Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10644] Fri, 02 September 2005 11:24 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
yes. modern state of the art gas masks CAN mount night goggles. howevever my arulco doesn`t yet have them, so i`d like to have the possibilty to exclude thes etwo items (but as far as i understand, muggsy is working very hard on these things


i`m absolutely for a night vision scope. sometimes they can also be attached to existing triicon or other rifle scopes so they don`t necessarily exclude each other

so, a gas mask, a night vision scope and a triicon (or Acog or something) scope could in my opinion be used together and deliver good results

the nvg atop of gas masks is probably a bit over the top for a standard arulco infantry man (or Flo as another example)

btw the condition of your gasmask is essential to the chance on hitting anything while wearing a gas mask. But this is just a sidenote and not a request (@muggsy)

Edit:

if we can have multiple gas masks, then i`d agree that it is the best solution to have different gas mask versions
Re: "1.13" Mod - Main Thread[message #10645] Fri, 02 September 2005 11:56 Go to previous messageGo to next message
Madd_Mugsy

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

You brought up a good point. The status of items WILL BE checked for most bonuses. If your bonus providing item is less than 85% in status, then you won't get as much of a bonus.


Re: "1.13" Mod - Main Thread[message #10646] Fri, 02 September 2005 12:27 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Enemies still have 100% accuracy with their throws, even when throwing at people that they shouldn't, in my estimation, be able to see. Perhaps a random radius should be in effect?

Also, I still think that enemies that a merc can't see shouldn't show up as definite black outlines when that merc is selected just because another can see them. It should reflect the mercs understanding of the enemies location through other mercs instructions, "No, aim a little more left!", etc. (usw). It's kinda ridiculous how well the current system works if your merc has a scope and decent Marksmanship (has worked out in my favor many times, but still feels kinda dirty). If possible, could one make it so that there is a larger graphic that represents the general area that the enemy is in, like a badguy fog using red smoke or the red enemy indicator that flashes when you first spot one (the red circles effect)? You could call it "Vague Locations" and assign it a radio button to toggle on or off. Again, please feel free to disregard or back-log this if it is either unnecessary or impossible. It might just be both since you would have to incorporate it for the AI as well, giving them the choice of which to fire at for the sniper code to work. Oh well, just had to get that out there.

Again, the "Mod" sounds great, plays just as well, and I look forward to more posts by our resident experts.
Re: "1.13" Mod - Main Thread[message #10647] Fri, 02 September 2005 12:33 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Isn't there a time dependent variable that governs the use of certain gear in JA2? (NV goggles only work at night, and sunglasses only work in day.)

If this can be applied to an attachment, then won't a night only + aiming bonus attachment count as a night scope, or is everyone talking about an attachment that gives longer vision range at night? Both?


Re: "1.13" Mod - Main Thread[message #10648] Fri, 02 September 2005 13:35 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
A quick pointer
I just posted a suggestion relating to CTH penalty for damaged waepon.
Re: "1.13" Mod - Main Thread[message #10649] Fri, 02 September 2005 14:06 Go to previous messageGo to next message
Madd_Mugsy

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

Nice suggestion! Noted and added. (see my response there for my comments).

Cheers!

EDIT: Well folks, I've got bad news. It seems I can't increase the number of tilesets in JA2Gold because it causes the map files to fail to load. :bawling: (Unless of course, there were some way to convert all the JA2 map files to UB format... And if that's the case, then I should be able to use them once I merge the UB code, plus then I'd see no reason why we couldn't just use the UB editor)


Re: "1.13" Mod - Main Thread[message #10650] Fri, 02 September 2005 16:15 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I was actually wondering if there was a way to add a 'pocket' to the gasmask so that you could put the various goggles in there, have them active, and still be able to use the extended ear.

The goggles/gasmask thing is already in the current release, but now that I think of the little bit of training I did, actually having that much junk on your head has a lot of disadvantages. Restricted field of view, fogged up goggles and garbage noise on the headset. Maybe it's best left as it is.

offtopic/weird thought: has anyone else done minefield clearance training and been told to wear goggles? I always thought that was kinda odd. Unless you're a little ways back from the point guy and don't want to get any brain in your eye what difference will it make?
Re: "1.13" Mod - Main Thread[message #10651] Fri, 02 September 2005 17:09 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
On the gasmask reducing accuricy, i think using NVG's should have a tunnel vision effect.

