Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Starting Gear Interface
New Starting Gear Interface[message #258223] Mon, 02 August 2010 22:03 Go to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
Ladies and Gentlemen, I hereby present New Starting Gear Interface (NSGI) on request of a modder Razz
The code is based upon the beta MP source, so NAS is integrated.
Credits for helping: Warmsteel, Headrock and smeagol

Features:
- New 21 item Merc starting gear view, instead of just 8 items.
- Up to 5 different Gearkit's definable per Merc, these can be selected when hiring an AIM merc
- Extra: my upgraded code for Merc's on assignment, no more Merc's on other assignments if you don't want them to (ini is set to default)
- OIV will just have the 21 item interface without the kit selection
- *NEW* Externalized the option to enable/disable NSGI
- New hotkey for in strategic view, Shift+W, makes merc drop ALL ITEMS

Planned Features:
- Random Kit selection for MERC mercs, this will make the system randomly select one of the up to five definable gearkits

Installation:
- Clean JA2 Install, add 1.13 files around Rev 1227
- Overwrite with Beta GameDir files
- Extract data from NSGI file to the JA2 dir (the new MercStartingGear.xml will only work with the NSGI exe so backup the old one if you want to revert)

Screenshots
Barry with all five definable kits, just chose some starting kits from other mercs
Nails with just one kit defined to show default behaviour
http://img840.imageshack.us/img840/7893/screen1v.jpghttp://img101.imageshack.us/img101/5917/screen2uxr.jpg
http://img529.imageshack.us/img529/5595/screen3gi.jpghttp://img827.imageshack.us/img827/6958/screen4r.jpg
http://img688.imageshack.us/img688/2353/screen5dq.jpghttp://img826.imageshack.us/img826/85/screen6p.jpg

[color:#FF0000]*WARNING NSGI ONLY WORKS WITH BETA INSTALLS*[/color]
Updated Beta 0.4 can be downloaded from here http://www.mediafire.com/tais113stuff
*Also added a SCI 7z file based on the beta SVN + NAS + NSGI 0.3, just drop this over a default ja2 install and go*

Version history
- 0.1 Initial version
- 0.2 Moved kit selection buttons underneath the weaponbox, fixed detection of OIV so kit selection is disabled
- 0.3 Added modified xml for ini editor to recognize different way of setting assignment options
- 0.3.1 Replaced zipped default xml with correct version
- 0.4 Added externalization to enable/disable NSGI, also added new hotkey for Strategic View, Shift+W will unload ALL ITEMS on a merc compared to Shift+E

Please report any bugs or problems here!

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First Sergeant

Re: New Starting Gear Interface[message #258225] Mon, 02 August 2010 22:54 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Great work. This is next on my to-do list. Smile

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Lieutenant

Re: New Starting Gear Interface[message #258227] Mon, 02 August 2010 22:58 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
is it a savebreaker?

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Sergeant Major
Re: New Starting Gear Interface[message #258237] Mon, 02 August 2010 23:30 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
negative.. all saves made with the beta will work, if the beta is a savebreaker for standard builds so is this..
just an xml breaker atm, it overwrites MercStartingGear.xml with one that's incompatible with any vanilla version so plz backup that file if you have something special with it.

The xml that overwrites is a techdemo, i just copied around some mercgear kits from merc to merc so don't blame me if you don't like the kits, a default file in 7z is included in the root of the archive, this is compatible with nsgi but won't show any buttons because it's vanilla Smile

all it does is load up to 5 starting gear kits from the xml, the buttons make you choose which one you want to use and then you hire the Merc just as always.
no gears are shown if the Merc has been previously hired.

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First Sergeant

Re: New Starting Gear Interface[message #258239] Mon, 02 August 2010 23:32 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
This place is busy these days Smile

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Captain

Re: New Starting Gear Interface[message #258240] Mon, 02 August 2010 23:34 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
well i'm just getting started with some easy to do stuff that i think needs to be included Very Happy
this one has been a bit harder though.. but thanks to some help i got to finish it!

