Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » JA2:UB General Talk » UB Editor Glitches
UB Editor Glitches[message #12698] Mon, 17 November 2003 21:43 Go to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I've been working with the UB Editor now for a week and am wondering if there are any patches, etc. to solve the numerous menu button glitches and overall crashing of generated maps.
This editor is simply awesome in that it gives a computer layman like myself the ability to generate an entire campaign for Ja2 (working around the regular UB storyline of course) and really get afeel for what the AI is up to. At the risk of gushing again HATS OFF TO THE DESIGNERS!
That said, there are numerous functioning problems with the map editor. To list a few:
1)Many of the menu 'buttons' (that is the various selection choices for each catagory) will not engage. Sometimes backing out of the menu sub heading, the general catagory or reloading the whole editor will solve this problem. But other times you spend four hours designing a map and it REFUSES to let you place enemies etc.
2)The intruction manual is vauge on many points and just plain absent on others.
How do I make hills/depressions? How do I make a mine entrance work? What exactly does the number of enemies selection do (I've placed 32 enemies with a minimum of 8 and ended up with 22)? Is it totally random or am I missing something?
Actually the list of questions could easily fill an entire column so I'm really wondering is there an area of this forum that's dedicated to the map editor? If not any answers to any of these questions would be greatly appreciated. I highly recommend this editor to everyone wether you plan to make you're own campaign or just wonder why the AI functions as it does you will be elated with what you find!
Re: UB Editor Glitches[message #12699] Tue, 18 November 2003 01:03 Go to previous messageGo to next message
ConFusion

 
Messages:31
Registered:April 2003
Location: The Netherlands, Europe
Quote:
Originally posted by Khor1255:
What exactly does the number of enemies selection do (I've placed 32 enemies with a minimum of 8 and ended up with 22)? Is it totally random or am I missing something?
I've never touched the editor but from what you're saying I think it means that out of the 32 maximum enemies (that will spawn at the locations you selected) there must be at LEAST 8 when playing, when you played entered the sector in the game, the game choosed a random number between 8 and 32 and tadaaa: 22.
Try starting a new game and enter that sector again, it will probably be an other number.

I repeat: this is all written from what I THINK it is. I've never used the editor so don't know. But it sounds logical to me.

And I believe the editor wasn't officially supported by it's creators. I think the best place to ask your questions would be the 'Other User Created Campaigns'-forum. Not sure though.
Re: UB Editor Glitches[message #12700] Tue, 18 November 2003 03:39 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
1. There is no specific section dedicated to the editor.
2. The minimum 8 is exactly what it says. between 8 and 32, as Confusion explained. In the enemy detailed placement tab (I think) there is a yellow ! mark, if you check/mark it, the enemy/npc/civilian/whatever will always show up.
(for npc's you enter an npc number AND set the sector in prof.dat using proedit, downloadable at the ja-galaxy).
The random factor is of course for replayability.
3. The editor IS the official one, but it is quite buggy. Save often. Never had those button glitches myself though. Mostly only crashes. One time he just wouldn't save. :hmm:
4. You can't make hills/depressions. You CAN make the mountain ridge used at mines, but it's a bit tricky to make it look and fit right.
5. You make a mine entrance work by placing a designated exit grid. I forgot in which tab it is, but you set the tilenumber of the tile in the map you want to go to BEFORE placing the grid (a red cross) and then place the grid. Place at least two of them next to each other and make sure that the tile in the other map has 6 free tiles around it.
Re: UB Editor Glitches[message #12701] Tue, 18 November 2003 20:26 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Thanx alot for you're prompt replies!
When I asked about the number of mercs it was because I had the same ammount (22) show up every time I test ran the map. I will test the randomness of this generation now by moving my mercs first to an adjacent sector before 'doubling back' to the one that keeps coming up 22. Perhaps 22 is just the set # for you're first battle in UB?
As for adding NPC's PLEASE tell me how I can do that? Man, if I could populate the maps with interactive encounters there's no limit to the modding potential! Besides, I think I could actually create a game with a flexible storyline that the modder (DM) could interact himself!
This is what I've been waiting for!
Well, enthusiasm not withstanding I'm really itching to get back into the campaign I'm working on so thanx again!
Again; for those who haven't checked this editor out you'll do you'reself a favor by delving a little into this supreme leisure activity!
Re: UB Editor Glitches[message #12702] Tue, 18 November 2003 23:06 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
22:
Hmm, since you can't change a map you alreay entered in-game, I can imagine the number and placement of enemies stays the same after visiting (and saving). (That doesn't count for roaming patrols though).
But if that doesn't work it might even be that you have to start a new game to get another enemy count. (Although i don't think so)

NPC's:
There's quite some stuff to do when replacing an npc.

