Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Vengeance 1.13 Reloaded » Vengeance: Reloaded Bugzilla (Report bugs here)  () 1 Vote
Re: Vengeance: Reloaded Bugzilla[message #362624 is a reply to message #362615] Mon, 08 March 2021 16:45 Go to previous messageGo to next message
Sucho is currently offline Sucho

 
Messages:13
Registered:April 2012
I am not sure if I should raise this as an issue, as it might be little too subjective, but.. I am not a fan of current state of AI. Night fights are too annoying as AI spams suppression fire (and is surprisingly accurate with it) even if my mercs use flash suppressors and no enemy is in vision range.

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Private
Re: Vengeance: Reloaded Bugzilla[message #362668 is a reply to message #362624] Tue, 16 March 2021 11:31 Go to previous messageGo to next message
aleman is currently offline aleman

 
Messages:14
Registered:April 2019
Hi,

I'been playing the 2018 Christmas edition so far and am having some trouble getting the newest mod running ... the game crashes when starting.

Quote:
[0.203684] : Processing VFS configuration
[0.204178] : Initializing Virtual File System
[0.204189] : Reading profile : SLF Libs
[0.2042] : library : "Data\Ambient.slf"
[0.204366] : [Data\Ambient.slf] - Error when opening file : 2
[0.891744] : Could not open file : Data\Ambient.slf
[0.892906] :
[0.894075] : ========== Tue Mar 16 10:02:37 2021 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 54
Location : vfs::COpenReadFile::COpenReadFile


========== Tue Mar 16 10:02:37 2021 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 50
Location : vfs::COpenReadFile::COpenReadFile

Could not open file : Data\Ambient.slf

[0.895216] : Could not initialize library [ Data\Ambient.slf ] in : profile [ SLF Libs ], path [ Data\Ambient.slf ]
I have put some effort into solving this issue but can't help it. When figuring out the Ambient-issue the next complaint is Anims, then comes Fonts, etc. I suppose some files or sth is missing.

Pls help ;)

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Re: Vengeance: Reloaded Bugzilla[message #362669 is a reply to message #362668] Tue, 16 March 2021 11:40 Go to previous messageGo to next message
luk3Z is currently offline luk3Z

 
Messages:68
Registered:December 2006
Location: Metavira
In JA2 Vengeance Reloaded\Data\ should be the file Ambient.slf and other *.slf from original JA2 (you need to copy them).
Why are you using old version from 2018 ?
Newest (current) version is 01.01.2021_v7609_English_Full.7z + JA2_Vengeance_r2730.exe (renamed to JA2_Vengeance.exe and replaced old one).

[Updated on: Tue, 16 March 2021 11:41]




JA2 Vault (Repositories): https://pastebin.com/MJFckiaq
JA2 v1.13 - Starter Documentation: https://github.com/aimnas/1.13_starter_documentation
JA2 1.13 Hot Keys: https://pastebin.com/EHLMuk1k

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Corporal
Re: Vengeance: Reloaded Bugzilla[message #362670 is a reply to message #362669] Tue, 16 March 2021 13:20 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
What he says.

If you're having issues with SLF's, 99% of the time it will be an issue with your original JA2 files. Try a reinstall or find a duplicate JA2 installation that you know that already works as a base.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #362671 is a reply to message #362670] Tue, 16 March 2021 14:00 Go to previous messageGo to next message
aleman is currently offline aleman

 
Messages:14
Registered:April 2019
Thx for the help .... copied the files and works fine now happy))

@luk3Z
I have been playing the older version for the last 2 years - just enjoyed all the changes I wished for 20 years ago ... you can count me as a newbie regarding the JA2-community and all the mods, I have spent a lot of time in tabletop games and tournaments in the past 2 decades^^ ... last weekend I have finally beaten the game but it kept crashing when Deidrana died ... so I missed the credits and decided to check for a more recent mod.

@hawkeye
Will keep you guys posted on any bugs or things of interest.

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Private
Re: Vengeance: Reloaded Bugzilla[message #362706 is a reply to message #362671] Sat, 20 March 2021 09:38 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Bugs which i spotted on first 15 minutes of playing:
1.Addiitional imp character doesnt have any info in hiddennames.xml so few imp chars higher than standart 8 males and 3 females have in their names ??? in tactical.Such thing is fixing by addin required info in hiddennames.xml and also set 2 tags with Hidden>1<Hidden to 0 on few imp chars slots.

