#210062 - 11 March, 2009 04:16 PM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Recruit
Posts: 7
Loc: None
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I have two questions regarding the mod:
Is is possible to use this at the same time as HAM? (I mean running the game with both sets of features activated and available)?
Are there any plans to externalize the setting whether the mines run out of money or not? I really dislike that part of the game. I would gladly play with Deidranna has unlimited recruits but running out of money has me scared.
Edited by VadimDolvich (11 March, 2009 04:17 PM)
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#210071 - 11 March, 2009 08:04 PM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Recruit
Posts: 7
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The mod is part of the SVN now? I recall you telling me via email that you would create a new beta release, is that done already then?
My biggest problem now is the fact that I'm getting assertion failures on the border sectors. I thought that it was only the top ones, but the leftmost ones such as Grumm are causing other assertion failures with an X instead of a Y.
Will my saves, created with version B007n be compatible with the newest .exe?
Edited by VadimDolvich (11 March, 2009 08:07 PM)
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#210332 - 16 March, 2009 01:24 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: KC]
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 General
Posts: 5575
Loc: Hannover, Germany
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There seems to be an incompatibility between the options-ini and your savegame, both need to have the same setting. So if your savegame is set for 24 mercs, and the ini says the maximum is 32, then you cannot load that save. I found this during bugtesting savegames from other people, who had other settings in their savegames (one had 24, another had 32) than I had in my ini (I have 30). Once I changed my ini, I could load those saves.
So if you want a game with a maximum of 32 mercs, I'm afraid you'll have to start a new game.
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#210339 - 16 March, 2009 02:53 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: KC]
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Civilian
Posts: 3
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I am starting a new game... Currently I am using JA2 1.13 V 2112. When I set the JA2 Options-ini for ; Player mercs, valid values 16 through 32, default is 24 MAX_NUMBER_PLAYER_MERCS = as 32 When I click on the ja2_release_SV_B007n in my JA2 folder. It just crash dur loading to game screen. That's exactly what happened to me, too. (and I didn't change .ini file, yet. All settings are default) Fresh v1.13 install (that works ok). When I tried to run your version it first told me that fmod.dll was needed (ok, downloaded), then smackw32.dll was needed (downloaded that, too). The third attempt just returned me to the desktop before the game screen was loaded without any notice. Is there any other file that I need?
Edited by Loerst (16 March, 2009 02:55 AM)
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#210354 - 16 March, 2009 05:51 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: Starwalker]
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Civilian
Posts: 3
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When does it crash /exactly/? Please describe the screen that is shown just before the crash. Well, unfortunately there isn't really anything to describe. Hard disk trys to load the game (the light bleeps), for a brief moment (0,5 sec) a black screen appears and then I'm returned to the desktop. No pop-up message, no nothing. As if nothing happens.
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#210356 - 16 March, 2009 05:56 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Captain
Posts: 1169
Loc: Bremen, Germany
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32 mercs works fine; I have a game going with that right now. I will go try with the latest SVN built thought to see if there's something wrong there.
Started a new game with max set to 32 and it worked just fine. What other .ini settings have you changed?
There is no cash limit other than whatever the game puts in place normally. I can confirm, that 32 mercs work fine. Even 4 vehicles work fine. 
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#210359 - 16 March, 2009 07:16 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: Loerst]
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 General
Posts: 5575
Loc: Hannover, Germany
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When does it crash /exactly/? Please describe the screen that is shown just before the crash. Well, unfortunately there isn't really anything to describe. Hard disk trys to load the game (the light bleeps), for a brief moment (0,5 sec) a black screen appears and then I'm returned to the desktop. No pop-up message, no nothing. As if nothing happens. So you do not even get to see the splash screen with "Sir-Tech" on it?
