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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #238848] Fri, 27 November 2009 23:34 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
I'd rather say it's something with the map, or the way JA2 handles it.

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Staff Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #239207] Thu, 03 December 2009 01:55 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

So I can't seem to download any of the actual files from the links given on the first page. I successfully have Map Update 9-9-2009, Item Mod V46, 7z465.exe (the other thing apparently isn't compatible with my processr? So I just deleted it.). The files that I was finally able to download now, I am unable to do anything with. And now I can't delete everything. 7-zip.dll I cannot get rid of, saying that it is right protected. If I can't make it work, I want it gone. Someone help with one or the other please?

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Corporal
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #239208] Thu, 03 December 2009 02:42 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Hello Sincleanser,

Sincleanser
So I can't seem to download any of the actual files from the links given on the first page.


If you are looking for the English WF6.06-Mod by Jax and smeagol here is an alternative download:
http://jagged-alliance.pl/download76/


Best regards; Schein

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First Sergeant

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #240299] Sun, 20 December 2009 02:01 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
Guys, I think I killed a bug.

No, really Very Happy

A few posts ago, I reported a problem with the A10 basement sector. I managed to zero in on the problem and fix it.
I fired up Kriplo's Map Editor (thanks Logisteric for the link!) loaded the sector, and reviewed the options. I noticed that the sector had "Scrolling Lock ID" set to 1. Erased it, saved and reopened the map - hey presto, all of a sudden it behaves normally. Problem fixed.

OK now, I have another problem.

No matter what I try, I cannot find the Jeep in A10. Is it supposed to be there in the International version of the mod?

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Staff Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #240777] Tue, 29 December 2009 22:55 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Hi.
Which is the newest English version of WF6.06 and where to get it?
Exists also a map-only version?

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Staff Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #240778] Tue, 29 December 2009 23:23 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
Links are on the first page, in Jelinobas' signature. His Skydrive has the most recent versions, AFAIK.
The "map-only" version is the "international" one, the localized ones (EN, DE and RU) are full versions.

To whom it may concern - I have found that Jeep is indeed not included in the "international" version. So I "borrowed" it from the English one. I copied the NPC files from 160 onwards, as well as CIV##.npc files, to the NPC folder. Then, I edited MercProfiles.xml, profile 164: added a name, and changed Body Type to 27.

The result? To paraphrase one famous line...

"Have a Jeep, will travel."

[Updated on: Tue, 29 December 2009 23:28] by Moderator

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Staff Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #240779] Tue, 29 December 2009 23:46 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Great, thank you.

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Staff Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #240830] Thu, 31 December 2009 04:52 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Quote:
First of all, watch out for getting the right version of JA2 1.13 for this mod.

==> This mod was made using Ja2 1.13 v2085/v2112. <==

Does anyone have a clue as to where one finds this particular version of the game?

(Every time I come back to JA2, it literally takes me 'hours' to figure out, again, how to get a game running.)

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Corporal
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #241581] Mon, 11 January 2010 02:15 Go to previous messageGo to next message
Stupid_Drunkard is currently offline Stupid_Drunkard

 
Messages:31
Registered:June 2007
The download doesnt work for me, neither does the mirror.
I tried to use internet explorer but nothing happens with that either.
I get to the page, click on the file and then download but it just takes me to a blank page and nothing happens.
Cant find any mirrors with google either.


Scratch that, works now.

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Private 1st Class
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242203] Tue, 19 January 2010 06:03 Go to previous messageGo to next message
Deane is currently offline Deane

 
Messages:61
Registered:January 2010
I needed help Mad

I used to play the maps only version of WF with HAMSTOMP. However, with goc_man releasing his SCI, I jumped at the chance of use all 4 mods - STOMP-HAM-WF-AIM .. which is where my little problem come.

I'm also using Ron's excellent celebrity faces.. whch doesnt cover the new merc's replacement.. Henning with his macho man's voice now looks like Jessica Alba (he is using's Buns's portrait Mad) and Laura using Scope's Demi Moore's face- which is not bad if she doesnt speak.. the face distorted when she talks-her mouth on her nose). From the MERC, Blood now are Justin Timberlake(Gumpy's face) and there's probably's more down the line for the other MERC's members.

