Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10245]
|
Tue, 09 August 2005 05:59
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
yeah. a tac light would be more of a disadvantage anyway
btw the bug you describe has happened to me too with a different ja2 exe
always in the same spot and you can only kill thesniper when on the roof yorself
i don`t think this bug is related to the changes madd muggsy made to the exe file
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10247]
|
Tue, 09 August 2005 10:45
|
|
Madd_Mugsy |
|
Messages:634
Registered:July 2005 Location: Canada |
|
|
Ahh, ok. I see. There's an MP-5A3 and an HK 53. The one in the game is the latter. I'll change the name.
And yet, the description for Bobby Ray's reads:
This German sub-machine gun has a lethality and stopping power that is definitely disproportionate to its size. When fitted with a special flash suppresser, excessive muzzle flash that is common on short weapons, is eliminated.
And the general description is:
Heckler and Koch's latest addition to the submachine gun family is known for its excessive muzzle climb, making its use indoors inadvisable.
They've also classified it as a submachine gun in the game.
Hmmm. Looks like the devs got confused. I wonder which gun they intended to put in there.
EDIT: Okay, changed to the HK 53; also changed the description in game to match the website you provided.
I also modified the mp-5n, which I had as 5.56 since I had intended it to be a successor to the mp-5a3 in game. It's now a specially modified version of the mp-5n that uses 4.7mm ammo and is PL 9. The theory behind this absurdly high power for the mp-5n, is that I wanted a powerful night ops weapon for the late game, and I just happened to have an in-game picture of the mp-5n. If someone has a better gun for this role, I'm all ears.
BTW, what do you guys think of different merc profile files (prof.dat) for different difficulty levels? We could adjust merc equipment based on how hard the game is, etc.
Report message to a moderator
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10248]
|
Tue, 09 August 2005 11:24
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
nice additions to the weapons so far
if you want to stick with H&K Guns, the MSG 90 a1 could also be cool.
another sniper rifle (ja2 has only 2 of them) in late progress (maybe using standard 7.62 nato 20 magazines
many people confuse compact assault rifles with submachine guns. by definition, a submachine gun fires pistole ammunition, like 9mm or .45 ACP or so. the HK 53 therefore ist some sort of compact carbine because it fires 5.56 ammunition
attachments:
i like the idea of the folding buttstock. It would best be a permanenet attachment to certain guns, and reduce the drawpoints by 1 or so, maybe even reduce AP usage by 1 but also reduce accuracy (read effective range) by some squares. ah, yeah, the gun would become lighter with the folding metal buttstock thing
another idea would be the tac light. The problem would be to avoid that the taclight becomes a disadvantage. maybe it would not illuminate the merc`s position, but start illuminate the area some 5-6 squares in front of him and some more squares (would be great to toggle it on and off)on from there
another idea would be a night vision scope for better aiming or better sighting at nighttime or a foregrip (similar function like the foldable buttstock)
i`ve got a couple of ideas, i just don`t know what actually can be done
Report message to a moderator
|
Sergeant Major
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10250]
|
Tue, 09 August 2005 16:40
|
|
PoliceLT |
|
Messages:31
Registered:August 2005 Location: Australia, Melbourne |
|
|
Just for the record, I believe they called anything that had a firepower lower then that of a normal Assault Rifle, they called it Sub-Machine gun
In reality, a Sub-Machine gun is whatever uses Pistol ammunition and is an automatic weapon, simple as that.
They called the AK-74SU a Sub-Machine gun even though the weapon uses 5.45mm ammunition, this is because the AK-74SU is just a miniturized AK-74, a Mini Assault Rifle you could say.
The Devs weren't confused, just trying to put everything in a category, Although I disagree calling it a SMG.
-Added
I also think you should redo the G36C and make the G36K harder to acquire: The G36K would have alot more damage then just an extra 1 and alot more tiles then just 2.
Just keep with the devs plan mate, they got alot of the gun stats right.
Report message to a moderator
|
Private 1st Class
|
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10253]
|
Tue, 09 August 2005 23:22
|
|
PoliceLT |
|
Messages:31
Registered:August 2005 Location: Australia, Melbourne |
|
|
Whoa, the website went down for a while, and now I'll need to make my large list of what I think should change and be made...
Biggest suggestion: Your way too far with the MP-5N, it's not THAT dramatic of a change to a HK53, it'd be more like a beefed up MP5k with more weight and only very little more fire-power, and it won't be either fast nor go-through-the-armour modifying-after-release magical 9mm bullets.
List of weapon changes and crap of such. Version 3.
---
M24 - http://world.guns.ru/sniper/sn11-e.htm
Weight: 5.5KG (With scope)
Magazine: 5 round 7.62 NATO
Range: Around 40-45
Damage: Around 45-50
Action Points: 11 AP (Won't need alot of shots.)
