Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » New beta, known issues!
Re: New beta, know issues![message #163078] Mon, 29 October 2007 23:20 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
it comes down to these values in items.xml

0
0


if you want all available guns at BR, set this value for all guns to

1

if you also want used versions set

1


then you use Bobby ray selection "awesome" in start screen


depending on what tool you use for editing items.xml, you can run a "search+replace" command for all guns.

Report message to a moderator

Sergeant Major
Re: New beta, know issues![message #163187] Tue, 30 October 2007 22:28 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Important note:

I get a lot of bug reports for beta22 specific bugs. It seems beta17 seems much more stable than Beta22. In either case, save regularly, save often and check your savegames for corruption. Especially beta22 corrupts your saves. Once enemy turns start taking much more time and enemies seem to be idle in some way, your save game is most probably corrupted by now.

always save before you enter a sector in tactical, as this savegame corruption seems to be happening during battles/ tactical

also save before loading sectors to be prepared for any later game map loading freezes.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163406] Fri, 02 November 2007 16:11 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Hi dudes... first i want congrat to rr team for this beta at least well done! :cheers:
and than i have question: Newbie starting difficulty is there instead INSANE? or its really for noobs ?

Report message to a moderator

Private 1st Class
Re: New beta, known issues![message #163409] Fri, 02 November 2007 16:56 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
no, it isn't Wink

i was just making fun of the bunch of newbs that love the insane mode so hard Wink

and i was hinting to the fact that i'd like to have the game option names and description externalised somewhere, in case any coder would be willing to look into it...


that won't be in the final release, don't worry, also, the insane mod won't be as difficult as in 1.13, but it'll still be the hardest mode regardless of the sarcastic description it has.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163433] Fri, 02 November 2007 22:07 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
so to summarise SAVE , SAVE , SAVE !!! Very Happy

Report message to a moderator

Captain

Re: New beta, known issues![message #163503] Sat, 03 November 2007 18:29 Go to previous messageGo to next message
cafin8d is currently offline cafin8d
Messages:3
Registered:October 2007
Hi scorpion. Just getting started with this mod, end enjoying it very much so far. New maps are one thing, but this feels like a brand new game Wink

Wanted to mention a minor oddity that may be a script bug, and may be something I missed. When talking to Max, he repeatedly tells me to come back after speaking with the commander. Assuming the commander is Ilja, he has been spoken with to the extent that all he says now is 'I don't think there is anything else'. So not sure how to engage Max now.

Report message to a moderator

Civilian
Re: New beta, known issues![message #163509] Sat, 03 November 2007 19:06 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
well, spoken with the commander might, on this occasion, mean "received a quest from the commander"

once you have received a quest from ilja, max will start his replies with "so, the commander has sent you on a mission" something like that. As long as you don't get this particuliar line from Max, you haven't talked to Ilja in the right way Wink

i admit, the wording is slightly misleading there. I already received similar bug reports about crappy english and such. So keep in mind, the dialogue wasn't written by Will Shakespeare in the end, and neither by an oscar-winning movie director.

There are however quite a bit of odd things in max' script, we'll try to clean this one up and make max' function in the mod more intuitive and hopefully, a bit more logical Wink

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163519] Sat, 03 November 2007 20:51 Go to previous messageGo to next message
cafin8d is currently offline cafin8d
Messages:3
Registered:October 2007
Okay, I've got it. I do think there may be some script issues however. I had spoken to Ilja with my IMP, and he gave us 'authorization' and mentioned something briefly about shipments. But it wasn't until I spoke to him with Irina that I received the full quest. Maybe that's intended, but it had me stuck for a bit.

(And, by the way, there are some English oddities, but I've seen worse English from some native speakers(!) so don't worry too much about. As long as the story gets across, it's all good.)

Report message to a moderator

Civilian
Re: New beta, known issues![message #163523] Sat, 03 November 2007 21:29 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
ilja gives you the full quest under different circumstances: 1. Irina, your guide and negotiator in the northern TCR talks to him. He trusts her better than a bunch of foreign mercenaries
2. The papers you're supposed to give him (quest log) are given to him.
3. (don't remember exactly) high leadership is alos possible to give an edge

Irina is in many situations a better negotiator than other Merc's. That's why i labeled her "guide" if you watch her skills in the personnel manager.
Especially early game, e.g. the northen part of the gameworld, it is often worth a try letting irina do the talking (she also has a fair leadership score, that helps as well)

thanks on the comment about the english. I really hope the major part of the content supposed to get across does get across in the end. I guess i'll lose some of the humour due to me having things translated rather than used "true english" humour and jokes, but i think there are professional game developers who badly localise their games so i think over all, we're not unintelligible, and that's a key point for me Wink

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163537] Sat, 03 November 2007 23:09 Go to previous messageGo to next message
cafin8d is currently offline cafin8d
Messages:3
Registered:October 2007
Giving the papers wasn't sufficient. Irina has the highest leadership, so that may be part of it, in addition to the extra trust element. I'm using her exclusively now, just to be safe.

