Home » MODDING HQ 1.13 » v1.13 General Development Talk » Jagged Alliance Deadly Games Mercs with all speech for 1.13
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322781] Mon, 15 July 2013 23:28 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Ok then i'm doing it right now. I will download the latest sci hope that's enough to keep me updated in a way Smile thanks for the help.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322782] Mon, 15 July 2013 23:28 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Flug , still hasn't the quest.lua in any folder ?
D/loaded the latest one , game plays well till any quest related speech..... even the original quests !


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322783] Mon, 15 July 2013 23:30 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
Quote:
Sadly i dont have svn


Why not ?
Broadband poor in your area ? It'll take lots of time but , still do-able on a snail line .


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322784] Mon, 15 July 2013 23:31 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
also like someone is pointing out is there any plan to add the remaining native guides from the first JA and put then on this game?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322785] Mon, 15 July 2013 23:35 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
well putting it blunty i'm not so good at getting this correct i kinda lack talent to do all the stuff in the correct way. I now that's bad to say but i dont want to screw my computer and i kinda fear that i might actually do it by accident so i prefer not doing it because i know i lack talent i know it's bad to recognize this but it's true sadly.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322788] Mon, 15 July 2013 23:48 Go to previous messageGo to next message
lockie

 
Messages:3965
Registered:February 2006
Location: Scotland
No-one here is any less clueless on a pc than me ! Read the info and instructions carefully , maybe 6 times , give it a try , make an arse of it and redo again ? It eventually clicked for me and believe me , using SVN is an easy way to update your game/mods . Go on , give it some welly ! :compsmash:


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322854] Wed, 17 July 2013 12:29 Go to previous messageGo to next message
Skiru

 
Messages:38
Registered:May 2013
Seriously, use your brains. I just download every single update here one by one and install. Just be sure they are instaled in right order.

it is confirmed, Turtle thinks that Barry is Mike. ANV could you fix this issue?

[Updated on: Thu, 18 July 2013 19:53] by Moderator

Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322935] Thu, 18 July 2013 23:47 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
@Skiru: merc05
Checked how it looks on Turtle in MercProfiles.xml and everything seems ok:

https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir/Data-1.13/TableData/MercProfiles.xml

Turtle should say that about Mike:
		149
		255
		255
		255
		255
		255
		0


Make sure that your MercProfiles.xml looks like the one posted, specifically if under 253 there's 149 instead of 0.

This file is somewhat surely working:
https://ja2svn.dyndns.org/source/ja2_v1.13_data/GameDir/Data-1.13/TableData/MercProfiles.xml

[Updated on: Fri, 19 July 2013 00:49] by Moderator



Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322937] Fri, 19 July 2013 00:22 Go to previous messageGo to next message
Skiru

 
Messages:38
Registered:May 2013
This file is long as T-paper. Could you post surely fine working MercProfiles.xml?

ANV is there any chance of adding last remaining mercs shortly? I wanna start a new game with full character pool.

[Updated on: Fri, 19 July 2013 11:38] by Moderator

Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322948] Fri, 19 July 2013 13:52 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Well since the last sci that i instaled the game is working beautifully.
Now one thing that perhaps could be considered a bug or if there is a solution please do tell me.
When doing the random missions in Arulco you remember you found John Kulba and the wife in Chitzena.
Well then i speak with the guy and then all is fine i offer in a military escort to the airport. But then when we arrived at the airport the guy says does not say anything so he never leaves my team. I know he was a player in UB however why is in this he never leaves alongside is wife. Then if i put in unerscorted the guy say he does not recognize drassen. So is this a bug? Or i messed up some file on the game defenitions? Well if someone as a answear please do tell me it will be much appreciated. Also in the game defenitions there is a entry for zombies but i never see one so anyone could send me some feedback on this.
Also i was able to recruit Mike however in the next battle Mike appeared again this time i killed the guy so how can 2 Mike's be on the game at the same time?
Also in the last sci install can we recruit Speck or not? Because i already unlocked all Merc i think and the last one that appears is Spoky, by the way good job on this character, very good in night missions and in ambushes sadly yeasterday he was kille preciselly in a ambush when moving from one secto to other the assholes of the elite guards finished him off. I usually used the guy on solo missions and he was a great character. Noneless this is some feedback on the game at this point. Hope you could help out in some of the things i appointed.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322960] Fri, 19 July 2013 19:39 Go to previous messageGo to next message
Skiru

 
Messages:38
Registered:May 2013
i begin to tinker around this file and here is it content (Turtle profile) i presume that 149 is Mike and he is his buddy in profile but why the heck he mistakes him for barry, i can't figure it out. Could you give me a hand?