Draw Action Points:+1 to original (It'll usually dash off the next bullet's AP by -1)
Weapon Loudness: 85-90ish
---
MSG-90A1 - http://world.guns.ru/sniper/sn27-e.htm
Weight: 6.4KG (With Scope)
Magazine: 20 rounds 7.62 NATO
Range: Around 50-55
Damage: Around 35-40 (You'll get alot of shots in anyway)
Action Points: 9AP
Draw Action Points: +2 to original
Weapon Loudness: 80-85ish
---
UMP .45 - http://world.guns.ru/smg/smg16-e.htm
Weight: 2.2KG
Magazine: 30 .45ACP
Range: Around 30
Damage: 25-30
Action Points: 8AP (It's not all that faster firing then the MP5k)
Draw Action Points: +2 to original (Considering the UMP, not Balancement)
Burst Penalty: 7 (UMP is pretty accurate, it's somewhat low ROF can let it be aimed while firing.)
Weapon Loudness: 60-65ish
---
MP-5 Navy - http://world.guns.ru/smg/smg14-e.htm (5th gun)
Weight: 2.9KG
Magazine: 30 9mm Perabellum
Range: Plus that of MP5k, by about 5 tiles
Damage: Plus that of MP5k, by about 4 damage.
Action Points: Minus that of MP5k, by about 1 AP
Comment Don't make the "Navy" or "Modified" in the discription fool you, it's not all that nifty. Really it's just a MP-5A3 with minor changes.
Draw Action Points: +1 to original
Burst Penalty: 8
Weapon Loudness: 55-60ish
---
Five-seveN - http://world.guns.ru/handguns/hg18-e.htm
Weight: 0.6KG
Magazine: 20 5.7mm
Range: 25 tiles
Damage: 30-35 (That's pretty beefed, but hey! It's a Five-seveN!)
Action Points: Around 7-9AP
Draw Action Points: +1 to original
Weapon Loudness: 55-60ish
---
MP-5A2 - http://world.guns.ru/smg/smg14-e.htm
Weight: 2.5KG
Magazine: 30 9mm Parabellum.
Range: Plus of a MP-5k, by 5 tiles
Damage: Plus of a MP-5k, by 3 damage
Action Points: Same as MP-5k
Draw Action Points: Plus that of an MP-5k, by about 1 (Because it's larger, therefor harder to shoulder)
Burst Penalty: 7
Weapon Loudness: 55-60
---
MP-5SD3 - http://world.guns.ru/smg/smg14-e.htm (4th gun)
Weight: 2.9KG
Magazine: 30 9mm Perabellum
Range: Around 30 tiles
Damage: 20
Action Points: 8AP
Draw Action Points: +2 of original
Burst Penalty: 7 (It shouldn't be too hard to keep leveled, it's meant for swift terrorist handling, thus also the 9mm bullets.)
Weapon Loudness: 1 (duh)
---
G36k - http://world.guns.ru/assault/as14-e.htm
Weight: 3.3KG
Magazine: 30 5.56 NATO
Range: 30-35 tiles
Damage: 35
Action Points: 8AP
Draw Action Points: +1 (Look at the gun, in theory it'd be easy to draw it.)
Burst Penalty 7 (Around that of an UMP)
Weapon Loudness: 70-80
---
G36c - http://world.guns.ru/assault/as14-e.htm
Weight: 2.8KG
Magazine: 30 5.56 NATO
Range: 20-25
Damage: 30
Action Points: 7AP (For balancing)
Draw Action Points: 1AP (Because of it's compactness)
Burst Penalty 7
Weapon Loudness: 75-80
Report message to a moderator
|
Private 1st Class
|
|
|
Re: "1.13" Mod - Main Thread[message #10254]
|
Wed, 10 August 2005 00:51
|
|
the scorpion |
|
Messages:1834
Registered:September 2004 Location: CH |
|
|
how do you calculate this AP and range values? becasue 8 ap is far too much for the UMP if you give 9 to msg 90
Report message to a moderator
|
Sergeant Major
|
|
|
Re: "1.13" Mod - Main Thread[message #10255]
|
Wed, 10 August 2005 01:50
|
|
Madd_Mugsy |
|
Messages:634
Registered:July 2005 Location: Canada |
|
|
Thanks, Police. I also need the following information:
Weapon loudness, on a scale of 1-100, with 1 being totally silent and 100 being a barrett.
Burst Accuracy Penalty, this seems to be 8 for most weapons, but could be less if a weapon is particularly accurate during bursts.
