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Re: Code Snippets[message #329354]
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Sun, 29 December 2013 07:57
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Experimental visual feature.
New option SHOW_ENEMY_ADDITIONAL_INFO in ja2_options.ini
0 - nothing
1 - show awareness sign above enemy soldier (useful for sneaking and covert operations)
Eye sign means that enemy sees you.
Color shows enemy alert level (green, yellow, orange, red)
2 - show if enemy wears gas mask or nvg
3 - show if enemy has any armour (helmet, vest, leggings)
Note: additional info is shown only at limited range (based on current vision distance and merc's experience), similar to dynamic tooltips.
some screenshots:
same screenshots on imgur.com:
r6720 patch
gamedir1904_patch
r6720 exe for testing
[Updated on: Sun, 29 December 2013 11:45] by Moderator Report message to a moderator
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Re: Code Snippets[message #329491]
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Fri, 03 January 2014 12:28
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Another experimental visual enhancement:
Improved health bar.
Option SHOW_HEALTHBARSOVERHEAD is now integer:
0 - no bar
1 - default health bar
2 - small version of new bar
3 - large version of new bar
4 - small health bar + AP indicator
5 - large health bar + AP indicator
New health bar offers you:
- Suppression shock indicator (shock affects your CTH)
- Optional larger version (useful for hires playing)
- Cover indicator that will tell you if your cover is not perfect
- Target movement tile cover indicator (hold SHIFT)
- Sneaking indicator (sneaking is shown by brown border color)
- AP indicator (red if AP<10, dark grey if AP
Note: cover indicators are enabled only in turnbased combat or when sneaking
Small version screenshots
Large version screenshots
Health bar + AP counter + cover indicatorDemonstration
r6726 patch
gamedir1911 patch
exe r6726 for testing
[Updated on: Fri, 03 January 2014 16:26] by Moderator Report message to a moderator
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Re: Code Snippets[message #329626]
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Tue, 07 January 2014 19:10
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sionus |
Messages:3
Registered:January 2010 |
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Now, if aim and shoot without target (enemy, door, etc...), mercs shoot in the ground (z=1).
This path add following feature:
when shooting,
if alt pressed, soldier shoot to z+64, (legs)
if shift pressed, soldier shoot to z+128 (torso)
if alt and shift pressed, soldier shoot z+64+128, (head)
It also affects enemy/militia soldiers, not sure is it good...
patch
ja2.exe
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Civilian
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Re: Code Snippets[message #329628]
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Tue, 07 January 2014 20:09
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Quote:Now, if aim and shoot without target (enemy, door, etc...), mercs shoot in the ground (z=1).
This path add following feature:
when shooting,
if alt pressed, soldier shoot to z+64, (legs)
if shift pressed, soldier shoot to z+128 (torso)
if alt and shift pressed, soldier shoot z+64+128, (head)
Hello Sionus! My points:
1) Being able to control shot's height is good. May be useful in some situations.
2) Using 2 modifier keys for 1 feature is probably not good.
3) How i see it: use SHIFT+mousewheel when aiming (no matter if there is target or not) to add height correction to shot. Current correction value is displayed somewhere as numbers or more advanced indicator with moving mark or smth. For grenade launcher's shots, this feature could adjust throwing angle. For OICW, it could in the future set distance for programmed airbursts. Being able to control throwing angle may be also useful when throwing hand grenades through windows.
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Re: Code Snippets[message #329674]
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Fri, 10 January 2014 03:43
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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1) Improved cover indicator:
SHOW_COVER_INDICATOR
0 - nothing
1 - show as small square to the right of health bar
2 - show using color of merc's name
3 - same as 1, show only in stealth or when disguised
4 - same as 2, show only in stealth or when disguised
Screenshots:
2) Enemy rank (exp. level) icons:
SHOW_ENEMY_RANK_ICON
0 - do not show
1 - show icon
2 - show icon from .sti (not yet implemented)
Screenshots:
3) Enemy health bar:
SHOW_ENEMY_HEALTH
0 - do not show
1 - show health as text (default)
2 - show health bar
3 - show health + ap
4 - show health + ap + shock
5 - show health + ap + shock + morale
6 - show health + ap + shock + morale + bp
Notes:
This option replaces HIDE_ENEMY_HEALTH_TEXT
Shown values are relative percents, so if enemy's full health is 60 and he has 60 then 100% full bar will be shown and not 60% of full bar.
Same with AP (negative AP is shown by grey bar) and others.
Also enemy status bars are much simpler then player's health/energy bar - enemy health bar does not show poison/wounds and such, only relative health level. It was intended to simplify visuals and not supply player with excessive information. (may be changed though)
Screenshot:
4) Minor improvements:
Enemy awareness sign now shows up only in stealth/disguised mode.
Turned on Extended Disarm Dialog for turnbased (it was implemented but turned off)
Video demonstration:
https://www.youtube.com/watch?v=OKsF9ipPg8s&feature=youtu.be[/video]
youtube link
patched r6744 exe
Recommended settings for regular gameplay (from video example above):
INDIVIDUAL_ENEMY_NAMES = FALSE
INDIVIDUAL_ENEMY_RANK = FALSE
SHOW_ENEMY_RANK_ICON = 1
SHOW_ENEMY_HEALTH = 4
SHOW_COVER_INDICATOR = 2
SHOW_ENEMY_ADDITIONAL_INFO = 1
SHOW_ENEMY_WEAPON = TRUE
SHOW_HEALTHBARSOVERHEAD = 4
r6744 patch
gamedir1914 patch
[Updated on: Fri, 10 January 2014 14:57] by Moderator Report message to a moderator
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Re: Code Snippets[message #329677]
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Fri, 10 January 2014 04:01
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Deleted. |
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Messages:2663
Registered:December 2012 Location: Russian Federation |
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Thanks!
The idea was to minimize shown info and text on screen but still trying to keep all the really needed info for player.
Colors and such are subject to discussion:
Health bar color is RED ( 200, 0, 0 )
AP bar color is PURPLE(?) ( 110, 30, 210 ) to distinguish it from BP (and negative APs are shown as ( 140, 140, 140 ))
Suppression shock bar is ORANGE ( 200, 120, 0 )
Morale is GREEN ( 0, 140, 0 )
and BP is BLUE ( 0, 0, 200 )
Yellow (ORANGE) bar shows suppression shock, which has influence on player's CTH and interrupt level.
So in the video example enemy "health bar" consists of three independent bars - health, AP and shock.
Maybe those legacy namings are misleading sometimes.
Colors in video are not exact, it's better to look at screenshots for them.
[Updated on: Fri, 10 January 2014 04:11] by Moderator Report message to a moderator
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