Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
"1.13" Mod - Main Thread[message #10164] Sat, 23 July 2005 02:47 Go to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I started with the C++ CVS code that DeFrog so wisely ported over to C++.NET. I've located and fixed the following bugs in that code so far:

1) The Autofire/Burst bug, where you couldn't do burst fire unless the weapon also had autofire.

2) The canteen/camouflage bug, where you couldn't apply items to the merc's body.

3) The 0 AP grenade bug, where throwing grenades didn't cost any APs.

4) The 0 Min. AP cost for AI throwing grenades bug that resulted in a CTD.

5) Stuff falling through roofs (but not people)

Oh, and I also made the extended ear show the enemy location in all modes, not just Platinum.

Finally, I made the autofire shots slow down a bit too.

Using this code means that there is an external Weapons.dat (now weapons.xml) file for people to tweak the guns/weapons, and also that guns will be able switch to Auto fire mode by clicking the burst button again (right click in auto-fire mode to increase shots fired). There were some other fixes as well, but they've been documented elsewhere.


Then I went ahead and added the following features:

1) Weapons from Unfinished Business added

I added the following weapons (in addition to the regular JA2 guns):

- Barrett .50 Cal Sniper Rifle
- H&K PSG1 Sniper Rifle
- VAL Silent Sniper Rifle
- Calico M950 pistol
- Calico M960A SMG
- Calico M900 Rifle
- Enfield L85A1 LMG
- TAR 21 LMG
- Micro Uzi

And the following Ammo:

- 9mm Heavy
- .50 Cal
- 9mm Large (50)
- 9mm Large AP (50)
- 9mm Large HP (50)

Yes, I got the sucker to accept more than two ammo types per weapon Smile No, I didn't re-order everything in the item lists to do it. No, it doesn't screw up any ammo placed on the maps.

All stats are the same as in UB, except for the Calico M950, to which I added burst-fire. (A pistol that big, with a 50-round magazine without burst fire just seemed a waste to me)

2) IMPs: Multiple IMPs & 90210 code re-enabled. UB Style IMP generation screens (Kaiden).

(IMP items configurable in xml; includes options for random items and items for any stat/specialty)

3) Externalized the following data in xml files:

- Weapons
- Items
- Explosives
- Armours
- Sounds
- Merges
- Magazines
- Launchables
- Ammo Strings / Calibers
- Compatible Face Items
- Enemy Gun Choices
- Attachments
- Attachment Combo Merges
- Attachment Info
- Incompatible Attachments
- Shopkeeper Inventories
- Enemy Item Choices
- IMP Item Choices

4) Added a whack of new attributes and possible bonuses to items, including:

- thermal optics
- tunnel vision
- weapon stat bonuses
- vision and hearing range bonuses
- Default attachments - created and added when item is created
- Launchables that decrease in status, instead of being removed, when a launcher's mag size > 1
- Burst & spread fire for grenade launchers
- plus many more

5) 5000 item slots!

6) 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 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.

(Configurable in Items.xml)

7) New option at start: Bobby Ray Selection

The following options are available:

Normal - as original with changes from #6
Great - 2x as much inventory as normal and sells gear a bit earlier. If you look in the used section, you might find some slightly better stuff there, if you're up to fixing it.
Excellent - Great, plus has 4x as much inventory as normal and sells gear a lot earlier
Awesome - Great, plus has 10x as much inventory as normal and sells all gear from the beginning

I scrapped the platinum mode and moved the Realistic/Sci-Fi choice down to the Iron Man / Regular Saves part of the screen. Iron Man is no longer available. If you really want Iron Man mode, just don't save Razz

Cool New option at start: Enemy equipment drops - Normal and Everything

Obviously, if you select everything, enemies will always drop their weapons and ammo, along with some other gear.

This replaces the tons of guns option, which is now on by default.

9) Enemies can and will use new weapons

So don't be surprised if you get hit by a .50 Cal in the chest. :whoknows: but I didn't really try _that_ hard), so just speak friendly to the Madame and she'll let you in, and you can get the winking smiley (and sound fx) as per pre-gold versions.