I also saw the images of a NVG and Thermal's proof camoflage, if you got NVG or Thermals you really cant see the person wearing the armour. Maybe a something Mike could have?
Re: "1.13" Mod - Main Thread[message #10652] Fri, 02 September 2005 18:04 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:
offtopic/weird thought: has anyone else done minefield clearance training and been told to wear goggles? I always thought that was kinda odd. Unless you're a little ways back from the point guy and don't want to get any brain in your eye what difference will it make?
"Safety first!" - It's the sapper's motto Very Happy
Re: "1.13" Mod - Main Thread[message #10653] Fri, 02 September 2005 22:30 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
maps can be converted form ja2 to UB format and vica-versa by using the UB mapconverter tool

i`m playing with an exe that heavily penalizes weapons if their condition is below 90 or 85 percent and so. I find this exagerated

you have to first repair pretty much anything an enemy drops. and for some odd reason, unreliable guns seem to become more inaccurate even at 100 percent

so the weapon condition influence should in my opinion be tested intensely ingame, because it can become annoying (imagine you`ve had to wade/ swim through water and your weapons are below 85 percent. you encounter enemies but can hardly hit them even from short distance)

the nvg tunnel effect is also a nice idea
Re: "1.13" Mod - Main Thread[message #10654] Sat, 03 September 2005 01:05 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
You know, back when I played the 800x600 mod where I turned drops to everything, I noticed alot of the elite gaurd actually had gasmasks AND Ultra-Violet goggles. Also, the whole part where they didn't get effected by the multiple mustard grenades I kept lobbing at them also served as a clue.
Goggles and Gasmasks both don't work together. Make 'em incampatible.

Increasing the Tileset using the map-convertor is your best bet, but if you want a smaller file for the mod, then you better just make a .bat which automaticly does it from the game files.
Either way works.

And finally, 800x600 would be my greatest wish. First of all, you'll need a team of quite a few. I would happily endorse it with whatever you need, aslong as my frequent Apathy streaks that I keep getting won't affect it Razz. I'm pretty sure the Mod Squad would help, but that's batman and the gang's choice.

Keep up good work up, MM!
Re: "1.13" Mod - Main Thread[message #10655] Sat, 03 September 2005 01:20 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Police L.T. i think the nvg+mask is a more promissing issue than simply scraping it. Would it be possiable to make the items a "combination" (such as rod + spring) however the 2 items can be used individualy?
We still need gas to block vision, and the reult of wearing this items would be say a -5% to accuricy and a 30% tunnel vision
But i also feel as through normal gas masks should have a -10% accuricy and both gas and NVG have a 20% tunnel vision, so wearing the combination is good but not completly elite?
Re: "1.13" Mod - Main Thread[message #10656] Sat, 03 September 2005 02:13 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Right they should be allowable but with penalties. This would both reflect real life and open the door to higher tech mods as a possibility where (one day I'm sure) headgear will be an advantage to marksmanship if anything.

If possible, adjustable penalties and combinations would be the best bet because then we could best reflect whatever tech level we want to depict in our mods.
Re: "1.13" Mod - Main Thread[message #10657] Sat, 03 September 2005 03:20 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
There's already two versions of Night Vision Enhancement in JA2: Night Vision Goggles and the "UltraVision" Goggles. As a possible interim step, how about having the basic NVG incompatible with the gas mask and only the "high-end" UV Goggles compatible with gas masks?

Is there a limit on how many attributes (for lack of a better description) an item can have? ie. is the "all but the kitchen sink" helmet feasible with the planned externalization.


Re: "1.13" Mod - Main Thread[message #10658] Sat, 03 September 2005 03:59 Go to previous messageGo to next message
Madd_Mugsy

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

Is there a limit on how many attributes (for lack of a better description) an item can have? ie. is the "all but the kitchen sink" helmet feasible with the planned externalization.
There's no limit, but not all attributes are used by all item types. So a helmet could not give you an ammo capacity or to-hit bonus, for instance.

PS: Has anybody ever heard Shadow say his "Spidey Sense" is tingling? I think I found a new quote...


Re: "1.13" Mod - Main Thread[message #10659] Sat, 03 September 2005 07:06 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
Good news everyone,

I believe I am finished with my tileset project and it's a solution that will work unless something better comes along. I have made 22 tileset template files with all the UC,UB and ground texture terrain fixes and all of them loaded successfully this morning in the regular Beta editor. I also did edited the UB ja2set.dat so both editors work with the same Tileset folder. I have playtested both a snow map and the UC airport map with sucess with your .exe. Just need to use the map converter with either editor version.

