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Alpha_Item_Mod_for_WF6.06 Part 2[message #225993] Tue, 07 July 2009 13:09 Go to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
The first thread on the Alpha_Item_Mod_for_WF6.06 has reached enough pages to warrant starting a new thread.


What is the Alpha_ Item_Mod_for_WF6.06?

It's basically just what the title suggests, an add-on for the WF Mod for 1.13 that Jax and myself made.

It's certainly not necessary in order to play the WF Mod, but it will add a bit of fun. I already made some hundreds of items, added lots of merges, reworked starting gear and enemy item choices, etc...

If you need more information what this is all about, check out the other thread or feel free to ask.

The newest version of the Alpha Item Mod is version 26.



In addition I'm currently working on cosmetical updates for the WF maps as well (most of the maps remain the same, but got some of the newer items added, several maps got redrawn either from sketch or significantly altered, mostly because I didn't like the original maps).

Downloads for either the Item Mod or the updated maps can both be found on my Skydrive. I upload updates on a more or less regular basis, so make sure to check here, whether there's something new to download.

The maps might require re-starting a game, but the item mod in general doesn't require a restart when you update from one version to a newer one. The latest version will always include all files (unless I forgot to add a certain file Wink), therefore it is enough to get the latest one.

There's also a more or less working flamethrower added, which is still work in progress. This item uses the item slot of the Alien Queen. It is very likely that playing with the bugs will cause trouble, therefore I highly recommend to disable Crepitus in the options.ini (or you may want to test it, find out what happens and tell us the results... I'm no big fan of the bugs myself, therefore I will most probably not try it).



Merge List for the Item Mod


Last update: 12th of August 2009

Edit: [color:#CC0000]I'll update this post, when new merges are added[/color]. And those updates will be color marked, as long as no new merges are added

Guns:

- EBR Stock + M14/M21 = M14EBR / M21 EBR
- 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical)
- 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41)
- 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG)
- Trigger Group + SVU = SVU-A
- SCAR Barrels + SCAR varaint = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
[color:#990000]- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant[/color]


A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun).



Armour:

[color:#990000]Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + armour plates = repairs the plate[/color]


- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin



Attachments:

- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender

[color:#990000]- Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be taken from the gun)[/color]

- Duct Tape // Quick Glue + any of the following = mod. version
(Reflex Sight, Sight Mark Reflex Sight, Insight LAM, Kobra, Tactical Flashlight, Foregrip, Insight-LAM&Reflex Sight Combo, Insight-LAM&Kobra Combo, Rifle-LAM&Flashlight, Small Scope, ACOG, ACOG Combo, PSO-1, Battle Scope, Battle Scope Combo, Rifle LAM, CORSAK) - these are needed for further merges, or can be used an inseperable items

One of the following pieces must be modified:

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Insight LAM + Reflex Sight = Insight LAM&Reflex Sight Combo
- Insight LAM + Sight Mark Reflex Sight = Insight LAM&SMR Combo
- CORSAK + Kobra = CORSAK&Kobra Combo
- Foregrip + Tac. Flashlight = Griplight
- Reflex Sight + ACOG = ACOG Combo
- Reflex Sight + Battle Scope = Battle Scope Combo


Aiming Modules:

- Insight LAM&Reflex Sight Combo + small scope = Aiming Module I
- Insight LAM + ACOG Combo= Aiming Module II
- Insight LAM + Battle Scope Combo = Aiming Module III
- Rifle-LAM&Flashlight + ACOG Combo = Aiming Module II-X
- Rifle-LAM&Flashlight + Battle Scope Combo = Aiming Module III-X
- PSO-1 + CORSAK&Kobra Combo = Aiming Module WP

(the Aiming Modules can often be get using different paths, important is, that they have the required components)

Components for the Aiming modules are:
Aim I: Insight LAM, Reflex Sight, Small Scope
Aim II: Insight LAM, Reflex Sight, ACOG
Aim II-X: Rifle LAM, Tactical Flashlight, ACOG, Reflex Sight
AIM III: Insight LAM, Reflex Sight, Battle Scope
AIM III-X: Rifle LAM, Tactcical Flashlight, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...)
AIM WP: CORSAK, Kobra, PSO-1


required as components for explosives//mines:

- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer


Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine

- Rag + Alcohol-Oil Mix = Molotov Cocktail[color:#990000]
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)[/color]



- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4


LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel
- Sov. AK Chest Rig + VOG Chest Rig = impr. version
- Sov. AK Chest Rig + Sniper Belt = impr. version
- Sov. M23 Chest Rig + VOG Chest Rig = impr. version
- Sov. M23 Chest Rig + Sniper Belt = impr. version
- Police Revolver Belt + Police Utility Vest = impr. version
- Viper Security Belt + Police Utility Vest = impr. version

- Pouch Straps + several mod. Pouches will divide the pouches (works also with modified LBE gear/Soviet AK Chest Rig/VOG Chest Rig/Soviet M23 Chest Rig)


Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator

Combine Merges:

First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine




I think these are all currently possible merges... might have forgotten one or two, if so, feel free to add them to this list. Smile

[Updated on: Tue, 10 July 2012 12:11] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #225999] Tue, 07 July 2009 13:56 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Here's the G11's for you Smile

H&K G11 Family

I actually have about 20 possible variants of the G11 Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226005] Tue, 07 July 2009 14:51 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
Kaerar
I actually have about 20 possible variants of the G11 Wink

Including those nonfunctional ones? Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226009] Tue, 07 July 2009 14:59 Go to previous messageGo to next message
Logisteric

 
Messages:3296
Registered:December 2008
Location: B
Starwalker
Kaerar
I actually have about 20 possible variants of the G11 Wink

Including those nonfunctional ones? Wink


kaerar's gr
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226010] Tue, 07 July 2009 15:00 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
The carbine's are dead and buried. They were just fun anyway. I still have about 20 variants without those Surprised


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226045] Tue, 07 July 2009 18:20 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Just added the CAWS and the G11.

These rifles are now available in three different variants:

- Fixed telescopic optics. This is the standard variant you can get from BR or find in-game. It has a little higher base accuracy (+2 compared to the other two variants), the scope is basically between a small scope and the ACOG 4x, it has slightly less tunnel vision than the ACOG but also slightly worse aiming bonus and sight range. Worst of all, the attachments are very limited.

- G36 RAS version. These variants have rails on the top and on the bottom (had to add that bottom rail on the G11, but i think my photoshop skills are good enough for such a minor task Wink). They obviously lack fixed optics, but can take a wide array of attachments (including aiming modules and the ISM aiming devices).

- G36 Optics. Saves up an attachment slot, the ACOG variants come with an integrated ACOG combo scope. Nice if you want to trick out the gun with every other attachement available. For example the CAWS ACOG can now take Rifle-LAM&Flashlight, Duckbill, Foregrip and Rod&Spring and still have an aiming//AP bonus due to the integrated scope.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226047] Tue, 07 July 2009 18:29 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Err Smeagol in the G11 pack above there is a G11 RAS I believe Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226056] Tue, 07 July 2009 18:50 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
True enough, but the ACOG G11 lacked the bottom rail (which the version of the ACOG CAWS I used, had). I know this contradicts the G36 pics, but I'm okay with that. And as far as i see it, if you decide to use the Grip/Optics part and the Rail Kit, you could use the bottom rail and still use the Grip/Optics thing without complications.

Any of those who had one of these in their fingers tell me if I'm wrong... (I'm absolutely no gun expert... in fact I not even served as a conscript in the Bundeswehr, but instead chose to do Zivildienst, which translates according to my dictionary as alternative service for conscientious objectors *thanks to Logisteric for pointing that out* :shake: ).

From a game stand point the bottom rail at least offers the possibility to add a foregrip to the CAWS/G11, which should be quite usefull on the CAWS (not so much on the G11, as it already has quite low burst penalty, but nevertheless...).