11) Bobby Ray and Tony both sell new weapons and ammo

(Configurable)

12) Zero stats are trainable

13) All stats are trainable up to 100

14) More stats increase for performing activities

See Snap's thread for details:

http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=5;t=000966

15) No loyalty penalty for inactivity

16) Minor profile tweaks:

- Len can be trained
- Shadow has a silencer (Hah! Now it doesn't work on the HK53, should I keep it there anyway or switch his gun?)
- Igor has Night Ops
- Other minor trait changes (added secondary traits to those with just one)

17) Prof1.dat - Prof4.dat

Extra prof.dat files for Easy(1) through Insane(4) difficulty. (currently all the same)

18) New difficulty level: INSANE

More enemies, more frequent and aggressive attacks on towns, more elites, higher level enemies, more frequent bursts from enemies, less starting cash

- Insane has 50% more elites than expert
- Expert has 25% more elites than normal, and 20% larger garrisons, with not just yellow shirts

I was nice and kept the elites out of Omerta Wink


19) AI changes:

The biggest difference between this mod and regular JA2 is probably the AI:

- Enemies can now snipe you if they have a sniper scope, even if you're out of visual range, but still visible to another enemy (spotter)
- Enemies can now climb on roofs. Sometimes they will stay up there and snipe you.
- Enemies will now flank your position
- Enemies no longer get up and charge straight at you after dropping prone
- Enemies take cover more often
- Enemes can use suppression fire to try send you to the ground and make you lose APs (but not out of visual range)
- AI tweaks to reduce the number of enemies on the roofs, and make snipers only shoot when they might actually hit you
- Enemies should be less likely to come looking for you than in previous versions. This should reduce the huge, immediate carnage upon entering a sector, and provide more smaller battles instead.
- Enemies can use the new GL bursts

20) New Weapons:

I did away with the weapon limit of 69, and added the following:

- MP-5A2
- MP-5SD3
- MP-5N
- UMP-45
- Five seveN pistol
- P7M8 pistol
- G36K
- G36C
- G36E
- MSG-90A1
- Bennelli M4 Super 90 shotgun
- AK-103
- RPG-7
- HK MP-7 PDW
- Commando Mortar (in addition to regular one)
- OICW, with integrated grenade launcher and 6-shot 20mm HE mags (GL supports 2-shot bursts)
- Milkor MGL Mk.1 40mm grenade launcher (with 3-shot bursts possible)

21) Weapon changes:

- Added autofire to rifles, SMGs and LMGs (including UB weapons)
- G11 and SKS can attach Talon
- Minimi holds 200 rounds
- HK21 holds 100 rounds
- RPK holds 75 rounds
- C-7 has 3 round burst instead of 5
- Colt Commando renamed to M4A1
- L85A1 renamed to L85A2
- Pistols should all cost about 1 AP less to shoot
- MP53 renamed to HK 53, since it uses 5.56mm ammo, it also uses slightly less APs
- Sniper rifle damage upped by 10 pts each

22) New Ammo:

- 200 rd 5.56mm belt for minimi
- 100 rd 7.62mm belt for hk21
- 75 rd 5.45mm drum for RPK
- 20 rd 5.7mm mags for Five seveN (I need to clean these images up at some point)
- RPG ammo, including HE, AP and Fragmentation
- 100 rd Beta C-Mags (9mm and 5.56mm)
- 40 rd 4.6mm mag for MP-7
- mustard gas mortar shell
- 6 rd 20mm HE clip for OICW
- 6 rd cylinders (frag, smoke, stun) for MGL Mk.1

23) New Attachments

- Flash suppressor
- Reflex scope
- Reflex sight
- C-Mag adapters (9mm and 5.56mm)

24) Fallback animation added. Now enemies can fall backwards when they die.

25) Other item related changes:

- Platinum Watch + Copper Wire = Detonator - like in UB (configurable)
- Canteens can be merged (configurable)
- Silencers and flash suppressors hide muzzle flashes (configurable)
- Solid slugs in shotguns add 6.5 tiles to gun range (bumps 'em up to 20 tiles, same as SMGs) (configurable)
- Duckbill adds 4 tiles to buckshot range (configurable)
- Enemies always use sniper scopes with sniper rifles
- Mercs can wear gas masks and goggles at the same time (configurable)
- Possibility of up to 2 attachments on an enemy weapon

26) Multiple Interrupts! So now if you pass on your first chance, you can have another.

