Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Feature requests thread
Re: 1.13 Feature requests thread[message #11239] Tue, 13 September 2005 03:48 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
Registered:August 2003
Location: Pleasantville, NJ
Oh yea duhhhhh.

Sorry Mugs, brainy no worky.

That makes perfect sense and is in fact sort of already the way it is. I like this idea alot.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11240] Wed, 14 September 2005 00:36 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
A couple of suggestions, nothing earthshaking here. I love the OICW, but the burst thing takes some getting used to. How hard would it be to assign a seperate key to the grenade launcher feature? In Cambria, I accidentally launched 2 grenades in "burst" mode into a baddie with Perko next to him. I didn't like him anyway.. :naughty:

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Sergeant
Re: 1.13 Feature requests thread[message #11241] Wed, 14 September 2005 09:33 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Anyone agree/disagree with a leave it/lose it policy in the game? IE, if you're not in a town sector, and you leave the sector, all world items go bye bye. It will help keep memory clean, and help save-games load/save quicker towards the end of the game, especially with the "Drop-everything" option...

Anyway just a thought, comments?

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First Sergeant

Re: 1.13 Feature requests thread[message #11242] Wed, 14 September 2005 10:01 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Yeah, that could work. If you're overloaded with gear, you've got to leave man behind to guard what's on the ground, or it'll disappear. Exclude the towns, the SAM sites, the major locations, like the prison and the weapons caches, and the basements though. (Treat caves like outside)

This'd be fairly easy to implement using the new UB "dropped by enemy" flag you put in to reveal all the items. That way we'd be able to keep quest items or items dropped by the mercs intact. We'd want to make sure that that flag gets removed once mercs leave a sector. (Or maybe just once they pick up an item? That way any items ignored by the player would be lost instead)

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First Sergeant

Re: 1.13 Feature requests thread[message #11243] Wed, 14 September 2005 12:18 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by Madd Mugsy:
Yeah, that could work. If you're overloaded with gear, you've got to leave man behind to guard what's on the ground, or it'll disappear. Exclude the towns, the SAM sites, the major locations, like the prison and the weapons caches, and the basements though. (Treat caves like outside)
These exclusions would takes care of like 85% of all dropped items... I don't see a good reason to do this. The amount saved in savegame file size will probably be quite small (how much does it take to list a couple dozen items?) Besides, there are already some sensible features implemented in this regard: civvies will steal your stuff unless there's militia posted, and enemies passing through a sector will also help themselves to the trophies.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11244] Wed, 14 September 2005 19:02 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
I don't like it either. Maybe a middle solution would be persistence of items in containers. So if you leave what you need in a chest, it would stay.

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Sergeant
Re: 1.13 Feature requests thread[message #11245] Thu, 15 September 2005 03:44 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I think we came up with a viable solution in another thread... Make an Arms Dealer available 24/7 in one of the Drassen sectors.

I will however lower the buy price, and limit their cash, it will still be alot more convinient than going to Tony or the Cambria guy (Jake? I never sell there anyway).


Anyway all of this is editable in the XML's for those that want it, I'll just create a seperate XML and include it with the game, for those that want to change it they can just rename two files. For the modders, you can change whatever you want in the files.

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First Sergeant

Re: 1.13 Feature requests thread[message #11246] Thu, 15 September 2005 09:53 Go to previous messageGo to next message
bonechucker is currently offline bonechucker

 
Messages:33
Registered:March 2001
Location: who wants to know ?
hiho

@Khor1255 - hi Dan Wink ur thinking too straight...

increasing the number of bodytypes doesn't necessarily need horrifiyng numbers of animations, just open up proedit and take a look ...for example vehicles each have its own bodytype....
more vehicles....more bodytypes....
and that is only the "straight in the face" argument...
playing around with bodytypes ( and a bit of wicked thinking Wink ) opens a lot of possibilities for work-arounds.
especially for "non-arulco styled" campaigns and mods this would give more rpg-style options.
so an externalised xml table like that for items would be great for bodytypes ( no need for 5000.... about 100+ bodytypes would be cool Wink )

more arguing necessary?

greets bone

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Private 1st Class
Re: 1.13 Feature requests thread[message #11247] Sat, 17 September 2005 17:30 Go to previous messageGo to next message
bonechucker is currently offline bonechucker

