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Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #200880] Wed, 05 November 2008 18:19 Go to previous messageGo to next message
llvi

 
Messages:67
Registered:January 2008
Location: Lacey, WA, USA
Ok, I think I'm on it. WF6.06 uses a custom data directory. So I have to place the HAM graphic updates (cursor etc) into that dir.

WF does heavily modify items and such, so that was why I thought it might not work.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #200885] Wed, 05 November 2008 18:27 Go to previous messageGo to next message
Headrock

 
Messages:1773
Registered:March 2006
Location: Jerusalem
Well even if it does modify items, I don't think there are XML compatibility issues between 2124 and 2240 (non-multiplayer and multiplayer). Still, I can't say for sure as I don't have any installation of non-multiplayer to test out HAM on. In any case, let me know what you find out.


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #200886] Wed, 05 November 2008 18:28 Go to previous messageGo to next message
llvi

 
Messages:67
Registered:January 2008
Location: Lacey, WA, USA
That worked. EDB in HAM is working correctly.

So far to get it working: I have extracted HAM b2.6 Data-1.13 folder into the Data-Wildfire6.06 folder, extracted the HAM .exe and instructions into the root folder, and copied TITLETEXT_MP.STI (from another load) into the JA2/Data/Loadscreens-folder.

It appears to be working. I don't think that I'm going to continue running this WF campaign because I want to continue testing "vanilla" HAM.

@ orko: I hope this helps you. I would appreciate any insight that you get. I think the WF6.06 is a great game and I'll come back to it at some point.

Cheers, Thanks Headrock and Starwalker for your insight and advice.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #201406] Tue, 11 November 2008 01:06 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
I've got something odd here. Just liberated Drassen, but the Queen's speech isn't triggered and my history log doesn't say that I have liberated it either. Got all sectors in control and filled with militia, 100% loyality but the game thinks I don't own that city. My guess what screwed it up was enemies fleeing from battle to another already occupied sector (C14 to D13, mercs and militia in that sector, no autoresolve popped up so I cleared it myself).
I will go back to an older save now and hope the enemies don't flee battle this time, if that was what it triggered.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #201408] Tue, 11 November 2008 01:25 Go to previous messageGo to next message
IrishRebel

 
Messages:36
Registered:September 2008
Location: Galway
It is odd.Can you post a screenshot of the Strategic map?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #201413] Tue, 11 November 2008 02:03 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
Sorry, I just accidently overwrote my previous save game. That said, doing the battle again from an older save game with no enemies fleeing did the trick, Drassen is now liberated. Well, at least I think that this was the problem, I see if I can make them flee again to look if it happens again.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #201419] Tue, 11 November 2008 02:44 Go to previous messageGo to next message
systemfehler

 
Messages:117
Registered:September 2007
Location: Hanover, Germany
Tried it once more and the same thing happened.

Right after the final battle in Drassen:
http://about-black.net/files/drassen1.jpg

After killing off the enemies that ran away:
http://about-black.net/files/drassen2.jpg

And the history log:
http://about-black.net/files/log1.jpg
http://about-black.net/files/log2.jpg
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #202189] Sat, 22 November 2008 06:24 Go to previous messageGo to next message
Cyberzerk

 
Messages:10
Registered:October 2008
Location: Sweden
Could someone re-upload the files with fixes for merc-stats and aim bios?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #203974] Sat, 13 December 2008 18:29 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
I have both the modded ja2 1.13 WF and the standalone wildfire. The wf 1.13 would be absolutely fabulous, but the damage balance is *much* better in the original wf. In 1.13 I still need multiple headshots and can walk away from point blank shot from 12 gauge, which would not happen in real wf. Have i done somethign wrong with the 1.13 install or is it inteded to have the damage system of a normal jagged alliance instead of the one from Wildfire?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #203986] Sat, 13 December 2008 20:17 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
You can adjust damage globally in the JA2-options.ini to achieve results similar to WF.


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #203992] Sat, 13 December 2008 20:56 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
That's great! What would be the correct value?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204011] Sun, 14 December 2008 04:38 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
I'd say about 50% added to gun and melee damage and 75% to explosive (what I currently am using).


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204053] Sun, 14 December 2008 18:49 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
I tried that, but instead of something happening i noticed that all of my folders are read-only(apparently that cannot be changed in motherf*ng vista) so the made changes do not stick. Thanks for your help anyway!
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204071] Sun, 14 December 2008 23:51 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Easy you have to have admin privileges in Vista. You can disable UAC to allow this, or you can set the folders to be full access. Easier to do the UAC fix though.

I posted a reversible UAC fix here:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=185360&page=1#Post185360


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204100] Mon, 15 December 2008 11:31 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
sorry to bother eveyryone, but the registry up(/down?!?)grade did not help my problem. I do have admin privileges, since there is only one user account in my computer. I even asked help from MS, though their way did absolutely nothing at all. Folders seem to be magically "protected" by the Unable to Access Computer -feature that now should be disabled.

