Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Feature: DDD-MOD in 1.13
New Feature: DDD-MOD in 1.13[message #265212] Wed, 20 October 2010 14:58 Go to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Hello,
another list of features from DDD-MOD is included in 1.13.
Here is the feature list:

- new and improved mercs' animations:
o sneaking backwards (the old animation showed a rifle in merc's hands despite he hadn't hold one)
o sneaking with a knife in hand
o LAW shot from knee
o lobbing and throwing animations improved with a ring pulling motion
o idle animation for BIGMALE bodytype: throwing a rock
o animation for rolling over

- extended support for mouse wheel and additional mouse buttons

- several options for:
o thin progressbar
o aimed burst/autofire
o we see what militia sees
o gunfire wears suppressors
o civs indifferent for gunshots

- externalized:
o stamina hit modifier
o chance for merc to say annoying phrase
o headshot CtH penalty
o headshot damage modifier
o indirect fire CtH penalty
o out-of-range CtH penalty

- AI improvements:
o enemy alerts when see dead fellow
o ememies keep out lit places in night fight
o AI optimisation


Re: New Feature: DDD-MOD in 1.13[message #265218] Wed, 20 October 2010 15:53 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
well now, that sounds quite good there Roman!

let

☆★GL★☆
Re: New Feature: DDD-MOD in 1.13[message #265221] Wed, 20 October 2010 16:57 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
And what about jumping thru broken windows feature? Does it included too? Option ALLOW_PATH_VIA_WINDOWS, if i'm not mistaken.
Re: New Feature: DDD-MOD in 1.13[message #265225] Wed, 20 October 2010 17:04 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
That one already was in the beta, although implemented differently. Personally I think the implementation in DDD was better (pathing vs hotkey).


Re: New Feature: DDD-MOD in 1.13[message #265226] Wed, 20 October 2010 17:24 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
Thank you for new features.
When it will be in JA2 1.13 SVN ( now is 1241 ). Smile
Re: New Feature: DDD-MOD in 1.13[message #265237] Wed, 20 October 2010 18:22 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
are these features already included or they will be included?

[Updated on: Wed, 20 October 2010 18:22] by Moderator

Re: New Feature: DDD-MOD in 1.13[message #265238] Wed, 20 October 2010 18:27 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
They are included in the Beta SVN, but there's currently no SCI that contains them.


Re: New Feature: DDD-MOD in 1.13[message #265239] Wed, 20 October 2010 18:32 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
ik cause that wat i want. i want to make an update from svn and a have only the link to the main brach. can you point me to the beta svn please? i mean can you provide a link for tortoise? thx!
Re: New Feature: DDD-MOD in 1.13[message #265240] Wed, 20 October 2010 18:32 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
you need to compile that
Re: New Feature: DDD-MOD in 1.13[message #265241] Wed, 20 October 2010 18:35 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
so i'll need visual studio 2008? 2005 works?
Re: New Feature: DDD-MOD in 1.13[message #265242] Wed, 20 October 2010 18:39 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
where should i know from? i'm a maccie
Re: New Feature: DDD-MOD in 1.13[message #265243] Wed, 20 October 2010 18:40 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
https://81.169.133.124/source/ja2/branches/Wanne/JA2 1.13 MP

Link to the Beta repository, contains data files and source code.
Included are project files for VS2005, VS2008 and VS2010.


Re: New Feature: DDD-MOD in 1.13[message #265249] Wed, 20 October 2010 18:53 Go to previous messageGo to next message
CptMoore

 
Messages:210
Registered:March 2009
Whats up with the Data-AIM-WF folder? Are those changes related to DDD that work on the AIM-WF mod?
Re: New Feature: DDD-MOD in 1.13[message #265252] Wed, 20 October 2010 18:57 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
No, that one's is just in case you want to add (Yeah 'add', not 'replace') the WF mercs to the AIM roster.

See this thread


Re: New Feature: DDD-MOD in 1.13[message #265274] Wed, 20 October 2010 21:38 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
...and can I ask for new exe for SVN3801. Smile
Re: New Feature: DDD-MOD in 1.13[message #265275] Wed, 20 October 2010 22:00 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
Ok, I uploaded the most current exe here (JA2_Beta.exe)

Note: This is for everyone who
a) Can't wait till Tais does a new SCI (presumably Friday)
and b) Knows how to get all the other needed files from SVN (and set them up correctly)
but c) can't or doesn't want to compile the code himself.

I tested this exe and it works with a correct install.

Use at your own risk, I'm not responsible for bugs.


Re: New Feature: DDD-MOD in 1.13[message #265276] Wed, 20 October 2010 22:16 Go to previous messageGo to next message
Logisteric

 
Messages:3396
Registered:December 2008
Location: B
great - no2 kicks me out (intention?)
Re: New Feature: DDD-MOD in 1.13[message #265277] Wed, 20 October 2010 22:21 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
Thank you. I'll try this, it can not explode. Very Happy
It is not ready JA2 exe Sad

[Updated on: Wed, 20 October 2010 22:25] by Moderator

Re: New Feature: DDD-MOD in 1.13[message #265302] Thu, 21 October 2010 04:13 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
everything works like a charm! but there is a small problem with jumping through windows - i'm playing wf aim12 and now it seems that you can walk thorough walls. i broke a window, i jumped inside and after i simply walked out through the wall! i don't konw if wf related, and i definetly done something wrong since the aim site doesn't display any mercs.
Re: New Feature: DDD-MOD in 1.13[message #265310] Thu, 21 October 2010 07:15 Go to previous messageGo to next message
CptMoore

 
Messages:210
Registered:March 2009
How to use aimed burst?
Re: New Feature: DDD-MOD in 1.13[message #265318] Thu, 21 October 2010 08:33 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3809
Registered:July 2009
CptMoore
How to use aimed burst?

