Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » All about modding JA2 » Depri's Builds and Packages - Get your combat supplies here!  () 4 Votes
Re: Depri's Builds and Packages - Get your combat supplies here![message #353374 is a reply to message #353372] Sun, 06 May 2018 23:03 Go to previous messageGo to next message
Radar is currently offline Radar

 
Messages:21
Registered:August 2016
Location: Czech Republic
You can try to extract it on your desktop first and not directly into the game folder. And then just drag it into the folder. At least that's what helped me

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Private 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #353375 is a reply to message #353374] Sun, 06 May 2018 23:48 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:175
Registered:March 2011
Location: USA
Cool - I will give that a go....

And how does this new "black market" work in San Mona? I found 3 NPCs that do nothing. I watched the INTEL youtube video but nobody i talk to trades with me.


Omg just saw the riot shield feature. That is hilarious. Loving what you guys do.

[Updated on: Mon, 07 May 2018 18:19]

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Staff Sergeant
Re: Depri's Builds and Packages - Get your combat supplies here![message #353388 is a reply to message #311288] Tue, 08 May 2018 06:26 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:175
Registered:March 2011
Location: USA
Heads up, SCI Build 8558 has generals and raids turned off. Had to get into the ja2options.ini to enable. Not sure if this was on purpose. You can see the status in the ini editor, but you cannot change it.

Also having an issue with Sci-Fi Mode. The Drassen mine is shut down because of the bugs, and when I send my team in to clear them, no bugs are appearing. I go down 3 or 4 floors, and nothing is there...

HK G36C folding the folding stock causes the game to crash.

HK G36RAS and rocket rifle both cannot add folding stock despite having the option to add it.

[Updated on: Thu, 10 May 2018 05:11]

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Staff Sergeant
Re: Depri's Builds and Packages - Get your combat supplies here![message #353676 is a reply to message #353388] Mon, 04 June 2018 11:48 Go to previous messageGo to next message
hunter238 is currently offline hunter238
Messages:1
Registered:December 2007
@Radar
if you are still wondering how to get past the black screen...

Problem was with one of the files here ...
x:\Jagged Alliance 2 - SVN\Data-Bigmaps\Scripts
Overhead.lua
you can replace it with the one from 1.13 folder and game should run fine with aimnas ....
could be some glitches ... didnt test it that long
at least you can run it then ...
im wondering how i can get aimnas to work without the bigmaps ...

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #354153 is a reply to message #353676] Thu, 26 July 2018 09:17 Go to previous messageGo to next message
iamtedrah is currently offline iamtedrah
Messages:4
Registered:July 2018
Location: Singapore
Hi Guys, I need some help.
I've got steam's JA2 + Wildfire version installed.
Downloaded the latest SCI_JA2v1.13_Revision_8578_on_GameDir_2429 and unpacked everything into the JA2 Classic folder of the steam installation.
I can launch and run vfs_config.JA2113.ini just fine.
But met with the attached error whenever i try running vfs_config.JA2Vanilla.ini or vfs_config.UBVanilla.ini

question how can I solve the runtime error involving this Disease.xml ?
all helps are appreciated!

Sorry I can complete the link since this is my virgin post. kindly remove the space to see the images.

https://i.imgur.com/uQXeGkH.png

https://i.imgur.com/6pCFhZ9.png

[Updated on: Thu, 26 July 2018 11:08] by Moderator

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #354157 is a reply to message #354153] Thu, 26 July 2018 19:28 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Copy Data-1.13/TableData/Disease.xml to Data/TableData and try again.

It's possible the same error will repeat itself with other xmls. Seems you're the first person in ages to try to actually pay Vanilla ;-)

I guess I have to fix that.



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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Captain

Re: Depri's Builds and Packages - Get your combat supplies here![message #354162 is a reply to message #354157] Fri, 27 July 2018 05:20 Go to previous messageGo to next message
iamtedrah is currently offline iamtedrah
Messages:4
Registered:July 2018
Location: Singapore
Flugente wrote on Thu, 26 July 2018 19:28
Copy Data-1.13/TableData/Disease.xml to Data/TableData and try again.

It's possible the same error will repeat itself with other xmls. Seems you're the first person in ages to try to actually pay Vanilla ;-)

I guess I have to fix that.


Greetings to u, Flugente!
thanks for responding. I tried the solution you suggested but to no avail.
same error repeated.