2.Pglady4 which occupay 50 slot in mercprofiles.xml during creation also get additional items from mercstartinggear.xml which defines like "Bubba"inventory slot number 50.Removing such thing and recreating from zero 4th female fixed that problem

3.Autofastforward Ai seems not working only sometime when player not see any enemy on map.Even with turned off all options in ja2_options.ini all fast forward settings.



1.Serve the public trust
2.Protect the innocent
3.Uphold the law(c)Robocop

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Master Sergeant
Re: Vengeance: Reloaded Bugzilla[message #362712 is a reply to message #362706] Sat, 20 March 2021 22:50 Go to previous messageGo to next message
Cerhio is currently offline Cerhio

 
Messages:184
Registered:March 2013
Parkan wrote on Sat, 20 March 2021 09:38
Bugs which i spotted on first 15 minutes of playing:
3.Autofastforward Ai seems not working only sometime when player not see any enemy on map.Even with turned off all options in ja2_options.ini all fast forward settings.
I thought I was going crazy and the only one experiencing this issue.

Side-note: Q doesn't seem to switch between high-angle and normal angle GL.

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Staff Sergeant
Re: Vengeance: Reloaded Bugzilla[message #362713 is a reply to message #362706] Sun, 21 March 2021 05:59 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Parkan wrote on Sat, 20 March 2021 18:38
Bugs which i spotted on first 15 minutes of playing:
1.Addiitional imp character doesnt have any info in hiddennames.xml so few imp chars higher than standart 8 males and 3 females have in their names ??? in tactical.Such thing is fixing by addin required info in hiddennames.xml and also set 2 tags with Hidden>1<Hidden to 0 on few imp chars slots.

2.Pglady4 which occupay 50 slot in mercprofiles.xml during creation also get additional items from mercstartinggear.xml which defines like "Bubba"inventory slot number 50.Removing such thing and recreating from zero 4th female fixed that problem

3.Autofastforward Ai seems not working only sometime when player not see any enemy on map.Even with turned off all options in ja2_options.ini all fast forward settings.
Thanks, we'll take a look. Already aware of the hidden names for IMP's and already fixed. Copy this HiddenNames.xml from here over your existing one in Data-Vengeance/TableData, though you'll need a new game for it to take effect.

https://www.mediafire.com/file/iu1sczi6p1ruws2/HiddenNames.xml/file



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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #362739 is a reply to message #362585] Wed, 24 March 2021 02:10 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
@ Hawkeye

Ok, boobytrapped guns, the room gets destroyed. The problem with Krott is that once i have him bandaged and letting him go, he walks to where the locker was supposed to be so he can give me the special rifle. The locker however has been destroyed in the explosion so the game results in an endless stopwatch, because Krott cannot open a locker that doesn't exist. In a previous game, there was no explosion, cleared the sector of enemies, talked to Krott, he opened the locker and gave me a great rifle with very rare ammunition. I am not dying to get the rifle but freeing Krott raises the loyalty in Alma, same as it has always been, since vanilla. Once he is free to go however, his script is forcing him to offer the rifle. As it stands, only solution is to avoid talking to him altogether, or move him to a nearby room, away from the armory if possible.

PS. Thank you for the mail explaining about the exe. I mistyped my question, it didn't make much sense.

[Updated on: Wed, 24 March 2021 02:13]




Nipson anomimata mi monan opsin

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Master Sergeant
Re: Vengeance: Reloaded Bugzilla[message #362759 is a reply to message #362739] Fri, 26 March 2021 03:52 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Hey Gopas, that's not entirely my experience when playing the Krott interaction, but I've generally been lucky with a lot of the booby trapped maps, and haven't lost head miners, Ilya or had issues with Krott.


Toggle Spoiler

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #362786 is a reply to message #347852] Tue, 30 March 2021 23:01 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Hey there Hawk

No need to make a big deal, it may be a gremlin, as you called it, (lol, that made me laugh) or the same game mechanic ever since vanilla. I'd rather not talk to Krott at all, town reputation will be raised eventually by keeping the town liberated, destroying patrols, training militia, doing Auntie's bloodcat quest,etc. It's not the end of the world. I am pretty sure that it can be fixed somehow, maybe remove the boobytrap script but that would take away from the game's flavor. In the first playtrhrough i got lucky and a little stealthy, i'll try that again. Cheers happy



Nipson anomimata mi monan opsin

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Master Sergeant
Re: Vengeance: Reloaded Bugzilla[message #362823 is a reply to message #347852] Thu, 08 April 2021 16:32 Go to previous messageGo to next message
Damesh is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
Just started playing after a few years and thought to start with this mod. Not too far into game, just fighting in the initial Omerta sectors. This might have mentioned earlier, but I'm getting the stuck timer during AI turn. Seems to be focused on 'cowering soldier' as they keep flashing during the timer. I had thought this was corrected by going to next unit after a certain amount of time would elapse and has already happened twice in same battle.

