Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10325]
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Wed, 17 August 2005 01:56
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hmm, this brings up some ideas
there are various grenade types for rpg-7. i don`t know in how far this is interesting for other people, but aside from standard HEAT rockets/ grenades there are also anti-person (shrapnel HEfrag stuff) grenades and other stuff
i would like to see a possibilty to use a different fragmentation grenade with rpg-7 against against personnel (aside from normal rounds that would be HEAT like the LAW)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10326]
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Wed, 17 August 2005 03:58
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Wow, lots of replies. Let me tackle them one at a time:
Khor,
Integral grenade launchers are one thing (and easy to do), but the OICW actually has a clip of like 10 20mm grenades in addition to its standard 5.56mm clip. If everyone's ok with it just using single shot 40mm grenades, then I could do it right away.
If you know how to do the animation graphics, then I can probably figure out how to get them in there (not a small feat, however). Send me a sample after you've done one new animation sequence (keep it short, so you don't end up putting too much work into it, as it may not work) and I'll see if I can get it to work.
The cap on draw cost AP reduction is already long gone. Sniper rifles have huge draw costs as they stand right now. But it might be interesting to do something like spend 2x APs and do double damage with a sniper rifle, or something similar.
I just use notepad to edit xml files.
Lochmacher,
Portable containers (belts, backpacks, etc) are a great idea, but I'm not 100% sure what would go in them. The large inventory slots are what I assume to be backpack/strapped to back slots, and the smaller ones are probably vest pockets, cargo pant pockets, and belt slots. I guess I could rig up some huge ass bag that mercs could carry ammo around in, using the same sort of screen as the keys or something. But I'm going to wait on this particular feature until I have a better understanding of the way the graphics work.
And yes, it does seem that the number of ideas for this mod is increasing exponentially
Grindedstone,
The in-game images are animations, and not really my area of specialty, but it sounds like Khor is willing and able to do them (see my reply above). I just need to see if/how I can get them into the game.
I'll look into the other bipod features.
Lars,
As I've said before, I'm not a gun guru. What I wanted was an item that would make it so that the enemies can't see your muzzle flashes. If it's not called a flash suppressor, let me know and I'll call it something else.
darkThor,
Great! Left side view pic would be nice for consistency. Thanks.
As for item repairs, how about this:
1. Weapons will have their maximum durability/status permanently degrade if they aren't repaired before reaching a certain point (say 1% for each % below 50-60).
2. Enemy weapons will only rarely be able to be repaired to 100%. The hot climate and general battle damage their weapons endure has permanently impacted their performance. This will force the player to either A) go shopping at Bobby Ray's for new gear, or B) keep swapping weapons.
I'll need to see if I can add a Max Durability stat to the inventory screen too. So it would read 50/75 instead of 50%.
flybyu,
I can add the shotgun with little difficulty, no need to replace anything yet. I was able to dig into the item slots used for keys last night (in fact the flash suppressor in the slot for key #11), which bought us 20 more item slots.
As for the RPG not being disposable, I can handle that.
Can you get me some pics of the rockets(RPGs) themeselves?
scorpion,
I can do HE, (Super)AP, and HEAT at least. Those are the ammo types used by the Rocket Rifle. I could probably also rig up something that uses the base HP ammo type for a frag type (Fragmentation would be stopped by armor right?)
