externalisations[message #121036]
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Sun, 13 August 2006 20:38
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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this is a thread dedicated for various externalisation requests, including older stuff that was requested but never really made it
feel free to add to my requests
- weird NPC placement rountines
that was agreed on. And since it`s not in proedit, i don`t think exernalising the prof.dat will help a lot concerning this
all npc`s that can`t effectively be tied to one sector in prof.dat would be affected
- patrol routes
that`s something rather straighforward, as to my knowledge, there`s a simple table in the exe that defines where enemy patrols go through. Setting the route, priority and basic number of enemies is already in that table i think to remember
- sectors with initial garrisons
that`s very important one. Once judge`s externalsiation of the strategic map is in, we might be able to redraw any road networks and such, so it becomes necessary to set new garrisons = sectors that are occupied at the beginning of the game (not roving patrols)
in fact this is crucial to any mod
- new sublevel sectors
that`s something on which we were agreeing on very early. Being able to have sublevels in other than the ja2 default sectors would allow to add soooo much. think of sewer systems under each city from where you can sneak to other sectors and such... simulating inside of large buildings or small vents to sneak into some warehouse or building SWAT-team style.
probably more to come, sorry
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Sergeant Major
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Re: externalisations[message #121041]
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Mon, 14 August 2006 02:29
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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- bobby ray website availability
at the moment there only seems to be a check if d13 is under player control to enable BR`s web site. Maybe that hardcoded reference could be externalised as well?
i mean there are plenty of things we could this tie to, like skyrider succesfully escorted or such quests, or only tie it to a different sector...
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Sergeant Major
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Re: externalisations[message #121045]
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Mon, 14 August 2006 03:57
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Exactomundo.
The thing is, if you make a new mod, you may sometimes not want the player to have that choice, which is very legitimate - we saw this kind of approach in SOG '69, and it worked excellently with the game. You had to get your weapons off the enemies or from US army weapon depots, and that was that. It prompted more control, and made the mod interesting. If they had just told you "oh, and please try not to buy anything from BR", the whole campaign would've been much less interesting. We're so used to BR, and really, would you really skip BR if you hadn't seen any ammo for your favourite gun in two weeks of gametime? No, you'd probably go to BR and buy some, wanting to get yourself back into the game. But the spirit of that particular mod wasn't like that, and it's part of what made the campaign special. I'm pretty sure there are other modmakers who would like to see BR turnoffable.
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Re: externalisations[message #121049]
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Mon, 14 August 2006 19:03
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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thx muggsy
from the stuff i requested i`d say sectors with initial garrisons (it simply means being able to define enemy new/ additional enemy presences in important sectors)
and the adding new sublevels
from head rock`s stuff i`d say sectors with mines (it`s possible, i`ve had them changed in vengeance) and maybe SAM sites, where they are and what area they cover
additional garrisons and new sublevels would be my personal priorities as i`d require it for some aspects of my mod, the other things migth however be very useful for future mods too.
oh, and if new sublevels is too complicated you can drop it too, only if it`s somehow managable.
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Sergeant Major
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Re: externalisations[message #121050]
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Mon, 14 August 2006 20:22
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profound |
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Messages:64
Registered:October 2004 Location: Lithuania |
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Having DAMAGE_MULTIPLIER and SIGHT_RANGE in Ja2_Options.ini, I think it would be great, if we we would also have:
- GUN_RANGE_MULTIPLIER (changing SIGHT_RANGE more dramatically, means you have to change range of weapons, too. Manually, it's a lot of work there)
- EXPLOSION_RADIUS_MULTIPLIER
- THROWING_RANGE_MULTIPLIER (again, increasing SIGHT_RANGE, logically you should increase throwing range, but to do it, it's worse than guns - to increase throwing range, one must decrease object's weight)
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Corporal
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Re: externalisations[message #121052]
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Tue, 22 August 2006 17:17
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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something else:
drop rate for item classes and items
ubitemclass
- nada 0 percent
- guns 60 percent
- knives 30 percent
- armour etc misc 20 percent
(just examples)
and for single items as well
ubitemindex 347
-drop percentage = 90
ubitemindex 29
-drop percentage = 50
this can allow to fine-tune other options as well
or alternatively, a tag in items.xml for each item to define a drop rate. This would be an attempt to finding a controlled middle way between drop all and the normal option
for mods, we could set weapons to 100 percent drop, but reduce armour to 20 percent and ammo to 10 percent. that means soldiers would drop their guns all times, but not all the other stuff that only clusters the inventory screen
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Sergeant Major
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Re: externalisations[message #121054]
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Tue, 22 August 2006 18:40
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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in which xml the new tags or such go is not that very important to me. however, enemy item and gun choices both only have those values of the items that are already in there
if i changed them, i'd have to adjust values for new items, while if set in items.xml or a propriertary xml file, i'd have all items at once and i could then just swap around things in the differnt choices xml files
actually very straightforward as far as the xml loic goes, but the coding must be the harder part of it i think. But i'll have to wait for coder feedback on how doable this is anyway (and how desirable)
*edit*
theoretcially, there's no use in setting a drop percentage for items that aren't already in a choices file. But there are in maps placed objects and prof.dat controlled NPC inventory which may have items that aren't on any choics file. There would have to be some valid entry for them too i guess
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Sergeant Major
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Re: externalisations[message #121056]
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Wed, 23 August 2006 06:52
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Lesh
both externalisations would be powerful modding ressources, both army composition and weapon type according to soldier types!
i wrote an email to madd muggsy concerning this. are the two of you working together on this?
it's a treasurecove for modding options!
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Sergeant Major
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Re: externalisations[message #121057]
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Wed, 23 August 2006 13:59
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kyrub |
Messages:3
Registered:August 2006 |
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1) As I've seen the sniper debate in the other thread, it would seem nice to externalize the scope modifiers, because they have huge influence on gameplay.
2) I would appreciate the possibility to tune the advance of the marksmanship skill (down... or up). It's important for mod designing: large maps with many enemies need slower progress of MKS, or you'll become Mike-ish in the mids of the game.
Maybe even the exp level...
Other stats are now OK.
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Civilian
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Re: externalisations[message #121066]
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Tue, 29 August 2006 07:00
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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soldiers:
how many soldiers of which type in which default garrison sector (e.g in a9, difficulty experienced, 5 yellows and 5 reds or however it actually is)
what body types and color palette (ja2 pal.dat entries) soldiers can have according to their type (female red shirts, only blond hair and tanned skin... yes!)
item used at night or day only! (this refers to nightscopes. is there any way in the current xml's i can prevent the enemy from using nightscopes at day? seems kind of silly you know)
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Sergeant Major
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Re: externalisations[message #121071]
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Tue, 29 August 2006 21:06
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Muggsy
yes, for me it would suffice as i don't use the LAM-2000
but you heard starwalker and shadowwarriors objections to that so it looks like a more elaborated solution is needed.
for me, your change would do it conveniently (i would just have to remove night vision bonus on other scopes but that's not much work since it would only affect ip to 6 items anyway
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Sergeant Major
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Re: externalisations[message #121073]
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Wed, 30 August 2006 00:12
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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why would he do the fix then? i think they weren't using night vision goggles by default... sounds kind of strange.
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Sergeant Major
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