1.there's the scripting. I don't know anything about it but I think that's the file that says this npc walks over to this tile and does that". I assume you could leave it as it is, if you want the character to do the same as in the original game. I think the "ja2desktop" utility by Batman edits these. (well, it edits almost everything. Very Happy
2. The reworking/replacing of the character. There are all the images, speech, edt's (text bubbles), and mouth movement gap-files. (Trailblazer made a handy proggie for that.
Using the "unslf" proggie you can look up all the characters used in UB or ja2, extract all their files from the *.slf archives and rework them.
(after reworking, you don't have to replace those in the slf. You can create a folder structure equal to the (relevant) one in the slf, do it under the ja2\data directory.
The files you place there will overrule the ones from the slf archive.
Don't underestimate replacing all these files. Voice recording, voice optimalization, sti creation, mouth and eye pics, gap creation...
For most of these handlings we already have nice tools out. Sti-edit, or Trail's lip sync analysor and gap file generator, ProEdit,NPC file editor, unface extractor, windows sound recorder, Photoshop Very Happy ,...
3. The prof.dat file registers all variables about npc's, rpc's and mercs, from clothes to stats to the maps in which you'll find them. You edit it with proEdit. (place proedit in the same folder as you find the prof.dat file)
Check it out, it is quite self-explanatory. Make sure you mark the sector in which you want the npc to show (somewhere in the lower right part of the GUI)
4. Finally, there's the placement in the editor. In the deailed placement tab, I think, there is an npc tab. It only has one variable field. Fill in the number of the npc,
e.g. 060. Make sure you check the yellow exclamation mrk so the npc always gets shown.

And that's about it, I think. If I forgot something, you'll soon find out. Very Happy

When UC is released, I am thinking of writing a manual or a guideline or two about some modding stuff I think to know something about. With some help from others (you know, the people who REALLY know what they're doing, like most of the others in the modsquad)
that might be another usefull addition to the ja32 modding community. (if that community is still there of course).
Re: UB Editor Glitches[message #12703] Wed, 19 November 2003 04:39 Go to previous messageGo to next message
Maddog

 
Messages:317
Registered:September 2003
I've got a prob with the editor. How can I put NPC's down to the sector? I clicked the "mercs" button. I was able to place only bloodcats and enemies. Wasn't able to put player in and there wasn't even an option for placing NPC's! So, how can I place NPC's in the sector? Can I pick, Morris, for example, from some file and put him to the sector? Or anything like that? Hannigan, Innis?
Re: UB Editor Glitches[message #12704] Wed, 19 November 2003 17:28 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
The way I initially tested this map was to get a small squad of mercs, arrive at sector H7, save the game, then move on to my first modded map (G7). I was getting 22 enemies showing up every time I'd try a test play. I tried starting a new game, killing Jerry, not killing Jerry, going first to H8, retreating and going back to G7 from there, changing my roster, you name it! I even tried changing the starting number of mercs per sector (5 to 10 to 15 to 20 then finally even 25!) and it still keeps giving me 22 enemies no matter how many different ways I try to enter the sector. I wouldn't worry so much except that I'm afraid this could be a fatal exeption type glitch that could ruin the whole test campaign.
One unusual problem with my Ja2 and UB games is that I get that black box around my cursor that was discussed on another post. Until now it never really bothered me but if it could somehow be connected to my editor glitches I think I'll fix that problem.
Thanx again Wodan for pointing me toward the utilities that will enable me to expand on the mod I'm working on. I feel like it's Christmas already with the ammount of (new) toys I now have at my disposal!

