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Re: STOMP ( v1.2 )[message #259426] Sat, 14 August 2010 02:48 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Do you have a day job...?

Sometimes I find it really hard to find words of thanks to people who take the time to do these things. Although I have a 8-6 job 5 days a week I rather use up that free time to play or watch something and hang out with my missus. And her hating JA2 (oh no, you are playing soldier men again) doesn't help.

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Sergeant 1st Class
Re: STOMP ( v1.2 )[message #259448] Sat, 14 August 2010 14:56 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
When Maria is returned to Angel game crashes:
Assertion Failure [Line 2224 in file NPC.cpp]
NPC.C: Gift item does not exist in NPC.

BTW I found strange that Ira had an empty inventory. Probably all NPC's inventory is cleared (using this new .exe, WF maps, AIMNAS)

[Updated on: Sat, 14 August 2010 14:59] by Moderator

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Staff Sergeant
Re: STOMP ( v1.2 )[message #259453] Sat, 14 August 2010 16:08 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
@Sandro

I hope you don't mind that I fix a few bugs in the STOMP code?

I'm going to fix these:

1. Merc offense/defense bonus need a new default because the old one is out of the range (GameSettings.cpp)

2. Turning while prone costs twice the AP for getting to crouched/prone position. This is caused by a change in Soldier Control.cpp line 6639. I know that you wanted to make the code easier but "BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( ... ) already deducts AP for getting to crouched and back to prone position. That means in line 6639 you should only deduct "AP_LOOK_PRONE" and not more.


@datakurs

I will look into this and see if I can reproduce and fix it.

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Lieutenant
Re: STOMP ( v1.2 )[message #259455] Sat, 14 August 2010 16:30 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
datakurs
When Maria is returned to Angel game crashes:
Assertion Failure [Line 2224 in file NPC.cpp]
NPC.C: Gift item does not exist in NPC.

BTW I found strange that Ira had an empty inventory. Probably all NPC's inventory is cleared (using this new .exe, WF maps, AIMNAS)

It probably crashes because Angel somehow doesn't has the shop deed in his inventory.

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Sergeant
Re: STOMP ( v1.2 )[message #259456] Sat, 14 August 2010 16:45 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
@ datakurs:

do you have a save before the game crashes?

if yes, shoot angel - you see that way what is there and what is not as both the deed and kevlar-lether jacket are supossed to be dropped

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Captain
Re: STOMP ( v1.2 )[message #259457] Sat, 14 August 2010 16:48 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
This problem is not STOMP related.

I couldn't reproduce it with the current code and vanilla maps as well as WF maps 6.06. Must be something with new Maps or AIMNAS.

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Lieutenant
Re: STOMP ( v1.2 )[message #259458] Sat, 14 August 2010 16:54 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
angel missing an item is an xml-thingy - probably someone forgot to give him proper equipment to fulfill his quest related duty and for aim-nas and those multi-gear stuff smeag tweakes a lot in the xmls - so shooting angel shows what's missing without sending xmls through the net. the two items you get as a gift are the deed and the jacket - as angel wears such a (2nd) jacket in standard aim methinks the deed is missing (just testshot him - he dropped the deed)

@ datakurs: shoot him

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Captain
Re: STOMP ( v1.2 )[message #259469] Sat, 14 August 2010 19:33 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
silversurfer:
Huge thanks man!
Sure, if you can fix any bug you find. Pass it to RoWa then.
As for the merc offense/defense bonus in autoresolve - hmm, how's that the default is out of range? Can you look at the code, how the value is handled? Whether it's set percents or bonus percents? Just for sure.
Thanks for the prone-turning AP cost.

Angel and his deed:
This is most probably issue of the new feature - multiple mercs starting gear sets. But I have no idea how it works and what it does.

[Updated on: Sat, 14 August 2010 22:09] by Moderator

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Master Sergeant

Re: STOMP ( v1.2 )[message #259470] Sat, 14 August 2010 19:43 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Sandro
silversurfer:
Huge thanks man!
Sure, if you can fix any bug you find. Pass it to RoWa then.


Always happy to help. Smile

Sandro

As for the merc offense/defense bonus in autoresolve - hmm, how's that the default is out of range? Can you look at the code, how the value is handled? Whether it's set percents or bonus percents? Just for sure.


In GameSetting.cpp the range is defined as 10 - 200 for offense and 20 - 200 for defense. The defaults are set to 0 which is out of the range. I chose 15 for offense and 30 for defense now which are the values from Ja2_Options.ini.

