Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322854]
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Wed, 17 July 2013 12:29
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Skiru |
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Messages:33
Registered:May 2013 |
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Seriously, use your brains. I just download every single update here one by one and install. Just be sure they are instaled in right order.
it is confirmed, Turtle thinks that Barry is Mike. ANV could you fix this issue?
[Updated on: Thu, 18 July 2013 19:53] by Moderator Report message to a moderator
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Private 1st Class
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Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322937]
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Fri, 19 July 2013 00:22
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Skiru |
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Messages:33
Registered:May 2013 |
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This file is long as T-paper. Could you post surely fine working MercProfiles.xml?
ANV is there any chance of adding last remaining mercs shortly? I wanna start a new game with full character pool.
[Updated on: Fri, 19 July 2013 11:38] by Moderator Report message to a moderator
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Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322960]
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Fri, 19 July 2013 19:39
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Skiru |
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Messages:33
Registered:May 2013 |
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i begin to tinker around this file and here is it content (Turtle profile) i presume that 149 is Mike and he is his buddy in profile but why the heck he mistakes him for barry, i can't figure it out. Could you give me a hand?
253
2
Herman "Turtle" Regents
Turtle
253
8
7
5
26
0
0
3000
2000
BEIGEPANTS
BLUEVEST
PINKSKIN
BROWNHEAD
0
1
0
7
9
4
0
101
101
53
53
61
8
21
85
75
5
25
2
12
2
0
0
0
5
5
0
149
255
255
255
255
255
0
255
0
255
0
255
0
255
0
255
0
255
0
200
0
0
0
0
0
-1
-1
0
100
110
80
90
0
0
0
0
0
0
[Updated on: Fri, 19 July 2013 19:41] by Moderator Report message to a moderator
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Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #322991]
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Sat, 20 July 2013 16:38
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anv |
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Messages:258
Registered:March 2013 |
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@Skiru: XML looks ok. I think you'll have to start a new game :<.
@merc05: I think I know what causes Mike to spawn his clones.
Campaign.cpp, HourlyProgressUpdate()
// at 50% make Mike available to the strategic AI
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
{
SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY );
}
So after progress is over 50, and increased since previous highest, FACT_MIKE_AVAILABLE_TO_ARMY is set to 1 even after it was supposed to be set to 2 after spawning Mike in tactical.
// at 50% make Mike available to the strategic AI
if ( ubCurrentProgress >= gGameExternalOptions.ubGameProgressMikeAvailable && gStrategicStatus.ubHighestProgress <= gGameExternalOptions.ubGameProgressMikeAvailable )
{
if( gubFact[FACT_MIKE_AVAILABLE_TO_ARMY] != 2 );
{
SetFactTrue( FACT_MIKE_AVAILABLE_TO_ARMY );
}
}
should work.
@Joao:
Tourists: Yeah, this bug was already reported.
Natives: Working on + Kulba. MERC unlocking system is apparently broken, as mercs on website are displayed according to their indexes (lower first), not their actual availability. After fixing that, they could be unlocked according to quest results, .ini settings, etc.
Richards & Santino: Sure it would be possible, but wouldn't it be too much of a stretch? They weren't even playable characters, and Santino was a villain + he blew himself up.
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Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323384]
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Sun, 28 July 2013 21:28
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Skiru |
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Messages:33
Registered:May 2013 |
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Spoted glitches and bugs:
- Sparky quit without reason.
- Game like to crash when loading, when auto-bandaging and in some other freaky accidents.
- Settings file have some minor quirks.
[Updated on: Sun, 28 July 2013 21:29] by Moderator Report message to a moderator
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Re: Jagged Alliance Deadly Games Mercs with all speech for 1.13[message #323425]
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Mon, 29 July 2013 15:13
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wanne (aka RoWa21) |
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Messages:1961
Registered:October 2005 Location: Austria |
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anvNatives:
+ Kulba (from Cleveland, Ohio) is now proud member of MERC.
Please note I didn't manage to make camo versions yet, as soon I'm leaving for vacation, and wanted to release them before.
Source changes
- MERC mercs get unlocked according to their own availability conditions, not to their order in MercAvailability.xml
- .ini options for enabling/disabling recruitable Speck, Kulba and natives, if you prefer Vanilla
- if enabled, Kulba becomes available as a MERC merc after finishing escort quest, delay is configurable (two weeks by default). He won't be available earlier even if MERC_WEBSITE_ALL_MERCS_AVAILABLE is set to TRUE. His bio depends on escort quest outcome (Mary's death/survival).
Kulba + natives
source changes + diff
I just added them to the 1.13 SVN Development GameDir. Only the double bio feature for John Kulba is disabled, because it was not "modder friendly" (-> John Kulba had 2 entries in MERCBios.edt file -> HARDCODED in the source).
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