Looking forward to fixes if you've got time for them ;)
Thanks again!

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #354571 is a reply to message #354162] Tue, 28 August 2018 19:43 Go to previous messageGo to next message
jlamb is currently offline jlamb
Messages:4
Registered:October 2008
Hey, love that there is actually still work being done on this!

Was wondering if there's any possibility of experimenting with (or adding a custom MP build) that re-enables features like NTCH? The last version that did so seemed to work pretty well but fails to launch with the latest SCI build (Aug 16). Even if the interrupts still hang occasionally, with the improved interrupt system we can (from what I understand) basically disable it through some of the externalized settings such as setting APs registered to zero, no?

Also, do the HAM suppression settings work in multiplayer? Suppression seems to do very little in MP games short of direct hits compared to single player and it really changes the dynamic.

In general I'm trying to get a sense of what is enabled or disabled in MP in each release. Since some things are apparently hard coded to be disabled and have changed periodically, its hard to to know what behavior we SHOULD be expecting to even see (buddy and I spent ages tinkering with the reaction time and suppression settings before realizing they didn't seem to make any difference).

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #355056 is a reply to message #311288] Sun, 23 September 2018 19:39 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
Messages:383
Registered:September 2018
windows 8 fixes in 8609 version dont work. mouse speed (or fps) in options menu is still extremely low and unplayable after you patched win8 comp. patch from 8609. so i still use win8 comp. patch which comes with 7609.

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Master Sergeant
Re: Depri's Builds and Packages - Get your combat supplies here![message #355441 is a reply to message #311288] Thu, 25 October 2018 03:49 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
For information and context, I use the 100 AP system option.

There seems to be a significant movement cost error when moving diagonally in the game. Not sure when it was introduced, but it is considerable in SCI 8589.

In games of the time, diagonal movement cost was presumed to be that of the hypotenuse length down the long diagonal side compared to going by the straight methods. So, you have to multiply the number of straight tiles by the square root of 2, which was approximated to 1.4 times. The Square Root of 2 is about 1.414, I believe.

So, let's say your character has athletics and is already facing diagonally. Currently it shows as 27 ap in easy terrain to RUN diagonally 4 diagonal tiles distance. The first hex costs more as you pay an acceleration penalty. But if I move by the grid, 4 tiles one way, then turn, then 4 tiles the other way, the total cost, subtracting the turning cost (which is additional), adds up to the same exact value as moving diagonally across the whole grid. That's bonkers.

So except for the one turning cost, it costs exactly the same to move like a stupid robot at the cardinal directions on the grid, then to move diagonally. At least for Mercs with Athletics, although I'm pretty sure it happens for all Mercs.

----

There is another thing that is bothering me, but it is probably related to weight of gear, and health/injuries. Characters pay different costs for crouching. Sometimes it is 6 ap, sometimes 7, sometimes more. You cannot predict the cost, so you often make a mistake reserving points to crouch. Sometimes that is worth a reload of a save to correct, sometimes not. I pity the poor fools who play on Ironman trying to reserve points for crouching. It is an example of the increased realism causing more make-work than before. Meanwhile the earlier diagonal movement costs oddities are an example of increased complexity creating instituted falsehood.

Maybe I'm crazy but again, a lot of this nonsense seemed to creep in since the 8400 series or later.

Could somebody in responsibility maybe check the movement costs out to see if this is as serious an issue as it seems?

[Updated on: Thu, 25 October 2018 04:21]

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355568 is a reply to message #355441] Thu, 01 November 2018 21:02 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
ZedJA2 wrote on Thu, 25 October 2018 03:49
...
There seems to be a significant movement cost error when moving diagonally in the game. ...

I think it is caused by diagonal movement and athletes bonus are calculated in a different way,
e.g. applied at a different stage in a series of calculations so that the value affects the result different
than a change of the other factor at the same degree.

A good example manifests when athletics bonus is increased,
in AV 1.10, iirc at least in 1st - 3rd update, athletes have higher movement bonus than in stock 1.13,
and running in zigzag moves cost athletes less AP than they spend when running straight in a diagonal direction.

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Master Sergeant
Re: Depri's Builds and Packages - Get your combat supplies here![message #355574 is a reply to message #355568] Thu, 01 November 2018 22:54 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
@ townltu

You might be right about that Athletics calculation being the issue. I'll fool with testing it on non-athletes as well. I thought I had noticed something similar when I tested a bit more with more characters, some non-athlete, after posting.

