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UC-1.13 Hybrid[message #75013] Sat, 10 December 2005 11:25 Go to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Thought I would start a new thread to see how much interest there is in this data set (I'm sticking to data, none of this difficult coding stuff), which for all intents and purposes was meant as a quick and easy escape from sunny Alruco to visit the former East Bloc... It hasn't been quick nor easy, but it sort of works.

To begin, I would like to thank the original Urban Chaos creators, the Mod Squad, and those that have given us 1.13. All creative credits and credits for the majority of the work belong to them. This is only meant as a drop in set of data files** Incidentally this project is unsupported by either party. All errors in porting over stats (if there is distribution), are purely my own.

Progress:
- all items from UC in (but not everything is working the same way, and not everything is working properly either)
- replicated the functionally of the mergers, combo, attachments, pockets, A.L.I.C.E.
- added a few new "toys"
- started testing without using the cheat codes (an excuse to play the game)


Problems (so far)
- The RPO-A is so far little more than a pre-loaded RPG. Still tinkering to get the Thermobaric effect of combo breath and explosive damage. A smoke/Mustard/Bug Gas cloud would be nice too.
- Roads still Alruco (might have to relocate Roger's car dealership)
- G8, G9 and I3 (so far) freeze the exe on load (same G8 and G9 work just fine with the original UC exe left in the folder)
- either Prof.dat needs to be resorted (along with renumbering the speech and gap files) or I've missed the toggle off for the UB MERC's
- some assembly required (see below)


Added:

Weapons:
FN F2000 (replacing M16/M203 w/unused UC graphic)
FN Five-seveN (unused UC graphic)
MP-448 Skyph (recycled Viking?)
FN P90 (unused UC graphic)
Sig SG-550 (unused UC graphic)
HK G36C (unused UC graphic, 1.13 stats so far)
HK G36K (unused UC graphic, 1.13 stats so far)
HK G36 (unused UC graphic, 1.13 stats so far)
HK/ATK xM29 (unused UC graphic)

Scopes:
PO 3.5x21 (Renamed Elcan, which is a western Optics mfg, subsidary of Raytheon I belive)
ACOG (no graphic, left from 1.13)
Trijicon Reflex (no graphic, left from 1.13)
PKS-07 (recycle of PSO-1)
Leopold Scope (no graphic)
TI Scope (recycle of monocular; not sure if this works as an attachment, but works as a handheld)

Other:
Thermal Imaging Camera
TI Goggles
Magazines for Skyph (12rd PM), Five-seveN and

** by drop in -> extract 1.13 to empty folder, remove/rename some 1.13 specific folders, replace xml's, and drop the whole lot into a working UC installation. There's more, but I'll need to remember what it was first.


Re: UC-1.13 Hybrid[message #75014] Sat, 10 December 2005 11:40 Go to previous messageGo to next message
Lamorea
Messages:3
Registered:August 2005
Location: Oshawa, Ontario, Canada
awesome idea, i'd love to play it! keep up the good work, and keep us updated!
Re: UC-1.13 Hybrid[message #75015] Sat, 10 December 2005 11:46 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
I second wil473's thanking of the ModSquad and 1.13 Mod team. They've both been instrumental in making my favourite game even better!

So, I'm going to try and help out by doing some of that difficult coding stuff. I thought I'd start by externalizing the sector traversal/type code. Not only will this allow all the 'town' squares to have appropriate travel times, but it may address the problem with the Humvee/Car dealership being nowhere near a road.

When I'm feeling particularily adventurous I'll have a poke around and see if theres something hardcoded thats causing certain sectors to freeze on loading (Sci-Fi Creature code???).
Re: UC-1.13 Hybrid[message #75016] Sat, 10 December 2005 13:48 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
There are a number of TBS forum members who have been eagerly awaiting your progress, wil473.

As far as support. You know my time is limited right now, but what can I do to support this when I have a little time here and there?

