Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
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Re: "1.13" Mod - Main Thread[message #10207]
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Tue, 02 August 2005 21:36
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Batman |
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Messages:363
Registered:January 2001 Location: Gotham City |
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Hello All,
First off, great job Madd Mugsy on your 1.13 version. :ok: I have been playing it for the past few days and have really noticed a difference. (Playing Expert with Drop All Items) I mostly play night ops and have found that break lights are constantly thrown at me.
Anyway, as the game has progressed I've noticed (what I think is) a problem with the drops. I wasn't getting any Armour drops other than helmets. I found (after 4 cities + Omerta) my team is still wearing some Flak Jackets.
After monitoring for a bit, I found that enemies do not drop Guardian Vests, Kevlar Leggings, Spectra Vests or Spectra Leggings at all. I was able to create myself a work around with this version (previous to the A.I. tweaks you've just made).
In Tactical Files\Inventory Choosing\ (~ Line 1554)
Changed
ENEMYEQUIPDROPRATE = 50
To
ENEMYEQUIPDROPRATE = 100
In Tactical Files\Inventory Choosing\ (~ Line 1777)
Changed
else if( !Random( ubNumMatches-- ) || gGameOptions.fDropAll )
to
else if( !Random( ubNumMatches-- ) )
Don't know why this has worked but (through tests) it appears I am getting some drops of Vests and Leggings.
On a different note, I would like to incorporate your latest version (with A.I. Changes) but have done a lot of modding to the current version, can you tell me what files were actually changed in the last version so I don't have to re-enter all of my code? (I know, you may not even remember but I thought I would ask).
Thanks.
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Re: "1.13" Mod - Main Thread[message #10208]
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Wed, 03 August 2005 02:29
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Wow, I don't think I could list all the files that I changed. There are so many little things (and some big things, all of them quick and dirty -- I'm not a C programmer) that I put in there. I would recommend getting a hold of a program like BeyondCompare and doing a comparison/merge of your modded version to the latest online version.
As for the drops, yeah, I noticed that it wasn't working all the time in earlier versions too. In the latest the enemies will drop everything properly though (I removed the OBJECT_UNDROPPABLE flag from all objects, including the ones with the NOT_OVERWRITABLE flag, which was affecting CAWS and P90 drops). The only note to that is I made it so that they only drop their face gear (gasmasks, goggles, and ext. ears) 50% (=ubOtherDropRate)of the time. This is because pretty much every enemy has some form of this type of gear (at least in Insane), so out of the 20 or so enemies per sector, I'd end up with 10 gasmasks, 10 NVGs, 5 UVGs and 15 Ext. ears (enemies can wear both NVG/UVGs and gasmasks). I thought this number was a little excessive, but didn't want to adjust the gear worn, since it would just make the enemies easier, so I just made them drop them a bit less.
The next thing I'm looking at is the larger ammo capacity suggestion for machine guns. What does everyone think about this? What should the new capacities be? And does anyone have any good pictures I can use for the belts/boxes?
EDIT:
I was also looking at the code for maybe adding some more new weapons. I didn't want to fiddle with it earlier, as I was just getting my feet wet, but now that I've got a pretty decent handle on how things work, I think I should be able to add a whack of new weapons, ammo and any other items. However, I'm a little leery to do so, as new weapons may make the game feel less like JA2. Any suggestions/opinions on this?
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Re: "1.13" Mod - Main Thread[message #10210]
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Wed, 03 August 2005 10:04
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kropotkin |
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Messages:47
Registered:May 2005 Location: lake titicaca |
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Better to develop a modular system for this. The original set has its very own charm, I think. The UC set isn't too bad but it could use some more variety. For ex. fat revolvers, the MGL, or the good old flamer :welder:
Would it be possible to have the new UB mercs for rent? Gaston is the only real man to ever grace this game.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10212]
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Wed, 03 August 2005 21:39
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Batman |
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Messages:363
Registered:January 2001 Location: Gotham City |
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Not sure if anyone is playing the new version (08/01/2005) but I am and will give some feedback.
