Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » ToDo lists
ToDo lists[message #100452] Thu, 11 March 2004 19:24 Go to next message
TrailBlazer is currently offline TrailBlazer

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

I am sure everyone has a lot of ideas and/or dreams of what we could possibly do with the source code. Let's sort this out. First of all, I believe a lot if people would like to create a huge MOD. Apart from that, it is important that we make JA more moddable too. That is, read from external files that are easy to edit. Perhaps a combination of those two (ex. discover how to change city sectors AND move the matrix or whatever under another format perhaps to another file).

Let's see...
City squares
Starting sector (should be easy prolly)
JSDs structure
End game triggers
Those can fit in both categories.

Mine teleporters
Cutscenes
Roof climbing, though should be quite difficult.
Max burst fire size?
Additional NPC script codes or edits (ex. code 8C kills Martha and only Martha. It can be changed to affect anyone)
General tweaking of AP or %tohit values to fit the theme of the MOD
Those should be MOD-specific.

You get the idea. Go on!

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First Sergeant
Re: ToDo lists[message #100453] Thu, 11 March 2004 20:32 Go to previous messageGo to next message
Sweeper is currently offline Sweeper

 
Messages:99
Registered:March 2002
Location: Namsos, Tr
Enchancing the weapon limits? Like more guns, easier to customise, multiple ammo types...

Oh and a console perhaps, which will make the job easier for the modders to see what the game does, and find a possible problem to fix.

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Corporal 1st Class
Re: ToDo lists[message #100454] Thu, 11 March 2004 20:33 Go to previous messageGo to next message
Wodan is currently offline Wodan

 
Messages:538
Registered:December 2001
Location: Antwerp, Belgium
- removing the bug(monster) overlay palette.
- making it possible to change the number of frames in an animation.
-add animations
- possibility to actually destroy a SAM site. (so you could make missions out of it :naughty: )

And less interesting, but a problem I ran into:
- possibility to alter the height of the health bar of characters. (Like the current robot bar is at half-man's height, so when you change the animation to a bigger robot, it's in his face)

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First Sergeant
Re: ToDo lists[message #100455] Thu, 11 March 2004 22:26 Go to previous messageGo to next message
Jogge is currently offline Jogge

 
Messages:29
Registered:October 2003
Location: Sweden
OK, my ten commandments:

- ambidextrous burst fire (unrealistic but fun!)
- allow militia to be trained everywhere (or where the mod-designer so desire)
- introduce/remove/replace cities, mines and SAMsites everywhere on the overland map (and reactivate San Mona mine)
- ability to throw/shoot grenades up on roof-tops (annoying roof-top sniper rewarded with a can of mustard gas...)
- allow player/modder to import mp3s and link these to specific game events (imagine Thin Lizzy "The boys are back in town" while liberating Meduna)
- militia shold ALWAYS carry knife as backup weapon (no more fistfights with bugs)
- more combat taunts from militia/enemys (verbal warfare a la Fallout)
- loyalty of cities should be positively influenced by major militia victory (many survivors = happy citizens)
- ability to completely remove safe zones as Omerta (imagine a mod with absolutely no reinforcements from AIM or MERC)
- airdrops of equipment from Bobby Ray wherever there is a friendly sector (shipping should be expensive...)

J - too lazy and stupid to learn C
Razz

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Private 1st Class
Re: ToDo lists[message #100456] Fri, 12 March 2004 00:23 Go to previous messageGo to next message
Scorpius is currently offline Scorpius

 
Messages:36
Registered:March 2004
What I'd like to try and implement is free-rotating camera, but that's probably not gonna happen.
So for me, I'll go for .ini-zation of weapons first, and once thats done, then reverse-engineer .slf format (which shouldn't be awfully hard).

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Private 1st Class
Re: ToDo lists[message #100457] Fri, 12 March 2004 00:36 Go to previous messageGo to next message
DaViLLaN is currently offline DaViLLaN

 
Messages:12
Registered:October 2003
Location: CT
Increase screen resolution. Hopefully with a little modification and a little help from directX.

Im not sure if its possible, but seems worht taking a look at.

