LLP Peter[message #311379]
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Mon, 22 October 2012 05:59
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Buggler |
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Messages:211
Registered:November 2009 |
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LLP (Buggler's Lilliputian Project)
121022 Adams r5636
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A.I.M. Announcement
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While certain center thinks they are offering on par services (or even outperforming us in almost every aspect) *cough!*, we honestly think otherwise.
Action speaks louder than words. We left them in the dust.
The White Asian
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[Updated on: Wed, 01 April 2015 15:06] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #313815]
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Thu, 03 January 2013 05:24
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Buggler |
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Messages:211
Registered:November 2009 |
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130103 Chicago r5755
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Interim Radarmap Creation Fix for Big Maps
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- interim fix for radar map sti creation based on DBrot bigger overview code; only works when map editor resolution >= 1680x1050 & map size <= 360x360
- will revert to old radarmap generation (top left 160x160) if condition not satisfied due to current code limitations
(Superseded by Kriplo's r6652 fix, lifting the above arbitrary restrictions.) :thumbsup:
AIMNAS B13 bigmap:
RoWa21Is it possible to generate proper radarmaps independent of map editor resolution & map size? Yes, it's definitely possible but beyond my skills atm.
To coders who want to take a stab on creating an elegant solution: Done by Kriplo
Toggle SpoilerCurrent code uses the overhead map video buffer to generate radarmaps. So WYSIWYG for radarmap generation. E way to go abt it is to bypass e overhead map code (new code needed) by using e actual map instead of the overhead map n dynamically resized it to e radarmap resolution by using e 'world_row' value.
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Illustration:
Old Code
2-step Process. Actual Map -> Overhead Map video buffer (what's visible, top left 160x160) -> Radarmap
Added Code
Same process but on >=1680x1050 using DBrot's overhead code (360x360 Overhead Map video buffer can b made visible)
Solution
Actual Map -> Radarmap
[Could possibly modify the code that does Actual Map -> Overhead Map video buffer but uses the entire map data instead of what's only on the video buffer (blitting).]
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[Updated on: Wed, 01 April 2015 15:07] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #313999]
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Tue, 08 January 2013 09:01
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Buggler |
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Messages:211
Registered:November 2009 |
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130108 Denver r5779
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Bobby Ray's Announcement
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After listening to our valued customers' feedback, we have improved the experience in viewing our gun porn (ahem, we mean catalog) to be a more pleasurable affair by providing more upfront at no cost!
Below r a sample peek of e newly-arrived statistics:
And of cos, visit our website to view them in full details.
Yours truly,
BS
(your personal) Bobby Ray's Backroom Specialist
P.S. Oh, do ask ard (but not me) on how to hav more Russian beauties, Asian exotics, saucy Caribbeans or just more of the same vanilla models to be offered at our store. We do keep a few (uhhhhhh, how should we say...) 'vintage' ones too, solely based on customers' requests.
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[Updated on: Wed, 01 April 2015 15:10] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #314354]
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Fri, 18 January 2013 09:34
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Nice stuff! I like what I'm seeing here, very useful info both for the gearkits & BR's!
[Updated on: Fri, 18 January 2013 10:13] by Moderator Report message to a moderator
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Master Sergeant
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Re: LLP[message #315037]
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Fri, 01 February 2013 04:26
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Buggler |
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Messages:211
Registered:November 2009 |
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130201 Frank r5827
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SirOS Email Client Announcement
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We know that checking email is not ur thing & ur fondness of aiming only lies w moving targets.
Now, u can do them blindfolded or in e midst of 'coffee sipping' w ur adversaries.
- When viewing mail messages, 'left-click' to close & 'right-click' for delete mail prompt within e message region
the devolutionary team
Tip of e day: Do u know u can 'right-click' for e delete mail prompt at email homepage too?
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[Updated on: Wed, 01 April 2015 15:12] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #315788]
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Thu, 28 February 2013 04:57
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Buggler |
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Messages:211
Registered:November 2009 |
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130228 George r5877
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??? Announcement
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This was what happened many nights ago....
*****
Mysterious Voice (MV): Hey, hey can you hear me?
Protagonist (P): mmmmmhh.... Could we talk later? It's not even daylight.... (falling asleep again)
MV: I like what you did for your website. Need your expertise to help mine too.
.
.
.
P: Can't you find someone else... I still wish to slee...
MV: Oh, they definitely can do it in a snap. But, you know... they are either very busy meddling w some good deeds or sparring w some hellish beings.
.
.
P: (groggily) okie, what's in it for me....
MV: Ahhh, now we are moving along. You will be fairly renumerated. So it' a 'yes' I guess.
[tapping on a glass surface was heard]
MV: How time flies, got to get moving. Someone's in need of me, got to go-oh. Adiosssss!
*****
When I woke up, there was a sack of silver nuggets beside my bed & a to-do list overlayed w a sticky note.
