Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10808] Mon, 19 September 2005 05:06 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Kaiden and Mudgsy,

In regard to externalizing the hard code values, is it possible to externalize the accuracy penalties for target in different stances and cover ?

for example:
standing = no penalty
crouch = %?? to hit penalty
prone = %?? major to hit penalty, I think the weapons with all attachments make it too easy to hit a prone target where as in real life it is very very difficult to hit such target. This is where area weapons such as grenades and mortar play a crucial role.

also, if a target is behind sand bags, windows, %?? to hit penalty ?

I think combat should take longer, less precise, more tactical movement and flanking, more use of area weapons, and ammo supply an issue.

in the weapons.xml file there is an a variable: bAccuracy = 0 . Is this value being use ? can it be assigned a negative value. My thinking is that sniper weapons and machine gun, are more difficult to operate so only mercs with very high attribes should use them.

thanks.

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Corporal
Re: "1.13" Mod - Main Thread[message #10809] Mon, 19 September 2005 05:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
It's now possible to externalize just about ANY value in the game, or even features.

For instance, during my testing (and I will add alot more before the end of the week) I externalized the following:

1. Starting cash for all difficulties
2. Turn on/off the Alt+LMB Sell All option.

Some values and options however can be a HUGE pain to externalize, because everywhere they exist in the code has to be changed. But it is still possible regardless of how tedious it might be.

EDIT: By default, all values and optional features exist as they are in 9-14-05 release version.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10810] Mon, 19 September 2005 06:13 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
wow sounds great Kaiden. :ok:

so i'll be able to give myself a milion in cash and forget about money worries Very Happy
nah that would be boring but i could have my dream team together at the very beginning. hmm have ot hink abiout this :biglaugh:

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10811] Mon, 19 September 2005 07:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I've added some code to let people switch the GL Burst cursor between normal gun burst mode (the way it is now), and the trajectory cursor (which lets you know where the grenade is going to actually land). The switch is Shift-Ctrl-g and also in the preferences menu.

The reason I did this was because while it was nice to be able to spread-fire some smoke/gas grenades, it sometimes sucks to not have that red-X-marks-the-spot thing for standard frag grenades.

I did this as a temporary measure for slightly increased user-friendliness, because it's not a simple job to get the trajectory cursor to allow spread fire or to get the burst cursor to allow a red-x.

Is this something anyone else is interested in, besides me? If so, I'll send it to Kaiden to merge in.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10812] Mon, 19 September 2005 10:25 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Mugsy, the grenade launcher thing sounds good to me. Would this seperate the grenade hotkey from the rifle one? This would eleminate having to hit "B" five times to cycle fire modes.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10813] Mon, 19 September 2005 12:07 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I second Durty Dan's opinion, and his question Smile

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10814] Mon, 19 September 2005 15:11 Go to previous messageGo to next message
Bastage is currently offline Bastage

 
Messages:94
Registered:December 2004
Location: Winnipeg, Canada
Great idea Mugsy.

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Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10815] Mon, 19 September 2005 16:05 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Hmmm... I guess we could do that too. We could just assign a different hotkey to switch to the GL / GL Burst. I think it's probably best to leave the interface button that cycles through the modes alone though. Messing with the interface graphics to draw a new button and make it fit nicely would probably be more work than its worth.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10816] Mon, 19 September 2005 18:09 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Good job with externalising, Kaiden!

Quote:
Originally posted by Kaiden:
I haven't been able to get the code to accept defined constants as acceptable default values, but literal values and variables work fine.
I am not sure what you mean by this. Can you give an example?


BTW, when you implement scale-type constants, you may run into the issue of integer division always rounding towards zero, rather than towards the nearest integer. Often it is not important, but it is a good thing to keep in mind. Sometimes you can accidentally zero out your result if you don't watch what you do! If you do want to round properly, there's a simple trick for positive operands:

(a + b/2) / b

will round the ratio a / b . Negative operands are a bit trickier.
[/TECHNICAL]

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10817] Mon, 19 September 2005 18:13 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by Madd Mugsy:
I've added some code to let people switch the GL Burst cursor between normal gun burst mode (the way it is now), and the trajectory cursor (which lets you know where the grenade is going to actually land).
Mugsy, could you point me to the code related to the trajectory cursor? I couldn't find it the last time I looked.

