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Re: Vengeance: Reloaded Bugzilla[message #356301 is a reply to message #356284]
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Sun, 30 December 2018 22:48
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Cerhio |
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Messages:202
Registered:March 2013 |
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sevenfm wrote on Sat, 29 December 2018 09:20Cerhio wrote on Thu, 27 December 2018 01:12Is it just me or are there a lot of sectors with obstacles, doors and walls shifted one square?
Try changing game resolution.
This was the fix. Thank you! I run it on my Microsoft Surface Pro 4 which has a weird resolution.
[Updated on: Sun, 30 December 2018 22:48] Report message to a moderator
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Sergeant 1st Class
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Re: Vengeance: Reloaded Bugzilla[message #356431 is a reply to message #347852]
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Wed, 16 January 2019 15:10
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No-Nothing |
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Messages:81
Registered:March 2013 |
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Hello!
Congratz on new release!!!
Toggle Spoiler1) Have you removed flashlights from the mod (dynamic (flash-)lighting)? The only one staying (the club by itself) doesn't work. I also could not make working added by me ones as gun attachments.
2) I called'em ghost-traps. Some maps have'em! Seems like earlier there were common traps on those spots. Then items from which these traps consisted were deleted without deleting traps entries on maps! Now when you step on them instead being hit by explosives or sprayed by some filth you just waste your time waiting "spinning clock" for 5-10 sec. That happens only once for every such tile so that's why I made my guessing conclusion about ghost-traps! If you feel like hunting this glitch I can suggest one good place! There are many of them in this small area in B14:
https://pichost.net/image/d8dqK
3) Some shortcomings in LBE:
https://pichost.net/image/d80WT
I'm not sure if following is already in game or only planned. Let me know if you don't want such feedback.
4) Magazines:
https://pichost.net/image/d84G4
https://pichost.net/image/d8t7H
5) XM-29. It is going on some darn mad heck magic here! Although all looks to be set fine attachments slots just refuse to show up for both grenade-clips and OICW GL itself!! The only way I could force'em to appear was "stealing" slots from other attachments!
https://pichost.net/image/d8g1o
And if for instance I make Heavy Bipod to take another attachment point OICW GL will disappear again!!!
The same bane with XM-25. But there only for clips...
Small question: can a default attachment be set as a random item from a certain range of items? Here e.g. it would be one random clip.
6) Neurotoxin dart hits 3-5 times with 1-2HP strikes and that's pathetic... Can you please hint me how to set up it hitting these strikes 30-50 times instead so that it becomes really dangerous! Also I would like to increase its BP hits! Is it hard-coded or still can be set by text editing?
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Corporal 1st Class
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Re: Vengeance: Reloaded Bugzilla[message #356470 is a reply to message #356468]
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Fri, 18 January 2019 12:14
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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@Hawkeye from the screens, it seems he is using XML Editor which is known to cause various bugs in items.
[Updated on: Fri, 18 January 2019 14:02]
Left this community.Report message to a moderator
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Re: Vengeance: Reloaded Bugzilla[message #356485 is a reply to message #347852]
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Sat, 19 January 2019 17:27
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No-Nothing |
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Messages:81
Registered:March 2013 |
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sevenfm wrote on Fri, 18 January 2019 12:14@Hawkeye from the screens, it seems he is using XML Editor which is known to cause various bugs in items.
I spotted LBE, xm-25 & xm-29 flaws before I did any edits! You can paste this pint of code to your "Item_Transformations.xml", get items in question from desert pants and check if all look ok with your install.
<TRANSFORM>
<usItem>2508</usItem>
<usResult1>1682</usResult1>
<usResult2>1686</usResult2>
<usResult3>1687</usResult3>
<usResult4>2685</usResult4>
<usResult5>2646</usResult5>
<usResult6>94</usResult6>
<usResult7>135</usResult7>
<usResult8>952</usResult8>
<usResult9>748</usResult9>
<usResult10>912</usResult10>
<usAPCost>0</usAPCost>
<iBPCost>0</iBPCost>
<szMenuRowText>BROKEN ITEMZ</szMenuRowText>
<szTooltipText />
</TRANSFORM>
Use as reference for comparison my fixed (yes, in XML Editor) items:
https://pichost.net/image/dd4Ot
@Hawkeye I received your PM, checked there... researched there... learned some about silhouettes... and decided I can help a tiny bit!
