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Re: AIMNAS WF2012 Part 10[message #306362] Sun, 24 June 2012 03:08 Go to previous messageGo to next message
STK

 
Messages:107
Registered:December 2010
Location: UK
Hi there tbh I assumed that was the case or I imagine it would have been done all ready.

Thanks for all the work every one does here and all the great mods.

All the best and cant wait to test the new version Smile
Re: AIMNAS WF2012 Part 10[message #306364] Sun, 24 June 2012 04:37 Go to previous messageGo to next message
jaredh

 
Messages:8
Registered:June 2006
Location: Dallas Tx
DepressivesBrot
There's the occasional 5-post-newb as well, but as usual, those complaining shout louder than those who have the wits to read prior threads and just enjoy the work with the constraints they know exist for a reason. Overall, it's probably for the best ... and you can always apply for CBT Wink


You do realize the 5 post "newbs", after reading this type of crap, are just more likely to never post and/or even attempt to use mods on these forums because of the hostility that some posters (including you) flame around on here?

Building a community/user-base requires an inviting environment for "new" people. I'm now at about 6 days reading stuff on this forum, and frankly, its just god-awful un-friendly to new people in so many ways across the board. I don't know what's happened to this site since I was here back in 2001 (LONG before the current forum system wiped all my posts away), but it certainly isn't the community it was then.

Maybe that's what you all want?

Never-the-less, its usually better to have closed beta testing for something as large as this mod anyway. It just muddies the water and confuses your community "newbs" and lurkers, who are usually the people coming to the game to play complete products with new/interesting features...that's true of all the major mods I've ever worked on across multiple communities.

Congratulations on your daughter BTWI. They are little joys. Mine is 6 and interested in computer games...

[Updated on: Sun, 24 June 2012 05:35] by Moderator

Re: AIMNAS WF2012 Part 10[message #306369] Sun, 24 June 2012 08:50 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
I hope I am not being counted as one of the naysayers or underminers. I love your maps and I see a huge potential for big maps. But a few things need to be solved first.

Non of them fall under the smeagol skill set though. Which is the reason i haven't given much feedback on them here. They are all programming issues. Things like more enemies and malitia in a fight. AI that is better equipped to handle the changes so much room brings. Some way of handling that last lone bugger that is hiding out and takes forever to find. More facility capabilities to help flesh out the areas. Those sorts of things.

I suspect, and I think you feel the same, that making bigmaps important by putting everyone's favorite mod on big maps only will cause these things to be fixed.

Putting aimnas out of the spotlight because the usual whiners wanna hate on it only makes the same whiners and haters feel like they won. Don't give them that.

But, some advice from someone with two small kids; don't expect to have more time in a few weeks. Also it will only be a few months until baby discovers pushing buttons on keyboards is fun and insists on sitting on tour lap and doing it everytime they see you doing it. But you are in for a lot of truly beautiful moments, which will hopefully more than make up for the frustrations, annoyances, and lack of sleep.

Dh
Re: AIMNAS WF2012 Part 10[message #306370] Sun, 24 June 2012 10:13 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
dinglehopper
[...]
Nah, you're welcome. We're aware of those issues and try our best to fix what is within our capabilities to help smeag and at least make sure the more capable coders(tm) are aware of the rest.


Re: AIMNAS WF2012 Part 10[message #306373] Sun, 24 June 2012 13:30 Go to previous messageGo to next message
lockie

 
Messages:3824
Registered:February 2006
Location: Scotland
Quote:
Yes, they are. What's confusing you?

Well they don't cover 80% 0f the map , as you posted earlier .

edit : Aimnas is fantastic , all those well drawn items are superb ! The big maps will be appreciated soon , but as DH wrote above , some things need to be looked at in order for the big maps to work better .
Thanks to Smeagol for all his hard work/labour of love here , and , spend lotsa time with the smeagling , she'll soon want younger guys to hang out with ! Very Happy

[Updated on: Sun, 24 June 2012 13:41] by Moderator



Re: AIMNAS WF2012 Part 10[message #306375] Sun, 24 June 2012 14:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
No, but they represent 80+% of the old tactical area - as each one is 5x the area of an old map.


