BP Logo
Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » New Cover Display System *RELEASED*
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212638] Thu, 09 April 2009 19:49 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
But you merged them together so you can only see the distance if you have gun equipped. That makes no sense. There has to be an option to see the range to target without anykind gun.
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212639] Thu, 09 April 2009 19:52 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
CptMoore
but making that range info appear if no gun is there is very easy, next svn change will have that inside.


Thank you Majek, because of you my post count just gets higher Smile
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212642] Thu, 09 April 2009 20:16 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
CptMoore
% cant be drawn :bawling:

Why not? :headscratch:


Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212643] Thu, 09 April 2009 20:20 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
SpaceViking
Why not? :headscratch:


no idea, I guess the font used doesn't have a % or it's filtered out somewhere behind the function "ScreenMsg".
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212674] Fri, 10 April 2009 00:23 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
SpaceViking
CptMoore
% cant be drawn :bawling:

Why not? :headscratch:
The % symbol is used in various C++ printing function (like swprintf) to designate a Format Specification. Like %s is the format specification for text. You can use "%%" to display the actual percent sign. Unfortunately, the way JA does those screen messages, we actually run numerous print functions before we actually print anything to the screen. Each time one of those functions run, it looks for more format specification codes, strips them out and replaces them with the content of some data. I suppose you could put "%%%%%%%%%%%%%%%%" and if you made it long enough you could eventually get the actual percent symbol, but even then there isn't a guarantee.

Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212686] Fri, 10 April 2009 05:03 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
Try using the hex code: '\x37'. Or the octal: '\045'.

[Updated on: Fri, 10 April 2009 19:15] by Moderator



Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212723] Fri, 10 April 2009 19:41 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
SpaceViking
Try using the hex code: '\x37'. Or the octal: '\045'.
Isn't hex code 25 equivalent to the % symbol? \x37 results in a '7'. Anyway, using the hex code doesn't seem to work either. The first swprintf command looks like it's converting the \x25 and the space that follows to "% " (that's percent sign and a space) which it then tries to read as a format specification. Odder still, the "\x25 " seems to be forcing the following "%s" format spec to left so when we proceed to the next vcwprintf command, we have a format spec with no variable, which results in the whole string being corrupted. So the final displayed result is something like:
Cover: -7AAAAA

Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212724] Fri, 10 April 2009 20:57 Go to previous messageGo to next message
SpaceViking

 
Messages:755
Registered:January 2004
Location: Rochester, Minnesota, USA
I looked it up on some web page.

Oh well, I thought maybe it would work.


Re: New Cover Display System Idea for Jagged Alliance 1.13[message #214030] Fri, 24 April 2009 09:08 Go to previous messageGo to next message
SharkD

 
Messages:355
Registered:July 2003
Awesome! Can't wait to see it in action!
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #228836] Fri, 24 July 2009 09:03 Go to previous messageGo to next message
SharkD

 
Messages:355
Registered:July 2003
Any progress? Has the code been committed?

One comment: the red color is very bright. I would replace it with cyan.

-Mike
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #229978] Fri, 31 July 2009 05:02 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover.patch

can anybody apply this to the trunk?

Should contain everything needed. Only english though.

PS: Had hard time making SVN branching working correctly, so I gave up and I'm just using patches now.
Re: New Cover Display System Idea for Jagged Alliance 1.13[message #233317] Wed, 16 September 2009 15:25 Go to previous messageGo to next message
rasz

 
Messages:25
Registered:August 2006
1 Would be nice if END was a toggle

2 so its stance/camo specific. What happens if you got two mercs in front of the enemy and only one of them is prone with camo? Does it affect the enemy globally, or is it calculated per every merc?
New CoverSystem version and some help needed[message #233906] Sat, 26 September 2009 20:10 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3204.patch

https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/Release/ja2_cover_system_v4_release_3204_en.exe

Changes:
* Rewritten the whole cover display system.
* Uses the full screen to show your cover. (doesn't depend on mouse and size anymore)
* Much easier to read code.

