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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227607] Fri, 17 July 2009 16:27 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, I'll go for the BAR for the moment. I'll make it a 30-06 Springfield gun with 5 shot capacity (I think in reality it has 4 shots, but adding yet another item for one shot less seems a bit awkward and unnecessary...).

Review of the BAR


My try to convert the pic into sti form (think it looks acceptable...):

http://img166.yfrog.com/img166/5358/browninghuntingrifle.png

[Updated on: Fri, 17 July 2009 16:42] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227609] Fri, 17 July 2009 16:34 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
And finally I'm still tinkering with the starting gear. I tried giving Trevor that AUG CQB, but that added up to a whopping 15k $ starting gear cost, which seemed a little bit too excessive. I think I give him the AUG-A1... don't know yet.

I also tried Shadow with a SEAL Recon Rifle (with AR suppressor and ACOG scope), same here, equipment cost is way too high for my taste (around 16k $). Anyways, I'm on it...


well, in that case, simply make those guns uniques and lower their price accordingly, so they

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227614] Fri, 17 July 2009 17:02 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Registered:June 2008
Location: Bremen, Germany
Mauser

well, in that case, simply make those guns uniques and lower their price accordingly, so they

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227619] Fri, 17 July 2009 18:00 Go to previous messageGo to next message
Jimmy_the_Llama is currently offline Jimmy_the_Llama

 
Messages:7
Registered:March 2009
Hey smeagol, not sure if I should limit this to only the WF item mod, but have you considered changing the weight of the armour kits? I brought this up back in the old item mod thread when I mentioned dragon skin, but I've noticed that the JA armour tends to be a lot lighter than real world armoured vests. However, in my fiddling around with the weights to reflect stated weights (with and without plates,) I have found that the burden of vests a little too extreme for gameplay. What are your thoughts on adjusting armour weights?

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227621] Fri, 17 July 2009 18:21 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
teh_Llama
Hey smeagol, not sure if I should limit this to only the WF item mod, but have you considered changing the weight of the armour kits? I brought this up back in the old item mod thread when I mentioned dragon skin, but I've noticed that the JA armour tends to be a lot lighter than real world armoured vests. However, in my fiddling around with the weights to reflect stated weights (with and without plates,) I have found that the burden of vests a little too extreme for gameplay. What are your thoughts on adjusting armour weights?



Hmm... honestly I haven't spent too much thought on armor weight yet. At the moment, I think the vests have appropriate weights in game play terms.


Finished adding the BAR hunting rifle, and I must say, that I'm quite satisfied with the result. Smile Also added a biggame hunter vest (basically just a recoloured hunter vest, that exchanges the shotgun shell pockets for small rifle mag pockets, to fit in those .30-06 rounds...).

I think I'm almost finished for making the update package... I'll have a lost run through the merc starting gear and will see, if there's more to fix.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227626] Fri, 17 July 2009 18:51 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Are you sure you wouldn't want to try this BAR? It's a pretty nice 7mm Rifle Smile

http://www.wmwiki.com/hosted/ja2/Web%20Previews/BARSafari.png

Download

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227643] Fri, 17 July 2009 19:21 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Kaerar
Are you sure you wouldn't want to try this BAR? It's a pretty nice 7mm Rifle Smile

http://www.wmwiki.com/hosted/ja2/Web%20Previews/BARSafari.png

Download



Nice work. Smile

Just grabbed the first one and replaced my pic. Thanks mate.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227651] Fri, 17 July 2009 19:36 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Didn't know which looked better so I made both Smile

Hope ya happy with it Very Happy

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227658] Fri, 17 July 2009 20:20 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Solved the problem by cutting prices and//or adding default attachments (in the case of the SEAL Recon rifle, I added the ACOG as default, this basically cuts down the price by somthing like 2k $. And as the only way getting the SEAL ingame is due to a conversion kit, I think that's okay...). And as for the AUG-A1 I gave Trevor, that also seems fair, as the amount of attachments to that gun is very limited (and he will have much fewer magazines than front-line mercs).


