Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10484] Thu, 25 August 2005 03:08 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I've been playing this for quite a few hours now and I've got to say it's awesome. Is it my imagination or are the militia way more effective now? I waited for an enemy assault on a couple of maps and they were almost as effective as the mercs. Of course, that'll all change when the elites are prowling.

No bugs and other than an odd graphics glitch when switching between tactical and strategy screens. That glitch only happened once, when I was looking at the inventory. It may be because I have too many items in one area, I seem to recall that creating problems before. (I'm using the 'Drop All' setting, it's a little nuts how many 38s I have)

Thanks for the work to make JA even better, it feels like a new game again. I haven't tried any grenades yet, I'm looking forward to some interesting fights with effective grenades.
Re: "1.13" Mod - Main Thread[message #10485] Thu, 25 August 2005 03:16 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
muggsy

no problem. those things about ambient sounds and anims have no priority at all. i just thought i ask

the externalization stuff is MUCH more interesting and important

attachment functions: the function of the duckbill is there as well. i don`t know exactly what it is

then we have functions of non-attachments (like NSG, UVG, Sunglasses) sighting malus reduction or sighting bonus stuff
maybe this can be used with attachments as well? (again, just an idea, i`m aware you`re busy)
Re: "1.13" Mod - Main Thread[message #10486] Thu, 25 August 2005 03:18 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Fun way to spend a day off, thinking of ways to cause extra harm, well here goes. No idea if these can be implemented:

- Rail mounted Flash light? (Only works at night: increased vision range + increases your visibility to the enemy. I'm not going to suggest visualizing it in the game engine. What I'm suggesting is extra night vision and anti-camo to make you easy to see as a consequence of its use)
- Thermal Scope (Night: increases night time vision range, Day and Night: see through walls and trees? little or no magification to keep it from unbalancing.)

By the Rocket launcers being hard coded, are you refering to Explosives weapons (LAW) and launchers (grenades launchers and mortar)?

I remeber from trying to fiddle with the RPG in UC that the explosive effect seemed to be bound to the item number. Copy and pasting the item with the UCutil editor couldn't replicate it, even using the same ammo (The RPG and two rounds, types normal and buckshot, had its own AmmoNumber, last one but I'd have to check).


Re: "1.13" Mod - Main Thread[message #10487] Thu, 25 August 2005 03:28 Go to previous messageGo to next message
Madd_Mugsy

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

Yeah, those are all totally hardcoded. The problem you encountered in UC is that the engine is hard coded to only recognize one particular item index as being able to launch rockets.

I'll look into your attachment ideas.

scorpion,

I forgot about the functions of basic items! Yeah, whether an item has a certain function will need to be pushed out to the XML. Ideally, I'd like to make it so that item functions and attachment functions go in the same spot, and that if an attachment has a function/ability, like night vision, then you get that ability when the attachment is attached to an item you're wearing. If I wanted to get really fancy, I might be able to allow for attachments to other items, like helmets or face gear.

gpmg,

Let me know if they're _too_ effective. I can bump them down some if need be.


Re: "1.13" Mod - Main Thread[message #10488] Thu, 25 August 2005 03:34 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
that would really rock!

that would allow for vast freedom for each modmaker to make up items with specifix functions

that allows for a whole new game...
Re: "1.13" Mod - Main Thread[message #10489] Thu, 25 August 2005 03:47 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
But, wow, is it ever going to be a lot of work. Every single frigging item is hard coded in there at some point.


Re: "1.13" Mod - Main Thread[message #10490] Thu, 25 August 2005 03:54 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
There is only one other attachment I can think of to really make for a new combat experience: bayonettes.

If you can code this in than things like pistol whipping , rifle butt smashes and unlimited new weapon ideas can be implemented. It's a little silly that you have to take the weapon out of you're hand in order to strike someone.

Also; and this may not be such a popular idea, I've always wanted there to be an AP cost for switching from one weapon (or item) to another. Think about it, as the game currently is you can spend 15+ APs to aim a weapon but can draw one for 0. This is unrealistic in the extreme and if there was an actual draw cost related to taking a weapon from you're inventory to you're hand there could be even more dynamic possibilities because naturally pistol would require way less effort to draw than rifles. Also new items such as hip slings and speed holsters could add even new dimention.