Just took the B13 sector of Drassen/Machatschkala. Irina gave her overview dialog using Ira's WAV, although the text-pop-up was correct for Irina. Also, when you speak with the body guard, when he tells you the Boss is probably to the South, the WAV is interrupted before completing by an 'enemy in view' alert, even though there is no enemy. Finally, the generic town NPCs still talk about Waldo and refer to the town as Drassen. All minor issues, but I'm trying to be a thorough tester Smile

Fun battle. I like the new airport map. Very challenging on expert. And unless I'm missing them, the severe shortage of Med Kits is making me cautious!

Enjoyed the new cut-scene with the General. It was much more menacing than the Elliot 'Idiot!' stuff.

Incidentally, I'm using b17 and haven't had a corruption save yet.

Report message to a moderator

Civilian
Re: New beta, known issues![message #163581] Sun, 04 November 2007 14:40 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
it's good to have thorough testers. Reading my own replies sometimes insinuates that i'm not taking constructive critizism well enough. This has to do with a slightly blurred focus of mine. For example i had irinia's speech correctly on my machine so i mistakenly assumed, you and the other people who had reported this bug had an installaton issue, while the simple truth is that i forgot to add them to the archive ;-(
If you had somebody not so immediately/ directly involved in development itself taking these inputs and feedbacks, it might be better, but we don't have the necessary resources for such.

anyway, irinia's wrong d speeches, i've already a fix ready (just some missing files), the townsfolk people i'll have to get the right file first but it should not be a big deal either.

good you liked the cut scene. It's a new feature for me to change the cut scenes so i hope this works out well for the players.

the problem that bodyguard has in his script, he shares that with a number of other NPC's, it's due to some code change in some revision of 1.13 and i've already managed to adjust some of the scripts, but not all of those occurences. I'll see about Kamal, Dimitri and Bodyguard, but of course i'm reluctant to change otherwise "working" script for th is issue, so if i find a simple way of maintaining a working script without those annoying messages, then i'll do that, if not, those massages migth stay rather than breaking the script

in other instances, i purposefully added positive or negative comments about characters during interaction. But this "enemy in sight!" messages are really some sort of bug. I do appreciate it if you can list the npc's where this happens and, ideally, under what circumstances it happens.

thank you for your bug reports
Have fun playing ja2 RR!

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163589] Sun, 04 November 2007 17:16 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
allright scorpion, here are my experiences with this beta.

i am exclusively using beta 17 exe now.

1. Dante will crash the game, if i give him the chest. he takes it, then walks to the crate, opens it, then game crashes to desktop. it happens every time.

2. Vodka bottle will crash the game, if i right click on it to see description.

3. i really like the way you

Report message to a moderator

First Sergeant
Re: New beta, known issues![message #163595] Sun, 04 November 2007 18:28 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
1 and 2 are known issues and fixes are ready.

3 is tricky. There seems to be limited consistency in how the game orients vehicles in the maps. It is for the same reason that i can't use an entire train graphic.

can you specify in which maps mercs take damage from the heli cannons? i remember this bug but wouldn't know exactly where.

visual triggers can only placed on walls (see A10 for reference)
in a sector without walls, you're left with triggers to be activated by walking onto them

carmen sells you rare armour

bandanas and balaclavas give a very high camouflage bonus. I won't allow a high camo bonus on helmets with very thick layers of protection and tight fit, it would be unlogical

for the same logic, you can't ttach sneakers to spectra pants for additional stealth, i'd be absurd

raw oil can be sold at franz hinkle just like raw diamonds (i think)
they're just for scenery

no clue about the stuttering, i have this very rarely.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163602] Sun, 04 November 2007 19:20 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
The stuttering graphics I only get at night and when I have "merc lighting" turned on. If you turn off merc lighting the stuttering goes away. I do wish the code geeks would try and fix that. That bug has been around since they tried fixing some breaklight problem at the drassen mine sector. They got the breaklight fixed and broke merc lighting.

