Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10524] Fri, 26 August 2005 14:28 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Multiple interrupts would be great. I've always wanted this feature too. In reality, you should be able to track an interrupted enemy until he notices you or walks beyond sight. The implementation of actual tracking may be more involved than I'd like but at the very least there should be more than one interrupt given.

I think (really hope) Mugsy is busy externalising as much item data as he can. But all those suggestions are golden.

Got to get me a working compiler.
Re: "1.13" Mod - Main Thread[message #10525] Fri, 26 August 2005 16:23 Go to previous messageGo to next message
Madd_Mugsy

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

Thanks for the pics and sounds (yes, I was able to get them) and thanks for the code snippets. Code and content are always appreciated Smile

Everyone:

Yes, I have been busy externalizing. I now have the attachments externalized in addition to the items. But that's not the big news...

:scary: I BROKE THE ITEM BARRIER!!! :scary: NO MORE 350 ITEMS MAXIMUM!!! :scary:

I moved all the itemdesc.edt and braydesc.edt text into the xml files and fought with the code for a long while to get it to read in the text from there properly. Once there was no more dependancy on the edt files, the MAXITEMS was all that stood in the way of more, wonderful items in the game.

I've got it working now with slots for 500 items. Is this enough? I think I can bump it up some more, but I know a lot of the loops in the code go through all the items, so the higher the number, the slower the game will be.


Re: "1.13" Mod - Main Thread[message #10526] Fri, 26 August 2005 16:53 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Found a certain, very freaky bug.

Yesterday I decided to sneak behind someone and beat them to death with a crowbar, but first I decided to mug the guy. I walked behind him, turned off stealth mode and ran to grab his stuff. Not only didn't I get anything but he didn't even hear the very noisy pitta-patta from my running. He didn't even care that I touched his butt!
I'm starting to think that all soldiers in Alruco are turning homosexual O.o

I'm not sure why I wasn't able to mug the guy, I tried it a few times really. There wasn't any message like "You failed to grab nada" so either you replaced "Nada" or that piece of code was taken out.

Might need some investigation :professor:

And I think about 400 would be enough.
Re: "1.13" Mod - Main Thread[message #10527] Fri, 26 August 2005 16:59 Go to previous messageGo to next message
dextertt

 
Messages:56
Registered:November 2000
Madd Mugsy,

Congratulation on breaking the item barrier !!!

Cheers,
Dex
Re: "1.13" Mod - Main Thread[message #10528] Fri, 26 August 2005 17:04 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Another idea just sprang up: if we could make use of the weapon mode button for additional weapon mode, why can't we do the same to the change stance button to add new stances to the game?

A immediate thought is adding a ready-weapon stance, which allows mercs walk/crouch with weapon ready/hoisted, and quickly fire their weapons due to the spared ready-weapon action. We could set the AP cost in this stance higher than the normal ones to gain the balance.

I dont know whether the stance-related contents could be externalized, if so, more flexibility can be added to this mod, and this stance addition undoubtedly needs new animations, which may need externalization either. It seems this could be another tough task though.

Sorry to put forward such fancy ideas continiually, I wish these could not become burden on you, anyway we just play the game for fun:) Wish you a good day, Mugsy.
Re: "1.13" Mod - Main Thread[message #10529] Fri, 26 August 2005 17:10 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
500 is plenty for me. Great work!

Nada is item slot number one. It is a non item I believe was put there for validity purposes. That's freaky indeed.
Re: "1.13" Mod - Main Thread[message #10530] Fri, 26 August 2005 17:27 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
August 26 should be now called Madd Mugsy day, where we celebrate having as many items as we like.
Re: "1.13" Mod - Main Thread[message #10531] Fri, 26 August 2005 19:05 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Nice work Muggs... seriously. I can't tell you how many mods were held up by this. I think that when JA3 1.0 comes out, it will pale in comparison to JA2 1.13! That, and this is still going strong... Truly amazing.
Re: "1.13" Mod - Main Thread[message #10532] Fri, 26 August 2005 19:46 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
About flags in item data and such. You could "disassemble" them in the xml file and then reassemble into an int when reading the data, so that no code that uses these flags will be broken. If there are some unused flags, you could also piggyback some new features this way without increasing the number of entries in the record. You could also piggyback on some other numerical values. For example, if a parameter can take the values of 0 or 1 in the original, you could add 2, 3, 4, etc. to that. Of course, you would then have to check all the code that uses that parameter, which can be a bitch.