Re: AIMNAS WF2012 Part 10[message #306385] Sun, 24 June 2012 18:13 Go to previous messageGo to next message
Anonymous
smeagol
@Soto: Thanks, she is indeed very cute. Smile


For all those nay sayers: You have convinced me...


I always said, that AIMNAS/bigmaps project was all the time still in testing mode, I never stated anywhere it was/is a finished product. With that come a lot of issues. I see, that some people don't appreciate my way of continously releasing unfinished/work in progress stuff. I hoped I would get more feedback with this way of releasing, but it seems that some voices in this forum either don't understand it or want to undermine it just for the sake of it...

For me, there is only one solution to this: I will go back to closed beta mode for all further AIMNAS releases now.

That means there will be no more public releases to test big maps, nor any further public updates of AIMNAS.

First release will happen, when all the bigmaps are done (i think we all know what this means... no more bigmaps test versions or AIMNAS updates for the next years).


Nice tactic dad.
Re: AIMNAS WF2012 Part 10[message #306493] Tue, 26 June 2012 14:33 Go to previous messageGo to next message
Deathwyrm

 
Messages:11
Registered:June 2012
DepressivesBrot
No, but they represent 80+% of the old tactical area - as each one is 5x the area of an old map.

While this may be true, it does not allow people to complete 80+% of the game, which is more important to most people.

On the other hand, I just tried it, and (thanks to the bigmaps separation) it was pretty easy to get the old maps to run with AIMNAS. Here's what I did:

1. Edit the vfs_config.JA2113AIMNAS.ini to comment out the Data-Bigmaps section:
#[LOC_datamaps_dir]
#TYPE = DIRECTORY
#PATH = Data-Bigmaps
#MOUNT_POINT =


2. Copy the Ja2_Options.INI from Data-1.13 to Data-AIM (overwrite the one which is there already, or move it out of the way first)

3. Edit it (the new one in Data-AIM, that is) as follows:
MAX_ITEM_SIZE = 949
MAX_WEAPON_SIZE = 599
OLD_INVENTORY_ITEM_NUMBER = 1000


I haven't tested it extensively yet so don't know if there's any lurking problems. In my test I left the settings on default, so died horribly on the first map. But it appears to work well enough to keep the people who want to use them busy. Wink


Edit:
Instead of copying the Ja2_Options.INI from Data-1.13, you can probably just edit the existing Data-AIM one with this if you prefer the AIMNAS settings:
INITIAL_MERC_ARRIVAL_LOCATION = 4870

[Updated on: Tue, 26 June 2012 15:49] by Moderator

Re: AIMNAS WF2012 Part 10[message #306495] Tue, 26 June 2012 15:27 Go to previous messageGo to next message
Anonymous
@Mae

You should make a new thread about how to do this in full details so that people can find it easily.

Thanks,
Re: AIMNAS WF2012 Part 10[message #306500] Tue, 26 June 2012 15:49 Go to previous messageGo to next message
Deathwyrm

 
Messages:11
Registered:June 2012
tao
@Mae

You should make a new thread about how to do this in full details so that people can find it easily.

Thanks,


Okay, will do.
Re: AIMNAS WF2012 Part 10[message #306588] Thu, 28 June 2012 18:52 Go to previous messageGo to next message
JohnnySideburns

 
Messages:19
Registered:September 2007
I have a suggestion regarding the facilities, I'm thinking if it is possible to make it so; that if a Merc is put to work in a facility, he will be placed in that facility in tactical. So if say Nails was hanging out 'resting' in the small sleasy bar, when the Arulcan Army attacks, thats where he'll be in tactical.

