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those darn optics[message #237766] Sun, 15 November 2009 17:32 Go to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey folks,

first i want to give many thx to Scorpion for this awesome mod, really became way more stable then last time i checked it out. and i really like the overall theme/style, new maps and everything! :bow:

Now, i dont think that theres an "advanced description" version of RR and i have a hard time deciding on the optics and some other attachements to guns. im just not sure what they do, or which is better. given that theres only 4 slots, some things might seem usefull but actually waste a slot if you just look at the raw numbers. For instance scopes/laser sights which are to short for your usuall shooting distances.
Is there an faq, or do i have to ask around here till everyone is fed up with my shniz? Very Happy

Ill start anyway,

collimator VS Acog = which is better?
and is RR made the way that its generally better to equip a reflex sight/combat scope thingy on AR

[Updated on: Sun, 15 November 2009 17:52] by Moderator

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Master Sergeant
Re: those darn optics[message #237773] Sun, 15 November 2009 19:29 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
Is there an faq, or do i have to ask around here till everyone is fed up with my shniz


No faq , now beat it ! Very Happy
Scorpion is the man to answer these.... but what does a carry grip do ?? Hmmm , does it actually have an affect , rather than a real life addon ?

Play on and answer all your own questions.... then tell us.... Smile

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Captain

Re: those darn optics[message #237778] Sun, 15 November 2009 20:42 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Hazmat
Hey folks,

first i want to give many thx to Scorpion for this awesome mod, really became way more stable then last time i checked it out. and i really like the overall theme/style, new maps and everything! :bow:

Now, i dont think that theres an "advanced description" version of RR and i have a hard time deciding on the optics and some other attachements to guns. im just not sure what they do, or which is better. given that theres only 4 slots, some things might seem usefull but actually waste a slot if you just look at the raw numbers. For instance scopes/laser sights which are to short for your usuall shooting distances.
Is there an faq, or do i have to ask around here till everyone is fed up with my shniz? Very Happy

Ill start anyway,

collimator VS Acog = which is better?
and is RR made the way that its generally better to equip a reflex sight/combat scope thingy on AR

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Sergeant Major
Re: those darn optics[message #237783] Sun, 15 November 2009 22:14 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
big thx scorpion!

that helped me alot, and my own expierences add up with it.

The range of modifications you can apply to the guns is awesome, if have to try some more.
i had the feeling that the diopter sight was good, but without further infos i felt the acog/etc. to be the safer solution.
guess i have to look into the xml huh? Smile

on the pack pack, it actually goes into the combat pack slot, but the description mentiones penaltys.
i found some of the other combat pack variant, so im gonna just switch to them, and stop to worry.

I had a really fun game this far and hope to finally finish RR.

if im not mistaken, there where several different endings to achive?

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Master Sergeant
Re: those darn optics[message #237785] Sun, 15 November 2009 22:56 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yeah, in theory, there should be 7 endings, however, some of the endings are really hard to achieve in the sense that it doesn't really work most of the times so the backup-ending is probably the one most people get. I don't want to spoil too much, but most of the endings are rather similar and differ mostly in some details. But there are a few "story junctions" during the course of the game where you can decide basicly, whom to trust, who to pick out of two options and, who to fight... And the outcome of your choice may depend on other choices as well... This is kinda to reflect what is being said by npc's in the beginning of the game and what the situation in the country is like.


If you have any questions regading items, items.xml usually reveals a lot. Enter the name of the item into the search function and see what it does if you don't mind being spoiled like that...
especially the backpacks... if you don't notice any penalites ingame, then there probably aren't any and the description is wrong Very Happy

watch out for stability issues. always quicksave before you enter or attack a sector in the late game. Feel free to share any experiences with me/ us. I started a game of RR yesterday (though a slightly different RR) so i might start to remember a few things Very Happy

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Sergeant Major
Re: those darn optics[message #237800] Mon, 16 November 2009 08:06 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
Scorp, RR put you on a pedestal! A really great achievement.