27) Interface Changes:

- Control + LMB on map inventory screen to permanently delete items w/out confirming
- Alternate + LMB on map inventory screen to sell items to the locals for 25% of their value (w/out confirming)
- UB style reveal all enemy gear when sector cleared (Kaiden)


28) Audible warnings using a previously unused merc quote when enemy tanks or rocket launchers are present


Changes in the latest, 9.23.05, release:
(From Kaiden's message on p.13)

Quote:

Mugsy -
1. Shirt/pant colors now based on IMP Portrait so they don't all look alike!

2. Fixed a bug that could result in Imp not getting some gear that was setup in ImpItemChoices.XML.

Snap -
1. Max Tilesets NOW 255, no code changes required for adding new tilesets

2. Breath bug has been fixed!


Kaiden -
1. When throwing Knives, you will now stop if you see a new enemy.

2. Several LOS fixes causing a CTD game have been fixed.

3. It is now possible to drop leadership to Zero. Restriction was never neccessary and it seems to have always been this way.

4. Autofire now has same penalty as burst after the first bullet (let me know how it turns out, May be more or less than what is needed).

5. I didn't know that you only receive 15 points when you drop a skill from 35 to Zero, I didn't change it, but I put in a Constant instead of having the value hardcoded, this way it can be externalized.

Kaiden has also added an Ini file full of externalized settings and options. Check out his sample on p.14 of this thread Smile

In the next version:

- GL Burst cursor type toggle option
- UB Mercs added to MERC (Tex, Gaston, Stogie, Biggins)

To be added at a later date:

- externalization of explosion types, ammo types
- Get the enemies to actually use attached GLs properly
- 7.62x54r ammo
- low- to mid-power rifles
- more attachments
- EOD armour
- sniper enhancement of some sort
- better inventory management
- vehicle inventories
- ambient sound effects
- editor exe (if possible)
- higher resolutions
- new animations


Download the latest version (09.23.05) here: http://members.shaw.ca/madd_mugsy/mods.html
Mirrors:

Ja2mods.de

ETA of next release: very soon


Major thanks to Kaiden for helping out with coding and taking over the source for me while my time is limited.

A big thanks to Khor, Police, Blavor, Lochmacher, Scorpion, darkThor, flybyu, Snap, ratbag, Omega, wil473, gpmg, DurtyDan, grindedstone, John Wright and everyone else for helping me test this mod, and providing me with images, stats, debugging help, code snippets & ideas. This is truly a great community effort. :cheers:

(some images borrowed from Shady Job, UC and NightOps)

- Madd Mugsy


Re: "1.13" Mod - Main Thread[message #10165] Sat, 23 July 2005 18:44 Go to previous messageGo to next message
wudu

 
Messages:56
Registered:September 2002
Looks like I'll have to check this one out! Haven't played JA2 in a long while, might be exciting. The improvements seem very nice!

Thanks for your effort on this one Smile
Re: "1.13" Mod - Main Thread[message #10166] Sat, 23 July 2005 20:37 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
That listing looks very nice. I do like retaining loyalty Smile I will definately try it when available!
Re: "1.13" Mod - Main Thread[message #10167] Sun, 24 July 2005 05:12 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Just added INSANE :diabolical: difficulty level. Download is available at same location.

Insane adds:

25% more elites
less admins
less starting cash
more bloodcats & creatures
creatures spread faster
more troop ambushes
more troops in garrisons
patrols are replenished faster
more city attacks
higher level troops w/better stats
For a real challenge, play insane w/bobby ray's @ good and normal equipment drops :axe:

I'm still testing this new difficulty level out, but it seems to be working well so far. Let me know if you find any issues.

Cheers,

MM


Re: "1.13" Mod - Main Thread[message #10168] Mon, 25 July 2005 07:52 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Just some feedback...

Thanks for taking the time to make this mod. These changes are exactly what this game needed from the beginning. All the features combine to completely change the play strategy, something that most mods lack.

I am trying out a game with the hardest difficulty, all equipment drops, and the second option on Bobbyray's. On the insane level, it is difficult just to hold on to Drassen, but not because of a lack of equipment. It is day 8 now and I have a .50 barrett, VAL, PSG, assorted G41s and AK74s, and UV goggles. I was tired of most of the AIM mercs, so I tried it with 5 custom Mercs from the beginning, so I could choose their stats and bonuses (using the IMP generated numbers as a starting place). I highly recommend it. I gave them Mini-14s initially, which made the blackshirts in Omerta manageable (I own one, so why can't a mercinary bring one to a war zone??).

