Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Absurdly small code changes
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Re: Absurdly small code changes[message #338761 is a reply to message #338198]
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Tue, 06 January 2015 02:58
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Hmpf. We really need some sort of global announcement to coders - this won't be that interesting to non-coders...
Anyway, I've begun changing the code to allow strategic movement for other teams than just player and enemy. Mobile militia movement and the current strategic militia command don't not count, as these are ore or less dirty (although effective) hacks. What I now aim for is to enable strategic movement for any team (player, enemy, creatures, militia, civilians...). The goal is not to have all these teams moving on the strategic map after this change is finished, but to merely change the internal workings so that enabling this later on is relatively easy.
Once done, strategic militia command will be the first feature to benefit from this. I want to change it insofar as the player should be able to order his militia squads around just like his own, with the path being plotted, movement orders being able to be reversed and all that.
In the longer run, individual militia should also profit from this. Once this is done, it should be relatively obvious on how to enable strategic movement for other teams. In case, you know, we ever want bloodcat packs, zombie hordes or civilian gangs roaming the countryside ;)
So, in r7707,
- I've changed the GROUP struct - instead of BOOLEAN fPlayer we now have UINT8 usGroupTeam.
- To further simplify the code, I've replaced
UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
with
UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
In the next days, more strategic functions will be simplified, merged and replaced. Unless real life work is more pressing.
Anyway, in case anything regarding strategic movement is odd in the trunk in the next days, please contact me.
P.S.: Does anybody know when we can finally ditch the stable 2014 branch? I dislike merging code into obsolete code bases.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #338999 is a reply to message #338816]
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Sun, 18 January 2015 00:35
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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I've been getting reports that the dynamic dialogue for mercs resting their guns on other mercs triggers way too much. The reason is that we calculate whether we rest our gun on something (like a fellow merc) a lot. As you might now from gaming experience, the 'M' for 'mounted' shows up the moment we have a gun in our hands and are behind cover.
As of r7719, I've altered this a bit - now mounting also requires us to actually have the gun ready, thereby raised. This won't affect shooting cth (shooting a gun requires us to raise it anyway). Mercs will now complain only if someone else really does use them as agun rack, not simply because he could do that.
The only small issue is that you now have won't know whether you can rest you gun on a structure until you try by, well, doing just that. As the concept of 'get behind rock, aim over rock' isn't that complicated, I am somewhat optimistic that this will cause no confusion.
[Updated on: Mon, 19 January 2015 02:38]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #339012 is a reply to message #338999]
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Mon, 19 January 2015 14:04
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OriginalMoses |
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Messages:12
Registered:January 2015 |
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Flugente wrote on Sat, 17 January 2015 23:35I've been getting reports that the dynamic dialogue for mercs resting their guns on other mercs triggers way too much. The reason is that we calculate whether we rest our gun on something (like a fellow merc) a lot. As you might now from gaming experience, the 'M' for 'mounted' shows up the moment we have a gun in our hands and are behind cover.
As of r7719, I've altered this a bit - now mounting also requires us to actually have the gun ready, thereby raised. This won't affect shooting cth (shooting a gun requires us to raise it anyway). Mercs will now complain only if someone else really does use them as agun rack, not simply because he could do that.
The only small issue is that you now have won't know whether you can rest you gun on a structure until you try by, well, doing just that. As the concept of 'get behind rock, aim over rock' isn't that complicated, I am somewhat optimistic that this will cause no confusion.
Wow this one is a dope! Keep it up! Personally I really tired of mercs complaining about someone who passed by them with their gun raised. Thanks!
[Updated on: Mon, 19 January 2015 14:06] Report message to a moderator
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Re: Absurdly small code changes[message #339417 is a reply to message #339012]
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Thu, 12 February 2015 23:07
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As of r7732, we now distinguish between enemy-controlled, player-controlled and currently-controlled-by-nobody-because-SAM-is-broken airspace. Uncontrolled airspace is coloured blue, and for now works like player-controlled airspace in regards to Skyrider, merc dropoff and Kerberus insertion.
You might ask 'Just a different color? What is this good for?', to which I would answer 'When the time is right, you will learn why.', and that would be it.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #339440 is a reply to message #339423]
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Sun, 15 February 2015 11:47
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silversurfer |
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Messages:2791
Registered:May 2009 |
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As of r7739 the EDB will display the effective mag factor for a gun in the final column. This is for NCTH only as effective mag factor is only used in NCTH system.