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Lieutenant
Re: STOMP ( v1.2 )[message #259472] Sat, 14 August 2010 21:07 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Aha! I see the problem. I thought to make it a set percentage (meaning 100 = no change), but then decided otherwise and made it a bonus (100 = double de/offense).
Please change the minimum values in GameSettings.cpp to cca -80 and maximum to whatever(+-500). Then make default values in the ini around 15 (almost deactivated by default).

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Master Sergeant

Re: STOMP ( v1.2 )[message #259473] Sat, 14 August 2010 21:13 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Killed Angel and he had nothing.

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Staff Sergeant
Re: STOMP ( v1.2 )[message #259474] Sat, 14 August 2010 21:15 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
that means he needs to have the deed and the kevlar-letherjacket added again in the xmls

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Captain
Re: STOMP ( v1.2 )[message #259475] Sat, 14 August 2010 21:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Is there somewhere a key-list for the traits and skills? I mean a list that shows which number is which skill?


I tend to add a lot of comments to my XML work, which makes it easier for other people to understand that stuff. And as I just got a new exe from Tais that has all those interesting STOMP settings, I think I might want to adjust the WF mercs to New Skill and Trait system soon (well... once I'm done with reworking starting gear... man... this becomes a full time job without payment :/ ).

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Lieutenant

Re: STOMP ( v1.2 )[message #259476] Sat, 14 August 2010 21:39 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Smeagol, are you rebuilding the MercStartingGear.xml from scratch? While I was rather displeased at the changes to the Merc Starting Gear XMl, all I did to fix Merc's not having any gear was add and to the beginning and end of each merc's data. Now while UC doesn't lend itself to multiple sets of starting gear, this trick should ease the effort to upgrade non-AIM merc inventories. Just copy the old entries from a previous version and add the two tags.

[Updated on: Sat, 14 August 2010 21:41] by Moderator

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Lieutenant

Re: STOMP ( v1.2 )[message #259477] Sat, 14 August 2010 21:40 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
The number for trait or disability is exactly how it is on the imp list:

machinegunner 1
grenadier 2
sniper 3
ranger 4
gunfighter 5
martial arts 6
squadleader 7
technician 8
doctor 9

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Sergeant 1st Class
Re: STOMP ( v1.2 )[message #259479] Sat, 14 August 2010 22:03 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Logisteric
angel missing an item is an xml-thingy - probably someone forgot to give him proper equipment to fulfill his quest related duty and for aim-nas and those multi-gear stuff smeag tweakes a lot in the xmls - so shooting angel shows what's missing without sending xmls through the net. the two items you get as a gift are the deed and the jacket - as angel wears such a (2nd) jacket in standard aim methinks the deed is missing (just testshot him - he dropped the deed)

@ datakurs: shoot him

Haven't I said so already? Razz

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Sergeant
Re: STOMP ( v1.2 )[message #259480] Sat, 14 August 2010 22:38 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
wil473
Smeagol, are you rebuilding the MercStartingGear.xml from scratch? While I was rather displeased at the changes to the Merc Starting Gear XMl, all I did to fix Merc's not having any gear was add and to the beginning and end of each merc's data. Now while UC doesn't lend itself to multiple sets of starting gear, this trick should ease the effort to upgrade non-AIM merc inventories. Just copy the old entries from a previous version and add the two tags.



Hmm... despite the fact that this is kind of a thread hi-jack... yeah, I rebuild that stuff from scratch. Already got 21 mercs outfitted with 5 kits each.

Also the Angel quest works just fine for me (no crashes, he gives me the Deed and the Kevlar Leather JAcket without any problems... ). Dunno what's going on there ...

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Lieutenant

Re: STOMP ( v1.2 )[message #259482] Sat, 14 August 2010 22:57 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Sandro
Aha! I see the problem. I thought to make it a set percentage (meaning 100 = no change), but then decided otherwise and made it a bonus (100 = double de/offense).
Please change the minimum values in GameSettings.cpp to cca -80 and maximum to whatever(+-500). Then make default values in the ini around 15 (almost deactivated by default).


Sorry, too late. I already handed in the fix to RoWa. I set the default bonus for offense to 15 and for defense to 30. It is more than militia get and I think that it's ok. They are a little stronger but won't win the fight on their own. Wink
Anybody who wants better values can adjust the setting to his liking. I think double offense/defense as max value is good enough, isn't it?

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Lieutenant
Re: STOMP ( v1.2 )[message #259485] Sat, 14 August 2010 23:09 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
smeagol, what mods do you play with?