DaViLLaN

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Private
Re: ToDo lists[message #100458] Fri, 12 March 2004 00:48 Go to previous messageGo to next message
Tox is currently offline Tox

 
Messages:249
Registered:February 2000
Location: www.webcodesign.de
please with an option which solution to take as my laptop can only handle 800x600... but on my mainsystem I want 1280x1024 Wink

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Sergeant 1st Class
JA2STI Creator
Re: ToDo lists[message #100459] Fri, 12 March 2004 02:50 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
one word AIRSTRIKES !!!!!!!!!!!

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Master Sergeant
Re: ToDo lists[message #100460] Fri, 12 March 2004 03:07 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
1. externalization of everything possible, including the location & number of cities, mines, militia training ares, body types and animations, etc
2. re-activation and re-use of the never finished features like: trains, movable vehicles, boats, airstrikes, etc
3. multiplayer
4. game res. increase to at least 800x600.

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Captain
Re: ToDo lists[message #100461] Fri, 12 March 2004 06:30 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Btw, the airstrike code is still there. I don't know how functional it is, but it's there.

I'm mainly concerned in producing a polished version of the original game at this point. No grand MOD ideas, just want to get everything working. Kill the bugs, etc.

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Master Sergeant
Re: ToDo lists[message #100462] Fri, 12 March 2004 09:40 Go to previous messageGo to next message
Scorpius is currently offline Scorpius

 
Messages:36
Registered:March 2004
Well...
the code for weapon/armor data is simple. Yes, there's a lot of data there, but it's all easily movable into .ini files.
As soon as Toxic puts up the build files on his site I am gonna fix it.
Digi: at this point there needs to be a central cvs server setup...know anyone? I could get it up on my linux box, but I imagine Toxic may have one already.

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Private 1st Class
Re: ToDo lists[message #100463] Fri, 12 March 2004 10:49 Go to previous messageGo to next message
Tox is currently offline Tox

 
Messages:249
Registered:February 2000
Location: www.webcodesign.de
hmm, I don't have such a server, so do your work Wink

gimme your email-addy

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Sergeant 1st Class
JA2STI Creator
Re: ToDo lists[message #100464] Fri, 12 March 2004 11:30 Go to previous messageGo to next message
Scorpius is currently offline Scorpius

 
Messages:36
Registered:March 2004
BLAHBLAHandrei.ivanov@acornmail.com, remove BLAHBLAH.
I'll setup a cvs server on my Linux box. Unfortunately, my upload speed is capped by my cable provider, but it'll be something for now.

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Private 1st Class
Re: ToDo lists[message #100465] Fri, 12 March 2004 12:17 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

That would be good. We're not going to be shuffling movies around so upload speed shouldn't cause too much pain. Thanks for contributing. =)

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Master Sergeant
Re: ToDo lists[message #100466] Fri, 12 March 2004 13:24 Go to previous messageGo to next message
Ninth Hour is currently offline Ninth Hour

 
Messages:33
Registered:January 2004
Good lists so far. I'll add some ideas of my own, though they're not priority "to-do"s. Those involved can always decide when/if they wish to address them, after the important items have been handled.

1) algorithm for damage exported into a modifiable file of some sort. If this is possible, it would be very useful for anyone who wants to tweak the damage system for a specific mod. For instance, not everyone agrees with the "critical hit" model applied in the Rubicon or UC mods. If the damage algorithm were readily accessible and modifiable, anyone can adjust this feature to their own liking. Ultimately, this would allow for greater customization of gameplay balance.

2) Ability to assign different wavs to different melee attacks. At present, all melee attacks, whether unarmed or knifing, share the same SWOOSH*.wavs, and cannot be assigned a different sound without changing melee sounds "across the board". If a unique sound could be applied to different melee weapons, you could conceivably add new types, like sledgehammers, chainsaws, etc.

3) The animations, of course, would be a different matter. The ability to assign new weapon animations without having to replace old ones would be nice.

4) armour protection: currently, armour only protects from ballistic attacks. Armour that can also protect against melee attacks would be nice.(e.g. vests with ceramic inserts do provide protection against stabbing attacks) Depending on how this works, this may mean tweaking code for the weapons or armour.

5) More malleable stats: it may be possible to give items the ability to improve certain stats, either temporarily, permanently, or as long as they are equipped. This feature would be more for those who like energy or regen boosters and want chems that can also boost Strength, Agility, or Dex. Items could also be given the ability raise the three cardinal skills.

