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Funny things in the source[message #100602] Fri, 12 March 2004 16:31 Go to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Hehe, there are some pretty amusing things in the source, post them here:

Think shooting cows for exp in exploit? Turns out there is a section in the code that specifically halves your exp gained in your victim is a cow or a crow. Why cows are worse targets than people is a mystery. Hehe.

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Master Sergeant
Re: Funny things in the source[message #100603] Fri, 12 March 2004 17:02 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Soldier Ani.c:

...
DoNinjaAttack( pSoldier );
...

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Master Sergeant
Re: Funny things in the source[message #100604] Fri, 12 March 2004 19:24 Go to previous messageGo to next message
Sint is currently offline Sint

 
Messages:37
Registered:August 2003
Location: Amsterdam, The Netherland...
The icon in the ja2\Build\Res directory is called jagged3.ico. A bit ambitious if you ask me Wink

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Private 1st Class
Re: Funny things in the source[message #100605] Fri, 12 March 2004 20:03 Go to previous messageGo to next message
Sint is currently offline Sint

 
Messages:37
Registered:August 2003
Location: Amsterdam, The Netherland...
While going through "Drugs and Alcohol.c", it turns out there is a special section devoted to Larry, our own :silly: .

I also found out it's possible to overdose and suffer a heart attack, which permanently reduces Wisdom, Dexterity and Strength by 5 points. So remember: Drugs Are Bad, mmmmkay?

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Private 1st Class
Re: Funny things in the source[message #100606] Sat, 13 March 2004 00:12 Go to previous messageGo to next message
Scorpius is currently offline Scorpius

 
Messages:36
Registered:March 2004
I personally like reading the comments... Smile

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Private 1st Class
Re: Funny things in the source[message #100607] Sat, 13 March 2004 00:21 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
How much drugs do you have to take for the heart attack?

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Lieutenant

Re: Funny things in the source[message #100608] Sat, 13 March 2004 00:38 Go to previous messageGo to next message
Sint is currently offline Sint

 
Messages:37
Registered:August 2003
Location: Amsterdam, The Netherland...
I wouldn't really know, since I only glanced at the code so far.

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Private 1st Class
Re: Funny things in the source[message #100609] Sat, 13 March 2004 01:07 Go to previous messageGo to next message
Headshot is currently offline Headshot

 
Messages:176
Registered:May 2002
Location: Los Angeles ( Hollywood )...

I found in the source an area about the SAM site being destructable and repairable. That all SAM sites start off at 100% but can be damaged ( Presumably by the rebels and that they can be repair using a players Mechanical skills just like the vehicles and weapons.

Headshot

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Staff Sergeant
Re: Funny things in the source[message #100610] Sat, 13 March 2004 03:35 Go to previous messageGo to next message
Eisenhower is currently offline Eisenhower

 
Messages:99
Registered:January 2002
Location: Aruba

what for compilers are you guys actually using?

(so i can start downloading it Smile )

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Corporal 1st Class
Re: Funny things in the source[message #100611] Sat, 13 March 2004 03:50 Go to previous messageGo to next message
Scottybrown100 is currently offline Scottybrown100

 
Messages:203
Registered:December 2003
Location: Michigan, USA
I wonder if the heart attack thing was implemented... i have given my men five syringes of drugs in a row and notthing happened...

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Sergeant 1st Class
Re: Funny things in the source[message #100612] Sat, 13 March 2004 03:54 Go to previous messageGo to next message
Ninth Hour is currently offline Ninth Hour

 
Messages:33
Registered:January 2004
Glanced through the code for air raids and, although I have not worked with C++ for at least 9 years (and have no knowledge of C), I deduced the following. Feel free to correct me..this is just my barely trained interpretation:

Air raids are events which occur after a particular amount of time (counted in minutes) has elapsed in Arulco. Not sure yet if the time to a scheduled air raid is counted from the moment you land in Arulco, or following a particular event.

Raids apparently occur only when your team is in the real time, tactical map of a particular sector, and not involved in combat already. You also cannot be in conversation with an NPC. If you're passing through the sector on the world map, and a raid happens to be scheduled for that sector, you will not be forced to the tactical map (?)

At the onset of the strike, a random merc in your team will give a warning about the attack(I've heard the appropriate wavs for each character...they haven't been removed from the original game. Someone will say "take cover!" or "death from above!"). You will then have a window of real time in which to run your team to cover. Once that time has elapsed, you lose control of your team and the planes begin their attack. They will make a random number of dives near a random merc, so presumably, if you're unlucky and still caught in the open, you may be hit more than once.