 
Messages:33
Registered:March 2001
Location: who wants to know ?
hiho

another request Wink ...yes i am greedy

destructable roofs ... reads simple at first glance
tiles can be made destructable with blackdragons jsd-edit
but
i think a check is needed , if all rooftiles have a connection to a wall tile or at least a connection to a roof tile which is connected to a wall.
open question is : what happens to mercs/npc's siting on a rooftile which gets destroyed
pro- total destruction becomes an option Wink
con- dunno how much coding it requires and how much bugs this could bring

greets bone

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Private 1st Class
Re: 1.13 Feature requests thread[message #11248] Sat, 17 September 2005 19:18 Go to previous messageGo to next message
bonechucker is currently offline bonechucker

 
Messages:33
Registered:March 2001
Location: who wants to know ?
hiho
i already mentioned that i'm greedy ?
Wink
-cut scenes ...
pro...great way to give messages to the player
con... especially the slap-scene can be a pain to non-arulco storylines ...making the slap-animation an invisible/blank sti or replacing it with a "standing" sti is only a cheap workaround.
-flags ...
-for certain mods the creation of timers would be nice... combined with externalisation this would make mods possible which would else require major tricking like code insertion or else.

@kaiden u had the idea boosting ap's up to 100 and quadrupling all ap costs
good thing !
this would give much more possibilities for finetuning


greets bone

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Private 1st Class
Re: 1.13 Feature requests thread[message #11249] Sat, 17 September 2005 19:52 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
removing the custscenes completely is an option... But it would be nice to be able to replace them if the modder wanted to and was capable of creating cutscenes.

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First Sergeant

Re: 1.13 Feature requests thread[message #11250] Sat, 17 September 2005 20:53 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
Registered:August 2003
Location: Pleasantville, NJ
Destructable roof tiles would be great.
Having the option to at least remove cutscenes would be cool, better yet, being able to fully mod them would be fantastic.

Crew served weapons would also be very cool.

You're not the only greedy one Bone.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11251] Sun, 18 September 2005 01:16 Go to previous messageGo to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
Hello people

great mod to play so thanks to mm and others involved.

a feature that might be helpful would be setting waypoints for real time movement, and/or freeze and set orders option.

for example if i want 5 squad members to converge on a point by the time ive given the last one his command the first has already got to the point ahead of everyone else

cheers

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Corporal
Re: 1.13 Feature requests thread[message #11252] Mon, 19 September 2005 21:40 Go to previous messageGo to next message
bonechucker is currently offline bonechucker

 
Messages:33
Registered:March 2001
Location: who wants to know ?
hiho
Wink "the greedy man" strikes again

wanna have napalm/flame/fire effect ?
could be done fairly simple -almost a cut/paste job

just taking the code snippet from mustard gas , adding a flame animation instead of the green smoke-
and voila -we have fire which grows and dies after some time.
ok. aktually it's more work ....but i'm not a coder Wink so i can talk that way about my "stupid" ideas.
not joking now :
i am absolutely amazed about this 1.13 project-
all working on it have my respect !
ja2 is one of my favourite games for years and now lots of wishes come true !
thanks !
Smile
greets bone

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Private 1st Class
Re: 1.13 Feature requests thread[message #11253] Tue, 20 September 2005 04:22 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Napalm/fire would be cool. If we could get it working, we could also finally use that flamethrower. We could probably put some new animations in for it in the near future.

But we'd need some way to properly control the flames. They should spread to vegetation and burn down buildings, etc. My guess is that this would come after the destructable roof tiles.

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First Sergeant

Re: 1.13 Feature requests thread[message #11254] Tue, 20 September 2005 06:56 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
use of the flamethrower? some mods do use the flamethrower

using the BUG gas code is used in bloody grounds or ja2 vengeance for instance, but it is also possible to use explosives code for flamethrower. i think that would make more sense after all

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Sergeant Major
Re: 1.13 Feature requests thread[message #11255] Tue, 20 September 2005 07:27 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
But does stuff actually burn over a period of time?

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First Sergeant

Re: 1.13 Feature requests thread[message #11256] Tue, 20 September 2005 08:33 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
One day, we'll have destructible tiles, craters caused by explosions, burnt grass, trees on fire, people on fire, fire on fire! And a new weapon: The fire extenguisher! Blind an enemy or put out a friend on fire, your choice! Act now and receive free fire retardant clothing (one size fits all, lots of restrictions apply, offer not valid in 53 states, and most foreign contries).

