Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » ToDo lists
Re: ToDo lists[message #100532] Mon, 22 March 2004 06:16 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
I did not looked much into the source code too see if this is possible (for now I'm interested to translate the game - i think it would be nice if JA2 it will be the first game fully localized in Romania), but it would be nice if one could change trough proper training at least one of the mercs and/or RPC traits. As an example, I like to use Maddog and Conrad in every game (be it plain JA2, DL or UC), and I like to play night ops, so I would like to be able to assign these two rpcs to train for night ops operations. The way I see it, it would need a trainer which has the night ops trait and a leadership above 50. Depending of its wisdom, a merc or an npc could "mutate" one of it's traits in 2-6 weeks. Thats my two cents.

Report message to a moderator

Sergeant
Re: ToDo lists[message #100533] Mon, 22 March 2004 06:38 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Boomer, look into the source, they've put in localization files. We could use one of those for a Romanian interface.

Report message to a moderator

Captain
Re: ToDo lists[message #100534] Mon, 22 March 2004 17:15 Go to previous messageGo to next message
Boomer is currently offline Boomer

 
Messages:114
Registered:February 2004
Location: In the heart of Transilva...
Yes, I've'd looked and I am already working on the translation.

Report message to a moderator

Sergeant
Re: ToDo lists[message #100535] Mon, 22 March 2004 18:44 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

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

I'd like an Ultra Editor mode, that will replace all tested and existing utilities that can do their damn job, wasting hunderds of programming hours (and that reffers to the UltraEd), that will create my custom campaign by accepting verbal orders like "create forest sector" and of course do so automatically, and that will have a soccer mini-game with 3D graphics for my breaks.

Mad Mad

Report message to a moderator

First Sergeant
Re: ToDo lists[message #100536] Mon, 22 March 2004 19:19 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

It anyone ever writes that, I'll strangle them myself with the mouse cord. Us programmers gotta keep our jobs now, you hear?

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100537] Mon, 22 March 2004 19:39 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

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

Strangling with the mouse cord... hmm nice idea, yummy.

Too bad I got a cordless one :whoknows: Perhaps throw them the batteries till they drop dead?

Report message to a moderator

First Sergeant
Re: ToDo lists[message #100538] Tue, 23 March 2004 03:50 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
If yours is cordless Trail, someone could make it so you'd have to sit down to left click it, and it would be funny to see you trying to use the scroll wheel.

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100539] Tue, 23 March 2004 03:59 Go to previous messageGo to next message
XXXSHADOW is currently offline XXXSHADOW

 
Messages:39
Registered:November 2002
Location: Hell
a new importent thing a Hitsystem like SOF :rolleyes: it would gave new Things like if you was shoot in the Hand you don`t can shoot or so on Very Happy

Report message to a moderator

Private 1st Class
Re: ToDo lists[message #100540] Wed, 31 March 2004 02:09 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
About a new editor - Don't get the L33T spirit get the better of you Razz

There are two different things in making a game: Engine creation/modification (usually a job for programmers), and level design (usually a job for level designers (duh)). I'm letting out graphists, sound designers, game designers and such (all of a sudden I have made myself plenty new friends).
Building the engine (and the corresponding editing tools) is a long and tedious task, but once it is done, level designers should be able to work at good speed, without any special programming knowledge. At least, that's how it works for the game industry. And for JA2, since we have the source code, it's not "modding" anymore, it's using a completely known and documented engine to make new games.

My point is, it would be real nice to have a bunch of clean, almost finished utilities. Things that won't crash if you look at them the wrong way. Things that would make it possible to make levels at a halfway professional speed.

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100541] Wed, 31 March 2004 13:37 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Quote:
Originally posted by Kurt:
At least, that's how it works for the game industry.
So, you work for a gaming company then?

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100542] Wed, 31 March 2004 19:09 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
No - I've got my own company... :luckystrike:
(Not in gaming, but I don't despair. Very Happy )

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100543] Wed, 31 March 2004 22:16 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
i want to be able to drop my mercs off in a hostile sector by helicopter.

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100544] Fri, 02 April 2004 00:17 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
I'd also like the ability to climb from a first story roof to the second story roof. Sniping takes on new meaning from this type of elevation.