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Sergeant 1st Class
Re: those darn optics[message #237819] Mon, 16 November 2009 15:20 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
7 eh?

thats more than i expected Smile

ill see where the story goes eventually, but i feel like i might abandon my contracter and take the country for myself, maybe shooting the consultant, near the end, would make my point? :devilaugh:

Yeah, stabillity was a big issue in my last run. It got unbearable later, constant crashes on sector entry and auto batlles on the map. Up to now i had like 4-5 ctds, 2-3 on sector entry and the rest on "ALT+Z"(dunno why that happens sometimes :whoknows: ), but everything was fine again when i reloaded my save.
So far the only other negative things i have expierenced are some map design "flaws".
Some maps insert you directly into water which sucks(damage to the nifty stuff) and you always have to swim to meet seawolf/dante. Especially with seawolf this is annoying.



So to give out some infos bout my game,

I play a realistic(i read somewhere that Sci-fi isnt really supportet) expert game with tons of guns and 5 IMPS(just gotta love those),

im at day 44, and have conquered the north area(2 cities,2 sams), bought the hummer, found the pilot, solved Dante

[Updated on: Mon, 16 November 2009 22:30] by Moderator

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Master Sergeant
Re: those darn optics[message #237831] Mon, 16 November 2009 18:03 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
For me to know and you to find out! Spoilers spoil the game.

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Sergeant 1st Class
Re: those darn optics[message #237852] Mon, 16 November 2009 22:29 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
u suck OldNoob Wink

Questions, yay!



1. Raw oil/diamonds= does somebody buy this, or is there another purpose to it?
2. can i recruit the russian general which signs my papers at the beginning of the game?
he always says, he can join me when he gets reenforcements, does that really happen?
3. are there weapon caches like in Vanilla?
4. are there hidden sectors?(like tixa)

5. NOW THIS IS A STRANGE ONE!
Do you get free money when you hire leon??
i snoped around some sectors, collected items and hired leon after i met him.
Suddenly i have over 100.000$ more than i had before. i remember i found money, but i dont think it was that much. financial said i deposited 137.000$..WTF??
Not that i want to bitch about it, but still its kinda strange..

6.@ The Scorpion:
can you shed some light into the Accuracy thing of the guns?
i mean, you tweaked the whole system, and i find guns with good range/damage but a shoddy acc of 2-3. Are they really that bad? OR is your Acc 3 like normal JA acc 4-5?
need some info on this, plz

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Master Sergeant
Re: those darn optics[message #237854] Mon, 16 November 2009 23:03 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
okay... after you've ignored oldnoobs attempt to motivate you to get the answers the usual way, i'll try to give you some hints



1. raw oil and diamonds used to be collectable like cash in earlier versions, but something got changed in 1.13 so they're now normal items. I think Franz buys them and pays decently for diamonds, however, by the time you're in balime, the diamonds might be peanuts for you, depends on your game's progress. In the early game, a bunch of diamonds sold to franze can make a small fortune to get more good mercs.

2. Yes, you can hire him in the later stages of the game. But i don't recall the exact prerequisitions. try talking to him with Irina and he might join with some extra goodies.

3. Yes, the weapon cache sectors should be the same as in ja2.
4. I think the 5th sam site is hidden. Other than that, most city sectors would be indicated on the strategic map. NPC's might however also be outside of villages (as you've seen in the case of Dante)


5. That's gotta be some sort of bug. Never encountered it though

6. Yes, RR is based on an earlier set of xml's where very small numbers where used for accuracy. Only recently have the 1.13 gun designers developed the bravery to use a larger range of accuracy values. So whatever +3 or such is okay accuracy. It doesn't actually play much of a role as soon as you have scopes and other powerful attachments.