Judge, It's best to do it all at once. I'm not sure how familiar you are with the code, but here is a list I was working on for Hard-coded sector data. I was going to go back to it when I got back into the code, but after spending some considerable time on bugfixes, and add in filenames for each item on the list, as well as finishing the list.

1. Travel type N/E/S/W if all possible directions for that sector are impassible, the Map is not used.

2. Underground Sector entrance locations.

3. Quest NPC locations.

4. Sci-Fi Sector locations.

5. City Locations.

6. Mine locations.

7. Enemy Patrol routes.

8. Enemy Garrison locations.

9. Priority Sectors for AI.

10. Starting Sector location.

11. BR Delivery sector location.

12. Airport locations.

13. Bloodcat Garrison and Ambush locations.

14. Roads.

15. Meanwhile triggers.(?)

That was as far as I got in the "Types of sector data that is hardcoded" list I was making.

My method was picking a "special" sector SEC_A9 just as an example and doing a search for it in the code. To be completely meticulous, and make sure I didn't miss anything I didn't know about, I was planning on just going down the list of all 255 and searching on all of them.

This is what I was working on right after I got the 10-07 Editor working with 10-07. Right before my free time started shrinking. I figured, that if we had the Editor, the next thing should be this. It would really open the door for Mods, not just ports of UC or DL, but others as well.

Also I had done some testing with Cities.xml, the farthest I got was, that it WILL increase the border of the existing towns, I did not however try training militia, or anything in the new town sectors or anything like that. I didn't even test renaming.

It will take a lot of consideration in doing this, as there is sooooo much data that ties to Sectors and all of it needs to be externalized at some point, how you take this on now will greatly impact how related data will be externalized later.

Quest NPC's for example, removing the limit is on the list and so is making them customizeable. How many Quest NPC's can you have per Sector, and in what sectors? How and where will this be specified by the Modder?


Re: UC-1.13 Hybrid[message #75017] Sat, 10 December 2005 14:46 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
I agree that externalizing all of the strategic map and its data, while necessary for true total-conversions, is going to be a mission and a half. Fortunately XMLing traversal data is relatively easy. Let me explain - the map seems to be drawn from three main 'structures' in memory:

1. The overall sector type, a weigh for AI movement calculation and traversal types are all neatly partitioned off in a SECTORINFO array. I've nearly finished externalizing this array, and preliminary testing suggests in works appropriately (5min transits round Atremo).

2. 90% of the rest of the strategic maps information is stored in an array StrategicMap. This is a serious 'onion' of data structures, hardcoded exceptions and misc. jiggery-pokery. So far I haven't looked much into it.

3. Random bits of hardcoded magic. This includes, but is not limited to, SAM sites, where you can train militia, creature features, and underground sectors.

My current goal is to make UC perform like it used to, but I'm sure along the way I might glean some useful information that we can discuss when attempting to externalize 2 & 3.
Re: UC-1.13 Hybrid[message #75018] Sat, 10 December 2005 20:34 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
I've finished externalizing -just- the traversal data of the strategic map. I've just started changing the default JA2 traversal map into the UC one - its going to be a slow job. Once its done, I'll test that it does fix the Humvee problem too.

I've also fixed the Cities.xml loading code so it gets the city names from the file. That char*->wchar conversion had me stuck for an hour or so. At one stage all I had was a map full of 'A's.

The next things on my list are:
1. Fix the UBT website so its doesn't list funeral services...
2. Try to fix the sectors that fail to load.

Anything else, code-wise, that doesn't work?
Re: UC-1.13 Hybrid[message #75019] Sun, 11 December 2005 00:29 Go to previous messageGo to next message
Sweeper

 
Messages:99
Registered:March 2002
Location: Namsos, Tr
I am interrested in the UC with the V1.13 mod.
However, I would love if all the UC items were stamped as new ones and not replacers.

Like there was with the original, keep all the JA2 ones in addition to the UC items.
Except those "Updated" ones like the AK-74 and RPK.
Re: UC-1.13 Hybrid[message #75020] Sun, 11 December 2005 01:10 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
I did an item number by UC item number port, to accomodate the UC maps. ie. the guard in the factory basement who is meant to drop the KSVK AMR, will continue to drop the KSVK.