But, WOW, if you are LOL getting less AP when running zig-zag then straight diagonal with athletes in AV 1.10 then clearly the calculation is having Athletics modify the wrong thing.

IMPORTANT: That suggests that movement bonuses, especially by Athletics need to be revisited, as they are clearly not applied at the correct place in any calculations.

I mean I don't want to harp on all this, but there are a lot of things just way off over the last 10-20 updates to v1.13 in very basic areas. So basic, that you can't even figure out where to begin.

-----

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355575 is a reply to message #355574] Thu, 01 November 2018 23:23 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
Meanwhile, I had to basically give up on my last 8589 SCI v1.13 game. Here's a summary of why:


1) Probably because I had already 10 mercs, or because of the ghost Hostile Units still in sector, the lady I was supposed to give the initial message to and have escort me over to the Rebel HQ would not work in 9 out of 10 attempts. I've never had that many failures in over 20 campaigns. Once I had one failure in a previous v1.13 version.
2) At least 2 sectors of the 3 Drassen sectors would, most of the time, not allow me to move strategically because of Hostile Unit in Sector (there were none ever).
3) I was never allowed to actually Train Militia in S Drassen, again because of this Hostile Units idiocy.
4) Because of said hostility I never was able to get the Drassen Mine income, ever over a full day after the Food got thru to Omerta.
5) Every time I went into a bordering sector, just about, I would get enemies that reinforce the initial garrison. So if originally there were 5 enemies, I had 15 when I got there.
6) I was raided twice in the first four days, once by Zombies, once by Bloodcats. The Bloodcats actually got stuck while trying to surround a single man in Mid-Drassen and crashed the game, when at 1280x960 with Vsync off, so I had to go back to standard resolution, and try a couple changes to get thru that.

That is 4 key issues caused by this Hostile Units Still in Sector AKA Ghosting issue. Damn! One caused by Reinforcements seemingly out of nowhere, but possibly normal. One by Bloodcats RAID, but they probably always moved a bit wonky.

I'm hoping the new build out today will fix some of these issues, maybe 8589 was just messed up or the install somehow.

But these ghost Hostile Units, it's killing my chance to play with lower tier mercs. Look how many things are messed up just by this ghosting listed above.

By the way in 8589 I could not even find a way to turn off Zombies in the various INI and XMLs, did I miss something? The plan was to turn off Zombies created via spawning, and just have the RAIDs instead.

The combination of all this was unbelievable. But when I could not get mine income, I had enough. I got no message of Creatures, I inspected the mine several times, and it isn't supposed to trigger that early anyway. I did eventually create some Militia in N Drassen, but the game would not recognize that I actually had cleared Mid and South Drassen, although I think eventually it believed that I owned Mid Drassen.

I can't do the workaround of leaving and returning via cancel, or I don't understand what is meant. Strategic Movement is not possible to leave, so how do I cancel the move. Do you mean via the Destination column in the Merc list at the top left? If so please explain how this canceling is done. Without that workaround to prove to the game there are no ghosts, it never seems to go away unless you clear all surrounding sectors.

Already I don't get access to Bobby Ray's until at least a day after taking the airport (when did this happen?). Militia creation is delayed due to ghosting. Then Mine income is delayed until you clear out all adjacent sectors. It's absurd. Combined those things are the equivalent of playing a difficulty level or two higher in the early going.

I just had to vent this. The only thing I can think that might be causing this is some odd default settings in the Ja2options.ini . It allows 20 max of militia, or enemies, or civilians. Yet it allows 32 total mercs which is probably not a sector value but total game value, so not related. But it also allows 32 of any category in Tactical, such as enemies, militia, civilians. But strategic groups are limited to 20, but can surround a tile and combine, then have 32 to start in TACTICAL. Maybe the remainder are not all getting in correctly and then remain in some limbo as ghosts. Or maybe the last zombie created via corpses is not releasing.

Since the last person code is fixed, I'm hoping today's release will fix some of that, especially if it was in the zombie code, at least.

[Updated on: Thu, 01 November 2018 23:27]

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355580 is a reply to message #352692] Fri, 02 November 2018 00:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Randok wrote on Thu, 01 November 2018 09:50
The last SCI has 300MB. The previous one had 372MB. Is the last SCI correct?


