Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10324] Wed, 17 August 2005 00:24 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
@MM the LAW and RPG are somewhat the same in many ways except that a RPG can be fired over and over again as long as you have ammo. Where a LAW is a one shot tank killer, the RPG is able to shoot as long as it is functional. I would say the ammo for it should take the same space as the mortar shells do.

I agree with Grindedstone sniper rifles should use Sniper scopes, and Aim point can be used but with less range and or accuracy.

I like DarkThor's Idea of the M3-90 shotgun but instead of adding it replace the M870.
Re: "1.13" Mod - Main Thread[message #10325] Wed, 17 August 2005 01:56 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
hmm, this brings up some ideas

there are various grenade types for rpg-7. i don`t know in how far this is interesting for other people, but aside from standard HEAT rockets/ grenades there are also anti-person (shrapnel HEfrag stuff) grenades and other stuff

i would like to see a possibilty to use a different fragmentation grenade with rpg-7 against against personnel (aside from normal rounds that would be HEAT like the LAW)
Re: "1.13" Mod - Main Thread[message #10326] Wed, 17 August 2005 03:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Wow, lots of replies. Let me tackle them one at a time:

Khor,

Integral grenade launchers are one thing (and easy to do), but the OICW actually has a clip of like 10 20mm grenades in addition to its standard 5.56mm clip. If everyone's ok with it just using single shot 40mm grenades, then I could do it right away.

If you know how to do the animation graphics, then I can probably figure out how to get them in there (not a small feat, however). Send me a sample after you've done one new animation sequence (keep it short, so you don't end up putting too much work into it, as it may not work) and I'll see if I can get it to work.

The cap on draw cost AP reduction is already long gone. Sniper rifles have huge draw costs as they stand right now. But it might be interesting to do something like spend 2x APs and do double damage with a sniper rifle, or something similar.

I just use notepad to edit xml files.

Lochmacher,

Portable containers (belts, backpacks, etc) are a great idea, but I'm not 100% sure what would go in them. The large inventory slots are what I assume to be backpack/strapped to back slots, and the smaller ones are probably vest pockets, cargo pant pockets, and belt slots. I guess I could rig up some huge ass bag that mercs could carry ammo around in, using the same sort of screen as the keys or something. But I'm going to wait on this particular feature until I have a better understanding of the way the graphics work.

And yes, it does seem that the number of ideas for this mod is increasing exponentially Smile

Grindedstone,

The in-game images are animations, and not really my area of specialty, but it sounds like Khor is willing and able to do them (see my reply above). I just need to see if/how I can get them into the game.

I'll look into the other bipod features.

Lars,

As I've said before, I'm not a gun guru. What I wanted was an item that would make it so that the enemies can't see your muzzle flashes. If it's not called a flash suppressor, let me know and I'll call it something else.

darkThor,

Great! Left side view pic would be nice for consistency. Thanks.

As for item repairs, how about this:

1. Weapons will have their maximum durability/status permanently degrade if they aren't repaired before reaching a certain point (say 1% for each % below 50-60).

2. Enemy weapons will only rarely be able to be repaired to 100%. The hot climate and general battle damage their weapons endure has permanently impacted their performance. This will force the player to either A) go shopping at Bobby Ray's for new gear, or B) keep swapping weapons.

I'll need to see if I can add a Max Durability stat to the inventory screen too. So it would read 50/75 instead of 50%.

flybyu,

I can add the shotgun with little difficulty, no need to replace anything yet. I was able to dig into the item slots used for keys last night (in fact the flash suppressor in the slot for key #11), which bought us 20 more item slots.

As for the RPG not being disposable, I can handle that.

Can you get me some pics of the rockets(RPGs) themeselves?

scorpion,

I can do HE, (Super)AP, and HEAT at least. Those are the ammo types used by the Rocket Rifle. I could probably also rig up something that uses the base HP ammo type for a frag type (Fragmentation would be stopped by armor right?)


-MM


Re: "1.13" Mod - Main Thread[message #10327] Wed, 17 August 2005 04:04 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Well, i've found not only a series of reflex sight pictures but that things could be made a little more complicated. let me put down the pics first:

US Trijicon:
ACOG:
http://www.gun-world.net/old/sight/trijcon/TA01NSN.jpg
http://www.gun-world.net/old/sight/trijcon/ACOG-ta01.gif
http://www.gun-world.net/old/sight/trijcon/TA31.jpg

TriPower:
http://www.gun-world.net/old/sight/trijcon/tripower_info2.jpg

Sweden AimPoint:

http://www.gun-world.net/old/sight/aimpoint/Comp-M.jpg
http://www.gun-world.net/old/sight/aimpoint/Comp-XD.jpg
http://www.gun-world.net/old/sight/aimpoint/3000.jpg
http://www.gun-world.net/old/sight/aimpoint/5000-2X-XD.jpg

