Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Organization and Progression Suggestion
Organization and Progression Suggestion[message #101748] Wed, 18 August 2004 03:11 Go to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Hello, all! I've seen some wonderful knowledge, talent and enthusiasm exhibited here. We have very experienced project managers and smart, sharp programmers. But there is a high degree of chaos with programmers making their mods as they see fit and no real overarching organization or plan which I can detect. Surely someone (a manager?) can come up with a proposed list of waypoints, milestones or sub-projects which need attention? Similarly, someone ought to be able to come up with a list of specs for mods, i.e. the proposed mod must be a) well documented internally, b) uninstallable, c) verifiable and tested, and d) be adjustable, i.e. on/off from the config menu. (I think mods which have or aim for Linux compatability should be listed as a definite plus right now, but should not be mandatory - for the main project. That can be tweaked later.) From there, someone else (Bearpit?) can post a topic of individual mods which have been completed in compliance with specs and are ready for public beta and comment. As these become more established and solid, a second phase, incorporation into a new v 3.0 exe could be considered, but it seems somewhat distant right now. I think the only thing which can be done at this point is to establish the standards and start collecting properly crafted mods for user review. Thoughts?

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101749] Wed, 18 August 2004 08:51 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:277
Registered:August 2004
Location: So. Cal. or texas
From a end-user view, This sounds great, though I'd recommend 3 persons to work/ construct the system.. 2 of 3 votes carries....

I especially like the wel documented internally part.. though i do not program for fun, i;ve done a few classes and for reusablilty as well as outside debugging.. good documentation speeds up the process as a whole.

Report message to a moderator

Master Sergeant
Re: Organization and Progression Suggestion[message #101750] Wed, 18 August 2004 21:18 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
It seems to be the cart before the horse syndrome.

There is no point researching & making possible all manner of enhancements unless those creating mods have a use for them.
Best that could happen is individual players tweaking existing mods to their liking.

There are several considerations revolving around any proposed major enhancement ... mainly playtesting to sort bugs out & overall balance plus side effects on other areas ... finance, number of items dropped, overall difficulty, rate of progress towards objectives etc.

Examples:

1. Alter SAM site position & area coverage .... very nice to have & usefull.

2. Alter city positions & borders plus what constitutes the sectors where income is derived (mines) plus where militia can be trained.
Very nice to have but you would then need to alter patrol paths & orders - priorities for recapturing those newly positioned cities.
Care must be taken with Meduna Palace ... principal spawn point for patrols which is also linked to the Queens income .... more income more patrols. Once the spawn point is captured ... game over unless queen is still alive.

Some really usefull stuff you could develop

An ability to have a third vehicle ...

Can the helicopter be turned into a plane ??? meaning able to take off & land only at specified "airport" sectors.
This could make an island hopping scenario viable.

Is it possible to assign "cargo space" to vehicles. Maybe 6 - 8 large slots would do.

Is it possible to assign more sectors as hospitals similar to F8 at Cambria ... Chris pointed to those code areas in his Tweak Tweak thread.

Is it possible to assign all sectors as "normal" allowing helicopter - road - map interface travel ... including the meshed out ones currently at A4, A5, A16,E16, F16, J16, 16, L16, M14, M15, M16, N13, N14, N15, N16, O14, O15, O16, P14, P15, P16.

Can patrol logic & numbers be improved to have roving "hunter killer" elite squads follow then zero in on positions occupied by mercs.
Not just follow standard patrol paths.

All this sort of stuff would be valuable in designing new adventures from the ground up.
If in advance it's known these features are possible there is more scope for experimentation & deviation from a normal plod towards Meduna to kill baddie X scenario.

If any of the above can be safely implemented ... please let me know as there are possibilities of future mods coming your way in the not to distant future.
Techs with an ability to "get the job done" are valuable & their services may be required in the not too distant future.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101751] Thu, 19 August 2004 02:28 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
These are excellent suggestions and points, Bearpit. They should be tagged and listed along with the other suggestions. A list of existing and potential mods is important because this is a purely voluntary enterprise. No modders can be forced or coerced into doing anything. But if someone can provide a structure and framework along with a list of potential projects, then they modders can see what types of things are suggested, try their hands at them and report back results. Successful mods can be posted, tried by users and rated for game enhancement.

Whether a big new exe can be compiled from the different sub-mods is a larger issue and much harder to decide. A series of polls or popularity surveys could be conducted with respect to the individual mods in order to determine which are the most useful, popular, etc. Mods which score above a certain percentage can be incorporated, lesser mods can be optional.

