Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Demise of Man » Demise of Man
Demise of Man[message #239099] Tue, 01 December 2009 07:11 Go to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
Will we be seeing a separate DoM sub-forum soon?

I have one quick question for anyone who has seen the code, or played it long enough. Is there any sort of "end game" associated with the alien invasion? For example, perhaps a mother ship that has landed and occupies an entire sector.

Also, I encountered a strange bug. I think it's actually tied in to the Kingpin assassin plot. I had a team in B2 that couldn't leave. Every time I tried to make them leave either from the map screen or the tactical screen, the game would crash. If I would pan down and to the left, it would crash. I think there was an assassin down there somewhere. One on instant, he announced himself and shot a militia just before it went down. The only way I was able to get them out was to force the game into combat/turn-based action by using the cheat code and dropping a bunch of enemy soldiers into the sector. Then I moved all my team down to the southeast corner and exited when it was my turn. Kind of disappointing. I loitered around a long time hoping the attack would come and the issue would be resolved.

As I have said elsewhere, I think this is a really cool mod ... groundbreaking in a lot of ways as mods go.

Re: Demise of Man[message #239109] Tue, 01 December 2009 14:01 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
here

do NOT follow smiling assassin's (=scorpio's) advice - install it as callahan tells you to do it

you should not have a problem to read that forum, i dare say :crazy:
Re: Demise of Man[message #239114] Tue, 01 December 2009 16:50 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
wow, this feature list looks VERY interesting, even revolutionary i dare say!

is this a mod for vanilla JA2 on 1.12 base or also 1.13? and if 1.13 compatible, to which release?

and does this work with HAM/100 AP system?

and who the hell did make this mod?

is Callahan the one who just found this one and continued to work on it?

he seems to have gotten the airstrikes feature working.
and a complete externalization of Prof.dat too if i read correctly?

this needs some thorough further investigation by our resident coders and modders!

☆★GL★☆
Re: Demise of Man[message #239116] Tue, 01 December 2009 17:52 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
Doesn't appear to work with 1.13 , at least I haven't been able to do so , good and interesting mod though !

Edit : there's been some discussion here http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=239078#Post239078

[Updated on: Tue, 01 December 2009 22:55] by Moderator



Re: Demise of Man[message #239123] Tue, 01 December 2009 23:36 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
well, after installing this mod onto a recent 1.13 install and getting it working (besides some minor issues), i can say that this mod has some VERY intriguing and fresh features, maybe even groundbreaking ones!

there are a lot of tweaks that make it very atmospheric besides it still playing in arulco on the vanilla campaign maps with the vanilla mercs and RPCs.

basically, this is a mod that plays in a Quake 2 like scenario with the STROGG invading earth.

what i immediately liked a lot are the new verbose enemys, which have now full voice support and shout out commands (medic! surround him! take cover! etc.) and have new pain and hit sounds.

the gun sounds also are very well done and feel really "punchy".

i also like that guns now don

☆★GL★☆
Re: Demise of Man[message #239125] Tue, 01 December 2009 23:53 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
self bandaging for minor wounds
bullet pockmarks on walls , also blood spatter
6 minute warning of enemy attack when militia in sector
upon hearing noises , mercs turn towards sound
flying strogg
sickle robots ( thriller zombie walk Very Happy )


Future weapons and strogg have very crude graphics
What's the deal with Manuel , even strogg don't attack him ?
no selling of weapons left on battlefield
militia VERY expensive , couldn't afford to have more than one squad , got massacred by reds .
walking anims for strogg not great ...

Interesting though , Kaerar get in there and prettify it up Very Happy


Re: Demise of Man[message #239128] Wed, 02 December 2009 00:51 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
I wasn't able to install using 1.13 but am running it under an earlier version. (Whatever is on my disk.) I *HAVE* been able to sell weapons using Alt-Y.

Have encountered a strange travel bug that seemed at first to be caused by my employing 90210 to get an extra IMP or two into the game. However, even after dismissing those IMPs, the bug lingered and may be associated with the Kingpin assassin plot. Interestingly, I started trainign militia in Omerta (something I have never been able to do) and Miguel attacked me. I *think* that somehow his slot got linked to that of an assassin ... Just a guess. Also, I think the problem with recruiting him may be that his speech files seem to be missing. I force-recruited him using Alt-G and his speech files seemed not to be working.
Re: Demise of Man[message #239129] Wed, 02 December 2009 00:55 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
With respect to balance, having the lightning gun makes your IMP really tough initially. However, it evens out once you start running into Stroggs and not just the normal grunts.

