Home » BIT COMPOSER GAMES » JA:BiA Modding » JA-BiA-Tools Project
Re: JA-BiA-Tools Project[message #314342] Fri, 18 January 2013 00:51 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Shadow21
one thing i realized today during playing, is that with the current version of the xpmod there is no way to increase attributes like strength and such. i would suggest the use of a hybrid version which increases stats like marksmanship through use and on top of that gives trainingpoints on levelup, maybe reduced in number.


In the latest version of xpmod, the attributes (agility, dexterity, etc) should get a +1 on every level up. Has this not been happening in your tests?

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #314343] Fri, 18 January 2013 01:22 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
it did work indeed. was just an idea to allow further increase of the attributes

[Updated on: Fri, 18 January 2013 01:22] by Moderator

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Master Sergeant
Re: JA-BiA-Tools Project[message #314562] Tue, 22 January 2013 06:52 Go to previous messageGo to next message
joefox is currently offline joefox
Messages:3
Registered:January 2013
Thanks for these awesome tools! I finally got my AA-12 into the game replacing the CAWS.

For any modder who wants to add the AA-12 into their jabia mod or game, here's the resource file:
http://www.mediafire.com/?jh9bbjoti3ds813

...it's an amazing gun, even Static agrees!


Next up would be replacing the stupid reloadable LAW with an actual reloadable rocket launcher.

Regarding the debugger/xpmod, I can't seem to make the loot mod to work, xpmod and debugger works fine, but the game crashes when I loot storages when loot mod is active.

[Updated on: Tue, 22 January 2013 08:45] by Moderator

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Civilian
Re: JA-BiA-Tools Project[message #314570] Tue, 22 January 2013 12:42 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
wow the first actual new weapon model. great work.

i had no problems whatsoever running the lootmod.

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Master Sergeant
Re: JA-BiA-Tools Project[message #314574] Tue, 22 January 2013 13:32 Go to previous messageGo to next message
joefox is currently offline joefox
Messages:3
Registered:January 2013
Hmm, I guess I really haven't tried hard to make the loot mod to work, possibly conflicting with some tweaks I made with loot.

I'm just glad we got the JABiA tools, there's so many models I wanted to fix and add, and I just finally figured out how to make it work.

First thing I did was fix the FN FAL model to make it look like a FAL, then made variety of body armor reskins like an assault vest and basic looking ballistic vest. I've made a scoped revolver and pistols with laser sights, as well.

Here's some screenshots of some of the stuffs, but I'll be adding a lot more new models and textures.

I'm not much of a mechanics/gameplay tweaker though, so I'm just focusing on new meshes. If Mr. sbobovyc gets to update the tools to allow imported animations, I'll be a very happy modder Very Happy

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Civilian
Re: JA-BiA-Tools Project[message #314577] Tue, 22 January 2013 14:08 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
are you planning on releasing them as a mod? looks really nice Smile

as for the lootmod i just installed the modlauncher and ran it made no changes at all. and it worked right from the start.

[Updated on: Tue, 22 January 2013 14:09] by Moderator

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Master Sergeant
Re: JA-BiA-Tools Project[message #314630] Wed, 23 January 2013 02:44 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Guys,

I've added a work in progress version of the camera tweaker mod to the launcher. Makes sure to fully uninstall the previous version before installing the new one, including removing the "mod" directory in the jabia root.

https://sites.google.com/site/sbobovyc/ja-bia/jabia_camera.png

@Shadow21
Can you elaborate on "made no changes at all"? Is the lootmod not working for you?

@Joe
Can you elaborate on when lootmod crashes? Is it all containers, or a specific one?

