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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

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

Stracciatella Project (Platform Independent JA2) |
13 comments
How to give new weapons to the Arulcan Army?
SOLVED; 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
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
Troubles with new weapons again.. (SOLVED!!)
And I hope solved for good..; Thu, 28 March 2024 23:25
I wasted my afternoon in doing something I already did: adding new weapons at the end of the lists.
(My apologies, I feel like a cry overcomplicating things..)
Why I'm posting: The game crashes with an hunandled exception wich is a NEW problem for me. I never experienced it before.
Status of my files: I got fresh .xml's files from a new install. I only edited Items, Weapons and Attachments .xml's. Currently I reverted to a clean attachments.xml, but the game crashes just the same.
I checked Gunxx.sti, MDGUNS.sti and SMGuns.sti a dozen times, they are ok.
Expected behaviour when cheating a weapon in game: A weapon that can be fired and inspected with right clicking (And hopefully show right inventory/ground pictures): it should show just the 4 standard attachments slots.
What I get instead: The game crashes upon browsing BR site or right clicking on the weapon in my inventory. In an early attemp I modded in 3 weapons, only the first one showed the correct graphics.
Last but not least: Since it's a new problem maybe it's not related to my .xml's, instead it's a 1.13 bug?!? The version I'm using: JA2_113-v1-115-g32cae66-Ga965L0144-English. Should I upgrade for this?
Anyways, my .xmlfiles (It simply is copy and paste):
Items.xml
<CROUCH_MODIFIERS/>
<PRONE_MODIFIERS/>
</ITEM>
<ITEM>
<uiIndex>1762</uiIndex>
<szItemName>VT-A</szItemName>
<szLongItemName>VT-A Semiautomatic</szLongItemName>
<szItemDesc>Favored by most military officers, this Austrian semi-automatic pistol is considered the defacto standard side-arm worldwide.</szItemDesc>
<szBRName>VT-A</szBRName>
<szBRDesc>Even though most of this Austrian pistol's parts are plastic, it will get detected by airport x-ray machines. The simple design of this recoil-operated self-loader contains only 32 components and is a common army issue worldwide.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>1762</ubClassIndex>
<ubCursor>3</ubCursor>
<ubGraphicNum>374</ubGraphicNum>
<ubWeight>6</ubWeight>
<ubPerPocket>1</ubPerPocket>
<ItemSize>1</ItemSize>
<usPrice>796</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>4</bReliability>
<bRepairEase>3</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BR_NewInventory>5</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>36</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
<STAND_MODIFIERS/>
<CROUCH_MODIFIERS/>
<PRONE_MODIFIERS/>
</ITEM>
</ITEMLIST>
Weapons.xml:
<usOverheatingDamageThreshold>20000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>100</usOverheatingSingleShotTemperature>
</WEAPON>
<WEAPON>
<uiIndex>1762</uiIndex>
<szWeaponName>VT-A</szWeaponName>
<ubWeaponClass>1</ubWeaponClass>
<ubWeaponType>1</ubWeaponType>
<ubCalibre>2</ubCalibre>
<ubShotsPer4Turns>18.72</ubShotsPer4Turns>
<ubBulletSpeed>21</ubBulletSpeed>
<ubImpact>25</ubImpact>
<ubDeadliness>16</ubDeadliness>
<ubMagSize>15</ubMagSize>
<usRange>115</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>100</BurstAniDelay>
<ubAttackVolume>50</ubAttackVolume>
<ubHitVolume>3</ubHitVolume>
<sSound>299</sSound>
<sReloadSound>100</sReloadSound>
<sLocknLoadSound>106</sLocknLoadSound>
<SilencedSound>156</SilencedSound>
<bBurstAP>20</bBurstAP>
<APsToReload>12</APsToReload>
<SwapClips>1</SwapClips>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
<ManualReloadSound>476</ManualReloadSound>
<nAccuracy>6</nAccuracy>
<ubAimLevels>3</ubAimLevels>
<Handling>9</Handling>
<usOverheatingJamThreshold>20000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>13500</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>45</usOverheatingSingleShotTemperature>
</WEAPON>
</WEAPONLIST>
Any ideas guys?
v1.13 Modding, Customising, Editing |
2 comments
AttachmentSlots.xml - about coordinates used in there
Thu, 28 March 2024 01:55

-
It's probably of no concern for most players, but modders might find some use for AttachmentSlots.xml
Part of it is for defining the position of attachment slots at the UI panel
While doing some modding, I ended up at this xml and asked myself about the tags
<usDescPanelPosX>
<usDescPanelPosY>
-
What are they refering to? Where's 0/0 in this coordinate sytem?
The picture should show a brief explannation on that
Basically, 0/0 is the very top left of the panel
For testing purposes, I gave the default slot 1 in AttachmentSlots.xml the coordinates 0/0 (named "A" in the picture)
(don't mess with default slots for real, that was just done to showcase things !!)
That resulted in some things not being shown. There's a little sidebar left of the actual attachment slot, the width of this should be considered when editing coordinates.
The actual position the coordinates refer to is the top left of the slot, not the sidebar
Another thing might worth consideration are the panel frames. Those also have some width and, depending on position of slot, that may result in them not being correctly shown.
Considering the frame and sidebar, I next used 9/7 for default slot 1 and this time things looked ok (named "B" in the picture)
(again, don't mess with default slots unless you know what you do, I just used it to showcase things)
So, that's how I found out where 0/0 is in this coordinate system and should I ever feel the urge to shuffle attachment slots, it should be a little easier
-
v1.13 XML Customization |
0 comments
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