Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10564] Sun, 28 August 2005 14:41 Go to previous messageGo to next message
Khor1255

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

I did the debug test you outlined but don't know what the variables mean. After punching the enemy three times he dropped and didn't get up even though I didn't punch him the fourth time like you usually do. This; I gather, means the breath bug has been fixed.

Because I don't understand the variables I'm going to list them in the hopes that someone who does might explain:

Id: 21 (I take this to mean the enemy's placement number 1-32?)

Body type: 2 (Normal = 1 Strong = 2?)

Opp Cnt: When I punched the enemy to the ground this number read 2. I waited a turn without doing anything and this number became 4.

Opp List A: 1 0 3 1 4 0 0 0
After I waited a turn:1 0 1 1 1 0 0 0

Visible: 1

Direction: East

Dest Direction: East

Grid No: 8870

Dest: 8870

Path size: 0

Path index: 0

First 3 steps: 0 0 0

Next 3 steps: 0 0 0

Flash ind: 0

Show ind: 0

Main Hand: Desert Eagle

Second Hand: nada

Curr Grid no: (I don't remember this number)


Quite a few of these variables are self explanitory. I listed them hoping anyone who knows a lot about the debug info might list as much about each catagory as they can to help us look at potential problems. I've never used the debug, it looks like a really handy tool for checking maps before they cause problems in mods.

If anyone knows of a walkthrough of the debug already posted somewhere please tell me where to look. If there isn't one I really hope someone who knows takes the time to explain this stuff.

Thanx in advance.
Re: "1.13" Mod - Main Thread[message #10565] Sun, 28 August 2005 18:22 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Try Beating up the blacks and camo (i mean black uniform - elites)
Re: "1.13" Mod - Main Thread[message #10566] Sun, 28 August 2005 19:34 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Thanks, Khor. The first screen doesn't show stats, but the trick is simple: when the debug overlay is displayed, use Page-Up and Page-Down keys to get more info. It will show you stats, equipment, orders, alert status, and a lot more - it's all pretty self-explanatory. This is indeed a nifty feature.
Re: "1.13" Mod - Main Thread[message #10567] Mon, 29 August 2005 06:11 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
Hello everyone,

I have been playing the 8/20 version for several days and I love it. Congrats on breaking the item limit MM. I have some weapon pics collected together from some past mods like DL and Vietnam that I created a weapon mod for in UB. All Big, interface and tileset pics are in there. Would you please consider including any that are not already in the Weapons.dat file.

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

I'm also working on getting all the UC and UB tilesets together in the ja2set.dat file and testing my new maps with the 1.13 exe. Still working on that.

Nighthawk
Re: "1.13" Mod - Main Thread[message #10568] Mon, 29 August 2005 06:35 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
Quote:
Originally posted by John Wright:


I'm also working on getting all the UC and UB tilesets together in the ja2set.dat file and testing my new maps with the 1.13 exe. Still working on that.

Nighthawk
this is most interesting

you`re doing this for ja2 or unfinished business? you`d need to make a lot of new maps either way
Re: "1.13" Mod - Main Thread[message #10569] Mon, 29 August 2005 06:38 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
I just finished the 8/20 verson. I haven't heard any comments on the big picture here, so here are mine.

I started on expert mode, and it seemed too easy. Then restarted on insane diffuculty, which had way too many patrols for my liking. I like the well-equipped blackshirts, but the sheer number of patrols got tiring. It really limited movement between cities and required that too much time was spent maintaining the militia levels in the cities. The initial placements on city maps seeemed good, though. My recommendation? Just increase the number and frequency of the black shirts on patrols and overall initial placement numbers for expert level. This would make kind of a middle ground before before the insane level. That way, those who want constant, difficult battles can have it their way, and the rest of us who want difficult, but less frequent combat can have it our way.

The dropp all function works great for the soldiers, and I like the ability to grab armor and stuff off of the civilians, though they seemed more prone to the breath bug when beating them up for their goodies.