I'm using a plain vanilla ja2 with a 1.07 version where the Beta editor is. The UC campaign beta version also works, but you need to assign the map a alphanumeric place in the gameworld firstwith the regular beta so it can show the mapper all the internal data. All the templates have descriptive names, no numbers.

I have a long readme enclosed that goes over everything. I'll make the .txt file seperate to view as well. It's right on 13.9 megs as a .zip file. I'm think that my Geocities free site goes up to 15 megs, but PageBuilder refuses to load here at the library to test it out.

I'll wait until tomorrow morning until leaving on a work commute because I want this up so everyone can check it out.

Later,

Nighthawk
Re: "1.13" Mod - Main Thread[message #10660] Sat, 03 September 2005 08:09 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
On a related subject, I read earlier that the smguns and smitem .sti's is up to 5000!!! How about the mgguns in the interface folder whose pics appear in the map editors? Her's hoping that can be raised as well.

If we had to be limited to 350 items in the editor, we could edit all the external weapon and item.xmls to be the lower end stuff that appears in maps. I read that everything can be made available or not to BobbyRay, all the gun dealers and maybe NPC's.

I think all the really good stuff should be with the placed NPC gun dealers so we had to visit them often to not miss anything hightech.

One thing I have not figured out is how to set a specific number of enemies to appear, detailed placement or not. It seems map location dependant. We need to get the Strategic Map Editor(1.07) by Azarel to recognize your exe. A modder can choose to enable alternate maps, edit sector travel time and type, move the mine sectors and determine any income levels, enemy and reinvasion data and more. Hopefully you can pull some of this stuff out also.

I'll return here in the morning to get those files up. A little more playtesting can't hurt.

Nighthawk
Re: "1.13" Mod - Main Thread[message #10661] Sat, 03 September 2005 09:01 Go to previous messageGo to next message
ratbag

 
Messages:6
Registered:December 2004
Location: Australia
Quote:
Majek: one request from me.
since Drop all is an option i think we need some way to quickly destroy/erase items in inventory without needing to drag it to the trashbin and then confirming to destroy it.
Unless somebody has already taken care of it, I did it like this:

From line 1370 to 1391 in file Map Screen Interface Map Inventory.cpp

Replace
if (fOk)
	{
		// Dirty interface
		fMapPanelDirty = TRUE;
		gpItemPointer = &gItemPointer;

		gpItemPointerSoldier = NULL;

		// now set the cursor
		guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
		gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;

		fMapInventoryItem = TRUE;
		MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );	
		SetCurrentCursorFromDatabase( EXTERN_CURSOR );

		if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
		{
			ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
			fTeamPanelDirty = TRUE;
		}
	}  
With

 if (fOk)
	{
		// Dirty interface
		fMapPanelDirty = TRUE;
		gpItemPointer = &gItemPointer;
		
		// ADDED this if.
		if(_KeyDown ( CTRL )){		  
			gpItemPointer = NULL;
			fMapInventoryItem=FALSE;

			if ( fShowMapInventoryPool ){
				HandleButtonStatesWhileMapInventoryActive();
			}
		} else {
			gpItemPointerSoldier = NULL;
			// now set the cursor
			guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
			gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;

			fMapInventoryItem = TRUE;
			MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );	
			SetCurrentCursorFromDatabase( EXTERN_CURSOR );
		}

		if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
		{
			ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
			fTeamPanelDirty = TRUE;
		}
	} 
This will allow you to delete items from the inventory directly (without using the trash can) by holding control while left clicking (one item) or shift left clicking (all items).
Re: "1.13" Mod - Main Thread[message #10662] Sat, 03 September 2005 09:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Nice work, ratbag; I'll get that in there tonight. :cheers:


Re: "1.13" Mod - Main Thread[message #10663] Sat, 03 September 2005 14:41 Go to previous messageGo to next message
ratbag

 
Messages:6
Registered:December 2004
Location: Australia
Glad to help Smile
Re: "1.13" Mod - Main Thread[message #10664] Sat, 03 September 2005 16:28 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
I just looked up some Calico data, they made mags in 50 & 100 rd cap. Probably an unnecessary complication to add any bigger Calico mags to the game. I did find this cool demonstration video though: http://defensereview.com/1_31_2004/calico.mov

An interesting series of guns but I can see why you might not want to take it into a combat zone. The loading and care might be a bit much.
Re: "1.13" Mod - Main Thread[message #10665] Sat, 03 September 2005 19:17 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Remember that UB editor doesn't have all features: no NPC placement, no keys and locks, what else? But it is somewhat more stable than the Beta, which isn't saying much.

