Home » MODDING HQ 1.13 » Depri's v1.13 Builds and Packages » Depri's Builds and Packages - Get your combat supplies here!
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Re: Depri's Builds and Packages - Get your combat supplies here![message #353676 is a reply to message #353388] |
Mon, 04 June 2018 11:48   | |
hunter238
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Messages:1
Registered:December 2007 |
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@Radar
if you are still wondering how to get past the black screen...
Problem was with one of the files here ...
x:\Jagged Alliance 2 - SVN\Data-Bigmaps\Scripts
Overhead.lua
you can replace it with the one from 1.13 folder and game should run fine with aimnas ....
could be some glitches ... didnt test it that long
at least you can run it then ...
im wondering how i can get aimnas to work without the bigmaps ...
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Re: Depri's Builds and Packages - Get your combat supplies here![message #354153 is a reply to message #353676] |
Thu, 26 July 2018 09:17   | |
iamtedrah
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Messages:4
Registered:July 2018 Location: Singapore |
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Hi Guys, I need some help.
I've got steam's JA2 + Wildfire version installed.
Downloaded the latest SCI_JA2v1.13_Revision_8578_on_GameDir_2429 and unpacked everything into the JA2 Classic folder of the steam installation.
I can launch and run vfs_config.JA2113.ini just fine.
But met with the attached error whenever i try running vfs_config.JA2Vanilla.ini or vfs_config.UBVanilla.ini
question how can I solve the runtime error involving this Disease.xml ?
all helps are appreciated!
Sorry I can complete the link since this is my virgin post. kindly remove the space to see the images.
https://i.imgur.com/uQXeGkH.png
https://i.imgur.com/6pCFhZ9.png
[Updated on: Thu, 26 July 2018 11:08] by Moderator
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Re: Depri's Builds and Packages - Get your combat supplies here![message #354162 is a reply to message #354157] |
Fri, 27 July 2018 05:20   | |
iamtedrah
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Messages:4
Registered:July 2018 Location: Singapore |
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Flugente wrote on Thu, 26 July 2018 19:28Copy Data-1.13/TableData/Disease.xml to Data/TableData and try again.
It's possible the same error will repeat itself with other xmls. Seems you're the first person in ages to try to actually pay Vanilla ;-)
I guess I have to fix that.
Greetings to u, Flugente!
thanks for responding. I tried the solution you suggested but to no avail.
same error repeated.
Looking forward to fixes if you've got time for them ;)
Thanks again!
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Re: Depri's Builds and Packages - Get your combat supplies here![message #354571 is a reply to message #354162] |
Tue, 28 August 2018 19:43   | |
jlamb
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Messages:4
Registered:October 2008 |
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Hey, love that there is actually still work being done on this!
Was wondering if there's any possibility of experimenting with (or adding a custom MP build) that re-enables features like NTCH? The last version that did so seemed to work pretty well but fails to launch with the latest SCI build (Aug 16). Even if the interrupts still hang occasionally, with the improved interrupt system we can (from what I understand) basically disable it through some of the externalized settings such as setting APs registered to zero, no?
Also, do the HAM suppression settings work in multiplayer? Suppression seems to do very little in MP games short of direct hits compared to single player and it really changes the dynamic.
In general I'm trying to get a sense of what is enabled or disabled in MP in each release. Since some things are apparently hard coded to be disabled and have changed periodically, its hard to to know what behavior we SHOULD be expecting to even see (buddy and I spent ages tinkering with the reaction time and suppression settings before realizing they didn't seem to make any difference).
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Re: Depri's Builds and Packages - Get your combat supplies here![message #355441 is a reply to message #311288] |
Thu, 25 October 2018 03:49   | |
ZedJA2
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Messages:193
Registered:January 2018 |
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For information and context, I use the 100 AP system option.
There seems to be a significant movement cost error when moving diagonally in the game. Not sure when it was introduced, but it is considerable in SCI 8589.
In games of the time, diagonal movement cost was presumed to be that of the hypotenuse length down the long diagonal side compared to going by the straight methods. So, you have to multiply the number of straight tiles by the square root of 2, which was approximated to 1.4 times. The Square Root of 2 is about 1.414, I believe.
So, let's say your character has athletics and is already facing diagonally. Currently it shows as 27 ap in easy terrain to RUN diagonally 4 diagonal tiles distance. The first hex costs more as you pay an acceleration penalty. But if I move by the grid, 4 tiles one way, then turn, then 4 tiles the other way, the total cost, subtracting the turning cost (which is additional), adds up to the same exact value as moving diagonally across the whole grid. That's bonkers.
