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Re: Demise of Man[message #295888] Thu, 29 December 2011 11:15 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Ok, that should be relatively easy.

Once the laser code parts are pasted into your mod, one can adapt them.
The bullet array can be extended to store the number of a tracer effect file on fireing.
It

JA2 DoM Creator
Re: Demise of Man[message #295929] Thu, 29 December 2011 15:59 Go to previous messageGo to next message
Flugente

 
Messages:3158
Registered:April 2009
Location: Germany
Propably a dumb question of mine: do you mean the TILECACHE/bullet_tracer.sti ? It's a single pic that's almost solely black. I didn't find any tracer.sti file... Not sure if this is the file you mean.

So if I understand you correctly, I'd have to either copy the sti-file and change the color in each one, or select a different colour from the file via the palette commands.

And where can I find that laser code of yours?

Many thanks


Re: Demise of Man[message #295949] Thu, 29 December 2011 20:50 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
The Tracer file is actually "beam trail.sti" - sorry. To long ago for my brain.

OK now this is - roughly - what to do.

First - get the DoM source here
http://www.megaupload.com/?d=BI9G34XY

Then make a backup of the destination code. If anything goes bad, we will be happy to have it around.

The following changes are needed to make it work. I will skip simple things like the fact that you have to copy over the function head as well, if present, to make C++ find the copied function itself.

The "UpdateAniTiles" function must be modified.
You may just copy the whole thing.

Next add my "DrawTracerTrail" function to bullets.cpp
Look for that function in DoM source. It is called from "MoveBullet" under several conditions.
Make your movebullet function look like the part around that calls.
If you scroll around a bit you should be able to see what section is modified.
Your code may still use the global "fTracer" flag.
I use a flag inside each bullets data, so you have to add this in Bullets.h
to the bullet struct.

Next we have to change "RenderTiles" function in RenderWorld.cpp
The old system used steps per tile, making a 2 or 3 pixel gap per pixel in any ray.
"DrawTracerTrail" calculates the exact screen position and the change here makes the rendering use that position rather than the normal formula.
Look for the position that handles AniTiles with owner 249 and grab it.

Next get yourself my "DeleteAniTiles" function.
It must be called in "MainGameScreenHandle" in GameScreen.cpp.
You can find the exact position where to place it in my code.
Too many Tracer AniTiles crash the Game on scrolling, and this kills them every frame.

Inside "FireBulletGivenTarget" ( At least I think it is named so ) you now have to set the bullet tracer flag if needed.

The compiler will tell you if any used elements are not part of a struct or other minor issues remain.
You should not have any problem with the rest.

Once this is done, we can take the next step and modify those colors.


JA2 DoM Creator
Re: Demise of Man[message #311275] Thu, 18 October 2012 02:23 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Okay, I'm bound to ask some dumb-ass questions as I dig deeper into this mod. So apologies if any have been asked before.

I was told there was a 'Marauder' attack on another map sector recently, so I went to view the action and noticed two foreign speaking men attempt to take on a base. The question is who are the Marauders? Or is this something I find out later on in the game (No spoilers please!)


Re: Demise of Man[message #311276] Thu, 18 October 2012 03:53 Go to previous messageGo to next message
winehouse

 
Messages:91
Registered:October 2012
Marauder raid:
Marauders raid a random sector. Their skill and equipment can range from shit to hit.
Marauders steal all items in the sector they attack (but only if it is defended - no danger for your storage sector )

With CTRL + K you may set a target tile for them in tactical.
Re: Demise of Man[message #311277] Thu, 18 October 2012 06:58 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Cheers man, but WHO are the Marauders? Are they on your side? Or an independent force?


Re: Demise of Man[message #311284] Thu, 18 October 2012 14:44 Go to previous messageGo to next message
winehouse

 
Messages:91
Registered:October 2012
marauder - seeker of prey; plunderer; thief
Re: Demise of Man[message #311580] Sun, 28 October 2012 14:09 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Did anyone manage to have a go at the ultimate fighter competition in San Mona? Each time I've attempted the game seems to just loop with the clock timer playing forever after Spike says he'll go get Kingpin to watch. Is this busted? I was hoping to put Bull to work to make me some much needed money.