well, that sounds resonable. but could you explain to me, why the CQB AUG is more expensive than the regular AUG?

i

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227667] Fri, 17 July 2009 20:58 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Mauser

well, that sounds resonable. but could you explain to me, why the CQB AUG is more expensive than the regular AUG?

i

[Updated on: Fri, 17 July 2009 20:59] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227674] Fri, 17 July 2009 21:44 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
Hmm... I think this is set in the cities.xml, there should be a tag concerning train militia or something. Unfortunately I hadn't had a chance to test HAM 3.5 (mainly because I'm too stupid to get it installed with WF maps and item Mod, I guess...).


installation is quite easy, allthough not entirely unproblematic.

take your JA2 vanilla -> latest SVN release -> WF6.06 mod -> Alpha item mod, then copy over the HAM 3.5 exe and the XMLs that come with it in the tabledata folder.

change the 1.13 basic directory name to the one of the Wildfire Data in the VFS 1.13.ini and you should be good to go.

works good so far, except for the militia training, which seems impossible no matter where.
i definitely meet all the training requirements, but cannot start the training at all.

this should definitely be a HAM problem, supposedly with the XMLs. i

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227676] Fri, 17 July 2009 21:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded Alpha V29.


Changes included:
- removed all unnecessary items from OIV that were still in the mod (this includes the grenade panel, a.l.i.c.e pack, first aid response kit, 40mm grenade panel, old ghillie suit, medic and mechanic vest upgrades)
- added some new stuff (LBE items that use some of the medic vest pics, pants, a polo shirt, a new fur hat for Ivan, the BAR hunting rifle)
- completely updated Merc Starting gear for all A.I.M. mercs (the MERC mercs have to wait a bit for an update... but as most of their stuff is pretty unimpressive anyways, I might skip that altogether...)
- added a new pocket type (grenade large single), this helps to balance LBE items a bit. Not sure if it's already enough, have a look for yourself and tell me what you think.



You may find some of the loadouts a bit excessive on the ammo side (for example, Henning has each pocket of his Russian 107 vest filled with mags, that's right... that'll be 12 mags!), but this is intended.
The A.I.M frontline mercs are professionals who know what they are doing. And that is first and foremost: bring ammo with you, and lots of it...
It's also noteworthy, that I intended this starting gear for insane play with drop-all disabled and BR on a low setting (due to the options .ini starting cash on insane should be high enough to hire more than one merc, I set it at 150k and find this makes for a fair game start... the difficulty on insane shouldn't come from limited starting ressources, but from increased enemy activity in my opinion). In order not to run out of stuff, you should get enough from the starting mercs you chose. Another important factor for this decision was, that Imp mercs got a bit scaled down through these changes. They still have the same loadout (well, except for those Jeans i added...). If you want to have professionals on your team, get them from A.I.M. and not those punny Lvl 1 Imps.

I like the Imps, don't get me wrong... I always play with a full set of 6 and they do most of the work, but it's not fair, that you get a well equipped team for just 18k, that's why the Imps didn't get any additional ammo... The KAC you get for Marksmanship 90 only has a very limited amount of ammunition, so be sure not to waste too much of it early on, that 6x35 is hard to get in Arulco Wink.



Okay, that's it for now, happy hunting. :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227691] Sat, 18 July 2009 00:01 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Congrats on postings :wave: , off to d/l 29 now :cheers:

EDIT: just out of interest , would javelin / spear weapon / animation work ?

[Updated on: Sat, 18 July 2009 00:05] by Moderator

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227700] Sat, 18 July 2009 00:35 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
lockie
Congrats on postings :wave: , off to d/l 29 now :cheers:

EDIT: just out of interest , would javelin / spear weapon / animation work ?


Uhm... like Javelin Anti-Tank weapon, or old-school hand-to-hand Javelin?

I guess there would be animations needed for melee//thrown attacks (like some fighting animations for trench maces would be nice ^^).



I just started a new game with the new settings, so far I've taken Omerta and Barinas and it's quite some fun.