Sorry...getting carried away again.
Re: "1.13" Mod - Main Thread[message #10491] Thu, 25 August 2005 04:14 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
I'm thinking the reverse of Khor1255's suggestion might be easier: First the toggle to strike with firearm as opposed to fire firearm (punch or crowbar animation depending on weapon size), then the bayonet as an enhancement to now existing strike with gun attack mode, and change of animation to the machette attack second.

Once again I'm not a programmer, just guessing this might be easier from what the game does right now.

Otherwise couldn't a pure bayonet (foresaking related pistole wip attack) just be a copy and paste of the underslung grenade code, but with no ammo usage and machette animation? Or is this were the difference between magazine fired weapon and attachment firing explosive weapon gets in the way?

Then again this is just a hobby, so whatever brings the most fulfilment/challenge/relaxation/etc...


Re: "1.13" Mod - Main Thread[message #10492] Thu, 25 August 2005 04:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Draw costs are already in there; it's the "ReadyWeaponAPs" element, I think. Now, speed holsters are a neat idea, as are speed loaders. A speed holster could be an attachment that decreases the ReadyWeaponAPs of the gun it's attached to.

For bayonettes:

I like wil473's suggestion about toggling to strike with the gun, then adding the bayonette as an attachment.

I'm thinking something like a change to one of the interface buttons (like burst mode), which could switch you to hand-to-hand mode, and I could add a hand-to-hand damage stat to the weapons. Bayonette attachments could add a bonus to this new stat.

But I digress, striking with a weapon would require new animations, both for pistols and for rifles, and I'm not yet certain how to put new animations in. EDIT: missed the part about using punch and crowbar animations... Yes. That might just work...

Not to mention the fact that I've already got more ideas for this mod than I have days to work on it Smile


Re: "1.13" Mod - Main Thread[message #10493] Thu, 25 August 2005 04:44 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i`ve tested this some time ago: if the underslung grenade launcher is turned into a knife, you can use it as a bayonett

it uses standard knife animation though

so i guess the bayonett would work IF the underslung grenade launcher can be copied (as muggsy said, this is hardcoded)
Re: "1.13" Mod - Main Thread[message #10494] Thu, 25 August 2005 05:27 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Right, I'll make a bayonette animation after I finish the crouching/prone LAW animations I'm working on. This should be very easy but for now (after you get the weaponmod info externalised) using the crowbar/knifing animations would work for testing purposes. I was thinking bayonettes being only usable from the standing position but of course it would be possible to jab from a crouching and to a lesser extent prone position I just don't think anyone really would.
Re: "1.13" Mod - Main Thread[message #10495] Thu, 25 August 2005 05:59 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Now if the Grenade launcher could be copied once...
then by what the scorpion is saying, then it would be possible to add the Pistol Whip/Butt Strike Attack via copying the Grenade launcher a few times, giving one the attributes of the knuckle dusters (for small weapons), one the attributes of the crowbar (big weapons), and one the attributes of the knife (bayonet). To allow a weapon a beating attack mode, make the appropriate attachment a hidden built in item. This way some weapons can't be used as clubs (ie. folding stock weapons I hear make lousy clubs, old fashion wooden stock AK's on the other hand are quite effective).

Potential problem (aside from the copying of the grenade launcher):
- how would the engine deal with both the built-in striking attack and the addition of a bayonet? Cycle past auto fire and have the built in strike attack, one more for bayonet when attached before going back to singe shot?
- how about differentiating between the builtin strike attack and the grenade launcher (triple attack options for any rifle so equiped: select fire-firearm, club and grenade launcher, I'm presuming the Underslung GL and bayonet would be incompatible)
- how many fireing modes can the JA2 engine cycle through?
- are there three spare weapons slots to be taken up by pistol whip, rifle beating, and bayonet?

If the Underslung Grenade launcher can be copied (over and over again) and the cycling between attachment attacks worked out, then Khor1255's original suggested order would be the easiest. Curse the attachments being hard coded, so close to easy implementation, yet...


Re: "1.13" Mod - Main Thread[message #10496] Thu, 25 August 2005 07:43 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I think rather than treating pistol whipping and riflebutting as attachments just 'tie' the crowbar attack code for riflebutting and the knuckle dusters code for pistol whipping.
Bayonettes would still need to be treated as attachments but the actual attack could stem from this new string of code and use the machete attack string. A hotkey or placing the item in the left hand might trigger this.
Not sure how doable that is but I believe most of the applicable code is already there.

