Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Feature: Additional AIM/MERC mercs without replacing ones
New Feature: Additional AIM/MERC mercs without replacing ones[message #265049] Tue, 19 October 2010 00:15 Go to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Hello guys,

I have a fantastic feature for your, developed by JAZZ!

Now its possible to add additional mercs to AIM/MERC without replacing existing ones. It is also possible to remove mercs from AIM/MERC. The new additional mercs are fully functional!
The source code is already integrated in 1.13. Have a look at the following screenshots

http://ja2.h758491.serverkompetenz.net/Wanne/Additional_Mercs/AIM_Page1.png

http://ja2.h758491.serverkompetenz.net/Wanne/Additional_Mercs/AIM_Page2.png

I hope you like it Smile
Big thanks to Jazz. He did a fantastic work.

[Updated on: Tue, 19 October 2010 00:42] by Moderator



Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265050] Tue, 19 October 2010 00:17 Go to previous messageGo to next message
sorca_2

 
Messages:205
Registered:September 2010
Location: California, USA
Holy crap! That is awesome! Are we just talking about the webpage interface here, or has the whole "merc slot" thing been addressed?

Edit: Either way it's a huge step in the right direction.

[Updated on: Tue, 19 October 2010 00:18] by Moderator

Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265052] Tue, 19 October 2010 00:23 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
They are fully functional ingame like the old AIM/MERC mercs. Thats a great step forward in 1.13


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265054] Tue, 19 October 2010 00:30 Go to previous messageGo to next message
sorca_2

 
Messages:205
Registered:September 2010
Location: California, USA
Wow, that's great! Now we just need someone to make a How To guide for making new mercs like the one for making new weapons. New images are relatively easy to make, but I wonder how we will handle all those speech files.
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265058] Tue, 19 October 2010 01:50 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
WOW....
I guess my resizing of the AIM logo gave someone the idea to place a button there Razz
i guess this feature is kinda linked to NSGI for the smaller logo and moving stuff around Smile



Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265077] Tue, 19 October 2010 07:36 Go to previous messageGo to next message
Lepidosteus

 
Messages:93
Registered:November 2007
Location: Land of Buns.
A round of applause for Jazz!
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265094] Tue, 19 October 2010 12:57 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
nice one
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265096] Tue, 19 October 2010 13:54 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
hey, thanks for that JAZZ and Roman!

this feature was on the wishlist of modders for ages now, seeing this realized now is another great step forward for 1.13 developement! another pesky limitation removed!

so, now modders can finally develop new AIM merc personalities to add to the roster, so we can finally make good use of all those portraits that have been made recently.

now, the next ting to do would be to remove the limitation of available IMP faces, so we can have more choice there too.


☆★GL★☆
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265099] Tue, 19 October 2010 14:31 Go to previous messageGo to next message
Friendly Fire

 
Messages:75
Registered:January 2006
Great news !
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265100] Tue, 19 October 2010 14:36 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
Superb new, can't wait to see the old mercs return to Wild Fire (and getting some of the former AIM back to AIM and the MERC rooster back up to track!).

And indeed now even old members can return. I would surely see Leech joining MERC after all AIM doesn't want him and perhaps other oldies or new ones so the full range of STOMP specialities is used. This is great news!
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265110] Tue, 19 October 2010 15:16 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
As everyone is getting excited about adding bunches of new mercs:
Does this only raise the limit for AIM and MERC mercs? Or does it also increase the total character limit (~170)? Because if not, the WF mercs alone probably use up all free slots Sad


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265111] Tue, 19 October 2010 15:30 Go to previous messageGo to next message
Kazuya

 
Messages:211
Registered:January 2009
RoWa21

http://ja2.h758491.serverkompetenz.net/Wanne/Additional_Mercs/AIM_Page2.png

Wow, this image is giving me a boner...

RoWa21
I hope you like it Smile
Big thanks to Jazz. He did a fantastic work.

Like it? I think I speak on the behalf of everyone, that we fucking love it!

There is only one thing missing though. A tutorial that tells me what I exactly have to do, in order to get additional mercs in the game. And on a second note: Can we add additional recruitable characters as well?

Now the MERC webpage will need another overhaul as well. Imagine, if we add new characters to MERC, it will sooner or later become a clickfest to browse through all the merc dossiers.
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265115] Tue, 19 October 2010 15:46 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
@ Depri

I ask myself the same question
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265116] Tue, 19 October 2010 15:54 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
so the big question is did he kick some npcs for the test or did he break the warp 10 (aka 170 personnel) barier?