Enemies do seem to want to flank the attacker, which is very nice. Means you have to keep someone watching the sides.
As for additional ammo sizes, you've created the exe easy enough to do this; I've added 100 round box 7.62NATO, 100 Round 5.56mm C-Mag, and 45 round 5.45mm clips with no problems. My preliminary tests indicate that they are working properly.
Some issues:
Still get the occasional CTD when entering a sector for battle (group placement screen). This seems to be a carryover from the original source that the White-Hats were working on. (I think). I believe this was caused because the placement of the team is within range of an enemy. At least that is what I seem to recall.
Also, I get a CTD randomly while in battle. I have not found any rhyme or reason for this yet but during battle the system will crash, I have to re-load and then usually I can continue.
I have a question though if a C-Programmer can lend a hand. I want to add a feature to the weapons that will increase damage. The primary concept is to allow pistols to be useful as the game progresses. I have currently worked out the source so that if a Rod & Spring is attached to a weapon, the weapon increases damage by 3. So a pistol with a damage of 25 will end up with 28 damage if a Rod & Spring is attached.
What I want to do is make it so the more powerful the weapon, the less extra damage it will get. I'm a VB Programmer so here is what the code would look like in VB.
NewDamage = OldDamage + 5 - (CInt(OldDamage / 10))
So if the weapon's original damage is 25, then formula would read:
NewDamage = 25 + 5 - (Cint(25 / 10))
NewDamage = 25 + (5 - 2)
NewDamage = 25 + 3
NewDamage = 28
If the weapon's original damage is 40, then the formula would be:
NewDamage = 40 + 5 - (Cint(25 / 10))
NewDamage = 40 + (5 - 4)
NewDamage = 40 + 1
NewDamage = 41
Note: In VB, Cint means Convert to Integer
Any help converting this to C?
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Re: "1.13" Mod - Main Thread[message #10214]
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Thu, 04 August 2005 03:04
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Batman,
You can swap the CInt(OldDamage / 10) with (INT16) (OldDamage / 10)... Or (INT32) or (INT8) or whatever type newDamage is. You could also try the VB integer division symbol, \, in C... Not sure off the top of my head where the best place is to put that though, probably when a bullet hits its mark.
In the latest code, I made it possible to print debug messages into a text file. In builddefines.h in the JA2 project, look for #define SGP_DEBUG and move it out of the #ifdef that it's in (move it two lines up or so). Now Debug.txt will be created in the exe's directory when the game runs. You can make your own debug messages using this syntax as an example:
DebugMsg (TOPIC_JA2, DBG_LEVEL_3, "This is a debug message");
DebugMsg (TOPIC_JA2AI, DBG_LEVEL_3, String("Soldier %d is tired", pSoldier->ubId));
Using this, along with a general idea of when/where the errors are occuring and the actual error message from the crash log, you should be able to track down the cause of any CTDs. Just make sure to move the #define SGP_DEBUG line back into the #ifdef before you release your mod because writing to the text file eats up cpu time.
If you could post any fixes you come up with, it'd be much appreciated
Cheers,
MM
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Re: "1.13" Mod - Main Thread[message #10216]
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Thu, 04 August 2005 13:16
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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Heya MM, I got a list of bugs that may need squashin':
As Batman said, there is indeed a problem during combat: Sometimes, during or after combat, the "Done" and "Tactical Screen" windows are cut out without warning (Not only do they not work, but they show the ground from the last scene you were last in before the bug took place). This also effects Stealth (If you show the all mercs bar during combat. This may be the issue.)
The CTD is caused if you use HotKeys to go into Tactical Screen or pressing Done. The work around is simple however: Just do an Alt-S and allow it to crash, then reload.
