Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #346368 is a reply to message #346308] Mon, 25 July 2016 20:25 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
A militia member with a certain profile, does it keep the same gear all the time? And the same stats? That would be some major improvement already... Then at least you know that you want to always keep e.g. Daniel Soto & Dolores Madrazo around you etc. ;) Maybe their stats can also be shown in their profile?

Is it so tedious coding-wise to store each militia member with their inventory @ first creation & have it updated every first creation after a promotion? Then you know a bit what this or that merc stands for...



[Updated on: Mon, 25 July 2016 20:33]

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Master Sergeant
Re: New feature: individual militia[message #346369 is a reply to message #346368] Mon, 25 July 2016 20:42 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Flugente
  • The stats and level of a militia/enemy/civilian are highly dependent on game progress, sector distance to the queen's palace and other factors. A militia created in Meduna with progress 100 vastly outclasses a militia created in Drassen with progress 5. If we want militia to carry over these stats, we have to essentially revamp the entire system, not only for militia, but for everyone. I do not want to do such a massive change right now.
  • Manually outfitting militia with items. Managing the inventory of 64 mercs can already get tedious (even though I've made work easier for me by having their inventories as streamlined as possible). Additionally managing hundreds of militia... bah. Too much for me.
    Additionally, the UI work required isn't exactly tiny, either.
  • Traits are closely interwoven with items. If we can't control what stats and items a militia gets, there is no point in deciding their traits.
  • Apart from the money aspect, there isn't much reason to manually handle promotions instead of promoting militia asap. So this can't be set either.



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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Captain

Re: New feature: individual militia[message #346370 is a reply to message #346369] Tue, 26 July 2016 02:00 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Ha, okay, thanks, must have overlooked that first part. Thought some stats were predefined through the map editor, but I guess it isn't that easy.

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Master Sergeant
Re: New feature: individual militia[message #346442 is a reply to message #346370] Tue, 02 August 2016 09:05 Go to previous messageGo to next message
ratpaz is currently offline ratpaz

 
Messages:137
Registered:April 2015
Location: Italy
I think there are problems with militia that join after an interrogation,
they will not get listed in the individual militia website.

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Sergeant
Re: New feature: individual militia[message #346444 is a reply to message #346442] Tue, 02 August 2016 13:14 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hmm, that's new. Do they also not appear in the sector?


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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Captain

Re: New feature: individual militia[message #346445 is a reply to message #346444] Tue, 02 August 2016 16:38 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
I thought I had that problem too...with interrogated soldiers not being listed, but it seemed to fix itself soon. Perhaps it was shuffling militia between sectors or just zooming into tactical that did it, but eventually they were listed.

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Corporal 1st Class
Re: New feature: individual militia[message #346446 is a reply to message #346444] Tue, 02 August 2016 21:07 Go to previous messageGo to next message
ratpaz is currently offline ratpaz

 
Messages:137
Registered:April 2015
Location: Italy
Flugente wrote on Tue, 02 August 2016 12:14
Hmm, that's new. Do they also not appear in the sector?


They do appear in the strategic and tactical map, they are not present just on the website and they can be also moved between town sectors without problems even if i get the usual error message: Not enough individual militia found in MoveIndividualMilitiaProfiles

Inukshuk wrote on Tue, 02 August 2016 15:38
I thought I had that problem too...with interrogated soldiers not being listed, but it seemed to fix itself soon. Perhaps it was shuffling militia between sectors or just zooming into tactical that did it, but eventually they were listed.


Still haven't checked if with time they will fix themself, will see.
Wait i think it's the same bug i experienced when i hired from Kerberus, they do appear in the website, but as green militia and with different profile.

Edit: it seems the militia fixed itself after a while, even if the error message when i try to move her still remain, also the "ghost" green militia is still there as well.


[Updated on: Tue, 02 August 2016 21:24]

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Sergeant
Re: New feature: individual militia[message #346537 is a reply to message #346446] Sun, 07 August 2016 20:25 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:345
Registered:July 2006
This feature seems to have some problems with UC mod, specifically the starting sector A9. It has militia that isn't trained as normal, can't be controlled or looted in any way and doesn't count toward total militia numbers in that sector (you can train your own militia normal way in the same sector). Also, every time you load that sector that militia gets restored to full gear/numbers. However, individual militia site seems to include them as normal militia in the list and gets ... weird with it. Weird like showing some of them as dead in the active list, showing too many of them in the list, etc. Since this is basically a starting sector you can test this just by starting a new UC game so i see little point in providing savegame. That specific militia has always been a bit ... weird in UC so i guess the best way to handle them is to make them 'invisible' for the individual militia feature. There are some other sectors with scripted non standard militia like D4 in Port Kip. Didn't test it yet as not long after starting a game i turned off feature to avoid any save corruption or any other problems that may crop up from this.

