Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #361254 is a reply to message #361215] Sat, 12 September 2020 22:40 Go to previous messageGo to next message
Inveris

 
Messages:9
Registered:September 2020
Hello Sevenfm

First of all, thank You very much for your outstanding work for entire JA2. You are becoming a real legend. So many people are using Your work without Your knowing, but if they all would to thank You, than You should create another forum for this thumbs up

I tried to study all this thread and others but I did not found an answer.

1. Is there any link to download only NWSS mod.
2. Is there any link to download only New Ambient Sound (NAS)

What I am trying to do, is to play only JA2+AI+NWSS+NAS. I just did not find appropriate files to combine. Could You help mi with that?

[Updated on: Sun, 13 September 2020 00:27]

Re: Experimental Project 7[message #361261 is a reply to message #361254] Sun, 13 September 2020 06:39 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Hi Inveris!

To use NWSS together with Ja2+AI, you need the following:
1. Activate it in Ja2_Options.ini:
[Extended Options]
NWSS = TRUE
2. Download NWSS folder and put it somewhere the game can find, for example Data\AltSounds, Data-1.13\AltSounds, you can find the folder on my Ja2+AI google drive (link in the sig) in Data\NWSS.7z, or download any of my unofficial modpacks and find this folder in Data-User\AltSounds.
The folder structure should be like:
Data\AltSounds\Caliber
Data\AltSounds\Common

To use new ambients, you need the following:
1. Activate this feature (Sector Steady Ambients) in Ja2_Options.ini
[Extended Options]
ENABLE_SSA = TRUE
VOLUME_SSA = 100
you may also want to activate tactical fire ambient with
ENABLE_TA = TRUE
VOLUME_TA = 100
2. Find and download the ambients folder from my Ja2+AI google drive, you can find it in Data\Ambient.7z, or download any unofficial modpack, you will find ambient files in Data-User\Ambient folder.
Folder structure should look like:
Data\Ambient\SSA
Data\Ambient\fire.ogg (if you need fire ambient)

Also, NWSS and SSA are a part of the main 1.13 trunk now, see this project: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24289

[Updated on: Sun, 13 September 2020 19:24]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361266 is a reply to message #361261] Sun, 13 September 2020 15:59 Go to previous messageGo to next message
Inveris

 
Messages:9
Registered:September 2020
Thank You very much, everything works just fine.

Your modpack contains VoiceTaunts and many of this new animation, You have shown us. Is there possibility to activate them on clean version of JA2 7609 + AI?

From what I have read, Your modpack contains many features mentioned in this thread. Tell me, they are working with all mods in modpack?
Re: Experimental Project 7[message #361269 is a reply to message #361266] Sun, 13 September 2020 18:05 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
You can find some information on how to use new features in Docs\new options.txt and Docs\removed or changed options.txt on google drive.
Voice taunts require TAUNT_VOICE = TRUE in Taunts_Settings.INI, also enabling TAUNT_MAKE_NOISE is recommended.
I don't remember any new animations in my modpacks except maybe new explosion animations which you can just copy to your tilecache folder, they just replace vanilla explosion animations and will be used automatically.
As for mods, some features will work with all mods, like Voice Taunts, some require xml work like NWSS, some may be disabled for certain mods. I don't remember all details now, but in general most +AI features will work with all 7609 based mods.
I think SDO from my modpack has the highest level of support for +AI features, including attached explosives (which requires modification of Items.xml), for example.

[Updated on: Sun, 13 September 2020 19:27]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361271 is a reply to message #361269] Sun, 13 September 2020 22:54 Go to previous messageGo to next message
Inveris

 
Messages:9
Registered:September 2020
Thank You. Again everything is working properly.
Re: Experimental Project 7[message #361324 is a reply to message #332214] Fri, 18 September 2020 01:28 Go to previous messageGo to next message
Bananarepublic

