Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
|
|
Re: WW II mod[message #275858]
|
Wed, 16 March 2011 14:25
|
|
breversa |
|
Messages:104
Registered:November 2010 |
|
|
I have Data-1.13/Maps and Data-1.13/MAPS... and Data-1.13/Maps contains "g8.dat" and "G8.dat"... and that goes for pretty much every file !
Guess we've found the culprit...
Report message to a moderator
|
Sergeant
|
|
|
|
Re: WW II mod[message #275891]
|
Wed, 16 March 2011 22:09
|
|
breversa |
|
Messages:104
Registered:November 2010 |
|
|
Soooo...
I took a clean install of JA2 Gold, lowercased it using Pyg's python script, then dropped his lowercased "SCI" on top of it, then lowercased your 0.2 update, then dropped it on top.
Except the fact that my savegames are no longer compatible (newer exe in Pyg's SCI, I guess), the only thing I notice was that... the WF mercs have NO starting gear to chose from. Normal AIM have the choice of WW2 weapons though, so I don't see where the problem is... and I WANT that FG-42 !!!
(Unless you tell me you can order it via Bobby Ray )
EDIT :
Weirder and weirder : Buns has Henning's weapons choice, Blood has Vilde's (?) stuff, etc...
EDIT :
Alright : that happens after I drop Pyg's files. The 0.2 update has apparently nothing to do with it.
[Updated on: Wed, 16 March 2011 23:52] by Moderator Report message to a moderator
|
Sergeant
|
|
|
|
|
|
|
|
Re: WW II mod[message #275969]
|
Thu, 17 March 2011 12:16
|
|
Buns |
|
Messages:655
Registered:September 2010 |
|
|
No luck with the grenade launcher:
First I tried to make a gun that cannot shoot which would be eligable for the launcher attachment. Not possible:
When you declare a non-auto weapon (here a blot-action rifle) to "NoSemiauto" it still is able to shoot single shots, but uses the burst cursor instead. The rifle istelf is displayed with the "Autofire" text.
Next try was to convert the rifle into a grenade-launcher:
This causes a magazine icon to appear outside the gun, both on the inventory screen as well as on the tactical and strategical screen. Clicking on that icon causes a CTD. This icon appears regardless whether you had started the conversion with an empty or a loaded magazine in the original rifle.
May be I did something wrong with the XMLs of the RG-Rifle, but I couldn't find any mistakes.
Unless someone comes up with a third idea, I think I have to skip the idea of rifle grenades for now.
breversaI took a clean install of JA2 Gold, lowercased it using Pyg's python script, then dropped his lowercased "SCI" on top of it, then lowercased your 0.2 update, then dropped it on top. Why in the world did you do that? You only had to remove the two map-folders and replace it with the one of the download.
Quote:and I WANT that FG-42 !!! Henning has it, you can also buy it at Franz and there is a secret weapon cache with it.
Quote:EDIT :
Weirder and weirder : Buns has Henning's weapons choice, Blood has Vilde's (?) stuff, etc... Completly messed up: Buns is not in WF and Blood is a M.E.R.C. in WF.
Report message to a moderator
|
First Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: WW II mod[message #275996]
|
Thu, 17 March 2011 15:41
|
|
breversa |
|
Messages:104
Registered:November 2010 |
|
|
Don't be : I knew about this solution, but somehow forget to bring it here again... :/
From what I remember, attaching a 40mm buckshot "grenade" actually merges it with the M79 and turns both item into a "direct-fire M79" with the attached grenade. Attaching a normal grenade to the launcher turns it back to its original state.
So basically, it's two different weapons (just like a 20" barrel turns an HK416 14" into an HK416 20", for example).
Report message to a moderator
|
Sergeant
|
|
|
|
|
|
|
Re: WW II mod[message #276143]
|
Sat, 19 March 2011 13:48
|
|
Buns |
|
Messages:655
Registered:September 2010 |
|
|
Quote:Can you please post the XML you used for your test? I have some (probably crappy) ideas but don't want to post something we already know isn't working. Yes, I'll zip and upload it.
