Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269814]
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Mon, 10 January 2011 17:35
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...and how does return fire work for these locations? Is it even possible to hit someone in these locations, A.I. or player?
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269959]
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Tue, 11 January 2011 21:04
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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DepressivesBrotOk, 2 things:
1) You can leave out the 7th point (use of EIIC.exe), 3944 already contains my changes.
2) The bunch of red errors on first startup just indicates that the game wasn't able to find an ini, usually the settings file in the profile folder. It's OK, it gets written right afterwards.
Sorry, for a bit late reply, but many thanks!
Edit: Euhm... Ira has her old portrait again. I actually liked the new version (1.13; I am happy with Miguel's old voice!), so did that got axed by an accident of mine? What do I need to do to get Ira's new portrait?
[Updated on: Tue, 11 January 2011 21:56] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270018]
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Wed, 12 January 2011 08:54
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Vict |
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Messages:36
Registered:February 2009 |
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Okay, so I do a reinstall and install Tais SCI from the get go, then put the WF6.06-AIMNASv14_EN version of this over that, then the v15 patch.
I can't get into the AIM site's roster, it crashes to desktop the second I click "Members".
EDIT: Replaced the aimavailablity.xml with the one in Smeagol's file link, works now but Merc is still a bit messed up, later Mercs don't appear on the list and appear as Bif instead.
EDIT2: Fixed all the above, but I can't get the new attachment system to work. Like, Raider's M4A1 just shows 4 squares on the right side of it's attachment window, all these with blank tooltips.
EDIT3: Wait wait wait... So with a little more digging through the topic... This won't work with 4038 SCI? Only the 3944 one?...
[Updated on: Wed, 12 January 2011 10:15] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270070]
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Wed, 12 January 2011 17:03
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chatnertest |
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Messages:61
Registered:December 2010 |
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@logisteric
Yeah, but I'm just wondering if I'd need permission from smeagol/tai/anyone who created anything that would be included in such a download.
[Updated on: Wed, 12 January 2011 17:03] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270076]
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Wed, 12 January 2011 17:13
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chatnertest |
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Messages:61
Registered:December 2010 |
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I'm not talking about a full game install. Just a 1.13-WF all in one kinda thing.
I'll ask tai and smeagol. Thanks.
[Updated on: Wed, 12 January 2011 17:14] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270148]
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Thu, 13 January 2011 03:38
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chatnertest |
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Messages:61
Registered:December 2010 |
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With permission from Tai and Smeagol I boiled up a new SCI that includes all you need to play the current version of Smeagol's WF mod.
Here's the download link for the german version.
Includes:
- Tai's SCI_SVN1252_MPSVN3944_Vanilla113_20101204
- Smeagol's WF6.06-AIMNASV14 (EN/DE versions for the respective SCIs)
- Smeagol's AIMNASv15 update
- New AIMAvailability.xml and MercAvailabity.xml as suggested multiple times in this thread
- Changed JA2.ini setting for SCREEN_MODE_WINDOWED to 0
- JA2_3928_EIIC.exe
How to install:
- Get a clean install of JA2
- Extract the contents of the archive into the game directory and overwrite any files when you're asked to
- That's it, use the JA2_3928_EIIC.exe to run the game and have fun!
Download link for English version http://www.megaupload.com/?d=OLKR9Q6P
[Updated on: Sun, 20 March 2011 21:01] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270209]
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Thu, 13 January 2011 18:45
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Smeagol
In sector H1 Grumm, there are a couple of civilians that did not get issued quotes (quote 1, quote 12, et cetera). As of right now it is the civilian shop keeper in the hardware store (tools sign out front) and the General store owner.
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270210]
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Thu, 13 January 2011 19:07
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MikeJahn |
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Messages:53
Registered:June 2010 |
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I got a problem - ive got a ton of attachments but I can't attach them to a single gun, someone help please.
(Can't even attach common stuff like the laser/2x scope)
[Updated on: Thu, 13 January 2011 19:08] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270216]
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Thu, 13 January 2011 20:44
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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You're probably using either a wrong exe (a.k.a a NAS0.7 exe), which is incompatible with Warmsteels Attachment system or you didn't click on New Attachment System in the Startup Screen. AIMNAS does not work with old attachment system and the SCI Chatner made (as in AIMNAS V15) does not work with NAS0.7, so stick with 3944 exe, everything else will lead to stuff like not being able to attach stuff to guns.
The NAS0.7 version will be included in the first bigmaps release of WF2011. But it will still take a lot of time until this is even remotely finished. So yes, basically all of you out there are stuck with AIMNAS V15 and the older 3944 exe until I feel comfortable releasing an Alpha Version of WF2011.
@Tao: Yeah, up till now I basically didn't care too much about Civilian quotes and additional Civilian factions, I still hope that someone will take care of the faction feature requests in the next few weeks/months, as I intend to make wide use of that in WF2011 for additional flavour / hints about hidden trreasures / etc... But work on the stuff that is released has basically stopped. WF2011 will be a more or less complete new Mod (well, except for the basic story line, which I won't meddle with...). But you might have seen the first few screenshots of the bigmaps in this thread. So you can expect each and every sector getting a new map.
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270241]
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Fri, 14 January 2011 01:02
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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smeagolGMVI noticed what seemed to be an error in AIMv14 today. I used the baseball bat with Gasket, but to my surprise he still swings with his hands... He does double damage when carrying it, but not nearly as much as the average 26 damage that is said on the baseball bat, and it doesn't use the blunt item animation like the shovel.
May I ask how I change this, if it is changeable?
Unfortunately it is not... at least not to my knowledge. As far as I know, the blunt animation is tied to crowbar. I might be wrong here though. So, if anyone outthere knows, tell me.
Well, as said the shovel (did not try spade, and isn't in the current sector I am occupying) gave the crowbar animation, when I tried it out to see if it had anything special... so I would assume the baseball could get the same?
Having said that any idea why I only did like 11 damage on conscious enemy, and 12 damage on a down enemy whereas the baseball indicates 26 damage average?
[Updated on: Fri, 14 January 2011 01:04] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270244]
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Fri, 14 January 2011 01:46
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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GMV
Unfortunately it is not... at least not to my knowledge. As far as I know, the blunt animation is tied to crowbar. I might be wrong here though. So, if anyone outthere knows, tell me.
Yeah, that's because shovel and spade can be used as crowbar.
Quote:Well, as said the shovel (did not try spade, and isn't in the current sector I am occupying) gave the crowbar animation, when I tried it out to see if it had anything special... so I would assume the baseball could get the same?
Having said that any idea why I only did like 11 damage on conscious enemy, and 12 damage on a down enemy whereas the baseball indicates 26 damage average?
No idea... probably related to strength and/or some other stats.
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