Re: Demise of Man[message #311583] Sun, 28 October 2012 18:26 Go to previous messageGo to next message
Sam Hotte

 
Messages:2031
Registered:March 2009
Location: Middle of Germany
Have no special knowledge abot DoM - but in plain 1.13 etc. this usually happens if the path for KP to come is blocked somehow. Perhaps you have to move your own mercs, open some doors or the like?
Re: Demise of Man[message #311605] Mon, 29 October 2012 05:53 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Cheers, it's been a looong time since playing some of the Vanilla quests, so it's quite possible. I didn't go over and talk to Kingpin yet, so maybe opening a few doors on the way may help. Either that or he's locked himself in his bunker after another one of those nail-biting air raids.


Re: Demise of Man[message #311861] Wed, 07 November 2012 14:33 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Damn this mod is enormous fun! I'm still flying by the seat of my pants and even yet to meet a Strogg for a good kickin.

I'm heading into the mines to clean up some bugs, but before I do I need to know how to use a deflector/basic shield. Do you need to power these up, or have them in one of the mercs hands for them to work? Or is it simply placed in the inventory to work?



Re: Demise of Man[message #311903] Fri, 09 November 2012 11:48 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Shields should work fine as long as they have a status greater 0.
IIRC they work even when attached to a vest.

JA2 DoM Creator
Re: Demise of Man[message #311904] Fri, 09 November 2012 11:56 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Thanks Callahan, I'll give them a spin. And good to see you around, these here parts again.

EDIT################

One question with the shields, what do I use to power it with? I see there seems to be a few power sources but I'm not sure which one to use.

[Updated on: Fri, 09 November 2012 13:45] by Moderator



Re: Demise of Man[message #311910] Fri, 09 November 2012 19:16 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Thanks !

You may power up shields by repairing them. The KEU deflection value in the description is also the repair points needed to fully charge them.
So while they protect you from almost anything but gas

[Updated on: Fri, 09 November 2012 19:18] by Moderator


JA2 DoM Creator
Re: Demise of Man[message #311924] Sat, 10 November 2012 05:50 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Hmm, I'm trying not to avoid cheating in this game, despite some obvious opportunities. I discovered you could replicate money but that one was too much of game-breaker for me, so I ended up putting it into the trash, how wrong that felt! Razz

At the moment I'm not sure my shield is working, does it normally indicate increases in the armour value of your merc like normal armour, as when I attached it to one of my vests the armour value did not change. I am using a 'Basic shield' straight from the replicator. I also noticed when an alien attacked me the game crashed outright, so I am wondering if this is the cause and something is broken.

Were Mercs abilities changed somewhat in this mod also? I noticed Fox is not the medic she used to be, and noted Gasket comes at a more costly price.


Re: Demise of Man[message #311933] Sat, 10 November 2012 19:37 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Shields do not change the merc armour value. They are not armor in "Game-terms".
There is a check for shields before a bullet hits a merc. The bullet kinetic energy is then compared to shield power ( basically the status * repair ease ) and the bullet is removed if the shield is holding.
Same is for most other forms of attack. You may test your shield by punching the merc using one.
He should not take damage or even being hit then.

Concerning the crash: I did not encounter crashes because of shields, but I have almost no time to play my mod. Is this crash repeatable ?

I do not remember to have changed Merc abilities from vanilla.
Yet this does not mean much.

JA2 DoM Creator
Re: Demise of Man[message #311951] Sun, 11 November 2012 04:34 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
'Fraid I have not been able to replicate the crash. I did test the basic shield however, and it doesn't seem to work, it's got a 100% status, and I used it both as an attachment to the SWAT vest my merc is wearing, and holding the shield in his hand, but it didn't deflect any punches.

Someone must have had a bit of a fiddle with Merc values in my install, Fox has a low 19 med value and Gasket cost $1600 a day, maybe it's inherited from some other mod along the way for some reason?


Re: Demise of Man[message #311965] Sun, 11 November 2012 16:02 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Weird..

Just checked my own install - Fox has a 70 Med value.
Does look like your DoM is a bit mixed up with something else.

For the shield. It should use index 215 in Armours.XML
The values there should be "Protection" at ZERO and "DegradePercent" at 100

How does your Armours.XML look at this index ?

JA2 DoM Creator
Re: Demise of Man[message #311982] Mon, 12 November 2012 03:38 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
I'm pretty sure it's a clean install, from a vanilla JA2 disc and then your mod over it. Can't recall exactly where I got the download from now. Think it was the usual place here at Kermi's site.

I don't tend to mess around with XML's but here's the values I found...

