Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10684] Mon, 05 September 2005 15:28 Go to previous messageGo to next message
gmonk

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

Did you say you had fixed the bug that causes the wierd tile-refresh problem in the upcoming release?

Playtest notes:
I'm at Balime now. I decided to draw it out as long as I could so I've captured every city and built fully-trained militias. I'm not finding the 'drop all' option so much profitable moneywise but I notice that it's better to go 'hunting' for supplies than to buy them from BR or Tony or repair broken gear. Never, never give a psycho character a weapon with a 200 rd magazine! Although the suppression effect is pretty spectacular. Bugs so far: the Hicks on-roof thing, the 'phantom enemy' bug, and the tile refresh bug. I've had a few situation where the last enemy or two have positioned themselves just offscreen and had to go into autoresolve to finish the combat. I've only had a couple of CTD problems related to explosions and a couple of lockups during turn-based combat at the end of the enemy phase. Other than that no new bugs or problems.

Oh yeah, watching the militia in some of the sectors with buildings is a hoot. Like watching Olympic gymnastics.

Is it possible to make the RPG rounds stackable like the mortar shells? I thought they might be more portable than mortar rounds rather than less portable.
Re: "1.13" Mod - Main Thread[message #10685] Mon, 05 September 2005 18:03 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
@Perez: I am not sure whether the 1.12 patch updates anything other than the executable. It can't hurt to install it though.

@Kaiden: AFAIK, it compiles in VC++ 2003, AKA .NET. The compiler version that I've seen in the project files is 7.1, anyway. I've been able to compile all of the code, though I don't know how to build it - waiting for some tips, so that I don't waste much time trying to figure it out myself. I am not an experienced programmer, as you can see. But once I get myself set up with the code, I might be able to do a bit more than post untested snippets Smile (any luck with those, Mugsy?)

@gpmg: Yes, it's possible.
Re: "1.13" Mod - Main Thread[message #10686] Mon, 05 September 2005 22:10 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
My help here was not requested.
Hope a player is welcomed,though.
This is a (personal) wish list,concerning mercenaries,enemies and weapons.I for one will not go into modding,but I hope I can give something back to this community.

MERCS
Playing a game with overpowered mecenaries and stupid enemies,like in UC is no fun,agreed.

Playing underpowered mercs will raise AGAIN the "this is starting to...well,you know..." kind of topic.Undesirable.

On the other hand,a 6-team of the "overpowered" UB mercs under a veteran player's comand could kick Wildfire's babies sky-high and back!Hmm.
From what I read the AI is even more advanced,SO please take care.The mercenaries must at least be at the original game's proficiency.

On the other hand,if you aim for realism PLEASE make the mercs that fire from the hip(Wolf,for example) auto weapons specialists.Gus could be AW-HW.I costumised the full roster once,for personal use,and they looked more than OK,IMO...
A GP must find its way in the game,so that the Grizzly type won't look like a bozo!

ENEMIES
The Wildfire number of enemies in expert is allright.I for one will play the "ultimate challenge" setting once,and be bored. Very Happy
You don't want my (ex-) military background to surface,or me to send you their pathetic little balls back to you,so that you can see what we,the players,can do to them...
No,Az will not say "YEAH,GIMME MORE,MORE,MORE"...But better is fine.

WEAPONS
More?Better!
The minimal requirements of a good commander should include:
1)sniping rifles(AP 8-11+ draw):
-range 65-90 high power system.Walther,PSG or another .308 type.An urban ops type,with higher damage and shorter range would be great.
-Vintorez silent type,range around 40.
2)assault type (AP 6/7 - collimators for r&s )
Steyrs,suppressed M4s and Grozas allright?,taloned Diemacos,G36s,all this shit is a must in a nowadays mod!
3)sileanceable/laser SMGs (5 AP)
Blah,what about MP7s instead of MP5K and P90s instead of MP5s?A shitty one and a beauty?Again,not more but better!I mean we have mercenaries with self respect there,not 5-th world country bums...
4)pistols,and good ones,AP 4-5.
Manufacturers have upgraded their offer a lot since JA2 was made,dig some fancy ones,please.
5)LMG
Buzz off man!Good for defending positions and terrorising,yeah.Throw in 3 of them,if you must...