Play with my 6 imps, 2 A.I.M. Mercs with 2 week contracts (Grizzly and Fox), 6 A.I.M. mercs just for their gear (Monk, Magic, Lynx, Sidney, Thor and Fidel) and the 4 rebels (due to the early rebels patch, had a very old version of that one, thus I could grab Miguel and Carlos right away... if only I knew a bit about NPC scipting... *grmbl* I'd like to have Ira and Dimi from the start, Carlos after 1 town and Miguel after 2, that way it wouldn't be too overpowered, but still reasonably early to get them into your team. With the original settings they are next to useless, but as stated somewhere above in this thread I'm still not able to do the scripting... ah well, one of the next tasks I have to master...).



The BAR hunting rifle is really kick-ass. Quite some fun for my imp sniper. Smile

Resistance in Barinas was quite lame, just 14 enemies on insane, not a real problem for my imp squad. Even had the chance to rob 2 enemies with my martial arts guy (got a Garand and some other random stuff). Now heading for San Mona, to sell off the excess weapons and grab my second car. Afterwards it's up to Drassen with two teams and get hold of the airport...
Stay tuned for more updates on my progress and further additions to the mod.


happy hunting :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227702] Sat, 18 July 2009 00:49 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
i am now testing your V29 with HAM 3.5 and so far i got it running more or less good.

only thing is, that i cannot train militia in your new town sectors, because HAM uses different XMLs. you think you probably could look into that sometime and make those work together?

other than that, great job so far on the equipment and starting gear. the maps also seem more useful and balanced, especially the weapon caches now seem far more toned down in what you can loot there, allthough it

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227705] Sat, 18 July 2009 01:13 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
You've just re-downloaded the HAM zip, so I'd recommend you try out the HAM Default XMLs (in the appropriate zip inside the zip). There's no reason why they should not work with WildFire.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227706] Sat, 18 July 2009 01:29 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
By the way, if anyone wants to work with me on this (JP?) I want to make some "official" Wildfire+HAM XMLs, that allow classic HAM Dynamic Roaming and hopefully also get a good setup of "Default" and "HAM-style" facilities that could be added to HAM or Wildfire compatibility.

Since I haven't played WildFire, I would need to get a little familiar with the map, like what's what and where it is...

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227723] Sat, 18 July 2009 03:46 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
I've just had an attempt at installing Wildfire 6.06 and Alpha. It failed miserably. Where do I get the VFS file that this requires?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227724] Sat, 18 July 2009 04:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Headrock
I've just had an attempt at installing Wildfire 6.06 and Alpha. It failed miserably. Where do I get the VFS file that this requires?


Don't know about VFS. It probably runs only without (I still don't use VFS...) :whoknows: Maybe Lockie knows...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227725] Sat, 18 July 2009 04:29 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Headrock
By the way, if anyone wants to work with me on this (JP?) I want to make some "official" Wildfire+HAM XMLs, that allow classic HAM Dynamic Roaming and hopefully also get a good setup of "Default" and "HAM-style" facilities that could be added to HAM or Wildfire compatibility.

Since I haven't played WildFire, I would need to get a little familiar with the map, like what's what and where it is...


yeah, that

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227726] Sat, 18 July 2009 04:31 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
So I need to put the HAM XMLs into the Data-WF\TableData\Map folder, right? Or does it automatically read them from Data-1.13 if it can't find them in Data-WF?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227727] Sat, 18 July 2009 04:41 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Great, I understand it a little bit now (not fully though, I still need an answer to the above question).

Here's the VFS configs I'm using now.

Wildfire VFS

Extract to your main JA2 folder.

