Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10244] Tue, 09 August 2005 05:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Any help with pics would be much appreciated. I'm not much of a photoshop expert, and I don't have as much free time as I'd like, so making game images tends to take me quite a while.

I managed to put together some decent images for the G36C and the MP5SD3. I found pics for the other guns I've put in so far in UC and that Shady Job mod.

Right now, I need some help with the C-mag ammo drum for the HK21. I need AP and HP versions.

I'm all for adding attachments; just post some pics, stats and tell me what it's supposed to do, and I'll do my best to make it work.

FYI, while I'm trying to keep new guns' stats as close as possible to reality (and keep in mind, I'm a software developer, not a gun expert), I'm also messing with them a bit to keep the variety factor high (ie: a gun in the game might shoot a bit faster than in real life, or cause more/less damage). I'm also trying to balance things out through price and at what level of progress an item appears in the game. So, if when the next version is released, some guns are out of whack, try messing around with the stats in weapons.dat to balance them out and let me know what you come up with Smile

BTW, here is a status update:

I've spent a fair amount of time fiddling with being able to add items outside of their allocated slots. It's more involved than I thought at first, but I'm pretty sure everything is working 100% now. I've still got 12 empty slots before I have to start messing around with unused key item slots. And it looks like we won't be able to slip things into all the empty slots in between other items. For some reason that caused it to crash Sad I was able to re-instate the crepitus "weapons", so they no longer all use the same claw and spit attacks.

I removed the silencer from the MP53, reduced it back to 3 shots per burst, and lowered its fire rate.

After reading up on MP-5s, I renamed the MP53 to MP-5A3. I also renamed the Colt Commando to the M4A1, since it seems the commando was from the vietnam war era, and the M4 is its modern successor. I left the pic & stats the same though.

I've added the following weapons: (PL = progress level, point of reference the Glock 17 has PL = 2, MP5K has PL = 3 and the P90 has PL = 10)

MP-5, uses 9mm SMG ammo clips (PL 3)
MP-5SD3, 9mm SMG, integral silencer (PL 4)
MP-5N, 5.56mm, meant in game as a successor to the MP-5A3, has a higher fire rate than in real life (PL Cool.
UMP-45, .45 cal SMG, gave it a bit better fire rate and better damage than the MP-5 (meant as its successor) (PL 5)
FN Five seveN, 5.7mm pistol clips (new). I made this pistol do 28 damage with better range than other pistols due to the 5.7mm ammo. (PL 7, which makes it very late for a pistol).
P7M8, 9mm pistol mag. I originally added three new 9mm mags with 8 bullets each for this pistol, but due to a lack of graphics and the fact that I had to use 3 item slots for ammo for just one weapon, I decided to make this pistol use the standard 15 bullet clip. It fires faster than any other pistol, but only does as much damage as a glock 17. (PL 3)
G36K, 5.56mm. (PL 6, which is the same as the G41)
G36C, 5.56mm. (PL 7) I made the G36C fire slightly faster than the G36K, but it has 2 tiles less range and does 1 point less damage to compensate.

New Ammo:
5.7mm 20 round pistol magazines, AP & HP only (no regular).
5.45mm 75-Round drum for the RPK.
5.56mm 200-Round belt for the Minimi.
7.62mm NATO 100-Round belt for the HK21, but I'll change this to the c-mag, once I have a pic.

EDIT: Oh, I also fixed the sniper code which wasn't actually sniping in the current release. Testing this now...

EDIT 2: I also increased the range from which the enemy will fire bursts. It used to be 10. Now it's 20, and there's a 100% chance of a burst if the enemy's within 10 squares.

Cheers,

MM


Re: "1.13" Mod - Main Thread[message #10245] Tue, 09 August 2005 05:59 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
yeah. a tac light would be more of a disadvantage anyway

btw the bug you describe has happened to me too with a different ja2 exe

always in the same spot and you can only kill thesniper when on the roof yorself

i don`t think this bug is related to the changes madd muggsy made to the exe file
Re: "1.13" Mod - Main Thread[message #10246] Tue, 09 August 2005 09:37 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Hey MM, not a good idea to turn it to MP-5A3, seeing as it's called MP-53 by the HK Defense.

