Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Tais' SCI's Part 1
Re: Tais' SCI's[message #267613] Tue, 30 November 2010 23:42 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
well it's there.. starting post for info Razz


Re: Tais' SCI's[message #267622] Wed, 01 December 2010 10:44 Go to previous messageGo to next message
Sovereign

 
Messages:85
Registered:July 2010
Location: Jerusalem, Israel

Tais
well it's there.. starting post for info Razz


Thank you, thank you, thank you Smile

Will I need to start a new game to get rid of the "Many Barrys" bug? (I have a save before they started appearing, so I'm hoping that I won't have to).
Re: Tais' SCI's[message #267646] Wed, 01 December 2010 18:40 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
i think so,
cant tell you from my own experience because the last time i played 1.13 is the day before i started my new job, which is 2 months ago now


Re: Tais' SCI's[message #267648] Wed, 01 December 2010 18:58 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
no I didn't have to
Re: Tais' SCI's[message #267672] Thu, 02 December 2010 11:25 Go to previous messageGo to next message
Sovereign

 
Messages:85
Registered:July 2010
Location: Jerusalem, Israel

I ran into some weird issues with 6.35mm HP ammo being actually AP ammo and 6.35mm AP clips having a max of 50,000 rounds. Guess a game restart is indeed necessary. Oh well.
Re: Tais' SCI's[message #267673] Thu, 02 December 2010 13:25 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Sovereign
I ran into some weird issues with 6.35mm HP ammo being actually AP ammo and 6.35mm AP clips having a max of 50,000 rounds. Guess a game restart is indeed necessary. Oh well.


@Tais: Magazines.xml (located in official SVN GameDir folder) got updated together with Items.xml (located in development GameDir folder).
When you build a new SCI, please put the files together from the official SVN GameDir folder and from the Development GameDir folder. The order is important:

1.) Files from official SVN GameDir folder:
https://81.169.133.124/source/ja2_v1.13_data/GameDir

2.) Additional/modified files from SVN Development GameDir folder:
https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP/GameDir

Greets

EDIT: It seems that is the problem with ammo. So starting a new game will not help.

[Updated on: Thu, 02 December 2010 13:26] by Moderator



Re: Tais' SCI's[message #267674] Thu, 02 December 2010 14:51 Go to previous messageGo to next message
starvingtodeath

 
Messages:11
Registered:May 2009
Using the latest SCI, I can't progress past the part where your team first enters the rebels base. It's stuck constantly loading, and Miguel never shows up. Did anyone else get this glitch?
Re: Tais' SCI's[message #267677] Thu, 02 December 2010 17:45 Go to previous messageGo to next message
Goncyn

 
Messages:54
Registered:July 2010
Did you reload and try again a few times? I had a similar problem, but just before, when Dimitri comes out to meet you, and I believe it was caused by my mercenaries blocking his path. I'm not sure whether the position of all the characters when you go down the stairs is fixed or not, but if it's not, maybe one of them was blocking Miguel?
Re: Tais' SCI's[message #267686] Thu, 02 December 2010 23:08 Go to previous messageGo to next message
alexpoysky
Messages:4
Registered:December 2010
Hi, I just registered on the forums to say that 1.13 and TAIS's mods in particular are some incredible work. Not everything is good news, however, as I am using urrent version: SCI_SVN1252_MPSVN3936_Vanilla113_20101130.7z (Updated 30 November 2010), and have encountered a bug that will not let me play.

I get to the second part of omerta, and go into the house (where carlos and miguel first chat with you) and instead of appearing, the timer shows up and stays indefinitely. I don't know how to cirmvent this, as it only happens on this version, and not on basic 1.13, which is a pain, as this one clearly has a lot more going on under the hood!

Please let me know what could be done!

Thanks in advance.

-Alex
Re: Tais' SCI's[message #267687] Thu, 02 December 2010 23:25 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
Normally if that happens Your mercs have blocked Fatima so she can't enter the house.

OR have You already spoken to the rebels?

Welcome to the pit.
Re: Tais' SCI's[message #267688] Thu, 02 December 2010 23:40 Go to previous messageGo to next message
cocoroxy
Messages:4
Registered:December 2010
It seems to be a bug. Happens to me as well. It did not happen in the previous version 3924. Basically I see Fatima, but no Ira, no Miguel, and no Carlos. I tried several new game starts and same thing every time.

