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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276524] Thu, 24 March 2011 00:56 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Enough.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276525] Thu, 24 March 2011 00:56 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1540
Registered:March 2009
Location: Broadwurschd-City
as much as You want
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276528] Thu, 24 March 2011 01:18 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
spec111
Ooops, there is some misunderstanding!!!

Problem 1
1. How to close not empty box!

Problem 2
2. How to open not empty box that was closed by shipment (from bobby ray) event!


Quote:
hand-cursor -> "select item to get from ground" dialog

I have problems exactly with this "hand-cursor", i cant select woodbox itself...


This stuff is from "Problem 2"!

I have delivery box in drassen airport.

I opened this box after previous delivery, and this box is full!

Now, this box was closed by next delivery event... So i have no idea how to open it! Remember, box is full, so when i try to select it - i have this crazy dialog!



Shadow21
Quote:
hold the ctrl key and click on an open box, door or cabin


LOL, i know it... But as i sad - box is full!!! So when i try to open it - i got only this dialog!


wow no i start to understand what the problem was. maybe next time you try to pose your question with more then 2 words and we understad them from the getgo Razz
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276536] Thu, 24 March 2011 02:59 Go to previous messageGo to next message
spec111

 
Messages:28
Registered:January 2011
DepressivesBrot
Quote:
Enough.


Gorro der Grüne
Quote:
as much as You want


Test this savegames... (3K and 6K items)

http://www.filehosting.org/file/details/213635/savegames.rar

8 to 15 _MINUTES_ of "loading" and _SHUTDOWN_ of PC!!!

Original 1.13 works _FAST_ with _HUGE_ amount of items!!!

[Updated on: Thu, 24 March 2011 03:06] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276540] Thu, 24 March 2011 05:53 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
Spec, both of your savegames load fine here. Just takes a few seconds extra to load all that stuff you got there.
Maybe you should try to play with... well, less stuff? I mean you're running a full blown army and supplies for 2. You can't tell me you need even half of that stuff. Oh well, whatever floats your boat.

Anyway, I suggest you try to play the game with everything set to normal. Just to see if it works.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276545] Thu, 24 March 2011 11:04 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Didn't test your saves but in my current game, I have 13985 items in Grumm mine, likely raising to 15~16k once i shipped the loot from Cambria over. I think i was near or exceeding 50k in a previous game.
So, there's probably something else wrong.

(Yes, I'm hoarding stuff, it's my play style Razz )


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276556] Thu, 24 March 2011 14:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Uploaded a testversion of the mod. If interested, download WF2011V7 from my skydrive. This version requires a NAS0.7 compatible exe.

WF2011V7



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276559] Thu, 24 March 2011 15:46 Go to previous messageGo to next message
spec111

 
Messages:28
Registered:January 2011
Quote:
This version requires a NAS0.7 compatible exe.


???

[Updated on: Thu, 24 March 2011 15:50] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276560] Thu, 24 March 2011 15:53 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
smeagol
Uploaded a testversion of the mod. If interested, download WF2011V7 from my skydrive. This version requires a NAS0.7 compatible exe.

WF2011V7



good !
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276563] Thu, 24 March 2011 16:35 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
smeagol
Uploaded a testversion of the mod. If interested, download WF2011V7 from my skydrive. This version requires a NAS0.7 compatible exe.

WF2011V7

This means it wont work with my SCI. It should work with the latest 1.13 beta, though somebody might want to confirm this (I'd suggest Tai's latest beta).
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276567] Thu, 24 March 2011 19:24 Go to previous messageGo to next message
Anonymous
I have taken a look at some of your maps. I have some ideas for you to explore.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276597] Fri, 25 March 2011 10:10 Go to previous messageGo to next message
tais

 
Messages:809
Registered:February 2008
Location: NL
spec111
DepressivesBrot
Quote:
Enough.


Gorro der Grüne
Quote:
as much as You want


Test this savegames... (3K and 6K items)

http://www.filehosting.org/file/details/213635/savegames.rar

8 to 15 _MINUTES_ of "loading" and _SHUTDOWN_ of PC!!!

Original 1.13 works _FAST_ with _HUGE_ amount of items!!!


