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Re: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?[message #342098 is a reply to message #340695]
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Mon, 17 August 2015 11:50
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Can someone check and fix San Mona boxing NPC scripts for Wildfire 6.07
Cannot win 3 round, endless clock starts or simply nothing happens, no record in quest journal and no Kingpin quest.
When using default 1.13 scripts (by renaming Wildfire\NPCData folder) boxing works fine.
The problem happens only with 3 round, first 2 are ok, so it's something with Kingpin script probably.
(tested with stable 7609 + Wildfire 6.07)
[Updated on: Mon, 17 August 2015 11:50]
Left this community.Report message to a moderator
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Re: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?[message #342383 is a reply to message #342099]
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Fri, 11 September 2015 02:02
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TWJunky |
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Messages:94
Registered:November 2012 Location: Austria |
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Sorry wrong thread! Please disregard!
The image of the treated swat vest doesnt exist in current SCI_Unstable_Revision_7987_on_GameDir_2271. not sure
According to Strohmann this existed
[/quote]Added missing images and xml-data for treated/coated SWAT and EOD armour parts with SDO Unstable_Revision_7572_on_GameDir_2170.[/quote]
[Updated on: Sat, 12 September 2015 12:25] Report message to a moderator
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Corporal 1st Class
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Re: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?[message #345323 is a reply to message #345314]
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Fri, 06 May 2016 16:17
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BattleGnome |
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Messages:60
Registered:April 2016 |
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Very interesting... Two things.
1. A question (or two).
Will the next official release of 1.13 be ready to go for wildfire maps, with no renaming files etc? Also, when is the next official release of 1.13 likely to be?
2. A curve-ball.
How much work am I going to create for myself if I want to blend wildfire maps with Alruco revisited maps to add the extra towns from AR to the wildfire map? Keeping in mind I will be doing mostly straight sector for sector map swaps, but have little to no experience with the map editor and all the other things that go with it.
Thanks,
Gnome.
Edit: Specifically I would want to replace the following wildfire sectors with AR sectors:
A3, A8, G3, G11, H6, K15, L1, L7, L8, L13, L16, M7, M8, M15, M16, N11, N12, O10, O11, O12, P10, P11, P12, P13
And probably a few other sectors with hidden gun runner bases (that I wont list here.)
[Updated on: Fri, 06 May 2016 16:39] Report message to a moderator
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Corporal
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Re: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?[message #354061 is a reply to message #353985]
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Tue, 17 July 2018 00:54
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Neitronus |
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Messages:34
Registered:October 2014 |
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Here's what i was talking about:
First of all, missing items. Take a look and two following pictures.
Ingame:
As you can see, not a single item present on marked spots. Now let's take a look at the very same location (B13_A, south-east building with "Shipments" logo on it.) but trough editor:
Issue is that all of those items have "Hide" flag enabled. But they cannot be uncovered since they are placed not in a furniture which could be opened.
And about doors:
Here's ingame view of ACA metal door in Drassen Mine sector (D13). It could not be blown away via shaped charge, nor it can be shot using any weapon/ammo, and upon any attempt to unlock it game won't print any message regarding difficulty of the process. Related screenshot:
And the very same door but from editor with its properties:
I looked up this lock ID and here's what came up:
<LOCK>
<ubLockID>5</ubLockID>
<ubEditorName>Metal door</ubEditorName>
<usKeyItem>4</usKeyItem>
<ubLockType>0</ubLockType>
<ubPickDifficulty>50</ubPickDifficulty>
<ubSmashDifficulty>80</ubSmashDifficulty>
</LOCK>
This is vanilla code, not 1.13-specific nor WF-specific. So my best guess that it should work as intended (Allowing to open door).
You could say that this door could be only opened via key... Fair enough, let's take a look into sector-specific items which are being dropped by killed enemies:
And take a look at Alma mine sector for example:
Those two issues are just the examples. There's a lot more of items with "Hide" flags on them across all the map. Same goes for doors: Almost every ACA building has this issue (Alma have keys for it, but not from armory door, which has the same issue. Drassen ACA armory door too.)
Almost forgot about ID mismatches:
First of all take a look at that item stack (Drassen ACA armory, D13):
It has AK-47 and 5 7.62 mags (AP/HP)
Now take a look at this:
This one has M1 grand and 5 .30-06 clips for it.