Great work by the way. Makes playing JA a lot of fun.
Re: Tais' SCI's[message #267690] Fri, 03 December 2010 00:00 Go to previous messageGo to next message
alexpoysky
Messages:4
Registered:December 2010
Thanks for the welcome! I see it is a recurring bug, and that I am not the only one who suffers it. Have tried everything by the way. Running windows 7, and have used administrator mode etc. Any thoughts? Fatima is not blocked, she shows up, but carlos doesn't "appear" in front of me, its just the basment, a few body guards, and fatima, just chilling and not doing anything.
Re: Tais' SCI's[message #267699] Fri, 03 December 2010 01:58 Go to previous messageGo to next message
starvingtodeath

 
Messages:11
Registered:May 2009
Gorro der Gr
Re: Tais' SCI's[message #267700] Fri, 03 December 2010 03:41 Go to previous messageGo to next message
alexpoysky
Messages:4
Registered:December 2010
Consistently, the game is broken for me on this version I think. Damn, I loved it too Sad
Re: Tais' SCI's[message #267712] Fri, 03 December 2010 11:11 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@all: Will take a look at the bug and see what is going on there.

I could reproduce the bug. Now it is time for bughunting...

EDIT: Good news, the bug is fixed. Tais should build a new EXE for you guys.

[Updated on: Fri, 03 December 2010 12:37] by Moderator



Re: Tais' SCI's[message #267716] Fri, 03 December 2010 14:24 Go to previous messageGo to next message
alexpoysky
Messages:4
Registered:December 2010
wow. that was amazingly quick.. Quick question. I am a bit misinformed and stuffwith regards to the game's engine in general. Would it be at all possible to, let's say, make an entirely new game out of this engine, and then sell it as a seperate game? What would be needed there?
Re: Tais' SCI's[message #267762] Sat, 04 December 2010 10:40 Go to previous messageGo to next message
Sascha

 
Messages:5
Registered:December 2010
Location: G
I hope somebody who reads this thread can help me Smile. I am searching for an up-to-date german all-in-one package of Jagged Alliance 1.13. I already tried to mixe up the english all-in-one package with german files but the result did not work. In another thread here in the board I read that I would perhaps be possible to create a german all-in-one package. Therefore I would like to ask if it is possible for you Tais to offer a german all-in-one package too Smile? That would be great Smile.

I got an additional question and I hope this is the right thread to ask. Is there already an 1.13 version of Unfinished Buisness (german) which can be used Smile?
Re: Tais' SCI's[message #267766] Sat, 04 December 2010 11:59 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
scheinworld is your man

welcome to the pit
Re: Tais' SCI's[message #267767] Sat, 04 December 2010 12:11 Go to previous messageGo to next message
Sascha

 
Messages:5
Registered:December 2010
Location: G
Thank you for the information Smile and special thanks for the welcome Smile.
Re: Tais' SCI's[message #267779] Sat, 04 December 2010 13:20 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
Updated 1.13 Beta especially for all my guinea piggies!

it is a full release, you can always try to just take the EXE from it Razz


Re: Tais' SCI's[message #267780] Sat, 04 December 2010 13:26 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
http://www.legion.zone.zg.pl/doku.php/unfinished_business_v113

Try here , I have an English version of this , but I'm sure a German one is out at this Polish site too .


Re: Tais' SCI's[message #267781] Sat, 04 December 2010 13:32 Go to previous messageGo to next message
Sascha

 
Messages:5
Registered:December 2010
Location: G
Thank you for the link Smile. I will try out this version of UB hybrid Smile.
Re: Tais' SCI's[message #267783] Sat, 04 December 2010 13:39 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Any problems , best asking Schienworld as it's a german version you'll be playing v, though I would be interested in how you get on .
The English version crashes at the end before the missile base . Boo !


Re: Tais' SCI's[message #267787] Sat, 04 December 2010 15:19 Go to previous messageGo to next message
Sascha

 
Messages:5
Registered:December 2010
Location: G
lockie
Any problems , best asking Schienworld as it's a german version you'll be playing v, though I would be interested in how you get on .
The English version crashes at the end before the missile base . Boo !


I tried to get the UB hybrid to work but I failed. After I copied all the files the programm requested into their folders I was able to start the game two times but both times the game stopped while starting due to an error (I missed to create a screenshot of this error). When I tried to start the game a third time it was no longer able to get started as it showed the following error:

Could not initialize directory ["Data-1.13"] in : profile ["v1.13"], path ["Data-1.13"]

I was not sure if this was caused by Windows Vista and its right management system. Therefore I copied the whole game folder from the original folder Programme Files to another folder. But the error that I described showed up again.

[Updated on: Sat, 04 December 2010 15:20] by Moderator

Re: Tais' SCI's[message #267800] Sat, 04 December 2010 21:34 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Hey,

sry if its an old question, but how can i activate the different gearkits for A.I.M mercs in the Vanilla SCI?
The new gear inventory is activated for A.I.M but i cant choose any kits and failed to find info on it in the files.

edit: and while im at it, does this version still have the missing mergers for treated armor, molotovs and such in the Xml?

Thx!