The planes will first strafe a particular location with bullets and then drop bombs (there was also some implication that if the strike occurred early in the game, the planes will not use their bombs).

When the strike finishes, real time resumes and control is returned to your team. Morale loss is sustained as usual for any mercs hit by the strike.

If I read it correctly, air strikes are very nasty, and there isn't much you can do to defend against them. Nor can you retaliate against the planes. I presume air strikes were removed to avoid this potential source of frustration for players.

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Private 1st Class
Re: Funny things in the source[message #100613] Sat, 13 March 2004 04:35 Go to previous messageGo to next message
Headshot is currently offline Headshot

 
Messages:176
Registered:May 2002
Location: Los Angeles ( Hollywood )...

Actually air strikes could possible be stopped or prevented from happening by you( the player ) controlling the SAM site in the airspace where the airstrike was to occure. This could also be tied to the damage and repair of the SAM air defence system. I have not checked on that yet.

Never fear we are in control....

Headshot

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Staff Sergeant
Re: Funny things in the source[message #100614] Sat, 13 March 2004 15:37 Go to previous messageGo to next message
deathadder is currently offline deathadder
Messages:4
Registered:December 2003
Location: detroit, mi
oh man, town loyalty goes down less if a fat civilian gets killed versus normal sized civilian.

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Civilian
Re: Funny things in the source[message #100615] Sat, 13 March 2004 15:47 Go to previous messageGo to next message
Big_Z is currently offline Big_Z
Messages:2
Registered:April 2002

heh. this is so cool. I have zero programming skills so I can't look at this stuff myself, but hearing you talk about these things is way cool. Its amazing the little details that were put into this game (cow/crow XP, heart attacks, fat people, etc). It just goes to show how great a game JA2 is!

I really hope you guys can make some sweet stuff with the source code.

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Civilian
Re: Funny things in the source[message #100616] Sun, 14 March 2004 12:10 Go to previous messageGo to next message
jackaians is currently offline jackaians

 
Messages:45
Registered:October 2003
Location: France
In exceptionhandling.cpp:
// This code for this function is ( stolen Smile from Bruce Dawson's article in Game Developer Magazine Jan 99
Thank you Bruce Dawson. :ok:

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Corporal
Re: Funny things in the source[message #100617] Sun, 14 March 2004 22:17 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

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

Quote:
Originally posted by Sint:
The icon in the ja2\Build\Res directory is called jagged3.ico. A bit ambitious if you ask me Wink
Don't think so. There probably was a jagged1.ico, a jagged2.ico, ... , jaggedX.ico, and they chose the third one of them. (At least that's what I have done...)

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First Sergeant
Re: Funny things in the source[message #100618] Tue, 16 March 2004 03:34 Go to previous messageGo to next message
Chris Camfield is currently offline Chris Camfield

 
Messages:68
Registered:February 2000
Location: Toronto, Ontario
Quote:
Originally posted by Digicrab:

...
DoNinjaAttack( pSoldier );
...
I think that's the martial artist's roundhouse kick. Smile

I do recall that airstrikes were taken out because they were so nasty. Smile Maybe you guys can implement portable SAMs? Fire one during an airstrike and the airstrike ends. It could use some of the existing graphic stuff for rocket rifles or mortars, but the target point would have to somehow be aimed up in the air.

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Corporal
Re: Funny things in the source[message #100619] Wed, 17 March 2004 06:58 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
worlddef.c

Quote:

// ATE: CRAPOLA! Special case stuff here for the friggen pool since art was fu*ked up
Very Happy

It so perfectly expresses all the thoughts of the MOD Squad during the 3 years spent modding JA2.

Very Happy

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Captain
Re: Funny things in the source[message #100620] Wed, 17 March 2004 07:07 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Oh, I've already told Linx about this but I've should share it with everyone.

We were attempting to "crack" the JSD files, right? Well, a 100 years from now we would not have succeded, because they are nicely layed out in the exe code. Same goes for soldier animations (or body types). They are all spelt out, STI by STI. The exe was the key to everything.

Good thing I didn't pull ALL my hair out Very Happy

Well, once we externalize THAT, adding new movements and for soldiers won't be a problem. And finally we could see soldiers firing a HMG, chicks doing karate kicks, anything we can render, actually.