See the screen to help you better comprehend how things work:
https://pichost.net/image/dd2Fk
Here you are code snippets. Use them for fixing things or as reference:
Toggle SpoilerItems.xml
<ITEM>
<uiIndex>2646</uiIndex>
<szItemName>RPK Mag Pouch</szItemName>
<szLongItemName>ETAC RPK Magazines Pouch</szLongItemName>
<szItemDesc>ETAC RPK Magazines Pouchs are the new standard in ammo storage for the next generation warrior. Designed to provide maximum durability in any environment, these lightweight desert MARPAT camo pouches are made from hardened 1680D nylon exterior layers, that absorbs shock and sheds moisture.</szItemDesc>
<szBRName>ETAC RPK Magazines Pouch</szBRName>
<szBRDesc>ETAC RPK Magazines Pouchs are the new standard in ammo storage for the next generation warrior. Designed to provide maximum durability in any environment, these lightweight desert MARPAT camo pouches are made from hardened 1680D nylon exterior layers, that absorbs shock and sheds moisture.</szBRDesc>
<usItemClass>131072</usItemClass>
<AttachmentClass>16777216</AttachmentClass>
<nasAttachmentClass>4096</nasAttachmentClass>
<nasLayoutClass>4</nasLayoutClass>
<AttachmentPoint>1</AttachmentPoint>
<AttachToPointAPCost>10</AttachToPointAPCost>
<ubClassIndex>147</ubClassIndex>
<ubGraphicType>6</ubGraphicType>
<ubGraphicNum>297</ubGraphicNum>
<ubWeight>6</ubWeight>
<ItemSize>30</ItemSize>
<usPrice>175</usPrice>
<ubCoolness>5</ubCoolness>
<bRepairEase>2</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<ShowStatus>1</ShowStatus>
<Attachment>1</Attachment>
<BR_NewInventory>1</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<CamoBonus>4</CamoBonus>
<usOverheatingCooldownFactor>100</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
Pockets.xml
<POCKET>
<pIndex>23</pIndex>
<pName>AR Mag x2</pName>
<pSilhouette>41</pSilhouette>
<pType>1</pType>
<pRestriction>1024</pRestriction>
<ItemCapacityPerSize10>4</ItemCapacityPerSize10>
<ItemCapacityPerSize11>2</ItemCapacityPerSize11>
<ItemCapacityPerSize12>4</ItemCapacityPerSize12>
<ItemCapacityPerSize13>2</ItemCapacityPerSize13>
<ItemCapacityPerSize16>4</ItemCapacityPerSize16>
<ItemCapacityPerSize20>2</ItemCapacityPerSize20>
</POCKET>
<POCKET>
<pIndex>24</pIndex>
<pName>AR Mag x3</pName>
<pSilhouette>42</pSilhouette>
<pType>1</pType>
<pRestriction>1024</pRestriction>
<ItemCapacityPerSize10>6</ItemCapacityPerSize10>
<ItemCapacityPerSize11>3</ItemCapacityPerSize11>
<ItemCapacityPerSize12>6</ItemCapacityPerSize12>
<ItemCapacityPerSize13>3</ItemCapacityPerSize13>
<ItemCapacityPerSize16>6</ItemCapacityPerSize16>
<ItemCapacityPerSize20>3</ItemCapacityPerSize20>
</POCKET>
<POCKET>
<pIndex>63</pIndex>
<pName>RPK Mag x1</pName>
<pSilhouette>62</pSilhouette>
<pType>1</pType>
<pRestriction>1024</pRestriction>
<ItemCapacityPerSize12>2</ItemCapacityPerSize12>
<ItemCapacityPerSize13>1</ItemCapacityPerSize13>
<ItemCapacityPerSize16>2</ItemCapacityPerSize16>
<ItemCapacityPerSize20>1</ItemCapacityPerSize20>
<ItemCapacityPerSize24>1</ItemCapacityPerSize24>
</POCKET>
<POCKET>
<pIndex>64</pIndex>
<pName>RPK Mag x2</pName>
<pSilhouette>63</pSilhouette>
