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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:77
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:2
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:77
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:29
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:77
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 message
Hawkeye

 
Messages:1946
Registered:October 2005
Location: Australia
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