Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Help me navigate the mod sea to get where I want to be
Help me navigate the mod sea to get where I want to be[message #306287] Fri, 22 June 2012 22:50 Go to next message
jaredh

 
Messages:8
Registered:June 2006
Location: Dallas Tx
I'm back from an extremely long hiatus, and I'm looking to get a new game going, but after spending about 5 hours reading, I'm at a loss as to how to do it considering the state of mods around here and how some of them simply deviate from what makes sense.

My objective is to get a game that has the following:

1) Widescreen support (this isn't even negotiable anymore)
2) WF 10 man squad sizes
3) Non-base maps for variety. WF maps are fine
4) AIMNAS. I'm not interested in the beta bigmaps build what-so-ever. This is for a complete play through over the next month...
5) Latest merc setups, especially the fantastic optional gear-out stuff

So far, I can't figure out any way to make this happen, and honestly, I can't see coming back and playing this game right now without all these things, so I'm looking for anybody who can explain how to make the above happen.

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Private
Re: Help me navigate the mod sea to get where I want to be[message #306288] Fri, 22 June 2012 23:01 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
1) get SVN
2) get SVN, 10 man squads has nothing to do with WF
3) get AIMNAS
4) get SVN, AIMNAS has bigmaps, period
5) get AIMNAS

so it's 3 vs 2, sorry you shouldnt get AIMNAS, get SVN!

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306289] Fri, 22 June 2012 23:53 Go to previous messageGo to next message
cdudau
I am getting really curious to see how many people actually want big maps opposed to those who don't.

:headscratch:

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Re: Help me navigate the mod sea to get where I want to be[message #306291] Sat, 23 June 2012 00:04 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Enough.

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306292] Sat, 23 June 2012 00:09 Go to previous messageGo to next message
jaredh

 
Messages:8
Registered:June 2006
Location: Dallas Tx
Tais
1) get SVN
2) get SVN, 10 man squads has nothing to do with WF
3) get AIMNAS
4) get SVN, AIMNAS has bigmaps, period
5) get AIMNAS

so it's 3 vs 2, sorry you shouldnt get AIMNAS, get SVN!


The older V21 version of AIMNAS appears to be what I need, I just need it to work with the latest unstable from what I can see.

I can live without AIMNAS I guess, but I'd rather not. I'm looking for the complete up-to-date experience, and it certainly seems the Mod scene at this point doesn't make this possible (which is quite disappointing).

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Private
Re: Help me navigate the mod sea to get where I want to be[message #306293] Sat, 23 June 2012 00:11 Go to previous messageGo to next message
cdudau
DepressivesBrot
Enough.


http://us6.memecdn.com/Hilarious-Post_o_139691.jpg


On a serious note though, I would actually like to see who is in favor and who is not.

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Re: Help me navigate the mod sea to get where I want to be[message #306294] Sat, 23 June 2012 00:13 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
Development is going fast, there's new features being added or things being changed every one or two weeks, you want the newest you'll have to accept getting stuff you dont want or be willing to change something about that yourself.
In principle it should be possible to just run AIMNAS as an item mod on top of standard 1.13 maps or any other maps that have been specifically made for vanilla 1.13

PS. Moderators is it possible to put a tao filter on tao? as in tao - tao = ??

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306295] Sat, 23 June 2012 00:15 Go to previous messageGo to next message
cdudau
Tais
Development is going fast, there's new features being added or things being changed every one or two weeks, you want the newest you'll have to accept getting stuff you dont want or be willing to change something about that yourself.
In principle it should be possible to just run AIMNAS as an item mod on top of standard 1.13 maps or any other maps that have been specifically made for vanilla 1.13


The maps would first need to be cleared of items.

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Re: Help me navigate the mod sea to get where I want to be[message #306296] Sat, 23 June 2012 00:17 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
No they wouldnt, aimnas actually doesnt overwrite vanilla item id's (last time I checked) so this would just mean that no aimnas items would be dropped or found in crates

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306297] Sat, 23 June 2012 00:20 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Oh my, he found the memepics Uh Oh

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306298] Sat, 23 June 2012 00:26 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
Oh and tao, on the department of bigmaps or no bigmaps, there's a very simple story about that you can ask who's in favor or who's not, wouldn't mean a thing though because the people that make mods are not running a democracy and will thereby most surely just ignore it all.

