Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » RR2005 reminders
RR2005 reminders[message #239926]
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Sat, 12 December 2009 21:20
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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So, after two more playthroughs, one by me one by a friend, there a few things to be kept in mind for the day i resume work on this
- speech and sounds format issue
- missing Braydesc file
- Cursors, Shotguns, double pistols etc. resume default cursor logic, remove sniper scope cursor
- tweak headshot difficulty modifier
- test unarmed enemy issue if fixed with new exe
- exe translation
- use lower (sustained) ROF for full-auto Mode
- Add more non-auto weapons to the AI's ordnance
- Add/ design missing/ removed maps like j3, l4, I6, b5 (6), whatever
- Find the old intro files on HD and make it even slower. Get tools to work
Fix quests
- Eric (should give money only once. Should not initiate surgeon quest if einar is already dead. alternativly, use another surgeon for the quest)
- Luca (finish character design)
- Buck/ Wolfstein (m/b switch slots with npc's of whom the script keeps track if he's alive or dead)
- Add missing quest item stuff including combo merges
- Make diplomats triple-recruit quest earlier into the game. Player's party is often too numerous for this event.
Traders
- Make seawulf come ashore after having become a trader, diversify his stock
- diversify matchef's stock
- maybe increase Franz' buying capacity. It shouldn't take several days to sell a few diamonds.
Additional characters
- decide on Tex, Biggins, Stogie, Gaston placement (Also test 163, 164, 169 behaviour)
- decide on Dimitri character
- check Havoc recruitment script and profile behaviour
Items
- Add a few missing folded weapons, e.g. folded Bizon MP, folded Type65c
- Stronger differentiation between items. reduce copy-paste effects. Improve descriptions
- Use common calibers for enemy gun choices. Place other calibers in maps more frequently
- Add smp item gfx or find out logic for unused entries.
- Make Pistols less useless
- Maybe test AI with stationary machineguns
- Also Test improved stationary machinegun system
Data/ Misc
- Aquire english UB NPC speech of Biggins and Tex, develop/ test their respective Bfaces
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Sergeant Major
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Re: RR2005 reminders[message #240011]
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Mon, 14 December 2009 03:17
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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the scorpionin certain respects, ja2005 is a very powerful modmaking platform, however, as far as i know, there's only a russian exe,
What exactly does that imply? Why would the exe prevent building an English mod around it?
the scorpion there are some limitations to its .INI editor (slow... at least on my old machine)
I've never needed an .ini editor. I frankly see no use for one except in this case if you need it to translate Russian. But I don't think that is what you are getting at. Could maybe an English .ini be figured into a release of this platform?
the scorpion then the strategic layer... it totally failed to tweak the strategic layer of the game too.
By this do you mean mapping xmls? Or something else. I can live without just about every one of the supposed gameplay 'improvements' of the 1.13 but the mapping xmls would be near impossible to part with.
the scorpion Also, RR2005 is HUGE because of the fact that speech and sound apparenlty must be in a very specific .wav format.
The speech files I did also had to be in a very specific .wav format. It is the original used by the game. I would have no problem whatsoever without .ogg support.
the scorpionSo maybe related versions like Night Ops (of which there are more translations available AFAIK) are more promising as starting points for mods.
I've been wanting to check that one out for quite sometime. I seem to remember a problem downloading or installing it. Perhaps I'll try again.
the scorpionSurely, however, i advise to check out what we were able to add to the RR campaign once this is less of a construction site with unfinished quests and missing maps and other stuff my tester had to go through
Yeah, I still have infant sons and a lot to do around the house to get it ready for renters. I really have almost no time for even normal ja modding let alone.... Anyway, yes I agree wholeheartedly here.
the scorpionI'll have this in the back of my head while working on FFF and FFF-MP. I'm learning a lot there. It's interesting how much the MP angle gives me in terms of new input. But it's hard to learn new tricks as an old dog. It takes more time than rapid from-the-hip development of vengeance or RR
One of these days I'll try getting in on that as well. FFF is the WW2 mod right? I'll definately be trying this one.
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Sergeant Major
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Re: RR2005 reminders[message #240030]
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Mon, 14 December 2009 13:06
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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it's not a problem to build a mod around a mostly russian exe (i translated a few parts) except for a few text messages that need to be altered, which is harder to do.
But it may be an issue for potential players, and it takes getting used to. This kind of patience isn't really far spread with the spoiled kid player type of today
Some of ja2005's INI's are rather large to scroll around, they may have hundreds of entries etc. so for certain purposes, the INI editor would be more helpful. Shorter INI files can be easily handled manually though
By strategic layer i indeed mean the location of roads, sector definitions, movement costs, garrisons, patrols... we've had a lenghty discussion yesterday as to how to approach this. I'll update the reminders once we found a solution, as this would be extremely important IMO
RR2005 has of course a huge bulk of speech and npc speech making its install bloated. But of course, the speech can be made an optional download, also, download speed and memory size is always increasing, so it may be less of an issue. I mean, i have a full copy of it on my 16 Giga memory stick. If your mod doesn't exaggerate the amount of new speech and sounds, it wouldn't be an issue, only with huge projects like RR
As RR used to have speech and sounds in a different fromat previously, some of its dialogue under ja2005 (and sound effects) remain silent so i'll have to track the files in question and convert them, which is going to be a chore.
Night ops is certainly interesting, but i must admit i don't know how much moddability it allows for its more spectacular features. Also DDD's mod has used some of ja2005's features, the russians are smart in this respect and are reusing their community's innovations again for new projects
We're close to the finishing line for a first complete set of FFF maps. I had to do some scavenging here and there, hope all the copyrightholders in question comply, then we may make FFF-MP public for a first screening.
it would be awesome to get your opinion on that. Though maybe i need to develop some more skills in dealing with criticism first
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Sergeant Major
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Re: RR2005 reminders[message #240044]
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Mon, 14 December 2009 16:00
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Khor1255 |
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Messages:1817
Registered:August 2003 Location: Pleasantville, NJ |
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I don't expect much. The secretive nature alone is a total departure from the productive way Mugsy and Kaiden handled the 1.13. And who is being kept in the loop is even more disappointing. But yeah, we'll have to wait and see.
[Updated on: Mon, 14 December 2009 16:01] by Moderator Report message to a moderator
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Sergeant Major
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Re: RR2005 reminders[message #240045]
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Mon, 14 December 2009 16:15
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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The only thing i hope is that it's not just smokes and mirrors. Whatever it may be... better than claiming to do something cool and delivering nothing. This would undermine the last bit of credibility of the project.
But the mere fact that i work with as many as 3 different "engines" for 3 projects shows i'm not taking chances in this respect expecting the unexpected.
I miss Muggsy and Kaiden's ways as well. The good ole'd days huh
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Sergeant Major
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