I need help with the following:
1. Have a bug where on the lower screen where transparency isn't working correctly (either transparent stuff is drawn several times or the interface makes some problems).
2. The End is now a toggle, though it does NOT refresh automaticly. Is there a way to make it refresh in timer intervals? Like 2 times in a second? Where and how? (Currently you have to press delete to refresh what you see).
3. MAPELEMENT_REACHABLE does not work anymore for me. Some gpWorldLevelData[ sGridNo ].uiFlags values seem not to be correctly read or set (I have MAPELEMENT_REACHABLE not available for like 90% of the map)

rasz

2 so its stance/camo specific. What happens if you got two mercs in front of the enemy and only one of them is prone with camo? Does it affect the enemy globally, or is it calculated per every merc?

You always have one merc selected, (s)he is the one where stance and camo modifiers will be applied.

Bug 1 Images, as you can see, the cover system applies transparent tiles on the cells and when you move the interface (move down the map), the solid tiles get transparent. The tiles are NOT refreshing (the cover tiles or not removed or readded), so it must be some display bug.

Full
http://img143.imageshack.us/img143/1153/transbug1.th.png

Full
http://img186.imageshack.us/img186/3321/transbug2.th.png

Bug 3 Image, those are the only tiles where MAPELEMENT_REACHABLE is set. It should be set on everything that a person/npc can stand on, and everything else shouldn't have it. I want to use it so expensive line of sight tests are not done for tiles which you cant use for cover anyway.

Full
http://img143.imageshack.us/img143/452/mapreachablebug.th.png

Re: New CoverSystem version and some help needed[message #233908] Sat, 26 September 2009 20:37 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
@CptMoore: I will apply the updated cover system until it is tested and "bugfree". Send me an email (wannebox@gmx.at) with the DIFF when it is done. I think this will be a great improvement for 1.13.


Re: New CoverSystem version and some help needed[message #233990] Mon, 28 September 2009 17:51 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009

https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3204_v2.patch

https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/Release/ja2_cover_system_v5_release_3204_en.exe

Changes:
* Worked around the transparency bug. The more transparent tiles, the more visible the bug. So I changed the way "red" or "uncoverable" tiles are beeing displayed.
* Instead of using MAPREACHABLE (which actually doesn't get set without reachability tests), I'm now directly doing destination tests.

Todo:
* I still need to know how I can update the cover display. It is very intensive stuff, and I would like the cover display to change upon certain events (merc changes view angle, grid, stance, weapon... etc) or to update it several times a second. latter is much simplier, but don't know if there is a timer system available inside the code I could use.

FULL
http://img180.imageshack.us/img180/9426/bugsaway.th.png
Re: New CoverSystem version and some help needed[message #234061] Tue, 29 September 2009 21:02 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Uploaded a youtube video for the next version.

Latest Cover System Version in Action

Additional changes are:
* Cover is automatically displayed on rooftops is displayed if rooftop is visible.

Todo:
* Still need a nice way of refreshing the cover. Pressing the refresh button every time makes not alot of fun. Having lag all the time is no fun either. Maybe gonna implement a nice timer with callback which integrates nicely with JA 1.13.
CoverSystem needs you for testing[message #234105] Wed, 30 September 2009 16:01 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/Release/ja2_cover_system_v6_release_3216_en.exe

https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3216.patch

Changes:
* Cover is automatically displayed on rooftops is displayed if rooftop is visible.
* Update cover display every half a second. Doesn't update when you scroll (solved massive tearing problem).
* "Delete" still forces updates. You can even scroll while force refreshing.


Now I need some people to test it, download the exe and put it into your latest svn-data-checkout. I need the following tests:
* Try it on different maps. (just load your current save games and see if there are any errors)
* Find glitches, small graphical ones (like the one on roof tops, you'll see what I mean).
* Test the camouflague, is it ok since it's pretty strong right now.
* Test the cover stuff, currently bushes and trees really help alot. (maybe some maps have too much vegetation and this makes it hard to see anyone).
* Test it with different mods too, like wildfire.
* Very important: Test for performance. Does your computer run slow while using the new cover display?
Re: CoverSystem needs you for testing[message #235428] Mon, 19 October 2009 00:32 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3265.patch

Changes:
* commented out all los size settings, since they are not needed anymore.

