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#109830 - 18 August, 2006 01:49 PM V1.13 with DL-Maps
DustinThewind
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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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#109831 - 18 August, 2006 04:38 PM Re: V1.13 with DL-Maps
Majek
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yeah copying the maps should do the trick.

The easiest way to try this is make a a copy of Data-1.13 folder in your Ja2 folder, rename it to something else open ja2. ini and replace the "Data-1.13" with the name of your custom folder

;******************************************************************************************************************************
; The folder of the current mode you like to play, located in your JA2 directory.
; If you like to play the classic Jagged Alliance 2, replace "Data-1.13" with "Data".
;******************************************************************************************************************************

CUSTOM_DATA_LOCATION = Data-1.13
******************************************************************************************************************************

Then copy anything you wish from DL into that folder and if you **** up and can't repair it you still have the original Data-1.13 backed up.
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#109832 - 18 August, 2006 05:18 PM Re: V1.13 with DL-Maps
vLabz
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noob question : Does that mean you will be able to play the DL campaign in v1.13 ? Or will that just replace the maps... ?
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#109833 - 18 August, 2006 05:52 PM Re: V1.13 with DL-Maps
Majek
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that will just replace the maps.
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#109834 - 18 August, 2006 06:08 PM Re: V1.13 with DL-Maps
vLabz
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thk you, but still being noob : Will the original campaign work with DL maps ? I mean all the base scenario stuff is still in those maps ? (sorry never played DL yet, don't know how much the campaign is different)
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#109835 - 18 August, 2006 06:37 PM Re: V1.13 with DL-Maps
Majek
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Well that has yet to be seen. I doubt all maps will work but some might be just fine.
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#109836 - 18 August, 2006 06:38 PM Re: V1.13 with DL-Maps
DustinThewind
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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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#109837 - 18 August, 2006 06:48 PM Re: V1.13 with DL-Maps
Majek
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Just don't complain too much if you get some unexpected CTD smile
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#109838 - 18 August, 2006 06:48 PM Re: V1.13 with DL-Maps
abradley
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Felt the DL campaign was great except for the Assassins.

Even when I was young my reflexes were slower than Molasses in Janurary, now I am an old geezer and they are non existant.

If somebody does a 'DL 113' please leave out the assassins!
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#109839 - 18 August, 2006 11:13 PM Re: V1.13 with DL-Maps
wil473
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Don't forget copying over the prof.dat (and renaming it to 1.13 format). This will give you the DL specific characters (the Elderado might need the prof.dat too).
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#109840 - 19 August, 2006 12:23 PM Re: V1.13 with DL-Maps
Monkfish
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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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#109841 - 19 August, 2006 03:48 PM Re: V1.13 with DL-Maps
wil473
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The problem with working part-time from home is that it means work is everywhere. That being said, adding the camo tags to the "old" UC hybrid xmls should only take a few min (I really want to apply the urban camo tag to the BDU's and perhaps a few of the other armours). The less said about rearranging 1.13 weapon mod for UC the better for my sanity...

Not sure what progress The Judge has made on the exe side. That's the important (and really hard) stuff, without it there's no: driving around Danubia, the Laptop, city names, etc...

Now DL on the otherhand is a rather more simpler affair. Tonight if I can steal an hour or two away, I'll see about applying lessons learned from the UC-hybrid to import DL into 1.13. Though I make no promises...
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#109842 - 19 August, 2006 04:04 PM Re: V1.13 with DL-Maps
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@ wil473

Sounds great Wil. smile

Love to play both UC and DL once again with the 1.13 added.

To bad the only thing I can help you guys with is morale support. ok
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#109843 - 19 August, 2006 06:13 PM Re: V1.13 with DL-Maps
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can you give me a hint how you add new tags to old items.xml files? progs?
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#109844 - 19 August, 2006 08:49 PM Re: V1.13 with DL-Maps
wil473
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I used Excel 2003
1) figure out what has changed:
opened up the both the old and new items.xml, copied the tags row from each into a new spreadsheet and highlighed off the new tags. This will allow you to block off the data

2a) Salvaging the old data:
copied over the salvaged blocks of data from the old items into the new item.xml. The mistake I made was I used the "Data" folder's xml, not that of the "Data-1.13" so I was missing a few columns.