So except for the one turning cost, it costs exactly the same to move like a stupid robot at the cardinal directions on the grid, then to move diagonally. At least for Mercs with Athletics, although I'm pretty sure it happens for all Mercs.
----
There is another thing that is bothering me, but it is probably related to weight of gear, and health/injuries. Characters pay different costs for crouching. Sometimes it is 6 ap, sometimes 7, sometimes more. You cannot predict the cost, so you often make a mistake reserving points to crouch. Sometimes that is worth a reload of a save to correct, sometimes not. I pity the poor fools who play on Ironman trying to reserve points for crouching. It is an example of the increased realism causing more make-work than before. Meanwhile the earlier diagonal movement costs oddities are an example of increased complexity creating instituted falsehood.
Maybe I'm crazy but again, a lot of this nonsense seemed to creep in since the 8400 series or later.
Could somebody in responsibility maybe check the movement costs out to see if this is as serious an issue as it seems?
[Updated on: Thu, 25 October 2018 04:21]
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Re: Depri's Builds and Packages - Get your combat supplies here![message #355575 is a reply to message #355574] |
Thu, 01 November 2018 23:23   | |
ZedJA2
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Messages:193
Registered:January 2018 |
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Meanwhile, I had to basically give up on my last 8589 SCI v1.13 game. Here's a summary of why:
1) Probably because I had already 10 mercs, or because of the ghost Hostile Units still in sector, the lady I was supposed to give the initial message to and have escort me over to the Rebel HQ would not work in 9 out of 10 attempts. I've never had that many failures in over 20 campaigns. Once I had one failure in a previous v1.13 version.
2) At least 2 sectors of the 3 Drassen sectors would, most of the time, not allow me to move strategically because of Hostile Unit in Sector (there were none ever).
3) I was never allowed to actually Train Militia in S Drassen, again because of this Hostile Units idiocy.
4) Because of said hostility I never was able to get the Drassen Mine income, ever over a full day after the Food got thru to Omerta.
5) Every time I went into a bordering sector, just about, I would get enemies that reinforce the initial garrison. So if originally there were 5 enemies, I had 15 when I got there.
6) I was raided twice in the first four days, once by Zombies, once by Bloodcats. The Bloodcats actually got stuck while trying to surround a single man in Mid-Drassen and crashed the game, when at 1280x960 with Vsync off, so I had to go back to standard resolution, and try a couple changes to get thru that.
That is 4 key issues caused by this Hostile Units Still in Sector AKA Ghosting issue. Damn! One caused by Reinforcements seemingly out of nowhere, but possibly normal. One by Bloodcats RAID, but they probably always moved a bit wonky.
I'm hoping the new build out today will fix some of these issues, maybe 8589 was just messed up or the install somehow.
But these ghost Hostile Units, it's killing my chance to play with lower tier mercs. Look how many things are messed up just by this ghosting listed above.
By the way in 8589 I could not even find a way to turn off Zombies in the various INI and XMLs, did I miss something? The plan was to turn off Zombies created via spawning, and just have the RAIDs instead.
The combination of all this was unbelievable. But when I could not get mine income, I had enough. I got no message of Creatures, I inspected the mine several times, and it isn't supposed to trigger that early anyway. I did eventually create some Militia in N Drassen, but the game would not recognize that I actually had cleared Mid and South Drassen, although I think eventually it believed that I owned Mid Drassen.
I can't do the workaround of leaving and returning via cancel, or I don't understand what is meant. Strategic Movement is not possible to leave, so how do I cancel the move. Do you mean via the Destination column in the Merc list at the top left? If so please explain how this canceling is done. Without that workaround to prove to the game there are no ghosts, it never seems to go away unless you clear all surrounding sectors.
Already I don't get access to Bobby Ray's until at least a day after taking the airport (when did this happen?). Militia creation is delayed due to ghosting. Then Mine income is delayed until you clear out all adjacent sectors. It's absurd. Combined those things are the equivalent of playing a difficulty level or two higher in the early going.
I just had to vent this. The only thing I can think that might be causing this is some odd default settings in the Ja2options.ini . It allows 20 max of militia, or enemies, or civilians. Yet it allows 32 total mercs which is probably not a sector value but total game value, so not related. But it also allows 32 of any category in Tactical, such as enemies, militia, civilians. But strategic groups are limited to 20, but can surround a tile and combine, then have 32 to start in TACTICAL. Maybe the remainder are not all getting in correctly and then remain in some limbo as ghosts. Or maybe the last zombie created via corpses is not releasing.
