Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
Re: Arulco Revisited Mod[message #357572 is a reply to message #357518] Wed, 19 June 2019 23:15 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
@ nod :

Thanks for encouragement. I can't say when I'm finished but I'm on it. Right now I'm playtesting a lot and that's rather time-consuming. I allreday found out that I have to re-think volunteers because the way I did you'll gain way too much. This and other balancing stuff will take a while. So, I'm begging you and everyone for a little patience.



I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #357575 is a reply to message #357572] Thu, 20 June 2019 11:45 Go to previous messageGo to next message
nod
Messages:4
Registered:June 2019
Location: Poland

@Kitty

I'm trying to make my posts in a way that won't make it look like I'm rushing you - and it's way harder than it seems! :] However - I am really not, honestly. Take as much time as you deem necessary. Release your work when YOU think it's ready for it.

On the other hand - for you to be satisfied with it, it doesn't need to be absolutely perfect. Nothing is, really. Don't be afraid releasing your work with some known minor issues. You may iron those out later, if you still have patience for it. ;)

That could also adhere to how you work on the mod in general. What I mean is - this is a big game. Mods overlaid on it make it even bigger. That means ALOT of work, and I'd imagine (and your earlier posts seem to confirm that) much of it is tedious. My advice is: when working on a feature, don't try to force your way through it, if it gets too tedious. Set yourself a milestone, reach it, then move on to something else until you feel like you can come back to it. Like, eg: "Those freaking map changes take way too long, I'd rather be doing something else rn. I'm gonna do 4 more sectors - I'll have 30 done. I'll move on to [X] and come back to map changes some time later". It's almost like your passion for a project is a resource you have to manage ;DD Also, when returning to a suspended feature after a time, you have greater knowledge on how your project unfolds as a whole, which may affect the way you do things when u return to it.

Now, you seem to have a great deal of work done already (woooo!), so this advice comes WAY late, but whatever ;D
If I've made it again look like I'm rushing - sorry! >.< Take your time. Have fun with it.
Cheers!

PS. As you can see I too have a strong proclivity towards rambling ROFL

EDIT: removed an emoji that somehow appeared totally out of place not sure

[Updated on: Thu, 20 June 2019 11:47]

Re: Arulco Revisited Mod[message #357696 is a reply to message #357575] Fri, 26 July 2019 22:21 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
@ nod

Thanks for the advice and encouraging words.

I must admit, that I already jump back and forth between things I try to implement/solve happy Some stuff turned out a major hindrance, some went just fine.

I also changed my view of a possible time when I will be "finished". When I started this, I thought about two or three weeks, but now I allready spent months and think it will most likely turn out to come close to a year or even more.

Somehow hooked on this not sure , even so whenever I think it's close another issue jumps to my eye that I hadn't realized sooner.

I'm learning a lot and this and the feeling when something turened out like assumed sure is fun for me shy

Right now, I continue implementing the Additional Merchants in AR-Cities (those in the shops) and playtesting if they work and how much I messed up balance by adding to much good stuff and so on.
And I also have transferred stuff to newest 1.13-build (8681/2476).




I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #357731 is a reply to message #357696] Mon, 29 July 2019 16:33 Go to previous messageGo to next message
HellsWind

 
Messages:44
Registered:October 2018
Location: Netherlands
Hello.

I'm trying to figure out how to get AIMNAS (items) to work with Arulco Reloaded (maps).

Could anyone nudge me in the right direction please?

[Updated on: Mon, 29 July 2019 16:33]

Re: Arulco Revisited Mod[message #358021 is a reply to message #357731] Tue, 10 September 2019 01:11 Go to previous messageGo to next message
Zalpha

 
Messages:30
Registered:July 2009
Location: South Africa
I love this mod, it is one of my favorites so thank you for making it. I don't think it will ever be updated but I still enjoy playing it none the less.
Re: Arulco Revisited Mod[message #358022 is a reply to message #358021] Tue, 10 September 2019 02:34 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
Successfully triggered happy

I currently try to update it. Most new features I got working, a few still need some more work. Since I started with zero knowledge, each and everytime I run into something, I first must try to learn it.
I try to do two versions. One "just" being a basic update and another with stuff added by me. Ever since Latzee mentioned that I should think about people that might not like what I've added, I ended up doing this two version-thing. I think he has a fair point.

This will take longer, but also, while learing things I wanted to add, I stumble across stuff that had to be fixed in basic-version, too.
For example: While trying to add a new basement, I found some wall-segments that didn't provide any cover. It took me a while to figure out why. In the jsd (structure definitions) for the sti (graphics) few wall segments for basement walls were wrong (90 degree angle). So I had to learn about jsd, fix this and then added it for both versions.
I'm also more then happy, that with the latest build, the map-editor problems I had, were solved. Item placement and new groups of civilians (like the smugglers) where a real pain to deal with before.

I don't dare to state any time anymore. Everytime I thought that soon I'll be finished I run into something while playtesting. All I can say is, that I'm working on it and ever since I overcome the frustrations of the time I started, I'm pretty convinced that I'll finish it also. It would be a shame to stop after all the progress made, it's rather finetuning now then anything else. But without this finetuning some things would be odd, so...

While waiting I highly recommend using AR with the new exe by sevenfm and/or in combination with SDO-mod. That's my favourite for AR.