This all falls into the category, if you want it different change it yourself but stop whining as the only thing it will do is piss people off
And this is not just pointed at tao, there's enough people here that are spending their precious time to get all of you these goodies, instead of complaining and asking for us to change stuff for you how about you chipping in yourselves and donating a little bit of your precious time, this has been asked enough times before and everyone seems to suddenly turn blind when they reach that part.

It's not rocket science

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306300] Sat, 23 June 2012 00:44 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Hai, I'm new in the forum how can i has AR, UC and Vanilla with bigmaps. Sry for bad engrish.

kthxbye

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First Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306302] Sat, 23 June 2012 00:54 Go to previous messageGo to next message
jaredh

 
Messages:8
Registered:June 2006
Location: Dallas Tx
OK, infighting between you all aside....

I'm reading Tais suggesting it might be possible to make it work, with a bit of coding. Specifically, what needs to be done? I can pretty much code it all myself with a nudge in the right direction...the problem is I'm seeing a very daunting task of simply figuring out how to change it before actually pulling the trigger to make it work.

Has anyone actually gotten newer SVN versions of 1.13 to work with V21 AIMNAS?

The only thing I care about greatly in AIMNAS are the ammo crates that seem to be specific to it, which is without question something that should have been in the base game. Managing endless stacks of clips was always a nightmare back in the day...I'm really not interested in doing that ever again. Is there something else somewhere that gives me that functionality?

On your bigmaps debate...If its was a finished product, I'd be very interested....until then, its a non-starter for me since I want to play the entire game one time through to scratch my JA2 itch and move on to the next itch.

[Updated on: Sat, 23 June 2012 00:56] by Moderator

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Private
Re: Help me navigate the mod sea to get where I want to be[message #306304] Sat, 23 June 2012 00:58 Go to previous messageGo to next message
Colibr is currently offline Colibr

 
Messages:48
Registered:June 2012
@jaredh:

I'm having a fair bit of luck with SCI_113tais_r5354.7z + AIMNASv21. I mention a couple of things I had to do to get it working in Tais' announcement thread here.

I'd add that I've also run into a weird bandaging bug, where a merc who's supposed to bandage either himself or another merc will collapse as if out of energy, with no way of reviving him (he has full energy), so you may have to quick save before applying bandages. This happens maybe 30% of the time with me. The other is that I managed once to get the dreaded item deletion bug, where all the items in a sector (in this case, Drassen's mine) were randomly deleted--though I think I got that one in the last stable release of 1.13 as well.

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Corporal
Re: Help me navigate the mod sea to get where I want to be[message #306307] Sat, 23 June 2012 01:07 Go to previous messageGo to next message
cdudau
Only bitching being done is from yall's clique. Any time someone mentions anything even remotely close to showing your work in a negative light or "what you consider negativity", you choose to assault them with insults.

I am REALLY interested in how many people like the bigmaps and how many don't. What's the big deal??? You got countless people trying to get rid of the big maps by setting up there own versions.

Question for Tais and DB:
Do you even like them??????????

Another problem I have found is that the AI is fucking stupid on big maps. The more I play, the more I realize this is a lost cause. Talk some sense into your de facto leader.

And for the record, I don't give a fuck about who I piss off. I have never been scared of confrontation and I really don't see myself ever being scared of it in the future.

Peace & Love Homies,

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Re: Help me navigate the mod sea to get where I want to be[message #306309] Sat, 23 June 2012 01:19 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I dont like bigmaps that much but I don't care because I know what I need to do to make the game work the way I want it to and that's because I actually spend time on learning about the specifics.

@jaredh

You could try and detach maps from aimnas v27 and integrate the v21 maps into it, you could get weird results as this is obviously not a supported way of working but I could point you in the right direction.

You could try to remove the maps and tilesets folders and ja2set.dat or ja2set.dat.xml from the v27 data folder and replacing those with the same folders and file from v21.

smeag will most certainly have also changed a lot of stuff in the TableData\Maps folder so you could see what happens when you replace that with the v21 version

I could have forgotten something so it's gonna be some experimenting that you're going to have to do, this all falls under the category of actually using your brain and testing some stuff out, when you have the solution just post it and help others!

There is no need to code anything as it's all gamedata that needs to be replaced/adjusted

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306310] Sat, 23 June 2012 01:22 Go to previous messageGo to next message
cdudau
Also the grid numbers.

I tried most of what you stated and failed.

