Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Deidranna Lives! -1.13 Discussions & Bug Reports (2009/09/08 - 20--/--/--)
Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #288717] Tue, 09 August 2011 17:50 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Will this work with the Wildfire campaign/maps/mercs?
Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #288722] Tue, 09 August 2011 18:48 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Why would you want it to ? It's a separate mod/story , so adding another mod/maps/mercs just negates the whole concept .


Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #288726] Tue, 09 August 2011 19:29 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
@Hairysteed - the Alrulco Folding Stock v3.00 mod I released last week should be somewhat compatible with WF Maps, as much as straight v1.13 or AIMNAS would be at any rate.

See: The Alrulco Folding Stock FAQ

DL-1.13 overlays v1.13 capabilities on the original Diedranna Lives! mod (almost Total Conversion) of the vanilla Alrulco campaign. Some elements I got working Sunday would look funny outside of this. ie. I am solving the problem of detachable missing default attachment with stuff you find in-map (Striker Armour, crated weapons missing stocks) by using the Extra Items XML's, which dumps items to specific gridno's. Speaking of which, I am happy to report that it is looking very likely that DL-1.13 v3.00 will be avoiding any need to edit the Mod Squad's maps. This means smaller download of the mod, reduced risk of infringing on their work (they did encrypt some of their files), and no risk of the v1.13 Map Editors breaking things (like in UC-1.13).

[Updated on: Tue, 09 August 2011 19:30] by Moderator



Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #289533] Sun, 21 August 2011 00:01 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Double posting to announce:

20110820 Dedrianna Lives!-1.13 v3.00 (Full)

Available From:
MediaFire Obsolete now, please scroll down to current version.

System Requirements
1) Jagged Alliance 2 v1.13 rev 4552 (Spring 2011 + Patch) or newer
2) Original Diedranna Lives! Data folder (One of the suggested repositories)

[Updated on: Mon, 05 September 2011 07:08] by Moderator



Re: UC-1.13 / DL-1.13 / AFS Releases & Version History[message #291174] Tue, 27 September 2011 03:34 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
I just completed a complete playthrough of Deidranna Lives v3.20.

First I want to thank you so much for working on this Wil. It seems like a ton of work, and I appreciate it.

There were a number of mild bugs that I thought I might report. I wasn't keeping good notes on the exact bugs, but I can probably try to duplicate them from one of my save games if you need any more information.

1) sometime around day 30 ish, when I was in the process of taking alma, I used the helicopter to drop of a merc to do some malitia training, and as I was in battle the helicopter ran out of gas. The warning, and the notification that it was returning to base were displayed, but the helicopter never moved. It stuck in I14 for the rest of the game. Any time I tried to click on it, It would report that it was out of gas and returning to base. I thought about loading an earlier save game, but I was close to the end so I just kept going.

2) On my way through Belime, I picked up some Cardboard labels to label all of the Utility cases I was using to carry around my LAWs and excess gun attachments. Then when I took my first sector of Meduna, I dropped all of my back packs (full of Laws) upon entering the sector. When I went to pick them back up after the battle was over, they were all empty. They had the blue dot in the Icon, but if I right click on one of them it looked like it wasn't a container at all. When I picked it back up it was a container again, but an empty one. Likewise all of the Utility cases in the truck acted the same way. For the rest of the game, any time I set down a container, didn't immediately pick it up by the merc who dropped it, this happened. This lead to a hilarious encounter where I ran completely out of explosives while facing a 1/2 dead tank, and was forced to have dynamo sneak up right next to the tank, so that when the tank fired it killed itself as well as poor dynamo. I don't know if the labels have any bearing on the issue, but it happened about the same time.

3) I got a couple 6.8 assualt rifles like the Robinson Arms XCR, the Bushmaster ACR and the Steyr Aug-A3 SPC. I was thrilled to find C-Mag adaptors for sale from Bobby Ray's. Unfortunately, if I install the adapter, fill up the clip, and then remove the adaptor, I get a 26 round standard clip instead of a 100 round belt clip. This seems to happen unreliably. Perhaps it was only for the Bushmaster.

4) There is something wrong with sector G9. Any time I try to save while in that sector or leave that sector it takes forever.

5) I can't make a barrel extender. Not sure why I'd want to with the muzzle break, but none the less, attaching quick glue to a chunk of steel doesn't work.

