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MFM 1.13[message #193982] Fri, 15 August 2008 03:25 Go to next message
Flettner

 
Messages:59
Registered:April 2006
I am pretty lost about how to convert MFM to 1.13 I got a fresh install of JA2 Gold and downloaded and unzipped everything but I a confused about what comes next. The instructions that come with MFM don't seem to say if you start with a JA2 modded to MFM or with JA2 modded to 1.13 Since I am pretty lost some advice would be great.
Re: MFM 1.13[message #194004] Fri, 15 August 2008 09:28 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
An all encompassing one click trick , courtesy of Kaerar , will be here very soon , just hang on a bit Very Happy


Re: MFM 1.13[message #194009] Fri, 15 August 2008 11:01 Go to previous messageGo to next message
Will Gates

 
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Yes indeedy. Much thanks to Kaerar. Tiz an encouraging thought that we can fight like cat & dog off-topic and work well together elsewhere.

:blah:

[Updated on: Fri, 15 August 2008 11:02] by Moderator


Re: MFM 1.13[message #194203] Sun, 17 August 2008 07:57 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
I go by the rule whats in Off-Topic stays in Off-Topic Smile

Actually working on it at the moment with an updated 1.13 version too.


One quick question are the exe's needed for 1.13?


Currently uploading at the moment to Zarax's ftp Smile

[Updated on: Sun, 17 August 2008 10:02] by Moderator



Re: MFM 1.13[message #194325] Mon, 18 August 2008 14:58 Go to previous messageGo to next message
Will Gates

 
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exes & mapbins not required for 1.13 as it has it's own more sophisicated means of reaching similar results (composition, garrisons, ini etc).

Apart from playing other peoples mods I am going to spend some time studying 1.13 (for instance, and this is not a heavy criticism btw, the logic errors in the original ini worried me as do simple easy to make mistakes like explosives being set at four tiles instead of the proper four digit numbers they are meant to be... all that and I need a new PC as my ancient modified machine is probably not doing 1.13 justice in the first place, not least a functioning xml editor would make a huge difference!)

Re: MFM 1.13[message #194342] Mon, 18 August 2008 17:03 Go to previous messageGo to next message
Kaerar

 
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Location: Australia :D
The XML editor works ok, but I do most of mine by hand in excel. Much easier if you are used to doing it the old txt way for W4st's editor (which is what I originally started with). Batman's GUI made it a slower process for me.

Another question to help resolve this crash issue, why are the files all in the Data-1.13 section? Does that override any relating file in the original data structure?

I'm just a little confused as to why its crashing (might end up being a hard mod rather than a soft one).


Re: MFM 1.13[message #196187] Wed, 10 September 2008 14:16 Go to previous messageGo to next message
lockie

 
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Has anyone successfully installed 1.13 onto MFM ? And did NIV make it also ? Been reading posts , but , doesn't seem definitive !


Re: MFM 1.13[message #196849] Sun, 21 September 2008 14:23 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
I had it crashing regularly a while back but not had it stable yet. Dunno the cause at the moment, but haven't had time for JA2 for the last 3 weeks and probably won't for a few more yet (damn court matters).


Re: MFM 1.13[message #204091] Mon, 15 December 2008 05:44 Go to previous messageGo to next message
Rednight

 
Messages:103
Registered:April 2004
Location: United States
Ok...downloaded a a fresh JA2, but only after taking my 1.13 version off. I just tried out MFM and aside from it being a little bit of a brutal start it looks good. My question is did I really need to get rid of my 1.13? No big deal I can win it again and all, but with each mod do I have to unistall another version?

It is late now by I look foward to taking on the challange of Factions

[Updated on: Mon, 15 December 2008 08:40] by Moderator

Re: MFM 1.13[message #204097] Mon, 15 December 2008 09:56 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
You can have multiple JA2 main folders (just name them differently) and create multiple icons relating to the different folders.

I normally do a clean normal install, then copy the entire folder and rename it to whichever mod I am installing. I never modify the original clean install as its a base for all mods. Makes life easier when things go wrong too.