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First Sergeant

Re: New Starting Gear Interface[message #258242] Mon, 02 August 2010 23:35 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Looks good ,I've d/loaded so give it a go tomorrow !

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Captain

Re: New Starting Gear Interface[message #258278] Tue, 03 August 2010 11:29 Go to previous messageGo to next message
GeneralArthur is currently offline GeneralArthur

 
Messages:11
Registered:January 2008
Location: Potchefstroom, South Afri...
Good one Tais, will download and give it a crack!

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Private
Re: New Starting Gear Interface[message #258294] Tue, 03 August 2010 16:59 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Very nicew work Tais, lookin

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First Sergeant
Re: New Starting Gear Interface[message #258303] Tue, 03 August 2010 17:41 Go to previous messageGo to next message
deknegt is currently offline deknegt

 
Messages:140
Registered:June 2007
Location: Doetinchem, Netherlands
Mauser

allthough maybe not as flexible as a completely self defineable starting gear through some sort of BR-shopping window, but definitely a much needed and appreciated addition that should give a lot more tactical flexibility in outfitting your mercs according to their role and, maybe most important of all, according to available funds and game progress.


A wise man once said ''The road to enlightenment is one carved with time and patience.''


Basically saying, that if you wait long enough for something that it will come to you.

Have patience, because progress never stops on this epic game.

And the layout is looking mighty fine!

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Sergeant
Re: New Starting Gear Interface[message #258473] Thu, 05 August 2010 13:43 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
Mauser

one little request: would it be possible to add a name/description field for each starting gear set?
you know, just so you can give each one a distinctive name that describes it

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First Sergeant

Re: New Starting Gear Interface[message #258487] Thu, 05 August 2010 17:09 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@Tais: If it is stable I would like to include that in 1.13. Please make an ja2_options.ini SWITCH to switch between your new interface and the existing one.

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Sergeant Major

Re: New Starting Gear Interface[message #258488] Thu, 05 August 2010 17:17 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
at this moment it is stable, i am gonna make the ini externalisation and post that update here.. once that is stable i will let you know rowa Smile

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First Sergeant

Re: New Starting Gear Interface[message #258712] Sun, 08 August 2010 00:34 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
New version 0.4 uploaded, info in starting post.
Please test this version thoroughly and report any problems in this thread, i'd like to have some info on the multiplayer part, does it work?

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First Sergeant

Re: New Starting Gear Interface[message #258882] Mon, 09 August 2010 11:23 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@all: Now it is official part of the 1.13 development source code Smile

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Sergeant Major

Re: New Starting Gear Interface[message #258889] Mon, 09 August 2010 12:24 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
advisory for modders: change your MercStartingGear.xml files according to the new style! or else no starting gear!
you only have to change to the new format, no need to add extra starting kits if you dont want them, the vanilla 1.13 will also have no selection buttons available!

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First Sergeant

Re: New Starting Gear Interface[message #275591] Sat, 12 March 2011 06:11 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
Mauser
one little request: would it be possible to add a name/description field for each starting gear set?
Tais
just click around on each merc's page and you'll find out quick enough
I support the request. Where do the names "Kit 1", "Kit 2",... come from? They're hardcoded I suppose. If the game reads the gear for each kit from an XML, would it be hard to make it look for another parameter with a name string? With no name found it could then default the kit name to the way it's like at the moment. This might give modders a way to add a sort of class-based roleplay element, because, frankly, "Machine Gunner" sounds far better than "Kit 4" and players wouldn't have to check out each item for themselves. If there is a problem, I'm asking you to explain it to me.

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Master Sergeant
Re: New Starting Gear Interface[message #284769] Sun, 26 June 2011 17:24 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
Was this released with the new v1.13?

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First Sergeant

Re: New Starting Gear Interface[message #284771] Sun, 26 June 2011 17:27 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Off_Topic
Was this released with the new v1.13?


Yes, but there is currently only 1 Gearkit defined for each merc, so you wan't see additional Gearkit selections in default 1.13.

