Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10284] Fri, 12 August 2005 20:57 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
@Police L.T.
The SA80 has a real bad rep, but:
From 'SA80: MISTAKE OR MALIGNED?'
http://www.quarry.nildram.co.uk/SA80.htm
"The Future
So what will be the future for the SA80? Is it worth keeping, or has its past deplorable history damned it so much that the army will never gain confidence in it? Experience in the 2003 Gulf War suggests that the problems have been (almost) solved. The only reported issue concerned the safety catch: soldiers on several occasions released the safety catch only to find they still could not fire. Armed forces minister Adam Ingram said afterwards: "Work has been undertaken on the safety catch/plunger, and following successful trials of a revised safety plunger, a contract will be let shortly". Despite this glitch, reports from troops have been almost universally favourable, so the future of the SA80 seems assured for the time being."

Pretty good rundown of SA80, plus a few comparisons with the M16/M4 series.

It's hard to overcome the bad rep, plus there's still the problem for lefthanded shooters.
Re: "1.13" Mod - Main Thread[message #10285] Fri, 12 August 2005 21:00 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
Quote:
Originally posted by Madd Mugsy:
{Snip}
The Calico's are at the end of the item list along with the mp5's, etc.

Now, if only I had enough time to actually play this thing... Razz
Many thanx!
Re: "1.13" Mod - Main Thread[message #10286] Sat, 13 August 2005 01:42 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
Mugsy


I just tried working with Proedit on a fresh install of you're latest .exe and none of the changes take effect.
Do I have to do something with the prof.dat?
Re: "1.13" Mod - Main Thread[message #10287] Sat, 13 August 2005 03:14 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Yeah. From post above:

Quote:
I have added Prof1.dat through Prof4.dat to the BinaryData folder. These correspond to the easy(1) to insane(4) difficulty levels so you can have different merc profiles and gear for each difficulty level. Unfortunately, I can't hack proedit to use the new files, so you'll need to rename the Prof#.dat file you want to edit to Prof.dat, edit it, and then rename it back to Prof#.dat when you're done. Right now all the prof.dat files are the same. Feel free to post your suggestions for profile changes at each difficulty level.
Cheers,

MM


Re: "1.13" Mod - Main Thread[message #10288] Sat, 13 August 2005 03:54 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
I'll proberbly be hung and shot for this, but how about some mid rank rifles. garard, m14. just to mix up the usual setps from pistols - smg - assult rifles - sniper/lmg
mainly refering to the smg - assult rifle cause its usualy a pretty drastic step

And is there any way to make the shotguns have longer range when they have a solid slug in them?

and f0or armour balance, is there a way to make it so the mroe armour the less ap you get? wearing an EOD suit is gonna move alot less then some guy in black PJ's
Re: "1.13" Mod - Main Thread[message #10289] Sat, 13 August 2005 04:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I think less aps for armour is accounted for by the weight of the armour. Of course, we could always make it heavier or add some new armours (and/or armour attachments) too.

I agree that the leap from SMG to Assault rifle is pretty big. Send me some pictures & stats for some low- to mid-powered rifles and I'll get them in there. Right now the only rifles that fall into that category (at least as it's stored in the game when enemy inventory is decided) are the SKS and the Mini 14.

How much extra range should a solid slug give to shotguns?


Re: "1.13" Mod - Main Thread[message #10290] Sat, 13 August 2005 05:06 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
Thanx for the explaination Muggs. I really like the idea of having different Prof.dat files correspond to player's preferences. I often play with modified Proedit features but not all of the people I play the game with like the changes I make. Keeping another on hand is a great idea!

I agree with Grindedstone about intermediate weapons and armour encumberances. Intermediate weapons will add more texture to the game while affording another step in the weapon progression. My favorite battles are those ones just after you get you're first few long range weapons. To prolong this would be great.
Simply adjusting the weights might be enough to add the realism to using armours such as EOD. I don't think there is any real encumberance to armours other than the EOD so just adjusting this one would be enough in my opinion.