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Corporal
Re: Vengeance: Reloaded Bugzilla[message #362858 is a reply to message #362823] Mon, 12 April 2021 06:22 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Have you tried hitting the Esc key? This can sometimes break the stopwatch timer cycle if it's an AI issue.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #362861 is a reply to message #362858] Mon, 12 April 2021 20:20 Go to previous messageGo to next message
Damesh is currently offline Damesh

 
Messages:57
Registered:January 2001
Location: Florida
No, hadn't thought of that. Will try next time I encounter it. Thanks!

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Corporal
Re: Vengeance: Reloaded Bugzilla[message #363262 is a reply to message #347852] Tue, 18 May 2021 02:22 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I found a bug, I think. Coffee appears to have the wrong DrugType set.

In Data-AIMv53/TableData/Items/Items.xml has <DrugType>1025</DrugType>, which is not defined anywhere that I could find.

Is it meant to be "1024 DRUG_NERVOUS merc gets the 'nervous' disability while drug/side effect lasts" from Data-1.13/TableData/Items/Drugs.xml? Or is that file entirely overridden by Data-AIMv53/TableData/Items/Drugs.xml? If so, then it looks like it should be set to drug type 11 from Data-AIMv53/TableData/Items/Drugs.xml

[Updated on: Tue, 18 May 2021 02:24]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363267 is a reply to message #363262] Thu, 20 May 2021 05:41 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
gmonk wrote on Tue, 18 May 2021 09:22
I found a bug, I think. Coffee appears to have the wrong DrugType set.

In Data-AIMv53/TableData/Items/Items.xml has <DrugType>1025</DrugType>, which is not defined anywhere that I could find.

Is it meant to be "1024 DRUG_NERVOUS merc gets the 'nervous' disability while drug/side effect lasts" from Data-1.13/TableData/Items/Drugs.xml? Or is that file entirely overridden by Data-AIMv53/TableData/Items/Drugs.xml? If so, then it looks like it should be set to drug type 11 from Data-AIMv53/TableData/Items/Drugs.xml
DrugType is bitmask combining multiple effects

// Flugente, 12-04-21
// These flags determine the different types of 'pure' drugs that we have. Each one has specific effects and sideeffects
// Note that a consumable can be a combination of several different drugs
#define DRUG_ADRENALINE (1 << DRUG_TYPE_ADRENALINE) //0x00000001 //1
#define DRUG_ALCOHOL (1 << DRUG_TYPE_ALCOHOL) //0x00000002 //2
#define DRUG_REGENERATION (1 << DRUG_TYPE_REGENERATION) //0x00000004 //4
#define DRUG_DAMAGERESISTANCE (1 << DRUG_TYPE_RESISTANCE) //0x00000008 //8
#define DRUG_STRENGTH (1 << DRUG_TYPE_STRENGTH) //0x00000010 //16
#define DRUG_AGILITY (1 << DRUG_TYPE_AGILITY) //0x00000020 //32
#define DRUG_DEXTERITY (1 << DRUG_TYPE_DEXTERITY) //0x00000040 //64
#define DRUG_WISDOM (1 << DRUG_TYPE_WISDOM) //0x00000080 //128
#define DRUG_PERCEPTION (1 << DRUG_TYPE_PERCEPTION) //0x00000100 //256
#define DRUG_PSYCHO (1 << DRUG_TYPE_PSYCHO) //0x00000200 //512
#define DRUG_NERVOUS (1 << DRUG_TYPE_NERVOUS) //0x00000400 //1024
#define DRUG_CLAUSTROPHOBIC (1 << DRUG_TYPE_CLAUSTROPHOBIC) //0x00000800 //2048
#define DRUG_HEATINTOLERANT (1 << DRUG_TYPE_HEATINTOLERANT) //0x00001000 //4096
#define DRUG_FEAROFINSECTS (1 << DRUG_TYPE_FEAROFINSECTS) //0x00002000 //8192
#define DRUG_FORGETFUL (1 << DRUG_TYPE_FORGETFUL) //0x00004000 //16384
#define DRUG_BLIND (1 << DRUG_TYPE_BLIND) //0x00008000 //32768
#define DRUG_KNOCKOUT (1 << DRUG_TYPE_KNOCKOUT) //0x00010000 //65536
#define DRUG_VISION (1 << DRUG_TYPE_VISION) //0x00020000 //131072
#define DRUG_TUNNELVISION (1 << DRUG_TYPE_TUNNELVISION) //0x00040000 //262144
#define DRUG_LIFEDAMAGE (1 << DRUG_TYPE_LIFEDAMAGE) //0x00080000 //524288
#define DRUG_CUREPOISON (1 << DRUG_TYPE_CUREPOISON) //0x00100000 //1048576
#define DRUG_STUNANDKILL (1 << DRUG_TYPE_STUNANDKILL) //0x00200000 //2097152