@Maddog in the post directly above the last one you posted there is the answer to you're question.
Re: UB Editor Glitches[message #12705] Thu, 20 November 2003 01:39 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
@Maddog: I am sure that if you actually read related posts, you'd get a whole lotta more info out of this forum. Very Happy
Don't shoot me if the npc tab isn't exactly where I think it is. Frequently banging my head against the wall is causing some memory loss lately.
:silly:

@Khor: I doubt it that your graphics problem has anything to do with the enemy appearance.
Try and check what you did with the detailed placement of the enemies. If 22 have the yellow! mark checked... you'll always have 22 show up.

Damn fire alarm in my company. Have to run.
Re: UB Editor Glitches[message #12706] Thu, 20 November 2003 05:58 Go to previous messageGo to next message
Maddog

 
Messages:317
Registered:September 2003
yup, wodan, gotta start really reading all :the posts! Very Happy
Re: UB Editor Glitches[message #12707] Thu, 20 November 2003 08:43 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
It is as I feared but couldn't check at work...
The regular UB editor doesn't have the extra npc options. The ja2 beta editor does. It has two extyra tabs, one for NPC placement, and one to control their appearance. (so they don't show at night for instance).
This beta editor also allows you to place locks on doors and so on.
If you can't find it at the downloads section, the ja-galaxy or lords of the bytes, it'll probably come available when UC releases.
Re: UB Editor Glitches[message #12708] Thu, 20 November 2003 09:51 Go to previous messageGo to next message
Annapolisjohn

 
Messages:118
Registered:September 2003
Location: westminster, Maryland
Wodan can you tell me where to find Batman's "ja2desktop" download?? ... I looked in links and goodies didnt see it .... Thanks in advance
Re: UB Editor Glitches[message #12709] Thu, 20 November 2003 11:29 Go to previous messageGo to next message
Annapolisjohn

 
Messages:118
Registered:September 2003
Location: westminster, Maryland
Wodan I changed some stats for aim characters ten when i play game they dont appear changed since i made stuff i would certainly notice like shirt color ... once i make changes how do i apply them????
Re: UB Editor Glitches[message #12710] Thu, 20 November 2003 12:51 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
The exact message that comes up when I try to import a character to either Ja2 (DL) or Ja2 UB is:
Cannot Open MercImport.csv

Now I checked my entire files for any .csv and it tells me none are found!
What's interesting is that it will allow me to EXPORT with no problem. But to where? And why are there no .csv files listed?

Really dude, I'm sorry for bombarding you with questions but If I can get this baby to work I'll be well on my way to developing a real Ja2 mod and not just a map that forces you to go through sectors you normally wouldn't to get to Varrez etc. Thanx a whole lot already and I beleive if you answer this question you'll also be answering one of Alred's posts as well.
Re: UB Editor Glitches[message #12711] Thu, 20 November 2003 21:51 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
@Alred: You'll find ja2desktop utility at the ja-galaxy (link in left bar).
Go to ja2 -> downloads -> programs . (<- or click here)

If you change stats, make sure you save them, Smile
And start a new game.

@Khor: don't know nothing about importing characters. Maybe it only works from regular ja2.
:whoknows:

b.t.w.: being able to answer questions is kinda fun. So no worries.
Re: UB Editor Glitches[message #12712] Fri, 21 November 2003 01:45 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Well, I looked in dogpile last night on a whim and they actually pointed me to a much earlier post from this very forum!
What the answer to my question apparently is is to download the UB MFE (Map File Editor) which I've done and replace bloodcats with Mercs, NPCs, etc. This; however, seems a little cumbersome so my next question would be does anyone know of a simpler method for being able to actually USE the Proedit utility or even one that's written in english? I always wanted to learn German anyway but I'm afraid when players of my mods find themselves with a Stallenhelm on their head and carrying a Sturmgewere they'll be a little confused. If these terms convert to English once the Merc is imported into the game it's not an issue. German to English dictionaries are easy enough to get.
Anyway thanx again Wodan and I hope at least part of this post has been of some help to someone.
Re: UB Editor Glitches[message #12713] Fri, 21 November 2003 16:08 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
Easy way is to use the english version of ProEdit. Check on JAG or use the one in JA Desktop.
Re: UB Editor Glitches[message #12714] Sat, 22 November 2003 18:51 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I've been working with Ja2 UB MFE all day now and I still can't get any file from Proedit (English version now) to load into my mod.
Sorry to keep flogging the same dead horse but does anyone know how to get Proedit to work?
Re: UB Editor Glitches[message #12715] Sun, 23 November 2003 09:50 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
After you make the changes with ProEdit your saving the changes, yes?

