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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #202085]
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Thu, 20 November 2008 12:29
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Cyberzerk |
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Messages:10
Registered:October 2008 Location: Sweden |
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Well, I added an exception for it.
Trying to figure out how to go about it so I don't have to download the files one by one.
*sigh*
Anyone have a single, simple zip-archive handy?
EDIT: Ah... f**ing tortoise of course. That program just annoys me. Oh well... It's likely worth it. *downloads*
[Updated on: Thu, 20 November 2008 12:34] by Moderator Report message to a moderator
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Private
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #202099]
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Thu, 20 November 2008 17:45
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Cyberzerk |
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Messages:10
Registered:October 2008 Location: Sweden |
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@Starwalker
well, I like click-and-forget zip-archives that don't require installing software, but like I said - it's a minor thing, and worth the hazzle.
Now... how do I integrate this with DBB and Ham2.8? I did a quick install, and got the Ham2.8 exe to start the game, but must have messed up somewhwere a the new mercs retained the names and bios of the mercs they replaced. The voices worked though...
The game shut down when accessing the inventory, so some conflict exists. Still, it should be doable, right? Others on the forum have referred to using WF with DBB, so I am guessing it would be either HAM, or some conflict between item-files (due to me not knowing exactly what files to keep from the respective mods).
It would be nice if someone in the know could enlighten me as to which folders in WF runs the mercs, maps, items and other stuff... Like a roadmap of which files to keep to make the mercs and other features of WF run smoothly. I am especially interested in which files govern the new mercs and NPC:s, so I can make sure that goes right on next attempt...
I am thinking that if I use DBB-adapted xml:s for items, weapons and for enemy/imp-items, there should be no conflict, right?
As you might be able to tell, I am not a wiz with these things
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #202158]
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Fri, 21 November 2008 17:32
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Cyberzerk |
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Messages:10
Registered:October 2008 Location: Sweden |
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Well, I am using build 2296 of 1.13, actually, and it seemed to run fine. I think the shutdowns are, as Starwalker said, due to inconsistencies with item-files.
However, the thing with the new mercs puzzles me. The voices and portraits work, but they retain the names and stats on the AIM-homepage. I don't think DBB or HAM changes the AIM-characters, so I am pretty clueless as to why this would happen. It would help if anyone knew which exact files control this. i might need copies of those files if they are somehow defect.
EDIT: Suspicions confirmed - the new mercs, after installing ONLY the WF files over 1.13 install, still retain vanilla bios. (Also- the animations are really crappy) Voices and portraits are changed. Ergo: Either this is a problem in the WF 6.06 Merc-mod, or I am missing files.
[Updated on: Fri, 21 November 2008 17:51] by Moderator Report message to a moderator
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Private
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #202417]
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Mon, 24 November 2008 21:10
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Cyberzerk |
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Messages:10
Registered:October 2008 Location: Sweden |
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Well, when moving the mouse over the entrance, the stairwell icon should show up, right? Also, exiting the San Mona mine (only way of entering mines I have found so far, through Kingpins entrance), only seems possible through Kingpin's ladder.
I am starting to think I might be missing some data...
Any ideas?
Edit: I am almost 105% sure, there are no entrances in my version of the WF 6.06 maps. What file controls this? I figured I can download it and replace it to see if it works...
Yet another edit: Replaced the map files, and lo and behold - a mysterious lever I didn't have before. problem solved.
[Updated on: Mon, 24 November 2008 21:28] by Moderator Report message to a moderator
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Private
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #253890]
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Mon, 14 June 2010 11:12
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DakaSha |
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Messages:49
Registered:June 2010 |
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is there any way to just get a zip of the maps??
