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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262726] Thu, 16 September 2010 00:25 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Tais convinced to resume work on AIM NAS...

Currently fixing a lot of minor issues for V10.



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262727] Thu, 16 September 2010 00:54 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
I love Tais
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262734] Thu, 16 September 2010 05:09 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Added the Gressar bullpup hunting rifle.

http://img534.imageshack.us/img534/9639/gressar.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262741] Thu, 16 September 2010 09:24 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Gorro der Gr

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262745] Thu, 16 September 2010 10:44 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
well maybe he wont because he's not doing extreme xml stuff atm, just some quality checks and adding a new gun..


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262753] Thu, 16 September 2010 11:50 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Tais
well maybe he wont because he's not doing extreme xml stuff atm, just some quality checks and adding a new gun..


well, if that

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262754] Thu, 16 September 2010 11:51 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
just wait for v10..
and you can always drop a new version AIMNAS over your current SCI install..


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262755] Thu, 16 September 2010 12:01 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
I had a little dispute with the Kingpin goons in C5 last night and after the smoke cleared I found all the ammo donkeys in Franks bar. Intended or a leftover from testing?

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262758] Thu, 16 September 2010 13:20 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
Mauser

i

[Updated on: Thu, 16 September 2010 13:26] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262759] Thu, 16 September 2010 13:23 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
intented - same with the santos-clones
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262767] Thu, 16 September 2010 14:37 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
I found another small issue.

Item ID 480 - 5.56 SCF mag is marked "SciFi" while item ID 2371 - ammo donkey for 5.56 SCF is not.

Doesn't make sense to be able to buy the ammo donkey for 5.56 SCF ammo if you can't buy 5.56 SCF ammo.


Also I would propose a rename of all the ammo boxes from "Ammo box, " to ", Ammo box". At the moment it is impossible to see the difference between certain ammo types. Also the boxes don't line up nicely with normal mags. After the rename they are next to their corresponding mags.

Here is an example - before:

http://img704.imageshack.us/img704/2053/ammobefore.jpg

after:

http://img255.imageshack.us/img255/3682/ammoafter.jpg


Looks much better now, no? Smile

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262768] Thu, 16 September 2010 14:42 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
yup, i always rename mine - but the smeag brings an update and it's a mess again :placard:
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262787] Thu, 16 September 2010 20:38 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Alex_SPB
Mauser

i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262791] Thu, 16 September 2010 21:13 Go to previous messageGo to next message
Wil473

 
Messages:2826
Registered:September 2004
Location: Canada
Reversing the calibre and "Ammo Crate," it is so simple and effective. Why didn't I think about this when I was redoing the ammo crates in UC-113NAS earlier...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262792] Thu, 16 September 2010 21:17 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
yeah, I might actually do that sometime...

atm I have other work to do though... adding RAS versions of M16 / M4 variants (and changing the attachment slots of the guns already in game accordingly... the current guns like the M4A1, Colt Commando and such will now only take 2x and 4x Scope and basic lasers. If you want better scopes and lasers you need to add a rail kit).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262798] Thu, 16 September 2010 22:03 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Good changes.

The MP5SD RAS version still doesn't accept M203PI.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262799] Thu, 16 September 2010 22:04 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
K0ukku
Good changes.

The MP5SD RAS version still doesn't accept M203PI.


On the SD it is intended... otherwise the SD would be too unbalanced. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262800] Thu, 16 September 2010 22:49 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
say smeagol. do you also have some "special weapons" or unique guns planned for AIM, you know, models that perform exeptionally in one special role, that are more versatile than all others and of which you might only be able to get one or very few during the course of the game? you know, just to make it more exciting and maybe get a reason to do some quests or visit some especially difficult sectors?

or mabye some sort of special

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262802] Thu, 16 September 2010 22:57 Go to previous messageGo to next message
ern3sto
Messages:4
Registered:September 2010
Location: Germany
hi folks
sry if im a bother
1st of general info, i have the unpatched/standard german version of JA 2 WF

i just downloaded the singleclick installer in the 1st post and i thought it would be an exe file or something like that...

anyway after unpacking the .7z file i get loads of files and my best idea was copying the whole directory into my JA2WF directory, so far so good everything worked fine, i saw an awesome new BG in my laptop Smile, mercs got updated weapons and all in the recruitment screen

prob is when i try to create my avatar merc the speeches are messed up, when i choose a male char i only get access to 3 voices and the 3rd is female, when i choose a women i also only get 3 voices and out of them only the 1st one works, other 2 are mute

now im quite certain this is all due to me owning the german version so do i need to install a language pack 1st or rename some files or did i fail the entire paching progress all together? oO
there aint even a readme file to go by Sad

anyway some advise would be appreciated Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262804] Thu, 16 September 2010 23:04 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
1. Welcome to the Pit, ern3sto :wave:

