Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255753]
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Thu, 08 July 2010 22:44
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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datakursSmeagol, sorry for another dummy question but what do the files do in Radarmaps folder? If I want to play your 2 big maps, is it enough to use the ones from the Maps folder?
Your new AIM additions sound good
I haven't done a new radarmap for the Drassen Mine sector. The map can be played with the regular radar map, though the radarmap of course doesn't fit what you actually see in the map. But I think for testing the map, it is okay, as the radarmap only shows the upper corner anyways...
The radarmaps are the small maps you see in the lower right in tactical view.
Quote:Hi I have a little question. AIM adds completely new materials into the game that are not available in WF ? Or only arms and equips mercs & enemies with goodies inside WF ? Thanks in advance.
Well, basically AIM is an item mod based on the WF Mod for 1.13. It adds quite a large selection of new items. If you liked the WF Mod and love to play with a lot of stuff to choose from, try the AIM mod.
It is recommended to play with New Inventory and Tons of Guns (a lot of items I added are LBE items). For a more or less complete merge list, see page 1 of this thread.
Edit:
Yes, I know, I said earlier on several occassions that I wouldn't add any more 5.56 guns... guess what, I did... just added the Negev LMG.
Edit2:
Low Budget Sniper Rifle: OTs-48k
Hmmmm..... think it's time to make a new pic compilation as a teaser...
[Updated on: Fri, 09 July 2010 15:08] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255794]
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Fri, 09 July 2010 17:39
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MC246 |
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Messages:9
Registered:July 2010 |
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sorry something in my instalation is not right all mercs are without skills , again sorry.
[Updated on: Fri, 09 July 2010 17:41] by Moderator Report message to a moderator
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255806]
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Fri, 09 July 2010 22:56
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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MP40 got added in V48.
To make sure you're running the right version of AIM, I suggest you check with XML editor (you'll need to change the xmleditor.ini accordingly to direct the editor to the Data-AIM folder, or what ever you named it), what the last added item is, it should be something around item ID 2260 (Puma .454, think that was the last item I added for the last upload).
Then you could add such an item to the starting gear of a merc and see if it appears in the A.I.M. roster in-game (you probably want to add the item to a guy who has few items as starting gear, otherwise it may not be visible in the item list).
I might upload a newer version soon though...
The mercs with no skills is a new bug, never heard of it, in my game everything works fine, guess something got screwed up on installation...
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255855]
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Sat, 10 July 2010 16:51
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Try to find out if the game reads the merc data from the binarydata folder (the prof_XXXXXX.dat files) or from the mercprofiles.xml. There should be an ini setting somewhere for this (like use externalized mercs or somesuch...).
It seems that one of those is screwed up.
Quote:oh and mp40's are standard issue in arulco nowadays?
Yupp... seems MP40s were even used in the Balkan wars in th 90's. I think they fit the south-american banana republic setting quite well. You'll only encounter those on the first progression levels though...
Quote:guess it's the xml's i started a new campaign and shadow started whining about his own "great equipment" halfway to drassen airport
Yeah known issue... this is not supposed to work as it should. Dunno why this bugger complains about his own stuff...
Quote:i also noticed shadow hasn't got his camouflage on so i think that sci + patch = b0rked installation
He has no longer camo skill. I ditched camo skill and gave the formerly camoed guys camo equipment and replaced the camo skill with a different skill. Once STOMP gets into main code, expect an overhaul on the Merc skills anyways...
Quote:...about as much as Galil and FN-FNC. Take a look at the gas tube placement for example! Are you sure you didn't just take a Galil and slap a belt pouch on it?
Yeah, that's what I did and I also modified some smaller details as well (the barrel on the Negev for example is sligthly longer and the muzzle is different).
It is hard to find a good side view of a Negev. In my opinion it looks okay and is different enough from a Galil to distinguish them. Also they are in the same weapons family, so certain similarities are nice to have in my opinion (like same folding stocks on IMI weapons for example).