253
2
Herman "Turtle" Regents
Turtle
253
8
7
5
26
0
0
3000
2000
BEIGEPANTS
BLUEVEST
PINKSKIN
BROWNHEAD
0
1
0
7
9
4
0
101
101
53
53
61
8
21
85
75
5
25
2
12
2
0
0
0
5
5
0
149
255
255
255
255
255
0
255
0
255
0
255
0
255
0
255
0
255
0
200
0
0
0
0
0
-1
-1
0
100
110
80
90
0
0
0
0
0
0

[Updated on: Fri, 19 July 2013 19:41] by Moderator

Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322968] Sat, 20 July 2013 00:30 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
@Joao: About Mike, I thought that could not have happen since the game spawns him when FACT_MIKE_AVAILABLE_TO_ARMY is set to 1 and then sets it to 2, so he won't spawn again. The Mike you recruited - have you met him 'normally' during the gameplay or have you added him to a map via editor somewhere?

@Skiru: I tried to reproduce that and couldn't. Does Turtle say both 2 friend quotes about Barry (one when he scores a hit, the other when he dies)? Did you start a new game and the same thing is happening?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322969] Sat, 20 July 2013 01:37 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@merc05: meet him normally in cambria sam site. Then when a merc with great leadership begun talking to him i choose recruit. He interrupted combat and then offered to join my group for 10000. Later on i go to Tixa jail and he was there defending the place. So dunno but did not mattered because i killed that Mike and my own continued in game. True be said he never appeared again after that.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322970] Sat, 20 July 2013 01:42 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Also how can i recruit Speck? I just finished my game with total victory and never was able to recruit him. What process i need to do to recruit him? During one talk with me on Merc website? Because he dont appear ever in the merc recruitment list? So anyone there could iluminate on that? Or do i need to do some twick on the game options before i start like i did with money and such? And setting merc site opening in first day? Is in that file or other?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322976] Sat, 20 July 2013 12:57 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Ok then the issue with Speck is already solved. Dont know what happened but just for be sure i started a new one with all the mercenaries on MERC available since the start and is this situation Speck does appears as the last mercenary in the list.
So about the mission with the turists is someone having the same problem as me? Well when i arrive at Chitzena once more i will try to do this mission and see that if works now or not like with the non appearance of Speck.
Also about the native guides from JA?
Also one ideia come to my mind can someone put Lucas Santino in game? Or the Richards or that is not possible?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322991] Sat, 20 July 2013 16:38 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
@Skiru: XML looks ok. I think you'll have to start a new game :<.

@merc05: I think I know what causes Mike to spawn his clones.
Campaign.cpp, HourlyProgressUpdate()
// at 50% make Mike available to the strategic AI
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
{
	SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY );
}

So after progress is over 50, and increased since previous highest, FACT_MIKE_AVAILABLE_TO_ARMY is set to 1 even after it was supposed to be set to 2 after spawning Mike in tactical.
// at 50% make Mike available to the strategic AI
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
{
	if( gubFact[FACT_MIKE_AVAILABLE_TO_ARMY] != 2 );
	{
		SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY );
	}
}

should work.

@Joao:
Tourists: Yeah, this bug was already reported.
Natives: Working on + Kulba. MERC unlocking system is apparently broken, as mercs on website are displayed according to their indexes (lower first), not their actual availability. After fixing that, they could be unlocked according to quest results, .ini settings, etc.
Richards & Santino: Sure it would be possible, but wouldn't it be too much of a stretch? They weren't even playable characters, and Santino was a villain + he blew himself up.


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323000] Sat, 20 July 2013 19:44 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@anv: Well it could be that Santino could have a role similar to Mike. Dont know if is possible or not. But since we can know have Mike recruited having in mind that you need some stats achieved it will be interesting to see Santino in game also even if he is kinda a freak, but actually we see that the guy blow himself however Snake was also supposed to be dead and Kaboom the same i think. So he could have survived even if he could be a freak or something. He could be kinda act as a mini-boss before taking out Deidranna, as a member of is elite forces alongside let's say Joe. But i dont know if that's possible it was just a crazy ideia i did have. In terms of the Richards well you could make them appear on the following way. I usually do this just for fun. AFter recruiting your team and before entering in game go to Pops site then click in flowers. You will have several options i usually send a booket to Deidranna in that way. Is epic her reaction when she receives it. Also in that menu you do have a chance to send also stuff to Metavira. So what if you send a flower booket to Brenda in Metavira and that will be the event that eventually will lead for the Richards appearing. Dont now if actually could work on that way but if is possible someone could make that happen. Just saying. Besides having two extra-doctors is always usefull. Also you could even link that to Santino that after the guy found about it he come to ARulco to get is revenge on the Mercs that crashed her party in Metavira. Jus saying but like i say is a crazy ideia.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323009] Sat, 20 July 2013 23:55 Go to previous messageGo to next message
merc05

 
Messages:78
Registered:January 2013
@anv: Thanks for that anv! I'll give it a roll and test if no Mike clones are spawned.

