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Re: Demise of Man[message #255123] Tue, 29 June 2010 14:50 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
[quote=Hazmat]Quote:

The only thing which i have to get used to is the ACC rating instead of range.
I read the manual, but is the value actually measured in tiles?
Like ACC 22 means no penalty in/under 22 tiles?


The ACC rating means the Range ( in tiles ) on which the gun will create the impact area of 80 units. A torso has 40 units by default - so you can get a max. of 50% to-hit rate with that gun at that range.
Of course you can change the values of the ballistic system in the INI.

JA2 DoM Creator
Re: Demise of Man[message #255171] Wed, 30 June 2010 20:21 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Hmmm, still i find it a bit hard to understand Callahan.
Im just too familiar with the standard Ja systems i guess.

Lets see. take a standard AR wich get like 20-25 ACC.
The effective(or max) range would then be double that amount correct?
(cause then the +to hit would be zero as i understand it)

Shines a new light on the system, though i have to admit i just made SCAR

[Updated on: Wed, 30 June 2010 20:22] by Moderator

Re: Demise of Man[message #255223] Thu, 01 July 2010 09:56 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Hazmat, About armor, for some reason I use Flak Jackets all the way through the game... Due to the air raids, flak jackets reduce explosion damage.

Yah, DOM has a bunch of insta-heal items, getting wounded is not an issue anymore.

I like the SCAR models because I can convert them to whatever ammo is lying around the most. For example I ran out of NATO ammo so I simply switched to WP ammo, all the attachments are the same, which is awesome.


Yo Callahan, where can we get the source code for DOM? I like to get your changes into the 1.13 SVN.


Re: Demise of Man[message #255316] Fri, 02 July 2010 14:11 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Hazmat
Hmmm, still i find it a bit hard to understand Callahan.
Im just too familiar with the standard Ja systems i guess.

Lets see. take a standard AR wich get like 20-25 ACC.
The effective(or max) range would then be double that amount correct?
(cause then the +to hit would be zero as i understand it)

Shines a new light on the system, though i have to admit i just made SCAR

JA2 DoM Creator
Re: Demise of Man[message #255696] Thu, 08 July 2010 06:49 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Callahan, Were flak jackets always treated this way in DOM or is this a recent patch? Crying or Very Sad

Also Callahan, what are your plans to publish the source code?


Re: Demise of Man[message #255730] Thu, 08 July 2010 15:56 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
DoM treated flak jackets the same as all other vests ever since it was created.

The code has been given to the beta tester and his mod crew as "compensation" for the great support in bug hunting. So they may exploit it first. Once they are finished with it, it will be realeased for public use.

JA2 DoM Creator
Re: Demise of Man[message #255768] Fri, 09 July 2010 05:52 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Hu, hu, thanks man!! Now I am looking forward to getting some DOM into 1.13

One word - Lasers! Awesomeness Very Happy


Re: Demise of Man[message #255778] Fri, 09 July 2010 15:26 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
I always was under the impression that enough lasers could spice up anything.
Work?
School?
Funeral?

Just bring moar lasers and it

[Updated on: Fri, 09 July 2010 15:26] by Moderator

Re: Demise of Man[message #255780] Fri, 09 July 2010 15:47 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
Hazmat
Now we only need handheld/launchable 1H bombs with a 30 tile wide explosion......

a man can dream
Can someone do this?
Re: Demise of Man[message #255884] Sat, 10 July 2010 23:08 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Leeeeeech!! THanks man, I haven't compiled it but from looking at it, it looks like this might work.


Re: Demise of Man[message #267064] Thu, 18 November 2010 03:14 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Good to see DOM get it's own sub-forum going by the positive comments, would like to look further at it when I get a chance.

What's the latest status of this project? Is it still early days of work in progress?


Re: Demise of Man[message #268143] Sat, 11 December 2010 11:43 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Callahan, in Items.xml the item id 605, the AICW, has two bRepairEase entries.

Is there a better thread to provide bug feedback? If yes, can you please point me to it?


Re: Demise of Man[message #268382] Thu, 16 December 2010 11:40 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Thanks for the info. I will correct this.

There will be a new exe in the near to far future.

Added short turns (1/4 APs while costs are as usual ) for having mere firefights then "blow em all away".
New system can be turned on/off with the INI.

