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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228472] Wed, 22 July 2009 04:15 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
well smeagol, i think i have found just the right gun/ammo combination to replace the culba guns:

http://www.youtube.com/watch?v=Q_XX2lIT1tQ

or how about this one? i remember it already being in DBB mod:

http://www.youtube.com/watch?v=S_X5nyGu5LQ

or what do you think of that one:

http://www.youtube.com/watch?v=QHnLz_-EZWQ

fancy eh? Wink

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228476] Wed, 22 July 2009 04:48 Go to previous messageGo to next message
Kaerar

 
Messages:2050
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Headrock
a single XML tag to an item, set to 1. This identifies the item as having a specific capability that others do not. The idea is, naturally, to change this binary value (0/1) to a percentage indicating how useful the item is in this task. In theory, it is possible to do the same thing to many other item tags that are currently also 0/1.

Why not make it a divisor with 1 being the same as JA2 and 0.5 being half as effective and 2 being twice as effective? Then no matter the XML the value for normal XML's remains the same...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228489] Wed, 22 July 2009 05:53 Go to previous messageGo to next message
Headrock

 
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I'm not sure if the game will treat 1 the same as 1.0. However, regardless, it is still a much-less desirable solution, as percentage values would be far more user-friendly in the long run.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228494] Wed, 22 July 2009 06:01 Go to previous messageGo to next message
Kaerar

 
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True I was just trying to make an interim solution before we go an corrupt those virgin XML's...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228500] Wed, 22 July 2009 06:09 Go to previous messageGo to next message
Headrock

 
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Let's look at this analytically: How many different 1.13 data mods are there today that alter the Items.XML? That is EXCLUDING those that come pre-packaged with their own EXE (like Renegade Republic) as they don't keep up with the 1.13 SVN anyway. Of the creators of those mods, how many are still around and active? How many can be contacted with news of a change? Since the change itself can be done with a simple auto-replace (which retains the XML as fully functional), I doubt any of them would oppose the change.

Make a list. I'm afraid the only ones I know are Alpha Mod, DBB, and PossumDBB. All their authors can be contacted easily. Any others? This includes mods that don't only add items, of course, like campaign mods that run on 1.13.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228505] Wed, 22 July 2009 06:20 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
Not currently active I can't say, but there are other mods in other communities that are being developed and use 1.13 as a base. However the tag issue here is relatively minor. But we have a list of tags we would like to introduce so it makes sense to issue another milestone release which has broken save compatibility (bit like 2085) with older saves. Stick all the tags we need in and start the cycle all over again Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228510] Wed, 22 July 2009 06:27 Go to previous messageGo to next message
Headrock

 
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If I get a chance to break save compatibility, I could do a bucketload of things, an entire HAM 4.0 series. But this isn't about savegames, which are GENERALLY a smaller inconvenience. Forcing modders to change their mods is much riskier, even if we're only doing it for their sake.

Quote:
Not currently active I can't say, but there are other mods in other communities that are being developed and use 1.13 as a base.


Any idea what/who they are?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228515] Wed, 22 July 2009 06:32 Go to previous messageGo to next message
Kaerar

 
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No unfortunately, I haven't spent much time in the mods section. Too busy farting around with mine, Will's and 1.13.

Why not prepare a test HAM 4.0 with the bucketload of things and see who'll be happy to be a guinea pig Smile

I'll be happy to help with a SCI for it Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228519] Wed, 22 July 2009 06:49 Go to previous messageGo to next message
Headrock

 
Messages:1775
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Quote:
Why not prepare a test HAM 4.0 with the bucketload of things and see who'll be happy to be a guinea pig


Feasibility. HAM is meant as a testing ground for things before 1.13 inclusion, it's not meant to stand-alone forever (that would be impossible, I'd have to update it constantly or there will be nobody playing it within a couple of months). So unless I know 1.13 is going to accept a compatibility break, it would make no sense to do all this work. And of course I still haven't run out of things that don't need savegame changing at all...

The tough bit is the fact that the decision-making body of 1.13 is all but nonexistant at the moment. As far as code-based decisions, it's RoWa holding the fort pretty much alone, with some help from anyone who has something to contribute, and Starwalker on the left flank. One could see this as an "opportunity" to exploit the situation and do things that normally wouldn't be allowed, but I've got respect for 1.13 (or I wouldn't even be here) so I'm not going to.