There seems to be a problem with targeting under certain conditions to/from a roof. Couldn't really predict or replicate it from map to map. Not enough of a problem to affect the overall experience, though.

Great job on the mod! This is groundbreaking stuff here. If only someone more talented than I could make a map conversion using this .exe, or convert one of the other great mods out there to this standard......
Re: "1.13" Mod - Main Thread[message #10570] Mon, 29 August 2005 16:29 Go to previous messageGo to next message
Madd_Mugsy

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

So how does 25% more elites in expert sound? That's the current # in insane. I've increased it, and also raised the insane level to have 50% more elites. Plus both expert and insane levels should not be limited to yellow shirts in cities. Finally, I've increased the garrison sizes by 25% in expert, which puts the # of enemies in cities/patrols in expert = 2/3 the # in insane.

There's a grace period defined in the code for the # of hours between the queen sending troops in to reclaim cities.

#define EASY_GRACE_PERIOD_IN_HOURS					144		// 6 days
#define NORMAL_GRACE_PERIOD_IN_HOURS				96		// 4 days
#define HARD_GRACE_PERIOD_IN_HOURS					48		// 2 days
#define INSANE_GRACE_PERIOD_IN_HOURS				6		// hours!
As you can see, insane is set to a truly insane level Wink I've increased this number to 18 hours to decrease the frequency of town attacks. Suggestions are welcome, as I'm only one person doing play-testing here Smile

John,

Thanks for the pics. I'll take a look at them when I've got a chance.

Snap/everyone:

The Breath bug - is it there or not? What's the final word?

Bobby Ray's on Good is pretty much normal with just two changes: Used items are one progress level higher than the new items, and BR is no longer a step behind Tony in progress levels. As for the actual stuff available and the quantities, you'll be able to change that in the Items.xml in the next release (see below for a sample).

Status update:

I have successfully externalized the following:
- Items
- Attachments
- Explosives
- Armour
- Ammo strings (you should be able to create new calibers, but I haven't tried yet)
- Shop keeper inventories
- Bobby Ray's inventory & ROF stats (in the Items.xml)
- Compatible Face Items
- Extra Attachment Info
- Merges
- Attachment combination merges
- Launchables
- Ammo magazines
- Incompatible Attachments (this is a new section - I had to rewrite this part of the code as all the attachment compatibility parts were hard-coded)
- Enemy weapon choices
- I haven't been able to externalize all the hard-coded strings like I had hoped because my C skills are crappy when it comes to strings and arrays and pointers :silly:

I added four new stats to the weapons.xml (not .dat anymore):

- SilencedSound = sound number when silencer is attached (used to be hard coded based on ammo caliber)
- APsToReload = self explanatory. used to be hard-coded to 5 for all items. Now we can change it.
- MaxDistForMessyDeath = Max. allowed distance for a head pop / flyback death animation. Used to be hard-coded to 7 for all weapons (except barrett, which was 23). I've upped the sniper rifles to 14. (BTW, I also increased all sniper rifles' damages by 10)
- SwapClips = 1/0. Whether the weapon will swap clips during combat, or top off as it does in real time mode. Set to 1 for shotguns & revolvers.

Here is a new sample of the externalized Items.xml file:

	
		282
		RPG-7
		RPG-7
		Hey, it's an RPG, baby!
		RPG-7
		The Rocket Propelled Grenade, or RPG, is a cheap, single-shot weapon. It's main purpose to to provide an inexpensive albeit devastating weapon against soft targets.
		16
		282
		3
		0
		0
		68
		79
		0
		1500
		10
		0
		-3
		1
		1
		1
		1
		1
		1
		0
		1
		0
		0
		0
		0
		0
		0
		0
		0
		2
		1
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		1
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
		0
	
As you can see, there's a shitload of stuff in there never before editable. I had to edit so many lines of code to get this to work that I lost track of the count.

As I said before, I left the booster syringes, the quest items, and the money hard-coded. Enemy (non-gun) inventory is still hard-coded however, as it'll be a major pain in the ass to get that part of the code externalized. Same goes for the inventory items assigned to IMPs.