No A in it, it's not a submachine gun, it's a miniturized Assault Rifle.
http://www.hkdefense.us/pages/military-le/rifles-carbines/hk53.html
But yeah, they do have 3 round bursts.

MP-5A3 is completely different.
Re: "1.13" Mod - Main Thread[message #10247] Tue, 09 August 2005 10:45 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Ahh, ok. I see. There's an MP-5A3 and an HK 53. The one in the game is the latter. I'll change the name.

And yet, the description for Bobby Ray's reads:

This German sub-machine gun has a lethality and stopping power that is definitely disproportionate to its size. When fitted with a special flash suppresser, excessive muzzle flash that is common on short weapons, is eliminated.

And the general description is:

Heckler and Koch's latest addition to the submachine gun family is known for its excessive muzzle climb, making its use indoors inadvisable.

They've also classified it as a submachine gun in the game.

Hmmm. Looks like the devs got confused. I wonder which gun they intended to put in there.

EDIT: Okay, changed to the HK 53; also changed the description in game to match the website you provided.

I also modified the mp-5n, which I had as 5.56 since I had intended it to be a successor to the mp-5a3 in game. It's now a specially modified version of the mp-5n that uses 4.7mm ammo and is PL 9. The theory behind this absurdly high power for the mp-5n, is that I wanted a powerful night ops weapon for the late game, and I just happened to have an in-game picture of the mp-5n. If someone has a better gun for this role, I'm all ears.

BTW, what do you guys think of different merc profile files (prof.dat) for different difficulty levels? We could adjust merc equipment based on how hard the game is, etc.


Re: "1.13" Mod - Main Thread[message #10248] Tue, 09 August 2005 11:24 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
nice additions to the weapons so far

if you want to stick with H&K Guns, the MSG 90 a1 could also be cool.

another sniper rifle (ja2 has only 2 of them) in late progress (maybe Cool using standard 7.62 nato 20 magazines

many people confuse compact assault rifles with submachine guns. by definition, a submachine gun fires pistole ammunition, like 9mm or .45 ACP or so. the HK 53 therefore ist some sort of compact carbine because it fires 5.56 ammunition

attachments:
i like the idea of the folding buttstock. It would best be a permanenet attachment to certain guns, and reduce the drawpoints by 1 or so, maybe even reduce AP usage by 1 but also reduce accuracy (read effective range) by some squares. ah, yeah, the gun would become lighter with the folding metal buttstock thing

another idea would be the tac light. The problem would be to avoid that the taclight becomes a disadvantage. maybe it would not illuminate the merc`s position, but start illuminate the area some 5-6 squares in front of him and some more squares (would be great to toggle it on and off)on from there

another idea would be a night vision scope for better aiming or better sighting at nighttime or a foregrip (similar function like the foldable buttstock)


i`ve got a couple of ideas, i just don`t know what actually can be done
Re: "1.13" Mod - Main Thread[message #10249] Tue, 09 August 2005 15:20 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I found an MSG pic in Shady Job, so it's in. So there are now 6 sniper rifles in the game:

m24
dragunov
val silent
psg-1
barrett
msg-90a1

I have an idea for an attachment, if someone can do me a pic: a flash suppressor. When you do night ops, the enemies can see your muzzle flashes. It shouldn't be too hard to suppress it in code. I just need a good picture...

EDIT:

I'm having some weird problem with the MSG in game. Everything works fine, except when I drop the rifle. It looks like an ammo clip on the ground! (Talk about compact...) I've set the tilesets\0\smguns.sti image at the right index, but it won't show up. Has anyone seen this before? Thx.


Re: "1.13" Mod - Main Thread[message #10250] Tue, 09 August 2005 16:40 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Just for the record, I believe they called anything that had a firepower lower then that of a normal Assault Rifle, they called it Sub-Machine gun

In reality, a Sub-Machine gun is whatever uses Pistol ammunition and is an automatic weapon, simple as that.

They called the AK-74SU a Sub-Machine gun even though the weapon uses 5.45mm ammunition, this is because the AK-74SU is just a miniturized AK-74, a Mini Assault Rifle you could say.

The Devs weren't confused, just trying to put everything in a category, Although I disagree calling it a SMG.

-Added

I also think you should redo the G36C and make the G36K harder to acquire: The G36K would have alot more damage then just an extra 1 and alot more tiles then just 2.