So what do you say?

Re: "1.13" Mod - Main Thread[message #10687] Tue, 06 September 2005 02:45 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
The only reason I asked, is last time we moved a project from VS6 to VS.Net it was a 3 month long headache, but then again, that was about 1.7 million lines of code in an enterprise app so maybe JA2 moved over just fine and easy.

So I'll get it loaded up and start going through MM's new code. I spent 10 weeks digging through the original code and modifying it so it shouldn't take me more than a week or two to dig through and see what you've done with it.

Oh one more question to anyone, I was wanting to load up UC again and play around with it, and since I recently bought a new comp, I came here to download it (which is when I found this thread Smile Anyway, question: UC works with 1.07, well, I have 1.03, patch to 1.09 ( I think it is), 1.12, and WildFire, How the hell do I get 1.07 so I can play UC, or will it work by replacing the executable for 1.12, or 1.03?

I don't specifically remember having to do anything "special" to get it to work with the original 1.03 version with the Sir-Tech patch to 1.09, but maybe I did, it was so long ago.


Re: "1.13" Mod - Main Thread[message #10688] Tue, 06 September 2005 03:17 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I think if you could work on the crashes and make suggestions as to general clean up of the code you'd be of great help.

As far as UC installation I'm almost certain it installs over 1.03 without a problem but if you need the 1.07 and can't find it just e-mail me and I'll send it to you.
Re: "1.13" Mod - Main Thread[message #10689] Tue, 06 September 2005 04:18 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Snap, I saw your other thread asking for help, and unfortunately, off the top of my head, I can't help you, it's been quite a while since I loaded up the original JA2 source code, was a different comp, so I'm having to re-install everything. Soon as I get it all loaded up, I'll post you some step by steps ok?


Khor, Didn't someone on here somewhere mention that the 1.07 patch was on the original CD? If so which one? the Play disc or Install Disc? Either way, if it wouldn't be too much of a problem and you e-mailed it to me, that would solve the issue either way, then I would be able to load up any version of Ja2. (Burning all this extra crap on a CD this time so I don't have to worry about trying to find it all online next time i have to reload) Smile But I'm not bitter!

EDIT: Yeah it might help if you knew how to e-mail me, I recently e-mailed you regarding the desktop utilities. acyf88.

EDIT2: Well I can't seem to find my .NET Cd's. lost in the last move would be my guess, I'll have to get mad about it later, for right now, I'm gonna install VC6 and see if I can get it to compile and build there. I don't see why not, aside from some minor syntax issues which are probably not an issue in this particular code, I doubt there are too many .Net functions being used (except for maybe some of the xml reading MM?)


Re: "1.13" Mod - Main Thread[message #10690] Tue, 06 September 2005 04:52 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
The 1.07 is one of the patches that were released (to my knowledge) after the game and wouldn't have been included on the original CD.

I have it and will send the 1.07 to you right away.
Re: "1.13" Mod - Main Thread[message #10691] Tue, 06 September 2005 07:18 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Sorry for the delay folks. I've been busy with RL and with working on the mod.

After some playtesting, I've decided to scrap integrated grenade launchers since they're just using the same firing stats as the guns. Instead, just create a new attachment, give it the inseparable attribute, and use the new tag I just added, DefaultAttachment, to specify the GL attachment.

Plus by doing it this way, I'm able to put in another feature I've just figured out how to do...


The tileset redraw bug is still there. I was hoping that some of the UB blitting code would fix it, but no luck.

I've figured out what causes the invisible hicks/enemies bug, but I'm still not sure why it happens.

Would someone be able to please do up some nice 9mm and 5.56mm feed clip kit pics for me? Mine look like crap.

Kaiden:

Any help you can provide would be much appreciated. I'm a VB/VB.NET guy and I'm kind of learning C++ as I go here. I'm pretty much hacking at this point, and I know I'm writing uglier code than I would need to in VB, but I'm just not familiar enough with the language to do any better. I could really use some help with tracking down some of the bugs.

You can enable logging to Debug.txt by enabling the SGP_DEBUG define in builddefines.h and then using the DebugMsg function to write to the file.