2b) using excel inserted the missing columns and copied over the tag lables. Filled "null" values with the fill down command.

Did a quick test some weeks ago of the New "Old-School" UC xmls (by carefully splicing in the latest SVN 1.13 into a UC data folders). Was able to cycle though the items with cheatcodes without incident, even managed to get the bolt-action working. So in theory we do have a working "Old-School" set of UC xmls (minus the urban camo and now the napalm effect I want to give the RPO-A).

With respect to DL, the first thing I'm going to do is compare the prof.dat's. The new M.E.R.C. Merc's might overlap with some of the DL specific characters (ie. T-1000). As DL does not seem to incorporate exe hacks (remember the odd way you had to go between the island maps?) the prof lists are the only major concern. A few minor item.xml changes, changes to the mergers, and volia you even have the DL weapons mod. (Move the OIWC, add a crate Item, do something about adding or finding substitutes for M41 Pulse Rifle and Mini-gun...)

If only the 1.13 team can do something about adding extra hours to the day...
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#109845 - 20 August, 2006 02:51 PM Re: V1.13 with DL-Maps
wil473
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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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#109846 - 20 August, 2006 05:08 PM Re: V1.13 with DL-Maps
Mauser
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i just cannot wait until these DL-1.13 hybrid maps, together with the story and characters perhaps, is ready for download for easy install!
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#109847 - 21 August, 2006 11:22 AM Re: V1.13 with DL-Maps
wil473
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Those were the "easy" instructions. If I had more time I could have figured out specifically which folders from the DL install have to be moved over, instead of moving the whole lot. (The need to get rid of the original DL Bigitems I accidentally stumbled on when testing.)

Just copy and pasting, and some data entry work. Easy way to get into prof and xml modding...

That being said, over the next week, I'll see if I can do a quick item mod to allow for DL map compatibility. With all the upgrades in the last few weeks, I'm not sure what's even in the 1.13 graphic set anymore.
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#109848 - 21 August, 2006 04:34 PM Re: V1.13 with DL-Maps
vLabz
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Great news for DL and 1.13 !!!
I'll have a try !

Quote:
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" wink )
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#109849 - 21 August, 2006 08:39 PM Re: V1.13 with DL-Maps
Mad Marcus
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I've never played DL so I might be asking a stupid question but I'll do it anyway.

Do the missing items cause crashes? It seems that if they were on the maps (placed or in character inventories with drop all enabled) that there would be a crash when they came up.
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#109850 - 22 August, 2006 12:17 AM Re: V1.13 with DL-Maps
wil473
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@vLabz, get the DL "patch" file which is an old wedit txt file (fixed a minor bug with the crate item if I remember correctly). Open it with a spreadsheet of some kind and it will list all the DL items, their item numbers, and other stats.

@Mad Marcus:
I did a quick check with the Queen's Spit Item number (the DL Crate item). No crashes when I cheat coded my way to that item number, but I did end up with an overpowered acid weapon (which incidentally was the bug that the above patch fixed, in the original DL release, the "Crate" could be fired). The rest of the items are more or less inert (in DL they were important puzzle pieces, in regular/1.13 JA2 just keys and other junk).
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#109851 - 22 August, 2006 08:06 AM Re: V1.13 with DL-Maps
BulletSix
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wow! smile
Wil473, kudos to your work smile
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#109852 - 07 September, 2006 12:52 PM Re: V1.13 with DL-Maps
BulletSix
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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 wink ).)

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
wil473
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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
BulletSix
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well that sounds doable to me smile

some of the graphics could be taken from the original (Crate, NiCad, Minigun), the rest you mentioned is ... kinda ready wink
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 laugh
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 smile
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#109855 - 07 September, 2006 11:51 PM Re: V1.13 with DL-Maps
wil473
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Gun167, looks kind of familiar... Don't see much of the "Objective Force Warrior" rifle these days, not even sure if that project is still around to produce prop gear anymore.

