Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10205] Tue, 02 August 2005 08:44 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
That's a great idea. Linking the difficulty level with enemy abilities is something I've wanted for years!

I've finally got the time to start playing this mod starting tonight and I'm really looking foreward to this.
Thanx Mugs!

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10206] Tue, 02 August 2005 09:17 Go to previous messageGo to next message
Lars is currently offline Lars

 
Messages:9
Registered:May 2003
Location: Sweden

I don't know if I gonna thank or curse you Madd Mugsy but what I do know is that my JA-addiction are getting worse then ever because of you Wink

Great job with the source

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Private
Re: "1.13" Mod - Main Thread[message #10207] Tue, 02 August 2005 21:36 Go to previous messageGo to next message
Batman is currently offline Batman

 
Messages:363
Registered:January 2001
Location: Gotham City
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. Wink

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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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10208] Wed, 03 August 2005 02:29 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
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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First Sergeant

Re: "1.13" Mod - Main Thread[message #10209] Wed, 03 August 2005 08:07 Go to previous messageGo to next message
Lars is currently offline Lars

 
Messages:9
Registered:May 2003
Location: Sweden

Normal capacity for the machine guns are:
Minimi 200 rounds beltfed
HK 21 100 rounds beltfed
RPK-74 45 rounds box or 75 rounds drum

I would really like it if you replaced the rocketrifle with a RPG-7.

I belive all the pictures needed are available in UC

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Private
Re: "1.13" Mod - Main Thread[message #10210] Wed, 03 August 2005 10:04 Go to previous messageGo to next message
kropotkin

 
Messages:47
Registered:May 2005
Location: lake titicaca
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
Re: "1.13" Mod - Main Thread[message #10211] Wed, 03 August 2005 10:29 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I haven't played with the mercs yet, but I'm thinking that adding them to AIM would be harder than adding them to MERC, since AIM displays that screen w/everybody's faces.

The other problem of course is the edt files. JA2EDT and ProEdit only take you so far. You can't add new entries, but there are 7 empty spots at the end of the Prof.dat, so there is a bit of room there. How many new mercs were introduced in UB again? Maybe I can fit them all in there...

I'll look into it.

EDIT: I think it's possible to move all the mercs from UB to JA2, as long as they're hireable from MERC and not AIM.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10212] Wed, 03 August 2005 21:39 Go to previous messageGo to next message
Batman is currently offline Batman

 
Messages:363
Registered:January 2001
Location: Gotham City
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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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10213] Wed, 03 August 2005 23:43 Go to previous messageGo to next message
Omega is currently offline Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England
This all sounds very nice and i'd love to help but like Madd and you im a vb programmer myself, I know very little C/C++ but nothing that would be of any use, as for weapons, i'd love to see more.

Mercs, im not really worried about, as the selection is already great in JA2.

As for replacing the RR, I think thats a little pointless as it would make the LAW pretty much useless, unless you replace that as well.

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Corporal
Re: "1.13" Mod - Main Thread[message #10214] Thu, 04 August 2005 03:04 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
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 Smile

Cheers,

MM

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10215] Thu, 04 August 2005 04:47 Go to previous messageGo to next message
Batman is currently offline Batman

 
Messages:363
Registered:January 2001
Location: Gotham City
Thanks MM, I will check it out...

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10216] Thu, 04 August 2005 13:16 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
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
Re: "1.13" Mod - Main Thread[message #10217] Thu, 04 August 2005 15:32 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Police,

Can you try messing with the MP53's settings in the weapons.dat and see if you can find some that are more balanced? I'd really like to keep the silencer on it, if possible, but may end up removing it if I can find some stats & graphics for an MP5SD.

I haven't actually seen the CTDs or the graphics glitches that you and Batman are describing. Feel free to send me some screenshots & detailed directions on how to recreate them, and I'll try to fix them. (That CVS code sure is buggy...)

I saw someone posting about something like this in one of the other forums, I think. Apparently, the enemies sometimes have 360 degree vision. I'll look into it if I have time.

And now for the good news:

I managed to work around the MAX_WEAPONS limitation in the code, and have now moved the UB weapons that were replacing creature attacks to the unused spots towards the end of the items list. I have also restored the creature attacks & items to normal. There's room for another 18 or so guns/items in there before I need to start forcing things into the Keys section of the items.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10218] Thu, 04 August 2005 15:46 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
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 Very Happy)

-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
Re: "1.13" Mod - Main Thread[message #10219] Thu, 04 August 2005 15:54 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Thanks, man. No idea about the C to Lua thing. I'd settle for C# or VB... But I'm starting to get the hang of this C thing; it's not so bad once you figure out where to look to figure out how to do something (like write debug messages Razz ).