1025 = 1 + 1024, meaning that coffee both gives you adrenaline and makes you nervous

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363273 is a reply to message #363267] Sun, 23 May 2021 02:49 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Ah, yes. That makes sense. Thanks!

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363278 is a reply to message #347852] Sun, 23 May 2021 19:55 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
In H13 Alma, I cleared he sector. Sadly I have not been terribly successful with stealth (using largely low-level mercs) and the weapons room was triggered.
I spoke to the General and figured out he's the same nasty cuss as in vanilla, and he killed my IMP twice. So, I had Igor stealth around and eliminate the "Alma Militia" and the General.

When I spoke to the Sergeant he gave his usual speech, I agreed to let him go his way, he gave his farewell speech took two steps toward the rubble of the wall and then the game went into "endless clock" mode (I tried hitting EXC a few times after a few seconds, but it didn't seem to help.) The first time the game froze and I had to kill it from the process list, on a couple of subsequent retries I was able to Alt-X to quit twice.

Edit: I should add that when I was clearing the sector of initial enemies there was another enemy labelled "Sergeant" who was hostile in the C&C room with the general. I figured it was just an enemy rank, I don't suppose there's anything going on there?

[Updated on: Sun, 23 May 2021 19:58]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363280 is a reply to message #363278] Mon, 24 May 2021 05:50 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Thanks Gmonk, will take a look, though admittedly bugs relating to NPC interactions can be hard to fix or even trace why they are behaving strangely at times. It's possible the Sargeant may be Sgt Krott, who acts very similar to how he did in Vanilla, but a new weapon can be picked up should he survive at times, otherwise as you say could just be an enemies rank.

If you have a recent save before the lock-up, please send me a link.

[Updated on: Mon, 24 May 2021 05:55]

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363284 is a reply to message #363280] Tue, 25 May 2021 02:31 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Thanks, Hawkeye. You can find two saves in the following file:
https://www.mediafire.com/file/59ojwp83hbppt9y/JA2_VR_saves_rwb.zip/file

There are some changes to the item xmls and the ja2_otions.ini, nothing too radical. Notes are in the zip with the save games, I don't think there's anything in there that would cause the NPC issue.

Edit: The "Alma Militia" keep respawning in H13 (same sector as Krott) Is that normal? I was unable to train militia until I conquered all sectors and completed the blood cat lair.

There's a large counterattack hitting Alma Prison. It looks like I may have to reattempt Alma. I've tried defending against it a couple of times but there are too many enemies. Maybe I can nerf the enemy attack strength via the xmls/ja2_options.ini until I can sort out the loyalty issue partly caused by Sgt. Krott.

Avoiding the tactical view of the barracks sector. For now I've pulled back into the Alma Weapons factory and fortified it. I'll see how it goes.

Edit 2: The problem seems to have "resolved itself". After 4 of 6 Alma sectors were retaken by the Army, I had to re-equip and try and take the sectors back. I figured I try the less "cheaty" way and see if I could take them back normally. First sector was H13, killed almost all the Army, then a couple of "Alma Militia" again, the game was stuck in turn-based until I killed the last "Alma Militia" (again!?) then the game went back to real time. I figured I'd see what happened if I spoke to Krott again, and this time when his dialogue ended he walked to the sliding doors and headed north and disappeared, no spinning watch, just finished. Killed the last of the Army guys and was done. I'll see if the Alma Militia keep respawning after this.

[Updated on: Wed, 26 May 2021 07:16]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363285 is a reply to message #363284] Thu, 27 May 2021 03:34 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
The Sgt. Krott issue corrected itself after having to retake the sector. Interacting with Sgt. Krott worked as it normally would. The "Alma Militia" respawn each time I enter the sector though. No worries, I managed to retake all the Alma sectors, got the loyalty to 20 and trained militia.