Canadian ELCAN:
http://www.gun-world.net/old/sight/elcan/el01.jpg
http://www.gun-world.net/old/sight/elcan/x1_s.jpg
http://www.gun-world.net/old/sight/elcan/xm145a.jpg
HI-MAG:
http://www.gun-world.net/old/sight/elcan/hm_1.jpg

Russia Kobra:
EKP-1S-03M:
http://www.gun-world.net/old/sight/russainoptic/03m_03big.jpg
EKP-8-02:
http://www.gun-world.net/old/sight/russainoptic/G204.jpg
EKP-8-14 / EKP-8-15:
http://www.gun-world.net/old/sight/russainoptic/xw03.jpg

All these reflex sights divide into two categories: integrated with telescope or not, e.g. the Trijicon ACOGs are integrated with a 4X, 3.5X, or 5.5X telescope while the Trijicon Reflex has no any magnifying power. ACOGs can be used on assault rifles and MG, but not sniper rifle(not enough magnifying power, Leupold Mark 4 will be more fit), and Reflex can be used on any weapon for quickly aiming in CQB.

Here is the problem, which kind of reflex sight should we use? I incline to simplify the case by only choosing Trijicon-Reflex-like sights.

Since the reflex sights can reduce the zero-in time i would recommend making it reduce the draw cost and fire cost each by 1AP for its host weapon, thus it will be more valuable on smaller guns such as pistol and smg. By the way, i fully second Khor's point that smaller arms should get a smaller draw cost.

Anyway, good day to you, MM! :wave:
Re: "1.13" Mod - Main Thread[message #10328] Wed, 17 August 2005 04:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Hmmm. I can't seem to get that web site to work.

Since reflex sights and sniper scopes are mutually exclusive, I'd be happy to put in a reflex sight attachment and a reflex-scope attachment (we've got some empty slots, so why not?). I can make the reflex scope provide the AP bonus of the reflex sight, while at the same time providing, say, half the bonus of the sniper scope.

Draw costs for weapons are currently as follows:
Pistols = 0 AP
Most SMGs/Smaller one/two handed guns = 1 AP
Larger SMGs/rifles/shotguns/most two handed guns = 2 AP
Sniper Rifles = 5-7 AP
LMGs = 3 AP (Except RPK, which is a bit faster at 2 AP)

Pistols also use ~1 AP less to fire than they did originally.


Re: "1.13" Mod - Main Thread[message #10329] Wed, 17 August 2005 04:53 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Thanks, MM! I think you've sort it out from all the repairing mess-up! Now the repairment would sound more logical in JA. I like your idea and wish this max-stat problem could be settled soon.

Anyway, thanks again to you, MM!
Re: "1.13" Mod - Main Thread[message #10330] Wed, 17 August 2005 04:59 Go to previous messageGo to next message
Lars

 
Messages:9
Registered:May 2003
Location: Sweden

Quote:
Originally posted by Madd Mugsy:
Lars,

As I've said before, I'm not a gun guru. What I wanted was an item that would make it so that the enemies can't see your muzzle flashes. If it's not called a flash suppressor, let me know and I'll call it something else.
-MM
Excuse me if I was a little unclear, I didn't wanna be a wiseacre about some name. It's just that I believe it's impossible to make a flash suppressor that hides the flash from people in front of the gun.
http://en.wikipedia.org/wiki/Flash_suppressor

Anyway great work with the source, it's truly awesome
Re: "1.13" Mod - Main Thread[message #10331] Wed, 17 August 2005 05:05 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
I will try copying these pictures to somewhere you can access, do you have some recommendation web sites to paste pics?
Re: "1.13" Mod - Main Thread[message #10332] Wed, 17 August 2005 05:12 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
about the pg-7 grenades:

is it possible to make an explosive like a V-grenade but working upon impact?

imagine a LAW

that would be HEAT

now a LAW that explodes like a V grenade but doing some damage to everything around?

that was the idea. however, this was just a thought. there have been much better ideas around


i have a couple of ja2 format pictures from my own weaponmods. weapons, items, ammo, sights (ACOG, Aimpoint)and various stuff

i`d be glad to help out with such things
Re: "1.13" Mod - Main Thread[message #10333] Wed, 17 August 2005 05:17 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Lars,

Hmmm, that sucks. There is no night vision penalty in game from muzzle flash. So if it doesn't hide the muzzle flash, then it's actually pretty useless in JA2.

The enemies will likely spot you anyway if they're right in front of you since 1) they'll probably get hit by a bullet, and 2) you're making noise (unless you're using a silencer).