Report message to a moderator

Sergeant Major

Re: New beta, known issues![message #163613] Sun, 04 November 2007 21:07 Go to previous messageGo to next message
Feo84 is currently offline Feo84

 
Messages:5
Registered:May 2003
Location: Munich, Germany
the scorpion
carmen sells you rare armour


Just to clarify this, she doesn't have a "buy" button, but you have to give her some money (I think I gave her $1000), then she gives you several pieces of armour. This works only once, after that she keeps saying "I only accept cash" or something like that.

Report message to a moderator

Private
Re: New beta, known issues![message #163617] Sun, 04 November 2007 22:17 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yes. that's more acurate, thanks Felix

in fact, it is supposed to work twice, once in the sector where you first meet her (crate in her house) and later on, after you've reached more progress, she'll walk you to crates in the sector to the west and hand over some more armour there.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163621] Sun, 04 November 2007 23:35 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
it isn't about confllicts between gloves and vests. It is the conflicts between the boni. Gloves may give some extra stealth if you wear just gloves. But if you wear a chunky, rattling vest, the bonus of the gloves would be rendered non-existent

the very same applies to the swat-helmet and balaclava's: if you have a balaclava giving huge bonuses to camo, what do you think would happen to your camo, if you put a huge, shiny blue helemt ontop of that balaclava?

both balaclava's and bandana's in RR can only be worn together with helmets of similar camo patterns, not with shiny blue, dark black or other helmets that would reduce the camo bonus of the balaclava to almost zero

what i would require is a negative camobonus for chunky pieces of armor. as long as there is no camo penalty available, i cannot allow exploits of all sorts by wearing camo together with chunky, fat armor.

I know how absurd it is. But similarly absurd and, which is even worse, exploitable, would it be to allow a bandana giving 35 percentage of camo if worn alone as well as giing 35 percent camo if worn under a large blue or black helmet

i did allow compromises on three instances: the helmets that share a similar patterns to the balaclava and the bandana can have these items attached and this combination gets a huge camo bonus.

any other helmets would almost nullify the bandana's effect and are therefore not allowed to attach one. I think i'll maintain it that way until we can have negative numbers and bonuses for camo.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163624] Mon, 05 November 2007 00:14 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
any other helmets would almost nullify the bandana's effect and are therefore not allowed to attach one. I think i'll maintain it that way until we can have negative numbers and bonuses for camo.


or, you simply reduce the bonus of bandana and balaclava. since both only cover the head and face (where the balaclava covers the entire head), the camo bonus percentage should be a lot lower.

if the balaclava gives 10% camo bonus for covering the face, would be realistic.

with the camo kit, you can also reach 100% camo bonus, even though it only covers the exposed skin parts. also not very realistic, is it?

well, maybe you

Report message to a moderator

First Sergeant
Re: New beta, known issues![message #163652] Mon, 05 November 2007 09:33 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
no, it's unrealisticly low if you wear the balaclava alone and unrealisticly high if you wear a queen-elizabeth-ascot-horse-race-derby-memorial-bird-feather-hat ontop of it

two wrongs doen't make one right. After three explanations it still doesn't.

i'm pretty sure woodland camo can be maxed out quite easily. the other camo's are irrelevant anyway, as they're practicly uselss in most situations

but desert can still be maxed out quite well and for urban... well, i think i got this picture of an urban camo balaclava somewhere... i can add that one to max out Urban camo if i get to that.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163722] Mon, 05 November 2007 17:27 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Yeah, I remember we already had such discussions about the balaclava Wink

Perhaps you might want to ask ChrisL, he was able to have the camo bonus of our LBE-vests override the camo bonus of an armor vest (though camo attachments to the armor vest do still count, because we have at least one that still needs to work properly), as this problem was similar (the LBE-vest covers the armor vest, and thus their camo boni should not add up).
But I guess there's coding involved in that...

Report message to a moderator

First Sergeant

Re: New beta, known issues![message #163727] Mon, 05 November 2007 17:40 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
the basic problem is probably still left unadressed.

it's the fact that things can block or remove/ restrict your camouflage, just as well as things can reduce your stealth (like wearing a ghetto-blaster on full volume over your shoulder) that is nowhere accounted for due to ja2's inheritage of maxing out the stats rather than having pro's and con's.

using ja2's limited number of (especially-high end) items and limited applications of camo (just paint it over all your clothes and skin) it was never a problem, but these hacks that we have now where camo can be given to clothing itself rather than to the merc regardless of clothing, this asks for a more sophisticated approach when it comes to camo.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163748] Mon, 05 November 2007 22:07 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

gorod kevlar vest+c18 compound---->>> dynema c18 vest .....