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Master Sergeant
Re: New feature: individual militia[message #346787 is a reply to message #346537] Fri, 02 September 2016 06:30 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Excuse me if I'm annoying, but Russian names are quite odd.
First off, some of them aren't Russian, but Bulgarian, Polish, Ukrainian, Russian Jewish and Caucasian. Is that intended? Just asking (I see no problem with it as it makes the game more realistic).
Second issue is that some of them are too obsolete and archaic (like Amvrosy) and are no longer in use.
If you are interested, I could provide a file without these archaic names or with them somehow marked, but as far as I understand I'll be able to post links only when my message count will reach 10.

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Private
Re: New feature: individual militia[message #346790 is a reply to message #346787] Fri, 02 September 2016 11:15 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Boojum wrote on Fri, 02 September 2016 05:30
Excuse me if I'm annoying, but Russian names are quite odd.
First off, some of them aren't Russian, but Bulgarian, Polish, Ukrainian, Russian Jewish and Caucasian. Is that intended? Just asking (I see no problem with it as it makes the game more realistic).

The term "Russian names" is probably misleading. Let's just say they are of slavic origin or from the former soviet republic. The names have been overhauled in GameDir 2329 by Elvis_A.
If you would like some specific name replaced please tell the name and the possible substitution. Telling the name alone won't help because we need to replace it with something better. We won't just remove it.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: individual militia[message #346793 is a reply to message #346790] Fri, 02 September 2016 19:19 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Quote:
The term "Russian names" is probably misleading. Let's just say they are of slavic origin or from the former soviet republic. The names have been overhauled in GameDir 2329 by Elvis_A.
If you would like some specific name replaced please tell the name and the possible substitution. Telling the name alone won't help because we need to replace it with something better. We won't just remove it.

Here is an example:
wikisend.com/download/633208/MilitiaIndividual.xml
Some names are incorrectly spelled (Ansastasia, Amrovsy, Zoinoviy); they were corrected. Some names like Afanasy, Panteley, Yefim, Aventina aren't in use since probably XIX cent.; they are replaced by widely used names like Vitaly, Evgeny, Alexandra, Anna, Karina... (which weren't present in the stock file). There were 84 male forenames and 69 female forenames in the PMC section, in the file linked above there are 86 male and 70 female names.

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Private
Re: New feature: individual militia[message #346797 is a reply to message #346793] Fri, 02 September 2016 23:22 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I wonder why you removed quite a number of legitimate names in your example list. Adam, Danko, Grischa, Nicholas, Anya, Katya, Lena, Masha, Nadia or Natasha - just to name a few - are well known names that even I recognize and I don't have any connection to Russians.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: individual militia[message #346801 is a reply to message #346797] Sat, 03 September 2016 09:52 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
That names like Grisha aren't separate names, but just hypocorisms to the other names (for example, Grisha is the hypocorism to Grigory, Katya is the hypocorism to Ekaterina, Natasha is the hypocorism to Natalia; I know Natasha is the (probably) most known Russian female forename in the West, but it isn't a 'real' name). These 'names' are in use among friends, but aren't in use as 'official' names in the lists of employees. Combining them with the surnames also is quite rare in Russian language and isn't in common use in any official communications. I also wondered why some names have two versions ('regular' version and 'small' version for the friends) while some widespread names like Evgenia haven't any version.
'Nicholas' is not Slavic name, so I replaced it by Russian equivalent Nikolay.

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Private
Re: New feature: individual militia[message #346803 is a reply to message #346801] Sat, 03 September 2016 11:14 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
I'd say that we should keep the names that aren't wrong (don't exist or are written incorrectly). For the sake of variety we should have as many names as we can and I don't mind if some are a short form of an other name. Most people probably don't know that anyway (including me) especially since certain names have been adopted to other countries in their short form as a regular name. If I'd call the Katja's I know "Ekaterina" they'd probably give me a strange look. ;-)

Some players probably remember the time where we still had only a handful of names for enemy/militia profiles and on every encounter we got some "Lachlan "Sir" Botticchio" or another which made me turn the feature off. So instead of removing names which aren't wrong I'd propose to correct the ones that have been written incorrectly and add your new names to increase the number of names.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: New feature: individual militia[message #346804 is a reply to message #346803] Sat, 03 September 2016 13:47 Go to previous messageGo to next message
Enneagon is currently offline Enneagon

 
Messages:51
Registered:July 2016
Location: Latvia
silversurfer wrote on Sat, 03 September 2016 11:14
So instead of removing names which aren't wrong I'd propose to correct the ones that have been written incorrectly and add your new names to increase the number of names.


