Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
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Re: "1.13" Mod - Main Thread[message #10528]
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Fri, 26 August 2005 17:04
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surefire |
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Messages:15
Registered:August 2005 |
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Another idea just sprang up: if we could make use of the weapon mode button for additional weapon mode, why can't we do the same to the change stance button to add new stances to the game?
A immediate thought is adding a ready-weapon stance, which allows mercs walk/crouch with weapon ready/hoisted, and quickly fire their weapons due to the spared ready-weapon action. We could set the AP cost in this stance higher than the normal ones to gain the balance.
I dont know whether the stance-related contents could be externalized, if so, more flexibility can be added to this mod, and this stance addition undoubtedly needs new animations, which may need externalization either. It seems this could be another tough task though.
Sorry to put forward such fancy ideas continiually, I wish these could not become burden on you, anyway we just play the game for fun:) Wish you a good day, Mugsy.
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Private
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Re: "1.13" Mod - Main Thread[message #10532]
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Fri, 26 August 2005 19:46
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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About flags in item data and such. You could "disassemble" them in the xml file and then reassemble into an int when reading the data, so that no code that uses these flags will be broken. If there are some unused flags, you could also piggyback some new features this way without increasing the number of entries in the record. You could also piggyback on some other numerical values. For example, if a parameter can take the values of 0 or 1 in the original, you could add 2, 3, 4, etc. to that. Of course, you would then have to check all the code that uses that parameter, which can be a bitch.
BTW, if an XML file has the extension .xml, you should be able to view and perhaps edit it with colourful highlighting using standard Windows tools.
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Master Sergeant
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Re: "1.13" Mod - Main Thread[message #10539]
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Sat, 27 August 2005 03:15
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Shotgun reloads:
1. I'm going to add a stat to the weapons.dat file called "APsToReload" which will allow us to set how long it takes to reload each weapon individually.
2. As for the clip switching with shotgun shells, I'll look into this as well, and will probably add a flag somewhere to enable/disable this too.
About the H&K & MP5 situation:
Once all the externalization is done, I'll add a bunch more weapons and items, and when the mod is released, there will be an xml file which will allow you to choose which weapons the enemies will use. You'll be able to just remove the H&K guns if you don't want them, and just have them available from BR's and/or Tony's if you like (or disable them entirely, if you prefer).
Breath recovery:
I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there.
Multiple Interrupts:
Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating....
I'll also check into the experience gain for interrupts.
Stealing:
The CVS code put some new stuff in for stealing. It should open up a menu with the enemy's items and you can pick what you want to take. Not sure how well it works though...
Ricochet bug:
I've seen this bug too. You can fire at an enemy (usually on the roof) and all your shots just hit an invisible wall. If you move to a new location, the problem usually goes away. But yes, very annoying. Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes.
Grenades through roofs:
Again, I'm going to blame the CVS/original source code for this.
BTW, if someone knows how to fix any of these bugs, by all means please let me know, and I'll fix them. Otherwise, I'm going to need to spend a long while trying to recreate the bugs and then slowly debugging them.
Item flags:
Already handled. I added a whack of new booleans and changed all the code that referred to the flags to look at those booleans instead.
XML files:
Yes, there are lots of nice tools you can use to edit "real" xml files. In the next version, I'll switch all the externalized file extensions from .dat to .xml. For now, just rename the weapons.dat to weapons.xml, use the tool of your choice, and rename it back when you're done.
Caveats from breaking the Item Barrier:
There are a couple things to take note of about the new item limit:
1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350.
2) I'm going to see if I can rewrite some of the loops that go through the items and stop them once they hit an item with no class, the loop will stop. Even the IC_NONE flag has a class, so this means just the items that aren't written in the xml file (keep in mind, empty item slots >350 don't need entries in the xml file). If I make this change to the loops, then we can easily have 10,000+ items with little or no performance impact.
German JA2:
Not supported because I don't speak German. Once all the hard coded text has been externalized, a simple compile switch to German should be all that's needed to make it work (I think). But I wouldn't be able to test it. I'm posting the source code with each new release, so someone who speaks German and has a C compiler can go ahead and try it. (Let me know if it works, once all the text is out of the exe)
Cheers,
MM
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Re: "1.13" Mod - Main Thread[message #10542]
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Sat, 27 August 2005 12:59
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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Mugsy: Congrats on breaking the item barrier and other great work!
