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Re: Arulco Revisited Mod[message #357572 is a reply to message #357518] Wed, 19 June 2019 23:15 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
@ nod :

Thanks for encouragement. I can't say when I'm finished but I'm on it. Right now I'm playtesting a lot and that's rather time-consuming. I allreday found out that I have to re-think volunteers because the way I did you'll gain way too much. This and other balancing stuff will take a while. So, I'm begging you and everyone for a little patience.



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Master Sergeant
Re: Arulco Revisited Mod[message #357575 is a reply to message #357572] Thu, 20 June 2019 11:45 Go to previous messageGo to next message
nod is currently offline nod

 
Messages:5
Registered:June 2019
Location: Poland

@Kitty

I'm trying to make my posts in a way that won't make it look like I'm rushing you - and it's way harder than it seems! :] However - I am really not, honestly. Take as much time as you deem necessary. Release your work when YOU think it's ready for it.

On the other hand - for you to be satisfied with it, it doesn't need to be absolutely perfect. Nothing is, really. Don't be afraid releasing your work with some known minor issues. You may iron those out later, if you still have patience for it. ;)

That could also adhere to how you work on the mod in general. What I mean is - this is a big game. Mods overlaid on it make it even bigger. That means ALOT of work, and I'd imagine (and your earlier posts seem to confirm that) much of it is tedious. My advice is: when working on a feature, don't try to force your way through it, if it gets too tedious. Set yourself a milestone, reach it, then move on to something else until you feel like you can come back to it. Like, eg: "Those freaking map changes take way too long, I'd rather be doing something else rn. I'm gonna do 4 more sectors - I'll have 30 done. I'll move on to [X] and come back to map changes some time later". It's almost like your passion for a project is a resource you have to manage ;DD Also, when returning to a suspended feature after a time, you have greater knowledge on how your project unfolds as a whole, which may affect the way you do things when u return to it.

Now, you seem to have a great deal of work done already (woooo!), so this advice comes WAY late, but whatever ;D
If I've made it again look like I'm rushing - sorry! >.< Take your time. Have fun with it.
Cheers!

PS. As you can see I too have a strong proclivity towards rambling ROFL

EDIT: removed an emoji that somehow appeared totally out of place not sure

[Updated on: Thu, 20 June 2019 11:47]

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Re: Arulco Revisited Mod[message #357696 is a reply to message #357575] Fri, 26 July 2019 22:21 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
@ nod

Thanks for the advice and encouraging words.

I must admit, that I already jump back and forth between things I try to implement/solve happy Some stuff turned out a major hindrance, some went just fine.

I also changed my view of a possible time when I will be "finished". When I started this, I thought about two or three weeks, but now I allready spent months and think it will most likely turn out to come close to a year or even more.

Somehow hooked on this not sure , even so whenever I think it's close another issue jumps to my eye that I hadn't realized sooner.

I'm learning a lot and this and the feeling when something turened out like assumed sure is fun for me shy

Right now, I continue implementing the Additional Merchants in AR-Cities (those in the shops) and playtesting if they work and how much I messed up balance by adding to much good stuff and so on.
And I also have transferred stuff to newest 1.13-build (8681/2476).




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Re: Arulco Revisited Mod[message #357731 is a reply to message #357696] Mon, 29 July 2019 16:33 Go to previous messageGo to next message
HellsWind is currently offline HellsWind

 
Messages:43
Registered:October 2018
Location: Netherlands
Hello.

I'm trying to figure out how to get AIMNAS (items) to work with Arulco Reloaded (maps).

Could anyone nudge me in the right direction please?

[Updated on: Mon, 29 July 2019 16:33]

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Corporal
Re: Arulco Revisited Mod[message #358021 is a reply to message #357731] Tue, 10 September 2019 01:11 Go to previous messageGo to next message
Zalpha is currently offline Zalpha

 
Messages:32
Registered:July 2009
Location: South Africa
I love this mod, it is one of my favorites so thank you for making it. I don't think it will ever be updated but I still enjoy playing it none the less.