[Updated on: Mon, 15 December 2008 11:32] by Moderator

Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204104] Mon, 15 December 2008 12:39 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
You have to run the respective reg file then restart before it takes effect (sorry I didn't mention that).

Also you may want to check that the folders are not 'Read Only'. That can sometimes be a left over of the Unbelievably Abstract Crap that MS kindly put in for morons.


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204121] Mon, 15 December 2008 16:48 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
Tried it, but no cigar. The folders are still read-only, with no access to modifying files. The vista is home edition, so there is probably a hidden "no-way are you gonna use this computer (harharhar)" -string of code somewhere.

I have to say that they weren't joking when they said that the security vista is much improved over everything they have released before. In addition to the regular security, that prevents unauthorized use, the goddamn vista prevents every other type of use alltogether. So instead of a computer I have a safe for electronic information.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204124] Mon, 15 December 2008 18:07 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
I've same setup as you , ran as administrator and no further problems , can't think what else might be the matter :confused:


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204181] Tue, 16 December 2008 16:57 Go to previous messageGo to next message
Kermi

 
Messages:88
Registered:October 2002
just a quick quiz, what directory have you installed the game into?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204183] Tue, 16 December 2008 17:18 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
I too am running Vista and haven't had any problems.


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204382] Fri, 19 December 2008 06:19 Go to previous messageGo to next message
Pariah

 
Messages:77
Registered:June 2004
Location: Suckit City, OH

Any way to get WF6.06 and 100AP to combine? I tried and it looks like when I combined WF to 100ap, the 100ap .exe was deleted.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204415] Fri, 19 December 2008 16:45 Go to previous messageGo to next message
shikaka

 
Messages:36
Registered:July 2007
Location: Hungary

Hello guys!


I consider restarting with JA2, and since I stopped originally because the original layout of the combat areas were too familiar, this would be a great mod for me.


do you think if these are compatible:


JA2 1.13 2296exe SVN @1031 Full.exe 17-Aug-2008

WF6.06-Mod_beta_english_for_JA2_1.13NIV2112_080813


(I would really like to use a 'one click' installer for 1.13, but don't know if it is possible)


Thanks!
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204417] Fri, 19 December 2008 16:47 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
They should be. Just make sure you use the WF exe (the 2112 one) as the newer one will damage the xml files and ini files.


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204419] Fri, 19 December 2008 16:54 Go to previous messageGo to next message
shikaka

 
Messages:36
Registered:July 2007
Location: Hungary
Kaerar
They should be. Just make sure you use the WF exe (the 2112 one) as the newer one will damage the xml files and ini files.



wow, talk about quick response time :bow:

Thanks mate!
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204420] Fri, 19 December 2008 17:01 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
No probs Wink


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204426] Fri, 19 December 2008 18:01 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
My ini editor has no effect on the game(WF mod installed) for some reason. I do see the changes made in the ini file though. Tried this with fixed personality(aggressive psycho, my favourite Smile and the delay time for helicopter se to 18600 so that the time of arrival should be 06:30, but neither happened. Could there be any other reason than the game folders being read-only?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204439] Fri, 19 December 2008 19:32 Go to previous messageGo to next message
cougar

 
Messages:256
Registered:March 2000
shikaka
Kaerar
They should be. Just make sure you use the WF exe (the 2112 one) as the newer one will damage the xml files and ini files.



wow, talk about quick response time :bow:

Thanks mate!


If you are only tired of the maps you could use the WF map mod with the newest SVN. I have tried it and the only problem is a crash when going to laptop screen (this is WF SVN release) but that was easily fixed by adding the WF files to a standard 1.13 folder or by copying some folders (probably laptop folder) to WF folder.

EDIT: Just noticed you wanted to use a one click installer, but others may be interested.


1234
My ini editor has no effect on the game(WF mod installed) for some reason. I do see the changes made in the ini file though. Tried this with fixed personality(aggressive psycho, my favourite Smile and the delay time for helicopter se to 18600 so that the time of arrival should be 06:30, but neither happened. Could there be any other reason than the game folders being read-only?


Make sure you are editing the right .ini, in this case the one in the WF folder. If that folder is the one being changed I have no idea what might be wrong. I have done this countless of times myself.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204446] Fri, 19 December 2008 21:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
WF Mod and the one-click installer by Scheinworld work together. Only problem that may arise is changes in starting gear and//or the item list. I'm currently working on an item mod for the WF mod that will take care of these problems. Again, there might be problems, but that doesn't mean there are definately problems. Just take care that the WF folder contains all necessary data for the newest exe.
In my current install I first made a fresh JA2 install, used the one-click installer (including EDB, many mercs and 100AP) and then installed the WF_Mod as stated in the readme above (that means, I copied the Data-1.13 folder and renamed it to Data-Wildfire6.06, then unziped the archive into JA2 rootfolder). Works, however there might be a chance, that the mercstartinggear.xml will be changed and some of the items got thrown around. If you encounter any strange occurences playing the game, that might be related to the WF mod, feel free to post it here.