NAS 0.61b + STOMP 1.20.exe (& its files): browsing on the AIM site among mercs causes game crash, error message says something about their inventory. However I can see their equipment.
NAS 0.61b + STOMP 1.20.exe (& its files) & AIMNAS: no items at any NPC in the game, mercs' inventory is empty on AIM site info pages, too (so Angel doesn't have the gift items in this case).

edit: now there's no crash, funny. Tomorrow I'll experiment more with different game installations. But still no items with the second mod combo.

[Updated on: Sun, 15 August 2010 04:33] by Moderator

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Staff Sergeant
Re: STOMP ( v1.2 )[message #259513] Sun, 15 August 2010 12:26 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
silversurfer
Sandro
Aha! I see the problem. I thought to make it a set percentage (meaning 100 = no change), but then decided otherwise and made it a bonus (100 = double de/offense).
Please change the minimum values in GameSettings.cpp to cca -80 and maximum to whatever(+-500). Then make default values in the ini around 15 (almost deactivated by default).


Sorry, too late. I already handed in the fix to RoWa. I set the default bonus for offense to 15 and for defense to 30. It is more than militia get and I think that it's ok. They are a little stronger but won't win the fight on their own. Wink
Anybody who wants better values can adjust the setting to his liking. I think double offense/defense as max value is good enough, isn't it?

Still.. this way the player cannot fully deactivate this feature, which shouldn't be. Even that +15/+30 fits pretty well.

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Master Sergeant

Re: STOMP ( v1.2 )[message #259521] Sun, 15 August 2010 13:26 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Ah, I see. Well, then I will change that with the next bug fix. Let's say -100 to 500 like the range for militia strength? The defaults will stay at +15/+30 because they should be a little stronger than militia.

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Lieutenant
Re: STOMP ( v1.2 )[message #259529] Sun, 15 August 2010 14:06 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Perfect!

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Master Sergeant

Re: STOMP ( v1.2 )[message #259534] Sun, 15 August 2010 15:56 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
datakurs
smeagol, what mods do you play with?

NAS 0.61b + STOMP 1.20.exe (& its files): browsing on the AIM site among mercs causes game crash, error message says something about their inventory. However I can see their equipment.
NAS 0.61b + STOMP 1.20.exe (& its files) & AIMNAS: no items at any NPC in the game, mercs' inventory is empty on AIM site info pages, too (so Angel doesn't have the gift items in this case).

edit: now there's no crash, funny. Tomorrow I'll experiment more with different game installations. But still no items with the second mod combo.


there's been a change in the MercStartingGear.xml file... any old style file will show no starting items for all
AIMNAS V1 probably has not been changed to be compatible to the new style..
AIMNAS V2 is on the way and will be compatible..

the incompatibility story is for all the item mods that haven't converted.
all that is needed is to add some new tags to the xml to make it work, there's no requirement to have five kits for each merc, one is enough

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First Sergeant

Re: STOMP ( v1.2 )[message #259545] Sun, 15 August 2010 18:31 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Sandro
Perfect!


Ok, I just sent another bugfix to RoWa which includes the changes for merc offense/defense. I hope he doesn't get confused by the number of patches and new features that he gets these days. Very Happy

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Lieutenant
Re: STOMP ( v1.2 )[message #259564] Sun, 15 August 2010 22:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Patches are committed!

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Sergeant Major

Re: STOMP ( v1.2 )[message #259613] Mon, 16 August 2010 18:03 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Sandro, I have another suggestion for Stomp:

Maybe you could add two new tags for merc abilities: eyesight and hearing.

Some mercs could be shortsighted or have better eyesight (like Lynx for example, who could have an increased sight range of 1 tile for example).

Same could apply to hearing range.

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Lieutenant

Re: STOMP ( v1.2 )[message #259905] Thu, 19 August 2010 22:35 Go to previous messageGo to next message
Snake Plissken is currently offline Snake Plissken

 
Messages:37
Registered:December 2001
Just thought I'd pop in to say that it's good to see you back, Sandro.

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Private 1st Class
Re: STOMP ( v1.2 )[message #260003] Fri, 20 August 2010 20:09 Go to previous messageGo to next message
rookie999 is currently offline rookie999

 
Messages:15
Registered:August 2008
Just a small question, don't know whether this has been covered before, but i haven't seen it in this thread yet:
I know the values of the traits are modifiable, but can you also set the number of traits you can give your IMP? Like two major traits and a minor one i.e., or even more?