@John Wright: I have made a number of custom tileset files: mostly compilations or expansions of existing JA2 and UB tiles. I can send them to you if you are interested.

Gas masks and NVG/UVG: Elites can wear both - that has always been the case. Redshirts get either one or the other, not both. Remember that if you heavily penalize these items with tunnel vision and inaccuracy, you'll penalize enemies perhaps more than mercs, because enemies always wear whatever head gear they've got.

Weapon condition: the way I proposed to implement it, the penalty applies to effective marksmanship - not to your chance to hit. So if you have marks. 85 and weapon in 90% condition, your adjusted marksm. will be about 76. All other penalties and bonuses will apply on top of that. If this seems like too much, the penalty could be reduced. This could also be made an option in the ini file for those who would rather keep things the way they are.

Quote:
Suppression fire:

Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof.
Perhaps allow suppr. fire if they have more than 50 rounds on them total? Otherwise this will rarely work, esp. if a particular mod doesn't have many large-capacity guns. Also 10% CTH might be a bit much, considering that it's unaimed fire at a (usually) unseen enemy - but I am not sure about this. A nice touch would be to enable this only for "cunning" enemies - "agressive" will just rush headlong into battle. And if it's still too frequent, you could move this option further down the decision queue.

Why no shooting at rooves?

@Mugsy: How about enabling built-in attachments for weapons (the way the Rocket Rifle has a built-in laser scope)? Some CTH code will have to be modified, apart from everything else...
Re: "1.13" Mod - Main Thread[message #10666] Sun, 04 September 2005 03:34 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
Thank you very much, Snap. Give me a link to them. There are still 24 unaltered tilesets in my project, and there is too much repeating furniture and other things.

Here it is:

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

The 3 tileset files will have to be combined into 1 called Tilesets. It can be placed in both your JA2 and UB game folder under Data/Tilesets. The Tools file has the map converter and Snap's radar map program. Ignore or delete the merge batch file; it is not needed any more.

The data file has a Binary Data folder with the 2 seperate set.dat files. They go in JA2/Data/BinaryData and UB/Data/BinaryData. The Maps folder with the beta templates goes only in JA2/Data/Maps. The help file is both seperate and included in the Data folder. The website link version seems to be missing some of my Bonus technical jargon but the one included will have all of it.

When I get Snap's material into this, the final version will have to be on FilePlanet/Shack or right here somewhere. Anyone who does not have the Beta editor I think it's still available for download somewhere. The beta campaign editor and Strategic Map Editor is in the UC utilities pack. If you do not have a copy of UB, I can put the Editor folder on my site or email it to you.

I would like to thank Snap for his Tileset Editor 110r and unslf programs, otherwise this could not be done.

Let's start mapping!

Nighthawk
Re: "1.13" Mod - Main Thread[message #10667] Sun, 04 September 2005 04:38 Go to previous messageGo to next message
Madd_Mugsy

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

Built-in attachments (bonuses), like the rocket rifle laser scope, are already doable in my new code.

Suppr fire: Enemies must have > 0% chance to hit, >= 50 round capacity in their guns, and > 20 bullets remaining (we don't want them to waste all their ammo on suppression fire).

No shooting at roofs because there's a 100% chance of missing, and mercs don't react to it the same way.


Re: "1.13" Mod - Main Thread[message #10668] Sun, 04 September 2005 05:17 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Great to hear about the attachments, but just to clarify are you including in your answer built-in attached Underslung Launchers, the old Talon UGL and new ones defined in the external files? Or can a weapon be defined as both a magazine firing gun and a launcher (with its own attachment definition for its own grenades)? Sorry, if its already been answered. Like many of the others I'm thinking of playing around with externalized files next release.