Also, I found a balancement issue:
The MP53 is WAY too over-powered with Silencer, it is possible to wipe out a whole sector with it with one merc. In my opinion, having a Sub-Machine gun or Pistol with a silencer should be like a last resort if the enemy finds you trying to sneak up to him with a Knife or trying to place a nicely postioned Shurikan (Throwing knife) on his back.
Now it's like lone-wolf Rainbow Six.
One more thing: This is probably a bug in the original code, but sneaking behind someone on a roof WILL get you spotted by anyone looking away on the ground (That or my merc is being too noisy).
Hope the issues/bugs get fixed, and keep up the good work!
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Private 1st Class
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Re: "1.13" Mod - Main Thread[message #10218]
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Thu, 04 August 2005 15:46
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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Can do.
Really, I just think that the whole Armour Piercing property of the 5.56mm is the reason it's overpowered.
Making an MP5SD5 as a new rifle would be pretty sweet though, aslong as it goes useless when the oppenents use more stronger armour (Gaurdian Vests/Spectra).
I'm mostly picking on the MP53 because it'll make the "Insane" difficulty a pushover.
Oh, and I think this image would suit a new MP5SD5 image well, just flip and transperant-afy the JPEG. http://www.aerpak.ee/MP5SD5.jpg .
I'll get on to taking pictures, but for now I'm stuck with some weird "Won't load properly" bug in cambria, but I doubt it's from 1.13, but I'll post the full details later.
(Stealth ops rock )
-Added: Is there anyway to change the enemy code to from C++ to Lua? If I get a chance to crack open the JA2 code, maybe I'll try and change the A.I. to Lua so it'll be more stable. God I love that langauge.
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Private 1st Class
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Re: "1.13" Mod - Main Thread[message #10224]
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Fri, 05 August 2005 03:25
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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sounds all so cool *thumbup*
i guess you made the enemy only use them if a sniper scope is attached and make them use maximum AP, right?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10226]
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Fri, 05 August 2005 06:05
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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great. That will be a big improvement to AI. Will make the combat a bit more tactical. cover becomes even more valuable
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10239]
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Mon, 08 August 2005 01:30
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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Yes, I do express interest in the MP5SD5, but let's keep a Desert Eagle .50AE out of it hows about?
Personally, I find the Desert Eagle repulsive: It's very hard to unholster the weapon, heavy, jams way too often, .50 Action Express is too large a caliber and drops at short range.
So unless we want a gun that eats 1000AP per shot and hardly has range (So why the scope?), with the ability to jam very often and is heavier then conventional weapons.
Let's just scope a Barracuda! Now that'd be good, especially since by the time you find a scope you'll already have rifles!
And a G36c would be good, but I'd prefer a G36k, but that is completely up to MM. Personally, I don't mind which.
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Private 1st Class
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Re: "1.13" Mod - Main Thread[message #10240]
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Mon, 08 August 2005 03:56
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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It would be a reflex scope/aimpoint (not a rifle scope, as those do not work on pistols ). The Barracuda isn't all that hot either in terms of weight or speed, though simplicity in the mechanism makes prolonged use easier (also, no broken wrist). I was thinking of guns that would be good for closer ranges, hence the P7 and the 36c for those guys that like to hide in buildings with gasmasks that are soooo loveably fun to play tag with . Which reminds me: Is a reflex sight even possible? You mentioned having free item slots, could you make (when you have time, not an issue at all... seriously, you have done a great job already) such a scope that would allow for quicker target acquisition?
Thanks again for the mod, it has rejuvenated JA2 for me, and that is always good.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10242]
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Tue, 09 August 2005 03:49
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Quote:Originally posted by Madd Mugsy:
Ok, so I've added a few more new weapons & ammo; are there any requests for new weapons? i`m surprised there aren`t more requests!
c`mon guys. I personally like the RPK and RPD light machine guns and always include them into my mods.
i can help with pictures of guns, clips and magazines or stuff if you need them. maybe you prefer creating them yourself, i don`t know
and i strongly second the idea of new attachemnts if that is possible. i think that`s one of the more important features of ja2`s weapon balance, the attachemnts to guns
new ones would rock (a small scope, a tac light, a folding buttstock that reduced draw and weight of the gun... there are certainly lots of ideas around)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10244]
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Tue, 09 August 2005 05:58
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Any help with pics would be much appreciated. I'm not much of a photoshop expert, and I don't have as much free time as I'd like, so making game images tends to take me quite a while.