Just one suggestion- tweak the ammo for the larger capacity boxes/belts in the machineguns. This would finally give credit to the dominating power of a machinegun in the light infantry fight, something that JA has always lacked. The autofire mode is great, but it can eat up the ammo. A longer sustained rate of fire is the real advantage to a machinegun.

For me, I am happy with the other tweaks the way they are.

Again, Great Job
Re: "1.13" Mod - Main Thread[message #10169] Mon, 25 July 2005 09:02 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
I am currently playing the mod on expert and must say that it is working very well. Only one problem I've encountered so far: If you try to order from Bobby Ray's while team 1 is at the airport then the items are mostly sold out (one or two guns, ammo, etc.). This is with the highest availability setting. Also, when you try (haven't yet) to import your merc into UB, which IMP does it take? I only ask because the profile emails that IMP sends all had the same Merc (last one made).

Again, great mod. This last bit is not needed, but would be appreciated; Could you make a checkbox for bloodcats? If I'm playing Sci-Fi, I expect the bugs and I can decide whether or not to have them in a game from the onset. Why not the same with bloodcats? They are pesky and, at early levels, downright disasterous! (I think that there is a "quest" to kill them off, but have never done so, maybe I'll stick with that).
Re: "1.13" Mod - Main Thread[message #10170] Tue, 26 July 2005 00:38 Go to previous messageGo to next message
DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
One quick bug. Not sure if this is something specific to this mod or not. There is constant and repeatable crash-to-desktop when facing some blackshirt enemies. I believe it is when they are trying to fire a LAW.
Re: "1.13" Mod - Main Thread[message #10171] Tue, 26 July 2005 01:39 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
DurtyDan,

Quote:
Originally posted by DurtyDan:
One quick bug. Not sure if this is something specific to this mod or not. There is constant and repeatable crash-to-desktop when facing some blackshirt enemies. I believe it is when they are trying to fire a LAW.
Thanks, I'll look into this. I'm guessing that it's either the original code or the CVS code that's causing this error. I also get CTDs sometimes when an explosive/grenade goes off. Maybe these are related issues... Actually, you know what? Post/send me your crash log, and I'll compare it to mine.

Lochmacher,

Omega pointed this one out to me too, right after I had uploaded the new version. I fixed it and re-uploaded right away, so try downloading and installing the mod again, and bobby ray's should be re-stocking items once the game advances to a new day.

I'll look into the bloodcat stuff soon.

Right now, I'm looking into editing the tactical AI. My goal is to add AI to flank your position and snipe you from the roofs. If anyone has any great ideas on how to do this, feel free to let me know Smile


Re: "1.13" Mod - Main Thread[message #10172] Tue, 26 July 2005 04:10 Go to previous messageGo to next message
Sofos

 
Messages:5
Registered:November 2002
Location: Greece
Just one question

Is the mod 1.13 compatible to JA2 800x600 mod??
Re: "1.13" Mod - Main Thread[message #10173] Tue, 26 July 2005 04:21 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Quote:
Originally posted by Sophocles:
Just one question

Is the mod 1.13 compatible to JA2 800x600 mod??
Not presently.


Re: "1.13" Mod - Main Thread[message #10174] Tue, 26 July 2005 05:31 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

Will the new versons work with old saved games?
Re: "1.13" Mod - Main Thread[message #10175] Tue, 26 July 2005 08:27 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
The 1.13 version will NOT work with 1.12 games. I had to make changes to the general game options structure and it won't be able to load older saved games properly.

All 1.13 builds that I release should not have any compatiblity issues.

Except, of course, for you Omega. The first few builds before I made the equipment drops an option in the menu aren't compatible with the newest version(s). But I think you're the only one (besides me) who tried those.

While I'm at it, I should also mention that this mod won't work with wedit, jape, or any editor that modifies the exe or saved games.

You can still use IMP editor on your IMPs, and prodedit, ja2edt, etc. You can also edit weapon info in the Weapons.data file under data\tabledata.


Re: "1.13" Mod - Main Thread[message #10176] Tue, 26 July 2005 09:22 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

Hopefully we can work together (and maybe get some help from others *coughmodsquadcough*) to make this a bug free mod, i've had to start again because of the new version Sad but oh well
Re: "1.13" Mod - Main Thread[message #10177] Tue, 26 July 2005 15:09 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Well, I'm stumped folks. I can't get figure out my way around this "The thread tried to divide an integer value by an integer divisor of zero" CTD bug. I know it's probably in the Tactical project, and it can happen when an enemy soldier tries to use a weapon. It's definitely something that came over from the CVS code, but I'm just not having any luck finding and fixing it.