Just keep with the devs plan mate, they got alot of the gun stats right.
Re: "1.13" Mod - Main Thread[message #10251] Tue, 09 August 2005 16:55 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Hey, I'm just pulling most of the stats out my ass here Smile Feel free to suggest stats for any/all the weapons being added, and the existing weapons.

Found the problem with the little icons, and it's not just the MSG90: It appears there's an actual limit to how many tiles can be used by the game, and the smguns.sti file is apparently not supposed to have more than 60 gun tiles in it. I'm working on figuring out a way around it...


Re: "1.13" Mod - Main Thread[message #10252] Tue, 09 August 2005 23:18 Go to previous messageGo to next message
kropotkin

 
Messages:48
Registered:May 2005
Location: lake titicaca
The standard JA2 weapons set was based on normal RPG rulebooks. Just in case your PC is also infected with this donkey virus, try looking for 'D20 Modern' and 'GURPS'. There are rulebooks for firearms, ammunition variants, historical periods and all that kind of stuff Smile
Re: "1.13" Mod - Main Thread[message #10253] Tue, 09 August 2005 23:22 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Whoa, the website went down for a while, and now I'll need to make my large list of what I think should change and be made...

Biggest suggestion: Your way too far with the MP-5N, it's not THAT dramatic of a change to a HK53, it'd be more like a beefed up MP5k with more weight and only very little more fire-power, and it won't be either fast nor go-through-the-armour modifying-after-release magical 9mm bullets.

List of weapon changes and crap of such. Version 3.
---

M24 - http://world.guns.ru/sniper/sn11-e.htm

Weight: 5.5KG (With scope)
Magazine: 5 round 7.62 NATO
Range: Around 40-45
Damage: Around 45-50
Action Points: 11 AP (Won't need alot of shots.)
Draw Action Points:+1 to original (It'll usually dash off the next bullet's AP by -1)
Weapon Loudness: 85-90ish

---

MSG-90A1 - http://world.guns.ru/sniper/sn27-e.htm

Weight: 6.4KG (With Scope)
Magazine: 20 rounds 7.62 NATO
Range: Around 50-55
Damage: Around 35-40 (You'll get alot of shots in anyway)
Action Points: 9AP
Draw Action Points: +2 to original
Weapon Loudness: 80-85ish

---

UMP .45 - http://world.guns.ru/smg/smg16-e.htm

Weight: 2.2KG
Magazine: 30 .45ACP
Range: Around 30
Damage: 25-30
Action Points: 8AP (It's not all that faster firing then the MP5k)
Draw Action Points: +2 to original (Considering the UMP, not Balancement)
Burst Penalty: 7 (UMP is pretty accurate, it's somewhat low ROF can let it be aimed while firing.)
Weapon Loudness: 60-65ish

---

MP-5 Navy - http://world.guns.ru/smg/smg14-e.htm (5th gun)

Weight: 2.9KG
Magazine: 30 9mm Perabellum
Range: Plus that of MP5k, by about 5 tiles
Damage: Plus that of MP5k, by about 4 damage.
Action Points: Minus that of MP5k, by about 1 AP
Comment Don't make the "Navy" or "Modified" in the discription fool you, it's not all that nifty. Really it's just a MP-5A3 with minor changes.
Draw Action Points: +1 to original
Burst Penalty: 8
Weapon Loudness: 55-60ish

---

Five-seveN - http://world.guns.ru/handguns/hg18-e.htm

Weight: 0.6KG
Magazine: 20 5.7mm
Range: 25 tiles
Damage: 30-35 (That's pretty beefed, but hey! It's a Five-seveN!)
Action Points: Around 7-9AP
Draw Action Points: +1 to original
Weapon Loudness: 55-60ish

---

MP-5A2 - http://world.guns.ru/smg/smg14-e.htm

Weight: 2.5KG
Magazine: 30 9mm Parabellum.
Range: Plus of a MP-5k, by 5 tiles
Damage: Plus of a MP-5k, by 3 damage
Action Points: Same as MP-5k
Draw Action Points: Plus that of an MP-5k, by about 1 (Because it's larger, therefor harder to shoulder)
Burst Penalty: 7
Weapon Loudness: 55-60

