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Ddd's Mod[message #232772] Tue, 08 September 2009 12:17 Go to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
On behalf of DDD:

This mod was initially introduced by Russian ja2.su forum member DDD. This mod is a further development of ideas introduced by Zilpin's aimed burst mod(it was also probably inspired by Bugmonster's JA2'005) and of cause DDD's own ideas.

All the new features are activated through the Ja2_Options.INI and are disabled by default. Please, add the following lines in [JA2 Gameplay Settings] to activate them:

SMALL_SIZE_PB = TRUE

; (false\true) default false
; New thin progress bar is drawn instead of the default one. Works only for 800X600 resolution.

STAMINA_HIT = 6900

; default 10000
; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it takes 3-4 hits to take all the breath away.

GUN_RANGE_MULTIPLIER = 130

; increase/decrease the range of all weapons. The value is expressed in %

ENABLE_EXT_MOUSE_KEYS = TRUE

; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, toggle between merc-s or auto fire length. Middle mouse button is used to prone (= "L" key), alt + middle mouse button changes firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.

ALT_AIMING_ENABLED = TRUE

; default FALSE
; alternative CtH calculation

USE_AIMED_BURST = TRUE
; default FALSE
; the merc can now perform aimed burst fire and aimed auto fire. Comparing to Zilpin-s mod the system was rebalanced. Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel. ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.

AIMING_BURST_PENALTY = 2
; default 2
; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. 2 is an optimal recommended value.

[color:#FF6666]It turns out that DDD-s hosting is not working properly now - do not have the working link. My hosting account will be activated within 24 hours - the link will be added then ASAP. If someone could host the files I can send them by e-mail to make the process faster.
[/color]

















[Updated on: Tue, 08 September 2009 12:24] by Moderator

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Staff Sergeant
Re: Ddd's Mod[message #233116] Sun, 13 September 2009 11:37 Go to previous messageGo to next message
ddd is currently offline ddd
Messages:2
Registered:February 2007
also implemented HAM3.5 (xml files of HAM required), added some new animation (include roll), fixed bug animation, when merk crouch back. added new .ini settings. download link http://slil.ru/27977834

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Civilian
Re: Ddd's Mod[message #233135] Sun, 13 September 2009 19:46 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Very nice mod. Didn't test it yet but looks quite good. I think this is a MUST HAVE for the 1.13 MOD. If it is quite tested I would like to include it in 1.13 Smile

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Sergeant Major

Re: Ddd's Mod[message #238447] Sun, 22 November 2009 14:46 Go to previous messageGo to next message
puer

 
Messages:9
Registered:April 2007
Location: Estonia
Is this mod hosted somewhere now?

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Private
Re: Ddd's Mod[message #238448] Sun, 22 November 2009 15:36 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Not as far as I know , seems to have gone very quiet . Rowa , you know anything more ?

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Captain

Re: Ddd's Mod[message #238518] Mon, 23 November 2009 15:13 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Hello,

Puer
Is this mod hosted somewhere now?


ddd's Mini-Mod is still available in the Russian A.I.M. forum:

http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=ja2v113;action=display;num=1256750883

(current English EXE: "JA2_EN_3111-TEST_AI")


Best regards; Schein

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First Sergeant

Re: Ddd's Mod[message #238594] Tue, 24 November 2009 17:47 Go to previous messageGo to next message
ddd is currently offline ddd
Messages:2
Registered:February 2007
also need new animation pack: http://www.ja2.su/mods/Ja2v113/ddd/data.7z
new settings added:

; default TRUE
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE
; default FALSE
ALLOW_WEAR_SUPPRESSOR = TRUE
; default FALSE
ALLOW_IndiffCivil = TRUE
; default 100
CHANCE_SAY_ANNOYING_PHRASE = 40
; default FALSE
NEW_AI_TACTICAL = TRUE
; default 3 (тип -float)
SHOT_HEAD_PENALTY = 4
; default 1.5 (тип -float)
SHOT_HEAD_DIVISOR = 2
; default 0 (от 0 до 255)
SHOOT_UNSEEN_PENALTY = 100
; default FALSE
ALLOW_PATH_VIA_WINDOW = TRUE

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Civilian
Re: Ddd's Mod[message #238661] Wed, 25 November 2009 12:48 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
The new version features climbing via windows (both player and AI), several serious AI tweaks (AI alert when AI meets recently killed fellow) and some more options. All of the settings are externalized and could be switched on and off.