-MM
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Re: "1.13" Mod - Main Thread[message #10327]
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Wed, 17 August 2005 04:04
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surefire |
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Messages:15
Registered:August 2005 |
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Well, i've found not only a series of reflex sight pictures but that things could be made a little more complicated. let me put down the pics first:
US Trijicon:
ACOG:
http://www.gun-world.net/old/sight/trijcon/TA01NSN.jpg
http://www.gun-world.net/old/sight/trijcon/ACOG-ta01.gif
http://www.gun-world.net/old/sight/trijcon/TA31.jpg
TriPower:
http://www.gun-world.net/old/sight/trijcon/tripower_info2.jpg
Sweden AimPoint:
http://www.gun-world.net/old/sight/aimpoint/Comp-M.jpg
http://www.gun-world.net/old/sight/aimpoint/Comp-XD.jpg
http://www.gun-world.net/old/sight/aimpoint/3000.jpg
http://www.gun-world.net/old/sight/aimpoint/5000-2X-XD.jpg
Canadian ELCAN:
http://www.gun-world.net/old/sight/elcan/el01.jpg
http://www.gun-world.net/old/sight/elcan/x1_s.jpg
http://www.gun-world.net/old/sight/elcan/xm145a.jpg
HI-MAG:
http://www.gun-world.net/old/sight/elcan/hm_1.jpg
Russia Kobra:
EKP-1S-03M:
http://www.gun-world.net/old/sight/russainoptic/03m_03big.jpg
EKP-8-02:
http://www.gun-world.net/old/sight/russainoptic/G204.jpg
EKP-8-14 / EKP-8-15:
http://www.gun-world.net/old/sight/russainoptic/xw03.jpg
All these reflex sights divide into two categories: integrated with telescope or not, e.g. the Trijicon ACOGs are integrated with a 4X, 3.5X, or 5.5X telescope while the Trijicon Reflex has no any magnifying power. ACOGs can be used on assault rifles and MG, but not sniper rifle(not enough magnifying power, Leupold Mark 4 will be more fit), and Reflex can be used on any weapon for quickly aiming in CQB.
Here is the problem, which kind of reflex sight should we use? I incline to simplify the case by only choosing Trijicon-Reflex-like sights.
Since the reflex sights can reduce the zero-in time i would recommend making it reduce the draw cost and fire cost each by 1AP for its host weapon, thus it will be more valuable on smaller guns such as pistol and smg. By the way, i fully second Khor's point that smaller arms should get a smaller draw cost.
Anyway, good day to you, MM! :wave:
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Private
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Re: "1.13" Mod - Main Thread[message #10332]
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Wed, 17 August 2005 05:12
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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about the pg-7 grenades:
is it possible to make an explosive like a V-grenade but working upon impact?
imagine a LAW
that would be HEAT
now a LAW that explodes like a V grenade but doing some damage to everything around?
that was the idea. however, this was just a thought. there have been much better ideas around
i have a couple of ja2 format pictures from my own weaponmods. weapons, items, ammo, sights (ACOG, Aimpoint)and various stuff
i`d be glad to help out with such things
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10336]
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Wed, 17 August 2005 05:39
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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A flash supressor is just a barrel-tip device designed to vent gasses that are not entirely done burning and disperse them resulting in little to no flash in low-light conditions. I would say keep it in, since assault rifles don't have silencers in game (yet). Note: It makes the weapon harder to clean/maintain. Also, shouldn't the silencers, whose job it is to disperse these gases for the purpose of quiet use, also have no (little) muzzle flash?
On a sidenote (eye candy), this is the way the M-Type rifles should look after one has tapped out Tony and BR. (For CQB at least)
http://www.picatinnyrails.com/IMG/SmallM16.jpg
Note the C-Mag, Foregrip, Aimpoint, Colapseable Stock, Tac-Light, Sling Mount, Rail, and Flash Suppressor Tip.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10337]
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Wed, 17 August 2005 05:59
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hi Mad muggsy
it`s a pain to make 118*44 and smaller bitmap images for ja2. luckily, some talented guys have made some of them before and enabled them to downlaod
maybe what i mad emyself can be helpful too
send me a list of graphics that you need and i`ll see what i have in my archives
the_scorpion@swissmail.net
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10340]
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Wed, 17 August 2005 07:48
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Scorpion,
I don't mind the scaling and drawing the little green lines around items, so much as cleaning up the shadows and other background stuff we don't want to see in the game. If you've got full size pics w/out shadows/backgrounds, I can probably make them work.
Right now, I need pics for:
Reflex sights (scoped and unscoped)
C-Mag (although I can probably get one of the ones I have to work, if I put my mind to it)
The super shotgun that darkThor requested
AK-47 variants
Mid- to low-power rifles (I have some from Khor already, but haven't had a chance to go through them)
Any other attachments desired, folding stock, foregrip, etc.
I think I can work with the pics from flybyu for the RPG.
Flybyu,
Thanks. I'll grab the grenade part off of one of those illustrations.
Khor,
No problem. I'm at work during the day, so I can't code anyway. This is actually the best time to ask me questions
1) I haven't made a new release since the one on the webpage. I'll post here when I do. I wanted to get more than just a few new things in.
