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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271757] Sat, 29 January 2011 14:56 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
As I know - there is no entry point at that location - either its an obstacle like tree, rock or smth else or just its impassable anyway... Try other place to enter eg - road...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271760] Sat, 29 January 2011 15:09 Go to previous messageGo to next message
Logisteric

 
Messages:3372
Registered:December 2008
Location: B
ns snipe: you cant co from b10 directly to a10 - got nothing to do with entry points there's kinda invissible wall between those two sectors
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271798] Sun, 30 January 2011 02:05 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
First two Drassen maps done:

http://img402.imageshack.us/img402/8909/drassenconceptq.gif

The white area will of course be filled with the missing Drassen sectors. You may have noticed, that the two maps are the airport and the B14 map, which I added to the Drassen City sectors.

I've also got a nice map of all the bigmaps I made so far (10 atm) in one big overview map of Arulco. Unfortunately the file is pretty big (~750MB ^^), thus I can't upload it anywhere... When the project is finished one day, I might upload that map in a zip file on my skydrive.

Also added two more items today (Walther P22 and a simple Ammobelt leg rig, as it really sucked, when you find one of the low coolness MGs but have no way to carry the ammo for it...)

[Updated on: Sun, 30 January 2011 02:57] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271835] Sun, 30 January 2011 17:08 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Even wilderness areas are going to big maps?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271836] Sun, 30 January 2011 17:41 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
datakurs
Even wilderness areas are going to big maps?


Not sure about that yet... maybe. Towns and places of interest have priority atm anyways.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271840] Sun, 30 January 2011 18:18 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
Anyhow you decide, I'm waiting for it to be finished Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #271845] Sun, 30 January 2011 22:35 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
Nice maps as usual Smeagol, even though I think that a fuel depot would be necessary somewhere near the airport (jet and helicopters need quite a bit of fuel).
The B14 sector could be nice for a fuel depot, but since it's already done, I won't suggest to change it.

By the way, what kind of file is the 750MB file? because if it's an image, then I guess you can print it to put up as a wallpaper in your home (assuming you have a big enough wall).
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272260] Thu, 03 February 2011 03:33 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Some new goodies, especially for our polish friends:



http://img228.imageshack.us/img228/1730/berylcommando2.gif

Kbk wz. 1996 Mini-Beryl



and

http://img830.imageshack.us/img830/5090/beryllong2.gif

Kbs wz. 1996 Beryl


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272341] Thu, 03 February 2011 14:43 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Just finished the third Drassen sector:

http://img171.imageshack.us/img171/3941/drassenconcept.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272342] Thu, 03 February 2011 14:46 Go to previous messageGo to next message
rookie999

 
Messages:17
Registered:August 2008
Looks really sweet. Keep up the good work smeagol.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272357] Thu, 03 February 2011 15:53 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
More goodies:

http://img525.imageshack.us/img525/7861/keltecshotgun.gif

KelTec Shotgun


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272512] Fri, 04 February 2011 04:08 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Sneak Preview on a piece of bombed runway in C13:

http://img146.imageshack.us/img146/4963/bombedhangar.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272522] Fri, 04 February 2011 08:46 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Isn't that the new shotgun with two magazines?

Also, I have a couple questions about the big maps. I am excited to try them out when you are done, but just have a couple concerns.

First, you are making a huge drassen map, which looks awesome BTW, so am I correct when I assume that will be one large map when you are done? Or will it be 6 maps that don't really look much different in size from what we have now?

If it is one map, does that mean there will only be 32 guards for all of drassen, spread out on that one big map?

Also, in the big map threads there are a bunch of problems, many of which you discovered and reported. But there is no indication any were fixed. And that project seems dead. Some of them seem like game breakers. So my question is are they really fixed and just not reported as such? Or do you have a plan or workaround to make wildfire 2011 playable?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272525] Fri, 04 February 2011 11:01 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
dinglehopper
Isn't that the new shotgun with two magazines?