Also in my opinion raising the shotgun's range to that of an SMG when a slug is loaded seems realistic enough. Any more range and I'm afraid the balance would be threatened. It would also be awesome if using a duckbill added a little range to shotguns using buckshot though I'm not sure how much work this would entail.

Sorry for butting in there, just offering my opinion.
Re: "1.13" Mod - Main Thread[message #10291] Sat, 13 August 2005 05:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Which armour in the game corresponds to Explosive Ordenance Disposal anyway? Spectra? I though EOD was bigger and heavier than that. Spectra shields just look like reinforced kevlar and steel or something (at least in the pics, I can't remember what the description says off the top of my head).

@ greymarcus,

I've seen that dynamite CTD too, but not for a long time. I'll see if I can recreate it now that I can debug the exe. I remember it's not an easily recreatable bug, as I tried saving just before I blew something up, watching it crash, reloading and having it work fine. Had the same problem with grenades.

As for the AKs, I'll add it to my todo list. I'm pretty sure there were a bunch of AK pics in UC or shady job or somewhere...


Re: "1.13" Mod - Main Thread[message #10292] Sat, 13 August 2005 06:03 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
EOD armour is not present in vanilla Ja2. To my knowldge it first appears in the UC mod. I've never really seen Spectra Armour but I believe those plates are removeable (as most hard parts of modern armour are usually inserts). Perhaps the plates might add encumberance, but I think in reality they are pretty light and ergonomic.
Re: "1.13" Mod - Main Thread[message #10293] Sat, 13 August 2005 06:34 Go to previous messageGo to next message
quasimodo

 
Messages:54
Registered:November 2000
Location: eugene, oregon U.S.A.
This is great. I started a new game last night and a redshirt in Omerta climbed a roof and started sniping back. This is something I have been wanting for years! What would it take to make this mod compatible with the Hi-Res version?
Re: "1.13" Mod - Main Thread[message #10294] Sat, 13 August 2005 07:08 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I haven't looked into the higher resolution stuff yet, but the CVS code for drawing the tactical screen has been changed from the original code to support higher resolutions. The questions now are whether those changes actually work, and how many things will break if I change the resolution. I may take a peek at this part this weekend...

EDIT: Took a look at the CVS changes and they're minimal. Upping the resolution is going to be a big project...


Re: "1.13" Mod - Main Thread[message #10295] Sat, 13 August 2005 14:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I found and squashed the hanging bug! It wasn't the sniper code, but the getting up from prone code. This of course means that I reinstated the check for sniper scope attachments rather than sniper rifles (which should now always have scopes anyway).

New version is up! (Source not updated yet)

If you still experience any hanging after installing this new exe (which you should not) in addition to the information I requested above (weapon, range, etc), also let me know what stance the enemy was in (standing, crouched, prone).

EDIT: Added yet another version once I realized that the 2 new pistols didn't fit in small pockets.


Re: "1.13" Mod - Main Thread[message #10296] Sat, 13 August 2005 17:25 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Alright MM, I'll get to work on researching the PL4/5/6 weaponry, I think I'll be able to figure some new stuff out along the way.

Just not now, I'm entrenched in a Stargate SG-1 Season 9 Marathon :-/

And that's a good link there, abradley!

---

Berrata BM59 - http://world.guns.ru/assault/as54-e.htm

Ammunition Type: 7.62 NATO
Amount of Rounds: 20
Kilograms of Weight: 4.4KG
Draw Action Points: 8AP
Fire Action Points: 7AP
Inflicted Damage: 30ish
Effective Range: 30-35
Additional Notes: The BM59 is a variant of the olden M1 Garand, and managed to come before the Mini-14 came out (1959 BM59 | '70s Mini-14)

---

SVT-38/40 - http://world.guns.ru/rifle/rfl06-e.htm

Ammunition Type: 7.62*54R
Amount of Rounds: 10
Kilograms of Weight: 3.9KG
Draw Action Points: 9AP
Fire Action Points: 7AP
Inflicted Damage: 30ish
Effective Range: 30-35
Additional Notes: During WWII, the USSR developed themselves a rifle, and this is it. The SVT-40 was developed for the experienced of the Soviet marines, which proved successful to those marines' survival. When the war ended, the SVT-40 went straight to the reserves and later on, to the civilian market. The SVT-40 is no longer being manafactured (1950s-), but there is still plenty around (Kind of like the Thompson .45s).