6) This is a balancing issue. It seems to me that the Steyr Scout is possibly the best gun in the game. Reaper (a Sniper) with one of these with the follwoing attachments: Muzzle Break, RIS LAM, Reflex Scope (4x), Reflex sight, Universal RIS handgaurd, RIS Bipod, and a RIS Foregrip, was the most deadly merc in the game. He was able to get to full aim in two clicks, and consistantly headshot anything he could see, and it only cost about 16 AP per shot.

7) Another balancing issue. The Advanced Reflex sight is actually worse than the normal reflex sight. Advanced reflex + 4x AR Scope < Reflex Scope(4x) + Relfex sight

Cool I could buy scopes for Advanced reflex sight way, way before I could buy an Advanced reflex sight.

9) Slay doesn't have a minor skill. Shank, Biff and Flo seem to be missing a skill as well.

10) Henning Von Branitz doesn't improve his skills. Perhaps this is intentional. This was the first time I've used him.

11) I think it should require less leadership for someone with teaching ability to train malitia. For instance, Biff should be able to do it much sooner than he can.

12) Some guns are in the wrong sub categories on the BR web page. For instance: IWI Tavor Star is a sniper rifle. A number of Sniper Rifles also showed up as assault rifles.

13) I never found a single Alice Backpack in the game.

14) The stealth ops helmet doesn't allow sunglasses or night goggle attachments. The vest doesn't allow plates. Perhaps intentional.

15) I could never buy any of the 6.8 caseless ammo. Perhaps intentional

16) The colt trigger group doesn't seem to attach to as many weapons as it should.

17) There are a ton of "Sniper Scopes" throughout the game.

18) Gernade lauches seem to have a pretty serious downside. This is probably realistic.

19) During combat, you never have enough AP to attach a Muzzle break. I was switching between a silencer and a Muzzle break on my KAC PDW.

20) It seems you can't repair explosives like C4 or HMX or detonators.

21) Striker Pants give some urban cammo but not striker vests or helmets.

22) When you fold the stock on some guns it ejects the ammo. For instance, the Robinson Arms XCR. Maybe this only applies if I have a C-Mag attachment.

23) the trick to convert the gun using the toolkit in the special attachment spot in the upper right works great, but often guns that need this conversion eject the wrong type of ammo. For instance: an M16A3 seems to eject 4.7x33 instead of 5.54.

24) I was unclear about the gun progression in the game. I found lot of FAMAS's early, and they seemed superior to most late game weapons.

25) A KAC SR-25 takes a rate reducer, but I don't see how it would benefit.

26) It seems like alot of 3 round bursts miss on all shots low. I would think that the first shot would be as on target as a single shot. I found that aiming at the head tended to give me a better hit percentage than aiming at the body. I thought that most recoils should raise the barrel not lower it.

27) I think toolkits should fit in combat packs. If Med kits can fit in leg rigs, that sort of compromise seems reasonable.

Overall I was very happy. Though I was expecting more original story, and new quests. I was spoiled by UC.
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #291227] Wed, 28 September 2011 01:58 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Thank you. If you don't mind I'm going to respond to your post in point form:

1) Sounds like a somewhat familiar bug with recent versions of v1.13 itself.

2) Did you apply the label to a filled utility crate? The colour change is the product of changing item numbers so possibly when the crate item is converted into another crate item it messed up how NIV stores stuff in memory terms. What I'm doing with those crate labels probably falls under me abusing the (NIV) code.

3) In theory, when you remove the C-Mag adapter the magazine should eject if the ammo in the gun is greater than the weapon's capacity.

4) Not sure about G9, I went out of my way to produce a mod that didn't edit any of the original DL maps.

5) Confirmed as a new bug for all three mods (this one, as well as AFS and UC-1.13) are missing the attachment merger to produce the extended barrel.

6) Indirectly/partially addresses this - under NCTH, the Reflex Sight in next version will not reduce aiming levels, instead the Reflex sights will give a bump to snapshots.

7) see above, the Advance Reflex Sight will have a bigger snapshot bonus

Cool known issue, fixed/will be fixed in next series of releases

9) I'll have to check, please bear in mind that I'm simply copying the New (STOMP) Traits from v1.13

10) see 9)

11) I need to check but leadership requirements I believe are same as stock v1.13

12) known issue, fixed/will be fixed in next series of releases; however if you can please list off the guns that you found (I found the inconsistency while doing something else)

13) Forgot to make it available, the A.L.I.C.E. is actually a UC specific item.

14) Intentional

15) Bug, its one of the items that has different availability between the three mods.