LOL, my computer has no problem at all with 12K to 20K items, it takes about 3 seconds to close the map inventory..


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276599] Fri, 25 March 2011 12:51 Go to previous messageGo to next message
spec111

 
Messages:28
Registered:January 2011
Quote:
LOL, my computer has no problem at all with 12K to 20K items, it takes about 3 seconds to close the map inventory..

But this is not PC! (lol)

I know you have your own repack... I'm right???
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276600] Fri, 25 March 2011 13:04 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Seriously, get into the habit of explaining your problems in more than 5 unrelated words or nobody here will be able or even inclined to help you. That 'guess what I could mean' game gets annoying.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276604] Fri, 25 March 2011 16:22 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
spec111
But 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

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276962] Thu, 31 March 2011 15:48 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finished 2 underground maps (no screenie for those Wink ) and another of the Traconian border sectors (C16):

http://img684.imageshack.us/img684/7376/finalc16.gif


Worl Map Update V17


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276965] Thu, 31 March 2011 17:29 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Damn those Traconian border guards . Smile


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277072] Fri, 01 April 2011 19:19 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
any news ?
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277073] Fri, 01 April 2011 19:40 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Quote:
No release date yet.


Patience ..... patience.. Cool


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277074] Fri, 01 April 2011 20:41 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
If you want to have a glimpse on what's coming up, check out the version I uploaded for tests.

There's still a HUUUUUUUGE amount of work to be done, I think atm I'm like 10% finished. Yupp... that's right. I spent 3 months on this already and only have done like 10%... It's becoming more and more clear, that we are actually looking at either a project that will never get finsihed, or a project that might get finished someday in the far away future (something like 2013-2014...).

Especially since university//real life business will drag me back on monday... This is basically the last free weekend I will have for the next half year (except of course a certain weekend in June...).

As stated several times earlier, I will try to continue mapping in that time, but obviously won't be able to get in as much work as I did until now.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277123] Sat, 02 April 2011 18:03 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
With D16, the NE corner of the map is now finished:

http://img197.imageshack.us/img197/5828/finald16.gif


Worldmap Update V18


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277215] Mon, 04 April 2011 02:23 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finally got the Jeep. Smile

Credit for the basic model goes once again to Hawkeye, I only did a bit of re-sizing, re-colouring and the Jsds.

Think the Jeeps turned out quite well. Maybe they still need to be a bit bigger, but that would also mean, that I would need to change the Jsds again. So for the moment, this will have to do.

http://img861.imageshack.us/img861/1535/jeepz8.gif


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277218] Mon, 04 April 2011 03:32 Go to previous messageGo to next message
Hawkeye

 
Messages:1939
Registered:October 2005
Location: Australia
I wouldn't go any larger, these things are decidedly compact.

Here's a picture that really sold to me how small they are. Unless these guys are all very large troops!

http://www.pnwhg.com/images/2008Mark%20and%20newport%20Oregon%20033.jpg



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277244] Mon, 04 April 2011 16:36 Go to previous messageGo to next message
Kirill_OverK

 
Messages:263
Registered:September 2010
smeagol
Finally got the Jeep. Smile

Credit for the basic model goes once again to Hawkeye, I only did a bit of re-sizing, re-colouring and the Jsds.

Think the Jeeps turned out quite well. Maybe they still need to be a bit bigger, but that would also mean, that I would need to change the Jsds again. So for the moment, this will have to do.

http://img861.imageshack.us/img861/1535/jeepz8.gif



cool sprites !
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277281] Tue, 05 April 2011 02:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Added a few more goodies to play around with:

Van Brunaene Rik PDW both in 7.92x24mm and 9x19mm along with conversion kit to change between calibers.

It's neither available on the market, nor did it even leave prototype stage yet, but it's already in JA2 as a Sci-Fi item. Cool


http://img155.imageshack.us/img155/399/vanbruaenepdw.gif


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277309] Tue, 05 April 2011 15:30 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
http://img708.imageshack.us/img708/2632/792x24stuff.gif

The barrel conversion kits obviously don't use right pics yet. The suppressors are only a stand in, until I get the time to make pics for the kits.

