Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Militia Factions Mod » JA2 MFM for 1.13
JA2 MFM for 1.13[message #149685] Tue, 17 July 2007 11:15 Go to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Apart from the items this is working... still needs some testing mind. If you have downloaded MFM for 1.07 and also already have 1.13 I will create a conversion pack (a couple of xml, binary and option changes) with step by step instructions of what to copy into 1.13 data and what you most definitely should not. I'm exhausted from the 1.07 release, fixes and upgrades plus it's holiday season with my kids now so it won't be for a few weeks at least...

:blackcat:

Re: JA2 MFM for 1.13[message #149686] Tue, 17 July 2007 11:35 Go to previous messageGo to next message
Andris

 
Messages:86
Registered:October 2006
Location: Budapest, Hungary

Happy Holidays Will:)! You deserve it. Hope to see the conversion soon. Maybe I have asked this before but will 1.13+Dbb+Factions be compatible together?

I love the south american weapons in 1.07. You wrote something about dropping them in 1.13:) Maybe you could consult with the chinese guys to add those weapons to their mod. Have a great time! Peace!
Re: JA2 MFM for 1.13[message #149707] Tue, 17 July 2007 18:44 Go to previous messageGo to next message
Will Gates

 
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Sorry I don't know. What is Dbb? Also did you get that strange noise again or was it a one time strangeness?

Re: JA2 MFM for 1.13[message #149710] Tue, 17 July 2007 19:08 Go to previous messageGo to next message
Mauser

 
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Registered:August 2006
Location: Bavaria - Germany
Will Gates
Sorry I don't know. What is Dbb? Also did you get that strange noise again or was it a one time strangeness?


DBB weaponsmod is made by chinese guys, mainly Dboy.

this is the current thread about it: http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/145925/page/1#Post145925

if you wanna know anything about it, please ask tbird, he

☆★GL★☆
Re: JA2 MFM for 1.13[message #149711] Tue, 17 July 2007 19:26 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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Sounds good and authentic styley... I like idea & will explore further...

Re: JA2 MFM for 1.13[message #150407] Mon, 23 July 2007 14:09 Go to previous messageGo to next message
cervajs

 
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Registered:June 2003
Location: Czech Republic
waiting for the FIRST 1.13 based ja2 mod ... :wrysmiley:

"Stable" 1.13 section on http://ja2.freevoice.cz/index.php/113mods-url is still empty Smile
Re: JA2 MFM for 1.13[message #150413] Mon, 23 July 2007 14:51 Go to previous messageGo to next message
Will Gates

 
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Two weeks or so for a workable thing without the MFM 1.07 items; players can choose something like dbb instead. After that bite me coz I'm knackered.

Re: JA2 MFM for 1.13[message #152231] Wed, 08 August 2007 11:29 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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Quick gap between 2 small holidays. I have uploaded the 1.13 conversion kit. You need to have dowloaded the 1.07 plus various fixes first. It does not really include the MFM items at this stage but everything else works well. Try to leave the options-ini alone at least for your first tour of duty as some of it is very finely balanced. The changes to tabledata ROCK. All those unlocked militias! NJOI.

Re: JA2 MFM for 1.13[message #152232] Wed, 08 August 2007 11:49 Go to previous messageGo to next message
Andris

 
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Registered:October 2006
Location: Budapest, Hungary

where have you uploaded it?
Re: JA2 MFM for 1.13[message #152233] Wed, 08 August 2007 11:55 Go to previous messageGo to next message
Will Gates

 
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http://files.filefront.com/JA2_MFM_Conversion_Kit.7z/;8257759;/fileinfo.html


Re: JA2 MFM for 1.13[message #152234] Wed, 08 August 2007 12:05 Go to previous messageGo to next message
Andris

 
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Registered:October 2006
Location: Budapest, Hungary

I play 1.13 on expert with Ini settings set to garrison 450% etc. What difficulty settings do you think would make me happy without ini modification:)Smile?
Re: JA2 MFM for 1.13[message #152235] Wed, 08 August 2007 12:12 Go to previous messageGo to next message
Will Gates

 
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Oh feel free to change that kind of thing! Do what you want; but I can't guarantee what it'll be like. Might be Suicidal as all troop levels are higher than Virgin JA2 anyway. Have a few experiments with it see how you get on.