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363286 is a reply to message #363285] Thu, 27 May 2021 14:02 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Okay, I'll give the gamesave a miss. Unfortunately Army admins do respawn due to the fact they are classed as Civs, I'm hoping to do away with them if I can as it is annoying especially if you've taken the town already and moving around fortifying the map in realtime. The same issue also happens with tanks respawning if they are reconquered but VR has a new exe where this is now optional. Watch this space.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363287 is a reply to message #363286] Thu, 27 May 2021 14:27 Go to previous messageGo to next message
Kitty

 
Messages:436
Registered:October 2017
Location: Germany
Hawkeye wrote on Thu, 27 May 2021 14:02
...Unfortunately Army admins do respawn due to the fact they are classed as Civs, ...
I had some issues with respawning civ-groups as well. Somewhere in the UC-thread I stumbled upon a comment, that they had that problem as well. The solution they suggested, was to put a cow on the map (no kidding). Did some test on my stuff, and it seems any other npc-civilian will do as well (cows count as civilians).

Example: In Orta basement, I had respawning problems. As crude solution, I added a small space on map, unreachable for any player, and added a civilian of another civ-group ("prepper", who else would live alone in an underground bunker). Those can't die (players can't see them, I left the room-numbers blank) and this seems to hinder others to respawn.

Or: I added a hostile civ-group that randomly can appear in A10 Omerta (lua-placement magic). Those did respawn until I added a cow on the map. However, if the cow get's killed as well, they respawn again.
I replaced the cow with a kid and it worked as well. In MapEditor cow/kid need to be defined to be always there. This should be unrelated to exe.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363292 is a reply to message #363287] Fri, 28 May 2021 05:03 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
I had heard about the adding a neutral civ before, but it's been a long time, so thanks for the reminder. Putting a cow in may add some issues, including hearing them moo when first entering the map. I may just add a civ janitor or desk clerk as a work around or like you say add another civ perhaps on the very edge of a map so you don't see them, but then there's always a risk this could add issues during combat. Surely it would be better to change or fixing it in code somehow, I'll see how much work is involved.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363298 is a reply to message #363292] Sun, 30 May 2021 22:32 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
This one isn't exactly a bug.

There's a GL holster to fit a compact GL (eg. RGM Kastet). Unfortunately it has pocket type 7 for the launcher, which is restricted to type 2 (guns), so you can't put the launcher in it, lol. I added a pocket definition for it to pockets.xml (copied the SMG holster pocket) and modified it for type 16 (launchers) and it seems to work fine.

[Updated on: Sun, 30 May 2021 22:33]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363299 is a reply to message #363298] Mon, 31 May 2021 04:18 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
It's an error none the less, so thanks for the heads up. Will fix it up in the SVN soon.

Do you have the item number for the GL holster handy?

[Updated on: Mon, 31 May 2021 04:20]

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363301 is a reply to message #363299] Tue, 01 June 2021 06:14 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
No problem, Hawkeye.

from Data-AIMv53/tabledata/items.xml:

<uiIndex>907</uiIndex>
<szItemName>RGM</szItemName>

from Data-AIMv53/tabledata/LoadBearingEquipment.xml:
(I replaced <lbePocketIndex5>7</lbePocketIndex5> with <lbePocketIndex5>67</lbePocketIndex5>

<LOADBEARINGEQUIPMENT> <!-- Grenade Launcher Holster -->
<lbeIndex>145</lbeIndex>
<lbeClass>1</lbeClass>
<lbeCombo>0</lbeCombo>
<lbeFilledSize>31</lbeFilledSize>
<lbeAvailableVolume>0</lbeAvailableVolume>
<lbePocketsAvailable>0</lbePocketsAvailable>
<lbePocketIndex1>17</lbePocketIndex1>
<lbePocketIndex2>49</lbePocketIndex2>
<lbePocketIndex3>49</lbePocketIndex3>
<lbePocketIndex4>49</lbePocketIndex4>
<lbePocketIndex5>67</lbePocketIndex5>
<lbePocketIndex6>0</lbePocketIndex6>
<lbePocketIndex7>0</lbePocketIndex7>
<lbePocketIndex8>0</lbePocketIndex8>
<lbePocketIndex9>0</lbePocketIndex9>
<lbePocketIndex10>0</lbePocketIndex10>
<lbePocketIndex11>0</lbePocketIndex11>
<lbePocketIndex12>0</lbePocketIndex12>
</LOADBEARINGEQUIPMENT>

from Data-AIMv53/tabledata/Pockets.xml:
(I added pindex 67 at the end of the file)