Next are you copying the modified prof.dat from the ProEdit folder to your Data\Binary Data folder?

Thats the only two things I can think of that would keep changes from showing up.
Re: UB Editor Glitches[message #12716] Mon, 24 November 2003 18:44 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I don't even have a prof.dat file. If I'm remembering correctly I think this was one of the ones the German version instructed me to convert into JA25PROF and I do have this file. Is it possible when I downloaded the English version (with the German vers. still installed) it automatically arranged it like the German version and this is a mistake for the English version?
Pardon me for the convoluted question and my grasping at straws for a solution but I've been working with getting this utility operational for the good part of a week now and am a little frayed.
Re: UB Editor Glitches[message #12717] Wed, 26 November 2003 03:37 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
Sounds like you have the right file. Its Prof.dat for JA2 and JA25Prof.dat for UB.

If your doing the changes for JA2 you have to rename it back to Prof.dat then add it to your Data\Binary Data folder.
Re: UB Editor Glitches[message #12718] Wed, 26 November 2003 16:57 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I've only been working with the UB editor. I figure until I really get the hang of that it could be confusing to crack into another can of worms. The editor is just awaesome! The ammount of playability has increased a thousand fold! I'm working on a mod and at least one of my friends is working on one which means at least one new game in the next couple of months.
The main problems I'm having now are concerning the Proedit utility. I can make some great changes with this utility (saving them after I make them of course) but can't 'import' these changes into either game. 'Exporting' seems to work just fine except that I have no idea where these changes are being exported to.
I've tried restarting UB games to see if these changes take effect. I always check the priority appearance box when I create the bloodcat I'm replacing with an RPC and have tried every suggestion that's been posted lately. If someone knows how to get this thing to work I'd be much obliged.
I suppose the next step is maybe uninstalling all Ja2 files then reinstalling following carefully each instruction that seems widely agreed on. I beleive I might even be able to save the 9 sectors I've created into a file than try to reload them once I've uninstalled/reinstalled. What I'm afraid of is that I've tried this with saved games with no success and I'd hate to scrap all that work.
Re: UB Editor Glitches[message #12719] Wed, 26 November 2003 20:47 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
Saved games? When editing with ProEdit, and starting new games, you can't use savegames.
You need to start a new game. Not restart the program....maybe I am missing somehitng here.
I can't figure out what you're doing wrong. I don't think you need to reinstall though.

You need to
-place the npc in the map and check the priority existance
- edit the prof25whatever.dat file with proedit to make sure the sector location is set ok.
- start a new game, (for testing purpose you don't need to make a new IMP and all, just hire some AIM guy).

If this doesn't work...uhm...
Well, if I find the time, I'll see if it works with MY game. Maybe we are all forgetting something.
Re: UB Editor Glitches[message #12720] Thu, 27 November 2003 12:57 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I'm unclear about where you say 'check to see if the sector location is set ok'. I just looked at the PROF25DAT file for my UB game (which incedentally looks just like the regular Proedit screen) and I didn't see anything about sector location. Is the software perhaps not installed correctly?
Also, I was only talking about saving games etc. to reload them after I did the uninstall/reinstall I was planning to do. I haven't done this yet because; again, I'm afraid of losing the now 11 sectors I've generated for the mod I'm working on. Sorry if I was a little confusing on that point.
Re: UB Editor Glitches[message #12721] Fri, 28 November 2003 00:21 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
Look really really good. it IS there. You didn't install wrong.

You can only set the sector locations for NPC's.
Click on any NPC in the list. (starts from "PGlady3").
Now in the 'hidden' tab, somewhere in the lower middle of it you see:
- NPC town (town he is attached to)
- Town attach (amount of attachment)
- Sector (sector he is in. @0 if you want him to appear random)
-level (0=ground level, 1=basement,2...
-...

