Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE!
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292672] Mon, 24 October 2011 16:43 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Hehe... well thanks!

But that would rob me of my hard labour! Wink

Report message to a moderator

Sergeant
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292673] Mon, 24 October 2011 16:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3691
Registered:July 2009
Ask smeagol though, he doesn't like it when people release altered versions of his mod without him knowing before.

Report message to a moderator

Captain

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292684] Mon, 24 October 2011 19:30 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
I can inform you that I have a MAM homepage as of now. There you can follow my latest developments:

MAM homepage

[Updated on: Mon, 24 October 2011 19:31] by Moderator

Report message to a moderator

Sergeant
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292703] Tue, 25 October 2011 04:28 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:421
Registered:November 2008
Location: Mars
I kinda missed this whole thing until now. Gotta say.. thiz iz a seriouz sh*t right here, man!
The entire thread was fruitful to read. I hope this will go to main 1.13 trunk soon.
And I really hope the AIMNAS+MAM merge will come up soon too.

Good job.

Report message to a moderator

Master Sergeant

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292717] Tue, 25 October 2011 10:56 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Thank for the positive feedback!

AIMNAS+MAM merge will only happen if agree to it.
And I haven't made up my mind yet.

No offence, but you can always backstab me and steal my work and do it anyway, but it will be kinda hard to implement new weapons with out all my formulas that are stored in my CalcChart.:nails:
I have my secrets well hidden. :shower:

I have nothing personal against AIMNAS, I have played some and it's great. And it is not a competition. But it's kinda hard for the baby dragon to be seen/recognised behind the big daddy dragon.

Get my point. Smile

Thanks though for all your positive comments! Smile




[Updated on: Tue, 25 October 2011 11:09] by Moderator

Report message to a moderator

Sergeant
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292722] Tue, 25 October 2011 12:11 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
Registered:December 2008
Yo MJOne, I did not read the entire thread, quick question, does your system reduce bullet damage based on range e.g. the further a bullet flies, the less damage it will do? If yes, does it account for weapon range? As a 7.62 (or 9mm) fired from a longer barrel will have more energy, fly further and do more damage.

Report message to a moderator

Sergeant Major

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292724] Tue, 25 October 2011 12:25 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:307
Registered:May 2011
MAM Features
Weapon barrel length will increase range since the speed of the bullet will be greater in a longer barrel.

Report message to a moderator

Master Sergeant
Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292727] Tue, 25 October 2011 12:33 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
Registered:December 2008
Neat! The idea is to make the sniper rifles - which have a range greater than the map - more useful as their damage will not decrease (much), hope MJOne included that as well.

Report message to a moderator

Sergeant Major

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292740] Tue, 25 October 2011 16:59 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:421
Registered:November 2008
Location: Mars
I think that cannot be done through xml editting. Coding required, I guess.
What JAsmine said means something different than what you mean, Deiter.

Btw. Since it's not compatible with AIMNAS, is it compatible with just WF maps?

Report message to a moderator

Master Sergeant

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292756] Wed, 26 October 2011 11:08 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
Registered:December 2008
Another thing I though of today, match ammo should improve the accuracy of the rifle and make it easier to hot targets further away, but it should not increase the range of the gun. A 5.56x45 168 grain bullet flies the same distance no matter if it is match grade or not, it will just be almost impossible to hit something at e.g. 1000 yards if the ammo is crap as the deviation will be larger than the target area.

Report message to a moderator

Sergeant Major

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292777] Wed, 26 October 2011 19:28 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:764
Registered:October 2005
Location: Hannover, Germany
Dieter
Another thing I though of today, match ammo should improve the accuracy of the rifle and make it easier to hot targets further away, but it should not increase the range of the gun. A 5.56x45 168 grain bullet flies the same distance no matter if it is match grade or not, it will just be almost impossible to hit something at e.g. 1000 yards if the ammo is crap as the deviation will be larger than the target area.

We did it with the range instead of accuracy for this reason: accuracy in the old CTH system is a flat bonus to hit, which match ammo should not provide at the shorter ranges. Extending range just means that range penalties kick in later, without providing a bonus at short ranges.

I already posted a diagram that shows this a year or more ago.