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Private
Re: STOMP ( v1.2 )[message #260025] Fri, 20 August 2010 22:57 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hi, I've got some small ideas about disabilities:

As the creatures can only appear in Scifi, and these are the only insects one can meet in Arulco, would it be an idea to disable that disability in Realistic Mode? I mean, in realistic mode is not really a disability as it can never affect a merc. You could just an 'if' around that ability, checking the entry from the ini (the one about the bugs).

Would it be possible to introduce the disability 'Alcoholic' or 'Drug-Addict'? As Larry already consumes beverage or drugs, this must be possible (but I don't know how much effort it would take to get this behaviour working for other mercs).

Or how about the disability 'Sleepy'. There is a value for the amount of sleep a merc needs, so why not introduce a disability which inherits a considerable malus on that value.

Anyway, continue what you're doing. This is just awesome. Thank you!

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Captain

Re: STOMP ( v1.2 )[message #260027] Fri, 20 August 2010 23:05 Go to previous messageGo to next message
cdudau
Flugente
Hi, I've got some small ideas about disabilities:

As the creatures can only appear in Scifi, and these are the only insects one can meet in Arulco, would it be an idea to disable that disability in Realistic Mode? I mean, in realistic mode is not really a disability as it can never affect a merc. You could just an 'if' around that ability, checking the entry from the ini (the one about the bugs).

Would it be possible to introduce the disability 'Alcoholic' or 'Drug-Addict'? As Larry already consumes beverage or drugs, this must be possible (but I don't know how much effort it would take to get this behaviour working for other mercs).

Or how about the disability 'Sleepy'. There is a value for the amount of sleep a merc needs, so why not introduce a disability which inherits a considerable malus on that value.

Anyway, continue what you're doing. This is just awesome. Thank you!
Or a sex addict disability. When Foxy is in the sector, performance for the sex addict decreases.

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Re: STOMP ( v1.2 )[message #260029] Fri, 20 August 2010 23:08 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
in san mona morale is sky high, but stamina is rock-bottom (gonna call that imp tao)

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Captain
Re: STOMP ( v1.2 )[message #260033] Fri, 20 August 2010 23:12 Go to previous messageGo to next message
cdudau
Make sure I am carrying around the pornographic magazines.

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Re: STOMP ( v1.2 )[message #260077] Sat, 21 August 2010 09:53 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
He,

Lurker stepping out of the shadow to add a few things to a thread of very nice mod.
I am using at this moment one click installer of WF_STOMP1.0a_HAM3.5_AIM.
I noticed that there are already upgrades of STOMP, which apparently aren't in the one click installer, can I still download those and implement them without screwing the game up?

And I would also like suggest five things:
1) It may be my old version, but now I get emails from IMP stating that my characters are always normal - despite the fact I am making them Dauntless or Agressive or whatever. Disabilities are correctly shown in the email. Can this feature be added, I like to have.. conformation that I have the dauntless skill for instance.
2) It might be nice to give some enemy soldiers also the paramedic trait and trully let them try to heal buddies. Now they are so foccused on combat with skills that elites are sometimes better in this appartment that AIM, IMP or MERC commandos... and that is okay sometimes, but now it is actually leaning towards them most of the times having more 'battle-field' skills.
3) Why not make it Brawler -> Melee Master for the names, seeing that does not give away if someone is a HtH or martial arts specialist based on his build (or sex)?
4) Though I doubt you will implement it (Wink), I am not too fond of the fact that without a skill like technician or paramedic, a mercenary can hardly repair or heal. Now a bit of disability I can understand, but if you have gained a lot of ranks in medical and still are so slow in it it is frustrating a bit (I know you can change it in .ini and have indeed halved the penalties for some(DOCTORING_SPEED_MODIFIER = -20, BANDAGING_SPEED_MODIFIER = -15, REPAIRING_SPEED_MODIFIER = -10 and the rest also -10)), but I would suggest this as the base setting.
5) Why not replace Ira's minor trait of stealth with scouting. She claims herself to be a "medic and a look-out", teaching can remain of her old proffession, but it sounds better to me.

Hope you don't mind so many suggestions and remarks, for don't get me wrong I like the new traits. And sorry if these are outdated...

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Corporal
Re: STOMP ( v1.2 )[message #260083] Sat, 21 August 2010 11:11 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
rookie999
Just a small question, don't know whether this has been covered before, but i haven't seen it in this thread yet:
I know the values of the traits are modifiable, but can you also set the number of traits you can give your IMP? Like two major traits and a minor one i.e., or even more?