16) Possibly intentional, however please list off weapons that you feel should accept the "magic" trigger group

17) Consequence of not editing maps. Guns preplaced in maps and set to have a scope (original JA2 item number) may not accept that particular scope under DL-1.13 so it is dumped into sector inventory.

18) Yes

19) Intentional

20) That sounds like a bug, I'll check but you should be able to repair explosives and detonators.

21) I'll check, but I'm almost certain that the LBE item is supposed to provide the camo effects now instead of the armoured vest and pants.

22) That one sounds familiar...

23) Again this relates to differences between original Dedrianna Lives! and DL-1.13 and the mod's intention to not modify any of the original maps.

24) Yeah, there's a new scheme that will be applied in future. Basically the enemy will have guns and ammo available before you can buy it from BR's (default availability).

25) Oversight, the attachment list for the Rate Reducer was copied from another AR=15 attachment (probably a modular stock item)

26) NCTH? I've noticed the same myself under NCTH. It is worse with guns like the G11 and AN-94 where recoil is delayed, either all rounds in the burst hit or all miss.

27) Does not directly address your concern but both Kits can use the weapon sling. There isn't a Kit only pocket setup in the NIV scheme of the mods.



[Updated on: Wed, 28 September 2011 01:59] by Moderator



Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #291235] Wed, 28 September 2011 05:00 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
2) The first time I used the labels, I used them on empty utility crates. I then filled these crates with stuff and put them in my vehicle. The next time I used the labels, I tried to use them on full crates, but it didn't work, so I emptied the crates, used the labels and then refilled them. I never was able to retrieve any of the items I had put in any of those crates. I didn't enter a combat situation with a full backpack between those two events, nore do I have a save game at that point. So the problem could have started at either of those stages. The next combat I faced with full backpacks was Meduna, and when I picked up my backpacks after the battle, the problem was apparant. Just to clarify, the backpacks I'm talking about are TIMS and Go-bags and such. I also found that it happened to leg rigs and combat packs when I put them on the ground to switch between mercs.

3) I played around, and couldn't duplicate this. I think what happened was, I installed the C-mag adapter, and loaded then gun, and then the C-mag adapter was damaged past the point it was functional, but the gun still had like 80 bullets in it. This is probably such a specific fringe case that its not worth trying to solve.

4) If you ever do consider editting a map, G9 should be top of your list.

11) By default a Merc needs 20 leadership to train malitia in this mod. I know I can tweak that myself, and I would have if it bugged me that much.

12) The IWI Tavor Star was the only one showing up at the end of the game, I checked my saved games and couldn't find any, but I know there were several others that showed up through the course of the game. For me the issue isn't really BR's, I was more concerned about the trait system not giving proper benefits.

16) M16A3, M4A1, Colt Sub Compact Weapon, ColtCanada C8, Colt IAR. My Methodology is that colt weopons that accept an Acme Trigger Group should also (or instead of) accept a Colt trigger Group.

27) The way I play nearly all of my mercs have a primary weapon, a secondary silenced weapon, and either a med kit or a tool kit. The issue is about 1/2 of the primary weapons are sling only, and the tool kit is sling only, so if I want to switch to my secondary weapon, I have to drop the toolkit. Its a fairly trivial thing, but caused me a tad of annoyance. Let me offer up another posibility. How about you make the med kit pocket also accept a tool kit? That way, I could equip a leg rig for it.

28) NEW: Many other mods let me store some things by attaching them to a tool kit. Doesn't seem to work here.
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #291815] Tue, 11 October 2011 00:34 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
tag

16) M16A3, M4A1, Colt Sub Compact Weapon, ColtCanada C8, Colt IAR. My Methodology is that colt weopons that accept an Acme Trigger Group should also (or instead of) accept a Colt trigger Group.


I reread your original #16, the "Colt Trigger Group" is an original Urban Chaos item, and in theory shouldn't be findable in DL-1.13. Its only purpose in UC is to convert M4 (3rd burst) into M4A1's (Full Auto), somehow converting the upper into a Flat Top as well. There are nostalgic and balance reasons why it persists in that mod, instead of being replaced by the M4A1 Upper. If you are seeing the "Colt Trigger Group" in DL-1.13 that's a bug.

All the weapons you have named have full auto capability, so yes they should accept the ACME Trigger Group. I'll check to make sure, but in the build of v3.60 they all seem to.