I can also confirm that the OneDrive version of SCI_JA2v1.13_Revision_8633_on_GameDir_2449 is working but also the one on kermi's FTP is unexpectedly small (7-zip produced an unexpected end of file error). I had actually noticed it being uploaded to the FTP this morning before work when it was clearly too small to be ready, under 100 MB, but the file I downloaded after work was only 307,696 KB in size.

The OneDrive copy that extracted OK was an expected 381,358 KB.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: Depri's Builds and Packages - Get your combat supplies here![message #355582 is a reply to message #355580] Fri, 02 November 2018 01:55 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
In the latest 8633 SCI, and it existed in 8589 as well, there is this error in the Ja2options.ini, at least in the v113 directory's version (not the final line with PROPABILITY):

<<

; TRUE: assassins can appear
ENEMY_ASSASSINS = TRUE

; minimum progress required for assassins to appear
ASSASSIN_MINIMUM_PROGRESS = 30

; assassins can only spawn if at least x militia are in sector
ASSASSIN_MINIMUM_MILITIA = 10

; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL

militia in the
; sector, there is a 10% chance of assassins showing up
; 200 means that the chance is 20%, 50 means 5%, and so on
ASSASSIN_PROPABILITY_MODIFIER = 70
>>

My concern is that perhaps in the code the variable is spelled ASSASSIN_PROBABILITY_MODIFIER vs in "PROPABILITY" spelling error in the INI. If so, then this might not initiate the variable correctly, thus I mention it. Also, it might be referenced incorrectly in other areas of the code that might use it, depending on whether it is spelled correctly or not in other areas.

It is also spelled incorrectly in the 7th line of the quoted section above, but that is only a comment and so is not important.

[Updated on: Fri, 02 November 2018 01:57]

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355586 is a reply to message #355582] Fri, 02 November 2018 05:29 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
In the optional SquadNames.xml in 8633 SCI there seems to be an error where two squads have the same name:

<<
<SQUADNAME>
<uiIndex>3</uiIndex>
<Squad>Delta</Squad>
</SQUADNAME>
>>

and then:

<<
<SQUADNAME>
<uiIndex>28</uiIndex>
<Squad>Delta</Squad>
</SQUADNAME>
>>

There is no point to calling both Delta, as their names will likely show up both as Delta causing confusion. I saw no other duplication in the list, on a quick skim. This error likely exists in earlier SCI builds as well. Don't know what would fit as a substitute. Perhaps Dominus or Depri, as suggestions.

[Updated on: Fri, 02 November 2018 05:31]

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355587 is a reply to message #355582] Fri, 02 November 2018 08:58 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Quote:
ASSASSIN_PROPABILITY_MODIFIER

It's how this option is defined in the code. Fixing this bug in the code would mean that everyone who uses the game would also need to change the name in the ini.

[Updated on: Fri, 02 November 2018 08:59]




Left this community.

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Lieutenant

Re: Depri's Builds and Packages - Get your combat supplies here![message #355590 is a reply to message #355580] Fri, 02 November 2018 11:45 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I have already downloaded from OneDrive (372MB).
happy



Many thanks to all those who make new features for Jagged Alliance 2.

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Master Sergeant
Re: Depri's Builds and Packages - Get your combat supplies here![message #355591 is a reply to message #355587] Fri, 02 November 2018 11:49 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
sevenfm wrote on Fri, 02 November 2018 02:58
Quote:
ASSASSIN_PROPABILITY_MODIFIER

It's how this option is defined in the code. Fixing this bug in the code would mean that everyone who uses the game would also need to change the name in the ini.


That is fine, just wanted to make sure it would work in the code. Thanks for checking.

Any word on the duplicate Delta names for two different squads in the post a couple slots above this? It is an optional feature to use these squad names, so isn't that important either, but just in case I mentioned it.

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355597 is a reply to message #355591] Fri, 02 November 2018 15:11 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2412
Registered:October 2005
Location: Australia
I don't know if anybody's keeping on top of starting kits, but I note in 8633 Shadow has a pistol suppressor but no pistol or suitable weapon to attach it to at the moment.