BTW, if an XML file has the extension .xml, you should be able to view and perhaps edit it with colourful highlighting using standard Windows tools.
Re: "1.13" Mod - Main Thread[message #10533] Fri, 26 August 2005 19:52 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 Lochmacher:
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).
I thought this was fixed in 1.12? I guess not entirely.

Speaking of things that were fixed in 1.12. When they fixed the breath rollover bug, they apparently broke something else, so that knocking out enemies became very problematic. Dvornik made an exe patch back before the code was released. Has this been fixed in the code?
Re: "1.13" Mod - Main Thread[message #10534] Fri, 26 August 2005 19:56 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
I would just like to add on the knocking them down, i hit a guy twice with a crowbar and once with a fists, he went down in MY turn, but then in his turn he got up and killed my merc, is there a way to make it so once their down, their DOWN... for a turn... so it you down soemone in your turn by the next time its your turn their still down... then after that their back up.
Re: "1.13" Mod - Main Thread[message #10535] Fri, 26 August 2005 20:04 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Congratulations! You're bringing the JA engine a open structure step by step, Mugsy, and make us more room to fancy.

Many ideas have been inspired by your externalization work, here is another suggestion(sorry, your mod just keeps ideas come into being :ok: ):

if a vision area property can be added to an item, then maybe some original unnecessary item such as camera and micro-television can be more useful: mercs with electronics skill can make these camerae as some kind of surveillant devices, and then mercs equiped with a moinitor(making from micro-television) can have the same vision of corresponding camera.
Re: "1.13" Mod - Main Thread[message #10536] Fri, 26 August 2005 20:35 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
@ Snap

I don't understand what you mean by 'colorful highlighting' using windows tools? What we can do with the .xml files now is open them like a text document and change variables such as range, damage etc. (in Mugsy's latest version you can't change as many as in W4st's but I have a strong feeling the changes will tend to be more 'stable' this way).

Are you suggesting there is more we can get at by using windows tools or is that just wishful thinking.
Please explain.
Re: "1.13" Mod - Main Thread[message #10537] Sat, 27 August 2005 01:17 Go to previous messageGo to next message
mde
Messages:3
Registered:August 2005
Any idea how to play this mod in a german JA2?
Re: "1.13" Mod - Main Thread[message #10538] Sat, 27 August 2005 01:46 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
Regarding the interrupts, don't NPCs gain skills or experience from interrupts? Maybe this was done to prevent insane increases in short amounts of time?
Re: "1.13" Mod - Main Thread[message #10539] Sat, 27 August 2005 03:15 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Shotgun reloads:

1. I'm going to add a stat to the weapons.dat file called "APsToReload" which will allow us to set how long it takes to reload each weapon individually.

2. As for the clip switching with shotgun shells, I'll look into this as well, and will probably add a flag somewhere to enable/disable this too.

About the H&K & MP5 situation:

Once all the externalization is done, I'll add a bunch more weapons and items, and when the mod is released, there will be an xml file which will allow you to choose which weapons the enemies will use. You'll be able to just remove the H&K guns if you don't want them, and just have them available from BR's and/or Tony's if you like (or disable them entirely, if you prefer).

Breath recovery:

I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there.

Multiple Interrupts:

Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating....
I'll also check into the experience gain for interrupts.

Stealing:

The CVS code put some new stuff in for stealing. It should open up a menu with the enemy's items and you can pick what you want to take. Not sure how well it works though...

Ricochet bug:

I've seen this bug too. You can fire at an enemy (usually on the roof) and all your shots just hit an invisible wall. If you move to a new location, the problem usually goes away. But yes, very annoying. Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes.

Grenades through roofs:

Again, I'm going to blame the CVS/original source code for this.

BTW, if someone knows how to fix any of these bugs, by all means please let me know, and I'll fix them. Otherwise, I'm going to need to spend a long while trying to recreate the bugs and then slowly debugging them.


Item flags:

Already handled. I added a whack of new booleans and changed all the code that referred to the flags to look at those booleans instead.

XML files:

Yes, there are lots of nice tools you can use to edit "real" xml files. In the next version, I'll switch all the externalized file extensions from .dat to .xml. For now, just rename the weapons.dat to weapons.xml, use the tool of your choice, and rename it back when you're done.

Caveats from breaking the Item Barrier:

There are a couple things to take note of about the new item limit:

1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350.