The alternative approach is to have several different, sometime conflicting, projects running simultaneously resulting in several different larger mods somewhere down the line. This is fine, but I think one mod which allows selective incorporation of lesser mods which can be turned on or off or selected at start is a better way to go.

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101752] Thu, 19 August 2004 04:16 Go to previous messageGo to next message
Batman is currently offline Batman

 
Messages:363
Registered:January 2001
Location: Gotham City
I'm not sure I'm understanding the request here... You're looking for programmers to modify the JA2 Source Code, you want them to fully document all changes, validate and test changes, and create an option for the end-user to turn on or off the modification and, all of this is based on end-user request? ... Does this sound correct?

If so, my only question is... what is the starting salary for this position?

Report message to a moderator

Master Sergeant

Re: Organization and Progression Suggestion[message #101753] Thu, 19 August 2004 06:04 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Smile Ah, if only my stupid lottery ticket had won... I could rule the world... and hire Sir-Tech staff and the Mod Squad to implement JA3 properly... I'm not asking for as much as you suggest, actually. Let me explain.

As I see the forums and situation at present, there are many ideas, many working implementations (full auto bursts, 800x600, targeting, relocation of mines, relocation of sams, expansion of weapons, items with sub pockets, etc.) and absolutely no organization, pattern or methodology being applied to sort out the glorious mess. So work done by some modders is being replicated unnecessarily by others and there is feuding and bickering over the implementation methodology and so on. My thought was that if someone was hosting a forum for this, they could set standards for mods they would post and mods could be accumulated in one place over time for others to study, learn from, build on and so forth. In order for people to do that, the mod needs internal documentation which is distributed with the mod. So as a requirement for posting and hosting the mod, it should meet the standards. The general idea is that someday a general revision of the exe would be made to incorporate the best mods. Obviously the new exe would be aimed at the largest possible audience. But there will always be disagreement about what is a "good" mod and what is a "game breaker" so it only makes sense to plan for that eventuality, too. The sensible way to deal with the conflict is to allow the end-user to pick and choose what mods they want to use for their particular game. This means that programmers should plan in advance for their mod to be able to be turned off or deselected in some fashion. Again, this should be a criteria for hosting the mod. Mods which cannot be turned off, deselected or uninstalled will cause conflict down the line. While some people may want to use them anyway, they would not be officially hosted nor incorporated into the exe which is aimed at the broad audience for obvious reasons.

But maybe chaos and anarchy might spontaneously generate a triumphant work also. I somewhat doubt anything as complex and thorough as UC would ever be generated without organization and structure. So I offered my suggestion for a loose plan to advance JA2 modding. I haven't seen anything else so far...

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101754] Thu, 19 August 2004 07:58 Go to previous messageGo to next message
Batman is currently offline Batman

 
Messages:363
Registered:January 2001
Location: Gotham City
I guess what's confusing me is your use of the word "mod". To me, MOD is when a modification is made to an existing game. If you are talking about source code changes, additions, corrections, then it is a different thing.

Then you talk about an EXE... To me, this is the final product compiled into an Executable Program. If you are talking about making such "Source Code Changes" as full auto bursts, 800x600, targeting, relocation of mines, relocation of sams, expansion of weapons, items with sub pockets, etc. Some of these are not easily "turned off"...

For example: Relocating Cities, Mines and SAMs would require a special editor to be included or incorporated in the game that would allow someone to alter the locations. Now we're talking about MODding the game.

I do apologize and I'm not trying to harass you, but I guess I don't understand the ultimate goal here...

Is it to allow MODding to continue? If so, then grab the source code and have at it...

"So work done by some modders is being replicated unnecessarily by others and there is feuding and bickering over the implementation methodology and so on."

I don't think working with the Source Code is unnecessary in any way. Every time I open the code I learn something new. I do agree with the feuding and bickering, everyone will think there code is the best... But then again, feuding and bickering will occur in MODding too... Wink

Report message to a moderator

Master Sergeant

Re: Organization and Progression Suggestion[message #101755] Thu, 19 August 2004 12:40 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Batman.
Quote:
For example: Relocating Cities, Mines and SAMs would require a special editor to be included or incorporated in the game that would allow someone to alter the locations. Now we're talking about MODding the game.
Creating standalone utilities to enable .... repositioning cities, SAM sites, SAM site air coverage, mine income levels, main patrol spawn point would allow these changes to be applied as required to any number of mods down the line.
Azrael already created an editor to alter the road network & sector to sector interface travel .... very very usefull.

