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4552 + PCM[message #285327] Sat, 02 July 2011 17:28 Go to next message
KEN C

 
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Registered:May 2007
Location: Aberdeen Washington USA
Has anyone added PCM to the new official release?
Re: 4552 + PCM[message #285329] Sat, 02 July 2011 17:44 Go to previous messageGo to next message
Cell

 
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Re: 4552 + PCM[message #285330] Sat, 02 July 2011 17:47 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
Playable charactors mod
Re: 4552 + PCM[message #285331] Sat, 02 July 2011 17:49 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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turning a lot of npcs into 2nd class rpcs
Re: 4552 + PCM[message #285332] Sat, 02 July 2011 17:50 Go to previous messageGo to next message
Cell

 
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Re: 4552 + PCM[message #285334] Sat, 02 July 2011 17:54 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
PCM is a necessary part of my INSANE mod.
Re: 4552 + PCM[message #285335] Sat, 02 July 2011 17:59 Go to previous messageGo to next message
Cell

 
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Re: 4552 + PCM[message #285336] Sat, 02 July 2011 18:03 Go to previous messageGo to next message
Blue_Fox

 
Messages:540
Registered:September 2006
Location: Netherlands
Im curious about those PCM's

@Cell.
Everybody plays his own style.

I prefere 1 IMP Martial Art & Brassknuckles.
Re: 4552 + PCM[message #285338] Sat, 02 July 2011 18:05 Go to previous messageGo to next message
Cell

 
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Re: 4552 + PCM[message #285340] Sat, 02 July 2011 18:13 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
should be done easily (not pcm+ oc) but afair with pcm 2.0 (hypothetical) pcm+ shouldn't be needed at all
Re: 4552 + PCM[message #285342] Sat, 02 July 2011 18:19 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@ Blue_Fox My INSANE Mod has much larger citys and militia can be trained in all towns so many more trainers are required, thats why I need the PCM. JA2INSANE is all about controlling the citys, not just running right down to kill the Queen.
Re: 4552 + PCM[message #285343] Sat, 02 July 2011 18:23 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@ Gorro Der Grune, PCM 2.0 WOW what a concept! That would be like Christmas for me.
Re: 4552 + PCM[message #285345] Sat, 02 July 2011 18:26 Go to previous messageGo to next message
Cell

 
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Re: 4552 + PCM[message #285348] Sat, 02 July 2011 18:34 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
due to the changers made to the game it shouldn't be a problem just a lot of work
(those face cordinates are xmled now, afair)
-> pcm+ not longer necessary (pcm+ was exe-hacking)

the Scorpion always said "the moment I do issue a mod I give it to the pd but OC I WANT TO BE CREDITED if You go further with it".



p.s. I had a lot of issues with the Scorpion but I alway honour his work
Re: 4552 + PCM[message #285350] Sat, 02 July 2011 18:40 Go to previous messageGo to next message
Blue_Fox

 
Messages:540
Registered:September 2006
Location: Netherlands
Downloading your Alpha mod at the moment.
I take a look t it.

I know its all about control the COUNTRY.
I have 5 teams (6 mercs)and 1 team (2 lunetics, not myself)in Arulco.

Re: 4552 + PCM[message #285352] Sat, 02 July 2011 18:43 Go to previous messageGo to next message
Logisteric

 
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Blue_Fox
... and 1 team (2 lunetics, not myself)in Arulco.


you should really lead from the front :placard:
Re: 4552 + PCM[message #285353] Sat, 02 July 2011 18:46 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@Blue_Fox, If you will PM your email to me I will send you my current map revision. Also PLEASE read the readme!
Re: 4552 + PCM[message #285354] Sat, 02 July 2011 18:49 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
he won't read it, reading a readme prevents the confusion which he loves so dear
Re: 4552 + PCM[message #285355] Sat, 02 July 2011 18:50 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@ Gorro, both Scorpion and Will Gates have helped me. I have given them and many others credit in the mod readme.
Re: 4552 + PCM[message #285379] Sat, 02 July 2011 21:05 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
Has anyone tried to use PCM with the current release?
Re: 4552 + PCM[message #285400] Sat, 02 July 2011 22:29 Go to previous messageGo to next message
Marlboro Man

 
Messages:1192
Registered:October 2005
Location: USA
OLDNOOOB
Has anyone tried to use PCM with the current release?


I don't believe so. At least no one has mentioned it as far as I could tell.