Cheers and TIA!


Re: "1.13" Mod - Main Thread[message #10692] Tue, 06 September 2005 08:47 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Not a problem, I've made my living the past 5 years fixing bugs and adding features to someone else's code. And turns out, it's a hobby of mine too Smile I'm just glad that someone has decided to run with the CVS code again!

It will take me some time to get everything loaded and familiarize myself with your modifications, I just got VS6 installed, and I hope it'll compile and build without .NET.

Did you make any specific modifications to get it to compile in .Net? Or did anyone on the CVS project?


Re: "1.13" Mod - Main Thread[message #10693] Tue, 06 September 2005 11:56 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Just gave a shot at doing up sti's of the 5.56mm and 9mm C-Mag feed clips, both 60x55 big and 27x25 small w/green outline. Doesn't look like much though, but if you want to take a look at it tell me how best to get it to you.


Re: "1.13" Mod - Main Thread[message #10694] Tue, 06 September 2005 12:37 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Ok, I've got the source loaded up in VC6 just fine, although it is the 8/20/05 source...

And I need a list of bugs that are still occuring, I checked out the credits screen and it worked just fine for me.

However, I started a game, took magic for a day, and my 3rd enemy lying prone crashed the game. Wish I had been in debug mode lol.

EDIT: OK building debug version, and will use it from now on Smile


Re: "1.13" Mod - Main Thread[message #10695] Tue, 06 September 2005 14:17 Go to previous messageGo to next message
Madd_Mugsy

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

The biggest bugs are the ones I mentioned in my post above: the invisible enemies and the tile not redrawing. The credits screen thing is weird too. Any crashes you encounter would be nice to identify too Wink Thanks! I don't have any nice shared source control for everyone to merge their changes into, so for now just email your changes / files to me, and I can merge them in using Beyond Compare.

I anticipate that the next version will have many new bugs for everyone to discover. I have made sooo many changes to the way a lot of things work, that my paltry one-man playtesting just isn't going to find everything.

wil473,

Send 'em to me by email. Thanks!


Re: "1.13" Mod - Main Thread[message #10696] Tue, 06 September 2005 14:17 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
DecideAction
CheckIfTossPossible
calcmaxtossrange
CheckIfSniperShotPossible
CheckIfSniperShotPossible: found a gun item # 338
CheckIfSniperShotPossible: weapon type 1
CheckIfSniperShotPossible: checking for scope
decideactionred: sniper shot not possible
decideactionred: weapon in slot #5
decideactionred: men in sector 1, ubspotters called by 0, nobody 156
decideactionred: crouch and rest if running out of breath
decideactionred: calculate morale
decideactionred: radio red alert?
decideactionred: main red ai
decideactionred: check to continue flanking
decideactionred: checking to seek
decideactionred: couldn't seek
decideactionred: checking to watch
decideactionred: couldn't watch
decideactionred: checking to help
decideactionred: couldn't help
decideactionred: checking to hide
decideactionred: couldn't hide
decideactionred: nothing to do!
decideactionred: look around towards opponent
Music EndCallback 513 5
Music EndCallback completed

Ok here's what I found, it seems to stop at "look around towards opponent" and then crashes, I get no further debug messages. The fact the Music EndCallback completed is called, indicates to me (and I'm no authority on the subject having not looked at the source code in almost a year) that it crashed "gracefully" meaning that the current function ended and returned, causing the calling procedure or function to also end abruptly, all the way out until the game itself was exited as if someone hit the "quit" button.

Otherwise, there should be alot more messages between :
decideactionred: look around towards opponent

and :
Music EndCallback 513 5
Music EndCallback completed

So just from reading this and skimming through decideaction.cpp, Something is missing in the end if an enemy makes it all the way through the RED actions loop without finding anything to do.