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #314633] Wed, 23 January 2013 02:59 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
nice a camera mod Very Happy

on the topic of the loot mod it does work flawlessly. by made no changes i just meant that i used it as is dont know what joefox did though.

great work man this launcher brought me back BIA thanks Smile

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Master Sergeant
Re: JA-BiA-Tools Project[message #314645] Wed, 23 January 2013 20:40 Go to previous messageGo to next message
zippythezip is currently offline zippythezip

 
Messages:38
Registered:January 2013
Location: Nova Scotia, Canada
Just registered to say thanks for the work put into the mods.
I have tried to play the game a few times since it came out but the camera controls were just awful.
I installed the tools from sbobovyc, which for me is no easy feat. I am only a basic user of the PC.
Had to figure out why it would not work, missed the bit about Visual Studio 2012.
But it works fine now, I also have combat evolved, transparent ui, old mercs, and scroll mod installed. Its the camera why I tried the mod. Having fun with it in different places. I have it now close about 20 feet behind merc, and enough to see good in front, zoom up to enlarge view. Tried the GTA view aswell. Nice job.Dont know how to take screen shots.
Do you have run mod every time you play, or does it save settings?
Now to try the xp mod =)


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Private 1st Class
Re: JA-BiA-Tools Project[message #314666] Thu, 24 January 2013 01:57 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Guys,

Getting close to putting this stuff up on Moddb. Thanks for testing, reporting bugs and giving suggestions. Zippy, I am glad you asked about saving settings. I just uploaded a new release of the camera mod which lets you save your tweaks to an xml file. The settings get loaded after you launch the game with the mod launcher. You can take screenshots of the gui by pressing "alt+prt scr" and then pasting in paint.

For those that still have not checked out the mods, go here for all the details.
https://github.com/sbobovyc/JA-BiA-Tools/wiki/New!-Mod-projects

Blender plugins have been updated to work with 2.65. Check the wiki for instructions and caveats to using them.

[Updated on: Thu, 24 January 2013 06:08] by Moderator

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #314673] Thu, 24 January 2013 08:13 Go to previous messageGo to next message
zippythezip is currently offline zippythezip

 
Messages:38
Registered:January 2013
Location: Nova Scotia, Canada
thanks for the update, camera save is nice.
here are a few examples. The top pics are standard zooms and bottom is with a few camera tweaks. having more fun with this than the game.



http://i1352.photobucket.com/albums/q641/zippythezip/jabiastandardzoom_zps89098a1e.png

http://i1352.photobucket.com/albums/q641/zippythezip/jabiastandardfulloutzoom_zps39b7d8f2.png
http://i1352.photobucket.com/albums/q641/zippythezip/jabiazoominchanges_zps77afbd6c.png

http://i1352.photobucket.com/albums/q641/zippythezip/jabiazoomoutchanges_zps9a505d59.png

[Updated on: Thu, 24 January 2013 18:11] by Moderator

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Private 1st Class
Re: JA-BiA-Tools Project[message #314678] Thu, 24 January 2013 12:17 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Just use precisely this format, without any other line breaks and spaces:
[img]http://i1352.photobucket.com/albums/q641/zippythezip/jabiastandardzoom_zps89098a1e.png[/img][img]http://i1352.photobucket.com/albums/q641/zippythezip/jabiastandardfulloutzoom_zps39b7d8f2.png[/img]  
[img]http://i1352.photobucket.com/albums/q641/zippythezip/jabiazoominchanges_zps77afbd6c.png[/img][img]http://i1352.photobucket.com/albums/q641/zippythezip/jabiazoomoutchanges_zps9a505d59.png[/img]

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Captain

Re: JA-BiA-Tools Project[message #314805] Sat, 26 January 2013 22:06 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Guys,

After some thinking, I decided to change how the xp mod works. Instead of adding 1 to all attributes every time a merc levels up, you will get 2 training points. You can use them for whatever you want. This also has the benefit of showing that the merc leveled up in the gui without me having to do any more changes.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #314808] Sat, 26 January 2013 23:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Idea:
In addition to those 2 training points raise the attributes asociated with a skill (e.g. DEX is used with shooting/MRK, repairing/MECH and planting explosives/EXPL) along with the skill. just have the attrib raise slower than the skill.
E.g. every 3rd or 4th point in MRK gained also adds 1 point in DEX. Something like this.

So a player could use the free distributable training points to either speed up rasing of an important stat or increase those stats that are not used with specific actions (not covered by your calculations) like 'perception'.