2. No version of 1.13 or any mod based on 1.13 is supposed to work together with (retail) WildFire, no matter what language. They're all based on vanilla JA2 and need it to work properly.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262805] Thu, 16 September 2010 23:09 Go to previous messageGo to next message
ern3sto
Messages:4
Registered:September 2010
Location: Germany
hi and thx for the welcome

and damn i thought it said wildfire 1.13 in the screen so i thought it would work Sad

EDIT: soooo what exactly do i need to do now and what is "vanilla" JA... never heard of that O.O
i only own WF so yeah >.>

EDIT2: ok seems like my father still kept his old JA 2 CDs Smile
anyway does it only say WF in the title cause WF is part of the mod?

[Updated on: Thu, 16 September 2010 23:25] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262808] Thu, 16 September 2010 23:28 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
Vanilla= the ordenary ice and software (here the latest official) JA2

It's called WF mod since it is JA2 1.13 with WF6 maps (and mercs)

The original WF6 is much tougher.

[Updated on: Thu, 16 September 2010 23:33] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262809] Thu, 16 September 2010 23:31 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
ern3sto
hi and thx for the welcome

and damn i thought it said wildfire 1.13 in the screen so i thought it would work Sad

EDIT: soooo what exactly do i need to do now and what is "vanilla" JA... never heard of that O.O
i only own WF so yeah >.>

EDIT2: ok seems like my father still kept his old JA 2 CDs Smile
anyway does it only say WF in the title cause WF is part of the mod?


Unfortunately Brot is right. 1.13 Mods won't work with retail version of Wildfire (the one from iDeal Games // Zuxxez). You will need to get your hands on a JA2 Gold version (could be more or less hard to get, but should usually be available at a bargain price IF you can manage to get your hands on it... I bought mine for like 3


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262810] Thu, 16 September 2010 23:49 Go to previous messageGo to next message
ern3sto
Messages:4
Registered:September 2010
Location: Germany
so what i need to make this work is

A. retail version of JA 2 or JA 2 Gold
B. the "JA2 1.13 3111 exe SVN@1194 Full" (85MB) patch from this page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1#Post172234
C. the AIMNAS WF6.06 mod from this thread

that about right?

thx very much Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262813] Thu, 16 September 2010 23:58 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
ern3sto
so what i need to make this work is

A. retail version of JA 2 or JA 2 Gold
B. the "JA2 1.13 3111 exe SVN@1194 Full" (85MB) patch from this page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1#Post172234
C. the AIMNAS WF6.06 mod from this thread

that about right?

thx very much Smile



Yupp. :happybear:


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262819] Fri, 17 September 2010 00:17 Go to previous messageGo to next message
ern3sto
Messages:4
Registered:September 2010
Location: Germany
k thx

i think i will stick around here, this community seems cool VEEERRRYYYY dedicated which is awesome imo and there are many new things for me to learn here and many mods to discover (i only beat WF 3 times... shame on me)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262821] Fri, 17 September 2010 00:39 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Added rail conversions of the following guns:

Colt SMG 9mm
Colt SMG .45
M4A1 -> M4 MWS
M16A2 (was M16A4... the A4 will get a new item) -> M16A2E1
Bushmaster M4A3
.50 Beowulf (the non-rail version now has a carry handle)


also added the MK18 Mod0

Guns with carry handle will only accept 2x and ACOG scopes. Also the amount of lasers will be limited to Laser Sight, Reddot Lam, Insight Lam-200 and AN/PEQ (so basically no more Rifle LAM on those guns... if you want a rifle LAM, you'll need to get a rail version).