The previous decide action messages were these:


DecideAction
CheckIfTossPossible
calcmaxtossrange
CheckIfSniperShotPossible
CheckIfSniperShotPossible: found a gun item # 7
CheckIfSniperShotPossible: weapon type 1
CheckIfSniperShotPossible: checking for scope
decideactionred: sniper shot not possible
decideactionred: weapon in slot #5
decideactionred: men in sector 2, ubspotters called by 0, nobody 156
decideactionred: crouch and rest if running out of breath
decideactionred: calculate morale
decideactionred: radio red alert?
decideactionred: main red ai
decideactionred: check to continue flanking
decideactionred: continue flanking
FindFlankingSpot: orig loc = 8229, loc to flank = 4869
FindFlankingSpot: direction to loc = 0, dir to flank = 2
FindFlankingSpot: return grid no 7752
DecideAction done
NPCDoesAct
NPCDoesAct done
Soldier 21: Get new path


Anyway I searched up, and found a few more decide action sets, this one seems to be a problem to me at this point, but I could be wrong:

DecideAction
CheckIfTossPossible
calcmaxtossrange
CheckIfSniperShotPossible
CheckIfSniperShotPossible: found a gun item # 7
CheckIfSniperShotPossible: weapon type 1
CheckIfSniperShotPossible: checking for scope
decideactionred: sniper shot not possible
decideactionred: weapon in slot #5
decideactionred: men in sector 2, ubspotters called by 0, nobody 156
decideactionred: crouch and rest if running out of breath
decideactionred: calculate morale
decideactionred: radio red alert?
decideactionred: checking to radio red alert
decideactionred: main red ai
decideactionred: check to continue flanking
decideactionred: checking to seek
decideactionred: couldn't seek
decideactionred: checking to watch
decideactionred: couldn't watch
decideactionred: checking to help
decideactionred: couldn't help
decideactionred: checking to hide

Then about 500 of these:

GunRange: rng=200
GunRange: base rng=200
GunRange: rng=200
GunRange: base rng=200
GunRange: rng=200
GunRange: base rng=200
GunRange: rng=200
GunRange: base rng=200
GunRange: rng=200
GunRange: base rng=200
GunRange: rng=200
GunRange: base rng=200

Then finally gets down to:

DecideAction done
NPCDoesAct
NPCDoesAct done
Soldier 21: Get new path
Deduct Points (21 at 9034) 2 10

And 2 Decideaction's before that whole set, was this one:

DecideAction
CheckIfTossPossible
calcmaxtossrange
CheckIfSniperShotPossible
CheckIfSniperShotPossible: found a gun item # 338
CheckIfSniperShotPossible: weapon type 1
CheckIfSniperShotPossible: checking for scope
decideactionred: sniper shot not possible
decideactionred: weapon in slot #5
decideactionred: men in sector 2, ubspotters called by 0, nobody 156
decideactionred: crouch and rest if running out of breath
decideactionred: calculate morale
decideactionred: radio red alert?
decideactionred: checking to radio red alert
decideactionred: main red ai
decideactionred: check to continue flanking
decideactionred: checking to seek
decideactionred: seek opponent
decideactionred: couldn't seek
decideactionred: checking to watch
decideactionred: couldn't watch
decideactionred: checking to help
decideactionred: couldn't help
decideactionred: checking to hide
decideactionred: couldn't hide
decideactionred: nothing to do!
decideactionred: look around towards opponent
DecideAction done
NPC has no action assigned

Which I beleive is how the last one SHOULD have ended. I think that maybe, there was a problem finding a merc to look towards. But... It's late and I'll take another look at it tommorrow evening when I get home from work, right now I'm tired and gotta go to bed.

Mugsy, if you have time/want to look through it, if it's useful info, I was playing with the default settings which are Experienced, Good, and Everything (I beleive).

I had Magic and Shadow on one-day tickets, and all of the enemies had pistols of one kind or another. And playing in this fashion, I've crashed the game 3 times in Sector A9.

EDIT: it's going to take me some time to get back up to speed on the source, especially now that it's heavily modified. Until then I'll do the best I can at spotting bugs in the code, you may have to "remind" me which source file I'm looking for in some cases though, this one was easy to find because of the debug log. Anyway like I said, I'll look at the code again tommorrow and see if I can spot what's crashing.


Re: "1.13" Mod - Main Thread[message #10697] Tue, 06 September 2005 14:34 Go to previous messageGo to next message
Madd_Mugsy

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

You can also try emailing me your savegame, and I can see if I can replicate the crash here. Thanks!