It's quite a niggle. So don't get me started on the savegames right now. As I said, there are still things I can/am/will be do/doing/did/has done/been done/will have had has.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228565] Wed, 22 July 2009 12:54 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
@Kaerar: Your c-mags don't fit small slots, do they?

As I made that drum mag pouch a small slot one, which also could take c-mags, I guess I'll have to stick with the old pics for a while. Sad

Just decided against adding the 81mm Mortar (would not be that useful anyways, a single unit weighs about 40 kg and is usually operated by a crew of 4...). Instead I'll use the 2 mortar shell pics for the generic mortar shell, which looks quite outdated and an Illumination Shell.

[Updated on: Wed, 22 July 2009 13:22] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228571] Wed, 22 July 2009 13:40 Go to previous messageGo to next message
Kaerar

 
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Location: Australia :D
No. Minimum is a mid-slot. To me sticking a C-Mag in a small pocket is pretty weird. They are big bulky things...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228577] Wed, 22 July 2009 14:04 Go to previous messageGo to next message
smeagol

 
Messages:2739
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Location: Bremen, Germany
Kaerar
No. Minimum is a mid-slot. To me sticking a C-Mag in a small pocket is pretty weird. They are big bulky things...


Yes, agreed... Now that I think about it... I will change the LBE drum pouch accordingly (and maybe add some other small pockets to the item instead... ).

Also just made a pic for a glass with marbles. Now if I only had an idea what to do with that. Wink


Edit: New stuff for those who like to make themselves grenades:
marbles + glass jar = jar with marbles
shaped charge + jar with marbles = improviesed grenade (needs explosives skill)

Thought this would give the shaped charges an additional use, as well as the marbels. And the glass jars were pretty much useless anyways...


Edit 2:
Lol, just realized, that the big pic of the shaped charge has a primer, that can only bee seen with max zoom in the sti. editor. Nice detail. Smile

[Updated on: Wed, 22 July 2009 14:38] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228714] Thu, 23 July 2009 04:09 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Smeagol, is there a reason the 416 line of rifles doesn't accept the 5.56 C-mag adaptor?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228756] Thu, 23 July 2009 13:50 Go to previous messageGo to next message
smeagol

 
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Kindred
Smeagol, is there a reason the 416 line of rifles doesn't accept the 5.56 C-mag adaptor?


Yes. I think the 416's would easily outclass every other gun in their category if they were also able to accept c-mags. I might change this, but probably not...


I have however changed the c-mag pics and the drum pocket (which is now medium sized).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228760] Thu, 23 July 2009 14:20 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
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@ Smeagol:

I've got a question about landmines, this happens on several maps. It looks like most mines I run across are ridiculously easy to locate. I have an IMP with an Experience Level of 3, and Explosives skill of 1, who detected every single mine around the SAM site in D15. So far, with all the mines on the Wildfire maps, only two have gone undetected by my (untrained) mercs (blew up Ira and Grunty, fortunately they both survived). I've got no metal detection equipment. Could it be something about map design that's making these mines so easy to detect? Is this a flaw in the original 1.13 maybe, that makes mine-location too easy?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228763] Thu, 23 July 2009 15:00 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Headrock
@ Smeagol:

I've got a question about landmines, this happens on several maps. It looks like most mines I run across are ridiculously easy to locate. I have an IMP with an Experience Level of 3, and Explosives skill of 1, who detected every single mine around the SAM site in D15. So far, with all the mines on the Wildfire maps, only two have gone undetected by my (untrained) mercs (blew up Ira and Grunty, fortunately they both survived). I've got no metal detection equipment. Could it be something about map design that's making these mines so easy to detect? Is this a flaw in the original 1.13 maybe, that makes mine-location too easy?


Mines were a nuissance when I originally built the maps. Enemies always stepped into them, making them quite the death trap an easily exploited (just shoot, wait for the enemy to run into their own mine fields, rinse and repeat). Therefore most mines placed were very low level.
In some of the updated maps I changed mine patterns (placed them with a lower chance to appear, but increased level). I don't know, how this will turn out.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228764] Thu, 23 July 2009 15:05 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
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Hmmmmm I wonder why the enemy run into their own minefields. Maybe this should be changed in the 1.13 code, that would allow placing more dangerous mines.