Anyway, there's a bunch of new stuff in there that I added in there on top of what was already in the code. Some just externalize the existing hard-coded parts for a single function. Others are completely new; for example:

- DamageBonus = ranged weapon bonus applied on hit
- MeleeDamageBonus = hand to hand weapon bonus
- PercentStatusDrainReduction = kits have their status drain reduced (or increased if -ve) by this percentage

Some tags only apply to a single function, like still only works with the x-ray detector, but now you can have multiple types of batteries if you want.

Most bonuses now can be assigned to attachments, weapons and ammo(!), and all are cumulative. So you can have special armour piercing bullets that do extra damage, or homing bullets that give a to-hit bonus, or whatever. This is how the solid slug bonus for shotguns now work - the 12 gauge ammo has the range bonus! This is very cool, I think, as it opens up a huge range of possibilities. If the cumulative part bothers you, just make that particular weapon/attachment incompatible with the attachment with the bonus.

Duckbills: I had to hard-code in the check for buckshot when the duckbill tag is enabled before it'll apply the range bonus that you specify.

You can now have multiple mortars (I'm going to put the commando mortar from Snap's pics in as a sample), with different kinds of shells, multiple grenade launchers, multiple rocket launchers like the rpg, and multiple single shot launchers like the LAW (with changeable "discarded" items).

Other neat stuff is in there too, like the fingerprintID tag, which lets you add/remove fingerprintIDs from any weapon. The rocketrifle tag enables the small missile smoke trail for smaller sized rockets.

You can add new blades and throwing knives (shuriken anyone?), and have a corresponding "bloody" item appear when they hit their mark.

New armours & new armour attachments are possible.

New grenades and explosives are possible. New mines should be possible too.

New face items are possible. The various vision and hearing range bonuses now look in all equipped slots,including hands, so binoculars are possible (theoretically). (They don't look in attachment slots however (yet - I can add this if it's desired). Thermal goggles using the x-ray device aren't yet possible due to the way the x-ray detector works however.

Oh, and BTW, the new item limit has been tested and is working fine at 5000.

So, I've been pretty busy. What do you guys think?


Re: "1.13" Mod - Main Thread[message #10571] Mon, 29 August 2005 17:13 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.

I've been playing the hell out of the version you released a few days ago on expert mode with 'drop everything', I've found it challenging (I usually play with a fair complement of low-level AIM mercs, MERC mercs and native hires.) The extra stuff lying around doesn't really give you any advantage because you've got the same gear the enemy has, and you can't sell it all or grow more arms to hold weapons.

I haven't had to order much ammo from Bobby Ray's but I've ordered a fair numbr of toolkits, used gear and accessories. I find it a little more realistic and a little more challenging than the standard game on similar settings. Although the frequency of atacks on captured sectors is a little lower than I'd expect the fights that occur are challenging (I have a core capture squad and about 6-8 more mercs for logistics and reinforcement, when you start splitting them up for militia trg and so on it gets more challenging.

I encountered that weird 'no show' bug again in the Hick's Sector, but I remembered Police L.T. mentioning the rooftop thing and they appeared when I climbed onto a roof. Is there something in the code that puts them in a level above the players vision even if they aren't on a roof?

As for separating the data from the code, kudos, it's something that makes the game a lot more flexible for the other modders out there.

I've been fan of games that offer tools for modding since I found JA2. I've played a bit of Freedom Force and Neverwinter Nights because I like the modding. What I find remarkable about JA2 is that so much has been done with a toolset and base code that weren't really all that moddable in the beginning. Long live JA2!

Oh, and thanks Madd Mugsy for your excellent work.
Re: "1.13" Mod - Main Thread[message #10572] Mon, 29 August 2005 18:19 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 gpmg:
I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.
Word! :rulez:

@Mugsy: Breath bug: let's wait till the lab results are in Smile

Data externalising: this is very, very cool. It will take me some time to process all the innovations and possibilities.