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Sergeant Major
Re: JA-BiA-Tools Project[message #314813] Sun, 27 January 2013 00:57 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Guys, I've created a Moddb entry for the mod launcher. All production releases will be posted there while test versions of the mods will be still done through github.
http://www.moddb.com/mods/sbobovycs-jabia-mods-tools

Sam_Hotte
Idea:
In addition to those 2 training points raise the attributes asociated with a skill (e.g. DEX is used with shooting/MRK, repairing/MECH and planting explosives/EXPL) along with the skill. just have the attrib raise slower than the skill.
E.g. every 3rd or 4th point in MRK gained also adds 1 point in DEX. Something like this.

So a player could use the free distributable training points to either speed up rasing of an important stat or increase those stats that are not used with specific actions (not covered by your calculations) like 'perception'.


This is a good idea, I'll work it into the next release. Classes are starting up this Monday, so expect the release cycle to slow down a bit.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #314985] Thu, 31 January 2013 14:41 Go to previous messageGo to next message
Reconsider is currently offline Reconsider

 
Messages:7
Registered:January 2013
Hi!

I started reversing JABiA yesterday, working with patch v1.06

Wondering if you are sharing your reversed classes etc.? Briefly looked over the source for your JA-BiA-Tools but failed to find anything.

Sofar I've mainly focused on reversing the character classes, modifying inventory, inserting new characters to the linked list, etc. I found the list of static world objects aswell today.

Here's what I've got sofar:
enum Factions
{
  FACTION_HUMANPLAYER,
  FACTION_HUMANMILITIA,
  FACTION_DEIDRANNA,
  FACTION_HILLBILLIES,
  FACTION_KILLTARGET,
  FACTION_VILLAGEPEOPLE
};

enum InventorySlots
{
  INVENTORY_EQUIPPED_WEAPON,
  INVENTORY_EQUIPPED_OFFHAND,
  INVENTORY_EQUIPPED_HEAD,
  INVENTORY_EQUIPPED_EYES,
  INVENTORY_EQUIPPED_SHIRT,
  INVENTORY_EQUIPPED_VEST,
  INVENTORY_EQUIPPED_SHOES,
  INVENTORY_EQUIPPED_PANTS,
  INVENTORY_EQUIPPED_AMMO,
  INVENTORY_EQUIPPED_ATTACHMENT,
  INVENTORY_WEAPON_1,
  INVENTORY_WEAPON_2,
  INVENTORY_WEAPON_3,
  INVENTORY_1_1,
  INVENTORY_1_2,
  INVENTORY_1_3,
  INVENTORY_1_4,
  INVENTORY_1_5,
  INVENTORY_2_1,
  INVENTORY_2_2,
  INVENTORY_2_3,
  INVENTORY_2_4,
  INVENTORY_2_5,
  INVENTORY_3_1,
  INVENTORY_3_2,
  INVENTORY_3_3,
  INVENTORY_3_4,
  INVENTORY_3_5
};

class CList;
class CListEntry;
class CCharacter;
class CInventory;
class CInventorySlot;

class CGame
{
  DWORD _02F4; // 02F4
  char _02F8[0x10]; // 02F8
  CList* mercList; // 0308
  char _030C[4]; // 030C
  DWORD _0310; // 0310
  char _0314[4]; // 0314
  char _0318[4]; // 0318
  DWORD _031C; // 031C
  DWORD _0320; // 0320
};

class CList
{
public:
  CList* next; // 0000
  CList* prev; // 0004
  CListEntry* entry; // 0008
  char _000C[0x12C]; // 000C
}; // 0138

class CListEntry
{
public:
  char _0000[0x34]; // 0000
  CCharacter* char; // 0034
}; // 

class CCharacter
{
public:
  char _0000[92]; // 0000
	DWORD faction; // 005C 
  char _0060[76]; // 0060
	DWORD unk1; // 00AC 
	DWORD unk2; // 00B0 
  char _00B4[192]; // 00B4
  CInventory inventory; // 0174
  char _0268[0xC]; // 0268
  char name[32]; // 0274
  float health; // 0294
  float stamina; // 0298
  char _029C[0xEC]; // 029C
}; // 0388

class CInventoryUI
{
public:
  char _0000[0x140]; // 0000
  CInventory inventoryCurrent; // 0140
  CInventory inventoryVisual; // 0234
}; // 

class CInventory
{
public:
  char _0000[16]; // 0000
  CInventorySlot item[28]; // 0010
  DWORD _00F0; // 00F0
}; // 00F4

class CInventorySlot
{
public:
  WORD id; // 0002
  WORD amount; // 0004
  WORD durability; // 0006 1000 = 100.00
  WORD uses; // 0008
}; // 0008


I would start a new thread for sharing reversed classes / general information about reversing the game, but I'm not sure if it's allowed on these forums.