[Updated on: Tue, 11 October 2011 00:40] by Moderator



Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292147] Sat, 15 October 2011 16:47 Go to previous messageGo to next message
tag8833

 
Messages:38
Registered:September 2010
wil473

All the weapons you have named have full auto capability, so yes they should accept the ACME Trigger Group. I'll check to make sure, but in the build of v3.60 they all seem to.

They do. I think I got the colt trigger group from bobby rays. I bought 1 of every attachment so I could compare them.
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292162] Sat, 15 October 2011 21:51 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Guess I didn't disable all the unnecessary stuff as I intended. Well it gives me something to do while I wait for the new public release/point fix for v1.13. DL has the advantage of not having anything specific to it meant to be buyable. The only items unique to DL are only found pre-placed in maps and NPC inventory.


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292635] Sun, 23 October 2011 19:35 Go to previous messageGo to next message
Wspek

 
Messages:16
Registered:May 2011
Location: Utrecht, The Netherlands
Hey guys, I'm trying to do an install of DL.113, but I can't seem to find a decent original version of DL. The mediafire one won't work with win7 64 and the archive US version seems to be missing files. Am I being a dumbass here?
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292639] Sun, 23 October 2011 23:07 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
I'm afraid that missing file error is related to Win7 (possibly specific to 64bit, that's all I have myself right now besides Linux). Not sure if there is a fully unpacked version of DL available these days (not sure it would be legit either as the Mod Squad encrypted their archives for their first mod with all sorts of implications for intent).


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292662] Mon, 24 October 2011 14:10 Go to previous messageGo to next message
Wspek

 
Messages:16
Registered:May 2011
Location: Utrecht, The Netherlands
Ahhh, that's too bad, I was looking forward to this. Any work-around or am I just going to have to let this one go?
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292664] Mon, 24 October 2011 14:15 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Wspek
Ahhh, that's too bad, I was looking forward to this. Any work-around or am I just going to have to let this one go?


I have installed DL 1.13 without any problems on my Win7 64bit OS. I can upload you the original English DL version (in a ZIP-Package) if you like.

[Updated on: Mon, 24 October 2011 14:16] by Moderator



Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292666] Mon, 24 October 2011 14:34 Go to previous messageGo to next message
Wspek

 
Messages:16
Registered:May 2011
Location: Utrecht, The Netherlands
that would be awesome! thank you!

P.s. I love you guys for making all these mods, but this forum with all it's acronyms and links is like a freakin maze... How do you get anything done?
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292667] Mon, 24 October 2011 14:49 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
One gets used to it.


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292683] Mon, 24 October 2011 19:29 Go to previous messageGo to next message
Wspek

 
Messages:16
Registered:May 2011
Location: Utrecht, The Netherlands
YES! I managed. I had to install Windows XP mode with Windows virtual PC, and it was a pain in the ass, but it looks like it's working.

For my next problem (you didn't think you could get away from me that easily did you?) I'm trying to play the game in widescreen. I'm currently using windowed at the highest resoluton, but well, that looks like monkey balls. Any ideas?

Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292687] Mon, 24 October 2011 19:55 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Is there any particular reason why you're not simply running the game full screen?

I generally run v1.13 full screen on my widescreen (under Win 7 the screen is otherwise running 1080 x1920), though I have game resolution set to 800x600. Not too much distortion as far as I'm concerned.


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292688] Mon, 24 October 2011 19:59 Go to previous messageGo to next message
Wspek

 
Messages:16
Registered:May 2011
Location: Utrecht, The Netherlands
I hav the same set up as you, but to me the distortion seems massive. It could just be that I'm not used to it, but it's distracting. I'll try playing ith distortion, see if I can get used to it. I've heard a lot of good things about turning off (or on) scaling. But neither my ati catalyst, not my windows controll panel seem to have that option.

Ok update: the distortion on the tactical screen is indeed very small, I can definitly work with this. I was going with what I saw from the menu's. Thanks everybody for the help!

[Updated on: Mon, 24 October 2011 20:19] by Moderator

Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292880] Mon, 31 October 2011 00:21 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
@RoWa21...

I have the same OS (Win 7 64 bit) and would like to try out AFS with DL 1.13 (and my original DL is on some old hard drive somewhere). If the offer stands, I'd appreciate you uploading that package in a way I can access.

Thanks
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #292883] Mon, 31 October 2011 01:39 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
NJ
@RoWa21...