Also, I came across a comment left by the whitehat team. It seems that spread burst is limited to 6 rounds or something like that. How does autofire spread burst work now? Is this still an issue?

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10818] Tue, 20 September 2005 02:22 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Snap, here is the syntax for loading a value from the INI file:

INI File contents:

[Options]

MY_VALUE = 15
YOUR_VALUE = 32
SOMEONE_ELSES_VALUE = 0


Variable = ReadINI.Read[datatype]("SectionName","ValueName",DefaultValue);


So if you wanted to get MY_VALUE from the INI file, here is your function Call:


INT32 iMyValue = Readini.Readinteger("Options","MY_Value",10);

If it finds the INI file, and finds MY_VALUE =, with a valid Integer value assigned, it will return 15, so that iMyValue will be set to 15.

However, if it does not find the INI file, or MY_VALUE, or an invalid value is assigned, it will use the Default value and iMyValue will be set to 10.


In the above example, the default value can be 10, or it canbe iVariablewith10assignedtoit. but it can't be:

#define MY_DEFAULT_VALUE 10.

INT32 iMyValue = Readini.Readinteger("Options","MY_Value",MY_DEFAULT_VALUE);

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10819] Tue, 20 September 2005 04:19 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
Messages:46
Registered:February 2002
Location: Springfield, MO
I have so far successfully imported Gaston and Stogie into the 1.13 mod. I used Snap's command line program in C:\UB\Data: jace -a # # (where 1st # represents their number in UB prof.dat and the 2nd # renames all their files to the position that you are overwriting. I edited the .bat file to do both with one d-click.

I personally replaced the 2 useless MERCS Gasket and Gumpy. You copy/paste the created folders(mercedt,speech and others) into the JA2 1.13 Data folder. Make all the needed changes in JA2 Proedit, especially the eye/mouth coordinates and they are ready to go. I can post my prof.dat file with this included. It's best renamed to Prof4.dat. My favorite 16-18 mercs are tweaked with serious survival equipment for playtesting purposes. Anyone can tweak their favorites as well.

Tex is a must to add for me later, and maybe Biggins. I would replace Shank and someone else. Rudedog from Urban Chaos is a good choice also. Just don't take any UB people down to fight the bugs. I don't think they have the speech files for this. Or play realistic mode.

I know Kaiden and Mugsy will get around to all this; I'm telling you how if any others prefer playing with the UB people. I will post the speech and text bubble folders also. Tex and Rudedog have extra NPC folders/edt files pre-recruitment.

Nighthawk

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Corporal
Re: "1.13" Mod - Main Thread[message #10820] Tue, 20 September 2005 13:03 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
OK, Here's a taste of things to come from externalized options, this is what I have so far:

  

[Options]

; This options file cannot be added to without hard coding. But it can be changed as much as you want.
; By default, the values below are the values present in the 9-14-05 release of the code.


; These are the Starting cash values for the various difficulties.

;-------------------------------------
NOVICE_CASH = 45000
EXPERIENCED_CASH = 35000
EXPERT_CASH = 30000
INSANE_CASH = 15000
;-------------------------------------


; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. 
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.

;-------------------------------------
CAN_SELL_ALT_LMB = TRUE
PRICE_MODIFIER = 4
;-------------------------------------


; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points 
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
; start out as. Currently in game it is set to 55.


;-------------------------------------
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;-------------------------------------



; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. 
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
; MILITIA_TRAINING_COST which is the cost of training militia.
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.


;-------------------------------------
MAX_MILITIA_PER_SECTOR = 20
MAX_TRAINING_SQUAD_SIZE = 10
MILITIA_TRAINING_COST = 750
MIN_LOYALTY_TO_TRAIN = 20
;-------------------------------------



; I'll document these later, save to say, DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE***
; Basically the 1st set are the number of available troops the queen starts with.
; The Second four are (Mugsy?) How full the initial Garrisons are.
; The 3rd set are the number of extra ELITES generated by the two highest difficulty levels
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with. And this option right under the comments, this is the largest size an
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
; will crash your game.