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Staff Sergeant
Re: Ddd's Mod[message #238679] Wed, 25 November 2009 17:37 Go to previous messageGo to next message
puer

 
Messages:9
Registered:April 2007
Location: Estonia
Scheinworld & ddd, thank you Smile
Alex_SPB - is the latest (new) version http://www.ja2.su/mods/Ja2v113/ddd/JA2_EN_3111-TEST_AI.7z ?

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Private
Re: Ddd's Mod[message #238686] Wed, 25 November 2009 19:29 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Please see the latest version:

Data files pack:
http://www.ja2.su/mods/Ja2v113/ddd/data.7z

EXE:
http://www.ja2.su/mods/Ja2v113/ddd/JA2_EN_3111-TEST_AI.7z

Please, enjoy:)

P.S.As far as I know DDD is making some new animations

A bit later today I will add English description for the new INI entries, will probably edit the first post.

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Staff Sergeant
Re: Ddd's Mod[message #238690] Wed, 25 November 2009 20:11 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Good to see you guys are still working on this , and an Eng. exe , great !

Quote:
CHANCE_SAY_ANNOYING_PHRASE = 40
; default FALSE


Between this and the 'shit slips' in Nops , you guys have a 'robust' sense of humour Very Happy

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Captain

Re: Ddd's Mod[message #238726] Thu, 26 November 2009 14:22 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Are there any chances to include this mod to SVN as all the new features could be switched off through the options INI?

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Staff Sergeant
Re: Ddd's Mod[message #238792] Fri, 27 November 2009 20:09 Go to previous messageGo to next message
cdudau
Highly doubt it....Sorry Alex_SPB

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Re: Ddd's Mod[message #238926] Sat, 28 November 2009 22:27 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Maybe if it's tested by some guys here first ?

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Captain

Re: Ddd's Mod[message #239883] Sat, 12 December 2009 00:33 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
Some feedback from my side:

STAMINA_HIT = a very welcome addition, though penalty, as I understand, is distributed equally without dependence on caliber and/or damage received. It would be great to have stamina penalty distributed accordingly with ammo type, damage done etc. Somehow I consider this(stamina penalty, that is) to be manageable within Ammotypes.xml - because HP takes the breath away, if you wear strong armor - but that's beyond my capabilities.

ALLOW_WEAR_SUPPRESSOR = Interesting feature, I always thought it should be brought about, but indeed I'm not sure yet if I noticed the weariness. Also, I wonder how this issue is controlled, because the feature to suppress sound is externalised: does the code seek positive tag(Flash hiders increase soundmark, so one could make them with negative value) and than approve deterioration for that item?

SHOT_HEAD_PENALTY and SHOT_HEAD_DIVISOR = hooray for that, I love headshooting accuracy penalties and damage bonuses in JA2 Night Ops. It's about time aiming penalty for body parts - well, indeed, head - is externalized.

WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = Putting it to FALSE made battles along with militia look very odd, but now I think it's not so peculiar feature, even interesting and desirable. All in all, militia is not part of our team, right? So why should we see what they see?

ALLOW_PATH_VIA_WINDOW = Feature not to be overlooked. For me it works OK, though I have some remarks here. First of all, AI uses windows as a natural way to get to the desired point. They do that even if they are not engaged in fighting, not being alarmed etc. In Drassen mine sector they don't seem to use doors anymore - even if they are unaware of mercenaries near by. Imagine that: unalarmed soldier is walking in the house and .. and hops through the window. Takes a walk outside - and back again inside, using the same route. It would be more natural for AI to use paths through windows in case when hostiles are noticed in sector. Anyway, I don't consider this as a serious issue to pursue. And secondly, the funny one: I can go to church in Drassen through these little stained-glass holes Smile

NEW_AI_TACTICAL = more passive and more flanking. Can't make a judgement here, yet. And, BTW, bugged barfight in San Mona as it is, it seems new AI just adds more bitter flavor there too. Problem: fighters usually do not leave the ring after being beaten.

I have no positive/negative remarks for extended mouse keys - it's OK, but I do not use them.