I have the same OS (Win 7 64 bit) and would like to try out AFS with DL 1.13 (and my original DL is on some old hard drive somewhere). If the offer stands, I'd appreciate you uploading that package in a way I can access.

Thanks


I just found a bunch of DL stuff to try out first so this might not be necessary. Looking forward to DL in hi-ish res.
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #301503] Sun, 11 March 2012 03:32 Go to previous messageGo to next message
Dershamc903

 
Messages:24
Registered:September 2009
Long time fan of all of the Ja2 mods, and I've come across a problem where my items disappear from both the tactical and startegic map, but in the Deidrianna Lives mod version 1.13. I was using the Eldorado car to load up guns to bring to San Mona to sell, and then when I went to another sector then back to the same San Mona sector the stuff would disappear. Another time in Drassen Mine unloaded some gear at Drassen for another gun run to San Mona, but then again items disappeared when I loaded another sector then went back to Drassen Mine. I have not used the cheat to see if the items were hidden away in a container somewhere, but its weird that`s its moving away from where I left them to begin with. So long as I don`t go back into the sector the items are still there, but as soon as I return back to tactical then the items disappear.

Any ideas on how to fix this?
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #301538] Sun, 11 March 2012 20:00 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
What version of v1.13 are you using. People have been reporting similar behaviour out of HAM 5, and the UC/DL campaign structures seems to encourage the conditions for the item loss. Specifically, using teleports to enter and leave tactical screens seems to be related.


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #301567] Mon, 12 March 2012 09:13 Go to previous messageGo to next message
Dershamc903

 
Messages:24
Registered:September 2009
I've been using the latest version of V1.13 4870.
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #301937] Sun, 18 March 2012 18:49 Go to previous messageGo to next message
Jagged_ID

 
Messages:14
Registered:February 2012
RoWa21
Wspek
Ahhh, that's too bad, I was looking forward to this. Any work-around or am I just going to have to let this one go?


I have installed DL 1.13 without any problems on my Win7 64bit OS. I can upload you the original English DL version (in a ZIP-Package) if you like.



RoWa21, could you please upload this magical .zip of yours ?

Neither install version/instructions work for me (Win7), and ZoneAlarm finds "setup.exe" to be too suspicious...

Thank you.
Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #302670] Mon, 02 April 2012 02:31 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Discovered a new bug with DL-1.13, for some reason pre-placed items are not appearing. Found that this was happening with the last public release (September 2011), but is really pronounced with the latest version (v3.64 that I was hoping to release today). Can't figure out why some items are affected and others are not. I'm going to see if I can work around it with the XML's but this is going to take some work...


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #302685] Mon, 02 April 2012 13:11 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@Jagged_ID: Here it is, just download and extract the 7z-package in your JA2 installation directory. After that, you should have a folder called "Data-DL" in your JA2 root directory.
Then you have to install the 1.13-DL version.

http://dl.dropbox.com/u/34560718/Original_JA2_DL_GameDir.7z


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #310264] Mon, 17 September 2012 12:12 Go to previous messageGo to next message
Voteslave

 
Messages:30
Registered:July 2005
RoWa21
@Jagged_ID: Here it is, just download and extract the 7z-package in your JA2 installation directory. After that, you should have a folder called "Data-DL" in your JA2 root directory.
Then you have to install the 1.13-DL version.

http://dl.dropbox.com/u/34560718/Original_JA2_DL_GameDir.7z


thanks for that as i couldn't get the official install instructions to work - so nearly there now - got a couple of problems though

1) None of the AIM mercs have any equipment (haven't tried creating an IMP merc)
2) Lots of red text when i start the game which i know has something todo with the different ini files, but not sure how to fix

[I entered the game with a couple of (unarmed) AIM mercs and it did seem to be the DL map]

What i did to install was:
a) Latest SVN install of 1.13
b) copied contents of folder "Archived DL-113FS and UC-113 Hybrids" into the root folder
c) copied contents of folder "Original_JA2_DL_GameDir" into the root folder
d) ran the ini editor with mod selected "vfs_config.DL113.ini" and ini file "data-1.13/JA2_options.ini" with an exe file of "JA2_5520.exe"

I appreciate i might have got in a bit of a mess so time consuming to sort out - but if anyone has a quick fix for this (i don't want to waste anyones time) i would appreciate it

thanks


EDIT : I seem to be missing the DATA/GRAPHICS folder, do you know if that was supposed to be in your download or the DL install?
Thanks again



[Updated on: Mon, 17 September 2012 12:48] by Moderator

Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #310344] Tue, 18 September 2012 19:13 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
The folder "Data-Graphics" should be part of the original DL-1.13 mod I uploaded. RoWa21's upload is just the original Deidranna Lives! mod in an easy to extract form.