--------------------------------------------------------------------------
BunsI'll make a version for v15 in short.
Never change a working system....
Ok, after two days of fiddling around with four data folders, WF mercs without voices, missing vehicles (still not solved), arrivals at the wrong time, and stuff like that, I finally got it working with WFv15.
This is the update:
http://www.gamefront.com/files/20139653/WFv15.rar
MercStartingGear assigns the correct gears to the mercs, adds selective gears to the mercs that returned to AIM from M.E.R.C., adds selective gears for the new (old) AIM mercs, and adds gears for the new (old) M.E.R.C. guys. This one is absolutly required to run WWII mod with WF v15.
NB: You must have WWI mod 0.2 installed because the new pistols are part of some gears. 0.2 is savegame-compatible with 0.1, so no danger with installing it.
SoundProfiles assigns voices to the WF mercs. It only is needed if you, like me, have the problem that the WF mercs are not talking.
MercProfiles is completly optional. It changes a couple of things:
- Appearance of the merc now is fitting his starting uniform (as much as the palette allows). This gives the mercs a more military look (no more jeans or red shirts), but also reduces individuallity somewhat.
- STOMP traits were made to fit the bio, skills or character of the respective merc as much as possible. I have also removed the Scouting trait from all mercs (hope I had caught them all) and gave it to locals like the rebels, Shank, Dynamo and the like instead. Background is that Scouting gives you more information on neighbouring sectors, including preventing from ambushes when entering those sectors. Being able to would first of all require excellent connections within the country that only locals would have.
I couldn't solve the problem with Dr. Q either: he cannot be Paramedic when having the Martial Arts skill. I decided to keep it at the combo MA/Night Ops because we already have enough medics, but only one other MA expert with Numb. I have also reduced his medic ranking a bit and upped his marksmanship. Now he is a bit more of a fighter.
- I have changed some skill numbers. Nothing dramatically, but upped some extremly low values in very hard-to-train skills, most notably Agility, to at least something around 60 when the values were so low that I wouldn't even consider to ever hire that merc.
The two mercs that got a complete overhaul had been Flo and Shank: Flo now is Paramedic and Athletics. While Marksmanship still is out of question she now is in a much better physical condition and has some medical skills. Shank now is in a normal physical condition by limiting the effect of Tixa to his low health. While he would still require lots of training to "become a professional", he at least does no longer require two or three month in game of rehab before.
- I have also taken a look at the salery of the mercs. I am not sure if there was a system that was used to define the salery, I guess not. Assuming that AIM is an association I applied some rules for their payement and recalculated each salery according to that. Payment now is going by "qualification". The higher the qualification in a skill (not counting physical stats) the more money they get per point, such as:
0-20 = "no qualification" x0
20-40 = "basic training in..." x1
40-60 = "experienced in..." x1.5
60-80 = "seasoned in..." x2
80-100 = "expert for..." x3
This is multiplicated by the merc's experience what makes the daily salery. Weekly is daily x6 (1 day discount), bi-weekly salery is x10 (4 days discount).
As a result mercs that only can shoot but not much else are now cheaper than before (most notably Raven who dropped from one of the most expensive mercs to one of the cheapest), while specialists, in particular when being experienced, now charge you much more money (for example Red). High-level mercs with a lot of experience in all trades are still the most expensive, for example Gus' salery now even is higher than before, while someone like MD still is the cheapest merc, despite being a specialist in medicine.