Good to see you back at work. Smile


Re: 4552 + PCM[message #285453] Sun, 03 July 2011 11:24 Go to previous messageGo to next message
Buggler

 
Messages:209
Registered:November 2009
@OLDNOOOB
Upon ur thread, proceeded & tested it out with v4552.

http://img196.imageshack.us/img196/1061/pcmplus3.png

Works for PCM Plus 3 (03-06-2009).rar

Things to note/tweak:
MercProfiles.xml
x [Do not change to '3' aka RPC as will break ending quest dialogue & characters will remain stuck as escort e.g. John, Skyrider]
x [Change to combat bodytypes to hav combat animations e.g. 0-3]

Some other example tags that differ/nil entries in original 1.13 from PCM data:
Personality, stats, skills (both old & STOMP), like & dislikes, salary, approach factor

RPCFacesSmall.xml
Check they have an entry for each PCM's and have their correct 'small face coordinates'

Did not fiddle with their starting gear though.

Edit:
PCM Plus 3 (03-06-2009).rar from "damianniland" mediafire sharefiles; link from Off_Topic's 'Ja2/UB/JA21.13 Mods Download/Install Guide' thread
Direct Download: http://www.mediafire.com/?xnng12jyjm2
"damianniland" mediafire sharefiles (lots of stuff & frequently updated): http://www.mediafire.com/?sharekey=6eec3e61b0de1a2007258ee67c679e4ae04e75f6e8ebb871

Apologies to e owner as I cant confirm his nick in Bearpit n hence cant credit him properly. Think most likely is Will Gate(?) Smile

[Updated on: Sun, 03 July 2011 16:05] by Moderator

Re: 4552 + PCM[message #285463] Sun, 03 July 2011 12:40 Go to previous messageGo to next message
Blue_Fox

 
Messages:540
Registered:September 2006
Location: Netherlands
Mary lost weight Smile
Re: 4552 + PCM[message #285464] Sun, 03 July 2011 12:48 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
@ Buggler

do You have a dl link?


Re: 4552 + PCM[message #288140] Tue, 02 August 2011 06:11 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
BUMP
Re: 4552 + PCM[message #289310] Thu, 18 August 2011 05:43 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
bump
Re: 4552 + PCM[message #290609] Mon, 12 September 2011 06:31 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
bump
Re: 4552 + PCM[message #290612] Mon, 12 September 2011 16:52 Go to previous messageGo to next message
Scheinworld

 
Messages:973
Registered:December 2007
Location: Baltic Sea, Germany
I think instead of *bumping* your thread over and over again you should better describe your problem and what do you concretely want to know or where do you need help adapting PCM(+) to current v1.13 release yourself. And who knows, maybe we can even help you afterwards


Re: 4552 + PCM[message #290613] Mon, 12 September 2011 17:26 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
the problem is simply that he wants to adapt his mod to a newer exe and pcm (+) are exe-hacking mods. that means he needs to hack every new exe he wants to use. the very reason why exe mods are always stick to older exes unless someone externalises the stuff that was hacked into a particular older (then of course new exe).

the solution i see is inventing to new cheap rpc.s (he somewhere claimed to need personnel for free) or rising the amount of cash tremenduosly.

if he needs the pcm-'mercs' because of the death-toll his mod takes we are back to new personnel (which is possible with the enlargement to 255 personnel slots)

if he needs those 'merc' for other reasons i do not know them
Re: 4552 + PCM[message #290618] Mon, 12 September 2011 19:01 Go to previous messageGo to next message
Scheinworld

 
Messages:973
Registered:December 2007
Location: Baltic Sea, Germany
Logisteric
the problem is simply that he wants to adapt his mod to a newer exe and pcm (+) are exe-hacking mods. that means he needs to hack every new exe he wants to use.


I still don't see the problem? You know that among other things the small faces have been externalized thanks Jazz and RoWa21.
< faces externalization >

So converting the old PCM(+) data to current v1.13 release via editing of the MercProfiles and RPCFacesSmall .XML files is nearly everything he needs to do (apart from some copy-paste).


Re: 4552 + PCM[message #290674] Wed, 14 September 2011 01:25 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@ Scheinworld "Has anyone added PCM to the new official release?" is the question asked at the top of this thread. I asked this question to find out the answer. The answer I expected would have been, 1. no 2. yes with a link to follow. I have bumped this thread hoping that someone such as yourself would take an interest and provide an answer. Your response to Logeristic gave me some very usefull info that I could not have otherwise found. Thank You.

