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 #10653]
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Fri, 02 September 2005 22:30
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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maps can be converted form ja2 to UB format and vica-versa by using the UB mapconverter tool
i`m playing with an exe that heavily penalizes weapons if their condition is below 90 or 85 percent and so. I find this exagerated
you have to first repair pretty much anything an enemy drops. and for some odd reason, unreliable guns seem to become more inaccurate even at 100 percent
so the weapon condition influence should in my opinion be tested intensely ingame, because it can become annoying (imagine you`ve had to wade/ swim through water and your weapons are below 85 percent. you encounter enemies but can hardly hit them even from short distance)
the nvg tunnel effect is also a nice idea
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10654]
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Sat, 03 September 2005 01:05
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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You know, back when I played the 800x600 mod where I turned drops to everything, I noticed alot of the elite gaurd actually had gasmasks AND Ultra-Violet goggles. Also, the whole part where they didn't get effected by the multiple mustard grenades I kept lobbing at them also served as a clue.
Goggles and Gasmasks both don't work together. Make 'em incampatible.
Increasing the Tileset using the map-convertor is your best bet, but if you want a smaller file for the mod, then you better just make a .bat which automaticly does it from the game files.
Either way works.
And finally, 800x600 would be my greatest wish. First of all, you'll need a team of quite a few. I would happily endorse it with whatever you need, aslong as my frequent Apathy streaks that I keep getting won't affect it . I'm pretty sure the Mod Squad would help, but that's batman and the gang's choice.
Keep up good work up, MM!
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Private 1st Class
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Re: "1.13" Mod - Main Thread[message #10665]
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Sat, 03 September 2005 19:17
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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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Remember that UB editor doesn't have all features: no NPC placement, no keys and locks, what else? But it is somewhat more stable than the Beta, which isn't saying much.
@John Wright: I have made a number of custom tileset files: mostly compilations or expansions of existing JA2 and UB tiles. I can send them to you if you are interested.
Gas masks and NVG/UVG: Elites can wear both - that has always been the case. Redshirts get either one or the other, not both. Remember that if you heavily penalize these items with tunnel vision and inaccuracy, you'll penalize enemies perhaps more than mercs, because enemies always wear whatever head gear they've got.
Weapon condition: the way I proposed to implement it, the penalty applies to effective marksmanship - not to your chance to hit. So if you have marks. 85 and weapon in 90% condition, your adjusted marksm. will be about 76. All other penalties and bonuses will apply on top of that. If this seems like too much, the penalty could be reduced. This could also be made an option in the ini file for those who would rather keep things the way they are.
Quote:Suppression fire:
Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof. Perhaps allow suppr. fire if they have more than 50 rounds on them total? Otherwise this will rarely work, esp. if a particular mod doesn't have many large-capacity guns. Also 10% CTH might be a bit much, considering that it's unaimed fire at a (usually) unseen enemy - but I am not sure about this. A nice touch would be to enable this only for "cunning" enemies - "agressive" will just rush headlong into battle. And if it's still too frequent, you could move this option further down the decision queue.
Why no shooting at rooves?
@Mugsy: How about enabling built-in attachments for weapons (the way the Rocket Rifle has a built-in laser scope)? Some CTH code will have to be modified, apart from everything else...
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Master Sergeant
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Re: "1.13" Mod - Main Thread[message #10671]
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Sun, 04 September 2005 11:08
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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At the very least another type of Grenade Launcher with its own set of grenades. The current Western 40mm's in game, the Soviet/Russion 40mm Muzzle loading type seen in UC, new fangled 20-25mm for the various "Objective..." projects.
Now if there was any way to turn an attachment slot into a "stackable" storage slot, this would open the way for multi-shot grenade launchers or equipment bandoliers (armour that could have X Number of the same item type stacked into it).
Alternatively can the Action Point cost of attaching an item be adjusted. An automatic GL would just be a grenade laucher with zero loading cost and be fed from one of the Merc's normal stacking pockets.
