Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » ToDo lists
Re: ToDo lists[message #100492] Tue, 16 March 2004 05:06 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Multiple IMPS is an interesting idea. I know there was an exploit for that. Wonder if the exploit could be converted into a deliberate player option. If it can, I would strongly suggest that the price for the first IMP at$5,000.00 should double for every additional IMP. Otherwise it could be too powerful. Also there would be trouble for voicesets for that many IMPS. You'd want to make multiple user-created voicesets available to the IMP menu... that's a good idea anyway. I get tired of the same voicesets for the IMP.

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Corporal 1st Class
Re: ToDo lists[message #100493] Tue, 16 March 2004 07:19 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
Each additional IMP could have a new set of voice files to pick from.
I would like to also see the AI let the enemy jump onto rooftops and over walls.

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Master Sergeant
Re: ToDo lists[message #100494] Wed, 17 March 2004 02:10 Go to previous messageGo to next message
moller is currently offline moller

 
Messages:9
Registered:August 2002
Unsorted suggestions to ease modding and playability -

- make the UI/Control panel in tactical vector based, so it can be easily resized
- add intelligently appearing scroll bars on lists that exceed their boundaries
- mouse wheel support for scrolling lists and webpages
- Raise the Merc/Vehicle/Squad limit to 63 or 255 or something.
- A "dump all items in inventory to sector" button or hotkey for muling efficiency.
- optional formations for moving multiple mercs.
- enemies retreat intelligently when overwhelmed, ala silent storm
- Shoot through walls with higher caliber ammunition?
- display of bleeding rate (HP/turn) on merc's status screen
- text box with scrollback for messages in tactical view
- bobby ray delivery confirmations (or equivalent in mod) should list contents of order
- multiple web-shops for mods, the ability to add more mercenary agency pages...
- in game websites in html
- projectile speed slider, ala xcom (for people who wanna see exactly where bullets go on a fast machine)
- port to gcc

I have limited c experience, but my familiarity with ja2 is making the code pretty easy to parse. Is anyone else adding their own comments to the code as you figure it out? Fully commented source-code could speed the project up greatly by helping novice coders to implement changes without breaking something else.

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Private
Re: ToDo lists[message #100495] Wed, 17 March 2004 03:57 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Quote:
Shoot through walls with higher caliber ammunition?
It's already in. You can shoot through weak walls.

Quote:

projectile speed slider
Just enable "See Misses" in Options and you'll see where each bullet ends.

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Captain
Re: ToDo lists[message #100496] Wed, 17 March 2004 06:25 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
It might be interesting to make Kingpin moddable into a loanshark. He might be able to give you $50,000.00 but demand $75,000.00 in two weeks - or he sends out the assassins. Gives players an interesting choice.

I second the request for increasing the limit of mercs / squads / vehicles and providing more moddable webpages.

It might also be nice to add a button to call someone to liquidate sector contents if you're using a mod with big maps and you don't want to take the time to hump all of the gear over to a merchant. Reduced cash, of course, for the convenience, but very greatly reduced hassle factor. Also helps keep save sizes smaller and load times less.

Definitely look into expanding the ALICE pack idea. Maybe belts or vests, too. It'd be nice to put wirecutters on a vest with a lightstick, ammo, sunglasses and grenades rather than tying up pack space. These are item interface limitations which might be fixable.

Critical - UB had a cover indicator. See if this can be re-integrated. Also, Digicrab's hit indicator system is extremely intuitive and useful. It should be at least optional and probably the new standard.

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Corporal 1st Class
Re: ToDo lists[message #100497] Wed, 17 March 2004 07:35 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

How about preventing enemies from aiming at you at the end of their turn?

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First Sergeant
Re: ToDo lists[message #100498] Wed, 17 March 2004 07:53 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Interesting. Thought you were being sarcastic for a moment, TB, but then realized you're talking about how the enemies run around, stand, crouch, then raise their weapon, aim and are ready to fire without any draw penalty at the beginning of their next turn. I'm in favor of that suggestion - or - better yet, let players do the same thing with an "aim" or "cover" button.

