Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » SoG'69 for JA2 1.13
SoG'69 for JA2 1.13[message #149055] Wed, 11 July 2007 16:27 Go to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
I need a volunteer for turning SoG'69 into a mod for use with 1.13. I have already made the extra maps it would require but will leave Jay's maps & ideas exactly as they are. I've had a quick look at the xml's regarding town names, locations etc and foresee no problems there. Characters will be simple enough to transfer over. What I don't have is the ability to edit items easily (can't get it to run on my machine) or any understanding of how to transfer the quests and that is what I need some kind soul to consider doing on a wet weekend... if it is impossible somebody please say so! 1.13 already has zillions of weapons so at a push the only essential items are the quest related ones.

So long and see you on the flip side.


UPDATE:
RoWa21 wrote on Tue, 28 August 2012 11:37
To play SOG-Vietnam and most of the other UB Mods with latest 1.3 features, see here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20251&goto=309580&#msg_309580

[Updated on: Sun, 25 October 2015 16:24] by Moderator


Re: SoG'69 for JA2 1.13[message #152150] Tue, 07 August 2007 21:49 Go to previous messageGo to next message
harlikwin
Messages:3
Registered:August 2007
Hi Will,

I don't do any modding or conversions per se. But I could offer some suggestions for people if they want to improve the historical flavor of the mod.

Re: SoG'69 for JA2 1.13[message #154519] Sun, 26 August 2007 20:29 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Will, I

[Updated on: Sun, 26 August 2007 20:31] by Moderator

Re: SoG'69 for JA2 1.13[message #154764] Tue, 28 August 2007 18:42 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Will, see my post in the "V 1.13 Map Database" thread.
Re: SoG'69 for JA2 1.13[message #154766] Tue, 28 August 2007 19:09 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Arrgh sorry. Been away didn't see your earlier one until now. Err yeah I started all this by ridding SOG of the 3 x snow maps too! I'll send a PM for more detailed discussion if you like. Lenn has also expressed interest. I'm not sure how much time I can put into this so might spend one evening just writing a word document describing how I thought it could be acheived and maybe some tentative half finished version as a decent starting point. All the ideas are there, I just need a free weekend sometime to throw it together even in a rough way.

Re: SoG'69 for JA2 1.13[message #176079] Wed, 20 February 2008 13:08 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
may i ask what the status is like on this one? if i see this correctly, SOG. 69 is still very popular.
So a great idea there.
Re: SoG'69 for JA2 1.13[message #176091] Wed, 20 February 2008 15:00 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Back burner for the moment. I'm so out of the habit I'm just making some UB maps for MFM-Tracona these days. Once I get a free weekend or have to take some time off work "sick" I'll hammer the strategic, towns and movement bits together no problem; which also means I can ditch some of the Meduna spawn area maps I initially thought I needed to include but can now be allocated within Jays original SoG B-Map. Characters are easy to transfer if a little tedious. Quests and items are what will cause me much grief!

Re: SoG'69 for JA2 1.13[message #176093] Wed, 20 February 2008 15:20 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
am gonna start this (sog 69) mod when I complete takeover , just seems soooo much to it , really looking forward to crashing and burning here Very Happy


Re: SoG'69 for JA2 1.13[message #176094] Wed, 20 February 2008 15:21 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Possibly a copy/paste of the UB .npc scripts to overwrite vanilla ones and then copying the routines of map placed npcs would be a good start.

I wonder if the quest structure will accurately translate?

I don't see a really good reason why it wouldn't and I guess if worse came to worse you could always fudge a few quests.

I am eager to see how this one will turn out as well especially since I haven't been able to get SOG to correctly load on any computer in the last few years and think it is among the very best mods out there.
Re: SoG'69 for JA2 1.13[message #176097] Wed, 20 February 2008 15:29 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
what specifically was the loading issues dan ?
just so I can avoid them if possible .


Re: SoG'69 for JA2 1.13[message #176099] Wed, 20 February 2008 15:38 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
SFAIK Jay used the original JA2 Quests with his own special twists & rewards so they should go back in to JA2 fine. The only differences to Jays world I've made are (A) Turning the last three maps into something jungley and fitting (B) making the all the river maps connect up the areas of conflict so that enemy troops can actually spawn elsewhere then move along the river "corridors". The player will still tend to use the airports as they are quicker but it does mean areas left untended will eventually become overun... just like the real thing!

Re: SoG'69 for JA2 1.13[message #176106] Wed, 20 February 2008 16:07 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
@lockie


Man, it has been a while since I even tried. I seem to remember it having to do with the patch you had to install first or something...can't really remember.

Does anyone know of a walkthrough on how to set up this mod?

I know it involves patching UB and I have the patch and the mod saved on my hard drive (just not installed).

