Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » fix: throwing knives
fix: throwing knives[message #101664]
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Tue, 10 August 2004 02:30
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Jujigatame |
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Messages:38
Registered:March 2004 Location: Oxford, UK |
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Got that sorted. No point in posting the code here - I'll wait for someone to wake up and sort out CVS access..
Summary of changes:
[1] tk drop when hitting wall/window. When stopped, stays the same type (bloody stays bloody, clean stays clean)
[2] when hit by tk and inventory full, a bloody tk is created, as opposed to a clean one, and dropped on the ground of the target. Previously, a clean tk was created.
[3] throwing a bloody tk at the ground doesn't clean it - it stays bloody.
[4] when repairing an object, a clean tk replaces the bloody one if it fixed to 100%.
I was thinking about putting some degradation to the tk quality for each use - perhaps 10% for hitting the terrain, and 5% for hitting a soft squishy human body. Thoughts?
Next, external voice files - or vehicle handling (ie: add an inventory/boot/trunk to vehicles). Nasty, but I think I can do either one of them. I can't think of any other irritating bugs which bothered me....
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Private 1st Class
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Re: fix: throwing knives[message #101673]
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Tue, 10 August 2004 13:31
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Jujigatame |
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Messages:38
Registered:March 2004 Location: Oxford, UK |
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Chris,
I don't know about the code you got (c++ version?), but the version I have (digicrab's) has already externalized the weapons data into an XML file - I'm in the process of doing the same for Items - my objective is to get a JA2 exe which can be dropped into UC with a minimum of fuss. They've altered a lot of the graphics and weapons data, so I'll have to re-import as much of the data as possible.
As for throwing knives - I suppose at this stage I don't want to do anything which alters the game balance or feel - just fixing some irritating bugs which you lazy buggers never got around to fixing. I'd rather leave it to the modders to decide what they want to do - so in that respect, I'm more interested in adding to the game than I am in making any changes which would make any fundamental changes (as opposed to additions).
Without sounding like a fan-boy, I think you guys did a fantastic job with JA2 - I don't think I can improve on your work, and I'm content to make tweaks here and there as opposed to fundamental changes.
Hmm... I'm going to have to put in any changes in an ini file, so that people can turn on and off the code tweaks... At least that should muzzle the critics. If they don't like it, they can just turn it off...
*AHEMM* - debugger for JA2 dev? What did you use?
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Re: fix: throwing knives[message #101675]
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Tue, 10 August 2004 18:59
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Jujigatame |
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Messages:38
Registered:March 2004 Location: Oxford, UK |
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Nope - still hard-coded. Not my code.
I think it's Digicrab's code - it just imports the data into the Weapon array. I suppose the limit could be removed without too much bother, but for the time being, it's still there.
I'm going to have to have words with him over this XML punheta (bad word - Pt). The data he wants to expose is all flat, so the primary strength of XML (heirarchical data) is completely wasted. An INI file would be much neater, and GetPrivateProfileString has been ripped apart quite nicely in Graf's 1994 DDJ article, "Multiplatform INI files" (yes, all source included). Why use a dump truck when all you need is a wheelbarrow??? Methinks someone has spent far too much time in pie-in-the-sky web development and not enough time working with code that has to actually run EFFICIENTLY and RELIABLY. KISS, anyone?
Oh, Digicrab, if you get around to reading this, one word: UNICODE!
Anyhow, I'll be exporting the items and descriptions data - though it's going to be in (you guessed it) INI files...
Any thoughts on a tweak to the AI pathfinding for soldiers investigating? I've been thinking about forcing an arced path (random curvature), broken down into perhaps 2-3 waypoints. That way, they don't all come barreling straight at you, but will come in from different angles. It should liven things up a bit, and shouldn't take too much time to code...
Oh bugger me... windowed mode???
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Re: fix: throwing knives[message #101677]
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Wed, 11 August 2004 09:39
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Jujigatame |
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Messages:38
Registered:March 2004 Location: Oxford, UK |
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Snap.
Removing the bloody throwing knife entirely would be troublesome. They are two distinct items.
I added a command line option so that you can enable/disable any changes which aren't fixing specifically incorrect behaviour.
Just edit an INI file to turn them on or off.
Currently:
[1] jackaiain's stealing
He implemented an inventory list as you get when you open a box with multiple items - allowing you to strip an enemy to his underwear with a good steal roll. I moved this to optional, as I felt it was too prone to abuse.
[2] Digicrab's XML importing
With the various mods out there, I don't think it's fair to ask people to export all their data to XML and then re-import it. Turn it off if you want to drop JA2.EXE into an existing installation (dunno about UB, but doesn't currently work with UC - dunno - I'll have to chat with the UC guys about what they changed). XML punheteiro...
[3] My throwing knife alterations
Ya, some people are picky. Play with the virgin implementation if you like.
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