Report message to a moderator
|
First Sergeant
|
|
|
Re: WW II mod[message #276180]
|
Sun, 20 March 2011 00:02
|
|
LootFragg |
|
Messages:349
Registered:August 2009 Location: Berlin, Germany |
|
|
Bunshe cannot be Paramedic when having the Martial Arts skill Technically he could by increasing the number of available STOMP traits in the INI. However, this would probably lead to IMPs being able to have more than 3 traits as well. Hm, might be something for Sandro to split up as well. Limiting IMP trait slots while certain AIM mercs can have some more, which would be useful in case of Dr. Q and the likes. Feature request? Hm, I'll see about that.
--------------------------
Edit: Asked Sandro. He thinks Q should get MA + Medic / Doc as well, but he isn't convinced the option should be available for all non-IMP mercs. Says it could easily be hardcoded, a Dr. Q exception. Unfortunately I don't know if there are more cases like this one. Can you think of any more cases where a limit of 2+1 traits prevents AIM / MERC / RPC mercs from having the traits they should come with?
--------------------------
BunsScouting gives you more information on neighbouring sectors, including preventing from ambushes when entering those sectors. Yyymaybe. Knowing the country certainly helps and in terms of gameplay this would mean RPCs become more important. BUT I think avoiding ambushes and such isn't necessarily dependent on further knowledge of the environment. The difference between mercs with and without the trait is probably bound to personality - not STOMP's personality. Certain characters are just always on the lookout. They analyze their surroundings strategically and check for things that might not belong where they are. That behaviour is intuitive and some have it, some don't. I don't, for example. Even if I know an area, I wouldn't notice if somebody tried to ambush me there. That doesn't mean I'm an idiot or too lazy to look around, I just don't have that skill. I've got tunnel vision. Anyway, Flo and Biff shouldn't have the trait either. =D
BunsFlo now is Paramedic and Athletics *sigh* Athletics? Ewh. Teaching was better suited I guess.
Bunsmercs that only can shoot but not much else are now cheaper than before I always considered shooting one of the most important skills a non-specialized merc should have. By non-specialized I mean that the squad's medic doesn't need to be an effective shooter. Everybody else, including technicians, does. So I'd make the salary somewhat dependent on the skill's importance. Explosives, for example, is one of the least important skills unless you really need an explosives expert. Mercs lacking agility are almost useless. No need to really pump up the values, I only think there should be a slight modifier. Other than that, I like the idea. And maybe you should factor in traits, personality, disability, ability to convince people and social skills (hate / like). Grunty for example gets along with everybody.
[Updated on: Sun, 20 March 2011 03:29] by Moderator Report message to a moderator
|
|
|
|
Re: WW II mod[message #276203]
|
Sun, 20 March 2011 14:04
|
|
Buns |
|
Messages:655
Registered:September 2010 |
|
|
LootFraggCan you think of any more cases where a limit of 2+1 traits prevents AIM / MERC / RPC mercs from having the traits they should come with? No. Martial Arts is the only case where having the expert trait makes a serious difference (here: even give new animations). In all other cases it is sufficiently to have just the normal trait for being able to preform the task. For example, Sniper is better than Marksman, but a Sniper cannot do anything a Marksman can't.
May be MA could be made a minor trait, replacing Melee. Melee could then become the expert trait of new "Hand-to-Hand" major trait?
Quote:BUT I think avoiding ambushes and such isn't necessarily dependent on further knowledge of the environment. The difference between mercs with and without the trait is probably bound to personality - not STOMP's personality. Certain characters are just always on the lookout. Yes. But the major use of that trait (I my opinion) is to give you exact numbers of enemies in city sectors and adjecting sectors. These would be informations you can only get from the locals.
Quote:*sigh* Athletics? Ewh. Teaching was better suited I guess. She is Paramedic, Atheltics and Teaching; because her bio said she is, not because I see her as a suitable drill instructor. I have also upped her leadership to 21 because having a teacher with 1 LDR is as usefull as a "Sniper" with 1 MRK.