Ideally there would be a difference in attack values based perhaps on a weapons weight or durability (or both) stats, but anything would be better than not having these features.
Re: "1.13" Mod - Main Thread[message #10497] Thu, 25 August 2005 09:28 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
Just a note: the ranges reflected in BR's webstore don't reflect the increased range you've implemented. Do the websites (in-game) listed ranges come from the weapon data or from somewhere else?
Re: "1.13" Mod - Main Thread[message #10498] Thu, 25 August 2005 10:10 Go to previous messageGo to next message
Madd_Mugsy

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

The weapon ranges listed at BR's come straight from the weapons.dat file. What weapon's range isn't reflected at BR?


Re: "1.13" Mod - Main Thread[message #10499] Thu, 25 August 2005 10:42 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
Tiny glitch. The sound for a throwing knife is a pistol shot. This game is awesome.
Re: "1.13" Mod - Main Thread[message #10500] Thu, 25 August 2005 14:35 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
@ Khor

Are there any unarmed animations aside from the punching? Perhaps a "firing mode" that allowed kicks (that would cost more AP, but would knock the enemy back and do more damage) and a nifty sweep attack that could be used when prone instead of the default bayonet or punch (would be the merc grappling the legs of the enemy next to them when prone, kicking the legs out when standing and tackling/kicking when crouched). Would have the same effect as a stun grenade... Just an idea (I love silent take-downs). Smile
Re: "1.13" Mod - Main Thread[message #10501] Thu, 25 August 2005 15:14 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
Hi. I found another glitch. When making my forth IMP to play insane, he showed up on the laptop with different stats. His stats are correct everywhere else.
Re: "1.13" Mod - Main Thread[message #10502] Thu, 25 August 2005 15:22 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
There is a standing martial arts type animation where the merc does all kinds of acrobatics I seem to remember a footsweep somewhere in that sequence. The problem is I believe that animation is only present in the regular (as opposed to strong) male set and would therefore need to be largely done from scratch.

This is not to say that it's any major obstacle but the three animations I'm working on are more than enough to keep me busy for a while. But whatever Mugsy writes the code for first will immediately take priority over the Law animations I'm currently working on.

My planned scedule at the moment is:

Get the crouching and prone LAW animations done for all sets (there are three).

Do the crouching and prone grenade throwing animations.

Make a bayonette animation.

But, as I said, whatever Mugsy codes first gets move to the 'head of the class'.
I'm also a big proponent of silent attacks plus I think expanded meele would breath fresh new life into the combat system while opening the door for almost unlimeted modding ideas. Any way we can make it so our characters have more interaction with the world they exist in is expanding on what Sir Tech gave us. But this has to be done one step at a time.
Re: "1.13" Mod - Main Thread[message #10503] Thu, 25 August 2005 16:00 Go to previous messageGo to next message
shihua
Messages:3
Registered:August 2005
about functions of an attachment/item
I want to be supposed to have the field of vision bonuses(daytime / night, increases / reduces), if is possible, may divide front, back and left/right

thank for your great work,Madd Mugsy
Re: "1.13" Mod - Main Thread[message #10504] Thu, 25 August 2005 16:08 Go to previous messageGo to next message
Madd_Mugsy

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

1. Check your weapons.dat file and make sure you've got the right sound selected for the throwing knife. It should work fine with the file in the zip (and works on my pc).

2. Make sure you're not re-using the IMP voices. The game indexes characters by voice, so if you use the same one twice all sorts of weird crap is bound to happen.


Re: "1.13" Mod - Main Thread[message #10505] Thu, 25 August 2005 16:31 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
The IMP fixed itself. Thanks for the tremendous support.
Re: "1.13" Mod - Main Thread[message #10506] Thu, 25 August 2005 18:30 Go to previous messageGo to next message
wudu

 
Messages:56
Registered:September 2002
I'm loving the mod thus far! The only real notable annoyance is the time it takes for enemies to finish their turns.

For example, it could take the usual 10+ seconds of hourglass nothingness for one enemy to do its decision (they don't usually do anything). This happens even more frequently with lots of enemies in the sector, which results in frustration on my part for the excessive waiting time.

