Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Militia Factions Mod » JA2 MFM for 1.13
Re: JA2 MFM for 1.13[message #156919] Wed, 12 September 2007 06:30 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
ok, one more thing i noticed that bugs me: why the heck can

☆★GL★☆
Re: JA2 MFM for 1.13[message #156943] Wed, 12 September 2007 11:27 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Herr Mauser. Your numerous and many concerns are duly noted. This last is probably the most valid structural point to date... Coder required!

As to your point regarding Tixa etc. Every MFM map has been designed to challenge the way you normally do things. I was tired of using the same old solutions every time. So agreed you can no longer sneak into Tixa the old way. Use something to blast a hole in the fenceline in a different place. I took it with Barry plus Imp from the North so is still possible on a light crew. Regarding landmines; you are lucky so far. There are many scattered about several maps. However many are set to 33% likely to be there; this means the player (in this case you) doesn't tend to learn their positions so easily by memory of previous games.

Re: JA2 MFM for 1.13[message #157402] Fri, 14 September 2007 06:19 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Sounds like I should check this mod out Very Happy

It sounds like a chllenge on the same level as the 8000 enemies Savegame with Vanilla!


Re: JA2 MFM for 1.13[message #157410] Fri, 14 September 2007 07:27 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Sir Gates, ia am truly glad i can help in a constructive way and give you the due respect you deserve for your work.

i now see the unique perspective in your mod and it is indeed a valid and meritful approach, to give your mod a different feel and forcing the player to leave the old JA2 paths, in order to present a new, exciting challenge.

i see, that you rely heavily on heavy firepower and the use of grenades and explosives and much less on stealthy action in your mod. the player more or less has to act like a heavy assault team and engineer platoon rather than a silent commando.

that

☆★GL★☆
Re: JA2 MFM for 1.13[message #158971] Mon, 24 September 2007 15:21 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Aha! I have just had good thought regarding jumping over the stacks of tyres. If I rename the sandbag JSD and make sure I have same number of images (basically many copies of the three tyre stack) they will become jumpable. Downside of this is it might not make the "bullet hitting rubber" sound anymore... not sure if sounds for hitting objects are dependent on JSD files or just the object name? Will find out.

Re: JA2 MFM for 1.13[message #159086] Tue, 25 September 2007 06:03 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Sounds a dependant on name rather than object type. You see the same with guns in vanilla JA2.


Re: JA2 MFM for 1.13[message #159124] Tue, 25 September 2007 15:09 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Thanks for that. So there you have it, jumpy tyres easily possible and no coder required. Grooving.

:coffee:

Re: JA2 MFM for 1.13[message #159150] Tue, 25 September 2007 17:47 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Will Gates
Thanks for that. So there you have it, jumpy tyres easily possible and no coder required. Grooving.

:coffee:


glad to see you

☆★GL★☆
Re: JA2 MFM for 1.13[message #159354] Wed, 26 September 2007 21:23 Go to previous messageGo to next message
CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Dear Sir!

Mr. Will Gates!

Please kindly find some time and write a complete "How to install MFM1.13 for DUMMIES"!!!

Copied all from SVN, then copied all to a free installation of 1379 exe with "overwrite all" to DATA_1.13 directory.

Started game. Can play in A9 and A10 only!!! If enter in A8 - cows points directly to CTD!!!
If enter A11 - CTD after red(green) stripe! Not even seen the sector. The same with B9 and B10!

Help please!!! I shall even stop to drink my vodka ration!
Re: JA2 MFM for 1.13[message #159355] Wed, 26 September 2007 21:26 Go to previous messageGo to next message
CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Ah! The A9 and A10 are really new!!! And natural, say, real!

But can not interact with Fatima!
Re: JA2 MFM for 1.13[message #159520] Thu, 27 September 2007 20:13 Go to previous messageGo to next message
bipboy

 
Messages:11
Registered:September 2006
I haven't played MFM yet but notice this in the MFM website

Larger nastier better equipped. They are in both sectors of Omerta so don
Re: JA2 MFM for 1.13[message #159547] Thu, 27 September 2007 21:50 Go to previous messageGo to next message
CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Thanks for assistance, shall try now...
Re: JA2 MFM for 1.13[message #159660] Fri, 28 September 2007 14:02 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
CNC; These CTD's sound strange. Are you certain you have MFM Binary Data (inc JA2SET) in the right place? I will take screenie of absolute correct setup at weekend and post you them Monday... Sorry not to be quicker but been away for work and going away again in 5 minutes!

Re: JA2 MFM for 1.13[message #159678] Fri, 28 September 2007 18:20 Go to previous messageGo to next message
CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Many Thanks! Will (sic!) wait patiently, but Will try to play! One more setup will not offence anybody!
Re: JA2 MFM for 1.13[message #159785] Sat, 29 September 2007 10:09 Go to previous messageGo to next message
CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Dear mr. Gates!