Beyond the "traditional" JA2 item numbers (which UC uses up practically all of them) there's plenty of room for additional stuff. 5000 item limit, free time, XML editor, and the permission of the stis' creators and there is nothing to stop every item to appear in a JA2 Mod making an appearance at Bobby Ray's and local merchants. Is there a limit to how many frames an STi can have?


Additional Observations from testing:

- Changes to EnemyGunChoices.xml took effect without having to restart. Decided about a week in Danubia should have a more stringent "Order of Battle" Then again, the Eastern European procurement system seems to deploy a more varied range of personal arms.

- Smitty is no longer an arms dealer, just talks about the CAR-15 to modded M-4 series upgrade path. I'll need to take another look, but I don't think his character number coresponds with an original JA2 merchant.

- I've paid MERC enough so that some of the UB Mercs are available. As I didn't bother copying over the stats from the 1.13 prof.dat, their stats are messed up. Thankfully there haven't been any crashes caused by this yet.


Re: UC-1.13 Hybrid[message #75021] Sun, 11 December 2005 03:55 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Judge, what code-base are you working from? I hope the latest High res version, or at least the 11-08 code from http://v113.ja2mods.de otherwise, just keep track of which files you've modified and send the modified code to me or someone else who has access to the site. If you want to continue working on 1.13 afterwards, we can get you access to the site.


Re: UC-1.13 Hybrid[message #75022] Sun, 11 December 2005 03:58 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Now that all the merchant inventory choices is externalized, and assuming that Smithy didn't just replace some existing merchant, we'll have to create an Inventory.xml for him. The 'perfect' solution would be to rewrite things so that dropping an XML with the appropriate character number included, i.e. 077Inventory.xml, automagically turned that character into an arms dealer. However an easier solution, and one I'll look into first, is just to externalize the ARMS_DEALER_INFO structure.

Arms Dealer Init.cpp[118]: void GuaranteeMinimumAlcohol( UINT8 ubArmsDealer ); // Now if only I could do this in real life!
Re: UC-1.13 Hybrid[message #75023] Sun, 11 December 2005 04:05 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Excellent - found a list of UC merchants and their inventory kindy provided by ramfall: http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=36;t=000239#000011

So Smithy is meant to replace Gabby...
Re: UC-1.13 Hybrid[message #75024] Sun, 11 December 2005 04:17 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Kaiden, I'm using the 11-08 code. My early attempt at using the Hi-Res version came to a sudden halt with a runtime error. How do you usually handle patching/version merging? CVS? Random files attached to email? Razz

My grand plan is to commit all these changes to the 1.13 project, and then make UC a new Data folder thats just dropped into place with the ja2.ini edited to reflect that. Thats the new way of deploying mods, right?
Re: UC-1.13 Hybrid[message #75025] Mon, 12 December 2005 13:46 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
The good news is I've tracked down whats causing several sectors, (G8, G9, I3...), to lock up during loading. Theres an endless loop in a part of the code that seems primarily responsible for calculating some AI stats for buildings (path AI).
The bad news is, without being able to look at the map in an editor, I'm not sure what to do to fix it. For now I'll just replace the endless loop with something that will eventually end (which might, as a consequence, cripple the AI in whatever buildings gone bogus).
If anyone has experience with the GenerateBuilding(UINT) function in Buildings.cpp and could give me some pointers it'd be a big help.
Re: UC-1.13 Hybrid[message #75026] Mon, 12 December 2005 14:32 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Replacing the endless loop works great - only a slight pause on the load progress bar and didn't even notice any AI problems (although I didn't look too hard).

G8: Building Walk Algorithm has covered the entire map! Building located at [145,93] must be bogus.
G9: Building Walk Algorithm has covered the entire map! Building located at [128,110] must be bogus.