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100545] Fri, 02 April 2004 00:35 Go to previous messageGo to next message
BlackHand is currently offline BlackHand

 
Messages:20
Registered:March 2004
Location: Germany

Yes that would be cool. Shouldn't be too difficult to implement too, I guess. Hey even the first X-COM had serveral levels of elevation. Wink

Report message to a moderator

Private 1st Class
Re: ToDo lists[message #100546] Fri, 02 April 2004 03:51 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Possible addition to JA2: a new webpage which allows you to contact other mercs who have been "found" in the course of your travels. For example, Iggy or Conrad. If you don't recruit them, they're "gone" forever. (I know, I know. Conrad starts shooting so he dies, but work with me for a minute, will 'ya?) Similarly, if you dismiss Maddog, Dynamo, Hamous or that darn kid whose name I can't remember (EDIT: SHANK!), they're "gone" and never to return. If we can add a webpage like an "address book" to keep track of them, maybe we could re-hire them later if we're so inclined. Mind you, I'm not saying that anyone WOULD want to re-hire any of these particular characters. The reasons I make this suggestion are 1) it permits other, modded characters (i.e. Spike et al. in UC) to be "found" and hired later, not right away. It might also allow you to "contact" them via email for plot development, intel or other purposes, depending on the mod. What do you think?

Report message to a moderator

Corporal 1st Class
Re: ToDo lists[message #100547] Fri, 02 April 2004 04:44 Go to previous messageGo to next message
Thrangar is currently offline Thrangar

 
Messages:11
Registered:March 2004
Location: Phoenix, AZ USA
I'm with you KIA...more mercs the better!

Although a separate web-site might not be necessary, just adding them to MERC (or perhaps AIM) would be enough. Whichever way is the easiest to implement (programming-wise), if it gives us more merc to choose from, I'm for it!

Report message to a moderator

Private
Re: ToDo lists[message #100548] Fri, 02 April 2004 21:19 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Just give them e-mail adresses and implement e-mail *sending*!

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100549] Sat, 03 April 2004 09:26 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Has anyone mention about using Burst fire may increase a weapon jamming up ? Or should I say can we change the "weapon durability factor" to "chance of jamming" ? How about if a merc with auto weapon skills have less chance of jamming up a weapon in auto/burst mode. Whereas a merc without auto weapon skill, low dexterity, is given a light-machinegun, fire on full auto, might jamm up the lmg, miss feed and consume the whole ammo belt.

Report message to a moderator

Corporal
Re: ToDo lists[message #100550] Sat, 03 April 2004 21:08 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
There is a slew of things an unexperienced person could do to ruin his/her gun. Think of dirt and gravel getting inside, overheating, and many more. Besides jamming, the gun would also lose it's accuracy of fire, and that would be definitive (unless you implement barrel changing).

On the other hand, a merc would at least know the basics of weapon handling, even if he/she's got a lousy markmanship.
BTW the chance of jamming depends also on the ammo form factor, and of course the gun itself (thinking of a well-known british SMG of WWII which looks like a piece of plumbing, but is almost undestroyable).

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100551] Thu, 08 April 2004 01:18 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Any chance of implementing the UB feature which revealed all dead bodies' guns, gear, etc. upon clearing the sector? It's a really nice addition and prevents loss of time from going over and putting a "boot on the head" of each corpse in order to get the items.

Report message to a moderator

Corporal 1st Class
Re: ToDo lists[message #100552] Fri, 09 April 2004 17:55 Go to previous messageGo to next message
Rathon is currently offline Rathon
Messages:1
Registered:September 2003
How about the ability to modify how fast loyalty drops in a city, completely remove the loyalty drops at all, or modify situations when it will drop.
Another suggestion would be NPC

Report message to a moderator

Civilian
Re: ToDo lists[message #100553] Sun, 11 April 2004 00:22 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
How about enemy NPC's as Platoon Commanders and Generals who can be recruited (after a battle! but not like Conrad, more a random confrontation) and who if in a bad situation leave their own soldiers for dead and scarper to come back later (with maybe slightly boosted stats) with a larger better trained force to try again.

It'd give the game a little more storyline potential. Ignore if too difficult!

Report message to a moderator

Lieutenant

Re: ToDo lists[message #100554] Sun, 11 April 2004 02:14 Go to previous messageGo to next message
Yukinio is currently offline Yukinio

 
Messages:11
Registered:April 2004
Location: Helsinki, Finland
Heres something that actually has to do making the game more moddable. It's something that definetly should be on the TODO-list.

I have just gotten the source code and at first glance I noticed that lot of important attributes of the game are defined in macros. Well, I guess this was to be expected.

The problem here is of course that to make the game moddable those macros need to be defined at runtime. But then they cant be macros anymore. So we need to take a way the macros and replace with a system that modifies those constants at runtime.

This is pretty straightforward coding. I suggest use XML to store the data and load it up at the beginning and then replace those macros with variables.