@Joao: Your idea about sending flowers to Metavira sounds like a nice material for making an easter egg. Alas, there would be lot of problems with justifying it: the Richards were civilians, not mercs, so they are not much use and Santino is dead. And there isn't much of their dialogue lines available to work on. A side mission mini-mod might still be nice though.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323016] Sun, 21 July 2013 04:57 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@merc05: i see well i do wanted to kill Santino again but i kinda understand.
Hope that something new will come out pretty soon specially the fix for the tourists and the native guides.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323020] Sun, 21 July 2013 12:52 Go to previous messageGo to next message
silversurfer

 
Messages:2112
Registered:May 2009
anv

So after progress is over 50, and increased since previous highest, FACT_MIKE_AVAILABLE_TO_ARMY is set to 1 even after it was supposed to be set to 2 after spawning Mike in tactical.

...
if( gubFact[FACT_MIKE_AVAILABLE_TO_ARMY] != 2 );
{
SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY );
}
...
should work.


Nice catch! :thumbsup:
Only one comment - the semicolon at the end of the if clause should be removed, otherwise the fix won't do anything. Wink

To be on the safe side I would use <2 just in case someone implements a stage 3 or something.

This fix leads me to the next question. What about Iggy? I think we should fix him the same way. I don't know if anybody experienced duplicated Iggy or other weired behaviour with him but just to be on the safe side I would change his code (right below Mike's) to:

// at 70% add Iggy to the world
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressIggyAvaliable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressIggyAvaliable )
{
	if ( gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] < 2 )
		{
			gMercProfiles[ IGGY ].sSectorX = 5;
			gMercProfiles[ IGGY ].sSectorY = MAP_ROW_C;
		}
}

Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323022] Sun, 21 July 2013 13:59 Go to previous messageGo to next message
Bambusar

 
Messages:65
Registered:July 2012
@Joao

Here is solution for Escort John and Mary quest:

http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/322941/Re_BUGZILLA_report_all_bugs_he.html#Post322941
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323052] Mon, 22 July 2013 00:46 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
@all: Mike and Iggy fix has been committed.


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323053] Mon, 22 July 2013 01:16 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Nice so if i download the new sci it will be ready or i need to start a new game? And about the tourists fix? In wich file i can make the change?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323117] Tue, 23 July 2013 16:56 Go to previous messageGo to next message
Slax

 
Messages:1438
Registered:July 2006
Location: People riding polar bears...
I just noticed...
SMOKE DOESN'T HAVE EARS! ROFL

Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323273] Fri, 26 July 2013 19:28 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Natives:
http://imageshack.us/a/img542/9061/ux9f.png
+ Kulba (from Cleveland, Ohio) is now proud member of MERC.
Please note I didn't manage to make camo versions yet, as soon I'm leaving for vacation, and wanted to release them before.

Source changes
- MERC mercs get unlocked according to their own availability conditions, not to their order in MercAvailability.xml
- .ini options for enabling/disabling recruitable Speck, Kulba and natives, if you prefer Vanilla
- if enabled, Kulba becomes available as a MERC merc after finishing escort quest, delay is configurable (two weeks by default). He won't be available earlier even if MERC_WEBSITE_ALL_MERCS_AVAILABLE is set to TRUE. His bio depends on escort quest outcome (Mary's death/survival).

Kulba + natives
source changes + diff


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323281] Fri, 26 July 2013 23:47 Go to previous messageGo to next message
Skiru

 
Messages:38
Registered:May 2013
ANV you are my personal hero. Thank you so much man.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323299] Sat, 27 July 2013 12:57 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Nice! Great job @anv.
I hope that depri make a new sci version with this info. Also could you also the new merc chart i did read in other part of the forum that was made by Parkan.
Hope that @Depri make this soon. Then i will play the game and eventually could begun making another let's play for bug porposes.
@anv: so th native guides become part of MERC? Or they appear as NPC that can be recruited meeting some conditions in game?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323353] Sun, 28 July 2013 12:50 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
So when we could expect a sci file for these work done anv?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323355] Sun, 28 July 2013 13:02 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3743
Registered:July 2009
Whenever anv fixes the UB compilation he broke. Yeah, it was you. Tons of errors about speck related quotes in mercs.cpp.