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Private 1st Class
Re: Arulco Revisited Mod[message #358022 is a reply to message #358021] Tue, 10 September 2019 02:34 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
Successfully triggered happy

I currently try to update it. Most new features I got working, a few still need some more work. Since I started with zero knowledge, each and everytime I run into something, I first must try to learn it.
I try to do two versions. One "just" being a basic update and another with stuff added by me. Ever since Latzee mentioned that I should think about people that might not like what I've added, I ended up doing this two version-thing. I think he has a fair point.

This will take longer, but also, while learing things I wanted to add, I stumble across stuff that had to be fixed in basic-version, too.
For example: While trying to add a new basement, I found some wall-segments that didn't provide any cover. It took me a while to figure out why. In the jsd (structure definitions) for the sti (graphics) few wall segments for basement walls were wrong (90 degree angle). So I had to learn about jsd, fix this and then added it for both versions.
I'm also more then happy, that with the latest build, the map-editor problems I had, were solved. Item placement and new groups of civilians (like the smugglers) where a real pain to deal with before.

I don't dare to state any time anymore. Everytime I thought that soon I'll be finished I run into something while playtesting. All I can say is, that I'm working on it and ever since I overcome the frustrations of the time I started, I'm pretty convinced that I'll finish it also. It would be a shame to stop after all the progress made, it's rather finetuning now then anything else. But without this finetuning some things would be odd, so...

While waiting I highly recommend using AR with the new exe by sevenfm and/or in combination with SDO-mod. That's my favourite for AR.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Arulco Revisited Mod[message #358063 is a reply to message #358022] Mon, 16 September 2019 03:59 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2416
Registered:October 2005
Location: Australia
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRe3NJcHEEWoeHpfo9HDuSrIm2SopSMQLlkLFvG9fTKYusZ0tNx

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Re: Arulco Revisited Mod[message #358849 is a reply to message #358063] Thu, 23 January 2020 07:13 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
Due to RL I can't spend as much time on updating AR for recent v1.13 versions as wanted, so I say it's finished when it's finished, but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. The expanded version still lacks some permissions for other peoples stuff I like to use, it's kinda difficult to get even in touch with those. I will create a new subthread in AR-thread when I upload stuff. happy


How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Arulco Revisited Mod[message #358850 is a reply to message #358849] Thu, 23 January 2020 08:13 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2416
Registered:October 2005
Location: Australia
Good to hear Kitty. Even if it's a small update, it will be a better mod than it was before you began working on it.

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Lieutenant

Re: Arulco Revisited Mod[message #358891 is a reply to message #358849] Mon, 27 January 2020 11:41 Go to previous messageGo to next message
nod is currently offline nod

 
Messages:5
Registered:June 2019
Location: Poland

Awesome news, can't wait to try it out! thumbs up

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Private
Re: Arulco Revisited Mod[message #359053 is a reply to message #358891] Tue, 18 February 2020 23:01 Go to previous messageGo to next message
Vritran is currently offline Vritran

 
Messages:199
Registered:February 2020
Location: North East England
I have just started playing AR and enjoying it better than Vanilla so this is excellent news.

Looking forward to any updates on this. Keep up the good work.

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Staff Sergeant
Re: Arulco Revisited Mod[message #359262 is a reply to message #358849] Wed, 25 March 2020 17:07 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
Kitty wrote on Thu, 23 January 2020 07:13
..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ...
I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.

But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.

Stay save




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Re: Arulco Revisited Mod[message #359632 is a reply to message #359262] Sat, 18 April 2020 19:17 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
Still working on this Ar update. I hope being able to upload at least a w.i.p.-version soon for playtesting by you. Will annonce here.


How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Re: Arulco Revisited Mod[message #359646 is a reply to message #359632] Sun, 19 April 2020 15:02 Go to previous messageGo to next message
nod is currently offline nod

 
Messages:5
Registered:June 2019
Location: Poland

Nice! Also thanks for the updates, Kitty thumbs up

Seems like I'll have to go back to checking this page daily, then big grin

That said, no pressure! And more importantly:
Stay safe!!