 
Messages:39
Registered:October 2013
Hello Sevenfm, I've found a reddit post linking to your modpack with all the different mods.
I wanted to play JA 1.13 +AI with the SDO overhaul (to use with NCTH) but right at the start of the game I've noticed a bug with the underbarrel grenade launcher. When you create an IMP with Heavy Weapons and marksmanship score of 85 you get a M1 carbine with an underbarrel and you can press B to select the GL fire mode, however you can't switch back to regular firing after pressing B, it gets stuck on the GL until you fire.
Is this something that you can fix?
Re: Experimental Project 7[message #361327 is a reply to message #361324] Fri, 18 September 2020 07:42 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Bananarepublic wrote on Fri, 18 September 2020 03:28
Hello Sevenfm, I've found a reddit post linking to your modpack with all the different mods.
I wanted to play JA 1.13 +AI with the SDO overhaul (to use with NCTH) but right at the start of the game I've noticed a bug with the underbarrel grenade launcher. When you create an IMP with Heavy Weapons and marksmanship score of 85 you get a M1 carbine with an underbarrel and you can press B to select the GL fire mode, however you can't switch back to regular firing after pressing B, it gets stuck on the GL until you fire.
Is this something that you can fix?
Hi Bananarepublic! M1 Carbine does not have any underbarrel grenade launcher, instead it uses rifle grenade device which blocks muzzle when grenade is attached, that's the reason why you cannot switch back to normal shooting.
https://i.imgur.com/bsYjVDn.png
https://i.imgur.com/gkyWudg.png
https://i.imgur.com/EhsdQmA.jpg



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361330 is a reply to message #361327] Fri, 18 September 2020 11:05 Go to previous messageGo to next message
Bananarepublic

 
Messages:39
Registered:October 2013
Oh lol.. I completely forgot how it worked! Apologies and thanks for educating me thumbs up
Re: Experimental Project 7[message #361336 is a reply to message #361330] Fri, 18 September 2020 20:17 Go to previous messageGo to next message
Inveris

 
Messages:9
Registered:September 2020
Hello Sevenfm. Is there any access to the source code of the JA2 AI, because I would like to compile it to the french and polish version.
Re: Experimental Project 7[message #361398 is a reply to message #361336] Mon, 28 September 2020 17:14 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
r1583 fixes critical bug which can result in AI endless loop when soldier cannot find nearby darker spot.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361406 is a reply to message #361398] Wed, 30 September 2020 12:08 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
r1594

Enemy can use wirecutters to cut path to closest enemy, also flanking soldiers can use wirecutters to cut fence if they cannot find next flanking spot.
EXTRA_ITEMS option adds small chance for enemy soldiers to have wirecutters, depending on soldier class and game difficulty.
Only attacking soldiers will use wirecutters, garrison soldiers will prefer to not destroy fortifications.

Limitations: currently soldier can cut fences only around him, he will not intentionally move to fence to cut it.




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361409 is a reply to message #361406] Wed, 30 September 2020 17:44 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
r1597

New option REPAIR_WIRE_FENCES (FALSE by default) allows repairing cut fences using wire cutters.
Works by assigning bPartnerDelta to cut fence structure information.

[Updated on: Wed, 30 September 2020 18:00]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361416 is a reply to message #361406] Wed, 30 September 2020 23:46 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Awesome! A very welcome feature. It will make defending SAM sites, military bases, airports etc. much harder and fun.
Re: Experimental Project 7[message #361417 is a reply to message #361409] Thu, 01 October 2020 00:04 Go to previous messageGo to next message
Kitty

 
Messages:259
Registered:October 2017
Location: Germany
sevenfm wrote on Wed, 30 September 2020 17:44
...
Works by assigning bPartnerDelta to cut fence structure information. ...
Amazing. What magic did you use to do this? thumbs up

Wouldn't changing the bPartnerDelta also require changes inside the .jsd and therefore changes in GameDir ?



How to get: latest 1.13, 7609 and more | MapEditor+UB | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)
Re: Experimental Project 7[message #361424 is a reply to message #361417] Thu, 01 October 2020 06:22 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Kitty wrote on Thu, 01 October 2020 02:04
Wouldn't changing the bPartnerDelta also require changes inside the .jsd and therefore changes in GameDir ?
No since it only controls to which structure we swap current structure. It's the same process as with cutting fence, just reversed. The main problem was that there was no reverse offset in "cut fence" structure so I just add it from existing normal fences when the world loads.
I think you can achieve the same result even in stock exe (even ja2 vanilla) without code changes, by just adding needed partner data to "cut fence" jsd and removing "open structure" flag as it prevents the game from recognizing fence as cuttable (they both have wirefence flag).



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361426 is a reply to message #361424] Thu, 01 October 2020 13:13 Go to previous messageGo to next message
Hawkeye

 
Messages:2202
Registered:October 2005
Location: Australia
https://i.imgur.com/DsIGDN0.jpg


Re: Experimental Project 7[message #361430 is a reply to message #361424] Thu, 01 October 2020 20:24 Go to previous messageGo to next message
Kitty

 
Messages:259
Registered:October 2017
Location: Germany
sevenfm wrote on Thu, 01 October 2020 06:22
... I think you can achieve the same result even in stock exe (even ja2 vanilla) without code changes, by just adding needed partner data to "cut fence" jsd and removing "open structure" flag as it prevents the game from recognizing fence as cuttable (they both have wirefence flag).