But just to be on the safe side, could you please make a set of data files extracted from the unmodified version (sans the various added items, etc.) for the reference?


I took a good look at the way stat progression is implemented and made a number of suggestions, with code snippets. I'll make a separate thread, so as not to hijack this one.
Re: "1.13" Mod - Main Thread[message #10573] Mon, 29 August 2005 21:31 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Sorry, but I've got to disagree about the drop everything option, it did impact the gameplay by keeping me in surplus funding during sci-fi mode. The bug quest started right after Tixa (order of cities: Drassen, Chitzena, Alma, Tixa). Despite losing Drassen was able to top off with 18 mercs, leave a few behind in Drassen to suppress bug attacks, take Cambria, Balime and Grumm, train till each city sector had 20 blue mercs and pay MERC till they had Cougar. Between Tony and Franz(?) in Balime was able to avoid any short falls (complaints from local hires not being paid). Took back the mines when I could hire Cougar and had high capcity LMG's (didn't want to cart along too much spare ammo). I found drop all beneficial (realism), but others may consider the funding options it opens up to be a bit of a challenge reducer. (Ok I admit it, I found that beneficial as well.)

Incidentally, the new AI abandoned the General in Alma, which made the whole sneak into base to secure control room a bit silly. Burst into control room and everyone was outside on the roof waiting for my less covert team and its "clean-up" operation. It stands out in my mind of a rather funny incident more than anything else.


Re: "1.13" Mod - Main Thread[message #10574] Mon, 29 August 2005 22:48 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Viva Madd Mugsy!!

Now I can see countless fun that would be realized finally!
Re: "1.13" Mod - Main Thread[message #10575] Tue, 30 August 2005 00:10 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
absolutely great stuff muggs!

i`ll surely do a large weapon/ itemmod for this

however, i`ll never come close to 5000 items (after all, some sort of balance is required)

but i can think of new attachments, new specialized sniper ammo, particuliarly accurate rifles and so on

adding different explosives and LAW-types

melee items (can i also have an item that uses the throwing knife animation but doesn`t need to generate a new item?)


really, the possibilities you offer are incredible

btw is it also possible to have the "small rocket" animation tied to ammunition? because for instance monster spit has a similar aniamtion tied to it
Re: "1.13" Mod - Main Thread[message #10576] Tue, 30 August 2005 00:25 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Mad Mugsy
Quote:
So how does 25% more elites in expert sound? That's the current # in insane. I've increased it, and also raised the insane level to have 50% more elites. Plus both expert and insane levels should not be limited to yellow shirts in cities. Finally, I've increased the garrison sizes by 25% in expert, which puts the # of enemies in cities/patrols in expert = 2/3 the # in insane.
This sounds great!
Re: "1.13" Mod - Main Thread[message #10577] Tue, 30 August 2005 02:13 Go to previous messageGo to next message
quasimodo

 
Messages:54
Registered:November 2000
Location: eugene, oregon U.S.A.
Great work! I love the "drop everything" and the "0 stats trainable" features. The changes to the AI makes the same old sectors play new and different. Last night there were 6 guys on the roof of the Drassen sam site.
Re: "1.13" Mod - Main Thread[message #10578] Tue, 30 August 2005 02:58 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
The increased roof-use has definitely made the notion of rooftop sniping more interesting. I've taken to giving snipers FN FiveSeVens and assigning them a rifleman.
Re: "1.13" Mod - Main Thread[message #10579] Tue, 30 August 2005 03:03 Go to previous messageGo to next message
Madd_Mugsy

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

Quote:

melee items (can i also have an item that uses the throwing knife animation but doesn`t need to generate a new item?)
Yes. If you don't specify a bloodied item #, it just keeps the original item.

If khor can do the animations for it, I can probably also add in swords, and dual-wielding for knives/swords. (Heck, rifles too, for the stonger guys).