All you need to do to switch between Wildfire and 1.13 is to edit JA2.ini and change this:

; JA2 1.13
;VFS_CONFIG_INI = vfs_config.JA2113.ini

; JA2 Vanilla
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini

; JA2 1.13 Wildfire 6.06
VFS_CONFIG_INI = vfs_config.JA2113-WF.ini


into this:

; JA2 1.13
VFS_CONFIG_INI = vfs_config.JA2113.ini

; JA2 Vanilla
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini

; JA2 1.13 Wildfire 6.06
;VFS_CONFIG_INI = vfs_config.JA2113-WF.ini


Also sorry, I uploaded it with windowed 1024x768 selected Wink

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227728] Sat, 18 July 2009 04:41 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Headrock
So I need to put the HAM XMLs into the Data-WF\TableData\Map folder, right? Or does it automatically read them from Data-1.13 if it can't find them in Data-WF?


correct, you have to put them into the wildfire data folder and then tell VFS to read from that instead from standard Data-1.13.

at least that

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227729] Sat, 18 July 2009 04:45 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Headrock
Great, I understand it a little bit now (not fully though, I still need an answer to the above question).

Here's the VFS configs I'm using now.

Wildfire VFS

Extract to your main JA2 folder.

All you need to do to switch between Wildfire and 1.13 is to edit JA2.ini and change this:

; JA2 1.13
;VFS_CONFIG_INI = vfs_config.JA2113.ini

; JA2 Vanilla
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini

; JA2 1.13 Wildfire 6.06
VFS_CONFIG_INI = vfs_config.JA2113-WF.ini


into this:

; JA2 1.13
VFS_CONFIG_INI = vfs_config.JA2113.ini

; JA2 Vanilla
; VFS_CONFIG_INI = vfs_config.JA2Vanilla.ini

; JA2 1.13 Wildfire 6.06
;VFS_CONFIG_INI = vfs_config.JA2113-WF.ini


Also sorry, I uploaded it with windowed 1024x768 selected Wink


um, those 2 look pretty identical to me. where

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227730] Sat, 18 July 2009 04:47 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
@ Mauser: I've just tested HAM+WF with the "HAM Default" XMLs, and they seem to work fine for me. I've got an A.C.A in Drassen B13 (although heh there isn't one on the actual map Wink ) and can train easily... I can only conclude that you had installed the XMLs badly when first trying this out.

Quote:
um, those 2 look pretty identical to me. where

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227731] Sat, 18 July 2009 05:03 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
@ Mauser: I've just tested HAM+WF with the "HAM Default" XMLs, and they seem to work fine for me. I've got an A.C.A in Drassen B13 (although heh there isn't one on the actual map ) and can train easily... I can only conclude that you had installed the XMLs badly when first trying this out.


hmpf, interesting. something really seems to have gone wrong.

but were you also able to train militia in Omerta and the SAM site or at the road block south of Omerta?

Quote:
Wear some glasses please. ;


you mean the ";" ?

Quote:
Apparently not. My game is reading them from Data-1.13. That's redundancy for ya!


also interesting. oh the mysterious ways of the VFS! Very Happy

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227734] Sat, 18 July 2009 05:28 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
but were you also able to train militia in Omerta and the SAM site or at the road block south of Omerta?


I haven't tried that, but the HAM default XMLs don't offer training in any of those sectors anyway...

Quote:
you mean the ";" ?


Yeeeeesssssss. Give the man a cigar.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227747] Sat, 18 July 2009 07:32 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
I haven't tried that, but the HAM default XMLs don't offer training in any of those sectors anyway...


well then, time to change that with HAM for WF 6.06/Alpha item mod, dontcha think? Wink

Quote:
Yeeeeesssssss. Give the man a cigar.


ah, and why the heck does this little colon make such a big difference? is this some kind of marker which tells VFS which directory/mod is the active one?

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227753] Sat, 18 July 2009 07:44 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Or even copy the 1.13 config and call it Wildfire then change the path and choose which config file to use in the JA2.ini Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227759] Sat, 18 July 2009 08:06 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Well that's the thing - it's not as simple as that. One of the reasons my XMLs were being read from the Data-1.13 rather than Data-WF is that I used the vfs file to create a redundancy order. I basically TOLD it to read WF first, then look at 1.13 for anything that's missing. Or at least I think I did.

