Home » MODDING HQ 1.13 » v1.13 General Development Talk » Looking for mod project managers in 2010
Looking for mod project managers in 2010[message #240760] Tue, 29 December 2009 14:51 Go to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Hello Everybody

There's a big pile of ja2 projects on my desk and i can't dedicate my time to all of them in 2010. I was therefore hoping to find some people that could help us out with various projects or at least develop ideas and suggest design decisions that i don't want to take myself in order to avoid having all mods that i do look the same.


- PCM, playable characters mod.
Tasks: Development of the english version in an exe-independant way, coordination with FFF-MP, maybe design decisions for PCM_DoM, coordination with the german PCM version and SCI's(Fan/ Scheinworld used to work on this)
Skills needed: Mostly use of proedit, also use of sound editing tools to generate character speech from existing npc speech, creating/ editing .edt files. Some basic knowlegde of NPC/ RPC face animations.
* Spearhead of RPC design.

- Renegade republic relaunch
Tasks: Bringing and ideally holding RR up to date with 1.13 development and the xml editor. Preparing new releases if possible. Coordination with RR2005. Design decisions as to which new features to implement into RR and how to do so.
Skills needed: xml editing with and without xml editor, ini-balancing, optionally sound editing and very optionally quest and scripting knowledge
* Total conversion

- Fight for freedom and FFF-MP campaign design and management
Tasks: Adapting the FFF-MP settings for either warring party (axis/ allied) in addition to the basic campaign setting that encompassess both parties as well as neutrals
skills needed: Xml editor knowlegde, collecting specific tile picture items, sti-edit skills to replace tile pictures, usage of randomteams.xml, Optionally adding more WW2 content. Coordination with the base campaign and the base Multiplayer setting.
*Never done before WW2 themes

I might add more possible projects that people can contribute to later on

Anybody that feels he has the time in 2010 and a bit of dedication to take over the works and enjoyments of the tasks above can step up in this thread or through PM's e-mails or whatever. Some of these management positions will allow to have a lot of discretion as to how to design a mod yet they'll provide you with a lot of preexisting content to use, so they're basicly a quickstart for modding. Note that you'll have to coordinate with the other projects, that usually means me. I'm difficult to work with, but if you're good, you'll get my full support and resources in ja2 modding.
Nota: There is no inherent risk of being rejected for lack of skills. Dedication to the tasks laid out and a certain interest in ja2 and modding are more important than adanced modding skills whatsoever.

Re: Looking for mod project managers in 2010[message #240763] Tue, 29 December 2009 16:02 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
I would urge all you would-be or actual modders out there to pitch in and please help out one of our top mod-makers .

Go Team Scorpion . Smile


Re: Looking for mod project managers in 2010[message #240782] Wed, 30 December 2009 07:45 Go to previous messageGo to next message
Off_Topic

 
Messages:1013
Registered:January 2009
I'll give you the steam off my piss if that helps "the Scorpion" ... Get a life.


Re: Looking for mod project managers in 2010[message #240786] Wed, 30 December 2009 10:39 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
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I assume you and he don't get on ?
Oh well........ Good New Year to you O/T :ok:


Re: Looking for mod project managers in 2010[message #240789] Wed, 30 December 2009 13:07 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Off_Topic
I'll give you the steam off my piss.


And there i was thinking the only thing you could do are babelfish translations of thrid party content. But apparently you can also produce lukewarm air out of body orifices Very Happy

I seriously underestimated you it seems
Re: Looking for mod project managers in 2010[message #240790] Wed, 30 December 2009 13:08 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
lockie
I would urge all you would-be or actual modders out there to pitch in and please help out one of our top mod-makers .

Go Team Scorpion . Smile


you heard the voice of reason and authority :wave:

Volunteers, step it up.



btw given how long (weeks, months, forever) it may take until a serious reply gets posted in this thread, it may be fruitful to have it stickied.
Re: Looking for mod project managers in 2010[message #240806] Wed, 30 December 2009 18:25 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Though time seems to be a constant problem for me, and I do tend to dissappear for weeks on end, I'd like to take a shot at making RR's XML's XML Editor compatible. I've had to go splicing in columns and stuff into the XML's enought times already for my own projects.

