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 #10890]
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Sat, 01 October 2005 14:21
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wudubuquan |
Messages:1
Registered:October 2005 Location: China |
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here are some feedback from the ppl who played 1.13 at www.tbsgame.net
i did some translations for some of these posts
http://tbsgame.net/bbs/index.php?showtopic=19353
1. add new items and get rid of the useless ones
2. use new maps or use maps from WF or UC (most fans want to see the maps improved)
3. adding new mercenaries
4. fix\ the bug where the game crashes when an explosion goes off
5. improve headshot damages (a lot of fans want this one too)
6. raise the price of selling items with the ALT+LMB method
7. new shooting animations of possible
8. having AP/HP/Heap ammos in one clip and the players can switch freely
9. different animations for throwing (knives and grenades)
10. make the grenades able to bounce off walls/doorways to hit enemies in corners
11. make items more durable
12. still listing...
well you dont have to take all of them into consideration but they can give you an idea about what the fans want and what they think should be improved
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Civilian
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Re: "1.13" Mod - Main Thread[message #10891]
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Sat, 01 October 2005 14:54
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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New animations require animator talent and new graphical assets, I'd venture to guess that those are the lowest priority items right now.
Durability can be readily modified by editing the XML files provided by the work already done.
Selling price is an option in the Ja2_Options.INI file that can be easily altered by any user.
Clips with mulitple ammo types is a code change that likely going to be a lower priority than bugfixes and AI improvements.
Items can be added to or removed from the XML files as desired by anyone wanting to do so. If you don't like an item, change it there.
Headshot damage, not sure, but probably a minor code change and possibly an option that would make the game too easy (?) Using the Barrett rifle I already score single shot kills 100% of the time and about 90%+ with any other sniper rifle. other weapons are more or less effective depending on head armour, I think.
Game crash due to explosions, I'm not sure, I've been testing the hell out of it and haven't had one in a while despite a few almost purely grenade/mortar/rocket firefights.
Not sure about the grenade bouncing thing, this is the first I've heard of it as a priority item on anyone's list.
Mind you, I'm only replying as an avid playtester/kibitzter, but I wouldn't try to overload the good graces of the fine talent we've got improving our favourite (and maybe only) turn-based mercenary RPG. Read all of the posts in here to see what you can already do as an end-user, Mugsy's mod was mostly about getting the data out into an easily modifiable format for the community player and fixing stray bugs. It's gone well beyond that goal already and everthing else is a 'what if?' scenario.
If I'm talking outta my ass again here or this sounds unreasonable/wrong someone please gimme a boot to the head...
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First Sergeant
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Re: "1.13" Mod - Main Thread[message #10893]
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Sat, 01 October 2005 23:53
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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@wudubuquan
about #8 you seem to be describing a request for "variable effect/lethality" ammo, one magazine/ammo type goes in, but what comes out is toggled by the shooter (dial in for stun, kill, vaporize or broil like a phaser off Star Trek)? The closest thing in real-life would be that variable velocity rifle proposed a few years ago when "less-than lethal" was the so-called "next big thing" in the security and defence community. Essentially it was an M-4 (or other AR-15 based firearm) with a two setting gas valve, that shot plastic cased flechette rounds: at high pressure/velocity the plastic sabot would shed leaving a very lethal flechette; at low pressure/velocity the flechette would remain in the sabot and in theory only cause blunt instrument (rubber bullet like) trauma. Not sure how successful they were at the technology; from the lack of recent news/procurement/deployment I presumed they were not successful business wise. (I think their only sucess was appearing in a novel that had Tom Clancey's name on it, one of the Ops Center novels I think.)
On the otherhand, you might be describing having dual ammo feeds which are selectable. The South African Neostead shotgun comes to mind (two seperate tubes for ammo, switch controls if left or right is feeding), but aside from that, I'm sorry but I can't really think of any other applications.
Ah, perhaps something was lost in translation? From experience things never seem to translate properly (try explaining the nuances of having a computer to a grandmother in a language you barely can speak, and cannot read/write).
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Re: "1.13" Mod - Main Thread[message #10896]
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Sun, 02 October 2005 02:55
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Kaiden is doing ok, but he's still without power. He should be back online soon.
Ok, onto the list:
1. add new items and get rid of the useless ones
Doable in the xml files now.