I managed to put together some decent images for the G36C and the MP5SD3. I found pics for the other guns I've put in so far in UC and that Shady Job mod.
Right now, I need some help with the C-mag ammo drum for the HK21. I need AP and HP versions.
I'm all for adding attachments; just post some pics, stats and tell me what it's supposed to do, and I'll do my best to make it work.
FYI, while I'm trying to keep new guns' stats as close as possible to reality (and keep in mind, I'm a software developer, not a gun expert), I'm also messing with them a bit to keep the variety factor high (ie: a gun in the game might shoot a bit faster than in real life, or cause more/less damage). I'm also trying to balance things out through price and at what level of progress an item appears in the game. So, if when the next version is released, some guns are out of whack, try messing around with the stats in weapons.dat to balance them out and let me know what you come up with
BTW, here is a status update:
I've spent a fair amount of time fiddling with being able to add items outside of their allocated slots. It's more involved than I thought at first, but I'm pretty sure everything is working 100% now. I've still got 12 empty slots before I have to start messing around with unused key item slots. And it looks like we won't be able to slip things into all the empty slots in between other items. For some reason that caused it to crash I was able to re-instate the crepitus "weapons", so they no longer all use the same claw and spit attacks.
I removed the silencer from the MP53, reduced it back to 3 shots per burst, and lowered its fire rate.
After reading up on MP-5s, I renamed the MP53 to MP-5A3. I also renamed the Colt Commando to the M4A1, since it seems the commando was from the vietnam war era, and the M4 is its modern successor. I left the pic & stats the same though.
I've added the following weapons: (PL = progress level, point of reference the Glock 17 has PL = 2, MP5K has PL = 3 and the P90 has PL = 10)
MP-5, uses 9mm SMG ammo clips (PL 3)
MP-5SD3, 9mm SMG, integral silencer (PL 4)
MP-5N, 5.56mm, meant in game as a successor to the MP-5A3, has a higher fire rate than in real life (PL .
UMP-45, .45 cal SMG, gave it a bit better fire rate and better damage than the MP-5 (meant as its successor) (PL 5)
FN Five seveN, 5.7mm pistol clips (new). I made this pistol do 28 damage with better range than other pistols due to the 5.7mm ammo. (PL 7, which makes it very late for a pistol).
P7M8, 9mm pistol mag. I originally added three new 9mm mags with 8 bullets each for this pistol, but due to a lack of graphics and the fact that I had to use 3 item slots for ammo for just one weapon, I decided to make this pistol use the standard 15 bullet clip. It fires faster than any other pistol, but only does as much damage as a glock 17. (PL 3)
G36K, 5.56mm. (PL 6, which is the same as the G41)
G36C, 5.56mm. (PL 7) I made the G36C fire slightly faster than the G36K, but it has 2 tiles less range and does 1 point less damage to compensate.
New Ammo:
5.7mm 20 round pistol magazines, AP & HP only (no regular).
5.45mm 75-Round drum for the RPK.
5.56mm 200-Round belt for the Minimi.
7.62mm NATO 100-Round belt for the HK21, but I'll change this to the c-mag, once I have a pic.
EDIT: Oh, I also fixed the sniper code which wasn't actually sniping in the current release. Testing this now...
EDIT 2: I also increased the range from which the enemy will fire bursts. It used to be 10. Now it's 20, and there's a 100% chance of a burst if the enemy's within 10 squares.
Cheers,
MM
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