[Updated on: Sat, 19 March 2016 03:28] by Moderator

Re: Demise of Man[message #239130] Wed, 02 December 2009 01:04 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
manuel does not exist - he's missing his npc-script (as scorpio told in the other thread)
Re: Demise of Man[message #239142] Wed, 02 December 2009 08:13 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
Sorry. Missed that comment.

The travel bug is about to drive me into the loony bin. have explored a number of possibilities, all which seem not to be the case:

* Association with IMP character moving between sectors.

* Character carrying a replicator box moving between sectors.

* Team leaving sector in which an assassin was lying in wait.

* Team on the move being assigned to squad 1.

Interestingly, in my most recent incident, trying to move Grunty and Wolf caused a crash. I thought I had outsmarted the machine by assigning them to the helicopter and then flying them out. It crashed when i assigned them to a squad in the destination sector. HOWEVER, I just tried the same thing, but assigned each to practicing marksmanship when they arrived, and the game didn't crash. I have yet to see if I can move them out of the new sector.



Re: Demise of Man[message #239153] Wed, 02 December 2009 11:30 Go to previous messageGo to next message
usrbid

 
Messages:1552
Registered:December 2008

I read on the German board that one of the RPCs needs to be manually copied to the correct directory for this to work.

Also on the German board it looks like the second link from the top (in the first post) has a different URL than the last link posted, so I am not sure if you need to download all of them to get all the incremental updates in they may have. For example the last link has some sound files and I am not sure if the second one contains them as well (meaning not sure if this works like Kaerar's single click installer).

From the install instructions it looks like it will work with 1.13 (or lower), but you have to use their EXE, you can't use other EXEs as they won't have the DOM code (e.g. air strikes etc.)


@Rev1: When I did my item mods I got the CTD when scrolling over the map in tactical when something with the enemy (or item on map) was not correct, like missing picture file, bad ID in the XMLs etc., which would explain what you are seeing.

[Updated on: Sat, 19 March 2016 03:31] by Moderator



Re: Demise of Man[message #239192] Wed, 02 December 2009 21:40 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
Quote:
well, after installing this mod onto a recent 1.13 install and getting it working (besides some minor issues),


Can you do a step by step please ?

Quote:
i also like that guns now don


Re: Demise of Man[message #239199] Wed, 02 December 2009 23:12 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
OK... Need help with my crashes. When I do cntrl-alt-del, sometimes I'm able to get the task manager and shut down the program. However, it doesn't always work. I have seen what I think is an .INI file that sets the screen resolution and tells the game whether to encompass the whole screen, or play the game in a window. Can anyone tell me where to find that file, or what it's called?

Thought it was JA2_Options.INI, but I don't see anything there related to this issue.

Also, if anyone can suggest how I trick the game so I can keep playing, that would be great. For example, I'm in Tixia at the moment and can't go to the lower level because it keeps crashing every time I try.

Re: Demise of Man[message #239212] Thu, 03 December 2009 06:26 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
A few ideas, just off the top of my head.

What this needs is a mother ship that has landed. They are harvesting humans upon which they will dine on their long journey home. It would need to be massive... maybe 6 sectors, and multiple levels. ... Maybe it's sitting right off the coast somewhere. I think the final levels would have to be intensely dangerous. The atmosphere would be caustic and would continuously erode whatever armor the mercs are wearing. Something akin to walking through napalm, with similar visibility problems.

Also, I'm not sure if it has been dealt with in 1.13, but something needs to be done about the way the Strogg deal with walls and fences. I watched a battle in which they entered from the north, but the gated entrance was on the southwest side, so they ran and shambled all the way around, giving the militia plenty of time to gather weapons that were littered around and take shots at them. I think most Strogg could probably just ealk through fences with little or no loss to AP. If nothing else, something should be written into their code about blasting your own entry ways if none are immediately available.