---

MP-5SD3 - http://world.guns.ru/smg/smg14-e.htm (4th gun)

Weight: 2.9KG
Magazine: 30 9mm Perabellum
Range: Around 30 tiles
Damage: 20
Action Points: 8AP
Draw Action Points: +2 of original
Burst Penalty: 7 (It shouldn't be too hard to keep leveled, it's meant for swift terrorist handling, thus also the 9mm bullets.)
Weapon Loudness: 1 (duh)

---

G36k - http://world.guns.ru/assault/as14-e.htm

Weight: 3.3KG
Magazine: 30 5.56 NATO
Range: 30-35 tiles
Damage: 35
Action Points: 8AP
Draw Action Points: +1 (Look at the gun, in theory it'd be easy to draw it.)
Burst Penalty 7 (Around that of an UMP)
Weapon Loudness: 70-80

---

G36c - http://world.guns.ru/assault/as14-e.htm

Weight: 2.8KG
Magazine: 30 5.56 NATO
Range: 20-25
Damage: 30
Action Points: 7AP (For balancing)
Draw Action Points: 1AP (Because of it's compactness)
Burst Penalty 7
Weapon Loudness: 75-80
Re: "1.13" Mod - Main Thread[message #10254] Wed, 10 August 2005 00:51 Go to previous messageGo to next message
the scorpion

 
Messages:1837
Registered:September 2004
Location: CH
how do you calculate this AP and range values? becasue 8 ap is far too much for the UMP if you give 9 to msg 90
Re: "1.13" Mod - Main Thread[message #10255] Wed, 10 August 2005 01:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Thanks, Police. I also need the following information:

Weapon loudness, on a scale of 1-100, with 1 being totally silent and 100 being a barrett.

Burst Accuracy Penalty, this seems to be 8 for most weapons, but could be less if a weapon is particularly accurate during bursts.

Base Autofire Cost - this is the minumum number of APs that always gets taken for each auto-burst (this is on top of the standard minimum firing cost)

Autofire Shots Per Five AP - this is the number of shots you can fire using this weapon using 5 APs (ie. 25 = 5 shots per AP)

And when you specify APs, are you including the extra APs it takes to ready the weapon?

Also, since you're comparing the mp-5n to the mp5k, is the 5n small enough to use in one hand?

I also need stats for the regular mp5, mp5sd3 and the g36k & g36c.

Thank you very much!

BTW, consider the tileset issue I was having taken care of.

EDIT: the RPG book referenced in the code is:

Compendium of Modern Firearms (Edge of the Sword Vol 1)

What RPG is this from?


Re: "1.13" Mod - Main Thread[message #10256] Wed, 10 August 2005 06:22 Go to previous messageGo to next message
kropotkin

 
Messages:48
Registered:May 2005
Location: lake titicaca
Just get the D20 Modern and GURPS Firearms + Ammo guides.. and you'll quickly understand where most of the inspiration came from Wink
Re: "1.13" Mod - Main Thread[message #10257] Wed, 10 August 2005 11:06 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
MP-5n probably is, seeing as you can use two P90s, that'd even it out.

I'm way too lazy to try and make a whole new list, I'll edit the original list.

-I updated the original list-
Re: "1.13" Mod - Main Thread[message #10258] Wed, 10 August 2005 14:16 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Sorry, I didn't read that website correctly, by MP-5, I meant MP-5A2.

Thanks.

And thank you for doing all that research!


Re: "1.13" Mod - Main Thread[message #10259] Wed, 10 August 2005 14:43 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Actually, if by research you mean already in my brain, and by doing you mean having alot of curiosity, then your welcome Very Happy.

Just looking out for the community.

I'll get the stats of the MP-5A2 soon.

-Alright, editted for the MP-5A2-

Added: Hey MM, just thought you'd wanna know that your site is down once again O.o
Re: "1.13" Mod - Main Thread[message #10260] Thu, 11 August 2005 00:24 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Site's up.

I made your recommended changes Police, and everything seems ok so far. I just got my ass handed to me by some black shirt with an MPSD3 on full auto Wink

I also just made another change to the AI: once they go prone, they're not going to be so stupid as to get up and run towards you again.