So, my request, can someone care enough to pack all those changed mercs's original portraits and upload it up somewhere.. preferably in [faces] directory, like those IMP custom portrait mod.


edit:
1 more silly question .. where do I get the porn video to give to Brend? Poor her having to die every game now since I cant find the video and I need to see Tony.

[Updated on: Tue, 19 January 2010 07:41] by Moderator

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Corporal
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242207] Tue, 19 January 2010 08:39 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Ron's face mod is based on the original mercs, not Wildfire. But with WF maps only you had original mercs, so you could get Ron's mod to work.
I don't know about Ron's faces being compatible with new WF mercs, but I'll make a SCI with WF maps only, on top of which you'll be able put Ron's mod.
If you can't wait for that: You said you used to play the maps only version of WF with HAMSTOMP, just put AIM and Smeagol's map updates on top of that and you'll have the combo I'll upload.
...Stupid me, could have made a WF maps only SCI long time ago, I just remembered that there could be other players that want to play with WF maps only. :wb:

The porn tape is in the house just south of the bar in San Mona C5. The lock is a bit tricky so try the back door. The tape is in the cabinet, and the keys for the cabinet are in the bar restroom.

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Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242210] Tue, 19 January 2010 10:17 Go to previous messageGo to next message
Deane is currently offline Deane

 
Messages:61
Registered:January 2010
Yes.. its incompatible. Thats why I said I'm requesting for the changed merc's portrait to replaced the faulty merc picture.. Having Jessica Alba is nice to the eyes... but having her speaking in male voice does not Wink

Apart from that incompatibility, Miguel's voice in WF is something else that I dont really like, but overall, nice mod .. and it wont be possible to ty out with your easy installer ^^.

And thanks for the porn tape ^^

(last sentence is a bit ... if peoples reading it out of context.)

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Corporal
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242211] Tue, 19 January 2010 10:38 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Here's WF Maps only
http://koti.mbnet.fi/k0ukku/JA2/WFMAPSONLY.zip

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Master Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242214] Tue, 19 January 2010 16:01 Go to previous messageGo to next message
Deane is currently offline Deane

 
Messages:61
Registered:January 2010
Nevermind. Solve my potrait problem using potraits from many mercenary mod.

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Corporal
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242235] Tue, 19 January 2010 22:11 Go to previous messageGo to next message
sionus is currently offline sionus
Messages:3
Registered:January 2010
I have some problems with this mod.
Download
WF606-Mod_beta_russian_for_JA2_113NIV2315.7z.001-003
install it on ja2_1.13 v.2085

1. All cities names placed in upper left coner of map.
2. Anyone mercs can`t train militia. (I`m completely take Drasen)

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Civilian
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242343] Fri, 22 January 2010 13:36 Go to previous messageGo to next message
Deane is currently offline Deane

 
Messages:61
Registered:January 2010
I have a question!
After you capture Chitzena as adviced by both Miguel and Robert.. do I need to talk to anyone? I talked to Frank to start the mine income.. but for the ore shipment .. I dont see anyone in the shipyard area outside my militias.

And Robert/Enrico's emails about lack of progress began to annoyed me ..

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Corporal
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242588] Wed, 27 January 2010 00:20 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
One quick question: Are the relationships between mercs (hates/hated by...) the same as they were in the original Wildfire

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Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242591] Wed, 27 January 2010 00:44 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
one quick answer: yes


edit:

oh, and that chitzena quest does absolutely nothing (in fact there isn't even a quest to do there... the original WF didn't have it, we wanted to add such a thing, but that got skipped due to lack of NPC scripting skills...).

[Updated on: Wed, 27 January 2010 00:46] by Moderator

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Lieutenant

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #242596] Wed, 27 January 2010 01:33 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
hi smeagol. did you get my PM?