2. use new maps or use maps from WF or UC (most fans want to see the maps improved)
Later, once we have a working map editor.
3. adding new mercenaries
In the next release, you should see 4 new mercs at MERC: Gaston, Stogie, Tex and Biggins.
4. fix\ the bug where the game crashes when an explosion goes off
I've seen this too, but haven't been able to trace it thus far. It's already on our todo list
5. improve headshot damages (a lot of fans want this one too)
This seems kind of weird to me. I think you should just up the ubImpact stat in weapons.xml and maybe increase the MaxDistanceForMessyDeath stat.
6. raise the price of selling items with the ALT+LMB method
This should be in the ini file. (Personally, I'd lower it )
7. new shooting animations of possible
Eventually, maybe. This would be a very low priority since we already have shooting animations. What we're going to look into in the nearer future is crouching and prone animations for LAW firing and grenade tossing. Khor has done some animations for the LAW firing, but with all the craziness that's been happening, we haven't had time to work on that part yet (sorry, Khor; I know you're waiting for us...)
8. having AP/HP/Heap ammos in one clip and the players can switch freely
Ummm, no. But you will be able to create your own ammo types in the next release, so you can have an AP+HP+HE+Antitank ammo if you really want.
9. different animations for throwing (knives and grenades)
See 7.
10. make the grenades able to bounce off walls/doorways to hit enemies in corners
This would require serious changes to the physics code, which is still way beyond our scope at this time.
11. make items more durable
Increase the reliability stat on items to make them more durable. Increase the PercentStatusDrainReduction stat to make kits last longer.
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Re: "1.13" Mod - Main Thread[message #10898]
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Sun, 02 October 2005 07:08
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Kaiden |
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Messages:504
Registered:September 2003 |
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Hey! We have power now, but we're still not moved back in, hopefully tommorrow or monday we can resume some semblance of a normal life. I have monday off so that will make it easier. I didn't think about checking the DSL while I was there. So It will take me several hours to get caught up on reading the forums, but I've read a few posts and I spent some time reading the tbsgame forums.
wudubuquan , I thought I saw a post over on TBS about how to get the WF maps in 1.13. Did I misunderstand it?
Also #6 is in the INI file, however, the maximum price for selling at this point is 100% (setting the value to 1 in the INI file) Remember the INI file setting is a divisor, so the lower the number the better the price.
Also, wudubuquan, thanks gathering these requests and posting them over here, makes it alot easier than searching the TBS forums and translating
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Re: "1.13" Mod - Main Thread[message #10904]
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Mon, 03 October 2005 15:37
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Kaiden |
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Messages:504
Registered:September 2003 |
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Ok so... Just to get back on track, I guess here is my tenative todo list
1. Add an INI setting to swap Data folders, Moving the Ja2_Options.INI file into the Data Folders, and placing the option to swap them in the JA2.INI file.
2. Fix IMP Personalities. They will be random, but I'm thinking about upping the chance for certain personalities and attitudes based upon the skills you choose. For instance, auto weapons or Heavy weapons would give you a better chance of having a Phsyco IMP. NO/Stealth would give you the Lone Wolf personality, etc...
I would however add in the option of turning personalities on/off in the INI file for those that like having a NORMAL IMP all the time.
Anyway, this is really considered a bug, because well it was working and I broke it . Which leads me into Numero Three-oh.
3. Go down the list of bugs fixing any that are still outstanding. All 3 of us have knocked out several of bugs in the last couple releases, but with a list of 10+ bugs still outstanding, I'd say that clearing out some of the more troublesome ones should be high on the list.
4. If Mugsy hasn't already done it by now, or by the time I get to this point, then I'll look into adding the new LAW animation for female mercs (crouching and prone).
5. Not sure at this point, sooo many things on the list... Vehicle Inventories sounds like a good choice, but may make Savegames incompatible? Not sure about that. Externalizing NPC locations is high on my list as well. So is getting the Editor working and adding some Beta Editor functionality to it. But that's a rather large project and not something that would be ready in a few days or weeks
Also, I apologize for rushing a release before the storm, but I didn't know how long I was going to be out, and we had several modifications already in the code, tested and working just fine so I figured WTH.
