Restructured / cleaned "Docs" folder

- The "Docs" folder now only contains the Manuals, Hotkeys, Compatibility Fixes ... and a link to the additional 1.13 Documents Folder
- Additional 1.13 SVN Documents: https://ja2svn.dyndns.org/source/ja2/trunk/Documents
- see: http://www.bears-pit.com/board/ubbthreads.php/topics/325007.html#Post325007






git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1765 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2013-09-11 08:46:37 +00:00
parent 1a7474ce74
commit e02a618658
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** AIM **
Spike
Kelly
Boss
Spam
Snake
Bob
Jimmy
Vinny
** MERC **
Postie
Installation:
Just copy/paste the whole files in your "Data-1.13" folder and overwrite any existing files
Discussion:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298288#Post298288
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You can find additional 1.13 Documents (Modding-Examples, Tools, ...) which are useful for 1.13 Modders in the following SVN Location:
https://ja2svn.dyndns.org/source/ja2/trunk/Documents
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Right now their merchandise selection is configurable but how they actually select from the list,
how much money they have, and a few other things are hard coded.
This is actually quite easy to do and I was nearly done with it but I'm not sure where I stashed the changes.
------------------------------------
In doing this I am thinking of just adding some new stuff into the existing .XML files.
If the new stuff doesn't exist the current built-in behavior would be the default.
So one of the XXXXInventory.XML files would in the future look something like this (Using Tony as an example):
- setting Tony to be a repair guy probably will not work
<ARMSDEALERINDEX>0</ARMSDEALERINDEX> <!-- 0 to 18 -->
<SHOPKEEPERID>91</SHOPKEEPERID> <!-- Prof*.dat / MercProfiles.xml ID -->
----------------------
A few notes:
0) You MUST specify ARMSDEALERINDEX if you use any other field.
1) You don't have to update any of the dealer inventory files as they all default to the existing behavior. You can do things piecemeal, too. So if you just want to change Tony's max cash you can change just that.
2) You can't change dealer basic functions (yet). So Tony will buy and sell and not repair things and so on.
3) I don't know what effect changing those ARMS_DEALER_XXXX flags have. Use at your own peril!
4) Changing ARMSDEALERINDEX and SHOPKEEPERID will probably break things in the game. Again, change at your own peril!
The arms dealer indices are: ProfileID
<ARMSDEALERINDEX> <SHOPKEEPERID>
0: Tony 91
1: Franz Hinkle 124
2: Keith Hemps 147
3: Jake Cameron 113
4: Gabby Mulnick 104
5: Devin Connell 61
6: Howard Filmore 125
7: Sam Rozen 126
8: Frank 92
9: Bar Bro 1 151
10: Bar Bro 2 152
11: Bar Bro 3 153
12: Bar Bro 4 154
13: Micky O'Brien 96
14: Arnie Brunzwell 128
15: Fredo 130
16: Perko 74
17: Elgin 112
18: Manny 155
-----------------
You edit one of the xxxxxInventory.xml files as I show above.
In your case to just change the dealer's cash. So to increase Tony's daily cash to $45,000 you would do:
<?xml version="1.0" encoding="utf-8"?>
<INVENTORYLIST>
<CONTROL>
<ARMSDEALERINDEX>0</ARMSDEALERINDEX> <!-- 0 to 18 -->
<CASH>
<INITIAL>45000</INITIAL>
<DAILY>
<INCREMENT>45000</INCREMENT>
<CASHMAXIMUM>45000</CASHMAXIMUM>
<RETAINED>0</RETAINED>
</DAILY>
</CASH>
</CONTROL>
<INVENTORY>
...etc. as usual...
----------------
<CONTROL>
<ARMSDEALERINDEX>2</ARMSDEALERINDEX> <!-- 0 to 19 -->
<CASH>
<INITIAL>10000</INITIAL>
<DAILY>
<INCREMENT>10000</INCREMENT>
<CASHMAXIMUM>10000</CASHMAXIMUM>
<RETAINED>0</RETAINED>
</DAILY>
</CASH>
</CONTROL>
That would change Keith to have 10,000 to start and $10,000 a day
-----------------------
. Initial is what it is set to at start of game.
. Retained is the % of the previous days $$$ that they retain.
. Increment is what is added each day.
. Maximum is the most they will keep after incrementing.
I did it that way so you could have a merchant slowly build up a fairly significant amount: set init and increment small with drain at some no-zero value plus max large
Or maybe someone who keeps a lot of cash after sales but it slowly drains away.
--------------------
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Version 0.1 by Jazz
You can alter/define more groups, than the 14 defined JA2 Vanilla groups (Rebel, Kingpin, Beggars, ...)
in the file TableData\CivGroupNames.
The CIV-Quote files (CIV*.edt) are stored in the Data\NPCDATA folder.
The files (civ40.edt to civ519.edt) are optional files for new groups (which are not used by the default 1.13).
The game random texts from 15 records defined in the edt file.
----------------------------------------------------------------------------------------
Here you have the CIV EDT mapping to the groups from TableData\CivGroupNames.
Friendly edt | Enemies edt | Group |
NONE
civ20.edt civ21.edt REBEL
civ18.edt civ19.edt KINGPIN
SANMONA ARMS
ANGELS
BEGGARS
TOURISTS
ALMA MIL
DOCTORS
COUPLE1
civ16.edt civ17.edt HICKS
WARDEN
JUNKYARD
civ33.edt civ34.edt FACTORY KIDS
QUEENS
civ40.edt civ41.edt Empty Slot 15
civ42.edt civ43.edt Empty Slot 16
civ44.edt civ45.edt Empty Slot 17
civ46.edt civ47.edt Empty Slot 18
civ48.edt civ49.edt Empty Slot 19
civ50.edt civ51.edt Empty Slot 20
civ52.edt civ53.edt Empty Slot 21
civ54.edt civ55.edt Empty Slot 22
civ56.edt civ57.edt Empty Slot 23
civ58.edt civ59.edt Empty Slot 24
civ60.edt civ61.edt Empty Slot 25
civ62.edt civ63.edt Empty Slot 26
civ64.edt civ65.edt Empty Slot 27
civ66.edt civ67.edt Empty Slot 28
civ68.edt civ69.edt Empty Slot 29
civ70.edt civ71.edt Empty Slot 30
civ72.edt civ73.edt Empty Slot 31
civ74.edt civ75.edt Empty Slot 32
civ76.edt civ77.edt Empty Slot 33
civ78.edt civ79.edt Empty Slot 34
civ80.edt civ81.edt Empty Slot 35
civ82.edt civ83.edt Empty Slot 36
civ84.edt civ85.edt Empty Slot 37
civ86.edt civ87.edt Empty Slot 38
civ88.edt civ89.edt Empty Slot 39
civ90.edt civ91.edt Empty Slot 40
civ92.edt civ93.edt Empty Slot 41
civ94.edt civ95.edt Empty Slot 42
civ96.edt civ97.edt Empty Slot 43
civ98.edt civ99.edt Empty Slot 44
civ100.edt civ101.edt Empty Slot 45
civ102.edt civ103.edt Empty Slot 46
civ104.edt civ105.edt Empty Slot 47
civ106.edt civ107.edt Empty Slot 48
civ108.edt civ109.edt Empty Slot 49
civ110.edt civ111.edt Empty Slot 50
civ112.edt civ113.edt Empty Slot 51
civ114.edt civ115.edt Empty Slot 52
civ116.edt civ117.edt Empty Slot 53
civ118.edt civ119.edt Empty Slot 54
civ120.edt civ121.edt Empty Slot 55
civ122.edt civ123.edt Empty Slot 56
civ124.edt civ125.edt Empty Slot 57
civ126.edt civ127.edt Empty Slot 58
civ128.edt civ129.edt Empty Slot 59
civ130.edt civ131.edt Empty Slot 60
civ132.edt civ133.edt Empty Slot 61
civ134.edt civ135.edt Empty Slot 62
civ136.edt civ137.edt Empty Slot 63
civ138.edt civ139.edt Empty Slot 64
civ140.edt civ141.edt Empty Slot 65
civ142.edt civ143.edt Empty Slot 66
civ144.edt civ145.edt Empty Slot 67
civ146.edt civ147.edt Empty Slot 68
civ148.edt civ149.edt Empty Slot 69
civ150.edt civ151.edt Empty Slot 70
civ152.edt civ153.edt Empty Slot 71
civ154.edt civ155.edt Empty Slot 72
civ156.edt civ157.edt Empty Slot 73
civ158.edt civ159.edt Empty Slot 74
civ160.edt civ161.edt Empty Slot 75
civ162.edt civ163.edt Empty Slot 76
civ164.edt civ165.edt Empty Slot 77
civ166.edt civ167.edt Empty Slot 78
civ168.edt civ169.edt Empty Slot 79
civ170.edt civ171.edt Empty Slot 80
civ172.edt civ173.edt Empty Slot 81
civ174.edt civ175.edt Empty Slot 82
civ176.edt civ177.edt Empty Slot 83
civ178.edt civ179.edt Empty Slot 84
civ180.edt civ181.edt Empty Slot 85
civ182.edt civ183.edt Empty Slot 86
civ184.edt civ185.edt Empty Slot 87
civ186.edt civ187.edt Empty Slot 88
civ188.edt civ189.edt Empty Slot 89
civ190.edt civ191.edt Empty Slot 90
civ192.edt civ193.edt Empty Slot 91
civ194.edt civ195.edt Empty Slot 92
civ196.edt civ197.edt Empty Slot 93
civ198.edt civ199.edt Empty Slot 94
civ200.edt civ201.edt Empty Slot 95
civ202.edt civ203.edt Empty Slot 96
civ204.edt civ205.edt Empty Slot 97
civ206.edt civ207.edt Empty Slot 98
civ208.edt civ209.edt Empty Slot 99
civ210.edt civ211.edt Empty Slot 100
civ212.edt civ213.edt Empty Slot 101
civ214.edt civ215.edt Empty Slot 102
civ216.edt civ217.edt Empty Slot 103
civ218.edt civ219.edt Empty Slot 104
civ220.edt civ221.edt Empty Slot 105
civ222.edt civ223.edt Empty Slot 106
civ224.edt civ225.edt Empty Slot 107
civ226.edt civ227.edt Empty Slot 108