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Private
Re: JA-BiA-Tools Project[message #315022] Thu, 31 January 2013 23:48 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Recons,

Very good work. The code you are asking about is here https://github.com/sbobovyc/JA-BiA-Tools/tree/master/src/experimental/vs12/JABIA, under h/ and src/

My semester has started, so work on JABIA is on the back burner. However, I am very new to reversing and would love to talk to you "offline". Contact me over email.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #315032] Fri, 01 February 2013 02:05 Go to previous messageGo to next message
Reconsider is currently offline Reconsider

 
Messages:7
Registered:January 2013
Thank you.

Very good job you done on JABIA_Character Smile

#define PRINT_XP_FUN_OFFSET 0x2AF52E

Lands me in middle of a function (v1.06), going to update to 1.13b soon however.

Here's image from the current project (sorry for hijacking your thread)
http://puu.sh/1VyUm/8af48655bd.jpg

Have revised a bunch of code compared to what I wrote earlier and now with your classes it gets me further even quicker Smile

[Updated on: Fri, 01 February 2013 02:06] by Moderator

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Private
Re: JA-BiA-Tools Project[message #315038] Fri, 01 February 2013 05:22 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Recons,

This is exactly why I open source my code. Others can use it for reference and create cool stuff.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #315155] Mon, 04 February 2013 10:57 Go to previous messageGo to next message
joefox is currently offline joefox
Messages:3
Registered:January 2013
nice work guys!

so is it gonna be possible to 'hot swap' gear into the inventory, say, with the use of "kits"? Because I've been modeling modded versions of existing guns, like suppressed versions of rifles and Russian rifles with the proper PSO scopes.. So, say, you got a vanilla M4A1 equipped, then you use a kit so that the weapon gets swapped out into a CQB M4 with foregrip and suppressor, for example.

Anyway, here's some of the fixes I've made:
Vintorez Fix - changed the texture, fixed the stock, magazine and grip, disabled attachments, placed PSO-1 on the model.

Dragunov Fix - fixed the stock, length, handguard and magazine, disabled attachment and placed PSO-1 scope instead


@sbobovyc
I just reinstalled everything, and all is working flawlessly.

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Civilian
Re: JA-BiA-Tools Project[message #315159] Mon, 04 February 2013 14:03 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3482
Registered:January 2000
Location: Danubia

Wow, nice progress folks! Who knows, BiA might turn out to be a decent game after all..

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Captain
Re: JA-BiA-Tools Project[message #316212] Tue, 12 March 2013 13:56 Go to previous messageGo to next message
Starchris is currently offline Starchris

 
Messages:33
Registered:September 2010
Location: Poland
Hi Sbobovyc

Does your mod is compatible with the Windows Xp, because every time I have an information that "JABIA_mod_launcher.exe is not a valid win32 application". I installed the Visual C++ Redistributable for Visual Studio 2012, but I still have the same situation.

[Updated on: Tue, 12 March 2013 13:56] by Moderator

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Private 1st Class
Re: JA-BiA-Tools Project[message #316216] Tue, 12 March 2013 17:49 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Starchris
Hi Sbobovyc

Does your mod is compatible with the Windows Xp, because every time I have an information that "JABIA_mod_launcher.exe is not a valid win32 application". I installed the Visual C++ Redistributable for Visual Studio 2012, but I still have the same situation.


I've only tested on Windows 7 64-bit.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316218] Tue, 12 March 2013 21:50 Go to previous messageGo to next message
Starchris is currently offline Starchris

 
Messages:33
Registered:September 2010
Location: Poland
So it seems it does not. I have Win Xp 32 and whatever I did, I failed to launch.