Quote:

btw is it also possible to have the "small rocket" animation tied to ammunition? because for instance monster spit has a similar aniamtion tied to it
Right now it's just assignable to a weapon, using the rocketrifle tag. Were you thinking of something in particular that would require the small rocket flag to be in the ammo and not the weapon?

gpmg,

Quote:

I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.
It's just me. I work pretty fast, and have been neglecting my wife and other work for the last few days Razz

BTW, I have also "acquired" a pdf version of the D20 Ultramodern firearms book. I'm hoping that it's got reasonable stats I can port over to JA2.


Re: "1.13" Mod - Main Thread[message #10580] Tue, 30 August 2005 07:43 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i was thinking of that particuliar ammo that glows (don`t know english name... tracer maybe?)

that would need a smart redesign of the rocket rifle smoke trace though, which is hard to do (you guessed it... i already tried and it looks bad)

but if i have only 1 gun using that ammo than it would also work with current version (again it`s no "urgent" feature as i`d have to get some acceptable animation anyway
Re: "1.13" Mod - Main Thread[message #10581] Tue, 30 August 2005 08:34 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
5000 items? All of those things that couldn't be done now can be (and with notepad if one really wanted to). Does anyone have a copy of Jane's Infantry Weapons?

If you don't mind me asking, has there been a new release?


Re: "1.13" Mod - Main Thread[message #10582] Tue, 30 August 2005 09:00 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
No, there's not a new release yet. I've made soooo many changes to the code that I would be remiss not to test and verify as many as I can first.

I'm hoping to have something out soon though -- before the end of the week.

I think I'm on to one of the reasons that the AI is so slow on Insane mode, so I'd like to fix that first.

I'd like to add some more new weapons bonuses before I do a release too. Things like bonuses to ammo capacity and a bonus to reduce the # of APs to ready & reload weapons would be cool. Bonuses to reduce the burst penalty or the # of APs needed to beging autofiring are totally doable too. Basically, bonuses for all the weapon stats in the weapons.xml/dat file are on my list.

I'd like to also go ahead and have the vision/hearing range bonuses look at attachments. (That way a gun with a scope could actually let you see farther)

Rifle butting, bayonettes, etc, will probably not make this release. I'd rather wait for some good animations and do them right than rush them out.


Re: "1.13" Mod - Main Thread[message #10583] Tue, 30 August 2005 09:19 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
With 5000 items, it would be easy to mod in magazine upgrades as a combination upgrade. G36K(or C) + Beta-C = G36K with 100 round capacity instead of 30. Or are you refering to an attachment to the gun (say a removable Beta-C adapter) that would change the ammo capacity only when attached?

About the thermal scope/imaging device from a long time ago, I was actually thinking instead of the x-ray device effect, it would for the merc using it:
-show everyone in range as shadows (like the cheat code or enemies not directly spotted by the selected merc). Now if it were possible to tint those the animations in red via code... no that's pushing my luck.
-do above while ignoring cover (if in range display ghost of merc/creature/cow...)
-something to help on those sniper hunts (both for player and AI)

Take an easy, you've done quite a bit already.


Re: "1.13" Mod - Main Thread[message #10584] Tue, 30 August 2005 09:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Quote:

Or are you refering to an attachment to the gun (say a removable Beta-C adapter) that would change the ammo capacity only when attached?
Exactly what I was thinking of Smile The Beta-C that's currently in the game is 7.62mm for the HK-21. Is there a 5.56mm version? Should I re-use the same pic?

As for thermal optics, I like your ideas; I'll see what I can do about implementing something with that effect.

EDIT: I think I'm on to the invisible enemies bug. It looks like it's in the original JA2 source. From the code, it looks like it occurs just as mercs are entering or leaving a sector. For some reason line 1673 in Overhead.cpp ( gTacticalStatus.uiFlags &= ( ~DISALLOW_SIGHT ); )isn't always called...