For instance I have 8 full installs of the game at the moment taking up 10.5GB Smile


Re: MFM 1.13[message #204101] Mon, 15 December 2008 11:57 Go to previous messageGo to next message
Will Gates

 
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Peoples still playing this? Excellent. Early in new year I will release final upgrades for both MFM & MFM Tracona.

For MFM this is all faction maps to clear wrong ammo in guns type issues and punk up the bad guys a bit; little tweakies to prof.dat etc & one brand new map for fun.

For MFM Tracona this is basically the missing basement for Sardena Prison, some prof.dat issues and not a lot else. I'll keep you posted.

[Updated on: Mon, 15 December 2008 11:58] by Moderator


Re: MFM 1.13[message #204107] Mon, 15 December 2008 13:35 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
Does MFM use the standard arsenal + your guns or just your guns?

Also I think I have found a way to make it almost fully 1.13 compatible (even with all the new stuff coming in). Will get back with more later in the week (or weekend) as I have a more pressing engagement where I will be fending off dining at Her Majesties pleasure tomorrow. If I don't get back please contact the Police requesting my immediate release for JA2 modding duties Surprised


Re: MFM 1.13[message #204110] Mon, 15 December 2008 15:07 Go to previous messageGo to next message
Will Gates

 
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Registered:September 2006
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MFM 1.07 uses MFM specific guns inc functional flamer, two lmgs with appropriate mags and a "light" 12.7mm sniper rifle amongst others.

MFM 1.13 had to just use the "standard" arsenal because I couldn't edit the weapons or the sound files in 1.13... something of a drawback for a modding platform but hey ho. To my mind it didn't actually matter that much because 1.13 TOG option had most of the things or similar enough. The only bother was items in maps, but again with "drop all" and the like it didn't matter much that many of the in map items were wrong ammo or nada so far as 1.13 was concerned. The maps worked. The tilesets worked. The npc stuff worked. The factions worked. The palette worked. Clones of the prof.dat worked. Plus I could alter the INI, Militia allowed, loyalty used, garrison and compositions etc all from the outside which was great. It let me do some things that I could only dream of in 1.07...

MFM Tracona again uses MFM specific guns, keeps some of the cooler extra UB ones and allowed me to build the two T.W.S. sets into the bargain.

Re: MFM 1.13[message #204113] Mon, 15 December 2008 15:12 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
Ok that's cool.

Would you like to have a 1.13 version which has the 1.07 arsenal? Not sure about the flamer but I can set up the rest of the xml's for just the original arsenal. They are very simple once you get the hang of them. It'll even support NIV and all the maps should have the right settings for the items from 1.07 if I am right Wink

Only thing how the hell do you get the flamer working in 1.13 :confused:

Tracona is a different story entirely. I am still a total UB noob so gonna get the 1.07 and 1.13 versions done first.


Re: MFM 1.13[message #204114] Mon, 15 December 2008 15:28 Go to previous messageGo to next message
Will Gates

 
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Same way as the flamer was forced to work in 1.07.

It is the Queen's Spit modded. This means (a) only one other creature has it naturally & then only on sci-fi mode. (b) enemy and factions won't use it (I tried giving them flamers but they just throw it away and hunt for a proper gun). (c) it must not be for sale at B-Ray etc but the fuel can be; there are only three in game and two are trapped. Tilecache flame animations and fiery sound files all available from the 1.07 version.

Re: MFM 1.13[message #204244] Wed, 17 December 2008 15:16 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
Well after only a day and a half spent at the queen's pleasure and I am back to terrorize the world with mad theories and JA2 mods.

Will look into getting the properly implemented into the 1.13 version. Did you want a more restricted list of guns? Or are you happy with the 300+ arsenal in 1.13?


Re: MFM 1.13[message #204250] Wed, 17 December 2008 15:42 Go to previous messageGo to next message
Will Gates

 
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Don't mind. I personally find 300+ types of gun OTT and end up not valuing any of them. Other players take the opposite view no doubt.