;-------------------------------------
MAX_STRATEGIC_TEAM_SIZE = 20
;-------------------------------------

NOVICE_QUEENS_POOL_OF_TROOPS = 150
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
EXPERT_QUEENS_POOL_OF_TROOPS = 400
INSANE_QUEENS_POOL_OF_TROOPS = 8000
;-------------------------------------


EASY_INITIAL_GARRISON_PERCENTAGES = 70
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
INSANE_INITIAL_GARRISON_PERCENTAGES = 200
;-------------------------------------


EXPERT_ELITE_BONUS = 25
INSANE_ELITE_BONUS = 50
;-------------------------------------


NOVICE_MIN_ENEMY_GROUP_SIZE = 3
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
INSANE_MIN_ENEMY_GROUP_SIZE = 8
;-------------------------------------


;More to come later, I want to see what the file-access does to game speed first.
EDIT: Also, Mugsy, Snap, I know several places where I probably should have passed the value through the calling function to be more efficient, (Since Constants have a global scope, it wasn't an issue until they became local variables) but I'll go back and fix that later as I get a chance.

EDIT2: The more we work on this, the more obsolete save-game editors become Razz

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10821] Tue, 20 September 2005 15:08 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Kaiden,

Excellent ! Sure give a lot of room for customization.

Also, is it possible to edit the cities.xml file so you can train militia in the squares next to the city square ? Instead of defending in side the city you can defend in the squares adjacent to the cities. Add to that, may be you can have the options to train militia at choke points like road junctions.

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Corporal
Re: "1.13" Mod - Main Thread[message #10822] Tue, 20 September 2005 18:50 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Kaiden:
EDIT2: The more we work on this, the more obsolete save-game editors become Razz
well now that none of them work anyway this is must
Very Happy

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10823] Tue, 20 September 2005 21:29 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Dextertt, funny you should ask, I was going to make that an option when I found the bit of code restricting militia to town sectors and SAM sites, but I decided to hold off on it for now, it was an all or nothing kind of deal, couldn't restrict it to just roads, or choke points.

Also, since I know where that code is, I want to look for any city hardcoding that is done as far as determining which sectors are cities and which ones are sam sites, but that will have to wait. For now, you could attempt to edit cities.xml and see what happens, let me know the resulsts if you do.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10824] Wed, 21 September 2005 01:19 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Kaiden,

Thanks for looking into it. The reason I ask because it is frustrating to "chase" down enemy squads heading to retake the cities. Turning it on for all sectors could lead to more interesting strategic gameplay. I am currently in a game with the latest Mugsy .exe so I will wait a while before playing with the cities.xml

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Corporal
Re: "1.13" Mod - Main Thread[message #10825] Wed, 21 September 2005 02:38 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Snap,

Quote:

Mugsy, could you point me to the code related to the trajectory cursor? I couldn't find it the last time I looked.
The constant to search for is TRAJECTORYCURS. It's all over the place. The other one to compare it to is the TARGETCURS constant. Basically, the problem is that the developers decided to use the cursors to determine what is / is not applicable for a given weapon. For instance, the trajectory cursor will allow for firing immediately, while the targeting cursor expects a confirmation click.

It looks like a large amount of work on fragile code to make the trajectory cursor allow for spread fire. It's probably a similar amount of work to make the burst cursor show the Red X, but I'm not certain.

Quote:

Also, I came across a comment left by the whitehat team. It seems that spread burst is limited to 6 rounds or something like that. How does autofire spread burst work now? Is this still an issue?
I'm pretty sure they removed the limit.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10826] Wed, 21 September 2005 03:02 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
i have my JA2 hanging - i used the debug executable to determine what is the problem.

here is a clipping from the debug output:

