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Re: Militia Factions Mod[message #215782] Thu, 07 May 2009 19:49 Go to previous messageGo to next message
lockie

 
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I...Is...th... that Mary Whiplash ? I'll be right over............ :blah:


Re: Militia Factions Mod[message #215783] Thu, 07 May 2009 19:50 Go to previous messageGo to next message
Off_Topic

 
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The revised version is up now in the Mod Guide...


Re: Militia Factions Mod[message #215868] Fri, 08 May 2009 05:44 Go to previous messageGo to next message
KEN C

 
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Thanks Will, Thanks Off_Topic
Re: Militia Factions Mod[message #215907] Fri, 08 May 2009 13:11 Go to previous messageGo to next message
Will Gates

 
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Hold your fire, I will not harm you... OT still has to replace some files; later today and all will be well.

Playing MFM + Fixed PCM3 on three games (Novice/Normal/Expert). In 1st game have hired all PCM recruits except Darrel (man he just won't join) and have had NO crashes whatsoever since discovering my self inflicted glitch and fixing it.

Re: Militia Factions Mod[message #215918] Fri, 08 May 2009 14:05 Go to previous messageGo to next message
Will Gates

 
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It is done. Safe to download now. One thousand thanks to Off-Topic. Smile

Re: Militia Factions Mod[message #216095] Sat, 09 May 2009 18:53 Go to previous messageGo to next message
Native_Elder

 
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Will Gates
In 1st game have hired all PCM recruits except Darrel (man he just won't join)



i think he does in PCM. do you use a custom map?
Re: Militia Factions Mod[message #216444] Tue, 12 May 2009 10:50 Go to previous messageGo to next message
Will Gates

 
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yes but it is npc & quest safe provided you can "open" the shed during the battle with queen's troops. I've looked in quest edit and marrying Flo to his dad is an important criteria but still doesn't seem to do the trick... for me anyway. Dammit I want to hear Khorr's hick lines in game! All the others join up no problems inc my newer three. Joey is super speedy (ah the unfettered joys of youth) and turns into an ok merc pretty quick too.

Re: Militia Factions Mod[message #217077] Mon, 18 May 2009 07:51 Go to previous messageGo to next message
Khor1255

 
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And here I was thinking you'd get a kick out of my butchered cockney lines. They had a couple friends shooting beer out of their noses. I suppose they might not translate very well over the pond.
Re: Militia Factions Mod[message #217090] Mon, 18 May 2009 12:45 Go to previous messageGo to next message
Will Gates

 
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Accents are very hard to master. If you could distinguish between Glasgow & Edinburgh, and then take them off convincingly you'd be an actor of oscar potential. The differences between Dublin & Belfast. The subtle distinction between Cornwall & Devon etc. All you ever see on TV is super duper posh (non regional) and some kind of generic esturine cockney (which is also butchered so I think people would laugh here too... we're quite hard to offend really).

[Updated on: Mon, 18 May 2009 12:45] by Moderator


Re: Militia Factions Mod[message #217177] Tue, 19 May 2009 04:06 Go to previous messageGo to next message
Khor1255

 
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Yeah, my excuse was that he spent most of his youth in Canada but... I'm really excited to see what the modders are doing these days. I have a feeling a really great one is in the making.


Well, I am an optimist after all. I still believe in SFI Clause if you can believe that.
Re: Militia Factions Mod[message #217233] Tue, 19 May 2009 16:02 Go to previous messageGo to next message
Will Gates

 
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2 that I know of (but then again you're aware of both of those too). Such a shame good Sir Tech died fighting the evil dragon of Bangk Rupcii. SFI Clause is another matter; dormant not dead.

Re: Militia Factions Mod[message #218175] Thu, 28 May 2009 11:02 Go to previous messageGo to next message
Will Gates

 
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PCM plus 3. Final Cut or 3rd time lucky. I was still having the odd crash because the memory in turn based occasionally went over the limit. Dammit Musky why? Ah I see. Where possible all sound files now converted to EXACT JA2 FORMAT (half the size) plus Mary given buddy lines for John. Scorpion & I discussed this area and there is a lot more to do e.g. Matt & Dynamo or all the miners hate Calvin... however I won't be the one to do it. I busy with other stuff now. Will send Off Topic the final cut of PCM plus 3 later today

Re: Militia Factions Mod[message #218176] Thu, 28 May 2009 11:25 Go to previous messageGo to next message
lockie

 
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Quote:
however I won't be the one to do it. I busy with other stuff now.