---

And I exausted World.guns.ru of any medium type guns, I'll try getting other guns later, but I think these two should fill the gap nicely.
Re: "1.13" Mod - Main Thread[message #10297] Sun, 14 August 2005 09:08 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39)

this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included)
Re: "1.13" Mod - Main Thread[message #10298] Sun, 14 August 2005 10:28 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
@Madd Mugsy

I don't know if you have or not but some one earlier in the thread mentioned RPG's Did you install them? Or can you? That would be very cool.

And adding 7.62x54r ammo would be a great addition also.

Dragunov SVD should also take less AP to fire as it is a Simi-Auto weapon. I have fired it and it is a lot quicker to fire then your standard bolt action Sniper rifles.

Great Mod! Again Great Mod!

Oh one more thing how about a M14 Socom-16
Re: "1.13" Mod - Main Thread[message #10299] Sun, 14 August 2005 10:37 Go to previous messageGo to next message
Lamorea
Messages:3
Registered:August 2005
Location: Oshawa, Ontario, Canada
Thank-you so much for fixing that bug, I'm loving this mod Smile I've been addicted to it, for some reason having a squad of IMP's with M-249's mowing down elites in Alma is just so amusing Very Happy
Oh, by the way, how exactly does full auto work? It takes as much AP as a regular shot, but it shoots as much as a burst or sometimes alot more, (IE one of my IMPS has "Accidentaly" shot 16 extra bullets)
Re: "1.13" Mod - Main Thread[message #10300] Sun, 14 August 2005 11:06 Go to previous messageGo to next message
Kid West

 
Messages:13
Registered:May 2004
Location: USA
Madd Mugsy, did you update Source Code in your last update (08/12/05)?
Re: "1.13" Mod - Main Thread[message #10301] Sun, 14 August 2005 12:58 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Quote:
Originally posted by the scorpion:
svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39)

this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included)
Well I screwed that one up, but then again, the SVD does have Warsaw Pact rounds too.

I'll fix that.
Re: "1.13" Mod - Main Thread[message #10302] Sun, 14 August 2005 18:45 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
Mugsy this is gonna sound hippocritical but i dont have "anything on me" soto say to display. UB mod SOG has the garad, but i was more thinking the m14 (http://world.guns.ru/assault/as15-e.htm)
but i would agree with Police L.T. that those rifles look good. It also depends if you wanna use bolt action rifles, they are pretty easy to get but none are used in military, the mauser k98 uses a 7.92mm round, can also be a sniper rifle with a scope mount, but theres the problem, how do we make it so the rifles people get dont turn into the sniper rifles they keep for the rest of the game. It may be hippocritical, but i post ideas as thoughts Razz
Re: "1.13" Mod - Main Thread[message #10303] Sun, 14 August 2005 19:08 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Latest source code is now up.

BTW, I am currently experimenting with the view distance for mercs/npcs/enemies. I think 2x is too much, 1.5x seems to be ok so far...

I've also adjusted the various goggles, and sight bonuses from roofs, so that their extra sight ranges are multiplied by the same amount.


