Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Attachment System Alpha
Re: New Attachment System Alpha[message #249560] Sat, 17 April 2010 19:48 Go to previous messageGo to next message
Faithless

 
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Registered:October 2009
Location: The safe end of the barre...
Quite simply put, no, the system will not take more than one grenade, because it's a different system.
I could get it to, though, but I'd have to add slots to every grenade launcher and swap around some things in the code.
Not sure if this will have other side effects that we'd really rather not see.
Re: New Attachment System Alpha[message #249569] Sat, 17 April 2010 21:52 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
Sorry for the continued mission creep (tacking on additional stuff along with risking disaster), but would it be feasible (and better) to sidestep playing with the grenade launcher code directly; and instead create a special numbered "quene slot" which simpily acts as an inert pocket and code to shift the contents up the quene into the one true grenade launcher slot (5) as it becomes empty on firing?

I noticed you have already had to create a "special" slot class for grenades. Requirements in XML would be for a new Tag which takes an integer to denote the slot number (and like the grenade slot class, no tag means it is not part of this scheme).

The entries in ItemSlotAssign.xml for the multi-shot launcher would have to be defined with: Slot 5, Quene Slot 1, Quene Slot 2,... , Quene Slot X.

Presently there are three graphics for launchers in 1.13 that can make immediate use of this system: Milkor, GM94, RG6 (which is unused presently but was mistakenly used to be the Milkor for quite some time).

[Updated on: Sat, 17 April 2010 21:57] by Moderator



Re: New Attachment System Alpha[message #249571] Sat, 17 April 2010 21:55 Go to previous messageGo to next message
Faithless

 
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Location: The safe end of the barre...
But, what's wrong with the current way it works?
Just a clip with "status" that just gets less on every shot.
Re: New Attachment System Alpha[message #249574] Sat, 17 April 2010 22:01 Go to previous messageGo to next message
CptMoore

 
Messages:210
Registered:March 2009
I'd like a queue system too, but it should be introduced with an overhaul of the whole magazin and ammo system.

The idea would be to load like 30 shots AP ammo and then 10 HP ammo for guns or for GL it would be 3 HE and one SMOKE.

I don't think its worth the effort though just yet until the attachement system is introduced into the main.
Re: New Attachment System Alpha[message #249575] Sat, 17 April 2010 22:03 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
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Nothing technically, mostly suspension of disbelief, as 40mm grenades for the respective Western and Russian/Warsaw Pact single and multi-shot launchers should be compatible.

That and I am the one responsible for hacking together the poor looking six round graphics originally. So that explains my fixation on this one topic. Like I said, I do recognize this as being beyond the scope of what you are doing here.

[Updated on: Sat, 17 April 2010 22:04] by Moderator



Re: New Attachment System Alpha[message #249576] Sat, 17 April 2010 22:06 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Not entirely, if I can make the game capable of attaching more than one grenade, and add 6 grenade slots, it should be no problem.
The game will check slot one first, then slot 2, etc, already does that automatically.
As I said though, you'll have to add more slots for grenades to every launcher. But this is good since this means you can have 2 grenades max, or 6, or whatever the hell you like.

If it's not too hard I'll look into it, first I'm doing the attachments for enemies.
Re: New Attachment System Alpha[message #249578] Sat, 17 April 2010 22:29 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
Thank you. By the way when is the next version of NAS planned for release? I'm finishing up the UC-1.13 mini mod, and am wondering if I have time to go through all the weapon descriptions and remove the attachment notes (I've been meaning to do this since EAS was possible).


Re: New Attachment System Alpha[message #249579] Sat, 17 April 2010 22:31 Go to previous messageGo to next message
Faithless

 
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Location: The safe end of the barre...
Well, it was to be tomorrow, but might be a bit later with the grenades in it aswell.
I might rewrite the attachment function if it sucks too much.
Re: New Attachment System Alpha[message #249582] Sat, 17 April 2010 22:44 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
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Now I feel kind of guilty for linking multiple same attachments to my old hobby horse. Please don't changes you plans on account of what is only a long term issue. That and I am already setup to test the multiple same attachments originally noted this morning...

EDIT: finished preliminary items and started testing for content instead of just crashing to desktop. Noticed one odd thing in Bobby Rays, the possible attachments list only seems to be showing up for lower item numbers. Except for items in the original 350 items, I have guns clustered in the 1000's. With 0.36a, it seems only original Urban Chaos weapons (below 350) are displaying attachments.