Yes, it's basically a clone of the Neostead.
dinglehopper

Also, I have a couple questions about the big maps. I am excited to try them out when you are done, but just have a couple concerns.

First, you are making a huge drassen map, which looks awesome BTW, so am I correct when I assume that will be one large map when you are done? Or will it be 6 maps that don't really look much different in size from what we have now?

If it is one map, does that mean there will only be 32 guards for all of drassen, spread out on that one big map?

None of the two. A bigmap will have approximately 5 times the area of a standard map, the Drassen overview shows six individual sectors pasted together for a nice visual effect Wink
dinglehopper

Also, in the big map threads there are a bunch of problems, many of which you discovered and reported. But there is no indication any were fixed. And that project seems dead. Some of them seem like game breakers. So my question is are they really fixed and just not reported as such? Or do you have a plan or workaround to make wildfire 2011 playable?

The critical ones are fixed.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272596] Fri, 04 February 2011 18:31 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
dinglehopper

First, you are making a huge drassen map, which looks awesome BTW, so am I correct when I assume that will be one large map when you are done? Or will it be 6 maps that don't really look much different in size from what we have now?


As Brot already said, the new Drassen maps are seperate maps. Each big map I make has 360x360 tiles, wheras a regular map has 160x160. So the difference should be quite noticeable (in fact the 360x360 maps are huge compared to a regular map). Each map will at least have 32 enemies in it (will also be pre-set in the according xml file...). I'd prefer a higher enemy count in some sectors, but atm it isn't really possible, as the editor only allows a placement of 32 enemies.

Maybe if at some point a coder decides to take a look at my feature request list, I could maybe add some hostile civilians as additional enemies... but then again, atm it seems all those coders have different things to do, so don't count on it. Neutral


Quote:
Also, in the big map threads there are a bunch of problems, many of which you discovered and reported. But there is no indication any were fixed. And that project seems dead. Some of them seem like game breakers. So my question is are they really fixed and just not reported as such? Or do you have a plan or workaround to make wildfire 2011 playable?


Bigmaps work fine, all the bugs have been fixed, didn't get too many crashes lately, physics work as well, only thing that doesn't work too well atm is the AI, which is still a bit clueless on big maps. Especially merc snipers rule those maps pretty easily. But that's an entire different point...

Once I have a first release version ready (think I will make a first release when the first 4 rows are done, so basically all maps from row A to D, which would allow for quite a lot of game play already...), I guess with people actually playing the maps, the demand for some fixes to the AI and with some luck even getting someone to work on a few of my feature requests might indeed become possible.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272641] Sat, 05 February 2011 00:30 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
Thank you for the detailed responses. I really appreciate it. Now I just have to wait until you are ready to release it.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272653] Sat, 05 February 2011 01:56 Go to previous messageGo to next message
dinglehopper

 
Messages:134
Registered:January 2008
I am currently working on a better xml editing tool. Once I am done with that I was thinking of trying my hand at the game code. I am a java programmer, not a c++ programmer. But I used to program in c a long time ago, so C++ shouldn't be so bad. When I get there I will look at your wish list.

Dh
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272700] Sat, 05 February 2011 11:59 Go to previous messageGo to next message
lockie

 
Messages:3890
Registered:February 2006
Location: Scotland
Quote:
I am currently working on a better xml editing tool. Once I am done with that I was thinking of trying my hand at the game code.


#rubs hands together# .....excellent , excellent.... Cool


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272747] Sat, 05 February 2011 21:32 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

i have a question: it is posible add in mod belt for shotgun shell's ?

http://img218.imageshack.us/img218/930/shotgunbelt.th.jpg

http://img220.imageshack.us/img220/5448/shotshelllonghunterlarg.th.jpg

smeagol: can you please add this one gun ?

http://www.carl-walther.de/index.php?company=walther&lang=EN&content=products&hid=15&uid=2&product=171

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272749] Sat, 05 February 2011 21:43 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Think I already added the P22. Can't remember... think it came up in the IRC chat at some point...