So should I leave it as is? Should I display a muzzle flash anyway? Or should I just yank it out?

I think it adds a bit to the game, even if it's not actually possible in real life, so I'm inclined to leave it in.


Re: "1.13" Mod - Main Thread[message #10334] Wed, 17 August 2005 05:21 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

It would be great if you could send me some pics. I find that it takes me longer to do the images than anything else.

I'm not sure what you mean by a "V-Grenade". Is it like the regular hand grenade or the 40mm?


Re: "1.13" Mod - Main Thread[message #10335] Wed, 17 August 2005 05:29 Go to previous messageGo to next message
Lars

 
Messages:9
Registered:May 2003
Location: Sweden

I think you should remove the muzzle flash from the older bolt-action rifles since they apparently have a much smaller (or nonexistent) muzzle flash, maybe also some sniper rifles could have their muzzle flash removed. But I believe those changes should be permanently instead of as a result of using a flash suppressor.
Re: "1.13" Mod - Main Thread[message #10336] Wed, 17 August 2005 05:39 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
A flash supressor is just a barrel-tip device designed to vent gasses that are not entirely done burning and disperse them resulting in little to no flash in low-light conditions. I would say keep it in, since assault rifles don't have silencers in game (yet). Note: It makes the weapon harder to clean/maintain. Also, shouldn't the silencers, whose job it is to disperse these gases for the purpose of quiet use, also have no (little) muzzle flash?
On a sidenote (eye candy), this is the way the M-Type rifles should look after one has tapped out Tony and BR. (For CQB at least) Smile
http://www.picatinnyrails.com/IMG/SmallM16.jpg
Note the C-Mag, Foregrip, Aimpoint, Colapseable Stock, Tac-Light, Sling Mount, Rail, and Flash Suppressor Tip.
Re: "1.13" Mod - Main Thread[message #10337] Wed, 17 August 2005 05:59 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
hi Mad muggsy

it`s a pain to make 118*44 and smaller bitmap images for ja2. luckily, some talented guys have made some of them before and enabled them to downlaod

maybe what i mad emyself can be helpful too

send me a list of graphics that you need and i`ll see what i have in my archives

the_scorpion@swissmail.net
Re: "1.13" Mod - Main Thread[message #10338] Wed, 17 August 2005 06:36 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
@MaddMugsy I found some pics of RPG Projectiles at this site just scroll down and find the ones you want hope this will work for ya. If not let me know and I'll keep seaching.

http://www.freerepublic.com/focus/f-news/1101708/posts
Re: "1.13" Mod - Main Thread[message #10339] Wed, 17 August 2005 06:50 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Mugs

Two quick questions (sorry for adding to you're non coding workload):

1) Is you're updated .exe posted on Madd Mugsy's Quick and Dirty Mod Page? I'm asking because the date on the latest listed version is 8-12-05 and you've made a lot of changes since then. I don't seem to be getting any range advantage by using the duckbill with buckshot.

2)Should I rename the Prof.dat to Prof.xml then try to open it with notepad? If so, all I see doing it this way is alot of Greek looking characters (I mean literaly Greek) and some numbers that all look like gibberish even to a Greek? Have I missed something?

Thank you to anyone who can answer these questions and let Mugsy get back to the important work of making .exe improvements.
Re: "1.13" Mod - Main Thread[message #10340] Wed, 17 August 2005 07:48 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

I don't mind the scaling and drawing the little green lines around items, so much as cleaning up the shadows and other background stuff we don't want to see in the game. If you've got full size pics w/out shadows/backgrounds, I can probably make them work.

Right now, I need pics for:

Reflex sights (scoped and unscoped)
C-Mag (although I can probably get one of the ones I have to work, if I put my mind to it)
The super shotgun that darkThor requested
AK-47 variants
Mid- to low-power rifles (I have some from Khor already, but haven't had a chance to go through them)
Any other attachments desired, folding stock, foregrip, etc.

I think I can work with the pics from flybyu for the RPG.

Flybyu,

Thanks. I'll grab the grenade part off of one of those illustrations.

Khor,

No problem. I'm at work during the day, so I can't code anyway. This is actually the best time to ask me questions Wink

1) I haven't made a new release since the one on the webpage. I'll post here when I do. I wanted to get more than just a few new things in.

2) Prof.dat isn't xml (it's binary) and doesn't work with notepad (oh, how I wish it did). You need to use proedit on it. Weapons.dat works in notepad.