EDIT 2 2010/04/18 : found what I was doing wrong, it seems that if there is an itemindex out of sequence in ItemSlotAssign.xml it stops looking for attachments.

[Updated on: Sun, 18 April 2010 17:20] by Moderator



Re: New Attachment System Alpha[message #249703] Mon, 19 April 2010 22:46 Go to previous messageGo to next message
Faithless

 
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I've noticed a problem with the function that removes invalid attachments.
It should have been in NAS 0.36a aswell. But it should only happen if there actually are invalid attachments on your gun.
Anyway it might remove attachments that are actually perfectly valid on the gun.

Fixed this for the next version.
Re: New Attachment System Alpha[message #249844] Wed, 21 April 2010 23:52 Go to previous messageGo to next message
Faithless

 
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Allright, a new update is here.
This one's a little bigger than the previous few.
It may break your savegames from NAS 0.34a and later. Lets hope saving finally works the way it should.
Re: New Attachment System Alpha[message #249846] Thu, 22 April 2010 00:10 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
I try it 40a on ( JA2 1.13v1221 ) end I have CTD ( when game starts ) Sad

[Updated on: Thu, 22 April 2010 00:13] by Moderator

Re: New Attachment System Alpha[message #249848] Thu, 22 April 2010 00:42 Go to previous messageGo to next message
Faithless

 
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Fixed and uploaded as 0.40a

[Updated on: Thu, 22 April 2010 00:43] by Moderator

Re: New Attachment System Alpha[message #249855] Thu, 22 April 2010 04:02 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
Tested so far in 0.40a with custom UC-1.13NAS eanabled mini-mod

- Multi Shot grenades working well, firing in order of load
- Old style magazine grenade still working as appropriate
- Combination of multi-shot and magazine grenades working (this was an accident in testing, but may be useful)
- multiple of same attachment (non=grenade) attach without error
- NASIncompatibleAttachments.xml preventing multiple of same attachment when so defined
- attachments end up in merc inventory when attachment that adds only valid slot is removed
- attachment rearranges on weapon when attachment that added slot is removed and there is a valid and open slot

I've gone as far as adding the RG6 and redifining the Milkor launcher back to 40mm.

Now to see if I can replicate that crash that Tango reported in the UC thread with the first release of the mini-mod.

EDIT: I am getting a CTD when I try attaching something to LBE, happened with the A.L.I.C.E. Backpack (not Combat Pack, but I don't think that detail matters) and with ARUC Backpack. For some reason, the LBE attachment slots (they appear to be the old four) seem to be always ready to take an attachment, even if the item in hand is not set to be an attachment. This CTD can be replicated with the default Data-1.13: hired a bunch of AIM mercs, all with different LBE, and proceeded to CTD on every combination of item and LBE. It does not matter what item is in hand, the LBE attachment slots appear without the crosshatching, as if you had a valid attachment in hand, and on attempt to attach (noticed it took a click or two) the game crashes to desktop.

[Updated on: Thu, 22 April 2010 04:35] by Moderator



Re: New Attachment System Alpha[message #249881] Thu, 22 April 2010 13:09 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Pfff, that bug was lame. It's fixed now though. I'm uploading it now.
Allright, you can now add slots to LBE, but your coordinates will be overridden.
Also the game will give an error message when starting up if there is a LBE with more than 4 slots.

Edit:
Ok, uploaded.

About the incompatible attachments blocking some double attachments: they're made to restrict certain items, apparently it's also restricting itself.
If you don't want this you'll need to modify this icky xml Smile

[Updated on: Thu, 22 April 2010 13:22] by Moderator

Re: New Attachment System Alpha[message #249900] Thu, 22 April 2010 16:18 Go to previous messageGo to next message
Wil473

 
Messages:2843
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Location: Canada
Quote:
About the incompatible attachments blocking some double attachments: they're made to restrict certain items, apparently it's also restricting itself.


Wait, you mean this wasn't intentional? All the same it is very useful. Thinking this was part of the feature set, I added in same entries to prevent multiple occurances of some attachments. The LAM bonus stacks and I needed a way to stop this.

Did a quick test with the new 0.40a, LBE attachment slots are no longer active, good fix for that CTD. I won't be able to do much more testing today, but I hope to have an updated NAS mini-mod with balance changes ready by this weekend.