Cheers happy

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Re: Arulco Revisited Mod[message #359731 is a reply to message #359262] Thu, 23 April 2020 23:27 Go to previous messageGo to next message
Omega is currently offline Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England
Kitty wrote on Wed, 25 March 2020 17:07
Kitty wrote on Thu, 23 January 2020 07:13
..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ...
I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.

But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.

Stay save

Understanable! Thank you for your work so far happy

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Corporal
Re: Arulco Revisited Mod[message #360079 is a reply to message #359731] Mon, 18 May 2020 07:02 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
AR itself was created by Beka and JAsmin, Strohmann updated it before, CVB made a patch to fix some things and I'm just trying to carry this on and do the next update.

And it's getting closer.

I'm trying to get familiar with some of the cloud-providers, GitHub and ftp-stuff, in order to decide what might be most usefull in the long run.

It will be split up into two steps. First there will be a plain update to at least 8796\2531 (Mai2020), I'm running testruns on this now.
Purpose is to provide a version with changes to AR only where nescesary for newer features (e.g. availability of disease-protection in early game). This gonna be a version where I allready am aware of some things I still need to finish\add\tinker on. Like further tuning the daily routine of civilians like factory workers: go to work, go to bath, go to bed, etc. I allready did this on some maps, but I will keep updating this along with updates to next 1.13-versions to come. This will only mean, they behave like normal, therefore not hindering to play anyhow. But if I wait to upload until every detail is finished, it will take too long for my liking. The default-ini-settings will have some of the most recent features enabled, to showcase them a little (like the Sector-Ambient_Sounds by sevenfm), but that's optional to use for the player as allways.

In a further step, I'll provide a version of AR, where I will change things. Added\changed maps, including basements, more tilesets, some changes to npc-scripts, former AIM and MERC as RPG on map, hopefully a new merc with new voicing, new factions, some other goodies, etc. I got permission and started to update the additional mercs by Flugente for this, that either will be included directly or will be optional for those who want to try them, not yet decided. Overall, in this version the land will be changed, Deidranna is ruling for more then twenty years after all. Any upload for this, will take a little more time, but I allready have done maps, scripting, RPG on map. I can't code, so probably no new quest (some stuff is hardcoded), but I plan to change existing ones and do what I can with npc-scripts and lua.

Some lingering idea is also to make a version with random-scaled-items, like in the SDO-version available for 7609-AR. But that's just an idea atm. Speaking of SDO and other item-mods, I'm not aware of a version of those for recent 1.13. Doing this now might would lead to loosing focus, so I don't plan for this atm, maybe next year happy Since step one needs to be uploaded first, it feels rather ridiculous even thinking about this.

If you scroll up the thread, you might start thinking: "So what? That's what you allready said a few times, when are we gonna see this step-whatsoever?"
Soon, that's probably the best I can say. Closer as you think, further then you hope. The ones pressuring the most are me, myself and I. shy

Thanks for the patience and the encouraging words. thumbs up



[Updated on: Mon, 18 May 2020 07:05]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Re: Arulco Revisited Mod[message #360196 is a reply to message #360079] Sat, 30 May 2020 06:58 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
Can't wait! Thanks.

[Updated on: Sat, 30 May 2020 07:01]




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Master Sergeant
Re: Arulco Revisited Mod[message #361540 is a reply to message #298276] Mon, 12 October 2020 19:59 Go to previous messageGo to next message
weidox is currently offline weidox

 
Messages:45
Registered:March 2013
Waiting.. Belowed JA2.. Half year passed without news..

[Updated on: Mon, 12 October 2020 19:59]

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Corporal
Re: Arulco Revisited Mod[message #361541 is a reply to message #361540] Mon, 12 October 2020 21:03 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
weidox wrote on Mon, 12 October 2020 19:59
Waiting.. Belowed JA2.. Half year passed without news..
If you are looking for latest version of JA2 v1.13, try this https://jenkins.maeyanie.com/job/JA2%20SCI/

If you are waiting for news about AR-update, then it's shame on me shy

I don't dare to state any date of release for AR-update. But, I'm still working on it.