One thing I realized though - you still have to set the correct folder name in the vfs config file.

Quote:
ah, and why the heck does this little colon make such a big difference? is this some kind of marker which tells VFS which directory/mod is the active one?


The colon tells the program "don't read this line". So in the first example, the program reads the last line only, ignoring everything else. In the second example, it only reads the first line. Getting the hint? Wink

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227773] Sat, 18 July 2009 12:24 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Don't know about VFS. It probably runs only without (I still don't use VFS...) Maybe Lockie knows...


Sorry , I have'nt used VFS either...........

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227783] Sat, 18 July 2009 13:50 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
Messages:438
Registered:September 2007
Location: Lampukistan
OK guys, let's make a couple of configuration files.

There are two possibilities, one large monolithic file that contains everything or a couple of files, one for every mod.

I will describe the second approach. I will define a file for the basic game (vfs_ja2.ini), a file for the 1.13 mod (vfs_113.ini), a file for the HAM mod (vfs_HAM.ini), a file for the Wildfire Mod (vfs_WF.ini) and the obligatory user profile ini (vfs_user.ini).

To do this you will have to have this entry in your ja2.ini
[Ja2 Settings]
...
; JA2 1.13
; VFS_CONFIG_INI = vfs_config.JA2113.ini

; ja2 + 1.13 + HAM + WF
VFS_CONFIG_INI = vfs_ja2.ini, vfs_113.ini, vfs_HAM.ini, vfs_WF.ini, vfs_user.ini

; ja2 + 1.13 + HAM
;VFS_CONFIG_INI = vfs_ja2.ini, vfs_113.ini, vfs_HAM.ini, vfs_user.ini

; ja2 + 1.13
;VFS_CONFIG_INI = vfs_ja2.ini, vfs_113.ini, vfs_user.ini

; ja2
;VFS_CONFIG_INI = vfs_ja2.ini, vfs_user.ini

...


The file vfs_ja2.ini is basically a copy of vfs_config.JA2Vanilla.ini with some parts removed. It will be the largest file.
It loads the slf libraries and initializes the "Data" directory

; filename = vfs_ja2.ini

[vfs_config]
PROFILES = SlfLibs, Vanilla

[PROFILE_SlfLibs]
NAME = SLF Libs
LOCATIONS = Ambient, Anims, BattleSNDS, BigItems, Binarydata, Cursors, Data, Faces, Fonts, Interface, Intro, Laptop, Loadscreens, Maps, Mercedt, Music, Npc_speech, Npcdata, Radarmaps, Sounds, Speech, Tilesets
PROFILE_ROOT = 

[PROFILE_Vanilla]
NAME = Vanilla Dirs
LOCATIONS = data_dir
PROFILE_ROOT = 

#############################################################
##                       DATA PATHs                        ##
#############################################################
[LOC_data_dir]
TYPE = DIRECTORY
PATH = Data
MOUNT_POINT = 

#############################################################
##                       LIBRARIEs                         ##
#############################################################
[LOC_Ambient]
TYPE = LIBRARY
PATH = Data/Ambient.slf
VFS_PATH = Ambient.slf
MOUNT_POINT = 

[LOC_Anims]
TYPE = LIBRARY
PATH = Data/Anims.slf
VFS_PATH = Anims.slf
MOUNT_POINT = 

[LOC_BattleSNDS]
TYPE = LIBRARY
PATH = Data/BattleSNDS.slf
VFS_PATH = BattleSNDS.slf
MOUNT_POINT = 

[LOC_BigItems]
TYPE = LIBRARY
PATH = Data/BigItems.slf
VFS_PATH = BigItems.slf
MOUNT_POINT = 

[LOC_Binarydata]
TYPE = LIBRARY
PATH = Data/Binarydata.slf
VFS_PATH = Binarydata.slf
MOUNT_POINT = 

[LOC_Cursors]
TYPE = LIBRARY
PATH = Data/Cursors.slf
VFS_PATH = Cursors.slf
MOUNT_POINT = 