Re: "1.13" Mod - Main Thread[message #10698] Tue, 06 September 2005 18:52 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Is there anyway to stop tanks turning their surrents in circles for half a bloody hour?

and can you spead up turns as in have ja use more cpu or whatnot, make any actions we cant see (as far as talking on radio) happen in a click cause we cant see em? (just an idea)
Re: "1.13" Mod - Main Thread[message #10699] Tue, 06 September 2005 19:02 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
@John: OK, you can download my custom sets here:

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

(Hope this will work without the index.) The file is snap-sets.zip. See the text file inside the archive. Console STI tools are also on the site in case you might need them. The custom sets include JSD files that "should" work, but they are not 100% tested.

Oh and in case you are wondering why you can't get JA2 to accept tilesets with higher numbers, that's because the limit is hardcoded. To change, add elements to the enum in TileEngine\World Tileset Enums.h. It's best to check the UB code to see how it's done there, in case there are some non-obvious tricks involved.

You should also be aware that even if the tileset limit is increased, simply adding UB tilesets to JA2 won't work. That's because in JA2 the very first tileset acts as a default resource for all subsequent tilesets. IN UB tileset 50 is the default for all tilesets above 50. So, while tileset 50 will still work in JA2 (since it is completely filled), other UB tilsets will be broken.

Once the tileset limit is successfully increased, I can recompile UB tilesets to work in JA2. As for other modifications, I would advise to make them strictly backwards-compatible, at least as part of this project. That is, old maps should still work and, ideally, look the same even with changed tilesets. One way to accomplish such modifications is to add extra objects at the end of STIs that are not filled to capacity - there are a few such examples in my collection. Another way is to replace a duplicate subset in a tileset. However, this can in principle break some maps.

@Kaiden: Thanks for offering help. I'll probably have another go with the source before the end of week.
Re: "1.13" Mod - Main Thread[message #10700] Tue, 06 September 2005 21:55 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
I'll be able to send it after work today. Did you recieve my email from this message board's contact system Madd Mugsy? If not, I'll try to send with what I think is the right address later today.


Re: "1.13" Mod - Main Thread[message #10701] Tue, 06 September 2005 22:37 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
yes
adding new items to the jsd files and to the according .sti`s is a safe way of adding new items to an existing tileset (like it was done it ja2 vengeance for instance)

this won`t change anything in eyisting map files

however, the wish (from my side at least) is to raise tileset number and add new tilesets. because the first method can easily be done using a jsd editor and doesn`t require any code changes
Re: "1.13" Mod - Main Thread[message #10702] Tue, 06 September 2005 23:27 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Now I'm beginning to remember how convoluted this code was!

Lets take this whole "DecideAction" section for starters, being able to successfully modify ANYTHING in a 4500+ line block of If/Else/case statements without crashing the game every time is a feat not to be taken lightly.

Anyway I'm currently muddling through it although I'll probably end up loading up the original source, and diffing the files so I can determine which sections I need to pay more attention to.


Re: "1.13" Mod - Main Thread[message #10703] Wed, 07 September 2005 02:22 Go to previous messageGo to next message
Madd_Mugsy

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

Got your emails. Replies sent.

Grindedstone,

I'll look into the tank thing. I've already changed a few things that should make enemy turns faster in the next version.

Everyone:

First page updated. Yeah, the release date has been pushed back, but there are some nice changes in there Wink


Re: "1.13" Mod - Main Thread[message #10704] Wed, 07 September 2005 02:58 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
I was thinking about this... Since we now have the UB code, wouldn't it make a little sense to "steal" the editor from that code and make a JA2 Gold Campaign editor out of it? That way you get the best of both worlds, JA2's engine and Huge sector map, along with UB's campaign editor and Campaign selector. I think it would make modding even easier. Any comments?


Re: "1.13" Mod - Main Thread[message #10705] Wed, 07 September 2005 03:23 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
I agree that would be awesome. I'm just not familiar enough with the editor to do it on my own Razz

It would appear that there are quite a few changes for the editor in the UB code outside of the editor project itself. And a lot of code is shared between the game and the editor. So we'd need to be careful not to break one with changes to the other.