Also, since the whole code for the tiles and different structures is nicely commented, we could redefine those too. And make thin walls and thick walls. Colapsable roofs. Jumpable windows (always nice to have a second entry/exit, right?). Deformable terrain. The sky is the limit (really, there's no sky.c to alter Very Happy )

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Captain
Re: Funny things in the source[message #100621] Wed, 17 March 2004 09:38 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Shanga,

What about modifyable terrain, like when you take control of a map, you can spend money to built defensive positions, pill box, barb wires, traps, watch/guard towers, etc.... Also, as a personal plead, is there a way to increase the sighting range to say 2x so we can have a sniper-to-sniper shoot out ? Thanks

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Corporal
Re: Funny things in the source[message #100622] Wed, 17 March 2004 10:29 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Well, I've just seen tonight, thanks to joker_pl, for the first time in my life, a JA2 game run in full 1024x768.
At this size, you can see about half of the entire the map or so. A sniper's range and a bit more. The next logical step will be to increase the sight.

I don't know about dinamically changing maps. We could do that with a trick. Like paying the locals to do it and having the buildings delivered in a week or so. It will look like you built on the new map, but you actually load an alternate one. This will be rather easy to do.

What would be REALLY challenging would be to implement extra actions for the mercs (and extra body movements) so they can:

- drag sandbags to a new location or a wounded friend to cover.
- climb trees.
- dive under water (and gain stealth doing so)
- add horses and mules and allow mercs to ride them or use as... mules...

As for terrain, I'd like to see the debris from a bomb blast form a "hole" (it's 2D, but it can be faked) in which you can take cover.

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Captain
Re: Funny things in the source[message #100623] Wed, 17 March 2004 20:37 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

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

Have some mercs bit their nails, according to personality. A coward would do that more often. Then if a merc has bitten his nails too much and visits a swamp, he gets a disease (mycetes however the heck are they called in english).

And of course, convert to 3D.

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First Sergeant
Re: Funny things in the source[message #100624] Wed, 17 March 2004 20:39 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Convert only the nail-bitting animation or the whole merc? Flies buzzing around would be hard to make...

Common...

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Captain
Re: Funny things in the source[message #100625] Sun, 28 March 2004 16:10 Go to previous messageGo to next message
Sectus is currently offline Sectus

 
Messages:10
Registered:March 2004
I think this is pretty much the most awesome thing I've found in the source so far:
void CreatePlayerControlledCow()

-Remi

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Private
Re: Funny things in the source[message #100626] Sun, 28 March 2004 18:00 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Moooo

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Master Sergeant
Re: Funny things in the source[message #100627] Tue, 30 March 2004 06:10 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
I would prioritize the dragging action over the other suggestions. There's already a "leap over" interface, icon and action, so there should be a way to mod the action interface to add a "drag" function. I'd hate to see something as crude as an in-sector teleport to the next square, but we all know how useful it would be to get the fallen out of the line of fire, no matter how it's implemented. While we're at it, though, shouldn't the (medic) be able to loot the (fallen's) vest/pockets/pack to get medical supplies, health boosters, etc.? That's always bugged me, too. Can't use the fallen soldier's medikit if the medic runs out! EEK!

Mmm... 1024x768... 80-range sniper rifle... Increased visual range... Mmmm... Finally an effective implementation of snipers and overwatch.

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Corporal 1st Class
Re: Funny things in the source[message #100628] Tue, 30 March 2004 11:32 Go to previous messageGo to next message
Chris Camfield is currently offline Chris Camfield

 
Messages:68
Registered:February 2000
Location: Toronto, Ontario
The additional trouble with switching to an alternate map is that you'd have to account for the items on the ground and changes to the previous version of the map - blown-up bits of walls or whatever.

I'd just make sandbags an item that mercs can use to add a structure to the world. And then I guess you'd need a separate action to "gather sandbag" which would play a pick-up or similar animation, remove the structure from the world, and give the merc back their item.

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Corporal
Re: Funny things in the source[message #100629] Wed, 31 March 2004 05:14 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Mercs could "make" sandbags if they had a shovel and some empty bags. Nobody's going to carry around a bunch of full sandbags, eh?

I wonder if it would be possible to create a new "class" of world items which are portable but which stop bullets from hitting the target. I'm thinking of riot control /SWAT shields, sandbags, bomb demo shields etc. By dropping these in front of the merc a mini-bunker would be created. Probably a LOT more coding trouble than it's worth.

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Corporal 1st Class
Re: Funny things in the source[message #100630] Wed, 31 March 2004 05:37 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
I'd rather say, that could be quite usefull. In an "army" setting you always use sandbags and such for defense (sometimes even on your vehicles), and in an "urban/terrorist" setting you would certainly use ballistic shields. The only setting in which you wouldn't use anything similar would be a "gang wars" setting.

If the adversary IA is capable of making a real attack (not just appear, like in actual JA2), fortifying your positions would be a must. Of course the IA should be able to handle those (use them to take cover, and so on). It's pointless to put up a fortified camp if your militia just rushes to the incoming enemy as usual.