Other than that, it's all nice and dandy.

(Playing on Insane fyi)
Re: "1.13" Mod - Main Thread[message #10507] Thu, 25 August 2005 19:57 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Just a quick post - I haven't had time to read through the entire thread.

Mugsy, my hat goes off for your stupendous effort!

If you still need weapons graphics, you can use any of mine. (NB: I think there's an overabundance of HK weapons in most JA2 mods.) Here you'll find a shitload of commie weapons, and some western weapons as well. Quality varies:

http://www.geocities.com/tacpans/weapons/snapguns.html

Also weapon sounds if you are interested:

http://www.geocities.com/tacpans/SnapSound/

I have some tileset stuff to share as well, but that's probably for a different project.

Keep it up!
Re: "1.13" Mod - Main Thread[message #10508] Thu, 25 August 2005 21:41 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Great work! You're making progress steadily, Mugsy, the reflex sight/scope really rocks in the game! Thanx to you a lot!!

By now what I could think out for functions of the attachment are these:

1> the C-Mag adapters for M16 series, G36 series, and maybe XM8 later, these adapters can change the magazine capacity from 30 to 100, and of course this could make us think over because of the limited precious attachment slots.

2> the foregrip using on most two-handed SMGs, assault rifles, and LMGs, which can greatly reduce the spread ratio of auto-fire bullets. I've seen this foregrip being mentioned in some previous posts.

3> I totally second shihua's proposal that attachments such as scopes, goggles, sunglasses can really affect the vision of mercs, and vision properties that could be afftected are day vision range/night vision range, arc of vision, etc. I dont know whether this could be realized, but this can add some trueness to the attachments.

4> wil473's Thermal Scope/Goggle is a very good idea to replace the room-taking X-ray scanner, this could make some sci-fi mod more easy to build, i support this Thermal Scope proposal.

5> I like all the bayonet, pistol whipping, stockbutt striking ideas, if these could come true, we will never approach an enemy with intent to knock it down and sadly discover the fact that we got no crowbar or knife on us Smile

Here I also got some fun ideas about AI and weapon of current mod and cant be sure whether these could be done:

- Can we make the mercs stand/crouch by he corner/open-door and shoot/throw grenades with arm stretching out at the other side that cannot be seen directly. I have seen such tactical action in many movies. I think this action may be not as accurate as normal shooting, but it can be useful to breach some heavily guarded room or stop enemy charging at the corner for a little while. And if enemies could use this action, we would seriously consider our camping tactics, which is somewhat ridiculous in life but can be abused in the game.

- Can we make the ready weapon action separates from shooting? I know it is impossible to have mercs walking with weapon ready, but why couldn't we ready our weapons in advance if we are anticipating enemy's approaching?

- I support Bastage's MP7 proposal, I've seen this weapon in the WF5.0 mod of JA2(a rare weapon though)

- Maybe we could use SIG 552 replace the weakened Colt Commando/M4, and keep the properties. There is a good side view of it here:
http://world.guns.ru/assault/as25-e.htm

I apologize for this lengthy wish-list, but simply knowing how far we could dig into this engine is already a pleasure even if we couldn't have all these done.

Thanks Mugsy!

EDIT: I am also eager to know whether you have any plan of adding personal storage or not, there is so many items to collect and sell now, but cant take too much a time, a pity for a trading-prone player like me Smile
Re: "1.13" Mod - Main Thread[message #10509] Thu, 25 August 2005 23:59 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Are we able to stack items on attachments, if so this would be great for things like backpacks, nothing was more annoying then being able to put only ONE of each nade in the backpack, one of this, one of that, 1 needle took up a whole slot, that sucked. Hell even a single 9mm round took up a whole slot.
Re: "1.13" Mod - Main Thread[message #10510] Fri, 26 August 2005 00:36 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
the links from snap don`t seem to work for me. however i believe he made this pictures available over LOTB a time ago so i should have at least some of them

i agree that there are too many HK Guns, a third world country couldn`t afford anyhting newer than the G3 battle rifles

but for the weapon selection, we have the weapons dat. so each modmaker can modify these settings

(for instance the beta-c mag is 5.56mm*45 and not 7.62 Nato, 75 shott drums for 5.45 are extremely rare, usually the RPK-74 has a 45 shots banana-shaped clip and so on

i think i have the graphics required for such changes that can still be done once muggsy has externalized his stuff so no need to fiddle around with weapons too much

i personally would also replace the whole calico series of weapons with something else

also, a max of 3 weapons for the mp5 series is enough (mp5k, Mp5n, Mp5sd)

that`s my opinion on the weapons and such but i think i`ll do that myself using weapons.dat and the graphics that i have.