[Updated on: Mon, 14 June 2010 11:15] by Moderator Report message to a moderator
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Corporal
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #253960]
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Tue, 15 June 2010 12:08
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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you would have lots of item-errors
and where is the problem - unzip wf606 to a folder quarry and copy folder maps to your install - delete quarry, but no that's definately tooooo difficult for dakasha, he insists that someone else zips the map-folder and ups it for him - and he keeps whinning for days now
... and please stop that bullshit about exe.s - as long as we don't talk about bigmaps, maps simply don't care for the exe
edith: and don't forget the tylesets
[Updated on: Tue, 15 June 2010 12:17] by Moderator Report message to a moderator
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Captain
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #253985]
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Tue, 15 June 2010 20:53
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Jinxed |
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Messages:238
Registered:October 2008 Location: Land of Skanks and Cottag... |
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Yeah, I would just choose the apropriate thingy from the top of the thread, and then install that on top of the newest 1.13 svn and then update it with smmeagol's stuff.
On a side note why did an admin/mod or whatever think to edit his post? Even if he wrote something offensive or whatever I think editing posts or deleting posts is a practice found in the most insecure forums.
[Updated on: Tue, 15 June 2010 21:01] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #254040]
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Wed, 16 June 2010 08:05
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DakaSha |
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Messages:49
Registered:June 2010 |
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Im seriously not going to apologize (not that anybody asked me to)
Log is/was being a *man of questionable behavior* (and ive seen it on this forum long before joining).
If people cant realize that the *man* was leading me on to what it came down to then whatever..
I'm sure hes very amused by the result :rolleyes:
--
I did read the first post.. I know how it CAN be done. I think i made it fairly obvious that i was asking specifically for a zip. No im not demanding anything. Seriously. I asked multiple times why (as for all i know there might really be a reason). Also (see below) Somebody could have just told me to copy the maps out...
It just seems to me like people want me to "do it their way" even though it could be made much easier. Id really like to not have to install tortoise (which i know nothing about). The organization here is excusable to an extent. I understand its multiple people working on multiple things without pay. But when things are made harder then they need then it comes across as a form of elitism (for lack of a better word...). I want to say again that i REALLY appreciate the work done here. I love what has been done.
Of course after the 4 cryptic posts which offered no help and were only meant to frustrate me log did say i can just copy maps out (of course after trying to make me sound like a helpless crybaby) which ill try now.
If anybody had just said that right away maybe I wouldnt even have to defend myself...
edit: dropped the d and m word again.
[Updated on: Wed, 16 June 2010 08:25] by Moderator Report message to a moderator
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Corporal
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #254042]
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Wed, 16 June 2010 08:50
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usrbid |
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Messages:1506
Registered:December 2008 |
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Hi DakaSha, Unless the map uses the exact same item IDs (item can also be part of a soldier placed on the map) as 1.13 (or whatever base you are using for your XMLs), the (new) map will cause unpredictable behavior e.g. crash to desktop.
That said, if the map items are all part of your XMLs (also tile sets need to be identical and maybe more that I can't remember at the moment), you can just copy over the maps and be done.
Communication is tricky business, something which makes perfect sense to you and me, may not even mean the same thing in other cultures. For example in America "hot" can mean temperature, spicy, and sexy, while in German "hei
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Re: JA2 Wildfire 6.06 MODs in SVN (Subversion)[message #254046]
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Wed, 16 June 2010 10:22
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DakaSha |
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Messages:49
Registered:June 2010 |
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...
And who would of thought.. I was right... Logis disguised insult of course only told me half the story and didnt really help just like all of his posts before it (well it did get me on the right track ill admit ^^)
Seriously there was no way for me (or anybody new) to know which files are needed (Its not just the maps and tilesets folder)
Anyways here is the Zip: http://ul.to/dfj7f4
As far as i can tell it contains everything you need to get the maps working correctly... Of course i cant be sure of that since i really dont know how things work exactly (yet). My guess is that this will only work in Multiplayer? Because of the missing NPC files etc? Again, I have no idea. My use for it is strictly for MP so i didnt test but Ill gladly add anything and re-upload if somebody points out any problems
Installation instructions:
a) Install Ja2
b) Install newest 1.13
c) Unzip into root Ja2 folder
Sorry for double post but just in case somebody was interested in the zip.
Maybe it could be added to the OP just to save "lazy whiners" the work in the future.
[Updated on: Wed, 16 June 2010 11:09] by Moderator Report message to a moderator
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Corporal
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