Note:
* I played now like 4 hours with this latest patch, and had no significant problems.
Re: CoverSystem needs you for testing[message #235489] Tue, 20 October 2009 00:10 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
@CptMoore: I applied the patch to SVN Source. Can you send me the new INI properties with additonal comments (please PM me). Thanks.


Re: CoverSystem needs you for testing[message #235590] Wed, 21 October 2009 16:31 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
@all: The new cover system is now part of the official 1.13 source code.
Today I also compiled a new Release EXE (build: 3274) (English, German, Russian) which is available in SVN.

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=235589&page=0#Post235589


Re: CoverSystem needs you for testing[message #235601] Wed, 21 October 2009 18:11 Go to previous messageGo to next message
Uriens

 
Messages:340
Registered:July 2006
CptMoore, thanks for making this mod. :shake: :cheers:

Roman, thanks for adding it to 1.13. :cheers:
Re: CoverSystem needs you for testing[message #235605] Wed, 21 October 2009 18:35 Go to previous messageGo to next message
Anonymous
Great news!
Re: CoverSystem needs you for testing[message #235662] Thu, 22 October 2009 10:58 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
In the options.ini it says
; This is currently not implemented, the initial idea was to make you more visible if you have a combat pack and even more visible if you got a back pack. 
; A second weapon would also make you more visible, as well as the length of your gun. I would have approximated all info based on the weight, 
; high weight stuff should automaticly be bigger and thus better visible.
LBE_SIGHT_ADJUSTMENT = FALSE

I think that /guns/ should be accounted by their itemsize for this, because that is derived from their actual length.


Re: CoverSystem needs you for testing[message #235694] Thu, 22 October 2009 19:00 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3281.patch

Ok, I made smaller changes... 1. LBE settings now works 2. Changed settings, that were TRUE FALSE only, to percentages (so you can apply for yourself how much of an impact you want each setting to have) 3. an empty handed, standing merc with no camo will have a cover of "0" (before he had to be crouched for a cover of 0).

New settings:

gGameExternalOptions.ubStanceEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "STANCE_EFFECTIVENESS", 10, 0, 100);
How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.

gGameExternalOptions.ubLBEEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "LBE_EFFECTIVENESS", 50, 0, 100);
Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.

gGameExternalOptions.ubMovementEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "MOVEMENT_EFFECTIVENESS", 50, 0, 100);
Running around crazy will give you a penalty of up to 50% (default).

Removed settings:
gGameExternalOptions.fMovementSightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "MOVEMENT_SIGHT_ADJUSTMENT", TRUE);
gGameExternalOptions.fStanceSightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "STANCE_SIGHT_ADJUSTMENT", TRUE);
gGameExternalOptions.fLBESightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "LBE_SIGHT_ADJUSTMENT", TRUE);

Re: CoverSystem needs you for testing[message #235724] Fri, 23 October 2009 01:07 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3282.patch

Changes:
* made display cover system performance independant of map size.
Re: CoverSystem needs you for testing[message #235764] Fri, 23 October 2009 12:43 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
@all: There is a new version (build: 3287) in SVN which has all the latest cover code changes.


Re: CoverSystem needs you for testing[message #237745] Sun, 15 November 2009 13:31 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Great work. I always wondered how much camo and stealth really effect your concealment, and I love the movement penalty feature.
Just one question. Since I need the new SVN revison (and exe) for the new cover system, is there any way this can work with HAM?
Re: CoverSystem needs you for testing[message #237756] Sun, 15 November 2009 15:45 Go to previous messageGo to next message
lockie

 
Messages:3788
Registered:February 2006
Location: Scotland
Quote:
Poster: RoWa21
Subject: Re: CoverSystem needs you for testing

@all: There is a new version (build: 3287) in SVN which has all the latest cover code changes.


