#109830 - 18 August, 2006 01:49 PM
V1.13 with DL-Maps
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 Grunt
Posts: 14
Loc: Bonn, Germany
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Since I love 1.13 and the DL-maps both, i thought of combining them for personal use. It should be possible and easy to do, shouldn't it? Have you heard of any problems? I'm just asking cause i don't want to install the game and then the patch and then 1.13 all again. It should work just by copying the DL-maps into the 1.13-map folder or am I wrong?
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#109836 - 18 August, 2006 06:38 PM
Re: V1.13 with DL-Maps
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 Grunt
Posts: 14
Loc: Bonn, Germany
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@vLabz: I just tried it and it seems to work in general. As there have been changes to NPC's and where they are placed there could be problems in the later game. Maybe also other things I now don't think of might cause problems.
But you really should try playing the the DL-maps. They are more realistic (like a bath and a kitchen in every house) and for me reason enough to play the game again!
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#109840 - 19 August, 2006 12:23 PM
Re: V1.13 with DL-Maps
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 Sargeant
Posts: 110
Loc: Finland
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Map replacement mod would be nice indeed. UC 1.13 would be even nicer. How's that coming along? No news on its progress in a while.
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#109845 - 20 August, 2006 02:51 PM
Re: V1.13 with DL-Maps
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 Captain
Posts: 1187
Loc: Canada
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Good News, the UB Character spot were unused in DL. The DL maps and quests (part of them atleast) can be used with 1.13. Here is what I did, use at your own risk:
Deidranna Lives-1.13 Hybrid: DL Maps, DL Characters, Gaston et al in M.E.R.C., DL Story/Quests, 1.13 items (for now at least)
Steps 1. Have two separate installs of JA2: One for 1.13 (note: I used the latest the SVN has to offer to try this) One for Deidranna Lives Actually have 1.13 and DL installed in these two seperate JA2 installs.
2. Create new folder in the 1.13 install’s root folder named: Data-DL (alongside Data and Data-1.13)
3. Copy contents of < Data > folder from the DL install into the < Data-DL > folder in the 1.13 install. From now on you are working in the 1.13 install
4. Rename folder < Bigitems > inside the 1.13 intall’s < Data-DL > folder. (It does not matter what, just rename it. The contents may be useful later on.)
5. Copy from < Data-1.13 > into < Data-DL > folders: Tabledata, Sounds, Bigitems, Interface Copy from < Data-1.13\tilesets\ > folder: 0 to < Data-DL\tilesets > Copy program PROEDIT from < Data-1.13\BinaryData > to < Data-DL\BinaryData >
6. Run up both PROEDIT’s noted in step four (the one in both 1.13 and in the DL BindaryData folders), Scroll to the very bottom of both and using the 1.13 data, Enter in all stats for Gaston, Stogie, Tex and Biggins.
7. In the < Data-DL\BinaryData > folder, make 8 copies of prof.dat and rename: Prof_Experienced_NormalGuns Prof_Experienced_TonsOfGuns Prof_Expert_NormalGuns Prof_Expert_TonsOfGuns Prof_Insane_NormalGuns Prof_Insane_TonsOfGuns Prof_Novice_NormalGuns Prof_Novice_TonsOfGuns
8. Inside root folder for the JA2 1.13 install, open up Ja2.ini and change the CUSTOM_DATA_LOCATION to CUSTOM_DATA_LOCATION = Data-DL
Problems: DL specific items will not be present because you are using the 1.13 items.xml Missing: - Crate -> unpowered minigun + battery = minigun - M41A1 Pulse Rifle (we now have thanks to the 1.13 team the ability to do this one up properly, and even add the Smartgun (a LMG with a significant bonus to hit to simulate the “Smarts” of the Smartgun) - In-game fiction items (not even sure if we can get this to work with 1.13)
Most of the above can be easily fixed by a weapons mod, which is all the more easier because this is 1.13.
I’ve done a quick test with cheat-codes in Omerta: - The DL Maps are there - Ran into Olga (wasn’t too much fun) - Ran into Slay in his new job as doorman - Recruited Jubilee - Found a car
Now until someone plays though the entire DL Hybrid, we won’t know if the baseline 1.13 exe can handle the maps the ModSquad added (ie. endgame maps with the no movement to or from permitted via the strategic map). Now DL was done before anyone figured out how to change the strategic map (ie. UC) so at the time, simply adding extra maps was impressive. Hopefully we can get away with just what the ModSquad did years ago, though strategic map editing can be done as soon as The Judge’s (see UC-hybrid thread) code can be integrated.