Also i agree the seawolf swimming thing, this is annoying. It's just that such a big ship oughtn't be placed in shallow water. But actually, the annoyance of having to swim each time to get there is a bit too much compared to the gain in plausability of the map design.
I also recently noticed an entry point inside of water. This is in sectors where you can use the patrol boat. It is made in this way so that the boat is placed in water if you enter the sector by boat. Sadly, this entry point is sometimes used for other purposes as well, where it might be annoying (in my example, the chopper pilot was placed inside water and, as a male civ bodytype, couldn't move... i had to move him in strategical view)

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Sergeant Major
Re: those darn optics[message #237920] Tue, 17 November 2009 15:46 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Quote:
okay... after you've ignored oldnoobs attempt to motivate you to get the answers the usual way, i'll try to give you some hints

aw come on, my questions didnt spoil anything, and it would have taken a good deal of play time to answer some. so i think it doesnt hurt my game expierence.

Speaking of which, i took Baku yesterday, and boy was that a hell of a ride. :smilingsoldier:
I blazed through the nightly town in 2 game hours, cause i couldnt train militia before i controled the whole thing. I was pretty surprised that 4 of 5 sectors werent enough for milita training, first i was a little annoyed but then i thought
"hey,its a challenge!exactly what you wanted".

Lucky i had a second squad on the way to town so the militia training could be spread on all sectors, and i anticipated the counterattack in the right sector(although there were several more later on), it became hairy in some situations but i managed, mangled and exhausted but victorious. :king:

As said i play with drop all(especially due to bobby rays setting, i have to live of the land) and i found a couple of neat armor pieces ive never seen before, plus a sig swat and a SAPR-K. cant wait to try these in combat. Sniper rifles where also found, like a m21, a blazer and a SR-25, an apropriate reward for my ordeal^^.

I also saved "Thug".
He ran into some electro trap, as the first shot flew, and luckily i discovered him in time to patch him up again(he was dying). I quicksaved before i talked to him, and will do his thing after im ready with the town, and dealt with any remaining patrols.
Although i have to say, that a prisoner who wants to go into the woods with you sounds a little...well, fruity?^^

I had a really fun battle in retrospective, and one particullar funny battle i would like to share real short.
A squad of 10 elites entered one of the sectors which held 20 green guys and...Biff! :clap:
I thought, "what the hell, make a safe and lets see how this plays out".
It was night again, the attack was in the mine sector and they came from the right through the oil rigs.
The battle was dominated by one thing: barking mad auto firing.
Seriously everybody blammed like there would be no tommorow, and while im used to militia hitting their own guys, i was satisfied to see the enemy do the same.^^
The constant auto fire managed to blow up 3 oil rigs and countless barrels, which burned very bright and pretty in the night while civillians where running between the combatants and everybody was dying/burning/bleeding/exploding or running around like headless chickens. Soo damn funny, i wish i could have recorded it.
At the end 6 green guys survived and Biff did what i told him to "Stay the fudge out of harm!", but he became the hero of the day when he patched up a dying civillian(oil rig

[Updated on: Tue, 17 November 2009 15:52] by Moderator

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Master Sergeant
Re: those darn optics[message #237929] Tue, 17 November 2009 17:46 Go to previous messageGo to next message
KEN C

 
Messages:244
Registered:May 2007
Location: Aberdeen Washington USA
RR is like a piece of the finest chocolate, I want to savor every tiny bite and make it last as long as possible because after you play this mod there is no more. Wildfire is the only other "Big" mod and how many times have we played all those versions.
I go away wanting more, more, more RR!

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Sergeant 1st Class
Re: those darn optics[message #238128] Thu, 19 November 2009 14:05 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
[quote=Hazmat]Quote:


From the bits here and there, i have taken that you dont work on RR anymore but that its not 100% abbandond?

regards


My main work currently goes into Fight for freedom and FFF-MP, but if you liked renegade republic's maps, i guess the ones from FFF won't be that bad for you either.