Re: "1.13" Mod - Main Thread[message #10585] Tue, 30 August 2005 10:11 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
the first link i got in google shows this pic of a 5.56 beta-c mag

http://www.uws.com/CMAG/Technical.html

it is the same as the pic that i uploaded

i dunno if there are 7.62 versions of beta c mags, but there are certainly 7.62 nato ammo boxes or belts

(snap has certainly some pics of that in the archives he uploaded)


btw i played an exe where the sniper scope allows you to see 2 tiles further when the weapon is in ready position (aiming)

this is an interesting feature and allows for new tactics
would need some testing concerning sniping enemies though
Re: "1.13" Mod - Main Thread[message #10586] Tue, 30 August 2005 10:20 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Really? There's no 7.62mm C-Mag? Then what was with all those pics from earlier in the thread with the HK-21 w/c-mags attached?

Thermal Optics:

It's not going to be easy to make it so that enemies are grayed out. I don't even know if it's possible yet (I stumbled on the invisible enemy code while looking for that part). However, it should be possible to modify the creature smelling line of sight testing code for use with thermal optics. (Don't worry - the creature elixir won't affect your thermal gear). If that's all there is to it, I may be able to get it in for the next release.

Scopes and sight ranges: I think I can check for the ready position. I'll try and make it so that only weapons need to be in the ready position for the sight range bonus.


Re: "1.13" Mod - Main Thread[message #10587] Tue, 30 August 2005 10:40 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
you were misinformed in the beginning of the thread i think

http://world.guns.ru/machine/mg18-e.htm

her is th HK 21

it uses a nato box

i think the picture is in snap`s upload so you can just switch the 7.62 c.mag for one of his pictures there

http://world.guns.ru/machine/mg19-e.htm

here is a 5.56 LMG w a beta-c mag


i find it a good solution that you need to aim in a certain direction in order to see farther with a scope. should also cause the sighting radius to become much smaller i find
Re: "1.13" Mod - Main Thread[message #10588] Tue, 30 August 2005 10:47 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Hehe... elixer as thermal camo, now that's really getting into the hi-tech stuff. Would it be any easier to have everything (friends, enemies, civilians, livestock) greyed out as visualization for thermal imaging when in use.

Beta-C's come in 9mm too see: The Scorpion one post earlier. Sorry, I seem to have stumbled across a dupicate of that page but from Arizona.


Re: "1.13" Mod - Main Thread[message #10589] Tue, 30 August 2005 11:43 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:
I'd like to add some more new weapons bonuses before I do a release too. Things like bonuses to ammo capacity and a bonus to reduce the # of APs to ready & reload weapons would be cool. Bonuses to reduce the burst penalty or the # of APs needed to beging autofiring are totally doable too.
"Bonus to ammo capacity", i.e. magazine adapter can be simply implemented by merging items: merge the gun with the adapter item and get a new gun with a different capacity. The new gun can reuse the same picture (or have a slightly modified picture) and just have a slightly different name and description. This will save attachment slot, too.

How about a negative bonus to APs or burst penalty? Certain attachments might have such negative effects. In fact, most bonuses could be implemented such as to allow negative values, as well as positive.

Quote:
I'd like to also go ahead and have the vision/hearing range bonuses look at attachments. (That way a gun with a scope could actually let you see farther)
Dangerous stuff :nono: Not that it won't work, but if you have, say, a visual range bonus for scope, it'd better be balanced with a more narrow field of view and decreased awareness. And it should only have an effect when the gun is actually readied. In any case, it might have a weird effect on the gameplay...

Speaking of readying the gun, do you think it could be implemented? I mean, having a button or at least a hot key that would allow you to raise the gun without necessarily firing it?
Re: "1.13" Mod - Main Thread[message #10590] Tue, 30 August 2005 12:04 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i second that idea of narrowed field of view if scopes (weapon in ready state) allow for longer visula range

btw i`m playtesting an exe that has this feature. It is best implemented if only sniper rifles allow sniper scopes and the field of vision is narrowed

night vision scope the same. it is pretty balanced, as you need peeople to cover your flanks if you want to do some sniping (especially with that smarter AI in this Mod)

using ctrl-r hotkey combo, the weapon can be brought in ready state. This was implemented by neyros using code-insertion i guess so it should also be possible for a new compiled exe


ahh, yes, something else: an attachment that lowers the weapon`s weightand AP usgage for bringing the weapon in ready position: permanent attachemnt folding buttstock (only allowed on weapons with heavy, fixed buttstock)

(well, if we have 5000 items we can also do that using merging

that`d be a nice thing anyway to since most weapons today are being produced in "family`s", means you have a carbine, an assault rifle and an LMG that originate from the same gun
Re: "1.13" Mod - Main Thread[message #10591] Tue, 30 August 2005 15:21 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
New stats for you guys:

ThermalOptics = 1/0, see through those pesky walls (enemies look normal though, at least for now).