You can't set the number of traits. They are hard coded. However you can pick less traits or mix them differently, for example choose one major and two minor or no major and three minor traits or only one minor trait and nothing else.


GMV
He,

Lurker stepping out of the shadow to add a few things to a thread of very nice mod.
I am using at this moment one click installer of WF_STOMP1.0a_HAM3.5_AIM.
I noticed that there are already upgrades of STOMP, which apparently aren't in the one click installer, can I still download those and implement them without screwing the game up?


No. Newer versions of STOMP will break savegame compatibility. If you want to play the current STOMP version 1.2 you will have to start a new game.


GMV

And I would also like suggest five things:
1) It may be my old version, but now I get emails from IMP stating that my characters are always normal - despite the fact I am making them Dauntless or Agressive or whatever. Disabilities are correctly shown in the email. Can this feature be added, I like to have.. conformation that I have the dauntless skill for instance.

The email feature has to be reworked. It's a little buggy but that bug is not related to STOMP. More information in the email would require new texts for different languages and somebody has to write them. Want to volunteer? Wink

GMV

2) It might be nice to give some enemy soldiers also the paramedic trait and trully let them try to heal buddies. Now they are so foccused on combat with skills that elites are sometimes better in this appartment that AIM, IMP or MERC commandos... and that is okay sometimes, but now it is actually leaning towards them most of the times having more 'battle-field' skills.

I think that enemy soldiers were never able to heal anybody in the past. At least I have never seen them using med kits so implementing this feature would require AI work and everybody hates that. Nevertheless it is possible.

GMV

4) Though I doubt you will implement it (Wink), I am not too fond of the fact that without a skill like technician or paramedic, a mercenary can hardly repair or heal. Now a bit of disability I can understand, but if you have gained a lot of ranks in medical and still are so slow in it it is frustrating a bit (I know you can change it in .ini and have indeed halved the penalties for some(DOCTORING_SPEED_MODIFIER = -20, BANDAGING_SPEED_MODIFIER = -15, REPAIRING_SPEED_MODIFIER = -10 and the rest also -10)), but I would suggest this as the base setting.

Do you think you could replace a paramedic or doctor only because you had a first aid training? Wink
I think it's ok that non trained mercs take much longer to bandage someone. To me it would be boring if anybody could bandage a dying soldier in a single turn.

GMV

5) Why not replace Ira's minor trait of stealth with scouting. She claims herself to be a "medic and a look-out", teaching can remain of her old proffession, but it sounds better to me.

Being a watchman or a "lookout" is something different than a scout but if you like that trait more you can easily replace stealth in the "MercProfiles.xml".

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Lieutenant
Re: STOMP ( v1.2 )[message #260092] Sat, 21 August 2010 12:23 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
Thanks for the quick reply silversurfer,

So let me get back on the points.

New STOMP incompatibility. Darn, just started the third time over, but I guess it might be worth it seeing I have a lot of crashes (now I am not sure if it stomp doing that, but I had less when I tried HAM_AIM_WF combo).
Can I just grab STOMP1.2 and override the files and than start a new or do I need to do something extra?
[color:#FF0000]Edit: Okay just overriding failed as it caused me to loose WF Mercs and probably even more... Me impatient/eager. No.. :whistle: [/color]

As for the volunteering to write in different languages... well I know english and am somewhat skilled in german. So ... actually yeah, I can do that. I also coded extra backgrounds with Arcanum so I am sure I can write handeling a bit of text for attitudes. The only thing is I have no experience coding yet. So you have to help me out, but sure send me a PM and we can discuss it.

Oh true they never did, but I would love to see at least a medic on... I don't 1 per 16? And than only possible medic, he need not start healing. However, I can assume that will be a pain in the arse to code.

No, not replace them. I didn't alter the bonusses of paramedic and doctor as to reflect that, but I had enough people needing at least 2 rounds to bandage someone. That should now even go slower, but perhaps I just need to adjust... will reset the settings.

Good point, but thanks didn't know of that file. Thank you.

[Updated on: Sat, 21 August 2010 12:30] by Moderator

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Corporal
Re: STOMP ( v1.2 )[message #260109] Sat, 21 August 2010 15:18 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
GMV

New STOMP incompatibility. Darn, just started the third time over, but I guess it might be worth it seeing I have a lot of crashes (now I am not sure if it stomp doing that, but I had less when I tried HAM_AIM_WF combo).
Can I just grab STOMP1.2 and override the files and than start a new or do I need to do something extra?