Check. It's working just like you explained. Did a quick test with a changed .jsd in trunk 8896/2566, and wirefences could be fixed with wirecutter (probably KCB as well).

I did this:

Toggle Spoiler



Can upload .jsd as well if wished for, but since it's for trunk 1.13, I thought this thread might not the right place.

Thanks for your explaination, helped a lot.

[Updated on: Thu, 01 October 2020 20:32]




How to get: latest 1.13, 7609 and more | MapEditor+UB | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)
Re: Experimental Project 7[message #361431 is a reply to message #361430] Thu, 01 October 2020 20:33 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Please upload your jsd's here or somewhere, I'm sure some people will be happy to use them.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361432 is a reply to message #361431] Thu, 01 October 2020 23:13 Go to previous messageGo to next message
Kitty

 
Messages:259
Registered:October 2017
Location: Germany
Based on sevenfm's "7609+AI (r1597) New option REPAIR_WIRE_FENCES" and his explainations on this, I changed the wirefenc.jsd for use with trunk JA2 v1.13, so that it'll allow to fix cutted fences.

Did a quick test on 8896/2566 and so far didn't cause any problems.

Download:

Fix holes in wirefences (.jsd) (trunk v1.13)

Either put Folder Data-1.13 (jsd allready sorted in all 1.13 Tileset-Folders with wirefences) in your JA2-directory,

or use the single jsd in a tileset with wirefences (create matching Tileset-Folders yourself).

Used tool to change .jsd:

JSD-Editor 2.05 (by pipetz)


EDIT:

You won't need this patch for sevenfm's 7609+AI. Use the latest 7609+AI-exe he is providing in his signature and it will be working.
Nothing else needed, just his exe.

This patch is added to main, trunk version of 1.13 since GameDir 2568 (8898/2568).

[Updated on: Sat, 03 October 2020 23:46]




How to get: latest 1.13, 7609 and more | MapEditor+UB | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)
Re: Experimental Project 7[message #361437 is a reply to message #361432] Fri, 02 October 2020 14:20 Go to previous messageGo to next message
silversurfer

 
Messages:2759
Registered:May 2009
Thanks Kitty. I uploaded your files to SVN. I think the package was missing folders for tileset 54 and 55, so I added them as well.



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

Re: Experimental Project 7[message #361439 is a reply to message #361437] Fri, 02 October 2020 22:59 Go to previous messageGo to next message
Kitty

 
Messages:259
Registered:October 2017
Location: Germany
Cool, thanks for adding. The UB-Tilesets weren't included, so yes, 54 and 55 were missing the jsd.

SVN-description is mentioning the use of wirecutter for this. If it's worth the effort, you may wanna add, that the KCB-Knife can do this as well (succesfully tested ingame 8896/2566).



How to get: latest 1.13, 7609 and more | MapEditor+UB | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)
Re: Experimental Project 7[message #361442 is a reply to message #361439] Sat, 03 October 2020 10:57 Go to previous messageGo to next message
silversurfer

 
Messages:2759
Registered:May 2009
Oh, you're right. I forgot to add this to the UB tileset folders. Comments cannot be modified after the commit, but I mentioned that the repair works with any wire cutter device. That should make it clearer.



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

Re: Experimental Project 7[message #361450 is a reply to message #361442] Sat, 03 October 2020 23:05 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
For me, repairing a wire fence does not work.
Wire fence cut with scissors.The mercenary with the box moves his hands (red key), he says it's ready and the hole is still there.
Do you need a new game for this to work?



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361451 is a reply to message #361450] Sat, 03 October 2020 23:19 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Randok wrote on Sun, 04 October 2020 01:05
For me, repairing a wire fence does not work.
Wire fence cut with scissors.The mercenary with the box moves his hands (red key), he says it's ready and the hole is still there.
Do you need a new game for this to work?
It works well for me. Try updating to latest exe version (r1617), also make sure you enabled REPAIR_WIRE_FENCES option. Also you need default tileset settings (no jsd patch posted here recently, it's for main trunk only).

[Updated on: Sat, 03 October 2020 23:32]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361452 is a reply to message #361451] Sat, 03 October 2020 23:34 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
I am using r1617.
Are REPAIR_WIRE_FENCES option in Data-1.13 / Ja2_Options?