civ228.edt civ229.edt Empty Slot 109
civ230.edt civ231.edt Empty Slot 110
civ232.edt civ233.edt Empty Slot 111
civ234.edt civ235.edt Empty Slot 112
civ236.edt civ237.edt Empty Slot 113
civ238.edt civ239.edt Empty Slot 114
civ240.edt civ241.edt Empty Slot 115
civ242.edt civ243.edt Empty Slot 116
civ244.edt civ245.edt Empty Slot 117
civ246.edt civ247.edt Empty Slot 118
civ248.edt civ249.edt Empty Slot 119
civ250.edt civ251.edt Empty Slot 120
civ252.edt civ253.edt Empty Slot 121
civ254.edt civ255.edt Empty Slot 122
civ256.edt civ257.edt Empty Slot 123
civ258.edt civ259.edt Empty Slot 124
civ260.edt civ261.edt Empty Slot 125
civ262.edt civ263.edt Empty Slot 126
civ264.edt civ265.edt Empty Slot 127
civ266.edt civ267.edt Empty Slot 128
civ268.edt civ269.edt Empty Slot 129
civ270.edt civ271.edt Empty Slot 130
civ272.edt civ273.edt Empty Slot 131
civ274.edt civ275.edt Empty Slot 132
civ276.edt civ277.edt Empty Slot 133
civ278.edt civ279.edt Empty Slot 134
civ280.edt civ281.edt Empty Slot 135
civ282.edt civ283.edt Empty Slot 136
civ284.edt civ285.edt Empty Slot 137
civ286.edt civ287.edt Empty Slot 138
civ288.edt civ289.edt Empty Slot 139
civ290.edt civ291.edt Empty Slot 140
civ292.edt civ293.edt Empty Slot 141
civ294.edt civ295.edt Empty Slot 142
civ296.edt civ297.edt Empty Slot 143
civ298.edt civ299.edt Empty Slot 144
civ300.edt civ301.edt Empty Slot 145
civ302.edt civ303.edt Empty Slot 146
civ304.edt civ305.edt Empty Slot 147
civ306.edt civ307.edt Empty Slot 148
civ308.edt civ309.edt Empty Slot 149
civ310.edt civ311.edt Empty Slot 150
civ312.edt civ313.edt Empty Slot 151
civ314.edt civ315.edt Empty Slot 152
civ316.edt civ317.edt Empty Slot 153
civ318.edt civ319.edt Empty Slot 154
civ320.edt civ321.edt Empty Slot 155
civ322.edt civ323.edt Empty Slot 156
civ324.edt civ325.edt Empty Slot 157
civ326.edt civ327.edt Empty Slot 158
civ328.edt civ329.edt Empty Slot 159
civ330.edt civ331.edt Empty Slot 160
civ332.edt civ333.edt Empty Slot 161
civ334.edt civ335.edt Empty Slot 162
civ336.edt civ337.edt Empty Slot 163
civ338.edt civ339.edt Empty Slot 164
civ340.edt civ341.edt Empty Slot 165
civ342.edt civ343.edt Empty Slot 166
civ344.edt civ345.edt Empty Slot 167
civ346.edt civ347.edt Empty Slot 168
civ348.edt civ349.edt Empty Slot 169
civ350.edt civ351.edt Empty Slot 170
civ352.edt civ353.edt Empty Slot 171
civ354.edt civ355.edt Empty Slot 172
civ356.edt civ357.edt Empty Slot 173
civ358.edt civ359.edt Empty Slot 174
civ360.edt civ361.edt Empty Slot 175
civ362.edt civ363.edt Empty Slot 176
civ364.edt civ365.edt Empty Slot 177
civ366.edt civ367.edt Empty Slot 178
civ368.edt civ369.edt Empty Slot 179
civ370.edt civ371.edt Empty Slot 180
civ372.edt civ373.edt Empty Slot 181
civ374.edt civ375.edt Empty Slot 182
civ376.edt civ377.edt Empty Slot 183
civ378.edt civ379.edt Empty Slot 184
civ380.edt civ381.edt Empty Slot 185
civ382.edt civ383.edt Empty Slot 186
civ384.edt civ385.edt Empty Slot 187
civ386.edt civ387.edt Empty Slot 188
civ388.edt civ389.edt Empty Slot 189
civ390.edt civ391.edt Empty Slot 190
civ392.edt civ393.edt Empty Slot 191
civ394.edt civ395.edt Empty Slot 192
civ396.edt civ397.edt Empty Slot 193
civ398.edt civ399.edt Empty Slot 194
civ400.edt civ401.edt Empty Slot 195
civ402.edt civ403.edt Empty Slot 196
civ404.edt civ405.edt Empty Slot 197
civ406.edt civ407.edt Empty Slot 198
civ408.edt civ409.edt Empty Slot 199
civ410.edt civ411.edt Empty Slot 200
civ412.edt civ413.edt Empty Slot 201
civ414.edt civ415.edt Empty Slot 202
civ416.edt civ417.edt Empty Slot 203
civ418.edt civ419.edt Empty Slot 204
civ420.edt civ421.edt Empty Slot 205
civ422.edt civ423.edt Empty Slot 206
civ424.edt civ425.edt Empty Slot 207
civ426.edt civ427.edt Empty Slot 208
civ428.edt civ429.edt Empty Slot 209
civ430.edt civ431.edt Empty Slot 210
civ432.edt civ433.edt Empty Slot 211
civ434.edt civ435.edt Empty Slot 212
civ436.edt civ437.edt Empty Slot 213
civ438.edt civ439.edt Empty Slot 214
civ440.edt civ441.edt Empty Slot 215
civ442.edt civ443.edt Empty Slot 216
civ444.edt civ445.edt Empty Slot 217
civ446.edt civ447.edt Empty Slot 218
civ448.edt civ449.edt Empty Slot 219
civ450.edt civ451.edt Empty Slot 220
civ452.edt civ453.edt Empty Slot 221
civ454.edt civ455.edt Empty Slot 222
civ456.edt civ457.edt Empty Slot 223
civ458.edt civ459.edt Empty Slot 224
civ460.edt civ461.edt Empty Slot 225
civ462.edt civ463.edt Empty Slot 226
civ464.edt civ465.edt Empty Slot 227
civ466.edt civ467.edt Empty Slot 228
civ468.edt civ469.edt Empty Slot 229
civ470.edt civ471.edt Empty Slot 230
civ472.edt civ473.edt Empty Slot 231
civ474.edt civ475.edt Empty Slot 232
civ476.edt civ477.edt Empty Slot 233
civ478.edt civ479.edt Empty Slot 234
civ480.edt civ481.edt Empty Slot 235
civ482.edt civ483.edt Empty Slot 236
civ484.edt civ485.edt Empty Slot 237
civ486.edt civ487.edt Empty Slot 238
civ488.edt civ489.edt Empty Slot 239
civ490.edt civ491.edt Empty Slot 240
civ492.edt civ493.edt Empty Slot 241
civ494.edt civ495.edt Empty Slot 242
civ496.edt civ497.edt Empty Slot 243
civ498.edt civ499.edt Empty Slot 244
civ500.edt civ501.edt Empty Slot 245
civ502.edt civ503.edt Empty Slot 246
civ504.edt civ505.edt Empty Slot 247
civ506.edt civ507.edt Empty Slot 248
civ508.edt civ509.edt Empty Slot 249
civ510.edt civ512.edt Empty Slot 250
civ513.edt civ514.edt Empty Slot 251
civ514.edt civ515.edt Empty Slot 252
civ516.edt civ517.edt Empty Slot 253
civ518.edt civ519.edt Empty Slot 254
@@ -1,18 +0,0 @@
** COVER DISPLAY **
- Show Merc View
o END: only display as long as the hotkey is pressed
o SHIFT + V: toggle permanent display on/off
- Show Enemy View
o DELETE: only display as long as the hotkey is pressed
o SHIFT + C: toggle permanent display on/off
** BOMBS / MINES / TRIPWIRES **
- Display bombs/mines/tripwires planted by your team
Red is for bomb/mine, yellow is for tripwire and orange is for both at the same tile.
o ALT + END: only display as long as the hotkey is pressed
o ALT + SHIFT + V: toggle permanent display on/off
- Display ALL (also enemy) planted BOMBS / MINES / TRIPWIRE when the selected merc has a metal detector in his hand
o ALT + DEL only display as long as the hotkey is pressed
o ALT + Shift + C toggle permanent display on/off
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*** A nice face guide by Kazuya ***
Well, two programs, that you certanly need, when you want to seriously work with sti files are STI Edit and GRV.
you can get them here:
http://kermi.pp.fi/JA_2/Modding_Tools/
If you want to edit an existing portrait, the best thing would be to open the sti file in STI Edit and export it to bmp. Then you can edit the face with any graphics program and reimport it to sti later.
Keep in mind that there are different faces for different types of characters.
Those are the following face files:
The bigface files. Can be found in the ".../data/faces/bigfaces/" folder.
Their dimensions are 106x122. The files name is a two or three digits number (the slot index number). They are used in the mercenaries overvie screen in the laptop as well as in the AIM and MERC webpage. This file is just one picture with no animations.
The NPC files. Can be found in the ".../data/faces/" folder.
Their dimensions are 90x100. The files name always starts with a "B" followed by the slot index number. They are used for characters that are either NPC or ingame recruitable characters. They appear whenever you talk to a character in the sector. AIM and MERC mercenaries, don't need this file, because they are all hired via the webpages. This file contains the entire face plus seven smaller subsurface for the animation (first four for the eyes and the last three for the mouth)
Mercenaries files. Can be found in the ".../data/faces/" folder.
Their dimensions are 48x43. They are in the same folder as the NPC files, but their name is only their index slot number. All characters that can be hired or escorted, need this file. These portraites are used in various places for your mercenaries, most notably in the mercenary panel in the tactical screen. Like the NPC files, this files contains the face and the animation subsurfaces.
small mercenary files. Can be found in the ".../data/faces/65face" folder.
Dimension is 31x27. Name is the corresponding index slot again. The small faces are used in the panel, when a battle is auto resolved. Although the original face files from JA2 all contain animation subsurface, they are not used in the game.
very small files. Can be found in the ".../data/faces/33face" folder.