USE_AIMED_BURST = Uhm, I would say it does not work properly, but I don't want to pass sentence too quick. I won't elaborate more on this, but burst of 3 rounds and autofire of 3 rounds with the same weapon is like day and night - last being far, far more accurate without additional aiming. All in all, more testing needed.

About new animations:
- Rolling on the floor [not laughing..] - JA2NO has it, v.1.13 still does not. What a shame..
- Stalking with knife - cool addition. Though blade curve is a bit exaggerated, at least for me Smile
- Grenade throwing - again, nice flavor. It seems it's a bit out of synchronisation with grenade in air?

---

That's it, I hope some of these features get to oficial v.1.13, they are worth it and players are worth of it too.

[Updated on: Sat, 12 December 2009 00:37] by Moderator

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Corporal
Re: Ddd's Mod[message #239894] Sat, 12 December 2009 11:34 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
thanks for the feedback profound , this might encourage a few guys to try it out ?

Eng. exe. doesn't seem to work . Anybody else tried this ?

More info , fails on Initialising VFS folder .

[Updated on: Sat, 12 December 2009 15:13] by Moderator

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Captain

Re: Ddd's Mod[message #240052] Mon, 14 December 2009 20:59 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
profound
Some feedback from my side:
I have no positive/negative remarks for extended mouse keys - it's OK, but I do not use them.

Did you like the possibility to add aim clicks using the mouse wheel?
profound

USE_AIMED_BURST = Uhm, I would say it does not work properly, but I don't want to pass sentence too quick. I won't elaborate more on this, but burst of 3 rounds and autofire of 3 rounds with the same weapon is like day and night - last being far, far more accurate without additional aiming. All in all, more testing needed.

My impressions on this are the following:

1) It is a little bit buggy: it works OK with burst but not OK with autofire. In order CTH calculation works like it should in auto fire we do need first to spend at least some AP to aim and then regulate the burst length. Then CTH for burst and autofire of the same lengh are the same (like it should be in real life).
2) The calculation of penalties has been reworked: if you do have a penalty of 30 (just an example) you would not be able to fire more then 3 round with CTH more then 0 for the 4-th round. You can do the same trick in 1.13 and see that you will newer achieve the same result. As effective penalties in the MOD are doubled (via .ini by default) there is newer any sense to fire more then 3 round burst (machine guns are another subject).
3) The impact of the feature on the game balance is IMHO very positive: burst and auto fire are not overpowered comparing to 1.13 - they just behave in a different way (like they should in real life). As a bonus you can now feel the difference between the AK47 and AK74 due to the difference in auto-fire recoil (the main reason to switch from 7.62 to 5.45 ). This can not be shown in 1.13 because of different CTH penalty calculation.
4) AI should be able to use aimed burst too (a bit of a dream that i hope might come true)
5) Machine guns now rule the party and behave exactly like they should (unachievable in 1.13)
6) All this compatible with HAM tracers (although the effect of tracers should be reduced)
7) Auto fire expert now breaks the balance because 50 or 75% penalty reduction under new CTH calculation makes your merc to become at least a RoboCop (or someone equally deadly at your taste)
7) To sum up: this feature could fix weapon balance of 1.13 after some additional tuning and makes possible to differentiate all the weapon classes.

P.S. Guys, i suppose that your feedback is very appreciated. I can not say this on behalf of DDD but I suppose that there is very little sense on working on this mod if all the results would be buried under the new version of 1.13

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Staff Sergeant
Re: Ddd's Mod[message #240053] Mon, 14 December 2009 21:03 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
lockie
Eng. exe. doesn't seem to work . Anybody else tried this ?

have you downloaded all the files needed as it is described above?
lockie
More info , fails on Initialising VFS folder .

I suppose you should use the earlier version of 1.13 (As far as I remember HAM 3.5 which is a part of this mod does not support VFS)

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Staff Sergeant
Re: Ddd's Mod[message #240055] Mon, 14 December 2009 21:55 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
First of all, I have to say that we have to face JA2 v1.13 code dissemination and differentiation as a fact:
having both dissappointing(the innovations that were left behind) and encouracing(the ones that made their way to the pedestal) sides.

My view is that we(but who's we?) should keep the discussion going and, very importantly, assure the possibility cooperative action.

