Home » MODDING HQ 1.13 » v1.13 Feature Requests » Advanced randomization for items (mapping)
Advanced randomization for items (mapping)[message #310581] Mon, 24 September 2012 16:23 Go to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
When creating or editing a map, we have the possibility to add items which might not always appear, but have a certain possibility to appear (1-100%).

Example:
in sector A13, at gridno 9566, there is a 50% chance for a a .38 s&w to lie on the ground. If this pistol will be there or not is decided when the map is loaded for the first time. In about every second game, there will be this certain pistol there.

What I imgagine is, that this system could be improved by making it a bit more complex:

Idea:
Have a certain possibility for an item to appear and if the item appears, it is randomly picked from a certain pool of items.

Example:
in sector A13, at gridno 9566, there is a 50% chance for a pistol to lie on the ground. If the pistol will be there or not is decided when the map is loaded for the first time. In about every second game, there will be a pistol there. IF a pistol is there, there will be a 25% chance for it to be either a .38 s&w, a .357 barracuda, a beretta 92F or some sig-sauer.

Conclusion:
This more complex system would allow modders to create maps with more diversity. It could add a lot to the replay-value of the game.

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Master Sergeant
Re: Advanced randomization for items (mapping)[message #310585] Mon, 24 September 2012 19:04 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Not to derail, but I have a related question: it would be nice if we could edit those items and the percent chance that they appear. I'm sure some modders out there know how to do that, right?

JAsmine
Conclusion:
This more complex system would allow modders to create maps with more diversity. It could add a lot to the replay-value of the game.


Completely agree about replay value. I might be interested enough to actually bother scavenging in the towns. It would give an even bigger replay boost to the "live off the land" crowd (I don't usually bother scavenging because it's faster to just get more game progress and buy from BR).

Really, it would be even better if we could break it down by item type and coolness factor. Example: 25% chance of coolness X weapon in a Alma gun locker, 20% chance of coolness X misc gear in some storage box in Grumm, etc. where X is determined by game progress.

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Sergeant 1st Class
Re: Advanced randomization for items (mapping)[message #310594] Mon, 24 September 2012 20:25 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Hell, with that feature we could even have an official in-game "live off the land" mode where BR is disabled and these percentages are increased proportionally to difficulty level.

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Sergeant 1st Class
Re: Advanced randomization for items (mapping)[message #310598] Mon, 24 September 2012 21:32 Go to previous messageGo to next message
Flugente

 
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I know for a fact that a certain someone (not me) has already been planning something like this, and even started coding. Hopefully he'll see this and feel invigorated enough to finish it Smile

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Captain

Re: Advanced randomization for items (mapping)[message #310603] Mon, 24 September 2012 22:56 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
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Registered:May 2011
Good to hear that someone is working on this feature. Smile

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Master Sergeant
Re: Advanced randomization for items (mapping)[message #310687] Wed, 26 September 2012 23:42 Go to previous messageGo to next message
Flugente

 
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... Or not. He had a hdd crash and lost his code. I've taken the liberty of adopting this project. First tests are sucessful. Depending on progress and rl issues, I might release this next week.

Important note to modders: This feature will require certain item numbers (like, say, 1700 - 1800) to be fixed. This means that these are 'random item placeholders'. You place them in a map, and upon loading that map, they are replaced with items depending on a xml.

It will also be possible to simply add these items to the enemy item selection, and then generate items from that xml on a soldier. This will both allow much more than 50 guns per progress level, but also much easier finetuning.

If you, say, set up a random item class 'FN guns from pre-2000', you could place that class in maps - it'll always be FN. Or allow the enmey to onyl select FN guns etc..

It'll also be possible to combine classes this way. I'm sure you get the idea.

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Captain

Re: Advanced randomization for items (mapping)[message #310693] Thu, 27 September 2012 04:28 Go to previous messageGo to next message
sorca_2 is currently offline sorca_2

 
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Wow, awesome work, Flug.