That leaves two sectors that I know of with problems:
* I3 causes a CTD.
* E13 seems to load, but the tactical map doesn't appear (the beta debug version complains about bloodcats?)

But I've done enough work today. I'm off to do some playing... I mean 'testing'.

ps Isn't the biker gang in B10 meant to be hostile?
Re: UC-1.13 Hybrid[message #75027] Mon, 12 December 2005 21:14 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
On day one the B10 bike gang goes hostile if you pick up the SMG at the bar door, shoot them, or show up after dark. UC's extended faction are not supported by 1.13 in its present form, which means I think the cops, gun runners, and B10 gang are all regarded in 1.13 as Hicks. The hostility of the subway gangs on the other hand seem to be triggerd by the NPC (go to the Atremo subway with Alt-E cheat code enabled, everyone is friendly till the NPC gang leader finishes talking). Port Kip gangs are linked to King Pin's faction, and don't go hostile till you offend him. Everyone who is meant to go hostile in UC goes hostile in 1.13 for me by nightfall generally. (They don't seem to like me nosing about the country at night.)

Sounds like you've found the G8 and G9 problem suffered by some in classic UC. Wonder if what you found can be used by original UC (I've never suffered G8 and 9 problems in the classic so I can't really test this). If the Beta Editor is willing, I'll see if the noted blds are important to these maps (Perko and the entrance to the underground Private Security outfit being sites of concern).

I haven't seen a single bloodcat in Danubia. The game dumps me into tactical warning of an attack, yet Alt-E reveals no furry hostiles. Last time I was in E13 was a few weeks ago (using 1.13 11/08), no problems then except for the false blood cat warning, and one of the Barkeepers CTD's (the one to the NW, the smaller bar, Peter?).


Re: UC-1.13 Hybrid[message #75028] Tue, 13 December 2005 04:47 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Thanks wil473, in previous games I usually wait for nightfall to attack town sectors - and they definately go hostile by dark.

In other news:
1. I'm still having some problems with the StrategicMovementCosts map, with my PLAINS_ROAD having about a 50/50 chance of being either PLAINS or ROAD (but not both).

2. In some form of cruel joke, E13 only CTD's if you have debug turned on. If you go there without debug the map loads fine - although ALT-E reveals a bunch of invisible townsfolk scattered along the bottom end of the map. Weird.

3. I3 still CTDs just after you choose the mercs entry point. This will be my top priority after I finish my militia stuff and debug the movement costs.

4. I fixed up two inventory things that have always bugged the hell out of me. First, the white status bar will now show the minimum repair status of a stack of items - not just the last item added. And second, the QuickHelp 'tooltip' that appears over items now lists the repair status. No more picking up items from the strategic maps inventory just to find out its repair status!

5. I'm externalizing Militia code too. Whats everyone's feeling about which towns should have militia? I've always felt Atremo and Gotham should be defendable. Probably not Port Kip though - what with Kingpin and all.
Re: UC-1.13 Hybrid[message #75029] Sat, 17 December 2005 05:38 Go to previous messageGo to next message
KIA

 
Messages:93
Registered:November 2002
Location: Virginia (USA)
Very much looking forward to militia in UC and wish you every success! You should include SAM sites, right? Don't forget that you will need to enable militia training again on the mercs' training menu, though. Query: if you externalize and enable militia, will you also need to enable the roving patrol schedule and the counterattacks provided in the original JA2?
Re: UC-1.13 Hybrid[message #75030] Sat, 17 December 2005 05:52 Go to previous messageGo to next message
KIA

 
Messages:93
Registered:November 2002
Location: Virginia (USA)
Umm... Judge, one more thing. Is there a reason why most NPCs can't have a default link to a sellable inventory? I mean, they might have something to sell, but have it set to null by default. This might be easier for modders to give NPCs more life and veracity, to enable the Mickeys and Manny and all the others down the line. Just a thought.
Re: UC-1.13 Hybrid[message #75031] Sun, 18 December 2005 10:26 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Heres the results of another fun week of fixing:

1. StrategicMovementCosts map no longer has bugs. If there are any errors, its just in something that can be fixed in the XML. I even externalized the sector shortnames into the XML so we can have the unforgiving "Galileo Stadium" once again Smile

2. I3 is finally debugged! Some incredibly subtle error with one of the Civilians schedules - I haven't so much as fixed it, as prevented JA2 crashing when it happens. Once we have a map editor we should go ahead and fix CIVILIAN[128].