Quote:
In some of the updated maps I changed mine patterns (placed them with a lower chance to appear, but increased level).


That's a good decision - it's probably why Grunty got blown up. I got careless, assuming all mines were equally easy to detect.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228869] Fri, 24 July 2009 14:03 Go to previous messageGo to next message
smeagol

 
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So far had only one encounter with the changed mine layout in my current game, and it worked very nice (well, at least from a map designer's point of view... My no-explosive skill imp got blasted Sad ).
There are fewer mines in the maps, they are harder to detect and enemies don't step on them on a very regular basis (they might do so, had this with an enemy in very bad condition who was retreating, unfortunately for him, his retreat led him directly on a landmine... good times ^^).
I think I will update the older maps with the low level mines cluttered around in a similiar way (when I get around to do it, as this is really boring work... first deleting like 350 mine placements manually, then replacing mines with different settings. yikes).




Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228872] Fri, 24 July 2009 15:28 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
smeagol
Kindred
Smeagol, is there a reason the 416 line of rifles doesn't accept the 5.56 C-mag adaptor?


Yes. I think the 416's would easily outclass every other gun in their category if they were also able to accept c-mags. I might change this, but probably not...


With all due respect smeagol, as an high quality alternative to thew M4/M16 platform, the HK416 most definitely should be able to use 100 RD C-Mags!

to balance the superior quality of the HK416 series out, you simply should make them non droppable by the enemy, only available over BR or Tonys and jack up the price accordingly, at least to twice that of the standard M4/M16.

main difference between M4/M16 and HK416 is that the HK416 is much more reliable and durable, needs less maintennance and works under most adverse conditions.

so my tip would be to simply max out the reliability of the HK416 and HK417 series, whilst lowering that of the M4/M16 series to a level where emptying a 100RD C-Mag might lead to the first jams due to fouling. allthough not quite as dire as in SOG69 mod where every shot fired from an M16 lowered status about 1% and firing off a whole mag made the gun practically useless and ready for repair.

the M4/M16 series should be distinctively less reliable than let

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228878] Fri, 24 July 2009 17:00 Go to previous messageGo to next message
smeagol

 
Messages:2739
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Mauser
smeagol
Kindred
Smeagol, is there a reason the 416 line of rifles doesn't accept the 5.56 C-mag adaptor?


Yes. I think the 416's would easily outclass every other gun in their category if they were also able to accept c-mags. I might change this, but probably not...


With all due respect smeagol, as an high quality alternative to thew M4/M16 platform, the HK416 most definitely should be able to use 100 RD C-Mags!

to balance the superior quality of the HK416 series out, you simply should make them non droppable by the enemy, only available over BR or Tonys and jack up the price accordingly, at least to twice that of the standard M4/M16.

main difference between M4/M16 and HK416 is that the HK416 is much more reliable and durable, needs less maintennance and works under most adverse conditions.

so my tip would be to simply max out the reliability of the HK416 and HK417 series, whilst lowering that of the M4/M16 series to a level where emptying a 100RD C-Mag might lead to the first jams due to fouling. allthough not quite as dire as in SOG69 mod where every shot fired from an M16 lowered status about 1% and firing off a whole mag made the gun practically useless and ready for repair.

the M4/M16 series should be distinctively less reliable than let


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228907] Fri, 24 July 2009 20:57 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
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How can i find the new "things" that can be made like:
shaped charge + jar with marbles = improviesed grenade
is there a list somewhere?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228910] Fri, 24 July 2009 21:20 Go to previous messageGo to next message
smeagol

 
Messages:2739
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Deadman
How can i find the new "things" that can be made like:
shaped charge + jar with marbles = improviesed grenade
is there a list somewhere?


At the moment, the only way to get the merges is either through the xml file or by looking through the two Item Mod threads. I think I'll make a complete list of the merges this evening.

Just need to get some beer, as long as the shop is still open... then I'll do that merge list. :happybear:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228939] Fri, 24 July 2009 23:51 Go to previous messageGo to next message
smeagol

 
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I moved the merge list to the first post, first page of this topic.