PercentTunnelVision = 0-100, narrows you FOV

Vision range bonuses are now applicable to attachments. Weapons with vision range bonuses and thermal optics need to be in the readied position in order to work.

I'll look into assigning a key to ready weapons. But also note that the line of sight test isn't ran when weapons are readied, just when you or an enemy moves. So readying your weapon won't reveal anything right away.

EDIT: major reworking there I think to get the gun raising out of the firing sequence due to the way the action points are handled. Maybe in a future release...


Re: "1.13" Mod - Main Thread[message #10592] Tue, 30 August 2005 16:10 Go to previous messageGo to next message
shihua
Messages:3
Registered:August 2005
Great!
it's a surprise!!
Re: "1.13" Mod - Main Thread[message #10593] Tue, 30 August 2005 16:44 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Okay, the Beta C-mag is fixed; now it's 5.56mm. So now we have the 100-rd 5.56mm C-mag, a 100-rd 7.62mm NATO belt and a 200-rd 5.56mm belt. (Note that clip sizes can't go above 255)

If someone can make me a pic of a nice C-Mag adapter, I can plug it in before the end of the week and we can all have C-7's with 100 rounds of ammo in the next release Smile


Re: "1.13" Mod - Main Thread[message #10594] Tue, 30 August 2005 21:22 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Great news about the stats, either you've revamped the .exe so that new stats can be painlessly inserted or the rumours of you being more than one coder are true.

I think I mispoke when I used the phrasing "adapter," yesterday. Beta C-Mag's are more or less replacement magazines (big capacity replacements).

Problem is the game doesn't simulate incompatible/compatible magazine wells (and I'm rather sure nobody want to see this headache in game). Many small arms might use the 5.56mm but the magazines cannot be shared, unless the magazine wells are purpose designed to be compatible. ie. C7's use a plastic 30 round magazine in normal CF use, but can accept the metal ones used by M-16/M-4's (STANAG?). Or was it the plastic magazines used by the C7's are built to NATO standards and its the other way around where all rifles that meet the standard can use them. Sorry, I'm only a civilian who happens to have an interst in these things.

If anything, a Beta-C "upgrade" would look like the in game Beta-C mag, or another variation of it.


Re: "1.13" Mod - Main Thread[message #10595] Tue, 30 August 2005 23:02 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
@wil473,

The Beta C-mag can be used by many 5.56NATO rifle families by applying corresponding magazine adapter(or Feed Clip Kit by Beta Co.). We could see this Feed Clip Kit on Beta Company's homepage: http://www.betaco.com

And interestingly, Beta Co. now can provide a COLT 9MM C-MAG System which could be used by MP5 series, but it has a different Feed Clip Kit than familiar 556 C-mag.

So i think the magazine-adapter-attachment idea should do if technically the # of rounds for a gun can be changed.

Moreover, if the real empty clip can be simulated, then it will be more fun and real-life like, for instance though we could got a magazine adapter in the game, we perhaps have no a C-mag in the same time, and those C-mags are not cheap($200 each), we should not just throw them away Razz . And technically i believe the magazine adapter should be mounted on the C-mag other than the gun.