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Sergeant 1st Class
Re: Advanced randomization for items (mapping)[message #310711] Thu, 27 September 2012 18:59 Go to previous messageGo to next message
Wil473

 
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Flugente
Important note to modders: This feature will require certain item numbers (like, say, 1700 - 1800) to be fixed. This means that these are 'random item placeholders'. You place them in a map, and upon loading that map, they are replaced with items depending on a xml.


Is it possible to introduce a new itemclass and classindex to link to the XML(s) supporting this feature? If only to avoid the use of hard coded item indexes?

Otherwise is 1700-1800 the final index range that needs to be fixed/avoided by ordinary in-game items? I was about to start resorting items for v4.xx when this came up, so if it is necessary to have more fixed item indexes (like for NIV) this is actually good timing for me as the "plan" can always be changed. EDIT: I'm still trying to figure out where to put food and clothes items.

[Updated on: Thu, 27 September 2012 19:02] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310745] Fri, 28 September 2012 18:10 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Sorting in the XML editor is a real pain btw (changing around explosives screws up everything, Merc gear kits don't get updated, maybe even more like that...), I asked JMich to make a fix for it at some point, but his hdd crashed badly iirc. :/ Might take a while for that to actually happen...

The chosen numbers for the random items might be a bit odd as well... but oh well...

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310746] Fri, 28 September 2012 18:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Why do you want to fix the numbers again? Technically, it's just tag'em and lookup what they do - the only reason for fixed indexes was cross-compatibility, right? I.e. Modders agree that the items from index N to index N+M are random and then AR maps, WF maps, ... will work with AFS, AIM, ... without finding .338 machine guns in Omerta.

[Updated on: Fri, 28 September 2012 18:16] by Moderator

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Captain

Re: Advanced randomization for items (mapping)[message #310748] Fri, 28 September 2012 19:03 Go to previous messageGo to next message
Wil473

 
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Building on the last reordering, I set things up so that Explosives and UC-1.13 Gear Kits shouldn't be messed up too badly. I've already moved guns and ammo to index 2001+ in my plans, this frees up room for plenty of items to make use of all the new features that Flugente's added, including a large block reserved for item randomization (presuming it is still 1700-1800).

So from what I'm reading, Advance Randomization, may also be used within XML's as well? There was mention of being able to use it to overcome the 50 item per coolness level limit in Enemy Gun Choices.
Does this mean that we can for instance use these items in Merc items so every new game, mercs may have different items? ie. Random LBE assignment to AIM & MERC mercs.

[Updated on: Fri, 28 September 2012 19:19] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310754] Sat, 29 September 2012 00:45 Go to previous messageGo to next message
Flugente

 
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The fixed numbers are indeed needed for compatibility reasons. So a mapper M places item #1700 in the map.

Then modder A says, vis his xmls: Ok, #1700 is a random item in my map. It references 'vanilla handguns'. So in this case, #1700 refers to items #1 to #8. When loading the map with A's xml, a radnom handgun (#1 - #8) spawns.

Modder B however, says #1700 is a random item, but it references 'AKs' in his mod. He can set up those numbers however he likes.

Note that it will also be possible to check for coolness/game progress here, as well as giving a random item a bonus/malus to coolness.

The important thing here is that a mapper can only place random items, but the selection of the 'real' items only happens when loading the map ingame. At that exact point, the game has to know that #1700 is in fact a random item an needs to be replaced accordingly. If you move your items inside your xml, and #1700 ends up being, say, a steel helmet, then all the items the mapper intended to be random gun-placeholders will end up being steel helmets.

This also enforces the mapper to always use the same item numbers in his maps, otherwise they are incompatible.

Note that the '1700-1800' was just a example. I honestly have no idea on how many random item 'classes' we'd need for vanilla for example. Thing is, I'd like these numbers to be constant in every mod that uses this - and I'd like them to be consecutive. 1700 is just the next free 'nice' number in GameDir.

Random items can reference other random items, basically. I currently build a list of up to 200 allowed items to choose from (can easily be changed, though). So one could make lists like 'HK ARs', 'FN ARs', 'Colt ARs' and link them together to 'NATO ARs' etc. Should also be possible in enemy item selections. Not exactly sure about mercs (because of the display on the websites, but shouldn't be too much of a problem).