Re: "1.13" Mod - Main Thread[message #10261] Thu, 11 August 2005 10:51 Go to previous messageGo to next message
dextertt

 
Messages:54
Registered:November 2000
Madd Mugsy,

Link please . Thanks.

Dex
Re: "1.13" Mod - Main Thread[message #10262] Thu, 11 August 2005 11:21 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Now that we have new weapons, time to focus on the original play-style, and rape it anally!

Can you fix the M16? It's always doing a 5 round burst, which isn't how a real M16 handles (They are limited to 3 round bursts), and also take off AutoFire for this gun.
The Glock 18 can be fired in full-auto, it's not like CS where it only shoots 3 times.

Oh and I hope you remembered to take off the silencer on Shadow's HK53 Razz

And get a new webhost for god sakes
Re: "1.13" Mod - Main Thread[message #10263] Thu, 11 August 2005 11:40 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
Actually except for the M16A2 the 16 does have full auto capacity (thank God they gave up on that stupid experiment).
The newest versions offer both full auto and 3 rnd burst.
Re: "1.13" Mod - Main Thread[message #10264] Thu, 11 August 2005 11:54 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Isn't the M16 in JA2 a M16A2?

Either way, turn the burst to 3 rounds.
Re: "1.13" Mod - Main Thread[message #10265] Thu, 11 August 2005 12:13 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
M16 adjusted to 3 round burst. No silencer on HK53.

New version is uploading right now. Is everyone still linking to the web page in my first post? That one doesn't work (I'll go change it now); instead use:

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

(The "mods.html" doesn't appear to go down like the "home.html" that it was pointing to before)

PLEASE NOTE: Because I am seriously screwing around with the exe, this version will not be compatible with previous saved games.


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.


I have not started playing with LOS distances yet, as it looks like a big job to re-balance everything (night ops skill, night & sun goggles, AI behaviour, etc), and I haven't had that much free time lately.

EDIT: Took it down due to a weird hanging bug I just found. Will re-up shortly.


Re: "1.13" Mod - Main Thread[message #10266] Thu, 11 August 2005 12:35 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
I always thought the 'Commando' was supposed to be a late Vietnam era 'Shorty CAR 16' hence the moderate accuracy and general poor performance. This weapon would definately be full auto and not nearly as unreliable as those that appeared 'early' in that conflict. The stats would likely be similar to those already present in Ja2 (except of course in vanilla Ja2 you don't even have true full auto as an option.

If it's going to be an A2 then so be it.
Re: "1.13" Mod - Main Thread[message #10267] Thu, 11 August 2005 13:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Ok, it's back up. Bug was caused by looking for sniperscope/laserscope before sniping... not sure why. I just removed the check for now.

The M16 in the game is a C7, not a regular M16, and it does have full auto, according to this page:

http://world.guns.ru/assault/as44-e.htm

But that also says it has no burst fire, so whatever. Now we have the best of both.


Re: "1.13" Mod - Main Thread[message #10268] Thu, 11 August 2005 14:20 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
yay for bugs!

It'd seem that putting equipment drops on normal makes the soldiers drop EVERYTHING.

It'd need some squashin' before my game has enough guns to make Maduna a cake-walk
Re: "1.13" Mod - Main Thread[message #10269] Fri, 12 August 2005 02:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I'll look into it and have a fix up by tonight once I'm home from work and have access to my webhost.

EDIT: Well, technically, they don't drop everything, but they do drop stuff they're not supposed to (like kevlar/leather vests).

EDIT 2: Actually, kevlar leather vests seem to be the only thing they drop that they're not supposed to on Normal Drops. It seemed odd that they were even wearing them, so in the next version they'll get flak jackets instead, which coincidentally, they never seemed to wear before.

Because of the removal of the MAX_WEAPONS limitation on guns, enemies will drop a few more things than they usually would. I also increased the ammo clips carried by enemies by one, because I was tired of chasing down the enemies who ran out of ammo and tried to run away.

I'll post a fix for the kevlar leather jackets tonight. Let me know if there are any other issues and I'll try to get to them tonight too.