Dimension is 15x14. I probably don't need to mention what they are the named like. Don't ask what they are used for, every. Seriously I'm not kidding. Just don't do it.
All other kind of face files you might find, have been put there for entertainment purposes only by the original JA2 developers.
When you convert a new portrait to sti, keep in mind that the sti files use a reduced colour palette with a maximum of 256 colours, so reduce the colours of your new portrait, before you attempt to convert them. STI Edit and GRV don't do a good job, when handling files with more colours.
If you merely want to change portraits with new ones from the user-made portraits thread, then you have several options. The easiest one, that will always work, would be to simply go to your JA2 data folder and paste the files in the correct folders (see above) and rename the files to the cooresponding index slot number you want to change. You can find out the correct number by starting poredit.exe in the /data/binarydata/ folder. You then might need to change the face coordinates in proedit. You won't be able to change the coordinates for the IMPs and you wont be able to change the mercenary portrait coordinates for RPCs this way.
If you have a recent version of 1.13, you can change the coordinates in the mercprofile.xml in the /data-1.13/tabledata folder (the slotindex number is here called uiIndex)
An even more sophisticated way, would be to load your new faces over the old ones via vfs, but that's another topic.
The eyes and mouth coordinates are the position of the top left pixel of the eyes and mouth subsurface, in the original face. Even the slightest deviation of only one pixel will cause the animation to look strange.
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Design Document MOLLE
###Principles###
For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
For each Pocket, there's a definition how much space it takes up on a carrier.
If there's a free pocket slot and enough space -> attach item and enable pocket.
E.G.:
A Carrier leg rig may have an available Volume of 25 and 5 available pockets (=5 attachmentslots)
An AR-Mag pocket has a volume of 8
A Small Utility pocket has a volume of 5
You may add 3 AR-Mag pockets to the Carrier
OR
5 SU pockets
OR
1 AR and 3 SU
OR
2 AR and 2 SU
BUT
not 4 AR, as their total volume would be 32
###Tags###
===Pockets.xml===
<pVolume></pVolume>
How large is this pocket? This is used internally to check if a carrier can't fit anymore pockets, even if there are empty slots.
===LoadBearingEquipment.xml===
<lbeAvailableVolume></lbeAvailableVolume>
How much space is there to add pockets?
<lbePocketsAvailable></lbePocketsAvailable>
A bitfield that determines if a free spot can be used at all (limits the number of slots on smaller carriers)
===AttachmentSlots.xml===
<ubPocketMapping></ubPocketMapping>
The pocket that this slot changes
Range 1-12
Corresponds to PocketIndex1...12
===Items.xml===
<AttachmentClass>16777216</AttachmentClass>
Not a new tag, but this AC denotes pouch attachments and accepts duplicates like Grenade and Rocket do
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This is an old 1.13 Feature which seems to be hidden for Modders long time.
This feature has been reworked by Headrock
-------------------------
XML filename format:
-------------------------
\tabledata\Map\[SectorGrid]_[ZLevel]_ExtraItems_[DifficultyName].xml
Examples:
\TableData\Map\A9_0_ExtraItems_Novice.xml -> for entering the A9 surface sector (Omerta) when playing novice difficulty.
\TableData\Map\D13_1_ExtraItems_Expert.xml -> for entering the first level of the Drassen Mine on Expert difficulty.
The following "DifficultyNames" are valid:
- Novice
- Experienced
- Expert
- Insane
-------------------------
XML content format:
-------------------------
<ExtraItems>
<Item>
<uiIndex>#</uiIndex>
<quantity>#</quantity>
<condition>#</condition>
<gridno>#</gridno>
<visible>#</visible>
</Item>
</ExtraItems>
-------------------------
XML notes:
-------------------------
- For clarity, uiIndex should always come first. However, I've set it so that the position of uiIndex
in the list is not relevant (so long as it exists). Most XMLs work that way, and I think that's fine.
- All other tags can come in any order.
- Quantity can be set to any number, but will only create an item (or more) if above 0.
Quantity of 0 or less will not crash the game, it simply won't create items.
If this tag is completely omitted, the game will create one item by default.
- Condition can be set to 1-100. If it is set outside these values, the item will not be created
(the game won't crash). If this tag is completely omitted, the item will have 100 condition.
- Gridno can be set to any positive number, including 0. However, if it is out of bounds,
the game will generate a screen message that it could not place the item, but will not crash the game.
Obviously, there is no rational default for this tag, so it must always be included.
- Visible can be set to 0 or 1. When 1, will create an item that is visible from the moment you enter the map.
Otherwise, a merc must spot the item by simple sight, like all other items on the map.
If this tag is omitted, the item is created with 0 visibility by default (must be spotted).
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JA2 UB tilesets for JA2.
Snap <tacpans@yahoo.com>
This package contains files that are necessary to import maps using JA2 UB
tilesets #50-59 into JA2.
Installation: Unpack the archive into the JA2 main directory. The files will be
unpacked into Data-1.13 subdirectory. If you are using a different custom data
directory, you need to move all of the included files and subdirectories there:
Binarydata\ja2set.dat
Tilesets\50
...
Tilesets\59
Notes:
This add-on will only work in JA2 1.13, or any version of JA2 that has been
modified to accept tilesets with numbers 50 or higher. Alternatively, the UB
tilesets can be used to replace existing JA2 tilesets (for that, ja2set.dat
needs to be modified accordingly).
Maps created with the UB editor or original UB campaign maps need to be
converted to JA2 format first.
In tilesets 53-59 snow-covered graphics, such as sandbags, were replaced with
more appropriate JA2 graphics.
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Changes in 1.12:
- fixed the history record added when you give Carmen one of the terrorist's heads
- Shank will no longer automatically be added to your party if you talk to him long enough
- fixed problems with MERCs not being hireable if you withheld money so long that they quit, then
you paid your balance
- fixed problem if at the last stage of IMP character creation (confirming payment) you hit 'cancel'
(which resulted in no custom character being created, but at the same time preventing you from
creating another)
- prevented player from switching to the map screen if a list of items to pick up is being displayed
- fixed problem with the code to handle mercs surrendering to the enemy that would occur if you had
already played through the first surrender situation (Alma prison) and then had more mercs
surrender (which is supposed to trigger the interrogation scene with Deidranna, Eliot, and Joe)
- fixed history record for when characters die
- fixed the infamous "burst bug" which prevented some bullets from hitting a character if they
were standing when hit
Changes in 1.11:
- fixed bug in which breath damage could cause values to wrap from very low to high values. (Typically
seen with stun grenades the player throws a stun grenade at an enemy who is knocked down, but gets
up the next turn raring to go.)
- fixed a bug that would temporarily disable interrupts
- fixed two bugs related to stealing a weapon from an enemy, that would cause the hourglass cursor to appear
and not go away
- fixed a bug in which the chance to hit someone was incorrectly calculated when aiming at a specific
body part. A character that had partial cover behind the edge of a roof (e.g. only their head visible)
might have been impossible to hit due to a bullet-path check which was incorrectly
targeted at their chest.
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Per default, merging (overwriting existing property values + adding missing ones) of INI files is disabled.
BUt you can enable it for specific INI files inside your ja2.ini.
Just put the property "MERGE_INI_FILES" in your ja2.ini.
For example, if you want to enable merging for the files "Ja2_Options.ini" and "Ja2Settings.ini" just enter
the following line in your ja2.ini file:
MERGE_INI_FILES = Ja2_Options.ini, Ja2Settings.ini
Now you can put your custom Ja2_Options.ini and Ja2Settings.ini inside your
"Profiles\UserProfile_JA2113" folder. Please note, you only need to put the custom properties (that differ from the base 1.13 INI) plus the section name
inside your custom INI-Files. That's all.
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*****************************************************
** JA2 1.13 Multiplayer - Version 1.5 - 01/11/2009 **
*****************************************************
Bugs Fixed
==========
In a Deathmatch and Team-Deathmatch game each client should start per Default in a separate map edge, if not RANDOMISE STARTING EDGE is choosen by the server
In a CO-OP game, no teams should be selectable ("N/A")
In a Team-Deathmatch game there must be at least 2 different teams, before the server can start on “START GAME”
Fixed checking of "Sync folder". On some PCs, the game reported that the "Sync folder" is missing, even if it exists
Fixed CTD when throwing item (grenade, rock, throwing knife, ...) in tactical when item description box is open
Fixed synchronisation of doors
Removed the buggy sync of the turnbar on an interrupt on the remote clients
Client receives files again from server after restarting a new game (from the scoreboard)
New Features
============
Synced Explosives (Grenades, Mortars, Mines, ...) and destruction of objects
Disarming and stealing of Explosives placed in world
Reenabled AI use of explosives / mortars etc in MP game
Reenabled 6 merc / team in MP game
Reenabled old pathing for AI instead of A*
Increased MAX_GARRSION_GROUPS from 100 to 200
Added customizable Multiplayer Teams (TableData\Multiplayer\RandomTeams.xml) if choosen "RANDOM MERCS". If xml file does not exists, "hardcoded" mercs will be taken
*****************************************************
** JA2 1.13 Multiplayer - Version 1.4 - 30/08/2009 **
*****************************************************
Bugs Fixed
==========
Fixed randomly occuring CTD after hiring a merc
Fixed download progress bar bugging out when another client connects and starts downloading
*****************************************************
** JA2 1.13 Multiplayer - Version 1.3 - 17/08/2009 **
*****************************************************
Bugs Fixed
==========
Assertion Error, if user clicks in an empty Textbox field in the Host or Join screen
Reset "fast loading of WWW pages in laptop" when quitting a MP game and then start a SP game
Fixed saving/loading of MP games
If server selected NIV, still OIV was initialized on the other clients, so merc starting gear was read from prof.dat instead of mercstartinggear.xml
Game ends (goes to scoreboard), after a team is wiped out in a COOP game and another team is still present
Fixed CTD that could occur when killing an enemy (merc) with fallback animation
Fixed CTD on server when bullet hits window
New Features
============
Synchronized "Cutting Fences"
New starting "Center" position for a team
Synchronized dismiss of mercs
Instead of random sectors set fixed sectors in a MP game:
o Skyrider: 15/B
o Madlab: 7/H
o Micky: 9/G
o Bob & Gabby: They do not show up, because MP game is always REALISITIC game mode!