[LOC_Data]
TYPE = LIBRARY
PATH = Data/Data.slf
VFS_PATH = Data.slf
MOUNT_POINT = 

[LOC_Faces]
TYPE = LIBRARY
PATH = Data/Faces.slf
VFS_PATH = Faces.slf
MOUNT_POINT = 

[LOC_Fonts]
TYPE = LIBRARY
PATH = Data/Fonts.slf
VFS_PATH = Fonts.slf
MOUNT_POINT = 

[LOC_Interface]
TYPE = LIBRARY
PATH = Data/Interface.slf
VFS_PATH = Interface.slf
MOUNT_POINT = 

[LOC_Intro]
TYPE = LIBRARY
PATH = Data/Intro.slf
VFS_PATH = Intro.slf
MOUNT_POINT = 
OPTIONAL = True

[LOC_Laptop]
TYPE = LIBRARY
PATH = Data/Laptop.slf
VFS_PATH = Laptop.slf
MOUNT_POINT = 

[LOC_Loadscreens]
TYPE = LIBRARY
PATH = Data/Loadscreens.slf
VFS_PATH = Loadscreens.slf
MOUNT_POINT = 

[LOC_Maps]
TYPE = LIBRARY
PATH = Data/Maps.slf
VFS_PATH = Maps.slf
MOUNT_POINT = 

[LOC_Mercedt]
TYPE = LIBRARY
PATH = Data/Mercedt.slf
VFS_PATH = Mercedt.slf
MOUNT_POINT = 

[LOC_Music]
TYPE = LIBRARY
PATH = Data/Music.slf
VFS_PATH = Music.slf
MOUNT_POINT = 

[LOC_Npc_speech]
TYPE = LIBRARY
PATH = Data/Npc_speech.slf
VFS_PATH = Npc_speech.slf
MOUNT_POINT = 

[LOC_Npcdata]
TYPE = LIBRARY
PATH = Data/Npcdata.slf
VFS_PATH = Npcdata.slf
MOUNT_POINT = 

[LOC_Radarmaps]
TYPE = LIBRARY
PATH = Data/Radarmaps.slf
VFS_PATH = Radarmaps.slf
MOUNT_POINT = 

[LOC_Sounds]
TYPE = LIBRARY
PATH = Data/Sounds.slf
VFS_PATH = Sounds.slf
MOUNT_POINT = 

[LOC_Speech]
TYPE = LIBRARY
PATH = Data/Speech.slf
VFS_PATH = Speech.slf
MOUNT_POINT = 

[LOC_Tilesets]
TYPE = LIBRARY
PATH = Data/Tilesets.slf
VFS_PATH = Tilesets.slf
MOUNT_POINT = 


The file vfs_113.ini adds the "Data-1.13" directory to the VFS.
; filename = vfs_113.ini
[vfs_config]
PROFILES = v113

[PROFILE_v113]
NAME = v1.13
LOCATIONS = datav113_dir
PROFILE_ROOT = 

#############################################################
##                       DATA PATHs                        ##
#############################################################
[LOC_datav113_dir]
TYPE = DIRECTORY
PATH = Data-1.13
MOUNT_POINT = 


For the HAM and WF mods i assume that theis data directories will be located in a "Mods" directory. If this is not the place where you these mods are on you system, then you will have to adapt the paths.
; filename = vfs_HAM.ini
[vfs_config]
PROFILES = HAM

[PROFILE_HAM]
NAME = HAM 3.5
LOCATIONS = dataHAM
PROFILE_ROOT = 

#############################################################
##                       DATA PATHs                        ##
#############################################################
[LOC_dataHAM]
TYPE = DIRECTORY
PATH = Mods/HAM-3.5
MOUNT_POINT = 

; filename = vfs_WF.ini
[vfs_config]
PROFILES = WF

[PROFILE_WF]
NAME = Wildfire 6
LOCATIONS = dataWF6
PROFILE_ROOT = 

#############################################################
##                       DATA PATHs                        ##
#############################################################
[LOC_dataWF6]
TYPE = DIRECTORY
PATH = Mods/Wildfire-6
MOUNT_POINT = 