Re: "1.13" Mod - Main Thread[message #10669] Sun, 04 September 2005 08:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
You will be able to set the grenadelauncher flag on a weapon to have it act as if a talon were attached. But you'll still need to add the gl grenades to its allowable launchables list. This _only_ works with the grenade launcher tag. Not the rocketlauncher or mortar tags, as they do not have separate fire modes available like the talon does. Also note that if a gun has the grenadelauncher tag, it will use the Talon's launching sound by default.


Re: "1.13" Mod - Main Thread[message #10670] Sun, 04 September 2005 10:38 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
This means it will be possible to have multiple grenades in the Talon? If so, would it be possible for a full auto grenade launcher?


Sorry......greedy again.
Re: "1.13" Mod - Main Thread[message #10671] Sun, 04 September 2005 11:08 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
At the very least another type of Grenade Launcher with its own set of grenades. The current Western 40mm's in game, the Soviet/Russion 40mm Muzzle loading type seen in UC, new fangled 20-25mm for the various "Objective..." projects.

Now if there was any way to turn an attachment slot into a "stackable" storage slot, this would open the way for multi-shot grenade launchers or equipment bandoliers (armour that could have X Number of the same item type stacked into it).

Alternatively can the Action Point cost of attaching an item be adjusted. An automatic GL would just be a grenade laucher with zero loading cost and be fed from one of the Merc's normal stacking pockets.

Once turned the M79 into an "auto-loading" xM25 by turing the mini-grenades into 25mm and giving it a low firing cost (some artwork helped too). Still took 5 points to load, but only 5 more to fire. Gave a decent effect of being able to fire two rounds a combat turn, but it did take up two large merc cargo slots, 1 for the M25, and another for six grenades. However the thing did self load when the firing button was clicked. To "simulate" the electronic sighting system for the in-development M25, just gave the JA2 Modded xM25 extra range. Now that I think about it all that is needed to do this again (without sacrificing the M79) was just confirmed by Madd Muggsy.

Sorry, now I'm getting carried away.


Re: "1.13" Mod - Main Thread[message #10672] Sun, 04 September 2005 11:44 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
@John: I'll see if I can post the tilesets to my Geocities site. Be careful with UC tilesets: they were created hurriedly, and AFAIK with little knowledge about the JSD structure descriptors. They may be very glitchy.

@Madd: Good deal with attachments!
But I would still relax the requirement for ammo capacity in suppression fire. It's not just for machine guns - I've seen it in the movies Wink

A question about duckbill: does it really make sense for it to increase shotgun range? The way it is implemented, duckbill restricts the pellet spread to the horizontal plane, at the same time increasing the spread angle. So in theory, if their ballistic model works, duckbill should give you a bit more chance to hit. By the way, if you feel like shotguns are inaccurate for their declared range, that's because their CTH is halved! However, this is only done for buckshot, so in theory, slugs should already be twice as accurate as buckshot.

Finally, I posted some code to make CTH bonuses from sun goggles and laser scopes more realistic.
Re: "1.13" Mod - Main Thread[message #10673] Sun, 04 September 2005 11:57 Go to previous messageGo to next message
Madd_Mugsy

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

This means it will be possible to have multiple grenades in the Talon? If so, would it be possible for a full auto grenade launcher?
Nope. Sorry. It acts like an invisible attached talon.

Snap,

Suppr. Fire: I'll just make it so that they need to have at least 30 bullets remaining, and remove the >=50 check.

If you don't like the duckbill range increase, you will be able to remove it in the items.xml.


Re: "1.13" Mod - Main Thread[message #10674] Sun, 04 September 2005 12:07 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I always took the duckbill to be the same concept as a choke. Since the shot is 'wadded' together (for lack of a better term) by a choke or duckbill the area of effect would be somewhat sacrificed for better range. This is how chokes have worked on every shotgun I've ever fired. Although you're pattern is greatly narrowed (not so good for shooting birds or other swiftly moving targets) concentrated aim is both possible and highly effective especially in dense foliage.
As Mugsy already has it, slugs have 2 tiles more range than shot with a duckbill attached and I think this is a pretty good depiction. My problem with the standard Ja2 range using a duckbill is that it is considerably less than firearms using pistol ammo. And while this may be the case under specific circumstances, I don't think it is an accurate general depiction.
Re: "1.13" Mod - Main Thread[message #10675] Sun, 04 September 2005 15:30 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
Re: the duckbill choke. I think it was used in the early 60s as a limited deployment modification to combat shotguns to produce an elleptical shot pattern. I believe the idea was to give a greater chance to hit more than a single target in the arc of fire or a target moving quickly across the arc of fire. The damage from a full-choke gun at the same range would be greater but you'd have a lower chance to hit. The duckbill would allow you to hit multiple targets in a limited arc but with lower damage (less pellet concentration) per target. I'm not sure how this is implemented in the code.
Re: "1.13" Mod - Main Thread[message #10676] Sun, 04 September 2005 18:16 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Two things:

Someone asked awhile ago about being able to create large explosions using regular ammo.

