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RR2005 reminders[message #239926] Sat, 12 December 2009 21:20 Go to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
So, after two more playthroughs, one by me one by a friend, there a few things to be kept in mind for the day i resume work on this

- speech and sounds format issue
- missing Braydesc file
- Cursors, Shotguns, double pistols etc. resume default cursor logic, remove sniper scope cursor
- tweak headshot difficulty modifier
- test unarmed enemy issue if fixed with new exe
- exe translation
- use lower (sustained) ROF for full-auto Mode
- Add more non-auto weapons to the AI's ordnance
- Add/ design missing/ removed maps like j3, l4, I6, b5 (6), whatever
- Find the old intro files on HD and make it even slower. Get tools to work

Fix quests
- Eric (should give money only once. Should not initiate surgeon quest if einar is already dead. alternativly, use another surgeon for the quest)
- Luca (finish character design)
- Buck/ Wolfstein (m/b switch slots with npc's of whom the script keeps track if he's alive or dead)
- Add missing quest item stuff including combo merges

- Make diplomats triple-recruit quest earlier into the game. Player's party is often too numerous for this event.

Traders
- Make seawulf come ashore after having become a trader, diversify his stock
- diversify matchef's stock
- maybe increase Franz' buying capacity. It shouldn't take several days to sell a few diamonds.

Additional characters
- decide on Tex, Biggins, Stogie, Gaston placement (Also test 163, 164, 169 behaviour)
- decide on Dimitri character
- check Havoc recruitment script and profile behaviour

Items
- Add a few missing folded weapons, e.g. folded Bizon MP, folded Type65c
- Stronger differentiation between items. reduce copy-paste effects. Improve descriptions
- Use common calibers for enemy gun choices. Place other calibers in maps more frequently
- Add smp item gfx or find out logic for unused entries.
- Make Pistols less useless Smile

- Maybe test AI with stationary machineguns
- Also Test improved stationary machinegun system

Data/ Misc
- Aquire english UB NPC speech of Biggins and Tex, develop/ test their respective Bfaces




Re: RR2005 reminders[message #239941] Sun, 13 December 2009 10:35 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
What's different about RR2005 ? (shouldn't it be RR2010 Hehe)


Re: RR2005 reminders[message #239947] Sun, 13 December 2009 13:35 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
rr2005 is based, as the name implies, on ja2005 mod.

If you know DDD's mod, ja2005 mod has many of DDD's features too, plus many more features that allow expanding the RR campaign. That's also why i can't call it rr2010, unless bugmonster picks up ja2005 and designes ja2010 Smile
Re: RR2005 reminders[message #239948] Sun, 13 December 2009 13:55 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
Looking forward to this. It would be nice to have a platform suitable for modding again.
Re: RR2005 reminders[message #239949] Sun, 13 December 2009 14:29 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
in certain respects, ja2005 is a very powerful modmaking platform, however, as far as i know, there's only a russian exe, there are some limitations to its .INI editor (slow... at least on my old machine) then the strategic layer... it totally failed to tweak the strategic layer of the game too. Also, RR2005 is HUGE because of the fact that speech and sound apparenlty must be in a very specific .wav format.
So maybe related versions like Night Ops (of which there are more translations available AFAIK) are more promising as starting points for mods.

Surely, however, i advise to check out what we were able to add to the RR campaign once this is less of a construction site with unfinished quests and missing maps and other stuff my tester had to go through Smile

I'll have this in the back of my head while working on FFF and FFF-MP. I'm learning a lot there. It's interesting how much the MP angle gives me in terms of new input. But it's hard to learn new tricks as an old dog. It takes more time than rapid from-the-hip development of vengeance or RR
Re: RR2005 reminders[message #240011] Mon, 14 December 2009 03:17 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
the scorpion
in certain respects, ja2005 is a very powerful modmaking platform, however, as far as i know, there's only a russian exe,

What exactly does that imply? Why would the exe prevent building an English mod around it?
the scorpion
there are some limitations to its .INI editor (slow... at least on my old machine)

I've never needed an .ini editor. I frankly see no use for one except in this case if you need it to translate Russian. But I don't think that is what you are getting at. Could maybe an English .ini be figured into a release of this platform?
the scorpion
then the strategic layer... it totally failed to tweak the strategic layer of the game too.

By this do you mean mapping xmls? Or something else. I can live without just about every one of the supposed gameplay 'improvements' of the 1.13 but the mapping xmls would be near impossible to part with.
the scorpion
Also, RR2005 is HUGE because of the fact that speech and sound apparenlty must be in a very specific .wav format.