These are basic functions so using utilities seems more practical than incorporating them in a specific .EXE.

I think you guys should decide on a specific .EXE to work on ... the one with most stability & advanced AI enhancements ... was that JA Gold?

Plus Batman is correct ... indecision & bickering will result in multiple .EXEs with varying capabilities & functions .... so a modder trying to design a game would use ... :whoknows:

Probably the most ideal resource utilization scenario is if mod designers state up front they would like this, this & that feature implemented into a specific mod ... can you guys get the required coding done using either standalone utilities or a specifically modified .EXE or both to accomplish.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101756] Sat, 21 August 2004 03:25 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Batman: yes, my terminology has been imprecise. I have been using the term "mod" loosely to include any MODification of the code from the original. Whether it's an improvement, alteration, change, deletion or whatever, it modifies the "official" code. I guess some people think of a "mod" as a completed set of changes to the (big) game structure like weaponsets, tilesets, worldmaps, etc. But it's easiest to think of any mod in its smallest form as a change to any particular area of the code. For example, Chris C's recent revision of the sleep functions removing and debugging an unnecessary four hours of rest time is a great mod to that portion of the code and ought to be on the permanent list since he showed all of the lines and documented the causes and effects of the change. Further explanation: Think of all of the different items which have been corrected and generally accepted like the burst bug, Digicrab's aiming mod, Skyrider override mod, etc. As the different (small) mods are assembled over time, people can learn and grow and move up to larger mods which are more significant. People who want to design big game changes can then decide which (small) mods and changes they want to incorporate into their big set of changes (scenario mod).

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101757] Wed, 25 August 2004 01:30 Go to previous messageGo to next message
Di^^^ is currently offline Di^^^

 
Messages:38
Registered:June 2003
Location: Grass Valley, CA
At the risk of revealing my powergaming munchkin nature, I also like the idea of an airplane... one that could transport, say, three teams at the same time?

Heh-heh.

Anyway, anything y'all do will no doubt be fine with me. I envision spending the rest of my JA career playing and replaying VietNam SOG, UC, and any other magnificent mods you talented folks put together for our JA'loving pleasure.

You go, gang! *pulls out pom-poms and leads a cheer just for the hell of it*

Report message to a moderator

Private 1st Class
Re: Organization and Progression Suggestion[message #101758] Fri, 27 August 2004 03:23 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Just saw a fascinating suggestion thread for mod organization by J.E. Sawyer. Posted on the Obsidian boards at

http://forums.obsidianent.com/index.php?showtopic=8168&hl=

but I saw it on NMA. Pretty good read for would-be modders.

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101759] Fri, 10 September 2004 07:23 Go to previous messageGo to next message
ebuck is currently offline ebuck

 
Messages:123
Registered:August 2004
Location: Houston, TX
Well, I've been reading the source code for JA2 for a week now...

All I can say is that it was specifically built to play the game. It's going to require a lot of house cleaning before any part of it is abstract enough to be deeply modd-able.

For example, you can slip in new intro screen pictures before entering a sector, but there's no sane way to do it without saving the modded intro screen over the original. This limits both the number of intro screens, and the modder's ability to handle intro screens that don't follow the established day/night pattern.

Now that we have the source code, we could add in "more of the same" to achive the goals, but modders are generally better at modding that programming, and programmers are generally better at programming than modding. I'd hate to close the doors to anyone who wasn't good at both.

I think we could benefit greatly in non-direct ways from focusing on KIA and pheloncab's suggestions. Bearpit is right too, options that aren't used won't be useful, but right now I'd say the scale tips toward code cleanup over option adding.

Batman makes a good point too. The MODDING portion of the work should exist independantly of the MODIFICATION portion of the work.

Modders need to focus on tweaking what they have. Modifiers need to give (both themselves and the modders) a sane framework to build on.

For example:

Modders want an airplane. They think the helicopter can be twisted into an airplane. It's one solution that might work right away.

Modifiers want an airplane. They can't stand the ad-hoc implementation of vechiles in the game. They want to make vechile handling generic so all vechiles are handled exactly the same, but each vechile responds differently to a movement command. It's a more involved solution which won't work right away, but when finished would allow both airplanes and helicopters to co-exist, and make adding in hovercraft / bicycles / trains trivial.

I know that I'm preaching to the choir here, so please forgive me for that. The real question is, can we organize the Modding ideas and the Modification ideas into two distinct camps for progress's sake?