When it comes to RR, i at least resumed playing it (though not based on 1.13)
This is usually the first step to making updates Very Happy
Also by now i'd know many things more and how to deal with them. Also 1.13 seems to have settled down somwhat. The items department isn't introducing tons of meaningless duplicate items all day long anymore, and besides a few hacks like HAM, not much meaningful is changed when it comes to gameplay. So yes, very far back in my head i'm thinking of renegade republic reloaded/ revisited/ resumed, however, my shedule when it comes to ja2-related works is very full so it'll have to wait.

1. FFF-MP, FFF
2. PCM+ needs an update... after my works on FFF-MP, the update may be very large as i have learned some things i didn't know back then
3. Vengeance-1.13 may need an update as players want to use it with HAM and other late hacks
4. Wildfire-ja2 is still in the works on my machine
5. DoM is still in development. Once it comes out, i might make a DoM-PCM version

6. RR2005 and RRR (renegade republic resumed)

so basicly i could mod all day long for months or years and never run out of projects even without retouching RR :/
However, as UC-1.13 has been released for a rather recent version of 1.13, players have a big project to play which buys everybody else some time for their respective projects :wrysmiley:

This is unless i get some help. I mean if somebody was to reconstruct RR's external data (primarily xml's) or retouch the sound, an RR update might climb the cascade of project priorities.


Me too i love it when the enemy counterattacks through the oilfields for obvious reaons, you can trap them in a firewall there and have the stereotype of burning oil fields that we remember from the gulf wars. Of course, it doesn't lower the cash income if they burn which isn't perfectly realistic... but it's more fun that way rather than trying to protect not only your mercs and the stupid miltia, but also the oil fields... Similar thing with oil pipe lines. If you get the AI to use it as cover, BAM, make it blow up :diabolical:

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Sergeant Major
Re: those darn optics[message #238140] Thu, 19 November 2009 15:19 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:960
Registered:December 2007
Location: Baltic Sea, Germany
Hallo,

the scorpion
2. PCM+ needs an update... after my works on FFF-MP, the update may be very large as i have learned some things i didn't know back then


Could you go into more detail to the second topic please? Wink

At my current English test version are already Darrel, Perko, Maria, Skyrider, Fred, John, Matt, Calvin, Carl, Joey, Oswald, Manuel and Spooky recruitable.

What are your ideas about further development of PCM+?


Best regards; Schein

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First Sergeant

Re: those darn optics[message #238162] Thu, 19 November 2009 17:53 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Attention long post ahead Very Happy


So lets beginn shall we?

First a news flash bout my game.

Its day 67(ima slow player), i hold Machtschkala, Suchumi, Baku, Gali, 2 north sam sites and have conquered all but one sector of Tiblisi.

my main squad

[Updated on: Fri, 20 November 2009 14:27] by Moderator

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Master Sergeant
Re: those darn optics[message #238173] Thu, 19 November 2009 18:34 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
@scheinworld

Play a game of FFF-MP and you'll see what i mean. Oh, and there's a thread in the basis forum that has screenshots telling a lot more too.

@long posting

Yes, some weapons and their attachments where meant to allow using the same weapon for various different roles. Some AK's for example can be Carbine, assault rifle, LMG, even battle rifle/ DMR to a certain extend depending on how you kit them out.
Note that a larger number of weapons are not activly popping up in RR. These would have to be enabled first.

As for the recruites, you now have the ones easier to get. Other rpc's are harder to get. I'm not sure if i should spoil who they are or not as it wasn't asked Smile

Back then, we traced the problem with crash/ freezes to enemyitemchoices.xml
This file is probably the main source for these issues and is used in many occasions when it's not always immediately apparent. Long gaming sessions might be an issue too. But please just write down your suspicions, there might be more to it.

Glad to see FFF is interesting for you. We are investing quite a lot of honest work as well as copy-pasing of quaility content Very Happy into it, right now however oriented to the multiplayer mode as i find contemporary 1.13 gameplay to be rather uninteresting for me, so the interesting part comes in when playing with friends.