Added sustained autofire too for to spray over several turns.

Just having very little time these days. Even had barely time to test on it.

I think bug reports are well placed in here.

JA2 DoM Creator
Re: Demise of Man[message #268387] Thu, 16 December 2010 12:10 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Callahan , has anyone ever found out how to alter the resolution , or made the 1.13 part work ?


Re: Demise of Man[message #268398] Thu, 16 December 2010 13:53 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Nope for both, sorry. High-res causes severe trouble with the new tracer effects.
I even had to restrict the number of pixels on this low-res cause too many of em would crash DirectX on locking the surface for to re-draw text msgs on scrolling.
(Might noticed the effects to be killed each frame even in pause mode)

Never figured out why this crash is related to anim numbers.

In theory, however, one would just have to look at some High-res code and copy paste the changes.
Couple of hours to work with but it should be possible.

For to make it work with current 1.13 - I do not know what is causing the problem.
And I do not presently intend to spend time on it, because it works fine if based on an old gold version, plus the mod is of minor importance anyway.

JA2 DoM Creator
Re: Demise of Man[message #268406] Thu, 16 December 2010 14:52 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Thanks for prompt response Callahan .
Cheers .


Re: Demise of Man[message #268749] Wed, 22 December 2010 11:15 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Callahan, Can you guys setup an Ironman option for the DOM exe please? Player can save only when there is no combat on the entire map.

Another thing, the minigun is too powerful, you need to reduce the damage a little. It does eight FMJ bullets at 37 damage. I can kill any elite with good armor with 1-4 shots.

Another possible item bug, Coated EOD is too heavy, by a factor of ten. I do not know if Coated EOD it in the normal game, I just found the ubWeight to be 749 and more.

Did you update the code link with the latest code? I thought megaupload will change the id if you change the file. I also thought you guys made changes to the executable, hence me asking for the latest code.


Your mod is not less important like you say, at least not for me. You guys implemented dual auto with spreading bullets to the next target after the first one dies including the animation. You guys have spin up and spin down for weapon sounds plus trail animations. This is huge, maybe not everyone realizes that.

[Updated on: Wed, 22 December 2010 11:18] by Moderator



Re: Demise of Man[message #268779] Wed, 22 December 2010 19:46 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Dieter
Yo Callahan, Can you guys setup an Ironman option for the DOM exe please? Player can save only when there is no combat on the entire map.


I have to admit that I am not really a fan of the Ironman mode. This is due to I often need to instantly stop playing when there is work to do. - and on the other hand it is just as simple as to not doing any save while in combat to have that effect.

Dieter
Another thing, the minigun is too powerful, you need to reduce the damage a little. It does eight FMJ bullets at 37 damage. I can kill any elite with good armor with 1-4 shots.


Yep, it

JA2 DoM Creator
Re: Demise of Man[message #268837] Thu, 23 December 2010 07:54 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Callahan
I have to admit that I am not really a fan of the Ironman mode. This is due to I often need to instantly stop playing when there is work to do. - and on the other hand it is just as simple as to not doing any save while in combat to have that effect.


Yah, I know I can just not reload, it is more that when I play a game on Ironman everyone knows it was impossible to reload, that makes it more desirable. When you need to instantly stop playing when there is work to do, can't you Alt Tab out of the game and work? Hi, hi, that is what I do, I don't bother Alt X out of the game, that even takes to long, Alt Tab is faster for me, the game will wait for me to come back.

Callahan
Yep, it


Re: Demise of Man[message #268845] Thu, 23 December 2010 12:44 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Dieter

When you need to instantly stop playing when there is work to do, can't you Alt Tab out of the game and work? Hi, hi, that is what I do, I don't bother Alt X out of the game, that even takes to long, Alt Tab is faster for me, the game will wait for me to come back.

That won

JA2 DoM Creator
Re: Demise of Man[message #268878] Fri, 24 December 2010 02:26 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Callahan
try to reduce the APvalue in Ammostrings.XML. Every calibre has it


Re: Demise of Man[message #268896] Fri, 24 December 2010 11:14 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
You can see the APvalue ( Armor Piercing value ) of the gun

[Updated on: Fri, 24 December 2010 11:19] by Moderator


JA2 DoM Creator
Re: Demise of Man[message #268897] Fri, 24 December 2010 11:58 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Really cool, thanks for the update. Merry Christmas and a Happy New Year!


