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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270461] Sun, 16 January 2011 21:42 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
the english version of WHAT exactly

if it is v14 EN you need to use no wf/aim-sci as it is outdated and german - you need to use tais' standard-1.13-sci mentioned several times in this very thread and v15update afterwards

or you use chatner's english sci AND nothing else

the 250th to ask that stuff will be charged to finance an orgy

... 247 and counting
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270463] Sun, 16 January 2011 21:57 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I download 1.13-3944 WF-AIMNASV15 SCI -en.7z. And not use anything else!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270467] Sun, 16 January 2011 22:07 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Logisteric

the 250th to ask that stuff will be charged to finance an orgy


I'd rather have him pay the poor modder.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270474] Sun, 16 January 2011 22:22 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
okay, downed thatone - chatner made a mistake, there are indeed german speechfiles in it

try deleting the folder 'data-aim pc_speech' - you don't need it and that should do the trick
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270498] Mon, 17 January 2011 01:09 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Nice, it works! THX!

New problem!
When I arrived to C6 with Maria, the game crash!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270499] Mon, 17 January 2011 01:13 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
lua-scripting related bug - adressed several times in this very thread

unfortunately for you i don't know the answer (think it was sth about the exe used) as i'm working on my mod atm and hardly play
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270507] Mon, 17 January 2011 03:27 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
spaeR just use 3928 exe. It sometimes randomly crashes but quests and everything else works just fine... look in page 7 in this thread...
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270509] Mon, 17 January 2011 07:17 Go to previous messageGo to next message
chatnertest

 
Messages:65
Registered:December 2010
Sorry about the messed up english SCI. Here's the link for the fixed version: http://www.megaupload.com/?d=7A4269PR
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270518] Mon, 17 January 2011 10:40 Go to previous messageGo to next message
spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I'm not found the 3928 exe. Somebody download link?!
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270519] Mon, 17 January 2011 12:18 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
Look here.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270527] Mon, 17 January 2011 15:01 Go to previous messageGo to next message
nollan

 
Messages:108
Registered:July 2006
Location: Le Su
Logisteric
chatner, i strongly recomment to use glued in detonaators for explosives - matter of fact is i'm going to borrow thjat for my mod - also if the enmy hadn't glued in attachments he had noch chance if someone plays 'drop-all'
Logi, my oracle and all-seeing eye. Would you care to enlighten me, the ignorant fool that I am, on what the purpose is of gluing and taping stuff together, especially the explosives-stunt you're referring to above.

Besides the barrel extender I haven't really discovered any good use for these things.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270528] Mon, 17 January 2011 15:14 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
[ctrl]-[f] does not separate glued-together explosives - to me that was the reason to demand it from smeag
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270531] Mon, 17 January 2011 16:16 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
but you can always set ctrl-f not to sperate attachments in the options.ini
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270532] Mon, 17 January 2011 16:39 Go to previous messageGo to next message
nollan

 
Messages:108
Registered:July 2006
Location: Le Su
Logisteric
[ctrl]-[f] does not separate glued-together explosives - to me that was the reason to demand it from smeag
Yeah...right...but why glue the detonators to the explosives, which you strongly recommend above?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270533] Mon, 17 January 2011 16:44 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
nollan
Logisteric
[ctrl]-[f] does not separate glued-together explosives - to me that was the reason to demand it from smeag
Yeah...right...but why glue the detonators to the explosives, which you strongly recommend above?


this way you can remove all the attachments in a given sector without detatching those hard to attach remote detonators
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270537] Mon, 17 January 2011 18:47 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
thx shadow21 - nollan seems to still suffer from the julfest
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270538] Mon, 17 January 2011 18:51 Go to previous messageGo to next message
Shadow21

 
Messages:329
Registered:November 2001
Location: on route to San Hermanos
sure thing Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270552] Mon, 17 January 2011 21:01 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
More or less done with Chitzena.



http://img403.imageshack.us/img403/7605/chitzenaconcept3.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270559] Mon, 17 January 2011 21:42 Go to previous messageGo to next message
Anonymous
How about the ruins having a semi circle of structures or even a complete cipher? Kind of like a sun dial.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270563] Mon, 17 January 2011 22:04 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
no stonehenge in the wrong place
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270612] Tue, 18 January 2011 15:21 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Just cleaned up a lot of obsolete attachments. In the next release version there'll be no more reflexsight-reddot combos, no more griplights and no more rifle-lam&flashlight combos.

Due to NAS those aren't needed anymore and I save quite a bit of work because the merges for them are no logner needed and also a lot of the incompatible definitions are no longer needed.

A pity about the cool item pics, but maybe I find another way to add them again (as in entirely new items...).