Though it is relatively unsophisticated, password protected zipped "fiction" files were used sucessfully in at least one UB Mod (Becomming X's campaign comes to mind). Now there is also the option of using the UC GUI editor to mess around with the ingame fiction...
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#109856 - 08 September, 2006 09:01 PM Re: V1.13 with DL-Maps
BulletSix
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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 wink
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)

Code:
***************************************************
****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
-
**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)
-
**Launchables-xml:**
-
*done* M41-GL link to 30mm grenades
*done* change 20mm-mags to new oicw-number
-
**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)
-
**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 wink

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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#109857 - 11 September, 2006 12:22 AM Re: V1.13 with DL-Maps
BulletSix
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... and its done and working (mostly and apart from the ingame-fiction).

one problem, though:
The Minigun. You can create it normally, you can cheat it. You can fire it, you can load/unload it.
BUT:
You CAN´t move it. As soon as i try to pick it up friom a slot, the game freezes.

Any idea what could cause this?
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#109858 - 11 September, 2006 01:15 AM Re: V1.13 with DL-Maps
wil473
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There's something not right with the graphics. I usually have this happen with a bad MDGUN image or a missing tileset image for the item. The strange thing is I don't think its because of size (I've had graphics that fit inside the inventory slot freeze the game, and things that hang out that work just fine, ie. my 12rd shot shells that were recently replaced by Lisac's triple row).
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#109859 - 11 September, 2006 05:17 AM Re: V1.13 with DL-Maps
BulletSix
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ah. since its displaying big and md picture, i´ll try the small one first. Thanks smile

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 naughty

Problem solved through the "position variables" right from the size-display.
They were x=8 y=3 -> game hangs frown
tested with x=0 y=0 -> game runs fine laugh

wht remains is the question: But whats the cause for this cause?
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#109860 - 21 September, 2006 04:45 PM Re: V1.13 with DL-Maps
wil473
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Just started looking at JA2 again, and had the following ideas with resepect to your work on DL there BulletSix:

Restoring the original "Sci-Fi" Quest:
- As far as I can tell, due to original JA2's item limit; DL used the Queen Bug's weapons for the minigun progression. With 1.13 we've got a lot more freedom with item numbers.
- while it has been a while, I don't remember finding the Unpowered Minigun as a map item; therefore with 1.13's upped item limit, there is no pressing reason for the Unpowered Minigun to be Item 48 (regular JA2's Queen Creature Spit)
- Item 47 (DL's Crate / vanilla JA2's Queen Tentacle) can still remain a "melee" weapon. I'm sure bashing someone with a crate containing an unpowered minigun would cause some damage; and when was the last time one of us got close enough in the bug quest for the Queen to unlease her "melee" attack?
- Item 57 (Infant Creature Spit) looks like it has been disabled in DL for future use as it is listed with an item name of "NoItem"
- all other bug related weapons are in place


Two part Smart Gun system:

1) The Smart Gun
- has a minus 20 AP bonus (this prevents its use without part two)
- has all the expected weapons bonuses (ie. Auto-Chance-to-Hit)

2) The Steady-Cam-Like Smart Gun Harness
- either: Armour Vest Item or even better, an Armour Vest Attachment Item (so it can be "fitted" over select armour)
- that gives a plus 25 AP Bonus to counter the Smart Gun's -20AP and to simulate having a mechanism do some of the work for your "Smart Gunner" Presently 1.13 maxs out at 25 AP. The downside is that it would max out AP just like the current stealth suite.
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#109861 - 22 September, 2006 01:14 AM Re: V1.13 with DL-Maps
Kaiden

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Quote:
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
BulletSix
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i mailed him ...
but maybe its better to try his thread for asking smile

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 frown )

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 smile

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 frown , 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 wink )
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#109863 - 22 September, 2006 09:06 AM Re: V1.13 with DL-Maps
Braindead1
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is this up for download somewhere?
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#109864 - 22 September, 2006 09:16 AM Re: V1.13 with DL-Maps
BulletSix
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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 wink