I also don't think we should worry about obsolete names, short forms or any exact etnical conformity at all as long there no screaming typos.

Flugente wrote on Fri, 06 May 2016 17:32
PMC mercenary are russian-like. While the description I made for Kerberus potentially allows any nationality, I feel that having them immediately stand out from the locals would be good. Additionally, this lets me show off how men and women can also have different surnames.


As I understand the only goal here is to create 3 recognisably different naming lists. "Hispanic", "Russian" and "German" therefore are just very broad labels.

"Latin" and "Slavic" would probably be more appropriate labels.
Or even revert to functional labels as "local", "hired", "army" or some such.

But well, tangential discussion about labels is in itself quite... stupid (for lack of better word).

[Updated on: Sat, 03 September 2016 13:56]

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Corporal
Re: New feature: individual militia[message #346806 is a reply to message #346803] Sat, 03 September 2016 19:48 Go to previous messageGo to next message
Boojum

 
Messages:11
Registered:September 2016
Quote:
Some players probably remember the time where we still had only a handful of names for enemy/militia profiles and on every encounter we got some "Lachlan "Sir" Botticchio" or another which made me turn the feature off.

"Sir", "tty" and so on? Yes, I remember this time too (I play 1.13 since 2011).
Quote:
Especially since certain names have been adopted to other countries in their short form as a regular name.

I didn't know how wide is it. You are right. "My name is Petya Ivanov" sounds weird to me, but if this is in use in any country, why not.
If so, how about adding more short forms for more accordance (by now, some names have their alternative forms, and some haven't, which is a bit selectively)?

Quote:
I also don't think we should worry about obsolete names, short forms or any exact etnical conformity at all as long there no screaming typos.

Oh... If no one will complain, you are right. But these old "Osip", "Lukyan" and so on sound just like Ealdgyth (en.wikipedia.org/wiki/Ealdgyth) or Aescwine.

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Private
Re: New feature: individual militia[message #347011 is a reply to message #346806] Thu, 22 September 2016 00:42 Go to previous messageGo to next message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001
Hey Flugente, encountered issues with Militia Overview/PMC/Defector Militia. It's recruiting a second ghost/shadow set of militia then spawning 'Recruited Militia' only profiles from them.

Main post and more information in bug report thread: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22776&goto=347010&#msg_347010

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Corporal 1st Class
Re: New feature: individual militia[message #347520 is a reply to message #346290] Sat, 12 November 2016 08:32 Go to previous messageGo to next message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001
ratpaz wrote on Sun, 17 July 2016 14:45

2) It seems individual militia got problems hiring from Kerberus
I had 2 sectors full of trained militia in Drassen and all was working fine until i hired a elite militia from Kerberus, after 24 hours i got 2 new militia, the elite i ordered but also a green militia
consequently i got the error "not enough individual militia found in getidofunusedindividualmilitia"



This gentleman has had the exact same problem as I, though he has modified less .xml files. This should be fairly straight forward to reproduce, simply recruit Kerberus mercs with all features of Individual Militia set to TRUE.


This applies to new save games and fresh loads. I have modified a number of .xml files, including DifficultySettings (though this seems to have something to do with an interaction between the Militia Overview website and maybe the internal storage of variables? Maybe a bad array, or vector? )

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Corporal 1st Class
Re: New feature: individual militia[message #347531 is a reply to message #347520] Mon, 14 November 2016 01:04 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Yeah... I'm aware that there are bug reports for several features that I should look into. However I'm tied up with RL atm - mostly work. If all goes well, I'll have time in December again. I'm well aware that this sucks, but well, 1.13 doesn't exactly pay the bills, so job kinda goes first ;-)


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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Captain

Re: New feature: individual militia[message #347848 is a reply to message #347531] Wed, 28 December 2016 06:27 Go to previous messageGo to next message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001

Right, absolutely. This seems like a simple array copying issue or something along those lines; should probably be fairly easy to figure out what's going on. I'll have a look at the code and see if I can't save you some time there or write in a work-around that you can just commit to trunk.

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Corporal 1st Class
Re: New feature: individual militia[message #348223 is a reply to message #347848] Fri, 13 January 2017 15:51 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I love this feature. After more than 15 years this has made me WANT to train militia for the first time ever. Thank you for this great idea, Flugente!