[Updated on: Wed, 30 December 2009 18:28] by Moderator



Re: Looking for mod project managers in 2010[message #240808] Wed, 30 December 2009 19:13 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Wow! Must be my lucky day. Not only a serious answer, but a topshot to boot. Time should be no problem, as i won't be supervising your work hours or anything like that. I would limit my own role to supporting you wherever i can, like explaining what the chaos in my xml's might ne intended to mean Smile
There's also not really a rush IMHO, as it matters little WHEN you achieve compatibility, a revision earlier or later.

I think i have your e-mail. Do you already have the latest RR files? Have you ever played any RR (It's not really mandatory, but if Yes then you know a few things that i might better explain if No)?
Besides, i can give a look at RR2005 where there's a few feature not in public RR. But that's not really related to XML work so only if you'd care about that.

Any other prerequsitions, information etc. that you'd require?
Re: Looking for mod project managers in 2010[message #240845] Thu, 31 December 2009 16:08 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Thanks for the vote of confidence. I have not had an opportunity to try out Renegade Republic yet, but will have a few days off next weeek to give it a start. Are the current files available to the public the ones you want made XML Editor compatible (the ones with the limited New Inventory stuff inserted)?

The new system is ready to go with respect to modding JA2; the XML Editor is working just fine under Windows 7, and my Licence for Office 2003 is good on the computer (not sure if it is for activation on 3 different computers or just 3 running at the same time). I'll try STI Edit and View later, but they shouldn't be needed for this.

Otherwise, JA2 modding stuff can be directed to the gmail account I set up for contact regarding the UC Hybrid: uc.ja2113.projects @ gmail.com

My initial goals are as follows:
- Virtual File System compatiblity (this one was a game breaker till the anger subsided and I got it working, now I find this feature very useful)
- XML Editor compatibility

[Updated on: Thu, 31 December 2009 16:25] by Moderator



Re: Looking for mod project managers in 2010[message #240846] Thu, 31 December 2009 16:52 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Yes, i think the files from the latest all in one patch are the ones. I may have made some additions since then, but certainly nothing of importance.
VFS should be rather easy for RR, the data-renegade folder just takes the place of the data-1.13 folder in the default VFS setup (you can do it in a leaner way of course in order to save some disk space)
The XML editor expects for example all explosives entries to have a physical item associated with them. RR uses a few explosives entries for ammo only, so you'd have to add some dummy items for these explosives entries. Then of course, the entire lbe section is probably not in line with the editors' formal preconditons.

A short go at the RR campaign might make it indeed easier to figure some of that stuff, as RR was proof of concept as well as design spearhead of 1.13, we also did a few rather experimental things xml-wise (that's a fair warning here, lol)
Re: Looking for mod project managers in 2010[message #240849] Thu, 31 December 2009 17:01 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Yeah the VFS is the easy part. I'm planning on isolating the original RR files (including the All-in-One Patch from your post 04 August, 2008 12:14 PM) in its own Data-RR folder. Additional changes will be in a Data-RR2010 folder.

According to your description for the patch, it notes XML Editor compatibility. I'm guessing that it can simply open the files, but saving them will cause problems?

I'll keep an eye out for the dummy explosives. Everytime I added an item they kept moving for me, fun times for the Beta testers...

[Updated on: Thu, 31 December 2009 17:07] by Moderator



Re: Looking for mod project managers in 2010[message #240850] Thu, 31 December 2009 17:26 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Well, there was a patch to bring RR's xmls to editor compatibility, but this didn't really work out. The patch i mean is this one

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=196031&page=1#Post196031

i'm not perfectly certain where it can still be obtained. Is hoenir's site currently available or not?
This latest patch doesn't include xml editor compatibility. If it's in the description, then the description may be wrong.
Re: Looking for mod project managers in 2010[message #240864] Fri, 01 January 2010 07:58 Go to previous messageGo to next message
Off_Topic

 
Messages:1013
Registered:January 2009
the scorpion
Off_Topic
I'll give you the steam off my piss.


And there i was thinking the only thing you could do are babelfish translations of thrid party content. But apparently you can also produce lukewarm air out of body orifices Very Happy

I seriously underestimated you it seems


Well, at least a half arse translation is better than a half arse excuse for a "MoD", go have a beer man. It is telling that there are no requests for your mods since the links were deleted several days ago...