2) Prof.dat isn't xml (it's binary) and doesn't work with notepad (oh, how I wish it did). You need to use proedit on it. Weapons.dat works in notepad.
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Re: "1.13" Mod - Main Thread[message #10341]
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Wed, 17 August 2005 07:57
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kropotkin |
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Messages:47
Registered:May 2005 Location: lake titicaca |
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Quote:Originally posted by Madd Mugsy:
The super shotgun that darkThor requested
notepad. That Beretta be panty gun :luckystrike:
This nice shotgun :scan:
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Corporal
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Re: "1.13" Mod - Main Thread[message #10342]
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Wed, 17 August 2005 08:32
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i should have ja2 format pictures of an ACOG for the scoped reflex sight would have to do an unscoped version... maybe triicon or Cobra
i have ja2 format beta-c mag pictures
i use the m3 super 90 in one of the mods we`re working on. the picture i have is from a free internet download
ak-47 variants are very hard to make. they just don`t look good ingame no matter what is done
AKM, AKMS, AK-74 variants look okay though
i think i have a decent AK-103. the 107 and 108 just never looked sooo very good that`s why i`d prefer this one
hm. there aren`t many such rifles. the SVT maybe that was mentioned earlier on, maybe a Mauser M98... i don`t like them because they usually use particuliar or old ammo (m1 carbine and stuff)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10345]
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Wed, 17 August 2005 10:26
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i have collected a couple of ja2 format images to a small archive.
i`d just have to know where to send them
i have
- different sights (acog, cobra, other stuff)
- beta C mag
- M3 super 90
- AK variants
- SVT and Mauser M98 (i`m not much into the WW2 era stuff. i prefer modern firearms
- further stuff, including the bigitem of a folding buttstock
-picatinny rail and similar stuff
-further guns in ja2 format we`d might think of adding them
the graphics are, as opposed to the ja2 graphics, in correct proportions, so they might be a bit different from the default ja2 stuff
you`ll have to see whether these can be used
http://www.freewebs.com/ja2vengeance/pics.rar
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10348]
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Wed, 17 August 2005 11:04
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i hope theses pics are useful to you
some of them are from free downloadable sources, most of them i have made myself and some of them used either in ja2 vengeance or other, not yet finished mods
by the way i know that the 20mm clip is possible. you use the grenades like a magazine. full is 6 grenades. now instead of minirockets, the weapon fires a grenade
so you only attach one item (20mm magazine) onto the gun. each grenade fired reduceds the status of the clip by 1/6.
i cannot give more detials because i obviously didn`t make that possible myself.
btw that^s a lot of pictures dark thor. good recherche is the basis of a good looking weaponmod... nice stuff
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10354]
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Wed, 17 August 2005 19:50
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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so the RPG works the same as the LAW? that would be okay. different grenade types was just an idea. i mean we already have a big choice of 40mm grenade types so it`s not tragic
but thx for trying
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10356]
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Wed, 17 August 2005 21:45
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i think, there, one specific ammo type was tunrned into an explosive (buckshot)
a couple of other ideas, just threated as ideas not as requests (muggsy is probably pretty busy whit all that stuff requested)
-if the underbarrel grenade launcher is turned into a knife, it works like a bajonett. maybe a new attachemnt could work like this.
-a question: is there an easy way of editing the range of the robot remote control?
-a yeah, another question
is there a way of raising the number of tilesets so UB tilesets could be added to ja2?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10357]
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Wed, 17 August 2005 23:01
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surefire |
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Messages:15
Registered:August 2005 |
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scorpion,
glad to share these pics with everyone here, and i wish i could be more helpful here.
MM,
i like scorpion and wil473's idea that battery's code could be used here, then we probably could have a fully functional OICW, with 30 rounds 5.56 magazine as usual and 10 rounds 20mm grenade magazine attached on weapon.
And I got another two questions here:
Whether could we use the NVG together with gas mask or not? Here is an idea that if we could attach the NVG on the helmet like that shown in many movies, maybe we could wear gas mask at the same time, but i'm not certain the feasibility.
Is it possible to add a "Throw All" function to instantly dispose of all the items in the current map? since the drop-everything function was enabled, there has been so many useless items dropped on maps, and throwing them one by one is really a boring job.