LineOfSightTest: Thermal Optics = 0
StandardInterruptConditionsMet
StandardInterruptConditionsMet
StandardInterruptConditionsMet
StandardInterruptConditionsMet
LineOfSightTest: Thermal Optics = 0
ManSeesMan
LineOfSightTest: Thermal Optics = 0
ResolveInterruptsVs
Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?
DoneAddingToIntList
ResolveInterruptsVs done
Event Pump: Noise from 24 at 15437/0, type 4 volume 8
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
LineOfSightTest: Thermal Optics = 0
ResolveInterruptsVs
Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?
DoneAddingToIntList
ResolveInterruptsVs done
Event Pump: Noise from 24 at 15125/0, type 4 volume 8
ResolveInterruptsVs
Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!?
Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?
DoneAddingToIntList
ResolveInterruptsVs done
DecideAction
DecideActionBlack=0
DecideAction done
NPC has no action assigned
Clock set
About to remove deadlock message
About to decide alert status
Alert status decided - startnpcai done
DecideAction
CheckIfTossPossible
calcmaxtossrange
EXPLOSIVE_GUN x = 0
calcmaxtossrange done
CheckIfSniperShotPossible
EXPLOSIVE_GUN x = 335
CheckIfShotPossible: found a gun item # 335
CheckIfShotPossible: weapon type 3
CheckIfShotPossible: checking for scope
decideactionred: sniper shot not possible
decideactionred: weapon in slot #5
decideactionred: men in sector 12, ubspotters called by 0, nobody 156
CheckIfSniperShotPossible
EXPLOSIVE_GUN x = 335
CheckIfShotPossible: found a gun item # 335
CheckIfShotPossible: weapon type 3
CheckIfShotPossible: checking for scope
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: nothing to do!
decideactionred: look around towards opponent
DecideAction done
NPC has no action assigned
Clock set
About to remove deadlock message
About to decide alert status
Alert status decided - startnpcai done
DecideAction
CheckIfTossPossible
checkiftosspossible: swapping item into hand
RearrangePocket
RearrangePocket done
checkiftosspossible: get minapstoattack
calcbestthrow
EXPLOSIVE_GUN x = 146
about to calcmaxtossrange
calcmaxtossrange
EXPLOSIVE_GUN x = 146
calcmaxtossrange: grenade
calcmaxtossrange done
calcbestthrow: buddy's got a grenade
CalcDifficultyModifier
CalcDifficultyModifier done
calcbestthrow: about to initattacktype
MinAPcost to attack = 19
Soldier's action points = 25
calcbestthrow: checking opponents
EXPLOSIVE_GUN x = 146
calcbestthrow: checking chance for launcher to beat cover
CalculateLaunchItemChanceToGetThrough
physics.cpp line 1741
physics.cpp line 1750
LineOfSightTest: Thermal Optics = 0
CalculateObjectTrajectory
CalculateObjectTrajectory: createphysicalobject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!

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Sergeant
Re: "1.13" Mod - Main Thread[message #10827] Wed, 21 September 2005 03:19 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

;-------------------------------------
MIN_ATTRIBUTE_POINT = 35
MAX_ATTRIBUTE_POINT = 90
IMPATTRIBUTEPOINTS = 40
MAX_ZERO_BONUS = 15
START_ATTRIBUTE = 55
;-------------------------------------
We should also put a disclaimer here stating that they shouldn't go less than 0 or greater than 100 for the min/max/starting.

Quote:

; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
; Keep in Mind That there is not enough room on the strategic map to display more than 20
; Militia per sector correctly(could possibly change) but they will still be there to defend,
; and you can still train them, and it will still cost you.
Are you sure about this? I think setting it much higher than 20 could result in a crash.

Quote:

; I'll document these later, save to say, DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE***

...

;-------------------------------------
MAX_STRATEGIC_TEAM_SIZE = 20
;-------------------------------------

This number will need to be increased if the militia limit is increased. Again, I'm not sure about the effects of raising it above 20. I tried having more than 20 enemies in a garrison when I first added the Insane difficulty level, and it crashed if I did the Alt-O cheat. Note sure what else could happen.

Quote:

; Basically the 1st set are the number of available troops the queen starts with.
These are how many reinforcements the queen can train, in addition to starting garrisons and initial patrols. At the most basic level, these are for the new patrols that come out of Meduna.

Quote:

; The Second four are (Mugsy?) How full the initial Garrisons are.
Correct. This reminds me, we should be able to externalize all the garrison and patrol information too. Oh, and while I'm thinking about externalizing, we also still need to externalize the other shopkeeper information (cash on hand, markup, etc).