Once turned the M79 into an "auto-loading" xM25 by turing the mini-grenades into 25mm and giving it a low firing cost (some artwork helped too). Still took 5 points to load, but only 5 more to fire. Gave a decent effect of being able to fire two rounds a combat turn, but it did take up two large merc cargo slots, 1 for the M25, and another for six grenades. However the thing did self load when the firing button was clicked. To "simulate" the electronic sighting system for the in-development M25, just gave the JA2 Modded xM25 extra range. Now that I think about it all that is needed to do this again (without sacrificing the M79) was just confirmed by Madd Muggsy.
Sorry, now I'm getting carried away.
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Re: "1.13" Mod - Main Thread[message #10672]
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Sun, 04 September 2005 11:44
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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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@John: I'll see if I can post the tilesets to my Geocities site. Be careful with UC tilesets: they were created hurriedly, and AFAIK with little knowledge about the JSD structure descriptors. They may be very glitchy.
@Madd: Good deal with attachments!
But I would still relax the requirement for ammo capacity in suppression fire. It's not just for machine guns - I've seen it in the movies
A question about duckbill: does it really make sense for it to increase shotgun range? The way it is implemented, duckbill restricts the pellet spread to the horizontal plane, at the same time increasing the spread angle. So in theory, if their ballistic model works, duckbill should give you a bit more chance to hit. By the way, if you feel like shotguns are inaccurate for their declared range, that's because their CTH is halved! However, this is only done for buckshot, so in theory, slugs should already be twice as accurate as buckshot.
Finally, I posted some code to make CTH bonuses from sun goggles and laser scopes more realistic.
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Master Sergeant
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Re: "1.13" Mod - Main Thread[message #10676]
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Sun, 04 September 2005 18:16
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Two things:
Someone asked awhile ago about being able to create large explosions using regular ammo.
Well, the actual available ammunition types (AP, HP, HE, HEAT, etc.) and explosion types are still hard coded. I'll try and get them out for a future release. For now, in the next release, there will be an ammo type (labeled in the code as AMMO_GRENADE) that you can use to create grenade-sized explosions. This ammo will have the same effects and properties as the HE rocket ammo, but will generate a larger explosion animation & sound.
Second: I'm not going to make the release date. I still have to finish documenting all the xml files so you folks can actually figure them out on your own. Plus, I still need to do the pics for the 9mm and 5.56mm feed clip kits for the C-Mags. Finally, if someone can post some decent stats for the HK MP-7, I'll try and get that in there too.
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Re: "1.13" Mod - Main Thread[message #10678]
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Sun, 04 September 2005 21:45
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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what about a thread concerning weapons/ items that should make it into the 1.13 Mod?
since there ar huge possibilites (5000 items), we could just work out a wish list and then see what graphics have to be made.
there are pictures and stats around, the PDW was in pretty much every recent Mod, so good pictures are available as well
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10682]
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Mon, 05 September 2005 12:16
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Kaiden |
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Messages:504
Registered:September 2003 |
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HEY!, It's nice to see some life in these forums again, especially about a new MOD!
MM, sounds like you are doing a great job.
Unlike you guys who are programmers, but aren't fluent in C/C++, I'm a hack, so I'm just the opposite, I can't program for shit, but I am VERY fluent in programming languages ranging from Asembly on several different processers, to VB, C, C++ and Delphi. That may not make a whole lot of sense, but what it boils down to, is that I taught myself, and my code shows it (very obviously actually).
At any rate, I may be able to at least answer some of your questions, and or find those hard to reach bugs.
I just have one question, you mentioned .NET, does this mean you've recompiled your version of the code in .Net? Or is it still compiling in VS6? I need to know which one I need to install on my machine.
I haven't quite finished reading this loooong thread, so I'm gonna go back to doing that for now, just wanted to introduce myself and offer any assistance neccessary, as I'd really like to help carry on the dream of making JA2 easily modifiable by the masses.
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Re: "1.13" Mod - Main Thread[message #10683]
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Mon, 05 September 2005 12:39
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i`ve started a list myself with possible additions of weapons. I read that ammo slots are still scarce? i`d really like to see 7.62*54R though
i already have lower-tech rifles ready in that caliber
should i stick with existing calibers? i mean, there`s a lot around that fires 5.56 and 9mm if ammo slots are still limited
btw @Muggsy is sent you some pics and data for MP-7 PDW
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10685]
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Mon, 05 September 2005 18:03
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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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@Perez: I am not sure whether the 1.12 patch updates anything other than the executable. It can't hurt to install it though.