[Updated on: Tue, 12 March 2013 21:51] by Moderator

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Private 1st Class
Re: JA-BiA-Tools Project[message #316248] Thu, 14 March 2013 04:54 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Starchris
So it seems it does not. I have Win Xp 32 and whatever I did, I failed to launch.


This project is open source, so you could install Visual Studio 2012 Express on XP and compile it.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316311] Sat, 16 March 2013 17:28 Go to previous messageGo to next message
Starchris is currently offline Starchris

 
Messages:33
Registered:September 2010
Location: Poland
Ok. I will try.

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Private 1st Class
Re: JA-BiA-Tools Project[message #316411] Wed, 20 March 2013 12:06 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
so i have been playing a new campaign with your mods. everything works as expected, except on two of my mercs some skills namely stealth and markmanship are higher than 100. is that working as intended? also repairing items does not seem to increase mechanics at all.

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Master Sergeant
Re: JA-BiA-Tools Project[message #316415] Wed, 20 March 2013 18:13 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Shadow21
so i have been playing a new campaign with your mods. everything works as expected, except on two of my mercs some skills namely stealth and markmanship are higher than 100. is that working as intended? also repairing items does not seem to increase mechanics at all.


The mechanic skill problem is pretty dumb. I forgot to include it in the changeCharacterStats function.
https://github.com/sbobovyc/JA-BiA-Tools/blob/master/src/experimental/vs12/JABIA/JABIA_xpmod/src/dllmain.cpp

As for skills going over 100, it's an easy fix in all the calc_* functions.
https://github.com/sbobovyc/JA-BiA-Tools/blob/master/src/experimental/vs12/JABIA/JABIA_xpmod/src/xpmod.cpp

I'll try to get this done after work and give you an update to test.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316417] Wed, 20 March 2013 18:27 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
cool thanks

edit: while you re at it can you tone down the leveling speed of marksmanship? its way too fast imho

edit2: also making the speed of skill increase a function of the mercs intelligence would make sense

[Updated on: Thu, 21 March 2013 00:34] by Moderator

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Master Sergeant
Re: JA-BiA-Tools Project[message #316426] Thu, 21 March 2013 01:09 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Shadow21
cool thanks

edit: while you re at it can you tone down the leveling speed of marksmanship? its way too fast imho

edit2: also making the speed of skill increase a function of the mercs intelligence would make sense


Here is the fix for skills going over 100 and the mechanical skill not increasing. Just overwrite the old dll in the mod folder.

https://sites.google.com/site/sbobovyc/ja-bia/JABIA_xpmod.dll?attredirects=0&d=1

As for marksmanship, you can edit mods\xpmod\JABIA_xpmod.xml to suit what you think is best. The source code contains the formulas I use. I would do this myself, but other things are keeping me busy.

Factoring in intelligence is a good idea for changes in certain skills. This would take some time to balance. You can come up with some formulas and post them here. I don't know when I will get around to implementing them though.

Let me know if the new dll fixes the problems and I will push it out to moddb.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316430] Thu, 21 March 2013 02:11 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
will do thanks

stealth still increases to values greater than 100.
it jumps from 95 to 113 in one increase

while the mechanics skill does increase as intended.
fidels mechanics skill dropped to -1 after an increase to his explosices skill due to disarming of a mine after an increase of the mechanics skill of a fellow merc. fidel has not repaired anything or opened any doors.

edit: i have narrowed the occurences of the diminishing mechanics skill down to this: anytime a mercs skills increase the mechanics skill of mercs who havent used their mechanics skill yet, decrease .

[Updated on: Thu, 21 March 2013 03:39] by Moderator

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Master Sergeant
Re: JA-BiA-Tools Project[message #316453] Thu, 21 March 2013 23:31 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
@camera tweaker (0.3)
2-3 custom presets would be helpful!
setting back default preset causes troubles: corrupted minimap or game freeze.

what chances for freecam (kinda 3dsmax) & keymapper?
is it possible to make all roofs off always available?
or alt guard mode relying on perception not on weapon range?

camera tweaker seems simpler than other tools. how is it time consuming for you to make temporarily only camera tweaker for crossfire?
tnx :super:

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316455] Fri, 22 March 2013 01:15 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Shadow21
will do thanks

stealth still increases to values greater than 100.
it jumps from 95 to 113 in one increase

while the mechanics skill does increase as intended.
fidels mechanics skill dropped to -1 after an increase to his explosices skill due to disarming of a mine after an increase of the mechanics skill of a fellow merc. fidel has not repaired anything or opened any doors.

edit: i have narrowed the occurences of the diminishing mechanics skill down to this: anytime a mercs skills increase the mechanics skill of mercs who havent used their mechanics skill yet, decrease .