I am currently looking at proedit25, I reckon it's the same for the other one.
Re: UB Editor Glitches[message #12722] Fri, 28 November 2003 15:35 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Do you have to attach the NPC to a town for him to appear? I'm just doing a straight up UB mod and I don't see Varrez as an option. I've already experimented with trying to place a Ja2 character in my mod and while he appears on my map after I create him when I test play the sector there is nothing (not even a bloodcat) where I put him. I can get a generic MFE creature to appear (civillian, crow, cow, etc.) but because they are non interactive their modding potential is limited.
I'm afraid if I don't learn how to at least place NPCs RPCs my mod will just be a suped up version of the standard UB campaign.
I have a lot of ideas and 'plot vehichles' using my current modding handycaps but I really would like to make a remarkably different campaign that could maybe even warrent crowning it with the honourable title 'Mod'.
Every suggestion I've read here I've tried in as many different combinations as I can think of with no success. Please don't take this the wrong way Wodan but have you actually made a map AND TEST PLAYED IT or are you telling me the way it SHOULD work? Again, I really appreciate you're patientce with my cyber illiteracy but if you could tell me step by step how you get ANYTHING from Proedit to actually appear in a new or existing game I'd be much obliged.
My E-Mail address is Khor1966@yahoo.com in case you're afraid of cluttering up this forum. Thanx again man!
Re: UB Editor Glitches[message #12723] Fri, 28 November 2003 23:42 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
This forum is here for cluttering up, at least if you stay on-topic. Very Happy

Anyway, Yes, I actually managed to place npc's in maps, including an rpc and the robot. Ain't I cool? :naughty:
But uhm, I only did it in ja2. That kinda moves my suggestions over to the "should work" side, doesn't it? http://www.ja-galaxy-forum.com/ubb/icons/icon15.gif
Hence the "Well, if I find the time, I'll see if it works with MY game. Maybe we are all forgetting something".

Npc's don't need to be attached to a town to appear.
Re: UB Editor Glitches[message #12724] Sat, 29 November 2003 00:51 Go to previous messageGo to next message
Dvornik

 
Messages:20
Registered:January 2003
Location: Necropolis
Quote:
Please don't take this the wrong way Wodan but have you actually made a map AND TEST PLAYED IT or are you telling me the way it SHOULD work?
So how do you think npcs were placed in such mods like Vietnam, Rubicon and all others? By some magic portal? Bah...

Is that so difficult to follow these steps (not to mention that they were descibed like a million times in various topics?):
1)Place NPC in map. Either with beta editor of MFE.
2)Assing him to that sector with Proedit. Don't forget to push that magic "Save" button, eh?
3)check out his schedule (beta editor). If you playtested the map on 7:00, probably he hasn't showed up yet (by default npcs and civilians show up at 9 o'clock, iirc. Or maybe 8? Anyways)

Proedit25.exe must be in Data\Binarydata folder. It needs following files to work (in the same folder, all these files can be extracted from binarydata.slf): JA25PROF.DAT (obviously), JA2PAL.DAT (palette, for describing clothes and such) and ITMDSC25.EDT (item descriptions, without it you won't see any item names under Items tab in proedit, just something like |||||||||||| ).
To assing npc, change Sector (in "Hidden") to that where you want him to be. For example, Pacos has sector set to "A9" which is obvious.

To edit schedules for npcs and civilians, you have to use beta editor, or use some trick to make them appear in Ub editor, I don't remember exactly how, but it should be described several times already in this forum or on LotB.
Re: UB Editor Glitches[message #12725] Sat, 29 November 2003 04:06 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I had no idea about the schedule thing! I'm racing to get off the net and screw around with this to see if this is perhaps what I'm missing.
The way I'm testing each new mod tool is by placing something in the sector immediately adjacent to H7 (Unfinished Buiseness) and sending a merc there to make sure I'm using the tool correctly.
What I can't ever seem to get is any changes out of the Proedit utility. I'm not bitching here, I'm sure it's another case of my cyber illiteracy getting the best of me and I really appreciate you guys with know how helping out.
The MFE seems to work just fine, except when I try to get it to accept any changes made by Proedit. A very simple change (and immediately discernable) is the colour of someone's shirt (just to see if the utility is working) and I can't get this done. The Proedit changes don't require 9am to take effect do they? If they don't than I'm doing something wrong and just here trying to figure out what.
Re: UB Editor Glitches[message #12726] Sat, 29 November 2003 05:09 Go to previous messageGo to next message
Dvornik