Naturally, both camps will (and should) be peeking in on each other to help the other camp out.

Report message to a moderator

Sergeant
Re: Organization and Progression Suggestion[message #101760] Fri, 10 September 2004 08:42 Go to previous messageGo to next message
Puma is currently offline Puma

 
Messages:50
Registered:February 2004
Location: Sweden

First things first: Is anyone currently working on further Mods? Are there ongoing mod-projects? Is there an interest in new Mod-projects?

We can program JA2 into the ultimate moddable engine, but if noone is around to make quests/maps/weapons/characters/scenarios, what good would it serve? :whoknows:

Report message to a moderator

Corporal
Re: Organization and Progression Suggestion[message #101761] Fri, 10 September 2004 13:20 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Puma.
Presently I have a fairly traditional 220 map JA2 engine mod in early development stage with 160 maps ready plus quests, characters etc planned in detail.
By traditional I mean city positions, Meduna Palace as main patrol spawn point would remain intact.
For this mod having a third road vehicle available would be nice ... even taking the place of a merc on roster would be OK.
Also would be nice to have extra hospitals & an overhaul of healing. I favour penalties such as higher med - 1st aid kit consumption rate - slower healing times for mercs with low medical skills perhaps on a sliding scale or a cut off point ... say 70.


Further along are plans for smaller mods using 120 - 150 maps which would require relocating cities - spawn points - patrol paths - SAM sites & coverage - roads - insertion point.
These would combine multiple mini missions with rewards structure + traditional income producing areas to capture & defend - supply - communication lines back to major towns containing traders - hospitals etc.

Converting the helicopter into a light plane would prove valuable .... if it's an option rather than replacing helicopter outright.
Like a module ... plane or helicopter.

1. Can only land - take off at designated "airstrip" sectors.
2. Can only refuel at 2 designated refuel points Drassen - Estoni as known examples.
3. Can only fly in friendly airspace.
4. Carries 6 mercs.
5. Needs a pilot like Skyrider, charges by distance.

So yes there are future mods being planned & above are some specific examples of features that would help enormously.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101762] Sun, 12 September 2004 02:05 Go to previous messageGo to next message
ebuck is currently offline ebuck

 
Messages:123
Registered:August 2004
Location: Houston, TX
Just to summarize (from the modifier's point of view)

We need generic vechile code. This code will then be tweaked to the specifics of the vechile in question. For example, a jeep will find that rough terrain is impassible while the "foot" vechile will not. A plane will only allow boarding at airports, while a bicycle will allow boarding anywhere.

We need the ability to relocate special map areas. Not necessairly relocation during game play, but an easy hook to relocate hospitals, pharmacies, mines, sam sites, spawn points, whatever.

We need the ability to relocate cities, again not during game play, but for map designing.

Most of these needs revolve around the map. Odds are we will also have to overhaul the map to support the above.

There's other needs that seem to be somewhat independent of the map, they are things like:

An overhaul of healing.
An overhaul of repairing.
Item crafting / manipulation.
Story line stuff.
Different cut screens, etc.
Swapping out movies, etc.

Some of these needs have already been met by specialized editors, others cannot be met without rewriting the game engine.

I suggest (although I'm open for other opinions) that we concentrate our modifying efforts to the map related code. An alternative is to concentrate them on the Merc related code.

Report message to a moderator

Sergeant
Re: Organization and Progression Suggestion[message #101763] Sun, 12 September 2004 04:28 Go to previous messageGo to next message
Puma is currently offline Puma

 
Messages:50
Registered:February 2004
Location: Sweden

The map stuff really is just one part of externalizing static data. For example the amount of starting money are written directly into the code, not even in defines. All that kind of data should be put in config files and read in at startup.

Preferanly the configs should also be dynamical so you can have several sets of them, and not having to overwrite them with every mod. Not sure if this is realistic, the more extensive mods are likely to want to have their own .exe anyway.

Bearpit: Good, I had no idea whether there was any material or interest.

Report message to a moderator

Corporal
Re: Organization and Progression Suggestion[message #101764] Sun, 12 September 2004 14:14 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Puma.
Quote:
Just to summarize (from the modifier's point of view)

We need generic vechile code. This code will then be tweaked to the specifics of the vechile in question. For example, a jeep will find that rough terrain is impassible while the "foot" vechile will not. A plane will only allow boarding at airports, while a bicycle will allow boarding anywhere.
Sounds an ideal solution

We need the ability to relocate special map areas. Not necessairly relocation during game play, but an easy hook to relocate hospitals, pharmacies, mines, sam sites, spawn points, whatever.
Relocation for gameworld design purposes only. Being able to have extra SAM sites in addition to the present 4 ... NOT protected by militia would be very valuable. Also extra hospitals, patrol spawn points.