///

I have some more remarks on animations, which I forgot to write earlier:
Badass animation(big male alternative rifle handling) doesn't work, at first it shows part of badass anim, and then abruptly goes to big male anim.
And the second thing I want to do is to thank for fixing "going backwards when crouched" animation - it doesn't seem to be SUCH a problem(or bug, actually) that it had to take more than 10 years to be corrected. In my oppinion it should be a mandatory part of v.1.13.

As for the possibility to add aim clicks using the mouse wheel - I totally overlooked that when writing previous issues. Sure it's great and very handy addition.

@lockie: I didn't encounter such problems. Maybe we share different executives? My is called JA2_EN_3111-TEST_AI.exe/

EDIT:
Well, I used DDD's exe on latest SCI. Alex reminded me that it has HAM 3.5 in it - so if you have only SCI installed, you should also grab additional HAM's xml tables from HAM 3.5 archive, or use your own HAM 3.5 xml configurations.
I would also add that compatability with HAM 3.5 should make DDD's exe more appealable to test for other players, as it will work on each player's personal WF/HAM3.5/AIM configuration.
Oh, and it does support VFS.

[Updated on: Mon, 14 December 2009 22:02] by Moderator

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Corporal
Re: Ddd's Mod[message #241754] Wed, 13 January 2010 20:26 Go to previous messageGo to next message
Sleicher is currently offline Sleicher
Messages:3
Registered:September 2009
Woohaa, I like this Mod!

I just played a bit and cheated a lot but the aimed burst and autofire feel good, way better than standard burst mode. (Exept of the autofire bug mentioned above)
The diffrent calibers behave diffrent, at last. OK, the G11 turns into a Monster and the AI should be able to use this feature, too, but never the less its a lot fun to play. It simply feels real.
But I havn`t worried about balance, yet. Even if I think that`s an issue which could be solved.

The new mouse interface works brilliant, even if you do not want to play with aimed burst, as aiming with mousewheel simply is smoother.

Making a sideroll instead of turning, crawling, turning is the way you would do it, so nothing more to be said!

Using broken windows as a door is nice but I don`t have clou how this inflicts the AI so further testing is needed from my side.
An other nice feature would be if you could break a window with yor fist, maybe if you use a rag to protect your fist from beeing injured. So you do not have to shoot it.

How does the ALT_AIMING work? Is ist just the AIMING_BURST_PENALTY = 2 multiplied by normal penalty or anything else?

Is the Source Code available somewhere? I would like to merge it with the new STOMP for testing both mods. With these two combined I have all I would like for now and a lot to discover.

This mod is definitly worth developing it further!

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Civilian
Re: Ddd's Mod[message #241830] Thu, 14 January 2010 21:50 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

Alex_SPB
Please see the latest version:

Data files pack:
http://www.ja2.su/mods/Ja2v113/ddd/data.7z

EXE:
http://www.ja2.su/mods/Ja2v113/ddd/JA2_EN_3111-TEST_AI.7z


This is still the most up to date and compatible version for English, correct?

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Corporal
Re: Ddd's Mod[message #242110] Sun, 17 January 2010 18:06 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Sleicher
I just played a bit and cheated a lot but the aimed burst and autofire feel good, way better than standard burst mode. (Exept of the autofire bug mentioned above)

Agreed!
Sleicher
The diffrent calibers behave diffrent, at last. OK, the G11 turns into a Monster and the AI should be able to use this feature, too, but never the less its a lot fun to play.

Like it should have been in reality. However, due to suppression it is sometimes easier to long a long burst to make enemies dig into the ground
Sleicher
It simply feels real.

Damn! That what i was talking about for a very long time. 100% agreed
Sleicher
How does the ALT_AIMING work? Is ist just the AIMING_BURST_PENALTY = 2 multiplied by normal penalty or anything else?

Partly right. The ALT_AIMING feature is turning on the aimed burst mode. But the calculation of penalties is fixed and works different from 1.13 This means that having the efficient penalty of 20% lets you make not more than 5 shots with CTH > 0. Due to the unknown reason this will newer happen in 1.13 making no sense in different burst and auto fire penalty values => all the guns behave the same in 1.13
Sleicher
Is the Source Code available somewhere? I would like to merge it with the new STOMP for testing both mods. With these two combined I have all I would like for now and a lot to discover.

WOW!! This is a great idea. I suppose there should be no problem with the source code. I will contact DDD for this matter.
Sleicher
This mod is definitely worth developing it further!