<pType>1</pType>
<pRestriction>1024</pRestriction>
<ItemCapacityPerSize12>4</ItemCapacityPerSize12>
<ItemCapacityPerSize13>2</ItemCapacityPerSize13>
<ItemCapacityPerSize15>2</ItemCapacityPerSize15>
<ItemCapacityPerSize16>3</ItemCapacityPerSize16>
<ItemCapacityPerSize18>1</ItemCapacityPerSize18>
<ItemCapacityPerSize20>2</ItemCapacityPerSize20>
<ItemCapacityPerSize24>2</ItemCapacityPerSize24>
</POCKET>
<POCKET>
<pIndex>65</pIndex>
<pName>Grenade x3</pName>
<pSilhouette>60</pSilhouette>
<pType>2</pType>
<pRestriction>256</pRestriction>
<ItemCapacityPerSize13>3</ItemCapacityPerSize13>
<ItemCapacityPerSize14>3</ItemCapacityPerSize14>
</POCKET>
<POCKET>
<pIndex>66</pIndex>
<pName>Lg Grenade x3</pName>
<pSilhouette>61</pSilhouette>
<pType>2</pType>
<pRestriction>256</pRestriction>
<ItemCapacityPerSize13>6</ItemCapacityPerSize13>
<ItemCapacityPerSize14>3</ItemCapacityPerSize14>
<ItemCapacityPerSize18>3</ItemCapacityPerSize18>
</POCKET>
Silhouette.xml
<Silhouette>
<id>60</id>
<name>Grenade x3</name>
</Silhouette>
<Silhouette>
<id>61</id>
<name>Lg Grenade x3</name>
</Silhouette>
<Silhouette>
<id>62</id>
<name>RPK x1</name>
</Silhouette>
<Silhouette>
<id>63</id>
<name>RPK x2</name>
</Silhouette>
Pathes:
Vengeance_Reloaded_02.01.2019\Data-AIMv53\Interface / / Silhouettes.sti
Vengeance_Reloaded_02.01.2019\Data-AIMv53\TableData\Lookup / / Silhouette.xml
Vengeance_Reloaded_02.01.2019\Data-AIMv53\TableData\Items / / Pockets.xml
My "Silhouettes.sti" (4 new entries). Two versions. I'm sure you can easily make your own version...
https://www.datafilehost.com/d/0fb2f149
[Updated on: Sat, 19 January 2019 17:34] Report message to a moderator
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Corporal 1st Class
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Re: Vengeance: Reloaded Bugzilla[message #356558 is a reply to message #356551]
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Thu, 24 January 2019 13:19
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Fan |
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Messages:209
Registered:March 2008 Location: Germany, Rheinl.-Pfalz |
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Hi Hawkeye,
thank you for your quick post.
As your question:
I have entered H 14 from northeast (G 14), after catching the autorisation for the scud.
After my first shot there is heavy attack of scud in the whole northeast of the sector till the line of the guardhouses. And yes: one of the tank enclosure exploded.
The attack of the scud happened during attack-screen und paused during travel-screen, the whole time.
If you don't know, that this wills happen (That's me.), will lose seven mercs of the party. If you come from east you have many mercs of Deidranna from near behind your back.
The design of this sector is very malicious IMO, in German "hinterfotzig". Sorry.
And this by playing NOVIZE, as I ever do. One party with eight mercs against the enemie with ca. 20 soldiers from neighbour-sectors, some behind a double-fence and from north 0 chance because of the scud.
I hope you understand my English!