[Updated on: Sat, 04 December 2010 21:40] by Moderator

Re: Tais' SCI's[message #267801] Sat, 04 December 2010 21:44 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
just click on buttons 1 to 5 and hire the merc with the outfit you want
Re: Tais' SCI's[message #267803] Sat, 04 December 2010 21:58 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
@logi
Duh! Very Happy

There are no buttons on the A.I.M pages

[Updated on: Sat, 04 December 2010 21:58] by Moderator

Re: Tais' SCI's[message #267804] Sat, 04 December 2010 22:24 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
http://img404.imageshack.us/img404/8011/untena.jpg

Re: Tais' SCI's[message #267805] Sat, 04 December 2010 22:29 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
You all think im stupid or what?

http://img405.imageshack.us/img405/9187/raaaaaaah.jpg

Also,

USE_NEW_STARTING_GEAR_INTERFACE = TRUE


:whoknows:

[Updated on: Sat, 04 December 2010 22:30] by Moderator

Re: Tais' SCI's[message #267806] Sat, 04 December 2010 22:34 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
Maybe that's because the vanilla doesn't have multiple gearkits defined, it's vanilla..
If you want multiple gearkits get smeagol's AIM mod


Re: Tais' SCI's[message #267807] Sat, 04 December 2010 22:40 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
did you say standard 1.13? afaik the only xml for that comes with smeag's mod = there are no different equipment-sets for standard 1.13 = no sets - no buttons = it won't work

you are using the new interface as you have those 21 slots for equipment

you also can't use smeag's xml as there are big differences in items.xml


well, if someone has defined equipment-sets you have a real problem, but i don't think so

---

and no, i don't think you are stupid but maybe a volunteer to make those sets


edith: damned, tais was faster than me

[Updated on: Sat, 04 December 2010 22:41] by Moderator

Re: Tais' SCI's[message #267809] Sat, 04 December 2010 22:42 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Quote:
Maybe that's because the vanilla doesn't have multiple gearkits defined, it's vanilla..


Thank you Tais, i thought it was included in the main thingy by now.
Off to slap AIM on top of it
Wink

@Logi

Quote:
and no, i don't think you are stupid but maybe a volunteer to make those sets


Hell no^^

[Updated on: Sat, 04 December 2010 22:46] by Moderator

Re: Tais' SCI's[message #267812] Sun, 05 December 2010 00:05 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
Thank you for SCI( 1252/3944)but ...if you could still do it new SCI WF606_AIMNASv15? Please Smile
Re: Tais' SCI's[message #267813] Sun, 05 December 2010 00:49 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
smeagol's AIMNAS has WF integrated it seems, drop that over a vanilla beta SCI and you have exactly what you are requesting


Re: Tais' SCI's[message #267820] Sun, 05 December 2010 11:46 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
I tried: JA2+SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z+WF6.06-AIMNASV14 EN.7z+AIMNASV15UpdateOnly.7z and when I wanted to take MERC from AIM I have CTD Sad
Re: Tais' SCI's[message #267825] Sun, 05 December 2010 15:33 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Next official 1.13 Release:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=267824&#Post267824


Re: Tais' SCI's[message #267872] Mon, 06 December 2010 13:32 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
After this release ( looking forward to it :moosegrin: ) what say we try some method of restricting new features introductions , so we don't have the same train-crashes we've had in the past couple of years ?


Re: Tais' SCI's[message #267877] Mon, 06 December 2010 13:58 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
It's very simple, 1.13 has a packed stable release like 2085, there's stable svn and there's development svn.

development svn should have certain set dates at which the code with all the features inside it is placed in stable svn for bug fixing.
stable svn is meant for bugfixing and creating a stable edition which could be packed into a stable release.

the concept with multiple svn branches and stable releases is there, it should just be enforced more strictly


Re: Tais' SCI's[message #267902] Mon, 06 December 2010 19:57 Go to previous messageGo to next message
cocoroxy
Messages:4
Registered:December 2010
Just want to point out that the newest Vanilla 1.13 Beta SCI (3944) still seems to have the following portrait bug: any dismissed merc's large portrait in the laptop shows up as Barry.

Re: Tais' SCI's[message #267976] Wed, 08 December 2010 16:21 Go to previous messageGo to previous message
Cocojumbo

 
Messages:8
Registered:April 2008
Hi guys,
just installed ja2 with the "1.13 Beta" from tais. now i would like to know what to do to only install the WF maps?
I downloaded this WF mod which is the WF maps only "WF6.06-Mod_beta_international_for_JA2_1.13NIV2112_080813" but it seems to be some old file that is not compatible with the mod i installed or rather the description how to install it is not working anymore because some stuff like the ja2.ini changed.
i tried some stuff and made the WF maps work with that release but my mercs had no gear with them, so whats the proper way to get the maps to work?


[Updated on: Wed, 08 December 2010 20:09] by Moderator

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