Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Absurdly small code changes  () 1 Vote
Re: Absurdly small code changes[message #335677] Wed, 10 September 2014 22:59 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As of r7505, the maximum number of random items is now 2000 (was 1000). These extra random items should NOT be placed in maps. They are intended to be used in other random items, in case a modder creates random items from other random items.


Re: Absurdly small code changes[message #335705] Fri, 12 September 2014 01:22 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
While it is cool that a merc can walk with a leveled gun, it always annoyed me that once he spots an enemy and turnbased combat is initiated, the merc un-aims his gun. You then have to reraise it, which is kinda odd - if we spotted an enemy while sighting down our gun, why would we lower it?

As of r7509, we don't do that anymore, which seems a lot more logical to me. Tested with rifle, pistol and dual animations.


Re: Absurdly small code changes[message #335706] Fri, 12 September 2014 01:34 Go to previous messageGo to next message
Nasenbaer

 
Messages:36
Registered:July 2013
Location: Germany
Well done! Thank you Flugente.
Re: Absurdly small code changes[message #335714] Fri, 12 September 2014 14:25 Go to previous messageGo to next message
Uriens

 
Messages:333
Registered:July 2006
Thanks, I love that change.

Btw. I could use more input on those random items. I'm doing some map 'fixing' for WF 6.07 maps and AFS mod combo and still considering using random items there. However in some old thread I red that random items work by picking the one with highest coolness allowed - so if you have item A with coolness 1, item B with coolness 2 and item C with coolness 4 while game progress allows coolness 3, only item B would be chosen. I hope I misunderstood it bc that way it's not really random (hoping for both A and B having a chance to appear).
Re: Absurdly small code changes[message #335720] Fri, 12 September 2014 17:12 Go to previous messageGo to next message
Strohmann

 
Messages:288
Registered:August 2011
Location: Division Thought Crimes
Source? As far as i know:

in combination with just controls which items are available from the pool to spawn at which progress percentage. If the coolness of the items in the list is too high nothing spawns at low progress for example and coolness 1 items can even spawn at progress 100%.

You can somewhat control the probabilities of items to appear by their count in relation to each other in RandomItem.xml.
Re: Absurdly small code changes[message #335742] Fri, 12 September 2014 23:32 Go to previous messageGo to next message
Uriens

 
Messages:333
Registered:July 2006
Hmm, can't find that thread anymore it seems. However looking for it I ran into more recent flug post with this info from here http://www.ja-galaxy-forum.com/ubbthreads.php/topics/327954/3:

Quote:

When dissolving a random item, we build a list of all items referred on the random item and its random items (with recursion). We only add legal items (read: allowed by current coolness). To prevent cycles, a random item can be dissolved only once in the process. After that it is ignored, as otherwise cycles can occur very likely.
Up to 1000 (? not sure, have to check when I'm home) items are possible in the list we create. We then randomly draw one of them.
In your above example, zzzz has a 2/112 * 100 % chance of appearing.


It pretty much describes what you said and is exactly how I hoped it will work. Perfect for what I need. Just need to see with wil what he plans with random items for ASF and off I go.
Re: Absurdly small code changes[message #335758] Sat, 13 September 2014 18:05 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As or r7515, the amount of debt to MERC at which Speck complains is now set to MERC_BANKRUPT_WARNING.
Note: this does NOT affect wether MERC goes bankrupt, as this is independent of the amount of debt. This is actually tied to how long you have not been paying your bills, not on how high they are.


Re: Absurdly small code changes[message #336684] Tue, 14 October 2014 23:03 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As of r7569, the following exploit has been removed:
Loading a game where a merc was sneaking near an unaware enemy gave experience to the agility stat. By repeatedly saving and loading one could train agility.


Re: Absurdly small code changes[message #337139] Sat, 25 October 2014 18:45 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
Because of the updates to aim levels of shotguns the behaviour of the Ranger trait was slightly changed.

As of r7612 the parameter POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS in Skills_Settings.INI only has half the effect which means that with the default value of 1 the Hunter gets 0 bonus and the Ranger gets 1 (before Hunter 1, Ranger 2).