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#109848 - 21 August, 2006 04:34 PM
Re: V1.13 with DL-Maps
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 Grunt
Posts: 27
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Great news for DL and 1.13 !!! I'll have a try ! Originally posted by wil473:
Problems: DL specific items will not be present because you are using the 1.13 items.xml About the items, is it possible to get the list of them directly from the files ? (don't know much of ja2 modding -> read "nothing"  )
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#109852 - 07 September, 2006 12:52 PM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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@wil473 regarding the "new" items for DL: would it be the same effect as patching the maps if one puts the new items at the sme item-numbers as in DL? (e.g. replacing uiIndex 30 (HK G11) with the M41 pulse rifle and adding the G11 in a free array or at the end of the items-list. the *GunChoices.xml would have to be adjusted aswell (no enemys using "crate" type of weapons  ).) Except for the crepitus´ stuff that was used. This could cause problems in a sci-fi-non-DL game. Or one could change the sci-fi-flag for all items to "non-sci-fi" and play in non-sci-fi-mode. Or maybe disabling the crepitus in the .ini would suffice (methinks this would be the easiest solution). This would not solve the "quest-item-keycards" as they were used to exchange the data-files on the JA2-Laptop through an external launcher and i don´t know if this is currently possible through the .xml´s (and i have NO idea how to get the intel you recived upon using the key-cards)...
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#109853 - 07 September, 2006 02:42 PM
Re: V1.13 with DL-Maps
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 Captain
Posts: 1187
Loc: Canada
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You caught me on my alleged "day off" (meeting with client later).
First off, DL was never meant (ref. the instructions for DL) to be played in Sci-fi mode (Sci-fi stuff happened anyways*). As this is a mod (safely confined to its own folder, see above) toggling off sci-fi flag so all items show up sounds good.
The item changes you mention BulletSix, are exactly what I had in mind. Just like the UC hybrid, I was hoping a DL hybrid could be done without map editing. Unlike UC, there really isn't any pressing need to do a comprehensive conversion of the first 360 items (original Ja2 limit). As far as I can tell, map demands leave only:
Replace: 1) G11 -> M41 pulse rifle (Tony has one on display) 2) Queen's Spit -> Crate (These are sprinkled all over the place)
Move: 1) 1.13's OICW should be moved to Item 25 (AK-74) and in turn occurrences of Item 25 in EnemyGunChoice should be adjusted to make sure the OICW is as "special" as it should be.*
Add (and these really are optional to the "DL Experience"): 1) Mini-gun* 2) Ni-Cad Battery 3) 30mm x 4 Grenades for the M41 Pulse Rifle 4) 10mm Caseless x 99rd for the M41 5) 30mm pump action Launcher for M41
Merger Chain: 1) Crate + crowbar (use new non-destructive merge) = unpowered Mini-gun, Unpowered Mini-gun + Ni-Cad Battery = Mini-gun 2) the old x-ray device's merger chain can be left as is thanks to 1.13's expanded item and merger limits
Key Cards: This is what I had in mind, try to figure out which ones need to be changed (they're in the NPC inventories?) and re-write the fiction to fit in the item description character limit. Basically it's all foreshadowing for multiple Didreanna's, cloning, and T-1000.
Ignoring: 1) Railgun/Rocket Rifle - yeah, um, effectively they both served the same purpose. I suppose we could toggle on the Anti-Tank for the rocket ammo.
Graphics: 1) Crate 2) M41 3) Mini-gun 4) Ni-Cad 5) 30mm grenades (long shotgun shell type things...)
Substitutions: 1) The AICW could fill in for the M41 as special combo rifle/GL (the OICW is filling in for the OICW already) 2) Metal Storm SMG for the Mini-Gun (fulfilling the "obsecene" rate of fire requirement).
These two substitutes from the existing 1.13 lineup still leaves a reqirement for a "Crate" image.
I won’t have any time to do anything with JA2 modding until late September/early October. Is there any way to reserve graphic numbers in the SVN for the crate (and the DL "sci-fi" guns)?
*This is reviving DL and its quirky surreal atmosphere, realism is left to another mod...
