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Darth Valium

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  1. nope. headshots-headexplosions are still in(you have to enable the animation in the config.cfg). the headshots-can-kill mod will cause enemies dying instantly when hit in the head(while decreasing the hit-possibility a lot). as far as i know you can only see the animation, when an critical wounded enemy is hit or is inflicted a huge damage. my scout has done a lot of head-shot-explosions with his shurikens :-) (critical & huge damage). but for sure, in the demo heads and bodies exploded quite faster then in the retail.
  2. simply run "dxdiag" and check "display". ------
  3. hello, the name of the folder can be customn, but, as i know, must be without blanks. beneath the folder should be the game.db and the description.txt. for ex.: c:sstormaxisskinsgame.db c:sstormaxisskinsdescription.txt you will not see any difference at the char-selectionscreen. i ve created the mod with the german retail and using it now with the english. do not know if it worx with the russian version(but think it should). i
  4. womens hair is handled as a "cap", this is the reason you cannot create the mullet-soldier of your dreams(with hair, of course).
  5. it depends on your style of playing s2, for myself i must say that the engineer is great. in the beginning most of his mines and boobies are discovered, but this isnt important, cause ive trapped (with some luck) all possible entrances to the specific building. so the enmies stays freightened in his home. later in the game, with an improved skill (+demolition bonus) he places mines+booby traps at tactical postions. when an enemy hits the spot, he and the house's front is gone, and my sniper is really happy about this "shooting range". if the enemy is not eager opening the door, im using my scout to get them out (letting him run around near the entrance). if nothing of this works, finally my sniper uses his silented rifled to blow the booby up(and son, in most cases, also the mine). ----- training your engineer with disarming/placing mines is kind of boring, because placing/disarming mines triggeres to turnbased combat. if you start in germany(and perhaps in hannover), keep an eye for the prison-random-encounter, there a lot of closed doors. by the way, im using the getitem code to give my engineer enough lockpicks, whcih cannot considered as cheating (in my oppinion its really strange, that your army can supply tons of ammunition, but only a very small number of lockpick and mine-disarming devices). ----- as stated in the nival forum, it is not a bug, that the pools-soldier have such high attributes. in fact, they gained excatly the same amount of attribute-points as your "regular" levelled soldiers hats gotten to reach the approbiate level. but while your soldiers gained their levels based on a lot of trained skills, the pool-soldiers got the point on their primary-skills. for example, if youve got a welltrained engineer at lvl 10, with a hide of 60-70 points, and use a setxplevel 10, you will see, that the hide -skill has been decreased.
  6. 1.) create a subfolder beneath your sstorm-directory ("c:sstormmod2") 2.) copy the include game.db & description.txt to 1.) 3.) et voila
  7. its to much for a single mod, as long your are not planing to do a tc. for example 8+9 will render the game unbeatable. whats the sense of improving the pk's AND removing the only weapons which effectly harm the soldiers inside? you really should split it into a "realistic-modells" mod and a "tweaked game-constants" mod !
  8. perhaps you should try this: you need a tool capable of hexadecimal fileviewing, like ultraedit32. then build it. view the resulting game.db with the tool. there should be a lot of words, corresponding the column names of the altered tables. if not so, building has gone wrong. if there are entries, something doesnot work while loading your mod into the game. as an alternative you can try to build manually. you need: 1.) the game's game.db from s2 main-dir 2.) the knowledge how to use the dataimport tool (just search for it, i explained it allready) to do: 1.) dump your altered modification, db name is something like a5gamemod_nameofyourchoice 2.) compare it against the game.db from above step 1.) (via diff -switch) 3.) examine the resulting file / try it sstorm by the way, what did you exactly change?
  9. delievered with your s2 is the database, which hasnt a connection to the game itself. the game has it's own format, the *.db's. while you are editing resources, your are not doing this with runtime-files of the game or the *.db's. there is no link between odbc-settings and s2-edit. the routines for accessing the sql server are hardcoded into the s2-editor's executables, the odbc data-sources have to be created to gain access to the data from a generic db-client, like ms access for ex.. a lot of values can be altered trough the editor, so perhaps you dont need to fumble around with the odbc settings. there are a lot of possiblities, why this wont work for you, and solving this can be really hard, because this "trial" of the real ms sql server is really hard to manage. not sure what your mean with repertory; there is regular only one instance of ms sql-server running(@home-user-pc's), and below this instance of the sql-server are the databases, some db's for the databasemanagmentsystem. some for the "normal" databases. "a5game" for example is one of the databases, which should be available in this list. if there is no entry, there must be a problem accessing the server, or perhaps you have chosen wrong before. ---- i should have typed: "there is regulary no instance ...."
  10. no. if the sql-server is installed, and so silentstorm (including editor), the existing db-instances are allready given. does your s2-editor start?
  11. as damien said. perhaps you've modded the "original game". when you did this, your mod wont contain any data, because of the way building works: 1.) reads the original database (a5game) into a .db file 2.) reads the actual modded database into a .db file 3.) compares the results of 1.) & 2.) and writes them into game.db when youve forgotten to create a new mod (at start of editor), youve to do following: 1.) stop sql server 2.) move the both a5game*** files out of the res folder 3.) autorun from s2-disc one, use repair-installation (works quick) 4.) start editor, create a new mod, "MOD" 5.) wait till finished 6.) exit editor 7.) move the files from step 2.) to the folder created during step 4.) in your s2 folder
  12. yeah, in caps / uniforms, stuff like gasmasks, goggles or helmet can be added. if you want more then one equipment-piece, like goggles and helmet, you have to fumble around with the heads.
  13. if you use xp / 2k, it should be there, same "region" like compuer-management". if you use 98 / me it isnt, but, as i know, it can be activated. but no idea how.
  14. hi there, gasmasks, helmet, caps, goggles are handled all the same, so there is no easy way (none i fonnd out yet) to combine them. but you can try this: playing around with the faces, adding stuff there, and then again use this face on the specific modell, adding stuff again via uniform. or just combine glasses and helmet for example via maya :-)
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