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Captain

Re: Advanced randomization for items (mapping)[message #310793] Sun, 30 September 2012 22:58 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
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Update: The random items feature is ready to go. I'll propably commit it today or tomorrow.

What I will not commit will be randomized starting gear for our mercs. I am a bit unsure if that would really be advisable... at least in vanilla 1.13 there isn't enough LBE to really justify this, as the wrong LBE can leave you usable to carry your starting inventory, which looks really odd.

A much bigger problem is that, as I see the code after a quick glance, the AIM/MERC starting gear on the websites is read from the data read from the xmls. If I randomize upon reading an xml, the dsipalyed gear will differ each time you start your game exe. The alternative, creating upon hiring, would be equally wacky, as then you'd have no idea what equipment you are buying :heavy:

Apart from that, everything seems to work as promised.

IMPORTANT NOTE: I will provide a example xml data for this. However, as stated before, I do not know how many 'random item classes' we will need to, say, randomize the vanilla maps. The '100' was a wildshot. THIS IS THE POINT WHERE A MAPPER'S/MODDER'S INSIGHT IS VERY VERY WELCOME. If we really roll this out, every mapper and modder must use the same numbers in order to achieve compatibility. I personally don't care which numbers to use ( but am not looking forward to generate legions of item dummies to move this to higher numbers).

Luckily, a few of the currently most active modders have already found this thread :party:

To explain how the stuff will work:

We add an item like this to Items.xml:

	1623
	random item number 1
	random item 1
	If you can read this, Flugente propably didn't catch a certain way to create items. Go and report your antics to him!
	random item 1
	NO DESCRIPTION NECESSARY.
	268435456
	1
	2
	1		
	9
	8
	13
	90
	1		
	4                                        <--- reference to random item class 4
	6  <--- add +6 to the curret coolness, this way, we can spawn cooler items than currently allowed according to progress
	
	
	



RandomItems.xml looks like this:
...

	2
	vanilla handguns
	0
	0
	0
	0
	0
	0
	0
	0
	0
	0
	1
	2
	3
	4
	5
	6
	7
	8
	0
	0

...

	4
	test: random guns
	2
	0
	0
	0
	0
	0
	0
	0
	0
	0
	768
	769
	770
	771
	772
	773
	0
	0
	0
	0

...


As you can see, item #1623 is a random item that references RANDOMITEM #4. This one includes a few guns (768-773) and also references RANDOMITEM #2, which are the vanilla handguns.

This way, you can create whole 'libraries' of items in RandomItems.xml and 'link' them together. You can also reference other random items (note that a random item can be added only once in our search, after that its ignored to prohibit looping). When 'dereferencing' a random item, up to 200 items can be selected. That puts the theoretical maximum of enemy gun choices to 10K per level :moosegrin:

So yeah, post thoughts/criticism/etc..

[Updated on: Sun, 30 September 2012 23:00] by Moderator

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Captain

Re: Advanced randomization for items (mapping)[message #310796] Sun, 30 September 2012 23:53 Go to previous messageGo to next message
Slax is currently offline Slax

 
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Bobby Ray's order list : (Enter suitable nationality here) Military Surplus Crate
"We received a bunch of these and decided to do sell them as Halloween specials! What will you get? Trick or treat! Crowbar not included."

Fun idea, hm? Very Happy
A kind of way to bring back Deadly Games item purchasing. Rusty old Mosin Nagants or a modern AK, who knows?!

Be nice to see some alternatives to Bobby Ray's too, of course. Hint hint, nudge nudge.

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Sergeant Major
Re: Advanced randomization for items (mapping)[message #310797] Sun, 30 September 2012 23:57 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
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Update: as of r5594 and GameDir r1544, this feature is in the trunk. For an example, I sorted our assault rifles in in RandomItems.xml. It works like stated above: I sorted them by manufacturer, so for example 'HK assault rifles' has a bunch of ARs, and also references the G36 and XM-families.