Quote:

; The 3rd set are the number of extra ELITES generated by the two highest difficulty levels
Again, a percentage. So 50 = 50% of regular troops will be converted to elites.

Quote:

; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
; wants to travel with.
Correct.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10828] Wed, 21 September 2005 03:23 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
zango/Kaiden:

Quote:

CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
SimulateObject
CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!
This is the problem from the original source code in physics.cpp that happened when Majek (I think it was Majek) was trying to throw a grenade.

As you can see by the debug.txt, we've identified the problem (looks like someone commented out my profanity though Wink ).

For now, the workaround is to do something else other than the action that causes the loop (just for one turn) and we'll try to get it fixed ASAP.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10829] Wed, 21 September 2005 04:24 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Mugsy,

When I originally began messing with the code over a year ago, I upped all the enemy data, including MAX_STRATEGIC_TEAM_SIZE to 40, Increased % of Elites, gave the Queen 5000 troops for her pool, And then I started playing. It didn't take long after Drassen to realize that I was ALWAYS going to have to babysit the Militia, so I upped the Militia size to 30, and to balance things out, increased the cost of training to 1500, and upped the number trained per session to 12.

While I didn't play through the entire game in this fashion, I did capture and train Militia in the Northern 5 cities and never had a crashing problem. But then again I had no need to use the cheat function. More than likely there's an integer somewhere that's not big enough, which we will have to fix when we find it. I'll try the cheat tonight and see if it crashes me. Keep in mind though, I directly modified the constants when I did it before, this time I replaced the constants instead, so there are potential problems. But everything seemed functional through my testing.

You are probably right about the strategic team size needing to be large enough to accomidate the militia team size, I'll test that out and add a note about it in the INI file. As well as a note representing the valid ranges. But when I tested it back then, every aspect of militia seemed to work just fine, auto-resolves, training, tactical fights including my mercs, etc...

At any rate, the code works with the values set at default level, so worst case scenario, maybe they won't be able to change some of them until the next release, but I'm sure we'll hear about any crashes that are caused by changing the values out of range. I can also put restrictions in the code making sure that the values can't be raised/lowered beyond a certain point. Or at the very least, like I said, indicate the valid ranges within the INI file itself.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10830] Wed, 21 September 2005 04:59 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

When I originally began messing with the code over a year ago, I upped all the enemy data, including MAX_STRATEGIC_TEAM_SIZE to 40, Increased % of Elites, gave the Queen 5000 troops for her pool, And then I started playing. It didn't take long after Drassen to realize that I was ALWAYS going to have to babysit the Militia, so I upped the Militia size to 30, and to balance things out, increased the cost of training to 1500, and upped the number trained per session to 12.
Cool, good to know. Maybe I just did something dumb to screw it up then Razz

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10831] Wed, 21 September 2005 12:19 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
I hate having to babysit the militia. It would seem that city should be able to defend itself through 2 or 3 attacks, once their experience level is raised to light blue.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10832] Wed, 21 September 2005 13:05 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Mugsy, just to be on the safe side, I went with:

Militia per sector 30
Max strategic team size 40

And played through countless battles. I used ALT-O on several occasions, moved my merc out of the sector to autoresolve several times, and then played through a few VERY LONG battles lol. Everything went fine.

Although, the most they sent at me was 24. But it could be simply because it's the beginning of the game. I seem to recall from last year that they did begin increasing their numbers.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10833] Wed, 21 September 2005 16:26 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Nice! Very Happy

Do you think it'd be worthwhile to add some new externalized constants to make the strategic team sizes and militia sizes vary by difficulty level as well?

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10834] Wed, 21 September 2005 16:39 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
Quote:
Originally posted by Madd Mugsy:
Nice! Very Happy

Do you think it'd be worthwhile to add some new externalized constants to make the strategic team sizes and militia sizes vary by difficulty level as well?
nice idea! Smile

maybe you can let us configure the max sizes thru some external interface? Wink

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Sergeant
Re: "1.13" Mod - Main Thread[message #10835] Wed, 21 September 2005 23:26 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Mugsy,

Considering the amount of work involved in basing those two constants on difficulty level, the ease of editing a plain-text INI file, and the fact that the players and modders alike can change these values regardless of difficulty level, I don't think it would be worthwhile. It wouldn't be difficult, it would just take someone 3-6 hours of tedious copy/pasting...