Edit 1: Yo Callahan, if you don't want to add the Ironman mode to DOM (cry) how about allowing mercs to leave the heli in an enemy occupied sector? That would be really cool, then you get even more action this way!


Edit 2: Giving the minigun a ubWeight of 211 doesn't work, when you attach something the weight of the gun goes down (to something like 0.7), I changed the ubWeight to 200 which seems to be working.

I also discovered that attaching items to vests and helmets does not increase the weight of the vest / helmet, the weight stays the same, is this a feature? (I attached a ghillie hood to a treated twaron helmet and titanium plating to a treated guardian vest.)


Edit 3: Was wondering if you are interested in a bug I found? I uploaded a quick save. Move Gasket between Danny and Cougar. Gasket should infinitely bump into a tree (and go into way negative action points). The file can be found here.


Edit 4: Did you guys fix sector noises when the laptop is open yet? For example I can hear rain, birds etc. when I open the laptop, same as if I were to go into tactical mode.

Also could it be that selling through Alt+LMB doesn't honor the PRICE_MODIFIER setting in Ja2_Options.INI? I have CAN_SELL_ALT_LMB = TRUE and PRICE_MODIFIER = 100 and get the full item value instead of one percent.


Edit 5: I looked at some Quake sites and was wondering where did you get the pics for the weapons? There are some cool pics out there like this one for example.

[Updated on: Sun, 02 January 2011 05:09] by Moderator



Re: Demise of Man[message #271816] Sun, 30 January 2011 14:14 Go to previous messageGo to next message
Thor Kaufman

 
Messages:26
Registered:January 2003
Hi. Is there a possibility to call in airstrikes yourself and if so how? Thanks.
Re: Demise of Man[message #271874] Mon, 31 January 2011 13:01 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
I believe they were causing game crashes , so the idea was discontinued .


Re: Demise of Man[message #271880] Mon, 31 January 2011 13:57 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
So, after dicking around with this mod for quite some time i am now atarting a "serious" playthrough.
Before i just annilihated pretty much everything and enjoyed the pretty carnage. The top tier equipment&weapons are definetly a force to be reckoned with.

So far some questions came to my mind,

1.Food
Do food items serve a purpose or are they just in for fun?

2.Rechargeable powers sources
The ammo for laser/plasma weapons says its "rechargeable" so you should not deplete all ammo to not loose the clip.
Is there an actual mechanic behind this? Or is the only way to recharge them, by merging with other clips of the same type?

more nitbits to come

regards

[Updated on: Mon, 31 January 2011 14:14] by Moderator

Re: Demise of Man[message #271899] Mon, 31 January 2011 16:12 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
Rechargeable powers sources
The ammo for laser/plasma weapons says its "rechargeable" so you should not deplete all ammo to not loose the clip.
Is there an actual mechanic behind this? Or is the only way to recharge them, by merging with other clips of the same type?


Recharge using your 'device' , the fabricator . Open up the device , lift whatever unit to be recharged / cloned and r/click . As long as you have enough cash in the fabricator , it will happily make cloned weapons and ammo and items .


Re: Demise of Man[message #271905] Mon, 31 January 2011 16:56 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Yeah Lockie, i was well aware of that^^

But the descriptions on the ammo made it sound like there was an actual recharging mechanic. Wouldnt put it past the DOM guys to code that, given all the funky stuff they did.
So i figured ill ask bout it.

Some of the ammo types are darn expensive to make, and even if you constantly feed the fabricator(putting in points trough repairing is an attrocious thing to do)you can run out very fast. So i thought i could work around this by actually recharching my ammo instead of making fresh ones and recycling the leftovers.
They even tell you exactly how many charges a mag needs to be filled, so i guess you can see why i expectet an actual game mechanic, instead of plain merging/cloning.
What even furthers my suspicions is that you will keep a mag with one charge left when u merge energy weapon mags.
Why would they let me keep that mag, if it not had some use? The recycle value is only marginal, with an actual recharge mechanic it would make sense.