Items.xml has two new entries: #1623 spawns a random NATO AR, while #1624 spawns a random WP AR. Both have a varied coolness modificator, just so you see how that works.

Of course, from a modders perspective, it would propably be better to sort ARs by caliber/coolness/range/whatever. But I think you'll get the idea.

Place #1623 and #1624 in a map, and see what spawns upon loading. Or assign them to EnemyGunChoices.

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Captain

Re: Advanced randomization for items (mapping)[message #310798] Mon, 01 October 2012 00:00 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Slax
Bobby Ray's order list : (Enter suitable nationality here) Military Surplus Crate
"We received a bunch of these and decided to do sell them as Halloween specials! What will you get? Trick or treat! Crowbar not included."

Fun idea, hm? Very Happy
A kind of way to bring back Deadly Games item purchasing. Rusty old Mosin Nagants or a modern AK, who knows?!

Be nice to see some alternatives to Bobby Ray's too, of course. Hint hint, nudge nudge.
Yes, but you have to purchase the keys for the crates with real money ... oh wait, wrong game Very Happy
EDIT:
Although that brings me to a valid question: Does it work as a merge result? Like 'Sealed Gun Crate' + 'Crowbar' => 'Random Gun' + 'Crowbar'?

[Updated on: Mon, 01 October 2012 00:02] by Moderator

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Captain

Re: Advanced randomization for items (mapping)[message #310799] Mon, 01 October 2012 00:12 Go to previous messageGo to next message
Slax is currently offline Slax

 
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Quote:
oh wait, wrong game

"This AKM is pimped out with... Christmas ornaments. And it glows in the dark. What the hell?!"

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Sergeant Major
Re: Advanced randomization for items (mapping)[message #310800] Mon, 01 October 2012 00:13 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
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Having random items as a result of a merge does not yet work correctly, but will be easily doable. Yes. You will be able to combine items to get unknown results.

In that way, it's like me cooking.

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Captain

Re: Advanced randomization for items (mapping)[message #310802] Mon, 01 October 2012 01:25 Go to previous messageGo to next message
Wil473

 
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So as a checklist of what items can be randomized:

Map placed items (ground) - yes
Map placed item (units) - yes?
EnemyGunChoices.XML - yes
MercStartingGear.XML - no
Merges.XML - soon?
Item_Transformations.XML - ???


I'm good for Index 1700-1800, or even up to 2000. V4.xx moved the weapons range to 2001-3000, and ammo is 3001- last item. Now we need Smeagol, Buns, IoV's current rep, et al's input on the range.


EDIT:
Forgot one in the list, can random items be used as default attachments (items.XML)? ie. a gun is created in-game (via any or all mechanisms: map placement, Bobby Ray's delivery, enemy gun assignment, or merchant) and it has a randomly assigned scope.

[Updated on: Mon, 01 October 2012 02:41] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310825] Mon, 01 October 2012 19:42 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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If xml sorting gets more reliable I'm fine with any number.

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310832] Mon, 01 October 2012 22:46 Go to previous messageGo to next message
Flugente

 
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Merges and Item transformations also work, just did that. I haven't yet placed guns in the Map Editor (I don't know how that works), but random items should work there as well.

Also, if the item selected to spawn is pure food, and the food system is off, it will not spawn. This makes it possible to place loads of food in maps without having a bunch of useless items if playing without food.

Note that if you add random items to the enemy gun and item choices, it would be wise to make results possible. If no legal item can be found (empty lists, or currently, coolness is too high), then no item will spawn. An exception is guns, if no gun is found, the enemy gets a Glock 17.

For example, if you use the random ARs I provided in Omerta for enemy gear, they won't get them, caue those ARs are too cool. Either use them for higher progression, but 'uncooler' items in there, or increase their .