[Updated on: Tue, 07 July 2009 19:57] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226062] Tue, 07 July 2009 19:08 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Ah fair enough. Had I known I would have bundled it too Wink

Though the CAWS Front Rail is different to the G11's. Just grab the front rail off the other G11 and you'll be laughing. The CAWS one had to be modified to fit the different dimensions (originally the G11 rail Wink ).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226288] Wed, 08 July 2009 17:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:2006
Registered:March 2009
Location: Middle of Germany
smeagol
in fact I not even served as a conscript in the Bundeswehr, but instead chose to do Zivildienst, which translates according to my dictionary as alternative service for conscientious objectors *thanks to Logisteric for pointing that out* :shake: ).


According to official german authorities ("Federal Office for Civilian Service", BAZ) the official translation is "(alternative) civilian service". Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226436] Thu, 09 July 2009 14:52 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
I really like to update the WF Mod and the Item Mod to the newest single-click installer and HAM 3.5. I want to update to a more recent working platform from which I can resume working on the Item Mod and update the maps.

Just made a new install with both of them and I get HAM 3.5 to run, but due to the changes from VFS I can't get the WF Mod and my Item Mod to run properly.

Anyone out there who can tell me how to update the WF Mod//Item Mod to run with this set up? I'm more than puzzled at the moment. All the changes to the basic 1.13 system in the last couple of months have been a little bit too much for me it seems...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226456] Thu, 09 July 2009 15:23 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
It's because of VFS that i haven't played Ja2 in a long time xDD
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226457] Thu, 09 July 2009 15:27 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
I thought that was cos you mouthed off Wink

As for VFS, Headrock and I are trying to fathom it out at the moment. If I can I'll try to get some step by step instructions done for it Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226459] Thu, 09 July 2009 15:34 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
My greatest fear is, that all the work I put into the item Mod // Map updates will be worthless because of compatibility issues. Would really suck, if I had to start all over again...




Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226462] Thu, 09 July 2009 15:47 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
The stuff you have done is fine. In fact the original setup should still work via the ini editor.

I'll have a looky 2mo and over the weekend and see if I can fathom it out between the Formula 1 Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226486] Thu, 09 July 2009 18:09 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
I have no problem playing the latest SVN with HAM3.5, Wildfire maps and WF item mod.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226530] Fri, 10 July 2009 01:34 Go to previous messageGo to next message
BirdFlu

 
Messages:445
Registered:September 2007
Location: Lampukistan
smeagol
Just made a new install with both of them and I get HAM 3.5 to run, but due to the changes from VFS I can't get the WF Mod and my Item Mod to run properly.

Here is a description of how to setup the VFS. It is relatively long, but it describes the configuration process in detail. If it is incomprehensible, can you tell me what exactly the problem is?

Smeagol
My greatest fear is, that all the work I put into the item Mod // Map updates will be worthless because of compatibility issues. Would really suck, if I had to start all over again...
The VFS does not interfere with any of the points you just mentioned. It should work just fine.

Majek
It's because of VFS that i haven't played Ja2 in a long time xDD
The VFS was merged into the main branch on June 4th this year. It's about one month ago. Is that "long time" for you?
Anyway, the VFS in NOT a gameplay mod and it also works out of the box if you use SVN and i think it also works with the One Click Installers.
So, what are the problems with the VFS? Something i can fix?

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226546] Fri, 10 July 2009 05:18 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
BirdFlu
Majek
It's because of VFS that i haven't played Ja2 in a long time xDD
The VFS was merged into the main branch on June 4th this year. It's about one month ago. Is that "long time" for you?
Anyway, the VFS in NOT a gameplay mod and it also works out of the box if you use SVN and i think it also works with the One Click Installers.
So, what are the problems with the VFS? Something i can fix?

I think Majek is just stirring mate Wink

The only thing I found hard about your documentation is that its from a coders perspective, so for some of us less blessed in code comprehension it's a little jargonated (is that even a word?). I was gonna do a slightly easier read to get the basics done for a mod. Almost like a dummies version Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226580] Fri, 10 July 2009 10:23 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
BirdFlu
Majek
It's because of VFS that i haven't played Ja2 in a long time xDD
The VFS was merged into the main branch on June 4th this year. It's about one month ago. Is that "long time" for you?
Anyway, the VFS in NOT a gameplay mod and it also works out of the box if you use SVN and i think it also works with the One Click Installers.
So, what are the problems with the VFS? Something i can fix?

