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Darth Valium

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Everything posted by Darth Valium

  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 :-)
  15. hello, okay okay, you are right, im also not to happy with the sniper, at least you have the possibility to use the officers-modell for your char at the customizing screen, so there is really no sense in putting my movies-affection into this mod, so here we go: http://www.htw-dresden.de/~s2026/AxisSkins.JPG as you see, his skin is quite different from these of the other ones, i used the modell of the terrors-commander, so dont shoot your own sniper! (and dont forget to shoot at the enemies commandos :-) ) here's the download (this time its on my webspace, hell, i will leave university in 4 months, lot to do beside playing silent sorm :-( ) Download Axis_Skins_1.1 @biggles: heres the same as above, feel free to use ....
  16. is it possible to integrate the bunke a bit more into the hill? the problem with combining / placing landscape tiles on top of buildings cannot be solved, as long there is no possibility to change the textures(for example creating a new roof tile with grass instead of concrete on it). --- he, by the way, your screenies look great, when your are done (and managed to integrate it as a random encounter, i would be gratefull to play it ;-) ). ---- and another by the way, your screenies look great, as i see you have enabled shadows (me not), perhaps you would like to post your systems specs, your config-file(so i can compare it via ultraedit wth my one), your avergae fps (camera movement / regular game view)? at the moment im still playing around to find "satisfying" settings, without to many lags while changing the viewing angel (this damn "recalc static shadows", why the heck "static shadows" have to be recalced?).
  17. there are 20 selectable chars for the axis, and i changed every modell, depending on their profession. as mike is a soldier, he now has the look of the one to the right (screenshot), faces stay the same. the same is for your generated char. her a list profession / modell: Scout - German Elite Soldier Modell & Scout Mask (not with your own char) Sniper - German Officer and German Sniper Helmt (why an officer? what, you didnt see "enemy at th gates"?) Engineer - GermanSaboteur + Engineers Cap Medic - German SOldier + German Robothelmet02 Soldier - German Soldier + German Helmet 02 helmets and extra gadgets are added trough "uniforms".
  18. okay, ive found a bunch of things :-) this is more theoretic: to play around a bit, you should enable the following resource tabs: "Modells", "Uniforms" & "Pers". At first switch to "Modells", and select "All ModelsCharactersHumanSkeletonGerman", then click the "EliteSoldier". then take a look to the properties windows to the right. a model is primary based on a skeleton, whichis "CharactersBaseSkeleton" for most of the humans, it defines the different action possibilites like climbing, crawling, etc., compare it to the "Bones"-system in 3dmax. the nextone is the geometry. which defines the bodies proportions, like a modell out of 3dmax. the materials 0-2 are: body, face, Legs&arms. the 3rd one is empty, nevertheless you can add orders here. you have to click "..." to change them, can select the parts in the upcoming browser-window. as long there are no res-extractors, we can only use the included one. to create a new modell, just right click in the navigation window, and choose "new item". just play around and take a look at the other values. ---- so, now we keep an eye on the "uniform"'s tab. a "uniform" isnt exactly what it sounds like, its more a defintion of extra stuff. a char can wear, and handles how the stuff from your inventory are displayed. so navigate your way to "uniformsAllies" and click "Allies_engineer". the entries below "general" define which inventory items are placed at wich part of the modell. when you select one and click the "...", a window s with 4 rollups will appear, its quite selfexplanatory. below it are the "models", here you can define "graphically gadgets", your char carries around, for example a helmet, sunglasses, the backpack or other stuff, like a shovel for example. partially not each item work on each modell, for example is there a problem with woman and helmets (it doesnt work, partially). most important are the "capmodellid", which defines the headwear. you can see these modells, if you swich pack to the "modells"-tab, then navigate your way to "CharactersEquipmentSlots". here is a lot of inventory stuff, just explore around beneath it, you will find it yourself quite fast (i hope so). ------ okay, the next step to a working ingame-figure is the "pers" tab, hit it, then navigate to "All PersPC SoldiersHero", there select the "Axisengineer". in the upcoming windows you can define which items this pers(-ona) should carry around, its not important at the moment. now take a look to the right, the properties. the ones under "general" are partially selfexplaining, partially totally cryptic (for me). by the way, because its based on the databse, a lot of stuff i referenced, so for example "voice". when you hit it, there will be no explorer like it was with the materials, here you have to type in a number. the "2" here is a referenc to an id of an table entry. okay, lets go on. below "models" is the "modelid", which is plain and simple one of the models we talked before, so you can change it to a given one, or just use the one you created before (perhaps). the next one is "uniform", just the same as with "models". the following entries are mostly selfexplantory. just play around, will will get used to it quite fast. ---- by the way, while creating a new "uniform" or "modell" within the editor is quite easy, creating a "pers" often results in a bunch of errors. i personally prefer to create a new "pers" within ms access(just copying an existing one). after this, you can launch your s2editor and change the entries there.