6) Max burst size: this has been mentioned already, but the main problem I see with this would be the addition of more bullet animations. Imagine a burst size of 20. Is anyone really going to show the path of all 20 bullets as they exit the barrel of the gun? So burst size may still have to be constrained, unfortunately.

7) More lighting effects: currently, lighting is not completely realistic, as explosions do not illuminate the surrounding squares. This is not important during the day, but at night, it may make a difference. For instance, if you destroy a tank at night, the flaming wreckage should illuminate at least a 5-10 square radius, revealing any enemy infantry positioned nearby (currently, it does not- you see flames which do not shed light). Explosions from grenades and mortar shells should also light up a certain number of squares momentarily.

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Private 1st Class
Re: ToDo lists[message #100467] Fri, 12 March 2004 13:28 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

NH: "it may be possible to give items the ability to improve certain stats"

/me pictures "Titanic Assault Rifle of Celerity +3" =)

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Master Sergeant
Re: ToDo lists[message #100468] Fri, 12 March 2004 13:37 Go to previous messageGo to next message
Ninth Hour is currently offline Ninth Hour

 
Messages:33
Registered:January 2004
Quote:
Originally posted by Digicrab:
NH: "it may be possible to give items the ability to improve certain stats"

/me pictures "Titanic Assault Rifle of Celerity +3" =)
Well, if anything adds to the RPG feel of the game, I'm all for it! :ok:

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Private 1st Class
Re: ToDo lists[message #100469] Fri, 12 March 2004 18:25 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Quote:
Ability to assign different wavs to different melee attacks. At present, all melee attacks, whether unarmed or knifing, share the same SWOOSH*.wavs, and cannot be assigned a different sound without changing melee sounds "across the board". If a unique sound could be applied to different melee weapons, you could conceivably add new types, like sledgehammers, chainsaws, etc.
As an advancement on this would it be possible to make all weapons have individual sounds, by pointing their records to the correct wav file, and also for burst fire. Thus allowing different weapons to use different sounds without the ammo limitation!

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Lieutenant

Re: ToDo lists[message #100470] Fri, 12 March 2004 22:01 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
what about new traits?

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Master Sergeant
Re: ToDo lists[message #100471] Fri, 12 March 2004 23:04 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Quote:
Originally posted by Digicrab:
NH: "it may be possible to give items the ability to improve certain stats"

/me pictures "Titanic Assault Rifle of Celerity +3" =)
Does this mean we can make character specific firearms? By this I mean for example Scope has her MP5 with a specific modifier when she uses it. Give it to someone else and its a normal MP5. If this can be done it would be cool and give more meaing to the individual characters and what firearms they prefer!

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Lieutenant

Re: ToDo lists[message #100472] Sat, 13 March 2004 00:34 Go to previous messageGo to next message
Nitrat is currently offline Nitrat

 
Messages:7
Registered:October 2003
Location: Germany
ToDo ? dont know, but if you can do it, then:

easier handling with that attach of the 40mm
shells what you hav done this in UC with the
option of the M16m203 weapon

i like to hold more Soldiers as 18, please hack that limit out Very Happy

more weapons are good, but at my mod are working
63 weapons, and for Arulco is that too many.
There must be a way for more unique weapon as the
limit from the original game.

more items at the weapons or at other things

a option to make new addons, how like to build a shotgun at a M16 weapon

hope you can understand that :rolleyes:

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Private
Re: ToDo lists[message #100473] Sat, 13 March 2004 03:19 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
Messages:328
Registered:November 2001
Location: on route to San Hermanos
yeah lets make a m16 masterkey

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Master Sergeant
Re: ToDo lists[message #100474] Sat, 13 March 2004 06:27 Go to previous messageGo to next message
XXXSHADOW is currently offline XXXSHADOW

 
Messages:39
Registered:November 2002
Location: Hell
-More Enemies not the 32 in one sector
-accessible cars , Trains ,ect
-Weapons on Stands like an MG with Tripod or an pak (AT) or AA
-more points (Going , shooting)
-Soldiers have fun while killing Civis ( this fact I have found now :diabolical: )
-moveable milzs

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Private 1st Class
Re: ToDo lists[message #100475] Sat, 13 March 2004 09:37 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

I hesitate to dampen everyone's enthusiasm here, but remember this forum is for source code talk. Please resist the temptation to post all of your ideas of what JA2 could have been.

