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init.cpp errors[message #335011] Fri, 15 August 2014 18:09 Go to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
So gotta say HUGE thanks for everyone involved with these mods. you guys have kept ja2 on my top 5 favs ever since its release.

I had an older version of ja2 uc/1.13 that I'd modified heavily (as much as I love your work I can't stand the ridiculous short ranges and steep ap modifiers that mostly carried over from the vanilla game). Unfortunately, a combo of viruses, power outs, and stupidity (mine) caused me to lose the whole thing. I recently started over with the current uc 1.13 combo, and was blown away at how far it has progressed. GREAT WORK GUYS!

Having said that, I've got a serious issue. I introduced my old changes (increasing weapong ranges and lowering some weapon ap ready costs), as well as some changes via the ini editor to the gameplay, being careful to avoid the things that are clearly listed as things not to alter. Everything worked great for several hours.

Suddenly I started getting an error on loading that says:

file: init.cpp
line: 292
Function: LoadingExternalGameplayData
(Something illegible about items\items.xml)

File: init.cpp
line: 1464
Function : initializeJA2


I've kept several backups of the original xmls, as well as xmls from a few stages into the changes I made. At one point they had all been working fine, but now no matter which ones I use, I get the same error. also, reverting to the original ini settings hasn't helped.

Any advice would be hugely appreciated. I spent 12+ hours tweaking the xmls to my liking, for the 2nd time. I couldn't possibly bear doing it again.

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Re: init.cpp errors[message #335012] Fri, 15 August 2014 18:14 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
Captain_Cranium

When I have problems with xml's I try to launch XML Editor as it shows detailed report on all found errors, did you try that?

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Re: init.cpp errors[message #335013] Fri, 15 August 2014 18:16 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Omg nevermind guys, I'm an idiot. I found the screwy line in the xml. somehow I managed to copy it into my backups as well. doh!

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Re: init.cpp errors[message #335014] Fri, 15 August 2014 18:17 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Hah yeah I did just that, but with note++. didn't realize the game came with its own xml editor. anyway thanks mucho for the reply!

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Re: init.cpp errors[message #335015] Fri, 15 August 2014 18:30 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Hey while I've got a thread already going, may as well ask; have they made it impossible to practice explosives by setting them and disarming them yourself? I used to hone up my exp guys skills during the down time that way, but now they just blow up everytime. probably a realistic addition, but just curious.

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Re: init.cpp errors[message #335016] Fri, 15 August 2014 19:07 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
If you try to plant the mine, for example, with a explosives specialist, the resulting trap level will be so high that he will not be able to disarm his own mine later.

There's a new disarm menu in which you can select to disarm trap or inspect it first, to guess if it's safe or not.

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Re: init.cpp errors[message #335017] Fri, 15 August 2014 19:18 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Wow. So much new depth here I need to learn. Crazy how far this mod combo has progressed in the last couple years. food, and dirt, and tons of new tactical options, and merc backgrounds... just wow. I wish the wasteland folks would hire some of you guys.

Since I seem to have a gracious audience (of one), one more question I can't seem to find an answer to on my own.

One thing new I'm finding a bit annoying is that my mercs always complain about using each other as bipods whenever they're adjacent to each other. Anyway to turn these kinds of complaints off? they are pretty disruptive.

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Re: init.cpp errors[message #335018] Fri, 15 August 2014 19:41 Go to previous messageGo to next message
Flugente

 
Messages:3503
Registered:April 2009
Location: Germany
Set DYNAMIC_OPINIONS to FALSE.

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Captain

Re: init.cpp errors[message #335019] Fri, 15 August 2014 19:45 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
Captain_Cranium
If you want to modify a game for yourself, it's better to use stable 2014 (beta) release, because it will be hard to update your changes with every critical bugfix of major feature update.

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Re: init.cpp errors[message #335024] Fri, 15 August 2014 23:38 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Thanks so much, guys. Regarding using the stable release... woops! That's ok. Methinks its too late now. I'll take over the modding of my version from here. Maybe 2 years from now I'll lose it all again and start from scratch, only to be surprised as heck all over again.

