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Searching for vanilla STI pack[message #351139] Sat, 30 September 2017 14:42 Go to next message
Milcham is currently offline Milcham

 
Messages:5
Registered:September 2017
Location: Moscow / Russia
Hi!

As title says, I'm searching for vanilla STI's.
Notably 1st aid kit and big medikit, they should be P1 №№ 73 & 86.
Got some 1.13 version wilth almost all graphics redrawed.
And green sprites on brownish background are rather painful for the eyes angry
Any advice will be helpful, maybe there're mods where those STIs are kept intact or some kind soul has them stored..

Thanx in advance. happy

[Updated on: Sat, 30 September 2017 14:59]

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Re: Searching for vanilla STI pack[message #351140 is a reply to message #351139] Sat, 30 September 2017 21:20 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
You can find vanilla sti's in Data\Bigitems.slf, Interface.slf, Tilesets.slf
unpack with unslf if needed:
http://kermi.pp.fi/JA_2/Modding_Tools/
You will need to replace sti in Data-1.13/BigItems, also medium picture in Data-1.13/Interface/MDGUNS.sti and MDP1ITEMS.sti - MDP3ITEMS.sti
Small (ground) pictures are in Data-1.13/tilesets/0/smguns.sti and SMP1ITEMS.STI - SMP3ITEMS.STI



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Re: Searching for vanilla STI pack[message #351143 is a reply to message #351140] Sat, 30 September 2017 22:39 Go to previous messageGo to next message
Milcham is currently offline Milcham

 
Messages:5
Registered:September 2017
Location: Moscow / Russia
*slaps myself on the forehead*

Dude, I'm an idiot, totally forgot such an option. Hope those Bigitems.slf, Interface.slf, Tilesets.slf from GOG version are virgin ones.

Thanx a lot! =)

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Re: Searching for vanilla STI pack[message #351147 is a reply to message #351143] Sun, 01 October 2017 12:29 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia
If you work with JA2 and not with Wildfire or other mods/sequels, then you should have the original, unaltered vanilla SLFs. Gog or Steam version, it doesn't matter (the only difference is that Gog version is better optimized to run on Win10 and DRM free).

[Updated on: Sun, 01 October 2017 12:29]

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Re: Searching for vanilla STI pack[message #351149 is a reply to message #351147] Sun, 01 October 2017 22:03 Go to previous messageGo to next message
Milcham is currently offline Milcham

 
Messages:5
Registered:September 2017
Location: Moscow / Russia
Guys, thanx again, all worked perfectly. Extracted from GOG -> imported into 1.13. Now it's all nice and eye-clean =)

Got a suspicion about Sirtec' coders though, were they possessed by evil spirits or what? Very strange in-game resourse structure to say the least.

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Re: Searching for vanilla STI pack[message #351150 is a reply to message #351149] Sun, 01 October 2017 22:13 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Milcham wrote on Sun, 01 October 2017 21:03
Got a suspicion about Sirtec' coders though, were they possessed by evil spirits or what? Very strange in-game resourse structure to say the least.
Dude, you don't know a tenth of it cheeky If you ever want to know just how much of 'The Good Stuff' those guys must have consumed, join the discord and entice Flugente into a nice long rant about the code big grin



Chat with us!
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(Pls don't use my forum PMs for general game queries)

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Re: Searching for vanilla STI pack[message #351158 is a reply to message #351149] Mon, 02 October 2017 12:40 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Milcham wrote on Mon, 02 October 2017 00:03
Got a suspicion about Sirtec' coders though, were they possessed by evil spirits or what? Very strange in-game resourse structure to say the least.

I thought the same when I finally realized that AI function named FindBestNearbyCover means most of the time 'run to the closest known enemy ignoring any cover' and is very useful for jumping over fences because default 'seek enemy' function cannot do that.



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Re: Searching for vanilla STI pack[message #351159 is a reply to message #351149] Mon, 02 October 2017 13:19 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Milcham wrote on Sun, 01 October 2017 19:03
Got a suspicion about Sirtec' coders though, were they possessed by evil spirits or what? Very strange in-game resourse structure to say the least.

If I recall, at some point (not anymore, don't worry) the standard method of determining whether a wall was concrete was as follows:
  • Create a Glock 17 item (item #1) and keep that in memory.
  • Simulate shooting the currently equipped gun of your currently selected merc at the wall, remember the results.
  • Simulate equipping that merc with the Glock 17, simulate shooting at the wall, rememeber the result. Give them back their gun.
  • The difference in performance of your current gun and the Glock 17 determine whether or not the wall is concrete. Because reasons!
  • As a consequence, our perception of walls drastically changes if a modder exchanges the Glock 17 in Items.xml with, say, a sniper rifle.
  • This was likely the result of different developers coding different things without communicating with each other.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Re: Searching for vanilla STI pack[message #351165 is a reply to message #351159] Mon, 02 October 2017 22:55 Go to previous message
Milcham is currently offline Milcham

 
Messages:5
Registered:September 2017
Location: Moscow / Russia
OMFG seems the strangeness and unorthodoxy Sirtec guys displayed were smth. definitely not from mundane world =)

Not a coder here, but among other duties writing behaviour scripts for administrative / operational personell, process operational instructions, etc. in real-life using pretty same algorythmic logic.
From what my experience tells, there're just several, not that many, key variables in any complex action and one should aim for making behaviour scripts as simple as possible. So that 1) when key personnel moves from one facility to another their substitutors can jump into action immediately 2) when opening a new facility there're already ready clean scripts at hand so that anyone can train newcomers.
Heck, if it's real to train live ppl what was the problem with game's code then (rhethorical rant).

[Updated on: Mon, 02 October 2017 22:55]

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