Re: "1.13" Mod - Main Thread[message #10341] Wed, 17 August 2005 07:57 Go to previous messageGo to next message
kropotkin

 
Messages:48
Registered:May 2005
Location: lake titicaca
Quote:
Originally posted by Madd Mugsy:
The super shotgun that darkThor requested
notepad.
That Beretta be panty gun :luckystrike:

This nice shotgun :scan:
Re: "1.13" Mod - Main Thread[message #10342] Wed, 17 August 2005 08:32 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i should have ja2 format pictures of an ACOG for the scoped reflex sight would have to do an unscoped version... maybe triicon or Cobra

i have ja2 format beta-c mag pictures

i use the m3 super 90 in one of the mods we`re working on. the picture i have is from a free internet download

ak-47 variants are very hard to make. they just don`t look good ingame no matter what is done
AKM, AKMS, AK-74 variants look okay though

i think i have a decent AK-103. the 107 and 108 just never looked sooo very good that`s why i`d prefer this one

hm. there aren`t many such rifles. the SVT maybe that was mentioned earlier on, maybe a Mauser M98... i don`t like them because they usually use particuliar or old ammo (m1 carbine and stuff)
Re: "1.13" Mod - Main Thread[message #10343] Wed, 17 August 2005 09:11 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
I've paste those Reflex Sights pictures on a new web-site, try these please:

Reflex Sights:

US Trijicon:
ACOG:
http://www.yamede.com/Image3/20050817050355380495.jpg
http://www.yamede.com/Image3/20050817050511641510.gif
http://www.yamede.com/Image3/20050817050633713715.jpg

http://www.yamede.com/Image3/20050817062305664709.jpg


Reflex:
http://www.yamede.com/Image3/20050817061813539676.gif
TriPower:
http://www.yamede.com/Image3/20050817050729157408.jpg

Sweden AimPoint:

http://www.yamede.com/Image3/20050817050816753502.jpg

http://www.yamede.com/Image3/20050817050855566197.jpg
http://www.yamede.com/Image3/20050817050941182242.jpg

http://www.yamede.com/Image3/20050817051044783719.jpg

Canadian ELCAN:
http://www.yamede.com/Image3/20050817051136469576.jpg
http://www.yamede.com/Image3/20050817051238654231.jpg
http://www.yamede.com/Image3/20050817051331167513.jpg
HI-MAG:
http://www.yamede.com/Image3/20050817051409536792.jpg

Russia Kobra:
EKP-1S-03M:
http://www.yamede.com/Image3/20050817051514736914.jpg
EKP-8-02:
http://www.yamede.com/Image3/20050817051554429778.jpg
EKP-8-14 / EKP-8-15:
http://www.yamede.com/Image3/20050817051625589397.jpg

If you cant see these pics, let me know, i'll try other methods.

EDIT: i've collected some AK series pics, and will paste it a little later.
Re: "1.13" Mod - Main Thread[message #10344] Wed, 17 August 2005 09:40 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
With regards to the xM29 OICW, just wondering if it would be easier to retain the grenade launching code, and simply "adjust" the code for attachments to allow for X number of grenades (like the main item slots). Now before anyone brings up the diff btw 20mm and 40mm grenades, this would allow:

1) Future capability for addition of one of the multishot grenade launchers that use 40mm
ie. 6 round Milkor MGL http://www.world.guns.ru/grenade/gl14-e.htm

2) A separately coded "attachment" like the Talon that would have a separate attachment list for 20mm's and would "bestow" on the mounted weapon a 6* item/grenade slot. This "attachment" would not be available anywhere, but instead would be a permanent/free/hidden attachment on the M29 OICW or Aussie AICW**

I'm not a programmer, so I apologize for being presumptuous here, but I wonder if changing the nature of the grenade loading slot to accept X number of grenades would be easier/more cost effective than coding for dual or multi ammo. Then again Madd Mugsy, what your thinking will allow for a Masterkey combo...

* m29 prior to being put on back burner in favour of 25mm grenade only xM25, had a 6 round of 20mm magazine
http://www.world.guns.ru/grenade/gl13-e.htm
http://www.globalsecurity.org/military/systems/ground/m29-oicw.htm
** Australians want to get around weight problems encountered by OICW by leveraging off of Metal Storm technology which "can" use modified versions of "existing" grenades http://www.metalstorm.com/11_applications/military.html


Re: "1.13" Mod - Main Thread[message #10345] Wed, 17 August 2005 10:26 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i have collected a couple of ja2 format images to a small archive.

i`d just have to know where to send them

i have

- different sights (acog, cobra, other stuff)
- beta C mag
- M3 super 90
- AK variants
- SVT and Mauser M98 (i`m not much into the WW2 era stuff. i prefer modern firearms
- further stuff, including the bigitem of a folding buttstock
-picatinny rail and similar stuff
-further guns in ja2 format we`d might think of adding them


the graphics are, as opposed to the ja2 graphics, in correct proportions, so they might be a bit different from the default ja2 stuff

you`ll have to see whether these can be used

http://www.freewebs.com/ja2vengeance/pics.rar
Re: "1.13" Mod - Main Thread[message #10346] Wed, 17 August 2005 10:29 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
wil473,

There are a few problems with your suggestion:

1) 6 grenades means 6 attachment slots are required, there are currently only four. I'd have to redraw the interface and make siginificant changes to code I don't fully comprehend yet.