Re: "1.13" Mod - Main Thread[message #10270] Fri, 12 August 2005 04:14 Go to previous messageGo to next message
Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Mugs, you are doing great. It would seem that this project is attracting more and more people too! JA2 done right: what a great idea. Thanks again Mugs. Smile
Re: "1.13" Mod - Main Thread[message #10271] Fri, 12 August 2005 04:55 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Thanks for the compliments! And you're welcome Very Happy


Re: "1.13" Mod - Main Thread[message #10272] Fri, 12 August 2005 05:31 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
I am wondering why the soldiers are able to see me and shoot me at ranges beyond pistol range; they are also seeing me without night vision clear off the screen at night of course. And day time also. I cannot see them why is this happening? Also I am just trying to take the Airport in Drassen. Also have a lot of Freeze ups and have to turn the puter off and on again. Any help would be greatly appreciated.

P.S. New to modding JA2
Re: "1.13" Mod - Main Thread[message #10273] Fri, 12 August 2005 05:43 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
Thank you for truly breathing new life into a very deserving game! For a lot of us you've fixed things we've wanted done from the time we first started playing. I can only hope the folks who are working on Ja3 have a tenth of the love for this title that you've demonstrated.

Hats off to Mugsy!


What I'd really love to see is you're version being able to work with the many external editors that have been developed for us non programmers. Forgive me if this is way more work than you're willing to consider but I think it would be awesome to have you're version of the code driving a full blown Ja mod complete with new maps and storyline.
Specifically, if you got the Beta map editor to recognize you're .exe we could then place items in our maps without fear of these maps crashing the game while also being able to identify them without having to refer to a conversion table. This would expedite the production of new mods based on you're .exe and be a godsend to those of us who don't really want to go back to the pre Mugsy version. Everyone I know who plays thinks this version is a huge step toward the game we've always wanted Ja2 to be.
If you could also allow for more than two clip sizes, make the Rocket Rifle easily moddable (the existing weapon slot retains the fingerprint i.d. so you can't use it on weaponmods that predate this technology), and make grenades and explosives moddable as well then we'd have the weapon editor every modder has been dreaming of. Making the autofire characteristics of each gun adjustable might be pie in the sky but is another thing that would really help those of us who are trying to make a mod that includes some weapons that only have burst fire (Schmeisser, etc.)
I don't know how familliar you are with weedit or any of the external utilities but they all tend to be buggy and I really wish someone would make an .exe that works in a more stable manner.
Then all you'd have to do is figure out how to crack the quests and make them fully 'modular' (for lack of a better term) so that you can alter any component of each quest or possibly (and now I'm really reaching) design new ones from scratch.

Any of these alterations would help us out considerably and if you made you're mod fully compatable with Weedit I'm sure you'd quickly see a slew of interesting Weaponmods at least. We could also tweak each existing gun to our own preference so if for instance someone liked the M16A2 and someone else didn't both could have their favorite version.

One ai tweak I think would be cool (though maybe more work than you'd want to take on) is fixing the way the enemy uses smoke grenades and grenades in general. In the game they use them like a weapon, trying to lob it directly at you. More often than not this is an advantage to you in that the guy they are aiming at now has a convenient shroud of smoke to hide in. If you could somehow have them aim to cover thier advance or even have them only throw at a group of you it would make that part of the game make more sense. Again, I know that's maybe way more coding than you want to get into for a seemingly minor problem.

Thanx again and keep up the good work.
Re: "1.13" Mod - Main Thread[message #10274] Fri, 12 August 2005 07:28 Go to previous messageGo to next message
Madd_Mugsy

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

They're sniping you; they can now shoot if another enemy sees you. I agree it's probably a little extreme right now, now I'm going to limit it to sniper rifles only in the next version. I've also made a change to (hopefully) ensure that sniper rifles used by enemies all have sniper scopes.

When is your game freezing? It's probably the AI. Try putting on the GABBI + ALT-E cheat to identify the enemy that causes the freeze. Then try ALT-O to kill them all and let me know what gun he was using (& any attachments), how far away he was and whether he was in visible range.


Khor,

Honestly, I have no experience at all with the beta editor. Where do I get it? Is it the editor project that comes with the source code? I haven't looked yet at trying to build that along with the exe. I'll check it out.

I'll look into the smoke grenades, but I haven't seen the AI use them yet in this exe. The CVS code might already be handling this.

As for multiple clip sizes per caliber, it's already done. I modified the code for that when I added the Calico large 9mm magazines. You can also already modify the autofire values and basic weapon stats in the Weapons.dat file in the TableData directory. Don't let the .dat extension fool you -- it's just an xml file.