Oh and in case Digicrab reads this. Im volunteering do the xml data structures from the tactical project part should this prove necessary.

Basicly I could write the interface for using this in the game too. But before that there are some issues concerning coding to be decided.

First, are we going to write to new parts in C++ or should we stick to C? I dont see any immediate problems in writing them with c++ though.

Secondly, if we use XML, we need probably parse it with some 3rd party libs. We need to pick those libs so that everyone will use them. Othwewise we will be in an include nightmare.

Anyways, Im new here and wrote this mail a bit hastily. I dont even have one of those white hats. Sad So if this is done or decided already, Im sorry for the spam.

Report message to a moderator

Private
Re: ToDo lists[message #100555] Fri, 16 April 2004 01:14 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
New addition: Would it be possible to re-route supply deliveries to the same location you deisgnate for new merc arrivals? That would REALLY cut down on "mule" runs where you need to strip down your mercs, send them back to the airport and hump a whole boatload of ammo, medkits etc. to the front lines. It's an unnecessary waste of time (IMO) which interferes with strategic and tactical focus. This way supplies show up in a zone you designate. Much less hassle. Assume the helicopter carries it from the airport to the relevant area without specific orders.

Report message to a moderator

Corporal 1st Class
Re: ToDo lists[message #100556] Fri, 16 April 2004 01:27 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
You can cut down on mules if it would be possible to create an inventory managment system for the vehciles. Theres a new topic on that here.

Here's an idea. I noticed a few buildings labeled as some kind of shipping company. Soppose you could use an internal shiping company to ferry equipment that is stored in specific containers between towns under your control. Aside from the code, it will requier new artwork, either an NPC like Pablo to talk to or a website like B-Rays. Both will do the same thing: transport your items from a crate in one town to a crate in another town for a small cost.
Both towns will need to be under your control (at least that sector), and connected by a road. If there are enemy patrols along the road or junction the truck will turn around to its point of origin (I.E. the items will remain in the first town), or worst, the items will be comfiscated (lost forever, or stored in an enemy controlled sector like the Alma storage facility or something like that).
The transport time is no more then a few hours. 24 at the most, depending on distance.

Optional quest: finding a stable source of fuel for the delivery truck, otherwise the service will be unrealiable.

This will mean you will also have to spare resources to keep the roads clear. This could be tied with allowing militia to be trained in each major junction. If you really want to go crazy with this specific feature, militia ONLY in junctions will send some of its garrison to intercept enemy patrols on the roads, unless the patrol is obviously superior in numbers.

Okay, this is science-fiction. Mabye doesn't belong in the ToDo List, but its out there, anyway.

Report message to a moderator

Staff Sergeant
Re: ToDo lists[message #100557] Fri, 16 April 2004 20:58 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Those convoys should be escorted (militia), and there should be a chance (depending on enemy activity and distance from the frontline), that the enemy attacks your convoy (and you lose everthing in it)... Adds some danger to the whole thing; Accidents happen even in peacetime.

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100558] Tue, 20 April 2004 03:00 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Umm... A Request, not really to-do; Can you structure the new code so that it installs into a different directory from "old" JA2 (or gives an option) and so that it gives us options for which mods to run at start?

Some games that I've seen modded use batch files to switch equipment, images, stats, etc. so that the player can switch mods really easily. Would that be a viable method?

Report message to a moderator

Corporal 1st Class
Re: ToDo lists[message #100559] Tue, 20 April 2004 22:49 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
KIA,
there has been a thread (somewhere) talking about a "mod launcher" GUI. It is definitely a thing to add.

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100560] Sun, 09 May 2004 00:28 Go to previous messageGo to next message
DaethWalker is currently offline DaethWalker

 
Messages:98
Registered:September 2003
Location: Rocky Point, NC
It would be nice to have better control of the militia.

I know defensive positions were mentioned in a cple of threads.

It's be nice to be able to assign militia to certain defensive positions.

For instance, in the map screen, where you can pull up a window to move your militia from sector to sector. Maybe bring up a 2nd sector window with maybe 4 dif type boxes.

Each box could be a different type of defensive/offensive position.

In fact I would use 4 boxes:

1. Defensive - all militia in this box will fill designated defensive areas on the map and hold these positions during attack.

2. Offensive - all militia in this box will fill designated offensive areas on the map and assault the nearest enemy during an attack.