For those who don't know Scorpion's PCM Mod, It allows many original Jagged Alliance2 npcs to be hired and played. They are scripted and voiced and great fun as are the current German additions.

Also thanks to Logeristic, who always finds a way to provolk a response.
Re: 4552 + PCM[message #290686] Wed, 14 September 2011 10:13 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
oldnooob, if you had had a look at pcm+ you knew the answer (you also knew it if you remembered that the scorpion always hacks the exe) - you simply cannot combine two exes wothout a hack.

you would also have changed your question to 'is there a way to get the pcm+-mercs into the game in a way that supports new exes' or something like that.

1. unpack pcm+ to an empty folder and kick the exe and profdat-file(s) - may be there is more to be kicked.
2. have a look at Merc Profile Editor.exe (it's in the newest install)
3. get the 'small' coordinates of thoses faces and use the editor to get the missing data in
4. copy the contents of that new folder into a clean install of your mod
5. hope it works

possible problems:

- could be you need to swap no3 and 4
- don't know whether those npc.s' behaviour is still in npc-scripts (###.npc in folder 'npc-data') or in lua-files (you need to change those if they are). it does only affect them as npc.s and does have no influence on them as rpc.s.
- the exe MAY be altered as to mine income (afaik in pcm (+) you got still money if your miners where shot) - if that is the case there is no chance to acchieve it without exe-hacking (i think this is the place where the 'game over' kicks in)

i still think 'inventing' new pesonnel is easier (that is get it from existing mods) - inventing really new personnel is a lot of work (especially finding and motivating voice-actors) - cutting from movies is a big problem because there are next to always atmo-tracks (e.g. the starship-sound in sf-movies) that do not fit in arulco.

i also think pcm is a bad idea - those guys have a job, but it is your mod


will you ever learn to ask proper questions ot think of your own instead of using that demanding* attitude? no answer to your original question is a no-answer, btw as everyone would have told you where it is to be found. so bumping it is just nooobish. instead of your various bumps you might have added the question 'is there a way to try getting them in when using a more up-to-date exe?'.

------

*as to a demanding attitude
OLDNOOOB
I have bumped this thread hoping that someone such as yourself would take an interest and provide an answer.





@ scheinworld:

you forgot the 'income-hack' i guess - that is scorpio did take out the negative aspects on gameplay if one of those 'npc.s' is biting the dust. it also makes skyrider for hire. that has definately not been externalized.
Re: 4552 + PCM[message #290696] Wed, 14 September 2011 14:31 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
@Logi:
Well, to me it seems that you you are not quite right about PCM(+) and transferring it to the new release. You may consider reading its creator's postings in the german board clarifying about that issue:
http://forum.jaggedalliance.de/viewtopic.php?f=3&t=17164&start=400 (Page 9, down on the bottom, posted by 'smilingassassin' on the 31th of Aug. and today).

@Oldnoob:
The link provided above should be answer to 'how to add PCM(+) to current release'. Naturally it's written in german, so hopefully e.g. google translation can provide you with an understable translation's attempt. If not - logi, schein, gorro and myself should be able to help. Smile
Re: 4552 + PCM[message #290720] Thu, 15 September 2011 00:14 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
Thanks Sam. PCM is a basic part of my JA21.13INSANE Mod which I started building in 2008.
Re: 4552 + PCM[message #290956] Thu, 22 September 2011 00:29 Go to previous messageGo to next message
free8082002

 
Messages:23
Registered:January 2003
Location: Argentina
I m playing the last version of the game, the one in the wiki.
I try my own pcm mod in the 2000 year but fail, game crash a lot, I just edit profiles and add the voices, for the voices use parts of the original ones and edit with a program that come with win98, a basic one, very basic. Add the playable body for Maria.
Dont care about the voices too much, just want to put some history around the people that fight in that 3 world country that look like the one I live.
For that I made Gordon a hacker that Deidranna catch and torture in Tixa because he hack is web and put some jokes, one idea is: He is psycho (cry "dont want to go back" every time he loss control), electronic, maybe some hand to hand or stealth.
For Maria is more complicated, need to erase is quest or send her to his brother and find her back where the POW are (they kill his brother and take her for fun). In the new version look like she as no more quest or at least I cannot find.