'Dun forget our deal ya! I'll be watching.'
So here I am, having splurged a bit, got to do what's got to be done.
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Map Editor\Items:
Hotkey ',': Scroll Left
Hotkey 'Shift + ,': Previous Page
Hotkey 'Ctrl + ,': Jump 10 pages Back
Hotkey 'Ctrl + Shift + ,': Go to First Page
Hotkey '.': Scroll Right
Hotkey 'Shift + .': Next Page
Hotkey 'Ctrl + .': Jump 10 pages Forward
Hotkey 'Ctrl + Shift + .': Go to Last Page
(Repeat keys are included) [removed in r5893]
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Seriously I still dun know what it is & whom/how am I supposed to send it back...
Yours truly,
BS
(your personal) Bobby Ray's Backroom Specialist
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[Updated on: Wed, 01 April 2015 15:12] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #318556]
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Fri, 03 May 2013 06:28
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Buggler |
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Messages:211
Registered:November 2009 |
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130503 Ida r6051
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XML Customization
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- Added slower <bEvolution> rates, growth slowdown will be more pronounced on higher stat values for possible scenarios like old age, spacing out nerds, plain duds or resurgence of favorite no-growth mercs
<bEvolution>3</bEvolution> - 0.75x normal rate
<bEvolution>4</bEvolution> - 0.5x
<bEvolution>5</bEvolution> - 0.25x
(E.g. if 40% chance to gain subpoints on NORMALEVOLUTION for each dice thrown, 3 - 30% chance; 4 - 20% chance; 5 - 10% chance.)
Coupled with wisdom stat, more variation in growth rates will be expected.
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[Updated on: Wed, 01 April 2015 15:15] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #319435]
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Sun, 12 May 2013 18:13
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Buggler |
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Messages:211
Registered:November 2009 |
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130512 John r6073
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Ja2_Options.ini Customization
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Well, things just don't remained the same after Arulco...
- Added random starting salaries & tweaked random stats generation. Now hiring never-before-used mercs becomes all the more likely. Get back to the game.
(Requires a new game to take effect)
;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting)
; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
; Hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
;
; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
; Valid +/- range (0-50)
; For example MERCS_RANDOM_STAT_RANGE = 10,
; Stat = 80 will random between 70-90
; Stat = 95 will random between 90-100 due to 100 maximum limit
; Stat = 5 will random between 1-9 due to 1 minimum limit
; Stat = 0/1/100 will not random
;
; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
; Valid +/- range (0-4)
; For example MERCS_RANDOM_EXP_RANGE = 2,
; Exp = 4 will random between 2-6
; Exp = 8 will random between 7-9 due to 9 maximum limit
; Exp = 2 will random between 1-3 due to 1 minimum limit
; Exp = 1/9 will not random
;------------------------------------------------------------------------------------------------------------------------------
MERCS_RANDOM_STATS = 1
MERCS_RANDOM_STAT_RANGE = 10
MERCS_RANDOM_EXP_RANGE = 1
;------------------------------------------------------------------------------------------------------------------------------
; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
;------------------------------------------------------------------------------------------------------------------------------
MERCS_RANDOM_START_SALARY = TRUE
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 --------------------------------
Lend your support to Jagged Alliance Flashback kickstarter if you like what modders & coders have been doing for JA2 where thousands (I do think I'm underestimating) of voluntary man-hours have been put into the mods & sourcecode.
[Updated on: Wed, 01 April 2015 15:16] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #327863]
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Sun, 10 November 2013 17:29
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Bananarepublic |
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Messages:39
Registered:October 2013 |
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Awesome!
Is it possible to also display sight range for all vieweable enemies (hotkey DEL)?
Sometimes merc 1 can see enemy a and b, but merc 2 can't and i have to cycle between them to see available safe spots.
[Updated on: Sun, 10 November 2013 17:55] by Moderator Report message to a moderator
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Private 1st Class
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Re: LLP[message #328790]
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Wed, 04 December 2013 03:30
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Buggler |
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Messages:211
Registered:November 2009 |
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131125 Mary r6605, r6633 & r6649
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Helicopter Refuel Site XML Externalization
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In TableData/Map/HeliSites.xml,
<!--
This file defines helicopter refuel sites in game.
Fields index:
refuelIndex - it is UNIQUE number of refuel site. Heli will be initialized at Index 1.
Index 2 need Jake's (ProfileID = 113) dialogue script after freeing Shank (ProfileID = 67)
to be available on top of usual conditions of freeing enemy sector and airspace control.
refuelSector - refuel site coordinates.
refuelHidden - code not used/saved at the moment.
refuelHeliTileIndex - Heli tile index number in map tileset.