Disable "AIM" and "MERC" Bookmark if server selected "Random Mercs"
Disabled "Bobby Ray" Bookmark if server has not selected "Allow Bobby Ray"
Disabled the chance of alternate sectors no matter what is defined in the file "TableData/Map/AltSectors.xml"
Disabled "Dismiss" button in the menu, if server has chosen RANDOM MERC (because hiring new mercs is not allowed with RANDOM MERC)
Disabled all the "Contracts" renew button in the menu in a MP game
*****************************************************
** JA2 1.13 Multiplayer - Version 1.2 - 05/06/2009 **
*****************************************************
Bugs Fixed
==========
Updated turn bar on enemy interrupt
Civs in a CO-OP game are displayed in Red instead of White on the overhead map
Scoreboard for Queen's Army
Clicking on "Cancel" in the scoreboard screen did not shut down the server and client. MP Game was in a bad state
DIFFICULT_LEVEL was not saved to ja2_mp.ini
Game on the server was always initialized with EXPERIENCED game difficult. It did not had any effect what you have chosen in the HOST screen
Last character of client player name was not saved to ja2_mp.ini
New Features
============
Changed Team colors in radarmap so it can be seen more easily
The merc of each client in the Overhead Map have now different colors (the same than on the radar map) for their merc
Disabled Reinforcements and Real-Time Mode in a multiplayer game
Feature to avoid CTD: If a user select an insertion direction which is not supported by the map the next valid insertion direction will be chosen for the map when entering Tactical Placement GUI.
*****************************************************
** JA2 1.13 Multiplayer - Version 1.1 - 01/06/2009 **
*****************************************************
Bugs Fixed
==========
Fixed saving of ja2_mp.ini which leads to wrong initializing of HOST values. Now there is only ONE ja2_mp.ini inside the "Profiles/UserProfile" folder
Name Corruption in the turn bar
Turn bar was not updated on the clients, if Enemy got back its turn after interrupt
The file "transfer_rules.txt" did not allow "Umlaute"
CTD in Tactical when "Enforce Maximum AI" was selected in CO-OP after first enemy was killed
Possible CTD when client disconnects from game
When server is running in 640x480 and select NIV in host screen, it did not check if NIV is allowed and it was initialized with NIV even NIV is not allowed in 640x480
If you quit a MP game and start another one at night time it was still daytime in tactical placement GUI
Valid starting times (eg: 12:00, 00:30) was outputted as invalid times in the HOST screen
Added KIT_BAG to ja2_mp.ini when saving
Fixed teams not initialised properly when starting a new MP game
Changes / Improvements
======================
Some VFS improvements
Player Name can now only have 11 characters
Changed client colors in radarmap. Now they can be seen more easily and are more different
Disabled special features (merc capturing, ...) that could occur in a CO-OP game in tactical for multiplayer
Removed adding messages to the file log
Changed some MP message colors
Renamed "Client #n - 'PLAYER NAME'" from the turn bar to "#n - 'PLAYER NAME'"
New Features
============
*****************************************************
** JA2 1.13 Multiplayer - Version 1.0 - 19/05/2009 **
*****************************************************
Bugs Fixed
==========
Crash bug when shooting out windows or certain types of a missed shot
Fixed some tactical resources and buttons not being deallocated properly when disconnected from in-game to the main menu
Sometimes losing port settings from the JA2_mp.ini
Chat : Send to allies did sometimes not work for the second team in Team Deathmatch
Chat : Crash when entering a long uninteruptted string into chat
Changes / Improvements
======================
Chat : Changed chatlog text colour
Chat : Added PGUP - PGDN - END - HOME to chat log
Chat : Added Copy / Paste between Windows and the Game's text boxes (useful for copy/pase of Server IP and/or Port)
Chat : Added scrolling left and right of text to textboxes
Extra translation and Other language MP Buttons Graphics
TEMPORARY : Max mercs has been limited to 5 until the bugs with 6 are resolved
New Features
============
New Option for CO-Op : Maximum Enemy AIs ( always spawn 32 enemies on a map )
Version Checking : Clients and Server must be the same version to play
File Transfer : This great new feature means that servers are able to host mods ( modified gamedata for balance or maps ). For more on this feature see File_Transfer.txt
New Connecting screen : Incorporates file downloading progress and version checking as well as timeouts
Virtual File System : This powerful system makes it much easier to install mods, and a great way for us to store seperate settings per server
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File Transfer
=============
This document explains how to set up and use the new File Transfer feature in JA2MP.
First off let it be clear that downloading files from a server will NOT overwrite any of your game files
or data. Files downloaded from any server are stored in a VFS profile (a folder) that is unique for that server.
This means that you can play on many different servers that have different settings and never have to worry
about your game data getting messed up.
1. Security
-----------
File transfer has two levels of built in security:
1) As a client connects to a server that wants to send files, they will be asked if they want
to proceed or disconnect without downloading anything.
2) Both the client and the server use the new VFS system by Birdflu. Clients can configure this
to filter out files / folders / filetypes they do not wish to recieve (transfer_rules.txt). If the server sends any of
these files they are ignored.
2. Setting up Files to send as a Server
---------------------------------------
To send files to a client, you need to set up a mod folder in your GAME DIRECTORY (in short: GAMEDIR) ( this is where your ja2.exe's
are stored ). You can call this mod folder whatever you like, "My Server" for example.
Per default, this folder is in your "GAMEDIR\MULTIPLAYER\Servers\My Server", but can also be in another location inside your GAMEDIR folder.
Once you have created a folder (the folder "GAMEDIR\MULTIPLAYER\Servers\My Server" should already be created), you can add the modified game files to it in the
relative places they would be stored under GAMEDIR\Data\ or GAMEDIR\Data-1.13\. For example put modified TABLEDATA xml files
into "GAMEDIR\MULTIPLAYER\Servers\My Server\TABLEDATA\" and the "ja2_Options.ini" inside the "GAMEDIR\MULTIPLAYER\Servers\My Server\" folder.
Once this is done you can host a game. Run the game and do the following on the HOST options screen:
1) Check the Sync MP Clients Directory option.
2) Enter 'MULTIPLAYER/Servers/My Server' or the name of your mod folder (do not start with the GAMEDIR folder), without the quotes (''). If your path is nested,
seperate the folder names with a forwardslash /. Eg 'MULTIPLAYER/Servers/My Server'
3) Host the game!
4) NOTE: Even if you do not want to send files to the client ("Sync. MP Clients Directory" option is unchecked)
the folder entered in "MP Sync directory" has to exist on the server, because this folder will be used in the first place for initializing files.
If the specificed files are not found in this folder it will look in the "Data-1.13" folder and then in the "Data" folder.
You will host the game as normal, now when clients connect you will see a blue progress bar behind their
name in the player list (in the Strategy Screen) so you can see how long they have left on thier downloads.
NOTE: you cannot START GAME until all players have finished downloading
3. Using File Transfer as a client
----------------------------------
Before you connect to the server you can set up the file "transfer_rules.txt" inside your GAMEDIR. There you can set any files to the "ignore list" which you would not receive from the server. Normally you do not need to change this file for the client. (The server is responsible for sending only valid files to the clients).
When you connect to a server that wishes to send you files, you will be asked if you wish to continue:
1) If you click YES, you will start downloading files from the server.
2) If you click NO, you will leave the game and go back to the Join screen.
When you are downloading files from the server you will see a progress bar so you can estimate remaining
time, you will also see the names of the files you are downloading. During this time you can also chat
with other players using the "Y" key.
Once all files are downloaded you will progress to the Strategy Screen where you can see if other players are
still downloading and how long they have left.
NOTE: The downloaded files are automatically stored on the client in the "GAMEDIR\MULTIPLAYER\Servers\Unique_Server_Id" folder.
Unique_Server_id will be a unique string (e.g: 4MWZX-5WUKF-BXJSQ-MWFCW-FDM5E) which identifies each different server.
The folder "GAMEDIR\MULTIPLAYER\Servers\Unique_Server_Id" will always be created (if not exists) even if the server does not send any files.
This folder "GAMEDIR\MULTIPLAYER\Servers\Unique_Server_Id" will be used in the first place for initializing GameDir files.
If the specificed files are not found in this folder it will look in the "Data-1.13" folder and then in the "Data" folder.
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Jagged Alliance 2 1.13 Multiplayer
==================================
Credits
-------
JA2MP by:
- Haydent
- RoWa21
- Zathras
- BirdFlu
How to Use
----------
1. Hosting the game
a. Click "Multiplayer Game" on the main menu.
b. Click "Host" on the Join screen.
c. Configure Game Type and game options, click "Start".
d. The game will switch to the map screen.
e. Before the game is "Started" (laptop unlocked) :
- you can change the starting sector by moving the dropzone in the airspace view
- new players can connect to the game
- players can change their starting edge ( click the Button with the Compass ICON )
- players can change their team in the same manner ( click the Team Button )
f. Host (you, the server) clicks "Start Game" to Unlock the laptop. At this point:
- the game settings are locked
- players can hire mercs (unless random mercs is selected in which case they are automatically hired for the players)
- players can click "Ready"
g. When all players are ready, the game will commence.
2. Joining the Game
a. Click "Multiplayer Game" on the main menu.
b. Type in your player name.
c. Type in (or copy/paste) the server ip address (external ip of the server) and port.
d. Click "Join".
e. The Game will switch to the map screen or to a connect screen where you receive special GameDir files from the server.
f. While the game has not yet "Started" (laptop unlocked) :
- players can change their starting edge ( drop down by clicking IN the column next to thier name )
- players can change their team in the same manner ( IF TDM or CO-OP )
g. Host (the server) clicks "Start Game" to Unlock the laptop. At this point:
- players can hire mercs (unless random mercs is selected in which case they are automatically hired for the players)
- players can click "Ready"
h. When all players are ready, the game will commence.
3. Ending the Game
When the battle is over in a sector, after a few seconds the Scoreboard will be displayed.
If you wish to play another game, press "Continue" to re-join (or re-host) the server. Otherwise
you can press "Cancel" to return to the main menu.
4. In-game chat
Press the 'y' key to open ingame chat.