Well, in less words: your mod is my kind of mod, just want to ask if your mod is already compatible with latest release or still 2009, and how I can use. Need a old JA113 or install above the new one?

Re: 4552 + PCM[message #290958] Thu, 22 September 2011 00:49 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
@Free..., You have some great ideas! As for my mod, I needed more people to hold the towns because of the constant attacks. PCM gave me a large group of "cheap" people to train militia replacements. Also there are more and larger towns and cities to defend. In 2008 we could only have 18 mercs now we can have 32.
I suggest reading up on the current additions here in the forum for information about using the current tools available in the game, You may find a way to use the files that you have created with the current game.
People who are creative like yourself are rare, please email me if there is any way I can be of assistance to your effort.
Re: 4552 + PCM[message #290973] Thu, 22 September 2011 03:49 Go to previous messageGo to next message
free8082002

 
Messages:23
Registered:January 2003
Location: Argentina
Thanks for your words.
Last 2 hours I try to add Maria and no luck, in vanilla recruit her is no problem, the problem is put her in combat, thats cause crash and see his brother too.

She as voices, body and recruit 100. But no luck here.

I add Gordon with is bigface too, Tina with face, Maria with face, Warden (yup, I love her Razz) no bigface right now for Warden, need remember how to use program for edit faces.

The problem with my ideas is the same everyone as with is ideas, implement them.

I remember the day that I try mod JA2 into a iron-age game inspired in URW rpg, with food bars and building system, I fail miserably.

Dont know why I cannot recruit Maria and how to solve the problem with is brother, maybe never touch that sector with her.


Not sure how I can help, but I try your mod tonight.

Edit: Cant recruit Gordon too, and Warden just want me dead Smile)

The new system look more easy but need to learn more.

Time to check your mod.

Edit again: Added Maria as AIM allow to recruit her very easy but break the intended RPG way of game, she work normal, using voices and portraits. I m sure I just need to put the right parameter somewhere.
You know who can help? Dont understand the german web instructions.
I just cannot recruit her, or Gordon or anybody. Already put them as RPC and INI read external XML.

Edit 3: Look like I loss something in the translation :PPPP
Your mod (Oldnoob) is about maps for Insane, not PCM, right?
I reach the Jhon and Marta and theyre just normal, same for the others.
Anyway the maps are welcome.
I suffer a lot keeping the towns with the new "2 militia" system in expert, not sure if Insane difficult is for me, but I try.

[Updated on: Thu, 22 September 2011 08:43] by Moderator

Re: 4552 + PCM[message #291014] Thu, 22 September 2011 22:55 Go to previous messageGo to next message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
Maybe Oldnoob as already taken steps to convert PCM to the new release?

Anyway here's my attempt of translation (of the part i mentioned and linked above; my own additions in [brackets]):

Quote:
In order to use PCM together with the new list of characters - since the mercs from wildfire have been added to the current release - you need to do:

1. Transfer changes of PCM's custom prof.dat to the mercprofiles (XMLs). Especially the bodytype is of importance as not every bodytype is able to fight. Furthermore, within the mercprofiles.xml, there exist different "types" of characters; that could require you to make adjustments.
[Translator's note: no more insight was shared regarding this part]

Pro hint: Make a backup of mercprofiles.xml. Then use the new 1.13 feature 'write_profiles_to_xml = TRUE' to read from PCM's prof.dat ONCE to create a file 'mercprofiles out'. You then can copy/overwrite the relevant parts from 'merprofiles out' into the mercprofiles.xml.

2. Some faces may require to transfer the animation coordinates of the small faces (48x43) to rpcsmallfaces (or similar).

3. Mercstartinggear and gearkit and so on is obviously mandatory if you are going to use mercprofiles (instead of prof.dat).

4. Everything else should be selfexplanatory.

[Addition from the following post]
PCM is basically independant from the .exe! But you need to transfer and adapt data from proedit/profdat [which were used to create PCM] to the new mercprofiles.xml. Concerning PCM+ you also need to transfer some of the 48x43 coordinates to rpcsmallfaces. That's it.
Re: 4552 + PCM[message #291030] Fri, 23 September 2011 01:27 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
thanks to Sam for the translation!
Re: 4552 + PCM[message #291031] Fri, 23 September 2011 01:42 Go to previous messageGo to previous message
Sam Hotte

 
Messages:1995
Registered:March 2009
Location: Middle of Germany
You're welcome. Smile
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