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I can't get MovementCosts.xml to work..

Thu, 16 May 2024 01:57

After 10 days of work I haven't a working file yet. I set ground types for my maps, I adited my file and made a TON of mistakes. I spent a few days cleaning the file and I got to the point that I'm positive there are no more mistakes, still the games crashes when hitting New Campaign (I'm positive I edited the correct file, at first it worked).

I get this error message:

Runtime error
Assertion Failure (Line 3462 in file D:a\source\source\strategic\strategic movement ccp)

Now D:\ should be the CD ROM drive.. Is the game actually looking for the game CD?!? The first thing that came to my mind was I should edit my vfs.config, but all other files I edited do work.

Also, most mistakes I made were about mismatching ground pairs. Is the message above about mismatching pairs at least? Or is it about something else?

One last thing about this string:

<BadSector>1</BadSector>

As far I can understand in the vanilla files it is only used for sectors where all entries are set as EDGEOFTHEWORLD. I had a look in other mods files and it is mostly ignored. Is it mandatory and/or actually used by the game?

v1.13 Modding, Customising, Editing | 6 comments

How to move the starting sector?

Is it possible? (It is, SOLVED!); Sun, 05 May 2024 06:36

Due to the shape of my strategic map I must move Omerta one sector to the west. I know how to move the rebel hideout but not the starting sector... If It cannot be done I'll simply add a strip of land to keep Omerta in the vanilla sectors. Please let me know.

v1.13 Modding, Customising, Editing | 2 comments

Basic question about tileset editing.

Wed, 01 May 2024 01:06

I unpacked the tilesets from my UB copy, they all load in the mapper silksmooth, I know from my previous tests that 1.13 can load maps done with UB tilesets but there's a problem: Those tilesets are sorely lacking. Long story short:

What am I supposed to do to add stuff to a tileset, copy and paste .sti and .jsd? No xml registration involved?!?

Also, apart from the 8 ground tiles limit, is there any need to have more tilesets, like a scenario objects quantity limit?

Thanks!

v1.13 Modding, Customising, Editing | 4 comments

Problem with merges..

Mon, 29 April 2024 17:17

After a dozen succesfull merges I'm hitting a wall:

The first two blocks work correctly, I.E. I can dismantle the merged item and put it back together. In the case of last two blocks I can only dismantle the item, but I cannot put it back together.

Anyway, merges.xml

       <MERGE>
<firstItemIndex>1894</firstItemIndex>
<secondItemIndex>1884</secondItemIndex>
<firstResultingItemIndex>1909</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
<MERGE>
<firstItemIndex>1895</firstItemIndex>
<secondItemIndex>1884</secondItemIndex>
<firstResultingItemIndex>1910</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
<MERGE>
<firstItemIndex>1894</firstItemIndex>
<secondItemIndex>1886</secondItemIndex>
<firstResultingItemIndex>1911</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>
<MERGE>
<firstItemIndex>1895</firstItemIndex>
<secondItemIndex>1886</secondItemIndex>
<firstResultingItemIndex>1912</firstResultingItemIndex>
<secondResultingItemIndex>0</secondResultingItemIndex>
<mergeType>4</mergeType>
<APCost>90</APCost>
</MERGE>


Then, item_transformations.xml

      <TRANSFORM>
<usItem>1909</usItem>
<usResult1>1894</usResult1>
<usResult2>1884</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
<TRANSFORM>
<usItem>1910</usItem>
<usResult1>1895</usResult1>
<usResult2>1884</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
<TRANSFORM>
<usItem>1911</usItem>
<usResult1>1894</usResult1>
<usResult2>1886</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>
<TRANSFORM>
<usItem>1912</usItem>
<usResult1>1895</usResult1>
<usResult2>1886</usResult2>
<usResult3>0</usResult3>
<usResult4>0</usResult4>
<usResult5>0</usResult5>
<usResult6>0</usResult6>
<usResult7>0</usResult7>
<usResult8>0</usResult8>
<usResult9>0</usResult9>
<usResult10>0</usResult10>
<usAPCost>20</usAPCost>
<iBPCost>20</iBPCost>
</TRANSFORM>

Now, the code is copyed and pasted, I triple checked the items number and so on.. Is the mistake in a different file than Merges.xml and item_transformations.xml?

v1.13 XML Customization | 0 comments

Winter Camo. (Solved)

Winter Camo is IN! ANYWAY!!; Mon, 29 April 2024 13:22

I discovered by chance that LOBOT supports winter camo. Character sprites are totally white and don't look good, but I don't think you can do better..