I also wanted to ask:

What are the clip sizes for the TAR21 and the L85A1? These are LMGs right? So their clips, I'm assuming, should be larger than 30 rounds.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10220] Thu, 04 August 2005 16:02 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
http://world.guns.ru/assault/as30-e.htm <-- TAR21
It's not a Light Machine-Gun, it's an Assault Rifle.
5.56mm NATO
30 rounds standard

http://world.guns.ru/assault/as22-e.htm <-- L85A1
Also an Assault Rifle.
5.56mm NATO
30 rounds standard

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Private 1st Class
Re: "1.13" Mod - Main Thread[message #10221] Thu, 04 August 2005 16:23 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Ahh, good to know. I'll scale back their autofire values then.

BTW, nice website you've linked to there & thanks!

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10222] Thu, 04 August 2005 16:29 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Oh, and I remember playing through normal JA2 (Going around Maduna) and I noticed that the A.I. threw quite a few mortar shells at me.

Just answering that old question Razz.

Now, time to duplicate that CTD bug.

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Private 1st Class
Re: "1.13" Mod - Main Thread[message #10223] Fri, 05 August 2005 03:03 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Ok, cool. That means that the sniper code I put in there should work. I actually adjusted it last night so it doesn't just apply to sniper rifles, but all guns with a range > 30. So the AI should be able to take shots based outside of visual range with various different guns in the next version.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10224] Fri, 05 August 2005 03:25 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: "1.13" Mod - Main Thread[message #10225] Fri, 05 August 2005 06:02 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Yes, in the next version, it'll check for sniper scopes, and it automatically figures out the right # of APs to spend.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10226] Fri, 05 August 2005 06:05 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: "1.13" Mod - Main Thread[message #10227] Fri, 05 August 2005 11:45 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Just make sure they only go into alert and "Sniper mode" if the whole sector is alerted (I shot my unsilenced weapon or I ran into a bunch of oppenents and ran away/died), or else it'd make Stealth Ops impossible.

and that CTD doesn't seem to be appearing anymore.

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Private 1st Class
Re: "1.13" Mod - Main Thread[message #10228] Fri, 05 August 2005 11:59 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Can you also increase daytime visual for mercs? It seems ridiculous that a person can't notice another standing in an open field (could happen in JA2 1.12). I also think that NVG and UVG should have a bit of tunnel vision penalty (if they already don't). (This may not be an issue now, but if it is, please look into it and if not, please don't be angry at me for wasting your time Smile ).

EDIT: Heh, I know that UV amplification goggles do not work indoors without other light sources. Tunnel vision is when your peripheral vision is limited, such that you can only see in front of you, not taken literally as "seeing in caves". Smile

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Corporal
Re: "1.13" Mod - Main Thread[message #10229] Fri, 05 August 2005 13:44 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Hey Lochmacher, currently and from the first release of JA2, the UV Goggles had a penalty for spelunking. This is also the reason that in it's discription it says "Not suitable for spelunking".
Night Vision though, doesn't. I think it's infrared.

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Private 1st Class
Re: "1.13" Mod - Main Thread[message #10230] Sat, 06 August 2005 09:22 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Madd Mugsy,

I also second Lochmacher's request to increase the visual range, by 2x for example. By increasing the visual range, the differences in each weapon classes are more pronounced, and also more interesting long range fire fights. Thanks.

Dex

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Corporal
Re: "1.13" Mod - Main Thread[message #10231] Sat, 06 August 2005 10:11 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
great work here

love this game and all the mods developed for it

don't know how you lot manage to do it.

Though i do have a request if anyone can do it, i have got so used to the in game to hit calculator and i miss it on this mod. Any chance of bringing it back? The change to the exe stops Dvornik's cth from working.

Keep up the good work people

Drunk71

edit - oops now i have had a proper play i see the bar, should have had a go rather than just installation b4 any requests, sorry.

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Corporal
Re: "1.13" Mod - Main Thread[message #10232] Sat, 06 August 2005 10:42 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
You'll see a chance to hit bar when targeting while using this mod. It's the same as the one in the CVS code.

Sight Ranges:

Totally doable, at least theoretically.

There are some constants in overhead types.h:
// CHANGE THIS VALUE TO AFFECT TOTAL SIGHT RANGE
#define STRAIGHT_RANGE	13

// CHANGE THESE VALUES TO ADJUST VARIOUS FOV ANGLES
#define STRAIGHT_RATIO	1
#define ANGLE_RATIO			0.857
#define SIDE_RATIO			0.571
Maximum straight ahead LOS is STRAIGHT_RANGE * STRAIGHT_RATIO ( and then another *2 by default = 26 tiles).