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Re: Help me navigate the mod sea to get where I want to be[message #306311] Sat, 23 June 2012 01:24 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
what are you talking about tao...

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306312] Sat, 23 June 2012 01:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
tao
Do you even like them??????????

Yes.

As for your statistic: If you got a reliable way to collect that data, go ahead. Keep terms like 'vocal minority' in mind though. And also remember that you can stop right now if you want them for anything but your personal enlightenment, because the Internet in general and modding in particular are dictatorships. Period.

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306314] Sat, 23 June 2012 01:27 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
smeag kind of looks like fidel castro doesn't he depri?

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306315] Sat, 23 June 2012 01:35 Go to previous messageGo to next message
cdudau
Dictatorship that doesn't last. It won't get finished. When I say finished I really mean this: It won't be functional on many levels. Too many problems + Too little time = uhhh....

You are right when you say "vocal minority". Yes, I do want them for my own personal enlightenment. It is actually interesting in a lot of ways.

Tais
what are you talking about tao...


I tried old maps on AIMNAS. I never thought about going the other way. I will try that.

Tais
I dont like bigmaps that much but I don't care because I know what I need to do to make the game work the way I want it to and that's because I actually spend time on learning about the specifics.


Not everyone knows how to do these things. That's why I proposed that dual project via vfs. No response as usual. I already know what the clique is going to say, "Then do it yourself!". I thought it was a cool idea, but you are right. I probably won't be doing any modding like that in the near future.

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Re: Help me navigate the mod sea to get where I want to be[message #306316] Sat, 23 June 2012 01:37 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
Due to certain advantages only big maps offer, I count myself to those who like them. But despite of that, I archived many builds and SCIs until now and have one SVN build with AR and one AIMNAS build with Bigmaps running. 2 games in different directories. Once I'm tired of game 1, I start the exe of game 2. it's soo easy. But I'll just leave this here...
http://i205.photobucket.com/albums/bb319/VariusMayhem/flamewar.jpg

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Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306317] Sat, 23 June 2012 01:38 Go to previous messageGo to next message
cdudau
Your cool.

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Re: Help me navigate the mod sea to get where I want to be[message #306318] Sat, 23 June 2012 01:39 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
http://www.youtube.com/watch?v=JPZOaPg1fqo[/video]

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306324] Sat, 23 June 2012 06:17 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
jaredh
OK, infighting between you all aside....

I'm reading Tais suggesting it might be possible to make it work, with a bit of coding. Specifically, what needs to be done? I can pretty much code it all myself with a nudge in the right direction...the problem is I'm seeing a very daunting task of simply figuring out how to change it before actually pulling the trigger to make it work.

Has anyone actually gotten newer SVN versions of 1.13 to work with V21 AIMNAS?

The only thing I care about greatly in AIMNAS are the ammo crates that seem to be specific to it, which is without question something that should have been in the base game. Managing endless stacks of clips was always a nightmare back in the day...I'm really not interested in doing that ever again. Is there something else somewhere that gives me that functionality?

On your bigmaps debate...If its was a finished product, I'd be very interested....until then, its a non-starter for me since I want to play the entire game one time through to scratch my JA2 itch and move on to the next itch.


Ammo crates (and boxes) are in base 1.13. You can always use the WF maps from RoWa's svn branch as well if you don't want Aimnas.

Bigmaps are in an incomplete state at the moment anyway. I'd avoid them unless you have the urge to be a QA tester.


On the subject of bigmaps -- I personally don't feel that they will add much more fun to the game (apart from the neat-o factor) until we increase the number of soldiers on screen beyond the Uint8 limit. We're also seeing slowdowns already; the game would probably grind to a halt with a few hundred enemies at once.

I would however love to see more sectors added to the strategic map, but we're still a ways off for that.

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First Sergeant

Re: Help me navigate the mod sea to get where I want to be[message #306332] Sat, 23 June 2012 14:17 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
Madd Mugsy
I would however love to see more sectors added to the strategic map, but we're still a ways off for that.

True... As I said in the IRC already, the 3 floors underground are way underused. Sewers in Meduna and Balime, catacombs in Chitzena, Rebel tunnelsystems throughout the whole countryside... There are soooo many things to think of to add new sectors to both small maps and big maps.

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Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306333] Sat, 23 June 2012 14:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
tao
You got countless people trying to get rid of the big maps by setting up there own versions.