Note: I consider this to be pretty much finished. I have also provided examples on how this works. I will not fill in all values for the trunk and for the vanilla maps. I consider that the work of modders or other voluntaries. For example, sorca_2's analysis of the current guns practically highlights him as a very good choice to categorize weapons into similar categories. :sign:

[Updated on: Mon, 01 October 2012 22:47] by Moderator

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Captain

Re: Advanced randomization for items (mapping)[message #310833] Mon, 01 October 2012 23:34 Go to previous messageGo to next message
Wil473

 
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Just a clarification, so the index's and number of random item indexes is not hard coded, as they are pointers towards a new support XML.

The 1700-1800 was basically a suggestion - the item & map modders (ie. those of us who cannot code) will have to work out a system that is generally compatible with one another? ie. future Alrulco Revisited being able to use v1.13 stock, AFS v4.00+, or a map free version of AIMNAS, as item xx01 always will yield a 9mm pistol, xx02 yields a LMG, and xx03 yields an armour vest...

[Updated on: Mon, 01 October 2012 23:35] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310834] Mon, 01 October 2012 23:47 Go to previous messageGo to next message
Flugente

 
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Yes. The only thing that has to be 'hardcoded' are which items are random items.

Yes. I strongly recommend modders/mappers to decide which item indexes are for what. If, say, mappers say #'1735 is for armour vests', then modders simply have to have that random item entry, and can map it to their own random vest selection.

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Captain

Re: Advanced randomization for items (mapping)[message #310835] Tue, 02 October 2012 00:03 Go to previous messageGo to next message
Wil473

 
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For my own purposes, I am interested in using this to eliminate a lot of the item copies found in the original 350 and my indexing scheme. This feature will allow for a simple one for one substitution so that DL-1.13's item 1 points to the Walther P99 (I think this is item 1), and UC-1.13's item 1 produces a sawed off shotgun. Each of my projects will have different definitions for those items, but otherwise will be more or less identical (except for special items in NPC inventories). That said, I'm rather sure nobody else is wanting to apply this feature to the low indexes.

I actually have not started work on reordering things yet and will not be able to do so until Thursday. Smeagol, what is your last item in use right now? I'm already planning of reordering everything so I might as well build around the mod with the highest index in use already. (Note: if any other mod has a higher index in use than AIMNAS please advise).

Once we figure out where the common range can be put without forcing anyone who doesn't want to reorder items around, we can hammer out what specific random item indexes will do.

[Updated on: Tue, 02 October 2012 00:05] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310836] Tue, 02 October 2012 00:29 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
If you guys (item modders) haven't started sorting your items maybe it's a good time to discuss amount of random items. This feature is way too much useful and one day you may regret it's limited @ 100 random items.

tl;dr: 64k ought to be enough.

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First Sergeant
Re: Advanced randomization for items (mapping)[message #310837] Tue, 02 October 2012 00:33 Go to previous messageGo to next message
Flugente

 
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It isn't limited at all. The 100 was just a random guess by me at the beginning, and propably way too low Smile

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Captain

Re: Advanced randomization for items (mapping)[message #310838] Tue, 02 October 2012 00:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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I have at the moment something like 2.8k entries (with around 200 random nothing items in between due to stuff I kicked out). Thus with a sorting mechanism, that would allow deleting of these nothing items when they are at the end of the list I could probably cut it down to around 2.6k items. I'm still adding a few items here and there on a daily basis, to fill out the gaps. But I really would like to reorder all items (except those 350 in the beginning obviously), but as I said earlier, with the xml editor as it is right now, this is basically not possible for me right now.

I don't know how many random items would be advisable, but 100 seems quite low indeed. One prob is that the editors (map editor and xml editor) get slower with each item added and probably also the game gets slower (sector inv lagging, anyone?). So having something like 1k entries for random item entries might be overdoing it a bit... dunno.

Btw... probably a bad idea, because it would make coding way more difficult... but wouldn't it be possible to have them in an entirely new xml instead of items.xml?

Also an idea I had today would be a chance modifer for items to show up at Tony's (make some stuff more common and others more rare, not related to coolness).

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310839] Tue, 02 October 2012 01:02 Go to previous messageGo to next message
Flugente

 
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Hmm. Not sure about sector inventory lagging, I always assumed it was because of the number of items in a sector, not the size of the Item[]-struct (its always at size ~16K, regardless of defined items).