Now... to bring this to the next level and really help with immersion... couldn't we add tons of individuals portraits for militia? This is something I could probably even help with, if someone can tell me the format required. I see two basic ways of increasing the number of pictures:

1) We can take the existing pictures of all in-game characters (NPC, RPC, AIM, MERC, IMPs) and edit them a little in photoshop (e.g. different hair color, altered complexion and - of course - add the green / blue beret to their heads)
2) We could just get loads of free-to-use stock pictures off the internet and bring them in the right format. These would likely be photos and mess with the current are style, BUT that doesn't seem to bother anyone with the additional IMP portraits that have been made available, so I don't think it would be a huge issue.

Not sure which of the two options would be easier to put into action, but I guess the second approach would yield more pictures than the first, as there is only so much doctoring you can do before it looks overly repetitive. What do you think?

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Master Sergeant
Re: New feature: individual militia[message #348236 is a reply to message #348223] Fri, 13 January 2017 20:42 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Well. I guess we could set up a database of pics, and show one pic per merc on the website... but, well, that would be website-only. No way to see them otherwise. Apart from that, you'd need quite a few pics there - 2 genders, 4 skin colours and 5 hair colours makes for 40 combinations. And we'd want several pics for each combination... that's quite a lot.

Apart from that, the size would have to be agreed on, as well as the format. .STI has libraries we can handle, but frankly, sti sucks. We can also handle .png, which would then require single pictures.



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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Captain

Re: New feature: individual militia[message #348239 is a reply to message #348236] Fri, 13 January 2017 21:30 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I can try. Worst case: Nothing will change ;)

Where do those 40 combinations come from? Are they from the Kerberus troops? Because at the moment, among my 27 trained militia so far there are only 2 combinations: Male and Female.

I would be happy with PNG. Could you maybe upload or PM me the existing pictures and I try to create additional pictures?

Do you have a preference which approach I should use?

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Master Sergeant
Re: New feature: individual militia[message #348240 is a reply to message #348239] Fri, 13 January 2017 21:46 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Eh...
genders: {male, female}
skin colours: {pink, tan, dark, black}
hair colour: {brown, black, white, blond, red}

2 * 4 * 5 = 40

That would be all the combinations for a militia's visuals (assuming we don't further distinguish the male bodytypes).

I'm not sure what you mean by existing pictures...?



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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Captain

Re: New feature: individual militia[message #348241 is a reply to message #348240] Fri, 13 January 2017 21:56 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Okay, maybe we are actually not talking about the same thing.

Here's what I mean:
When you auto-resolve a battle with militia involved, each militia member is represented by a small picture (portrait). Those same pictures are used on the "Militia Overview" website Enrico sets up for us. At the moment - as far as I can see from the 27 militia members I have trained - they all look exactly the same. There is only one picture for females and one for males. Plus different pictures with blue berets for the higher ranks of militia. I suggested to add pictures to give individual militia members individual faces. An I asked if you could pull those existing portraits currently used by the game out of the files for me, so I can use them as the basis for the new pictures I am going to create.

So even if (haven't checked if it is the case, but I would obviously take your word for it) the individual militia members have pink, tan, dark, black skin on the sector map, this is not currently represented by their portraits. Since this representation is not done in vanilla, I don't think it would have to be there when we add pictures either.

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Master Sergeant
Re: New feature: individual militia[message #348242 is a reply to message #348241] Fri, 13 January 2017 22:23 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Ah. We were indeed talking about different things :-)

You can see the pictures in this post.



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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Captain

Re: New feature: individual militia[message #348245 is a reply to message #348242] Sat, 14 January 2017 01:54 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
I cannot access any of the links in that thread... sorry...

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Master Sergeant
Re: New feature: individual militia[message #348246 is a reply to message #348245] Sat, 14 January 2017 02:22 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Not even this one? It's a .sti image - since you will be adding pictures to a existing .sti library.


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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Captain

Re: New feature: individual militia[message #348247 is a reply to message #348246] Sat, 14 January 2017 02:29 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Now it works. In the thread it asked me for a password... now, sorry if this is a stupid question, how do I open that sti file?

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Master Sergeant
Re: New feature: individual militia[message #348248 is a reply to message #348247] Sat, 14 January 2017 02:34 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
With a .sti editor. Hmm. You have to search for a bit I guess, Scheinwold or kermi will likely have posted a link somewhere, I have no idea where stuff is in this forum nowadays.


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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Captain

Re: New feature: individual militia[message #348251 is a reply to message #348248] Sat, 14 January 2017 02:48 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Okay, I'll check in the irc tomorrow! Thanks so far! I guess I can convert the STI to PNG and then change it back afterwards?

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Master Sergeant
Re: New feature: individual militia[message #348252 is a reply to message #348251] Sat, 14 January 2017 02:53 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Eeeeh... yes (you can open the lib, copy the pic and just insert it to paint or whatever you are using). However, be aware that the sti editor is really, really picky about colour conversions.


