New Attachment System Beta[message #256358]
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Fri, 16 July 2010 01:51
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Faithless |
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Messages:438
Registered:October 2009 Location: The safe end of the barre... |
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Version 0.61b fixes a CTD and has an updated map editor, read all about it in the readme.
This is the Beta version of NAS. It has been updated to the latest multiplayer revision. It contains all the latest features (and bugs :naughty: )!
The thread for the alpha version can be found here.
In short, what NAS offers:- More attachments (or less, if the modder decides to)
- 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.
- Lots of little things I can't think of right now.
- Multishot launchers with separate grenades are possible.
- Attachment swapping is more intuitive.
- 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 catch fire).
Also, attachments to LBE gear are no longer possible in NAS.
Keep in mind that this is a beta and it is still possible that it causes 40% more elephants to charge your car. It's out here to be tested and it will take some time.
The download can be found here:
ja2_3578_NAS_0.61b
THIS MOD NEEDS TESTING, PLEASE REPORT ANY BUGS YOU FIND
Go ahead and try to break it, cause if it can be broken it needs fixing.
In particular look for:
- Problems when attaching various different ways.
- Bugs when turning the system off!
- General crashes (I'm innocent, I swear! It was the 1.13 team! :pitchfork: ).
- Problems with merges.
- Problems when adding or removing slots.
Screenshots from alpha versions (they're still the same anyway, and i'm too lazy to take new ones ):
(Trevor Colby has urged me to mention that he does not currently accept any marriage proposals, Stephen, however, will marry the nearest tramp in sight).
The source can be downloaded from the SVN server:
https://81.169.133.124/source/ja2/branches/Wanne/JA2 1.13 MP/
Any other NAS related files (mostly previous versions) can be found here.
[Updated on: Tue, 10 August 2010 22:36] by Moderator Report message to a moderator
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Master Sergeant
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Re: New Attachment System Beta[message #256440]
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Fri, 16 July 2010 17:27
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Minty |
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Messages:110
Registered:July 2009 Location: UK |
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The three muzzle slots are for the different kinds of muzzles. Pistol, AR, and large calibre weapon, I think.
I've not had a chance to properly look through the XMLs yet, but it's how I'd do it. I'd have two muzzles defined for each size of weapon. One that can take a flash-suppressor only, and one that can take both a flash and sound suppressor (Not at the same time, obviously).
So then, all I'd need to do for a new weapon is decide if I want to allow sound suppressors or not, and add the relevant attachment-slot to the correct XML.
Of course, my own mod, which is shaping up ok, is bringing Possum's DBB mod into line with NAS.. So I've a cubic bucketload of attachments to play with. Hell, AKs even get their own suppressor, and that's before we start talking about muzzle-launched rifle-grenades. Then there's the joy that will be RG-6 and Milkor drum-fed GLs taking loose 40mm grenades, instead of the current cludgy "grenade clips"
Edit: Ninja'd by Warmsteel..
[Updated on: Fri, 16 July 2010 17:28] by Moderator Report message to a moderator
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Sergeant
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Re: New Attachment System Beta[message #256449]
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Fri, 16 July 2010 18:13
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Faithless |
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Messages:438
Registered:October 2009 Location: The safe end of the barre... |
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defaultattachment1
defaultattachment2
up to 10, for now.
EDIT:
I will make examples for this when I releases an items.xml. But there are too few changes for it now.
[Updated on: Fri, 16 July 2010 18:14] by Moderator Report message to a moderator
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Master Sergeant
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Re: New Attachment System Beta[message #256742]
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Sun, 18 July 2010 19:09
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Warmsteel, I noticed the Bobby Rays website pop-ups are displaying multiple occurrences of attachments when the attachment can be fitted to more than one attachment slot on the gun. Consequence of being allowed to multiple slots on the same gun for the same attachments. I'm sort of guilty for causing this one, as I was the one who pushed for allowing an attachment to have multiple possible attachment points on a gun.*** Mind you later on, the outgrowth of the above, having multiples of the same attachment being allowed on the same gun, is now a feature (one I have yet to exploit). I don't remember if this was brought up in the last thread. Any plans of having the list of possible attachments checked for repeats before being displayed in the popup item hints?
*** Background from the Alpha thread: This feature is a great time saver when producing XML's as you don't have to figure out attachment slots for each case an attachment may repeat on a particular gun (leading to more attachment slots), but instead can define universal "building block" attachment slots (ie. side RIS, bottom quad RIS, front top quad RIS...). This sort of is reflected in reality, especially with RIS systems. Initially I ended up defining less attachment slots than Warmsteel's original to achieve similar results. Basically it allows an attachment slot to be reused more often on different guns with less planning and worry about conflicts.
[Updated on: Sun, 18 July 2010 19:15] by Moderator Report message to a moderator
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Re: New Attachment System Beta[message #256755]
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Sun, 18 July 2010 21:29
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Minty |
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Messages:110
Registered:July 2009 Location: UK |
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I just wanted to post for any modders out there, to help them get the most from NAS and it's configurable slots..
The above code is from my AttachmentSlotAssign.xml. In my reworking of Possum's DBB Mod, a weapon with no attachments will only have one scope-slot visible. Attaching various scopes will add additional slots for use. In this case, attaching an ACOG 3.5x scope will add a slot above it for reflex sights, and a slot behind it for certain night vision devices.
You can use the tag as many times as you wish per attachment, or not at all. And each additional entry is individual to that attachment and that slot. So, for example, you can have a LAM add one (or more) slots only when attached to a certain slot.
Also, the reverse is true with the tag. You can have extra-long scopes remove top-rail slots from the weapon, restricting extra attachments, or whatever strikes your fancy.
In the above code, note that the lines between are comments, and aren't necessary in the XML, but I like to comment my code for ease of reference.
As I said in another thread, with NAS, the possibilities are endless, only limited by the modder's imagination.
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Sergeant
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