The speech files I did also had to be in a very specific .wav format. It is the original used by the game. I would have no problem whatsoever without .ogg support.
the scorpion
So maybe related versions like Night Ops (of which there are more translations available AFAIK) are more promising as starting points for mods.

I've been wanting to check that one out for quite sometime. I seem to remember a problem downloading or installing it. Perhaps I'll try again.


the scorpion
Surely, however, i advise to check out what we were able to add to the RR campaign once this is less of a construction site with unfinished quests and missing maps and other stuff my tester had to go through Smile

Yeah, I still have infant sons and a lot to do around the house to get it ready for renters. I really have almost no time for even normal ja modding let alone.... Anyway, yes I agree wholeheartedly here.

the scorpion
I'll have this in the back of my head while working on FFF and FFF-MP. I'm learning a lot there. It's interesting how much the MP angle gives me in terms of new input. But it's hard to learn new tricks as an old dog. It takes more time than rapid from-the-hip development of vengeance or RR

One of these days I'll try getting in on that as well. FFF is the WW2 mod right? I'll definately be trying this one.
Re: RR2005 reminders[message #240030] Mon, 14 December 2009 13:06 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
it's not a problem to build a mod around a mostly russian exe (i translated a few parts) except for a few text messages that need to be altered, which is harder to do.
But it may be an issue for potential players, and it takes getting used to. This kind of patience isn't really far spread with the spoiled kid player type of today

Some of ja2005's INI's are rather large to scroll around, they may have hundreds of entries etc. so for certain purposes, the INI editor would be more helpful. Shorter INI files can be easily handled manually though

By strategic layer i indeed mean the location of roads, sector definitions, movement costs, garrisons, patrols... we've had a lenghty discussion yesterday as to how to approach this. I'll update the reminders once we found a solution, as this would be extremely important IMO

RR2005 has of course a huge bulk of speech and npc speech making its install bloated. But of course, the speech can be made an optional download, also, download speed and memory size is always increasing, so it may be less of an issue. I mean, i have a full copy of it on my 16 Giga memory stick. If your mod doesn't exaggerate the amount of new speech and sounds, it wouldn't be an issue, only with huge projects like RR
As RR used to have speech and sounds in a different fromat previously, some of its dialogue under ja2005 (and sound effects) remain silent so i'll have to track the files in question and convert them, which is going to be a chore.

Night ops is certainly interesting, but i must admit i don't know how much moddability it allows for its more spectacular features. Also DDD's mod has used some of ja2005's features, the russians are smart in this respect and are reusing their community's innovations again for new projects

We're close to the finishing line for a first complete set of FFF maps. I had to do some scavenging here and there, hope all the copyrightholders in question comply, then we may make FFF-MP public for a first screening.
it would be awesome to get your opinion on that. Though maybe i need to develop some more skills in dealing with criticism first Razz
Re: RR2005 reminders[message #240034] Mon, 14 December 2009 13:21 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
What? Criticism? Just ignore me or call me a whiner like everyone else. You won't get much more useful input from me after that but it seems to keep most people happy.

I was just grasping at straws with all of that anyway. The reality is that the momentum is completely gone from my already slow moving project. It would take a stable modding platform (ha ha) to get me really interested in the whole thing again.
But I do look forward to checking out this mod and the WW2 mod as well.
Re: RR2005 reminders[message #240042] Mon, 14 December 2009 15:34 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
yeah i'm always contemplating on simply belitteling critics, makes things go faster Smile but since i'm not only working for myself but for other people too, i should revise this appraoch Smile
I'll have to meet some expectations, and it might help being able to actually learn and profit from constructive criticism uttered by somebody who has been working on the WW2 topic a lot more and a lot longer than i have.
Though right now, the mod is still fairly generic, more WW2 spezific elements might be added later, we'll see about that i guess.

The SMP thing apparently got a little sidetracked with unreal, quake and other engines. Let's see what roadkill is up to that's even too secret for the private SMP panel forums ...
Re: RR2005 reminders[message #240044] Mon, 14 December 2009 16:00 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I don't expect much. The secretive nature alone is a total departure from the productive way Mugsy and Kaiden handled the 1.13. And who is being kept in the loop is even more disappointing. But yeah, we'll have to wait and see.

[Updated on: Mon, 14 December 2009 16:01] by Moderator

Re: RR2005 reminders[message #240045] Mon, 14 December 2009 16:15 Go to previous message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
The only thing i hope is that it's not just smokes and mirrors. Whatever it may be... better than claiming to do something cool and delivering nothing. This would undermine the last bit of credibility of the project.

But the mere fact that i work with as many as 3 different "engines" for 3 projects shows i'm not taking chances in this respect expecting the unexpected.

I miss Muggsy and Kaiden's ways as well. The good ole'd days huh Smile
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