Another thing I'd like to see in the xmls is item restrictions based on stats.

And possibly an optional soft stat-cap. Say, once your stats and skills get around 600 total, they slow down to less than a crawl.

But for now, I have plenty to work on to keep me busy Smile

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First Sergeant

Re: 1.13 Feature requests thread[message #11257] Tue, 20 September 2005 09:26 Go to previous messageGo to next message
Wil473

 
Messages:2817
Registered:September 2004
Location: Canada
Wouldn't it be easier to create an explosive effect that combined the immediate structure damage and explosion animation of the "Large Explosion" (HE, Mortar, LAW), with a cloud of mustard gas (multi-turn lasting damaging cloud)? Can't this already be done with the existing xml externalization? I haven't gotten the hang of xml editing beyond some minor item edits or I would have tried this (and probably answered my own question) already.

There is also the red tinged "Queen Spit" cloud used by the RPO-A in UC, but it lacked the immediate HE effect on structures and animation.

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Lieutenant

Re: 1.13 Feature requests thread[message #11258] Tue, 20 September 2005 10:23 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
What we really need is some "Man on Fire" animations and possibly sounds too? AHAHRRRAAHAHGGGG..THUD...Spasm...

Which maybe someone would do for us if Kaiden would just GET BUSY using the already existing LAW animations that he's been neglecting to utilize in the code.

Ok toooo much coffee for me.

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First Sergeant

Re: 1.13 Feature requests thread[message #11259] Tue, 20 September 2005 10:33 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
Did you ever play the old Crusader games? You could hit a guy with a flame weapon (or shoot an explosive barrel beside him) and he'd run around on fire screaming until eventually he burned to death.

Those games had some really great death animations and effects. There was freezing, vapourizing and melting, etc. It was great :diabolical:

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First Sergeant

Re: 1.13 Feature requests thread[message #11260] Tue, 20 September 2005 18:48 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:438
Registered:January 2003
Location: Slovenia
hmm Crusader. i think i'll have to replay both one of these days.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11261] Tue, 20 September 2005 19:00 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:89
Registered:August 2004
Would it be possiable for mercs to "train" with a gun, aka my merc kills 30 people with a mp5, hes good with the gun so for example he gets a 1 range bonus because it knows its trejectory and a +3 marks bonus

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Corporal 1st Class
Re: 1.13 Feature requests thread[message #11262] Tue, 20 September 2005 19:05 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
Good idea, but then he also has to get some maluses with using other weapons.

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Sergeant
Re: 1.13 Feature requests thread[message #11263] Wed, 21 September 2005 06:05 Go to previous messageGo to next message
gmonk

 
Messages:672
Registered:April 2002
Location: Newfoundland, Canada
lol. I think I still have a copy of 'No Remorse' on my shelf here.

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First Sergeant
Re: 1.13 Feature requests thread[message #11264] Wed, 21 September 2005 12:14 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
Would it be possiable for mercs to "train" with a gun, aka my merc kills 30 people with a mp5, hes good with the gun so for example he gets a 1 range bonus because it knows its trejectory and a +3 marks bonus
Silent Storm had/has a feature like this, called "familiarity". If this is implemented right, it would add another layer of detail to the game.

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Sergeant
Re: 1.13 Feature requests thread[message #11265] Wed, 21 September 2005 16:34 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:89
Registered:August 2004
never played SS, maybe i should one day.

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Corporal 1st Class
Re: 1.13 Feature requests thread[message #11266] Wed, 21 September 2005 17:43 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Have both Remorse and Regret, love em. Kept my DOS comp for those old classics that DOSBOX can't handle...

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Corporal
Re: 1.13 Feature requests thread[message #11267] Wed, 21 September 2005 17:43 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
1) accumulating items.
my mercs generally travel from sector to sector picking up scrap items and bringing them to a central site. it is painful to use the mouse to pick up individual items and put them in the mercs inventory. would it be possible to use a key combination to pick as many items as possible into my mercs empty inventory slots? Ditto for dropping them into the sector.

2) also - would it be possible to use some key combination to accumulate the items from city sectors into one current sector?

if (1) is achieved, (2) is not so big a problem.

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Sergeant
Re: 1.13 Feature requests thread[message #11268] Wed, 21 September 2005 17:45 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
@ Zango,

You can just insta-sell them for 25% of their value by holding down the ALT button and clicking the LEFT MOUSE on them in the sector inventory menu (tactical screen, displays all items in sector).