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Re: "1.13" Mod - Main Thread[message #10905]
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Mon, 03 October 2005 18:49
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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Hi MM I've been away for awhile, and I am so glad 1.13 is still going strong. The way you
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Corporal
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Re: "1.13" Mod - Main Thread[message #10908]
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Mon, 03 October 2005 22:37
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alerus |
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Messages:13
Registered:December 2004 Location: Slovenija |
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My wish list:
1. Prices are ok.
2. Improved maps would be great
3. More weapons, equipment from UC (striker, commando vests, upgrade able weapon like M4 in UC)
4. those RPG-s dont work in my game, Nobody seems to hit anything with that, LAW-s work fine
5. dmg mod is all right, perhaps make pistols and revolvers useable untill the end (even higher dmg?) so you can rely on your sidearm till the end of the game - perhaps more closecombat maps in edition with that.
6. kill the "sniper" or better upgrade it, so the enemy don't kill you from imposible positions after putting a silenced hit at night. So if your char in proned, camouflaged, does not get hit by every enemy in the sector.
God I wish I had some programing talents and time to participate in this great modding comunity If it means something, than I say I greatly admire your work. You keep this game alive.
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Private
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Re: "1.13" Mod - Main Thread[message #10910]
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Tue, 04 October 2005 03:58
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Here's what I'm working on:
1) Integrating Kaiden's and Snap's code with my new changes
2) Finding an FTP site, since the mod will be too big for my webspace by the next release
3) Playtesting the UB mercs and the air strikes
4) After 1-3 are done, I'll make a new release
5) Gathering stats and images for new weapons and items.
6) Balancing the stats
7) Adding the new items
Testing
I don't have an exact total of how many there will be, since I'm indexing by picture, but I'd guess between 300-500 new items. This will include new armour, ghillie suits, new melee weapons and knives, new attachments, new ammo types, explosives, misc. items, and of course, many, many new guns
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Re: "1.13" Mod - Main Thread[message #10917]
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Tue, 04 October 2005 13:42
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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I've been trying to recall some of my oldest "want" posts. One of the top things which I wanted was the ability to switch the overland map view to different maps and mods with minimal fuss. Even the UC crew had a hard time changing that main map and I wonder if it's even possible. I suppose what man hath wrought, man can change, but this would be a huge step forward for modders. Second item: mobile SAM launchers. By this I don't necessarily mean a big chunky on-screen machine (tho that would be seriously cool... here's a link to a pic of one in Iraq http://www.janes.com/regional_news/asia_pacific/news/jir/jir020621_1_n.shtml - that picture would make for an interesting map segment...) but that SAM site coding should be made available for modders to move or call on from different sectors on the overland map. By extension, mine income, refining income, sap income or whatever income sources are used must be relocatable. Third big request, and this is a doozy. For high enemy mods in particular, militia should be able to be directed to move between sectors. Basic codework for this is in place as you can "pick up" different types of militia already and "drop" them into other sectors in the same town. It would be tremendous, however, if you could "drop" them into a movement group. Perhaps if when you try to close the militia window there are militia which have not been dropped, the exe could ask "Do you want to move these militia?" and if affirmative it will go to the movement line used for all overland movement for that particular group. Collision mapping and auto-resolve are already implemented for encounters between enemy and militia, so the actual encounter resolution should proceed as implemented. These groups would be extremely useful. You could send them out on probes to other sectors or towns or use them to soften up defenses or stage diversions before a concerted special forces attack. The militia could also take bridges, cut roads, attack small groups of enemy and generally do what a resistance would do to interfere with the occupying forces. Indeed, they could both reinforce threatened towns, thereby decreasing emergency training trips, and they could be sent immediately to occupy newly taken towns, thus letting your mercs rest up, heal and repair rather than rushing to train new milita from scratch. This would finally make the expert trainers really worth their weight and would make a fully-occupied base camp or staging camp effective as it would continually be generating troops and sending them off to advance objectives. To be fair (or reasonably challenging) however, a) enemy force patrols should be stepped up, and b) after some period of time the base would inevitably be discovered and an airstrike should ensue along with a strong enemy response. Fourth item, and by far the most challenging is implementation of strategic objectives which would affect the enemy such as power stations, net nodes, dams, ports, train tunnels, tracks, bridges, enemy training camps or barracks, enemy airbases or heliports, etc. Not quite sure how this could be implemented (other than airpower elements stopping air attacks until repaired). Newspapers or printers would be a good one becaus they might raise morale. This last want should be considered in detail before implementation.
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Corporal 1st Class
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