Re: JA2 MFM for 1.13[message #152238] Wed, 08 August 2007 12:32 Go to previous messageGo to next message
Andris

 
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Registered:October 2006
Location: Budapest, Hungary

ok thanks very much. I will be off to Sweden , Finnland and Norway for 2 weeks in a few days time, then another week here at lake Balaton so A lot might change until I came back:). hope I can try it before I leave.
Re: JA2 MFM for 1.13[message #153737] Mon, 20 August 2007 11:24 Go to previous messageGo to next message
Will Gates

 
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I forgot the alarm. Copy it from the sounds folder of the 1.07 and paste into the sounds folder of 1.13 data but outside of the weapons ogg files. I love that damn alarm; be a shame not to use it...

Re: JA2 MFM for 1.13[message #153742] Mon, 20 August 2007 12:53 Go to previous messageGo to next message
lalienxx

 
Messages:82
Registered:February 2006
The mod is now available from SVN repository at: https://81.169.133.124/source/ja2_v1.13_mfm_data


Re: JA2 MFM for 1.13[message #153845] Tue, 21 August 2007 00:42 Go to previous messageGo to next message
wolf00

 
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Registered:September 2006
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well this looks like good new mod,but some weapons is displayed on ground like nada item,some weapon have bad ammo capacity-d.e .357 grabing from ground[from dead emeny] have 20rounds in clip,colt 1911A1 have 13rounds,mp5K4 have 34 rounds in clip ...i using mfm over rev 854/1147
Re: JA2 MFM for 1.13[message #153889] Tue, 21 August 2007 11:21 Go to previous messageGo to next message
Will Gates

 
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The small items looking like the default Nada Mortar Icon is a problem I agree but only a small one. The 1.13 I was using was 687 and that's how the small items arrived to me; sorry didn't have time to edit. The wrong ammo or wrong capacity in dropped items tends to lessen as you progress; again not what I would call a show stopper... map related apparently which would have meant replacing all 32 enemies in all 107 maps... again I didn't have time in the end. It is only a conversion from the 1.07 after all!

Goddammit I'm dumb as a bucket of frogs. I just realised what I done wrong. Go into your normal unmodded version of 1.13 and copy the small items from tileset 0. Paste into tileset 0 in MFM 1.13 Data. DOH!

[Updated on: Tue, 21 August 2007 11:31] by Moderator


Re: JA2 MFM for 1.13[message #154606] Mon, 27 August 2007 19:30 Go to previous messageGo to next message
cervajs

 
Messages:12
Registered:June 2003
Location: Czech Republic
lalienxx
The mod is now available from SVN repository at: https://81.169.133.124/source/ja2_v1.13_mfm_data


this is final 1.13 version of MFM?
can you make .zip file? (i can publish it on http://ja2.freevoice.cz )
what is needed to install MFM 1.13? only extract .zip to 1.13 directory?

[Updated on: Mon, 27 August 2007 19:37] by Moderator

Re: JA2 MFM for 1.13[message #154729] Tue, 28 August 2007 11:22 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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I'm afraid I haven't had a chance to look at what the repository setup is like. I'll try to get in today.

From the filefront dowloads to get MFM to run in 1.13 you need all the 1.07 stuff & fixes; then the 1.13 conversion kit. One of my hopes was that in having to put bits of it together yourselves more of you might become modders! & no it's not the final version; it will just have to do for now as my real life situation has radically altered recently and I have very little time; plus various people expressed a desire to use a different items mod in the 1.13 version of mfm like dbb (not sure how this has worked out?); but it meant spending hours converting mfm 107 items into mfm 113 items was not even wanted really.