It does not work out of the box for me, it has a runtime error before the splash screen occurs, saying something about being unable to initialize the 'Data'-directory. I have a correct JA2.ini and both VFS-ini files, and both are from the SVN-Server without being touched by me.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226605] Fri, 10 July 2009 14:14 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
I just don't have the will to set up my mods BirdFlu, nothing else.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226613] Fri, 10 July 2009 14:55 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
There's a VFS thread with precious little commentary or feedback in it. Why is it so devoid of commentary? :confused:
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226633] Fri, 10 July 2009 18:52 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Just added the Upper Receivers for the AR57. I'm currently working on uppers for the M4A1, .50 Beowulf, Bushmaster M4A3 and the Whisper Kitty, as well.

These don't look as great as Kaerars AR57 uppers, but nevertheless I think they should be quite usefull...


When I'm finished it will be possible to freely convert the following guns into one another:

M4A1
AR57 11"
AR57 16"
AR57 6" Silenced
.50 Beowulf
Bushmaster M4A3
Whisper Kitty
Seal Recon Rifle (this is still achieved through the Seal Conversion kit, which got renamed to Upper Receiver SRR and will no longer work with a Colt Commando).

Will be quite some work to add the necessary merges, so don't expect an update within the next hour...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226635] Fri, 10 July 2009 18:59 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
@smeagol:
in cities.xml the coordinates for Balime should be x=11 y=11 instead of 11 12.
Otherwise the town militia popup will be shown slightly out of position.

I do not know if this setting effects something else too.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226639] Fri, 10 July 2009 19:05 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
If I could find some decent upper pics for the other guns mentioned I would have them done asap Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226640] Fri, 10 July 2009 19:06 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Thanks. I'll have a look into it, as soon as possible (there were similiar missplaced coordinates for Grumm in earlier versions, but I think that has been fixed...). Keep up looking for such glitches. Smile


Edit:
Okay, Balime coordinates have been fixed and will be in the next Item Mod Update. Also finished the Upper Receivers and Merges.

Update to V27 should be available now. Enjoy. :happybear:


[Updated on: Fri, 10 July 2009 20:35] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226773] Sat, 11 July 2009 20:03 Go to previous messageGo to next message
Joey

 
Messages:8
Registered:July 2004
Hello Guys

i am playing ja2 v1.13 2085 with the wildfire6.06 mod
but i still get the old error when i trow a smoke grenade the game crashes

RUNTIME ERROR
PRESS TO EXIT
COULD NOT LOAD TILE FILE: TILECACHE\TEAR_EXP.STI

anyone know how to fix this please?

if needed i can post a screenshot.
i play on windows xp
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226776] Sat, 11 July 2009 20:48 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
joey
Hello Guys

i am playing ja2 v1.13 2085 with the wildfire6.06 mod
but i still get the old error when i trow a smoke grenade the game crashes

RUNTIME ERROR
PRESS TO EXIT
COULD NOT LOAD TILE FILE: TILECACHE\TEAR_EXP.STI

anyone know how to fix this please?

if needed i can post a screenshot.
i play on windows xp


I uploaded the missing file to my Skydrive, download the Tear_Exp.sti file and put it into the TILECACHE folder in the Data folder (which should be in your JA2 root folder). This should fix the problem, if not, maybe you're missing other files as well...

[Updated on: Sat, 11 July 2009 20:49] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226777] Sat, 11 July 2009 20:53 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
i believe version 2085 is too old for Wildfire compatibility.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226787] Sat, 11 July 2009 21:40 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Nope, 2085 was the version Jax used to make the mod and I used most of the time in testing, that shouldn't be the problem...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226881] Sun, 12 July 2009 14:23 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
two small infos:
  • the city coordinates for palmas should be x=8, y=13.
  • I also noticed that you can attach a Reflex Sight and Aiming Mod.IV at the same time.
one major problem::compsmash:
since v27 the game crashes when viewing Bobby Rays Guns selection (armor, misc.. are working). Since this does not happen with the tables from v26 i guess theres something wrong with the xml files.
The XML Editor starts up fine.
I'm using the latest HAM exe on top of ja2.113@SVN1168
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226883] Sun, 12 July 2009 14:38 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
JP
two small infos:
  • the city coordinates for palmas should be x=8, y=13.
  • I also noticed that you can attach a Reflex Sight and Aiming Mod.IV at the same time.
one major problem::compsmash:
since v27 the game crashes when viewing Bobby Rays Guns selection (armor, misc.. are working). Since this does not happen with the tables from v26 i guess theres something wrong with the xml files.
The XML Editor starts up fine.
I'm using the latest HAM exe on top of ja2.113@SVN1168