Re: "1.13" Mod - Main Thread[message #10304] Sun, 14 August 2005 19:34 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Sounds great! Between this and Vengeance, I now have no time to sit "idle" and all the excuse I need to engage in edge-of-the-seat firefights in foreign lands. Those ricocets can really make the ol' sphincter lock up at times, no? The .50 is a real treat to use on those who think that over-grown sapling is cover instead of concealment. Smile
Re: "1.13" Mod - Main Thread[message #10305] Sun, 14 August 2005 19:47 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
Quote:
Originally posted by Police L.T.:
Quote:
Originally posted by the scorpion:
svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39)

this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included)
Well I screwed that one up, but then again, the SVD does have Warsaw Pact rounds too.

I'll fix that.
Hi Police L.T

there is a mistake in ja2. Normally, the SVD fires 7.62*54R and not 7.62*39 (the shorter ammunition used in SKS and AKM)

i don`t mean to annoy you, it is a mistake in ja2 and i would like to see that it`s fixed in the 1.13 Mod
Re: "1.13" Mod - Main Thread[message #10306] Sun, 14 August 2005 20:04 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
I'm not annoyed, the only way to learn these things is to get told Razz

I just misread 7.62*54R as 7.62*39 on the SVT-40 specs, but even afterwards I Would still call it WP rounds (With ofcourse, saying how the game has no 54R rounds)

Hey MM, how about putting in 7.62*54R rounds ingame?
Re: "1.13" Mod - Main Thread[message #10307] Sun, 14 August 2005 20:36 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
oh yes, sure it`s a WP round. i didn`t understand it right. sorry

yes, 7.62*54R would be cool
Re: "1.13" Mod - Main Thread[message #10308] Mon, 15 August 2005 03:04 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I've been comparing the new stats for some of the weapons with the existing stats, and some of them just don't seem right to me. What's the range on an M4/Colt commando? In the game it's 20 tiles / 200m. The MP-5A2,SD3 and UMP-45 have a range of 30 / 300m. The G36C only has a range of 250m / 25 tiles. The Five seveN has a range of 250m / 25 tiles, compared to the P90 at 225m / 22-23 tiles.

Do some of the new guns seem a little long range to you folks?

I'm going play around with reducing the MP5A2, MP5SD3 and UMP45 by five tiles, increasing the G36K/C by 5 tiles, reducing the Five seveN by 5 tiles, and increasing the p90, m4a1, and hk53 by five tiles.

Thoughts?


Re: "1.13" Mod - Main Thread[message #10309] Mon, 15 August 2005 03:43 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
Well for any 9mm or for the fact of any handgun ammo I can
Re: "1.13" Mod - Main Thread[message #10310] Mon, 15 August 2005 04:37 Go to previous messageGo to next message
quasimodo

 
Messages:54
Registered:November 2000
Location: eugene, oregon U.S.A.
The newest version seems to have fixed the freeze-ups. Last night in Drassen a redshirt climbed a rooftop behind one of my snipers and stuck her with a knife!
Re: "1.13" Mod - Main Thread[message #10311] Mon, 15 August 2005 07:20 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Left the p90, m4a1, hk53, and g36k/c alone. Reduced mp5a2, mp5sd3 and ump45 to range 20 so they don't outclass the m4/commando. Reduced Five seveN to 18 tiles, mp5n to 22 tiles. Reduced damage on mp5s.

Also playing around with the Barrett, which now apparently does less damage than the m24.

After messing around with the visible distance settings at various different levels, I've come to the conclusion that they're probably fine where they are.

Although I suppose I could build in a switch in the options menu which could allow you to swap between 1x and 1.5x settings.


Re: "1.13" Mod - Main Thread[message #10312] Mon, 15 August 2005 21:37 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
My bad with the 30/20 range thing, I forgot about the normal ranges of every gun ingame :-/

Oh and MM, can you stop the mercs bitching if they have only a Barrett .50BMG? They keep saying how it's crap.
Re: "1.13" Mod - Main Thread[message #10313] Mon, 15 August 2005 23:26 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
m4 colt commando has Effective Range: 300 m (carbine is 600m)
MP-5A2 has ER 200m as does the Mp-5 SD3
UMP has ER 100m-150m
G36C ER 100m (sounds too low, little info, id put it to about 220 or so personaly)
Five seven ER 50m (sadly)
P90 ER 200m


but realism vs gameplay and balance is a different issue...
Re: "1.13" Mod - Main Thread[message #10314] Tue, 16 August 2005 02:20 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Ended up leaving the barrett alone, putting the m24 back to where the devs had it, reducing the UMP45 to 180m, the Five seveN to 100m (for gameplay).