3. Externalized Militia code by adding a variable "MAX_MILITIA" to the Cities.xml. Setting it to zero makes thing work like the old Omerta, while any number higher enables militia. At some stage I'll set it so that number is used to control the total number of trainable militia per city. You can also train militia in the sectors previously marked as 'urban' around the cities. As part of this I've added militia to Atremo, Tixa(?), Gotham, and Orta(?). If anyone hates any of these changes they can edit the Cities.xml.

4. Adding a rather specialized option, URBAN_CHAOS, to the Ja2_Options.ini. This will cause all the laptop webpage to render properly. In the long run some sort of scripting module will have to be developed so modders can drop custom pages into the laptop and have them work properly - but that'll be a serious undertaking.

5. So all thats left is some serious testing on my part to check for any other fatal problems with JA2UC113!

@KIA
SAM sites, patrol routes, and AI strategic values are specifically hard-coded in JA2. There is some planning for a major rewrite to externalize these and other hardcoded features, along with some form of strategic map editor, but it will take a while. See the post above by Kaiden for more details.

I agree with the comment about the 'Shopkeepers'. Currently they are hardcoded, but it shouldn't be too hard to make the code check if a shopkeeper inventory XML exists for a particular character and display a 'buy' button if so.
Re: UC-1.13 Hybrid[message #75032] Sun, 18 December 2005 10:46 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
About 2. The Beta Editor that comes with UC should be enough to remove Civilian 128. Mind you the Beta editor keeps crashing on me everytime I try to save a map, will try after re-imaging the system tommorow.


Re: UC-1.13 Hybrid[message #75033] Mon, 19 December 2005 11:32 Go to previous messageGo to next message
KIA

 
Messages:93
Registered:November 2002
Location: Virginia (USA)
Judge - awesome work. When you're checking, be sure to look at whether a scenario that has 32 enemies, 32 militia and an unknown number of mercs, up to 18, crashes the engine.
Re: UC-1.13 Hybrid[message #75034] Mon, 19 December 2005 22:51 Go to previous messageGo to next message
Tox

 
Messages:249
Registered:February 2000
Location: www.webcodesign.de
nice work, hope to see it in the normal 1.13 some time soon.

JA2STI Creator
Re: UC-1.13 Hybrid[message #75035] Thu, 22 December 2005 12:49 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Latest results from testing:
1. Increasing the number of city squares (in Cities.xml) causes problems as the number of sectors allowed to have militia is hardcoded to 40. I experimented by simply increasing this, but then loyalty got stuck at 15% for all sectors.
2. Rude Dogs eyes and lips are all over his face! I suspect several of the UC characters will need co-ordinates changed.
3. I now have an abundance of sniper scopes that don't attach to anything.
4. My inventory improvements have strange effects on ammo and things in stacks of 8+.
5. Some strange items - and strange noitem ammo - hopefully being fixed even as we speak.

@Toxic
Once I feel happy with my changes, like externalized militia working etc, then I'll commit it back to the 1.13 as most of my work benefits everyone (sector stability stuff, externalized strategic movement map, inventory fixes).
The only thing I'm not so sure about is the 'UrbanChaos' ini setting and changes---mostly hardcoded stuff to get the laptop to work properly. I'll have a chat to those involved to get their feelings about it.
Re: UC-1.13 Hybrid[message #75036] Thu, 22 December 2005 14:05 Go to previous messageGo to next message
Khor1255

 
Messages:1825
Registered:August 2003
Location: Pleasantville, NJ
I'm not sure about 1, it seems there is a hardcoded loyalty gain percentage that maybe uses on the number of trainable militia sectors as a numerator? Maybe changing this number screws with the map.