Enable additional mouse buttons, then use the mousewheel. (ALT + mousewheel to adjust autofire length)

@ Maalstroom: Got the same problem with AIM, guess it needs some additional xml adjustments to work.
As for the wall walking, DDD had it's own version of 'Jump through window', I guess it's some kind of overlap here.

@ Logi and Randok: I have no idea what you are talking about.


Re: New Feature: DDD-MOD in 1.13[message #265321] Thu, 21 October 2010 09:20 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
In original ddd you dont have to hold alt to adjust burst length. Just spin mouse wheel to aim and click RMB to add a bullet in a burst. Aiming by wheel is geniously simple and fast.
Re: New Feature: DDD-MOD in 1.13[message #265326] Thu, 21 October 2010 11:24 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
i also have problems with npcs! i can't talk to any of them.
Re: New Feature: DDD-MOD in 1.13[message #265337] Thu, 21 October 2010 13:20 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
Maalstroom
i also have problems with npcs! i can't talk to any of them.


What problems do you have when talking to RPCs/NPCs? It works fine on my machine. For testing I just talked to Fatima and normal NPCs. Everything was fine.


Re: New Feature: DDD-MOD in 1.13[message #265368] Fri, 22 October 2010 00:44 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
i've just reinstalled everything and yes, now, it works on my machine too. thx for the patience!
Re: New Feature: DDD-MOD in 1.13[message #265931] Fri, 29 October 2010 18:35 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
Is the gun range multiplier externalized?
Re: New Feature: DDD-MOD in 1.13[message #265933] Fri, 29 October 2010 19:37 Go to previous messageGo to next message
RoWa21

 
Messages:2039
Registered:October 2005
Location: Austria
@alex_spb: Yes it is externalized.


Re: New Feature: DDD-MOD in 1.13[message #265962] Sat, 30 October 2010 12:16 Go to previous messageGo to next message
datakurs

 
Messages:169
Registered:June 2009
Location: Budapest, Hungary
To avoid the corpse alert, corpses should be picked up and dropped elsewhere just as normal items. Is it technically possible?
Re: New Feature: DDD-MOD in 1.13[message #265963] Sat, 30 October 2010 12:24 Go to previous messageGo to next message
rookie999

 
Messages:18
Registered:August 2008
datakurs
To avoid the corpse alert, corpses should be picked up and dropped elsewhere just as normal items. Is it technically possible?


I second this, that's a good idea. I like to do stealth missions for instance, and with a corpse alert this might no more be possible.
Re: New Feature: DDD-MOD in 1.13[message #265964] Sat, 30 October 2010 12:57 Go to previous messageGo to next message
tais

 
Messages:807
Registered:February 2008
Location: NL
i'm getting a commando-ish feeling about these ideas


Re: New Feature: DDD-MOD in 1.13[message #265970] Sat, 30 October 2010 15:06 Go to previous messageGo to next message
clbg

 
Messages:35
Registered:February 2007
Location: Moscow, Russia
These ideas are still only ideas for more than 6-8 years. Nothing new here since before.
Re: New Feature: DDD-MOD in 1.13[message #270297] Fri, 14 January 2011 17:37 Go to previous message
goc_man

 
Messages:114
Registered:November 2007
Location: Croatia
I have a few questions about the features from the DDD-MOD:

1. What is alternative aiming (INI line ALT_AIMING_ENABLED)?
The INI description says "Alternative aiming-levels for targets", with no further explanation.
The DDD mod description from here says it is an "alternative CtH calculation".
I would like to know some more details, if anyone is willing to explain.

2. Is the AIMING_BURST_PENALTY, a global penalty or is it activated only when USE_AIMED_BURST is set to TRUE?

3. Would probably require coding, but might as well ask...Is there a way to set the mouse wheel to adjust the number of bullets fired, instead of autofire aim levels?
Figured it out. Setting USE_AIMED_BURST = FALSE, makes the wheel increase/decrease # of bullets fired(but then aimed autofire is disabled). No biggy either way, just have to get used to ALT+scrolling.

4. SHOT_HEAD_PENALTY = 4 and SHOT_HEAD_DIVISOR = 2
These are default values in the latest SVN-4054 release. Are these default vanilla values or default DDD values?
The default stated in the INI comment is SHOT_HEAD_PENALTY = 3.
Basicaly my question is: Are headshot damage and Cth values changed from the vanilla setting to some DDD defaults?
If yes, this is a game balance issue and should be set to vanilla settings (or at least a proper INI description is needed).

EDIT: Also, I suppose this is a known bug but...The cursor CTH display doesn't change accordingly when using aimed burst/autofire. Have to use the F hotkey to determine CTH. Any word on fixing this?

[Updated on: Sat, 15 January 2011 00:38] by Moderator

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