FAQs
----
Q: I started the server, but others can't connect.
A: Check the following things:
a.) The JA2 MP Executable file should not be blocked by your firewall
b.) The other players have my external IP and use them for joining.
You can get your external IP from here: http://www.whatismyip.com
c.) The Port (default: 60005) is forwarded on your router
Q: How do I forward my port on the router?
A: Take a look at the following website: http://portforward.com/
Q: How can I find out my external IP?
A: http://www.whatismyip.com
Q: How can I find out my internal IP?
A: Click "START" -> "RUN" -> cmd
Type "ipconfig /all" (Search for IP Address)
Q: Please give me a step by step example how you forwarded the port on your router.
A: I have a (wireless) Belkin router. The steps I did are the following:
a.) First I check my internal ip address (-> 192.168.2.2)
b.) I open the routers configuration page in the web browser. This is often your IP ending with a "1".
In my case this is "192.168.2.1". So I entered "http://192.168.2.1" in the browser and the configuration site opens
c.) I click on "Firewall" -> "Virtual Servers" and "Submit" the login page with a blank password.
d.) Now I see a table on the website where I can enter the IP addresses and ports for forwarding
e.) I enter the internal IP address (192.168.2.2) and the port (60005) and select the port forwaring for "UDP" and "TCP"
f.) Save the changes on the configuration site
g.) Start the JA2 1.13 MP Executable and host a game
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##################### General Information #####################
NAS is short for the New Attachment System.
The aim of NAS is to grant more freedom with attachments, keeping everything externalized.
In short, what NAS offers:
* More attachments (or less, if the modder decides to)
* A more intuitive way of displaying attachments around the item.
* A new way of determining wether attachments fit or not. However by default all items accept the same attachments as in normal 1.13.
* More freedom in general with attachments.
* Almost everything is costumizable, even the position of the slots on the screen. (but you need to edit xml)
* Many new tooltips concerning attachments.
* Enemies may have more attachments, and they have only a small chance to drop them (customizable).
* More possible default attachments for weapons.
* Attachments can now add and/or remove slots (but merges are still needed to change the caliber of a gun).
* Big slots are now possible.
* Mag extenders don't have to be permanent attachments anymore (they still are though, but you can easily change it in the items.xml)
* You can choose in what attachment system items are available.
* Multishot launchers with separate grenades are possible.
* Attachment swapping is more intuitive.
* The result of merges is now checked for validity.
* Default slots for undefined items.
* Scopes are more customizable.
* The option to use attachments balanced for NAS.
NAS will NOT work with the Old Inventory System and it will NOT work in 640*480 mode.
This is because there just isn't enough space in those cases.
If you try you will get a warning and you will not be able to start the game (but nothing should spontaneously combust).
Also, attachments to LBE gear are no longer possible in NAS.
Bugs should to be reported at the NAS thread at the Bear Pit:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=256358
------------------- Ja2_options.ini -------------------
4 new options have been added to the Ja2_options.ini under [Item Property Settings] (the settings need to be in this section or they will not work).
;------------------------------------------------------------------------------------------------------------------------------
; This option lets you turn NAS on or off. It can be changed in the middle of a game, but it's not recommended (attachments may disappear if they don't fit the item anymore).
;------------------------------------------------------------------------------------------------------------------------------
USE_NEW_ATTACHMENT_SYSTEM = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; When attachments have not been assigned for NAS, the game can add default slots that differ per item type.
; It is recommended to play with this set to FALSE when the attachments are assigned properly.
; This option is best used when playing a XML based mod that does not have the NAS xml fully updated.
; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.
;------------------------------------------------------------------------------------------------------------------------------
USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The chance in percentages that an attachment will have to drop with the item if an NPC dies.
; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
; Inseperable attachments will always drop. Range: 0 - 100%
;------------------------------------------------------------------------------------------------------------------------------
ATTACHMENT_DROP_RATE = 10
;------------------------------------------------------------------------------------------------------------------------------
; The maximum amount of attachments NPC's can get on their gun when they get random equipment.
; They will usually get less attachments than this value because of randomness. Range: 2 - 30
;------------------------------------------------------------------------------------------------------------------------------
MAX_ENEMY_ATTACHMENTS = 6
Under [Tactical Gameplay Settings] there are another 3 options:
; From what aiming bonus a scope is considered very high power (Sniper Scope 10x)
VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
; From what aiming bonus a scope is considered high power (Battle Scope 7x)
HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
; From what aiming bonus a scope is considered medium power (ACOG 4x)
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
##################### How to install #####################
1: Get a clean JA2 install
2: Install the one click installer or checkout from SVN.
3: Download JA_3547_NAS_0.60b
4: Extract it into your main JA2 folder.
5: Report any bugs you find. (this is probably the most important step!)
NAS was built on SVN revision 3547.
##################### New Items.xml #####################
Because NAS allows many more attachments to be attached, the main reason that made you consider what attachments to use is now gone.
You could slap on just about any attachment you wanted to, so a change was needed.
This change is optional however, because I don't want to force it on anyone. However in my opinion it's needed to restore the balance.
The general idea was to give every attachment a drawback, so that you would at least have to think before you slap just any attachment on your gun.
A general list of changes:
Scopes now have a base CTH penalty and min range was increased. They're now only for long ranges, and will leave you at a disadvantage in CQC.
The combination of a battle scope x7 and the reflex sight is no longer possible for balance reasons.
All silencers now have a small penalty to damage, because the silencer might reduce bullet velocity (and I couldn't think of any other reasonable drawback).
Mag extenders now suffer from a small CTH penalty, due to being heavy, but are now separable from the gun. (otherwise the weight it adds is enough of a drawback)
Lasers and Flashlights now reduce your camo and stealth, because this is the only way I could make you more visable when using them.
Bipods have a penalty to the ready costs, while grippods have only had their penalties decreased. Foregrips have remained unchanged.
Rod & Spring gives a penalty to reliability now. It's just not a very solid construction...
Folding stocks now have a slightly higher To-Hit penalty.
The trigger group no longer adds reliability to your gun, it gives a small CTH penalty.
##################### Version History #####################
Update 0.61b:
* Fixed CTD bug when merging.
* Some readme parts weren't updated.
* Included new map editor exe, because the old exe didn't know about default attachments, but it's just the latest editor and I've not tested it beyond seeing it it crashed.
Update 0.60b:
* Moved gun picture a bit to the left to allow 2 slots next to each other on the right.
* Fixed game sometimes not knowing about altered slots.
* Merged AttachmentSlotAssign.xml and AttachmentSlots.xml (Now there is just AttachmentSlots.xml)
* Revamped the adding and removing of slots.
Now you can add slots depending on the attachment ID, and if you want the item class / ID of the item it is attached to.
It is no longer dependant on the slot the attachment was in, because this restricted the system.
This change means it's now completely possible to add/remove slots in slots that were not originally on the gun.
* Fixed a crash when attaching in certain cases.
* Fixed grenade not attaching to the gun after adding the slot with the UGL.
* Made the amount of aimclicks dependant on wether you are actually using your scope.
* Added ini options to determine when a scope is considered "high powered"
* Default attachments per item class for items that do not have slots assigned. This can also be turned on or off in the ini.
* Fixed a 1.13 bug with reloadable rockets, also made semi-auto rocket launchers possible. Auto rocket launchers are still a problem.
* Increased the max amount of default attachments to 20 (by request).
* The result of merges is now checked for validity. This also means I had to change the coolness of these items to something that's not 0.
* Some general speed/readability improvements for the source that I shall not bother you with.
Update 0.503b: (also minor)
* Added a readme.
* Added an optional items.xml with more balanced attachments.
Update 0.502b: (even more minor)
* Fixed attachments possibly showing up multiple times in BR tooltips.
Update 0.501b: (minor and should not bother anyone. You don't have to redownload it.)
* Fixed default ini
* fixed shift+f not removing attachments
* fixed players being able to start a game with NAS in OIV (which is not supported)
* removed svn files from the download archive.
Updates in 0.42a:
* Fixed a crash when trying to attach in certain situations.
* Fixed "can't attach" messaging not always doing what I wanted.
* Fixed removing prohibited attachments sometimes being weird.
Updates in 0.41a:
* Up to 10 default attachments. (just add the tags more times in items.xml)
* Added a listing of default attachments in bobby rays.
* Because there can now be more default attachments, they also have the same dropchance other attachments do. (Unless they are inseparable.)
This should balance the drops of default attachments a lot.
* Fixed a bug when creating items and then initializing them only to re-use them. (yeah whatever)
* Made some things more efficient and clear in the source. (but should not be noticed)
Updates in 0.40a:
* More attachment for enemies, and a droprate for attachments in options in the Ja2_Options.ini.
* Made attachment swapping much more intuitive for the new system.
* Multiple launchables can be attached and fired when you add more slots to a launcher.
* Implemented big slots for bigger attachments than average.
* Fixed some undesirable behaviour when removing invalid attachments.
* Tooltips and warnings involving attachments improved.
* Fixed a crash when attaching something to some LBE gears
Updates in 0.36a:
* Improved structure (for better stability later).
* Changed the way the game checks for invalid attachments.
* Fixed a crash with grenade slots (for real this time).
Updates in 0.35a:
* Fixed savegame compatibility.
* Fixed a crash with grenade slots. (hopefully)
* Fixed a crash when adding slots through attachments
Updates in 0.34a:
* Fixed slot adding/removing attachments
* Made everything more reliable internally (a big change internally, but you shouldn't notice it, the game now doesn't need ewish checks to work.)
* Magazine Adapters can now be made detachable safely (in your own items.xml), they still aren't by default though.
* Broke your savegame >:D
* Fixed a crash when sorting the map inventory, and then trying to sell it
Updates in 0.33a:
* a few important bugfixes
Updates in 0.32a:
* Renamed some things for more clarity
* New xml structure for ItemSlotAssign.xml.
* Added the possibility to add attachments that can add/remove item slots (people can make stuff like expansion rails now)
* Added a neater way of telling the player he can't play with OIV or the lowest resolution.
* Fixed some xml entries
* Gave underslung grenade launchers their own slot because you can apparently sometimes attach a grip alongside a UGL. This was causing the overlapping slots.