Quote:I always considered shooting one of the most important skills a non-specialized merc should have. By non-specialized I mean that the squad's medic doesn't need to be an effective shooter. Everybody else, including technicians, does. This is relative: Most mercs have more than 70 MRK while a large protion even above 80 - without being snipers of some sort. In this case a merc having 90 MRKs (and nothing else) isn't something that would elevate him much above the others. Things would be different if something around 30 to 40 MRK would be the norm.
And that's the case with the other skills. Usually mercs that are not specialized have very low values in MEC, LDR, EXP, and MED. This gives those that shine out in these traits a clear edge over the others.
Quote:So I'd make the salary somewhat dependent on the skill's importance. Explosives, for example, is one of the least important skills unless you really need an explosives expert. That's always difficult to say, and a reason for me to exclude STOMP traits from "qualification", because which one is more valuable: "Sniper", "Machinegunner", or "Marksman & Autoweapons"?
You are right, that every merc needs a decent marksmanship - but on the other hand MRK is a skill that improves very fast, and comparably "save": give a scoped rifle to Barry and he'll become as good in MRK as Raven is in a week by sniping enemies from a save distance. This doesn't work the other way round, because when you send Raven for disarming mines she'll not become as good in explosives as Barry is but will be torn apart by the first one she touches.
So, while the "secondary skills" are not needed that often, anytimes you call for someone with those skills you already need an expert not a trainee.
Quote:Mercs lacking agility are almost useless. No need to really pump up the values, I only think there should be a slight modifier. In particular in this mod with all its slow firing weapons you certainly don't want to drag around a merc with some 40 Agility. For example, Haywire had something around that, but he is a machingunner and expected to operate the M1919. That one requires a lot of APs to shoot more than three rounds in a burst - a sheer impossibility without at least average Agility.
Quote:Other than that, I like the idea. And maybe you should factor in traits, personality, disability, ability to convince people and social skills (hate / like). Grunty for example gets along with everybody. I don't think that this should be included into the payment. For example, Buns is one of the most un-social mercs in JA, but ever since I have her in (most of) my starting teams what are rather built around Grunty, Barry, Ivan and other "Euro-mercs" than around Fox, Spider, Magic and other "US-mercs".
--------------------------------------------------
@ Dieter
Here are the snippets of my attempts to make a rifle-grenade weapon:
This is the original weapon:
-
685
1909 Carbine
Modelo 1909 Carbine
Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
Modelo 1909 Carbine
Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
2
685
3
85
28
7
1509
1
1
1
1
1
1
1
1
1
1
1
1
26
-30
-10
-10
30
2400
685
Modelo 1909 Carbine
3
4
9
12
12.25
22
36
45
6
5
540
200
100
80
5
322
102
108
157
20
32
1
16
16
477
It is converted into this weapon
-
2596
RG-1909 Carbine
RG-Modelo 1909 Carbine
Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
Modelo 1909 Carbine
Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
16
2596
20
85
28
7
1509
1
1
1
1
1
1
1
1
1
1
1
1
26
-30
-10
-10
30
1
2400
2596
RG-Modelo 1909 Carbine
3
12
6.46
30
36
45
6
5
350
200
100
80
5
322
102
108
157
20
32
1
16
16
477
I have tried this with giving the RG-rifle both 1 shot and 5 shot magazine sizes, always with the same result (phantom icon of a 5er magazine that crashes the game).
Report message to a moderator
|
First Sergeant
|
|
|
|
|
Re: WW II mod[message #276219]
|
Sun, 20 March 2011 16:23
|
|
LootFragg |
|
Messages:349
Registered:August 2009 Location: Berlin, Germany |
|
|
BunsMartial Arts is the only case where having the expert trait makes a serious difference (here: even give new animations). I don't mean that. I mean them having the traits they're supposed to have. Dr. Clifford Highball has to be a Doctor, for example, because he actually is one. I'd probably also make sharpshooter mercs full "Snipers" instead of "Marksmen" only. By the way, there's an INI setting allowing only Doctors (no Parameds) to perform surgery. But that's not the point. Other than that, I can see where you're coming from, but I wouldn't weaken a trait against whatever a merc's personality suggests if there are no serious balancing related issues.