This thread is quickly getting buried in personal wish lists. I believe that TrailBlazer meant it at a concrete improvement list, not a general "JA2 Wish List".

I don't say this because I'm mean, but because this thread's usefulness as a TODO list is quickly dropping.

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Master Sergeant
Re: ToDo lists[message #100476] Sat, 13 March 2004 10:17 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
See why I said we needed a private one?

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Captain
Re: ToDo lists[message #100477] Sat, 13 March 2004 10:28 Go to previous messageGo to next message
Digicrab is currently offline Digicrab

 
Messages:253
Registered:December 2003

Yes.

Is it possible that everyone can read the forum, but only a limited number can post? That way the community would be able to see what's happening, while keeping the discussions on topic.

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Master Sergeant
Re: ToDo lists[message #100478] Sat, 13 March 2004 10:32 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Exactly my thoughts.

I've created a new read-only forum, for the general public, and I will begin giving write access to the coders right now.

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Captain
Re: ToDo lists[message #100479] Sun, 14 March 2004 21:32 Go to previous messageGo to next message
Bearpit is currently offline Bearpit

 
Messages:1068
Registered:August 2001
Location: Sydney Australia.
1. Set a definable & variable limitation to how many levels mercs can rise. Suggest=6 per campaign.

2. Find a way to control the rate at which skill points rise plus create a definable campaign limit. Suggest=30 points per campaign. Plus control number of kills, points healed, points - % fixed, units trained before mercs rise in skill level.
Eliminate cheating .... cow punching etc.

3. See if it's possible to introduce a third ground vehicle.

4. See if it's possible to define certain sectors the helicopter arrives at as pick up + drop zones as opposed to all in green area as presently the case. This would facilitate turning the helo into a light plane able to only pick up & land at airfields or designated sectors.

5. See if relocating positions of SAM sites & their zones of control is possible & if more can be created = example 5 or 6.

6. See if Madlab's robot can be turned into a mine clearance robot with metal detector replacing weapon.

7. See if it's possible to create electrified fences by adding the ability to have electric trap attachable to wire fence sections as well as doors & openables. (might be JSD properties related issue.)

8. See if it's posible to have a male body avatar replace the queen.(slapping not required)

9. See if alternate end game triggers are possible & indeed if these can be connected to alternate end game cutscene movies.

10. See if "super tilesets" allowing far more items per section are possible.

11. See if the smacker movies can be replaced by DIVX codec AVI files.

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Sergeant Major
Re: ToDo lists[message #100480] Sun, 14 March 2004 22:05 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

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

Fred's suggestion no.9 is important for the modding. We could try changing it so when a certain trigger is set ON, you win (so you can win via NPCs etc).

My suggestion would be to override Prof.dat altogether. I'd say read all the values from a text file (prolly .ini - hi Tox Wink ) so we can add NEW traits/stats/whatever. Also move the mouth/eyes XYs for small pictures there istead of being hard-coded into the exe.

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First Sergeant
Re: ToDo lists[message #100481] Sun, 14 March 2004 22:23 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2021
Registered:January 2003
Location: Australia :D
Is it possible to move the GUI into a folder set like the other areas (BIGITEMS etc...). This includes the AIM and MERC interfaces too.

Secondly is it possible to make a terminal ingame (tactical screen) work like a computer. I mean that when you "use" the terminal it sends you to a computer interface (like the computer button in the Map screen) where it could be like BRays or AIM/MERC?

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Lieutenant

Re: ToDo lists[message #100482] Sun, 14 March 2004 22:31 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Quote:
11. See if the smacker movies can be replaced by DIVX codec AVI files.
Yep, I agree that DivX and MP3 is the way to go.

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Captain
Re: ToDo lists[message #100483] Sun, 14 March 2004 23:06 Go to previous messageGo to next message
bold is currently offline bold

 
Messages:30
Registered:March 2004

well. those two things are not free. so why not use OGG and XVID. those two are really free.

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Private 1st Class
Re: ToDo lists[message #100484] Mon, 15 March 2004 00:30 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Quote:
Originally posted by bold:
well. those two things are not free. so why not use OGG and XVID. those two are really free.
Yep, you are right.