Updates in 0.31a:
* Added all xml entries for *usefull* non-gun attachments
* Added all xml entries for combo-merges
* Fixed a minor placement issue and placed the default attachment slots elsewhere
* Moved from a debug exe to a normal exe. (It's just more practical)
Updates in 0.30a:
* Fixed a few random lockups and crashes.
* GL's now work as intended
* Added support for ALL gun attachments (including weird ones such as ISM-V-IR)
##################### Modders Section #####################
If you want to add a new weapon, here is what you do.
1: Check if the slot you want exists in AttachmentSlots.xml, if it does, skip to step 3, otherwise you'll have to make a new slot.
2: Make a slot in AttachmentSlots, following the exmaples in the specific XML explenations under this section.
3: You can now add the slot to the itemID that you want in ItemSlotAssign.xml
Booleans can be either 0 (false) or 1 (true).
Some of these attributes will have defaults, meaning if the tags are not found, the default value will be used.
These tags do not have to be used.
------------------- Items.xml -------------------
There are some extra tags in items.xml:
<AttachmentSystem>0</AttachmentSystem>
1 -> This item is only available with the old attachment system.
2 -> This item is only available with the new attachment system.
0 -> This item is available in both modes (default).
<DefaultAttachment>5</DefaultAttachment> This was already in the old items.xml, but it can now be used up to 20 times.
<DefaultAttachment>6</DefaultAttachment> Like this.
<DefaultAttachment>2</DefaultAttachment>
------------------- AttachmentSlots.xml -------------------
This xml is used to define the possible slots than can be used in other xml's.
It needs to be contiguous (e.g. the first block needs to have uiSlotIndex 0, the next one needs to be 1, then 2, etc).
Usable tags:
<ATTACHMENTSLOTLIST> Start of the xml.
<ATTACHMENTSLOT> Start of this slot.
<uiSlotIndex>0</uiSlotIndex> This number will be used to identify this slot throughout the other xml's.
<czSlotName>I'm an example!</czSlotName> The slot name, it is not (yet) used or read ingame so don't worry too much about it. It's just to more easily identify these slots (really, you'll be doing yourself a favor if you fill in these names).
<usDescPanelPosX>0</usDescPanelPosX> This is the position along the X axis relative to the upper left corner of the description box.
<usDescPanelPosY>0</usDescPanelPosY> This is the position along the Y axis relative to the upper left corner of the description box.
<fLauncherSlot>0</fLauncherSlot> This is a boolean determining wether or not this slot will fit a launchable that suits this weapon. Default is 0.
<fBigSlot>0</fBigSlot> Another boolean, this one determines if this is a bigger slot than usual. Default is 0.
<fDefaultSlot>0</fDefaultSlot> Boolean, slots with this tag are assigned to items that have no other slots (after other default slots have been applied). Default is 0.
<fDefaultPistolSlot>0</fDefaultPistolSlot> Boolean, default slots for pistols without slots. Default is 0.
<fDefaultMachinePistolSlot>0</fDefaultMachinePistolSlot> Boolean, default slots for machine pistols without slots. Default is 0.
<fDefaultSubMachineGunSlot>0</fDefaultSubMachineGunSlot> Boolean, default slots for SMG's without slots. Default is 0.
<fDefaultRifleSlot>0</fDefaultRifleSlot> Boolean, default slots for rifles without slots. Default is 0.
<fDefaultSniperRifleSlot>0</fDefaultSniperRifleSlot> Boolean, default slots for sniper rifles without slots. Default is 0.
<fDefaultAssaultRifleSlot>0</fDefaultAssaultRifleSlot> Boolean, default slots for assault rifles without slots. Default is 0.
<fDefaultLightMachineGunSlot>0</fDefaultLightMachineGunSlot> Boolean, default slots for light machine guns without slots. Default is 0.
<fDefaultShotgunSlot>0</fDefaultShotgunSlot> Boolean, default slots for pistols shotguns slots. Default is 0.
<fDefaultRocketLauncherSlot>0</fDefaultRocketLauncherSlot> Boolean, default slots for rocket launchers without slots. Default is 0.
<fDefaultGrenadeLauncherSlot>0</fDefaultGrenadeLauncherSlot> Boolean, default slots for grenade launchers without slots. Default is 0.
<fDefaultMortarSlot>0</fDefaultMortarSlot> Boolean, default slots for mortars without slots. Default is 0.
<fDefaultHelmetSlot>0</fDefaultHelmetSlot> Boolean, default slots for helmets without slots. Default is 0.
<fDefaultVestSlot>0</fDefaultVestSlot> Boolean, default slots for vests without slots. Default is 0.
<fDefaultLeggingsSlot>0</fDefaultLeggingsSlot> Boolean, default slots for leggings without slots. Default is 0.
<ATTACHMENTASSIGN> Bind an attachment to this slot.
<usAttachmentIndex>0</usAttachmentIndex> The item Index (found in items.xml) of the attachment.
<APCost>0</APCost> The AP it costs to attach this item to this slot. (whichever item it's on and ONLY to this slot)
</ATTACHMENTASSIGN>
<ATTACHMENTASSIGN> You can have as many of these as you like.
<usAttachmentIndex>0</usAttachmentIndex>
<APCost>0</APCost>
</ATTACHMENTASSIGN>
</ATTACHMENTSLOT> End of this slot.
</ATTACHMENTSLOTLIST> End of the xml.
------------------- AlteringAttachments.xml -------------------
This xml is used to add or remove slots with attachments. The tags that are there twice means you can add more of them.
If ubWeaponClass and usItemInclude are both left empty, all items will get their slots changed by addsSlot and removesSlot, unless they are explicitly excluded by usItemExclude.
If you dont want to use a tag, just don't put it there. Things may go wrong if you add tags with just a 0 and expect them to not do anything.
Usable tags:
<ALTERINGATTACHMENTLIST>
<ALTERINGATTACHMENT>
<usAttachmentIndex>902</usAttachmentIndex> This is the ID of the attachment we want to add slots.
<ALTERATION>
<ubWeaponClass>0</ubWeaponClass> The weapon class of items we want to change the slots of.
<ubWeaponClass>0</ubWeaponClass>
<usItemExclude>0</usItemExclude> The item IDs of items we DON'T want to change the slots of.
<usItemExclude>0</usItemExclude>
<usItemInclude>0</usItemInclude> Items ID of the item we want to change the slots of.
<usItemInclude>0</usItemInclude>
<addsSlot>0</addsSlot> Slots to add if the above conditions are met.
<addsSlot>0</addsSlot>
<removesSlot>0</removesSlot> Slots to remove if the above conditions are met.
<removesSlot>0</removesSlot>
</ALTERATION>
<ALTERATION> You can have more effects per attachments, for different items. The game will pick the first valid ALTERATION it finds for the item.
<ubWeaponClass>2</ubWeaponClass> This ALTERATION will add slots to items with weaponclass 2 (AR's) or item ID 1, unless they have item ID 500.
<usItemExclude>500</usItemExclude>
<usItemInclude>1</usItemInclude>
<addsSlot>5</addsSlot>
<removesSlot>40</removesSlot>
</ALTERATION>
</ALTERINGATTACHMENT>
</ALTERINGATTACHMENTLIST>
------------------- ItemSlotAssign.xml -------------------
Assigns slots to items, so that the game knows what slots every item has (and in turn, that will reveal what attachments fit on the item).
Items that are not defined here, will get 4 default slots in which no attachments will fit, they are just there for merges.
The order in which items are added does not matter.
Usable tags:
<ITEMSLOTASSIGNLIST> Start of the xml.
<ITEMSLOTASSIGN> Start of this item.
<itemIndex>1337</itemIndex> The ID of this item, as defined in items.xml.
<itemSlotAssignIndex>3</itemSlotAssignIndex> This refers to uiSlotIndex in AttachmentSlots.xml.
<itemSlotAssignIndex>5</itemSlotAssignIndex> It defines that the slot with this index will be available on this item.
<itemSlotAssignIndex>7</itemSlotAssignIndex> You can use up to 30 of these tags, right now. (because that is the maximum number of attachments)
<itemSlotAssignIndex>4</itemSlotAssignIndex> Nobody cares about the order in which it is done.
<itemSlotAssignIndex>8</itemSlotAssignIndex>
</ITEMSLOTASSIGN> End of this item.
<ITEMSLOTASSIGN> New item.
<itemIndex>5</itemIndex>
<itemSlotAssignIndex>2</itemSlotAssignIndex>
</ITEMSLOTASSIGN>
</ITEMSLOTASSIGNLIST> End of the xml.
------------------- NASIncompatibleAttachments.xml -------------------
Some attachments will prohobit the use of other attachments that go in a different slot. Normally NAS would allow this, because it's another slot.
This xml is made so that you can prohibit the use of these attachments when a certain attachment is attached (this is very similair to the way the old attachment system worked).
Usable tags:
<NASINCOMPATIBLEATTACHMENTLIST> Start of the xml (just in case you haven't been paying attention before)
<NASINCOMPATIBLEATTACHMENT>
<attachmentIndex>20</attachmentIndex> The item ID of the attachment (as defined in items.xml).
<incompatibleAttachmentIndex>50</incompatibleAttachmentIndex> The item ID of the attachment that this attachment is incompatible with.
</NASINCOMPATIBLEATTACHMENT>
<NASINCOMPATIBLEATTACHMENT>
<attachmentIndex>20</attachmentIndex>
<incompatibleAttachmentIndex>46</incompatibleAttachmentIndex>
</NASINCOMPATIBLEATTACHMENT>
</NASINCOMPATIBLEATTACHMENTLIST> End of the xml.
##################### Contact #####################
I can be found at the Bear Pit, at the NAS thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=256358
Or I can be pm'd on the Bear Pit forums on WarmSteel.
All NAS files can be found here:
http://www.mediafire.com/NewAttachmentSystem
Sorry, no email :)
@@ -1,110 +0,0 @@
,--.
,--.'| .--.--. ,----.. ,---,
,--,: : | / / '. / / \ ,`--.' |
,`--.'`| ' :| : /`. / | : : | : :
| : : | |; | |--` . | ;. / : | '
: | \ | :| : ;_ . ; /--` | : |
| : ' '; | \ \ `. ; | ; __ ' ' ;
' ' ;. ; `----. \| : |.' .'| | |
| | | \ | __ \ \ |. | '_.' :' : ;
' : | ; .' / /`--' /' ; : \ || | '
| | '`--' '--'. / ' | '/ .'' : |
' : | `--'---' | : / ; |.'
