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About Cobra Fulvias
Some general questions; Thu, 06 June 2024 08:33
Hello there
I have cleared about 70% of the map and still haven't found Cobra. Is he in the game always ? I am pretty sure that his location is random, since he is driving around in his Jeep. But if i walk in a sector that he's in, do i get the message that my squad has noticed someone in the sector ? I do not remember but in other playthroughs, i've always found him somewhere between Alma and Cambria, relatively early in the game. This time around, nor hide or hair and i have uncovered most of the map, working from E to W. Any information please ?
Vengeance 1.13 Reloaded |
4 comments
Damn Bloody HARDCODED game..
SOLVED. Quests and NPCa are in. Still damn bloody hardcoded game tho!; Sun, 02 June 2024 21:27
(My mod is still in full swing, but please substitute "damn bloody" with something more cospicous.)
I added Tony to a custom map of mine and he didn't spawn in game anyway. I did some googling and I discovered two things:
A: Characters starting sector can be edited with ProEdit. I did set Tony to a new sector, but he didn't spawn anyway.
B: I found an old thread on these forums where Bearpit clearly stated that Fatima is hardcoded. She spawns in a9 and goes to a10 only.
Now, I couldn't make sure if ALL NPCs sectors/quests are hardcoded, but at this point it's most probable.
Simply put I need to evaluate options and my realistic possibilities:
1:Screw the quests. All the player actually needs is a Tony-like merchant to get some cash early on. The mod is not set in Arulco and ignoring quests would speed up development by a ton.
2:Build new characters and subsitute them to the original ones. Can you actually make new NPCs?
3: Build totally new quests. It would give a great unique taste to my mod, but it's a ton of MORE work.
Anyway, does anybody knows for certain if all NPCs starting sectors are hardcoded?
How am I going to deal with quests?
I'd really like to hear any opinions.
v1.13 Modding, Customising, Editing |
2 comments
Graphic icons on profile pictures
Sat, 01 June 2024 19:11
Hi everyone!
I finally wanted to play 1.13 with almost all the new features and i love it. I encountered minor bugs (like item duplications but i read it is already mentioned on the forum) but generally the release is very stable so huge Kudos to everyone involved! You are truly amazing!
I have one question though and i cannot find the answer so maybe you can help.
When i hired Vince his nickname is yellow (not standard white) and he has this white hat icon on the profile? Why? IS there a documentation and meaning of all profile icons somewhere? I remember when i escorted this boy from San Mona he had same icon so again, is this a civilian icon? Why Vince after being hired has it?
I tried to upload picture of it but the limit is 0 bytes
Thanks for all answers!!
v1.13 General Gameplay Talk |
1 comment
Adding Fatima and Dmitri on custom map..
SOLVED:; Tue, 28 May 2024 19:37
(Yes, I start feeling stoopid..)
I added both characters to my map set on forced spawn:
Fatima did not spawn
Dmitri spawned as a regular rebel I could issue orders to.
Apart from this, I need to find the files needed to make them move through maps. I looked into both 1.12 and 1.13 data folders, I found a number of npc and EDT files. When opened they are basically empty.
I also found a LUA gameinit script giving an example about instructions, it was about Fatima. Long story short, what am I supposed to do to handle characters/quests?
A single bright note: I linked the rebel overground map/basement and when I go upstairs mercs spawn on the correct tiles of the "bigmap". I hope this bodes well, even if I'm not totally sure..
Anyways, I need to make a couple of quest to see if I can go on with bigmaps or not. I'll have to make them anyway.
v1.13 Modding, Customising, Editing |
2 comments
The idiot squad
Thu, 23 May 2024 17:16
Let me start this topic with a big, heartfelt thank you to everyone who made JA2 1.13 possible. I have been playing this game on and off for 24 years, and my recent return to it has been great.
Once upon a time, in a galaxy far away, I decided to start another game of JA2. Of course, doing things entirely the same way is boring... so I enabled Drassen counter atack and expert level. Oh, and also I figured I would give up on my usual selection of capable, dependable mercs and instead go for the idiot squad (Razor, Haywire, Fidel, psycho IMP, Hamous, Maddog).
I must say, that crew fits me incredibly well as a player, because I am sloppy, lazy,and prone to guzzling beer :d If left alone for a staggering ten minutes, most of these guys are raiding the liquor store, puffing on cigars, and generally making a nuisance of themselves. I mean, I am all for Dutch courage, but Haywire and Razor take it to the next level.
So far, the idiot squad has had some great successes. Taking Drassen took about ten days, including fighting that gigantic wave for which I had to hide every last merc in the toilets. After that, the idiots took Cambria and Estoni with only minimal damage. The critters in the mine were next to fall. Fidel was an absolute hero, planting bombs with no regard for his own life, and Hamous showed his mettle by going into melee combat with one of the bugs. Bravery or stupidity, what a fine line eh? He got shot in the head once, and lost five points of wisdom. Not that anyone noticed.
I followed this up with Alma and the western SAM, and the idiots are now tossing a coin between Chitzena or Grumm. Might even hang around San Mona for a bit, just to raise morale even further. Or maybe just to nick Kingpin's money, it has been ages since I had to fight off his assassins. If you have suggestions, I'd be happy to hear them
War Correspondent |
0 comments
QOL question about the .INI editor.
Solved.; Wed, 22 May 2024 11:38
A quality of life question about the INI editor: We're developping the mod using the 2024-03-19 version. Each time we want to run the mod we must set the vfs.ini because the editor does not save this setting. It's a totally minor issue, but it would be nice to get it working. Is it possible?
v1.13 Modding, Customising, Editing |
4 comments
I can't get MovementCosts.xml to work..
SOLVED for good by The Scorpion!!!; Thu, 16 May 2024 01:57
After 10 days of work I haven't a working file yet. I set ground types for my maps, I adited my file and made a TON of mistakes. I spent a few days cleaning the file and I got to the point that I'm positive there are no more mistakes, still the games crashes when hitting New Campaign (I'm positive I edited the correct file, at first it worked).
I get this error message:
Runtime error
Assertion Failure (Line 3462 in file D:a\source\source\strategic\strategic movement ccp)
Now D:\ should be the CD ROM drive.. Is the game actually looking for the game CD?!? The first thing that came to my mind was I should edit my vfs.config, but all other files I edited do work.
Also, most mistakes I made were about mismatching ground pairs. Is the message above about mismatching pairs at least? Or is it about something else?
One last thing about this string:
<BadSector>1</BadSector>
As far I can understand in the vanilla files it is only used for sectors where all entries are set as EDGEOFTHEWORLD. I had a look in other mods files and it is mostly ignored. Is it mandatory and/or actually used by the game?
v1.13 Modding, Customising, Editing |
7 comments
The Bears Pit
Established 1999
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