I've posted the source code that I'm using up on my web page, so if some brave soul would like to take a crack at it, be my guest.


Re: "1.13" Mod - Main Thread[message #10178] Wed, 27 July 2005 18:18 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Can we work it backwards? What steps are taken to have an enemy fire? (formulae used to determine aim, stats, weapon use/preference). Is it a specific weapon that triggers this? I can only theorize as I cannot code my way outta a paper bag.
Re: "1.13" Mod - Main Thread[message #10179] Thu, 28 July 2005 02:23 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

I find that when sometimes when they try and use a micro uzi it sometimes crashes (maybe they are trying to use burst mode?) thats the only possible reason I can think of right now
Re: "1.13" Mod - Main Thread[message #10180] Thu, 28 July 2005 02:40 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I've also seen it with a G41, and some other guns. I thought it was the autofire code, but placing checks in there for division by zero didn't stop the CTDs. Durty Dan also got a division by zero bug when an enemy fired a LAW. I'm assuming it's the same bug.


Re: "1.13" Mod - Main Thread[message #10181] Thu, 28 July 2005 05:55 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
OK!

I just figured out how to get it to create debug files, both for standard operations and tracking AI decisions. This means I should be able to track down bugs, like the /0 CTD, much faster as I should be able to see what happened last before it crashed. Now I just need some time to try it out (maybe tonight)...

Also... I'm going to try increasing the energy damage done by stun and tear gas grenades (hand & 40mm). Although it looks like the stamina rollover bug has been fixed in the CVS code, enemies still get up right away after being hit by a stunner.


Re: "1.13" Mod - Main Thread[message #10182] Thu, 28 July 2005 06:01 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

Just looking through the AI code, to try and see why the game crashes when they try to use a weapon..I get the feeling this is going to be a looong night..
Re: "1.13" Mod - Main Thread[message #10183] Thu, 28 July 2005 15:29 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Got it! In Attacks.cpp, in CalcBestThrow:

iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubMaxPossibleAimTime);

for some reason both the raw ap cost and the max possible aim time were 0. The aim time was fine, since it can be zero. Not sure how or why the raw ap cost could be zero, since there's a check for a minimum value of one before it returns. Anyway, if I use the ubMinAPCost variable instead (which takes into account the turning ap cost, rawAPcost does not), I always get a value above zero and it doesn't crash Smile

Now, back to writing flanking maneuvers...


Re: "1.13" Mod - Main Thread[message #10184] Thu, 28 July 2005 17:23 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
New version & source just uploaded.

Changes:
- No more /0 CTD (I hope Razz )
- Stun grenades and tear gas grenades do double energy point damage. This means those bad dudes should actually stay down for a turn.
- Equipment drops: previously, there was a chance that an enemy may not drop any/all weapons even w/drop all selected. Now they should always drop all their weapons. (not fully tested)

Flanking, etc. isn't ready yet. Hopefully within the next week or so.

Cheers,

MM


Re: "1.13" Mod - Main Thread[message #10185] Fri, 29 July 2005 06:33 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

Just taken out King pin and his "men" and before that had a crash while trying to aim at one of them, but after a reload it was fine.

Also no one but king pin, spike and king pins door guard droped anything at all, but this is the old ver im talking about so i'll download the new one now and see the difference.

Also something thats just a little annoying but I can live with; Ira and Spider complain about using the P90 and the barret (the barret I can understand but the P90?

And yet another weird bug. I've just gone to the sector above to take out billy and the rest of the gang, so I went into the map and told my 2 teams to go to the next sector but when they get there they are all on top of each other (two mercs on the same tile) I can tell them to move away so its not much of a problem (this is now with the new ver)
Re: "1.13" Mod - Main Thread[message #10186] Fri, 29 July 2005 08:18 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
New version should fix the drops.

Send me your savegame just before they complain and I'll see if I can debug it. The code looks fine for that part, but maybe one of the variables is zeroed out for some reason.

As for the mercs on top of each other, this is definitely yet another wonderful bug from the CVS code :diabolical:

I've also noticed the following graphical anomalies:

- tiles don't always get redrawn (mostly in basements & underground). Happens randomly.