I'll look at the rocket rifle when I've got some more time. As well, I'd like to eventually move ALL the item information (basic item info, explosives, ammo, armour, merging & attachments) to xml files. That way there'd be no need for a special weapon editor exe. You can actually change all these things right now if you've got Visual Studio. The source code for the exe is on my site.

Finally, I'd also like to move all those pesky EDT binary files to xml format. Does anyone have a good extractor for these? I use JA2EDT, but it's one line at a time, and I want to just grab all the data out of there at once. (I'd also like to move the prof.dat file to an xml format)

Right now, the main thing stopping me from adding say, 25,000 new items, is the ITEMDESC.EDT and BRAYDESC.EDT files. There's only room in there for 350 items. If I could pull all the data out and dump it to xml and then load that in instead, then we'd never run out of item spots again Very Happy

EDIT: Just thinking about this now: it may be even better to put everything into comma delimited text files so people can just load them into excel like they do with WEdit.


Re: "1.13" Mod - Main Thread[message #10275] Fri, 12 August 2005 08:18 Go to previous messageGo to next message
Khor1255

 
Messages:1826
Registered:August 2003
Location: Pleasantville, NJ
The Beta editor is a utility that may still be downloadable from Ja Galaxy and Lords of the Bytes. I believe I read somewhere that it is the same utility the developers used to create the maps so you are most likely right that it is contained in the code.
When you use it as an 'external' editor it looks at the .exe and will not load unless you have the correct one. If you simply modify the editor or you're .exe to accept it it should work well. This has already been done for the UC mod but since that runs on V1.07 it will not accept you're .exe.
The regular one only allows modding within the existing vanilla .exe. When you make changes to the .dats it causes some freaky problems and sometimes even fatal errors and persistant crashes. The utility itself is very buggy and requires constant saving to backup almost every change you make within a map.

Is Visual studio a C compiler? I'll definately get a copy if you think it's something that could expedite my modding. I tried two already but neither loaded on my computer (either corrupted versions or I had a missing disc). If it's just something that looks at a variety of file types and has a conversion utility that would also be cool. Do you know where I might find this?

I'm really happy to hear there is a simple way to edit weapon values. A lot of people use Excell in conjunction with Weedit but the results are sometimes buggy.

There are a few different editors for .edts (also usually available through the links section of this forum) but I'm not sure if any of them extract the files in a bulk manner like you describe. For my purposes I've stuck with the EDT editor that's been out for quite some time but it would be nice not to have to look in each different folder of each .slf for these files. If I find out there is such a utility I'll let you know here.

I'm wondering if there is a possible limit to the ammount of items the game can handle before causing invalidity errors or outright crashes? More than 350 would be awesome but for now I'd be more than happy to just be able to do exactly what we want with the existing number.

Thanx man! You made my day.
Re: "1.13" Mod - Main Thread[message #10276] Fri, 12 August 2005 09:20 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
Howdy Madd

Just a couple of 'Bugs?'

1. Your new ja2.exe with the 4 proedits is missing the Calico series. This may (?) be causing the hang up when the enemy readys his weapon if it's a Caloco. This isn't a problem in the previous ja2.exe that I am using with my first install.

2. Can't get a female body with the Imp-Editor. I go through the ritual of first making an Imp female with the xep624 and saving. Then use the Imp editor on the Imp.dat and save. 90210 the IMP female and go to Amerto. When she arrives from the chopper she sounds female, has the female face, but the body is male. Not a biggie but I do like the female form in my make believe RPG world.

I am enjoy your mod, put new life into JA2!

Many, many thanx

Best
Andy
Re: "1.13" Mod - Main Thread[message #10277] Fri, 12 August 2005 10:01 Go to previous messageGo to next message
Madd_Mugsy

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

Visual Studio is Microsoft's software development toolset. The latest version is VS.NET 2003 (2005 is supposed to come out soon), and supports C++, C++.NET, C#, J# and Visual Basic.NET. It costs a fair chunk of change though. Of course, I'm sure someone could direct you to a *cough* less expensive *cough* way to get it Wink

abradley,

1. Really? Whereabouts are they missing? They're in the exe, in the weapons dat and in the sti files. Try using the Alt-W cheat to see if they're loaded in the game (get a pistol and use Shift-Alt-W to go backwards until you see them -- they're towards the end of the items), or check for them at Bobby Ray's.