Quote:Barry had the bizon and a NADA Item index.1867
The NADA item is supposed to be a "nothing" item. It is rather difficult to tell in the XML which nothing item is actually equipped, as there are a lot of nothing items atm in the XML. I might overwrite those with different items, especially those above index number 1400 (1400 is the mark I began to add items at... I left out some numbers to have room for additions, like after the C-Mag guns... didn't feel like making more C-Mag guns at the time, but felt it necessary to have some free space after the ones I added... So, when I add a "nothing" item to the merc gear, it is quite possible, that it is one that was formerly used up by a different item that I scrapped... like the LBE gear - belt combinations for example.... though it's weird that this item actually shows up in Barrys gear, which it shouldn't...) :headscratch:
Ah well... just ignore it. ^^
Edit:
Currently doing some cosmetic work on several pics (like the big pics for the 43mm grenades, which were just 3 pixels too big, in BR inventory they always kept overlapping the box of the item for example. I reduced the item height to 45 pixels, now they fit in just fine).
[Updated on: Sat, 10 July 2010 18:02] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255866]
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Sat, 10 July 2010 20:04
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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MC246Quote:Yupp... seems MP40s were even used in the Balkan wars in th 90's.
I think you are wrong about that all east block countries has a good weapon prodution at 80's , so there is a great reserve of weapons soviet license , and not to many old weapons they are very valuable as colections -> with the price of one of these you will buy at lest few AK-74 , even AK-47 is not in common use .
quote from our favourite gun site: It also must be noted that many MP-40 that survived the WW2, continued to serve up until late 1970s or early 1980s, in few European armies such as Austrian or Norwegian.
quote from wikipedia (yeah, I know... but still...):
* The Norwegian Army used the MP 40 from 1945 until about 1970 and other parts of the Norwegian armed forces, such as the Norwegian Home Guard, still issued the MP 40 up into the early 1990s.
* Some MP 40s were in use by the Kosovo Liberation Army in the Kosovo War in 1999.
So, I think it is valid to find those guns in Arulco as left overs...
Edit:
Added 43mm Illumination grenades for the GM-94.
Added the 7.62x54R Match ammo from 1.13
[Updated on: Sat, 10 July 2010 20:45] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255958]
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Sun, 11 July 2010 17:05
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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walber23would someone be kind enough to recap installation of AIM 49? i'm running JA2+ham 3.5+Stomp 1.0+WF+ an older version of AIM but not quite sure how to add in the latest version of AIM. thanks for your help. does it get added into the Data folder or the Data 1.13 folder? thanks rgds, will
If you already have an AIM version, installation is quite easy:
Grab the latest AIM file from my skydrive (download link in my signature). Unzip this with 7zip into the Data folder your game uses (if you don't have extra Data-Folders for mods, then you'll have to put the stuff into Data-1.13). Make sure you extract the folders in the archive (like bigpics, tabledata, tilesets, etc...) directly into the Data folder (I think in latest AIM versions I put the files into an AIM folder instead of just packing them... hope this makes any sense... feel a bit brainwashed today thanks to insomnia :/ ).
Anyways, when your computer asks to overwrite files, say yes to all.
Start a game and look at the AIM rooster. If Barry has a Bizon PP-19 as his gun, you know that you did everything in the correct way.
Hope this helps.
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255960]
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Sun, 11 July 2010 18:20
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Maybe you want to put that stuff into the Data-HAMSTOMP folder.
I'm not sure what your setup looks like, if you use vfs for example (though honestly, I never was too good at setting up the stuff myself, so I might not be the best advisor on actually installing this stuff ^^).
But make sure, that you copy the subfolders in the AIMV49 folder directly into the data folder of your choice (that's what I wanted to say in the post above).
So, the data structure should look like this for example:
Data-XXXXX\tabledata and not Data-XXXXX\AIMV49\tabledata (where XXXXXX stands for the data folder your game uses).
In your main JA2 folder, there should be a JA2.ini, that file tells the game from where to load its data. So you probably want to put the AIM stuff in the data folder poiunted at in this file (unless of course you use VFS, which would also appear in the ini file).
Hmmm.... hope this helps.
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