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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266484] Mon, 08 November 2010 17:24 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Great. This should help fix the language stuff.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266509] Mon, 08 November 2010 21:47 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I applied this patch but still have German e-mails and subtitles.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266510] Mon, 08 November 2010 21:51 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
which subtitels?

edith:

- had a look emails are missing
- which subtitels = whose of course

i'll change that as soon as you told me
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266511] Mon, 08 November 2010 22:00 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
The WF mercs' subtitles.
However I'll check it until the rebel base.
Edit:
Rebels' subtitles are all in English but Dimitri and Ira speak in German.
Can Miguel be given his original voice? This WF voice with the Russian accent is not really needed I think.

[Updated on: Mon, 08 November 2010 22:06] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266513] Mon, 08 November 2010 22:13 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
you have an english ja2? if yes delete anything 057 from folders speech, npc-speech and mercedt - changing dimitri and ira to english works the same way delete anything 059 and 060 from these three folders

edith:

new version - you need to redelete 057
[color:#FF0000]
link deleted[/color]

judith:

you also need to delete 057.etd (and 059/060.etds) from folder npcdata to get rid of german voices and subtitles for rebels (as npcs)

gwyneth:

you MUST NOT delete 057/059/060.npc from npc-data (if they exist)

[Updated on: Mon, 08 November 2010 23:22] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266516] Mon, 08 November 2010 22:35 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
It worked, thank you very much.
Can you do something with the e-mails & WF merc subtitles, too?
Edit:
I overlooked it, thanks again.

[Updated on: Mon, 08 November 2010 22:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266517] Mon, 08 November 2010 22:36 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
just redownload the link it's a new file where it should be corrected
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266520] Mon, 08 November 2010 23:06 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Now there's a new weirdness:
http://img253.imageshack.us/img253/7923/bugua.jpg

Uploaded with ImageShack.us

Edit: Yes, he does.
(If 10 pages allowed in a thread, we're going to fill it soon.)

[Updated on: Mon, 08 November 2010 23:12] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266521] Mon, 08 November 2010 23:09 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
i already know that - waiting for a file - does blood have monk's bio?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266522] Mon, 08 November 2010 23:20 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
next try

in this the bios should be corrected


datakurs, thanks for providing a guinea-pig (i don't have it installed)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266524] Mon, 08 November 2010 23:40 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Just fixed ImpItemChoices.xml for Stomp (now Imps actually get items according to their Stomp Skills).



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266525] Mon, 08 November 2010 23:46 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Good work, now bios are OK.
I can't do modding and coding but at least I'm good at complaining Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266526] Mon, 08 November 2010 23:52 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
at least you do what you are told, which is a lot when testing that kind of stuff
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266543] Tue, 09 November 2010 14:09 Go to previous messageGo to next message
hmf38

 
Messages:6
Registered:October 2010
Location: Elbflorenz, Germany
Looking through the weapons I recognized that the pic of the Gepard M2 (GUN210.sti) still shows the Gepard M1. Wink

I think the Mag is missing and the M2 is a bit shorter.

Maybe peanuts - just wanted to mention that...

I'm currently translating the item.xml from english to german, so if I find some other things I'll post it here if it is interesting for someone. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266555] Tue, 09 November 2010 15:34 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
hmf38
Looking through the weapons I recognized that the pic of the Gepard M2 (GUN210.sti) still shows the Gepard M1. Wink

I think the Mag is missing and the M2 is a bit shorter.

Maybe peanuts - just wanted to mention that...

I'm currently translating the item.xml from english to german, so if I find some other things I'll post it here if it is interesting for someone. Smile


In fact the M2 seems to be quite more than just a bit shorter. I renamed the in-game M2.

http://i50.photobucket.com/albums/f301/kagemushamu/SmallArms01/SmallArms24-004.jpg


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266560] Tue, 09 November 2010 16:54 Go to previous messageGo to next message
hmf38

 
Messages:6
Registered:October 2010
Location: Elbflorenz, Germany
smeagol


In fact the M2 seems to be quite more than just a bit shorter.


Seems so, I think there also must be readded the APsToReloadManually - because it's not semi-automatic.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266566] Tue, 09 November 2010 18:17 Go to previous messageGo to next message
Slax

 
Messages:1432
Registered:July 2006
Location: People riding polar bears...
Sorry if this has already been discussed but have you considered tweaking the reload costs? I haven't gotten very far into the game yet but from what I've seen so far, most rifles completely gimp all SMGs and pistols by a whole lot.
IoV has a great formula. Check it out if you haven't and hopefully you'll see what I mean.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266581] Tue, 09 November 2010 23:30 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
I will eventually rework the reload speed, haven't had the time yet to do so. But it is definitely on my to-do list.