<POCKET>
<pIndex>67</pIndex>
<pName>GL Holster</pName>
<pSilhouette>9</pSilhouette>
<pType>2</pType>
<pRestriction>16</pRestriction>
<ItemCapacityPerSize0>1</ItemCapacityPerSize0>
<ItemCapacityPerSize1>1</ItemCapacityPerSize1>
<ItemCapacityPerSize2>1</ItemCapacityPerSize2>
<ItemCapacityPerSize3>1</ItemCapacityPerSize3>
<ItemCapacityPerSize4>1</ItemCapacityPerSize4>
</POCKET>

There's no silhouette for the GL, if I make one I'll post it for you.

[Updated on: Tue, 01 June 2021 06:16]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363304 is a reply to message #363301] Tue, 01 June 2021 18:59 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
This is also not a bug and is likely intentional, if a bit immersion-breaking. The clothing items you can apply as a disguise are not waterproof, if you swim with them in your pack they seem to degrade pretty badly. The camo kits are also not waterproof, but that might be a balance issue.

If I recall from when I used the old camo sticks, they needed to be softened a bit with the issue fly dope to make them soft enough to apply.

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363317 is a reply to message #347852] Thu, 03 June 2021 06:29 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I found a crepitus bomb thing with the description "AXED!" in one of the Salinas sectors, maybe Rajeev's farm?

In the Drug Lab sector I found a NADA item. I'm not sure if it was in a container or not.

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363318 is a reply to message #363317] Thu, 03 June 2021 10:15 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Give me the exact map number ID, ideally a screen shot, and I'll fix them.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363319 is a reply to message #363318] Thu, 03 June 2021 17:36 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Do you mean the map id, like J7? Or something else?

Here's a screenshot of the editor with the container holding the NADA along with some breaklights and another object. I haven't used the editor in a very long time and couldn't figure out how to sort through the items.

I couldn't find the "Creature Cocktail" in any of the maps I thought I found it on, sorry.

/index.php?t=getfile&id=323&private=0
  • Attachment: J7.png
    (Size: 2.72MB, Downloaded 1063 times)

[Updated on: Thu, 03 June 2021 17:45]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363320 is a reply to message #363319] Fri, 04 June 2021 04:17 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Thanks, that'll do.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363321 is a reply to message #363320] Fri, 04 June 2021 06:23 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I guess the "Creature Cocktail" is supposed to be in there. I found another one in Tixa Basement.

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363322 is a reply to message #363321] Fri, 04 June 2021 10:38 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
They're leftover items from the original Vengeance mod if I recall, and shouldn't be showing up unless you're playing Sci-Fi, but shouldn't really be around regardless as they're more of a McGuyver item anyway.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363323 is a reply to message #363322] Fri, 04 June 2021 16:20 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I'm playing "Realistic" (lol) mode.

There were no other prisoners in Tixa basement (except a rando civ or two), is that normal?

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363324 is a reply to message #363323] Sat, 05 June 2021 07:12 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Yep, I believe so. The vanilla underground network's are less used in VR, (in Realistic anyway) but expanded elsewhere.

[Updated on: Sat, 05 June 2021 07:31]

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363327 is a reply to message #363324] Sat, 05 June 2021 21:28 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I have a recurring issue with ammo crates disappearing from sector inventory. When it happens, all of the crates vanish. I think that this might be related to the exe version, not the mod, though. I think I remember seeing it happen sometimes in the past.

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363331 is a reply to message #363327] Sun, 06 June 2021 06:15 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
If you can get me a save before it happens I'll try and get someone to have a look.

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Lieutenant

Re: Vengeance: Reloaded Bugzilla[message #363334 is a reply to message #363331] Mon, 07 June 2021 16:16 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I'll try to remember to grab a pre-ammo-vanishing save file, but honestly, the last time it happened I didn't notice until later. It happened once in the Alma Military Barracks and I reloaded from a previous save, and once in the Salinas (Cambria) University Ruins, but that one I didn't notice until I had rolled over a couple of save slots.

[Updated on: Mon, 07 June 2021 16:16]

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First Sergeant
Re: Vengeance: Reloaded Bugzilla[message #363347 is a reply to message #363334] Wed, 09 June 2021 21:35 Go to previous messageGo to previous message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
If you escort Dwight (from Doran sector H1) his face graphics when speaking are displaced down and to the right of the face position on the squad bar face location.

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First Sergeant
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