2 has to do with the xy coordinates that are adjustable either by using sti edit (changing each frame), the Proedit System Info section or the Proedit addon. I'd start with the Proedit addon since this seems to fix the xy coords for all the different sized faces at once.

3 seems to be a problem with the Attachments.xml and or the Incompatable attachments .xml. Take a look at both and see what you find.

4. If you've tried to make items stack more than 8 in a slot you'll have problems. The game will not allow this for some reason.
I really hope they fix this.

5. Take a close look at the problematic items. You'll most likely find what is causing the problem.

Are you using the XML Editor or doing each manually? If you're using the XML Editor, this may be coding something incorrectly. Check them manually using Notepad or some other program that reads .xmls.

Good luck man.
Re: UC-1.13 Hybrid[message #75037] Thu, 22 December 2005 14:43 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
I've left most of the XML work to wil473, but when I have to edit I use polloXML - a java tool that autovalidates the XML and provides a purty coloured, expandable, tree for browsing the XML.

I've only seen the 9 items in a stack once - that was for 5.56 ammunition I was buying off Smithy, whose inventory I had written myself (which could be where the error comes from of course). For some reason its little white status bar indicated 0%. Brought it, started dropping into inventory slots, and each stack was just fine.
Re: UC-1.13 Hybrid[message #75038] Thu, 22 December 2005 17:37 Go to previous messageGo to next message
Khor1255

 
Messages:1825
Registered:August 2003
Location: Pleasantville, NJ
I tried to have 80 individual bullets (each a seperate item) stack into one slot and each one had a porno mag as an attachment! I have no idea why this weird glitch happened but it let me know that increasing the stacks above 8 was a bad idea. I'm sure there is a logical reason for this but I also hope this stackable limit can one day be increased.
The reason I suspected the .xmls to be coded incorrectly in most of the other cases is simply because that sort of thing happened to me several times during the course of making my weaponmod and it was often a very harmless looking little mistake. Since you are coding as well, the .xmls may not be what is causing you're anomalies but I'd still look there first.
Re: UC-1.13 Hybrid[message #75039] Thu, 22 December 2005 18:38 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Something went wrong with the batch of xmls I sent you last week Judge. Among other things found that the EnemyWeaponChoices.xml was the original 1.13 one. Though in relation to #5 and possibly #3, you should have been sent my latest version of EnemyItemChoices.xml. Will resend once I double check for odd entries.

About #3. Instead of building into each sniper/DMR rifle the stats of a scope (like the UC Sniper System Class did), I just used the default attachment variable to pre-equip all the sniper rifles with a scope. There are a few upgrade scopes available from the merchants and BR's, but they shouldn't be showing up too often or too early as dropped items.

Scopes are as follows:

PSO-1 -> default scope for the majority of Russian sniper rifles in items.xml. Occurs in EnemyItemChoices once under #16 "Scope choices for sniper rifles," will remove as it is redundant with all sniper rifles already being pre equipped.

Leopold Scope -> Representative Western Sniper Scope default attached to M-21 (and can be mounted on Sig-550), shouldn't be in EnemyItemChoices list, but will have to reconfirm

PO 3.5x21 (Renamed Elcan) -> in #17


Re: UC-1.13 Hybrid[message #75040] Sat, 24 December 2005 20:42 Go to previous messageGo to next message
Tox

 
Messages:249
Registered:February 2000
Location: www.webcodesign.de
Quote:
Originally posted by Judge:
@Toxic
Once I feel happy with my changes, like externalized militia working etc, then I'll commit it back to the 1.13 as most of my work benefits everyone (sector stability stuff, externalized strategic movement map, inventory fixes).
The only thing I'm not so sure about is the 'UrbanChaos' ini setting and changes---mostly hardcoded stuff to get the laptop to work properly. I'll have a chat to those involved to get their feelings about it.
I'm looking forward to the stuff Smile