Will look into the complaining. Can you send me a savegame where they complain in the latest version? I have never seen them do this. Also, have you altered your prof.dat or weapons.dat? Changing the ubDeadliness value in weapons.dat will affect the complaining, as will changing mercs' weapons in prof.dat. (ie: if you change Lynx to give him a barrett (deadliness = 166, highest in the game), he'll complain about any other weapon you give him.

On a non-weapon note, Blavor sent me a way to enable the "fall back" death animation for enemies. You'll see some backwards falling action in the next version Smile


Re: "1.13" Mod - Main Thread[message #10315] Tue, 16 August 2005 09:49 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
I found a Pic of a RPG-7 it has its Stats/Dimensions/Preformance + a good Pic.

http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=10

You can get all kinds of Pics and stats at the above site also.
Re: "1.13" Mod - Main Thread[message #10316] Tue, 16 August 2005 15:32 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
It's a great respectful job you've done, Madd Mugsy, i'll try this mod as soon as i finish my wf5 game(maybe earlier if i cannot wait to start a new 1.13 one Smile ), i'm sure all these stuff such as autofire, roof-climbing, flanking and blind-sniping will give me a totally new experience of JA.

And i do have some suggestions here:

1. Can you make some changes to sniper rifles, they are built mainly for "one shot, one kill", but in game they are more like the semi-auto version of assault rifles. for example, MSG-90 and G3 both fire 7.62NATO ammo, in the game if they all hit the target, they just deliver almost the same damage, the only difference now is the accuracy of each gun. but a true-life picture is if you spend time sniping, you can deliver a lethal blow to enemy, so why don't use the disabled burst-mode button for sniper rifles as a snipe-mode button, and you can spend more AP on target while you gain Fatality Level for your next shot, when you fire this bullet it will deliver huge damage(maybe basicDamage*FatalityLevel).
Several minor suggestions relating this:

-Some settings in Silent Storm can be referenced, where snipers should spend all AP available to get into snipe mode and may use a few turns to snipe a specific target, then give a lethal blow, changing target or target disappearing will make the snipe effort in vain;
-Every weapon has its deadliness, but sniper rifle is absolutly a deadly weapon in a right hand, so only sniper rifles can reach a high Fatality Level of shot, while other rifles may only reach a low Fatality Level; and good sniper can spend less AP to gain a higher Fatality Level; for example, MSG-90 has a top Fatality Level of 5, while SKS scoped can only reach a top Level of 2, and while SCOPE can spend 5 AP to gain a Fatality Level, Raider must spend 8 AP Smile .
-While in snipe mode, a number indicating Fatality Level(or a bar like that indicating accuracy) can be a necessary info;
-While in snipe mode, sniper can change to a long and narrow vision(maybe like the tunnel vision mentioned by Lochmacher ), then he/she can spot some enemies that cant be spotted in normal vision, and thus a low level character using sniper rifle can interrupt an unawared high level enemy Wink


2. can you improve the item management on map mode, simply grouping items of same category into a TAB(ie. weapons, ammo, armour, misc, etc) like Bobby Ray's website had done would bring some efficiency.

3. I wonder whether we can throw grenades while crouching or proning like we could do in real life?

4. Repairing should reduce the max durability of items. In my opinion this could make the game more balanced, and Bobby Ray's a must.

5. How about adding reflex sight attachment which can reduce AP cost of firing?

6. How about adding M3 Super 90 shotgun?
http://world.guns.ru/shotgun/sh15-e.htm (Thanks to Police L.T. for providing this great site!)