[Updated on: Sun, 26 July 2009 01:06] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228951] Sat, 25 July 2009 01:56 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
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impressive list of merges smeagol! quite some nifty stuff in there i didn

[Updated on: Sat, 25 July 2009 03:48] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228973] Sat, 25 July 2009 04:48 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
I'm encountering crashes to desktop when mousing over weapons at the Bobby Ray website. It doesn't seem to be any particular weapons causing the undesireable crash, but rather all of them*. On a few occasions it will work and show what appears to be the correct satistics, but the next time I check that very same weapon it will crash again. I do not encounter the issue when mousing over weapons in tactical or strategical view, so it appears to only be the weapons on the BR site that suffers from this behavior.

I am almost confident this is somehow my fault, partially as I haven't seen this issue reported yet, and also as I did a quite the hacksaw job of installing the mod:

1: Made a copy of the Jagged Alliance 1.13 folder
2: Extracted WF6.06 and Alpha_Item_mod into a folder
3: Pasted the contents of that folder into my copy of Jagged Alliance 1.13
4: Added the HAM 3.5 variables into the .ini
5: Run the program with the HAM.exe

I didn't find any official instructions to using these mods together, but after struggling with it for a while I noticed that this appeared to have done the job. It's worked quite solidly from my start in Omerta, through Balima, up to Chizena, through all the battles in Chizena and through the capture and counter attack on Drassen.

I have modified some files, but it's only been a few edits to the IMPItemChoices, EnemyGunChoices and EnemyItemChoices, along with some changes to the coolness and defensive properties of various armour.

I doubt my own changes would have any particular effect in Bobby Rays, and I doubt it'd cause the crashes. As to the setup itself - so far the only problem has been those danged crashes on mousing over items at Bobby Rays.

Anyone has any idea on what I could do to attempt to fix this problem?

Edit:
*Turns out that's not entirely true. It's not all weapons that cause the crash. It's select rifles and assault rifles that does it. I looked through all avaliable handguns, machine pistols, shotguns, and SMGs at my Coolness Level, and none of them behaved in a peculiar manner. It does appear to be a problem that manifests only with a select number of Assault Rifles and Rifles. Gonna have to track down which ones that cause a crash upon viewing their statistics and see what they have in common in the XML editor.

Got a feeling that it might be related to something to do with an attachment these weapons might have in common. It's possible I might have accidently screwed something up with that on my own, while making my edits.

I'm blindly guessing, yeah, but this whole modding business is mostly unknown territory to me.

[Updated on: Sat, 25 July 2009 05:29] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228979] Sat, 25 July 2009 05:31 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
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Quote:
I'm encountering crashes to desktop when mousing over weapons at the Bobby Ray website.


That's a known HAM crash. It means that one or more of the weapons at Bobby Ray's has too many attachments that can be placed on it, causing a data overflow and crashing the game. DBB is known to cause this due to a massive amount of possible attachments. It's possible that this also occurs due to Alpha Item Mod. This bug will probably not be resolved anytime soon. Sad

There's a very simple solution to this: Go into your JA2_Options.INI file, and turn off BOBBY_RAY_TOOLTIPS_SHOW_ATTACHMENT_LIST. This should solve your problem.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228980] Sat, 25 July 2009 05:41 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
You probably have a pretty good idea of how much pointless work and agony you saved me by telling me that so quickly. I had only just begun making my list of various weapons to check out and compare; and that list was rapidly growing... :crazy:

Cheers :thumbsup:

At least I was sorta right in assuming it was attachment-related. Very Happy

[Updated on: Sat, 25 July 2009 05:42] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228981] Sat, 25 July 2009 06:05 Go to previous messageGo to next message
reVurt

 
Messages:66
Registered:March 2007
Location: The Great White North, eh...
Headrock
That's a known HAM crash. It means that one or more of the weapons at Bobby Ray's has too many attachments that can be placed on it, causing a data overflow and crashing the game. DBB is known to cause this due to a massive amount of possible attachments. It's possible that this also occurs due to Alpha Item Mod. This bug will probably not be resolved anytime soon. Sad


If I might suggest a possible quick fix:

Determine how many attachments it takes to cause the crash (probably dependent on resolution), and when building the list of attachments to display in the tooltip, display only the first (max number - 1), and leave the final line something like "..." to indicate more. It's not terribly elegant, but it should be reasonably simple to code, and would be preferable to a CTD.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #228982] Sat, 25 July 2009 06:09 Go to previous messageGo to next message
Headrock

 
Messages:1775
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Location: Jerusalem
Quote:
Determine how many attachments it takes to cause the crash (probably dependent on resolution), and when building the list of attachments to display in the tooltip, display only the first (max number - 1), and leave the final line something like "..." to indicate more. It's not terribly elegant, but it should be reasonably simple to code, and would be preferable to a CTD.


