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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269814] Mon, 10 January 2011 17:35 Go to previous messageGo to next message
Anonymous
...and how does return fire work for these locations? Is it even possible to hit someone in these locations, A.I. or player?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269820] Mon, 10 January 2011 18:20 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Those locations on top of the container are just regular roofs (I simply recoloured the according rooftile to make it translucent).

Don't see a reason, why you shouldn't be able to hit someone sitting on top of the container.

[Updated on: Mon, 10 January 2011 18:21] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269834] Mon, 10 January 2011 19:23 Go to previous messageGo to next message
lamurt

 
Messages:50
Registered:July 2008

DepressivesBrot
Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI
3.) WF6.06-AIMNASV14 EN
4.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here
5.) use this exe to play

The WF maps are in both the older WF SCI and all newer AIMNAS packages. What's wrong with them?


please confirm this is still valid?

and if so, please advise where does AIMNAS V16.7z fits into??

[Updated on: Mon, 10 January 2011 19:25] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269836] Mon, 10 January 2011 19:27 Go to previous messageGo to next message
tais

 
Messages:808
Registered:February 2008
Location: NL
Grab the 3944 SCI and you wont have to get the exe so it will be

- JA2
- SCI 3944
- V14
- V15

nothing else


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269839] Mon, 10 January 2011 19:38 Go to previous messageGo to next message
lamurt

 
Messages:50
Registered:July 2008

roger that Tais, thank you!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269844] Mon, 10 January 2011 21:03 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
And another sneak peak at two finished maps (well, one of them is almost finished...). Smeag Productions proudly presents New Chitzena (B1 and B2, two more sectors still need to be made to complete the town):

http://img204.imageshack.us/img204/3313/chitzena.gif


Edit:
Also note, that the B1 sector (the harbour area) has three different kinds of slant roofs (all tilesets usually just contain 2 different kinds).

[Updated on: Mon, 10 January 2011 21:19] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269910] Tue, 11 January 2011 12:25 Go to previous messageGo to next message
nollan

 
Messages:109
Registered:July 2006
Location: Le Su
Impressive! I bet I can find this information somewhere else but I'm a bit confused if this is a completely new feature or if it is part of the Big Map-project I've noticed.

Also, how is this supposed to play out in terms of conquest? Will the amount of squares on the map be altered with regards to the new maps? I mean, this looks like at least 4x4 of the original sector size.

Thanks,
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269911] Tue, 11 January 2011 12:38 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
One of smeagols big maps is approximately two times the width and height of a standard map, resulting in four times the area per map.
Nothing was changed in regards to the conquest mechanic, Chitzena will still consist of 4 sectors which you conquer one by one. Only difference is that the individual maps are larger.

Those big composite pictures like the B1/B2 above or A8,A9,B9,C9 near the top of this page are just pasted together from screenshots and serve two functions:
1) Give a good overview over the complete city
2) Show off how carefully he aligns the edges although you would never notice in game Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269913] Tue, 11 January 2011 13:06 Go to previous messageGo to next message
nollan

 
Messages:109
Registered:July 2006
Location: Le Su
DepressivesBrot
One of smeagols big maps is approximately two times the width and height of a standard map, resulting in four times the area per map.
Nothing was changed in regards to the conquest mechanic, Chitzena will still consist of 4 sectors which you conquer one by one. Only difference is that the individual maps are larger.

Those big composite pictures like the B1/B2 above or A8,A9,B9,C9 near the top of this page are just pasted together from screenshots and serve two functions:
1) Give a good overview over the complete city
2) Show off how carefully he aligns the edges although you would never notice in game Wink
I SALIVATE in anticipation! Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269957] Tue, 11 January 2011 20:35 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Matryoshka
LWBA protects better than Twaron, it's camo'd, it's upgradeable with a simple can of C-18/C-20 where the other armours need full-blown upgrade kits, and it's repairable (whereas other armours need C-18)! Personally, I've bumped it up to $2300 per vest, but I'm not sure even that's getting into the right neighbourhood.




Uhm... just had a look at the armour values of LWBA and compared it to Twaron... The LWBA has 5 points less protective value compared to Twaron.

Just in case, I removed an additional point.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269959] Tue, 11 January 2011 21:04 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
DepressivesBrot
Ok, 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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270018] Wed, 12 January 2011 08:54 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270022] Wed, 12 January 2011 10:18 Go to previous messageGo to next message
Logisteric

 
Messages:3372
Registered:December 2008
Location: B
GMV
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?


ira
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270029] Wed, 12 January 2011 12:59 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
Do share how you got everything working, if you ever do, Vict.
I've been through sooooo many failed installations at this point that I just can't handle another.

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270031] Wed, 12 January 2011 13:05 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Slax
Do share how you got everything working, if you ever do, Vict.
I've been through sooooo many failed installations at this point that I just can't handle another.


Ever tried actually reading this thread? It has been explained a couple of times now...


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270035] Wed, 12 January 2011 13:19 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
Crashes, messed up mercs, missing equipment, CTD on saving, NAS not working...
That's about everything I've been rewarded with from trying what the thread has suggested.