I know, I'm too slow. But there is progress and I won't give up.

Update has catched up to ~8819 (at the moment, newest is 8898).

My decission to split things up into "just an update" and "expanded version" is often backfiring on progress, but I still think that's the way.

So, I know it sucks, but all I can do is to appologies for getting everyones hopes high and then taking sooo long.

And the, probably, good news: It isn't dropped, it's worked on and planned to be released.

Sorry for the wait.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Arulco Revisited Mod[message #362766 is a reply to message #361541] Sat, 27 March 2021 00:20 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
Just saying that I'm still working on update. And yes, I'm aware that I'm slow, sorry.

Currently saved maps to 8955, started playtesting with this version. Need to do cleanup of Tilesetfolders (incl. work with dat and xml dealing with tilesets). Still need to replace some placeholder text for PCs and Bookshelves. Shouldn't be that hard to achieve, I'm facing no more technical difficulties/questions. The remaining factor is time, but it's serious not much work left.

Anything else seems to be working, as far as my playtests revealed (Feature I haven't looked in at all is "Food", so that's missing so far).

Done:

- looked into all features that anyhow influence maps and updated and/or added xml and lua files nescessary
- take a glimpse at how many features Flugente alone has added since 7609 to get the idea (I'm glad he did those, but I may develop allergies against lua))
- changed maps and tilesets where needed to achieve post-7609 features to work
- fixed errors found in original
- learned how to do this from scratch and on the way
- learned that my time management could use serious improvement

Further planned:

- Started working on maps without items, hoping that this will achieve compability to LatZees recent SDO update.
- once Tileset-cleanup finished, make fortification plans for reasonable sectors (already changed K6 from Flugentes example in Profiles)
- made additional maps and additional sti for future expansion (won't be in normal update)
- some minor changes to npc-scripts for future expansion (won't be in normal update)
- look into Food-Feature (item placement, npc-dealers-inevntory, etc)

I started with the hilarious assumption to finish in weeks time - and here we are, about two years later. So, no. I won't state any release time. That failed far to often, sorry.

But, it's in progress and not dumped.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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heart75.png  Re: Arulco Revisited Mod[message #362785 is a reply to message #362766] Tue, 30 March 2021 13:07 Go to previous messageGo to next message
nod is currently offline nod

 
Messages:5
Registered:June 2019
Location: Poland

YOOO that's awesome news, thank you! You're amazing thumbs up

But also: GODDAMMIT MAN, I don't give a #### about (placeholder) text for some shelves or computers, JUST RELEASE IT ALREADYYYYY!...

lol jk, jk - you do you at your own pace <3

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Private
Re: Arulco Revisited Mod[message #362787 is a reply to message #362785] Wed, 31 March 2021 01:53 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:

But also: GODDAMMIT MAN, I don't give a #### about (placeholder) text for some shelves or computers, JUST RELEASE IT ALREADYYYYY!..
big grin OK, tomorrow. I need to check all the files for compilation.

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Sergeant Major
Re: Arulco Revisited Mod[message #363112 is a reply to message #298276] Tue, 04 May 2021 23:42 Go to previous messageGo to next message
weidox is currently offline weidox

 
Messages:45
Registered:March 2013
Just to say, I'm waiting for AR.. I'd not care about food system if that makes release faster. Remember disabling it on the spot when it came out, only annoyance in game.

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Corporal
Re: Arulco Revisited Mod[message #363115 is a reply to message #363112] Wed, 05 May 2021 00:04 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
weidox wrote on Tue, 04 May 2021 23:42
Just to say, I'm waiting for AR.. I'd not care about food system if that makes release faster. Remember disabling it on the spot when it came out, only annoyance in game.
Same, that's why I haven't looked into it yet (will do this after initial upload). All that's left is cleaning up some mess I made to tilesets (and adjusting ja2set.dat and ja2setdat.xml to this) and some playtesting. And even that is close to be finished. Already talked to Latzee about what he needs me to do for SDO combination. So, just a little ...