Moreover, DL-1.13 has not been updated in about a year, and has not been tested with the current (SVN) v1.13. Use at your own risk.


Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #312337] Thu, 22 November 2012 14:50 Go to previous messageGo to next message
BulletSix

 
Messages:50
Registered:October 2005
Location: Germany
but what isn`t "use at your own risk" in the 1.13 world anyhow? *gg*

...
sorry, no helpful post, i know

Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #315956] Tue, 05 March 2013 14:19 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Announcing: Diedranna Lives!-1.13 v4.10 20130305 (Full)


Available From:
MediaFire
ModDB


System Requirements:
1) Legally purchased copy of Jagged Alliance 2, preferably installed somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)

2) Development version of Jagged Alliance 2 v1.13

[Updated on: Tue, 05 March 2013 15:21] by Moderator



Re: Deidranna Lives! -1.13 Hybrid Discussion & Bug Reporting[message #316004] Wed, 06 March 2013 13:10 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
D/loaded and tried out last night , all works fine , though , are there any differences to the first few sector maps from stock 1.13 ? Or , should there be ? Just in case I've somehow messed up install .
Thanks . Smile


Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316006] Wed, 06 March 2013 15:17 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
Yes, there should be some subtle differences. Quite a few of the original DL maps (which DL-1.13 should point the game to use) are "rebuilt" versions of original JA2 maps - so they can be mistaken for original maps.

Minor Spoiler:
Toggle Spoiler

[Updated on: Wed, 06 March 2013 15:18] by Moderator



Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316008] Wed, 06 March 2013 16:42 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Found arrows !


Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316017] Wed, 06 March 2013 19:54 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
lockie
Found arrows !


For A9, I had to use the Extra items XML to add the arrows. There are still issues with the game actually placing items from maps dating to 2001. If you found the arrows then the DL-1.13 data folder is intact and in use, however it is beginning to sound like the original DL Data isn't in use, though you must have a Data-DL folder in the right place otherwise the mod would not have started.


Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316021] Wed, 06 March 2013 22:31 Go to previous messageGo to next message
wolf00

 
Messages:1153
Registered:September 2006
Location: Czech Republic

i found this in omerta:crossbow/arrow's,lone eagle & desert eagle .50
thanks to you wil473: i can now replace my prewious instal of deidriana lives ...[i have it on hardive a long time]

[Updated on: Thu, 07 March 2013 00:11] by Moderator

Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316023] Wed, 06 March 2013 23:55 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
I meant to say earlier, I have Ira and her soothing voice... but now named Jubilee ?

[Updated on: Wed, 06 March 2013 23:56] by Moderator



Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316031] Thu, 07 March 2013 04:44 Go to previous messageGo to next message
Wil473

 
Messages:2855
Registered:September 2004
Location: Canada
lockie
I meant to say earlier, I have Ira and her soothing voice... but now named Jubilee ?



Yes, something has happened to your original Deidranna Lives! data. Remember, I did not include any original DL data for size and permissions issues. Hence the somewhat convoluted process to convert the original Dl Data folder into something that can be integrated into the VFS structure of the mod.


Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316032] Thu, 07 March 2013 06:00 Go to previous messageGo to next message
pheloncab

 
Messages:282
Registered:August 2004
Location: So. Cal. or texas
I downloaded this last night, Reached Drassen and when I attack the mine, that special event happens
Toggle Spoiler
(not the counter attack) and following I get the spinning stopwatch. it does not end at 30 seconds. I reloaded previous to entering the sector and came back at an offset time, without reinforcements and once the event happens the same spinning stopwatch.

any hints or suggestions on getting past it?

Does that event only happen at night?

my install was a working 1610 that loaded sucessfully with the 5582 exe.

[Updated on: Thu, 07 March 2013 06:01] by Moderator

Re: Deidranna Lives! -1.13 Folding Stock Hybrid Public Beta[message #316034] Thu, 07 March 2013 09:49 Go to previous messageGo to previous message
S3rialThrill3r

 
Messages:27
Registered:January 2012
The endless enemy turn happens to me as well. I had to pull off every kill without alerting the enemy. Also, what happened to Ira? This Jubilee character is sometimes prone to channeling her when she talks. The poor girl has MPD or something.
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