[Updated on: Thu, 24 January 2019 16:15] Report message to a moderator
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Sergeant 1st Class
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Re: Vengeance: Reloaded Bugzilla[message #356610 is a reply to message #356587]
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Sat, 02 February 2019 16:32
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Sucho |
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Messages:13
Registered:April 2012 |
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Hi BP fellas,
I periodically come back to JA2 as I am not able to find better game (new XCOMs are very enjoyable too though) and every time I do I also crawl around forums a bit to see if you are well and kicking. Glad to see you guys are still around.
VR is GREAT, like GREAT I use caps with it. It feels like playing sequel to original game with all cool features and good old mercs I got to know and love through the years I play JA.
I was also very pleasantly surprised to see my name in credits of PCM for my little work on extracting Carmen's face.
I found VR around xmas and started anew with New Year's release. I keep notes about stuff that could use some improvement or bugs that I encounter:
(All of these are related to the NY's release)
General:
- Carmen didn't accept Mendax's head stating he is only in the heads bussiness. Also Mendax's head didn't fit any LBE so I had to carry it in hands.
- Something is amiss with sprite colors. Purple shirts appear as not very immersive bright red, and actual red shirts look more bordeaux or brown, which is great color and I like it very much.
- AI is too punishing at night with all their breaking lights which I cannot get my hands on very often. I noticed that I am avoiding night operations even though I feel like these are compulsory for many major facilities sectors.
- Also vision in dark, with no lights, it looks like enemies spot my mercs sooner than my mercs can see them.
- When knifing in melee, merc crouches like for no reason, which takes additional APs and completely ruins my plans.
- Also when healing with medkits mercs try to take something of the ground.
- Mine income is very unbalanced. I like the idea of foremans, though assigning any other able merc(high wisdom+leadership) yields no positive results. Only assigning native foremans seems to have impact on income.
- Could we have a switch in ini options to disable thieving set in merc backgrounds? Too annoying. Maybe keep the immersion impacts, like diminishing loyalty but micromanaging inventory of such merc is pain.
Items:
- Tina's inventory in Drassen could use more significant item progression/choices, felt like she is selling same stuff accross my playthrough.
- It is very unclear which modular LBE fits other LBE when shopping in BR. Would be great to see list of "attachments" as when shopping weapons.
- There are confusing leg LBEs: Shotgun holster and Grenade launcher holster which cannot actually hold any shotgun or grenade launchers respectively. Not even sawn off, as it is SMG slot.
- Retractable and folding stocks don't work in any useful way.
- Early in game (could be Omerta?) I encountered very useful Rifle sling LBE. Couldn't get my hands on more of these later in game.
+ Throwing knives don't get bloody. It was nice detail in vanilla, but it is actually annoying to deal with this stuff in inventory.
- I would like if throwing knives could fit default knife sheat though.
- M16A4 SAM-R CK results into rifle that won't accept any scope. And don't have any vision/aiming modifiers set by default.
- Looks like PSO3 scope doesn't apply tunnel vision and/or vision bonus. At least when pressing 'END' key. Tried to cycle through aiming options with '.' key to be sure merc is trying to use the scope.
Sectors/map related:
- Alma H13 1 table is completely unlootable due to placement and 1 of "prison lockers" is facing wrong direction.
- Alma H13 found my first reflex sight only to be disappointed as it was OAS version which I couldn't use.
- Tixa underground entrance is bat-shit crazy. Remove all the doors there please. It is impossible to move around with bigger squad I had around 10 team members at the time and was so confusing/annoying to move around.
- Also oil rigs look nice. But when actually playing and navigating around, it gets very confusing. Remove treetops key could also hide unnecessary eye candy?
Possible spoilers:
Toggle Spoiler
- Bubba dialog options yielded nothing, he didn't get hostile or anything when encountered. I actually thought he was broken by military and is left in some vegetative state. Later I read here on forums what he is actually up to and how he is related to actual quest.
- I escorted Dwight (semen guy) and make sure not to encounter any of Traconian goons. After talking to indian guy in Cambria he told his quote as if we got caught by Traconians and didn't join my squad. Don't know if he was supposed to join though.