Base Autofire Cost - this is the minumum number of APs that always gets taken for each auto-burst (this is on top of the standard minimum firing cost)
Autofire Shots Per Five AP - this is the number of shots you can fire using this weapon using 5 APs (ie. 25 = 5 shots per AP)
And when you specify APs, are you including the extra APs it takes to ready the weapon?
Also, since you're comparing the mp-5n to the mp5k, is the 5n small enough to use in one hand?
I also need stats for the regular mp5, mp5sd3 and the g36k & g36c.
Thank you very much!
BTW, consider the tileset issue I was having taken care of.
EDIT: the RPG book referenced in the code is:
Compendium of Modern Firearms (Edge of the Sword Vol 1)
What RPG is this from?
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10265]
|
Thu, 11 August 2005 12:13
|
|
Madd_Mugsy |
|
Messages:634
Registered:July 2005 Location: Canada |
|
|
M16 adjusted to 3 round burst. No silencer on HK53.
New version is uploading right now. Is everyone still linking to the web page in my first post? That one doesn't work (I'll go change it now); instead use:
http://members.shaw.ca/madd_mugsy/mods.html
(The "mods.html" doesn't appear to go down like the "home.html" that it was pointing to before)
PLEASE NOTE: Because I am seriously screwing around with the exe, this version will not be compatible with previous saved games.
I have added Prof1.dat through Prof4.dat to the BinaryData folder. These correspond to the easy(1) to insane(4) difficulty levels so you can have different merc profiles and gear for each difficulty level. Unfortunately, I can't hack proedit to use the new files, so you'll need to rename the Prof#.dat file you want to edit to Prof.dat, edit it, and then rename it back to Prof#.dat when you're done. Right now all the prof.dat files are the same. Feel free to post your suggestions for profile changes at each difficulty level.
I have not started playing with LOS distances yet, as it looks like a big job to re-balance everything (night ops skill, night & sun goggles, AI behaviour, etc), and I haven't had that much free time lately.
EDIT: Took it down due to a weird hanging bug I just found. Will re-up shortly.
Report message to a moderator
|
|
|
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10269]
|
Fri, 12 August 2005 02:50
|
|
Madd_Mugsy |
|
Messages:634
Registered:July 2005 Location: Canada |
|
|
I'll look into it and have a fix up by tonight once I'm home from work and have access to my webhost.
EDIT: Well, technically, they don't drop everything, but they do drop stuff they're not supposed to (like kevlar/leather vests).
EDIT 2: Actually, kevlar leather vests seem to be the only thing they drop that they're not supposed to on Normal Drops. It seemed odd that they were even wearing them, so in the next version they'll get flak jackets instead, which coincidentally, they never seemed to wear before.
Because of the removal of the MAX_WEAPONS limitation on guns, enemies will drop a few more things than they usually would. I also increased the ammo clips carried by enemies by one, because I was tired of chasing down the enemies who ran out of ammo and tried to run away.
I'll post a fix for the kevlar leather jackets tonight. Let me know if there are any other issues and I'll try to get to them tonight too.
Report message to a moderator
|
|
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10272]
|
Fri, 12 August 2005 05:31
|
|
flybyu |
|
Messages:44
Registered:August 2005 Location: Indiana U.S.A |
|
|
I am wondering why the soldiers are able to see me and shoot me at ranges beyond pistol range; they are also seeing me without night vision clear off the screen at night of course. And day time also. I cannot see them why is this happening? Also I am just trying to take the Airport in Drassen. Also have a lot of Freeze ups and have to turn the puter off and on again. Any help would be greatly appreciated.
P.S. New to modding JA2
Report message to a moderator
|
Corporal
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10274]
|
Fri, 12 August 2005 07:28
|
|
Madd_Mugsy |
|
Messages:634
Registered:July 2005 Location: Canada |
|
|
flybyu,
They're sniping you; they can now shoot if another enemy sees you. I agree it's probably a little extreme right now, now I'm going to limit it to sniper rifles only in the next version. I've also made a change to (hopefully) ensure that sniper rifles used by enemies all have sniper scopes.
When is your game freezing? It's probably the AI. Try putting on the GABBI + ALT-E cheat to identify the enemy that causes the freeze. Then try ALT-O to kill them all and let me know what gun he was using (& any attachments), how far away he was and whether he was in visible range.
Khor,
Honestly, I have no experience at all with the beta editor. Where do I get it? Is it the editor project that comes with the source code? I haven't looked yet at trying to build that along with the exe. I'll check it out.
I'll look into the smoke grenades, but I haven't seen the AI use them yet in this exe. The CVS code might already be handling this.
As for multiple clip sizes per caliber, it's already done. I modified the code for that when I added the Calico large 9mm magazines. You can also already modify the autofire values and basic weapon stats in the Weapons.dat file in the TableData directory. Don't let the .dat extension fool you -- it's just an xml file.