JA or non Ja related ? I think we should be told Smile


Re: Militia Factions Mod[message #218182] Thu, 28 May 2009 12:04 Go to previous messageGo to next message
Will Gates

 
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Bit of both as it happens. & some other third thing too.

Re: Militia Factions Mod[message #218185] Thu, 28 May 2009 12:11 Go to previous messageGo to next message
lockie

 
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Well thanks Dr Mysteriouso Very Happy


Re: Militia Factions Mod[message #218190] Thu, 28 May 2009 12:38 Go to previous messageGo to next message
Will Gates

 
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Wah yoo wahn? 42 & chips?

Ok JA stuff... I look at two other peeps work, I make maps for another and some demo maps perhaps for the secret project. Also a deep experiment which if sucessful will totally change what modders can do with NPC's... results will be published if it works so fingers crossed on that one.

Real life stuff I have fun things to attend plus I begin to meet potential new bunnies on a dating thing, really want to find a girlie who's into gaming and will understand my strange hobby!

That enough Mr.N.Parker?

Re: Militia Factions Mod[message #218247] Thu, 28 May 2009 15:05 Go to previous messageGo to next message
lockie

 
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you ge' ou' shop now , bad mans , I no give you flied lice !

Quote:
begin to meet potential new bunnies on a dating thing, really want to find a girlie who's into gaming and will understand my strange hobby!
Never going to happen Very Happy . So settle for one who'll be content to see you mebbe twice a week Very Happy


Re: Militia Factions Mod[message #218255] Thu, 28 May 2009 15:26 Go to previous messageGo to next message
Will Gates

 
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I can but dream of a Leelah type (from Ctrl-alt-delete comic strip). Failing that I'll just get all Fry with a Turanga Leela type instead. Something to put in the blurb anyway "must look like Halo Jones and sing like Elizabeth Frazer" mwha ha.

Re: Militia Factions Mod[message #218289] Thu, 28 May 2009 18:06 Go to previous messageGo to next message
lockie

 
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Hmmm . now I see you as 'Zap Brannigan' Very Happy


Re: Militia Factions Mod[message #218301] Thu, 28 May 2009 19:04 Go to previous messageGo to next message
Will Gates

 
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Bite my shiny metal ass Scottish Meatbag (hey that makes you a Haggis). Actually I'm probably a blend of Fry, Bender & Kiff with a hint of the Professor thrown in. Absolutely no Zapp or Zoidburg in the mix thanks!

Re: Militia Factions Mod[message #218307] Thu, 28 May 2009 19:42 Go to previous messageGo to next message
lockie

 
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Hmmmph , jes' call me 'Scruffy' Wink


Re: Militia Factions Mod[message #218491] Sat, 30 May 2009 20:32 Go to previous messageGo to next message
Khor1255

 
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Funny, I always took you for a Hermes type.
Re: Militia Factions Mod[message #218879] Wed, 03 June 2009 14:00 Go to previous messageGo to next message
Will Gates

 
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Small note for anybody using PCM + 3 on an older computer. As a rule of thumb don't have anymore than three PCM characters per six man squad otherwise the memory can get tangled up and chuck you out of the game. I've got a squad of whome five are PCM so it still bugs out now & then... until I turned the read ahead function off... not really advisable but stops the crashes.

Working on a very silly 13th person for PCM hope to be done this weekend. Step forward Mr. Jerry Mellow (he already had full set of face files so was the obvious next choice) I'll do what I can with the limited lines... man!

[Updated on: Thu, 04 June 2009 12:25] by Moderator


Re: Militia Factions Mod[message #219212] Fri, 05 June 2009 11:26 Go to previous messageGo to next message
Will Gates

 
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Though please note this 13th silly will be a PCM for UB not JA2. Jerry is slot 076 which is Auntie in JA2 & I wouldn't want to break the bloodcat quest. Over half the lines already done (0 to 78 e.g. std JA2 requirement, just the additional UB required lines left to do (79 to 120)). At least by externalising all his files he can be picked up by others, renumbered, used elsewhere etc. It's cool man. Real cool.

