Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » WF6.06 Mod Part 2
WF6.06 Mod Part 2[message #256128] Tue, 13 July 2010 15:26 Go to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
This is part 2 of the Wildfire 6.06 Mod Thread.


Part 1 can be found here.



For updates on maps and items, look into the Alpha Item Mod (AIM) threads on the board (or simply click this link) .


Re: WF6.06 Mod Part 2[message #256962] Tue, 20 July 2010 13:41 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Tried out the big D13 map and was a bit messy after beating the bad ones:
Everytime I reloaded the game all the roofs re-appeared on already explored buildings. So I couldn't check what items were left inside with Ctrl + mouse cursor.
Took away as many items as I could to the neighboring sector then came back for the rest. They were on the inventory screen but needed to pick up manually (all items were darkened in the inventory screen) and could not find those on their previous locations. Finally found all the items in one position somewhere in the middle of the map but still coundn't pick up anything even manually.
Re: WF6.06 Mod Part 2[message #257206] Thu, 22 July 2010 21:46 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
What's new in the 6.07 version?

I downloaded that one from your skydrive, full WF 6.07 and it was all in German... English and German together sounds so crazy...

Any links for newest English WF Full?
Re: WF6.06 Mod Part 2[message #257208] Thu, 22 July 2010 22:12 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Don't bother with 6.07 version smeagol's got, it's no different from 6.06.
Re: WF6.06 Mod Part 2[message #257213] Thu, 22 July 2010 22:41 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Cool,

I downloaded the Wildfire via SVN, and my latest 1.13 SVN & HAM3.6 + WF Full + STOMP1.2 + AIMV51 works fine, mercs, STOMP, items... everything is ok.

... expect I don't see Tony at his shop and Brenda. Also Pablo was missing from the airport. I didnt also find priest in Drassen. Some NPC's are there, like the bartenders and the rebels.

This was also a problem with my latest version which I played for like 2 days now, no Tony at his porn shop. I have now installed about 5 times JA2 with different setups and Tony isnt hanging behind the counter. Only With the 1.13 & HAM3.6 @ SVN version Tony was there, but when I install WF + something it goes wrong. Also with the 6.07 with the German sounds and texts Tony was not there. Damn!

Any ideas?

[Updated on: Thu, 22 July 2010 22:42] by Moderator

Re: WF6.06 Mod Part 2[message #257216] Thu, 22 July 2010 22:58 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Is Hans there? I'm not sure if there was something you needed to do in WF to trigger tony, I don't think so. It always went like this:

Go to shop, talk to hans he will complain about brenda shoot/videotape brenda and then talk to hans and he will give way to tony. Also, Hans likes certain mercs and that doesn't mean super ldr. He will always take the imp seriously if you use direct approach but gaston or stogie will have hans talking about his shop.
Re: WF6.06 Mod Part 2[message #257219] Thu, 22 July 2010 23:33 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
Yeah I know, Hans isn't there either! Aargh!
Re: WF6.06 Mod Part 2[message #257220] Thu, 22 July 2010 23:38 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
i'd say your prof.dat (profexxml) is severly screwed up

mercs are stored differently - can you cheat your way to estoni and have a look after the camerons?
Re: WF6.06 Mod Part 2[message #257223] Thu, 22 July 2010 23:56 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
This is what I installed, in this order:

1. JA Gold 1.12

2. JA 1.13 & HAM via SVN

Okay. Now did what Sandro told me in another thread ( http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=256943#Post256968 ), after asking how to install WF+AIM+STOMP after part 2:

"You can place everything to data-1.13 and it should work, however once done, copy STOMP 1.12 over it again, you'll however need XMLs for Wildfire mercs. So at the end, put this to your data-1.13 folder."

So I put everything what was in the WF 6.06 FULL SVN's "Data-WildFire6.06" folder to JA2/Data-1.13 folder and other stuff in the JA2, like it should be. Then I installed first AIMV51 and then STOMP to Data-1.13 folder.

Should be clear, right?