@Kaiden: AFAIK, it compiles in VC++ 2003, AKA .NET. The compiler version that I've seen in the project files is 7.1, anyway. I've been able to compile all of the code, though I don't know how to build it - waiting for some tips, so that I don't waste much time trying to figure it out myself. I am not an experienced programmer, as you can see. But once I get myself set up with the code, I might be able to do a bit more than post untested snippets (any luck with those, Mugsy?)
@gpmg: Yes, it's possible.
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Master Sergeant
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Re: "1.13" Mod - Main Thread[message #10686]
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Mon, 05 September 2005 22:10
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AZAZEL |
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Messages:750
Registered:February 2004 |
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My help here was not requested.
Hope a player is welcomed,though.
This is a (personal) wish list,concerning mercenaries,enemies and weapons.I for one will not go into modding,but I hope I can give something back to this community.
MERCS
Playing a game with overpowered mecenaries and stupid enemies,like in UC is no fun,agreed.
Playing underpowered mercs will raise AGAIN the "this is starting to...well,you know..." kind of topic.Undesirable.
On the other hand,a 6-team of the "overpowered" UB mercs under a veteran player's comand could kick Wildfire's babies sky-high and back!Hmm.
From what I read the AI is even more advanced,SO please take care.The mercenaries must at least be at the original game's proficiency.
On the other hand,if you aim for realism PLEASE make the mercs that fire from the hip(Wolf,for example) auto weapons specialists.Gus could be AW-HW.I costumised the full roster once,for personal use,and they looked more than OK,IMO...
A GP must find its way in the game,so that the Grizzly type won't look like a bozo!
ENEMIES
The Wildfire number of enemies in expert is allright.I for one will play the "ultimate challenge" setting once,and be bored.
You don't want my (ex-) military background to surface,or me to send you their pathetic little balls back to you,so that you can see what we,the players,can do to them...
No,Az will not say "YEAH,GIMME MORE,MORE,MORE"...But better is fine.
WEAPONS
More?Better!
The minimal requirements of a good commander should include:
1)sniping rifles(AP 8-11+ draw):
-range 65-90 high power system.Walther,PSG or another .308 type.An urban ops type,with higher damage and shorter range would be great.
-Vintorez silent type,range around 40.
2)assault type (AP 6/7 - collimators for r&s )
Steyrs,suppressed M4s and Grozas allright?,taloned Diemacos,G36s,all this shit is a must in a nowadays mod!
3)sileanceable/laser SMGs (5 AP)
Blah,what about MP7s instead of MP5K and P90s instead of MP5s?A shitty one and a beauty?Again,not more but better!I mean we have mercenaries with self respect there,not 5-th world country bums...
4)pistols,and good ones,AP 4-5.
Manufacturers have upgraded their offer a lot since JA2 was made,dig some fancy ones,please.
5)LMG
Buzz off man!Good for defending positions and terrorising,yeah.Throw in 3 of them,if you must...
So what do you say?
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Re: "1.13" Mod - Main Thread[message #10687]
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Tue, 06 September 2005 02:45
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Kaiden |
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Messages:504
Registered:September 2003 |
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The only reason I asked, is last time we moved a project from VS6 to VS.Net it was a 3 month long headache, but then again, that was about 1.7 million lines of code in an enterprise app so maybe JA2 moved over just fine and easy.
So I'll get it loaded up and start going through MM's new code. I spent 10 weeks digging through the original code and modifying it so it shouldn't take me more than a week or two to dig through and see what you've done with it.
Oh one more question to anyone, I was wanting to load up UC again and play around with it, and since I recently bought a new comp, I came here to download it (which is when I found this thread Anyway, question: UC works with 1.07, well, I have 1.03, patch to 1.09 ( I think it is), 1.12, and WildFire, How the hell do I get 1.07 so I can play UC, or will it work by replacing the executable for 1.12, or 1.03?
I don't specifically remember having to do anything "special" to get it to work with the original 1.03 version with the Sir-Tech patch to 1.09, but maybe I did, it was so long ago.
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