[Updated on: Thu, 22 April 2010 16:27] by Moderator



Re: New Attachment System Alpha[message #249902] Thu, 22 April 2010 16:34 Go to previous messageGo to next message
Faithless

 
Messages:442
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LBE slots are just not defined right now, the user can still choose to define them Smile
Just not their position.

Quote:
Wait, you mean this wasn't intentional? Thinking this was part of the feature set, I added in same entries to prevent multiple occurances of some attachments. The LAM bonus stacks and I needed a way to stop this.

The NASIncompatibleAttachments.xml is used when you want to restrict more of the same (or similair) items to be attached to one object. Seems to me like you're doing this, right?
I thought you meant this was happening by accident.
Re: New Attachment System Alpha[message #249903] Thu, 22 April 2010 16:39 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Wow WarmSteel, this is starting to sound really good!

smart move to use NAS to make individual launcher rounds possible.

everything else is also looking like you know exactly what you

☆★GL★☆
Re: New Attachment System Alpha[message #249921] Thu, 22 April 2010 18:10 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
WarmSteel is really good, he thinks stuff through and delivers solid result, I hope to get him interested in the shiny and new SMP, we could use a coder like him!!


Re: New Attachment System Alpha[message #249922] Thu, 22 April 2010 18:16 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
Dieter
WarmSteel is really good, he thinks stuff through and delivers solid result, I hope to get him interested in the shiny and new SMP, we could use a coder like him!!


WORD!

☆★GL★☆
Re: New Attachment System (In Development)[message #249990] Fri, 23 April 2010 12:07 Go to previous messageGo to next message
Esgaro

 
Messages:12
Registered:September 2008
Exactly what revision should people use for this? I don't see a mention of build 3320 in the SVN repo. SVN revision 1202 has build 3287, and SVN revision 1208 has build 3329.
Re: New Attachment System (In Development)[message #249993] Fri, 23 April 2010 12:25 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
This I believe has it's own exe. So the exe that's used with the SVN is irrelevant. Just make sure you have the correct SVN revision for the INI's used. There was a recent INI change so just use either 1210 or 1220. One of the two will work Wink


Re: New Attachment System (In Development)[message #250080] Fri, 23 April 2010 23:53 Go to previous messageGo to next message
Faithless

 
Messages:442
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Location: The safe end of the barre...
Use HAM 3.5 and you should be all good. Unless previous versions had something changed in the game files that I don't know of?
Re: New Attachment System (In Development)[message #250162] Sat, 24 April 2010 08:40 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Is HAM 3.6 or the DBB gun mod incompatable with this mod? Ive been trying to get it to work but nothing seems to be working correctly. I dumped the files into their corrseponding folders correctly and am running off the exe provided in the file but there exists no option to use this attachment setup.

Or is there some option i have to switch from false to true in the options file?

[Updated on: Sat, 24 April 2010 08:41] by Moderator

Re: New Attachment System (In Development)[message #250172] Sat, 24 April 2010 12:45 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
You cannot use NAS with any mod that has a different exe, if you overwrite the NAS exe, NAS is gone.
If you don't overwrite the exe, you won't have the other mod.

Not sure about the DBB mod, but if it's completely a XML mod it should work, however it won't have the correct entries for the attachments so most items will not take attachments.

This being said, I don't recommend using NAS with any other mods.
Re: New Attachment System (In Development)[message #250177] Sat, 24 April 2010 15:43 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Guys, if anyone has any more suggestions for NAS, now would be a good time to actually suggest them.
I will not be very keen on implementing new features once NAS is in beta.
Re: New Attachment System (In Development)[message #250179] Sat, 24 April 2010 15:52 Go to previous messageGo to next message
Wil473

 
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Registered:September 2004
Location: Canada
The current release of the Urban Chaos-1.13 Hybrid, v20100423, includes an optional mini-mod allowing the use of NAS. I can attest to the amount of effort to create customized needed to define all the XML entries needed for a mod (and DBB/IOV, if I am not mistaken, has more items than UC-113).

Since the LBE issue, I've got not much specific to NAS to report, but the new mini-mod has only been out for a day. I've noted that one thing that needs to be checked is to see if the AI attaches multiple grenades to the RG6 (Russian 6 shot launcher); ie. do you as the player find RG6's with multiple grenades attached.