Those shotgunbelts would be quite useless in-game, considering that they probably have even fewer pockets than the tactical belt that is already in (and which can take quite a few shotsehell rounds already).


Edit:
Smeagol
Also added two more items today (Walther P22 and a simple Ammobelt leg rig, as it really sucked, when you find one of the low coolness MGs but have no way to carry the ammo for it...)


Always wanted to quote myself... yeah, I already did the P22.

[Updated on: Sat, 05 February 2011 21:44] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272757] Sun, 06 February 2011 01:03 Go to previous messageGo to next message
Dobb

 
Messages:27
Registered:January 2011
Oh man,Smeagol, I wish I can help you out with those guns but I'm not good at coding, only photoshop. Sad

The maps are absolutely beautiful on a scale of JA2.

I like to know if there's any chance of having experimental or WW2 equipments available somehow? I saw MP40s, Karabiner and the like, but would be cool to go for something outside of that, STG44, PPS or whatever.

Again, great mod, been playing nonstop.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272765] Sun, 06 February 2011 02:20 Go to previous messageGo to next message
tais

 
Messages:808
Registered:February 2008
Location: NL
Dobb if you're a photoshop expert you can always try and make nice images for items and guns..
No need to code or mod anything, just turn stuff into the right size artworks and everyone will love you here Razz

Other people will do the rest Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272795] Sun, 06 February 2011 13:11 Go to previous messageGo to next message
wolf00

 
Messages:1165
Registered:September 2006
Location: Czech Republic

http://img696.imageshack.us/img696/1424/chiappa22caliber1911clo.th.jpg

http://tacticalgunsandgear.com/firearm_sales/product_info.php/cPath/22_145/products_id/273?osCsid=8031f27d92096650fad9a814c035e178

http://www.grandpower.eu/Modifikacie_K22.htm

http://img80.imageshack.us/img80/9923/k22rside.th.jpg

maybe it is interesting for you ...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272829] Sun, 06 February 2011 21:02 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Just completed 4th sector of Drassen.

http://img843.imageshack.us/img843/3941/drassenconcept.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272851] Mon, 07 February 2011 05:45 Go to previous messageGo to next message
wacs828

 
Messages:32
Registered:August 2009
Where do I install v15 of the aimnas update to?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272855] Mon, 07 February 2011 07:00 Go to previous messageGo to next message
Anonymous
You should be able to just extract to your root JA2 folder and the files will overwrite the previous ones.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272863] Mon, 07 February 2011 11:48 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
taoteching
You should be able to just extract to your root JA2 folder and the files will overwrite the previous ones.

No, they go into Data-AIM (as Logi commented on the download page of the file). If you are asked if existing files should be replaced, you did it right.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272942] Tue, 08 February 2011 03:27 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Finished another map today (yupp, that was a fast one... took about 5 hours).

http://img135.imageshack.us/img135/5431/omertaconcept.gif


The map in question is the one on the right side (sector B10, a road intersection that connects 2 Omerta sectors and the road to Drassen). Due to the recent attack on Omerta the two farms have been trashed, one of the farms has been converted to a roadblock. In the cornfields and the surrounding countryside signs of the assault can be seen.

[Updated on: Tue, 08 February 2011 03:30] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272943] Tue, 08 February 2011 03:47 Go to previous messageGo to next message
wacs828

 
Messages:32
Registered:August 2009
I found the instructions for the v15 installation in the comments, on Smeagol's web page. Got the mod working, and am loving it, Carmen quest does not work for me though, is this an isolated incident or do all quests not work?