215
3
0
0


So looks like the Degrade Percentage is wrong. I'm starting to wonder what else has been butchered, though not sure why it is this way unless it's a really old WIP download or something. My version reads 'For all' at the start of the game. I did have a few issues getting it to work initially but finally got it going after the fourth attempt or so (and following your install instruction of course.)


Re: Demise of Man[message #311988] Mon, 12 November 2012 12:03 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Yep, you

JA2 DoM Creator
Re: Demise of Man[message #311989] Mon, 12 November 2012 13:14 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Thanks man, I'm a bit puzzled now, as browsing all the proedit values in my folders (Data, Data 1.13 , Demise,) show fox to have a Med skill of 70, so not sure what's going on. Still enjoying the game though with no game breakers yet. Though some of these little things are making it tough for an already hard campaign.


Re: Demise of Man[message #311992] Mon, 12 November 2012 18:51 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
So, after all I got it up at a place where it doese not constantly crash on uploading.
Yet it is in pieces, you gotta puzzle it together again, but thats quite easy.

The base JA 2 files are here:
http://d01.megashares.com/dl/TxETOBu/AO Base.zip

It contains all animations needed for DoM and/or AO.
Put them into a new empty directory.
NO SLF files are included, you need to get them from another JA 2 and put them into the "Data" folder.

The Overlord Data is here:
http://d01.megashares.com/dl/ZiV7HOC/OVERLORD.rar

It contains all music/movie and game data. Put it into the JA folder.

And the newest exe is this:
http://d01.megashares.com/dl/cqFA5LX/Alien Overlord.exe


This is WIP, so do not expect it to be flawless.
Dying is not a big penalty in AO. Dead Mercs will be newly available at AIM or MERC after a few days.

Hope you have a bit of fun with it.

JA2 DoM Creator
Re: Demise of Man[message #312127] Fri, 16 November 2012 01:58 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Hey Callahan, would you have any guesses why this warning keeps popping up every time I go to save now, only started happening last night.

http://i1185.photobucket.com/albums/z360/_Hawkeye/Low_space.jpg

EDIT#### Man, my machine is acting strange lately, no sign of that message today.

[Updated on: Fri, 16 November 2012 15:05] by Moderator



Re: Demise of Man[message #312147] Fri, 16 November 2012 19:17 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
I have absolutely no idea - such a message never showed up with any mod I played.

JA2 DoM Creator
Re: Demise of Man[message #312150] Fri, 16 November 2012 20:19 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Its your machine , mine did that a couple of years ago , then I added some external memory , seemed to help .


Re: Demise of Man[message #312163] Sat, 17 November 2012 06:28 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Well I've still got 120 odd spare gig on that particular drive, so I doubt it. I'll just put it down to some random shenanigans.

Callhan, would you be able to tell me where I can find the Merc files (XML's I presume) to fix Fox's stats? she's proving pretty useless in my team at the moment with those strange values, but I'm dug in at Drassen and need every team member right now.


Re: Demise of Man[message #312171] Sat, 17 November 2012 12:49 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3772
Registered:July 2009
Those xmls wouldn't help you, profiles are always new game modifications.
EDIT:
And isn't DoM 'old' enough to still completely rely on prof.dat?

[Updated on: Sat, 17 November 2012 13:06] by Moderator



Re: Demise of Man[message #312178] Sat, 17 November 2012 16:33 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
DepressivesBrot is right, the prof.dat is the source of the merc data.

There is a PCM.XML to add custom mercs easily. It can override prof.dat values, but that won

JA2 DoM Creator
Re: Demise of Man[message #312192] Sun, 18 November 2012 05:06 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Okay, looks like I'm out of luck as all the proedit files I load (Data, Data 1.13, DEMISE) all seem to show Fox' correct values. Sad

Is there a limit to how many IMP Merc's you can have? I went to recruit my fourth, but things have gone strange. My original 3rd IMP Merc seems to have taken on the name and face of my incoming fourth Merc (before he has arrived.) Is this a no-no? I got the impression you could have a team of up to 90 mercs, but limit 18 to a sector, but could not find any information regarding the limits on IMP's.

[Updated on: Sun, 18 November 2012 10:55] by Moderator



Re: Demise of Man[message #312206] Sun, 18 November 2012 19:35 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
You should be able to use every IMP voice once, for a total of 6 IMPs.
If you use one double, profile data for that slot will be replaced by newer input.
It also can bring trouble, as the game does not know how to handle 2 soldiers with only 1 common profile number.