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#109854 - 07 September, 2006 08:30 PM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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well that sounds doable to me some of the graphics could be taken from the original (Crate, NiCad, Minigun), the rest you mentioned is ... kinda ready as far as the weapons-graphics are concerned, the M41, the minigun and the raiklgun-graphics are already "in the pool" ant one thing i couldn´t assign to anything is graphic #167. Looks SciFi, too. The items (M41-ammo+grenades+crate+NiCad) aren´t in yet, but should be addable. for me personally theres no way around the M41; especially since 1.13 made the GL-add easy doable The Railgun ... i´ve got some ideas (read: found pictures that could fit the role) for it, but its 2nd-level-issue, since it hasn´t a "special" role I´ll send a mail to bearpit rightaway, maybe he can provide the in-game-text for the keycards. If the intel doesn´t fit, it has to be left out for now. Or a "dirty" solution would be to make a simple text-file, zip it and have it pw-protected. THe PW would be provided on the card and you would have to ALT-TAB to read it, but it would be possible 
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#109856 - 08 September, 2006 09:01 PM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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ok, in case anyone interested heres a progress-report. (updated) The to-do-list may not be final. The list is written and changed as the things come to my mind... sometimes weird ordering and notes And keep in mind i am mostly doing some "footwork". The real work was done by the DL-team and by Wil473 (the how-to for porting) ***************************************************
****XML****
---
**Items-xml:**
*done* set scifi-flag to "0" for all items
*done #30* M41A1 (g11 to #566
*done #920* GL forr M41A1
*done* in items.xml: default-attachment for M41A1. M41A1 + GL link as standard-attachment (as OICW/AICW)
*done #47* crate
*done #48* unpowered Minigun
*done #303* NiCam Bat.
*done #565* Minigun
*done* OICW (move to # 25; AK-47 nach OICW)
*done #566* G11 move
*done #567* Ammo (10mm CL) (USItemclass:1024 ;ubclassIndex:277(!=uiindex in magazines.xml) ;; ubCalibre:39 ; ubMagSize:95 ; ubAmmoType:3 (XAP)
*done #568* Grenades 30mm HE (usItemclass: 256 ; ubClassIndex 60 (uiIndex in explosives.xml))
*done #569* Grenades 30mm Stun (usItemclass: 256 ; ubClassIndex 61 (uiIndex in explosives.xml))
*done #570* Grenades 30mm Th (usItemclass: 256 ; ubClassIndex 62 (uiIndex in explosives.xml))
(Granaten 30mm NAPALM)
*done* keycards with the same item-numbers as in DL (special-NPCs inventotry? )
*done #762 bis #769* substitute for DL for keycards removed items
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**Weapons-xml (indices!) : **
*done* move G11 to #566
*done* M41A1 #30
*done* GL für M41A1 #920 (manual pump-action included)
*done* Minigun (cal 5.65/200 =calibre 8
*done* OICW (move to # 25; AK-47 nach OICW)
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**Launchables-xml:**
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*done* M41-GL link to 30mm grenades
*done* change 20mm-mags to new oicw-number
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**Magazines.xml (indices!) :**
*done* 10mm CL
*done* Ammo-strings.xml (anything more for it ?)
**explosives.xml**
*done* Granaten 30mm HE
*done* Granaten 30mm Stun
*done* Granaten 30mm Th
(Granaten 30mm NAPALM)
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**merges-xml:**
*done* Crate->minigun-chain
(hmm ... do i put the second item on the first item or the first item on the second?)
Enemy***choices-xml adapt for changed guns and items
--------------------------------------------------
_______________________________________________________
****Graphic****
-------
Crate (from DL)
*done*M41
*done* 10mmCL-Clip
*partially done* 30mm grenades (long shotgun shell type things...)
30mm Gren HE
30mm Gren St
30mm Gren Th
Mini-gun (from DL)
Ni-Cad (from DL)
*******************************************************
eventuell:
Railgun (items-xml+Weapons-xml)
Rail-Ammo (nur eine art?) (items-xml+Magazines-xml) so far yet ... just tested the first two sectors (A9/A10) no crashes. Yet p.s. i am anticipating the permission from the DL team. If they don´t grant it, this wil not leave my hard-drive.
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#109859 - 11 September, 2006 05:17 AM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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ah. since its displaying big and md picture, i´ll try the small one first. Thanks edit: well wasn´t the small one, its the medium one. strange: - if i copy any picture i get from original DL-files over it, it still hangs. - if i copy anothzer picture from inside the mdguns.sti over it (e.g. the "neighbor" Yatimatic) it works fine. could anyone else please try to use the graphic #192 (the mentioned minigun) by changing the grapic-reference in items.xml (from any gun) to #192 and see if the game hangs if you pick up the gun from the inventory. Edit2: BANZAAAAAAAAAAAAAAAAAAAIIIIIIIIII Problem solved through the "position variables" right from the size-display. They were x=8 y=3 -> game hangs tested with x=0 y=0 -> game runs fine wht remains is the question: But whats the cause for this cause?
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#109861 - 22 September, 2006 01:14 AM
Re: V1.13 with DL-Maps
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 Captain
Posts: 1832
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Originally posted by wil473: Presently 1.13 maxs out at 25 AP. The downside is that it would max out AP just like the current stealth suite. Not to hijack the thread for too long... But that can be changed if there is a good enough reason... Enemies AP caps @ 25 + DIFF_AP_BONUS Furthermore, drugs can put them above cap, so if they are full and take an energy booster, they'll go above their cap until the booster wears off. EDIT: (Back on topic) Batman posted a few days ago, so he's around. Not sure for how long, if you haven't already gotten permission, now might be a good time to ask...