[Updated on: Fri, 23 July 2010 00:05] by Moderator

Re: WF6.06 Mod Part 2[message #257225] Fri, 23 July 2010 00:01 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
can you try see how it goes without installing STOMP? You can use cheats to teleport yourself into sectors.
Re: WF6.06 Mod Part 2[message #257226] Fri, 23 July 2010 00:08 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
It works fine with the latest SVN (1.13 + HAM) and STOMP1.12. Hans and Brenda are in the store.

Something goes wrong when I Install WF ???

In the WF Full 6.06 folder I have these files:

-Data-Wildfire6.06 folder
-Profiles folder
-Ja2.ini
-JA2 1.13 readme
-vfs-config.JA2113Wildfire6

I put all thesef iles in the JA2 root folder, of course I change the Data-WildFire6.06 folder name first to "Data-1.13" so it overwrites all the stuff inside the Data-1.13.

Correct?

edit:

Actually now I tried this 1.13+HAM3.6 + STOMP thing for second time just to be sure, and no Tony. Okay maybe something is fucked up, starting all over again. Thanks for halp.

[Updated on: Fri, 23 July 2010 00:27] by Moderator

Re: WF6.06 Mod Part 2[message #257228] Fri, 23 July 2010 00:18 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
Yeah it looks like something is wrong with WF. What you're doing is pretty much what I would do. Definitely install the xmls from sandro last.

You see, I'm playing WF maps only and have no problems whatsoever.

Edit:

mmm, I'm not sure but... Doesn't WF need it's own exe to run properly?

[Updated on: Fri, 23 July 2010 00:20] by Moderator

Re: WF6.06 Mod Part 2[message #257229] Fri, 23 July 2010 00:27 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Quote:
Edit:

mmm, I'm not sure but... Doesn't WF need it's own exe to run properly?

Definitely not, at the moment, I'm running the full WF on that 3356exe with Silversurfers improvements.


Re: WF6.06 Mod Part 2[message #257509] Sun, 25 July 2010 23:49 Go to previous messageGo to next message
Finster

 
Messages:8
Registered:July 2010
Location: Germany
Hello, im really enjoying this mod except the new mercs. is there a way to get the removed ones back to a.i.m ? like Cliff ?

thanks for your hard work !
Re: WF6.06 Mod Part 2[message #257510] Sun, 25 July 2010 23:53 Go to previous messageGo to next message
silversurfer

 
Messages:2462
Registered:May 2009
In part 1 of this thread there is a link to an international version which only contains the maps.

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192347#Post192347

Re: WF6.06 Mod Part 2[message #257512] Mon, 26 July 2010 00:03 Go to previous messageGo to next message
Finster

 
Messages:8
Registered:July 2010
Location: Germany
silversurfer
In part 1 of this thread there is a link to an international version which only contains the maps.

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=192347#Post192347


thanks for the hint, but i just finished a game with the map only version. thought i give the 'original' a try.
Re: WF6.06 Mod Part 2[message #257526] Mon, 26 July 2010 02:16 Go to previous messageGo to next message
Jinxed

 
Messages:240
Registered:October 2008
Location: Land of Skanks and Cottag...
I actually played the original campaign long before it became 1.13 compatible and I thought it was weird. The emails were screwed up and it would tell you that you need to liberate drassen first and nothing came of it. Then you had this whole mafia thing which didn't work fully for me either.

I wouldn't recommend it, the maps are the best part of it anyway.
Re: WF6.06 Mod Part 2[message #257540] Mon, 26 July 2010 07:00 Go to previous messageGo to next message
NYC

 
Messages:24
Registered:September 2006
Location: Brooklyn, N.Y. U.S.A
K0ukku
Cool,

I downloaded the Wildfire via SVN, and my latest 1.13 SVN & HAM3.6 + WF Full + STOMP1.2 + AIMV51 works fine, mercs, STOMP, items... everything is ok.

... expect I don't see Tony at his shop and Brenda. Also Pablo was missing from the airport. I didnt also find priest in Drassen. Some NPC's are there, like the bartenders and the rebels.