We need the ability to relocate cities, again not during game play, but for map designing.
Yes for design purposes only .... like Azraels road network utility.

Most of these needs revolve around the map. Odds are we will also have to overhaul the map to support the above.
What is badly needed is to make ALL sectors normal eliminating the presently meshed out unuseable "Other Country" ones.

There's other needs that seem to be somewhat independent of the map, they are things like:

An overhaul of healing.
Relocatable hospitals & penalties for mercs with low med skills
An overhaul of repairing.
Item crafting / manipulation.
Story line stuff.
Different cut screens, etc.
Batman - Azrael - Zephalo did a great job introducing extra characters into cutscenes, a first logical step. Primary objective is to remove the queen (slapping scenes) & provide a male ruler. Also should be a choice to replace some cut scene events with in game movies plus add extra cut scene triggers .... entering a certain sector, specific character dies, specific character steps onto Drassen helipad as possibilities.
Swapping out movies, etc.
Here you must be carefull about choice of codec for movies. Smacker - AVI was licensed by Sirtech so using that is OK.
Another very important enhancement is alternate endgame triggers.

1. A specific NPC steps onto Drassen helipad (or relocateable substitute) which triggers endgame instead of killing queen.

2. Can a system be created whereby certain NPCs can be coded with a "value" say 1-2 points each .... like something in PRO-EDIT or an external utility.
These NPCs when taken to Drassen helipad "add" their value to a progressive total which triggers the endgame when reaching say 15-20 as required.
After arriving they "vanish" like John & Mary.
With this system players could "rescue - escort" or "arrest" NPCs .... major characters are valued at 2 points, minor ones 1 point.
So the endgame becomes more quest completion oriented & replayability could be further enhanced by having NPCs positioned to appear in random sectors.

Further to your concerns.

Starting up money whilst a problem is not really much of one. It's very easy to have money available in the starting sector or handed over by an NPC.
You cant say a $35,000 stake is too much :wrysmiley:

Presently there is some uncertainty about immediate future plans but hopefully within a month I can get a new site able to host the CVS plus a development group set up.

Extra SAM sites & undefended airstrips.
Here's the logic.
Being able to place say 2 extra SAM sites "unable" to be defended by militia & having "undefended" airstrips suddenly gives designers enormous campaign creation advantages.

Part of the gameworld is rough scrub country only trafficable using a boat along a river .. replacing a road.
In an isolated area are players objectives ... a small 2 sector town with mine like Chitzena plus grass airstrip & SAM site nearby not able to be protected by militia.
Player must physically hold the airstip & SAM site to enable extraction of prisoners - hostages - casualties plus to guarantee incoming supplies - ammo - medical supplies - fuel for boat.
Once mision is complete player uses boat to move towards other locations. If enemy overrun the small recently captured town player can only use boat to recapture & train militia.
The helicopter is way too versatile to allow this type of gaming.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101765] Mon, 13 September 2004 02:28 Go to previous messageGo to next message
Zap is currently offline Zap
Messages:2
Registered:September 2004
Location: Florida
There seems to be alot of confusion on what the general aim should be. We have our two terms of "Mod" and "Modification" but I think it should be something more like "Mod" and "Engine Rewrite."

It seems as if people want to have more of an engine rewrite in the vein of The Urquan Masters for Star Control 2, SCUMMVM for old LucasArts games, or even the multiple Doom ports . This is what I personally would like to see. There shouldn't be any problems for us to get support for something like this. The system that I was getting the idea of was something along the lines of SCUMMVM where you must own a copy of the game to get the data files from it. This would protect the project from any copyright infringements on artwork and such.

We have the source code so we can figure our how the data files are utilized. As for the constants, a ini file should work well. From reading about all of the bugs and errors that have cropped up, I think a new writting of the engine should be fine. Most of the original should be able to be kept intact.

If any of this doesn't help, the links to other open source projects should help.

Report message to a moderator

Civilian
Re: Organization and Progression Suggestion[message #101766] Mon, 13 September 2004 05:42 Go to previous messageGo to next message
Mysterious Dr.X is currently offline Mysterious Dr.X

 
Messages:33
Registered:March 2004
Location: Croatia

Perhaps it would be a good start to collect tutorials like Digicrab's. Everyone who has VC could then easyly decide what improvements and modifications he wants. But I know this solution isn't helpful for everyone.