Currently reworking the Imp Starting Gear choices for STOMP Skills...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266587] Wed, 10 November 2010 00:00 Go to previous messageGo to next message
Kellomies

 
Messages:50
Registered:October 2010
:headscratch:
Maybe I just don't recognise the issue, but how in the world do reload speeds of all things make any meaningful difference there...? I mean as far as I can tell looking at the numbers (in "vanilla" 1.13 and AIM equally), where rifles run roughshod over SMGs is for the most part being at least as fast-shooting and having equal or better autofire handling characteristics - on top of boasting loads more range (ergo accuracy, given how the numbers get crunched) and power.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266597] Wed, 10 November 2010 07:12 Go to previous messageGo to next message
sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
Kellomies
:headscratch:
Maybe I just don't recognise the issue, but how in the world do reload speeds of all things make any meaningful difference there...? I mean as far as I can tell looking at the numbers (in "vanilla" 1.13 and AIM equally), where rifles run roughshod over SMGs is for the most part being at least as fast-shooting and having equal or better autofire handling characteristics - on top of boasting loads more range (ergo accuracy, given how the numbers get crunched) and power.

Well, if reload costs were increased, backup weapons would be more useful. For example, if you have a G36C and shoot it empty (and the reload cost is high)--you might consider using a backup weapon in an emergency situation, just like in real life (and most other games).

Of course, you could just swap out for another fully-loaded G36C without penalty right now, which is why I think it needs to go hand-in-hand with optional AP costs on the sling and combat pack to make realistic small weapons for back-ups.

Read the bottom of this thread to see what I'm talking about. I fully admit that I have no idea what I'm doing, but I'm trying to figure out a global reload cost multiplier. ChrisL is going to try to make AP cost possibilities for the sling and/or combat pack. If the cost of reloading was higher and it was costly to switch to your "backup LMG", smaller weapons would be much more useful even at the end of the game.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266607] Wed, 10 November 2010 11:19 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

smeagol: i mising something.. please take look at http://www.vojsko.net/index.php?clanek=zbrane/ostatni/urg86
h.e from czech republic ...

http://img46.imageshack.us/img46/5076/urg8602.th.jpg

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266627] Wed, 10 November 2010 15:15 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
wolf00
smeagol: i mising something.. please take look at http://www.vojsko.net/index.php?clanek=zbrane/ostatni/urg86
h.e from czech republic ...

http://img46.imageshack.us/img46/5076/urg8602.th.jpg




What's so special about those? The neon green looks ugly...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266629] Wed, 10 November 2010 15:47 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1476
Registered:March 2009
Location: Broadwurschd-City
nobody but Wolf can read the description?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266635] Wed, 10 November 2010 16:25 Go to previous messageGo to next message
Kellomies

 
Messages:50
Registered:October 2010
I see... grenades? :headscratch:
I got nuthin'...

sorca_2
Well, if reload costs were increased, backup weapons would be more useful. For example, if you have a G36C and shoot it empty (and the reload cost is high)--you might consider using a backup weapon in an emergency situation, just like in real life (and most other games).

Of course, you could just swap out for another fully-loaded G36C without penalty right now, which is why I think it needs to go hand-in-hand with optional AP costs on the sling and combat pack to make realistic small weapons for back-ups.

Read the bottom of this thread to see what I'm talking about. I fully admit that I have no idea what I'm doing, but I'm trying to figure out a global reload cost multiplier. ChrisL is going to try to make AP cost possibilities for the sling and/or combat pack. If the cost of reloading was higher and it was costly to switch to your "backup LMG", smaller weapons would be much more useful even at the end of the game.
Been lurking that thread actually, but I don't think that's what he was on about. I mean, amped reload costs would hit the SMGs pretty much equally hard right?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266637] Wed, 10 November 2010 17:20 Go to previous messageGo to next message
Slax

 
Messages:1432
Registered:July 2006
Location: People riding polar bears...
You've misunderstood, Kellomies.
It all needs to be balanced, naturally.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266638] Wed, 10 November 2010 17:54 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

Gorro der Gr
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266717] Thu, 11 November 2010 22:22 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Slightly adjusted reload costs for guns.

Some examples of current reload costs:

Glock 17 (8 APs)
Desert Eagle (12 APs)
HK MP5K (17 APs)
Thompson M1A1 (22 APs)
AKS-74U (24 APs)
Mini-14 (24 APs)
C7A2 (28 APs)
AUG-A2 (36 APs)



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266720] Thu, 11 November 2010 22:44 Go to previous messageGo to next message
Marlboro Man

 
Messages:1202
Registered:October 2005
Location: USA
@ Smeagol

Might be a good idea to think about starting a new thread soon, as this one is fat. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266726] Thu, 11 November 2010 23:01 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Oki doki... consider this thread closed.

New thread can be found here.




Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #266749] Fri, 12 November 2010 03:44 Go to previous message
Marlboro Man

 
Messages:1202
Registered:October 2005
Location: USA
Thanks Wink


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