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163751] Mon, 05 November 2007 22:25 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
thank you wolf00

i've seen in merges.xml that there's a lot of other wrong merges still there from vanilla... i still can't believe they made 3 versions of each of their kevlar vest variants.

thanks a lot for pointing this out!

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163789] Tue, 06 November 2007 03:47 Go to previous messageGo to next message
Raptorko is currently offline Raptorko

 
Messages:35
Registered:October 2007
Location: Slovakia

Small laser pointer is incompatible with laser sight (the white one with triggerguard installation). However, laser sight isn't incompatible with small laser pointer, so you can attach SLP after you have attached laser sight, although you can't attach laser sight on gun with SLP attached Very Happy
Or, simply:

Gun + laser sight = gun with laser sight
Gun + SLP = gun with SLP
Gun with SLP + laser sight = incompatible attachments = gun with SLP
Gun with laser sight + SLP = compatible attachments = gun with laser sight AND with SLP Very Happy (= bug and long days and nights (OK, OK, long seconds) of xml editing)

No need to thank me, just doing my work Very Happy

Report message to a moderator

Private 1st Class
Re: New beta, known issues![message #163791] Tue, 06 November 2007 03:51 Go to previous messageGo to next message
Raptorko is currently offline Raptorko

 
Messages:35
Registered:October 2007
Location: Slovakia

Oh, yes, and I met this guy, Thug, in Baku, and after fight he told me he wants to help with something...but never said with what, just repeating those words even after talking to him with Irina (although I had a word with him during the fight and he spoke like everything was OK)

Report message to a moderator

Private 1st Class
Re: New beta, known issues![message #163808] Tue, 06 November 2007 09:57 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Thug has a quest to lead you to some area in the sector west of where you find him. After repeated talking to him, he should move away from his cell and go to the west, onto the road. If you talk again with him once he's threre, he'll move one sector west and "show you some stuff"

there are however slightly complicating elements to this quest so there might, in the player's experience, be a bit of randomness in it

the laser pointer/ laser sight thing is a mistake in incompatible attachments.xml i guess. i'll have a look.


BTW everybody: do the hotfix and the addition work? download, install, etc.?

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #163910] Wed, 07 November 2007 20:40 Go to previous messageGo to next message
Feo84 is currently offline Feo84

 
Messages:5
Registered:May 2003
Location: Munich, Germany
Hi,

I can't figure out what the quest in I5 is about. My history log says something about corrupt police at the heliport. I guess this is referring to the H5 sector? There is definitely no one there. I noticed that there is a switch which causes some helicopter sounds, but apparently does not change anything.

I also tried killing Wolfstein and his soldiers in I5, but Buck keeps saying "I won't say anything more" or something like that.

edit: Just tested the Dante quest in a new game. The crash has disappeared because Dante simply opens the crate and walks away. However the claim deed still isn't there. Probably you forgot to include a fix for the F15 map? (I opened it in the map editor - no deed, just raw oil. If you want, I can also send you my version of the map where I added the deed into the crate - that fixed the bug for me).

Report message to a moderator

Private
Re: New beta, known issues![message #163929] Thu, 08 November 2007 00:51 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
the quest log refers to I5, not H5


yes, as mentioned earlier, you have to give wolfstein the proper authorisation form for this quest to work. From a logics point of view, a violent solution should be supported as well, at this time it doesn't work yet.

i reuploaded hotfix1 with a new f15 map that has the claim deed placed once again... i have no idea how some players ended up with an empty crate in f15, as this quest has been tested and run on extremely old f15 maps.

of course if you're sure your map is fixed you can also use the old script for dante.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #164073] Fri, 09 November 2007 15:22 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
Hey guys! This mod looks great so far Scorpion. I have a little problem. I cannot download any file from bears pit now. This corporate firewall is blocking everything here at work. Can anyone send me the XML fix and all the RR bugfix and hotfixes to my email address? Its : rocesboy28@hotmail.com. Thanks in advance. I need those files bad:))) Peace!