BunsMay be MA could be made a minor trait, replacing Melee. Melee could then become the expert trait of new "Hand-to-Hand" major trait? No, definite no. We've had this debate when Sandro created the traits and he managed to have Martial Arts become a useful trait. The problem is, Hand to Hand and Martial Arts are the exact same thing: Unarmed melee combat. "Melee" is armed melee combat.
Bunsthe major use of that trait (I my opinion) is to give you exact numbers of enemies in city sectors and adjecting sectors. These would be informations you can only get from the locals. Or by observing troop movement from a distance, even secondary effects that may stem from troop presence, like dust, third person behaviour, trails and all kinds of stuff. Knowing the exact number of troops is gameplay related because we're looking at things on a smaller scale. Seriously defending a town with 20 soldiers would be ridiculous in reality. That's why you shouldn't stick too close to real-life comparisons. Of course you'd never stand on a hill scoping through your binoculars and then state "there's 27 of them". You'd estimate. But even contacts can't give you exact numbers. Knowing numbers is artificial and serves gameplay reasons. I'd really say "Scouting" depends on personal skill while I agree that it helps if you know where to look.
BunsShe is Paramedic, Atheltics and Teaching; because her bio said she is Does her bio mention Athletics? First of all, M.E.R.C. writes exaggerated biographies in order to sell its junk, that's not a bug, it's a feature. =)
Second, I think we have a different approach to Teaching and traits in general. I think traits are basically something you've really "got", it's like being a natural at some occupation. Your experience with this is reflected in your skill level. Of course you can't call somebody with less than 80 MRK a sharpshooter, but a trait is something tied to a person and similar to personality. Let's for example say we've got a merc who has been an elite sniper but then had some issues, started to booze and is now recovering from his problems. He is no longer the best shot (70 MRK?) but he basically still "has it". Give him some training, have some patience and he'll get into his old shape by gaining MRK points.
And Teaching is quite similar. Some people say you have to be a drill instructor to get the trait. I don't. There are people who are great at whatever they do, but they can't teach it to you. They're like: "Well, just do it like this, see? Can't explain it, you just have to get it somehow." They might be able to handle a weapon like no one else, but they're not able to explain how you can become like them, not at all. On the other hand, there are people who can basically explain everything to everybody and make you understand. They learn something new they didn't know about before and then tell it to you in their own words, making it so simple you're starting to wonder why you didn't get it in the first place. This is especially true with school teachers. Some just fuck up and wonder why no one understands them. A friend of mine tutors a girl outside of school and understanding seems far easier for her than when she's in class.
So teaching doesn't necessarily mean leadership. Leadership is important for drilling militia, though. That means you'll usually have to teach Flo leadership first before allowing her to teach the men who volunteer to defend their town. It's the combination. Typical scenario from boot camp would be: "This is the way you'd do it. Now pay close attention to... HEY! Silence. Pay close attention to the following steps." Teaching without leadership doesn't work in a military context because everybody has a will of his own and you'll have to gently break it first. ^^ But being able to teach helps a lot. Two independent factors.
Bunswhich one is more valuable: "Sniper", "Machinegunner", or "Marksman & Autoweapons"? That's a valid point and one I mentioned to Sandro as well. If a merc's bio tells you he's got Melee, Paramedic and Heavy Weapons, he's pretty useless having these traits when compared to a Machinegunner + Ambidextrous or something. That's why I wanted to enable more traits for certain non-IMP mercs as well. You could stick to whatever the bio says, but still balance everybody out.
BunsMRK is a skill that improves very fast, and comparably "save" That's very true, I agree.