But there is nothing better than a organized group of hardcore-modders doing there thing to improve the game in a expedient way Wink .

Report message to a moderator

Private 1st Class
Re: Organization and Progression Suggestion[message #101767] Tue, 14 September 2004 06:32 Go to previous messageGo to next message
ebuck is currently offline ebuck

 
Messages:123
Registered:August 2004
Location: Houston, TX
Zap's idea of changing "Modification" to "Engine Rewrite" is a good one. I'm going to adopt "Engine Rewrite" in all future posts. Also, bewarned, I might sometimes shorten it to "Rewrite".

Vechile mods are high on the list. But after looking at the code, I can't see an ideal way to do them without a better map. See the map musings list for my current ideas on the map code.

I hadn't considered alternate endings. It will (also) have to set on the back burner, but I can see a future where the game is won provided one (or more) of a specific set of conditions is met. That would be the most flexible way, but the details of how to expose the conditions to allow easy access to modders will have to be considered later. This week is the week of the Map. Smile

Report message to a moderator

Sergeant
Re: Organization and Progression Suggestion[message #101768] Tue, 14 September 2004 10:00 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Good terminology clarifications and points here. One thing - if an engine rewrite is contemplated for vehicles, the defining features of vehicles should be valid enter point, valid exit point, number of passengers, terrain prohibited, travel speed over (terrain) or, in the case of air transport, travel speed over (all), fuel consumption, deterioration rate, repair difficulty, damage resistance (armor), cost, and quest triggers (if any) which make it available. These should all be customizable by modders, and some like quest triggers and cost would be optional, of course, but they should adequately define a vehicle for all gameplay purposes, yes?

Note here that valid exit points should be modified by an equipment check. For example, if mercs had parachutes, they should be able to airdrop into enemy-occupied sectors. Helicopters should allow mercs to fast-rope into pretty much any terrain, and if mercs have scuba gear or something like that, they could even deploy at sea and swim ashore.

Note also that prohibited terrain would permit development of many vehicle types such as boats (prohibited against land) or a Chevy Impala (prohibited against mountains, water, and swamp plus VERY slow offroad) or a tank (prohibited against water, swamp, slow in cities and mountains) or a helicopter (no terrain prohibited, merc drop off in any non-water sector, land in any open area).

Pretty complicated, I know, but if you don't ask, you don't get. Smile

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101769] Wed, 15 September 2004 03:45 Go to previous messageGo to next message
ebuck is currently offline ebuck

 
Messages:123
Registered:August 2004
Location: Houston, TX
KIA,

Good points, I'll have to muse over them a bit.

Valid entry points / exit points have two meanings to me, entry point of the vechile into the game, and entry point of the merc into the vechile.

Vechiles will probably be created at their entry point into the game.

Mercs will proabaly be able to board provided that they are in the same grid as the vechile, and the vechile is not moving.

Vechiles will probably exit the game by being destroyed.

Mercs will proabably have the option to exit the vechile at any time.

At first glance, I don't think an Merc exit scenario should be dependant on an equipment check. If you jump without a parachute, you're going to hit the ground hard. Consider it natural selection. Same goes for drowning at sea. Either way, it's not the vechile's responsibility to do such a check, perhaps it's the Merc's responsibility to complain, but I like the player's responsibility not to flash tenderize their squad.

So far, I'm considering a different movement cost per vechile for all interconnections between grids. It's the most flexible (modders start salivating) and it's totally independant on terrain (you can have two plains separated by a very hard to pass river (but canoes cross the river quickly)

Report message to a moderator

Sergeant
Re: Organization and Progression Suggestion[message #101770] Wed, 15 September 2004 05:06 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Edwin Buck.
Currently to have a boat requires only 2 changes.

Replace a vehicle .STI (Hummer, Jeep etc) with a suitable boat picture about same size.

In "water" networks which replace roads simply have water like rivers or coast instead of roads then set N-S-E-W entry points along the shore.
Car now boat just parks as normal, mercs emerge in shalow water ... works fine.
Mercs survive fine traveling over sectors fully filled with deep water .... as long as they remain in vehicle.