STOMP is now part of the developer tree which is good because it saves people the hassle of merging different code lines over and over. NAS is in there as well so new NAS versions include STOMP 1.2. Keep in mind that this is still beta and there are bugs and changes going on. I can already tell you that the current code introduces another change which will break savegame compatibility (the savegames now store the info whether or not NAS is used). Maybe you would want to wait until Warmsteel releases a new beta exe.
At that time you might want to grab the new NAS+AIM as well.

GMV

As for the volunteering to write in different languages... well I know english and am somewhat skilled in german. So ... actually yeah, I can do that. I also coded extra backgrounds with Arcanum so I am sure I can write handeling a bit of text for attitudes. The only thing is I have no experience coding yet. So you have to help me out, but sure send me a PM and we can discuss it.

RoWa said that he wants to look at the issue and fix this email bug. English and German is no problem. It's more the other languages that need translation, like Chinese, French, Polish and so on...

GMV

No, not replace them. I didn't alter the bonusses of paramedic and doctor as to reflect that, but I had enough people needing at least 2 rounds to bandage someone. That should now even go slower, but perhaps I just need to adjust... will reset the settings.

A round only represents some seconds real time so it should take several rounds to bandage someone if you have no experience in that. But the good thing about externalization is that anybody can use the settings that he likes. Smile

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Lieutenant
Re: STOMP ( v1.2 )[message #260111] Sat, 21 August 2010 15:43 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
silversurfer
GMV

2) It might be nice to give some enemy soldiers also the paramedic trait and trully let them try to heal buddies. Now they are so foccused on combat with skills that elites are sometimes better in this appartment that AIM, IMP or MERC commandos... and that is okay sometimes, but now it is actually leaning towards them most of the times having more 'battle-field' skills.

I think that enemy soldiers were never able to heal anybody in the past. At least I have never seen them using med kits so implementing this feature would require AI work and everybody hates that. Nevertheless it is possible.

Actually the enemies ARE able to bandage themself, and they do so. If you shoot and wound an enemy soldier, then leave him be for a few rounds, he will bandage his wounds and stop bleeding, if no oposing forces are nearby. However no animation is used, it is somehow automatic feature.

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Master Sergeant

Re: STOMP ( v1.2 )[message #260114] Sat, 21 August 2010 16:45 Go to previous messageGo to next message
GMV is currently offline GMV

 
Messages:79
Registered:August 2010
Location: The Netherlands
silversurfer
GMV

As for the volunteering to write in different languages... well I know english and am somewhat skilled in german. So ... actually yeah, I can do that. I also coded extra backgrounds with Arcanum so I am sure I can write handeling a bit of text for attitudes. The only thing is I have no experience coding yet. So you have to help me out, but sure send me a PM and we can discuss it.

RoWa said that he wants to look at the issue and fix this email bug. English and German is no problem. It's more the other languages that need translation, like Chinese, French, Polish and so on...


Well the odd thing is that I first used the one click install for HAM3.5 and AIM without STOMP and I did get the correct text, and than with STOMP it went away again. And I choose the same trait, so it can work so it seems.
And do you mean that you believe STOMP1.0a more stable/bugfree than STOMP1.2?
And sorry those are the languages I can do, I am Dutch myself. I can make those, but I think that is rather irrelevant language for this game. All us Dutch use the english version.

And actually I am waiting for a new one click install smeagol said Tais was working on, which I understood to include WF, HAM, STOMP, AIM and NAS, which is the combo I wish to aquire and get working, and than finally retry to get Deidranna, because in the old game Expert was just too easy for me and too much of the same thing after 10 runs.

[Updated on: Sat, 21 August 2010 16:50] by Moderator

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Corporal
Re: STOMP ( v1.2 )[message #260116] Sat, 21 August 2010 16:52 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
The most stable version is probably the current developer code. We fixed a lot of bugs in 1.13 during the past weeks. If Warmsteel continues to release new betas of NAS they will have those fixes too. That's probably the most current version that you can get without compiling the code yourself.

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Lieutenant
Re: STOMP ( v1.2 )[message #260241] Sun, 22 August 2010 02:06 Go to previous messageGo to previous message
Snake Plissken is currently offline Snake Plissken

 
Messages:37
Registered:December 2001
Is 1.2 working for everybody on revision 1227? I'm getting a failure to launch, referencing inability to read ja2.ini

Edit: er, apparently this only happens when I use the shortcut in my start menu. Odd.

[Updated on: Sun, 22 August 2010 02:09] by Moderator

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