Re: JA2 MFM for 1.13[message #154760] Tue, 28 August 2007 18:17 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Will- Thanks for all your efforts. I think you're taking the right approach. The wait for 1.13 seems unending; no new mods will ever get out if we wait for it to be "perfect". I'd much rather play something new, even if it isn't perfect. At the same time I have the greatest admiration for everyone working on 1.13. Theirs is a thankless task beacuse most of us just complain about the wait. Again, attaboy to you !!
Re: JA2 MFM for 1.13[message #155716] Tue, 04 September 2007 19:15 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
hey Will Gates, just wanted to tell you that i am trying out your 1.13 MFM version now and i like it just as much as the 1.07 version.

the maps are even better in higher resolution and everything else is quite the same.

i still have no real idea, how the different factions are connected and how to handle them.

the whole faction element could use some extended tweaking or even some coding to make it more complex and believeable.

other tahan that, i am quite happy with the package. except maybe for these hidden "fortified houses", which don

☆★GL★☆
Re: JA2 MFM for 1.13[message #155872] Wed, 05 September 2007 19:30 Go to previous messageGo to next message
Will Gates

 
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I am just going outside; I may be some time...

Re: JA2 MFM for 1.13[message #155873] Wed, 05 September 2007 19:45 Go to previous messageGo to next message
lockie

 
Messages:3943
Registered:February 2006
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no , will , dont do it !!! here , eat one of my toes instead old chap , theyre chocolate ! :wave:


Re: JA2 MFM for 1.13[message #155946] Thu, 06 September 2007 10:51 Go to previous messageGo to next message
Will Gates

 
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Mmm... yummy. :blah:

Re: JA2 MFM for 1.13[message #156337] Sat, 08 September 2007 20:02 Go to previous messageGo to next message
Sgt York

 
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Registered:June 2000
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I
Re: JA2 MFM for 1.13[message #156343] Sat, 08 September 2007 21:36 Go to previous messageGo to next message
wolf00

 
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Registered:September 2006
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will gates: one stupid question-any chance for better grafic in your mod ?
Re: JA2 MFM for 1.13[message #156357] Sun, 09 September 2007 00:01 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
@ Sgt York: i had problems with CTDs and odd behaviour too with the MFM 1.13 over recent 1.13 SVN install. rendered my game practically unplayable.

i now tried out Overhaul

☆★GL★☆
Re: JA2 MFM for 1.13[message #156479] Sun, 09 September 2007 23:08 Go to previous messageGo to next message
Sgt York

 
Messages:80
Registered:June 2000
Location: San Antonio TX
Will, an important question for you: Should I continue this game or give up because everyone
Re: JA2 MFM for 1.13[message #156548] Mon, 10 September 2007 13:23 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
Location: Far far away.
Killing KP is good but more fun is steal his money so he sends the assassins coz you will like their kit when they fall. Don't fall out with SmaCo coz it's very painfull. I've done just that in my current 1.07 game and having a tough time. In my 1.13 current game I'm being more polite.

All NPC's who side with KP or Hix are dressed like Policemen (call it ironic if you like).

Most Shopkeeper and Bartender NPC's tend to side with SmaCo.

RPC's from whatever faction tend to be in a Uniform of sorts.

& @ Wolf; sorry about the graphics you don't like. In 1.13 take Mausers route and use the dbb perhaps?

Re: JA2 MFM for 1.13[message #156571] Mon, 10 September 2007 18:15 Go to previous messageGo to next message
Mauser

 
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Will, i now took alma and encountered some strange things.

first, there

☆★GL★☆
Re: JA2 MFM for 1.13[message #156575] Mon, 10 September 2007 18:40 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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Once recruited his face should be fine... it's just Gaston's face from UB...

Private Ryan... weird; I'll check him out (he worked fine in 1.07).

But oh there is so much work you would have me do and I agree with some of it. MFM is going to have to remain an "unfinished symphony" for a while longer. I have a new job starting late October. I am certainly moving house (200 miles or so) and I have a girlfriend who doesn't really understand computer related stuff. Once settled back down in my old fave town of Maldon I'll get the chance to do some JA work while she's watching her tv soaps with any luck. Of a more immediate problem is when I stop at this current job my access to the forum will cease... arrgh horrible. Hope I can re-register still as me from a different base??? Only the great BP himself can decide!