2) Even limiting it to 4 grenades has an inherent problem: you can't have other attachments on the weapon when it's got 4 grenades loaded.

The best way to do it, unfortunately, is probably to recode the whole grenade launcher part of the code to allow grenades to be loaded/unloaded one at a time as ammunition.

Scorpion,

Sent you an email.

Thanks!

MM

EDIT: Nevermind, was able to download from your link. Thanks!


Re: "1.13" Mod - Main Thread[message #10347] Wed, 17 August 2005 10:49 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
while scorpion has provided so many finished products, i paste some raw materials here as a supplement:

Beta C-Mag

C-Mag for M16
http://www.yamede.com/Image3/20050817073854585199.jpg
C-Mag for M249
http://www.yamede.com/Image3/20050817074050255675.jpg
C-Mag for HK33/HK53
http://www.yamede.com/Image3/20050817074331550870.jpg
C-Mag for G36
http://www.yamede.com/Image3/20050817074447182584.jpg
C-Mag for AUG
http://www.yamede.com/Image3/20050817074541461800.jpg


M3 90
http://www.yamede.com/Image3/20050817053505601328.jpg
http://www.yamede.com/Image3/20050817053702724289.jpg
http://www.yamede.com/Image3/20050817053919111896.jpg


AK47
http://www.yamede.com/Image3/20050817054141442809.jpg

AK47 silenced
http://www.yamede.com/Image3/20050817054542121541.jpg

AK47 with bayonet
http://www.yamede.com/Image3/20050817054727711311.jpg

AKS 47
http://www.yamede.com/Image3/20050817054248795970.jpg

AKS 47 with bayonet
http://www.yamede.com/Image3/20050817054937717688.jpg

AKM silenced
http://www.yamede.com/Image3/20050817055552430568.jpg

AKM with bayonet
http://www.yamede.com/Image3/20050817055249388474.jpg

AKMS
http://www.yamede.com/Image3/20050817055709611517.jpg

AKMS silenced
http://www.yamede.com/Image3/20050817060026736925.jpg

AKMS with bayonet
http://www.yamede.com/Image3/20050817055824494847.jpg

AK-74
http://www.yamede.com/Image3/20050817070623768402.jpg

AKS-74
http://www.yamede.com/Image3/20050817070502495136.jpg

AK-74M
http://www.yamede.com/Image3/20050817071108408052.jpg

AKS-74M
http://www.yamede.com/Image3/20050817070941634354.jpg

AKS-74U
http://www.yamede.com/Image3/20050817065908604094.jpg
http://www.yamede.com/Image3/20050817070235653761.jpg

AKS-74U silenced
http://www.yamede.com/Image3/20050817070038244321.jpg
Re: "1.13" Mod - Main Thread[message #10348] Wed, 17 August 2005 11:04 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i hope theses pics are useful to you

some of them are from free downloadable sources, most of them i have made myself and some of them used either in ja2 vengeance or other, not yet finished mods

by the way i know that the 20mm clip is possible. you use the grenades like a magazine. full is 6 grenades. now instead of minirockets, the weapon fires a grenade
so you only attach one item (20mm magazine) onto the gun. each grenade fired reduceds the status of the clip by 1/6.

i cannot give more detials because i obviously didn`t make that possible myself.

btw that^s a lot of pictures dark thor. good recherche is the basis of a good looking weaponmod... nice stuff
Re: "1.13" Mod - Main Thread[message #10349] Wed, 17 August 2005 11:51 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
In retrospect, I can see that replacing the launcher code with some sort of secondary ammo/fire code + explosive shot flag would be a lot more useful in the long run. Multi-shot grenades, underslung grenade launchers, reloadable Anti-Tank Rockets (ie. RPG, Carl Gustav


Re: "1.13" Mod - Main Thread[message #10350] Wed, 17 August 2005 12:07 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
My results from two differant installs that I have on one computer.

One install is the last pre-4 proedits. The other is the latest.exe.

First I've only got a litte way into both.

The old exe file seems to have faster game play. I've gone to Dressan (and East Sam) one time and Chit a second time with the old. Play was long but usable.

The Latest exe was sloooow! Went to Drassen and every army turn was looooong. I finally gave up and went back to the the old exe.