Re: Militia Factions Mod[message #219866] Mon, 08 June 2009 11:37 Go to previous messageGo to next message
Will Gates

 
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Sending Off Topic the Jerry Mellow files. As it stands a PCM for UB & almost all UB mods as Jerry is almost always the pilot. Can be used in JA2 if you renumber him but watch the face files... need to be realigned if used in JA2 & JA2 mods.

Additional: I hope to release final upgraded MFM & MFM-Tracona before too long; in fact I must because I'm not nearly as well as I thought I was dammit. If I suddenly stop coming to the pit at least you'll know the reason for it.

[Updated on: Mon, 08 June 2009 18:22] by Moderator


Re: Militia Factions Mod[message #223340] Thu, 25 June 2009 17:19 Go to previous messageGo to next message
Will Gates

 
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In the post to Off-Topic today was sent my final (yup I really hope so) upgrades for MFM & MFM-Tracona. They are full re-releases so should replace everything and no need to follow the old complicated instructions of fetch this bit from here & that bit from there etc.

MFM; tweaked SME & Map.bins (OMG I wish I'd really understood just what you could do with these 1st time round), tweaks to some items (Val now takes scopes etc), PCM+3 characters already added, a lot of map work, tweaks to JA2set & Tilesets, an additional missile base somewhere, new palette, corrected prof.dat, a third Exe included (Queen's Offensive plus Low Income) for extra toughness.

MFM-Tracona; a new map or three, corrected prof.dat, John & Tex now simultaneously recruitable in New Game (not sure what happens in Import Game), Jerry Mellow recruitable, new palette; that's about it. Hey it's only UB what did you expect!

(For 1.13 the new maps should be fine so long as you install the JA2set to binary data and the copy the tilesets themselves. Other than that, how much or how little of MFM you want in 1.13 is up to you. The prof.dat makes sense if you're using the maps because of where characters are placed etc, though I'd stick with the original MFM 1.13 versions of the prof.dat. for weapons with correct ammo reasons alone.)

Included alongside the above two re-releases is my Guerrilla Warfare style maps. This is a set using GW Maps as a base with about 50 or so more "in the same GW style" added by me. It's not for meant for Wildfire but ordinary JA2* & 1.13 instead. No clever changes to tilesets or anything fancy. Just some damn tough maps for your enjoyment. (I also corrected about 10 GW maps that had tiny graphical errors while I was in there... not a criticism; we all make minor mistakes here and there)

*I'm using it with the 800x600 HiRes... spot on.

[Updated on: Fri, 26 June 2009 13:52] by Moderator


Re: Militia Factions Mod[message #223358] Thu, 25 June 2009 19:10 Go to previous messageGo to next message
Off_Topic

 
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Cool, i'll upload as soon as i get them.


Re: Militia Factions Mod[message #224128] Mon, 29 June 2009 12:54 Go to previous messageGo to next message
Off_Topic

 
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Registered:January 2009
Hey Will,

Got your package this morning, i'll hopefully upload tonight.


Re: Militia Factions Mod[message #224130] Mon, 29 June 2009 13:01 Go to previous messageGo to next message
Will Gates

 
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Marvey. Give them a go yourself too. I want to be sure they're as "nasty" as I'm finding them or if indeed I'm just the world's crappiest JA2 player when all's said & done!

Re: Militia Factions Mod[message #224446] Tue, 30 June 2009 19:38 Go to previous messageGo to next message
Will Gates

 
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:bow:

All hail to Off-Topic and his marvellous mechanical database; all the above stuff is now available via his super mod-depository thread.


Re: Militia Factions Mod[message #226872] Sun, 12 July 2009 08:39 Go to previous messageGo to next message
Kaerar

 
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Just got the latest downloads Smile

Also could you post a list of the guns and their types please (or email it) as I have a plan you might be interested in seeing as I have time for modding at the moment Smile
I have a full replacement of all the gun pics and some of the item pics in mind. I need to know the types of guns though as they aren't all obvious from the pics you used Wink

OMG I managed to get the 1.07 version working Very Happy

I haven't been able to do that for ages!!!

Now to get the 1.13 version sorted out :diabolical:

[Updated on: Mon, 13 July 2009 11:02] by Moderator



Re: Militia Factions Mod[message #227004] Mon, 13 July 2009 15:45 Go to previous messageGo to next message
Will Gates

 
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Dammit musky you mean I gotta do more work? That reminds me I did promise a slightly different map set for 1.13 (removes placed militia as all towns have training allowed/loyalty used tag) which I will do at same time as your list thing.