2) I'm going to see if I can rewrite some of the loops that go through the items and stop them once they hit an item with no class, the loop will stop. Even the IC_NONE flag has a class, so this means just the items that aren't written in the xml file (keep in mind, empty item slots >350 don't need entries in the xml file). If I make this change to the loops, then we can easily have 10,000+ items with little or no performance impact.

German JA2:

Not supported because I don't speak German. Once all the hard coded text has been externalized, a simple compile switch to German should be all that's needed to make it work (I think). But I wouldn't be able to test it. I'm posting the source code with each new release, so someone who speaks German and has a C compiler can go ahead and try it. (Let me know if it works, once all the text is out of the exe)

Cheers,

MM


Re: "1.13" Mod - Main Thread[message #10540] Sat, 27 August 2005 04:03 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I definately think enemies should also be allowed multiple interrupts. I'm pretty sure the a.i. will take the first shot it can get so I think the advantage will still tip in the player's favour.

Even if it doesn't, I believe anything extra we - the players - get should also be available to the a.i.


I wonder if in you're travels through the code you happened to see the quest items mentioned? If so, do you think it is possible to externalise these as well or are they too thoroghly intwined throughout the code? I'm wondering because for modding purposes, being able to change quest features at will opens the door to greatly expanded storyline potential.

Don't bother to answer that if it's too far off topic for you to even want to think about. The important thing to me - and I think most of us - is that you are providing access to data in a clean and percise manner and I really can't thank you enough for that.
Re: "1.13" Mod - Main Thread[message #10541] Sat, 27 August 2005 04:29 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Sorry Khor, I haven't looked at the quest items at all yet. I want to get all the data out of the exe first, and then I will start on removing hard coded references to items afterwards.


Re: "1.13" Mod - Main Thread[message #10542] Sat, 27 August 2005 12:59 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Mugsy: Congrats on breaking the item barrier and other great work!

Is there somewhere a list of changes that were in the CVS code prior to yours?

Quote:
Originally posted by Madd Mugsy:
Breath recovery:
I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there.
Dvornik hacked the 1.12 exe directly - that was before the source code was released. If no one has fixed this in the source, then the bug should still be in there. And judging by what Grindstone says, that may be the case. But that's such a big, obvious bug! Hasn't anyone else noticed? With the bug you pretty much can't keep an enemy KO'ed without nearly beating him to death, and stun grenades aren't too useful either.

Quote:
Multiple Interrupts:

Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating....
I'll also check into the experience gain for interrupts.
As implemented, the feature doesn't seem to distinguish between enemies, mercs, militia, etc. Simply eliminating interrupt limit will eliminate it for everyone. My first thought is that it should be OK, and I haven't had a second thought yet Smile

Experience gain for AI? I don't think it's worth it - I mean, how much can they gain during one battle? Or do you mean something else?

Quote:
Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes.
Hmm... I wonder if it has the interrupt bug fix where you could not get an interrupt under certain conditions. That was the biggest of my pet peeves.

Quote:
1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350.
Perhaps it would be worth it to unscramble Prof.dat into an XML file as well? I've seen the code that reads Prof.dat (you must have seen it also) - it's not a 1-liner, but it should be possible to export it into a program that would dump the contents of Prof.dat into an XML file. Then we won't need ProEdit, although it is nifty.

P.S. I can't find my copy of JA2 Gold, or JA2 for that matter! Gah! I am too cheap to spend another $20 on it Sad
Re: "1.13" Mod - Main Thread[message #10543] Sat, 27 August 2005 15:38 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
@Madd Mugsy Hay great mod I have been playing for days now and not one problem. You have done a great job, thanks a million.
Re: "1.13" Mod - Main Thread[message #10544] Sat, 27 August 2005 17:40 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I noticed a weird bug I hadn't encountered in previous games tonight.

I entered a sector by ground (one with a red '?' on it just below Omerta.) The enemy wasn't there but I was getting weird stuff with the extended ear, noises from everywhere and no enemies to be seen. Just to see what happened I used the 'kill all enemies in sector' cheat and the corpses appeared where they would normally have started. I happened again in a swamp sector but I didn't use the cheat, I just walked across the map.

Is this something in the code or a random glitch?
Re: "1.13" Mod - Main Thread[message #10545] Sat, 27 August 2005 19:20 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Oh right! I forgot about that bug gpmg.