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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#109865 - 22 September, 2006 11:28 AM Re: V1.13 with DL-Maps
wil473
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Now that is odd about the attached GL's, not showing up attached when found in maps. From experience I was expecting it to work: had to add a mandatory attachment in the last tests of the UC-1.13(v.Nov 2005) hybrid to get a "burning cloud" effect for the RPO-A. Made the RPO-A a grenade launcher chucking a pre-attached mustard gas type grenade. I don't remember finding RPO-A's when defined as map items without the new grenade/round attached. Indeed in the original UC there were a few "bugged" RPO-A's that lacked the single round of "Queen Bug Spit" ammo; my RPO-A with a grenade defined made them working. I'll have to get around to checking this out with the current 2006 version, as at present having new attachments appear attached to existing map items is important to what I'm doing too.
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#109866 - 22 September, 2006 01:08 PM Re: V1.13 with DL-Maps
the scorpion
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bullet six

coordinates else than 0 in mdguns file often crash the game. easiest solution is to use 0 and 0 all the time.

point2: i think the emails are still tied to conquering cities, not killed deidranna's.

default attachemnt don't appear on map items anymore! this was changed due to an override problem early in 1.13 development. maybe you can revert to the old code for your exe, sorting out all override issues by fixing maps.
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#109867 - 22 September, 2006 01:23 PM Re: V1.13 with DL-Maps
BulletSix
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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 wink ), not after conquering drassen, afair, but i´ll have to re-check.
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#109868 - 22 September, 2006 10:09 PM Re: V1.13 with DL-Maps
the scorpion
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yes, and i works for some pics with coordinates, once you use different pic, it might not work anymore

so if replacing working mdgun pic with new ones, reset their cordinates to 0 and 0

no, i didn't mean an older exe, i mean maybe somebody remembers what was changed in the code to not let default attahcments apply to map items. (in fact it should be documented but you know how that is)
however only little items really truly need to be placed in maps if you can edit trader inventories and wepain/ item availabilities.
proedit/ prof.dat also supports default attachments, that's 3 ways around it. otherwise... find code change and revert it, or have it reverted for your exe by a code that supports the project
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#109869 - 22 September, 2006 10:45 PM Re: V1.13 with DL-Maps
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I have archived versions of the 1.13 if anyone needs to look at them.
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#109870 - 24 September, 2006 04:40 PM Re: V1.13 with DL-Maps
BulletSix
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I found another problem:

The clue-cards aren´t in the inventory of kingpins killers frown
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 smirk
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 smile
If you please could send them to me, that would be great smile
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#109871 - 24 September, 2006 05:04 PM Re: V1.13 with DL-Maps
the scorpion
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i see little reason why items set in proedit wouldn't drop. drop all would make sure they would. maybe you put an ubcoolnes of 0?

1.13 doesn't bypass prof_experienced_TonsOfGuns.dat or such. but you have to name the different prof.dat files correctly (which you probably have)
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#109872 - 28 September, 2006 12:01 AM Re: V1.13 with DL-Maps
BulletSix
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ubcoolness was a _good_ point ^^

i got the keycard to drop now; but not as a "key"-item but as a "misc"-item, but no change in the ris-report(s) ... i am missing something, but what ?
The DL-launcher?
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#109873 - 28 September, 2006 12:12 AM Re: V1.13 with DL-Maps
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i think these keycard controlled inputs can't work from the actual game. so my guess is on the launcher...
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#109874 - 23 December, 2006 08:45 PM Re: V1.13 with DL-Maps
Pender
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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? cheers
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#109875 - 24 December, 2006 10:58 AM Re: V1.13 with DL-Maps
BulletSix
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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 wink
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#109876 - 25 December, 2006 05:21 PM Re: V1.13 with DL-Maps
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Wakey wake! smile

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
BulletSix
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long time no post (dang those other games wink )
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 wink )) 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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#168807 - 27 December, 2007 08:00 AM Re: V1.13 with DL-Maps [Re: BulletSix]
BulletSix
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wow, long time, still not dead ^^

i will try to do this again, hopefully `till the end this time ...

Unfortunately, in a first attempt, i cannot get olga to show up in the starting map (following wils instructions) ... the map editor shows her fine, but no olga ingame ...
damn those SUEs ...
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#168809 - 27 December, 2007 08:09 AM Re: V1.13 with DL-Maps [Re: BulletSix]
Marlboro Man

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I knew you would be back so I didn't "AXE" the thread. ;\)
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