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#211887 - 01 April, 2009 11:25 PM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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#211964 - 02 April, 2009 08:51 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Major
Posts: 2954
Loc: Rochester, Minnesota, USA
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The other was to externalize more stuff about merchants. Right now their merchandise selection is configurable but how they actually select from the list, how much money they have, and a few other things are hard coded. This is actually quite easy to do and I was nearly done with it but I'm not sure where I stashed the changes. In doing this I am thinking of just adding some new stuff into the existing .XML files. If the new stuff doesn't exist the current built-in behavior would be the default. So one of the XXXXInventory.XML files would in the future look something like this (Using Tony as an example):
<?xml version="1.0" encoding="utf-8"?>
<INVENTORYLIST>
<CONTROL>
<BUYCOSTMODIFIER>0.75</BUYCOSTMODIFIER>
<SELLCOSTMODIFIER>1.25</SELLCOSTMODIFIER>
<REPAIRSPEED>0</REPAIRSPEED>
<REPAIRCOST>0</REPAIRCOST>
<SHOPKEEPERID>91</SHOPKEEPERID>
<DEALERBUYS/>
<DEALERSELLS/>
<CASH>
<INITIAL>15000<?INITIAL>
<DAILY>
<INCREMENT>15000</INCREMENT>
<MAXIMUM>15000</MAXIMUM>
<DRAINPERCENT>100</DRAINPERCENT> <!-- money drained away before incrementing -->
</DAILY>
</CASH>
<COOLNESS>
<!-- coolness available = (progress*progressrate/100 + ADD) but within the MIN/MAX range -->
<MINIMUM>1</MINIMUM>
<MAXIMUM>10</MAXIMUM>
<ADD>1</ADD>
<PROGRESSRATE>10</PROGRESSRATE>
</COOLNESS>
...some more stuff...
</CONTROL>
<INVENTORY>
<uiIndex>0</uiIndex>
<sItemIndex>55</sItemIndex>
<ubOptimalNumber>0</ubOptimalNumber>
</INVENTORY>
...etc...
Edited by SpaceViking (02 April, 2009 08:53 AM)
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#212213 - 05 April, 2009 08:47 PM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Major
Posts: 2954
Loc: Rochester, Minnesota, USA
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This is what I have done so far (using Tony as an example). I found a few more things to add in that I will work on this coming week before I make a test release available. TonyInventory.xml:
<?xml version="1.0" encoding="utf-8"?>
<INVENTORYLIST>
<ARMSDEALERINDEX>0</ARMSDEALERINDEX> <!-- 0 to 18 -->
<SHOPKEEPERID>91</SHOPKEEPERID>
<!-- For now either (buy and sell cost) OR (repair speed and cost) should be filled in but not both sets -->
<BUYCOSTMODIFIER>0.75</BUYCOSTMODIFIER>
<SELLCOSTMODIFIER>1.25</SELLCOSTMODIFIER>
<!-- <REPAIRSPEED>0</REPAIRSPEED>
<REPAIRCOST>0</REPAIRCOST> -->
<REORDERDAYSDELAY>
<REORDERMINIMUM>2</REORDERMINIMUM>
<REORDERMAXIMUM>3</REORDERMAXIMUM>
</REORDERDAYSDELAY>
<CASH>
<INITIAL>15000</INITIAL>
<DAILY>
<!-- daily money available = (current * RETAINED/100 + INCREMENT) but not more than CASHMAXIMUM -->
<INCREMENT>15000</INCREMENT>
<CASHMAXIMUM>15000</CASHMAXIMUM>
<RETAINED>0</RETAINED>
</DAILY>
</CASH>
<COOLNESS>
<!-- coolness available = (progress*progressrate/100 + ADD) but within the MIN/MAX range -->
<COOLMINIMUM>1</COOLMINIMUM>
<COOLMAXIMUM>10</COOLMAXIMUM>
<COOLADD>1</COOLADD>
<PROGRESSRATE>10</PROGRESSRATE>
<!-- <ALLINVENTORYALWAYSAVAILBLE/> --> <!-- If you turn this on coolness is ignored and everything is always stocked -->
<USEBOBBYRAYSETTING/> <!-- boolean switch -->
</COOLNESS>
<BASICDEALERFLAGS>
<!-- WARNING! Examine and understand the code before adjusting these -->
<!-- These are boolean switches -->
<!-- <ARMS_DEALER_HANDGUNCLASS/> -->
<!-- <ARMS_DEALER_SMGCLASS/> -->
<!-- <ARMS_DEALER_RIFLECLASS/> -->
<!-- <ARMS_DEALER_MGCLASS/> -->
<!-- <ARMS_DEALER_SHOTGUNCLASS/> -->
<!-- <ARMS_DEALER_KNIFECLASS/> -->
<!-- <ARMS_DEALER_BLADE/> -->
<!-- <ARMS_DEALER_LAUNCHER/> -->
<!-- <ARMS_DEALER_ARMOUR/> -->
<!-- <ARMS_DEALER_MEDKIT/> -->
<!-- <ARMS_DEALER_MISC/> -->
<!-- <ARMS_DEALER_AMMO/> -->
<!-- <ARMS_DEALER_GRENADE/> -->
<!-- <ARMS_DEALER_BOMB/> -->
<!-- <ARMS_DEALER_EXPLOSV/> -->
<!-- <ARMS_DEALER_KIT/> -->
<!-- <ARMS_DEALER_FACE/> -->
<!-- <ARMS_DEALER_DETONATORS/> -->
<!-- <ARMS_DEALER_ATTACHMENTS/> -->
<!-- <ARMS_DEALER_ALCOHOL/> -->