BunsThat one requires a lot of APs to shoot more than three rounds in a burst - a sheer impossibility without at least average Agility. I hope you don't assume high agility means high APs means more bullets. Agility has nothing to do with shooting unless you need to move into position before firing. Having a 0 AGI merc or a 100 AGI merc in position shooting at targets makes no difference whatsoever. That's because firing costs are always relative. Having half the APs due to low agility means spending half the APs for shooting in comparison. Movement however always costs the same, which means having more APs only helps you move further.
Report message to a moderator
|
|
|
|
|
Re: WW II mod[message #276223]
|
Sun, 20 March 2011 16:51
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Buns, if you are simply trying to disable the weapon from firing, have you tried setting the Cursor of the "dummy rifle" to Invalid? I noted in your Items.xml snippets that the cursor is still 3 (Target). Invalid cursor (0) is how I prevent upper receiver items in UC-1.13 from being fully firing weapons, while retaining weapons characteristics (ie. Uppers show up in BR's under weapons and supply all the relevant info for the weapon they produce). EDIT: I should mention that I'm not sure what invalid cursor does to the availability of the grenade cursor. EDIT2: Just realized that everything is setup in UC-1.13 to test this, launcher works just fine attached to a rifle with an invalid cursor.
Without some coder doing a proper rifle grenade implementation (see below), your method seems to be the best implementation possible with what we have.
Proper Rifle Grenade feature:
- attachment based
- overrides the ammunition settings given by the magazine with its own; this is not a grenade item per sec, but instead "forces" the gun to fire a real explosive ammotype (or whatever ammotype specified by the attachment) instead of what the magazine defines.
- is used up, disappears or transforms into another item, on firing, gun is restored to whatever magazine item given stats it had before
- magazine is depleted by one round when "launching" grenade, something that using the existing grenade system cannot do.
[Updated on: Sun, 20 March 2011 17:10] by Moderator Report message to a moderator
|
|
|
|
|
Re: WW II mod[message #276226]
|
Sun, 20 March 2011 17:31
|
|
Buns |
|
Messages:655
Registered:September 2010 |
|
|
LootFraggI don't mean that. I mean them having the traits they're supposed to have. Dr. Clifford Highball has to be a Doctor, for example, because he actually is one. I'd probably also make sharpshooter mercs full "Snipers" instead of "Marksmen" only. Yes, I had fixed Cliff, amongst others (for example, Laura hadn't been a medic either). Otherwise it is always a question of what other traits the merc is supposed to have when giving the second level in a trait..
Quote:I'd really say "Scouting" depends on personal skill while I agree that it helps if you know where to look. Yes ok, that's your opinion, I have got mine.
Quote:Does her bio mention Athletics? None of the bios does mention Athletics because that trait didn't exist in JA Vanilla.
Quote:That means you'll usually have to teach Flo leadership first before allowing her to teach the men who volunteer to defend their town. Yes, that would be the same as with a sniper with 1 MRK, or Gumpy who is Technican but has 0 MEC.
Or saying it the other way round: You need to pay a good merc a lot of money every day in order to have him teaching a useless merc something. And that useless merc doesn't pay you for the education you have organized for him but charges you money too.
It does make sense to pay Barry and Raven money in order to have Raven being taught EXP by Barry, because Raven is your sniper and is saving Barry's butt the next day by shooting down a bad guy from a roof. It makes no sense to pay Thor and Flo money to have Flo being taught leadership by Thor because Flo isn't able to do anything for you in return, while Thor would be able to train the militia himself in the same time as he needs to get Flo on a half-way exceptable level of LDR.
wil473Buns, if you are simply trying to disable the weapon from firing, have you tried setting the Cursor of the "dummy rifle" to Invalid? No, haven't tried that, thank's for the hint.