JA2STI Creator
Re: UC-1.13 Hybrid[message #75041] Fri, 30 December 2005 19:37 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
I'm currently trying to fix a rather nasty bug/problem with trying to move militia within towns. Currently the little move maps are hardcoded to be the original JA2 towns. Not only does this look strange, but if you're silly enough to hit 'auto' in one of the new, larger, JA2UC towns a whole bunch of the militia disappear into the ether.
This all leads to a more serious problem, as far as modders are concerned, as these little move maps seem to be hardcoded rather than read from stragetic map/cities xml. I'll try to figure out a way to externalize them, and possibly resize the little militia movement popup, and get it to load graphics from the main map...

My testing has also uncovered that Tex doesn't want to join... despite 100% loyalty. Another character number change maybe?
Re: UC-1.13 Hybrid[message #75042] Fri, 06 January 2006 08:14 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Quote:

My grand plan is to commit all these changes to the 1.13 project, and then make UC a new Data folder thats just dropped into place with the ja2.ini edited to reflect that. Thats the new way of deploying mods, right?
Judge, can you think of anything you've done so far, in the code that is so UC specific that it wouldn't be of any use in 1.13 in general, or did you mostly stick to your plan?

Also, if you're making UC specific changes, would you be interested in making it possible for those changes to be made without hard coding anything UC specific?

If not, I'm definitely interested in anything you've externalized further.


Re: UC-1.13 Hybrid[message #75043] Fri, 06 January 2006 20:16 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Kaiden, the only UC specific thing I've done is the laptop websites. There were some changes that could only be made by hardcoding... at least for now. If laptop pages were to be externalized they would have to support such things as quest flags (so we could emulate the way Bobby Ray's becomes available ).

Other than that, all the UC stuff wil473 and I am working on is encapsulated in a new data folder. So a typical install will have Data-1.12, Data-1.13 and Data-UC, and you just edit the ja2.ini to swap between them.

Currently I'm working on the Militia problems mentioned above.

Changes I've made so far, which I hope to contribute back to the 1.13 effort include:
* Externalizing the strategicmap movement costs, terrian types and sector shortnames into StrategicMovementCosts.xml
* Externalizing city names, and whether militia can be trained in a town into Cities.xml
* Modified code regarding strategic map to allow for more city sectors (hard limit was previously 40)
* Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy)
* Added status to item 'tooltip' - although this is flaky for ammo. I'll try to fix this soon
* A stack of items now always shows the minimum repair status (no more carrying a stack of grenades into battle only to find most are duds)
* Made tactical map loading code more robust against maps with bogus buildings (G8, G9 in UC)
* Made tactical map loading code more robust against maps with characters with bogus locations or schedules (I8 in UC)
Re: UC-1.13 Hybrid[message #75044] Sat, 07 January 2006 01:39 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Judge, Send me an e-mail, I'll give you access to the FTP, and you can send me the code. Some nice changes btw. I was kind of hoping someone would come up with something other than bug fixes for the next release, cause that's all I will be working on. So it would be nice to get some/all of these in for the next release.


Re: UC-1.13 Hybrid[message #75045] Sun, 15 January 2006 08:51 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Has anyone had a look at the Bloodcat code? I've having this problem with a city sector which is also a Bloodcat sector. After the attack the sector never reverts to player controlled and consequently you can't move militia into it. I've had a poke round the code, and to the best of my knowledge the sector control flag is never changed for Creature attacks. Currently I'm just hacking my way round the problem by not checking the fEnemyControlled variable in towns, instead relying on NumEnemyInSector being zero.

Co-incidently, I've decided to take the sledgehammer approach to the militia in towns bigger than 3x3 problem. I'm making the militia popup 16x16! Heres a screengrab.
Humungous Militia Popup

The buttons need some work, and the highlighting of sectors and 'picking up' militia is strange looking at the moment. But I have fixed the 'Auto' button.
Re: UC-1.13 Hybrid[message #75046] Sun, 15 January 2006 10:04 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
A 16x16 militia pop-up would be useful for those that want deployable militia outside of towns. Just make the map one big city via the xmls. Though it does leave the problem of how to train up to light blue... well, we are talking about options here.