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Corporal 1st Class
Re: ToDo lists[message #100499] Wed, 17 March 2004 13:44 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
How about hiring native porters to move your stuffs around, but only from none enemy controlled map to a none enemy control map with safe routs. Let say for each native porter, you have x number of slots. Hiring more native porters mean more inventory slots. The costs could be a function of distance and how much you are willing to pay above minimum prices so your stuffs do not accidentally "disappeared" randomly enroute. The transport time is also a function of distance and price. This will take a lot micro-management out of moving items either to storage or to the merchant sector for sale. And free your mercs for the real job they are hired for not humping pots and pans around Arulco !

About militia, I think there should be a daily maintenance costs for having them. This will balance out the game where you will have a choice either train militia and/or hire a few good mercs to defend a city.

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Corporal
Re: ToDo lists[message #100500] Wed, 17 March 2004 15:44 Go to previous messageGo to next message
Ancient Oldie is currently offline Ancient Oldie
Messages:4
Registered:November 2003
How about introducing seaports (it's an island, after all). They could increase overall money flow and at the same time, could be used as a more reliable source to purchase weapons and items from, although a bit slower.

Another thing that would be great would be giving special perks for capturing specialized buildings. There's already benefits for capturing hospitals, airports, SAM sites, and mines. You could give mercs who train in military installatons point bonuses, higher moneyflow to cities with shops, and maybe create buildings that are capable of producing ammo from raw materials that are mined.
Also, capturing airports could allow you to initialize airstrikes of your own. It would place more emphasis on controlling SAM sites, leading to a more strategic and realistic game overall.

Another thing, how about arming the militia's with weapons that your mercs don't need anymore, or choosing what they should be armed with, although at a higher cost.

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Civilian
Re: ToDo lists[message #100501] Wed, 17 March 2004 15:52 Go to previous messageGo to next message
moller is currently offline moller

 
Messages:9
Registered:August 2002
I hate to be the one to come in and say this, but I am led to believe that the point of this thread os not the discussion of of modding, but rather the discussion of improvements that can be made to the executable, independent of the datafiles comprising a certain mod (or the base game).

If any of you are familiar with ScummVM, think along those lines. I would think that the point of this project would be to allow the original game to be played with all the same rules, but a more up to date interface. Also, the new executable should be, by design, as moddable as possible.

In a way it seems like the most sound plan would be to start from the ground up in gcc, making from scratch what would basically be an interpreter for ja2 data files. In a way, this is what is being worked on now, with the crab's insistance on externalizing as much data as possible to ini files.

[edited for tone and content]

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Private
Re: ToDo lists[message #100502] Wed, 17 March 2004 20:25 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

Well said, though add bugfixing to those lines Wink

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First Sergeant
Re: ToDo lists[message #100503] Wed, 17 March 2004 21:35 Go to previous messageGo to next message
JaaN is currently offline JaaN

 
Messages:7
Registered:January 2004
Location: Turkey

Hi I am new here...
I am playing UC now. (that is a perfect mod) When i learned that the source code was released, first i look here.
I've downloaded the source and compile it. (yeah it is working Smile ) I dont know c/c++. I am trying to learn it. Also by your tutorials I make the same changes. (thanx a lot)
I saw that joker poland make the game resolution 800x600 and 1024x768. I tried them. Little buggy but no word can describe my feelings.
I have a question about resoulution and UC. If u can make clean version of high resolution ja2. (no buggs) Can u also make it work on UC.

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Private
Re: ToDo lists[message #100504] Wed, 17 March 2004 22:14 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Under the map interface you have a spare space for another button.

Lets talk about the helicopter.

Would it be possible to create a second helicopter (light plane) only able to pick up & drop off mercs at designated sectors?