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Corporal
Re: 1.13 Feature requests thread[message #11269] Wed, 21 September 2005 19:36 Go to previous messageGo to next message
zango is currently offline zango

 
Messages:128
Registered:January 2005
Location: India
ah i was trying the key combo ALT+L-M-B Smile )

Thanks lochmacher! Smile

tho - my feature request may still be considered - no? Wink

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Sergeant
Re: 1.13 Feature requests thread[message #11270] Wed, 21 September 2005 20:39 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:438
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by zango:

tho - my feature request may still be considered - no? Wink
of course that's why this thread is here Smile


and DOSbox can handle both crusaders Smile

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Master Sergeant
Re: 1.13 Feature requests thread[message #11271] Wed, 21 September 2005 23:48 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I just keep a laptop with Win95 and it works well playing most of my DOS games. While I do play a large number of newer games, the older ones are my favorite, newer games just tend to be lacking "something" some fundamental gameplay mechanic that I just can't put my finger on. I want to say "fun" but that's not neccessarily true. Even the DVD remake of Tex Murphy couldn't stand up to the original I played on my C64. After I played the DVD version, I hooked up the old 64 just to get my fix of what was missing.

And just to stay on topic Razz

Request 1 has more value, Request 2 seems infinitely easier. I'll consider both, but they may become irrelevant.

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First Sergeant

Re: 1.13 Feature requests thread[message #11272] Thu, 22 September 2005 00:02 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
Quote:
1) accumulating items.
my mercs generally travel from sector to sector picking up scrap items and bringing them to a central site. it is painful to use the mouse to pick up individual items and put them in the mercs inventory. would it be possible to use a key combination to pick as many items as possible into my mercs empty inventory slots? Ditto for dropping them into the sector.

2) also - would it be possible to use some key combination to accumulate the items from city sectors into one current sector?
I second that, if it is not too much bother.

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Sergeant
Re: 1.13 Feature requests thread[message #11273] Thu, 22 September 2005 00:10 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
A lot of effort is geared towards better moddability, which is good. Something crucial is still missing though, profiles.
Profiles would enable you to have any number of mods of any kind and to freely switch between them.
This can be easily scripted on not-windows, but I doubt ye old batches provideth enough functionality for something like that. So it either needs to be done as a separate binary utility or everyone that wants it have to get cygwin/mingw. Very Happy

So you'd have a vanilla profile (ja2) and a modded (1.13+) one included, then you could make more for all the other various mods you'd want to use. This would extend over just the externalized configs, so there would be never be a need for a reinstall again! Smile


Another thing, why doesn't this project have a (cool) name? Razz

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Sergeant
Re: 1.13 Feature requests thread[message #11274] Thu, 22 September 2005 01:09 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
lynxnyl, That is on the list... For sure!

But for now, I just have "Multiple" Ja2 directories, and whichever ones I am not using I have them named like "JA2Gold" "JA2UC", "JA2DL", etc...

Also I asked Mugsy if he was up to 1.14 yet Razz

But how about some name suggestions?

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First Sergeant

Re: 1.13 Feature requests thread[message #11275] Thu, 22 September 2005 01:22 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
ja2+
ja2++
ja2c(e) (community edition)

...are just some KISS ideas.

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Sergeant
Re: 1.13 Feature requests thread[message #11276] Thu, 22 September 2005 01:46 Go to previous messageGo to next message
Nitrat is currently offline Nitrat

 
Messages:7
Registered:October 2003
Location: Germany
Quote:
Originally posted by Kaiden:
But how about some name suggestions?
maybe JA2 Reloaded al

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Private
Re: 1.13 Feature requests thread[message #11277] Thu, 22 September 2005 02:09 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
What the projects need is a revision control system. My host doesn't want to provide one, but I have another iron in the forge - waiting for a reply from someone else.

And I doubt anyone would reject mirrors. Smile

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Sergeant
Re: 1.13 Feature requests thread[message #11278] Thu, 22 September 2005 02:12 Go to previous messageGo to previous message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Mirrors are a wonderful idea Smile

As long as you understand that we will be constantly updating this for the forseeable future. So you would need to keep your mirror up to date.

And I like the name suggestion... JA2 Reloaded, maybe even come up with a new splash screen ala matrix!

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First Sergeant

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