Well, there already is a new xml. I assume you mean a kind of new items, which spawn regular items but do not appear in our beloved Items.xml. Kinda like ActionItems... I deem that possible (but then again, I never deem anything impossible), but the amount of work is huge. Not mentioning that it would require some twisted, insane hacking in the editor, and in ancient code that begs to cause errors. Forget it. I'd rather repair NCTH and implement the New Magazine System. About the same amount of work, to put in perspective.

Problem with items in shops, or on the websites, is that the item's iamge is shown before the item really 'exists' gamewise. This results in the item you see and buy not necessarily being the item you receive. No problem compatibility-wise, as that is in xmls anyway, but I get your point.

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Captain

Re: Advanced randomization for items (mapping)[message #310840] Tue, 02 October 2012 01:07 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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In particular, the lagging is caused by one function that cross-checks every item for ammo and attachment compatibility. Commenting that out removed any and all lagging - sadly, I couldn't identify an analogue function for the merc inventory in strategic view - it suffers along with the sector inv but uses other (possibly distributed) functions.

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Captain

Re: Advanced randomization for items (mapping)[message #310841] Tue, 02 October 2012 01:29 Go to previous messageGo to next message
Wil473

 
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Before, I simply moved the guns and ammo past 2000 to make room for the random items (and all the misc classes of other stuff), I was already pushing past 3k items. I wanted to put ammo at the end because that is where the most item index inflation is occurring (shakes angry fist at Wolf00).

The problem with random items is that the number of possible combinations exceeds the base items (exponentially?).

In my current scheme, 1000 slots in a solid block are devoted to weapons (guns), 1000+ also in a solid block are devoted to ammo. I'm going to guess that the random item indexes will probably comprise the next largest block (well perhaps the place-holder guns I have to assist BR ammo sorting will take up more).

As both Smeagol and myself are looking at the hell of resorting items in our respective mods (I've got the "luxury" of starting with a mod that doesn't have Gearkits to worry about, but then need to fill them in for AFS/DL-1.13), how about agreeing on earmarking 1701 - 2000 for this feature, that gives us 300 random item lists.


Incidentally, my thoughts on New Magazine System have always been to use it as a means to cut down on item indexes - if you are working on a NMS of some kind, you may be able to solve the problem of where to put the Random items by eliminating the Old Magazine items. v1.13 has a nearly continuous block of ammo items from 351- 591 (one gun, and the four NIV hard coded items). NMS as last discussed would have resulted in the elimination of OMS (replaced by pseudo-OMS where NMS was made to function like OMS).

EDIT: needing no coding, but possibly upsetting to anyone still using them, the old coated/treated pseudo NAS armours are indexes 1100-1169.

[Updated on: Tue, 02 October 2012 01:41] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #310842] Tue, 02 October 2012 01:41 Go to previous messageGo to next message
Flugente

 
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It was a bit of irony on my side. While a full working NMS would be awesome, and I have a pretty detailed concept for it, the sheer, insane, mind-boggling amount of coding does not justify the meagre gains by it in my view.

Same thing for NCTH. The only person capable or finishing it is Headrock himself. Anyone else attempting it, however efficient she/he will be, will enrage hordes of forum people. Seemingly anyone has an opinion on how NCTH should work, and lots of those people get angry if they feel the repair goes in the wrong way. It would result in NCTH spawning N-NCTH, with different factions fiercely defending their 'true' NCTH Smile

The above statements was to show how much I'd dislike implementing smeag's alternative random items, not to state I will work on NMS Smile

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Captain

Re: Advanced randomization for items (mapping)[message #310843] Tue, 02 October 2012 01:50 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
We all know 'insane amount of coding' for you means spending 2 nights on a single feature instead of just one Razz

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Captain

Re: Advanced randomization for items (mapping)[message #310945] Fri, 05 October 2012 14:00 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
He also said "mind-boggling", plus I like Flugente, and I am scared of his mind being boggled, at least not until he releases his WH40k mod, hehe. Very Happy

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Sergeant Major

Re: Advanced randomization for items (mapping)[message #310946] Fri, 05 October 2012 14:08 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You haven't met the guy, 'mind-boggled' is the default setting he runs on Very Happy

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Captain

Re: Advanced randomization for items (mapping)[message #310948] Fri, 05 October 2012 14:11 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
"Default Setting" - I love it!!