- if you're doing stuff in the tactical screen, and then go to the map screen, and then right click the minimap there, the game tries to draw the bottom part of both screens at the same time.

If anyone knows how to go about fixing these graphics bugs, please let me know :professor:


Re: "1.13" Mod - Main Thread[message #10187] Fri, 29 July 2005 16:40 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
OH NO! The website isn't working!! Just takes me to Shaw member page (generic).
Re: "1.13" Mod - Main Thread[message #10188] Fri, 29 July 2005 17:37 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Looks like shaw decided to delete my home page or something, but that's ok, because I just found that the drops weren't always working (still). Now not only do they work perfectly, you'll get a sh*tload of stuff you weren't getting before. Previously there was still a chance an enemy wouldn't drop something. That meant that sometimes you wouldn't get that nice P90. So now they drop EVERYTHING: multiple grenades, all armour, all misc stuff, all attachments, etc.

New version has been uploaded. Web page is back online.


Re: "1.13" Mod - Main Thread[message #10189] Fri, 29 July 2005 19:07 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

To sort out the graphics problem, just press tab and then tab again, it'll sort it out only untill you move back to that part (or another glitchy map tile)

Just found out that 'nades dont seem to be doing any physical damage at all (reg hand 'nades) coz I just got one thrown at me and it only took away -1 from being hit by it but the explosion didnt do anything
Re: "1.13" Mod - Main Thread[message #10190] Sun, 31 July 2005 03:03 Go to previous messageGo to next message
Checkmaty
Messages:3
Registered:July 2005
Amazing work, Madd.

Any plans to update the AI?
The militia AI needs a lot of work. Would also be nice if enemies(and allies) would use cover more often. Looking forward to seeing those flanking maneuvers.
Re: "1.13" Mod - Main Thread[message #10191] Sun, 31 July 2005 10:39 Go to previous messageGo to next message
quasimodo

 
Messages:54
Registered:November 2000
Location: eugene, oregon U.S.A.
There is some good stuff in this mod. I would like to see enemies able to climb roofs. They could do this in the German beta version, but somehow this was removed from the final release. I was playing this version of the game a while back and it was fun to have enemies come on the the rooftops after my snipers.
Re: "1.13" Mod - Main Thread[message #10192] Sun, 31 July 2005 13:01 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Funny you should mention roofs...

While working on the flanking code, I took some time to look at the climbing code. Some parts were disabled and other parts were missing entirely. So I re-enabled and re-wrote the broken parts Smile

BTW, should have a new version out tomorrow sometime.

I've got 99% of the AI code done, but I haven't had a chance to test everything as much as I'd like, so I'm going to wait til tomorrow to release the new version.

This new version won't be compatible with existing savegames (sorry!). I had to change the "soldier" structure and that seems to have affected existing saves.

New features coming tomorrow include:

- Flanking enemies (if you use the see all enemies cheat (ALT-E), you'll see them doing the swat walk around to your sides.

- Enemies go up and down the roofs. If they hear you up there they'll come after you! Sometimes they just like to go up there for the hell of it too... Wink

- Snipers. I'm not sure if the mortar code for the AI actually works. Has anyone ever seen them fire a mortar? Anyway, I used the basics behind that code, but applied to sniper rifles. Enemies should use spotters and take shots from long distances. (not tested yet)


Re: "1.13" Mod - Main Thread[message #10193] Sun, 31 July 2005 18:52 Go to previous messageGo to next message
Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England

Not yet but i've seen them with mortars on their persons, but in the code i've seen it say if they dont have a shell to fire then they cant use it, and I dont remember anyone droping shells.

I'll use gabbi and drop a shell near an elite and see if they have a mortar and can fire it

It sounds like you did a really good job on the AI code, well done :cheers:
Re: "1.13" Mod - Main Thread[message #10194] Sun, 31 July 2005 23:57 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
hello Madd Muggsy

i`ve been reading this and it seems most interesting to me. not yet had the time to give it a thorough testting though

i have a couple of questions
(if you don`t mind)

is the exe new compiled or did you work with code-insertion? i mean, will editors such as weedit and proedit-add on still work with it?

i ask because your exe seems great, however the UB weapons and other "generic" ja2 stuff might need some reworking if i want to base a mod on this exe (if you`d allow it of course)

i`ll follow this. Some very nice ideas in here
Re: "1.13" Mod - Main Thread[message #10195] Mon, 01 August 2005 00:15 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
See my post above about using editors, etc.