Edit:

Also made new pics for the 40mm Metalstorm Grenades:

http://img692.imageshack.us/img692/6048/40mmmscompilation.gif


For comparison, the real deal looks like this:

http://www.quarry.nildram.co.uk/40mm%20MS%201.jpg

[Updated on: Tue, 18 January 2011 16:25] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270615] Tue, 18 January 2011 16:28 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Feh... Just finished sweeping Alma. One thing seem strange - if i bring rpg in H13 there is Mike instead of tank, and if not its other way around. About new items - it would be interesting to use laptop as item (plus cell or satellite phone) for management like it was in UB. Also merge rag with smth to make bandages.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270661] Wed, 19 January 2011 08:10 Go to previous messageGo to next message
Anonymous
Smeagol,

I know it isn't your priority, but there are quite a few ghillie suit incompatibilities. A lot of the modified armors will not attach to ghillie suit. I do not know if you intended it to be that way or not.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270669] Wed, 19 January 2011 09:50 Go to previous messageGo to next message
usrbid

 
Messages:1529
Registered:December 2008
Yo Smeagol, in this post you mentioned under step 5 to copy AIMAvailability.xml and MercAvailabity.xml into Tabledata, however the link next to the line results in a 404 error and on your Skydrive I see the AIMAvailability.xml but *not* MercAvailabity.xml (or maybe I am blind). I checked the v15 zip, but there is nothing in there either.

By the way, great job on the MS grenades, really cool!! Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270673] Wed, 19 January 2011 10:08 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Dieter
Yo Smeagol, in this post you mentioned under step 5 to copy AIMAvailability.xml and MercAvailabity.xml into Tabledata, however the link next to the line results in a 404 error and on your Skydrive I see the AIMAvailability.xml but *not* MercAvailabity.xml (or maybe I am blind). I checked the v15 zip, but there is nothing in there either.



Guess due to the SCI Chatner made the install steps including the AIMavailability.xml are pretty much obsolete anyways...

Quote:
By the way, great job on the MS grenades, really cool!! Very Happy


Thanks. Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270685] Wed, 19 January 2011 13:36 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
Dieter
Yo Smeagol, in this post you mentioned under step 5 to copy AIMAvailability.xml and MercAvailabity.xml into Tabledata, however the link next to the line results in a 404 error and on your Skydrive I see the AIMAvailability.xml but *not* MercAvailabity.xml (or maybe I am blind). I checked the v15 zip, but there is nothing in there either.

The reason is simple. The link led to the Beta SVN repository, however, yesterday all the data files were moved to the regular SVN. If someone wants to set up AIMNAS manually, the respective files are now here.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270722] Wed, 19 January 2011 20:33 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
New pic for the M67 Mini Grenade:

http://img651.imageshack.us/img651/7563/m67ingame.gif

[Updated on: Wed, 19 January 2011 21:02] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270727] Wed, 19 January 2011 21:44 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Looks cool.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270743] Thu, 20 January 2011 00:30 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Oh, nice grenade pic indeed.
I always love what you do to items, and tbh a bit apprehensive about the new map changes - despite being graphically very nice (I do play with your WF maps - found a NADA item actually, in a clean install of v14 in Alma forgot the sector unfortunately)). Not only searching for the last man will be hard, but also sweeping the entire sector for goodies, what I always do will become such a long process this way. Even now it can take up to small hour, if your mechanic has trouble with doors and you have to start to break them down (even grizzly had trouble with the doors in the south-west section of Alma).

P.s. Is the description in the .ini off about recruiting Miguel and Carlos early? I got Dimitri right of the bat, but now after heaving secured Alma, Drassen and Omerta. I thought they will be hirable, seeing you need (according to the ini) to have liberated three towns incl. Omerta. I meet that criteria. Or do you still need a high leadership or perse the IMP to pull it off?

[Updated on: Thu, 20 January 2011 00:32] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270749] Thu, 20 January 2011 01:34 Go to previous messageGo to next message
Vict

 
Messages:36
Registered:February 2009
Question about disarming planted explosives:

Is there a special item or something you need to pick up bombs (C4, HMX, etc) that you've already planted with a remote detonator?

When "activated" with the grab/use cursor Trevor just tries to pick it up and ends up blowing himself up. If there is anyone in the entire game who I would expect to not fail picking up their own explosives 100% of the time, it's him.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270764] Thu, 20 January 2011 09:52 Go to previous messageGo to next message
Anonymous
Smeagol,

Whenever Desert camoflauge is applied to Blood, his portrait turns to desert camouflage Gumpy. I have a feeling it has to do with the fact that Blood replaces Gumpy's spot and the files were not right regarding Jazz's modification. Also, I am not sure about the rest of the M.E.R.C. outfit that was replaced with A.I.M. members.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270767] Thu, 20 January 2011 10:49 Go to previous messageGo to next message
nollan

 
Messages:108
Registered:July 2006
Location: Le Su
Vict
Question about disarming planted explosives:

Is there a special item or something you need to pick up bombs (C4, HMX, etc) that you've already planted with a remote detonator?