The spare space under interface map could be another SAM site coverage filter like that used for helicopter.

Also would it be possible to alter the helo icon used on interface to that of a plane? if this second airborne vehicle were possible?

Already the helicopter can be based at Drassen & Estoni so looks like there is coding already in place for this type of activity associated with quests. Once Estoni is occupied the Helo can be based there.

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Sergeant Major
Re: ToDo lists[message #100505] Wed, 17 March 2004 22:17 Go to previous messageGo to next message
joker_pl is currently offline joker_pl

 
Messages:35
Registered:March 2004
Location: Poland - Cracow

this are no bugs. i take cory with tactical screen i did touch any other screens (strategic, laptop, main menu. i will publis sourcs today i think. we have got some problems with rendering. but it will b phase 2 fo resolution changing (engine optimizing). about new res. and UC i cant say anything becouse i wasnt in team who make UC.

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Private 1st Class
Re: ToDo lists[message #100506] Wed, 17 March 2004 22:43 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Another idea.
Laptop area & AIM sites.
In UC Trailblazer utilized sections to become Gunsmithing Database, Bullet Train, Banks & Casino's locations guide .... all very usefull in game.

Also we have .....
RIS Report .... very usefull for mission info.
Carmen & Terrorist Files section 6 pages ... very usefull for specific info about baddies etc.

Remaining is the Insurance Company section serving virtually no purpose .... who insured their mercs ???

Can the Insurance section be converted to become similar to Carmen & Terrorist Files so that after meeting a specified NPC .... they give an item & this section becomes available in laptop area to provide intelligence reports, maps etc.

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Sergeant Major
Re: ToDo lists[message #100507] Thu, 18 March 2004 03:14 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
For modding purposes, may I assume that the crew is already working on fully replaceable maps? By this I mean strategic-screen overland maps which have nothing to do with the original JA2. Clean-slate mapping. In the same light, I'm hoping that the crew can make clean-slate game intros which have nothing to do with the existing intro.

BTW, BP, insurance was only useful if you created really long-term merc contracts and played ironman style so if they died you got paid off. A two week contract for 35k is no big deal, but if you retained the same merc for twenty weeks for $350k and they died on day 5, the loss would be significant. I'd hesitate to take it out entirely. Okay, no I wouldn't. But I'd still like to be able to send dead flowers to certain people and have in-game effects!

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Corporal 1st Class
Re: ToDo lists[message #100508] Thu, 18 March 2004 03:57 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Clean slate mapping done with what?! We need a new editor for that. Why throw away the built in editor when you can fix and improve it?

Ah, maps with more tilesets, larger, with a better interface for the editor... yes.

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Captain
Re: ToDo lists[message #100509] Thu, 18 March 2004 05:10 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
My apologies. I was unclear. Even in UB, the starting sector was fixed. It could not be changed. In JA2 the starting sector was somewhat fixed, although I was glad to see that the Mod Squad was able to effect some changes to the sector map and contents. I was lead to believe that the overland map for JA2 could not effectively be "changed" in its start sector, looks, road designs, river placements, etc. If I am mistaken in this point, then, well, nevermind. Otherwise, I wanted to suggest that the game should be changed to accept "imported" maps which used the same grid arrangement but none of the original JA2 contents like cities, maps, roads, mines, militia points, etc. These features should be "placeable" from an editor, not fixed, if at all possible.

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Corporal 1st Class
Re: ToDo lists[message #100510] Thu, 18 March 2004 07:43 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Of course, there will be editors that will allow to redesign the country map, move SAM sites and cities around, rename them, etc...

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Captain
Re: ToDo lists[message #100511] Thu, 18 March 2004 16:48 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Also more depth to the underground sectors!
Things like roofcliming in underground sectors and stuff like that need to be addressed but thats more to do with tilesets I think.

Will there be a quest/dialogue/NPC editor too? I guess Proedit is always there for NPC's but setting whether they are a seller etc...