Example, an MP5A4 with 2x scope on it:
from left to right:
1. Gasket (level 2, marksman 46)
2. Ira (level 5, marksman 54)
3. IMP (level 5, marksman 77)
4. IMP (level 6, marksman 84)
5. IMP (level 5, marksman 80, trait: marksman)
6. IMP (level 6, marksman 86, trait: sniper)
This example was done with the default 1.13 settings in CTHConstants.ini which are:
SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
SCOPE_EFFECTIVENESS_MINIMUM = 50
SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100
AIM_EXP = 1.0
AIM_MARKS = 3.0
Unfortunately I didn't have a Ranger to showcase and my hunter is not eligible for the minimum level. ;)
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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Re: Absurdly small code changes[message #339604 is a reply to message #339603]
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Mon, 23 February 2015 01:13
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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The 'militia training finished, train new group?' menu perhaps. Also, it would be nice if, say, pressing 'Enter' automatically chooses the default option, thereby speeding up the process maybe (or is that already in there and I just don't know it?)
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #339905 is a reply to message #339630]
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Sat, 07 March 2015 18:02
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As of r7772 & GameDir r2220, if ALLOW_BANDAGING_DURING_TRAVEL is set to TRUE, traveling mercs will bandage themselves if they bleed. A popup will inform you that your traveling mercs are attempting to bandage themselves (and each other). This is triggered whenever a traveling merc bleeds, and someone traveling with him/her could bandage him.
As retreating with wounded mercs is now no longer a death sentence, I hope this will lead to people actually retreating more, instead of having to game the game in order not to lose someone. Retreating, reversing travel, arriving, bandaging and retreating again was always possible, but kinda game-y.
This behaviour is off by default. No idea who would rather have his mercs bleed to death, but someone will.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #340012 is a reply to message #339905]
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Wed, 11 March 2015 00:19
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Fun fact: If a map has cliffs and the action takes place on the 'upper' level, fragments from explosives or gun traps fly beneath the floor. Which makes those traps absolutely useless.
This has been corrected in r7778, as both features now take the floor height into account.
I also assume this might be an issue with other functions (rocket launchers perhaps?), might check it out soon.
I also also assume that people have likely forgotten gun traps by now. Which is a shame, as this can make for some really cheap but effective traps - provided you place them in the right direction.
Edit: Somewhat odd on launcher weapons. Rockets seem to fly correct - the height of the terrain is already taken into account. However, the smoke trail is at the wrong height, it seems like it is actually too high instead of too low. Hu.
[Updated on: Fri, 13 March 2015 00:18]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #340040 is a reply to message #340012]
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Thu, 12 March 2015 23:46
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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In GameDir r2225, I've modified a few xmls - they are now more in line with what the xml editor spits out, makign future comparisons to stock data easier. Most notable is a change to many magazine class indexes.
As the sole purpose of the flash suppressor, hiding muzzle flashes, is not affected by status, it's status is irrelevant. When mercs repair guns, they also repair attachments, and thus the flash hider, which is a pointless waste of repair points, and tedious to counter by removing the damn things. As of now, it is thus no longer damageable or repairable. This only affects the pure flash suppressor (item #1003) - other attachments with this property that have other effects - all kinds of sound suppressors basically - can still be damaged.
LBE gear status is also useless. Which makes mercs repairing the things a bloody waste. As of now, LBE gear can no longer be damaged or repaired. An exception are the radio set and the diving bottle - 2 LBE items that have other properties that might be affected by status.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Absurdly small code changes[message #340091 is a reply to message #340079]
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Mon, 16 March 2015 22:36
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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In what will likely annoy one or two german people in total, as of r7786, when using a german exe, cheats are no longer activated by 'Alt' + 'IGUANA' but 'Alt' + 'GABBI' instead, like in all other languages.
The reason being that a.) this creates 2 new key combinations we will surely find a use for and b.) why the flying fuck is there a german-specific cheat activation sequence anyway?
If anybody feels that german should have its own cheat activation, unlike any other proper language, well... 'Alt' + 'DONAUDAMPFSCHIFFFAHRTSGESELLSSCHAFTSKAPITÄNSMÜTZENHERSTELLERGESAMTBETRIEBSRATSVIZEVORSITZENDER' is still free.
[Updated on: Mon, 16 March 2015 22:42]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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