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Master Sergeant
Re: Funny things in the source[message #100631] Wed, 31 March 2004 08:34 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Re: Militia. Not necessarily. Militia very seldom jump over sandbags and emplacements. They often seem to get "stuck" where their pathfinding can't get them past simple obstacles like sandbags and gates. So if you sandbagged an entranceway or closed off entrances, I think it highly likely that the militia would remain inside.

Of course if we extend sight ranges (different thread) then the militia can engage and be engaged sooner, too... might need to limit militias to some semblance of a chance, i.e. even if they see an enemy but the enemy is at long range and the militia has only a .38 special, the militia won't burn ammo and time by taking 0% chance shots. A good lower limit might be a 25% chance to hit or so. That would be a good improvement overall, I think.

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Corporal 1st Class
Re: Funny things in the source[message #100632] Wed, 31 March 2004 19:02 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
True, but I was more thinking about isolated checkpoints, like nests of machineguns and such.

Talking about militia, there is a thing I just hate (and I don't think I'm the only one), it's their bad habit of rushing towards the enemy, no matter what or why. They only manage to get themselves shot, while blocking my targeting, blocking the movement my own mercs, and so on.

They should take cover and generaly adopt a low profile, especially considering they are just armed civilians. There is no valid reason they should run berserk.

So please make them adopt an overall defensive stance (they aren't choc assault troops), and, if possible, make them give up shooting if an ally is between them and their target (the last in a row will always try to mow down all his comrades in front of him...).

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Master Sergeant
Re: Funny things in the source[message #100633] Thu, 01 April 2004 03:17 Go to previous messageGo to next message
Eddy Baby is currently offline Eddy Baby

 
Messages:5
Registered:March 2004
Location: England, God's Own Countr...
You are certainly not the only one. As far as I understand it, they're using common 'soldier' AI which as we know has a tendency towards the kamikaze. It might be possible to set them all to 'defensive' personalities, but I'm not sure if that would abate the problem.

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Private
Re: Funny things in the source[message #100634] Thu, 01 April 2004 06:35 Go to previous messageGo to next message
North is currently offline North

 
Messages:26
Registered:September 2003
Location: NC
The barb wire and watch towers would be really cool, you could make some two story buildings too, I dont kno if there are some in UC b/c I havent played all the way thru it.

Im seeing some sort of "desert storm" type deal in my mind.

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Private 1st Class
Re: Funny things in the source[message #100635] Thu, 01 April 2004 07:27 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Kurt,

You bring up an interesting idea about the militia. Instead of training militia, we can have fighting positions and defensive structures depend on the level of training/buildup. With fixed fighting positions, the militia would not "rush" to their death, and realisticaly, militia should be defensive in nature.

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Corporal
Re: Funny things in the source[message #100636] Thu, 01 April 2004 09:42 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
I think were going completely OT... Let's maybe continue this debate in the To-Do thread?

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Master Sergeant
Re: Funny things in the source[message #100637] Sat, 03 April 2004 15:51 Go to previous messageGo to next message
McKnight is currently offline McKnight

 
Messages:6
Registered:January 2004
Location: Sydney, Au
OKie, just to drag the thread back On Topic.

\jascreens.c

Seems as if it takes your merc between 6 and 25 minutes in the brothel... funny as they were thinking about making the time taken to be based on stats rather than just a random number

// Advance time...
// Chris.... do this based on stats?
WarpGameTime( ( ( 5 + Random( 20 ) ) * NUM_SEC_IN_MIN ), WARPTIME_NO_PROCESSING_OF_EVENTS );

return( GAME_SCREEN );


\laptop\IMP Begin Screen.c

// easter egg check
BOOLEAN fEggOnYouFace = FALSE;

Anyone know what this easter egg actually is ?

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Private
Re: Funny things in the source[message #100638] Sun, 11 April 2004 21:01 Go to previous messageGo to next message
Yukinio is currently offline Yukinio

 
Messages:11
Registered:April 2004
Location: Helsinki, Finland
Looks like fEggOnYouFace is just used for debuggin and beta version purposes.


Ifyou give certain names to your character you get some nice skills and stats and so on. But this happens only if _debug or JA2BETAVERSION is defined.

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Private
Re: Funny things in the source[message #100639] Tue, 13 April 2004 07:02 Go to previous message
Lanfear is currently offline Lanfear

 
Messages:46
Registered:April 2004
Location: The Netherlands

Loved this one as well, in fact, registered to share it...

// as requested by ATE, males are more likely to drop their "organs" (he actually suggested this, I'm serious!)

From Tactical\Inventory Choosing.c

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Corporal
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