Re: Absurdly small code changes[message #338153] Mon, 08 December 2014 14:57 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
141206 r7677
--------------------------------
Objects on Roofs by anv
--------------------------------
Love moon/suntanning?

http://i.imgur.com/xvPjKxY.png

Hold CTRL hotkey in mapeditor to place objects on roofs.
Now Santa has 1 more candy at his disposal.

~ (tilde) hotkey in Editor to toggle cursor level on flat roofs. (r7679 and newer)
(TAB hotkey not feasible as there's textbox fields in 'Map Info' & 'Options' tabs)

In Ja2_Options.ini,
Quote:
;----------------------------------------------------------- ------------------------------------------------------------ -------
; If set to TRUE, roof structures (e.g. sandbags) above explored rooms will be hidden at ground level view
;----------------------------------------------------------- ------------------------------------------------------------ -------
HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE

Note:
- Collapsible roofs: Yes, they will play nice (in development branch)
- Objects on roofs: Not interactive at this moment (e.g. doors, cupboards), they are currently just 1:1 replicas; request/pray/offer/sacrifice to those coders
- Roofs on roofs: Don't think about it; much more on the above
- Items on roofs: Not yet possible; editor code is not as robust as sector inventory code.

Will be in future 2014 Stable update as well. (if released)
--------------------------------
Edit:
wil473
these items will still block LOS right?

Yes, tested with walls ex post. Probably there's other wonky stuff atm.

It's entirely anv's work, I just did e port over to 1.13.

[Updated on: Wed, 07 January 2015 01:31]

Re: Absurdly small code changes[message #338156] Mon, 08 December 2014 15:48 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Buggler, this basically enables me to proceed with half my long term plans for UC-1.13 v5.xx without having to hack the tileset. You have my thanks for saving me from at least some of the work that I've been deferring so far on that project.

Now while we cannot open doors and cupboards on roofs, these items will still block LOS right?

[Updated on: Mon, 08 December 2014 15:49] by Moderator



Re: Absurdly small code changes[message #338198] Thu, 11 December 2014 05:50 Go to previous messageGo to next message
M16AMachinegun

 
Messages:306
Registered:September 2013
Yay, sandbags on roofs!
Re: Absurdly small code changes[message #338761 is a reply to message #338198] Tue, 06 January 2015 02:58 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Hmpf. We really need some sort of global announcement to coders - this won't be that interesting to non-coders...

Anyway, I've begun changing the code to allow strategic movement for other teams than just player and enemy. Mobile militia movement and the current strategic militia command don't not count, as these are ore or less dirty (although effective) hacks. What I now aim for is to enable strategic movement for any team (player, enemy, creatures, militia, civilians...). The goal is not to have all these teams moving on the strategic map after this change is finished, but to merely change the internal workings so that enabling this later on is relatively easy.

Once done, strategic militia command will be the first feature to benefit from this. I want to change it insofar as the player should be able to order his militia squads around just like his own, with the path being plotted, movement orders being able to be reversed and all that.

In the longer run, individual militia should also profit from this. Once this is done, it should be relatively obvious on how to enable strategic movement for other teams. In case, you know, we ever want bloodcat packs, zombie hordes or civilian gangs roaming the countryside ;)

So, in r7707,
  • I've changed the GROUP struct - instead of BOOLEAN fPlayer we now have UINT8 usGroupTeam.
  • To further simplify the code, I've replaced
    UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
    with
    UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );

In the next days, more strategic functions will be simplified, merged and replaced. Unless real life work is more pressing.

Anyway, in case anything regarding strategic movement is odd in the trunk in the next days, please contact me.

P.S.: Does anybody know when we can finally ditch the stable 2014 branch? I dislike merging code into obsolete code bases.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #338764 is a reply to message #338761] Tue, 06 January 2015 07:29 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Just off my head w/o looking at ur commit, UINT8 NumEnemiesInSector( INT16 sSectorX, INT16 sSectorY ) is used in quite a few areas like check for ending combat etc.
So having militia (& non-hostile factions) remaining in sector after enemy annihilation will work as before?
I would assume so, just making sure. big grin

Quote:
Does anybody know when we can finally ditch the stable 2014 branch? I dislike merging code into obsolete code bases.