EDIT: Found it:
http://ja2.h758491.serverkompetenz.net/Starwalker/pictures/Matchrange.gif[/image]

[Updated on: Wed, 26 October 2011 19:32] by Moderator

Report message to a moderator

First Sergeant

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292786] Thu, 27 October 2011 11:20 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
Registered:December 2008
I remember looking at these quite some time ago Starwalker, I really liked them.

Did you work on burst versus full auto as well? Currently it feels aimed short full auto tends to miss more than an aimed burst, or is that just my perception?

Report message to a moderator

Sergeant Major

Re: MAM 2.4.3 - Calculated Damage, Penetration, Tumble characteristics for all calibers ingame.[message #292800] Fri, 28 October 2011 00:44 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:764
Registered:October 2005
Location: Hannover, Germany
Dieter
Did you work on burst versus full auto as well? Currently it feels aimed short full auto tends to miss more than an aimed burst, or is that just my perception?

No, I did not. I do not like the idea of an /aimed/ burst or /aimed/ fullauto.

Report message to a moderator

First Sergeant

Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #293012] Thu, 03 November 2011 01:33 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Darnit!

Im throwing in the towel here, I need your help guys! :heavy:

Maybe you have seen on my MAM homepage that im about to add retail ammo boxes for all ammunitions in the 2.5 patch.
I made a test with the 7.62x54R ammo boxes for every type in that caliber. I made them hold 20 rounds.

They didn't show up in Bobby's even though I added them in the xml editor and in the NPCinventory. So I thought maybe they need a weapon that fits that 20 round box. As a pseudo hidden weapon, just to force the boxes to show up. They didnt show up...

I have no idea why it is so atm, maybe I have forgotten something, does anyone now anything about this?

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #293022] Thu, 03 November 2011 09:37 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
Registered:December 2008
I have not modded XMLs for the ammo boxes myself, however I played AIMNAS and UC-113, which both have lots of ammo boxes, maybe looking at their XMLs can give you a clue how this works. (Just don't use the 500 round ammo boxes, they are unrealistic and also heavy.)

Report message to a moderator

Sergeant Major

Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #293028] Thu, 03 November 2011 11:53 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Thanks Dieter! Smile

Good Idea, I will check that out ASAP! Smile


No I wont, I will add similair ammo boxes as they are in real life like, 50/40/30/10 rounds etc....


Thanks again!

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #293039] Thu, 03 November 2011 15:03 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Hehu!

Looks like I fixed it... and I don't know how. Smile

The ammo boxes had a coolness value of 0, I increased it to 1 and that seems to have done the trick.

Atleast thats all I did. Smile


Thanks anyways!

[Updated on: Thu, 03 November 2011 15:03] by Moderator

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #293059] Fri, 04 November 2011 08:21 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1512
Registered:December 2008
MJOne
Looks like I fixed it... and I don't know how. Smile


Ha, ha, ha, that is ok, as long as it works it will be fine!

Report message to a moderator

Sergeant Major

Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #295539] Tue, 20 December 2011 17:26 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Hi all!

Sorry for not being as active here atm as I used to...

But I have made 6 new ammoboxes today! You can see them here:


MAM Homepage


Have a nice day everyone and thanks for showing interest!
/MJOne

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #295816] Tue, 27 December 2011 21:57 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Added two more ammo boxes today!

You can view them here!


Have a nice day!

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #295828] Wed, 28 December 2011 00:19 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
Messages:723
Registered:February 2011
Location: Estonia,Tallinn
good job Smile
i think your Calculated Damage,
Penetration, Tumble
characteristics for all calibers
ingame should be in official 1.13

Report message to a moderator

First Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #295950] Thu, 29 December 2011 21:25 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Hi everyone!

I hope everyone have enjoyed a good holiday!

They are here!

Here are two new ammoboxes!

Enjoy!

/MJOne

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #295952] Thu, 29 December 2011 22:19 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1430
Registered:July 2006
Location: People riding polar bears...
The 9x18 boxes look more like TV remotes. :coffee:

Report message to a moderator

Sergeant Major
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #295991] Fri, 30 December 2011 16:00 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Thank you PasHancock!

Thats very kind of you to say, well I hope that will become a reality as well!
That would make alot of fuzz alot less fuzzy!