Somebody mentioned the army doesn't use grenades, ect, with these exes. I've had them using Smoke, Tear Gas, Break lights on me when using the old and battling in Chit. I expect it would be the same for the new exe.

One other item that I noticed since using this mod.

'Never use auto resolve in battles!' is posted everywhere and I followed it!

While trying to defend Dressan I was hit by 18 army while I had 20 greenies. I knew if I deserted the Greenies they would lose the airport. So I threw caution to the wind and auto resolved with the 20 greenies and 4 wounded mercs (one down to 50 %).

We Won! in fact I only lost a couple of greenies, and the mercs got further wounded but not too bad. Plus 6 Greenies were promoted to blues and one to vetern!

Since then I've done it 4 more times with good results. No Mercs lost!

I don't advise this with 4 Mercs by themselves, only when defending a militia sector!
Re: "1.13" Mod - Main Thread[message #10351] Wed, 17 August 2005 12:22 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
I think I know what The Scorpion is refering to, treating the grenade launch function on a particular weapon like the power drain on batteries in the x-ray device. Push the button, the "effect" of a grenade being launched happens and the "clip" goes down a bit (1/6). Yes I've seen it done too but where did the related fourm thread that vanished a few weeks ago go? I hope I'm not stepping on anyone's toes with that description, that's my guess at how it was done at any rate. Ah the joys of Open Source. Pity I don't speak the language...


Re: "1.13" Mod - Main Thread[message #10352] Wed, 17 August 2005 14:55 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Mugs

You mentioned Weapons.dat. Have you released this or is it in a directory I haven't looked in yet? I'm really itching to take a look at this.
Re: "1.13" Mod - Main Thread[message #10353] Wed, 17 August 2005 15:59 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Khor,

It's in the \data\tabledata\ folder.

Scorpion,

Good News: I got the RPG to work (w/out text and graphics for now, and it's temporarily using the 40mm HE grenade as ammo).

Bad News: I can't change the ammo types for the RPG. While I can make the RPG accept and fire different types of ammo, they all end up turning into the same explosion. Because the explosion is calculated and displayed after the ammo has already been fired, I can't get the ammo type to change the type of explosion. I _can_ change the explosion for RPGs to be different than LAWs, however.


Re: "1.13" Mod - Main Thread[message #10354] Wed, 17 August 2005 19:50 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
so the RPG works the same as the LAW? that would be okay. different grenade types was just an idea. i mean we already have a big choice of 40mm grenade types so it`s not tragic

but thx for trying
Re: "1.13" Mod - Main Thread[message #10355] Wed, 17 August 2005 21:19 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Not sure if by ammo you're refereing to ammo types or different attached item/grenades for the RPG, but if the former are you including buckshot ammo in the bad news? I remember from the UC mod there were two warheads differentiated by ammo type: a regular warhead - normal ammo, and a tandem warhead - buckshot. However instead of 2 explosions, buckshot got a whole bunch of explosions equal to the number of buckshot pellets. Overkill, but it did give the effect of a more powerful warhead which could blow up the first wall, then the next and so on... Putting a duckbill on that RPG gave it a spray effect ruining the "tandem" charge effect.

This mod is going to kill even more of my time, but thanks for the reason to reload gold edition.


Re: "1.13" Mod - Main Thread[message #10356] Wed, 17 August 2005 21:45 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i think, there, one specific ammo type was tunrned into an explosive (buckshot)

a couple of other ideas, just threated as ideas not as requests (muggsy is probably pretty busy whit all that stuff requested)

-if the underbarrel grenade launcher is turned into a knife, it works like a bajonett. maybe a new attachemnt could work like this.

-a question: is there an easy way of editing the range of the robot remote control?

-a yeah, another question
is there a way of raising the number of tilesets so UB tilesets could be added to ja2?
Re: "1.13" Mod - Main Thread[message #10357] Wed, 17 August 2005 23:01 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
scorpion,

glad to share these pics with everyone here, and i wish i could be more helpful here.

MM,

i like scorpion and wil473's idea that battery's code could be used here, then we probably could have a fully functional OICW, with 30 rounds 5.56 magazine as usual and 10 rounds 20mm grenade magazine attached on weapon.

And I got another two questions here:

Whether could we use the NVG together with gas mask or not? Here is an idea that if we could attach the NVG on the helmet like that shown in many movies, maybe we could wear gas mask at the same time, but i'm not certain the feasibility.

