Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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Re: Experimental Project 7[message #361261 is a reply to message #361254] |
Sun, 13 September 2020 06:39   | |
sevenfm
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Messages:2380
Registered:December 2012 Location: Russian Federation |
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Hi Inveris!
To use NWSS together with Ja2+AI, you need the following:
1. Activate it in Ja2_Options.ini:
[Extended Options]
NWSS = TRUE
2. Download NWSS folder and put it somewhere the game can find, for example Data\AltSounds, Data-1.13\AltSounds, you can find the folder on my Ja2+AI google drive (link in the sig) in Data\NWSS.7z, or download any of my unofficial modpacks and find this folder in Data-User\AltSounds.
The folder structure should be like:
Data\AltSounds\Caliber
Data\AltSounds\Common
To use new ambients, you need the following:
1. Activate this feature (Sector Steady Ambients) in Ja2_Options.ini
[Extended Options]
ENABLE_SSA = TRUE
VOLUME_SSA = 100
you may also want to activate tactical fire ambient with
ENABLE_TA = TRUE
VOLUME_TA = 100
2. Find and download the ambients folder from my Ja2+AI google drive, you can find it in Data\Ambient.7z, or download any unofficial modpack, you will find ambient files in Data-User\Ambient folder.
Folder structure should look like:
Data\Ambient\SSA
Data\Ambient\fire.ogg (if you need fire ambient)
Also, NWSS and SSA are a part of the main 1.13 trunk now, see this project: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24289
[Updated on: Sun, 13 September 2020 19:24]
7609+AI (r1888) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8922) | 1.13 Starter Docs | 1.13 How to get
Искусственный - да, интеллект - нет.
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Re: Experimental Project 7[message #361269 is a reply to message #361266] |
Sun, 13 September 2020 18:05   | |
sevenfm
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Messages:2380
Registered:December 2012 Location: Russian Federation |
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You can find some information on how to use new features in Docs\new options.txt and Docs\removed or changed options.txt on google drive.
Voice taunts require TAUNT_VOICE = TRUE in Taunts_Settings.INI, also enabling TAUNT_MAKE_NOISE is recommended.
I don't remember any new animations in my modpacks except maybe new explosion animations which you can just copy to your tilecache folder, they just replace vanilla explosion animations and will be used automatically.
As for mods, some features will work with all mods, like Voice Taunts, some require xml work like NWSS, some may be disabled for certain mods. I don't remember all details now, but in general most +AI features will work with all 7609 based mods.
I think SDO from my modpack has the highest level of support for +AI features, including attached explosives (which requires modification of Items.xml), for example.
[Updated on: Sun, 13 September 2020 19:27]
7609+AI (r1888) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8922) | 1.13 Starter Docs | 1.13 How to get
Искусственный - да, интеллект - нет.
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Re: Experimental Project 7[message #361465 is a reply to message #361464] |
Sun, 04 October 2020 15:22   | |
Randok
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Messages:304
Registered:March 2004 |
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The hammer is already working, but for example in sectors B13, C13, D13 ... cannot be built in this sector.
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav
Many thanks to all those who make new features for Jagged Alliance 2.
New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
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Re: Experimental Project 7[message #361473 is a reply to message #361470] |
Sun, 04 October 2020 17:31   | |
sevenfm
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Messages:2380
Registered:December 2012 Location: Russian Federation |
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Inveris wrote on Sun, 04 October 2020 18:57I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.
The problem is in the line <ExplosionSoundID>-1</ExplosionSoundID> in Data-SDO\TableData\Items\ExplosionData.xml, uiIndex 13, 14.
You can replace this value with any other sound (for example, 325 for flame and 61 for mini boom), and XML Editor will start correctly. It's still will only be usable for reading data, not for changing anything, as it corrupts XML data when saving.
You also need to add missing xml files to Data-IoV_Revised\TableData\NPCInventory\ from Data-1.13\TableData\NPCInventory\
7609+AI (r1888) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8922) | 1.13 Starter Docs | 1.13 How to get
Искусственный - да, интеллект - нет.
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