EDIT:

Have any mods realized "corner shooting" or any such things? I mean if a merc stands next to a corner-tile or a door-tile he/she can shoot(or throw grenades) the other side while enemies cannot see his/her body. Of course this kind of shooting can not be accurate because the merc only reach out hand but head. This maybe tactically useful, such as room-cleaning and should be used by enemy as well. Don't know whether this could be done by simply allowing shooting from the tile next to the corner-tile or the opened-door-tile.
Re: "1.13" Mod - Main Thread[message #10596] Wed, 31 August 2005 02:53 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
I don't think corner shooting is possible without significant rewriting of the complicated physics code.

As for the C-Mag feed clip kits, those look like they'll do the job nicely. To simplify gameplay, I'm going to make it so that there are only two kits: one for 5.56mm and one for 9mm. There's no easy way to lug around and buy special empty C-Mags to reload later. So once you've got an adapter, the ammo capacity will shoot up to 100 and you'll be able to pop off C-Mags from the weapon instead of 30-rd clips. Also note that because of its 200-rd capacity, the Minimi/SAW won't need an adapter.


Re: "1.13" Mod - Main Thread[message #10597] Wed, 31 August 2005 02:57 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
(Whoops Surprised double post)


Re: "1.13" Mod - Main Thread[message #10598] Wed, 31 August 2005 09:08 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
I stand corrected darkThor. I always thought that C-Mag's were out-of-the-box compatible with the magazine wells of whatever rifle the specific C-Mag is meant for (one piece, direct magazine substitution).

So the real complete C-Mag is a standard dual drum, plus a different feed clips for different magazine wells types/rifle families. Wish I hadn't corrected myself before work this morning.


Re: "1.13" Mod - Main Thread[message #10599] Wed, 31 August 2005 13:36 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Here is an idea to consider. Some changes are best implemented as options with on/off switches or numerical values, but not every option can be crammed into the game menu. How about making an ini-type file where these options can be edited? This would allow for maximum flexibility.
Re: "1.13" Mod - Main Thread[message #10600] Wed, 31 August 2005 13:46 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
@wil473,

Your statement on the C-mag above is definitely correct, those feed clips come with the dual drums to form a system. The only matter of regret now is we cannot simulate the empty drums and mount different feed clips on them, but maybe this will complicate the gameplaying. So IMHO the adapter attachment could be a compromise for the moment.

@MM,

It seems that the blind-sniping AI of enemy is slightly off-balance: enemies with sniper rifles are blind-shooting so much inaccurately that the sniper rifles now could not be consider an weapon for sharpshooting but a tool providing suppress firepower :diabolical: )
Re: "1.13" Mod - Main Thread[message #10601] Wed, 31 August 2005 14:00 Go to previous messageGo to next message
Khor1255

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

Try the EDT editor for altering 'literate things'. It's very easy to use and the only possible problem is that not all text for a specific game aspect (NPC speech for instance) is contained in the same set of files or even originate from the same .slf. So you sometimes alter something and find that some of the original text is still there.
The solution is very careful editing and vigorous playtesting.

If you haven't tried the EDT editor, give it a shot. There is a lot of cool things that can be done this way.
Re: "1.13" Mod - Main Thread[message #10602] Wed, 31 August 2005 14:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Khor's right: just use an edt editor like ja2edt to edit most of the text.

As for AI snipers, I noticed that I missed checking for a decent chance to hit before a sniper takes a shot. In the next release, snipers will only take a shot if they have a greater than 60% chance of making a shot. This should mean less supression fire from snipers.

Speaking of which, what are opinions on supression fire like? I think I could add it in for LMG type weapons using code similar to the sniper code.

What kinds of things would you guys like to see in an ini file exactly?


Re: "1.13" Mod - Main Thread[message #10603] Wed, 31 August 2005 18:04 Go to previous messageGo to previous message
Lars

 
Messages:9
Registered:May 2003
Location: Sweden

I'm all in for suppression fire with LMG:s
If it only would be possible to throw grenades around corners, it would truly enhance the CQB.

JA 1.13 are going to rock even more
Great work Madd Mugsy
Next Topic: Bobby ray's selection
Goto Forum:
  


Current Time: Sun Sep 15 23:28:34 EEST 2019

Total time taken to generate the page: 0.04164 seconds