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Extra Sector Items xml

Is there a catch?; Sat, 12 December 2020 07:49

Found this explanation in "Docs"-Folder of an old 1.13:

This is an old 1.13 Feature which seems to be hidden for Modders long time.
This feature has been reworked by Headrock

-------------------------
XML filename format:
-------------------------

\tabledata\Map\[SectorGrid]_[ZLevel]_ExtraItems_[DifficultyName].xml

Examples:
\TableData\Map\A9_0_ExtraItems_Novice.xml	-> for entering the A9 surface sector (Omerta) when playing novice difficulty.
\TableData\Map\D13_1_ExtraItems_Expert.xml	-> for entering the first level of the Drassen Mine on Expert difficulty.

The following "DifficultyNames" are valid:

- Novice
- Experienced
- Expert
- Insane


-------------------------
XML content format:
-------------------------

<ExtraItems>
   <Item>
      <uiIndex>#</uiIndex>
      <quantity>#</quantity>
      <condition>#</condition>
      <gridno>#</gridno>
      <visible>#</visible>
   </Item>
</ExtraItems>


-------------------------
XML notes:
-------------------------

- For clarity, uiIndex should always come first. However, I've set it so that the position of uiIndex
  in the list is not relevant (so long as it exists). Most XMLs work that way, and I think that's fine. 
- All other tags can come in any order. 
- Quantity can be set to any number, but will only create an item (or more) if above 0. 
  Quantity of 0 or less will not crash the game, it simply won't create items. 
  If this tag is completely omitted, the game will create one item by default.
- Condition can be set to 1-100. If it is set outside these values, the item will not be created 
  (the game won't crash). If this tag is completely omitted, the item will have 100 condition. 
- Gridno can be set to any positive number, including 0. However, if it is out of bounds, 
  the game will generate a screen message that it could not place the item, but will not crash the game. 
  Obviously, there is no rational default for this tag, so it must always be included. 
- Visible can be set to 0 or 1. When 1, will create an item that is visible from the moment you enter the map. 
  Otherwise, a merc must spot the item by simple sight, like all other items on the map. 
  If this tag is omitted, the item is created with 0 visibility by default (must be spotted). 

Did a quick test in Omerta, and it seems to be working. Items appear, no crash.

But, since it's ancient, is there a catch?

v1.13 XML Customization | 5 comments

[RUS\ENG\DEU] STI Image Editor 1.0

(Update 1); Thu, 10 December 2020 22:53

A new version of Wizardry 8 has been released Tool 1.0.7.2840 "STI Image Editor"
Download
https://yadi.sk/d/sgkLeyflIm-O0A (Interface language: Russian, English, German)
http://itmax99.000webhostapp.com

Previously, who developed mods for Wizardry8, they used the GRV and STI-Editor programs from the Jagged Alliance 2 game to create or edit images and animations.Therefore, it was decided to create an "STI Image Editor" for Wizardry 8. Features: a complex 16-bit or 32-bit image is converted to 8-bit without loss of quality. (above link with video presentation).

Description:
Wizardry 8 "STI Image Editor" - the program can import an image from a file of any format, or from the "Clipboard", as well as export the file to "STI", "BMP", "PNG", "Clipboard". Improvement of the "Palette Optimization" algorithm - when the palettes of 255 colors are full, the palette is compressed and the larger the image capacity and the export of the file into an 8-bit image.
That is, you do not need to use the "GIMP" or "adobe photoshop" program, translate to index colors, then export the file with the image.
Now the program "STI Image Editor" for Artists and Modders will greatly save development time, image texture creation and interface. The program can change palettes or swap palettes, Implemented "List of files and folders" - as in GRV 0.23b



Features and capabilities of this program Wizardry 8 STI Image Editor:
1) Import images of any format.
2) Export: to STI, BMP, PNG, clipboard.
3) Display 256 palettes, edit palette or swap.
4) Number of palette.
5) Optimizing the palette
6) List of files and folders - as in GRV 0.23b
7) Associated file types: .STI





https://sun9-44.userapi.com/impf/Y0XUzLlpBL0aHVT6mTQlp0YG62L8c_tbAdvbrA/XK2-X_sxZ_w.jpg?size=777x635&quality=96&proxy=1&sign=1f7601f73070784043f6ce16ddc8a420&type=album
https://sun9-44.userapi.com/impf/YEGrn0vt5ZLyM4zdID1uILgbtVJf1nM7gw4kGA/iRCwPGrirdA.jpg?size=691x615&quality=96&proxy=1&sign=7a576b65db013cf92ac99a0c1fd4ce6f&type=album
https://sun9-72.userapi.com/impf/cKMiy1igqMJPUlNAbylj-IKilET2eBweei5xyQ/Dz8usCO6tSc.jpg?size=708x610&quality=96&proxy=1&sign=8db6a91c10df2b236bf44ccb54b34641&type=album


https://youtu.be/xNUW5D5q9yk

Maps, Mods and Editors | 3 comments

UC-1.13 and AFS-1.13 (v4.6, May 2019)

usage of 8684/2576 instead of 8675/2575; Thu, 10 December 2020 04:37

The threads for AFS-1.13 and UC-1.13,

Arulco Folding Stock Full Experimental 14 v4.6x 20190510

Urban Chaos-1.13 Full Experimental 12 v4.6x 20190510

both mention r8675/g2575 as required 1.13-version.


In r8675/g2575 is a bug, that keeps mercs standing up (therefore leaving cover) when comming under enemy fire. This bug is solved in r8684/g2576.

r8684/g2576 can be used instead of r8675/g2576 for UC-1.13 and AFS-1.13, if this bug is too annoying for you.