Since the last person code is fixed, I'm hoping today's release will fix some of that, especially if it was in the zombie code, at least.
[Updated on: Thu, 01 November 2018 23:27]
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Re: Depri's Builds and Packages - Get your combat supplies here![message #355582 is a reply to message #355580] |
Fri, 02 November 2018 01:55   | |
ZedJA2
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Messages:193
Registered:January 2018 |
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In the latest 8633 SCI, and it existed in 8589 as well, there is this error in the Ja2options.ini, at least in the v113 directory's version (not the final line with PROPABILITY):
<<
; TRUE: assassins can appear
ENEMY_ASSASSINS = TRUE
; minimum progress required for assassins to appear
ASSASSIN_MINIMUM_PROGRESS = 30
; assassins can only spawn if at least x militia are in sector
ASSASSIN_MINIMUM_MILITIA = 10
; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL
militia in the
; sector, there is a 10% chance of assassins showing up
; 200 means that the chance is 20%, 50 means 5%, and so on
ASSASSIN_PROPABILITY_MODIFIER = 70
>>
My concern is that perhaps in the code the variable is spelled ASSASSIN_PROBABILITY_MODIFIER vs in "PROPABILITY" spelling error in the INI. If so, then this might not initiate the variable correctly, thus I mention it. Also, it might be referenced incorrectly in other areas of the code that might use it, depending on whether it is spelled correctly or not in other areas.
It is also spelled incorrectly in the 7th line of the quoted section above, but that is only a comment and so is not important.
[Updated on: Fri, 02 November 2018 01:57]
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Re: Depri's Builds and Packages - Get your combat supplies here![message #355599 is a reply to message #355597] |
Fri, 02 November 2018 15:55   | |
ZedJA2
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Messages:193
Registered:January 2018 |
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I'm having a problem with the 8633 SCI build and Flugente's package of his Additional Mercs including Lara, Sara, Scott, Max, and Shepard. It may be my fault somewhere, as I had to hand create via copy and delete a combined set of MercProfile.xml , MercOpinions.xml , and Backgrounds.xml .
The result of this problem is that for each of the Flugente Mercs, named earlier, I have corrupted Descriptions. They show a varying series of Capital letters, which change as you move the mouse, usually about 10-20 characters long, mostly made up of multiple capital A's.
I've looked thru all of these files and more, but cannot yet find a clear issue. I did notice one or two inconsistencies though. These were in the Backgrounds.xml file, but I can't really see how they would cause the issue. Before I mention these inconsistencies (or things I don't quite get, but may be fine), I'd note that what I basically did was remove the empty placeholder areas for each Background and just added in the necessary portion for that Merc or Id number in the file. I tried to be careful to keep syntax correct, it all seems correct. So I have entries for all the Flugente Mercs and chaotic Buns as well as kept the original Buns one, so that should not be an issue, except at the boundaries of each Merc's section. I would not expect a boundary mistake to cause simply a mistaken description though.
INCONSISTENCIES NOTED that bother me:
1) For Shepard, which is <uiIndex>254 there are two possible entries. One is a Renegade version, followed afterwards with a Paragon version. Perhaps I need to delete entirely the Paragon version (or one or the other) in order for the file to be read correctly.
2) For the Paragon version of Shepard, there is a syntax error in the portion I copied from and thus in my file:
<<
<!-- Shepard's alternate background, replace background 254 with this if you want a paragon Shepard
<BACKGROUND>
>>
The error is that the commented first line is normally supposed to be followed by a single space after the last word Shepard and then --> . I believe this is simply to delineate the end of the comments section. However, adding the space--> did not cure the problem.
YET TO BE TRIED AS A SOLUTION: So I'm not sure what the problem is, however I'm going to try deleting the entire Paragon entry to see if this fixes the issue.
The descriptions themselves are not at the boundaries of each Merc Entry, so I do not think those should be corrupted via cut and paste. Stats and Traits seem correct, as does the various possible Merc Starting Gear for all of the Flugente Mercs. I cannot test to see if chaotic_Buns comes up correctly since I am starting a brand new campaign.
-----
If anyone knows a common cause of some Merc Descriptions having Descriptions that are corrupted with mostly AAAAAAAAA, or something similar, please advise. Thanks much in advance.