I had this happen to me once in the hill-billy farm next to Cambria. It took me a while to figure out what the hell happened to the hill-billies, so I turned on some cheats on. The Hill-Billies were there, but they weren't actually seeable.

I have decided that the sector where they were made my merceneries and them blind, but when I made one of my mercs jump ontop of a roof, I was able to see them all again.
Re: "1.13" Mod - Main Thread[message #10546] Sun, 28 August 2005 00:16 Go to previous messageGo to next message
mde
Messages:3
Registered:August 2005
@Madd Mugsy

I have the mod compiled with the "german" define.

Got massive CTDs. Enabled Debug. Last entry in debug.txt:

Music EndCallback completed

Any Idea?
Re: "1.13" Mod - Main Thread[message #10547] Sun, 28 August 2005 02:18 Go to previous messageGo to next message
Madd_Mugsy

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

That's always the last entry in debug.txt. It just means the music turned off when the game exited. It also likely means that whatever crashed your game isn't in the debug.txt. What were you doing when it crashed?

Police/gpmg,

Weird! I've never seen this bug before. This must be something leftover from the CVS/original source.


Re: "1.13" Mod - Main Thread[message #10548] Sun, 28 August 2005 02:41 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
@muggsy

great work

so 150 new items?


@snap

this time it worked with your pics. But for a fist look, they`re the same as i downlaoded way back at LOTB forums

maybe there was a probleme with geoshitties last time i tried
Re: "1.13" Mod - Main Thread[message #10549] Sun, 28 August 2005 02:53 Go to previous messageGo to next message
Madd_Mugsy

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

At a minimum. I changed all the loops that went through the items in the code. With luck, I can bump it up to 10,000.


Re: "1.13" Mod - Main Thread[message #10550] Sun, 28 August 2005 03:05 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
absolutely great

are you free asw to how many of them can be

-firearms
-grenade launchers
-knives
-throwing knives
-melee
-rocket launchers

items with functions such as Night vision goggles?
Re: "1.13" Mod - Main Thread[message #10551] Sun, 28 August 2005 04:52 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
I'm working on it. But, man, you wouldn't believe how much crap is hard coded.

Hell, it was checking the grenade item #s to see what kind of explosion to make instead of the explosion type #s. So lame...

EDIT: Ok, I've hit a few walls trying to push all the item information out to the files, so we can replace items, etc. How does everyone feel about leaving the existing items in place, but allow for new ones? That way, I may not need to recode >10,000 lines.


Re: "1.13" Mod - Main Thread[message #10552] Sun, 28 August 2005 05:30 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
sorry i forgot the question mark above (are you able as to what item will have what property)

sorry for crappy english

yeah, i guess leaving old items in place is okay... as long as we can add stuff...

they will be as editable as the new ones? or limited somehow?
Re: "1.13" Mod - Main Thread[message #10553] Sun, 28 August 2005 05:41 Go to previous messageGo to next message
Bastage

 
Messages:99
Registered:December 2004
Location: Winnipeg, Canada
Mugsy, you are brilliant. Congrats on all your amazing work.
Re: "1.13" Mod - Main Thread[message #10554] Sun, 28 August 2005 06:40 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
If all variables are externallised I don't see a problem. However, grouping weapons for the first, say 2000 lines, ammo for the next three, etc. might make the program faster right? And if all variables are externalised we could then arrange the items in any order we liked right?

My only worry is that mixing all item types together at random may lead to problems down the road. There are numerous glitches and outright errors that always seem to be tied to item placement. Even in the original code there were different item types mixed together instead of being cleanly grouped and I wonder if this could be the cause of some inherant problems.
Forgive me if all that is gibberish. By far the most important thing is for you to get all in game functions of items externalised so that at last there won't be anything that requires extensive hacking just to make work then later causes read errors and other frustration. I might be talking out of the wrong hole here but it may be something worth thinking about.
Re: "1.13" Mod - Main Thread[message #10555] Sun, 28 August 2005 06:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
You can't move the original 300 some odd items around because they get all screwed up when the maps load.

Existing items should still be editable.


Re: "1.13" Mod - Main Thread[message #10556] Sun, 28 August 2005 07:42 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
what if the maps were empty?

would it work then?
Re: "1.13" Mod - Main Thread[message #10557] Sun, 28 August 2005 08:42 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
The engine checking the item# instead of exposion# explains some of the trouble with trying to copy and mix explosions with WEDit and the GUI Desktops. Odd thing was the older WEdits "could" overwrite the explosion type so that an area damaging explosion did leave a smoke cloud (in game napalm or thermobaric signiture depending on the fiction). The later Desktop editor always allow the change, but would revert back on reopening, and never seemed to write to the .exe. (implying either the editors lost the abiliy between versions, or there was something screwy with the .exe).