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270037] Wed, 12 January 2011 14:06 Go to previous messageGo to next message
tais

 
Messages:808
Registered:February 2008
Location: NL
It's a smart idea to go to the chat when you cant get it to work, because it's easier to help you there..


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270038] Wed, 12 January 2011 14:17 Go to previous messageGo to next message
Logisteric

 
Messages:3372
Registered:December 2008
Location: B
Tais
Grab the 3944 SCI and you wont have to get the exe so it will be

- JA2
- SCI 3944
- V14
- V15

nothing else


it's just a few posts above yours, slax - and i works for anybody but you so wth are you doing differently?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270051] Wed, 12 January 2011 16:14 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3803
Registered:July 2009
Logisteric
Tais
Grab the 3944 SCI and you wont have to get the exe so it will be

- JA2
- SCI 3944
- V14
- V15

nothing else


it's just a few posts above yours, slax - and i works for anybody but you so wth are you doing differently?

Close enough, Tais forgot the AIM/MERCavailability files.
So, my updated instruction from some pages back:

Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI 3944
Until and unless one of us says otherwise
3.) WF6.06-AIMNASV14 EN
4.) AIMNASV15UpdateOnly
5.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270061] Wed, 12 January 2011 16:44 Go to previous messageGo to next message
smeagol

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

Close enough, Tais forgot the AIM/MERCavailability files.
So, my updated instruction from some pages back:

Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI 3944
3.) WF6.06-AIMNASV14 EN
4.) AIMNASV15UpdateOnly
5.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from



Thanks, I add this to the starting post of this thread as well.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270063] Wed, 12 January 2011 16:51 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
DepressivesBrot
Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI 3944
Until and unless one of us says otherwise
3.) WF6.06-AIMNASV14 EN
4.) AIMNASV15UpdateOnly
5.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here

Is it allowed to just put all this stuff into one archive, upload it to a freehoster and post the link here? would make things alot easier for most people. Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270064] Wed, 12 January 2011 16:54 Go to previous messageGo to next message
Logisteric

 
Messages:3372
Registered:December 2008
Location: B
well, http://www.megaupload.com does not delete anything
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270069] Wed, 12 January 2011 17:01 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
@DepressivesBrot

Thanks, man! I had the same setup before but I was running the 3928 exe. Caused CTDs during saving.
Seems stable enough now though.

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270070] Wed, 12 January 2011 17:03 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
@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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270071] Wed, 12 January 2011 17:04 Go to previous messageGo to next message
Logisteric

 
Messages:3372
Registered:December 2008
Location: B
ask them and do not include ja2 itself, 'cause that would be illegal
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270073] Wed, 12 January 2011 17:08 Go to previous messageGo to next message
lockie

 
Messages:3890
Registered:February 2006
Location: Scotland
Putting up a full install of ANY Jagged Alliance title is illegal .
Please do not do this or you will be banned !


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270076] Wed, 12 January 2011 17:13 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270082] Wed, 12 January 2011 17:46 Go to previous messageGo to next message
Anonymous
I would like a wildfire without the wildfire mercs as well. But....hey.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270132] Wed, 12 January 2011 23:45 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
I've noticed a few odd items in both Frank's and Tony's inventory, image below:

http://img.photobucket.com/albums/v90/Game_Player05/wat.jpg

Their description reads "Used to make ammo boxes."

What are these exactly?...


Running Tais' 3944 SCI, v14 of the mod and the v15 patch.

[Updated on: Wed, 12 January 2011 23:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270138] Thu, 13 January 2011 00:18 Go to previous messageGo to next message
Logisteric

 
Messages:3372
Registered:December 2008
Location: B
exactly they are dummy-guns, which generate 5 boxes od ammo if you put a crate on them and thus make your ammo much easier to carry.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270148] Thu, 13 January 2011 03:38 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270150] Thu, 13 January 2011 04:19 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
Nice. Hope the complaining about faulty installs finally will stop. Wink

[Updated on: Thu, 13 January 2011 04:19] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270159] Thu, 13 January 2011 06:24 Go to previous messageGo to next message
Anonymous
We will see...yes...we will see... :pitchfork:
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270209] Thu, 13 January 2011 18:45 Go to previous messageGo to next message
Anonymous
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.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270210] Thu, 13 January 2011 19:07 Go to previous messageGo to next message
MikeJahn

 
Messages:53
Registered:June 2010
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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270216] Thu, 13 January 2011 20:44 Go to previous messageGo to next message
smeagol

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


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270237] Fri, 14 January 2011 00:19 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
I 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?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270239] Fri, 14 January 2011 00:26 Go to previous messageGo to next message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
GMV
I 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. Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270241] Fri, 14 January 2011 01:02 Go to previous messageGo to next message
GMV

 
Messages:89
Registered:August 2010
Location: The Netherlands
smeagol
GMV
I 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. Smile


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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270244] Fri, 14 January 2011 01:46 Go to previous messageGo to previous message
smeagol

 
Messages:2741
Registered:June 2008
Location: Bremen, Germany
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. Smile


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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