Also, Strogg, similar to the alien in Predator, should have thermal vision as a part of their gear. If they have guns that easily shoot through walls, they ought to be able to see the targets through them as well.

Still, amazingly cool mod!

Re: Demise of Man[message #239217] Thu, 03 December 2009 07:23 Go to previous messageGo to next message
usrbid

 
Messages:1552
Registered:December 2008
Took the work from Beka (awesome job by the way!) and added a few things to it:

Key = Condition = Effect

1-4 = over target = aim x points on/off
5 = over target = required points for best possible shot
6 = over target = max Autofire
7 = over target then keys 5+6 to switch weapon auto mode (probably burst Vs auto)
1-9 = no target = change team or select all mercs on team
A = Auto-attack a single target
Y = Auto-attack only in arc of view
SHIFT = Stop autofire
SHIFT + A/Y = Autofire as long A/Y is pressed
CTRL + B = Remove blue flag
C = Alien = Alien grows and loses Health
C = Vehicle = Refill from Vehicle inventory
F and no taget = provide info about merc
F over a target = provide target info
F = AI vs AI = Teleport Monster out of water to cursor position
J = Jump/Climb
K = over tile = change viewing direction
K = over yourself = merc motivates squad
P = Alien queen in tactic screen = Lay an egg if growth suffices
U = strategy screen = Improve mine in sector
U = City sector = Loot city
Numpad and + key = Recruit person under cursor
ALT + . 'PERIOD' = Revive dead merc
CTRL + . 'PERIOD' = Add new Strogg at cursor position
, 'COMMA = Add green militia at cursor position
. 'PERIOD' = Add regular militia at cursor position
- 'MINUS' = Add elite militia at cursor position
CTRL + K = Send monster to position in tactic screen
ALT + K = Send militia to position in tactic screen

If something is still strange please ask, I can elaborate more.


Quote:
written into their code about blasting your own entry ways if none are immediately available


Yah, I know what you mean, this is part of the regular AI not being all that great.

For example standard AI does not have the ability to "see outside the box" when it comes to changing / enhancing existing pathing.

What that means is, for example when an enemy soldier is at point A and believes he hears (or sees) one of your mercs at point B, the enemy uses a standard pathing algorithm to walk from point A to point B (assuming that the "flanking" algorithm is not triggert).

Now for example if there is an obstacle (something you can't jump over) between point A and point B, the enemy will *always* want to walk all the way around the obstacle (and getting shot while on their way) - and here comes the core of my statement - even if the enemy has weapons in their inventory which can alter the terrain (such as eliminate part of the obstacle) and allow a new / shorter path through the newly created opening.

The AI simply doesn't have the ability to blow up part of the map when planing a shorter route.


There are other things the AI can't do, like coordinate with another, such as for example enemy 1 throws a light stick then does nothing while enemy 2 shots what they can see now.

Another example is enemy 1 shoots a standing target before enemy 2 throws a grenade after which the target is prone (and harder to hit for enemy 1).

[Updated on: Thu, 03 December 2009 07:42] by Moderator



Re: Demise of Man[message #239234] Thu, 03 December 2009 12:41 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
I think the Issue with walls and fences is also for monsters... they're larger in size than human bodytype jsd's, that's what makes their pathing even more difficult, some can't pass through doors etc.

Oh, on an entirely different topic, has anybody tested the alien Mode yet? it's one of the features i haven't yet really tried. If you have, please share the experience with us Smile
Re: Demise of Man[message #239245] Thu, 03 December 2009 15:01 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
Dieter
@Rev1: When I did my item mods I got the CTD when scrolling over the map in tactical when something with the enemy (or item on map) was not correct, like missing picture file, bad ID in the XMLs etc., which would explain what you are seeing.

Some mods come with their own tilesets, which may include the items' tilesize pictures in the tileset/0-folder (smguns.sti and the smp#items.sti-files). If a different item-mod is used with these sets, then some pics may be missing.

For example, if someone uses a map-mod that comes with a smguns.sti-file that contains 300 pics, and uses this with basic 1.13 (which expects 365 pics in smguns.sti), then the missing pics /may/ lead to problems if one of the last 65 items is lying on the ground somewhere.