Think the ammo boxes turned out quite well, though.

Probably will also add the VBR Glock in 7.92x24. done

[Updated on: Tue, 05 April 2011 15:38] by Moderator



Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277331] Tue, 05 April 2011 20:15 Go to previous messageGo to next message
Panpiper

 
Messages:45
Registered:February 2007
Location: Montreal, Canada
Smeagol, I am in awe of your devotion. Thank you ever so much for everything you have done and are doing to improve my life. Smile

(And thank you Chatner for your SCIs.)

I have a couple of (newbie?) questions. Should I be running the Ja2.exe or the JA2_3928_EIIC.exe? The other thing is that I've been browsing the files in the XML editor and there seem to be a lot more variety of items in the game than are in the editor. Could someone give me a clue as to what is up with that?

And what do I have to do to get the Kel Tec RFB in my game? (That is my ultimate dream firearm.)

[Updated on: Tue, 05 April 2011 20:17] by Moderator

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277332] Tue, 05 April 2011 20:17 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
da editor is set to data-1.13 and not to data-aimNAS (or whatsoever)
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277333] Tue, 05 April 2011 20:28 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Panpiper
Smeagol, I am in awe of your devotion. Thank you ever so much for everything you have done and are doing to improve my life. Smile

(And thank you Chatner for your SCIs.)

I have a couple of (newbie?) questions. Should I be running the Ja2.exe or the JA2_3928_EIIC.exe? The other thing is that I've been browsing the files in the XML editor and there seem to be a lot more variety of items in the game than are in the editor. Could someone give me a clue as to what is up with that?

And what do I have to do to get the Kel Tec RFB in my game? (That is my ultimate dream firearm.)


Dunno if I have added the RFB already in the V15 release or if I added it after that. It is definately in the testpackage for the bigmaps though.

And as Logi said, to view the stuff in the editor, you need to point the xml editor to right data folder (xmleditorinit or some such... there's a file in the main ja2 folder that... can#t remember it's name... in that file there's an entry data-1.13, this needs to be changed to data-aim).


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277334] Tue, 05 April 2011 20:38 Go to previous messageGo to next message
chatnertest

 
Messages:91
Registered:December 2010
Panpiper
Should I be running the Ja2.exe or the JA2_3928_EIIC.exe?

You need to use the JA2_3928_EIIC.exe.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277340] Tue, 05 April 2011 22:19 Go to previous messageGo to next message
Panpiper

 
Messages:45
Registered:February 2007
Location: Montreal, Canada
Thanks guys, for all the response. I think I installed Chatner's SCI from January 12. I should scour this thread for the latest updates I suppose and overwrite what I have now with that.
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277343] Tue, 05 April 2011 23:13 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Panpiper
Thanks guys, for all the response. I think I installed Chatner's SCI from January 12. I should scour this thread for the latest updates I suppose and overwrite what I have now with that.


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...).

Or you could check out the test version for a glimpse of what to expect from the bigmaps project...


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277344] Tue, 05 April 2011 23:20 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
New pics for .40S&W ammo boxes:

http://img816.imageshack.us/img816/2629/40swboxcompilation2.gif


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277347] Tue, 05 April 2011 23:49 Go to previous messageGo to next message
Panpiper

 
Messages:45
Registered:February 2007
Location: Montreal, Canada
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. Wink

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

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277351] Wed, 06 April 2011 00:46 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
hey 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



also but these issues might be exe related: the radarmaps dont fit the bigmaps and the sector map(mini map) shows only a fraction of the real map

other than that looks promising keep it coming
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277354] Wed, 06 April 2011 01:30 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
didn't notice the 7x scop


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277356] Wed, 06 April 2011 01:42 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Panpiper
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.


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.


Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277360] Wed, 06 April 2011 04:53 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Shadow21
hey 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

Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277375] Wed, 06 April 2011 13:09 Go to previous messageGo to next message
Shadow21

 
Messages:334
Registered:November 2001
Location: on route to San Hermanos
didnt want to go there Razz
Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #277382] Wed, 06 April 2011 16:56 Go to previous messageGo to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
More new ammo box pics:

http://img846.imageshack.us/img846/1063/556ammoboxcompilation.gif


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