Changing the LOS will affect everything, from mercs, to AI soldiers, to bloodcats, to crepitus.

The questions here are: How far should we increase LOS? It will also affect night ops, unless I change it elsewhere (just in opplist.cpp: DistanceVisible from what i've seen so far). Is that ok? Should the changes only be for daytime? Tunnel vision can be accomplished by reducing the angle_ratio and side_ratio constants (or changing it elsewhere if it's just for night ops).

I'm not going to have a chance to play around with this for a little while; would someone like to check it out for me and let me know if it works and plays alright?

Flanking attacks will also have to be changed if/when the LOS change is made, as right now they try to creep around just outside your LOS.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10233] Sat, 06 August 2005 15:46 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Madd Mugsy,

Thank you for taking up the suggestion. You are right that there are other factors to consider should the sighting range changes. If 2x the sighting range is too extreme, perhaps we can get by with 1.5x instead and not having to rewrite any other variables.

Dex

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Corporal
Re: "1.13" Mod - Main Thread[message #10234] Sun, 07 August 2005 02:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Does someone have (or have a link to) a couple good pictures for ammo belts? I've got the drum and belt(box) pics from UC, but would like another, since there are two LMGs that use belts.

Cheers.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10235] Sun, 07 August 2005 10:07 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
What LMGs are they? (Unless it's a surprise). Might help us find something. Would you prefer boxed or no?

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Corporal
Re: "1.13" Mod - Main Thread[message #10236] Sun, 07 August 2005 11:25 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Don't care if it's boxed or not, since the pic I've got already is boxed.

It's for either the HK21 or the FN Minimi.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10237] Sun, 07 August 2005 17:53 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Ok, so I've added a few more new weapons & ammo; are there any requests for new weapons?

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10238] Sun, 07 August 2005 18:52 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
DE .50 scopeable would be fun (if not a little odd). The G36c would be cool. Maybe an MP5SD5 (Police LT expressed some interest too)? And the P7M8 are my immediate thoughts (nice, fast, little gun).

Gotta have the C-Mag
http://www.blackrivermilitaria.com/belts/bettac~mag~back.jpg

http://www.betaco.com/img/cmn000-1.jpg

Nice little HK number
http://www.blackrivermilitaria.com/belts/hk21~a.jpg

or with C-Mag (love it!)

http://www.rdts.com/images/Img60.jpg

And the 249 "Minimi"
http://www.blackrivermilitaria.com/links/SAW01aaaa00111.jpg

Minimi outta the box:
http://i3.ebayimg.com/02/i/03/43/2b/ab_1_b.JPG

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Corporal
Re: "1.13" Mod - Main Thread[message #10239] Mon, 08 August 2005 01:30 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
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
Re: "1.13" Mod - Main Thread[message #10240] Mon, 08 August 2005 03:56 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
It would be a reflex scope/aimpoint (not a rifle scope, as those do not work on pistols Smile ). 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 Smile . 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
Re: "1.13" Mod - Main Thread[message #10241] Tue, 09 August 2005 03:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Ok, I've got workable pics for the G36K and the G36C, but I can't get that c-mag to look right. Lochmacher, do you have any other images of it?

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10242] Tue, 09 August 2005 03:49 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
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
Re: "1.13" Mod - Main Thread[message #10243] Tue, 09 August 2005 05:45 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
I agree with Skorp, though it could be difficult to make the tac-lite work (use a limited glowstick effect?). The folding stock is another idea that you might have act like the spring and rod (in terms of firing rate) but then use the penalty associated with a poor silencer (just trying to think of events/items that might help you track down the code... might even be hurting progress here, so I will stop).

Also, ran into an error trying to shoot soldiers on roofs if not on another rooftop. The weapon fires and instantly makes a ricochet noise and the bullet magically disappears (on Insane, regardless of gun/attachments--had a scoped Vintorez, rock on!-- at nighttime in the Sorthern Meduna townsites). On a lighter note: the enemy actually uses the rooftops to climb onto and off of! They actually flank! Look forward to more developments in this and other mods guys!

http://dboy.cpgl.net/USA/beta-cmag/cmag.htm

This site has pretty much all you'd need for C-mag pics...

Thanks again!

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Corporal
Re: "1.13" Mod - Main Thread[message #10244] Tue, 09 August 2005 05:58 Go to previous messageGo to previous message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
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 Smile

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 Sad 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 Cool.
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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First Sergeant

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