Not to mention the tileset differences between JA2 and UB. It may be necessary to come up with a new map data format. :shudder: (It will be I think, if people want to place more than the 350 orinally allowed item types. Plus, if we redo the map data format and the prof.dat format, we could finally add new variables to some of the object and merc profile structures. But that's a different giant project...)

BTW, I have not yet externalized the item references in the editor project (item statistics.cpp).


Re: "1.13" Mod - Main Thread[message #10706] Wed, 07 September 2005 04:03 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Yeah, cause then we'd have to redo all of the maps in the game too Smile we'll definitely need a few more experienced coders in on it, and preferably someone experienced with making map editors...


Re: "1.13" Mod - Main Thread[message #10707] Wed, 07 September 2005 04:08 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
just some points: the betaeditor for ja2 allows creating ja2 format maps, placing NPC/ RPC, locks, basicly all you need as a modmaker, except fro the new items exclusive to the 1.13 mod
the point is, the UBeditor is pretty useless compared to the beateditor. if it is possible to bring in the new items into a editor that has the features of the betaeditor that would be absolutely great. just note that the UB Editor is not the tool that is currently in use for creating maps for ja2
Re: "1.13" Mod - Main Thread[message #10708] Wed, 07 September 2005 04:21 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
I know, it was just a place to start. Anyone have the code for the beta editor? Having code makes alot of difference.


Re: "1.13" Mod - Main Thread[message #10709] Wed, 07 September 2005 04:30 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I'm pretty sure I've heard that this code is contained within the original source code? Correct me if I'm mistaken.

Without a mapmaking tool like the Beta editor, a mapping tool would be just a novelty with no real value to mappers.
I've already loaded alot of my modded maps into a project I'm woring on using Mugsy's EXE as the engine. They work fine except (of course) for the truly new items (that is to say items that use slots not used in Ja2's Prof.dat) which cause weird glitches.

Adding new tilesets is possible if you just overwrite existing ones with whatever you like. You can even leave in some of the existing tiles in a multiframe set but just have to make sure the .jsd is of similar size. I realise this is not news to a few of you but just thought I'd let those who haven't fooled around with this too much know that tileset modifacation can already pretty easily be done.

So the only thing that really needs to be coded in is a lot of new slots for items (making this fully compatable with the Map editor) and new folders even for tilesets and we'd really have a monster here. The items are; to me, way more important since they open the door to a lot of new ideas.
Re: "1.13" Mod - Main Thread[message #10710] Wed, 07 September 2005 04:34 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Speaking of items...

I've just added this thread:

1.13 Items Stats and Ideas

And, hey, did anyone notice this part of the stuff for the next version?

Quote:

- Burst & spread fire for grenade launchers
This also works for attached grenade launchers. Plus they use their original launching code and trajectories (they don't just shoot out like bullets). It looks pretty cool, I think. Using the Milkor, you can just pepper a group of enemies with some nice frag bursts.


Re: "1.13" Mod - Main Thread[message #10711] Wed, 07 September 2005 06:41 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
That's great!
But to have an OCIW we have to treat the grenade launcher like an attachment right? Does this mean each grenade is treated like a sperate attachment or can they perhaps be made stackable within the slot? Perhaps even a combination item like grenades + grende magazine might give you a multiple grenade clip?
I also wonder if it is possible to increase the ammount of attachment slots?
Re: "1.13" Mod - Main Thread[message #10712] Wed, 07 September 2005 06:57 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
For the new grenade launchers (full sized non-attachment kind) my guess is he's using grenades like normal ammo is used.

For the attachment kind, then all I can guess is that either yes, you need to load a few grenades as attachments, or he's managed to figure out a way to pull grenade ammo right out of your pack for launchers.

Till he releases the next version, we'll never know Razz


EDIT: Also following MM's example, I've created two new threads in this forum, for bugs and non-item related feature requests. It's going to get difficult trying to read through this whole thread.

EDIT2: New attachment slots would require some graphics editing, as well as alot of code. We're gonna have to try to work around it if we need it.