As stated at the beginning of this post, I'm currently working on a new item mod specifically for the WF mod. I've been working on it, since RoWa corrected the XML Editor. I've already done quite a number of items, there is a slim chance, that I'll finish it by the end of the year (or at least will release an Alpha version of the item mod...).


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204455] Fri, 19 December 2008 23:08 Go to previous messageGo to next message
kanuuda

 
Messages:9
Registered:December 2008
Great, I just was editing the wrong .ini file(bad though that the insight made me an idiot)!! WF works now just perfect. Correct damage modifiers would be 43, 51 and 65(gun, melee and explosive, tried by playing repeatedly similar events with "real" wf and wf the mod). Helmets protect a bit too much and hitting in the WF mod seems to be easier when the games are compared.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204471] Sat, 20 December 2008 05:16 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Cool my versions of 50 50 and 75 weren't that far out then and I was just arbitrarily guessing Very Happy

@smeagol - What does this item mod entail?


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204490] Sat, 20 December 2008 10:24 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
At the moment I've included about 70 items.

Some basic examples:
- much more LBE items than basic 1.13 (including a wider spread variety of pockets)
- Eagle combo items (fans of JA1 probably know them, for those who don't know what this is: basically an enhanced homemade bomb made from a gas tank and a grenade of choice)
- Crossbow and bolts (was already in WF_mod, but missing from 1.13)
- SVU-A (autofire-capable SVU)
- Claymore mine and point defence land mine
- C1 and C4 small charges
- 40mm illumination grenades
- missing ammo crates

new merges (including modular LBE items; trip flare and klaxon; merge for cigars+canteen=camo set...)

There are still several more items I want to include on my list... (more attachment combos to save attachment slots, i.e. combos of laserpointer, scope and reflex sight; HE shotshells; more handgrenades; more binoculars, night vision binocular and sniper telescopic sight...).

And probably some more merges... and a slightly changed price increase on high end guns.

I manage to include 5-10 items per day (depending on my working mood Wink), thus it'll probably take some more days, before I can work over the mercstartinggear.xml and the enemygunchoices.xml.


Edit: ah, just forgot: I also reworked some maps (for example one of the meduna maps can be reached with a vehicle from the north, but had no road to the north in the tactical map, thus the vehicle would end up in the jungle... that has been fixed. The Jeep will be available early on, just look around Omerta... some minor changes I don't remember, the map changes are a while back, I just was too lazy to release them Wink)

[Updated on: Sat, 20 December 2008 10:27] by Moderator



Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204491] Sat, 20 December 2008 11:40 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
:ok:


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204497] Sat, 20 December 2008 14:27 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
That's a pretty good list. Is that alongside 1.13's guns and ammo or is it specific to the storyline versions?


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204500] Sat, 20 December 2008 14:53 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I worked from the latest standard 1.13 item list and just added everything i thought neat and fitting.


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204513] Sat, 20 December 2008 17:15 Go to previous messageGo to next message
shikaka

 
Messages:36
Registered:July 2007
Location: Hungary


Thanks a lot!

You guys are really helpful! If all goes well, I will fire up the 1.13+WF tomorrow, YAY!
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204529] Sat, 20 December 2008 20:42 Go to previous messageGo to next message
Pariah

 
Messages:77
Registered:June 2004
Location: Suckit City, OH

Okay, am still stumped trying to get WF maps to work with 100AP.

I started with Gold, added Schein's 1 Click 1.13, then added WF Maps but while all 3 exe's work, none of them start with WF maps.

Silly question, was Smeagol's directions for the game mod and not the map mod?
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204531] Sat, 20 December 2008 20:55 Go to previous messageGo to next message
cougar

 
Messages:256
Registered:March 2000
Sounds like you haven't changed your ja2.ini. An ini that activates the WF mod should also be included in the install so if you put that in your JA2 folder this shouldn't matter.

Open the JA2.ini file in the JA2 root folder and scroll down to the line with this:
CUSTOM_DATA_LOCATION = Data-1.13


If you don't want to use the WF .ini change the above to the location where you put the wildfire maps, i.e:

CUSTOM_DATA_LOCATION = Data-WildFire6.06
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204537] Sat, 20 December 2008 21:23 Go to previous messageGo to next message
Pariah

 
Messages:77
Registered:June 2004
Location: Suckit City, OH

Cougar, you were right, I copied over the WF data file but not the ini file. Works now, thanxs.

As Smeagol and everyone else involved thanks for the great work.
Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204543] Sat, 20 December 2008 23:03 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
You're welcome. Glad you like it. Smile


Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112[message #204570] Sun, 21 December 2008 16:59 Go to previous messageGo to previous message
kanuuda

 
Messages:9
Registered:December 2008
In my current game drassen mine was attacked by 96(!!!) enemies? I mean wtf, i can only have 24 militia and 96 enemies seems a bit outrageous. I guess insane truly stands behind its name(i was warned that deidranna would kick my ass).
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