regards

[Updated on: Mon, 31 January 2011 17:00] by Moderator

Re: Demise of Man[message #271906] Mon, 31 January 2011 16:59 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Well , maybe they have , I haven't found this though .
But feeding the fabricator is a pain in the butt and time consuming .
Mod is fun though .
Best weapon.... Lancer rifle .
Nuisance.... Thermal goggles , lets you see where the enemy are , but breaks up the gameplay by going into turn-based all the time.
Smile


Re: Demise of Man[message #271907] Mon, 31 January 2011 17:06 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Yeah its very fun!
Its actually the first JA mod in where long AI combat turns dont bother me. The action&sounds are just cool.
I fairly often watch AI only battles, which this mod gives plenty.
And of course you can still take the loot when you watch your militia fight without you.^^

Sadly my free screen recording does not pick up my in game sound(damn on board sound crap), otherwise i would have made a bunch of battle videos from DOM.


Well the lancer is very good, but i mostly enjoy the big and small explodie guns. Also lightning rifle and minigun bursts^^...
I still have not tried the energy armor and the different shield types though..

[Updated on: Mon, 31 January 2011 17:08] by Moderator

Re: Demise of Man[message #271955] Tue, 01 February 2011 12:33 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Is it possible to incorporate the new enemy battle sounds into 1.13? They are a great addition, adding a lot more atmosphere to the game as Hazmat pointed out.


Re: Demise of Man[message #271982] Tue, 01 February 2011 15:19 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Oh yeah, i second that!

Ill make thread in the 1.13 feat req and add some more feats that i have noticed while playing.
thx 4 the idea Off Topic
Smile
Re: Demise of Man[message #272149] Wed, 02 February 2011 15:05 Go to previous messageGo to next message
Thor Kaufman

 
Messages:26
Registered:January 2003
btw how can I make the Queen to lay an egg?
I caught a human with a pretorian and developed it to a Queen but nothing happens even at 100% Growth.
Re: Demise of Man[message #272608] Fri, 04 February 2011 19:46 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
I

JA2 DoM Creator
Re: Demise of Man[message #273687] Wed, 16 February 2011 13:11 Go to previous messageGo to next message
RoWa21

 
Messages:2048
Registered:October 2005
Location: Austria
Off_Topic
Is it possible to incorporate the new enemy battle sounds into 1.13? They are a great addition, adding a lot more atmosphere to the game as Hazmat pointed out.


That's on my ToDo list, after the 2011 spring release of 1.13.
I already added the merc scrolling in the strategy merc list. Now many merc feature from 1.13 is fully useable in ANY resolution.


Re: Demise of Man[message #292959] Tue, 01 November 2011 23:29 Go to previous messageGo to next message
wolf00

 
Messages:1131
Registered:September 2006
Location: Czech Republic

i wanted play dom over ja2 1.13 it is posible ?
Re: Demise of Man[message #292982] Wed, 02 November 2011 09:50 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Yo Wolf, DOM uses its own EXE as they need to animate lasers etc. If you edit the Items XML you can play the EXE over any maps, I have it over UC, works fine, you just need to copy the UC specific items over the DOM STIs, it is a lot of work.


Re: Demise of Man[message #295832] Wed, 28 December 2011 01:17 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
Hi,

as DepressivesBrot suggested this mod to me, I've tried it today. It doesn't seem to run perfectly on my system, but what does work is fantastic! You did a great job.

I'm currently a bit into modding myself, and I am looking for ways to enable different kinds of laser weapons. As I guess these are dom-specific, I am wondering, could I take those effects from the dom-source code?

And if the answer is yes, where can I find it? The link provided in this thread isn't active anymore, neither is the link on http://www.jagalaxy.com/index.php/ja2-downloads/mods-download/3079-JA2v113-Demise-Man.html.

Thank you very much!


Re: Demise of Man[message #295865] Wed, 28 December 2011 23:47 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Hi Flugente !

What do you mean with - different kinds ?

If it is for color, for example, that would be relatively easy to achieve, I think.

JA2 DoM Creator
Re: Demise of Man[message #295880] Thu, 29 December 2011 04:39 Go to previous messageGo to previous message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
Hi Callahan,

thanks for your reply.

I'm doing a mod that would have a lot of laser/plasma/other scifi-like weapons. So I need laser effects, the more the better.
It would be especially additionally cool if there was an easy way to change the colors of a laser (e.g. Lasers of company A are red, those of company B are green and the like).



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