One option, would be attaching attachments to attachments. Like for instance, loading grenades into a Talon as Attachments, and then loading the Talon as an attachment to the gun (may be what he's already done, and if so, it can be applied to other items).


Re: "1.13" Mod - Main Thread[message #10713] Wed, 07 September 2005 07:36 Go to previous messageGo to next message
ratbag

 
Messages:6
Registered:December 2004
Location: Australia
Quote:
Originally posted by Madd Mugsy:


Grindedstone,

I'll look into the tank thing. I've already changed a few things that should make enemy turns faster in the next version.

I second the tank thing. But more important I feel, is the problem of enemy AI deadlock - where the stupid A.I. spends a minute doing absolutely nothing with a soldier, and eventually just breaks the soldiers turn - until the next enemy round, where it generally does absolutely nothing again. I tried looking at the source to see how it works, but I suppose my lack of experience really shows in this area; I can't figure it out. Congrats to Mugsy for his amazing efforts in hacking through this interminable code.
Re: "1.13" Mod - Main Thread[message #10714] Wed, 07 September 2005 07:42 Go to previous messageGo to next message
Madd_Mugsy

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

Thanks for adding those threads. This one's getting pretty long Smile

For the grenade launchers, I went outside the box...

We can't put attachments on attachments, or alter the OBJECTTYPE structure in any significant way. Doing so screws up the map loading process and the screen will turn red in-game, even though it compiles. So that didn't work.

I also wanted both attached and standalone GLs to continue to use the same launching code. So ammo for one and attachments for the other was no good.

What I ended up doing was a fairly simple hack to make multiple shots possible (the burst code was slightly more involved): I made it so that GLs look at the MagSize weapon attribute: if it's > 1 then any attached launchable can be fired up to MagSize number of times.

Since I can't change the OBJECTTYPE structure, I simply reduce the status of the launchable until it it is used up and removed. The launchable should not have the damageable or repairable flags set (just like the ammo items), so you can't just keep refilling your GL ammo with a toolkit.

This means that multi-shot GLs need their own special ammo that can't be used by single-shot GLs - not really a big deal, considering how many item slots we've got.

You also won't be able to top-off your GL ammo like regular ammo. I'll make it so that GL ammo can be combined like med kits, etc.

Finally, the OICW has an "integrated" GL. It's an attachment marked with the inseparable flag.

I created a DefaultAttachment flag which enables you to specify an attachment that is always attached to a new instance of an item. I set this on the OICW to be the OICW-GL.

Since it's inseparable, it doesn't come off, and since it's the default attachment, it's always there when you find/buy a new OICW. (It's not sold separately Razz ) The OICW loses an attachment slot, but it's already got a built-in laser scope and reflex scope, so it's in pretty good shape anyway.


Re: "1.13" Mod - Main Thread[message #10715] Wed, 07 September 2005 08:39 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Ok now I'm very dissapointed in the Sir-Tech Devs...

/*
// wow, JA1 stuff...
// good guys all have a built-in, magic, "enemy detecting radar"...
if (Status.enemies)
pSoldier->bAlertStatus = STATUS_RED; // enemy sector
else
{
pSoldier->bAlertStatus = STATUS_GREEN; // secured sector

// if he just dropped back from alert status, and it's a GUARD
if ((oldStatus >= STATUS_RED) && (pSoldier->manCategory == MAN_GUARD))
{
if (pSoldier->whereIWas == NOWHERE) // not assigned to any trees
// FUTURE ENHANCEMENT: Look for unguarded trees with tappers
pSoldier->orders = ONCALL;
else // assigned to trees
// FUTURE ENHANCEMENT: If his tree is now tapperless, go ONCALL
pSoldier->orders = CLOSEPATROL; // go back to his tree area

// turn off any existing bypass to Green and its "hyper-activity"
pSoldier->bypassToGreen = FALSE;

// turn off the "inTheWay" flag, may have been set during TurnBased
pSoldier->inTheWay = FALSE;

// make the guard put his gun away if he has it drawn
HandleNoMoreTarget(pSoldier);
}
}
*/

I mean COME ON, building off of developed code is one thing, but keeping the trash in after you're sure you don't need it is an entirely different and very lazy thing to do Razz


Re: "1.13" Mod - Main Thread[message #10716] Wed, 07 September 2005 09:51 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Odd, I thought I sent the CMag clip pictures, but I can't seem to find it in sent items. Do you need me to resend the pictures Madd Mugsy?


