are to loud you have no chance getting to the fences cos of the lights and the snipers around the towers
during day you take some desert camo and deploy from safe distance killing the snipers and soldiers that come to see whats going on
during a storm its even more silly when you have full blown hunter/ranger... basically bad weather means night time conditions but without the night goggles affecting this... and enemy soldiers rarely have the hunter trait... this means a hunter will see 50% further then the enemy... at mid gmae Igor did that Site alone during a storm at day light...
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Corporal 1st Class
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