I'll look at the rocket rifle when I've got some more time. As well, I'd like to eventually move ALL the item information (basic item info, explosives, ammo, armour, merging & attachments) to xml files. That way there'd be no need for a special weapon editor exe. You can actually change all these things right now if you've got Visual Studio. The source code for the exe is on my site.
Finally, I'd also like to move all those pesky EDT binary files to xml format. Does anyone have a good extractor for these? I use JA2EDT, but it's one line at a time, and I want to just grab all the data out of there at once. (I'd also like to move the prof.dat file to an xml format)
Right now, the main thing stopping me from adding say, 25,000 new items, is the ITEMDESC.EDT and BRAYDESC.EDT files. There's only room in there for 350 items. If I could pull all the data out and dump it to xml and then load that in instead, then we'd never run out of item spots again
EDIT: Just thinking about this now: it may be even better to put everything into comma delimited text files so people can just load them into excel like they do with WEdit.
Report message to a moderator
|
|
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10277]
|
Fri, 12 August 2005 10:01
|
|
Madd_Mugsy |
|
Messages:634
Registered:July 2005 Location: Canada |
|
|
Khor,
Visual Studio is Microsoft's software development toolset. The latest version is VS.NET 2003 (2005 is supposed to come out soon), and supports C++, C++.NET, C#, J# and Visual Basic.NET. It costs a fair chunk of change though. Of course, I'm sure someone could direct you to a *cough* less expensive *cough* way to get it
abradley,
1. Really? Whereabouts are they missing? They're in the exe, in the weapons dat and in the sti files. Try using the Alt-W cheat to see if they're loaded in the game (get a pistol and use Shift-Alt-W to go backwards until you see them -- they're towards the end of the items), or check for them at Bobby Ray's.
TO EVERYONE EXPERIENCING HANG UPS DURING COMBAT:
Use the ALT-E and ALT-O cheats as described in my post above, and let me know what weapons the enemies were using. If the ranges are 30+ on those guns, then they're probably trying to snipe, which means there's something (else) wrong with my sniper code.
2. I know about this *very annoying* problem, but there's nothing I can do to fix it. I didn't make the imp editor and don't have the source code. Does someone know of another imp editor that works with female imps?
Report message to a moderator
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10278]
|
Fri, 12 August 2005 11:23
|
|
abradley |
|
Messages:225
Registered:December 2001 |
|
|
Quote:Originally posted by Madd Mugsy:
{Snip}
abradley,
1. Really? Whereabouts are they missing? They're in the exe, in the weapons dat and in the sti files. Try using the Alt-W cheat to see if they're loaded in the game (get a pistol and use Shift-Alt-W to go backwards until you see them -- they're towards the end of the items), or check for them at Bobby Ray's.
TO EVERYONE EXPERIENCING HANG UPS DURING COMBAT:
Use the ALT-E and ALT-O cheats as described in my post above, and let me know what weapons the enemies were using. If the ranges are 30+ on those guns, then they're probably trying to snipe, which means there's something (else) wrong with my sniper code.
2. I know about this *very annoying* problem, but there's nothing I can do to fix it. I didn't make the imp editor and don't have the source code. Does someone know of another imp editor that works with female imps? The Calicos are missing in the 'JA2 Character Editor' I am unable to change the Merc weapons to any of the Calicos, they're not listed in the weapons list. If this doesn't interfere with the gameplay it's only a (minor) problem for people like me who like using them.
As to the Imp editor problem, I never used it for females before, always used the Jape for modding the Mercs. So I didn't know it was a built in problem!
Again, the mod is great.
Am really enjoying it.
Many thanx
Report message to a moderator
|
Sergeant 1st Class
|
|
|
|
|
Re: "1.13" Mod - Main Thread[message #10281]
|
Fri, 12 August 2005 12:54
|
|
PoliceLT |
|
Messages:31
Registered:August 2005 Location: Australia, Melbourne |
|
|
Hey MM, I just checked out all the guns ingame...
Good job with most of em, however, some may need a little tweakin'
---
The Enfield L85A1 is quite unreliable, it breaks extremely easy, but is really goddamned accurate.
Change the name to L85A2, it's ALOT less unreliable with the same accuracy and damage, but still VERY unreliable.
The MP-5n wasn't developed for the Navy, it was developed for the Navy SEALS
The Flamethrower: Unless you plan to make it work, it's useless. Replace it with some other gun.
---
Everything else seems Okay.
Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
Pages (19): [ 3 ] |
|
Goto Forum:
Current Time: Sat Apr 20 12:49:42 GMT+3 2024
Total time taken to generate the page: 0.02557 seconds
|