- I killed some H&B guys at some oil rig and all of them are unfriendly now. When attacked their supply station near Cambria, the guy in charge called for security, Babyface mumbled something. Explored whole sector, killed everyone but Babyface was just not there. Couldn't find him around and couldn't leave sector through strategic map because "unfriendlies in sector". So left the sector manually at the edge of map and when I came back, Babyface was peacefully standing at his common location and communicated his common lines. Haven't found a way to recruit him though.
I've had to use registry performance fix for Windows 10. Game is very stable(no crashes), much more stable than I remember from few years ago on Windows 7 machine with pure 1.13 mod. Although some of those endless turning clocks appear from time to time.
My progress: I occupy Drassen, Cambria, Chitzena, Grumm and Alma for now. I visit every sector I can as I enjoy exploring new maps. Those war scarred sectors between Omerta and Cambria are really strong.
Thank you for all your work on this. You are incredible.
Best regards,
Sucho
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Private
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Re: Vengeance: Reloaded Bugzilla[message #356615 is a reply to message #356610]
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Sun, 03 February 2019 06:14
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Hawkeye |
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Messages:2433
Registered:October 2005 Location: Australia |
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Thanks for your comments Sucho, and I'm glad some of your work still lives on in the PCM feature, it is sometimes hard to credit those who's work is still being used. It's good to hear that Vengeance feels like an original sequel which we've been trying to convey with the story and mod in general, but still there is plenty to do and plenty to fix.
As for some of your notes;
◘ We discovered recently Mendax' head wasn't acting as it should, but that was fixed by the latest SCI. We'll have to check if something else is broken with that item. -fixed in latest exe
◘ No idea with the sprites colouring issues, I don't believe the VR team has edited these in any way, it may be how 1.13 has it set as bright red shirts became a thing of the past some time ago.
◘ Some AI routines have changed to make things more challenging. Also be aware of camo/cover options in the ini which affects visibility at night which may be different than 1.13.
◘ I'm not aware of the crouch melee stance.
◘ I have noticed Mercs make a snatching sound and say 'Nothing' for quite some time, but have not been able to trace why. As far as I can tell it doesn't affect gameplay, just sounds odd.
◘ You can adjust mining settings in the ini, I believe by default they were originally set to 50% output, but I prefer to play with 100% like in Vanilla. Again take a look at Ja2_Options.ini in Data-Vengeance; MINE_INCOME_PERCENTAGE = 100. Town loyalty will also affect this. Assigning head miners/foremans was an added function, but for simplicity sake stick with keeping riggers or miners as your foreman for best results. However you do at least have use for miners or riggers when a rig or mine is closed later on in the game.
◘ I've found, as have many others, the thieving background behaviour annoying too, and a recent commit has reduced these backgrounds unless the character is specifically a criminal or heavily inclined to steal. Watch this space for a public patch file.
A number of items may still have issues or have not been updated yet, the more you flag here, the more I can add to the list of fixes to do. I personally do not use the new inventory system myself and the micro management involved with LBE gear, but we will attempt to fix any that are broken in game.
Rifle slings should crop up from time to time either as items in stashes or already attached to dead enemies. I think Bobby Ray sells them too.
Please name specific holsters that are not carrying their designated items.
Unfortunately the nature of some LBE gear is it's made specifically for a certain item so you'll need a throwing knife rig to hold throwing knives and not a (melee) knife rig. Another reason I personally just use the old inventory system.
Thanks for the map reports, I'll take a look at those.
Toggle SpoilerBubba should talk to you when encountered in a limited way. Unfortunately he is one of the characters who may not be supportive to your cause.
Dwight may well call you an idiot if spotted by CIA or Traconian forces. If you managed to escort him to Rahjeev (and talked to Rahjeev) a transaction should result. This quest is muli-layered and has not been heavily tested in the last couple of builds but was working before. So further reporting may be required.
More than likely if you have made an enemy of Hale & Burton you will no longer be able to communicate with Dick or Babyface as it will break any quest behaviour between them and you.
Also good to hear you have smooth running on Windows 10, please advise any special updates you had to do to get it working as there's been a number of players having issues getting this and other mods working well on Windows 10.
[Updated on: Wed, 20 February 2019 01:52] Report message to a moderator
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