Well, the actual available ammunition types (AP, HP, HE, HEAT, etc.) and explosion types are still hard coded. I'll try and get them out for a future release. For now, in the next release, there will be an ammo type (labeled in the code as AMMO_GRENADE) that you can use to create grenade-sized explosions. This ammo will have the same effects and properties as the HE rocket ammo, but will generate a larger explosion animation & sound.

Second: I'm not going to make the release date. I still have to finish documenting all the xml files so you folks can actually figure them out on your own. Plus, I still need to do the pics for the 9mm and 5.56mm feed clip kits for the C-Mags. Finally, if someone can post some decent stats for the HK MP-7, I'll try and get that in there too.


Re: "1.13" Mod - Main Thread[message #10677] Sun, 04 September 2005 20:30 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
http://hkpro.com/pdw.htm

This has the stats of the actual gun and compares it to the p90, which is in the game already. This should allow you to adjust the stats accordingly.
Re: "1.13" Mod - Main Thread[message #10678] Sun, 04 September 2005 21:45 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
what about a thread concerning weapons/ items that should make it into the 1.13 Mod?

since there ar huge possibilites (5000 items), we could just work out a wish list and then see what graphics have to be made.


there are pictures and stats around, the PDW was in pretty much every recent Mod, so good pictures are available as well
Re: "1.13" Mod - Main Thread[message #10679] Mon, 05 September 2005 00:31 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
i think that insted of tonnes of guns and normal, there should be a tickbox selection of guns, hell this could be used for timeframes of guns
1900-1925
1935-1950
1955-1960
1970-1980
1990 -->
2100 -->

or brands(eg H&H), or countires(eg china), of orginisations (WP, NATO)

the only problem in that would be the mapping of items in the game.
Re: "1.13" Mod - Main Thread[message #10680] Mon, 05 September 2005 03:27 Go to previous messageGo to next message
Madd_Mugsy

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

good idea!

lochmacher,

thanks!


Re: "1.13" Mod - Main Thread[message #10681] Mon, 05 September 2005 06:21 Go to previous messageGo to next message
perez24

 
Messages:27
Registered:April 2001
Location: usa
I hate to ask a dumb question, but does this mod include the 1.12 patch I thought I read about, or do I need to get the patch first.

Mod looks cool.
Re: "1.13" Mod - Main Thread[message #10682] Mon, 05 September 2005 12:16 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
HEY!, It's nice to see some life in these forums again, especially about a new MOD!

MM, sounds like you are doing a great job.

Unlike you guys who are programmers, but aren't fluent in C/C++, I'm a hack, so I'm just the opposite, I can't program for shit, but I am VERY fluent in programming languages ranging from Asembly on several different processers, to VB, C, C++ and Delphi. That may not make a whole lot of sense, but what it boils down to, is that I taught myself, and my code shows it (very obviously actually).

At any rate, I may be able to at least answer some of your questions, and or find those hard to reach bugs.

I just have one question, you mentioned .NET, does this mean you've recompiled your version of the code in .Net? Or is it still compiling in VS6? I need to know which one I need to install on my machine.

I haven't quite finished reading this loooong thread, so I'm gonna go back to doing that for now, just wanted to introduce myself and offer any assistance neccessary, as I'd really like to help carry on the dream of making JA2 easily modifiable by the masses.


Re: "1.13" Mod - Main Thread[message #10683] Mon, 05 September 2005 12:39 Go to previous messageGo to previous message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
i`ve started a list myself with possible additions of weapons. I read that ammo slots are still scarce? i`d really like to see 7.62*54R though

i already have lower-tech rifles ready in that caliber

should i stick with existing calibers? i mean, there`s a lot around that fires 5.56 and 9mm if ammo slots are still limited

btw @Muggsy is sent you some pics and data for MP-7 PDW
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