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Sergeant Major

Re: Advanced randomization for items (mapping)[message #316140] Sun, 10 March 2013 19:09 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
First test of the Random Items did not go to plan - all the Random Item items used to arm the hostile Gun Runners (Hicks) in Urban Chaos B12 appeared in-game, instead of being converted into "real" items per the list (spent the last three days filling that in).

- revision used in tests JA2_5908.exe
- used same revision 5908 Map Editor to place Random Items into the Civ faction's inventory
- allowed faction to go hostile and run a few turns before using cheat code to kill all and examine inventory (knew something was wrong when this hostile faction would not attack visible mercs)
- Random Items are appearing under correct class in both Map Editor and XML Editor (existing 102, as well as one where JMich fixed the disappearing random item definition problem I reported earlier)

EDIT: note, civ factions must be armed individually via the map editor, and I basically wanted the Gun Runners in B12 of Urban Chaos to be armed mostly with a random assortment of .30 Carbine guns and a few SBR's. All but a handful of the Gun Runners used Random Items to supply main weapon.

[Updated on: Sun, 10 March 2013 19:12] by Moderator

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Lieutenant

Re: Advanced randomization for items (mapping)[message #316142] Sun, 10 March 2013 20:07 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Hmm. Please clarify: As I understand, you gave them random items in he map editor, but when they are killed ingame, they have the random items themselves, not the items that should be spawned from them?

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Captain

Re: Advanced randomization for items (mapping)[message #316144] Sun, 10 March 2013 20:21 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Flugente
Hmm. Please clarify: As I understand, you gave them random items in he map editor, but when they are killed ingame, they have the random items themselves, not the items that should be spawned from them?


Yes. Not too sure if I can provide a save game as my first use of random items is in the re-population of Urban Chaos maps for UC-1.13 v4.xx. The random item definitions have not been back-fitted to AFS yet.

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Lieutenant

Re: Advanced randomization for items (mapping)[message #316175] Mon, 11 March 2013 12:14 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Sorry for my misunderstanding.I have a question about all this stuff.
1.13 mod is a very good mod,but it lacks some balance in weapons.1.13 mod have a huge number of weapons(really guys maybe it is time to not add any new weapons to game?because it already huge number of this).So,with such huge number of weapons we have not good balance in appearing of weapons in game during campaigh.I give you an example:Player start mission(for example on impossible difficulty and normal progress of weapons) with progress game 0/0(alternaive game progress is turned off for default how i know,yes?).He take drassen,loot from enemy soldiers is very crap(weapons of coolnes 1-2,then player take sam site(game progress from 5/5 to 10/10,loot from enemy still around 1-3 coolnes level,but in boxes in sector player can find few good sniper rifles or any other good stuff not related to game progress(or stuff really beyond of game progress).Even after drassen attack from enemy or for example player decide to capture another city for example chitzena with game progress around 10/10 to 15/15 enemy will have a very big advantage of weapons not related to game progress.So player can capture few cool weapons of coolnes level 5-7 in very early stage of the game
and use it till end of mission(because such cool weapons use ammo like 5.56 7.62*51 and etc)So,game balance with weapons really busted and it really need to fix.

My question is:this Advanced randomization will fix such troubles of appearing stuff\items,weapons of not related to game progress?

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Master Sergeant
Re: Advanced randomization for items (mapping)[message #316267] Thu, 14 March 2013 23:59 Go to previous messageGo to previous message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
1.13 only gets new guns when they are used to showcase some new ability. Apart from that, the trunk is pretty closed to more guns. Advanced randomization's primary goal is to allow for maps to be independent of xml items. Wether or not that is balanced is up to the modder filling the entries with his items.

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Captain

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