IMO, it depends on whether it's a 'new feature' (where potentially new bugs may occurred) or 'fixes' as determined by coder of e submitted work. aww
Only 'fixes' goes into 2014 Stable branch.

If it's about officially ditching 'fixes' (excluding game-crashing/critical ones), then Wanne could probably suggest an indicative date, which can even be right now since it's already 2015.



No savegame (just before e bug occurs), no cure.

'Not everything that counts can b counted, n not everything that can b counted counts' - Albert Einstein
I may answer/reply in my old public posts & prefer PM over e former [FUDforum's PM suxx]
Re: Absurdly small code changes[message #338765 is a reply to message #338761] Tue, 06 January 2015 09:06 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
Flugente wrote on Tue, 06 January 2015 01:58
In the next days, more strategic functions will be simplified, merged and replaced. Unless real life work is more pressing.

Anyway, in case anything regarding strategic movement is odd in the trunk in the next days, please contact me.

P.S.: Does anybody know when we can finally ditch the stable 2014 branch? I dislike merging code into obsolete code bases.


Maybe you automatically clean up the mess that is in there in regards to attacking teams and reinforcements. That would be great. happy

I say let's ditch the stable branch now and not create a new one. It's too much hassle for little benefit. Players are used to Depris SCIs anyway.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #338816 is a reply to message #338153] Thu, 08 January 2015 11:51 Go to previous messageGo to next message
Slax

 
Messages:1449
Registered:July 2006
Location: People riding polar bears...
Buggler wrote on Mon, 08 December 2014 14:57
141206 r7677
--------------------------------
Objects on Roofs by anv
--------------------------------

Oh dang, totally missed this until now. Awesome!



1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

Re: Absurdly small code changes[message #338999 is a reply to message #338816] Sun, 18 January 2015 00:35 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
I've been getting reports that the dynamic dialogue for mercs resting their guns on other mercs triggers way too much. The reason is that we calculate whether we rest our gun on something (like a fellow merc) a lot. As you might now from gaming experience, the 'M' for 'mounted' shows up the moment we have a gun in our hands and are behind cover.

As of r7719, I've altered this a bit - now mounting also requires us to actually have the gun ready, thereby raised. This won't affect shooting cth (shooting a gun requires us to raise it anyway). Mercs will now complain only if someone else really does use them as agun rack, not simply because he could do that.

The only small issue is that you now have won't know whether you can rest you gun on a structure until you try by, well, doing just that. As the concept of 'get behind rock, aim over rock' isn't that complicated, I am somewhat optimistic that this will cause no confusion.

[Updated on: Mon, 19 January 2015 02:38]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #339012 is a reply to message #338999] Mon, 19 January 2015 14:04 Go to previous messageGo to next message
OriginalMoses

 
Messages:12
Registered:January 2015
Flugente wrote on Sat, 17 January 2015 23:35
I've been getting reports that the dynamic dialogue for mercs resting their guns on other mercs triggers way too much. The reason is that we calculate whether we rest our gun on something (like a fellow merc) a lot. As you might now from gaming experience, the 'M' for 'mounted' shows up the moment we have a gun in our hands and are behind cover.

As of r7719, I've altered this a bit - now mounting also requires us to actually have the gun ready, thereby raised. This won't affect shooting cth (shooting a gun requires us to raise it anyway). Mercs will now complain only if someone else really does use them as agun rack, not simply because he could do that.

The only small issue is that you now have won't know whether you can rest you gun on a structure until you try by, well, doing just that. As the concept of 'get behind rock, aim over rock' isn't that complicated, I am somewhat optimistic that this will cause no confusion.


Wow this one is a dope! Keep it up! Personally I really tired of mercs complaining about someone who passed by them with their gun raised. Thanks!

[Updated on: Mon, 19 January 2015 14:06]

Re: Absurdly small code changes[message #339417 is a reply to message #339012] Thu, 12 February 2015 23:07 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As of r7732, we now distinguish between enemy-controlled, player-controlled and currently-controlled-by-nobody-because-SAM-is-broken airspace. Uncontrolled airspace is coloured blue, and for now works like player-controlled airspace in regards to Skyrider, merc dropoff and Kerberus insertion.
http://i.imgur.com/4PPDqih.png
You might ask 'Just a different color? What is this good for?', to which I would answer 'When the time is right, you will learn why.', and that would be it.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #339423 is a reply to message #339417] Fri, 13 February 2015 06:50 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Flugente wrote on Thu, 12 February 2015 23:07
'When the time is right, you will learn why.'