This was also a problem with my latest version which I played for like 2 days now, no Tony at his porn shop. I have now installed about 5 times JA2 with different setups and Tony isnt hanging behind the counter. Only With the 1.13 & HAM3.6 @ SVN version Tony was there, but when I install WF + something it goes wrong. Also with the 6.07 with the German sounds and texts Tony was not there. Damn!

Any ideas?


I actually have the same language and speech problem with my latest install...

Semeagol, I think JA2WF6.07.7z.002 on your skydrive is corrupt, I cant seem to open it. Are English language files in that archive?
Re: WF6.06 Mod Part 2[message #257548] Mon, 26 July 2010 11:48 Go to previous messageGo to next message
silversurfer

 
Messages:2462
Registered:May 2009
NYC

Semeagol, I think JA2WF6.07.7z.002 on your skydrive is corrupt, I cant seem to open it. Are English language files in that archive?


The two files are actually a split archive. You have to merge the files first and then open the resulting file. My file manager does this for me.

IIRC the command "copy /B JA2WF6.07.7z.001 + JA2WF6.07.7z.002 JA2WF6.07.7z" will do the trick as well.

Re: WF6.06 Mod Part 2[message #258974] Tue, 10 August 2010 14:15 Go to previous messageGo to next message
kjou

 
Messages:18
Registered:July 2010
Location: hamburg, germany
im having a problem with my new svn-wf-aimnas install. i realy dont want wf full. only the maps, which seems to be mandatory for a aim game.
the first omerta sector is screwed. it looks like the tall grass got exchanged with some sunshade thingie. looks a bit funny idd.
also, i have the new wf merc names showing at the recruit screen, with a borked animation of the old faces.
what wf stuff exactly do i need to merge into my game folder?
Re: WF6.06 Mod Part 2[message #258980] Tue, 10 August 2010 16:02 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Install the newest 1.13, then this: http://www.mediafire.com/?79o676t1sg8ul44
then NAS 0.60b, then AIM-NAS.
Re: WF6.06 Mod Part 2[message #258989] Tue, 10 August 2010 18:08 Go to previous messageGo to next message
kjou

 
Messages:18
Registered:July 2010
Location: hamburg, germany
ill try that. ty.
Re: WF6.06 Mod Part 2[message #284541] Fri, 24 June 2011 02:27 Go to previous messageGo to next message
arkanglesk

 
Messages:29
Registered:June 2011
hi there, I need some help...

i've already read through this entire thread (both parts) and no one else seems to have this problem.

earlier today I was looking for a way to play v1.13 with the WF maps. I came to find the WF6.06 mod so I downloaded it without second thought and I kinda screwed up during installation, hehe, I saw the instructions said to copy the data-1.13 and rename it data-wildfire6.06 so i backed up data 1.13 somewhere else and renamed the data1.1, then i extracted the "WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813" into the root file, this created a new "data-Wildfire6.06" folder. The mod's readme says that's all ther is to it, but when I start the game it just stalls and sends a "jagged alliance 2 fatal error". Then I started reading this and a few other threads to find an answer and after reading what WF6.06 mod is about I decided I don't want it... I've already played through "vanilla" wildfire and I didn't like the new story, so with the firm objective of getting just the WF maps to play v1.13 in my mind I deleted data1.13 and datawildfire6.06 and then restored my backedup up data1.13. I thought this would eliminate my "fatal error" problem, but it didn't. So now I can't play either mod... ja2 v1.13 nor WF 6.06.