When "activated" with the grab/use cursor Trevor just tries to pick it up and ends up blowing himself up. If there is anyone in the entire game who I would expect to not fail picking up their own explosives 100% of the time, it's him.
Hmmm...it might be a bug of course that I'm not experiencing or is it that simple that you must use Ctrl-lmb when you pick it up? You should then be prompted with "Disarm booby-trap? YES/NO"
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270769] Thu, 20 January 2011 11:00 Go to previous messageGo to next message
usrbid

 
Messages:1529
Registered:December 2008
Vict
Question about disarming planted explosives:

Is there a special item or something you need to pick up bombs (C4, HMX, etc) that you've already planted with a remote detonator?

When "activated" with the grab/use cursor Trevor just tries to pick it up and ends up blowing himself up. If there is anyone in the entire game who I would expect to not fail picking up their own explosives 100% of the time, it's him.


Uhm, so when you plant a mine for example, you need to first plant a blue flag, then "picking up" the blue flag will give the disarm yes/no dialog.

When you plant a bomb, uhm, lets say you use a remote detonator (otherwise the bomb will go off after some time), I remember doing this with Red a while ago, you can't pick it up in the sector inventory, you need to pick it up in tactical, and then there would be a disarm dialog too (I am not sure about that, maybe he just goes and picks it up, *but* his voice speech would indicate that he did something special with bombs).

So if you are saying Trevor planted a remote det bomb and explodes when he picks it up, it *sounds* like he is not high enough level, but then I agree with you, Trevor is pretty good (if not the best), so who else if not him can pick it up.

However I had it happen, with Trevor, that he could not blue flag his own mines he put on the ground, however Ira was able to walk past the mine and flag it, maybe he is just really good at planting explosives, so good he can't find his own stuff (or the code is broken; probably that).


Here is another thing I had happen to me, which can help here, in an old AIM game I had the problem that some enenmy drop item would explode when I walked into the tile where the item was. It was just enenmy drop at a SAM site I believe, I am pretty sure it was not a "planted" item as the SAM site was cleared previously.

The problem was that using Shift+M to move all items into the square you were in would actually move the item and then walking into that square would result in an explosion. Very bizzare. And I never got to plant a blue flag. So I am pretty sure there is some bugginess going on, maybe this is what you are seeing.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270772] Thu, 20 January 2011 11:42 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Dieter


However I had it happen, with Trevor, that he could not blue flag his own mines he put on the ground, however Ira was able to walk past the mine and flag it, maybe he is just really good at planting explosives, so good he can't find his own stuff (or the code is broken; probably that).


Not being able to blue-flag own planted mines is easily solved by quick-saving and reloading. Wouldn't make much sense if mines would get blue-flagged by the guy who planted it (as you would detect the mine right after you leave the square you placed it at...).


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270784] Thu, 20 January 2011 17:15 Go to previous messageGo to next message
chatnertest

 
Messages:65
Registered:December 2010
A question about using the 3982 instead of the 3944 exe: If I read this correctly everything works fine with 3982 but with 3944 the quests wont work. Is there any advantage of using 3944 at all?
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270786] Thu, 20 January 2011 17:26 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
Chatner
A question about using the 3982 instead of the 3944 exe: If I read this correctly everything works fine with 3982 but with 3944 the quests wont work. Is there any advantage of using 3944 at all?

From a brief look at the SVN log, I didn't see any major advantage of 3944 over 3928 for the end user. So if the quests work there, use it.


Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270795] Thu, 20 January 2011 18:28 Go to previous messageGo to next message
Dobb

 
Messages:26
Registered:January 2011
This mod really gave a new life to JA2, in my opinion. I love this to death and I've been constantly playing it until--

For some odd reason, I kept crashing after the 15th day, is there a reason for this? I used the SCI Chatner provided on MegaUpload. I tried different saves and as long as the time hits 23:59, it'll crash.

Is there some sort of known bug I have to avoid? I hate to keep restarting after going so far.

I tried using the 3928 exe and still had the same problem. This is quite frustrating to be honest.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270799] Thu, 20 January 2011 19:20 Go to previous messageGo to next message
chatnertest

 
Messages:65
Registered:December 2010
That's an old bug. I don't know what causes it but there is a simple workaround: Right before that time switch to the tactical screen and wait until you passed that critical time. The game wont crash and you can just keep playing normally then.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270814] Thu, 20 January 2011 20:47 Go to previous messageGo to next message
Dobb

 
Messages:26
Registered:January 2011
Doesn't seem to work, sometimes I can get passed it and when I do, I saved it, if I go back to it, it'll crash during loading or when I click the menu/laptop.

Is this partly because of the version I'm using or any other way to stop it? I don't mind restarting cause I was doing a bad job to begin with, but I don't want to felt like it was a total waste of my time to play and crash at the same point, resulting in another unnecessary restart.
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #270815] Thu, 20 January 2011 20:51 Go to previous messageGo to previous message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
get past it, go to a different sector and THEN save
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