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Lieutenant

Re: ToDo lists[message #100512] Thu, 18 March 2004 20:48 Go to previous messageGo to next message
NishiDeathbringer is currently offline NishiDeathbringer
Messages:2
Registered:October 2003
Location: Colorado
Some of these are "I wish JA2 had this" suggestions sorry if you don't like those others are more feasable without redoing the intire GUI
-Multi Story Buildings even skyscrapers
-More sector types than ground level and
underground ie a large scale 747 sector
-More maybe even infinate "layers" to underground
-Chance to choose what militiamen get for
equipment
-PC Controlled Tanks
-Player Controlled Buisnesses ie Casinos
-Massive Scaled Scrollable Maps screw this
taking over a small country stuff lets take
over Russia
-Weapon Experience Stat ie Hangun 98 in addition
to Marksman 98 even further Destert Eagle 98
-Sharks with freakin laser beams attached to
their heads
-Battering Ram and entry tactics for dug in
enemies
-Hostile Sector Helicopter Insertion EXPENSIVE
-Non lethal tactics like the beanbag cannon cops
use or rubber bullets doing high damage to
breath little/no damage to health
-Might create an excessive number of items in
sectors but spent brass for weapons so the
thrifty merc can collect them and recycle spent
brass
-Export/Import for Mercs stats
-Additional graphic maiming of the enemy ie an
arm/leg shot off
-Knife kills a la Tenchu
-Footwear Do you want sturdy combat boots? Or
soft soled shoes for sneaking around
-All out Sci-Fi mod...X-com anyone?

Ok this list is already too long PS I am going to be learning C soon and as soon as I start I am going to see which of the hardest of these I can pull off ie the multi story buildings.

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Civilian
Re: ToDo lists[message #100513] Thu, 18 March 2004 21:05 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Well, learn C then look at the source. We'll discuss the above list then.

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Captain
Re: ToDo lists[message #100514] Fri, 19 March 2004 00:31 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

Quote:

-Sharks with freakin laser beams attached to
their heads
That'd be really wonderful. And btw, how do you attach a beam to someone's head? Would you be able to repair the beam too?

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First Sergeant
Re: ToDo lists[message #100515] Fri, 19 March 2004 00:33 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
You take a piece of steel, pound it into a beam, drive that through the skull... a voila... a beam attached to someone's head Very Happy

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Captain
Re: ToDo lists[message #100516] Fri, 19 March 2004 00:57 Go to previous messageGo to next message
ramfall is currently offline ramfall

 
Messages:405
Registered:January 2001
Location: JAmodsquad, Helsingborg, ...
Quote:
-Sharks with freakin laser beams attached to
their heads
Oh, I love that Austin Powers quote. Dr Evil, isn't it...
:ramfall:

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Master Sergeant
Re: ToDo lists[message #100517] Fri, 19 March 2004 02:10 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Add objectives to the game in the form of destroyable items which have in-game effects like:
- More and Different Weapon hardpoints. Tanks are already implemented, but LMGs, towers, Flak, naval defense (to defend harbors), field guns, mortars would all be great additions. Bonus if they can work on the tactical map, too. Super-bonus if you can find a way to allow player mercs to take over and use the emplacements on the tactical map.
- supply depots, motor pools, fuel farms, kitchens and supply lines, bridges (great for breaking /delaying reinforcements), etc. Electrical stations. Dams (ooo. Blow the dam...) Airfield runways and control towers. Helicopter pads. Shipyards and drydocks. There's usually a whole lot of dynamite / C4 / other explosives in a game. Why not offer suitable targets for it? The trick would be to implement strategic effects on reinforcements, etc.
- some sort of intelligence dossiers which can be purchased or obtained, say, from resistance personnel which would add briefings and intel to the laptop. Should be (relatively) easy to implement this. I, for one, would love to know something about individual cities and objectives before charging in headlong. Furthermore, in combination with the objectives above, the intel dossiers could play a major part in future mods.
- Destructable light sources. We should be able to shoot out lightposts, porch lights and other simple light sources. Also, if the local electrical station is destroyed, the lights should go out.
- Re-incorporate the WP (White phosphorous) grenades and mortar shells from UB along with other specialized ammo like door busters for shotgun, beanbags, rubber bullets, tanglers, tasers.
- Re-incorporate the UB merc light system (can turn personal lights on or off).