Now, winter camo IS present in the item.xl: can anybody confirm that it actually works in game?

Also, I remember that a dozen years ago or so Bobby Ray used to sell white camo kits: Was character face graphics in game?

Anyway,urrently I'm trying to download a 2012sh version of 1.13 but no luck yet.. Are such old versions still available anywhere?

v1.13 Modding, Customising, Editing | 2 comments

JA2 Sweet Revenge

Sun, 28 April 2024 16:25

https://i.ibb.co/716tNJk/main-menu.png

Hello everyone

We made a modification which was based directly on Stracciatella and works only with Stracciatella.

The main idea of this mod is that, that the all evil civilians like Doreen, Warden, General, Rat, Brenda and others are taking revenge and they imprisoned all good civilians like Father Walker, Skyrider, Yanni and others, that you will needed to accomplished any mission. But this time they will have special buildings, bodyguards and protection so it won't be easy and sometimes even very challenging.

Below are the links for the mod (all three are just the mirrors).

DOWNLOAD No1

DOWNLOAD No2

DOWNLOAD No3


And below are the mod description files.

JA2 Sweet Revenge mod description PDF

All in One description picture of JA2 Sweet Revenge PNG

https://i.ibb.co/jJ1Kjx8/All-in-One-description-picture-of-JA2-Sweet-Revenge.png




Stracciatella Project (Platform Independent JA2) | 4 comments

How to give new weapons to the Arulcan Army?

Fri, 26 April 2024 01:36

One-hundred-and-four new weapons are in! I'll add a dozen or so miscellaneous items and I'll be done with it!

Next on the menu: Give my new weapons to both the player and the A.I. I gave a look at the Army xml files and I found nothing to handle the thing. Can particular loadouts be made for the AI? In the mapper maybe? Some 10 years ago I played an AIMNAS version where the Arulcan army soldiers had consistently omogeneous gear, so it can be done I think. Any pointers?

v1.13 Modding, Customising, Editing | 2 comments

JA3 Mod help wanted

I want to implement a table progression to the roles on my mod and want some opinions on what do you think; Thu, 18 April 2024 18:45

I want to implement a table progression to the roles on my mod and want some opinions on what do you think it would be balanced enough for a lvl10 char (max level on vanilla settings), bellow is an idea on what I have been thinking so far, any feedback is welcome.

Roles at lvl 10

Marksman

+10 CTH Ranged Weapons
+10 DMG Ranged Weapons
+10 Max Hit Points

All Rounder

+10 CTH Melee Weapons
+10 Ranged Ranged Weapons (Overwatch only)
+20 Max Hit Points

Mechanic

+5 CTH Ranged Weapons
+5 DMG Ranged Weapons
+5 CTH Melee Weapons
+5 DMG Melee Weapons
+10 DMG Against Armored targets
+10 Max Hit Points


Medic

+5 Damage Resistance
+3 Movement Speed
+20 Max Hit Points

Leader

+5 CTH Ranged Weapons
+5 DMG Ranged Weapons
+5 CTH Melee Weapons
+5 DMG Melee Weapons
+5 DMG Resistance
+10 Max Hit Points

Explosive Expert

+2 Max Range for grenades
+5 Damage Resistance
+20 Max Hit Points

JA 3 Modding Talk | 0 comments

Removing permanent weapon attachments

Tue, 16 April 2024 21:20

How do I remove permanent weapon attachments (barrel extender, rod & spring) from the game? They are unrealistic.

v1.13 XML Customization | 3 comments

A semi-useless explenation about WeaponClass.xml?!?

It turns out it was a mistake from my part... Also, editing magazines is HELL.; Tue, 02 April 2024 00:10

I implemented 43 weapons that are almost half of what I need: I don't want to say it out too loud but EVERYTHING works as intended. I can order my weapons from BR without crashes, rifles are in BR rifles section, SAWs are in the SAWs one, what must be single shot only is single shot and so forth..

Now, I mostly copy and paste existing stuff from Items and Weapons .xml's to speed things up. Lately I made a line of SMG, Assault, DMR, SAW out an smg and I discovered a thing: I must set my weapons  WeaponClass as "2", IE Submachinegun. If I use another weapon class my weapons spawn with no ammo and cannot be loaded. Are my weapons going to give bonuses to snipers/machinegunners? Is this an issue that only happens when turning a given class of weapons into another? Just wandering..

v1.13 Modding, Customising, Editing | 2 comments

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