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323357] Sun, 28 July 2013 14:40 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@DepressiveBrot: thanks for the heads up. I have just downloaded is files and tried to manual put then in game but i was thinking on starting a new game. So if there are bir erros i will revert it to the SCI file 6239 you posted on 22. Thanks for saying something. A shame though i do wanted to see that native guides in play. Well hope that someone could fix it and then maybe you could make another SCI install it the latest addictions.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323368] Sun, 28 July 2013 18:59 Go to previous messageGo to next message
Skiru

 
Messages:38
Registered:May 2013
To fix errors just look what is missing. And add this to the settings file. Unfortuneatly mod begin to bug out even if you fix it. There are constant crashes making it almost unplayable.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323369] Sun, 28 July 2013 19:00 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@anv i think you need to correct the speech files that Depri's is talking. I dont know when will you read this noneless it's just a reminder.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323371] Sun, 28 July 2013 19:11 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3743
Registered:July 2009
I'm not talking about speechfiles, I'm talking about his code changes for speck causing my compile to throw errors if I compile anything but the default configuration. If you don't understand a word in ten of what I'm saying, you probably don't have to Wink


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323372] Sun, 28 July 2013 19:16 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@Depri's: i see. However i do after installing is files and i did see that he added the new imp charters into is data. So i was guessing that could also be part of the problem. Well but if it's not i'm fine with it. Ah it's only about Speck, well i guess this is good news. My bad i'm quite bad at this so bear with it for a while Smile Sorry i kinda come and read this is a hurry i should be more carefull in reading the posts in the future.
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323384] Sun, 28 July 2013 21:28 Go to previous messageGo to next message
Skiru

 
Messages:38
Registered:May 2013
Spoted glitches and bugs:
- Sparky quit without reason.
- Game like to crash when loading, when auto-bandaging and in some other freaky accidents.
- Settings file have some minor quirks.

[Updated on: Sun, 28 July 2013 21:29] by Moderator

Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323417] Mon, 29 July 2013 12:27 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
DepressivesBrot
I'm not talking about speechfiles, I'm talking about his code changes for speck causing my compile to throw errors if I compile anything but the default configuration. If you don't understand a word in ten of what I'm saying, you probably don't have to Wink


I just fixed and committed the compilation errors when trying to compile a UB version. Now each configuration should compile again without errors (hopefully).

[Updated on: Mon, 29 July 2013 12:28] by Moderator



Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323423] Mon, 29 July 2013 14:52 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
@RoWa21: well thanks for that.
So as anyone tested out this or not?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323425] Mon, 29 July 2013 15:13 Go to previous messageGo to next message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
anv
Natives:
http://imageshack.us/a/img542/9061/ux9f.png
+ Kulba (from Cleveland, Ohio) is now proud member of MERC.
Please note I didn't manage to make camo versions yet, as soon I'm leaving for vacation, and wanted to release them before.

Source changes
- MERC mercs get unlocked according to their own availability conditions, not to their order in MercAvailability.xml
- .ini options for enabling/disabling recruitable Speck, Kulba and natives, if you prefer Vanilla
- if enabled, Kulba becomes available as a MERC merc after finishing escort quest, delay is configurable (two weeks by default). He won't be available earlier even if MERC_WEBSITE_ALL_MERCS_AVAILABLE is set to TRUE. His bio depends on escort quest outcome (Mary's death/survival).

Kulba + natives
source changes + diff


I just added them to the 1.13 SVN Development GameDir. Only the double bio feature for John Kulba is disabled, because it was not "modder friendly" (-> John Kulba had 2 entries in MERCBios.edt file -> HARDCODED in the source).


Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323426] Mon, 29 July 2013 15:17 Go to previous messageGo to next message
Seomis

 
Messages:54
Registered:June 2011
Maybe this be a dumb question: so this means that John Kulba could not be recruited right? Or you can still recruit him?
Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323429] Mon, 29 July 2013 15:55 Go to previous messageGo to previous message
RoWa21

 
Messages:2046
Registered:October 2005
Location: Austria
Now it is possible to hire John Kulba from MERC two weeks after you finished the john and mary escorting quest.


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