By naming this one specific headach, I'm hoping that means you have sucessfully got externalized the explosive effect to be used by an item.


Re: "1.13" Mod - Main Thread[message #10558] Sun, 28 August 2005 08:49 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Explosions are now externalized and the explosion effect is no longer tied to the item #.

The maps would only ever be empty in a mod, not in the regular game. Theoretically, I guess it would work, but I'm still leaving certain things hard coded:

Money, gold, silver, etc.
Adrenaline & regen boosters (unless someone really wants them out)
Quest items (because they're a pain in the ass; I may do these at a later date (but not today))


Re: "1.13" Mod - Main Thread[message #10559] Sun, 28 August 2005 09:03 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i think there is no problem with silver, gold, money and boosters

quest items... neither

because quests can be modified to a certain extend editing the .npc files of NPC`s

don`t worry. Khor and i will ceertainly come up with other stuff that we`d like to have externalized... you won`t run out of work in the next couple of years thanks to us Wink
Re: "1.13" Mod - Main Thread[message #10560] Sun, 28 August 2005 09:03 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Thanks for the swift reply, I was caught proof reading my post again (I do have some academic credentials that demand I double check all writing). If that's all that's left in code, you've done great. I don't see any problem those three catagories being left in code, though can we add new items in those three catagories (money, merc stats boost, and quest items)?

Is it too much to hope that it's now possible to have a real area effect explosion (thinking grenade/mortar/LAW hit effect as opposed to the rocket rifle HE and HEAP hit animation) from a magazine fired weapon?


Re: "1.13" Mod - Main Thread[message #10561] Sun, 28 August 2005 12:14 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Got the CVS source, both C and C++. Still no idea what's been changed.

We do need to find out whether the breath bug with HtH is still there. As I currently don't have the game, could someone please do a simple experiment?

- Get yourself into position to kick the shit out of someone. It would be best if the victim hadn't spent most of his APs in this turn (you'll see why in a bit).

- Turn on cheats. Turn on debug overlay (Q or Alt-Q. Alt-M to turn it off, IIRC.)

- Hover the cursor over the victim - an overlay with all sorts of info should be displayed. Use PgUp/PgDn to scroll pages of info. Find where it shows his APs and breath.

- Now give him hell! As you punch, watch what happens with his stats, in particular his APs. Normally, each punch should knock down a few APs. If only 1 AP is knocked down, then we have a problem. Because if he has more than 5 APs (IIRC) at the start of the next turn, he'll restore enough breath to get up.
Re: "1.13" Mod - Main Thread[message #10562] Sun, 28 August 2005 12:30 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 Madd Mugsy:
Cool Bobby Ray's sells more stuff, both quantity and variety

He's an internet shop, so he should have good variety and better inventory. BR's now has the good stuff at the same time as Tony, and if you look in the used section, you might find some slightly better stuff there, if you're up to fixing it. BR's now sells ALL the weapons and ammo in the game, along with detonators, TNT, etc. I also bumped grenades & explosives back a bit so you'll see them earlier.
I appreciate the effort :wave: but... Would it be possible to have a "Normal" option for Bobby Ray, with original settings? I think it was balanced well in the game.

I would also revert the changes that concern stats and learning, but I have already figured out how to do that :wrysmiley:

Speaking of which, I've been looking at stat gains for doing various tasks, with the view of rebalancing them a bit. Any ideas? I'll post some of my suggestions later.
Re: "1.13" Mod - Main Thread[message #10563] Sun, 28 August 2005 14:21 Go to previous messageGo to previous message
ratbag

 
Messages:6
Registered:December 2004
Location: Australia
Hi,

Is there some way I can get Visual Studio's debugging to work when I run JA2, or even just get debugging info?

I get this error

First-chance exception at 0x211158b7 in ja2_reldbg.exe: 0xC0000005: Access violation reading location 0x00000000.

Using any .exe built from the source, when the game time reaches 3 days, 20:56.

I'd like to work it out myself (I've got some programming skill, but not much with Visual Studio), but I can't figure out how to break out of JA and into VS... alt-tabbing doesn't work.

Any help would be appreciated - my game is going too well to give up because of this error!
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