Is it possible to add a "Throw All" function to instantly dispose of all the items in the current map? since the drop-everything function was enabled, there has been so many useless items dropped on maps, and throwing them one by one is really a boring job.
Re: "1.13" Mod - Main Thread[message #10358] Thu, 18 August 2005 03:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Allowing use of the NVG with the Gas mask is pretty easy to do. I'll add it to my list. But you'll still only be able to have two face items at the same time; so you won't be able to wear gas mask + NVG + Ext. Ear, for example.

Not sure what you mean by a "throw all" function. Do you mean a function that would instantly throw away / dispose of the items? Hmm.. I think I can do that. I can probably also add the "E" key to empty a merc's inventory into the current sector while I'm at it (a la Deadly Games).

They must have done some weird hack to make their RPG work in UC if it could spray explosions.

I've been messing around with it some more, and I've managed to get it so that I CAN have different types of warheads. However, they are still limited to the types of explosions available in the game:

Regular Blast
Large Blast
Teargas
Smoke
Mustard Gas
Stun Blast

Think of grenades, not ammo, when thinking up warhead ideas.

I can, however, change the hit point damage, energy point damage, blast radius, volatility of the explosive, and the volume (not sure what that one does).


Re: "1.13" Mod - Main Thread[message #10359] Thu, 18 August 2005 03:38 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
yes. hacking the bullets to act like a LAW rocket. the spraying was done by the shotgun slugs themselves

yes, i like large blast and stun blast. while stun blast would cover my idea of "shrapnel". off course it would do more damage than a normal stun grenade and the large blast (or regular blast, just the one that LAW uses) would be the normal HEAT round

something else: When looking at the exe with a hex editor, i`ve noticed a couple of files mentioned there that don`t exist or aren`t actually used
for instance ambient sounds

http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=5;t=000952

can judge that, whether there is too much missing to make theses files actually work ingame?
Re: "1.13" Mod - Main Thread[message #10360] Thu, 18 August 2005 04:10 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
I don't know offhand if those sound files are buried somewhere in the slf files (maybe in the wrong one). There does appear to be some code to enable listening to ambient sounds in the test version compile option by pressing Alt-A. I'll try removing the #ifdef around the test code to see what happens. Even if (a big IF) it does work, there doesn't appear to be any code to activate the ambient sounds, unless we can locate a control file ("AMBIENT\\%d.bad", where %d is the ambient sound id), and even then, the tilesets appear to have a ubAmbientID variable (to control which set of sounds to play) that may or may not be loaded from the tileset files.

I may be able to code in something usable, but first we'll need some ambient sound files.


Re: "1.13" Mod - Main Thread[message #10361] Thu, 18 August 2005 04:29 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
these exist

sounds.slf are some ambient yet unused sounds that could be used and ambient.slf is a whole unused archive for that

there is an error message in the exe somewhere... i`ve made a screenshot some time ago... maybe i find it

i think the error message is about the number of tilesets does not match with something else

i see if i can find it


*edit*

http://www.freewebs.com/ja2vengeance/error.bmp

there it is. maybe this is of any use for you... there is also a library ja2/data/ambient.slf that contains ambient sounds

maybe you`d find a way to trigger them? i know this might be extremely difficult to do, but is it somehow possible?

thx for your efforts muggsy

*edit again*

for the crows and cows it is implemented. they trigger cowmoo 1 - 3 and a couple of crow sounds. maybe there is a possibility to use this code for other tileset/ animations as well?
Re: "1.13" Mod - Main Thread[message #10362] Thu, 18 August 2005 05:44 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Crow and cow sounds aren't in the table referred to in code for ambient sounds:

STEADY_STATE_AMBIENCE   gSteadyStateAmbientTable[ NUM_STEADY_STATE_AMBIENCES ] = 
{
   // NONE
   "",
   "",
   "",
   "",
   // NIGHT
   "",
   "",
   "",
   "",
  // COUNTRYSIZE
  // DAY
  "SOUNDS\\SSA\\insects Day 01.wav",
  "",
  "",
  "",
  // NIGHT
  "SOUNDS\\SSA\
ight_crickets_01D.wav",
  "SOUNDS\\SSA\
ight_crickets_01B.wav",
  "SOUNDS\\SSA\
ight_crickets_01C.wav",
  "SOUNDS\\SSA\
ight_crickets_01A.wav",
  // NEAR WATER
  // DAY
  "SOUNDS\\SSA\\swamp_day_01a.wav",
  "SOUNDS\\SSA\\swamp_day_01b.wav",
  "SOUNDS\\SSA\\swamp_day_01c.wav",
  "SOUNDS\\SSA\\swamp_day_01d.wav",
  //NIGHT
  "SOUNDS\\SSA\\marsh_at_night_01a.wav",
  "SOUNDS\\SSA\\marsh_at_night_01b.wav",
  "SOUNDS\\SSA\\marsh_at_night_01c.wav",
  "SOUNDS\\SSA\\marsh_at_night_01d.wav",
  //INWATER
  //DAY
  "SOUNDS\\SSA\\middle_of_water_01d.wav",
  "SOUNDS\\SSA\\middle_of_water_01c.wav",
  "SOUNDS\\SSA\\middle_of_water_01b.wav",
  "SOUNDS\\SSA\\middle_of_water_01a.wav",
  // night
  "SOUNDS\\SSA\\middle_of_water_01d.wav",
  "SOUNDS\\SSA\\middle_of_water_01c.wav",
  "SOUNDS\\SSA\\middle_of_water_01b.wav",
  "SOUNDS\\SSA\\middle_of_water_01a.wav",
  // HEAVY FOREST
  // day
  "SOUNDS\\SSA\\JUNGLE_DAY_01a.wav",
  "SOUNDS\\SSA\\JUNGLE_DAY_01b.wav",
  "SOUNDS\\SSA\\JUNGLE_DAY_01c.wav",
  "SOUNDS\\SSA\\JUNGLE_DAY_01d.wav",
  // night
  "SOUNDS\\SSA\
ight_crickets_03a.wav",
  "SOUNDS\\SSA\
ight_crickets_03b.wav",
  "SOUNDS\\SSA\
ight_crickets_03c.wav",
  "SOUNDS\\SSA\
ight_crickets_03d.wav",
  // PINE FOREST
  // DAY
  "SOUNDS\\SSA\\pine_forest_01a.wav",
  "SOUNDS\\SSA\\pine_forest_01b.wav",
  "SOUNDS\\SSA\\pine_forest_01c.wav",
  "SOUNDS\\SSA\\pine_forest_01d.wav",
  // NIGHT
  "SOUNDS\\SSA\
ight_crickets_02a.wav",
  "SOUNDS\\SSA\
ight_crickets_02b.wav",
  "SOUNDS\\SSA\
ight_crickets_02c.wav",
  "SOUNDS\\SSA\
ight_crickets_02d.wav",
   // ABANDANDED
   // DAY
   "SOUNDS\\SSA\\metal_wind_01a.wav",
   "SOUNDS\\SSA\\metal_wind_01b.wav",
   "SOUNDS\\SSA\\metal_wind_01c.wav",
   "SOUNDS\\SSA\\metal_wind_01d.wav",
    // NIGHT
   "SOUNDS\\SSA\
ight_insects_01a.wav",
   "SOUNDS\\SSA\
ight_insects_01b.wav",
   "SOUNDS\\SSA\
ight_insects_01c.wav",
   "SOUNDS\\SSA\
ight_insects_01d.wav",
   // AIRPORT
   // DAY
   "SOUNDS\\SSA\\rotating radar dish.wav",
   "",
   "",
   "",
   // NIGHT
   "SOUNDS\\SSA\\rotating radar dish.wav",
   "",
   "",
   "",
   // WASTE LAND
   // DAY
   "SOUNDS\\SSA\\gentle_wind.wav",
   "",
   "",
   "",
   // NIGHT
   "SOUNDS\\SSA\\insects_at_night_04.wav",
   "",
   "",
   "",
   // UNDERGROUND
   // DAY
   "SOUNDS\\SSA\\low ominous ambience.wav",
   "",
   "",
   "",
   // NIGHT
   "SOUNDS\\SSA\\low ominous ambience.wav",
   "",
   "",
   "",
   // OCEAN
   // DAY
   "SOUNDS\\SSA\\sea_01a.wav",
   "SOUNDS\\SSA\\sea_01b.wav",
   "SOUNDS\\SSA\\sea_01c.wav",
   "SOUNDS\\SSA\\sea_01d.wav",
   // NIGHT
   "SOUNDS\\SSA\\ocean_waves_01a.wav",
   "SOUNDS\\SSA\\ocean_waves_01b.wav",
   "SOUNDS\\SSA\\ocean_waves_01c.wav",
   "SOUNDS\\SSA\\ocean_waves_01d.wav",
};
Can you check for me if some of these files exist?

Thanks!

MM


Re: "1.13" Mod - Main Thread[message #10363] Thu, 18 August 2005 06:04 Go to previous messageGo to previous message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
the whole sounds//SSA Subfolder does not exist

that`s the funny thing about it. would creating wav files with these names help anything?

or using existing unused .wavs from ambient and sounds.slf and renaming them?

ambient archive contains


bird 4
6
7
9

cricket 1 and 2

night bird

owl2 and 3


crow and cow sounds are in the sounds.slf and not in the non-existing sounds/ssa phantom subfolder

i just thought, maybe the code that triggers them in maps containing cows could be used as a help to code other ambient sounds
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