GameDir 2575 and GameDir 2576 only differ in some changes made to DifficultySettings.xml, which shouldn't effect UC-1.13 and AFS-1.13.

UC/DL 1.13 & AFS | 0 comments

download links dead

links are dead - anyone still play?; Tue, 08 December 2020 00:17

It has been a few years and looking to get back into JA2 and mods. Hard drive crashed and came back here for a copy of SOG'69. Looks like the mod is dead/links are all dead. Anyone know where to get a copy?

Thanks

JA2UB Vietnam SOG'69 | 2 comments

Background stat bonus

Mon, 07 December 2020 14:07

I am playing the 8917 version, some backgrounds get stat boost like for example Hitman +3% Marksmanship or Athlete +8% dexterity, strenght and agility.

1. What if I have the stat that is being boosted at 100, will that boost increase it beyond 100?
Lets say I have Imp with 100 marksmanship, will the Hitman background with +3% do anything at that later point in game or is it only usefull as long as I have marksmanship at or bellow 97?

2. What does the physical resistance do? Is it just same universal damage reduction as the Bodybuilder trait? I mean the Wrestler, Mental Patient, Daredevil.. backgrounds.

3. What does the maximum chance to hit +3% of Hitman and Competitive Shooter does? Is the chance to hit capped at like 95% and this increases the limit to 98%?

v1.13 General Gameplay Talk | 8 comments

"AimLevels" tag? Does it work, and what does it do?

Apparently not what I'd would expect given the name; Sun, 06 December 2020 22:21

What is the <AimLevels> tag supposed to do?

I would had expected, given the name, that it limits how many aim clicks you get depending on stance (for instance, it's more difficult to aim a LMG while standing, or a grenade launcher while lying down. But apparently it's not that.

The "AimLevels" value doesn't seem to change anything, you always get the same number of aim clicks, on all three stances.
Most scopes have a lone "AimLevels" setting, only for the standing position, which is very strange. I can't imagine what could change on a scope depending on stance, and if it is about the lack of stability negating the bonus of high-magnification scopes, then the difference should be standing/crouched vs. prone, not standing vs. crouched/prone (I mean both "standing" and "crouched" should get an aim penalty, unless your weapon is resting on something). But anyway, it doesn't seem to work in the game.
Only when prone you get more aiming clicks (and don't ask me now which setting creates that!... Bang head)


Please guys, is there a rational explanation, while I have still some hair left?...

v1.13 XML Customization | 10 comments

pRestriction - Where is Restrictions.xml?

Trying to create LBEs; Sat, 05 December 2020 17:21

I'm trying to create a mortar shell carrying LBE (simply a variant of the old "grenade" thigh pouch), and studied the structure of the LBE-related files. They look quite straightforward, except the <pRestriction> tag, I can't find where it points to, there is no Restrictions.xml I can see. (And since the value seems to be binary and additive, I can't even infer from the existing examples. Which value do I need to put in if I want to restrict something to only mortar shells? How do I create a brand new restriction?)


So, long story short, where do <pRestriction> values point to?

v1.13 XML Customization | 4 comments

Could somebody please explain those "Items.xml" tags?

For Stand/Crouch/Prone modifiers; Fri, 04 December 2020 17:30

Could somebody please tell me what those tags of "Items.xml" actually do? suprised
They appear in the Stand/Crouch/Prone modifiers, mostly of weapons and weapon attachments.


  1. <FlatBase>
  2. <PercentBase>
  3. <FlatAim>
  4. <PercentCap>
  5. <PercentHandling>
  6. <PercentTargetTrackingSpeed>
  7. <PercentDropCompensation>
  8. <PercentMaxCounterForce>
  9. <PercentCounterForceAccuracy>
  10. <PercentCounterForceFrequency>

v1.13 XML Customization | 3 comments

JA1/JA2/JA:DG/ JA:R! on sale today

Tue, 01 December 2020 02:38

Jagged Alliance ($1.19), Jagged Alliance 2 ($1.99), Jagged Alliance: Deadly Games ($1.19), and Jagged Alliance: Rage! ($5.77) are on sale at Good Old Games (gog.com)today if you want to pick up a copy cheap.

Jagged Alliance 2 General | 0 comments

Someone broke the old folding stock...

All stick and no carrot; Mon, 30 November 2020 17:18

Yes, I know somebody created the new, 2-item versions of folding stock and retractable stock, but somewhere in this process they also broke the old versions, which is a problem for compatibility, more so since the new versions aren't dropable or buyable, so weapons either have them or not. BTW Bobby Ray's still sells the old version, without any bonus. Use it if you like a free to-hit penalty...

In the g2579 game files, both stocks still have their penalties (negative ToHitBonus), but their bonuses they initially gave are gone.
What's missing, for both (old) Folding Stock (#1008), and (old) Retractable Stock (#1009), is:

		<ItemSizeBonus>-1</ItemSizeBonus>
		<PercentReadyTimeAPReduction>30</PercentReadyTimeAPReduction>

Now of course somebody might argue that the reason the new twin stocks were created was that the original ones gave you an (almost) free bonus; But isn't this the case with most if not all attachments? It definitely isn't a reason to break the original versions.
People, please don't break the old items when introducing new, improved versions. It took me a while to understand why things didn't work the same anymore (things didn't fit anymore). Of course I will upgrade my items to use the new stock where applicable, but sometimes it won't work, sometimes fitting a mobile stock has to remain a choice of the player, and this apparently requires using the old version.

Just a heads up.

v1.13 XML Customization | 2 comments

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