Smile

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Re: init.cpp errors[message #335025] Fri, 15 August 2014 23:44 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Errr.. wait. Where do you find "Dynamic_Opinions" exactly? I'm not seeing it in my JA2_Options.ini file. I just checked every one that's in my game folder, and none of them have a dynamic_opinions line.

Is it a different ini?

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Re: init.cpp errors[message #335028] Sat, 16 August 2014 12:07 Go to previous messageGo to next message
silversurfer

 
Messages:2790
Registered:May 2009
The "DYNAMIC_OPINIONS" setting is in Data-1.13\Ja2_Options.INI of the more current unstable builds.

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Re: init.cpp errors[message #335042] Sun, 17 August 2014 14:20 Go to previous messageGo to next message
Captain Cranium is currently offline Captain Cranium

 
Messages:8
Registered:August 2014
Ahh. didn't think the game read from that ini. thought it read from the uc1.13 folder. I set it to false, and added the line to the uc1.13 ini, seems to have toned it down but still quite a bit of bickering. whoever designed this feature apparently doesn't like americans! just about every merc I encounter/hire has the 'hates americans' trait. Even though many of them are americans themselves. kinda funny.

Also, side note, is it me or is there an EXTREME overabundance of .22 LR weapons now? for a cartridge that isn't very well suited for combat at all, its funny how many 'army soldiers' use it here.

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Re: init.cpp errors[message #335044] Sun, 17 August 2014 21:00 Go to previous messageGo to next message
Flugente

 
Messages:3503
Registered:April 2009
Location: Germany
Captain_Cranium
Ahh. didn't think the game read from that ini. thought it read from the uc1.13 folder. I set it to false, and added the line to the uc1.13 ini, seems to have toned it down but still quite a bit of bickering. whoever designed this feature apparently doesn't like americans! just about every merc I encounter/hire has the 'hates americans' trait. Even though many of them are americans themselves. kinda funny.
Not entirely... american nationality simply has the value of 0. If the is not present in your MercProfiles.xml, then it will fill that value with 0 -> you hate America. Yes, 'I hate America' is thus the default setting :placard:
If no nation should be hated, use -1 (but you cannot change that in an ongoing campagin anyway). Someone should likely correct that in the UC data.

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Captain

Re: init.cpp errors[message #335080] Tue, 19 August 2014 20:40 Go to previous messageGo to next message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Flugente
Captain_Cranium
Ahh. didn't think the game read from that ini. thought it read from the uc1.13 folder. I set it to false, and added the line to the uc1.13 ini, seems to have toned it down but still quite a bit of bickering. whoever designed this feature apparently doesn't like americans! just about every merc I encounter/hire has the 'hates americans' trait. Even though many of them are americans themselves. kinda funny.
Not entirely... american nationality simply has the value of 0. If the is not present in your MercProfiles.xml, then it will fill that value with 0 -> you hate America. Yes, 'I hate America' is thus the default setting :placard:
If no nation should be hated, use -1 (but you cannot change that in an ongoing campagin anyway). Someone should likely correct that in the UC data.


I'll check for missing -1's over these next few days... got some multi-hour long orbital adjustment burns in KSP to sit through.

EDIT: I've just finished bringing Ja2_Options.INI up-to-date with last week's SCI_Unstable_Revision_7393_on_GameDir_2100

[Updated on: Tue, 19 August 2014 20:43] by Moderator

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Re: init.cpp errors[message #335157] Wed, 27 August 2014 00:28 Go to previous message
Wil473

 
Messages:2813
Registered:September 2004
Location: Canada
Double Posting as it has been a week since I last said anything on the forum: I've checked MercProfiles.xml for the most recent version of UC-1.13 (the v4.48.1 patch) - and most of the "-1" are filled in as far as I can tell.

12 occurrences of = 0
141 occurrences of = -1

Perhaps you hired a large chunk of the 12?

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