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Private
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Re: "1.13" Mod - Main Thread[message #10358]
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Thu, 18 August 2005 03:25
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Allowing use of the NVG with the Gas mask is pretty easy to do. I'll add it to my list. But you'll still only be able to have two face items at the same time; so you won't be able to wear gas mask + NVG + Ext. Ear, for example.
Not sure what you mean by a "throw all" function. Do you mean a function that would instantly throw away / dispose of the items? Hmm.. I think I can do that. I can probably also add the "E" key to empty a merc's inventory into the current sector while I'm at it (a la Deadly Games).
They must have done some weird hack to make their RPG work in UC if it could spray explosions.
I've been messing around with it some more, and I've managed to get it so that I CAN have different types of warheads. However, they are still limited to the types of explosions available in the game:
Regular Blast
Large Blast
Teargas
Smoke
Mustard Gas
Stun Blast
Think of grenades, not ammo, when thinking up warhead ideas.
I can, however, change the hit point damage, energy point damage, blast radius, volatility of the explosive, and the volume (not sure what that one does).
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Re: "1.13" Mod - Main Thread[message #10359]
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Thu, 18 August 2005 03:38
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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yes. hacking the bullets to act like a LAW rocket. the spraying was done by the shotgun slugs themselves
yes, i like large blast and stun blast. while stun blast would cover my idea of "shrapnel". off course it would do more damage than a normal stun grenade and the large blast (or regular blast, just the one that LAW uses) would be the normal HEAT round
something else: When looking at the exe with a hex editor, i`ve noticed a couple of files mentioned there that don`t exist or aren`t actually used
for instance ambient sounds
http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=5;t=000952
can judge that, whether there is too much missing to make theses files actually work ingame?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10361]
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Thu, 18 August 2005 04:29
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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these exist
sounds.slf are some ambient yet unused sounds that could be used and ambient.slf is a whole unused archive for that
there is an error message in the exe somewhere... i`ve made a screenshot some time ago... maybe i find it
i think the error message is about the number of tilesets does not match with something else
i see if i can find it
*edit*
http://www.freewebs.com/ja2vengeance/error.bmp
there it is. maybe this is of any use for you... there is also a library ja2/data/ambient.slf that contains ambient sounds
maybe you`d find a way to trigger them? i know this might be extremely difficult to do, but is it somehow possible?
thx for your efforts muggsy
*edit again*
for the crows and cows it is implemented. they trigger cowmoo 1 - 3 and a couple of crow sounds. maybe there is a possibility to use this code for other tileset/ animations as well?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10362]
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Thu, 18 August 2005 05:44
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Crow and cow sounds aren't in the table referred to in code for ambient sounds:
STEADY_STATE_AMBIENCE gSteadyStateAmbientTable[ NUM_STEADY_STATE_AMBIENCES ] =
{
// NONE
"",
"",
"",
"",
// NIGHT
"",
"",
"",
"",
// COUNTRYSIZE
// DAY
"SOUNDS\\SSA\\insects Day 01.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\
ight_crickets_01D.wav",
"SOUNDS\\SSA\
ight_crickets_01B.wav",
"SOUNDS\\SSA\
ight_crickets_01C.wav",
"SOUNDS\\SSA\
ight_crickets_01A.wav",