Smells like you are cooking some fine sorcery in your lab. I hope your sorcery includes bolters and chainswords.
Re: Absurdly small code changes[message #339440 is a reply to message #339423] Sun, 15 February 2015 11:47 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
As of r7739 the EDB will display the effective mag factor for a gun in the final column. This is for NCTH only as effective mag factor is only used in NCTH system.

Example, an MP5A4 with 2x scope on it:
http://picload.org/image/cpdroac/edb.png
from left to right:
1. Gasket (level 2, marksman 46)
2. Ira (level 5, marksman 54)
3. IMP (level 5, marksman 77)
4. IMP (level 6, marksman 84)
5. IMP (level 5, marksman 80, trait: marksman)
6. IMP (level 6, marksman 86, trait: sniper)

This example was done with the default 1.13 settings in CTHConstants.ini which are:
SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1
SCOPE_EFFECTIVENESS_MINIMUM = 50
SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80
SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90
SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100

AIM_EXP = 1.0
AIM_MARKS = 3.0

Unfortunately I didn't have a Ranger to showcase and my hunter is not eligible for the minimum level. ;)



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #339563 is a reply to message #339440] Sat, 21 February 2015 18:46 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
I was sick of those damage immune pre-placed explosives on the map which are just action items with an explosive on the back. I changed the behaviour in r7745 so now it is possible to blow them up with explosives. Just lob a grenade in there and watch them go *boom* like any other real mine or explosive would.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #339566 is a reply to message #339563] Sat, 21 February 2015 20:40 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Hmm. How does that work if they are placed very close together - do they ignite each other? Because then the Meduna arena minefield will be hilarious happy



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #339573 is a reply to message #339566] Sat, 21 February 2015 23:37 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
Mines that are located directly next to each other will probably trigger the neighbor(s). It depends on the damage just like an explosive going off next to a normal mine. After all the same calculations are used.
The good thing is that enemy soldiers in a mine field are not safe anymore. Now we can throw a grenade and make them suffer from their own mines. However the same applies to our mercs if the enemy catches us within his mine field...



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #339603 is a reply to message #339573] Mon, 23 February 2015 01:07 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
I'm currently updating the message box code to allow the selection of a default button. I found it rather annoying that whenever I try to disarm a mine the mouse jumps to the bottom of the box next to the "Blow up" button instead to the top where the "Disarm" button is. So I made the default the "Disarm" button.
I also changed the sector action menu so the default button here is "Refill canteens". That's probably the most used function in this menu.

Any more menus where a default button would be nice?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #339604 is a reply to message #339603] Mon, 23 February 2015 01:13 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
The 'militia training finished, train new group?' menu perhaps. Also, it would be nice if, say, pressing 'Enter' automatically chooses the default option, thereby speeding up the process maybe (or is that already in there and I just don't know it?)



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #339630 is a reply to message #339604] Mon, 23 February 2015 21:42 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
The "Train new militia?" message box is a yes/no box. This can already be answered with "y" or "Enter" key for yes and "n" or "Escape" key for no.

I left the changes with the tactical sector menu and the disarm menu for the moment. If someone comes up with another menu where a default selection makes sense this can easily be activated. It's just another parameter for the DoMessageBox function that has a default of 0 so all old calls to that function still work like before.
I implemented positions for the 4 button custom box, the two 8 button variants and the two 16 button variants. These are probably the only ones used for custom message boxes anyway.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #339905 is a reply to message #339630] Sat, 07 March 2015 18:02 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
As of r7772 & GameDir r2220, if ALLOW_BANDAGING_DURING_TRAVEL is set to TRUE, traveling mercs will bandage themselves if they bleed. A popup will inform you that your traveling mercs are attempting to bandage themselves (and each other). This is triggered whenever a traveling merc bleeds, and someone traveling with him/her could bandage him.