Is there somewhere a list of changes that were in the CVS code prior to yours?
Quote:Originally posted by Madd Mugsy:
Breath recovery:
I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there. Dvornik hacked the 1.12 exe directly - that was before the source code was released. If no one has fixed this in the source, then the bug should still be in there. And judging by what Grindstone says, that may be the case. But that's such a big, obvious bug! Hasn't anyone else noticed? With the bug you pretty much can't keep an enemy KO'ed without nearly beating him to death, and stun grenades aren't too useful either.
Quote:Multiple Interrupts:
Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating....
I'll also check into the experience gain for interrupts. As implemented, the feature doesn't seem to distinguish between enemies, mercs, militia, etc. Simply eliminating interrupt limit will eliminate it for everyone. My first thought is that it should be OK, and I haven't had a second thought yet
Experience gain for AI? I don't think it's worth it - I mean, how much can they gain during one battle? Or do you mean something else?
Quote:Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes. Hmm... I wonder if it has the interrupt bug fix where you could not get an interrupt under certain conditions. That was the biggest of my pet peeves.
Quote:1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350. Perhaps it would be worth it to unscramble Prof.dat into an XML file as well? I've seen the code that reads Prof.dat (you must have seen it also) - it's not a 1-liner, but it should be possible to export it into a program that would dump the contents of Prof.dat into an XML file. Then we won't need ProEdit, although it is nifty.
P.S. I can't find my copy of JA2 Gold, or JA2 for that matter! Gah! I am too cheap to spend another $20 on it
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Master Sergeant
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Re: "1.13" Mod - Main Thread[message #10543]
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Sat, 27 August 2005 15:38
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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@Madd Mugsy Hay great mod I have been playing for days now and not one problem. You have done a great job, thanks a million.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10546]
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Sun, 28 August 2005 00:16
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mde |
Messages:3
Registered:August 2005 |
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@Madd Mugsy
I have the mod compiled with the "german" define.
Got massive CTDs. Enabled Debug. Last entry in debug.txt:
Music EndCallback completed
Any Idea?
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Civilian
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Re: "1.13" Mod - Main Thread[message #10548]
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Sun, 28 August 2005 02:41
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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@muggsy
great work
so 150 new items?
@snap
this time it worked with your pics. But for a fist look, they`re the same as i downlaoded way back at LOTB forums
maybe there was a probleme with geoshitties last time i tried
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10550]
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Sun, 28 August 2005 03:05
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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absolutely great
are you free asw to how many of them can be
-firearms
-grenade launchers
-knives
-throwing knives
-melee
-rocket launchers
items with functions such as Night vision goggles?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10551]
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Sun, 28 August 2005 04:52
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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I'm working on it. But, man, you wouldn't believe how much crap is hard coded.
Hell, it was checking the grenade item #s to see what kind of explosion to make instead of the explosion type #s. So lame...
EDIT: Ok, I've hit a few walls trying to push all the item information out to the files, so we can replace items, etc. How does everyone feel about leaving the existing items in place, but allow for new ones? That way, I may not need to recode >10,000 lines.
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Re: "1.13" Mod - Main Thread[message #10552]
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Sun, 28 August 2005 05:30
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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sorry i forgot the question mark above (are you able as to what item will have what property)
sorry for crappy english
yeah, i guess leaving old items in place is okay... as long as we can add stuff...
they will be as editable as the new ones? or limited somehow?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10562]
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Sun, 28 August 2005 12:30
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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Quote:Originally posted by Madd Mugsy:
Bobby Ray's sells more stuff, both quantity and variety
He's an internet shop, so he should have good variety and better inventory. BR's now has the good stuff at the same time as Tony, and if you look in the used section, you might find some slightly better stuff there, if you're up to fixing it. BR's now sells ALL the weapons and ammo in the game, along with detonators, TNT, etc. I also bumped grenades & explosives back a bit so you'll see them earlier. I appreciate the effort :wave: but... Would it be possible to have a "Normal" option for Bobby Ray, with original settings? I think it was balanced well in the game.
I would also revert the changes that concern stats and learning, but I have already figured out how to do that :wrysmiley:
Speaking of which, I've been looking at stat gains for doing various tasks, with the view of rebalancing them a bit. Any ideas? I'll post some of my suggestions later.
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Master Sergeant
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