Just an update, I got it working, found a nifty workaround on another thread by Caygull just in case anyone else is having the problem:

Caygull
Civilian

Posts: 2

Originally Posted By: wil473
Downloaded and tested today's Beta. Carmen Quest is still broken, both UC and "vanilla" campaigns. You get handed the disk and the game goes into endless processing before he gives the speech about the heads (and hands over the machete).

If you prevent Carmen from giving the diskette and machete (by surrounding him with other mercs), the game doesn't hang and Carmen drops the items on the floor.

( SCI_SVN1241_MPSVN3821_Vanilla113_20101022 && WF6.06-AIMNASV14)

[Updated on: Tue, 08 February 2011 03:55] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272945] Tue, 08 February 2011 04:09 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
Well, almost at Meduna now. All kinds of weapons equipped and they're all fully modified. Thing is, I'd like more attachment options. And modification kits. Those are always nice. So here, have some (hopefully inspiring) links:
http://autoweapons.com/products/suppressors.html
http://autoweapons.com/products/nightvision.html
http://autoweapons.com/photos/accys/colt.html

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272946] Tue, 08 February 2011 04:27 Go to previous messageGo to next message
wacs828

 
Messages:32
Registered:August 2009
Uggh getting the same hourglass problem with the Maria quest as well, is there a workaround? Seems the game system does not allow NPCs to hand my characters items.

[Updated on: Tue, 08 February 2011 04:42] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272947] Tue, 08 February 2011 04:51 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
no workaround sorry its fixed in recent code but that is incompatible with aim so you will have to ignore quest involving escortinh npcs

[Updated on: Tue, 08 February 2011 04:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272963] Tue, 08 February 2011 12:13 Go to previous messageGo to next message
spaeR

 
Messages:106
Registered:September 2008
Location: Hungary
Hi All!

I want attach Battle scope & Heavy bipod to FN Minimi, but I not found the correct xml file!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272965] Tue, 08 February 2011 14:10 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
If you're using the V15 release the two files you want to look into are attachmentslots.xml (to find out the slot number you need for heavy bipod and battlescope) and itemslotassign.xml (look for the minimi there and change the scope slot and the gripslot accordingly). Don't think though, that I have an attachment slot assigned that allows for heavybipods and foregrips (you can of course add a new slot with itemslot assigns to the attachmentslots.xml... though this could be a bit tedious if you have no clue what you're doing... dunno...).


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272971] Tue, 08 February 2011 15:19 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Road to Drassen almost done... one sector left:

http://img718.imageshack.us/img718/9314/omertaconcept2.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272972] Tue, 08 February 2011 16:01 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
wacs828
Uggh getting the same hourglass problem with the Maria quest as well, is there a workaround? Seems the game system does not allow NPCs to hand my characters items.
Use this exe to play the game. Should work fine.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272973] Tue, 08 February 2011 16:05 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
You could just link to my skydrive, no annoying 'wait a minute or buy premium'.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272975] Tue, 08 February 2011 16:34 Go to previous messageGo to next message
nollan

 
Messages:109
Registered:July 2006
Location: Le Su
smeagol
Road to Drassen almost done... one sector left:

http://img718.imageshack.us/img718/9314/omertaconcept2.gif
Nice going, dude! Someone should really teach those Arulcans the shortest way between point A and B though. Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272976] Tue, 08 February 2011 16:44 Go to previous messageGo to next message
wacs828

 
Messages:32
Registered:August 2009
Awesome guys, I was using version 3884 of the exe. Fingers crossed and thanks!

Is anyone else having problems with the Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland combine? Am using the v15 update and 1.13 WF install with 3992 exe as per the instructions.

Realised that this was removed when playing with NIV.

Smeagol:

Really great work on this mod. I played an early version last year and it just keeps on getting better and better! Am really loving it!

[Updated on: Tue, 08 February 2011 19:24] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272978] Tue, 08 February 2011 17:30 Go to previous messageGo to previous message
spaeR

 
Messages:106
Registered:September 2008
Location: Hungary
THX!
I try and it work!!!!
Thanks again!
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