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Lieutenant

Re: Depri's Builds and Packages - Get your combat supplies here![message #355599 is a reply to message #355597] Fri, 02 November 2018 15:55 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
I'm having a problem with the 8633 SCI build and Flugente's package of his Additional Mercs including Lara, Sara, Scott, Max, and Shepard. It may be my fault somewhere, as I had to hand create via copy and delete a combined set of MercProfile.xml , MercOpinions.xml , and Backgrounds.xml .

The result of this problem is that for each of the Flugente Mercs, named earlier, I have corrupted Descriptions. They show a varying series of Capital letters, which change as you move the mouse, usually about 10-20 characters long, mostly made up of multiple capital A's.

I've looked thru all of these files and more, but cannot yet find a clear issue. I did notice one or two inconsistencies though. These were in the Backgrounds.xml file, but I can't really see how they would cause the issue. Before I mention these inconsistencies (or things I don't quite get, but may be fine), I'd note that what I basically did was remove the empty placeholder areas for each Background and just added in the necessary portion for that Merc or Id number in the file. I tried to be careful to keep syntax correct, it all seems correct. So I have entries for all the Flugente Mercs and chaotic Buns as well as kept the original Buns one, so that should not be an issue, except at the boundaries of each Merc's section. I would not expect a boundary mistake to cause simply a mistaken description though.

INCONSISTENCIES NOTED that bother me:

1) For Shepard, which is <uiIndex>254 there are two possible entries. One is a Renegade version, followed afterwards with a Paragon version. Perhaps I need to delete entirely the Paragon version (or one or the other) in order for the file to be read correctly.

2) For the Paragon version of Shepard, there is a syntax error in the portion I copied from and thus in my file:

<<
<!-- Shepard's alternate background, replace background 254 with this if you want a paragon Shepard
<BACKGROUND>
>>

The error is that the commented first line is normally supposed to be followed by a single space after the last word Shepard and then --> . I believe this is simply to delineate the end of the comments section. However, adding the space--> did not cure the problem.

YET TO BE TRIED AS A SOLUTION: So I'm not sure what the problem is, however I'm going to try deleting the entire Paragon entry to see if this fixes the issue.

The descriptions themselves are not at the boundaries of each Merc Entry, so I do not think those should be corrupted via cut and paste. Stats and Traits seem correct, as does the various possible Merc Starting Gear for all of the Flugente Mercs. I cannot test to see if chaotic_Buns comes up correctly since I am starting a brand new campaign.

-----

If anyone knows a common cause of some Merc Descriptions having Descriptions that are corrupted with mostly AAAAAAAAA, or something similar, please advise. Thanks much in advance.

[Updated on: Fri, 02 November 2018 18:44]

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #355603 is a reply to message #355599] Fri, 02 November 2018 21:20 Go to previous messageGo to next message
Nejrael is currently offline Nejrael

 
Messages:15
Registered:October 2007
Back from a long break just to get an update. I see that a lot of new awesome features in the latest build. But enemy drop all has been removed, I miss that one gives me the feel of immersion. Any good "finished" mods focus on equipment? I absolutely love AIMNAS but it's not done yet unfortunately, so I'm looking for something in that direction.

Again fantastic work.

PS: anyway to get enemy drop all back?

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Private
Re: Depri's Builds and Packages - Get your combat supplies here![message #355604 is a reply to message #355603] Fri, 02 November 2018 21:22 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Nejrael wrote on Sat, 03 November 2018 00:20
PS: anyway to get enemy drop all back?

Ongoing redesign: start options/ini/ingame options



Left this community.

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Lieutenant

Re: Depri's Builds and Packages - Get your combat supplies here![message #355605 is a reply to message #355604] Fri, 02 November 2018 21:37 Go to previous messageGo to next message
Nejrael is currently offline Nejrael

 
Messages:15
Registered:October 2007
Thank you for the ultrasonic reply happy

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Private
Re: Depri's Builds and Packages - Get your combat supplies here![message #355608 is a reply to message #355605] Fri, 02 November 2018 22:55 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
FTP version should be complete as well now.


Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)

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Captain

Re: Depri's Builds and Packages - Get your combat supplies here![message #355705 is a reply to message #355604] Wed, 07 November 2018 21:21 Go to previous messageGo to next message
emps is currently offline emps
Messages:3
Registered:November 2018
Hey Guys!

1st of all, thank you very much for keeping this allive and making one of the best games ever, even better.

One thing: I have installed Version 8633 from GameDir and and for the Drop_All option in the Ini file, the Description says: "MISSING: PROPERTY DESCRIPTION" and und DataType: "MISSING_DATA_TYPE". I cannot chose TRUE there, because the drop down menu is missing.

