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Re: New Feature: IMP gear selection[message #336690] |
Wed, 15 October 2014 01:32   | |
grim
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Messages:349
Registered:July 2006 Location: France |
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Well, i've been working all day on that file and was about to post my version, the coincidence is amusing. It was modifying those things too.
Here's my IMPItemChoices.xml, maybe it can help to tweak the starting equipment.
I tried to widen the selection, with IMP gear selection in mind, but keeping compatibility with Old method and old trait system (it wasn't easy).
Maintaining a good balance and not giving overpowered stuff to the IMP is hard. I tried to stick to low tier weapons but modern, varied and standard ones, while quite compact for an air drop. The hard part being the Marksman/sniper and Heavy. I did want to make them more viable, but equiping them with low tier weapons is hard, even more without WW2 stuff. They may be somewhat overpowered, but ammo scarcity and initial cost should balance it.
For every trait you can have specialised stuff, including food, LBE and misc items.
By the way, while testing my file, i had some difficulties using the drop down menus in the IMP gear selection screen (resolution 1024x768 in full screen). Sometimes they overlap with each other, making it difficult to select one item in the list or scroll down. The holster lists overlap with the "FINISHED" button on the right, and in the struggle this last one often wins!
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Re: New Feature: IMP gear selection[message #337235] |
Mon, 27 October 2014 20:27   | |
Flugente
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Messages:3525
Registered:April 2009 Location: Germany |
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smeagolGetting glitches when selecting items in the last row, due to the menu expanding out of the boundaries of the in-game laptop. No fix for that, as that is how the laptop display works.
smeagolAlso I think it is rather illogical if it is possible to buy multiples of certain items. It seems like it's possible to select 4x laser sights, 4x canteen and so on... is it possible to add a max limit for items in the impgear.xml that restricts the numbers for certain items? The goal of this feature is to make selecting IMP gear easier and more user-friendly, without adding or altering new xmls. So no.
smeagolAlso... which file is used for the interface graphics? Considering to put in some of my free time into making it look a bit nicer.
Would it be possible to change the drop down menus to be non-dynamic in length and have them get a default length? Would already look a lot better if they would have a more streamlined layout. Which part of the graphics, and which length do you mean? I took care to make them dynamic, as cutting text looks awful.
smeagolWill added main guns allow all types of ammo to be selected? I think this is quite overpowered for guns like shotguns that have some really funky ammo choices (I tried it with a Spas-12 and could get stuff like Polyshok, Duplex, SAP etc without adding them to the xml... way too good in the early game in my opinion). All ammo can be selected. In the old system, the player could always add whatever he wanted to his IMP anyway, so there is no new loophole here. I am sick to death of externalising/optionalising every friggin' piece of code. People can use this or not, I don't intend to add any options to this. This includes the hardcoded limits of 6 mags per ammostack and 4 per various item stack.
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Re: New Feature: IMP gear selection[message #339753 is a reply to message #337664] |
Sat, 28 February 2015 21:31   | |
JimQuaid
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Messages:1
Registered:February 2015 |
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Flugente wrote on Mon, 10 November 2014 12:17FOR INSTALLATION, SEE THIS THREAD, AND THEN FIX YOUR CAPSLOCK!!!111ELF!!!!
Is this feature enabled in the 7609 update? On a clean install of JA2, 7435 and running the .bat of the 7609 update the item selection screen does not show up for me after finishing attributes. Does this need to be enabled via options?
Also, link does not work anymore.
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Re: New Feature: IMP gear selection[message #343343 is a reply to message #341105] |
Thu, 26 November 2015 07:09   | |
TheSilentGamer
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Messages:1
Registered:November 2015 Location: New York |
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Where is the download?
Keep calm and jagged alliance on!
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Re: More throwing knives[message #347344 is a reply to message #347343] |
Sun, 16 October 2016 02:54   | |
Flugente
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Messages:3525
Registered:April 2009 Location: Germany |
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Eh? With this feature (new selection method), we only check for the different items in the xml, not how often they occur, so adding the same item multiple times is useless.
In the old method, ubNumItems is the number of items that we can choose from that list (yes, that information is fairly obvious to anyone reading that xml, and is utter nonsense). ubChoices is the number of items taken from that list.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
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Re: New Feature: IMP gear selection[message #355738 is a reply to message #350035] |
Thu, 08 November 2018 21:25   | |
Flugente
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Messages:3525
Registered:April 2009 Location: Germany |
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Urgs. I need to set some sort of 'I'm away for a while' message in the future. Anyways, I'm not really back to coding - this and the next week is a lot of stress @work, after that it's holidays - but I have a tiny clarification:
On known oddity of this feature is that of one creates an IMP via this feature, and then later loads that existing IMP into a campaign by entering the callsign at the website, the additional gear costs are not deducted. I am well aware of that. The issue is we don't store the cost of the gear in the profile. We also don't store whether an IMP was created via the old, non-gear-costing method or this new one. We don't store that data because, frankly, this doesn't affect the character at all.
I could determine the cost from the items upon loading the IMP, but... in that case you would also have to pay for gear with IMPs created by the old method.
I assume at that point the fans of the old method would then cry 'foul', but... at least it's consistent then. Everybody pays for gear exceeding IMP_PROFILE_COST.
Edit: Coded this in in r8638. However you create an IMP, if the gear costs more than IMP_PROFILE_COST, you pay for that extra cost. This is not optional, because I say so.
Edit2: On third thought, might not yet wotk for old method on direct creation? Have to check on the weekend or so.
edit3: Urgs. With the old method, the gear is drawn at random after we confirmed the creation process, so we cannot know the cost beforehand. We could if I changed that, but... you know what? Eff that. So, to clarify:
- via the old method, gear costs nothing extra, whatever you select
- via the new method, you pay the gear cost exceeding IMP_PROFILE_COST. So if you pay 3000 for an IMP and buy gear costing 4000, you pay 3000 + (4000 - 3000) = 4000 total.
- when you load an IMP via callsign, you always pay as if you've created them via new method. I do not intend to change that.
In case somebody wants to whine about this, note that via the above argumentation, once an IMP is created you cannot prove to me you didn't create them via the new method
[Updated on: Fri, 09 November 2018 22:33]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.
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