Re: UC-1.13 Hybrid[message #75047] Sun, 15 January 2006 10:26 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Yeah - in theory once I'm done there'll be nothing stopping someone defining the entire map as a town sector, and training militia everywhere. My eventual plan was to have something like JA1, where militia could go anywhere but there was a total cap on the number of militia in any 'town'.
Re: UC-1.13 Hybrid[message #75048] Mon, 16 January 2006 04:50 Go to previous messageGo to next message
Kaiden

 
Messages:510
Registered:September 2003
Judge, RoWa21 is working on new Strategic map screens for all the resolutions, send him that changed code for the militia popup, so he can incorporate that and to make sure there are no conflicts with what he is doing.

As far as Bloodcat code, I've seen a number of hard coded references to sectors containing bloodcats. Your workaround seems like it would cause no problems, but I'll take a look at the code and see what I can find.

Also, Realist has been working on externalizing other Sector data, so I'm going to send your changes to him and see if that will help him out with getting everything sector related to be in flatfiles. <--- Sorry archaic terminolgy getting the better of me, Standard Ascii, text, XML's, INI's etc... You two should have a chat regarding what's been done by the both of you, to make sure you're both on the same page, so if you both continue externalizing sector related data, the format would be the same, etc...

And Lastly, LOVE the JA1 Idea, I think it will be great to have Militia ANYWHERE, of course, we'll have to make that optional. But it would help especially with the enemies on INSANE, where you have to have dedicated trainers in ALL towns in order to keep the enemy from wiping out all of your militia. You could keep someone in Drassen training militia, and then just keep them moving to all of the towns.


Re: UC-1.13 Hybrid[message #75049] Tue, 24 January 2006 17:11 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Resized militia popup is complete. Had to rewrite a significant portion of the code to accomplish it as just about everything was hardcoded for 3x3.

Hopefully that wraps up most of the source fixes needed for UC113. Now to test the revised data xmls!

@Kaiden, over the next few days I'll work out what files I've changed, and email them to you and RoWa21.
Re: UC-1.13 Hybrid[message #75050] Tue, 24 January 2006 23:20 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1979
Registered:October 2005
Location: Austria
Quote:
Originally posted by Judge:
Resized militia popup is complete. Had to rewrite a significant portion of the code to accomplish it as just about everything was hardcoded for 3x3.

Hopefully that wraps up most of the source fixes needed for UC113. Now to test the revised data xmls!

@Kaiden, over the next few days I'll work out what files I've changed, and email them to you and RoWa21.
Is it now possible to place militia on any sector of the map, or is it limited to towns?

Judge, send me all files you have changed, and all need sti-files. I will use a comparison-tool to merge your changes in the v1.13 source code.


Re: UC-1.13 Hybrid[message #75051] Wed, 25 January 2006 09:11 Go to previous messageGo to next message
kaybl1991

 
Messages:31
Registered:December 2005
Location: Hamilton - New Zealand
Basically you can edit the bottom table in the Cities.xml file, and extend a 'city' to include pretty much any sector you want, whereupon you can train militia in it. I experimented with larger cities (5x5 etc) and it seemed to work - the only problem being some funny behaviour in town loyalty (not fatal).

The only sectors which I certain won't work are the SAM sites, as they have hardcoded magic.
Re: UC-1.13 Hybrid[message #75052] Wed, 25 January 2006 10:10 Go to previous messageGo to previous message
Kaiden

 
Messages:510
Registered:September 2003
Judge, I might be able to fix the town loyalty issues I'll take a look at that portion of the code and see if I can spot any conflicts with larger city sizes.

I can see someone coming out with a "Gang Warfare" Mod, where the whole map is a city and you conquer city blocks instead of Cities Razz


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