Darn, sorry to hear that. Requires more debugging. Right now it is crunch time for me at work and school, hope to work on this after things calm down.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316456] Fri, 22 March 2013 01:16 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
NoNothing
@camera tweaker (0.3)
2-3 custom presets would be helpful!
setting back default preset causes troubles: corrupted minimap or game freeze.

what chances for freecam (kinda 3dsmax) & keymapper?
is it possible to make all roofs off always available?
or alt guard mode relying on perception not on weapon range?

camera tweaker seems simpler than other tools. how is it time consuming for you to make temporarily only camera tweaker for crossfire?
tnx :super:


I have not fully reverse engineered the camera in JABIA, but in theory a free camera could be possible. As for porting to crossfire, it won't happen any time soon.

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316470] Fri, 22 March 2013 13:47 Go to previous messageGo to next message
Stephaneh
Messages:1
Registered:August 2007
Location: Reunion island
really, thanks a big thumbs up for your work, this indeed, as pointed, may turn the game into...lets say, more!Smile

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Civilian
Re: JA-BiA-Tools Project[message #316471] Fri, 22 March 2013 13:48 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
dont sweat it Wink thanks for your work so far, its a great tool and using the character debugger the mechancis skill is easily increased so its not a real problem.

found another bug this time with the character debugger. changing the durability of shoe items is not possible. after entering the desired value and hitting set the durability of the item does not change ingame. all other slots work though.

[Updated on: Mon, 25 March 2013 19:36] by Moderator

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Master Sergeant
Re: JA-BiA-Tools Project[message #316571] Tue, 26 March 2013 02:23 Go to previous messageGo to next message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Shadow21
dont sweat it Wink thanks for your work so far, its a great tool and using the character debugger the mechancis skill is easily increased so its not a real problem.

found another bug this time with the character debugger. changing the durability of shoe items is not possible. after entering the desired value and hitting set the durability of the item does not change ingame. all other slots work though.


Fixed the shoe durability not being set correctly in debugger.
https://sites.google.com/site/sbobovyc/ja-bia/JABIA_debug.dll?attredirects=0&d=1

All skill increases capped at 100. Also, I believe I fixed the mechanical skill decrementing. Make sure to also delete the JABIA_xpmod.xml after you overwrite the dll.
https://sites.google.com/site/sbobovyc/ja-bia/JABIA_xpmod.dll?attredirects=0&d=1

[Updated on: Tue, 26 March 2013 04:26] by Moderator

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Corporal 1st Class
Re: JA-BiA-Tools Project[message #316587] Tue, 26 March 2013 12:14 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
thanks giving it a test run now. Smile

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Master Sergeant
Re: JA-BiA-Tools Project[message #316624] Wed, 27 March 2013 20:11 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
after some testing i found the following:

bug:
-mechanics skill gets decreased instead of increased while repairing weapons.


now working as intended:
-no longer is the mechanics skill of the mercs not repairing weapons decreased.
-havent had a skill increase to larger than 100

[Updated on: Wed, 27 March 2013 20:11] by Moderator

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Master Sergeant
Re: JA-BiA-Tools Project[message #316663] Thu, 28 March 2013 07:57 Go to previous messageGo to previous message
sbobovyc is currently offline sbobovyc

 
Messages:83
Registered:November 2012
Shadow21
after some testing i found the following:

bug:
-mechanics skill gets decreased instead of increased while repairing weapons.


now working as intended:
-no longer is the mechanics skill of the mercs not repairing weapons decreased.
-havent had a skill increase to larger than 100


Ok, thank you for testing. This decrease happens when the merc repairs own weapons?

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Corporal 1st Class
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