If you want to add your own weapons, mods, etc, I'm making the source code available on my web page as well, so you can just change it in there. You get way more flexibility when changing the source -> no attachment limitations, can change weapon types, etc.


Re: "1.13" Mod - Main Thread[message #10196] Mon, 01 August 2005 00:30 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
a, thx, i just found it in your post above about the external weapon file... thats great
Re: "1.13" Mod - Main Thread[message #10197] Mon, 01 August 2005 04:46 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
New version is up!

The AI's not 100% bulletproof I'm sure, but it's better than it was. The enemies have wisdom scores too, and they're not all the shiniest apples in the bunch.

AI should take cover a bit more now too.

Not all of them will flank you. Some will still charge head on into combat, like true peons.

Let me know if you guys see any weirdness happening.


Re: "1.13" Mod - Main Thread[message #10198] Mon, 01 August 2005 11:34 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Found a bug in the CVS code. Omega reported this to me earlier, and I managed to recreate it and debug it today:

"The thread tried to read from or write to a virtual address for which it does not have the appropriate access."

If you get this message, it may be because something weird happened with playing a sound in the game (a function called AIL_set_named_sample_file for the miles sound system fails to execute and crashes the game). I can't seem to fix it. You can try to work around it by going to and loading a different sector and then reloading the one that was loaded when it crashed.

This might even be Windows XP related or something. If someone knows how to fix it, let me know.


Re: "1.13" Mod - Main Thread[message #10199] Mon, 01 August 2005 14:52 Go to previous messageGo to next message
Checkmaty
Messages:3
Registered:July 2005
Sounds good! Can't wait to try out the new AI code. Very happy to see someone working on improving the AI. Unfortunately the site is down though.

Tried playing your last version with just IMP mercs and the game became very unstable. Wanted to try the game with generic characters instead of mercs so that I don't feel so bad every time I lose someone.

Edit: You could try hosting the file on Rapidshare. Shaw looks very unstable for you.

RapidShare:
http://www.rapidshare.de/
Re: "1.13" Mod - Main Thread[message #10200] Mon, 01 August 2005 23:20 Go to previous messageGo to next message
Dr.Faust

 
Messages:6
Registered:September 2001
Location: United Kingdom

Madd Mugsy, this patch sounds insanely cool and I'd love to try it, but the website isn't working! Just takes me to Shaw member page (generic). Any chance you or anyone could e-mail it to me at fredericoribeiro@hotmail.com?
Re: "1.13" Mod - Main Thread[message #10201] Tue, 02 August 2005 05:32 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
For some reason shaw keeps replacing my index page Mad

Access the page here now instead:

http://members.shaw.ca/madd_mugsy/mods.html

This worked out in your favour anyway, since I just found and fixed another bug :ok: After I added in flanking, some enemies would just stand in place spinning around instead of seeking out noises. Let me know if anyone still sees this happening, as I'm 90% I've fixed it.

Quote:
Tried playing your last version with just IMP mercs and the game became very unstable. Wanted to try the game with generic characters instead of mercs so that I don't feel so bad every time I lose someone.
You have to make sure that all your IMPs use different voices, as the game indexes your mercs based on their voice. This is basically the same multiple IMP patch that Dvornik made, so the same restrictions will apply.

EDIT: The new version now also includes a copy of IMP-editor for those that want to edit their IMPs.


Re: "1.13" Mod - Main Thread[message #10202] Tue, 02 August 2005 07:07 Go to previous messageGo to next message
kropotkin

 
Messages:48
Registered:May 2005
Location: lake titicaca
So.. another mod for cheecheemen Wink

about 20 measures to make the game easier.. more enemies don't make harder either

So here my one, constructive idea:

Find the function that assigns xp-levels to random enemies, and increase that. Because, the fight in JA2 is really about getting firstshots and interrupts, all else is decoration. This would really be a new difficulty level and could even get myself back to this old game.

Think thats possible, muggsy the man?
Re: "1.13" Mod - Main Thread[message #10203] Tue, 02 August 2005 07:13 Go to previous messageGo to previous message
kropotkin

 
Messages:48
Registered:May 2005
Location: lake titicaca
(doublepost deleted)
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