|
|
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272522]
|
Fri, 04 February 2011 08:46
|
|
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?
Report message to a moderator
|
Sergeant
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272525]
|
Fri, 04 February 2011 11:01
|
|
DepressivesBrot |
|
Messages:3658
Registered:July 2009 |
|
|
dinglehopperIsn'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
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.
Report message to a moderator
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272596]
|
Fri, 04 February 2011 18:31
|
|
smeagol |
|
Messages:2705
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.
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.
Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272757]
|
Sun, 06 February 2011 01:03
|
|
Dobb |
|
Messages:26
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.
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.
Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272943]
|
Tue, 08 February 2011 03:47
|
|
wacs828 |
|
Messages:31
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 Report message to a moderator
|
Private 1st Class
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272946]
|
Tue, 08 February 2011 04:27
|
|
wacs828 |
|
Messages:31
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 Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #272976]
|
Tue, 08 February 2011 16:44
|
|
wacs828 |
|
Messages:31
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 Report message to a moderator
|
Private 1st Class
|
|
|
|