I liked the idea of ports which could generate revenue. If we reach back into the past, we could also use sap farms, cities, weapon sales. Other sources could include standard mines and industrial plants. Other ideas? Revenue is always welcome...

I'd also really like to have an in-game resourece like a resistance leader who can provide assignments for the local merc team, i.e. "Go here, blow the bridge, raid the barracks and dynamite the local helipad and bridge so that reinforcements can't get through." If you return with the assignment complete, he gives you cash. Actually, on sober consideration, such missions would probably need to be one-shotters. "Go here, do x." "Go there, shoot y." But it would still be a great addition. Problem is, there would need to be a list of major targets for the leader to draw upon...

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Corporal 1st Class
Re: ToDo lists[message #100518] Fri, 19 March 2004 02:14 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Quote:

also really like to have an in-game resourece like a resistance leader who can provide assignments for the local merc team, i.e. "Go here, blow the bridge, raid the barracks and dynamite the local helipad and bridge so that reinforcements can't get through." If you return with the assignment complete, he gives you cash. Actually, on sober consideration, such missions would probably need to be one-shotters. "Go here, do x." "Go there, shoot y." But it would still be a great addition. Problem is, there would need to be a list of major targets for the leader to draw upon...
You don't need the sources to do that. Just some carefull quest designing. It's doable even now.

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Captain
Re: ToDo lists[message #100519] Fri, 19 March 2004 08:50 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
About militia,

1. Elimite the "cheats" when you use fast combat resolution. IE. The militia almost always do better if you use auto combat resolve. In my opinion, if a sector is only defend by militia, there should be a moral and performance penalties when fighting against an equivalent enemy patrol. If you leave a merc with high leadership and teach skill in the map, the militia should have some combat bonus not us in auto combat but also in tb combat.

2. Eliminate the friendly fire accident that turn the militia against your merc.

3. There should be a maintenance cost for militia similar to hiring mercs

4. Enemy patrols should increase at an increasing rate the longer the game progresses. Thus you can not just take your time to finish up the game. Each new patrol should have a minimum of 32 men to simulate a platoon size offensive formation.

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Corporal
Re: ToDo lists[message #100520] Fri, 19 March 2004 17:47 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Quote:
Originally posted by dextertt:
About militia,
3. There should be a maintenance cost for militia similar to hiring mercs
There's something in that idea. I always get too much cash at the end of the game.

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Master Sergeant
Re: ToDo lists[message #100521] Fri, 19 March 2004 17:49 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

And too little at the beginning Wink

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First Sergeant
Re: ToDo lists[message #100522] Fri, 19 March 2004 20:41 Go to previous messageGo to next message
NishiDeathbringer is currently offline NishiDeathbringer
Messages:2
Registered:October 2003
Location: Colorado
Quote:
4. Enemy patrols should increase at an increasing rate the longer the game progresses. Thus you can not just take your time to finish up the game. Each new patrol should have a minimum of 32 men to simulate a platoon size offensive formation.
This forces the player to play an open ended game just how you want and I hate games that tend to do that. In reality I would think patrols would be more like a bell curve with few in the begining since they didn't expect an attack, then the repsone to the attack, then the enemy loosing ground and supplies/men to accomplish patrols.

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Civilian
Re: ToDo lists[message #100523] Sat, 20 March 2004 00:50 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
One more thing. Work on the "drop" coding so that even if an enemy picks up a gun which has been dropped, the gun will drop again. I can't even tell you how many times I've rejoiced to see a gun drop only to have an enemy scoop it up before I can get there. GRR!!! Also, since militia picks up guns, shouldn't they drop guns when they die? Only seems fair. HATE it when militia takes good weapons before I can. GRR!!!