That's an interesting solution. Although it does kind of kill the point of the attachments list. Should avoid a crash though, so I guess I'll have to go for that.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229039] Sat, 25 July 2009 15:24 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Mauser

- sniper scope + reflex sight = Tactical Scope 10x (from DBB mod)

And whats the benefit of this scope? Reducing APs? If so, that would be quite unbalancing towards even more use of sniping weapons.
Same with the following:

Mauser
could you also perhaps add the SCHMIDT & BENDER 3-12x Scope from DBB as an high end sniperscope with extended range and wider FOV/less tunnel vision, plus maybe a slight night vision bonus?


Mauser

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

do you really think this is a good idea? makes absolutely no sense to me. the base for camo paint has to be some sort of grease like vaseline. the pigments for a self made camo paint could be powdered coal or clay earth (rock?). or maybe something like crayons? shouldn
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229086] Sun, 26 July 2009 00:53 Go to previous messageGo to next message
smeagol

 
Messages:2739
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Location: Bremen, Germany
Updated another bunch of maps (basically finishing the route my A-Team takes at the moment along the south road between Merida and Balime and from there up to Drassen).

As was suggested in some earlier posts, the weapon caches got a bit tougher (read as added some armoured vehicles, I would have liked to add MG jeeps, but as those are not available yet, I had to add tanks... damn, really wish, that some coder had a look, if it was possible to add different kind of tanks//light vehicles//stationary HMGs. I imagine, that this would be quite possible, considering what else has already be done... and it would give those anti-material rifles a serious use... so, what are the chances, of ever seeing such a thing?).


Answering the other posts:
I might add the Schmidt&Bender scope, sniper rifles could use an alternative, but don't expect it too be strictly better than the other sniper scope, when I add it.


Sam is right about the cigars, that merge doesn't make sense from a real life point of view, but perfectly makes sense considering that cigars have no other use at all. He's also right about the rags. The current merge system doesn't allow cutting a T-shirt into 4 pieces (and besides, T-shirts are quite easily obtained, so there shouldn't be a shortage on rags).

Rod&Spring and Gun Barrel extender will definately stay in the mod (I like them too much, to cut them Wink ).

Tactical sniper scope will also probably not happen, as I think it will indeed be pretty unbalancing (otherwise I would have added that a long time ago, I'm quite a fan of snipers in my teams, each 6 man team carries at least 3 sniper rifles, one of which usually is a heavy anti-material rifle, so I could have made good use of such an item... but some balance should be there, shouldn't it?)


That bundled load might be interesting, though I doubt it's usefullness, as such a heavy item will probably have a very short throwing range and the explosive blast radius would be at least that of TNT/HMX, think you'll end up "Private Ryan style" blowing up yourself most of the time...

Hmm... soap... indeed a rare item in Arulco. Maybe someone should tell Tyler Durden to make a quick trip there to sell some of his homemade soap to local shop keepers...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229101] Sun, 26 July 2009 02:47 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Using Alpha v.30, I can't get the glass jar and marbles to merge. Is there a trick to it?

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229103] Sun, 26 July 2009 02:55 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Kindred
Using Alpha v.30, I can't get the glass jar and marbles to merge. Is there a trick to it?



Hehehe... the trick is, that this will work with the next not yet released update. Wink

I've implemented that after I released V30.


I have some issues at the moment with a nasty game freeze in sector m9_a (weapon cache). Whenever I enter the small office building, the game freezes. Had this before, thought I had fixed it, but apparently not... I guess I'll have to rework the map from sketch (think it has something to do with a missplaced switch, but I'm not really sure, as I replaced that switch in my updated map... I'm pretty much clueless at the moment). Sad

Edit:
Seems I missed one switch when updating the map. Deleting that worked fine for the moment, but as soon as I hover my mouse over the other switch, same game freeze. Grr... Ah well... guess I have to rework the map then, was way too easy anyways. During a night attack I could take it with one camper, without the enemy ever giving away one shot (and that is with the tank in the map...).