Report message to a moderator
|
First Sergeant
|
|
|
Re: WW II mod[message #276229]
|
Sun, 20 March 2011 18:56
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Lootfrag, as I said, it is not using the in-game launcher grenade system. From many other discussions on in-game gun mechanics (and hopefully ChrisL or Headrock doesn't need to jump in and correct me), when a magazine is "loaded" it gives its stats to the gun and disappears in the process. What I'm suggesting is a temporary override of those stats in the gun item:
1) replaces the "loaded" ammotype with another one (in the context of rifle grenades, one of real exploding ammotypes that I've been promoting all around the forum lately)
2) stores the original ammotype somewhere in memory
3) recognizes that the gun has been fired, so that it may remove itself from the gun and game
4) restore the gun to the "loaded" ammotype.
In effect, to achieve a proper rifle grenade, we should really be thinking about something other than the current launcher infrastructure. There is one thing I just realized though, using the gun/bullet firing system would not allow for a grenade lobbing trajectory, only direct fire.
Now that being said, it is very unlikely that this idea, if pursued, would be available in the short term, so designing within the known limits of rev 4057 (and I hope they don't break anything in the closed beta), I'm actually thinking of using Bun's idea for a rifle grenade. IoV has a bunch of rifle grenade graphics, but as far as I remember their system is just another underslung launcher. So is this one, but at least it imposes the limit of stopping the weapon from firing when loaded. The only thing it is missing is decreasing the magazine by one.
Seems easy enough to implement:
-import graphics from IoV
-define two new attachment slots: 1) dummy one for clicking the grenade into and give hints as to how the system works, 2) real one for attaching rifle grenade
-define one new attachment layout class for the "dummy" weapons
-define a launcher that does not actually have attachment slots for grenades
-define some grenades (only planning ATG and APG)
-setup some USE mergers
-figure out the math to produce a layout that is a combination of the original weapon and the rifle grenade layout (this is where I expect to be making mistakes)
[Updated on: Sun, 20 March 2011 18:59] by Moderator Report message to a moderator
|
|
|
|
Re: WW II mod[message #276235]
|
Sun, 20 March 2011 21:44
|
|
breversa |
|
Messages:104
Registered:November 2010 |
|
|
Yay ! Thanks Buns for you AIMNAS v15 tweaked files ! I can finally play with Pyg's install files and everything now seems correct. Here's what I did (remember I play JA2 using WINE on Linux) :
1- Take a fresh install from JA2 Gold (I've created a special archive just for that purpose)
2- Run krename (if using KDE) to rename all files AND directories into lowercase
3- Extract Pyg's archive somewhere, but NOT in your install directory !
4- Rune krename on Pygs files (normally not needed, but better safe than sorry !)
5- Drop Pyg's files into your JA2 install directory
6- Extract Buns' v0.2 update somewhere (again, not in you install directory)
7- Run krename in these files
8- Drop them in your install directory
9- Extract Bun's special AIMNAS v15 files somewhere (same comment)
10- Run krename on them (you'd have guessed by now, right ? )
11- Drop them
12- FINALLY enjoy JA2 with Buns' WW2 Weapons Mod !
How do I know everything is normal ?
- WF mercs have their correct portraits, bios, stats, gears, voices, etc.
- MERC mercs as well, and all available
- Speck's voice is no longer missing
- Maps have WW2-specific items on them (e.g. Mauser 1910 in A9 )
- I'm lost with the rebels' new traits (Dimitri no longer has throwing, but marksman instead ? No stealth for anyone ?)
I did notice one thing though : in WF, Miguel's voice had been redone to make him say some special stuff. In my current install, Miguel has his normal, vanilla JA2 voice. Ira also has her normal, "tomboyish" portrait, instead of WF's much hotter one !
Bug list :
- The Beretta M34 has 4 normal attachement slots, instead of specific pistol one(s)
- And so does the sawed-off shotgun, that used to have modern attachments slots. The S&W Chiefs Special is fine though.
[Updated on: Sun, 20 March 2011 22:16] by Moderator Report message to a moderator
|
Sergeant
|
|
|
|
Goto Forum:
Current Time: Thu Apr 18 05:34:07 GMT+3 2024
Total time taken to generate the page: 0.03198 seconds
|