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Captain
Re: ToDo lists[message #100485] Mon, 15 March 2004 01:18 Go to previous messageGo to next message
Raymondo2000 is currently offline Raymondo2000
Messages:1
Registered:December 2003
Location: United Kingdom
How about adding some more homemade or self-made items like bombs, grenades, traps or weapon attachments.

It would make you feel more like a merc making weapons from normal objects.

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Civilian
Re: ToDo lists[message #100486] Mon, 15 March 2004 01:28 Go to previous messageGo to next message
XXXSHADOW is currently offline XXXSHADOW

 
Messages:39
Registered:November 2002
Location: Hell
most importen make a makefile for borland or gcc Wink

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Private 1st Class
Re: ToDo lists[message #100487] Tue, 16 March 2004 01:06 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
If you can crack the limits on items and item combinations it would be possible to have more creativity. For example, if you could find an aluminum bar, it might not only be possible to make a barrel extender / flash suppressor but also a silencer or even a single-shot rocket tube (law - with rocket, of course) - given sufficient mechanical skill and a machine shop. With steel stock and a grinder, you could make a knife or a mini-crowbar, or maybe even a crossbow springleaf, sword spear or other weapon. A small pipe plus rubber bands, a wood block and a nail can be used to create a zip gun. Gasoline and bottles = molotovs again, but gas could also be used to create roadside traps with a 50-gallon drum and a detonator. Creative possibility can lead to more interesting scenarios like where one must enter a hostile zone unarmed and unequipped, then find or steal items sufficient to allow attacks to be mounted. Again, there's nothing which would require the team to implement all such items, but if the list can be opened for modders to create such items on top of the ones which already exist (rather than just changing identities of existing items), that would be very cool indeed.

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Corporal 1st Class
Re: ToDo lists[message #100488] Tue, 16 March 2004 01:10 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
P.S. Bearpit - I don't necessarily like the idea of limiting advancement. If people want to go solo, they need to be able to advance and it's logical and fair for them to advance more. Also, what would be really cool is if the team could develop a "strategic overlay" which would allow multiple scenarios to be played, i.e. the overview would be of a private mercenary group which had multiple missions. When a mission was chosen, the game could load a given overland map i.e. JA2 classic, JA2:UC, UB, etc.) Then every mod could be played (and new ones of different sizes and goals could be added) if the player wanted to while maintaining character and mercenary progress. Think BIG!!! (Probably too big, but hey, what the heck!)

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Corporal 1st Class
Re: ToDo lists[message #100489] Tue, 16 March 2004 01:15 Go to previous messageGo to next message
FireMissiles is currently offline FireMissiles

 
Messages:31
Registered:February 2003
Location: UK
well put KIA. the specifics aren't what we are after at the moment for the data, it's making it more moddable then imagination will be the only limit.

F.

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Private 1st Class
Re: ToDo lists[message #100490] Tue, 16 March 2004 03:11 Go to previous messageGo to next message
Rude Dog is currently offline Rude Dog

 
Messages:467
Registered:March 2001
Location: Chasing Pussy
I don't want to make this a "Wish list for what should have been" either, but my two cents for now.

With respect to Burst fire: It should still be limited to and have a relatively small number of bullets expended unless you want to go completely auto and let the RPC chew up AP's by throwing lead for the five seconds that is designated to be represented by that AP number. (IE. An AP of 20 could produce a draw cost and initial shot plus a determined number of rounds spent according to actual rate of fire of the weapon for the duration of the metered time of the AP calculation.) This could add a fully rock and roll feature to Single shot, and a Short Burst of say three to six rounds.

I would like to see the ability to create multiple IMP's.
Along this vein one could create a full six man squad and possibly add this to a multiplayer feature like a paintball game with players squad's competing against each other.

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Master Sergeant
Re: ToDo lists[message #100491] Tue, 16 March 2004 03:30 Go to previous messageGo to previous message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Well, the hack removes the burst cap. But exactly HOW MANY bullets one gun fires is controlled individually in each gun's setting.

For the sake of testing, Digicrab's code included a setup of the Commando, firing bursts of 20. Once we externalize this, we can make a whole variety of combinations like (numbers are just for the sake of the example):

Minigun and HMG: Full auto only, 100 rounds burst.
AK-47: Single shot, Semi-auto and Full Auto (30 rounds)
M-16: Single shot, Semi-auto.

So, the configurations are infinite...

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Captain
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