Re: JA2 MFM for 1.13[message #156609] Mon, 10 September 2007 22:59 Go to previous messageGo to next message
wolf00

 
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Registered:September 2006
Location: Czech Republic

will gates: your new interfeace in game is good work,your mod is build on base rev 687 right ? this is litle oldie,this not aimed on you ...
Re: JA2 MFM for 1.13[message #156617] Mon, 10 September 2007 23:13 Go to previous messageGo to next message
damsgard

 
Messages:69
Registered:September 2007
Location: Norway
Now why have you choosen a comic strip front page by the name of Nemi, (Its Norwegian infact) as your interface??? Funny you did so... Have you asked the artworker for her granting you to do this?
Re: JA2 MFM for 1.13[message #156638] Tue, 11 September 2007 01:38 Go to previous messageGo to next message
Shrike

 
Messages:61
Registered:December 2002
Location: Belgium
Will, I think Abdul may help you out with account issues. Although I don't really see the problem. An account is just user name + password?
Re: JA2 MFM for 1.13[message #156688] Tue, 11 September 2007 10:49 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Wolf: yes it was 687 & patched. seemed the most stable at the time. Mauser is using something much more up to date and finding it ok enough I think?

Norse: I just love Nemi. I didn't get permission (you have her address? maybe I can retro-ask) but I changed the picture a bit & more importantly am not attempting to make any money by using it. I think the artist would be pleased more than annoyed. Flattery is flattery even from a nerdy computer type.

Re: JA2 MFM for 1.13[message #156707] Tue, 11 September 2007 14:02 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Will Gates
Wolf: yes it was 687 & patched. seemed the most stable at the time. Mauser is using something much more up to date and finding it ok enough I think?


first, yes i am finding it ok enough playing with recent SVN + MFM 1.13 + DBB mod. with Overhauls BETA 17 exe that is. without that, the game was nigh unplayable. but with it, almost no noticeable bugs whatsoever. except that i cannot find the flamethrower, instead i get a "creature spit" item where it

☆★GL★☆
Re: JA2 MFM for 1.13[message #156711] Tue, 11 September 2007 15:17 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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you said it yourself mauser, for a mod, certain requirements have to be met.

as far as factions come in, you just can't do much cool stuff with them. Will made creative use of them, and that's about as much as can be done. there is simply not enough control of factions and there are no provision to ever improve the control and influence over faction behaviour be it through 1.13 or however else.
all it would take is playing 1.13 MFM and people could easily see that faction behaviour would require an urgent, massive improvement (code-wise)

me, i dropped almost all faction-based features in my mod because of this. This renders of course a part of the story pointless, but what can we do...

the fact that you have no flamethrower is because you have DBB itemsmod installed over MFM. But i mean, honestly, it probably takes like swapping 3 pictures and stats from 2-3 files to recreate it i guess...
Re: JA2 MFM for 1.13[message #156743] Tue, 11 September 2007 17:22 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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LOL Scorpion.

I can't work out if you're calling me or Mauser the lazy person! I never got that damn 1.13 item editor to work for me I'm afraid. I may at some point download the DBB thing and have a tinker (for FT etc).

However RL is biting my butt. My ex-wife is trying to sabotage my future by restricting access to my kids etc and being a general pain. Never marry a spoilt little control freak is my advice folks, no matter how nice she seems to be at first!

Re: JA2 MFM for 1.13[message #156769] Tue, 11 September 2007 18:19 Go to previous messageGo to next message
the scorpion

 
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i'm not calling anybody a lazy person.

i just state that mauser's problem isn't insurmountable (is that a real word?)

i don't expect you to support external mods of any sort --- goodness, no.



I understand it's a tough time for you there. My respect for supporting this mod and sticking around despite the odds.
Re: JA2 MFM for 1.13[message #156785] Tue, 11 September 2007 19:21 Go to previous messageGo to previous message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Quote:
as far as factions come in, you just can't do much cool stuff with them. Will made creative use of them, and that's about as much as can be done. there is simply not enough control of factions and there are no provision to ever improve the control and influence over faction behaviour be it through 1.13 or however else.


Quote:
me, i dropped almost all faction-based features in my mod because of this. This renders of course a part of the story pointless, but what can we do...


Well scorpion, if you say that, i respect it. you gotta know it after all. it

☆★GL★☆
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