Rail version weigh 0.1 more and are slightly harder to repair (-1 to repair difficulty) and of course will take a bit more attachments, but otherwise are exactly the same.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262823] Fri, 17 September 2010 00:52 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
ern3sto
so what i need to make this work is

A. retail version of JA 2 or JA 2 Gold
B. the "JA2 1.13 3111 exe SVN@1194 Full" (85MB) patch from this page http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=172234&page=1#Post172234
C. the AIMNAS WF6.06 mod from this thread

that about right?

thx very much Smile


Actually, for B. you will probably want either the 1-click installer from here, as the one you are pointing to above is about a half a year out of date, or Tais' single-click installer from here, where the Wildfire one already includes AIMNAS.

smeagol
Added rail conversions of the following guns:


Really looking forward to seeing your changes, smeagol! And if you're getting tired/burned out, is there anything that we in the community can do to help?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262826] Fri, 17 September 2010 01:47 Go to previous messageGo to next message
xenon2050

 
Messages:11
Registered:October 2009
Quick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it? Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262827] Fri, 17 September 2010 01:55 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
silversurfer


Also I would propose a rename of all the ammo boxes from "Ammo box, " to ", Ammo box". At the moment it is impossible to see the difference between certain ammo types. Also the boxes don't line up nicely with normal mags. After the rename they are next to their corresponding mags.




There is a very specific reason why I didn't do it that way. I remembered today when I worked on the XMLs in the editor. And The reason is really rather simple: It is much more convenient, when the editor sorts the stuff alphabetically (this way all ammo box items are neatly sorted after magazine type items...). This makes it much easier for me to mod the stuff. Thus a renaming of those boxes probably won't happen, sorry. Sad

Maybe I shorten ammo box to A.B. or something...

[Updated on: Fri, 17 September 2010 01:57] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262828] Fri, 17 September 2010 02:16 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
"Box" is enough, we all see it is ammo.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262830] Fri, 17 September 2010 02:25 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Nori
Quick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it? Smile


I've seen this happen as well, and I expect it's a problem with the executable, not AIMNAS per se. I think the only way around this in a current game is to hexedit the save.

See silversurfer's post in another thread for details.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262832] Fri, 17 September 2010 02:49 Go to previous messageGo to next message
xenon2050

 
Messages:11
Registered:October 2009
reVurt
Nori
Quick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it? Smile


I've seen this happen as well, and I expect it's a problem with the executable, not AIMNAS per se. I think the only way around this in a current game is to hexedit the save.

See silversurfer's post in another thread for details.


Hmm, well I just used Tais's SCI and then used the EXE Smeagol posted. Is that what I should have done? Would like to fix it for any future games.
Thanks
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262833] Fri, 17 September 2010 03:23 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Nori
Hmm, well I just used Tais's SCI and then used the EXE Smeagol posted. Is that what I should have done? Would like to fix it for any future games.
Thanks


I doubt it. In the linked thread, it looks like the issue has been found and that someone was working on it, but when exactly that trickles down into a version of Tais' SCI is anybody's guess.

Whenever it happens to me, my solution is always to sell off everything not bolted down and then take Alma. Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262838] Fri, 17 September 2010 09:36 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
any new release with an exe version higher than 3672 will have the fix for the mines shutting down..
i compile beta code, dont expect it to be perfect Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262845] Fri, 17 September 2010 12:09 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
@Smeagol

I was pretty sure that you need this "Ammo box" string for searching and modding. That's why I didn't want to remove it completely although from the picture we can clearly see it is an ammo box.
Well, it doesn't bother me anymore because I already renamed mine but for the other players it might help if you rename them to something shorter. Smile


Nori
Quick question. I've been playing through with AIMNAS and love it (Thanks for your hard work!) but I've ran into a weird problem. I have "WHICH_MINE_SHUTS_DOWN" set to 0 and yet the Drassen mine shut down. I had a save from before I got the notice, so I reloaded but it didn't do any good it still shutdown.

Any ideas or ways to reverse it? Smile


This is caused by a bug. It's already fixed in the latest code revision but that doesn't help players who started their game with a bugged exe. If you are into hex editing you might try my solution which I posted over here:

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262256#Post262256

If your mine is already shut down (doesn't produce anything anymore) you might need to check "fShutDownIsPermanent" and "fShutDown" as well. If you only have been warned about the coming shutdown the solution that I provided to Logisteric should do.


edit: oops, there already was another page. Very Happy

[Updated on: Fri, 17 September 2010 12:13] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262852] Fri, 17 September 2010 13:34 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just uploaded V10.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262859] Fri, 17 September 2010 14:59 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
compatible with V9 saves?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262938] Sat, 18 September 2010 01:18 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
Gorro der Gr

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262964] Sat, 18 September 2010 19:00 Go to previous messageGo to previous message
xenon2050

 
Messages:11
Registered:October 2009
Tais
any new release with an exe version higher than 3672 will have the fix for the mines shutting down..
i compile beta code, dont expect it to be perfect Smile


Well thank you for compiling it in the first place it was very helpful! I'll keep a eye on this thread for a updated EXE, but until them I can live with one mine going bye-bye. Wink
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