I thinking about installing an older version, but to spare me the hassle to reinstall and download for several times, does anybody know, which was the last version of the SCI, where that option worked?

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #355708 is a reply to message #355705] Wed, 07 November 2018 23:03 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Just modify the DROP_ALL parameter in Ja2_Options.INI with a text editor. Looks like Flugente forgot to update the XML file for the Ini editor (again)... big grin


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Depri's Builds and Packages - Get your combat supplies here![message #355739 is a reply to message #355599] Thu, 08 November 2018 21:28 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
ZedJA2 wrote on Fri, 02 November 2018 13:55
I'm having a problem with the 8633 SCI build and Flugente's package of his Additional Mercs including Lara, Sara, Scott, Max, and Shepard. It may be my fault somewhere, as I had to hand create via copy and delete a combined set of MercProfile.xml , MercOpinions.xml , and Backgrounds.xml .

The result of this problem is that for each of the Flugente Mercs, named earlier, I have corrupted Descriptions. They show a varying series of Capital letters, which change as you move the mouse, usually about 10-20 characters long, mostly made up of multiple capital A's.

I've looked thru all of these files and more, but cannot yet find a clear issue. I did notice one or two inconsistencies though. These were in the Backgrounds.xml file, but I can't really see how they would cause the issue. Before I mention these inconsistencies (or things I don't quite get, but may be fine), I'd note that what I basically did was remove the empty placeholder areas for each Background and just added in the necessary portion for that Merc or Id number in the file. I tried to be careful to keep syntax correct, it all seems correct. So I have entries for all the Flugente Mercs and chaotic Buns as well as kept the original Buns one, so that should not be an issue, except at the boundaries of each Merc's section. I would not expect a boundary mistake to cause simply a mistaken description though.

INCONSISTENCIES NOTED that bother me:

1) For Shepard, which is <uiIndex>254 there are two possible entries. One is a Renegade version, followed afterwards with a Paragon version. Perhaps I need to delete entirely the Paragon version (or one or the other) in order for the file to be read correctly.

2) For the Paragon version of Shepard, there is a syntax error in the portion I copied from and thus in my file:

<<
<!-- Shepard's alternate background, replace background 254 with this if you want a paragon Shepard
<BACKGROUND>
>>

The error is that the commented first line is normally supposed to be followed by a single space after the last word Shepard and then --> . I believe this is simply to delineate the end of the comments section. However, adding the space--> did not cure the problem.

YET TO BE TRIED AS A SOLUTION: So I'm not sure what the problem is, however I'm going to try deleting the entire Paragon entry to see if this fixes the issue.

The descriptions themselves are not at the boundaries of each Merc Entry, so I do not think those should be corrupted via cut and paste. Stats and Traits seem correct, as does the various possible Merc Starting Gear for all of the Flugente Mercs. I cannot test to see if chaotic_Buns comes up correctly since I am starting a brand new campaign.

-----

If anyone knows a common cause of some Merc Descriptions having Descriptions that are corrupted with mostly AAAAAAAAA, or something similar, please advise. Thanks much in advance.

Aim bios are in BinaryData/AIMBIOS.EDT.



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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Captain

Re: Depri's Builds and Packages - Get your combat supplies here![message #355770 is a reply to message #355739] Sat, 10 November 2018 09:50 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
@ Flugente

Thanks, updating the forgotten AIMBIOS.EDT fixed all the Flugente Additional Mercs descriptions.

Only thing left to worry about seems the Overhead.lua file. The 8633 SCI version is dated later than the one with Flugente's Additional Mercs, but when TownLTU took a look at both files he said it is likely I have to merge the two of them together. One of the reason was to allow Chaos Buns to work with the other Mercs, from what I understood.

I'll try looking at that when I have more time.

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #356110 is a reply to message #311288] Thu, 06 December 2018 22:04 Go to previous messageGo to next message
Dacen is currently offline Dacen
Messages:3
Registered:December 2018
Hi, first let me thank all of you for the amazing work you are doing, this game is almost 20 years old yet it's just as fun as the day i bought it thanks to the modding scene.