Re: Demise of Man[message #239247] Thu, 03 December 2009 15:14 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
Such a situation usually doesn't CTD however, it either uses a placeholder or rolls over. The mistake in the item mod would have to be more serious if mere scrolling over the tactical map manages to crash the game (unless there's been a serious change made to the worse)
Re: Demise of Man[message #239254] Thu, 03 December 2009 16:42 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Hello,

This contains the whole DoM Mod in its newest version.
(There have been some changes as there where some bug reports in the German forum,
which caused air strikes to be repaired and player called allied air strikes to be
included among other minor changes.)

Here you can get the newest files:
http://kermi.pp.fi/JA_2/Mods_Vanilla/Demise_of_Man/ Latest! Originally updated Dec 2013 - Current as of May 2015 - Ed

It also contains English version of the Doc.

I also conclude that it is better installed over v. 1.12 or lower.
It seems that 1.13 got too advanced during the development time of DoM.

[Updated on: Sat, 30 May 2015 05:38] by Moderator


JA2 DoM Creator
Re: Demise of Man[message #239257] Thu, 03 December 2009 17:13 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
Performed a very entertaining experiment. Dropped a bunch of militia, enemy troops, and Strogg down into a creature's lair. For e few minutes, I thought the Strogg and creatures might be acting independently, because the Strogg inadvertently shot some creatures. Unfortunately, as I suspected, the code views them all as "creatures" and they act as allies. To confirm that, I reran it, and dropped the Strogg into the den first. The creatures didn't respond at all. They only reacted when enemy troops or militia were inserted. Still, it made for interesting viewing to watch a 3-way battle take place.
Re: Demise of Man[message #239266] Thu, 03 December 2009 20:18 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
How does one play it as an alien? Do you have to chance the .ini file somehow?

the scorpion
I think the Issue with walls and fences is also for monsters... they're larger in size than human bodytype jsd's, that's what makes their pathing even more difficult, some can't pass through doors etc.

Oh, on an entirely different topic, has anybody tested the alien Mode yet? it's one of the features i haven't yet really tried. If you have, please share the experience with us Smile
Re: Demise of Man[message #239269] Thu, 03 December 2009 21:05 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
Thanks Callahan for making this available to us , and thanks to Scorpion for letting us into the secret Very Happy


Re: Demise of Man[message #239304] Fri, 04 December 2009 11:30 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
To play as the Aliens, you have to go into a sector without any person on your team.
Then press "P" and a lone Facehugger will appear at your cursor position.
(Dont worry if it is killed. You may get a new one by pressing "P" again)
The Aliens are bound to their lifecycle, so you have to find a victim for implantation first.

The victim will then "spawn" a Chestburster which can grow to Drone, Pretorian and finally a Queen which can lay new Eggs.
Aliens posess a small number of special abilities and restrictions explained in the Readme

[Updated on: Fri, 04 December 2009 11:35] by Moderator


JA2 DoM Creator
Re: Demise of Man[message #239310] Fri, 04 December 2009 12:09 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
In the last battle I watched in Manuels (landing zone)sector , strogg left manuel alone ? What does he actually do in that zone ?


Re: Demise of Man[message #239313] Fri, 04 December 2009 14:29 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
he's an example for a: force-inserting a character into a map and b: the PCM.xml file

The latter, @Rev1, also allows for easy character profile editing without renaming files and other hassles.
Personally, i always recruit Manuel
Re: Demise of Man[message #239314] Fri, 04 December 2009 14:59 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
Whatever I tried , I couldn't recruit him . :whoknows:


Re: Demise of Man[message #239315] Fri, 04 December 2009 15:09 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
yes, there's no script, but this is Demise of Man, so there's gotta be a hotkey for forced-recruitment (this doesn't qualify as forced labour, mind ye)

Ah, got it: hover the cursor over Manuel and try hitting the + Key

Let's see if that's still active Very Happy
Re: Demise of Man[message #239321] Fri, 04 December 2009 15:34 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Manuels .NPC and .EDT are now included in the newest files.
(Link on one of my last posts)
It now also includes his NPC speech from UB. Does not really fit, but better than nothing.
So he should be interactive now.