RR would have to be worked over especially by reconstructing xml's and improving audio. And find time to get some sort of balancing. :-/

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Sergeant Major
Re: those darn optics[message #238178] Thu, 19 November 2009 19:24 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Quote:
Yes, some weapons and their attachments where meant to allow using the same weapon for various different roles. Some AK's for example can be Carbine, assault rifle, LMG, even battle rifle/ DMR to a certain extend depending on how you kit them out.
Note that a larger number of weapons are not activly popping up in RR. These would have to be enabled first.


Yeah, thats one of the main reasons i like RR that much, the variety in attachements and combinations of them. For instance an AK-74(i think) is pretty neat as it is(acc 5, rng 35) but with and Svd stock, Pso scope and 2 spots for whatever you have an AR/DMR rifle which can be used for quite some time.
As i cruised through the item.xml for the attachment values i saw a lot of weapons which i expectetd to be not ingame. Specially the western ones for obvious reasons, and missing ROF tags for BR were also a good hint. For my second playthrough(its already decided Wink ) im going to activate some stuff in BR

[Updated on: Thu, 19 November 2009 19:56] by Moderator

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Master Sergeant
Re: those darn optics[message #238187] Thu, 19 November 2009 20:54 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Max cannot be hired in RR. The 4 rpc you mean might be irina, Iron, Ilja, Dimitri

http://webchat.quakenet.org/?channels=%23ja2-multiplayer

Here you can (sometimes) find players for multiplayer games (be that FFF or not)



i used to be 1.13 second biggest promoter (after kaiden who literally went into every message board he could find to spread the word)but i was somewhat dissapointed into what direction later projects of 1.13 led and find myself not really willing to play it anymore the way it plays these days but that's a matter of preference. I still make mods based on it faced with the fact that "SMP" doesn't seem to be going anywhere.

Yeah what i mean is to reconstruct the xml's so that any issues like with enemyitemchoices are minimized and RR becomes more playable in the late game stages. The balancing is always an issue and last time i played, i wasn't that happy with what i had done.
In that respect, it would be a little complicated i guess...


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Sergeant Major
Re: those darn optics[message #238219] Fri, 20 November 2009 01:07 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Yeah i figured that i may couldnt help, hope somebody else does it.
RR is just too good to be left like that.


Well 1.13 is a matter of taste in many different ways, but discussing it would never stop Wink

More nasty crashes but again i was able to work around somehow.

An annoying thing though, is that my ingame options always reset to default when i restart my game, never encountered that.

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Master Sergeant
Re: those darn optics[message #238313] Fri, 20 November 2009 21:07 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
I really didn't mean to discourage you from making any improvements to rr's xml structure. it's rather that i think i'm too busy right now to figure an appropriate approach to this rebuilding/ reconstructing of xml's. So it's rather my lack of overview right now that hinders fruitful work.

Yeah, the options reset... i've had a lot of people complain about this, i think there might be a file that does this that shouldn't actually be in the install... ja2.set or something. Try removing it (make a backup for safety reasons) and see if that works (i kinda doubt it but see no other immediately suspicious files)

sorry for my horrible writing. For some reasons, my screen only displays what i typed with a slight latency so i can't see what i'm writing. Mainly happens here in the bp, but is most probably my old computer's fault.

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Sergeant Major
Re: those darn optics[message #238386] Sat, 21 November 2009 20:03 Go to previous message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Ah, your writing seems fine to me Wink

gonna try the ja2.set thingy soon, i have taken a couple days off from JA to play other games(there are just too much!)

I will at least look over the Item.xml and add a few tags that are missing(imho)(some stuff is unrepairable like kneecaps, Heat rockets for the carl gustav,etc.)should ceramic plates be repairable?
they are, but they werent in normal JA. i can send you the file with a changelog and if u aprove it, RR may be 1% better Wink

i also noticed that the lighter titanium plating actually ways 8.8lbs, whereas the ceramic plates weigh 2.something lbs. Theres just some funky stuff scattered through.

Ill see what i can do here and there, but for the more advanced xml

[Updated on: Sat, 21 November 2009 20:04] by Moderator

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Master Sergeant
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