I've played alot of 1.13 but never tried AIMNAS, it's working great so far but i have a small graphical bug that bother me: ammo numbers is black.

xttps://i43.photobucket.com/albums/e362/dacenvors/ja2%20-%20weapons%202_zpsghugqajj.png
(sorry i can't post links yet, change xttps to https)

It's blurry and hard to read so i don't imagine it's intentionnal and worst part is it doesn't change color when i put in different ammo type.

The base game and 1.13 display ammo correctly but once i install AIMNAS it turns black; no other numbers is affected just the ammo on guns.

Any ideas where the problem comes from?

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #356111 is a reply to message #356110] Thu, 06 December 2018 23:51 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
That's a new feature. You can read about it here.
AIMNAS is probably missing the new tags in AmmoTypes.xml.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Depri's Builds and Packages - Get your combat supplies here![message #356113 is a reply to message #356111] Fri, 07 December 2018 03:01 Go to previous messageGo to next message
Dacen is currently offline Dacen
Messages:3
Registered:December 2018
I didn't know about the change in the code, like you said the AIMNAS AmmoTypes.xml still have the old tags.
After a few tests changing the tags in the Bigmaps folder, it's working correctly now.
Thank you!

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #356120 is a reply to message #356113] Fri, 07 December 2018 19:19 Go to previous messageGo to next message
Dacen is currently offline Dacen
Messages:3
Registered:December 2018
I changed the tags for the AIMNAS ammotype file to match the new 1.13 file, there are a handful of ammo types that didnt have a direct correspondance and i dont know what they usually look like so i improvised. Feel free to modify to your liking.

(Still can't post links so change X to H)
Xttp://www.mediafire.com/file/98rtbojat2711qp/AmmoTypes.xml/file

Override the AmmoTypes.xml in ...\Jagged Alliance 2\Data-Bigmaps\TableData\Items

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #356262 is a reply to message #311288] Thu, 27 December 2018 20:49 Go to previous messageGo to next message
Kharnivora is currently offline Kharnivora
Messages:4
Registered:February 2012
Hi,

it appears I´ve found a pretty old bug, at least I remember I had the same issue with Build 7435. I haven´t played any 1.13 for a long time (because of this bug).

I start a new game, recruit some people, save, quit, load ny savegame -> The first merc I recruited (doesn´t matter whether it´s over IMP, AIM or SPECK) has Barry Ungers Face. Everything else remains the same. When this "Barried" merc then sais something on completing an assignment (like training, arriving in a sector, finishing repairs,... ) I get an assertion error. He/she can engage in regular dialogs however.
Assertion Failure [Line 6600 in File Map Screen Interface.cpp] - I can´t find this file or any file with a ccp extension in the game folder.

I´ve tried with build 7609, with the very latest build from this thread (SCI_JA2v1.13_Revision_8633_on_GameDir_2449), and with build SCI_JA2v1.13_Revision_8633_on_GameDir_2449 with the JA2_8645 exe, over an old JA2 CD I still own (checked, it´s 1.03) and over the steam version (store.steampowered.com/app/12380/) which is JA2 Gold 1.12. I´ve installed the full Win 10 compatibility patch from within the docs folder when running Revision 8633.

I´ve tried with both unchanged and extensively modded ini files.

Although I´ve set the option to save on assertion error, I don´t have any speechless

Screenshot:
up.picr.de/34688989qp.png

PS:
I´ve reported the same bug back in 2012 already:
thepit.ja-galaxy-forum.com/index.php?t=msg&goto=299324&#msg_299324

Two more issues:
My desktop flickers through heavily. At first I could fix this by enabling vsync and installing the compatibility patch, but after a few restarts of the computer, it feels like it´s getting worse.

Multiple options in the ini editor do not work. For example the "enemies drop all gear on death". Editing the corresponding .xml file directly is not taking effect.

[Updated on: Thu, 27 December 2018 23:21]

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #356263 is a reply to message #356262] Thu, 27 December 2018 23:23 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Kharnivora wrote on Thu, 27 December 2018 19:49

Two more issues:
My desktop flickers through heavily. At first I could fix this by enabling vsync and installing the compatibility patch, but after a few restarts of the computer, it feels like it´s getting worse.

That's an issue with Windows 10. I always had it when the browser was "behind" the game.

Kharnivora wrote on Thu, 27 December 2018 19:49

Multiple options in the ini editor do not work. For example the "enemies drop all gear on death". Editing the corresponding .xml file directly is not taking effect.