You can have both boats & cars in a mod but their respective networks must be seperated .... which is why a third vehicle is desirable ... 2 cars on land, 1 boat along rivers & coast or reverse depending on gameworld layout.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101771] Wed, 15 September 2004 06:20 Go to previous messageGo to next message
ebuck is currently offline ebuck

 
Messages:123
Registered:August 2004
Location: Houston, TX
Bearpit,

Yes, I'm aware that you can always change an existing vechile into another by tweaking the values. (Modding)

But those kind of solutions won't ever really scale, first off, there's not enough vechiles to go around. Add a boat means lose a car, add a canoe means lose another car. Sooner or later, you run out of cars. Plus there's the chance that you don't notice a detail and your boat "discovers" that it can drive around the streets of Arluco. That's why a more generic vechile system will help. (Engine Rewrite)

Eventually, you'll have a flexible number of vechiles, each with thier own unique characteristics. It won't feel like overhauling a humvee to make it a train, it will feel more like defining a train outright, same goes for boats, planes, cars etc. Trains won't be able to drive on roads, but railroad tracks and roads can coexist on the same grid.

All vechiles interact directly with the map, that's why it's critical to get the interface between the vechile and the map defined in a way that's flexible (supports a wide variety of vechiles) yet isolates the vechile from the map so the map can be changed without rewriting vechile code.

Report message to a moderator

Sergeant
Re: Organization and Progression Suggestion[message #101772] Sat, 18 September 2004 02:05 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
The way I envisioned the term "Entry point" for vehicles is important. For example, even if a learjet is in the same square as a squad, if there is no landing strip, the squad has no way to enter the jet. If the squad is in the deep forest or a swamp, a helicopter could not land to pick them up... although it could use winching devices to haul them up, I guess. If the squad is on a riverside, but there is no port or dock, they'd need to swim to the boat to get aboard... with all of their gear. So valid enter/exit terrain for various vehicles would be important in a real-world implementation.

As always, if the complexity doesn't have a good return in gameplay value or it detracts from gameplay, it ought to be nixed. But if there's an engine rewrite, designing in the flexibility, whether it's used or not, would be good.

Report message to a moderator

Corporal 1st Class
Re: Organization and Progression Suggestion[message #101773] Sat, 18 September 2004 02:31 Go to previous messageGo to next message
defrog is currently offline defrog

 
Messages:234
Registered:March 2004
Location: Austria
mercs are now hopping around in business jets?! I knew those mines payed out far too much! Very Happy

but the issue of entry points like that are for tactical maps more than for the strategic map.

granted, there is still the point of restriction of exits... not so much location of exits.

considering this should be friendly to mods it brings to mind 2 possible solutions. vehicle definitions contain valid sectors of travel and exit...

or vehicles are given defined classes that can be extended... so then the map's sector definitions contain the rules for each class of vehicle..

I think the second makes it easier, since if you have class wheeled vehicle you don't have to store duplicate information for your truck, humvee, motorcycle, Yugo and porsche (for your obviously excessively wealthy merc!) Very Happy

Report message to a moderator

Sergeant 1st Class
Re: Organization and Progression Suggestion[message #101774] Sat, 23 October 2004 07:56 Go to previous messageGo to next message
Jack D Ripper is currently offline Jack D Ripper

 
Messages:31
Registered:September 2002
Location: The Woodlands, Texas
Something I've always wanted to see integrated into a JA mod: Would it be possible to incorporate tanks into patrols?

Report message to a moderator

Private 1st Class
Re: Organization and Progression Suggestion[message #101775] Sat, 23 October 2004 22:02 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Jack.
Not really possible since patrols may appear in a dense city sector & be blocked by buildings .... the tank couldn't move anyway.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101776] Wed, 27 October 2004 18:56 Go to previous messageGo to next message
Puma is currently offline Puma

 
Messages:50
Registered:February 2004
Location: Sweden

Quote:
Originally posted by Bearpit:
Jack.
Not really possible since patrols may appear in a dense city sector & be blocked by buildings .... the tank couldn't move anyway.
It would not be different from being able to drive a vehicle into a city? Those are (should be) possible to place.

Report message to a moderator

Corporal
Re: Organization and Progression Suggestion[message #101777] Wed, 27 October 2004 23:57 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
Puma.
Theoretically yes but limited in application.

Entry points would need plenty of clear space and tanks once positioned would be static probably near sector borders.
This necessitates extra considerations for mapmakers & in practical terms is a pain in the ass.

If a faction group classifiable as enemies could be programmed to spawn roving patrols from a specified sector (Special Forces Base) going about their routines according to a definable set of waypoints this could be interesting.
Deidranna's finest on the rampage.