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Sergeant Major

Re: New Starting Gear Interface[message #284772] Sun, 26 June 2011 17:27 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yupp. But nobody volunteered to make kits, so the only change you'll see in basic 1.13 is the 21 items shown instead of the old 8.

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Captain

Re: New Starting Gear Interface[message #284774] Sun, 26 June 2011 17:29 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
Ok, and how do i add additional Gearkits?

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First Sergeant

Re: New Starting Gear Interface[message #284775] Sun, 26 June 2011 17:31 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Add a second (3rd - 5th) block in mercstartinggear.xml for the merc in question.

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Captain

Re: New Starting Gear Interface[message #284776] Sun, 26 June 2011 17:37 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
Cool, but is there an easier way to add items rather than editing the mercstartinggear.xml?

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First Sergeant

Re: New Starting Gear Interface[message #284777] Sun, 26 June 2011 17:39 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
There's a merc profile editor that can do this, the XML editor also has the possibility to do this

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First Sergeant

Re: New Starting Gear Interface[message #284778] Sun, 26 June 2011 17:40 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
Brilliant, for some reason i didn't think it would be that easy. That's my pet project sorted for the time being.

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First Sergeant

Re: New Starting Gear Interface[message #284816] Mon, 27 June 2011 01:45 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
I was messing around with this today, but ran into a little trouble. I can add/edit one Merc no problem, but when i try to edit a 2nd merc the extra gear kits do not appear and all the other merc's gear disappears (except for the 1st merc edited).

Any suggestions?

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First Sergeant

Re: New Starting Gear Interface[message #284818] Mon, 27 June 2011 02:12 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
did you use the XML Editor or the Merc Profile Editor for editing?

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Sergeant Major

Re: New Starting Gear Interface[message #284819] Mon, 27 June 2011 02:28 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
I tried the XML editor first, that's where i ran into trouble.

Just tried the MPE now and it seems to be working a lot better (so far).

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First Sergeant

Re: New Starting Gear Interface[message #285204] Fri, 01 July 2011 15:49 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
The XML-editor, at least the version I have, does not support NSGI. It "kills" all gears save for the first one of each merc. Therefore you better edit them by hand (the MercStaringGear.XML); and when having done so make a backup-copy of that file! because once you use the XML-editor later it will again overwrite your edited XML, even when you had not touched that part in the XNL-editor.

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First Sergeant
Re: New Starting Gear Interface[message #285206] Fri, 01 July 2011 15:53 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
what version of the xml editor are you running, because as far as i know the most recent versions of the xml editor such as the one that's included in the spring release fully supports gearkits
if that is not good enough there's also the merc profile editor which also has support for editing the merc starting gearkits
*edit* your xml editor is ancient history, the gearkits have been supported since around january

[Updated on: Fri, 01 July 2011 15:57] by Moderator

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First Sergeant

Re: New Starting Gear Interface[message #285207] Fri, 01 July 2011 15:58 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Buns
The XML-editor, at least the version I have, does not support NSGI. It "kills" all gears save for the first one of each merc. Therefore you better edit them by hand (the MercStaringGear.XML); and when having done so make a backup-copy of that file! because once you use the XML-editor later it will again overwrite your edited XML, even when you had not touched that part in the XNL-editor.


Definitly, thats not the latest version.

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Sergeant Major

Re: New Starting Gear Interface[message #285213] Fri, 01 July 2011 17:14 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:999
Registered:January 2009
I've experienced this as well, if you use the xml editor (release version), it will not add new kits to the game. It only adds gear for Barry and removes all kits (including standard issue) from the remaining Mercs.

No problems with Merc Profile Editor, just a lot slower.

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First Sergeant

Re: New Starting Gear Interface[message #285455] Sun, 03 July 2011 12:19 Go to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
RoWa21
Definitly, thats not the latest version.
Yes, that's correct. The last version of the XML-editor I used was that of the version prior to the latest release.

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First Sergeant
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