As retreating with wounded mercs is now no longer a death sentence, I hope this will lead to people actually retreating more, instead of having to game the game in order not to lose someone. Retreating, reversing travel, arriving, bandaging and retreating again was always possible, but kinda game-y.

This behaviour is off by default. No idea who would rather have his mercs bleed to death, but someone will.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #340012 is a reply to message #339905] Wed, 11 March 2015 00:19 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Fun fact: If a map has cliffs and the action takes place on the 'upper' level, fragments from explosives or gun traps fly beneath the floor. Which makes those traps absolutely useless.

This has been corrected in r7778, as both features now take the floor height into account.

I also assume this might be an issue with other functions (rocket launchers perhaps?), might check it out soon.

I also also assume that people have likely forgotten gun traps by now. Which is a shame, as this can make for some really cheap but effective traps - provided you place them in the right direction.

Edit: Somewhat odd on launcher weapons. Rockets seem to fly correct - the height of the terrain is already taken into account. However, the smoke trail is at the wrong height, it seems like it is actually too high instead of too low. Hu.

[Updated on: Fri, 13 March 2015 00:18]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #340040 is a reply to message #340012] Thu, 12 March 2015 23:46 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
In GameDir r2225, I've modified a few xmls - they are now more in line with what the xml editor spits out, makign future comparisons to stock data easier. Most notable is a change to many magazine class indexes.

As the sole purpose of the flash suppressor, hiding muzzle flashes, is not affected by status, it's status is irrelevant. When mercs repair guns, they also repair attachments, and thus the flash hider, which is a pointless waste of repair points, and tedious to counter by removing the damn things. As of now, it is thus no longer damageable or repairable. This only affects the pure flash suppressor (item #1003) - other attachments with this property that have other effects - all kinds of sound suppressors basically - can still be damaged.

LBE gear status is also useless. Which makes mercs repairing the things a bloody waste. As of now, LBE gear can no longer be damaged or repaired. An exception are the radio set and the diving bottle - 2 LBE items that have other properties that might be affected by status.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #340063 is a reply to message #340040] Sun, 15 March 2015 14:47 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
One thing that was always bothering me with MOLLE gear is that it wasn't possible to manage pocket attachments and see the contents/final layout at the same time while in map screen. As of exe r7783 it is possible to display attachments AND contents of LBE at the same time on map screen. Game option "Enhanced Description Box" and "Show LBE Content" must be enabled for this.

http://picload.org/image/cwcwdlw/lbe.png

I also changed the attachment slot layout a little to make it match the displayed pockets. This should make it easier to get them aligned visually. Unfortunately the status bars for backpack display clip a little but this couldn't be avoided with the "limited" space that EDB provides. The new layout is in GameDir 2226.

I also fixed some bugs with MOLLE display and handling:
- MOLLE didn't display attached pockets and their contents when the LBE was in sector inventory
- MOLLE pockets could be detached although there were still items inside the pocket. This led to items in invalid pockets (MOLLE on soldier) or items vanishing completely (MOLLE in sector inventory). Now it is not possible anymore to detach filled MOLLE pockets. You will have to empty them first.
- MOLLE in a stack displayed the wrong contents as long as their index was not 0.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #340065 is a reply to message #340063] Sun, 15 March 2015 16:34 Go to previous messageGo to next message
edmortimer

 
Messages:1224
Registered:January 2015
Location: Home Free
Nice! That certainly was a annoyance when trying to arrange the MOLLE gear. Another one, for me, is that the size of the attachments and the capacity of the supporting gear is not readily available. It isn't easy to mix and match, and too often I find that x won't fit with y. While there is a pop-up of which attachments will fit in a slot, I think that if there was a capacity entry for harnesses, and a size entry for attachments, easily accessible it would make mixing and matching much less frustrating.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Absurdly small code changes[message #340067 is a reply to message #340065] Sun, 15 March 2015 17:22 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
edmortimer wrote on Sun, 15 March 2015 15:34
While there is a pop-up of which attachments will fit in a slot, I think that if there was a capacity entry for harnesses, and a size entry for attachments, easily accessible it would make mixing and matching much less frustrating.