As far as AIMNAS is concerned, i'd guess this is mainly because there is no whole compaign available yet with bigmaps.
Like the OP said: he wants to be able to play the complete JA2 story including kicking D's butt. That's why he (currently) dislikes the Big-maps-AIMNAS - because it is not finished yet.

[Updated on: Sat, 23 June 2012 14:26] by Moderator

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Sergeant Major
Re: Help me navigate the mod sea to get where I want to be[message #306353] Sat, 23 June 2012 23:45 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Big Maps ... a nice addition which can be expanded by other modders . There are sooooo many other ideas which will , at some stage , give an even better game experience ... try to do them before us old-timers can no longer get down into the trenches .... hint hint ... ( whatever happened to that feature ? ) Destructable lighting for one , also , why does it seem impossible to occupy a first story building ( using windows to fire from when you can use a roof ) ?
Smeag , leave the baby alone and incorporate this into a map Very Happy hopefully she looks like her mum and not a hairy dwarf .... :ok:

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306693] Sun, 01 July 2012 09:30 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
for me BIG maps is a nice idea but not being able to play the full campaign is a gamebreaker and real pain. Wouldn't it be possible to add only the big maps which are fully complete and leave the not-yet-fully-functional bigmaps out of the SCI?

More bigmaps could be added at intervals each time the mod is updated... don't know how feasible an idea that is.


I love the concept of AIMNAS and the amazing amount of cool stuff in there but the main game breaker for me is NO NCTH SUPPORT.

I wish i had the technical knowledge to add NCTH data to the
AIMNAS weapons..

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Staff Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306694] Sun, 01 July 2012 09:32 Go to previous messageGo to next message
Colibr is currently offline Colibr

 
Messages:48
Registered:June 2012
Have you tried v27/Tais' most recent 1.13 SCI with AIMNAS? NCTH is in, granted it's still a development build without the full campaign. Check out the thread started by Mae on the AIMNAS subforum if you want v27 with NCTH and old maps.

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Corporal
Re: Help me navigate the mod sea to get where I want to be[message #306695] Sun, 01 July 2012 09:43 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
I guess the idea of incorporating the Bigmaps project with AIMNAS is that those who wish to play AIMNAS will be inclined to assist in the development of Bigmaps and so increasing the speed of its development. But if Smeagol doesn't have enough time to incorperate people's feedback, when will this mod ever be fully complete? I will be years and years..

IMHO AIMNAS has far more than enough items in it and should be released as stable versions so everyone can fully appreciate all the hard work which has gone into it.

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Staff Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306696] Sun, 01 July 2012 09:45 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
Thanks Colibri i will take a look

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Staff Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306699] Sun, 01 July 2012 10:28 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That NCTH data somehow ended up in the release ... don't expect anything approaching balance. And no, having both map sets side by side is impossible.

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306703] Sun, 01 July 2012 11:03 Go to previous messageGo to next message
Colibr is currently offline Colibr

 
Messages:48
Registered:June 2012
You're right, I haven't tested it with NCTH very much. Where'd the data come from if not by Smeagol?

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Corporal
Re: Help me navigate the mod sea to get where I want to be[message #306704] Sun, 01 July 2012 11:05 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Oh, it was smeag ... must have been the third or fourth aborted attempt to include it. Most likely, clearing all the set values afterwards was too much work Wink

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Captain

Re: Help me navigate the mod sea to get where I want to be[message #306726] Sun, 01 July 2012 20:19 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
Hi Tais

I followed the advice you provided here and Ive got the game to start using v21 maps on v27 base (Had to change INITIAL_MERC_ARRIVAL_LOCATION too). It all seems to work fine but when i give Enrico's letter to Fatima the game crashes after her first utterance?

Any ideas why that might be ?

A problem with the quest initiation? Do you know which files govern that kind of thing?

I notice her dialog is in German could that be something to do with it?

Many thanks

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Staff Sergeant
Re: Help me navigate the mod sea to get where I want to be[message #306727] Sun, 01 July 2012 20:24 Go to previous message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
That's very strange.


I deleted the 'german.cp' file from the main folder now its not crashing anymore.

Maybe it's completely unrelated...

ANYWAY I can play the campaign now yay !!!

Update - But the game crashes when Fatima enters the rebel hideout :confused:

[Updated on: Mon, 02 July 2012 11:25] by Moderator

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Staff Sergeant
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