@ depri

with the barrier in place he needs to kick some npcs or the m*e*r*c addons (tex, biggins, gaston and stoogie)
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265117] Tue, 19 October 2010 15:55 Go to previous messageGo to next message
Scheinworld

 
Messages:922
Registered:December 2007
Location: Baltic Sea, Germany
Hello Roman,

RoWa21
I hope you like it Smile
Big thanks to Jazz. He did a fantastic work.


In fact this is a modding milestone and I love it!! Thank you and special thanks @ Jazz of course! :clap:

Two questions, at first regarding the screenshots in your release post: As I can see the A.I.M. mercenaries should be sorted descending by their prize, but apparently that doesn't work with the additional Wildfire mercs neither in combination of the two pages nor separate on the second page?

What happens with Proedit and/or PROFEX (MercProfiles.XML)? Are they still usable for editing the new mercenaries (beyond slot number 169)?


sorca_2
Now we just need someone to make a How To guide for making new mercs like the one for making new weapons.


@ sorca_2: For the German speaking users I would recommend "Azrael's tutorial".

Otherwise all necessary information are here available too! You can find them in the "JA2 (Vanilla) Modding Guides and Walkthroughs" section.

sorca_2
New images are relatively easy to make, but I wonder how we will handle all those speech files.


Well, just by starting with the first one Wink


Mauser
now, the next ting to do would be to remove the limitation of available IMP faces, so we can have more choice there too.


@ Mauser: You can already include faces of your choice to the game by setting the respective coordinates in the "IMPPortraits.XML" file. I think 16 exchangeable I.M.P. faces should be sufficient for every player.


Best regards and thanks again for this great feature; Schein


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265122] Tue, 19 October 2010 16:12 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
http://img693.imageshack.us/img693/808/fuckyeahg.jpg

Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265133] Tue, 19 October 2010 17:47 Go to previous messageGo to next message
Marlboro Man

 
Messages:1259
Registered:October 2005
Location: USA
Very cool. Wink


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265153] Tue, 19 October 2010 21:01 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Scheinworld
Two questions, at first regarding the screenshots in your release post: As I can see the A.I.M. mercenaries should be sorted descending by their prize, but apparently that doesn't work with the additional Wildfire mercs neither in combination of the two pages nor separate on the second page?

Maybe they just got really cheap prices to group them together for the screenshot?


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265156] Tue, 19 October 2010 21:13 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
WHOA....


Ay caramba!


Wooooooohooooooooo!


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265157] Tue, 19 October 2010 21:31 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@scheinworld: I already informed Jazz about the sorting bug. Fix should come soon, I hope.

@all: I will write a small How-To how you can add new merc. In the meantime, that a look at the ZIP file in "Docs\Additional Merc Examples.zip".

You can also take a look in the "Data-AIM-WF" mod folder, which is now an official part of the current 1.13 development game dir. The new xml files have comments in the header which should be useful.


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265158] Tue, 19 October 2010 21:47 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
170+ or not?
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265159] Tue, 19 October 2010 21:49 Go to previous messageGo to next message
Raktavijan

 
Messages:25
Registered:July 2010
Location: Finland
OH MY GOD, I just JIZZED IN MAH PANTS!!!! Surprised

This is something I've been waiting for so long and always saw threads about this around the forum but devs always said that there's nothing they can do... If I could marry Jazz and Roman... I would.
Well, not really but you get the idea. This is awesomesauce coated with awesomegravy and topped off with awesomewhippedcream and an awesomecherry.

Very Happy
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265160] Tue, 19 October 2010 21:51 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Just had a look at the MercProfiles.xml provided with the latest SVN update, it contains blank profiles up to index 254!!


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265163] Tue, 19 October 2010 22:08 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
Raktavijan
OH MY GOD, I just JIZZED IN MAH PANTS!!!! Surprised

This is something I've been waiting for so long and always saw threads about this around the forum but devs always said that there's nothing they can do... If I could marry Jazz and Roman... I would.
Well, not really but you get the idea. This is awesomesauce coated with awesomegravy and topped off with awesomewhippedcream and an awesomecherry.

Very Happy


what? have all the fun and don't marry? you're a pervert :devilaugh:
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265200] Wed, 20 October 2010 12:53 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
Kazuya
Now the MERC webpage will need another overhaul as well. Imagine, if we add new characters to MERC, it will sooner or later become a clickfest to browse through all the merc dossiers.