And now take a lok at the last one:
This one has a box of 10mm ammo and... 8 9mm mags (AP/HP)... uh... for it? I suppose 10mm ammo box supposed to be some 9mm weapon, isn't it? And there's more of such mismatches and most of the time in those mismatches you'd see an ammo box (I've seen .357 and 10mm ones so far) along with an assorted stack of mags, which supposed to belong to some weapon which was mistaken for ammo box.
Am i missing something or this this not an intentional behavior of a game?
[Updated on: Tue, 17 July 2018 01:07] Report message to a moderator
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Private 1st Class
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Re: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?[message #354066 is a reply to message #354065]
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Tue, 17 July 2018 14:09
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Neitronus |
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Messages:34
Registered:October 2014 |
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Funny part is that i've ported those maps to aimnas, because w/o porting them there would be a lot of NADAs lying around... Where i can find old version of them (the ones you edited in a first place)? I could edit this stuff to match the original idea i guess.
About boxes... Silly me, i never thought that this hackery would work, that i could just switch the state of items trough inspect action. Sorry about that and thanks for the clarification.
About that door, and keys issue: I checked if it's openable by Magic guy and it seems like he could open it on a second attempt, but then again, there should be a way of opening those doors other than picking the lock... How do i edit that list of items being dropped by enemies?
I think i could polish those small issues to make WF maps even better on a go, it's just some editor mechanics are not yet known to me and all manuals i googled so far skip the part about items being dropped by enemies.
[Updated on: Tue, 17 July 2018 14:28] Report message to a moderator
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Private 1st Class
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Re: install and run wildfire 6.07 mod (1.13) with latest JA2 1.13 mod?[message #355840 is a reply to message #355827]
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Wed, 14 November 2018 04:06
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Mai Ti Miao |
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Messages:71
Registered:November 2018 |
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silversurfer wrote on Tue, 13 November 2018 10:47
I haven't played this combination but don't you have to add the AFS folder to vfs_config.JA2113Wildfire607.ini so the game knows to look into this folder too (in addition to Data, Data-1.13 and Data-WildFire6.07)? Or do it the other way around and add the Wildfire folder to the AFS ini?
I understand the basic principles of a VFS ; with this and the bug reports/logs the game created, i could narrow down the graphics issue. I have to confess though that i first tried to just copy the *sti files over, which didn't quite fix the problem. But i digress
I understand the basics of a VFS, but am not sure in which way JA2 calls the data, or if the lack of data in the vfs_config.ini was the problem in the first place. I.e., WF 6.07 is a map mod, so why not put the maps "somewhere (*)" into the actual mod to play ?
(*) in a different modding platform project i'm occupied with, map files are basically "sector pictures", thus jpg files, with just the terrain data attached to them and stashed in a shared folder, ready to be used and modified according to the mod's needs. A map would then be duplicated as internal data for a specific scenario file and filled with units.
This is simplified, but the core of my ranting is: VFS != VFS, making it safer to ask if in doubt
I added the WF data to AFS' vfs_config.ini it works
Thanks a lot
Quote:AFS is not compatible with stock 1.13 items, as a result, if you use it with WF maps, you will have problems with NADA items on maps and in soldier's inventories.
Thanks for pointing it out
It isn't as bad as expected. I.e. ; in Omerta those landmines are woking correctly ; discovered by chance that Faction Property (if you try to open containers with their belongings) also seem to work ; Tanks have their main gun and MG working in deadly fashion ; soldiers spawn with all sorts of armour/LBE, weapon attachments, general items, as well as weapons and matching ammo, only very rarely having NADA ; items/loot from containers/lockers/chests/etc varies from the right stuff over crazy stuff to NADA.
In short, item selecton picks from AFS, in the majority of cases correctly, in some cases incorrectly (leading both ways: to players advantage or disadvantage) and in some cases there are NADA items, however i haven't seen that NPC spawn with no weapon/ammo or mismatching ammo. The only potential tricky situation i spotted: players can find more vehicles than just Truck/Hummer/Heli in WF, while AFS default settings limit the ## of vehicles to 3.
Anyway, from my point of view, AFS+WF is playable
Edit:
SDO hasn't been updated for a long time, would it still be compatible with todays SCI and mod versions ?
If not, no problem, there are other mods which offer new maps
[Updated on: Wed, 14 November 2018 06:10] Report message to a moderator
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Corporal
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