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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Captain

Re: New feature: individual militia[message #348253 is a reply to message #348251] Sat, 14 January 2017 02:59 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2432
Registered:October 2005
Location: Australia
The STI editor can be found here;

http://kermi.pp.fi/JA_2/Modding_Tools/

but if you're new to using it you may want to grab Tox's newer JA2STI program tool. It's a lot less crashy though I'm not sure it's entirely accessible to the public yet, best to contact tox here:

http://thepit.ja-galaxy-forum.com/index.php?t=usrinfo&id=49& and send him a PM.

For both programs you can use whatever art package you are used to (Photoshop, Gimp, Deluxe Paint big grin) and then simply cut and paste your files inside the STI editor.

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Lieutenant

Re: New feature: individual militia[message #348262 is a reply to message #348253] Sat, 14 January 2017 13:27 Go to previous messageGo to next message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
Thank you!

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Master Sergeant
Re: New feature: individual militia[message #348287 is a reply to message #348252] Sun, 15 January 2017 04:08 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2432
Registered:October 2005
Location: Australia
Flugente wrote on Sat, 14 January 2017 11:53
However, be aware that the sti editor is really, really picky about colour conversions.


To minimise palette problems or degradation when converting make sure you save your images as 256 colour indexed art, before going to STI.

For more info regarding that this thread regarding tilesets may help, just scroll down to the pic of the trucks regarding art...

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=17774&goto=285585&#msg_285585

In your case if you have about 12 militia faces, do your art, then save all of them on one screen and then convert to 256 colours, this will then generate a palette that will be more flexible for all of your faces rather than use the first one (which will look good) but then degrade all your other faces afterward.

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Lieutenant

Re: New feature: individual militia[message #348460 is a reply to message #348287] Wed, 25 January 2017 07:53 Go to previous messageGo to next message
Zero Ziat is currently offline Zero Ziat

 
Messages:7
Registered:January 2017
Location: MVD, UY
Hey. I'm running the SCI_Unstable_Revision_8366_on_GameDir_2357 and I just wanted to report I have Individual Militia enabled but the Militia website doesn't appear in my links.


Jagged Alliance is filmed in front of a live studio audience.

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Re: New feature: individual militia[message #348471 is a reply to message #348460] Wed, 25 January 2017 21:19 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The website only appears once you have either trained militia or someone defected to you.


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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Captain

Re: New feature: individual militia[message #348474 is a reply to message #348471] Wed, 25 January 2017 23:19 Go to previous messageGo to next message
Zero Ziat is currently offline Zero Ziat

 
Messages:7
Registered:January 2017
Location: MVD, UY
Yes, my bad. I actually had militia trained but the website appeared in an email from Enrico later.


Jagged Alliance is filmed in front of a live studio audience.

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thumbs26.png  Re: New feature: individual militia[message #349717 is a reply to message #347531] Fri, 05 May 2017 16:11 Go to previous messageGo to next message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001
Hey Flugente, as promised (late) I am proud to announce I figured out the issue regarding the previously mentioned bug and would like to submit it to be committed to the SVN.


Turns out the issue was with the alias types GREEN_MILITIA, REGULAR_MILITIA, ELITE_MILITIA and their scope. The alias scope did not apply to PMC.cpp or Assignments.cpp or MilitiaIndividual.cpp



Instead use SOLDIER_CLASS_REG_MILITIA or SOLDIER_CLASS_ELITE_MILITIA for function CreateNewIndividualMilitia() or include the appropriate .h/scope for those aliases to work inside of MilitiaIndividual.cpp


The alias works for StrategicAddMilitiaToSector() just fine, which is quite confusing.





[[ PMC.cpp ]] { BUGGED CODE } :


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[[ PMC.cpp ]] { CORRECTED CODE } :

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[[ Assignments.cpp ]] { BUGGED CODE } :

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[[ Assignments.cpp ]] { CORRECTED CODE } :

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Corporal 1st Class
Re: New feature: individual militia[message #349732 is a reply to message #349717] Sat, 06 May 2017 01:24 Go to previous messageGo to previous message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001

This doesn't fix issues with IndividualMilia.cpp entirely. I am working to resolve the following additional issues:

* A +1 array/vector counting issue whereby at least one array item is miscounted
* Disbanding militia does not remove their profiles. Either from the +1 error or due to wrong classname usage.
* MoveIndividualMilitia() trips over bad/corrupt profiles resulting in duplication. Even after their contract has been terminated. A clean-up method should be written to detect this.

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Corporal 1st Class
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