I'm pissed, hungry and rather desperate for help...

thnx in advance to anyone Razz

edit: I should've posted this before... sorry, being hungry does affect thinking.
The error window reads:

JA2 Fatal Error X

File : .\sgp.cpp
Line : 735
Location : InitializeStandardGamingPlatform
Initializing Virtual File System failed

ok (of course it's not...)

and the game_log has this entry:

*** Thu Jun 23 17:28:07 2011 ***
[ ITCL7-T2G9E-XZ7B6-XAZAL-Q52HA ]

[4.04782] : ERROR : File : .\sgp.cpp
Line : 735
Location : InitializeStandardGamingPlatform
Initializing Virtual File System failed

there's also a "vfs" text document, which looks like a debug log to me, with this entry:

*** Thu Jun 23 17:31:50 2011 ***
[ ITCL7-T2G9E-XZ7B6-XAZAL-Q52HA ]

[3.38668] : [vfs_config.ini] - Error when opening file : 2
[3.68455] : Processing VFS configuration
[3.6846] : no profiles specified

again... thanks a lot

[Updated on: Fri, 24 June 2011 02:43] by Moderator

Re: WF6.06 Mod Part 2[message #284553] Fri, 24 June 2011 06:36 Go to previous messageGo to next message
arkanglesk

 
Messages:29
Registered:June 2011
well after a couple of homemade burritos... I kinda fixed it. I reinstalled vanilla and 1.13 versions and got them to work properly, now to test the WF 1.13 I decided to backup the entire game directory Razz so now that i have my original in a safe place I retried installing WF6.06, this time following the installation instructions to the letter... and I still get the same error message.

btw I wonder if this is really gonna get attention, seeing as the thread is 2 years old... if it does, though: help? anyone? thnx anyway. Very Happy
Re: WF6.06 Mod Part 2[message #284554] Fri, 24 June 2011 07:44 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
did You install retail WF, AIMNAS or an older copy of Smeag's mod (PreAimNas)?
Re: WF6.06 Mod Part 2[message #284575] Fri, 24 June 2011 14:44 Go to previous messageGo to next message
arkanglesk

 
Messages:29
Registered:June 2011
I have (I think) the retail version of WF, though it says its version 6.02 and as far as I know the retail version should be 5.0... anyways, I don't even know what AIMNAS is, hehe shame on me (mind explaining btw??) and as for the mod I downloaded, it's "WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813".
Re: WF6.06 Mod Part 2[message #284580] Fri, 24 June 2011 15:26 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=284489#Post284489

Hey Smokey , read this !
WF retail will NOT allow you to play Aimnas or any other 1.13 mod as they are unrelated to WF . They work for JA 2 gold only .
latest retail version of WF is 6.04 . ( except Russian version 6.06) there has been talk of a 6.08 version to be compatible with Vista , hasn't yet appeared .
WF5 retail cannot be patched up to WF6.04 , you have to buy a new copy , (Gamersgate are still selling)


WF thread http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=postlist&Board=34&page=1

Edits : more info .

[Updated on: Fri, 24 June 2011 16:15] by Moderator



Re: WF6.06 Mod Part 2[message #284584] Fri, 24 June 2011 16:00 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
ok

the WF 6.06 mod (now AIMNAS) is by Smeagol faking retail WF 6.06
AIMNAS is for JA2 1.13 You may find it here


JA2 2 (any version) -> 1.13 (of the same language or not) -> hotfix(es) -> AIMNAS

Also AIMNAS started as "substitude" for retail WF 6.06 it has grown up and marches on.

retail WF 6.06 is much more daring allows 10 merc squads and is stand alone.



-rigidity restored, confusion prevented-
Re: WF6.06 Mod Part 2[message #284587] Fri, 24 June 2011 16:26 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Quote:
-rigidity restored, confusion prevented-


Haha , just noticed this ..... Very Happy


Re: WF6.06 Mod Part 2[message #284655] Sat, 25 June 2011 00:56 Go to previous messageGo to next message
arkanglesk

 
Messages:29
Registered:June 2011
Hehe, thnx a lot... rigidity does prevent confusion Razz

But i think i wasn't "rigid" (more like specific) enough, i have WF 6.02 but i did not try to install Smeagles mod on it... I also have JA2 Gold with v1.13, that's where I tried to install my (now I know Smile ) PreAIMNAS version of Smeag's mod.

I'm downloading AIMNAS from your link der Gr
Re: WF6.06 Mod Part 2[message #284663] Sat, 25 June 2011 07:02 Go to previous message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
that rigidity stuff wasn't aimed at You
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