Home » BIT COMPOSER GAMES » JA:BiA Modding » [MOD] Combat Evolved for Back in Action and Crossfire
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311875] Thu, 08 November 2012 01:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Sh!tComposer is in fact (one of?) the publisher(s), actual development was sub contracted to CorePlay. All blame can go to them if you want to spare the poor developers Wink
As for the funding ... yeah, since that is trendy, there have been plenty of threads about it. Really, if you're so enthusiastic about it, assemble a team and start a project, call it something else to avoid IP claims. Most of the actual and long standing contributors here would like to simply continue with their hobby the way it is.

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Captain

Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311889] Fri, 09 November 2012 00:17 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
Ah, I didn't know that. I deleted all the logo videos so I didn't have to hammer the ESC key repeatedly every time I load up the game. I just now found out that Kalypso only got on board for Crossfire. Now I am even more poopie towards BitComposer :/

[Updated on: Fri, 09 November 2012 00:38] by Moderator

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311913] Fri, 09 November 2012 23:10 Go to previous messageGo to next message
Kapnah is currently offline Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
Erm guys I got a problem to play this mod it doesn't seem to work Sad

I got the game from steam ( think we all do Sad )latest version 1.13g.
After I start game for first time it creates a folder in " shared document ", then I just drop the combat evolved zip there and extract it.
But when I start the game again its just a normal game no new UI no mod.
Or do I need to DL the new UI first? I was under the impression it came with the combat evolved zip.
Perhaps I do run the mod but I don't know it, is there some version info on load screen like on default ? because if there is I don't see it Wink
I tried reinstall the game and such but I'm lost.

Please help me out or just say I'm a total noob

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311914] Fri, 09 November 2012 23:45 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Since you asked for it:

YOU ARE A TOTAL NOOB! Razz

Pls read the very first posting of this thread. It says unzipping into game installation folder which is NOT in shared documents but in your steam folder; usually something like "..\Steam\SteamApps\common\[BiA]".

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Sergeant Major
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311915] Fri, 09 November 2012 23:53 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
You need to extract the contents of CE into your game folder, which by default should be...

\steam\steamapps\common\jabia\

You'll need a program like WinRar or 7-Zip to extract the CE archive that you've downloaded.

The quickest way to do this is to do this is to open up window explorer, copy the CE zip file to the directory listed above, then use WinRar or 7-Zip to extract the contents of the CE zip file into that directory. Then you are basically done and can just launch the game. When you launch the game, if you see the CE loading screen after the intro video, then you know you have installed the mod. You should also see the JA2 mercenary portraits when you go to the AIM recruitment screen.

There are also two additional zip files that will be extracted along with the mod, which contains the alternative settings for CE. One makes the game easier and the other reverts the Az GUI icons to vanilla icons. If you want either you will need to extract those files as well, but otherwise just leave them alone.

[Updated on: Fri, 09 November 2012 23:57] by Moderator

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #311917] Sat, 10 November 2012 00:36 Go to previous messageGo to next message
Kapnah is currently offline Kapnah

 
Messages:43
Registered:September 2011
Location: Philippines
Ah Smile

Thx a bunch guys it worx now.

all this steam stuff is quite new to me and that share folder only hold some saved games not much else Kept thinking it wasn't the right place to unzip the mod file there but I couldnt find any other Ja BiA file.
I did read the 1st post a few times btw SaM-Hotte but I stay a nnob Wink cuz I didnt know where game file was
Anyway it woks now like I said thanks again Smile

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Corporal
Re: [MOD] Combat Evolved[message #312000] Tue, 13 November 2012 00:03 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:175
Registered:March 2011
Location: USA
i am at my office and reading about this mod! I am so excited to rush home and install this. This is exactly what i have been wanting for JA BIA

really appreciate you making this! I will be sure to give you my input.

Also, havent played with your mod yet, but is there any chance you can import the added MERC characters from Crossfire back to JA:BIA?

[Updated on: Tue, 13 November 2012 00:08] by Moderator

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Staff Sergeant
Re: [MOD] Combat Evolved[message #312009] Tue, 13 November 2012 02:49 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
GASK3T
Also, havent played with your mod yet, but is there any chance you can import the added MERC characters from Crossfire back to JA:BIA?


It's not possible to add a mercenary to the roster unless there is a placeholder for the specific mercenary in the game exe--and last I checked there weren't any in the JABIA game exe for the Crossfire mercenaries. There were placeholders for the MERC mercenaries added by zero's mod. I am not sure why the developers had them there (or did they get patched in later?), perhaps they were planning a DLC at some point that would add MERC. At this point we can only replace mercenaries, with certain limitations. This might changed in the distant future as small inroads are being made to decrypt the game exe by people like sbobovyc.

However, this is not likely going to ever happen even if the game exe is decrypted. There are many factors, the most important of which is that it would be illegal to port Crossfire resources into BIA (e.g. mercenary voice files, etc.). Perhaps, if years down the road, a 'gold edition' that bundles both JABIA and Crossfire is released.....

Uh...I am getting way ahead of myself. The short answer is that it's not possible.