Thanks for reporting. Had the same CTD. I'll have a look into it right now.


Edit:
Okay, I guess I found it. Somehow the BAR and the new Remington had all their properties deleted. I'll fix that and try if it will work...

[Updated on: Wed, 29 July 2009 09:25] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226884] Sun, 12 July 2009 14:40 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
had a look too: if i delete the items 1767 to 1769 then its working again. So i guess those are somehows screwed.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226886] Sun, 12 July 2009 15:09 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Fixed it. Will upload an update soon, after I also did the other fixes. Thanks again. Smile


Edit:
Uploaded fixed version as Alpha V28.

[Updated on: Sun, 12 July 2009 15:32] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227128] Tue, 14 July 2009 15:24 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Anyone here like Steyr's?

http://www.wmwiki.com/hosted/ja2/Web%20Previews/Steyrs.png


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227136] Tue, 14 July 2009 16:35 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
I like them, but those white ones look somehow strange. What's wrong eith the 1.13 versions, to me they look fine as they are...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227140] Tue, 14 July 2009 16:59 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
The white ones are actually beige (but became very white with the ingame gamma!). I also have Olive Drab but the MDGuns palette doesn't support them hence beige.

Ingame they look awesome. I basically did them to get back to the whole futuristic look and the feel that they are in the evil rifle that they were portrayed as Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227147] Tue, 14 July 2009 18:04 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Okay, I will give them a try. But at the moment I'm busy reworking Alma HQ (map H13). This is quite some work, as I don't really know how to adjust the NPC scripts and therefore have to work around it somehow, as that Krott dude is in the map and i don't want to screw up on that (the script editor is very cryptic to me, I gave it a try, but honestly didn't figure it out...).

Quite difficult to work around that... anyone with NPC scripting experience out there who can give some advice how to operate that scripting tool properly?


Also as I sidenote, would it be possible to add armored vehicles which would be similiar to the tanks (like a jeep with an MG. This would also offer some value to the anti-material rifles).

This would seriously increase possibilities for map making. I know that there is this idea of making MG installments, maybe this could be a way of doing it. Add them as entities similiar to tanks, with limited facing (instead of 8 possible facings only allow 3 or something... would be quite nifty in my opinion... is probably hard to implement, as it would also require new graphics and all... anyways, just an idea).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227151] Tue, 14 July 2009 18:27 Go to previous messageGo to next message
Logisteric

 
Messages:3296
Registered:December 2008
Location: B
Kaerar
Ingame they look awesome. I basically did them to get back to the whole futuristic look and the feel that they are in the evil rifle that they were portrayed as Very Happy


lol, austria - the evil empire
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227162] Tue, 14 July 2009 18:51 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Concerning the issue I have with Krott's script. It would help me, if someone could tell me, which path he will take, when leaving the sector (and what exactly in the script is responsible for him to leave the sector at all...).

I used the NPCEdit tool, and found that the grid numbers
10473
10006
11156
10059 show up in his script.

Will he automatically use doors along that path or has this need to be set somewhere in the script?

Jeez... Map making is a cake walk when there are no NPC scripts involved, but Script Modding is quite a hard thing to figure out on my own. ^^




Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227181] Tue, 14 July 2009 20:53 Go to previous messageGo to previous message
lockie

 
Messages:3866
Registered:February 2006
Location: Scotland
Quote:
Also as I sidenote, would it be possible to add armored vehicles which would be similiar to the tanks (like a jeep with an MG. This would also offer some value to the anti-material rifles).


Check out night ops...............


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