// NEAR WATER
// DAY
"SOUNDS\\SSA\\swamp_day_01a.wav",
"SOUNDS\\SSA\\swamp_day_01b.wav",
"SOUNDS\\SSA\\swamp_day_01c.wav",
"SOUNDS\\SSA\\swamp_day_01d.wav",
//NIGHT
"SOUNDS\\SSA\\marsh_at_night_01a.wav",
"SOUNDS\\SSA\\marsh_at_night_01b.wav",
"SOUNDS\\SSA\\marsh_at_night_01c.wav",
"SOUNDS\\SSA\\marsh_at_night_01d.wav",
//INWATER
//DAY
"SOUNDS\\SSA\\middle_of_water_01d.wav",
"SOUNDS\\SSA\\middle_of_water_01c.wav",
"SOUNDS\\SSA\\middle_of_water_01b.wav",
"SOUNDS\\SSA\\middle_of_water_01a.wav",
// night
"SOUNDS\\SSA\\middle_of_water_01d.wav",
"SOUNDS\\SSA\\middle_of_water_01c.wav",
"SOUNDS\\SSA\\middle_of_water_01b.wav",
"SOUNDS\\SSA\\middle_of_water_01a.wav",
// HEAVY FOREST
// day
"SOUNDS\\SSA\\JUNGLE_DAY_01a.wav",
"SOUNDS\\SSA\\JUNGLE_DAY_01b.wav",
"SOUNDS\\SSA\\JUNGLE_DAY_01c.wav",
"SOUNDS\\SSA\\JUNGLE_DAY_01d.wav",
// night
"SOUNDS\\SSA\
ight_crickets_03a.wav",
"SOUNDS\\SSA\
ight_crickets_03b.wav",
"SOUNDS\\SSA\
ight_crickets_03c.wav",
"SOUNDS\\SSA\
ight_crickets_03d.wav",
// PINE FOREST
// DAY
"SOUNDS\\SSA\\pine_forest_01a.wav",
"SOUNDS\\SSA\\pine_forest_01b.wav",
"SOUNDS\\SSA\\pine_forest_01c.wav",
"SOUNDS\\SSA\\pine_forest_01d.wav",
// NIGHT
"SOUNDS\\SSA\
ight_crickets_02a.wav",
"SOUNDS\\SSA\
ight_crickets_02b.wav",
"SOUNDS\\SSA\
ight_crickets_02c.wav",
"SOUNDS\\SSA\
ight_crickets_02d.wav",
// ABANDANDED
// DAY
"SOUNDS\\SSA\\metal_wind_01a.wav",
"SOUNDS\\SSA\\metal_wind_01b.wav",
"SOUNDS\\SSA\\metal_wind_01c.wav",
"SOUNDS\\SSA\\metal_wind_01d.wav",
// NIGHT
"SOUNDS\\SSA\
ight_insects_01a.wav",
"SOUNDS\\SSA\
ight_insects_01b.wav",
"SOUNDS\\SSA\
ight_insects_01c.wav",
"SOUNDS\\SSA\
ight_insects_01d.wav",
// AIRPORT
// DAY
"SOUNDS\\SSA\\rotating radar dish.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\rotating radar dish.wav",
"",
"",
"",
// WASTE LAND
// DAY
"SOUNDS\\SSA\\gentle_wind.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\insects_at_night_04.wav",
"",
"",
"",
// UNDERGROUND
// DAY
"SOUNDS\\SSA\\low ominous ambience.wav",
"",
"",
"",
// NIGHT
"SOUNDS\\SSA\\low ominous ambience.wav",
"",
"",
"",
// OCEAN
// DAY
"SOUNDS\\SSA\\sea_01a.wav",
"SOUNDS\\SSA\\sea_01b.wav",
"SOUNDS\\SSA\\sea_01c.wav",
"SOUNDS\\SSA\\sea_01d.wav",
// NIGHT
"SOUNDS\\SSA\\ocean_waves_01a.wav",
"SOUNDS\\SSA\\ocean_waves_01b.wav",
"SOUNDS\\SSA\\ocean_waves_01c.wav",
"SOUNDS\\SSA\\ocean_waves_01d.wav",
}; Can you check for me if some of these files exist?
Thanks!
MM
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Re: "1.13" Mod - Main Thread[message #10363]
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Thu, 18 August 2005 06:04
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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the whole sounds//SSA Subfolder does not exist
that`s the funny thing about it. would creating wav files with these names help anything?
or using existing unused .wavs from ambient and sounds.slf and renaming them?
ambient archive contains
bird 4
6
7
9
cricket 1 and 2
night bird
owl2 and 3
crow and cow sounds are in the sounds.slf and not in the non-existing sounds/ssa phantom subfolder
i just thought, maybe the code that triggers them in maps containing cows could be used as a help to code other ambient sounds
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10364]
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Thu, 18 August 2005 06:05
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BlackSmith |
Messages:2
Registered:August 2005 Location: Europe, Finland, Turku & |
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Hi, i just found this site in the hope of finding better and fixed JA2 patch/mods and seems that i found it.
Coulpe things that are in my mind.
You could edit the first post to contain all the differences to the unchanged JA2 so that others dont have to scan whole topic for changes. (At least when a new version coems out)
Also would it be too much to ask that the 800x600 "fix" would be added? (at least i didnt notice it was added).
Do you need file mirroring?
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Civilian
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