The mega problem now is that a slight change in any of the files like the new 1.13 patch, will make my life a living hell. I have to redo the whole mod. That means, changing every value on every weapon all over again. I won't do that in a while.

Thanks for the feedback!

Have a nice one!
/MJOne

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #296043] Sat, 31 December 2011 19:23 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:69
Registered:June 2008
Does it mean that there's no way to apply MAM to HAM 5?

Report message to a moderator

Corporal
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #296049] Sat, 31 December 2011 20:41 Go to previous messageGo to next message
Soren is currently offline Soren

 
Messages:13
Registered:December 2011
They're compatible. I use MAM 2.4.5 as a base, then slap HAM 5 over that.

Report message to a moderator

Private
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #296475] Mon, 09 January 2012 23:20 Go to previous messageGo to next message
Soren is currently offline Soren

 
Messages:13
Registered:December 2011
Bug Report:
Recently, I've gotten to Meduna, and I believe you've forgotten to change the ammo values for HE and HEAT - my LAWS are useless. Conventional explosives, 40mm Grenades, and hand grenades work, but 5 LAWs rockets later all I have is lots of scrap, and no damage to the tanks.

I believe this is because while penetration values for most ammo and armor values were changed, HE/HEAT was not. Not sure if RPG ammo is also affected, but it probably is.

Report message to a moderator

Private
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #296742] Sun, 15 January 2012 16:06 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
I have not touched HE/HEAT nor any rocket weapons. Sorry. That must be something else.

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #296797] Mon, 16 January 2012 05:57 Go to previous messageGo to next message
Soren is currently offline Soren

 
Messages:13
Registered:December 2011
That's kinda my point - I know you increased the absolute values for armor, and without a corresponding increase in HE/Rocket weapons, they do less penetration than bullets.

Report message to a moderator

Private
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298130] Wed, 08 February 2012 13:56 Go to previous messageGo to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
OK so I installed 2.4.5 and there were some errors when JA2 started, maybe I did something wrong? The following missing properties were added from the build 4870 original files.
Toggle Spoiler


The second problem I encountered relates to hiring AIM mercs. While the property USE_NEW_STARTING_GEAR_INTERFACE is set to TRUE, I don't get any gear kit choices.

Report message to a moderator

Corporal
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298139] Wed, 08 February 2012 15:26 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
At least the options.ini issues are due to MAM being made for previous release 4552. I guess it should be safe to just add the missing options in the ini (they were inventzed with new release 4870) to resolve those.

Report message to a moderator

Sergeant Major
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298154] Wed, 08 February 2012 17:51 Go to previous messageGo to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
This next one may not be a bug but a setting I am not aware of. I just noticed the stats don't appear to show the training/improvement progress now. Also skill training seems amazingly fast despite the settings being JA2 defaults (25). For instance, Danny is completing 1 point of marksmanship training per hour. Similar for Ira who is training leadership. OK, the first point for Danny was after the 2nd hour. IRA & Buns gained a point of leadership after 6 hours. My IMP gained a point of leadership after 7 hours. That still seems fast. Danny can be explained as having progressed from a recent battle. Regardless, there is no indication of training progress.

Oh and resolution is 1024x768. I'll try 800x600.

Nope. Skill and attribute section background is black as night.

[Updated on: Wed, 08 February 2012 21:00] by Moderator

Report message to a moderator

Corporal
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298187] Wed, 08 February 2012 22:47 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
Do check in the _options.ini for something like:
STAT_PROGRESS_BARS_RED 	 = 0
STAT_PROGRESS_BARS_GREEN = 0
STAT_PROGRESS_BARS_BLUE  = 255

If they are all set to zero the progress bar will be displayed black on black ... Wink

Report message to a moderator

Sergeant Major
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298195] Thu, 09 February 2012 00:51 Go to previous messageGo to next message
Blue_Fox is currently offline Blue_Fox

 
Messages:539
Registered:September 2006
Location: Netherlands
Sam_Hotte
Do check in the _options.ini for something like:
STAT_PROGRESS_BARS_RED 	 = 0
STAT_PROGRESS_BARS_GREEN = 0
STAT_PROGRESS_BARS_BLUE  = 255

If they are all set to zero the progress bar will be displayed black on black ... Wink