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Sergeant Major
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher[message #244848] Sat, 20 February 2010 23:49 Go to previous messageGo to next message
overpenetration is currently offline overpenetration
Messages:1
Registered:February 2010
Not to be anal but the voice acting for the new mercs falls short of my expectations. How do I play with the features of this mod with the exception of the new mercs?

[Updated on: Sat, 20 February 2010 23:52] by Moderator

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Civilian
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher[message #245270] Thu, 25 February 2010 08:39 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Welcome to the board overpenetration!! Yah, the voice acting is a little amateur, but you know, anything new I appreciate, I have played the game sooo many times, anything to spice it up is welcome by me.

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Sergeant Major

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 and higher[message #245273] Thu, 25 February 2010 09:23 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
The new mercs were actually done by the team at iDeal games. They were a fan mod originally who managed to get SFI to retail their mod. Hence the low voice acting quality.

To get rid of them you would have to make an empty .ogg file, copy and rename it to the same as all their audio files (in Speech folder) and then overwrite all the original files.

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Lieutenant

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #247174] Wed, 17 March 2010 00:05 Go to previous messageGo to next message
mrjmwarren is currently offline mrjmwarren

 
Messages:37
Registered:November 2005
Location: Houston TX
guys i have a huge problem with the new ham mods. I like to play with huge enemy squads so i change MAX SQUAD SIZE to 1000 and Min Insane Enemy group to 200. I have always done this on 1.13 WF. Computer crashed and I reinstalled with HAM and every start menu i get red letters saying Max squad default to 100 and MAX INSANE ENEMY back to 64. CAN ANYONE SHOW ME WHAT INSTALL I NEED TO GO BACK TO MY HUGE BATTLES????? PLEASE HELP AND OR SEND A PERSONAL MESSAGE or email. I havent had MY JA1.13 for about 3 weeks now lol THANKS!!!!!

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Private 1st Class
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #247178] Wed, 17 March 2010 00:30 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I'm actually surprised those numbers worked at all.
However you should probably systematically try older versions of 1.13 until it works again.
Try older SCI or if it doesn't help even the official 2085 release from the wiki
You can just try what version works if you don't remember which one you had before.

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Captain

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #247903] Fri, 26 March 2010 20:20 Go to previous messageGo to next message
overweightninja is currently offline overweightninja

 
Messages:7
Registered:June 2008
Lo all, just tried out the mod, am impressed is looking very good, one quick question though.
I've been fiddling around with the new tilesets in the map editor, and think I've figured out most of the new features with one exception, the rooftop sandbags. I've been able to place one or two just by spam clicking but 99% of the time the tile just vanishes after a split-second.
Can anyone tell me what I'm doing wrong?
Cheers

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Private
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #254407] Mon, 21 June 2010 00:29 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Thanks for the maps they are very nice. One thing that is bugging me is the constant respawn of the civil security staff. I just flew to sector C4 (drug lab) which I had cleared a few days before and found myself in the middle of an angry crowd. Fortunately it was night and I had a good crew. After the fight I flew to C5 to store my loot and immediately back to C4 just to find myself surrounded again!

Is there any way to turn this silly respawn off?


edit: Found another bug with the maps. I was attacking sector A2. Again I was unable to hurt an enemy soldier who was lying on the ground and dying. I can shoot at him - nothing, I can stab him - nothing, I can blast him with explosives - nothing, I can flood the area with mustard gas - nothing. The only thing I can do is watch him bleed to death.
I already had this bug in San Mona when I shot Frank the barman and he was lying in his bar for several minutes before bleeding to death. I tried to finish him with mustard gas as well but the only one who suffered from this was Devin. Very Happy

[Updated on: Mon, 21 June 2010 18:58] by Moderator

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255428] Sun, 04 July 2010 00:58 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I have another question and hopefully someone can answer this one. Why don't the civil guards drop any gear when they die? I was in some drug lab in sector B5 north of San Mona and despite my low progress of 5 they had rifles and spectra armor but didn't drop anything. This sucks. It's a waste of ammo and I almost lost a merc in this fight for simply nothing.