[Updated on: Tue, 13 November 2012 02:56] by Moderator

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Corporal
Re: [MOD] Combat Evolved[message #312011] Tue, 13 November 2012 03:09 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:175
Registered:March 2011
Location: USA
my short reply to your short answer is "bummer"

update*

played last night, looks like all the MERC characters were there.....

[Updated on: Tue, 13 November 2012 19:17] by Moderator

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Staff Sergeant
Re: [MOD] Combat Evolved[message #312128] Fri, 16 November 2012 02:02 Go to previous messageGo to next message
GASK3T is currently offline GASK3T

 
Messages:175
Registered:March 2011
Location: USA
Glitch,

played through 75% of the game so far and I am very happy with what you have done. It's exactly what JA BIA needed: more items and better character stats.

my thoughts so far....

- finding .338 ammo is very difficult.
- can you modify traits on RPCs a bit more? I feel like conrad should have heavy weapons skill trait or something. Since you need to quest for them, i feel they should have decent stats.
- More unique outfits and maybe different color face covers! Really like some of the new armors and outfits you added. Adds a bit more persona lity to the characters.
- awesome job with "militarizing" the enemies. Sooooo much better.
- heavy sniper rifles seem too inaccurate. Seems extremely rare to get a mid range Headshot with them. I feel a gun with that low of an ROF should be more accurate.
- love the new guns that were added. Please dont stop adding more Smile
- stats on the MGs are perfect
- really like the new attachments that add speed and accuracy instead of just one or the other.

anyway, thanks again for modding this game. great job

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Staff Sergeant
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312158] Sat, 17 November 2012 02:12 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Just did this.
Got a new splash screen, then a crash. Suggestions?


yupper
You need to extract the contents of CE into your game folder, which by default should be...

\steam\steamapps\common\jabia\

You'll need a program like WinRar or 7-Zip to extract the CE archive that you've downloaded.

The quickest way to do this is to do this is to open up window explorer, copy the CE zip file to the directory listed above, then use WinRar or 7-Zip to extract the contents of the CE zip file into that directory. Then you are basically done and can just launch the game. When you launch the game, if you see the CE loading screen after the intro video, then you know you have installed the mod. You should also see the JA2 mercenary portraits when you go to the AIM recruitment screen.

There are also two additional zip files that will be extracted along with the mod, which contains the alternative settings for CE. One makes the game easier and the other reverts the Az GUI icons to vanilla icons. If you want either you will need to extract those files as well, but otherwise just leave them alone.

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Sergeant 1st Class
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312161] Sat, 17 November 2012 04:58 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
I looked in binwin32, and the mod file to be extracted seems to have a lot more folders than what's in the Steam version. Steam version has folders for Levels and Videos. That's it. Replacement version has characters, config, interface, etc. Could that be why I'm getting a crash?
I looked around and couldn't find an obvious location where I ought to putting them instead.

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Sergeant 1st Class
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312179] Sat, 17 November 2012 16:43 Go to previous messageGo to next message
yupper

 
Messages:44
Registered:October 2012
That directory path is for BIA, not Crossfire. I don't have Crossfire so I don't know the directory path for it, but I assume it would be something like.

\steam\steamapps\common\Crossfire [or whatever]\

I must say, you're brave to have bought Crossfire. It has no official support whatsoever. Not even one patch. Presumably, all of the features patched into BIA were included in Crossfire (that's why they even bothered to patch BIA up to 1.13g, so they could market Crossfire), but I read that all sorts of stuff in the poop-alone expansion are still not working...Steam achievements (not really important), quests (important...). Eh...

Can't think of why it would CTD your game, except to make sure you download the Crossfire version of CE, not the BIA version.

Rev1
Just did this.
Got a new splash screen, then a crash. Suggestions?


yupper
You need to extract the contents of CE into your game folder, which by default should be...

\steam\steamapps\common\jabia\

You'll need a program like WinRar or 7-Zip to extract the CE archive that you've downloaded.

The quickest way to do this is to do this is to open up window explorer, copy the CE zip file to the directory listed above, then use WinRar or 7-Zip to extract the contents of the CE zip file into that directory. Then you are basically done and can just launch the game. When you launch the game, if you see the CE loading screen after the intro video, then you know you have installed the mod. You should also see the JA2 mercenary portraits when you go to the AIM recruitment screen.

There are also two additional zip files that will be extracted along with the mod, which contains the alternative settings for CE. One makes the game easier and the other reverts the Az GUI icons to vanilla icons. If you want either you will need to extract those files as well, but otherwise just leave them alone.

[Updated on: Sat, 17 November 2012 16:50] by Moderator

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Corporal
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312567] Wed, 28 November 2012 00:21 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Glitch,
First, thanks for your amazing efforts, regardless of whether I ever get your mod up and running.
I'm playing Crossfire. Have been able to use other mods, such as the "drop everything" mod.
Unfortunately, I can't seem to get yours to work. I get the opening splash page and then it stops running.
I wonder whether you think I might have success if I were to only drop in some of the bin_win32 files and not all of them. My suspicion is that the crash is interface-related, simply because the game itself hasn't really begun when the crash takes place.
I'm running the Steam version of Crossfire, if it makes a difference.