 
Messages:20
Registered:January 2003
Location: Necropolis
Quote:
The MFE seems to work just fine, except when I try to get it to accept any changes made by Proedit.
You're trying to load ja25prof.dat into MFE? :confused: Very Happy
Re: UB Editor Glitches[message #12727] Sat, 29 November 2003 05:49 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Yea, I heard MFE is used when you have a problem loading changes made by Proedit. This was why I originally loaded the MFE utility. MFE seems to do most of what it says it does (with the exception of loading any RPC characters).
I was hoping it was as simple as not being there at 9am to see the RPC71 dude, but not so. I created an RPC71 (with Proedit), saved him, went to the sector I8 map (the one I had assigned him to), created a bloodcat (checking priority appearance), saved the map, went back to MFE, changed the cat to RPC71, saved it, started a new UB game, went to the sector (well after 9am) and checked for 71.....no 71.
Now when I was originally tinkering around with proedit I just changed Sidney's shirt colour, saved, started a new game and checked Sidney's shirt colour on the screen (after all the dialouge had passed just to make sure it wasn't 'loading' during this time. It's still white.
What's interesting is that the Import button (at bottom left on Proedit) never works. It says something about a .csv? file and when I do a search there are no .csv files of any type on my pc. Export seems to work except that I don't know where it's exporting to.
Also, in the UB Editor there are three buttons in the merc tab: Bloodcat, Merc and Player. The Player button is never active.
One last (clue?) is that while I dress the RPC71 dude in subdued colours, in the UB Editor he appears in neon gayness with something like purple skin and fire red hair! But again, once I go to test play that sector he doesn't even appear. Crows however work just fine but they're just fancy scenery.
Re: UB Editor Glitches[message #12728] Sat, 29 November 2003 08:22 Go to previous messageGo to next message
Dvornik

 
Messages:20
Registered:January 2003
Location: Necropolis
So the problem is with Proedit then.
Ignore Export/Import buttons. I ask once again, did you push the magic button. You know, the one with "Save" written on it? In the bottom right corner, next to "Exit"? Smile
And is the Proedit and ja25prof.dat file really in Data/Binarydata of your UB installation?
Have you really started new game, you know, push the "Start new game", "Start fresh" and all that?
When you're in H7, check if the I8 map was loaded correctly ("Added custom map I8")?
Re: UB Editor Glitches[message #12729] Sat, 29 November 2003 16:20 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
@Dvornik
Yes, to all of you're questions.

Every time I hear a new suggestion on how to get Proedit to work I write down what is offered and follow the steps EXACTLY as they appear. I go through the same exact list of steps multiple times (to make sure it's not just glitching). I'm well aware of tha save button. Since playing Ja2 I've become somewhat dependant on this.

If I8 wasn't loaded correctly I wouldn't even be able to send my brand new game test merc there at all, let alone look for the RPC71 I'm trying to generate. I always set this RPC to stationary/defensive while he's still a bloodcat to ensure he's not just walking away from me.
What's interesting is that when I look at RPCs stats they are all 1s, 15s and zeros. None of these numbers I put while trying to generate him. These numbers are also greyed out (meaning I don't have the option to change them). I say this to maybe give you a hint about what is going on.

Another thing is that in the UB folder it goes:
+Binarydata
+Data
Ereg
+Proedit
Saved Games
+UB
UB MFE
A lot of the components to these files appear in other files and seem a little redundant. Could they be sending data on an improper route perhaps? Could installing the English version on top of the German one without deleting the German one be to blame?
I'm fishing here but beleive me I've gone over the advise I've been given by you guys so many times it's making my head spin. Again, I apologise for my lack of computer saavy but I work on the road a good part of the year and only now (in the slow season) do I get to bug you all at leisure.
Re: UB Editor Glitches[message #12730] Sat, 29 November 2003 19:56 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I just went over the readme for MFE again and he mentions a Setup.exe file needed to run MFE. I don't have this file (not even in the original zip file I have saved in a separate folder).
Could this have anything to do with anything? And if so is there somewhere I can get this? Bear in mind that I just downloaded the MFE less than a month ago.
Re: UB Editor Glitches[message #12731] Mon, 01 December 2003 19:51 Go to previous messageGo to next message
Wodan