@Dark Thor: i`d rather have the sig 552 commando replacing the Mp53 because the Mp53 is not a particuliarly wide-spread, polular or special weapon, while the M4 series is wide spread and popular

i have pics for sig 550, sig 551, sig 552 commando. Sig 550 sniper pics suck though
Re: "1.13" Mod - Main Thread[message #10511] Fri, 26 August 2005 03:02 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
@Madd Mugsy:

Sorry for the delay in replying, I was up late playing JA Very Happy . I believe the shotgun ranges are showing up as 135 in BR and as 20 on the guns (I think 'Use Metric' is set in options)? I'll have to check it when I get home from work.

The militia are trained to max level (not veterans) and they seem to be about equal to the standard enemies. I doubt they'll do so well against the elites. Hell, my mercs ae only about equal to the standard enemies just now. Combat requires a bit more forethought and planning than before. I'm having a hell of a good time playing through this.

I'd warn against playing with "enemies drop everything" unless you're *not* a packrat. I'm an obsessive packrat and I'll probably spend half of my gaming time sorting and selling gear; it gets to the point where you just grab the ammo and dump the junk though. What's the sector limit for number of items?
Re: "1.13" Mod - Main Thread[message #10512] Fri, 26 August 2005 04:26 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I don't know if there is a limit to items that can appear in a map. A very large number will cause slower loading of a map and that invites any already present glitch to muddy things up. But I'm talking hundreds of items. The ammount even 32 enemies (the maximum number of allowable placed enemies) could drop would hardly cause outright glitches in and of themselves (unless there was an incorrect data stream in a dropped item).

Remember the shotgun has variable ranges depending on what type of load you have in it (really extraordinary work Mugs!), slugs fire 20 tiles, shot 14 (If I'm remembering right), and shot with a duckbill 18.

Make sure you remember these variables.

135 sounds like the number you enter in the weapon's .dat file to get 14 tiles of range. I don't think it sould appear in any description though. This number is 10x the in game range.

I hope this helps.
Re: "1.13" Mod - Main Thread[message #10513] Fri, 26 August 2005 06:32 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
@Khor1255:

That makes sense since an unloaded shotgun on Bobby Ray's would probably list the standard range (14.) I've only been firing with slugs and haven't cracked apart any of the data yet(I like surprises!)

It shows up in the weapon stat block in Bobby Ray's as 135, not in the description itself. I guess the statblock lists the base range of a gun without any modifiers.
Re: "1.13" Mod - Main Thread[message #10514] Fri, 26 August 2005 08:10 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Two things:

First, the shotgun shouldn't reload in combat like other weapons (where the new "clip" replaces the old one, a tactical reload), but should just add the new shells and should take more AP to reload in combat.

Second, rooftops. I cannot stress enough my hatred of them and their bugs. Did you know that you can throw grenades through them when standing below? Unless you hit an enemy, the grenade doesn't want to stay up top, rather it plummets down onto the poor civilians below. Strangely enough, when I was lucky enough to land one on an enemy, some jumped down (very nice) and I was able to kill the rest, but then the mining corp guy below (they had to nest on the AMC building...) thought he was under attack every time(from gas above him), even when I would leave the sector and come back days later. Normally, I would say, "Just step back and snipe the buggers!", but then there's the bug where your shots don't register (shot, ricochet sound, no bullet). Of course, you can charge them, but then all 5 get interrupts with their automatics and you're toast. Can this be fixed, or is it an indelible map bug?
Re: "1.13" Mod - Main Thread[message #10515] Fri, 26 August 2005 08:23 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I just had a Runtime error lock up the game when an enemy threw a knife at one of my mercs. The error read something like:

Runtime error:
Build/Tactical/Loadscreens/knife (something)

This isn't an exact recollection just what I could remember. In the future I'll write these down verbatum when they happen if you think that would be of use for you to help figure out where this bug comes from.