To be sure of all, i opened my JA2 CDs collection, removed dust from my PURE VIRGIN Buka 1.02 JA2, removed the bag, and have made TWO setups from two absolutely new, "newer played before", disks.

Then exported(!) all 1.13 stuff from SVN folder (renewed) to "1.13 setup stuff" folder.

Then copied from "1.13 setup stuff" folder to new JA2 folder, checking for directories structures and "replace all" thing.

Then checked game - it worked.

Then exported "JA2MFM_SVN" folder to "MFM_setup" one.

Then copied files and directories in a manner to replace 1.13 ones with 1.13MFM ones.

Ouch! Horror! Interface is green, Militia is BLUE-WHITE, army is RED-GREEN, no enemies in A10, Fatima refuse to make anything... Pass to any sector (exept A8) - CTD after "loading strip" (red-blue).

Can enter in A8, sometimes can have a meeting with cowchiselpeckers - (they are outrageous - shoulda kill them?), but - damn! - CTD! It seems, cows eat some "triggers"...

BTW - a nice, very picturesque sector! Like a postcard!
You're a pro, mr. Will Gates! The only one remark - how about to add some fences, in order to prevent "the cows migrations", just to add some reality?..

Oh! I remember one more thing - in A10, there are one normal mine, and 2 (two) "trigger things" - the last two, if disarmed (my chargirl is a miner and electronics engineer (graduated, You know)!), remain "trigger things". What to do with?

...(a part) I'm not a dummy, am I?! Or simply russian?.. That's a question (a scull in the forum!)!

P.S. Where the JA2SET must be? Actually it is in JA2/Data/Binary Data/ folder. Please, don't make screenshots - a simple "directory structure list" Will (sic!) be enough!

[Updated on: Sat, 29 September 2007 10:14] by Moderator

Re: JA2 MFM for 1.13[message #159970] Mon, 01 October 2007 11:47 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
The simplest thing to do is download mfm 1.07; the various upgrades in order & then the 1.13 conversion kit which has description of what you need to copy and to where.

Inside 1.13 DATA: your Binary Data should contain the MFM Prof.dat; Palette; JA2Set etc. The tilesets also need to be in 1.13 Data as do the Maps; Character Info and so on. Really a screeny or two would be simpler. & don't knock yourself for being Russian?!* If I wasn't British I'd like to be Russian!!! (See there was this girl called Dina Timartseva... omg an angel fell to earth etc & that accent... oh just the memory gives me goosebumps)

*)

Re: JA2 MFM for 1.13[message #160178] Tue, 02 October 2007 21:35 Go to previous messageGo to next message
CNC_gun

 
Messages:83
Registered:July 2007
Location: Moscow, RF

Many Thanks, mr. Gates!
Hope You will remain here, still porting Vitruvius knowledge to JA2 architecture!!!

We're fiery proud to be ourselves, to be Russians. But a part of this pride is the "самокопание" - selfdigging! Yes, You know!

As per Your memory - Your nice goddess isn't Russian! She would be turc (not turkish, but tatar, bashkir) or Caucasian, but certainly (near to...) muslem!

And for MFM - it seems the problem is right in the selfdigging - there are 12 (yes, a full dozen) of various JA2 mods on my computer, and all of this data tend to "make incest!"

So, after a good and meticulous disks clean up all will be nice.
Trying to enjoy Your picturesque maps at least with editor (1.13 ofcos), i've been astonished when saw a set of NO1.0alfa maps, normally located even on the other phisical drive!!!

XP file indexing... Oh, God... Always dreamed to change the standard Windows "recycling bin" to an animated BILL Gates over a w.c. pan, and renamed to "Recycling BILL"...

[Updated on: Tue, 02 October 2007 21:39] by Moderator

Re: JA2 MFM for 1.13[message #160202] Wed, 03 October 2007 06:19 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Just got the MFM off the repository and its going great guns Very Happy

Got DBB working in parallel too so it should make life interesting.

As for the map why is Tropico on the pcx? Isn't that meant to be a new city/town?
Also did you actually unlock all sectors or are they still hardcoded out?


Re: JA2 MFM for 1.13[message #160218] Wed, 03 October 2007 11:56 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Tropico is err... like a mini quest. You can rescue RPC there. All four maps are valid but you must take a boat trip first!

Re: JA2 MFM for 1.13[message #160220] Wed, 03 October 2007 12:00 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Do you have a copy of the PCX file without Tropico on it? Cos I want to see if I can add that into the interface setting. You are quite welcome to have it when done Very Happy


Re: JA2 MFM for 1.13[message #160222] Wed, 03 October 2007 12:10 Go to previous message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Sorry no I don't. Not entirely sure why you would want to do this anyway? To make it yourself save as bitmap; edit the area in question; copy the lot and paste back in pcx (from photoshop or similar). Remember to keep copy of my original renamed as something else just in case.

[Updated on: Wed, 03 October 2007 12:11] by Moderator


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