Report message to a moderator

Corporal 1st Class
Re: New beta, known issues![message #164122] Sat, 10 November 2007 00:59 Go to previous messageGo to next message
Kermi is currently offline Kermi

 
Messages:81
Registered:October 2002
Are the militia reinforcements supposed to work in the game? If they are, then there's something odd wrong with the beta22.exe. enemy does get reinfocements, but i don't Sad

Report message to a moderator

Corporal 1st Class
Re: New beta, known issues![message #164131] Sat, 10 November 2007 03:10 Go to previous messageGo to next message
JaM1977 is currently offline JaM1977

 
Messages:35
Registered:May 2007
Classic Drasen Siege Freeze Bug is back. After enemy conquer one city block and i try to reconquer, game totally freeze after first turn.

Report message to a moderator

Private 1st Class
Re: New beta, known issues![message #164155] Sat, 10 November 2007 11:58 Go to previous messageGo to next message
Andris is currently offline Andris

 
Messages:80
Registered:October 2006
Location: Budapest, Hungary
:)Thanks for your mail Wolf00!

Report message to a moderator

Corporal 1st Class
Re: New beta, known issues![message #164167] Sat, 10 November 2007 15:36 Go to previous messageGo to next message
yalazy is currently offline yalazy
Messages:2
Registered:March 2007
Location: Sweden
Hi,
I'm playing RR and enjoying myself immensely. I have various problems though, the worst is that the game crashes almost every time I'm training militia. This seems to be connected with enemy attacks, as the crash sometimes occur the moment they attack. I haven't played 1.13 before, so I'm not sure if this is a 1.13 bug or specific to RR. Does anyone know why this happens and is it possible to avoid (change settings etc)?

I did download and install hotfixes.

Report message to a moderator

Civilian
Re: New beta, known issues![message #164192] Sat, 10 November 2007 20:50 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
at least i don't know how ;-(

i always have this when i play 1.13 down to a certain progess, or load a sector with many characters (mercs, enemies, civs) and it is also in ja2 RR

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #164193] Sat, 10 November 2007 21:01 Go to previous messageGo to next message
Deathstruck is currently offline Deathstruck

 
Messages:132
Registered:June 2007
Does it work with...hm...DBB mod? Or are you planning some version compatible with DBB ?
Thank you for answer Smile

Report message to a moderator

Sergeant
Re: New beta, known issues![message #164194] Sat, 10 November 2007 21:17 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
me, i don't plan anything like that. if somebody else wants to try to merge the xml's... i don't know.

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #164212] Sat, 10 November 2007 23:22 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
Using DBB mod with RR kinda defeats the whole purpose of the mod. I could see maybe tweaking a few weapon selections to suit your particular tastes, but doing that ruins the mod. Play the mod 1st. As it was intended to be.

Report message to a moderator

Sergeant Major

Re: New beta, known issues![message #164217] Sat, 10 November 2007 23:59 Go to previous messageGo to next message
Deathstruck is currently offline Deathstruck

 
Messages:132
Registered:June 2007
Already played, It was cool, more Eastern weaponry....But i was thinking about other guns(especially from DBB Smile ) but yeah...that would be craaaaaaaaaaazy

Stay true to yourself! hail Sata.....erm....I mean: Don't change the current status :diabolical:

Report message to a moderator

Sergeant
Re: New beta, known issues![message #164219] Sun, 11 November 2007 00:06 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
guns are pretty meaningless to ja2 rr. Given the fact that only a small number of the supported guns actually appear in the game without the player's own doing. Those guns and items that actually appear mainly serve as scenery, i call them the poor modmaker's tilesets Wink you can add, delete, change what you like or not. Ja2 RR has never been about details like gun x and gun y, you can't gather 500+ megs genuine custom content in short time that way. As long as quest items and those items necessary for certain exclusive map features are left intact, there's not really a problem in adding some stuff for personal preference.

in the xml customisation forums is a link to xml-editor compatible xml files of Ja2 RR. I suggest you give it a try if you want to add anything, it's probably easier than working with the actual development files ;-D

Report message to a moderator

Sergeant Major
Re: New beta, known issues![message #164222] Sun, 11 November 2007 00:15 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
ahh, i forgot to mention, those xml files posted in the other section are *supposedly* editor-compatible.

i guess one has to add some placeholder images and other crap so the piece of editor will be able to load them.

Report message to a moderator

Sergeant Major
Previous Topic: quests clean up
Next Topic: Installing RR ["Allinone" - Single Click Installer]
Goto Forum:
  


Current Time: Thu Apr 18 03:13:36 GMT+3 2024

Total time taken to generate the page: 0.02297 seconds