Re: Looking for mod project managers in 2010[message #240870] Fri, 01 January 2010 13:29 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
I checked it, the allinonepatch is still available from badongo. Hoenir's page might be down once more but might be up again at some point.
Re: Looking for mod project managers in 2010[message #241216] Tue, 05 January 2010 07:17 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
I've downloaded the mod and the patch. Also I have confirmed that it is not immediately XMLEditor compatible. This one looks like it is going to take a tad more work than the addition of a few files from Data-1.13 which was all that the new DBB/COS needed. Something to do tomorrow.


Re: Looking for mod project managers in 2010[message #241268] Tue, 05 January 2010 17:24 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
yeah. if it were too easy, it might have tried harder myself Smile

But i think a few dummy items for explosive ammo and a few dummy items for unused LBE entries will already help over a few "item is not in parent table" idiotic error messages Smile

Back then, i took a quick way to implement NIV support, leaving out a lot of the redundant lbe entries, not designing items for them, so they miss entries in the parent table (items.xml)
Of course only the designer of the xml editor alone knows why the editor expects there to be corresponding entries in parent tables while the game happily works without them :shrug:

did you already find other typical issues?
Re: Looking for mod project managers in 2010[message #241345] Thu, 07 January 2010 01:27 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
I've found at least one major structural difference between RR's XMLs and the current format. For some reason when I open RR's items.xml, it goes all diagonal, each non-0 variable gets its own row. For instance Item 0 NADA extends down a dozen rows. The 1099 item numbers in use, take up 24305 rows. This I'm going to need to fix first before I start splicing in variables.


Re: Looking for mod project managers in 2010[message #241368] Thu, 07 January 2010 13:18 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
you mean deleting the zero entries? i'm not sure if this has to be done manually. Doesn't the xml editor cut them automatically?

btw i found an items.xml file without zero entries. i just doubt that it has everything correct, especially explosives and lbe's and such. Do you use any Diff tools?
Re: Looking for mod project managers in 2010[message #241426] Fri, 08 January 2010 18:15 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
I'm not at the stage where I'm going to attempt to use the XMLEditor on the RR XML's yet. Progress is being made, but it will take some time.

In MS Excel 2003, I am also noticing that aside from the missing new variables the RR items.xml does not seem to have the old columns has in the right order. This is no problem, once I get each item consolidated in one row, I am going to simply cut and paste the data into the most recent DATA-1.13's items.xml. This woundn't be the first time I've had to cut and paste data one column at a time for JA2 1.13; this is how I kept the UC-1.13 Hybrid project up to date.

I'm doing this all by hand in MS Excel, and I suspect this is the only way to reorder the xml's so that the XMLEditor will actually read the data in the first place. No worries, I'm doing it in managable chunks, and I've got some time on my hands.

[Updated on: Fri, 08 January 2010 18:18] by Moderator



Re: Looking for mod project managers in 2010[message #241446] Fri, 08 January 2010 22:46 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
wil473
No worries, I'm doing it in managable chunks, and I've got some time on my hands.


I have full confidence in what you do. I was just trying to do little contributions, but probably i was rather causing irritation than anything else. Sry :whistle:
Re: Looking for mod project managers in 2010[message #242256] Wed, 20 January 2010 05:17 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
Progress Report on RR XMLs:
- items.xml is now XML Editor compatible

However:
- weapons.xml looks like it should work, but doesn't; this is next on the list of things to do
- Merge and attachment related xmls had to be removed


Re: Looking for mod project managers in 2010[message #242261] Wed, 20 January 2010 09:57 Go to previous messageGo to next message
Starwalker

 
Messages:767
Registered:October 2005
Location: Hannover, Germany
wil473
- Merge and attachment related xmls had to be removed

Why that?


Re: Looking for mod project managers in 2010[message #242265] Wed, 20 January 2010 13:06 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
wil473
Progress Report on RR XMLs:
- items.xml is now XML Editor compatible

However:
- weapons.xml looks like it should work, but doesn't; this is next on the list of things to do
- Merge and attachment related xmls had to be removed


great to hear about items.xml
weapons.xml has an easy structure, i'm confident you'll get it to load.
*edit*
feel free to share the xml editor's error message(s) with us, maybe it rings a bell with someone. Smile

merges and attachments are tricky. The xml editor has ridiculously more narrow expectations of how they must look like than the actual game. So my attachments, merges etc. from the time before the editor work normally in the game, but the editor expects a different structure.