Re: "1.13" Mod - Main Thread[message #10717] Wed, 07 September 2005 10:30 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
No, I got them. Thanks!


Re: "1.13" Mod - Main Thread[message #10718] Wed, 07 September 2005 10:42 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
@ Kaiden, Madd Mugsy, Scorpion and Khor 1255

I totally agree with all the stuff you all have said about map editor features. I'm trying to help out with my tileset project. I have overwritten some existing sectors with the UB and UC tilesets. I have made new pure beta compliant templates--22 of them. Everything's here for download and future suggestions:

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

There's even a new link to get all the Beta editor files, even the one from UB.

@Snap Got your new extended .sti's. Now I understand what you're talking about. I can also work on a seperate backwards-compatible version as well. Overwriting some of the 0 tilesets items is very tempting.

Nighthawk
Re: "1.13" Mod - Main Thread[message #10719] Wed, 07 September 2005 11:32 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Overwriting the 0 tilesets folder is exactly what I did and; so far, haven't experienced any tileset related problems. I did this because the mod I'm working on can't have things like video phones and modern looking vehichles/walls/furniture etc. Because the 0 Folder is sort of a master tome I figured I'd kill lots of birds with one stone that way.

I've wondered for a while how I can figure out exactly what tile corresponds to which image. Looking at the text that appears as you browse through the selection of tiles in a particular set doesn't seem to always be correct. For instance, I tried altering the Cesna (Ja2 plane at the Drassen airport) and when I overwrote the file it didn't change the ingame image. Has anyone alse come across this problem and if so what was the solution?

@John Wright
I wish you'd add a list of the tiles you changed. I looked through you're files and all I see so far are regular Ja2 tilesets.
When I zip up my changed tiles I always just add the files that I changed and not the whole folder. Forgive me if I missed something but could you direct me to which ones you changed?

I think it would also be a good idea to open a seperate thread for tileset ideas.
Re: "1.13" Mod - Main Thread[message #10720] Wed, 07 September 2005 12:33 Go to previous messageGo to next message
Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Mugsy: Automatic grenade launchers are cool (though you can probably forget about balance Razz ). Can you attach ammunition-type items to guns? If so, you could make grenade "magazines" that can't be used in a regular fashion but can be attached and fired. I guess that'd be pretty much the same thing as you did... The only difference is that you don't have to worry about damage/repair and merging.
Re: "1.13" Mod - Main Thread[message #10721] Wed, 07 September 2005 15:21 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
for the "clip of grenades" attachment: would it be possiable to "attach" the clip like a laser scope or what not, and every time u launch a grenade the status% reduces 10% (if its a 10 round box) so instead of launching the "item" it launches a grenade and reduces the % of the item: make it like the medi kit think in UC where u need "medical supplies" to refill your first aid kit?
or you have to buy new clips all the time from bobby rays?
Re: "1.13" Mod - Main Thread[message #10722] Wed, 07 September 2005 15:38 Go to previous messageGo to next message
Madd_Mugsy

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

That's exactly how it works!

Snap,

The grenades are attached to the launcher just like regular grenades, so, no, it wouldn't work with guns right off the bat like that. (it'd need some work)

I haven't enabled autofire for GLs, just burst fire. This is because of two reasons: 1) balance and 2) it's more work than I care to do right now.

The MGL only fires 3 grenades at a time. Enough to kill a few enemies grouped together in one spot, but not enough to really dominate the battlefield, especially with only six shots per cylinder and cylinders only available at Bobby Ray's.

The OICW works similarly, but only fires 2 shot bursts, and it's 20mm grenades don't do as much damage. They're also only available through good ol' BR.


Re: "1.13" Mod - Main Thread[message #10723] Wed, 07 September 2005 15:56 Go to previous messageGo to previous message
grindedstone

 
Messages:90
Registered:August 2004
Mugsy i think ill shuddup till next patch is out Razz
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