<!-- <ARMS_DEALER_ELECTRONICS/> -->
<!-- <ARMS_DEALER_HARDWARE/> -->
<!-- <ARMS_DEALER_MEDICAL/> -->
<!-- <ARMS_DEALER_CREATURE_PARTS/> -->
<!-- <ARMS_DEALER_ROCKET_RIFLE/> -->
<!-- <ARMS_DEALER_ONLY_USED_ITEMS/> -->
<ARMS_DEALER_GIVES_CHANGE/>
<!-- <ARMS_DEALER_ACCEPTS_GIFTS/> -->
<ARMS_DEALER_SOME_USED_ITEMS/>
<!-- <ARMS_DEALER_HAS_NO_INVENTORY/> -->
<!-- <ARMS_DEALER_ALL_GUNS/> -->
<!-- <ARMS_DEALER_BIG_GUNS/> -->
<!-- <ARMS_DEALER_ALL_WEAPONS/> -->
</BASICDEALERFLAGS>
</CONTROL>
<INVENTORY>
...etc. as usual...
Edited by SpaceViking (11 April, 2009 06:54 AM)
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#212313 - 06 April, 2009 07:38 PM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Major
Posts: 2954
Loc: Rochester, Minnesota, USA
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#212754 - 10 April, 2009 06:32 PM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Captain
Posts: 1376
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Hi SpaceViking, is the ja2_release_SV_B008.exe a compile of the SVN 1109 or later? Meaning does it contain the changes you were talking about in #212456 - 07 April, 2009 11:30 PM: The translation of HAM to 100AP was a bit faulty at first, but has been fixed in the newest SVN. I know your Web page says "Merchant data externalized", I am trying to figure out how the EXE fits into the SVN. My post #212453 - 07 April, 2009 10:55 PM was using the SVN 1104 were I still saw the first 4 aiming steps to cost 1 AP each.
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#212764 - 11 April, 2009 12:26 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: Dieter]
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 Commander
Posts: 3794
Loc: Bär-City
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downloading
again: how to twist the mercheants - shouldn't i have another ini or something like that?
edith:
you'll get anything (as usual - and this times it'll be *.zips from the beginning) do i have to include the same ini every time, or is 'logistericA090521a.zip' enough (the A stands for the ini, the a,b,c ... for the 'numbered' bug of the day) you'll get bug-report (by me), crash report, 97.save, saves before and after the bug appeared (if managable). the bug will be posted here for further discussion - and please don't b(f)lame me (other testers - not hägar the spaceable, he doesn't do that) if i'm suggesting maccie-bullsh*t.
is this installation-procedure correct?
1. mounting JAgold-image to nero 2. install it 3. kangooroo's one-click 4. svn 5. your stuff
i still want to know whether i can get drop-all-no-lmb to work (the mercheants need more money or i go bankrupt - starting with a million $ is a cheat)
Logisteric
Edited by Logisteric (11 April, 2009 01:04 AM) Edit Reason: edith
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#212915 - 12 April, 2009 12:50 AM
Re: Space Viking's releases (was: Many Mercenaries...)
[Re: SpaceViking]
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 Commander
Posts: 3794
Loc: Bär-City
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help, please last night, i got myself a brand-new and svn-uptodate 1.13 (rev1110). when i tried to start that xml editor (twisting keith and franz) xml-loader
0.41 loading xml-files pocketsize.xml
1st popup
one or more of your files contain invalid data. please fix the data and restard the editor.
error: failed to enable constraints. one or more rows contain values violating non-null, unique, or foreign.key constraints.
2nd popup
details:
file: pockets.xml
foreignkeyconstraint constraint2 requires the child key values(24) to exist in parent table. foreignkeyconstraint constraint2 requires the child key values(25) to exist in parent table.
and then btd - i love it ??? thx Logisteric edith: with rev1111 it's the same thing
Edited by Logisteric (12 April, 2009 04:10 AM) Edit Reason: edith + typos
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no war was ever won on guns or grunts - but mules
i know not with what weapons world war III will be fought, but world war IV will be fought with sticks and stones albert einstein
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