Did anyone else have an enemy throw a knife at you? If so was there a problem?
Re: "1.13" Mod - Main Thread[message #10516] Fri, 26 August 2005 09:07 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Alruco is a Third World nation that has a disproportionate amount of funding diverted to its army (like most tin-pot dictatorships), which incidentally seems to have invested in many generations of H&K firearms. Now where


Re: "1.13" Mod - Main Thread[message #10517] Fri, 26 August 2005 09:21 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
no

first you mess around with graphics, then stats, then maybe maps or faces, text data, npc scripting, tilesets...

and i have not yet come around to learning C :doctor:

btw (you guessed it) i can also offer a ja2 format pic of famae SAF (it might not be the best around though)

actually, it is in the zip i uploaded some pages earlier
Re: "1.13" Mod - Main Thread[message #10518] Fri, 26 August 2005 09:41 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
The HK MP7 isn't common but neither is the 5.7 pistol.
Re: "1.13" Mod - Main Thread[message #10519] Fri, 26 August 2005 12:29 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by the scorpion:
the links from snap don`t seem to work for me. however i believe he made this pictures available over LOTB a time ago so i should have at least some of them
Do you mean that you can't download the zips or that the pages don't load at all? Can anyone else see them? The gun collections contain mostly JA2-ready pics and STIs that were never realeased except in those collections. Some pics that I'd posted before have been touched up since then. If Mugsy wants them, I can e-mail directly.
Re: "1.13" Mod - Main Thread[message #10520] Fri, 26 August 2005 12:36 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
They worked fine for me. I downloaded both last night (thanx man). Sometimes my browser won't load pages but then I try again and I can load it.

You might want to check that stuff out. It's pretty good.
Re: "1.13" Mod - Main Thread[message #10521] Fri, 26 August 2005 12:40 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
About breath recovery. As I understand it, the main reason that enemies pop up right after you knock them out is not so much the roll-over bug (that too) but the timing of breath recovery. If I am not mistaken, breath is recovered for all characters - both mercs and enemies - at the end of the player turn. That means that enemies recover breath just before their turn, while mercs recover breath only after their turn is over. If you could somehow decouple player and enemy breath recovery, so that each occurs at the end of the respective turn, you would fix the problem once and for all, without the need to overpower stun grendates.

The reason that more powerful stun grenades seem to do the job is that the amount of breath recovered depends on the number of available APs, which are reduced by the grenade blast, along with breath. More powerful blast -> fewer remaining APs -> less breath recovered. This is also the reason why you have to pound the enemy already after he is knocked out, in order that he stays down: you are reducing his remaining APs. If breath recovery were implemented properly, there would be no need for that.
Re: "1.13" Mod - Main Thread[message #10522] Fri, 26 August 2005 12:47 Go to previous messageGo to next message
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Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Things (thing) to externalise: merc eye and mouth coordinates for animation. The coordinates for the large (NPC) portraits are in Prof.dat, but for smaller merc portraits they are apparently hard-coded. This makes adding new hirable characters are pain in the ass.

Edit: the data structure seems to be in Tactical/Faces.cpp

P.S. This just made me lough out loud:

iEffLeadership = pSoldier->bLeadership;

// if we are drunk, effect leader ship in a +ve way...
bDrunkLevel = GetDrunkLevel( pSoldier );

if ( bDrunkLevel == FEELING_GOOD )
{
	iEffLeadership = ( iEffLeadership * 120 / 100 );
}
Sorry for off-topic Very Happy
Re: "1.13" Mod - Main Thread[message #10523] Fri, 26 August 2005 13:32 Go to previous messageGo to previous message
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Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Discussion point:

I've noticed a long time ago that when someone passes on an interrupt (does nothing) they won't get another interrupt during the same turn. That rather annoyed me, because I sometimes had good reasons for passing one interrupt but react to another. Are there compelling reasons for this feature?

To turn it off, comment this code in Tactical/TeamTurns.cpp (StandardInterruptConditionsMet):

// soldier passed on the chance to react during previous interrupt this turn
if (pSoldier->bPassedLastInterrupt)
{
#ifdef RECORDNET
	fprintf(NetDebugFile,"\tStandardInterruptConditionsMet: FAILING because PassedLastInterrupt %d(%s)
",
		pSoldier->guynum,ExtMen[pSoldier->guynum].name);
#endif

	return(FALSE);
}
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