Report message to a moderator

Sergeant Major
Re: Organization and Progression Suggestion[message #101778] Thu, 28 October 2004 02:08 Go to previous messageGo to next message
defrog is currently offline defrog

 
Messages:234
Registered:March 2004
Location: Austria
Even if the tanks moved, they would have limited use in urban settings. Tanks have large blind spots when they are "button down" for battle. They require infantry to spot for them, but it still leaves them very vunnerable. Even modern tanks... Watch how Isreal is using tanks now against essentially the same type of forces that the player represents in this game.. It would be incredibly easy to defeat a tank. Especially since the terrain in JA2 is currently not destructable (aka damage morphing). The US faces something similar in Iraq and you can see where they fire at anything suspicious even though they are rolling down the street in an M1! If you get good footage you'll see they are scouting the path when the vehicles go through dense areas. This is difficult to handle with the scale of this game.

I have not seen a turn-based squad game use a tank and cause it to be effective in urban settings. Fallout... didn't use them for enemies... and for the player you often find yourself getting out to defend them.

In the RTS squad based games you do see examples of AI controlled vehicle/tanks. (not C&C clones) But often the games are split bewteen focus on armor or infantry. You can see this in the settings for the battles. If they are more populated then infantry tends to reign supreme... in open fields the armor becomes deadly.

Now... with this in mind... it would only make sense for the patrols with armor to not take them into the towns. But they could be used in the fields... they could be placed with collision protection (maybe even clearance protection, so they aren't adjacent to a huge section of trees. They could remain as heavy fire support. So essentially it would be semi-random placement version of what you see going into meduna.

---------------------------------------

It would be interesting to have patrols on waypoints. So you could have a condition that says... city X attacked.. send City Value/100 * PatrolPoolCount from City Meduna to City X

and for Patrols it could be something like

Send PatrolRandomSize from RandomSector ToWayPoint RandomSector ToWayPoint RandomSector ReturnToStart

or maybe RepeatPatrol(xTimes)

Would be nice to have a scripting like that... which should be loaded at runtime...

Report message to a moderator

Sergeant 1st Class
Re: Organization and Progression Suggestion[message #101779] Fri, 29 October 2004 21:52 Go to previous messageGo to next message
Puma is currently offline Puma

 
Messages:50
Registered:February 2004
Location: Sweden

Quote:
Originally posted by Bearpit:
Theoretically yes but limited in application.

This necessitates extra considerations for mapmakers & in practical terms is a pain in the ass.
One thing that is rather important to understand: If something is implemented, it does not mean that all campaigns would have to incorporate it. All changes to the game should/will be optionable. Thus it will be up to each campaignmaker whether he wants to use a certain change or not. If a campaignmaker wants to have the tanks in cities, he would have to take this into consideration when making the maps, if he does not want it, he also doesn't have to consider it when making his maps.
That is, if we choose to incorporate tanks in cities, Ive only said it is not technically impossible.
Quote:
Originally posted by defrog:
I have not seen a turn-based squad game use a tank and cause it to be effective in urban settings.
"Close Combat: A bridge too far" does a very good job at simulating urban warfare, including tanks. Overall it's a well made game, especially on the realism side.
Quote:
Would be nice to have a scripting like that... which should be loaded at runtime...
So we are up to making a scripting language then? Smile

Report message to a moderator

Corporal
Re: Organization and Progression Suggestion[message #101780] Fri, 29 October 2004 23:03 Go to previous messageGo to next message
defrog is currently offline defrog

 
Messages:234
Registered:March 2004
Location: Austria
Close Combat was RTS (Real-Time)

It was good.. and if you rolled your tank through the city alone it was almost assured to get a rocket up the butt! Smile

We will probably have to create an external scripting language. if you consider what we are given with the original engine... its all just hardcoded.. Sad

but creating that will have to wait until the hardcoded version is isolated... otherwise it will be impossible to alter.

Report message to a moderator

Sergeant 1st Class
Re: Organization and Progression Suggestion[message #101781] Tue, 02 November 2004 06:52 Go to previous message
Jack D Ripper is currently offline Jack D Ripper

 
Messages:31
Registered:September 2002
Location: The Woodlands, Texas
Since, as Defrog said, the use of armor in an urban setting is difficult at best, prehaps there is a way to program the roving patrols incorporating armor to not appear within the boundries of a city.

Report message to a moderator

Private 1st Class
Previous Topic: The next steps
Next Topic: inline assembly
Goto Forum:
  


Current Time: Wed Jun 17 20:00:24 GMT+3 2026

Total time taken to generate the page: 1.56717 seconds