This is Off Topic, but very interesting Very Happy
Totaly black and you not know how many enemies still to face Smile

Report message to a moderator

First Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298197] Thu, 09 February 2012 01:31 Go to previous messageGo to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
Well I've played numerous times using build 4870, so I have a feel for skill progression and was always checking the progress. After installing MAM 2.4.5 the skill and attribute progress is no longer shown. Seems like a bug or at the very least a configuration problem with MAM. Anyway, my stat colors are:
STAT_PROGRESS_BARS_RED 		= 140
STAT_PROGRESS_BARS_GREEN 	= 90
STAT_PROGRESS_BARS_BLUE 	= 20


Seems there may be some confusion so I captured an image:
http://i880.photobucket.com/albums/ac5/RasterOps/Jagged%20Alliance%202/ja2noProgress.jpg

You'd never know it but a squad of Militia are about to complete training.
http://i880.photobucket.com/albums/ac5/RasterOps/Jagged%20Alliance%202/ja2noMilitiaProgress.jpg

Here's another minor glitch I noticed.
http://i880.photobucket.com/albums/ac5/RasterOps/Jagged%20Alliance%202/ja2lootingDialogAmmo.jpg

I have also seen some ammo types, 7.62x25 FMJ for instance, when placed on the ground appear to be one tile to the NW.

[Updated on: Thu, 09 February 2012 05:57] by Moderator

Report message to a moderator

Corporal
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298264] Thu, 09 February 2012 17:13 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3691
Registered:July 2009
In case your ini is lacking the comments, this is what's supposed to be right above the color settings:
;------------------------------------------------------------------------------------------
; Change the color of the Stat Progress Bars shown on your character's information panel.
;
; The bars can be turned off completely using the in-game Options Menu.
;------------------------------------------------------------------------------------------
The option is on the third column, so click 'Next' to get it.

Report message to a moderator

Captain

Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #298274] Thu, 09 February 2012 18:02 Go to previous messageGo to next message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
Damn... I looked there... I did! I don't know how that got turned off. I even looked again through the entire JA2Options.ini.

I hoped it was something simple. Thanx man... I'm a little embarrassed. It is working now.

Report message to a moderator

Corporal
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #299015] Wed, 15 February 2012 10:27 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
Good it worked out for you RaterOps!


As for MAM 2.5, it is not dead, it's just that I have alot on my plate right now.

It's on ice until I get an opening...

Im sorry that the new patch/build for ja 1.13 is fracking up your game. But it is a hell of a work to fix it. I have to go through almost every item in the game and change all the stats that this mod affects everytime there is a new build. And I just won't right now, Im sorry. It takes weeks.

It would be better though if MAM(the ballistic part of it) was incorporated in the ja 1.13 build.
Would make my work alot easier...

Anyways...

Have a nice one!

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #299030] Wed, 15 February 2012 12:41 Go to previous messageGo to next message
MJOne is currently offline MJOne

 
Messages:100
Registered:March 2010
Location: Sweden
I have now completed all the graphics for the ammoboxes!


MAM Homepage - Development


Now I just have to make them appear ingame... zugh, zugh! Smile

Enjoy!

Report message to a moderator

Sergeant
Re: MAM 2.4.5 - Caliber driven damage, penetration and tumble values - RELEASE![message #299090] Wed, 15 February 2012 22:26 Go to previous messageGo to previous message
RasterOps is currently offline RasterOps

 
Messages:48
Registered:July 2004
Location: Tempe, Az. USA
MJOne

Im sorry that the new patch/build for ja 1.13 is fracking up your game. But it is a hell of a work to fix it. I have to go through almost every item in the game and change all the stats that this mod affects everytime there is a new build. And I just won't right now, Im sorry. It takes weeks.
I understand. I made several changes that I wanted to keep in Weapons.xml and had to merge them with yours. Whew.

Speaking of graphics I also noticed many are too large for the defined display areas and especially in Bobby Rays's shopping screen where they tend to overlap other items.

Report message to a moderator

Corporal
Previous Topic: Graphic problem
Next Topic: Disposable tube launchers
Goto Forum:
  


Current Time: Wed Oct 05 14:33:47 EEST 2022

Total time taken to generate the page: 0.02204 seconds