I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #358063 is a reply to message #358022] Mon, 16 September 2019 03:59 Go to previous messageGo to next message
Hawkeye

 
Messages:2166
Registered:October 2005
Location: Australia
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRe3NJcHEEWoeHpfo9HDuSrIm2SopSMQLlkLFvG9fTKYusZ0tNx


Re: Arulco Revisited Mod[message #358849 is a reply to message #358063] Thu, 23 January 2020 07:13 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
Due to RL I can't spend as much time on updating AR for recent v1.13 versions as wanted, so I say it's finished when it's finished, but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. The expanded version still lacks some permissions for other peoples stuff I like to use, it's kinda difficult to get even in touch with those. I will create a new subthread in AR-thread when I upload stuff. happy



I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #358850 is a reply to message #358849] Thu, 23 January 2020 08:13 Go to previous messageGo to next message
Hawkeye

 
Messages:2166
Registered:October 2005
Location: Australia
Good to hear Kitty. Even if it's a small update, it will be a better mod than it was before you began working on it.


Re: Arulco Revisited Mod[message #358891 is a reply to message #358849] Mon, 27 January 2020 11:41 Go to previous messageGo to next message
nod
Messages:4
Registered:June 2019
Location: Poland

Awesome news, can't wait to try it out! thumbs up
Re: Arulco Revisited Mod[message #359053 is a reply to message #358891] Tue, 18 February 2020 23:01 Go to previous messageGo to next message
Vritran

 
Messages:177
Registered:February 2020
Location: North East England
I have just started playing AR and enjoying it better than Vanilla so this is excellent news.

Looking forward to any updates on this. Keep up the good work.

Re: Arulco Revisited Mod[message #359262 is a reply to message #358849] Wed, 25 March 2020 17:07 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
Kitty wrote on Thu, 23 January 2020 07:13
..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ...
I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.

But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.

Stay save




I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #359632 is a reply to message #359262] Sat, 18 April 2020 19:17 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
Still working on this Ar update. I hope being able to upload at least a w.i.p.-version soon for playtesting by you. Will annonce here.



I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #359646 is a reply to message #359632] Sun, 19 April 2020 15:02 Go to previous messageGo to next message
nod
Messages:4
Registered:June 2019
Location: Poland

Nice! Also thanks for the updates, Kitty thumbs up

Seems like I'll have to go back to checking this page daily, then big grin

That said, no pressure! And more importantly:
Stay safe!!

Cheers happy
Re: Arulco Revisited Mod[message #359731 is a reply to message #359262] Thu, 23 April 2020 23:27 Go to previous messageGo to next message
Omega

 
Messages:64
Registered:January 2004
Location: Peterborough, England

Kitty wrote on Wed, 25 March 2020 17:07
Kitty wrote on Thu, 23 January 2020 07:13
..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ...
I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.

But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.

Stay save

Understanable! Thank you for your work so far happy
Re: Arulco Revisited Mod[message #360079 is a reply to message #359731] Mon, 18 May 2020 07:02 Go to previous messageGo to next message
Kitty

 
Messages:176
Registered:October 2017
Location: Germany
AR itself was created by Beka and JAsmin, Strohmann updated it before, CVB made a patch to fix some things and I'm just trying to carry this on and do the next update.

And it's getting closer.

I'm trying to get familiar with some of the cloud-providers, GitHub and ftp-stuff, in order to decide what might be most usefull in the long run.

It will be split up into two steps. First there will be a plain update to at least 8796\2531 (Mai2020), I'm running testruns on this now.
Purpose is to provide a version with changes to AR only where nescesary for newer features (e.g. availability of disease-protection in early game). This gonna be a version where I allready am aware of some things I still need to finish\add\tinker on. Like further tuning the daily routine of civilians like factory workers: go to work, go to bath, go to bed, etc. I allready did this on some maps, but I will keep updating this along with updates to next 1.13-versions to come. This will only mean, they behave like normal, therefore not hindering to play anyhow. But if I wait to upload until every detail is finished, it will take too long for my liking. The default-ini-settings will have some of the most recent features enabled, to showcase them a little (like the Sector-Ambient_Sounds by sevenfm), but that's optional to use for the player as allways.

In a further step, I'll provide a version of AR, where I will change things. Added\changed maps, including basements, more tilesets, some changes to npc-scripts, former AIM and MERC as RPG on map, hopefully a new merc with new voicing, new factions, some other goodies, etc. I got permission and started to update the additional mercs by Flugente for this, that either will be included directly or will be optional for those who want to try them, not yet decided. Overall, in this version the land will be changed, Deidranna is ruling for more then twenty years after all. Any upload for this, will take a little more time, but I allready have done maps, scripting, RPG on map. I can't code, so probably no new quest (some stuff is hardcoded), but I plan to change existing ones and do what I can with npc-scripts and lua.

Some lingering idea is also to make a version with random-scaled-items, like in the SDO-version available for 7609-AR. But that's just an idea atm. Speaking of SDO and other item-mods, I'm not aware of a version of those for recent 1.13. Doing this now might would lead to loosing focus, so I don't plan for this atm, maybe next year happy Since step one needs to be uploaded first, it feels rather ridiculous even thinking about this.

If you scroll up the thread, you might start thinking: "So what? That's what you allready said a few times, when are we gonna see this step-whatsoever?"
Soon, that's probably the best I can say. Closer as you think, further then you hope. The ones pressuring the most are me, myself and I. shy

Thanks for the patience and the encouraging words. thumbs up



[Updated on: Mon, 18 May 2020 07:05]




I need more details.

(Didi Hallervorden)
Re: Arulco Revisited Mod[message #360196 is a reply to message #360079] Sat, 30 May 2020 06:58 Go to previous message
SharkD

 
Messages:359
Registered:July 2003
Can't wait! Thanks.

[Updated on: Sat, 30 May 2020 07:01]

Previous Topic: Where to find Med kits ?
Goto Forum:
  


Current Time: Sun Aug 09 05:44:21 EEST 2020

Total time taken to generate the page: 0.02996 seconds