  19. According to my earlier post, ive done some stuff to your axis-comrades, so they do look more "wehrmacht-stylie" as this kindo-warfare-streatwear. http://www.htw-dresden.de/~s2026/Axis_Skins.jpg the bad news: the addmod programm doesnot work with this one, you have to start a new campagne to make it work. two things to mention: 1.) you will not see any differences in the FIRST screen of character creation, these are separate modell, created only for this screen. i tried to change them, but the effort was only partially (heads were missing), so i decided to let things be. 2.) not only your created char has been alteres, i did the same to the other axis-fellow. so, here you go. Download Axis Wehrmacht Modpack oops, i should stop using jowood's forum as my webspace :-) by the way, you are free to use it on your webpage, as long as you mention me ;-). or better said, it would be nice if you do so.
  20. ive written it in the german joewood-forum before, so german-player should take a look here before you start, be asure that youve created a new database-instance(you can do so when the ss-editor starts), that youve chosen this and your original database is untouched. if not, stop the sql server, delete beneath the "res"-dir the files "a5game_data" & "a5game_log.ldf", and do a repair install from silentctorm cd 1. ----- okay, editor already launched? here we go: menue "View", "select resource tab" ,"rpg-settings" there check "pers". okay switch to "pers" (on the lfet side), under "pc-soldiers" are all soldiers you can play, aka "player-characters", with three subcategories, Allies, Axis and "Hero". axis and allies are the player you can choose in your hq, hero is your customized char. so, now we are going to replace the allies_soldier(hero) with the modell of the italian soldier (by the way, i didnt managed to change the modell of the soldier in the main-char-selector, perhaps later i will update, when i understand the templates better the now). click beneath "heroes" on the "alliessoldier", and close the the appearing equipment window. on the right side click on "modelid", then on the "..." right of it. in the new windows click your way to "modellscharactershuman skeletonitaly", and select "soldier", hit okay. close the appearing items-window. now you can build the mod the way i described it before(not in this thread), or use thge ingame build (which takes more time). ingame: menue "tools", "build", wait a bunch of secs. when the build is finished, take a look in your silent storm"name of your database instance"-dir, there should be a "game.db" and a "description.txt", taker a look at the creation time, to be asure that these are the one you created just some secs ago. create a new folder, without spaces in the name, and move this two files into it, then move the folder to your s-storm -main dir. start up sstorm, and start a new allies-campagne. in the main charselector you wont see any difference (i told you above), just choose the soldier and hit "next". tataa, see screenie. http://forum.jowood.de/attachment.php?s=&postid=787975
  21. there is a way to include it as a "random encounter", im not sure about how to do. there a two way how it could work: 1) just adding it to the country- and nationside-specific randomecnounter-folder. the game itself picks up randomely one of these 2) like the above, but you have to do some scripting somewhere, just try out. as everytime, you met up a random encounter, the game is saved. when you load the savegame, the random encounter is again "randomized", so trying to find out shouldnt be as worse at it can (perhaps it might be a good idea to remove, just for testing, all other random-encounters) the random ecounter needs a bunch of new maps!!!
  22. okay, i explain it: 1. launch the Control panel / Datasources (ODBC) 2. under the tab "User-DNS",it is normally the default one, click on "add" 3. the next windows is something like "create new datasource", there scroll down to "sql-server", then "finish" 4. in thew upcoming dialogue type in the name & perhaps a brief description, then choos your host under the section "server", and next 5. in the next window "create a new data source to sql server" everything is fine,just hit next 6. this is the windows, "same name as above", where you have to check the upper check box ("Change default....."), and select your database. there will be several, the main database is A5GAME, if you created a new instance (whene the editor starts, you are aksed if you wish), it is named "A5GAMEMOD_thenameyouchoose". here s a tip, create a new database before editing around, so you always have the orginal untouched. okay, checked and selected? then next 7. in the last one just hit "finish", congrats, youve just created a new datasource and can load it in your access information for german users: --------------------- ich habe im jowood-forum auch einen thread hierzu laufen. http://forum.jowood.de/showthread.php?s=&t...&threadid=52475, dort bin ich allerdings "Darh Bier"!
  23. did you start a new campagne / used the savegame mod? if not, the mods deactivates itself. as i said, its only 5 times bigger, if you like a bit more, i will post a new file this evening, or do it yourself: its in the table "dbo_Particleinstances", ID 49, column "Scale", the biggest value i tried yet was 20, which was quite funny. by the way, the headshots ID is 3419, the critical hits one is 3420. changing this only make thins look weird, cause they are in proportion to head/body explosion. ---- by the way, does anyone has figured out yet, how to alter the possiblity of a headshot(the blown away one), and the possibility to completely waste an opponent(the explosion-gib one)?
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