[Updated on: Fri, 02 November 2018 18:44]
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Re: Depri's Builds and Packages - Get your combat supplies here![message #355705 is a reply to message #355604] |
Wed, 07 November 2018 21:21   | |
emps
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Messages:2
Registered:November 2018 |
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Hey Guys!
1st of all, thank you very much for keeping this allive and making one of the best games ever, even better.
One thing: I have installed Version 8633 from GameDir and and for the Drop_All option in the Ini file, the Description says: "MISSING: PROPERTY DESCRIPTION" and und DataType: "MISSING_DATA_TYPE". I cannot chose TRUE there, because the drop down menu is missing.
I thinking about installing an older version, but to spare me the hassle to reinstall and download for several times, does anybody know, which was the last version of the SCI, where that option worked?
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Re: Depri's Builds and Packages - Get your combat supplies here![message #355739 is a reply to message #355599] |
Thu, 08 November 2018 21:28   | |
Flugente
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Messages:3482
Registered:April 2009 Location: Germany |
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ZedJA2 wrote on Fri, 02 November 2018 13:55I'm having a problem with the 8633 SCI build and Flugente's package of his Additional Mercs including Lara, Sara, Scott, Max, and Shepard. It may be my fault somewhere, as I had to hand create via copy and delete a combined set of MercProfile.xml , MercOpinions.xml , and Backgrounds.xml .
The result of this problem is that for each of the Flugente Mercs, named earlier, I have corrupted Descriptions. They show a varying series of Capital letters, which change as you move the mouse, usually about 10-20 characters long, mostly made up of multiple capital A's.
I've looked thru all of these files and more, but cannot yet find a clear issue. I did notice one or two inconsistencies though. These were in the Backgrounds.xml file, but I can't really see how they would cause the issue. Before I mention these inconsistencies (or things I don't quite get, but may be fine), I'd note that what I basically did was remove the empty placeholder areas for each Background and just added in the necessary portion for that Merc or Id number in the file. I tried to be careful to keep syntax correct, it all seems correct. So I have entries for all the Flugente Mercs and chaotic Buns as well as kept the original Buns one, so that should not be an issue, except at the boundaries of each Merc's section. I would not expect a boundary mistake to cause simply a mistaken description though.
INCONSISTENCIES NOTED that bother me:
1) For Shepard, which is <uiIndex>254 there are two possible entries. One is a Renegade version, followed afterwards with a Paragon version. Perhaps I need to delete entirely the Paragon version (or one or the other) in order for the file to be read correctly.
2) For the Paragon version of Shepard, there is a syntax error in the portion I copied from and thus in my file:
<<
<!-- Shepard's alternate background, replace background 254 with this if you want a paragon Shepard
<BACKGROUND>
>>
The error is that the commented first line is normally supposed to be followed by a single space after the last word Shepard and then --> . I believe this is simply to delineate the end of the comments section. However, adding the space--> did not cure the problem.
YET TO BE TRIED AS A SOLUTION: So I'm not sure what the problem is, however I'm going to try deleting the entire Paragon entry to see if this fixes the issue.
The descriptions themselves are not at the boundaries of each Merc Entry, so I do not think those should be corrupted via cut and paste. Stats and Traits seem correct, as does the various possible Merc Starting Gear for all of the Flugente Mercs. I cannot test to see if chaotic_Buns comes up correctly since I am starting a brand new campaign.
-----
If anyone knows a common cause of some Merc Descriptions having Descriptions that are corrupted with mostly AAAAAAAAA, or something similar, please advise. Thanks much in advance.
Aim bios are in BinaryData/AIMBIOS.EDT.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
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Re: Depri's Builds and Packages - Get your combat supplies here![message #356110 is a reply to message #311288] |
Thu, 06 December 2018 22:04   | |
Dacen
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Messages:3
Registered:December 2018 |
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Hi, first let me thank all of you for the amazing work you are doing, this game is almost 20 years old yet it's just as fun as the day i bought it thanks to the modding scene.
I've played alot of 1.13 but never tried AIMNAS, it's working great so far but i have a small graphical bug that bother me: ammo numbers is black.
xttps://i43.photobucket.com/albums/e362/dacenvors/ja2%20-%20weapons%202_zpsghugqajj.png
(sorry i can't post links yet, change xttps to https)
It's blurry and hard to read so i don't imagine it's intentionnal and worst part is it doesn't change color when i put in different ammo type.
The base game and 1.13 display ammo correctly but once i install AIMNAS it turns black; no other numbers is affected just the ammo on guns.
Any ideas where the problem comes from?
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