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361453 is a reply to message #361452] Sat, 03 October 2020 23:38 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Ja2_Options.ini, section [Extended Options], anywhere the mod can find it with VFS.
You can find all information about new options in the Docs folder on my google drive.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361454 is a reply to message #361453] Sun, 04 October 2020 00:23 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
I have not found Extended Options. I'm probably looking wrong.
Thank you for your help.



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361456 is a reply to message #361454] Sun, 04 October 2020 06:42 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Just add the needed section to the end of the options file, see how it looks in my modpack:
[Extended Options]
CAMO_PROFILES = FALSE
REPAIR_WIRE_FENCES = TRUE

; Sector Ambients
ENABLE_SSA = FALSE
VOLUME_SSA = 100

; Tactical Ambients
ENABLE_TA = TRUE
VOLUME_TA = 100

RED_TRACER = TRUE



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361457 is a reply to message #361456] Sun, 04 October 2020 09:35 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
r1621

Building sandbags is possible with only shovel (only for dirt/grass surface).
Fortification is instant action now, uses AP_USEWIRECUTTERS cost.
Show hammer icon on merc portrait while doing fortification action.
Swapped red/gray fortification cursors to make them consistent with other action cursors.
Allow fortification actions in diagonal direction when action spot is directly near soldier.
Don't play COOL quote when doing fortification actions.
Fixed various fortification related bugs (AP costs, moving to build, cursor type etc).

[Updated on: Sun, 04 October 2020 11:56]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361458 is a reply to message #361456] Sun, 04 October 2020 11:38 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Pasted. It works happy .
Thank you again.



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361461 is a reply to message #361458] Sun, 04 October 2020 13:32 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Can I have another pasting as the sandbags don't work.
Thank you in advance.



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361462 is a reply to message #361461] Sun, 04 October 2020 14:30 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
What do you mean by "the sandbags don't work"? They work perfect for me.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361463 is a reply to message #361462] Sun, 04 October 2020 14:48 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
I am using r1621. There is a shovel in hand. He's on the grass. It shows the possibility of being hit with a shovel (fist). There is no red hammer.



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361464 is a reply to message #361463] Sun, 04 October 2020 14:49 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Randok wrote on Sun, 04 October 2020 16:48
I am using r1621. There is a shovel in hand. He's on the grass. It shows the possibility of being hit with a shovel (fist). There is no red hammer.
Then you need to change shovel mode using item transformation.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361465 is a reply to message #361464] Sun, 04 October 2020 15:22 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
The hammer is already working, but for example in sectors B13, C13, D13 ... cannot be built in this sector.
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361466 is a reply to message #361465] Sun, 04 October 2020 15:24 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
You cannot build fortification in all sectors in stock 1.13, as only limited number of sectors has sandbags in tilesets.
In some mods like Wildfire+SDO or Aimnas, you can build fortifications in all sectors.

Randok wrote on Sun, 04 October 2020 17:22
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav
r1622 should fix this problem.

[Updated on: Sun, 04 October 2020 16:17]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #361470 is a reply to message #361466] Sun, 04 October 2020 16:57 Go to previous messageGo to next message
Inveris

 
Messages:9
Registered:September 2020
I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.
Re: Experimental Project 7[message #361472 is a reply to message #361466] Sun, 04 October 2020 17:08 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
I checked the sandbag builder on the H7- works.
Communications ... Line 2156 in file strategicmap.cpp ... also gone.
Thank you.



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #361473 is a reply to message #361470] Sun, 04 October 2020 17:31 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Inveris wrote on Sun, 04 October 2020 18:57
I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.
The problem is in the line <ExplosionSoundID>-1</ExplosionSoundID> in Data-SDO\TableData\Items\ExplosionData.xml, uiIndex 13, 14.
You can replace this value with any other sound (for example, 325 for flame and 61 for mini boom), and XML Editor will start correctly. It's still will only be usable for reading data, not for changing anything, as it corrupts XML data when saving.
You also need to add missing xml files to Data-IoV_Revised\TableData\NPCInventory\ from Data-1.13\TableData\NPCInventory\



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #361570 is a reply to message #361473] Fri, 16 October 2020 15:11 Go to previous messageGo to previous message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, I keep seeing in the change log "complex AI". Is it by default conplex? Or how do you switch between complex and simple? Apart from that in the recent AI+ versions the sound the enemies make when they get hit has sonehow changed. I don't like the new sound. How can I specifically revert only this new sound back to how it was?
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