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#109862 - 22 September, 2006 08:23 AM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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i mailed him ... but maybe its better to try his thread for asking As for the smart gun: how abour re-using the robot-remote (with some editing) as a "face-item" Or merging it with a helmet to a new "smart-gun-helmet" (not needed, and one more dependency on the smart-gun, that would have to be checked  ) And for the harness: how about making a weapon-attachment for a harness (would be counter the fact, that a body-worn harnes constantly gives the AP-bonus, but would be stretching the imagination a bit) Afaik there´s no check if "item B is equipped" for item A to work/give its bonus. Restoring the sci-fi-quest-items as you suggested is a very good idea A note to the M41A1: neither the one in San Mona (map-placed) nor one i got on an hostile civilian if ound had an attached GL  , whereas the one(s) i cheated (ALT-W) had one as planned. So i tend to set another "fine gun" (SEBURO-M23 MkX, as shown (WiP) in "my" graphics-thread in the feature-forums) on its place, putting the M41A1 as "regular" coolness-10-gun in a free item-slot. I am shortly before an M41A1 should appear on generic enemys, then i could confirm if it gets generated as intended (with GL). Similar goes for the OICW: the map-placed version i foud came w/o GL attached. So i tend to put that back in its 1.13-place , maybe adding another in its current place (maybe the SEBURO-CX, shown in the same thread  )
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#109864 - 22 September, 2006 09:16 AM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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not yet for two reasons: 1: no word from one of the former team members. I am relatively certain, that they don´t object, since i really don´t want to advertise their work as my own, but only relatively 2: its not balanced at all (M41A1 is currently an Überweapon) and not done (see my prevoius posting). And i am not sure if the DL-specific quests/intel work as intended (i killed D twice as of now and only got an e-mail from enrico to this the first time ...).
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#109867 - 22 September, 2006 01:23 PM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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"revert to the old code" uhm? using an older exe? you lost me on this ... *scratches head* the "not-zero-coordionates" are in the current SVN-mdguns.sti, but maybe only for the minigun, which isn´t used currently. The first mail i got was after i killed the npc that former was "the woman that made kids sew T-shirts" (forgot her name  ), not after conquering drassen, afair, but i´ll have to re-check.
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#109869 - 22 September, 2006 10:45 PM
Re: V1.13 with DL-Maps
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 General
Posts: 5954
Loc: Pleasantville, NJ
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I have archived versions of the 1.13 if anyone needs to look at them.
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Dan Watson
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#109870 - 24 September, 2006 04:40 PM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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I found another problem: The clue-cards aren´t in the inventory of kingpins killers The prof.dat says they are, the game says they are not. I checked by stealing and drop-all-option. My guess is, 1.13 bypasses the item-section of the prof_[whatevergametype}.dat Without them dropping, there´s no way to check if the additonal in-game-intel is triggered by finding the cards or not, because they aren´t found yet  It may also be, that the RIS-reports were changed by the external launcher, that came with DL and had to run during play ... @Dan/Khor1255: it would be awesome to have the deciphered text of the RIS-reports you get when you find the clue-cards If you please could send them to me, that would be great 
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#109874 - 23 December, 2006 08:45 PM
Re: V1.13 with DL-Maps
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 Merc
Posts: 94
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Oh what's up?! I just found out about DL 1.13 and was reading through the whole thread. But - no posts since september? Status on the project? 
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#109875 - 24 December, 2006 10:58 AM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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sleeping. i have t admit i lost the "drive" on this a bit. but don´t give up the hope. THe Holydays will bring back at least some of it 
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#109876 - 25 December, 2006 05:21 PM
Re: V1.13 with DL-Maps
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 Merc
Posts: 94
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Wakey wake! I read that it's possible to play a hybrid DL 1.13, but that "In-game fiction items" are missing. My question: Is it possible to finish the campaign? (Haven't played DL myself)
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#109877 - 18 January, 2007 10:28 AM
Re: V1.13 with DL-Maps
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 N.C.O.
Posts: 382
Loc: Germany
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long time no post (dang those other games  ) The maps are playable (all of them) and as far as i tested accessible through the right access points as intended (i even got the right clues for the access-points). What is now missing (and i am still too lazy to copy over from a "1.06" installment of DL (although i am fighting this lazyness  )) are the story-related hints and bits that you get from various persons. You get the actual (correct) item but no further intel for the story ...
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