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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265469]
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Sat, 23 October 2010 18:25
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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Playing with the SCI of Tais (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12), found the following thing that I think are AIM related:
Magnification of the SUSAT is not mentioned (at least not on a modulated one found on a Valmet at the NE SAM site)
I also wondered about the colours of the IMP's, seeing as you did some resetting of the colours for militia and soldiers. The first IMP indeed gets the colours I assign to it, but the IMPs thereafter are always something different and I can not find a system in it (like one colour is the other, it totally depends on the combination so it seems).
P.s. I decided to play with your maps. After all if I trust your mod in all else, why not the maps. The NW SAM was still nice, I was a bit muffled about the placement of a shed in Chitzena, but only as I had such a nice in the storm battle on top of it in the previous game. I like some of the changes I have seen, but I am only at 25% of the game, so I can't say that about all maps yet.
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265516]
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Sun, 24 October 2010 14:33
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Friendly Fire |
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Messages:74
Registered:January 2006 |
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On the other hand, wouldn't it be sensible to make those annoying features disabled by default ?
It seems that those who prefer them ON are savvy enough to fiddle with the files and arrange them to their taste. New users are bound to trip in all sorts of pitfalls.
The lack of and dispersion of relevant information about what one does download is hugely underestimated by the initiates here, not to talk of incomplete and obsolete instructions.
I would not be surprised if many newcomers find the situation daunting and quietly leave.
I managed to drop one of the last versions of AIMNAS on the last IOV, it works very well,the most enjoyable version I played so far; only a few items in loot or dropped items are wrong because of the different item indexes, but nothing drastic.
Well, to achieve that I had to swap, copy/paste or overwrite so many files that I feel unable to reproduce the process without a major effort.
When shall you realize that VFS is all well and dandy for those who know exactly what goes where but a major pain in the ass for others ?
What is the point of this VFS thing if you need anyway to keep a copy of your current version for fear that the new and improved one will bring some UNDOCUMENTED change you don't want ?
Every new improvement is seen with joy, but also with dread, because it could ruin a satisfactory existing version.
For example : there is a recent improvement (made by Jazz, I think) that should allow the use of WF mercs without losing the old ones ( Bull, etc...), how to implement it in AIMNAS ?
Another example : tanks worked, they don't anymore, where is the solution ?
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265520]
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Sun, 24 October 2010 15:20
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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So, anyone who wants to play WF-AIMNAS with the newest exe? Anyone who knows how to setup stuff for the latest exe properly?
Great...
I really want to continue work on both AIMNAS and the WF Mod, but atm I have no modding base due to the latest changes to the exe. So in order for me to continue work on the mod, I need someone who is able to setup a version that contains:
- latest changes to the mercs (basically the profiles need to be adjusted so that stuff like the Jeep show up, which is not included in the changed more mercs profile...). Everyone wants more mercs, me too. Having all the old mercs and the WF guys in the mod would be really nice, I tried to do it, but failed miserably (with the result, that AIM has no one to hire...)
- WF files -> Maps, updated and working scripts (a lot of problems have been reported with NPC quests not working, my guess is that this is related to latest lua changes... I have no idea how that works, thus if you want to play WF, help me out...)
- AIMNAS (obviously this needs to be included as well)
- HAM facilities (as used in the WF-AIMNAS mod...)
I really need help with this, so many things have changed, that it is basically impossible for me to get a running version of WF-AIMNAS with the latest changes. All in all the changes seem to be nice (though the walking through destroyed windows instead of jumping feels a bit stupid...), but if it becomes unmoddable, like it is atm, for simple XML monkeys like me, I'm afraid that the WF-AIMNAS mod will die in short time.
So, if you as a community want me to continue work on this mod, do me a favour and help me set up a moddable base for this mod, otherwise I won't be able to work anylonger on this.
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265540]
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Sun, 24 October 2010 18:00
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Friendly FireCome on, what is the benefit of having an airport more dangerous than Tchernobyl after the meltdown ?
And yes, it matters what you are doing here, think about it.
Is resting, having a drink in the lounge, etc..., exposing you to the same hazards as working with power tools, refilling tanks, etc...?
Facilities are really only a minor problem... once I get a running version this would only be a simple adjustment...
Also health loss due to facilities isn't as bad as you people think... this is what doctors are for. Also you can always camp in a different sector. The mine basically is the most important sector of Drassen anyways, due to the A.C.A building and enemies tending to attack the mine sector first...
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265542]
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Sun, 24 October 2010 18:22
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I managed to get a very old version of UC-1.13NAS (long story why I'm not up to date with own mod) to start with the latest of Tais' "vanilla" new code SCI. Spent some time yesterday upgrading the .ini one error message at a time.
I'm testing some of the initial quests right now, so far:
- airport manager (which appears to be entirely new scripting) works OK
- Carmen quest seems broken, stuck when he tries to hand over the machete (after successfully passing on the laptop, so I know its not an inventory issue). Also there is plenty of room in the merc's inventory, and Carmen should drop the machete if there isn't per how the quest is supposed to operate. This is more broken than was reported earlier, where the first meeting with Carmen worked, but the second meeting didn't work as expected in the quest and and failed under similar circumstances. Now the thing is, does the Carmen quest work in the Alrulco campaign?
Either something is broken with quest mechanics in the new code, or they're not being quite as diligent with legacy support. What type of quest problems are you seeing?
[Updated on: Sun, 24 October 2010 18:28] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265575]
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Mon, 25 October 2010 04:34
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Kellomies |
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Messages:50
Registered:October 2010 |
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I daresay the issue is not the easily if tediously fixable stuff like items, merc ID number assignements/profiles and whatnot but the rather more complicated "under the hood" modifications such as, if I've understood correctly, plot/quest scripting, the extra vehicles, prolly arcane map-design stuff I have no idea about, and so on and so on.
Also, too many exclamation marks.
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #265583]
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Mon, 25 October 2010 12:03
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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spaeRI found nothing !
But sloly lost all healthpoint......
"Lost while working"? I AM NOT WORKING, stupid feature!
Logistericdo you really think if the airport is hazardous (dropped kerosin, exhaust etc) that it matters what you are doing there?
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Main=17279&Number=263747#Post263736
this is page 6 of THIS VERY THREAD - you kidding me?
As another solution you can set the possibility for events to happen and what type of event happens in the... Settings.ini IIRC (at least an INI in the 1.13Data folder).
You have a value to indicates how often something occurs (default a 1000)
And the ratio between good and bad events (normally set to 50 and how lower it goes the more good events versus bad events).
Personally I put this to 10. Some trade of for the facilities should be there, but as you pay for some I found the ratio to be a bit out of balance. No need to even change an .xml file for that.
smeagolI actually not even got to a point where I could talk to someone with a quest. Logi reported problems with all people in San Mona...
When the AIM mercs were actually still working, I also had runtime errors on startup when hiring the old mercs from AIM (Cliff, Malice, etc...). MERC dudes worked fine though...
Seems everything is a mess right now.
That is too bad to hear Smeagol you gave the community a lot of fun.
By the way, my San Mona runs as smooth as can be (SCI_SVN1241_MPSVN3721_WF606_AIMNASv12). I wonder why that is, but I never have any problems over there outside out of Darren sometimes not handing over the money if he has to walk to far to reach the mercenary that initiated the dialogue to start the fights, but that is easily solved by staying close by.
@Maalstroom; There is no need to put one sci on top of the other. I know my SCI is a bit outdated again, but you can ask Tais. There is no need to install two on top of another. Actually he disaded me from doing this in order to choose between UC and WF_AIMNAS.
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Corporal
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