TehGlitch
Added version for Crossfire.

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Sergeant 1st Class
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312572] Wed, 28 November 2012 01:19 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Are you sure you picked the mod's version for Xfire (and the patch to it) from the opening post (the pinkish links on the bottom, not the blue ones for BiA)?

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Sergeant Major
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312573] Wed, 28 November 2012 01:46 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Yes. Pretty certain, but will doube check. I think even the READ ME file mentioned Crossfire.

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Sergeant 1st Class
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312575] Wed, 28 November 2012 02:04 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
==============
= MOD INFO =
==============

Mod Name : Combat Evolved
Version : 1.00.10912 BETA
Author : Glitch
Release Date : 1.09.2012


Mod discussion: http://boards.jaggedalliance.com/index.php?/topic/2941-mod-combat-evolved-for-crossfire/

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Sergeant 1st Class
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #312577] Wed, 28 November 2012 02:23 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
Just got it going. Hadn't installed the patch. :-/

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Sergeant 1st Class
Re: [MOD] Combat Evolved[message #312657] Sat, 01 December 2012 01:00 Go to previous messageGo to next message
Rev1 is currently offline Rev1

 
Messages:203
Registered:October 2002
Location: Louisville, KY
OK, after playing the crossfire mod, I have to say that I have really enjoyed it.
Here are a few observations, off the top of my head:
1. Very creative idea to give recruits armor to begin with. This helps address the fact that keeping mercs outfitted with decent armor is a major challenge. One note, I have taken advantage of the generous and gullible nature of would-be militia on occasion and made off with their armor, either to wear or to sell for much-needed cash.
2. I still think that Crossfire starts off with way too little cash, and that the quests don't generate nearly enough to offset the pounding that mercs take along the way. One work-around, because I don't know how to increase the starting funds, is to drop some money and/or other stuff in the crate when the ship docks.
3. I was tempted to import the "drop everything" mod into this, but my guess was that it would really screw up your NP settings. Still, this mod suffers from the same problem as Vanilla Crossfire: after battling a dozen or more bad guys, you often collect mostly ammunition.
4. I REALLY appreciated that you imported the old merc voices back into the game. If only we could do that for the recruiting phone calls too,
5. I liked the new weapons,as well as the other additions I have seen so far. Also, while I didn't dislike the Vanila interface, aside from the character faces, I have enjoyed yours too. Obviously you put in a lot of work to pull everything together.

It would be great if the developers would release the source code to this game eventually. I think you and the other modders would have a field day improving it.

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Sergeant 1st Class
Re: [MOD] Combat Evolved[message #313023] Fri, 14 December 2012 04:37 Go to previous messageGo to next message
Mattibp is currently offline Mattibp
Messages:2
Registered:December 2012
GASK3T

- heavy sniper rifles seem too inaccurate. Seems extremely rare to get a mid range Headshot with them. I feel a gun with that low of an ROF should be more accurate.


I find it the same. You might want to edit "StanceFactor 0" of OSV-96 and M82 in weapons.txt from 0.6 to 0.8 as both weapons should be very accurate in prone position and prone only. Their damage also is a little weak. No one should still be shooting back when 0.50 cal just hit their head, no matter what helmet. Damage can be set as high as 85.

Also, I find it more fun playing sniper and stealth missions with longer viewing distances of both enemies and mercs. This way you can do a lot of sneaky damage until enemies are alerted, although it's still not that easy, because of enemies viewing distance. This can be changed in perceptions.txt. I personally set DefaultMercViewDistanceFactor to 1.3 and MinViewDistance 175.0 and MaxViewDistance 750.0 for enemies. You can see much farther, but it is to the point where you still need a spotter with a great perception for those 100m anti-sniper headshots.

Guns with built in silencers not being silenced is a little unfortunate. I'm hoping there will be some workaround for this soon.

As for suicidal enemies running into the line of fire "CoverOverTime" can be edited in templatesaidescription.txt. 20-30 seem to be a good point to set to for all Templates which has this variable and 40-50 for top ones(I'm still testing this). I think there will still be some trying their luck unless you add it to every template.

Everything else I find it just awesome big thanks to Glitch of course. IMP would be nice implementation to this mod. LtChambers had stopped working on his mod [MOD] Institute for Mercenary Profiling (version 3) which is now incompatible with 1.13e/g. Maybe you can take over?

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Civilian
Re: [MOD] Combat Evolved for Back in Action and Crossfire[message #364642 is a reply to message #305162] Sun, 15 May 2022 14:40 Go to previous message
infernal84 is currently offline infernal84
Messages:1
Registered:May 2022
Hi, I would really like to play with this mod, but for some reason, when I replace folder bin_win32 with the one inside combat_evolved_v1.07.7z package, when trying to start the game, I'm getting a loading screen with mod information (instead of the usual sponsors first or watever), loading dots on the bottom for a few seconds, and then it just turns off like the game wasn't launched. When I switch back to original bin_win32 folder, game launches normally. Any idea what is wrong? I have JA BIA 1.13g from steam

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Civilian
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