3. Training - all militia in this box will fill designated training areas and train what ever ability is assigned to that area - they could also either attack the nearest enemy or fill the nearest empty defensive slot, when that sector is attacked

4. Medical - all militia assigned to this position will ignore the enemy and treat any wounded militia in their assigned area - Militia AI would need an order to direct militia to nearest aide facility if reduced to a certain % of health points

Hehe ... sorry ... got carried away. But, it'd be nice if possible to implement.

Report message to a moderator

Corporal 1st Class
Re: ToDo lists[message #100561] Sun, 09 May 2004 22:52 Go to previous messageGo to next message
Golden-Gnu is currently offline Golden-Gnu

 
Messages:14
Registered:May 2004
Location: Denmark
what about 40mm light granades or for the mortar, like the chemical break light's.

Report message to a moderator

Private
Re: ToDo lists[message #100562] Mon, 10 May 2004 04:01 Go to previous messageGo to next message
Folkewulf is currently offline Folkewulf

 
Messages:56
Registered:August 2003
A starburst shell for the mortar that lights the whole map for 12 to 15 turns? Thats a scary thought for us night ops types Gnu. I like it.

Report message to a moderator

Corporal
Re: ToDo lists[message #100563] Thu, 13 May 2004 05:13 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Star light, star bright
When that thing goes off at night
I wish I may, I wish I might
Be somwhere else less light!

:help:

Edit - I think the JA2 add-on had a WP (light)shell. Maybe it was only for 40mm. I guess you're talking about a starshell with parachute to linger longer...

Report message to a moderator

Corporal 1st Class
Re: ToDo lists[message #100564] Thu, 13 May 2004 06:11 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
JA2 Unfinished Business?
No, I don't recall any (okay, it has been a couple of years, but nevertheless).

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100565] Fri, 14 May 2004 02:00 Go to previous messageGo to next message
Mr.Homm is currently offline Mr.Homm

 
Messages:14
Registered:April 2004
Location: Hamburg
Quote:
Originally posted by Kurt:
JA2 Unfinished Business?
No, I don't recall any (okay, it has been a couple of years, but nevertheless).
But I can recall them (okay, it has been only a couple of hours since Wink. 40MM with pink color strip. Area of effect similar to the breaklights only fired with the M79 or talon. Playing german UB v1.01.

Report message to a moderator

Private
Re: ToDo lists[message #100566] Fri, 14 May 2004 19:48 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Strange, indeed. You aren't pulling my leg, are you? I checked the UB files since, and only found the usual 40mm grenades (explosive, stun, tear, smoke)...

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100567] Sat, 15 May 2004 01:45 Go to previous messageGo to next message
Mr.Homm is currently offline Mr.Homm

 
Messages:14
Registered:April 2004
Location: Hamburg
Quote:
Originally posted by Kurt:
Strange, indeed. You aren't pulling my leg, are you? I checked the UB files since, and only found the usual 40mm grenades (explosive, stun, tear, smoke)...
Take a look at
http://mitglied.lycos.de/berndt_reinhold/DAoC20040514-163802.jpg
(80 kb)

:headbanger: I'm playing the X-Com campagne, maybe the "Fackel"s came with it!?

Report message to a moderator

Private
Re: ToDo lists[message #100568] Sat, 15 May 2004 04:32 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Ah so, ja nat

Report message to a moderator

Master Sergeant
Re: ToDo lists[message #100569] Sat, 15 May 2004 11:41 Go to previous messageGo to next message
Mr.Homm is currently offline Mr.Homm

 
Messages:14
Registered:April 2004
Location: Hamburg
Quote:
Originally posted by Kurt:
Ah so, ja nat

Report message to a moderator

Private
Re: ToDo lists[message #100570] Fri, 11 June 2004 02:45 Go to previous messageGo to next message
Mazky is currently offline Mazky
Messages:4
Registered:June 2004
Location: Finland
Don't know if someone allready came up with this...
The ability to "drag" your wounded merc out of enemy fire, into cover using another merc Surprised . It could work with the "hand" tool, you could just ctrl + click on the wounded merc next to you and then click somewhere on the ground (allso has to be near your merc) and the wouded merc would appear there.
This could take like 5 to 10 APs, so you can still move your "helping" merc to cover.

Report message to a moderator

Civilian
Re: ToDo lists[message #100571] Fri, 11 June 2004 04:47 Go to previous messageGo to previous message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Yes, somewhere in a thread this has been discussed. Make a search.

Report message to a moderator

Master Sergeant
Previous Topic: Death Animations
Next Topic: Need confirmation: does the Throwing trait affect throwing knives or not?
Goto Forum:
  


Current Time: Thu Jan 09 23:08:33 GMT+2 2025

Total time taken to generate the page: 0.02090 seconds