Re: Militia Factions Mod[message #227018] Mon, 13 July 2009 17:30 Go to previous messageGo to next message
Kaerar

 
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Cool, I'll also need to know if you have liberally placed items on maps, as if that's a yes I'll have to go edit the bastards Wink

I can do a Single Click install for 1.07 now too Smile


Re: Militia Factions Mod[message #227292] Wed, 15 July 2009 19:09 Go to previous messageGo to next message
Kaerar

 
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OH MAN you like to make things hard!

This weapon list has to be the list of the most obscure or useless guns to ever be made on this Earth. That Zamorana is a CZ-G2000 from Czech which was barely made due to losing out to the CZ-75 in the trial it entered. The BSA's in slots one and two are actually FN Browning BDA .380/BDA9's (that had me thrown for a while!). Pics for the Zamorana are non-existent and the one that is there is not so great for editing (meaning full redraw which takes ages!). And that's just the first few pistols.

Is there any particular reasoning behind the guns chosen or was it more for the differentiation factor?


Re: Militia Factions Mod[message #227320] Wed, 15 July 2009 21:16 Go to previous messageGo to next message
lockie

 
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Is there any particular reasoning behind the guns chosen or was it more for the differentiation factor?


In Will' defence , he aint no gun nut ! Smile , and I believe these were in original ja files ?


Re: Militia Factions Mod[message #227377] Thu, 16 July 2009 05:31 Go to previous messageGo to next message
Kaerar

 
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No, not one is in the original game Surprised

They are all however on guns.ru, so I can guess how he came by them (even used all the pics off guns.ru!).

I know Will's no gun nut (what he did with the XM8's and G36's in MFM Tracona shows that!!!), so I thought I would help out a bit (being a gun nut...). I can find replacements for nearly all the guns in the mod no probs, and stick the descriptions into the MyWeapons.txt too.

I just wanted to know Will's feelings on the subject and what to replace each gun with. For instance I wouldn't have thought the British Service Pistols would be all that common in Arulco (or wherever MFM is set unless it's near the UK or one of their colonies). There are also a couple of Lee Enfield Rifles, easy enough to make good pics for, but are they correct for the setting. Just things like that Smile

I'm not having a go, just had a really frustrating time trying to work out what was what!!!


Re: Militia Factions Mod[message #227422] Thu, 16 July 2009 12:18 Go to previous messageGo to next message
lockie

 
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I'd love to see MFM brought up to date , graphics , guns , equipment etc , and NIV .
Wishful thinking , I know......... Very Happy


Re: Militia Factions Mod[message #227443] Thu, 16 July 2009 14:35 Go to previous messageGo to next message
Kaerar

 
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I'm planning on the normal MFM getting the pic treatment to the best of the original Palettes and also the Tracona version (if Will agrees that is Wink ). The 1.13 stuff is a little harder due to some custom stuff done. If we can get the Flamer working then great. Same with the Robot. The maps need to be redone for the new weapons in 1.13 or alter the existing XML's to have the stock MFM guns and ammo in the right slots. Then use the ToG or Normal Guns settings to choose between MFM weapons only and MFM + 1.13 guns (of which the latter won't appear in map, only off corpses). But that mod is a bit longer in the making.


Re: Militia Factions Mod[message #227491] Thu, 16 July 2009 21:00 Go to previous messageGo to next message
lockie

 
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someone buy Will a more up-to-date pc............ Smile


Re: Militia Factions Mod[message #227567] Fri, 17 July 2009 11:47 Go to previous messageGo to previous message
Will Gates

 
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Yes all the guns pix came off that RU site. The fictionalisation of some were part of the fun for me. This ain't reality. However for the choices it is explained way early in the mfm threads. Alrulco is next to Belize (former Brit Colony still has Brit forces there as they are too poor to fund a proper army of their own and were invaded by Guatamala on the first day of their independence I bleeve). This means stock weapons are Brit Army Surplus (circa Falklands-Malvinas clash), Spanish Army Surplus (always a trade to South America); South American (yes the Zamorana does exist) and a few odds & sods. It's a simple conceit that Alrulco probably has a mostly Hispanic population but they mostly speak English... just like Belize.

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