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Corporal 1st Class
Re: ToDo lists[message #100524] Sat, 20 March 2004 00:54 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
D'OH! Yet another thing. Is is possible to implement an option to select either UB based pricing (one-time cost covers entire mission) or core JA2 pricing by contract? This option would provide serious mod potential. Better yet, is it possible to combine the two and put a mission price on each merc in addition to their per-diem pricing? E.G. one day = $500.00, one week = 3,000.00, two weeks = 5,000.00, full mission = $15,000.00. Yeah. That would be great.

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Corporal 1st Class
Re: ToDo lists[message #100525] Sat, 20 March 2004 01:20 Go to previous messageGo to next message
Wodan is currently offline Wodan

 
Messages:538
Registered:December 2001
Location: Antwerp, Belgium
I can't seem to find this one in the above posts, and if it's already mentioned, it's worth mentioning twice:

possibility (preferrably through an editor with a nice GUI interface) to move the cities around, and change their size and loyalt settings.

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First Sergeant
Re: ToDo lists[message #100526] Sat, 20 March 2004 07:38 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

We will endeavour to provide easy to use tools for all moddable areas of the game.

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Master Sergeant
Re: ToDo lists[message #100527] Sun, 21 March 2004 14:11 Go to previous messageGo to next message
Louis is currently offline Louis

 
Messages:7
Registered:April 2001
Location: Newcastle,NSW,Australia
This may already have been mentioned, if so please forgive me.

It seems to me that by far the most imporatnt task is to create a set of fully functional game editors.

A new and updated "sti edit" needs to be created which allows for enhanced manipulation of the '.sti' files. Specifically deal with openables, JSD type data, door locks etc, etc.

This would then be used in conjunction with an enhanced map editor. I haven't looked at the source code myself, but I doubt that the code for the UB editor is in there. This means that an editor probably needs to be written from scratch.

To do this is may be no easy matter. The JA2 engine will need to be modified so that it can load data from the STI editor and the MAP editor. The payoff here is huge. The rest is icing on the cake.

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Private
Re: ToDo lists[message #100528] Mon, 22 March 2004 05:41 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
I would lOVE to see the MAp importer, Weapons editor, JAPE, and all of the utilities work on everything from the Ja2 demo right on up to Uc and Platinum. This way, those of us who are more technically challenged can make the game any way we need it to be.

I would also like to see the Hummer/ vehicles in the game travel to sectors that don't have roads in them. A Hummer can pretty much do anything but climb cliffs and ford deep rivers. Is there a way to make the Hummer distinguish between going to any sector and have it only cross rivers over bridges though?

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Master Sergeant
Re: ToDo lists[message #100529] Mon, 22 March 2004 06:00 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Yea, a delux user friendly map editor would produce a flood of new mods for this great game. I hope this is on someone's to do list. There are a lot of cool ideas out there for mods. Quite a few come from those of us who have more creativity than technical savvy. I'm trying to learn C so I can make some of this happen but in the meantime it would be cool to work with a map editor that wasn't as limited as the UB editor.

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Sergeant Major
Re: ToDo lists[message #100530] Mon, 22 March 2004 06:09 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

"I doubt that the code for the UB editor is in there"

It is in there. Or rather the original version (that you can run using the german beta).

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Master Sergeant
Re: ToDo lists[message #100531] Mon, 22 March 2004 06:15 Go to previous messageGo to previous message
Digital is currently offline Digital

 
Messages:22
Registered:March 2003
As for militia, how able being able to assign them weapons.

For instance, if you're playing on easy, you can buy Mini-14s/AUGs/C-7s or whatever depending on your cash flow. Or you could assign them all knives and .38 Specials.

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Private 1st Class
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