I did notice that the AI seems to be using attachments more. In NAS 0.40a you have included an EnemyItemChoices.xml. The format looked the same as the old one, is this correct?

Otherwise, the only new problem noted by testers so far, seems to be related to an old bug (which in turn seems to be fixed in the current SVN JA2.exe); the missing garrison bug. I am reasonably sure that this bug will dissappear once NAS is moved to the current code base, so no worries for now.

EDIT: I just noticed you post there, ah... more default attachments please? Perhaps when NAS is enabled, default attachments are read from a seperate XML (similar in format to a valid attachment list).

[Updated on: Sat, 24 April 2010 16:13] by Moderator



Re: New Attachment System (In Development)[message #250180] Sat, 24 April 2010 16:17 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Quote:
Otherwise, the only new problem noted by testers so far, seems to be related to an old bug (fixed in the current SVN JA2.exe); the missing garrison bug.
I don't know that bug, sadly. But we'll wait and see if it's fixed when NAS gets updated.

Quote:
I did notice that the AI seems to be using attachments more. In NAS 0.40a you have included an EnemyItemChoices.xml. The format looked the same as the old one, is this correct?
The only thing I did with EnemyItemChoices.xml is added scopes to the scope category so the enemy can actually choose a scope to use.
I've also added an option in the ini called MAX_ENEMY_ATTACHMENTS that lets the AI choose an attachment that many times.
A higher number here would effectively mean the enemy will have more attachments on avarage.
In 1.13 the enemy only gets 2 choices. So that means 2 attachments at most, aside from default attachments.
The NAS default is 6 so that causes the enemy to have more attachments.
Also more enemies should be allowed to use attachments, it used to only be redshirts with very good equipment or elites.
Now everything from avarage redshirts and up can have have attachments. (but crappier ones.)
They don't drop more however since I added a dropchance on attachments. (10% dropchance as a default)

Quote:
I can attest to the amount of effort to create customized needed to define all the XML entries needed for a mod (and DBB if I am not mistaken has more items than UC-113).
Yes, I realise this is a problem and have tried to minimize it. But right now this is all I can do.
The next version of NAS will have an option to use items only in NAS or only in the Old Attachment System.
It will not help when you're converting the old xml's into new ones, though.
Re: New Attachment System Alpha[message #250188] Sat, 24 April 2010 20:12 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
This project makes me a happy chappy. Many thanks.

Re: New Attachment System (In Development)[message #250200] Sat, 24 April 2010 22:49 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
WarmSteel
You cannot use NAS with any mod that has a different exe, if you overwrite the NAS exe, NAS is gone.
If you don't overwrite the exe, you won't have the other mod.

Not sure about the DBB mod, but if it's completely a XML mod it should work, however it won't have the correct entries for the attachments so most items will not take attachments.

This being said, I don't recommend using NAS with any other mods.


Yea DBB is completly a xml based one to my knowledge. It does have its own exe but it is not required to be used as the mod can simply be run from the root JA2 exe file from HAM. And I figured that DBB guns and mods wouldn't have attachments ready for them but the option at New Game to use the advanced attachment system didn't even show itself was my problem.

Guess ill try the other major mod that you mentioned to run the attachments throu
Re: New Attachment System (In Development)[message #250201] Sat, 24 April 2010 23:07 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
It's not an option at the new game. It's an ini option.
This is because you can turn it on and off and it should still work.
(Although you might lose attachments that don't fit)
Re: New Attachment System (In Development)[message #250234] Sun, 25 April 2010 05:06 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
Ok I am still having major problems trying to activate this mod.

I chose to take the Urban Chaos route and went through the process of getting that up and running

JA2 with most recent patch
applied most recent HAM mod to it.

took JA2 exe file and placed in new folder
installed UC original mod to that folder

took UC data folder and copied to JA2 folder that contained HAM files

applied UC hybrid by extracting the rar files into the route game folder



But at this point I cannot seem to get NAS to work correctly. I am not running the DBB mod through this version so it can't be that but no matter how I change the options in the INI I cannot seem to get NAS to be intergrated into the UC mod. I went into NAS options file and made sure to check that the New Attachment system was set to true but it wont seem to activate. When I start a new file and pickup my piece from the manager it still is set to use the old 4 slot system and not the new one

Can someone give me some advice about what I may be doing wrong here?
Re: New Attachment System (In Development)[message #250235] Sun, 25 April 2010 05:11 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
Why are you using HAM?