The 6 heli tiles must be in the same sequence as original.
refuelHeliGridNo - Show heli graphics when landed in sector. Require heli tiles in map tileset
to display correctly. Else, will show tiles that occupies the same tile index.
refuelSkyriderGridNo - Skyrider standing gridno
NOTE:
Helicopter can be initialized in Overhead.lua script.
Maximum 2 refuel sites can be used in game.
-->
<HELI_INFO>
<REFUELLIST>
<REFUEL>
<refuelIndex>1</refuelIndex>
<refuelSector>
<x>13</x>
<y>2</y>
</refuelSector>
<refuelHidden>0</refuelHidden>
<refuelHeliTileIndex>399</refuelHeliTileIndex>
<refuelHeliGridNo>9001</refuelHeliGridNo>
<refuelSkyriderGridNo>8362</refuelSkyriderGridNo>
</REFUEL>
<REFUEL>
<refuelIndex>2</refuelIndex>
<refuelSector>
<x>6</x>
<y>9</y>
</refuelSector>
<refuelHidden>0</refuelHidden>
<refuelHeliTileIndex>435</refuelHeliTileIndex>
<refuelHeliGridNo>13067</refuelHeliGridNo>
<refuelSkyriderGridNo>12428</refuelSkyriderGridNo>
</REFUEL>
</REFUELLIST>
</HELI_INFO>
Currently heli refuel site max limit is fixed at 2 to maintain savegame compatibility. Once it's broken, will piggyback along to expand the max limit. Committed in r7214 by Flugente.
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[Updated on: Wed, 01 April 2015 15:24] Report message to a moderator
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Sergeant 1st Class
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Re: LLP[message #329620]
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Tue, 07 January 2014 06:44
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Buggler |
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Messages:211
Registered:November 2009 |
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140106 New York r6724 & r6732
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Creature Underground Sector Externalization
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While the usual suspects are warring above, things are just starting to brew underneath.
In TableData/Map/CreaturePlacements.xml,
<!--
This file defines creatures placement & composition for SCI-FI MODE, when ENABLE_CREPITUS = TRUE.
Fields index:
Placement
Index - UNIQUE number for creature site. Max 10 possible sites; only 1 will be randomly
activated based on 'Infectible' status, mine control and not attacking its headminer.
ATTACKSOURCE - sector where creature surfaces to attack town.
Its associated B1 underground sector MUST be defined as a habitat/queen sector.
ALTERNATEMAP - sector using alternate map when creature quest is initiated.
WARPTOSECTOR - warp destination on tactical screen exit after creature quest completion.
Works only when in habitat/queen sector and SectorZ >= 2.
QUEENSECTOR - come to Mama!
HABITATSECTOR - linked underground sectors where creatures will be guests. Max 255 per site.
For dungeon crawling, dead-ends can be set; spawning will take time to fill though.
Composition
CompIndex - Max 50 compositions. The 6 percentage tags MUST add up to 100.
MaxPopulation - limited by MAX_NUMBER_CREATURES_IN_TACTICAL in Ja2_Options.ini
Default Vanilla Composition.
0 - QUEEN_LAIR, where the queen lives. Highly protected.
Reserved for QUEENSECTOR. HABITATSECTOR using Composition '0' will be ignored.
1 - LAIR, part of the queen's lair; lots of babies and defending mothers
2 - LAIR_ENTRANCE, where the creatures access the mine.
3 - INNER_MINE, parts of the mines that aren't close to the outside world
4 - OUTER_MINE, area's where miners work, close to towns, creatures love to eat [img=images/smiley_icons/icon_smile.gif]Smile[/img]
5 - FEEDING_GROUNDS, creatures love to populate these sectors [img=images/smiley_icons/icon_smile.gif]Smile[/img]
6 - MINE_EXIT, the area that creatures can initiate town attacks if lots of monsters.
NOTE:
Quest initialized by 'CheckConditionsForTriggeringCreatureQuest' in StrategicTownLoyalty.lua script OR
CREPITUS_FEEDING_SECTOR in Creatures_Settings.ini
Index sequence MUST be the same order as the 'Infectible' sequence at 'InitializeMines' in initmines.lua.
All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderground.lua script.
Non-linked sites can only be initialized at 'PopulateSectors' in initunderground.lua script on game start.
Creatures will obediently stay in sector like the underground enemies.
-->
Now modders can be so sick to construct an elaborate underground dungeon crawler with respawning creatures before reaching Queen D.
(Previously we can only mod static underground enemies, bloodcats and creatures)
Queen's production rate is found in Creatures_Settings.INI.
Oh, crepitus can also now be domesticated and stealthy to randomly attack any player-controlled sectors in Ja2_Options.ini.
Quote:; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE
CREPITUS_ATTACK_ALL_TOWNS = FALSE
All will be in the upcoming stable branch.
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[Updated on: Wed, 01 April 2015 15:26] Report message to a moderator
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Sergeant 1st Class
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