[Updated on: Sun, 26 July 2009 03:05] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229106] Sun, 26 July 2009 03:28 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Quote:
As was suggested in some earlier posts, the weapon caches got a bit tougher (read as added some armoured vehicles, I would have liked to add MG jeeps, but as those are not available yet, I had to add tanks... damn, really wish, that some coder had a look, if it was possible to add different kind of tanks//light vehicles//stationary HMGs. I imagine, that this would be quite possible, considering what else has already be done... and it would give those anti-material rifles a serious use... so, what are the chances, of ever seeing such a thing?).


nice to hear. allthough the first one between drassen and cambria should be easyer, all the following ones should be really hard to crack so it takes considerable effort to get to the goodies there. i would at least have added some fixed snipers and heavy weapons soldiers, so frontal assaults would definitely lead to disaster. but at least one tank in every cache should also be ok.

onsidering that the tank has 2 weapons, a main gun and a HMG, maybe it would be quite easy to make something like a stationary MG nest. it just needs to take the form of a little bunker or pillbox like structure, with limited vision/firing field to one direction, which has to be taken out by explosives. just need the appropriate graphics and then put a soldier inside to make it look manned.
or maybe a one story high stationary bunker with a swiveling HMG with a armored metal shielding in front/around it which can swivel to a certain degree?

all it would need are the right graphics, then make a new tank type and replace the graphics. if there

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229109] Sun, 26 July 2009 03:35 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
smeagol
Kindred
Using Alpha v.30, I can't get the glass jar and marbles to merge. Is there a trick to it?



Hehehe... the trick is, that this will work with the next not yet released update. Wink

I've implemented that after I released V30.


I have some issues at the moment with a nasty game freeze in sector m9_a (weapon cache). Whenever I enter the small office building, the game freezes. Had this before, thought I had fixed it, but apparently not... I guess I'll have to rework the map from sketch (think it has something to do with a missplaced switch, but I'm not really sure, as I replaced that switch in my updated map... I'm pretty much clueless at the moment). Sad

Edit:
Seems I missed one switch when updating the map. Deleting that worked fine for the moment, but as soon as I hover my mouse over the other switch, same game freeze. Grr... Ah well... guess I have to rework the map then, was way too easy anyways. During a night attack I could take it with one camper, without the enemy ever giving away one shot (and that is with the tank in the map...).


oh btw. please remove those trap switches in Tixa asement at the doors! they can be really nasty, effectively preventing you from being able to enter the basement corridors when you have the atomatic flag setting option from HAM enabled. besides it makes no sense if the tear gas is sprayed automatically when you walk up on the doors. it

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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229112] Sun, 26 July 2009 03:56 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
oh btw. please remove those trap switches in Tixa asement at the doors! they can be really nasty, effectively preventing you from being able to enter the basement corridors when you have the atomatic flag setting option from HAM enabled.


LOL! The what now?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229113] Sun, 26 July 2009 04:20 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Headrock
Quote:
oh btw. please remove those trap switches in Tixa asement at the doors! they can be really nasty, effectively preventing you from being able to enter the basement corridors when you have the atomatic flag setting option from HAM enabled.


LOL! The what now?


well, there are traps on the tiles right before the doors down in Tixa Basement.
and if your mercs don

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229114] Sun, 26 July 2009 04:26 Go to previous messageGo to next message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
but if a experienced mercs spots them, he automatically sets a flag if the corresponding HAM option is enabled.


I'm still not clear about what HAM option you're talking about.

Quote:
and if you then don


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229126] Sun, 26 July 2009 08:13 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
Quote:
I'm still not clear about what HAM option you're talking about.


isn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229128] Sun, 26 July 2009 08:21 Go to previous messageGo to previous message
Headrock

 
Messages:1775
Registered:March 2006
Location: Jerusalem
Quote:
Of course you know that if a character is running at the end of his turn he gets a defensive advantage before his next turn so you wouldn't want to choke off this advantage by canceling his 'run' state prematurely.


Not a HAM feature. At least I can't remember ever coding that. Wink

Quote:
at least place the triggers IN the doors, not before them, so one has a good chance to disarm them and there


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