Also I like the Idea of Looting, perhaps a facility to make money and spawn random 'sector specific' items at high cost of Support in the public... and perhaps a morale boost for psycho's

ps its probably been mentioned dunno how far back I can read though but some places on the big maps my mercs can jump through wall where garbage cans are placed outside..

keep up the good work!
Re: AIMNAS WF2012 Part 10[message #306597] Thu, 28 June 2012 22:51 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
what with my mostly long range sniper playstyle, I for one can't wait for the big maps to be finished, in the 2 hours I'v spent playing them I have yet to find a negative other than trying to find that last hidden enemy...

[Updated on: Fri, 29 June 2012 17:55] by Moderator

Re: AIMNAS WF2012 Part 10[message #306631] Fri, 29 June 2012 17:51 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
So, how compatible is the current V27 with previous 1.13 versions? It requires HAM5 featured 1.13 version right?

Because I've had these slowdowns with my alternative computers so I'm going to test out 5109 with ham5 the current V27 and see if it works.
Re: AIMNAS WF2012 Part 10[message #306641] Fri, 29 June 2012 19:20 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
regarding the posts about taking guns apart around page 7, from my personal experience with guns, as long as u don't detach the scope from the barrel, the gun should retain it's accuracy. The scope/barrel relation is the only one that really could affect ur accuracy. however on guns the size of those AMR's the size reduction from removing the stock would probably be negligible...
Re: AIMNAS WF2012 Part 10[message #306642] Fri, 29 June 2012 19:47 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
Speaking of folding, taking apart and AMRs:
The OSV-96 actually folds down in a non-standard way as well, making it smaller than an SVD in that configuration.


Re: AIMNAS WF2012 Part 10[message #306653] Fri, 29 June 2012 21:49 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
DepressivesBrot
Speaking of folding, taking apart and AMRs:
The OSV-96 actually folds down in a non-standard way as well, making it smaller than an SVD in that configuration.
is this implemented in AIMNAS?
Re: AIMNAS WF2012 Part 10[message #306656] Fri, 29 June 2012 22:09 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
No, that's why I mention it.


Re: AIMNAS WF2012 Part 10[message #306690] Sun, 01 July 2012 03:26 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
is there any way to adjust the number of mercs that can be on assignment, I'm running v27, and at almost half the mercs are on assignment when the game begins, really annoying...
Re: AIMNAS WF2012 Part 10[message #306697] Sun, 01 July 2012 10:04 Go to previous messageGo to next message
theBrain

 
Messages:22
Registered:June 2012
As far as I know there's just the possibility stop them being on assignment completely.
Re: AIMNAS WF2012 Part 10[message #306698] Sun, 01 July 2012 10:25 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
theBrain
As far as I know there's just the possibility stop them being on assignment completely.
It's a three way toggle, Normal - Everyone there when campaign starts - Everyone always there.


Re: AIMNAS WF2012 Part 10[message #306734] Sun, 01 July 2012 22:12 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Wow well I really like my foray into the world of AIMNAS. Though I did mess up my current weapon rework due to it Very Happy

Loved the maps, really really good layouts and designs. Pity about the good old limitations of JA2's engine regarding AI and enemy handling. At least the bigmaps halt the problems of AI joining a fight instantly...

Hope you manage to punch through the rest of the maps when you can Wink


Re: AIMNAS WF2012 Part 10[message #306781] Tue, 03 July 2012 07:21 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
So one thing about big maps that's become a bit of a problem for me are some bizarre sightlines. It seems a lot more common to spot and shoot enemies quite literally through solid stone. It's been particularly pronounced in the starting sector of Omerta and in the subterranean level of A16, which I have a screen-cap of (orange circle added to ID the obstruction):

http://i1083.photobucket.com/albums/j382/WDS_NCS/ShootThroughWalls.jpg

It's not a game breaking thing by a long shot, but I have gotten screwed a few times, like here, by enemies running up and shooting my mercs through solid stone.