So you plan to redesign them from the ground up? that would certainly be the most thorough way to adress he issue.

[Updated on: Wed, 20 January 2010 13:24] by Moderator

Re: Looking for mod project managers in 2010[message #242278] Wed, 20 January 2010 18:31 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
With the mergers and attachments I'll see what I can salvage using Excel. If it comes down to revamping mergers and attachments from scratch I may have to leave much of it to you as that requires knowledge of the mod's storyline and philosophy. But this is all for much later.

Found something when I was browsing RR in the XML Editor: For some reason I don't seem to be seeing a customized tileset for p2items (I haven't checked the others yet). This by itself was causing the XMLEditor to crash when you try to bring up an item using the P2 Item graphics. This has to be taken care of before anything else.

weapons.xml will be after that.

[Updated on: Wed, 20 January 2010 18:43] by Moderator



Re: Looking for mod project managers in 2010[message #242279] Wed, 20 January 2010 18:55 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
it's been a while since RR's philosophy and storyline was designed. I think i wouldn't remember it in details myself but i understand that this would be beyond the mandate that you took up Smile i guess it's been tons of work already. :thumbsup:

the game doesn't really require custom smp2items, so it's not there. I think you can use 1.13's.
Maybe rr's doesn't even use custom mdp2items, i don't remember that either. It's really strange the editor requires these files and doesn't use placeholder or defaults like the game does.
Re: Looking for mod project managers in 2010[message #242490] Mon, 25 January 2010 17:23 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
I fixed weapons.xml, for some reason there were decimal values in the columns for some of the sound variables.

Won't a missing tileset images cause a crash if that item is dropped or otherwise appears in the tactical map? For XML Editor compatiblity I'll be needing to make sure all the graphics add up.


Re: Looking for mod project managers in 2010[message #242493] Mon, 25 January 2010 18:08 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Regarding PCM. Have started making a recruitable Kyle Lemmons but it's not the voice files that are going to cause me grief (man there are some great lines to chop up) but the lack of all the face files. Between me & Scorpion the only characters left to do who already have full face files are Rat and.... Speck of all people. I'll get round to them after Kyle I guess.

Re: Looking for mod project managers in 2010[message #242498] Mon, 25 January 2010 18:55 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
@Wil473

decimal values for sounds? Sounds like they were "shifted" there for some reason. Burst ani delay was the only thing that had decimals IIRC. That was certainly not done on purpose there, sry Sad
Good catch though :thumbsup:

When an item is dropped to the ground in 1.13 and has no tileset image it uses a placeholder, IIRC the first graphic in the file (frame 0)
But of course, we need them for the editor that doesn't have this smart feature.

@Will Gates

I suppose Kyle will be very funny. Let's team him up with Brenda Smile

By the way, FFF-MP now has quite a few more playables, many of them former NPC's. For now, they're all limited to battlesounds rather than full speech, but some of them are really fun and worth checking out. Without external face coords for all sizes, their use is currently somewhat limited to multiplayer though.
Do you think we could activate Speck for the normal game? I mean he's like an "internal" character of sorts. Would be interesting to find out if he can take up a second function as playable char Smile

Re: Looking for mod project managers in 2010[message #242514] Mon, 25 January 2010 23:02 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Mergers.xml and Attachments.xml are fixed. I took a look at the error list from the XML Editor and it was just a handful of duplicate entries.

The graphics are now in order, and I think at this point the only thing left is the XML for Bobby Ray's shipping list and a VFS ini. What are the two cities in RR that replace Drassen and Medunna?

Edit: sorry, I just noticed that the Load Bearing Equipment does not have any pockets. I'll need to figure out what is going on there, but this issue does not seem to crash the editor.

[Updated on: Mon, 25 January 2010 23:07] by Moderator



Re: Looking for mod project managers in 2010[message #242521] Mon, 25 January 2010 23:31 Go to previous message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
BRay shipping list? that's a new xml right? The cities would have to be machatschkala and trabzon i guess.

Lbe items... don't remember, i'd say they use default pockets xml. So maybe i didn't duplicate the file because it was already using the one in /data-1.13 or /data :whoknows:
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