JA2 DoM Creator
Re: Demise of Man[message #312220] Mon, 19 November 2012 01:16 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Okay, that must be the issue, my fourth IMP was using the same voice as the third, with all four mercs being male, looks like I need to recruit some chicks. Getting some more IMP's in seem to be my only option of surviving Drassen and getting out more, as all I seem to be doing is repairing/creating energy for my weapons and patching up wounds before the creatures turn up at the mine. I was really enjoying the tension of holding out, but the constant struggle is starting to take it's toll now.

This game deserves more recognition, and further development would be great.


Re: Demise of Man[message #312311] Wed, 21 November 2012 11:39 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
If you decide to fortify your position instead of "hit and fade" the enemy, you should put in some money to upgrade the mine income.

Besides the bugs can repeatedly infest mines in DoM, and there is no telling if they will be Aliens or standard Crepitus.

San Mona or Chitzena are thus good choices for digging in, as they will not be overrun by Creatures.

JA2 DoM Creator
Re: Demise of Man[message #312318] Wed, 21 November 2012 20:15 Go to previous messageGo to next message
Fragnifico

 
Messages:23
Registered:April 2012
Where can i download this MOD?

Is it v113 compatible??

Anyone plz?
Thx
Re: Demise of Man[message #312325] Thu, 22 November 2012 01:11 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Usual place (like everything else) at Kermi's archive. Here's the DOM link...

http://kermi.pp.fi/JA_2/Mods_Vanilla/Demise_of_Man/

In the past many people have said DOM is not v1.13 compatible (or at least not the latest version) however Dieter managed to transfer all weapons files over to Urban Chaos to play that storyline rather than Vanilla JA2, but you'd have to ask him more about it.


Re: Demise of Man[message #313305] Wed, 19 December 2012 02:11 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Hey Callahan, have you noticed any issues with enemies respawning in certain cities strangely? I took Alma mine the other night, and thought I'd cleared the sector, but when reloading my save there, was confronted by a heap of black shirts spawned almost next to my mercs. One of my militia also could not be moved as he was on the roster but would not show up in the tactical screen.

I'm still finding the cost of everything very very expensive to buy, making Bobby Ray's almost pointless to use. But I am finally through the stage of trying to defend Drassen and keep the Aliens at bay and slowly venturing out to other sectors.


Re: Demise of Man[message #313377] Thu, 20 December 2012 11:56 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
It may be there were more than 32 enemies in sector. In such a case the rest will be added the next time the sector is updated.
If there is still a red '?' on the sector after battle, there were more than could be added during the first sector update.

JA2 DoM Creator
Re: Demise of Man[message #313404] Fri, 21 December 2012 07:08 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Okay thanks Callahan, it did seem strange at the time, but does make sense.

Have you had time to host your latest (or last) install on DOM for download somewhere, I'd still like to get the most up to date version due to some of those issues mentioned before.


Re: Demise of Man[message #313409] Fri, 21 December 2012 14:09 Go to previous messageGo to next message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
I am not finished yet. Still testing some fixes, like with those "too many enemies". Surpluss is now added at center entry point as soon as a slot becomes free. But it does behave strangely sometimes.

JA2 DoM Creator
Re: Demise of Man[message #313424] Sat, 22 December 2012 02:55 Go to previous messageGo to next message
Hawkeye

 
Messages:1652
Registered:October 2005
Location: Australia
Ah okay, always good to hear you're still fixing a few bits.


Re: Demise of Man[message #313747] Mon, 31 December 2012 19:00 Go to previous messageGo to previous message
Callahan

 
Messages:70
Registered:May 2006
Location: Germany
Work may get delayed.

I just learned how to build JSD structure shape/data files essentially from scratch.
Due to this, I found that structure shape is almost not considered in the vanilla "Coversystem" used by DoM.

I changed the code to take structure density for full and reshaped the Z cubes so structures are now using a 50/50/50/106 split while units are using the old 4x64 split.
Units shoot at 112 crouched and 175 standing, which prohibited solid structures to be used as cover in vanilla.
Now structures of height 2 and 3 are perfectly covering a soldier except for his head as it should be.

Sandbags are really usefull now Smile, as is other cover.
Unfortunately the vanilla structure shapes are commonly unsuitable in density and shape.
So the more common ones will have to be reshaped or tagged as transparent if of low density.

Not sure yet how to handle the precision of a fired bullet in structure interaction, too.

I will have to see how this will develop during a clean new game.

JA2 DoM Creator
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