Is this a known bug? Is it specific to places on the big maps (and would it be beneficial to point them out here when I find them)?
Re: AIMNAS WF2012 Part 10[message #306782] Tue, 03 July 2012 09:06 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Check in the XML editor (or items.xml, if that's easier for you... dunno, some people hate the editor...), if the woodland camo pants item (Item Id 1616) is still flagged as thermal sight. Sounds stupid, but if it is, uncheck that and save.

In some version this little error snuck in (kinda easy to mess one out of 2k items up...). Took a while to find that bug.


Hope this will fix the problem, if not, drop a line in this thread.


Re: AIMNAS WF2012 Part 10[message #306783] Tue, 03 July 2012 09:32 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
You know, I checked on the woodland camo pants and a couple of other commonly held items, but I don't think that's it. Thermal optics are not marked in the editor and I seem to be able to recreate the effect in that spot with whatever team member. What's more, it's possible to shoot through, not just see through, stone. I'll keep an eye out for other places where it happens and try to think of another explanation.

Thanks for the quick response, by the way. And I was pretty happy to discover that map, by the way. Haven't finished clearing it yet--I actually fought a massive battle in sector A15 (8 vs. 83, second battle of the game, on experienced not insane, thankfully) right before hand, so I got a little burnt out. But an unexpected and very cool addition.
Re: AIMNAS WF2012 Part 10[message #306784] Tue, 03 July 2012 09:43 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Then it's probably related to a jsd issue with the cave stones. Neutral

Might be a mess to fix this, not sure yet... I'll try to take a look at that later on.


Re: AIMNAS WF2012 Part 10[message #306786] Tue, 03 July 2012 09:54 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
Well, again, not a game breaker so much as an occasional frustration. I think it's only the third or fourth time it's been noticeable in 15-20hrs. I'd personally be much happier with more high-quality maps than an exhausting fix to this little thing.

If it helps, to be more specific, the stone occasionally acts as a barrier. I can shoot an automatic burst through and expect about 50% of the shots to pass through and the other half to be stopped. It doesn't appear to be the angle that matters, though I'd have to check again. It seems that more accurate shots are more likely to pass through than less accurate ones. It's not possible to walk through.I haven't tried throwing anything through yet. It looks like gases act as if it's still a wall, but I'd have to test that more, too.

Re: AIMNAS WF2012 Part 10[message #306797] Tue, 03 July 2012 18:14 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
I have found a couple spots in Omerta where I can jump through building walls, this is in v27, I'll upload some pics later...
Re: AIMNAS WF2012 Part 10[message #306959] Sat, 07 July 2012 17:57 Go to previous messageGo to next message
Aroen
Messages:1
Registered:April 2011
Hi,

Someone can tell me where i can find the V27 download ? i looked in various places and only found the
eastern release(sofar i looked on the skydrive from DepressivesBrot and on the first post in this thread)


help would be really apreciated Smile


best regards,

Aroen

[Updated on: Sat, 07 July 2012 17:57] by Moderator

Re: AIMNAS WF2012 Part 10[message #306960] Sat, 07 July 2012 17:59 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
Look here.


Re: AIMNAS WF2012 Part 10[message #306989] Sun, 08 July 2012 14:36 Go to previous messageGo to next message
Colibr

 
Messages:48
Registered:June 2012
Just a quick note--it looks like the Zastava M56 has a volume and hit volume of 0, which I suspect is an oversight.
Re: AIMNAS WF2012 Part 10[message #307008] Sun, 08 July 2012 21:57 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
deletion of what?

Edit: Already solved.

[Updated on: Sun, 08 July 2012 23:36] by Moderator

Re: AIMNAS WF2012 Part 10[message #307017] Mon, 09 July 2012 01:33 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
well now I'm confused...
Re: AIMNAS WF2012 Part 10[message #307018] Mon, 09 July 2012 01:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
Basically, tao trolled enough and managed to piss off smeag so he has forbidden him to post in his subforum. Unfortunately, the board doesn't support decent access control lists so he has to enforce that by manually deleting tao's posts.