Since my regular job is screwed for today I could give it a go and report what the problem was.
Re: SoG'69 for JA2 1.13[message #176117] Wed, 20 February 2008 17:32 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
there is an install guide in these threads I've noticed whilst rummaging through em ,cant remember offhand though (im at work)Idont want to install anything else till I've uninstalled takeover (ub mod)so didnt look too closely .seem to remember it going as UB, UB patch , SOG,and SOG patch .


Re: SoG'69 for JA2 1.13[message #176369] Sat, 23 February 2008 18:49 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
thankyou for your effort into this . :cheers:


Re: SoG'69 for JA2 1.13[message #176756] Thu, 28 February 2008 17:07 Go to previous messageGo to next message
Scheinworld

 
Messages:908
Registered:December 2007
Location: Baltic Sea, Germany
Thx lockie and Cheers back. :cheers:

Just an addition to my last mail: there is an add-on for the fantastic SOG'69 mod by Jona:

http://kermi.pp.fi/JA_UB/Mods/Vietnam_SOG69/Jona_Edition/

Jona
Some examples of changes:
- new start sector H7 - now looks like the rest
- added some money and many other

new RPCs:
- Manuel
- Biggins
- John
- Hamous
- Eve (activated)
- Vince (activated) and recruit able!

I must tell you, that there are NO sound files available (because of size)! If you want to use all of the new features you NEED to add the following: All Files for:
- battlesnds
- npc-speech - speech for the following characters from JA2: - 69 Vince - 63 Hamous - all 063_* must be renamed to 071_* - 72 Maddog (replaced by Eve)



I've uploaded a "sog_je_GER_speech" file which solves the last problem with the missing speech files and Off_Topic built an English version "sog_je_ENG_speech":

http://kermi.pp.fi/JA_UB/Mods/Vietnam_SOG69/Patches/Jona_Edition/


Best regards; Schein

[Updated on: Tue, 15 November 2011 14:33] by Moderator



Re: SoG'69 for JA2 1.13[message #176764] Thu, 28 February 2008 19:18 Go to previous messageGo to next message
Deathstruck

 
Messages:138
Registered:June 2007
Location: Czech Republic
hey thanks very much:D

by the way, do somebody know how to play UB in higher resolution ?
Re: SoG'69 for JA2 1.13[message #305687] Thu, 07 June 2012 03:59 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
Could somebody provide a link to the most updated, patched, and working sog?

Edit:

And how can I get it running with UB-1.13?


Edit 2:

Could a mod place this in the correct thread? P.S. Good Luck...

[Updated on: Thu, 07 June 2012 04:53] by Moderator

Re: SoG'69 for JA2 1.13[message #305719] Thu, 07 June 2012 19:36 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
As far as I know , it still doesn't work using 1.13 . Sad


Re: SoG'69 for JA2 1.13[message #305721] Thu, 07 June 2012 20:48 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
It has GREAT potential to be the next big thing. It just needs cleaned up in spots.
Re: SoG'69 for JA2 1.13[message #305939] Thu, 14 June 2012 00:26 Go to previous messageGo to next message
joel2es

 
Messages:41
Registered:May 2012
Hello tao! great that you are going to play to the SOG mod Very Happy , so i can ask you for help Very Happy
it is a nice game, i want to give thanks for make the mod

i didn`t find the item for the radio/artillery,

...too ...the FOB Opal was empty (empty of items)...(i tried to take at night with a silenth skilled man arriving to the boxes without being intercepted...but the same result),

i`m now in An-Loc city Smile
Re: SoG'69 for JA2 1.13[message #308920] Sat, 11 August 2012 01:29 Go to previous messageGo to next message
Thor Kaufman

 
Messages:26
Registered:January 2003
Iirc you need to give the Colonel(?)/the old guy at the base the Buddha (for his "retirement fund") which can be found in the most northeastern part of the original maps that you can reach without helicopters. It can be found in a secluded part of the map in the northwest. The guys guarding it will be pissed and with them an entire faction in the game. If you want to metagame "stealing" it, try rearranging the NPCs by switching places with them with your mercs so they can't see you steal it.
The old man will then give you the radio in exchange.

The boxes at the FB (that can be exploded via the nearby switch) contain a file report for the other main guy at the base who will give you a permit to request a DeLisle Silent Carbine from the weapons guy (same map, southern).

[Updated on: Sat, 11 August 2012 01:32] by Moderator

Re: SoG'69 for JA2 1.13[message #309581] Tue, 28 August 2012 12:37 Go to previous message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
To play SOG-Vietnam and most of the other UB Mods with latest 1.3 features, see here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20251&goto=309580&#msg_309580

[Updated on: Sun, 25 October 2015 16:22] by Moderator



Previous Topic: Please help! with FB Report and money
Next Topic: SOG 69 download
Goto Forum:
  


Current Time: Fri Nov 24 18:21:43 EET 2017

Total time taken to generate the page: 0.01935 seconds