; |.' \ \ .' '---'
'---' `---`
New Starting Gear Interface Beta 0.4
Build from MP Beta Branch Rev. 3582
Credits for helping: Warmsteel, Headrock and smeagol
Description:
Purpose of this modification is to make all starting gear items visible in the AIM website, at the
same time functionality to select up to 5 starting gear kits has been added.
This modification will change the way that the AIM website will look, adjustments have been made to
the size and position of certain items to create space for the extra items that are displayed.
For testing purposes the MercStartingGear.xml file has some changes, GEARKIT's from Mercs have been
randomly copied/pasted to act as extra GEARKIT's for other Mercs, the clean file is included in a 7z
file in the root of the folder.
The new MercStartingGear.xml file is not compatible with the XML Editor nor is it compatible with the
vanilla executable!
Included in this release is a new hotkey for in the strategic view, SHIFT+W will make your selected merc drop ALL ITEMS
instead of just carried items in the case of SHIFT+E
There's also a modification to the way the Merc on assignment system works.
In Ja2_Options.INI there's a way to set if a Merc can be on assignment at the start of the game, this
has been upgraded so that there's an option
that makes Mercs not go on any other assignments than yours during the whole duration of the campaign.
As default it's set to standard behaviour, so if you don't like it don't edit it.
The ini setting is placed under category [Recruitment Settings]
;Mercs can be on assignment?
; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
MERCS_CAN_BE_ON_ASSIGNMENT = 0
new in 0.4 is the possibility to enable/disable NSGI in Ja2_Options.ini under the category [Graphics Settings]
NSGI is ofcourse enabled in the ini in this package
;New Starting Gear Interface
;This will enable the 21 item view in the AIM page and the possibility to select gearkits
;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used)
;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection
USE_NEW_STARTING_GEAR_INTERFACE = TRUE
There are no settings for NSGI, it expects an altered MercStartingGear.xml
where the gear is put into GEARKIT's.
If only one GEARKIT is defined for a merc no selection buttons will be shown.
Up to 5 GEARKIT's can be defined per merc, the amount of GEARKIT's can vary per merc.
More than one GEARKIT will only work for AIM Merc's!!
Here under a demo of how the new XML looks, this is just for one Merc...
single gearkit, only the mIndex and mName tag stay outside the GEARKIT, everything else goes into the GEARKIT
<MERCGEARLIST>
<MERCGEAR>
<mIndex>0</mIndex>
<mName>Barry</mName>
<GEARKIT>
items...
</GEARKIT>
</MERCGEAR>
</GEARLIST>
or multiple gearkits
<MERCGEARLIST>
<MERCGEAR>
<mIndex>0</mIndex>
<mName>Barry</mName>
<GEARKIT>
items...
</GEARKIT>
<GEARKIT>
items...
</GEARKIT>
<GEARKIT>
items...
</GEARKIT>
<GEARKIT>
items...
</GEARKIT>
<GEARKIT>
items...
</GEARKIT>
</MERCGEAR>
</GEARLIST>
compared to the original way
<MERCGEARLIST>
<MERCGEAR>
<mIndex>0</mIndex>
<mName>Barry</mName>
items...
</MERCGEAR>
</GEARLIST>
-400
View File
@@ -1,400 +0,0 @@
------------- Howto setup the Virtual File System (VFS) -------------
v 1.1 by BirdFlu
* Table of Contents *
---------------------
I. * Introduction
II. * Configuration
II.1 - Glossary
II.2 - Basic Configuration
II.2.1 main section
II.2.2 profiles
II.2.3 locations
II.3 - Use Cases
II.3.1 main game files
II.3.2 "1.13 Mod"
II.3.3 User Mods
II.4 - Extension
II.4.1 += Extension
III. * Points of Discussion
***********************************
I. Introduction
***********************************
The Virtual File System (VFS) manages file handling and offers a unified
view on the file system to the game at runtime. All files are accessible through
a path inside the VFS. During the setup, files and directories can be mapped
to a specified location in the VFS independent of its real location on the
hard disc. Additionally to the mapping of real files and directories, also
file archives can be mapped. Only SLF and uncompressed 7z archives are
supported right now.
The current layout of the VFS is based on the original Ja2 game data directory,
i.e. the data directory is the root directory of the VFS. Further, there are
directories that are defined by the original SLF archives (Anims, BigItems,
Sounds etc.). These archives build the basic layer and on top of that come the
files from the Data directory. So, whenever a file is accessed (with path/filename
e.g. Tilesets/0/smguns.sti), the game looks in the Data directory first, and when
the file cannot be found there, it looks in the according archive (tilesets.slf
in this case).
The 1.13 Mod adds another layer on top, the Data-1.13 directory, that
behaves in the same way as the Data directory. That is, when a file is accessed,
the game looks in the Data-1.13 directory first and only then continues with the
previously described steps.
The VFS extends this system even further. It externalizes the definition and
configuration of these layers or profiles (as they are called in the VFS jargon)
and allows for an unlimited number of them. Additionally, the 7z file (uncompressed)
archive format is supported. Now the order of inclusion of the profiles and the
actual files and directories lie in the hands of the user. Thus a proper
configuration of the VFS is required.
***********************************
II. Configuration
***********************************
The configuration of the VFS is done in an ini file (vfs_config.ini). You can
specify the filename in ja2.ini in key VFS_CONFIG_INI (section : Ja2 Settings).
If you don't do it, it defaults to vfs_config.ini.
But lets define some basic terms(bottom to top), first.
II.1 Glossary
===================================
Location : A location can either be a real directory or a file archive. All files
inside these loactions are mapped into the VFS (recursively, i.e. contents of
subdirectories are also mapped). The user can specify the path inside the VFS
into which the external files are mapped.
Profile : A profile is a named collection of locations. It is encouraged to define
a new profile for every mod and it is also encouraged to keep the data of this
mod "together". That is, the profile can define a profile root directory to
which the location directories are appended during initialization. (Keeping the
profile root empty gives you the possibility to stick together directories from
very different places on your hard disc. A better solution is to define a new
profile for non-related directories).
Profile List (Stack) : Finally, the VFS is build from a list of profiles, where
the list is proccessed from left to right, i.e. the leftmost will be included
first and the rightmost profile will be included last (on the top of the stack).
During file access, the profiles are processed in reverse inclusion order. A
file search will start in the rightmost profile and will continue to the left.
Profile mode : a profile can be defined as read-only (default) or as read-write.
You cannot write to a read-only profile. As there are some files that have to
be written (temporary file, savegames, logs, etc.) you have to define at least
one profile as read-write. Usually this should be the top (rightmost) profile.
Otherwise you could end up blocking a writable file with a read-only file.
II.2 Basic configuration
===================================
Lets start with a basic configuration.
II.2.1 main section
-----------------------------------
The ini file start with
[vfs_config]
PROFILES = profile1, profile2, profile3, ...
The value of the key PROFILES is a list of profile names. For every element
(profile) in this list another section must exist that has the format
[PROFILE_$name], where $name is a value from the profile list
(e.g. [PROFILE_profile1].
II.2.2 profiles
-----------------------------------
[PROFILE_profile1]
NAME = Some Arbitrary Name (probably a mod's Name)
LOCATIONS = location1, location2, loaction 3
PROFILE_ROOT = Profiles\mod1
WRITE = TRUE
Each profile definition must have a NAME key and also a LOCATIONS key. The value
of NAME can be used inside the game to access the data of the specified profile.
The value of LOCATIONS is again a list of location names. Additionally a
PROFILE_ROOT path can be specified that will be prepended to all paths defined
in the location sections. A profile can have the WRITE property (default is FALSE).
At least one such profile must exist, as this is the place where temporary files
will be saved. Usually the top profile will have the WRITE property.
Obviously a file must be saved in a real directory, so one of the locations is
supposed to have the TYPE = DIRECTORY. This directory should be mapped as root
(MOUNT_POINT = ). The most simple case is to define only one location with the
described properties. Thus the written temporary files will be saved in one place,
instead of being scattered over multiple unrelated directories.
II.2.3 locations
-----------------------------------
[LOC_location1]
TYPE = DIRECTORY
PATH =
MOUNT_POINT =
[LOC_location2]
TYPE = LIBRARY
PATH = profiles/libs/archive.slf
VFS_PATH = archive.slf
MOUNT_POINT =
A location section name is build from an element from the LOCATIONS list of the
profile that is prepended with LOC_, e.g. [LOC_location1]. For every location the
TYPE has to be specified and can either be DIRECTORY or LIBRARY.
For a DIRECTORY you can specify the PATH (directory) and the MOUNT_POINT. The
PATH value is appended to the PROFILE_ROOT path and decided where your files will
be located in the real file system. With the MOUNT_POINT value you can influence
the location of your files in the virtual file system. So, real path
PROFILE_ROOT/PATH/local_dir/file.name
will be mapped to
/MOUNT_POINT/local_dir/file.name
(accessible by just MOUNT_POINT/local_dir/file.name)
A library is similar to a directory from the initialization point of view. But,
additionally, it has another key, VFS_PATH, which is similar to the PATH (file)
value. If the PATH value is not defined (= empty) or the specified file cannot
be opened, then the VFS_PATH value is evaluated. In order for this to work, you
have to have processed a location that contains the specified files. While this
is a more complex configuration process, it gives you the possibility to integrate
archives that are located in another archive themselves.
II.3 Use Cases
===================================
II.3.1 main game files
-----------------------------------
The main use case is the setup of the main files for the game.
##############
[vfs_config]
PROFILES = Libs, Data
##############
[PROFILE_Libs]
NAME = Ja2 game libraries
LOCATIONS = Anims, ..., Faces, ..., Tilesets, ...
PROFILE_ROOT = Data
[PROFILE_Data]
NAME = Ja2 game files
LOCATIONS = Files
PROFILE_ROOT = Data
##############
[LOC_Files]
TYPE = DIRECTORY
PATH =
MOUNT_POINT =
##############
[LOC_Anims]
TYPE = LIBRARY
PATH = anims.slf
MOUNT_POINT =
[...]