Re: AIMNAS WF2012 Part 10[message #307023] Mon, 09 July 2012 03:09 Go to previous messageGo to next message
DLW

 
Messages:5
Registered:January 2010
I'm not sure if this is the place for it, but is there a way to use/port the new mercs and voices of v27 (spooky etc) into v21?

what files should i copy?

Re: AIMNAS WF2012 Part 10[message #307030] Mon, 09 July 2012 10:26 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3731
Registered:July 2009
Any support requests for Frankenstein versions go directly to tao.


Re: AIMNAS WF2012 Part 10[message #307043] Mon, 09 July 2012 14:53 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Any questions about bootleg versions of AIMNAS should be taken here.

Thanks.


Re: AIMNAS WF2012 Part 10[message #307049] Mon, 09 July 2012 15:37 Go to previous messageGo to next message
kjou

 
Messages:18
Registered:July 2010
Location: hamburg, germany
hi

which exe should i use for a v21 install?

[Updated on: Mon, 09 July 2012 15:37] by Moderator

Re: AIMNAS WF2012 Part 10[message #307058] Mon, 09 July 2012 17:16 Go to previous messageGo to next message
Agent 47

 
Messages:62
Registered:June 2011
Location: Midwestern US
DepressivesBrot
Basically, tao trolled enough and managed to piss off smeag so he has forbidden him to post in his subforum. Unfortunately, the board doesn't support decent access control lists so he has to enforce that by manually deleting tao's posts.
by the looks of it, it's going to be inevitable, so let me just say beforehand, please don't delete let the admins delete Tao like they did Cell. A permaban is so much more efficient, its frickin irritating going through older conversations trying to figure out what ppl said by how others responded to them...

No offence to Tao for being so bleak about his future, but I'v seen this cycle too many times on too many forums.
Re: AIMNAS WF2012 Part 10[message #307059] Mon, 09 July 2012 17:27 Go to previous messageGo to next message
Sam Hotte

 
Messages:1999
Registered:March 2009
Location: Middle of Germany
Nah. "Cell" was AFAIK not deleted for trolling or getting on everybodys nerves - but for his account being involved in some DoS or hacking against the board (dunno the details).

Tao's trolling against bigmaps, AIMNAS and some users is not a case of admin's intervention. Doing some moderation (like smeag doing here) and users abiding "don't feed the troll" should be enough. IMVHO.
Re: AIMNAS WF2012 Part 10[message #307062] Mon, 09 July 2012 17:46 Go to previous messageGo to previous message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
As a rule of thumb for the future, I'd suggest that you basically ignore any posts Tao makes in the AIMNAS board in the future, as chances are 99.9% that I will eventually delete them.

I won't delete posts he made before the point where he pissed me off, but any further postings are a case for trash bin. He made his own thread for his bootleg Frankenstein version, that he made without even asking, so if you want to play his version and find bugs in it, feel free to post there.

AsI stated earlier in this thread, I'm pissed off enough with thison going discussion, that I returned to closed beta for AIMNAS. I saidit already, but I say it again: Bigmaps is an integral part of AIMNAS now. It is not finished, it is still work in progress, my philospohy of releasing it was, that I always thought that any open source project would benefit from transparency. Productive discussions, public bug hunting, etc. wasa way to progress the project.

Unfortunately, it looks like I achieved the exact opposite of what I wanted. But because I already opened the pandora's box by releasing my work in progress, it seems that everyone expected this project to get finished in way less time then it actually takes.

I'm glad I have some helping hands that work on the coding side of things, but as far as items and mappings are concerned, AIMNAS was, is and probably will remain almost 100% a one man show.

If someone like Tao doesn't like Bigmaps, fine... he stated that more than one time. If however he continues bitching about it on every single occassion, to the extend that it totally gets on my nerves and almost made me table flip the whole stuff for good, I felt it is a necessary step to take the project out of public again.


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