I was thinking the same thing.
And wondered if you one could do that integrate it into the story line like so:

You get the normal MERC set-up. Said by Speck to created by Biff ("The website was set-up rather quickly and Biff is not as skilled with a mouse as he is with a gun" (mechanical 1 (!?!)))
Than normal crash.
Now the router lost the tables as Speck set-up a new website, and we use the same system as AIM. Perhaps even with one page with MERC's motto, and why you should choose it over AIM Wink and perhaps some comment on Biff and Specks working history. The intro could be same complaining about lost tables than we can give him another box showing that he says that they have merged with another two small freelance groups (AIM says multiple competitors on their site) - which gives modders the rooom to add profiles - but you will hear no sound. He will notice you say this as he can still hear you and we get a repeat of the "Hello? Is this operational?" speech for good laughs (You presummed to have lip-read what he said so we don't need new voice lines and have another fun MERC joke), with a final comment to browse the webpage again. And voila new MERC set-up, with all the nice MERCs and all new slots (as I assume at least Scope and Hitman will return to AIM as they are AIM members for a longer time).

Hm... my fantasy is taking over again, as well as my enjoyment in writing and doing speech files.. I think them easier than portraits as sorca_2 said

[Updated on: Wed, 20 October 2010 12:54] by Moderator

Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265442] Sat, 23 October 2010 05:05 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
why name it aim-wf why not new mers or somethin else? i want to add mercs from ja2 ub for example.
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265450] Sat, 23 October 2010 11:17 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
ja2-ub? whom? thought they are all in already
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265458] Sat, 23 October 2010 12:17 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
I have a request. Is it possible to do that was just the same icon in the portrait. Now they are the icons (sun goggles, ear extendet) and pictures (gas masks, night vision) in the portrait.
I think that should be the same icons as they are easier to read (you can see their faces).
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265460] Sat, 23 October 2010 12:26 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
RoWa21
Limit is increased to 255 AFAIK.


Yo RoWa21, does this mean XML only or are you guys expanding the PROF editor? (I guess expanding the editor would not be that difficult, it already has a scroll-able list)


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265461] Sat, 23 October 2010 12:39 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
xml does work
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265468] Sat, 23 October 2010 17:47 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Dieter
RoWa21
Limit is increased to 255 AFAIK.


Yo RoWa21, does this mean XML only or are you guys expanding the PROF editor? (I guess expanding the editor would not be that difficult, it already has a scroll-able list)


Only for xml. Prof.Dat will die in the Future.


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265477] Sat, 23 October 2010 21:13 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
i'd like to see gaston, biggins,cougar,stogie, tex, emanuel, john. i haven't seen gaston in ja2 for sure, and i don't relly like the new mercs from wildfire. and why not bring some other characters from other mods as well.
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265479] Sat, 23 October 2010 21:45 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
where's the prob? do it!

that is pretty easy now

emanuel? manuel from ub? someone else?
Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265481] Sat, 23 October 2010 21:57 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
Just to clarify RoWa21, is there simply no further development for prof.dat features (not that there have been too many to begin with), or are there plans to drop backwards compatibility?


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265484] Sat, 23 October 2010 23:54 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
compatibility will stay. But once Prof.Dat is Full externalized Prof.Dat will Be dropped.


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265502] Sun, 24 October 2010 10:44 Go to previous messageGo to next message
m_s0

 
Messages:21
Registered:August 2010
Best news I've heard all month Wink

edit: you might want to know that the screens are down Sad

[Updated on: Sun, 24 October 2010 11:08] by Moderator

Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265756] Wed, 27 October 2010 14:29 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
You might want to check the buddy mercs in the xml... all the Wf guys are wrong and Reaper misses Blood as either learn to like or buddy... (at least in Tais SCI...).


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265848] Thu, 28 October 2010 21:49 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Another thing I noticed that doesn't seem to work right atm is the sorting of mercs. The additional WF mercs are all on the 2nd page, although some of them are way more expensive than mercs on the 1st page.

The sorting function should be reworked accordingly.

Also it looks reallyawkward atm to have one page with 40 mercs and 1 page with onyl 8. maybe it is possible to have a more even distribution?


Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #265997] Sat, 30 October 2010 23:00 Go to previous messageGo to next message
2Points

 
Messages:10
Registered:February 2009
Currently, the text on the page button is wrong when clicking on a merc on page 2 and then going back via right-click. I've uploaded some lines to fix this here. Removed some redundancy while I was at it, too.

Also seconding what smeagol posted above: When sorting by mechanical or medical skill (or anything else), the new mercs (those that normally appear on page 2) are usually inserted at wrong spots. This could possibly be related to AimMercArray indices 40 to 47 pointing to M.E.R.C. entries in gMercProfiles instead to the new merc's entries, which should be somewhere at 170.

[Updated on: Sat, 30 October 2010 23:15] by Moderator

Re: New Feature: Additional AIM/MERC mercs without replacing ones[message #266002] Sat, 30 October 2010 23:40 Go to previous messageGo to previous message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@2points: you can try to fix the sorting and then send ma a diff patch file Smile


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