Order of intstall is:

1) Old Jagged Alliance 2
2) SVN Jagged Alliance 2 v1.13
3) UC-1.13 Hybrid v20100423 (default instructions found in the .7zip)
4) NAS (default instructions)

Launch from the Ini Editor with the following settings:
JA2v1.13 MOD = vfs_config.UC113NAS.ini
JA2v2.13 Executable = JA2_EN_NAS_0.40a.exe (or newer version of NAS)

Do not move individual files from one Data folder to other ones. The folder structure is already in place for UC-1.13 v20100423.

EDIT: .Rar file? The Hybrid should be a .7zip archive.

[Updated on: Sun, 25 April 2010 05:19] by Moderator



Re: New Attachment System (In Development)[message #250237] Sun, 25 April 2010 05:21 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
I was using HAM because it was simply the evolution of the 1.13 mod to my knowledge. That 1.13 had turned into HAM. I mean thats what the wiki said along with the fact that the last time I updated 1.13 using SVN it was HAM.

From the HAM Wiki
"This is the easiest way to get your hands on some HAM. The Single-Click Installer includes the latest SVN release of JA2 1.13. The most recent versions of 1.13 contain HAM 3.6 by default! "

Because if what your saying is right I need to use SVN to go back to a older version of 1.13 since the most update to date version is HAM unless im misunderstanding you
Re: New Attachment System (In Development)[message #250238] Sun, 25 April 2010 05:24 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
The current SVN is newer than HAM 3.6, and more or less includes HAM. Use the current SVN of 1.13. The NAS archive contains the needed .ini file (in the correct format); as does the .ini file used when JA2v1.13 MOD = vfs_config.UC113NAS.ini

[Updated on: Sun, 25 April 2010 05:25] by Moderator



Re: New Attachment System (In Development)[message #250247] Sun, 25 April 2010 07:05 Go to previous messageGo to next message
steelfallenangel

 
Messages:28
Registered:May 2007
ok so update it with SVN to make sure im up to date then go through the UC installion and simply use the NAS ini file in the INI editor but the normal JA2 launcher
Re: New Attachment System (In Development)[message #250255] Sun, 25 April 2010 11:10 Go to previous messageGo to next message
Minty

 
Messages:115
Registered:July 2009
Location: UK
No, no. You need to use the NAS exe along with the NAS ini (Or the UC113NAS ini if you're wanting to play UC).

Otherwise you don't get the extra attachment slotted NAS goodness.
Re: New Attachment System (In Development)[message #250264] Sun, 25 April 2010 13:14 Go to previous messageGo to next message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
wil473
I just noticed you post there, ah... more default attachments please? Perhaps when NAS is enabled, default attachments are read from a seperate XML (similar in format to a valid attachment list).

Personally I'm not a big fan of default attachments, for two reasons:
1: They screw up the weapons stats in bobby rays, making it impossible to see what's what until you buy a weapon.
2: I've had to make default attachments have a 100% droprate, because, well, they're default (Think of the groza GL, for example).
Making more default attachments would only make this worse (in fact, MOST of the dropped attachments are already defaults ones).

I can probably fix the first problem, but I'm not sure about the second one.
I've got some idea's but none of them are good enough at the moment. You have any?
Re: New Attachment System (In Development)[message #250267] Sun, 25 April 2010 14:12 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
When you play on lowest settings, meaning Easy and everything else on lowest, the game is harder because the enemy doesn't drop good guns.

In a game like this default attachments are the only way to get attachments. You find yourself buying a crappy gun e.g. Enfield from Tony just to get the ACOG off it and selling the gun back to Tony.

Scopes in particular are something most manufacturers do not sell with their guns because they want to keep the price low. Most buyers also prefer to get their own makes and brands.

There are some guns which are sold directly from the manufacturer with some attachments such as crimson trace grips for some S&W revolvers, but this is relatively rare.


Re: New Attachment System (In Development)[message #250270] Sun, 25 April 2010 14:17 Go to previous messageGo to previous message
Faithless

 
Messages:442
Registered:October 2009
Location: The safe end of the barre...
Dieter, more "levels" of enemies should have access to attachments now.
So while on low difficulties you'd still get less attachments, it should not be as bad.
Although right now in 1.13 you get high end attachments WAY too early. (in my humble opinion)
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