[LOC_Tilesets]
TYPE = LIBRARY
PATH = tilesets.slf
MOUNT_POINT =
##############
So, basically, you have the profile that specifies the game libraries as described
in (I.). Following is the profile with the Data directory. Since you need to have
a writable profile, we define a user profile that will contain only user data (the
other profiles contain only game data).
[vfs_config]
PROFILES = Libs, Data, UserProfile
[Libs and Data as before]
[PROFILE_UserProfile]
NAME = User files
LOCATIONS =
PROFILE_ROOT = Profiles\UserProfile
WRITE = true
If LOCATIONS is empty and WRITE is set to TRUE, then a writable directory in
PROFILE_ROOT will be initialized automatically.
II.3.2 "1.13 Mod"
-----------------------------------
Adding a mod is simple. We take the 1.13 Mod as an example.
[vfs_config]
PROFILES = Libs, Data, v113, UserProfile
[Libs, Data and UserProfile as before]
[PROFILE_v113]
NAME = v1.13
LOCATIONS = datav113_dir
PROFILE_ROOT =
[LOC_datav113_dir]
TYPE = DIRECTORY
PATH = Data-1.13
MOUNT_POINT =
The new profile for the Mod 1.13 is inserted into the profile list after the
Data profile, but before UserProfile. So, whenever a file is accessed, it
will be taken from the "Data-1.13" directory (when it exists there of course).
If not, the game will search in the following profiles ("Data", then "Libs").
II.3.3 User Mods
-----------------------------------
Instead of adding game data, the user can also add or replace the writable
profile (user profile). Thus, he can try out a new mod (that uses the VFS system)
without risking to overwite his savegames (and other temporary files).
#################
[vfs_config]
PROFILE = Libs, Data, v113, ExperimentalMod, UserProfile_exp
#################
[Libs, Data, v113 as before]
#################
[ExperimentalMod as in II.3.2]
[PROFILE_ExperimentalMod]
NAME = Files for experimental Mod
LOCATIONS = ExpMod_Libs, ExpMod_Files
PROFILE_ROOT = Profiles/ExpMod
[LOC_ExpMod_Libs]
TYPE = LIBRARY
PATH = exp_mod.7z
MOUNT_POINT = Tabledata
[LOC_ExpMod_Files]
TYPE = DIRECTORY
PATH = ModFiles
MOUNT_POINT = Interface
#################
[PROFILE_UserProfile_exp]
NAME = User file for ExpMod
LOCATIONS =
PROFILE_ROOT = Profiles\User_ExpMod
WRITE = true
(NOTE: the user directory has to exist, even if it is empty)
Since you can define the filenames for you VFS configuration file in ja2.ini,
you can create a couple of vfs config file and switch between them fairly
easy
############# ja2.ini
[Ja2 Settings]
;VFS_CONFIG_INI = vfs_config.main.ini
;VFS_CONFIG_INI = vfs_config.my_mod.ini
VFS_CONFIG_INI = vfs_config.ExpMod.ini
II.4 Extensions
===================================
II.4.1 += Extension
-----------------------------------
In an ini file it is possible to use the += operator, which appends a value to
a previously set entry, making it a essentially list. This is possible, because
internally a data structure (PropertyContainer) is used that contains a set of
mappings, that in turn map two keys to a property
[key1][key2] = property
This data structure can be initialized from an ini file, which make 'key1' a
section, 'key2' a key and 'property' the value of that section-key pair in that
ini file. This data structure can also be initialized from multiple ini files,
where the += operator appends a new value to an already defined entry.
This extenstion is used in the configuration of the VFS, such that the definition
of the VFS_CONFIG_INI value in in ja2.ini accepts a list of configuration files. As
one value makes a one-valued list, this extension fits nicely in the system without
requiring modifications to existing configuration files.
So, a possible application of this extension could be the stand-alone configuration
of a mod, where each mod brings an own configuration file that is merged with
configuration files from other mods. Thus, it is easy to create a valid configuration
for a larger number of mods, where otherwise for every mod combination an own
configuration file would have to be created. And even for a small amount of
(combinable) mods the total number of configuration files would increase very fast.
For the default mod combination (Vanilla, 1.13) there would be two mod and one user
configuration file
############# vfs_config.ja2.ini
[vfs_config]
PROFILES = SlfLibs, Ja2Data
[PROFILE_SlfLibs]
...
[PROFILE_Ja2Data]
...
[LOC_...]
...
############# vfs_config.v113.ini
[vfs_config]
PROFILES += v113
[PROFILE_v113]
NAME = v1.13
LOCATIONS = datav113_dir
PROFILE_ROOT =
[LOC_datav113_dir]
TYPE = DIRECTORY
PATH = Data-1.13
MOUNT_POINT =
############# vfs_config.user.ini
[vfs_config]
PROFILES += UserProf
[PROFILE_UserProf]
NAME = User Profile
LOCATIONS =
PROFILE_ROOT = Profiles\UserProfile
WRITE = true
##############
The actual combination of mods would be done in the file ja2.ini, where
############# ja2.ini
[Ja2 Settings]
VFS_CONFIG_INI = vfs_config.ja2.ini, vfs_config.user.ini
would be the Vanilla game configuration, and the following
############# ja2.ini
[Ja2 Settings]
VFS_CONFIG_INI = vfs_config.ja2.ini, vfs_config.v113.ini, vfs_config.user.ini
would be the setup for the "1.13" mod.
Other mods can be added by simply entering its configuration file
in the list
############# ja2.ini
[Ja2 Settings]
VFS_CONFIG_INI = vfs_config.ja2.ini, vfs_config.v113.ini, mod1.ini, mod2.ini, vfs_config.user.ini
In order to avoid mixing savegames and temporary files of different mod combinations,
a separate user profile directory can be used, where every user profile is defined
in an own user configuration file. The user profile can be selected by adding the
according configuration file at the end of the mod configuration file list.
***********************************
II. Points of Discussion
***********************************
TODO: ...
@@ -1,15 +1,16 @@
-------------------- -------------------------------------------
Problems & Solutions Windows Compatibility Problems & Solutions
-------------------- -------------------------------------------
Graphic Glitches * Graphic Glitches *
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/318670/Searchpage/1/Main/20951/Words/ati+graphic/Search/true/Re_graphical_glitch_with_4870_.html#Post318670 http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/318670/Searchpage/1/Main/20951/Words/ati+graphic/Search/true/Re_graphical_glitch_with_4870_.html#Post318670
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/300623/JA2_graphics_are_like_running_.html#Post300623 http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/300623/JA2_graphics_are_like_running_.html#Post300623
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/201044/Searchpage/1/Main/14041/Words/catalyst/Search/true/Re_mouse_artifacts.html#Post201044 http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/201044/Searchpage/1/Main/14041/Words/catalyst/Search/true/Re_mouse_artifacts.html#Post201044
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/275601/Searchpage/1/Main/18045/Words/catalyst/Search/true/Re_Jagged_Alliance_2_1_13_in_W.html#Post275601 http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/275601/Searchpage/1/Main/18045/Words/catalyst/Search/true/Re_Jagged_Alliance_2_1_13_in_W.html#Post275601
Windows 8 * Windows 8 *
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/321861/Searchpage/1/Main/20560/Words/glitch+windows+7/Search/true/Re_Jagged_Alliance_2_on_Window.html#Post321861 http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/321861/Searchpage/1/Main/20560/Words/glitch+windows+7/Search/true/Re_Jagged_Alliance_2_on_Window.html#Post321861
Just extract the "Windows 8 Fix.zip" to a temporary folder and read the included "ReadMe.txt" file!
Mousewheel not working * Mousewheel not working *
http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/321048/Searchpage/1/Main/21076/Words/glitch+windows+7/Search/true/Re_1_13_Mouse_wheel_issues.html#Post321048 http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/321048/Searchpage/1/Main/21076/Words/glitch+windows+7/Search/true/Re_1_13_Mouse_wheel_issues.html#Post321048
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Download latest ja2.exe (Development version) directly from:
* D.Brot's SkyDrive *
https://skydrive.live.com/?cid=013a6926eac52083&id=13A6926EAC52083%21202
* Faalagorn's Location *
https://drive.google.com/folderview?id=0B6NEi4vM86_bUm1jc3pSNFNKM0k
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mode = normal
48 = {0123456789}
65 = {abcdefghijklmnopqrstuvwxyz}
186 = {ü+,-.#ö}
219 = {ß}
222 = {ä}
mode = shift
48 = {=!"§$%&/()}
65 = {ABCDEFGHIJKLMNOPQRSTUVWXYZ}
186 = {Ü*;_:'Ö}
222 = {Ä}
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Download latest ja2.exe (Development version) directly from D.Brot's SkyDrive:
https://skydrive.live.com/?cid=013a6926eac52083&id=13A6926EAC52083%21202
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Use the tool ja2export.exe to export ja2 files (sti, jsd, ...) to new format (png, 7z, xml).
ja2export.exe help
-> Shows the help
ja2export.exe help sti
-> Shows specific help for the sti command
----------------------------
Option "ja2.ini" properties. Most of the properties need the tool ja2export.exe to first convert the data files in the proper format.
USE_PNG_ITEM_IMAGES
-> Load item graphics from PNG files instead of STI files
USE_XML_STRUCTURES
-> Load XML files for the tilesets structure instead of the default tileset structure (JSD files)
USE_XML_TILESETS
-> Should the game use the new tilets structure files (XML and 7z-package) instead of the default tileset structure files (STI images)
EXPORT_STRINGS
-> Exports the strings from the language specific files (_EnglishText.cpp, ...) to XML files when starting ja2.exe
-> USE_XML_STRINGS must be set to TRUE to use this
-> Once the files are exported, set this property to FALSE.
USE_XML_STRINGS
-> Should the game use the texts from the XML files instead of the *.CPP files (e.g. _EnglishText.cpp, ...)
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; default action is 'ACCEPT', so everything that is not explicitely denied will be transferred ; This file is only used if you want to play JA2 1.13 Multiplayer
; default action is 'ACCEPT', so everything that is not explicitely denied will be transferred
deny shadetables/* deny shadetables/*
deny temp/* deny temp/*
deny ja2_settings.ini deny ja2_settings.ini