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255429] Sun, 04 July 2010 01:01 Go to previous messageGo to next message
cdudau
Do you have the militia drop settings tweaked? Maybe they follow that setting?

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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255432] Sun, 04 July 2010 01:09 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I think Civs have their own drop pattern... not sure on this, though.

You can still rob those guys, I'm pretty sure. And also the drug farms are a good way to train mercs (especially lower level ones), so I wouldn't consider the ammo entirely wasted...

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Lieutenant

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255434] Sun, 04 July 2010 01:12 Go to previous messageGo to next message
cdudau
So the civilians drop patterns are yet to be externalized Smeagol?

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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255435] Sun, 04 July 2010 01:22 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I tried to rob them which resulted in a heavy gunfight. Very Happy

I set "MILITIA_DROP_EQUIPMENT = 2" which means that they always drop their stuff. It seems that the civilians don't use this setting.

Looks like I will have to do some code investigations...


@smeagol

Those guys were level 8 I think. I don't know if it is a good idea to train low level mercs on them. Wink

[Updated on: Sun, 04 July 2010 01:25] by Moderator

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255436] Sun, 04 July 2010 01:50 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
taoteching
So the civilians drop patterns are yet to be externalized Smeagol?



What do I know) I'm just a modder, no coder. Wink

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Lieutenant

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255437] Sun, 04 July 2010 02:33 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I think I found it. Looks like the civilians aren't in a valid soldier class which prevents the drop system to work for them. I will search deeper when I got some sleep... :sleep:

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255465] Sun, 04 July 2010 14:24 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Ok, now I'm pretty sure that I found the cause of this problem.

Usually enemies are placed with randomly generated inventory. In the process of generating their inventory it is decided if an item becomes droppable or not. It is not decided when they die what will be dropped but when the inventory is generated.
If you play with "drop all" it is made sure that all items get the flag "droppable". If you use the externalized values for drop chance those percentages will be taken to decide if an item becomes doppable or not.

The civilian guards on the WF maps are not generated randomly but are hand placed and manually equipped. The map designer has to decide what will be dropped and what not.

Non of the guards in B5 have any droppable equipment. Let's take this guy for example:

http://img687.imageshack.us/img687/5276/screen003k.th.jpg

See? No item ticked.

You might say that this is a good thing because otherwise you could take your level 1 team and do some guard bashing to get good equipment right from the start. That's true but you could also go kill Kingpin and his goons and get even better equipment to start with. Wink

The best solution would probably be to externalize the guards equipment or maybe use the armies choices to automatically equip them with appropriate stuff for game progress.

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #255470] Sun, 04 July 2010 16:11 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I made a temporary fix for this issue.

In "Tactical\Rotting Corpses.cpp" line 928 change:
if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )


to:
if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || gGameSettings.fOptions[TOPTION_DROP_ALL] || pSoldier->bTeam == gbPlayerNum )


This will make sure that everything is dropped no matter if it is marked "undroppable" IF you selected "drop all" in the game options.

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #256068] Tue, 13 July 2010 02:45 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Hahaha I just had a fight in sector F14 and after a few turns the enemy stepped on his own mines at the southern border.
I couldn't see the enemy soldiers but the explosions and I could hear the screams. Stupid bastards... Very Happy

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #256119] Tue, 13 July 2010 13:53 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I also love when the baddies run on mines.
However they do it only in real time mode and mostly only the non-elites.
In turn-based they find all mines, so it is imperative to not to see any enemy. This should be fixed maybe.

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Staff Sergeant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #256124] Tue, 13 July 2010 15:03 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I had them step on their mines in turn based as well as real time. It was only redshirts, that's true. The elites should have better training and be more successful in finding mines.
For me this was a very nice experience which I never had before. In vanilla there are almost no mines and when I place them myself I usually flag them so that the stupid militia doesn't step on them...

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Lieutenant
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #256127] Tue, 13 July 2010 15:23 Go to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I officially demand this thread to be locked up and put into a safe place.


I just started Part 2.

Done..... Lockie .

[Updated on: Tue, 13 July 2010 20:00] by Moderator

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Lieutenant

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