TO EVERYONE EXPERIENCING HANG UPS DURING COMBAT:
Use the ALT-E and ALT-O cheats as described in my post above, and let me know what weapons the enemies were using. If the ranges are 30+ on those guns, then they're probably trying to snipe, which means there's something (else) wrong with my sniper code.


2. I know about this *very annoying* problem, but there's nothing I can do to fix it. I didn't make the imp editor and don't have the source code. Does someone know of another imp editor that works with female imps?


Re: "1.13" Mod - Main Thread[message #10278] Fri, 12 August 2005 11:23 Go to previous messageGo to next message
abradley

 
Messages:227
Registered:December 2001
Quote:
Originally posted by Madd Mugsy:
{Snip}

abradley,

1. Really? Whereabouts are they missing? They're in the exe, in the weapons dat and in the sti files. Try using the Alt-W cheat to see if they're loaded in the game (get a pistol and use Shift-Alt-W to go backwards until you see them -- they're towards the end of the items), or check for them at Bobby Ray's.

TO EVERYONE EXPERIENCING HANG UPS DURING COMBAT:
Use the ALT-E and ALT-O cheats as described in my post above, and let me know what weapons the enemies were using. If the ranges are 30+ on those guns, then they're probably trying to snipe, which means there's something (else) wrong with my sniper code.


2. I know about this *very annoying* problem, but there's nothing I can do to fix it. I didn't make the imp editor and don't have the source code. Does someone know of another imp editor that works with female imps?
The Calicos are missing in the 'JA2 Character Editor' I am unable to change the Merc weapons to any of the Calicos, they're not listed in the weapons list. If this doesn't interfere with the gameplay it's only a (minor) problem for people like me who like using them.

As to the Imp editor problem, I never used it for females before, always used the Jape for modding the Mercs. So I didn't know it was a built in problem!

Again, the mod is great.
Am really enjoying it.

Many thanx
Re: "1.13" Mod - Main Thread[message #10279] Fri, 12 August 2005 12:02 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
There's alot of Stuff Ups in this game, but usually the guys with rifles are the ones that seem to stuff it up.

I suggest you seriously look up on this.

Oh and MM, after this little fix, it probably would be a good idea to try an 800x600 thing Very Happy

Good job anyway MM, you're doing a good job keeping the Jagged Alliance community alive with this patch!
Re: "1.13" Mod - Main Thread[message #10280] Fri, 12 August 2005 12:06 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
Ok I hope this is what you
Re: "1.13" Mod - Main Thread[message #10281] Fri, 12 August 2005 12:54 Go to previous messageGo to next message
PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Hey MM, I just checked out all the guns ingame...

Good job with most of em, however, some may need a little tweakin'

---

The Enfield L85A1 is quite unreliable, it breaks extremely easy, but is really goddamned accurate.
Change the name to L85A2, it's ALOT less unreliable with the same accuracy and damage, but still VERY unreliable.

The MP-5n wasn't developed for the Navy, it was developed for the Navy SEALS

The Flamethrower: Unless you plan to make it work, it's useless. Replace it with some other gun.

---

Everything else seems Okay.
Re: "1.13" Mod - Main Thread[message #10282] Fri, 12 August 2005 15:21 Go to previous messageGo to next message
greymarcus

 
Messages:6
Registered:August 2005
Location: Toms River, NJ
Hello MM,

Long time Jagged alliance fan, came back when I saw the new patch. Its a breath of fresh air. Enjoyed the new weapons, did find one CTD when I was testing the new patch. I tried using the Dynamite to detonate a fence in B13 airport. Aside from that great AI. Any chance we can see some more AK's? Like AK-105 or 107.

Again Great Job.
Marcus
Re: "1.13" Mod - Main Thread[message #10283] Fri, 12 August 2005 18:33 Go to previous messageGo to previous message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
New version's up. It's got a few minor tweaks to hopefully prevent all of those freezups.

- renamed the l85a1 to l85a2
- changed mp-5n description to mention navy seals
- enemies now wear flak jackets instead of kevlar leather

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


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