Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » Arulco Vacations Bug Reports & Fixes (Squashing Bugs while on vacation in Arulco)
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Re: Arulco Vacations Bug Reports & Fixes[message #344115 is a reply to message #344107]
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Sat, 13 February 2016 02:57
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past caring |
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Messages:85
Registered:December 2002 |
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Found the Icecream Van in C3 without Hamous. Appear as 'none' in squad list and if you try to enter it you actually get a blank space when choosing vehicle. Nevertheless rode it back to Drassen to pick up some stuff. Now get a run time error every time I try to get into it. True of either strategic or tactical screen.
Thought about it and wondered whether the NPC walkabout thing might have been an issue (I was fighting the army and Kingpin's goons in the same sector immediately before finding the truck). Reloaded - no Hamous. Reloaded and replayed sector. No Hamous. Reloaded, replayed, left sector and returned - no Hamous. The truck still there of course.....but I think will be unusable or at least cause serious bugs to the point it's not worth it (in addition to problems first time around, the truck - already full with 6 passengers - managed to teleport Barry from San Mona to Drassen).
[Updated on: Sat, 13 February 2016 15:42] Report message to a moderator
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Corporal 1st Class
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Re: Arulco Vacations Bug Reports & Fixes[message #344264 is a reply to message #344242]
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Sat, 27 February 2016 22:24
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mercsdontcry |
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Messages:17
Registered:October 2013 |
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Tried the mod today. It is really great, a lot of details I like.
Some small things I stumbled upon:
- Large holster in Grizzles gear has a graphics glitch when putting his Pistol in. Similar thing with Nails shotgun holster.
- In Drassen I found an item called "Alice Pack DISABLED" which should probably be disabled?
- The roofs of some houses in Omerta do not get transparent on entering
- In Drassen there are north-west walls with fire-extinguishers: My mercs can walk through them.
- After the talking between Fatima and Dimitri in Omerta there was an "infinite clock" error. But after trying a second time it worked.
I read, it is recommended to play with zombies on, but I switched them off after some time. I found it a little bit annoying that they popped up one after another after the fight. It gave 12 fights against 1 zombie each.
One question: I found a lot of food and canteens. Is it recommended to play with food system on? (In the default settings it is switched off)
Edit: I used Version 1.06 with A-patch
[Updated on: Sat, 27 February 2016 22:26] Report message to a moderator
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Private
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Re: Arulco Vacations Bug Reports & Fixes[message #344305 is a reply to message #344304]
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Tue, 01 March 2016 20:13
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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In the main game folder should be a text file titled "PCM+ for Arulco Vacations". Skyrider and others have become recruitable characters courtesy of Scheinworld and his PCM+ Mod. I'm not sure about the heli part -- hopefully Scheinworld sees this and responds to that. The spoiler here has the text of that readme file:
Toggle Spoiler"Playable Characters Mod" (PCM+) for Ed Mortimer's "Arulco Vacations" Mod (composed by Scheinworld 21.11.15)
Original idea and concept by Smilingassassin aka "the Scorpion"
Features of the PLUS version:
Converted the non-playable JA2 characters: Darrel (#73), Perko (#74), Maria (#88), Joey (#90), Skyrider (#97), Fred (#106), Matt (#148), Oswald (#156), Calvin (#157) and Carl (#158) into playable characters.
Added Rude Dog (#206) (from Urban Chaos Mod) and Jerry Melo (#207) (from JA2.5 UB) as new M.E.R.C. characters.
(NOTE: New Arulco Vacations character, Rachel Thorne, took the spot originally allocated to Selina "Jubilee" Kyle of Urban Chaos)
All new playable characters have faces, speech and battle sounds. They also have character skills.
Changes are very nonintrusive to keep the integrity of the vanilla story, setting, maps etc. intact.
Notes:
Skyrider has his speech limited due to an overlapping issue from his function as a pilot. If the player prefers to have Skyrider as the pilot (same as in the vanilla game),
then you need to react quickly. After Skyrider is escorted to his chopper, he'll do his usual speech, after that Skyrider will walk towards his chopper.
If you want to avoid Skyrider to join the squad but want him as a pilot as usual, go to the strategic map before Skyrider has reached his chopper. Then everything will be as in the Vanilla game.
If you want him to join, wait for him to reach his chopper, after that he will become playable.
Darrell will only join if a female character is married to the Hicks. There might still be issues with this action related to 1.13's messed pathing. Make sure your female character has a path to the place where Darrell is walking to.
If she doesn't move, break the deadlock using alt-enter and make her walk into that direction, the pathing might still catch her and continue her script.
Perko can be easily recruited, but requires user input (just click on "recruit").
Maria, automatically joins the squad after having met Angel. Like Skryider, there's some time between the end of the quest and her joining the squad. After having talked to Angel,
Maria will leave the leather shop and, once standing on the road, join the player's squad. In that time between the end of the quest (history log beeps) and her joining, the player can go to the strategic screen if he doesn't want Maria to join the squad.
Fred Morris as a head miner can only be recruited after the mine he leads has started to produce income for the player.
Upon recruiting, he loses parts of his head miner function, parts might still be active and overlap.
