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Re: AIMNAS Map Screenshots[message #341725 is a reply to message #341583]
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Sun, 12 July 2015 23:52
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SharkD |
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Messages:352
Registered:July 2003 |
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Wow, great work! Can't wait until it's done!!
M16AMachinegun wrote on Thu, 19 March 2015 00:26Whyyyyyy did you save that as a .jpg
Still, holy crap i can't wait for this mod to be completed! fantastic work!
I agree. PNG would be better.
[Updated on: Sun, 12 July 2015 23:54] Report message to a moderator
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Master Sergeant
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Re: AIMNAS Map Screenshots[message #343816 is a reply to message #343815]
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Thu, 21 January 2016 22:30
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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I understand it is actual hard work to make new animations -- but there might be somebody willing to try if there was a comprehensive and concise how-to available showing how to do it. What is tedious to one person is enthralling to another.
OTOH, adding more of the existing vehicles must be a lot less work, and again, a how-to would be appreciated. I know that I shy away from some things simply because I dread the prospect of the days/weeks long trial and error routine, only to find out at the end it was a very simple thing all the time that, if I had a how-to, I could have finished easily.
For example: let's say I want to add a humvee to the Alma military base, or to the Alma garage (being repaired -- and having to be repaired by the Player if he wants to use). Is it simply modifying the tileset to include the humvee, adding another humvee 'character' to the MercProfiles & related XMLs, and placing it on-map? Or is there something else that needs to be done?
EDIT: And WHERE are the other vehicles? The El Dorado, the Jeep . . . I'm pretty sure I've looked at every map sector in the MapEditor, and I don't think I have ever seen them. Nor have I encountered them in my playing time.
[Updated on: Thu, 21 January 2016 22:33] Report message to a moderator
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Re: AIMNAS Map Screenshots[message #343830 is a reply to message #343816]
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Sat, 23 January 2016 14:35
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CVB |
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Messages:129
Registered:September 2014 Location: Berlin |
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edmortimer wrote on Thu, 21 January 2016 21:30I understand it is actual hard work to make new animations -- but there might be somebody willing to try if there was a comprehensive and concise how-to available showing how to do it. What is tedious to one person is enthralling to another.
I think there are some mutually reenforcing reasons, a Catch22 situation:
On one hand, there are only four sets of vehicle animations. So there is little incentive for programmers to invest a lot of effort in fleshing out the details in vehicle operations.
On the other hand, the number of vehicle slots is limited to six, four vehicle types already exist. So there is very little potential usage for more vehicle animations, and many people refrain from learning new skills with such limited use. Additionally, vehicles basically differ in just one stat: the number of passengers. They all use the same generic fuel (the Hummer's diesel and the Eldorado gasoline engine) at the same mileage, drive at the same speed over the same roads (except for the Hummers limited off-road capability, which seems hardcoded as it has the same movement type as all the others in the xml), they all have the same sized trunk, need the same amount of maintenance... There is the armour type that can be set, but that does't seem to work, otherwise the Hummer would have the same armour as a tank.
If I want any differences, I can set the Eldorado at 2 passengers, the jeep at 4, the Hummer at 6 and the truck at 8. What gap needs to be filled by new cars?
If there were more aspects to vehicles, I would be willing to create a couple of animations for different types, but why create a container truck if it will have the same storage capacity as an Eldorado? Why a sportscar if it moves at the same speed as the ice cream truck?
Then there is game balance. Any vehicle put in the game can be used by the player. There are no consequences when you requisition any car you find, doing otherwise would need modifications to scripting (such as the Hummer/Dave situation where you are blocked from entering the Hummer unless you pay for it).
Quote:OTOH, adding more of the existing vehicles must be a lot less work, and again, a how-to would be appreciated. I know that I shy away from some things simply because I dread the prospect of the days/weeks long trial and error routine, only to find out at the end it was a very simple thing all the time that, if I had a how-to, I could have finished easily.
I'm just working on putting some more vehicles into the game (only existing types ATM). If you like, I can translate and tidy up my notes and put them online. Would you review them and check for completeness before I release them?
Quote:EDIT: And WHERE are the other vehicles? The El Dorado, the Jeep . . . I'm pretty sure I've looked at every map sector in the MapEditor, and I don't think I have ever seen them. Nor have I encountered them in my playing time.
They are in the game resources, but were not included in any map in the vanilla game. WF 6.07 maps seem to have them, the jeep at A10, the Eldorado at Kingpin's place
[Updated on: Sat, 23 January 2016 14:55]
Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. PournelleReport message to a moderator
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Sergeant
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Re: AIMNAS Map Screenshots[message #343833 is a reply to message #343830]
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Sat, 23 January 2016 16:42
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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Thank you for that detailed response, CVB, I appreciate it.
I am aware of game balance issues regarding available assets, and I agree with your assessment on the absence of distinctions between the vehicles. In Arulco Vacations I am seeking a different game balance than the 'traditional' JA2 style -- less linear, more open, less game-like, more realistic. That said, I am also aware that v1.05 needs more balancing. There will be balance issues addressed in the next patch, as well as bug/glitch fixes (and new features). As for vehicles -- short of making new quests the additional vehicles will need to be more difficult to obtain. That said, at the moment I'm thinking that means the sectors where they will be found will be more difficult to occupy and maintain than they are now. I'd love to get into scripting, but that is another area with very limited information available so I haven't done anything with that yet.
Yes, I'll review your notes on vehicles before you put them online -- no problem, yo, I'll use them to add the El Dorado & Jeep.
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