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Arulco Revisited Mod[message #363515 is a reply to message #298276] Thu, 15 July 2021 03:55 Go to previous messageGo to next message
Raccoon is currently offline Raccoon

Messages:4
Registered:October 2015
Yo, just returned to JA2 after a long break and am super excited to see someone is working on an AR update! Hope you are doing okay there Kitty, looking forward to your release. As previously stated neither do i mind some features not working yet, i'd be happy with just an updated AR.

Anyway just wanted to pop in, show my appreciation and highlight that people are still very much waiting for this release big grin thumbs up

Take care, stay healthy

[Updated on: Thu, 15 July 2021 04:00]




One mans trash is a Raccoons treasure

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Civilian
Re: Arulco Revisited Mod[message #363519 is a reply to message #363515] Fri, 16 July 2021 17:53 Go to previous messageGo to next message
firebat is currently offline firebat

 
Messages:8
Registered:October 2014
Location: Germany
Yes, please +1
Patience game for a month right now (no pressure intended)

But, did someone ever played a vanilla game after the release of a real good definitve edition?
Yeah, that's what Arulco Revisited did to me ;)

Best regards

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Re: Arulco Revisited Mod[message #363766 is a reply to message #298276] Sat, 25 September 2021 22:07 Go to previous messageGo to next message
darth_taurus is currently offline darth_taurus
Messages:2
Registered:September 2018
Hi!
Just to stress up what everyone said: big thanks for your effort and please feel no pressure! Nevertheless - do you have any updates? happy

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Civilian
Re: Arulco Revisited Mod[message #364499 is a reply to message #363766] Sun, 20 March 2022 15:57 Go to previous messageGo to next message
Kitty

 
Messages:439
Registered:October 2017
Location: Germany
I no longer try to catch up to very latest 1.13 for the AR-update. I will probably use one of the early 93xx-versions. I'm a little tired with always checking which of the newest changes may effect my project and/or mod-ability in general. It will be fruitless anyway, whatever version I use, a few days later the next will be around. This way the goal is clearer and nearer and I hope to finally finish it. My RL still eats much time, so I won't state any date of release, just don't expect anything soon. But yes, I haven't given up yet.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Re: Arulco Revisited Mod[message #364511 is a reply to message #364499] Tue, 22 March 2022 22:47 Go to previous messageGo to next message
DougS2K is currently offline DougS2K

 
Messages:6
Registered:March 2022
Kitty wrote on Sun, 20 March 2022 10:57
I no longer try to catch up to very latest 1.13 for the AR-update. I will probably use one of the early 93xx-versions. I'm a little tired with always checking which of the newest changes may effect my project and/or mod-ability in general. It will be fruitless anyway, whatever version I use, a few days later the next will be around. This way the goal is clearer and nearer and I hope to finally finish it. My RL still eats much time, so I won't state any date of release, just don't expect anything soon. But yes, I haven't given up yet.
I just started looking into map mods after picking up this game again after 20 years. Glad to see your working on this in your free time as I'm looking at trying something new with my second playthrough after this one is done. AR looks impressive from what I have seen and I look forward to trying it out whenever that may be. happy

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Re: Arulco Revisited Mod[message #365800 is a reply to message #364511] Sat, 07 October 2023 01:48 Go to previous message
B1TM4ST3R

 
Messages:7
Registered:September 2023
Absolutely loving this mod! Best playthrough so far to date i would say, it has forced me to use guns i never would of normally used and there is an abundance of them to loot.. The Hezi SM1 for instance is something i would of always just scrolled past on Bobby Ray's website, but early game with an extender attatched and its suprisingly effective, i love the maps and the layout and am looking forward to checking the new towns out.. I would say this is even better than the base game its a masterpiece! Love the music as well!

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