It defenitely needs a new life together with STOMP
Sleicher
This is still the most up to date and compatible version for English, correct?

Unfortunately yes - for both Russian and English. Hope there will be some updates.

[Updated on: Sun, 17 January 2010 18:23] by Moderator

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Staff Sergeant
Re: Ddd's Mod[message #242382] Sat, 23 January 2010 16:46 Go to previous messageGo to next message
Frog is currently offline Frog

 
Messages:24
Registered:January 2010
Location: the country of frog eater
hum someone can write how i can install this mod


i try this:
new install of ja2 +1.12 patch
+ SCI 3111
+HAM3.5
+the 2 archive file
made the modification in ja2option.ini
and execute the exe from the last archive

the game made immediat runtime error
file .\init.cpp
line 531
function: load external gameplay data


file .\init.cpp
line 565
function: intialize ja2


i want to try the new IA and the burst/auto features
and i think if this mode would be great if compatible with stomp, it's verry difficult to try a new game without it after using stomp


edit 1:oups, my eyes dont see the two archive file in map folder of ham3.5 sorry for this post ;(


edit2 :

The value [JA2 Gameplay settings][ALLOW_PATH_VIA_WINDOW] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay settings][NEW_AI_TACTICAL] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay settings][ALLOW_IndiffCivil] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay settings][ALLOW_WEAR_SUPPRESSOR] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay settings][WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used.
The value [JA2 Gameplay settings][USE_AIMED_BURST] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay settings][ALT_AIMING_ENABLED] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][SMALL_SIZE_PB] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.
The value [JA2 Gameplay Settings][ENABLE_EXT_MOUSE_KEYS] = "" in file [Ja2_Options.ini] is neither TRUE nor FALSE. The value FALSE will be used.


hum? i have great difficulties to make this mod work properly, and all the value where he says "" is normaly configure


[Updated on: Sat, 23 January 2010 17:14] by Moderator

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Private 1st Class
Re: Ddd's Mod[message #242394] Sat, 23 January 2010 23:00 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
All the new features are activated through the Ja2_Options.INI and are disabled by default. Please, add the lines you have mentioned in [JA2 Gameplay Settings]section to activate them. All the errors above mean that you have not added the lines to the options.ini You could use notepad to edit the options.ini file.



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Staff Sergeant
Re: Ddd's Mod[message #242432] Sun, 24 January 2010 18:13 Go to previous messageGo to next message
Frog is currently offline Frog

 
Messages:24
Registered:January 2010
Location: the country of frog eater
Alex_SPB
[JA2 Gameplay Settings]section to activate them.


thanks ;P i dont copy paste all of this thing in the gameplay setting, previously a copy paste all this line after ham setting

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Private 1st Class
Re: Ddd's Mod[message #251192] Sun, 09 May 2010 04:57 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Very very very interesting. It's a shame I haven't seen this before.

How does pathing through windows work? Do characters simply walk/run/whatever through windows, or is there any special animation and/or AP cost?

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Sergeant Major

Re: Ddd's Mod[message #251202] Sun, 09 May 2010 09:50 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo guys, The data.7z doesn't unpack for me, is it working for other people?

It could be that I need to update my RAR version?

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Sergeant Major

Re: Ddd's Mod[message #251209] Sun, 09 May 2010 10:28 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Use 7zip it's faster and supports RAR too Wink

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Lieutenant

Re: Ddd's Mod[message #251217] Sun, 09 May 2010 11:16 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Quote:
Do characters simply walk/run/whatever through windows, or is there any special animation and/or AP cost?

Broken windows are handled like small walls/fences, you get the jump over fence animation and I believe you are charged AP accordingly.
(only flaw is, that you can jump through barred? windows in the tixa sector)

btw, wasn't there talk to integrate jump through window from legion? how's that beta going? havent heard anything about that recently, but personally, I like this implementation better.

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Captain

Re: Ddd's Mod[message #251225] Sun, 09 May 2010 13:21 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Legion 2 has indeed utilised the jump through window feature . Works well .

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Captain

Re: Ddd's Mod[message #251226] Sun, 09 May 2010 14:02 Go to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Actually I was talking about these two threads: thread #1 and thread #2 I haven't heard anything about it for a month, thats why I asked.

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Captain

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