For convenience reason, it is advised to minimize the chances that the mining income is interrupted (either the bug quest is already over, or sci-fi mode is unselected) in order not to cause glitches.
For testing, he can however join as soon as the mine has started to produce income. Please report any glitches that appear in this situation.
Let the escorted persons go off on their own upon completion of their quest, they will then join if your leadership is good (I'm thinking Joey here, don't let Martha see one of your mercs or her thankyou speech will interrupt Joey joining as RPC).
Known Bugs / personal experience:
Try to avoid using the new characters for interactions with NPCs, as certain actions like NPC's handing over an item (like Carmen's disk) can cause the game to crash.
Don't try to marry the new RPC Maria DaSilva with Daryl Hick for the recruitment of Darrel or you'll get an endless stop watch.
No more bugs are known, if you find them - report them!
Credits:
Most content is taken from JA2, JA2.5 UB and Mod Squad's Urban Chaos
The speech of character 73 (Darrel) was designed and recorded by Khor 1255
The speech of character 90 (Joey) was designed and recorded by Thor
The speech of character 158 (Carl) was taken from Scorpion's mod "Renegade Republic" (there as "Butch")
- Will Gates for Jerry Melo RPC and several PCM additions and improvements for the English version
- Wil473 for his Urban Chaos-1.13 (UC-1.13) project
- Cagemonkey for the improved Bigfaces
...and of course @ "the Scorpion" for (in my opinion) one of the most innovative JA2 mods ever!
Have fun! :-)
Best regards,
Schein...
[Updated on: Tue, 01 March 2016 20:13] Report message to a moderator
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Re: Arulco Vacations Bug Reports & Fixes[message #344665 is a reply to message #344460]
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Wed, 23 March 2016 01:24
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past caring |
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Messages:85
Registered:December 2002 |
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That worked. Cheers.
Been playing some more - going very smoothly. But equipping a SCAR-H sniper variant (maybe other types of SCAR too, I've not tested) reduces a merc's camo to zero? Fine when held in combat pack or whatever.....not discovered any other weapns that have this effect.
[Updated on: Wed, 23 March 2016 01:26] Report message to a moderator
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Corporal 1st Class
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Re: Arulco Vacations Bug Reports & Fixes[message #345504 is a reply to message #344965]
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Sat, 14 May 2016 17:34
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Greyfoot |
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Messages:62
Registered:November 2010 Location: Dublin |
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Been playing the mod for a week, came across a couple of things might worth noting:
1. Cover system too dense, mercs are not able to see through grass, this is especially annoying when using scoped weapons.
2. As mentioned before disabled items are to be found in Chitzena and Drassen.
3. Squad selection on tactical displayed as numbers instead of squad name.
4. MERC members have a tendency to get unexpected items-hired Reverend without gear and he turned up with a loaded m24 with sniper scope and two small scopes.
Ms Torm..*cough* Thorne had a silver nugget in her inventory after a battle, a glock in her back pack the other time.
5. Drassen airport map indeed has three barracks that mercs can walk through.
The mod is well made, and very much playable, the new maps are good, foliage also great. I tweaked the chance to hit to my liking so can`t comment on that. I like the weapon progression and drop all, I like to see tons of guns. Keep up the good work Ed, your mod is really appreciated!
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Corporal
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Re: Arulco Vacations Bug Reports & Fixes[message #346592 is a reply to message #346588]
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Thu, 11 August 2016 18:38
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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It won't break anything if you disable it, though Drop All should also be disabled to keep the balance.
There are a couple ways to stop them from taking whatever they want. And, yes, they will take ammo and even some gear -- though not always. But they will always take weapons if they don't have any -- unless you do one of two things. The easiest thing to do is empty all weapons of their ammo. Militia won't take a weapon that doesn't have ammo in it. There's another way, and it is more specific -- you can designate items for all Militia (default), or just for one type --Green, Blue or Dark Blue --or even for no militia. That is done in the Inventory Screen in Strategic View.
In the Inventory screen leftclick on an item while holding 'TAB'. This toggles an overlay, if the colour is green, the militia will not take this item from the sector (it can still steal it in tactical though). This even works in sectors where you currently have no Mercs.
LEFTclick a second time while still holding TAB and a turquoise overlay will cover the item, and GREEN Militia will NOT take that weapon. LEFTclick a third time while holding TAB and a purple overlay will cover the item and only DARK BLUE (Elite) Militia will pick up that item. LEFTCLICK a fourth time while holding TAB and a tan/brown overlay will cover the item and NO Militia will pick up the item.
In TACTICAL mode you can use CTRL-. (control+period) to bring up a command menu that includes "Militia Inspection" -- that will cause the Militia to drop all gear.
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Re: Arulco Vacations Bug Reports & Fixes[message #346598 is a reply to message #346592]
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Thu, 11 August 2016 20:04
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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edmortimer wrote on Thu, 11 August 2016 15:38But they will always take weapons if they don't have any -- unless you do one of two things. The easiest thing to do is empty all weapons of their ammo. Militia won't take a weapon that doesn't have ammo in it.
Eh. Unless I seriously misremember what I coded, that is not true. If militia equips itself from the sector inventory, they always take ammo in the sector into account. They will pick up an empty gun if they can still find ammo, like in separate magazines.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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