Hmm, I may add this info as next step when I find the time. I agree that at the moment it is too much trial and error to find matching layouts. Problem is that this change is not only about displaying some more text but I also need new icons.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #340068 is a reply to message #340067] Sun, 15 March 2015 17:26 Go to previous messageGo to next message
edmortimer

 
Messages:1224
Registered:January 2015
Location: Home Free
Hmm. Icons. Can they, and an entry, be easily added to the Enhanced Description Box? We might be able to find some applicable icons free on the web that would work there (after converting to the correct format).




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Absurdly small code changes[message #340078 is a reply to message #340068] Mon, 16 March 2015 12:01 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
I quickly created some icons myself. Poor quality as usual but better than nothing. big grin
Feel free to replace them with something better.

Here you go - MOLLE available volume and pocket volume displayed in EDB:
http://picload.org/image/cwiaadd/molle.png

Requires exe r7784 AND GameDir 2227 or higher because of the new icons in ItemInfoAdvancedIcons.sti (63 = available volume, 64 = pocket volume).



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #340079 is a reply to message #340078] Mon, 16 March 2015 14:49 Go to previous messageGo to next message
edmortimer

 
Messages:1224
Registered:January 2015
Location: Home Free
Cool beans, yo!




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Absurdly small code changes[message #340091 is a reply to message #340079] Mon, 16 March 2015 22:36 Go to previous messageGo to next message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
In what will likely annoy one or two german people in total, as of r7786, when using a german exe, cheats are no longer activated by 'Alt' + 'IGUANA' but 'Alt' + 'GABBI' instead, like in all other languages.

The reason being that a.) this creates 2 new key combinations we will surely find a use for and b.) why the flying fuck is there a german-specific cheat activation sequence anyway?

If anybody feels that german should have its own cheat activation, unlike any other proper language, well... 'Alt' + 'DONAUDAMPFSCHIFFFAHRTSGESELLSSCHAFTSKAPITÄNSMÜTZENHERSTELLERGESAMTBETRIEBSRATSVIZEVORSITZENDER' is still free.

[Updated on: Mon, 16 March 2015 22:42]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #340096 is a reply to message #340078] Tue, 17 March 2015 02:04 Go to previous messageGo to next message
Cardinal

 
Messages:45
Registered:September 2014
silversurfer wrote on Mon, 16 March 2015 11:01
I quickly created some icons myself. Poor quality as usual but better than nothing. big grin
Feel free to replace them with something better.

Requires exe r7784 AND GameDir 2227 or higher because of the new icons in ItemInfoAdvancedIcons.sti (63 = available volume, 64 = pocket volume).


Awesome work as always!


Just a few nitpicks:

MOLLE pouches that fit in large slots don't show the pocket volume value/icon

Filled MOLLE pouches can be attached to a rig which makes them appear empty, and items inside them are "hidden" until the pouch is removed.
Re: Absurdly small code changes[message #340104 is a reply to message #340091] Tue, 17 March 2015 10:23 Go to previous messageGo to next message
silversurfer

 
Messages:2615
Registered:May 2009
Flugente wrote on Mon, 16 March 2015 21:36
In what will likely annoy one or two german people in total, as of r7786, when using a german exe, cheats are no longer activated by 'Alt' + 'IGUANA' but 'Alt' + 'GABBI' instead, like in all other languages.

I believe you meant CTRL + GABBI. ;)

Cardinal wrote on Tue, 17 March 2015 01:04

MOLLE pouches that fit in large slots don't show the pocket volume value/icon

Filled MOLLE pouches can be attached to a rig which makes them appear empty, and items inside them are "hidden" until the pouch is removed.

The first one was easy to fix.

The second one is an old time bug that requires further investigation.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Absurdly small code changes[message #340106 is a reply to message #340104] Tue, 17 March 2015 13:22 Go to previous messageGo to previous message
Flugente

 
Messages:3461
Registered:April 2009
Location: Germany
Er... yeah, that ;)



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Previous Topic: New feature: additional dialogue
Next Topic: New feature: localized weather
Goto Forum:
  


Current Time: Tue Oct 22 20:20:37 EEST 2019

Total time taken to generate the page: 0.01373 seconds