I know I've asked for so much that could be way more work, but your mod has already provide lots of attractive factors, why not more? Anyway, it's a great mod already and your efforts've convinced me many things i've dreamed in JA could come true at last.

Thanks to you, MM, and thanks for your powerful work!
Re: "1.13" Mod - Main Thread[message #10317] Tue, 16 August 2005 16:03 Go to previous messageGo to next message
Madd_Mugsy

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

Well, some of your requests are doable, but others are still beyond the scope of my knowledge of the engine.

1. I haven't really played with the burst button options yet, but this is a good idea, and it gives me a second reason to delve into how the burst button works... The first, if anyone's wondering, is to see if I can use it to cycle through different weapon modes that use different ammo. If it's possible, then I could put in the 5.56 mm OICW, along with its 20mm grenade clip.

2. I agree this would be nice, but I'm not very familiar with this part of the code (yet). If/when I get there, I'd also like to look into vehicle inventories.

3. This one I can't do. The animations just aren't in the game for it.

4. I could look into this one as well. Should be fairly doable.

5. Send me a pic and some stats, and I'll see what I can do.

6. Can do.

flybyu,

Thanks, that's a great pic. Should be easy enough to photoshop that into the game. BTW, what's the difference between the LAW and an RPG? (Besides the fact that one's a rocket and the other's a grenade) Does one have a greater blast radius or damage, etc than the other?


Status update:

I've added a bonus 4 tiles to range when a duckbill is used on a shotgun (too much? too little?). I've added a bonus 6.5 tiles when a solid slug is fired from a shotgun, which increases their range to 20 tiles (same as most SMGs).

I've also added a flash suppressor. That was more of a pain in the ass than I'd hoped, since I wanted to make the animations reflect the lack of muzzle flash and they originally showed it no matter what (even for dart guns Razz ). But I eventually got it to work, and now you can go around shooting enemies in total darkness (turn off merc lights at night to see the difference).

Anyway, in the next version you should be able to buy flash suppressors for all guns (should some be left out? let me know) at Bobby Ray's and Tony's for $100. They don't do much, so they should show up pretty early on, shortly before silencers.


Re: "1.13" Mod - Main Thread[message #10318] Tue, 16 August 2005 16:47 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
Mugs

I really dig the fact you are working on expanding functions of weapons to include such things as intregral grenade launchers, etc. I think this particular feature might be done by simply changing a weapon to have an integral grenade launcher (would the method for adding an integral silencer provide a clue?) while leaving the toggle button as is? Perhaps even in the future you might look into coding for a bayonette attachment? If you think it's doable I'll work on the animations.
I'm already working on the animations for kneeling and prone LAW rocket firing, I wonder if you could code this in as well?

I'm totally behind the idea of being able to throw from all positions! This would be dynamite. I'll do the animations definately (it has been on my to do list for quite some time but my regular job has been non stop this year). Just let me know when you need them and that will accellerate my work (if I'm not already done when you ask for it).

The reflex sight brings up a feature I've wanted for quite some time (and ties in very nicely to the request for sniper rifle alterations as well): Namely an additional penalty for aiming a scoped weapon or to a lesser degree all weapons with longer barrels. Of course you'd then have to adjust the draw costs and regular aps to keep the additional penalty from making sniper rifles undesireable. The great thing about this feature would be that at last a pistol would fill an important role as a cqb piece till the end of the game. As it stands, due to them not being much faster than even an assault rifle they become useless pretty early in the game. There are some mods that have reduced thier aps to almost nill or raised thier damage way above what they would be compared to the rifles they share the battlefield with. These were good solutions for the limited game engine but you don't have to worry about that. If you added a whole new catagory of ap reduction that would be great but it would be much easier (and still serve the same function) to remove the cap on draw cost ap reduction.
PLEASE think about this before dismissing it outright. The ramafications for increasing modding potential and different weapons classes are enourmous.

