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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276559]
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Thu, 24 March 2011 15:46
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spec111 |
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Messages:27
Registered:January 2011 |
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Quote:This version requires a NAS0.7 compatible exe.
???
[Updated on: Thu, 24 March 2011 15:50] by Moderator Report message to a moderator
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Private 1st Class
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276604]
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Fri, 25 March 2011 16:22
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chatnertest |
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Messages:61
Registered:December 2010 |
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spec111But this is not PC! (lol)
I know you have your own repack... I'm right??? Your savegames work fine on my computer. The JA2 install I got is based on my SCI, so probably the same thing you got. So it seems that for whatever reason your computer can't handle it. Or maybe some files are corrupted, to check that out you should get a fresh, clean install and see if it works at all.
Also, what DepressivesBrot said.
[Updated on: Fri, 25 March 2011 16:24] by Moderator Report message to a moderator
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Corporal
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277347]
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Tue, 05 April 2011 23:49
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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smeagol
There's no "newer stuff". The latest I uploaded is a testversion for the bigmaps project. Chatner's SCI is the last AIMNAS version that will support the regular maps. Everything newer includes bigmaps and needs a NAS0.7 compatible exe (version 4011+ I think...).
And as the bigmaps is only test stage (and will be for quite some time...), I recommend you keep the install you have. You might want to check the XML editor for the Kel Tec rifle, if it is included in that version or not. If not, there's always the option to add it yourself (though this requires knowledge bout adding items and pics, I guess...).
Heh. I just finished reading the whole thread, only to find your latest testversion a few posts above my first on the last page. D'oh.
I did check the XML after updating the XMLEditorInit file (thanks again Logisteric), and sadly there is no Kel Tec RFB to be found in Chatner's SCI. Half the reason I am re-playing JA now is so that I can play with that awesome new firearm design, so I might well put in the hours necessary to figure out how to include it in the game. I presume I can 'mine' the testversion for the data and files for it. I just have to figure out which ones they are, how to include them and how to update any necessary xml files.
Edit: In theory, could I not grab the EXE from the latest 1.13 build, and then from your testversion, Sweagol, copy over all 'item' data, exclusive of map data? I would just have to be careful to copy 'all' necessary data and 'not' copy anything that could interfere with the previous maps.
[Updated on: Wed, 06 April 2011 00:00] by Moderator Report message to a moderator
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Corporal
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277356]
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Wed, 06 April 2011 01:42
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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PanpiperIn theory, could I not grab the EXE from the latest 1.13 build, and then from your testversion, Sweagol, copy over all 'item' data, exclusive of map data? I would just have to be careful to copy 'all' necessary data and 'not' copy anything that could interfere with the previous maps.
Sure... that is possible, but you really need to be extra careful with this. Some of the files are spread into folders that are also needed for other stuff, so it is easy to miss important files (like the small item.sti's hidden in the tilesets\0 folder for example...).
Let's see... stuff you would need... hmmmm....
- complete big items folder
- mditem files from interface folder (mdguns.sti, p1items.sti, p2items.sti, silhouettes.sti. The p3items isn't necessary, because nothing changed there... )
- smitem files from tilesets\0 folder (smguns.sti, smp1items.sti, smp2items.sti)
- all the stuff in tabledata, except for the map and army folders)
I think this should be everything needed. Note that this will only work with an 4011+ exe due to the NAS0.7 changes.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277360]
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Wed, 06 April 2011 04:53
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Hairysteed |
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Messages:193
Registered:December 2007 Location: Finland |
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Shadow21hey smeagol just found a minor issue while customizing your latest creation:
the 7x scope image is fliped vertically if you mount it like that to a gun you would look throuhg the front end
Not only that, but the real-life scope that the in-game 7x scope was based on is actually a 1-3x variable zoom close range optic (Leupold CQT) - something like a compromise between a dot sight and a battle scope.
[Updated on: Wed, 06 April 2011 04:54] by Moderator Report message to a moderator
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Staff Sergeant
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