You will also need a user profile ini, because here you will specify where all temporary files, savegames and logs will be saved. If this file doesn't exist, the game won't start. Or better, if the things that are defined in vfs_user.ini are not defined anywhere else, then the game won't start.
; vfs_user.ini
[vfs_config]
PROFILES = UserProfile

[PROFILE_UserProfile]
NAME = Player Profile
LOCATIONS = uprof_root

; if PROFILE_ROOT is empty, PATH in the according Location section has to be specified
; specifiled directory *must* exist
PROFILE_ROOT = 

; WRITE has to be 'true' for the user profile, or you won't be able to save temporary files (= game doesn't start)
WRITE = true

#############################################################
##                       DATA PATHs                        ##
#############################################################
[LOC_uprof_root]
TYPE = DIRECTORY

; if PATH is empty, PROFILE_ROOT in the according Profile section has to be specified
; specifiled directory *must* exist
PATH = Profiles\UserProfile_JA2113

MOUNT_POINT = 


This configuration files should be complete (besides ja2.ini). Just copy the contents of the code blocks into the according files, adjust the data path (if needed) and start the game. Be warned, i haven't tested exactly this configuration, so there may be some typos.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227788] Sat, 18 July 2009 14:17 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
How about you design a point n click file :confused: :biglaugh:
Bring your hugely talented brain down a few levels and pretend that the end user / installer is a total idiot , who has to be led by the hand to bigger and better things Smile
Cause my eyes are crossing just looking at that lot , never mind thinking about doing it , plus it's Saturday and ma wee brain goes into hibernation for a coupla days :smallman:
BTW , it's an asset having you around here these days . Thanks .

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227792] Sat, 18 July 2009 15:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just went south along the road from San Mona to Estoni (and after fighting my way through a whooping 43 enemies at G5!), I discovered that the roadblock on G6 had no items (which was not intended), must have somehow made a bad save in the map editor on that one. I have already fixed it, this will be included in the complete map package I want to upload, once I've updated all maps... until then, that map won't have items (sorry...).

I'll continue now updating the maps... I'll leave Alma HQ for a while, I just can't get a grip on that map in the moment somehow...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227807] Sat, 18 July 2009 17:14 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
and after fighting my way through a whooping 43 enemies


That all ? 96 feckin elites / reds / allsorts at Drassen mine . Absolutely loved it !!

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227829] Sat, 18 July 2009 20:22 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Last chance for those who like modular speedloader pouches to remain in the mod to speak up. Tomorrow these will be gone otherwise... (no one seems to use them, I'd rather add a non-modular speedloader pocket. And in the long run I'll make modular pockets for large grenades instead...)

I'll probably also add different SMG mag pouches, only having the SAS ones is kind of strange (as these won't fit flavourwise for Arulcan army // certain mercs...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227836] Sat, 18 July 2009 22:10 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
how are the maps coming along ? nearly finished I hope............ :viking:

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227850] Sun, 19 July 2009 00:23 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
ok, i noticed some bugs but i don

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227852] Sun, 19 July 2009 00:40 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
ok..decided to give WF a try..and applied the add-on bits...its pretty cool...although the maps are annoyingly busy and crowded(item/building etc wise)..but found myself missing the HAM features i become spoiled with
i been reading these threads and seeing folks wondering about ham 3.5 compatability and issues pertaining to it..so i decided to go with my personal fav..ham 3.4..copied the 3.4 files over...and voila...WF runs like a dream with it..taken chitz and drassen and the chitz sam so far..no issues at all...while i dont get the facility improvments of 3.5..i do get all the suppression effects and dynamic militia stuff..so..HAM 3.4 works like a charm for those interested

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227859] Sun, 19 July 2009 01:01 Go to previous messageGo to previous message
Dummvogel is currently offline Dummvogel

 
Messages:5
Registered:February 2007
Location: Stade or Wolfenb

Mauser
ok, i noticed some bugs but i don

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