The JA2_Options.ini parameters only work with the proper exe version. For "DROP_ALL" this is 8610 and higher.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: Depri's Builds and Packages - Get your combat supplies here![message #356273 is a reply to message #356263] Fri, 28 December 2018 10:39 Go to previous messageGo to next message
Kharnivora is currently offline Kharnivora
Messages:4
Registered:February 2012
Well, I´m running build 8633 with exe 8633 or exe 8645. The issue is this:

up.picr.de/34691718kh.png

The value in the .ini editor can not be changed. Changing the value manually in the corresponding .xml file is not taking effect.

[Updated on: Sat, 29 December 2018 13:06]

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Civilian
Re: Depri's Builds and Packages - Get your combat supplies here![message #356344 is a reply to message #356273] Sat, 05 January 2019 09:12 Go to previous messageGo to next message
Applegong is currently offline Applegong

 
Messages:10
Registered:December 2018
Thanks DepressivesBrot, this is an amazing work of getting the SCIs out to make modding the game a breeze. I know this isn't a thread for troubleshooting reports but just to note I used .dll files from 1.1.38 wined3d executable to make the game run normally with Revision 8633.

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Private
Re: Depri's Builds and Packages - Get your combat supplies here![message #356362 is a reply to message #356344] Tue, 08 January 2019 12:27 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
Ok, good. I was just going to update my reply to Penta and say that it seems the builds have been updated several times since 8633. I guess the directory has stayed the same and you can just update the build, which is just the exe file.

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #356412 is a reply to message #356362] Mon, 14 January 2019 09:02 Go to previous messageGo to next message
ZedJA2

 
Messages:202
Registered:January 2018
UPDATED: Speck is not bugged, once I just go ahead and move the game time forward on the Strategic Map (I updated this weeks ago, but it seems it did not take, so updated post again)


Upon updating to the 8646 EXE BUILD, on an existing game, I find that Speck in M.E.R.C.'s page is showing his portrait for only a half second and then saying nothing, with the portrait disappearing almost immediately. I'm thinking that perhaps the MERC option may have been moved to another location, and perhaps that is overwriting the current save with the new build for the exe. Or that since I have not yet actually played with the new build beyond checking out the Laptop and the Strategic Map Screen, that perhaps once I have started the time clock forward this may correct itself.

Nonetheless, since I don't have time to do that tonight, I mention my concern that perhaps Speck's MERC comments, when you are at the M.E.R.C. homepage and wait a bit, may be bugged on an existing save, probably from 8633. I'll look into more in the next couple days, worse case by Weds, Thurs on my days off.

[Updated on: Tue, 29 January 2019 07:31]

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Sergeant 1st Class
Re: Depri's Builds and Packages - Get your combat supplies here![message #356429 is a reply to message #311288] Wed, 16 January 2019 13:20 Go to previous messageGo to previous message
KittyK is currently offline KittyK
Messages:2
Registered:January 2019
Hey everyone,

First of all, thanks to Depri and all of the others who have put so much effort in creating and maintaining the 1.13 mod!

Sorry for asking stupid noob questions, but I unfortunately am pretty much of a noob when it comes to modding and programming...

I downloaded the current build and extracted it over my JA2 install. So far, it did seem to work well. Now, my questions are:

- What is that Editor I read about? What's the difference between starting the game from the .exe file or the editor? (I'm pretty sure this information is there somewhere around the internet, but I either did not find it or did just not understand what the stuff I read through in the last couple of hours meant)

- After having extracted the mod files, I checked the ReadMe.txt called "download latest ja2.exe" and downloaded the files I found under the link in the doc. Now I see a couple of .exe files: ja2.exe, JA2_8647.exe, JA2_8647_Editor.exe, JA2_8647_UB.exe. While I understand that the last file mentioned should be "unfinished business", I wonder what .exe to use to start the game. If I remember correctly, I read somewhere that one of the .exe files should be deleted or renamed (?) - does that still apply even after having downloaded the most recent copy of the .exe as described at the beginning of this paragraph? (to me it looks as if ja2.exe and JA2_8647.exe were exactly the same files, is that correct?)

- What's the difference between INI Editor.exe and JA2_8647_Editor.exe?

Sorry again for asking stupid questions, I must admit that although I've always been interested in programming, I never managed to find decent "resources for dummies" to start with *sigh*

Thanks so much!

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Civilian
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