The point about MFM arsenal was it was meant to be vaguely geographic e.g. south american, add some surplus spanish and surplus british for historical and neighbouring country reasons, some fictional in part and a few high end german guns for an elitist flavour. However apart from the made up stuff many of the weapons are there as part of the 300+ anyway.

Imho swap what needs swapping (e.g. to get the flamer up and running etc) but leave players the choice maybe between MFM Arsenal plus a few UB bits (Normal) and the 300+ (TOG). If it's an utter pain to do just concentrate on the flamer and leave all the other weapons out of it... get in touch if you're having problems with this (remember it is actually the Queen's spit and therefore uses QS animations turned flamey orange and given flamey sounds over Adult Spit & Adult Spit Ricochet, raid the 1.07 for these plus look at the weapons editor in there to see what I did in the first place, too long ago and my head hurts).

Stay out of trouble until you have completed all your JA related tasks. Obey my commands!

Re: MFM 1.13[message #204260] Wed, 17 December 2008 16:30 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
LOL that's what got me in trouble in the first place. The Magistrate took offence to me using the law in my favour not his. He was especially pissed because he claimed he could not ID me (I wasn't acknowledging the name he was claiming). Ah well all fun and games.

As for the guns its not a problem, but I was going to alter it a fair bit to give a better balance. This is MFM and not 1.13 after all (even if it uses 1.13 as a base) so I was thinking of just a mildly expanded version of the 1.07 items (with all new ones getting placed in item numbers higher than 1.07's therefore working with the original maps). I don't think that more than 100 would be useful but I was going to have it so there was a fair rep of the guns, plus your modded ones (though I may update the gfx on those if you don't mind?).

The Flamer shouldn't be too much of an issue (can raid the 1.07 for gfx easy enough).


Re: MFM 1.13[message #204264] Wed, 17 December 2008 18:43 Go to previous messageGo to next message
lockie

 
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Registered:February 2006
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Quote:
Well after only a day and a half spent at the queen's pleasure and I am back to terrorize the world with mad theories and JA2 mods.


Yayyy , you jammy bassa ! :ok:
Back on topic , hurry up ! Smile


Re: MFM 1.13[message #204734] Tue, 23 December 2008 18:11 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Is there no way to have this in higher res ? Just had a go and kerist , my eyes were almost watering at the graphics ! Had a look at files , didn't see how to change , anyone know ?

EDIT : to answer my own question ...... Nah ! Oh well . :sadyellow:

[Updated on: Tue, 23 December 2008 18:18] by Moderator



Re: MFM 1.13[message #205594] Mon, 05 January 2009 12:13 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
What res you looking at? I made it possible (interface stuff) in all three original 1.13 reses!

Re: MFM 1.13[message #205628] Mon, 05 January 2009 18:20 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Ah , didn't set it up for 1.13 , was awaiting the goodman Kaerar to do his one-click-install-trick !
I'll give it a go , thanks Will .

edit : got into a fuddle , ahem , so I'll start again tomorrow night ..... Embarrassed

[Updated on: Mon, 05 January 2009 23:00] by Moderator



Re: MFM 1.13[message #205629] Mon, 05 January 2009 18:28 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Quote:
As for the guns its not a problem, but I was going to alter it a fair bit to give a better balance. This is MFM and not 1.13 after all (even if it uses 1.13 as a base) so I was thinking of just a mildly expanded version of the 1.07 items (with all new ones getting placed in item numbers higher than 1.07's therefore working with the original maps). I don't think that more than 100 would be useful but I was going to have it so there was a fair rep of the guns, plus your modded ones (though I may update the gfx on those if you don't mind?).

The Flamer shouldn't be too much of an issue (can raid the 1.07 for gfx easy enough).


Where are you at with this big K ?


Re: MFM 1.13[message #205697] Tue, 06 January 2009 19:01 Go to previous message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Still having issues with it not working on my comp. Was trying to get an original 1.03 game installed and patched to 1.07 so I can verify the file comparison to non-1.13.

I haven't forgotten though and when I next get in a bugfixing mood I'll have a look again (not that the bugs are Will's fault more mine for running x64 OS's only now :s)


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