Sorry for the longwindedness but what you've already accomplished has us all excited about what can yet be done to improve upon an already brilliant game engine.

One final thing I'm wondering is what program I use to look at .xml files? I'd really like to start tinkering around a bit myself but my compiler does not work.
Thanx again!
Re: "1.13" Mod - Main Thread[message #10319] Tue, 16 August 2005 18:09 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
I don't think that the act of repairing should incur the damage to the item. Rather, not repairing when the weapon hits a certain percentage should reduce the weapons overall functions permanently. If you really love a gun (in game, of course), then you would hate to have this happen to it and would take time out to maintain it, see? Think of it as cleaning and fieldstripping. After a while, you treasure that gun and having it break permanently without the option of replacement parts seems ridiculous (besides, it might be rare...).
As for BR, he gets enough business from me in the form of mortars, nades, canteens, and repair kits!

Reflex sight should not generate greater accuracy though, but rather hinder it at range, no? Love the idea though (could make some pistols VERY nasty).

I would like to see the return of equipment that adds inventory space/makes it more "efficient". You could use the weapon code that allows you to stick items in as "attachments" but they would really be contents of said container e.g. an ammo cartouche that fits 6-8 clips in a large inventory slot (would need to test for gameplay balance, of course) or a belt that holds 6 handgrenades or 8 launcher grenades, etc. Would be nice to do it this way, as there is already a pentalty (AP cost) for removing and adding items in combat! Just a thought... (WARNUNG! May not be feasible at all!)

Oh, the more we play, the more we want. Smile
You have whet our appetites!
Re: "1.13" Mod - Main Thread[message #10320] Tue, 16 August 2005 18:54 Go to previous messageGo to next message
grindedstone

 
Messages:89
Registered:August 2004
Just one minor issue for graphics, from memory there are 4 items the mercs appear to hold (i mean in game not invintory) thats assult rifle, pistol, knife and crowbar. Now is it possiable to introduce sniper rifle shotgun (bacicialy a stick without a clip) and have attachments such as scope and bipod change this image, and when prones use the bipod?

and for bipod use, is it possiable so the bipod is only useful when proned, crouched next to window or sandbag and useless standing. have bipod on MG make it so the recoildisadvantage or whatnot is halved when crouching next to something and quartered when proned?
Re: "1.13" Mod - Main Thread[message #10321] Tue, 16 August 2005 21:16 Go to previous messageGo to next message
Lars

 
Messages:9
Registered:May 2003
Location: Sweden

Quote:
Originally posted by Madd Mugsy:

I've also added a flash suppressor.
Great work, but shall the muzzle flash really disappear when you are using a flash suppressor? I believed that the flash suppressor just stops the muzzle flash from blinding the shooter. Those on the wrong side of the muzzle should still be able to see it.
Re: "1.13" Mod - Main Thread[message #10322] Tue, 16 August 2005 21:18 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
Thanks,MM,here I found two pics of Trijicon Reflex sights:

http://www.gunaccessories.com/Trijicon/Reflex/reflextriji.jpg

http://www.scopesandmore.meridian1.net/Images/Products/Large/RSR-TRRX01.gif

and some description for it:

"A dual-illuminated, advanced-combat reflex sight, Trijicon Reflex gives shooters next generation technology for super-fast, any-light aiming - without batteries.

Developed for the military for use in both-eyes-open Close quarters Battle (CQB) situations, the Reflex sight features an amber reticle that adjusts automatically, glowing more or less brightly according to ambient light conditions."

"The definitive sight for Close Quarters Battle. Trijicon
Re: "1.13" Mod - Main Thread[message #10323] Tue, 16 August 2005 21:30 Go to previous messageGo to previous message
grindedstone

 
Messages:89
Registered:August 2004
simpoint wouldnt be on pistols or sniper rifles... just a small issue, so sniper scope OR aimpoint
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