 
Messages:542
Registered:December 2001
Location: Antwerp, Belgium
Quote:
Originally posted by Khor1255:
If I8 wasn't loaded correctly I wouldn't even be able to send my brand new game test merc there at all
Can you positively ID the I8 map as your own, or is it the regular UB map in which you just placed the NPC?
What Dvornik means about loading correctly is not that you can enter it, but when you go to the strategic screen
(the one with your gameworld map) the lower left shows some history thingee with all kind of text. When you start your
campaign you see a list of maps that were added. It also notifies you if an erroneous map DOESN't get loaded. (if so, the original
UB map will be used there instead of your customized one)
Re: UB Editor Glitches[message #12732] Tue, 02 December 2003 00:18 Go to previous messageGo to next message
Maddog

 
Messages:317
Registered:September 2003
:confused: :confused: :confused: :confused:
Oops. Can't you run the beta editor with UB? Do you need the original JA2 to run the beta editor?
Re: UB Editor Glitches[message #12733] Mon, 08 December 2003 04:42 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
@Wodan
Yes, it's definately my map. I made a river with a sandbag/boulder defensive wall on the Eastern bank (to persuade players to go the long way to Varrez and thus travel through my modded maps).
Unfortunately, because I haven't progressed passed the MFE I have to resort to this somewhat cheesy plot vehichle. Otherwize players would have no reason to use my modded maps whatsoever.
I had a catastrophic bug in my brand new Dell pc and am in the process of trying to fix it. I'm wondering if this was perhaps the real scource of my seemingly unique set of difficulties. I'll keep you posted.
Re: UB Editor Glitches[message #12734] Mon, 05 January 2004 20:54 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Two quick questions:
I just reinstalled UB on my laptop and most of my Data folder is filled with slf files. As a result, I don't know how to get into the binarydata folder.
What I'm trying to do is experiment a little with the ProEdit that's built in to Urban Chaos (the one labeled UB proedit). Incidently, ProEdit works fine in Urban Chaos I'm just hopeing to somehow import it into my UB editor.

Also, what is the function of the ProEdit addon? Thanx.
Re: UB Editor Glitches[message #12735] Tue, 06 January 2004 02:49 Go to previous messageGo to next message
Shanga

 
Messages:3507
Registered:January 2000
Location: Danubia
You need the SLF Explore util from JA2Basis or JAG to extract the Binarydata folder from UB.

The addon is for setting proper mouth and eye coordination, I think. Nothing you should need right now.


Re: UB Editor Glitches[message #12736] Tue, 06 January 2004 13:43 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I loaded something that appears as unslf from JaGalaxy into the Data folder of Unfinished Buiseness. When I click on it, a (loading screen?) appears for a split second then nothing.
Is this the right file? If so, how do you think I might be able to get to it. Note that I've already tried the Run command from my startup bar but to no avail.
Could I perhaps have a corrupted download (I didn't disable Norton or anything before I downloaded).
Thanx alot for the quick reply anyway (not to mention the dynamite new mod).
Re: UB Editor Glitches[message #12737] Tue, 30 March 2004 09:42 Go to previous messageGo to previous message
qL67o0j7

 
Messages:181
Registered:March 2004
Khor1255:

Don't worry, it's just a DOS screen passing by, since it doesn't know what to do. The usual SLF unpacking utility is a DOS command line tool. Rather use a Windows utility: SLF-Explore, by Bimbo (sorry, no link, I don't recall where I got it from).

About Proedit, that's what works for me:

Proedit is for JA2, Proedit25 is for JA2:UB. No need to download it, it's already inside the file binarydata.slf, file which you'll have to unSLF anyway. You should find Proedit25 in the Data/Binarydata folder, and if you start it, it will automatically find and edit the right files. No need to copy/export, or anything else: Launch it, it will load the right file.

So start Proedit, make all the changes you want, hit "save" and here you are. To check if your changes actually worked (no reason they shouldn't), just rename one of AIM's mercs, so you'll see immediately if your changes have been taken into account.
Naturally, this happens only when you start a new game. Ah, I nearly forgot: To undo changes, just unSLF yourself a new copy of the "Ja25prof.dat" file from the original binarydata.slf. This way you can test all kinds of crazy things, and when you have decided what you want, you make a clean edit on a virgin, clean file.

Hope that helps.
Previous Topic: LOS?
Next Topic: Cheats on XP..
Goto Forum:
  


Current Time: Mon Jul 16 15:20:00 EEST 2018

Total time taken to generate the page: 0.01318 seconds