Zango, these values are already defined in the new Ja2_Options.ini file, so you can configure them, just follow the guidelines outlined in the INI file comments. Which I will update in my post above probably this evening after I e-mail the new release to Mugsy and backup my hard-drive to DVD's, but before I pack up my PC and leave Smile (Hurricane Rita) :help: ...

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10836] Thu, 22 September 2005 02:31 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Kaiden:
Mugsy,

Zango, these values are already defined in the new Ja2_Options.ini file, so you can configure them, just follow the guidelines outlined in the INI file comments. Which I will update in my post above probably this evening after I e-mail the new release to Mugsy and backup my hard-drive to DVD's, but before I pack up my PC and leave Smile (Hurricane Rita) :help: ...
Rita eh? well i hope you get away safely Smile


... and get somewhere where you can continue to work on this mod :taskmaster: (yes yes i'm greedy and unreasonable Very Happy )

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10837] Thu, 22 September 2005 02:57 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I'll be somewhere very safe.... At work...

I have one of THOSE jobs... You know the kind, where if the earth blew up, I'd still be at work when it happened...

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10838] Thu, 22 September 2005 03:23 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
yeah? seems like most of the jobs these days are or will soon be like that. so sad.

anyway what's the ETA of the next release? Friday ?

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10839] Thu, 22 September 2005 04:05 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
There abouts, could be sooner or later, but the code will be e-mailed to Mugsy, this afternoon CST, along with the revisions that he and Snap have sent me so far.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10840] Thu, 22 September 2005 04:24 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Kaiden,

Quote:

Considering the amount of work involved in basing those two constants on difficulty level, the ease of editing a plain-text INI file, and the fact that the players and modders alike can change these values regardless of difficulty level, I don't think it would be worthwhile. It wouldn't be difficult, it would just take someone 3-6 hours of tedious copy/pasting...
No worries then. That's kind of what I figured, but I thought I'd ask anyway.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10841] Thu, 22 September 2005 04:37 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Quote:
Originally posted by Kaiden:
Mugsy,

...Which I will update in my post above probably this evening after I e-mail the new release to Mugsy and backup my hard-drive to DVD's, but before I pack up my PC and leave Smile (Hurricane Rita) :help: ...
Be safe Kaiden and appreciate all you have done for ja2 fans.

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Corporal
Re: "1.13" Mod - Main Thread[message #10842] Sat, 24 September 2005 03:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Well, I was hoping to get the UB mercs and the GL cursor option into the next release, but since Kaiden appears to be incommunicado due to the hurricane, I don't have his code to merge my changes in.

I do however, have his newest release exe, which includes the changes he outlined earlier in the thread. So, I'll get that out to you guys either tonight or tomorrow morning.

Be safe, Kaiden - and have fun at work Razz

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10843] Sat, 24 September 2005 08:56 Go to previous messageGo to next message
Mravac Kid is currently offline Mravac Kid

 
Messages:68
Registered:May 2004
Location: Opatija, Croatia
One question: Is this mod compatible with the original 1.06 version?

Oh, and what would its effects be on JA2: Wildfire?

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Corporal
Re: "1.13" Mod - Main Thread[message #10844] Sat, 24 September 2005 10:01 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
1) Yes, but you should install Dvornik's 1.03-1.12 patch just to be sure.

Get it here:

http://members.lycos.co.uk/dvornik/html/main.html

2) I don't know Razz

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10845] Sat, 24 September 2005 17:26 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
New version (09.23.05) is up.

Unfortunately, since I don't have the code, the tag fix isn't in yet.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10846] Sat, 24 September 2005 19:40 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
finally ... erm sorry for that. i'm just excited. :bluegrin:

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10847] Sun, 25 September 2005 02:27 Go to previous messageGo to previous message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Is the new binary compatible with previous savegames?

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First Sergeant
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