JA2 DoM Creator
Re: Demise of Man[message #239340] Fri, 04 December 2009 20:39 Go to previous messageGo to next message
lockie

 
Messages:3904
Registered:February 2006
Location: Scotland
Obviously replaced the demise exe. , what else , or should it be a full reinstall ?


Re: Demise of Man[message #239368] Sat, 05 December 2009 06:04 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
Yes, I was able to translate some German discussions and figured out that he'd there to recruit from the moment you land by hitting + on your keypad while holding the cursor over him.. However, he has nothing. I then went to A10 and did the same with the guy guarding the rebel hideout. Dmitri, I think. Unfortunately, I couldn't outfit them very well. I was playing on expert level with airstrikes enabled. Enemy orces were dogging us from the moment we got there and the 2nd air strike that hit us killed Manual, Dmitri, and my IMP, who only had a flak jacket and a steel helmet. 3 others made it into a barn and still got injured as the farmhouse got shelled and strafed. I'm guessing the only tactics that work versus air strikes are only to go out at night, and to flee the sector immediately, no matter what you're doing, when you hear the planes coming.

I'm definitely going to restart and at least use the IMP editor to give my guy some decent armor from day 1.
Re: Demise of Man[message #239369] Sat, 05 December 2009 06:13 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
I can't imagine how someone plays in expert mode with Strogg, 2 kinds of creatures, rampaging looters, enemy forces hounding you, and air strikes. You would have to have a lot of time on your hands and be very patient. ... Not sure if I can do it with a wife, kids, and work to do.
Re: Demise of Man[message #239370] Sat, 05 December 2009 06:24 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
I replaced everything, but saved the saved games.


lockie
Obviously replaced the demise exe. , what else , or should it be a full reinstall ?
Re: Demise of Man[message #239371] Sat, 05 December 2009 06:25 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
If youi made any changes to the .ini file, such as the settings for selecting your IMP's personality, then you will want to remember to restore those changes as well once you have re-installed it.
Re: Demise of Man[message #239388] Sat, 05 December 2009 11:51 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Rev1

.....I'm guessing the only tactics that work versus air strikes are only to go out at night, and to flee the sector immediately, no matter what you're doing, when you hear the planes coming.


Capturing the SAM sites should discourage the enemy to do air strikes.

JA2 DoM Creator
Re: Demise of Man[message #239502] Mon, 07 December 2009 01:17 Go to previous messageGo to next message
Anonymous
I installed demise of man over clean 1.12 install. When I get to the part with the intro, if I try to skip it, the game freezes up. I even sat through the whole thing with no success. Can someone help?
Re: Demise of Man[message #239517] Mon, 07 December 2009 08:15 Go to previous messageGo to next message
Rev1

 
Messages:209
Registered:October 2002
Location: Louisville, KY
My guess would be that you're not extracting things into the correct folders.
Re: Demise of Man[message #239521] Mon, 07 December 2009 12:07 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
sorry guys - if DoM does not use tilesets (as scorpio says) there are simply none that could be wrongly extracted and placed and thus corrupt the standard ones

well, i'll do that again tonight (using my gold-cd, which i kept stored savely for more than five years)

cms' problem seems to be something importand mia (my guess is he hasn't transferred 'data-1.10' correctly


callahan's advice equals:

1. c/p contents of 'data-1.1o' to 'data'
2. delete 'data-1.10'
3. c/p *.* (including folders) to a fresh ja2gold

i've done it that way
Re: Demise of Man[message #239542] Mon, 07 December 2009 16:21 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
well, he states to have installed it over clean 1.12 install. Which can't work. Installing according to callahan's install notes is the only way to go, as we have established together Wink
Re: Demise of Man[message #239544] Mon, 07 December 2009 17:36 Go to previous messageGo to next message
Anonymous
I followed the English install notes according to Callahan. I will try again later today and get back at yall to confirm my error.
Re: Demise of Man[message #239547] Mon, 07 December 2009 19:57 Go to previous messageGo to previous message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
installed over Gold (without any 1.13) and seems to work. just that those IMP random attributes can be, hmm, surprising: LDR 1 and MRK 9 are not very promising :goggleyed:
Previous Topic: Awesome Mod!
Goto Forum:
  


Current Time: Wed Jun 19 20:09:07 EEST 2019

Total time taken to generate the page: 0.01936 seconds