When was that put up ? Just checked and last update was October , BTW , anyone else seeing hesitation to merc movement (in latest SVN update , haven't seen this till today though)? After clicking to desired spot , sometimes mercs will stop dead after one square and have to be directed again .
Odd .


Re: CoverSystem needs you for testing[message #239933] Sun, 13 December 2009 01:30 Go to previous messageGo to next message
SmokinGun

 
Messages:72
Registered:June 2007
Location: Land of New Rising Sun
This looks great...

Now that I'm just about to start a HAM 3.5 new game...any word on using ja2 1.13 3287 exe svn1203 with HAM 3.5. Will the cover system integrate with HAM suppression by running 3.5 exe? Also trying to figure out if realtime stealth mode needs to be turned off for the cvr system to work? Before I mess with setting up the cvr system into the HAM 3.5 set up that I finally got working...

It appears 1.13 3287 ini has the cover system included, but it appears to be running ham 2.8, and not 3.5 suppression...

danke
Re: CoverSystem needs you for testing[message #239934] Sun, 13 December 2009 01:44 Go to previous messageGo to next message
Headrock

 
Messages:1773
Registered:March 2006
Location: Jerusalem
HAM 3.5 has its own EXE, so the answer is no - you can't use them together. Either you go with HAM 3.5 and get all its benefits, or you go with 1.13 and get all its benefit (with HAM 2.8 included).


Re: CoverSystem needs you for testing[message #239935] Sun, 13 December 2009 01:44 Go to previous messageGo to next message
Sandro

 
Messages:421
Registered:November 2008
Location: Mars
lockie
BTW , anyone else seeing hesitation to merc movement (in latest SVN update , haven't seen this till today though)? After clicking to desired spot , sometimes mercs will stop dead after one square and have to be directed again .

Now that's something I also would like to know its cause! It's pretty annoying bug.

Btw SmokinGun:
No, you cant have HAM 3.5 with this at the same time. HAM3.5 has separate exe and this is exe-type modification.


Re: CoverSystem needs you for testing[message #239936] Sun, 13 December 2009 02:26 Go to previous messageGo to next message
Headrock

 
Messages:1773
Registered:March 2006
Location: Jerusalem
Quote:
BTW , anyone else seeing hesitation to merc movement (in latest SVN update , haven't seen this till today though)? After clicking to desired spot , sometimes mercs will stop dead after one square and have to be directed again .


Wait, this happens in 1.13 too?!

I was told that this was a HAM 3.6 error! Hmmmmmmmmm. If you can confirm that this happens in 1.13, that gives me a strong clue on what might be causing the issue (it's definitely my fault, in either case).


Re: CoverSystem needs you for testing[message #239937] Sun, 13 December 2009 02:44 Go to previous messageGo to next message
SmokinGun

 
Messages:72
Registered:June 2007
Location: Land of New Rising Sun
Thanks for the heads up...I look forward to experiencing all of these new features.

So it looks like the stealth/camo cover system is compatible and integrated with HAM 2.8, just not with 3.5?

The 1.13 3287 exe has both suppression and cvr system included...hmm. Guessing you don't see incompatabilities with both enabled? Thanks again.

[Updated on: Sun, 13 December 2009 03:16] by Moderator

Re: CoverSystem needs you for testing[message #239950] Sun, 13 December 2009 15:20 Go to previous messageGo to next message
Sandro

 
Messages:421
Registered:November 2008
Location: Mars
SmokinGun
The 1.13 3287 exe has both suppression and cvr system included...hmm. Guessing you don't see incompatabilities with both enabled? Thanks again.

Nope, no problems with both enabled.

Headrock
Wait, this happens in 1.13 too?!

Yes yes. I thought for a while it is my fault because I've experienced it in my mod when I merged it with latest SVN code release. So I tried to figure out where I made a mistake in merging because it never happened in my old mod. I look how it behaves in latest standard 1.13 and found out it is there.
Very often it happens to me,when I order a merc to bandage other merc if he needs to walk several tiles.


Re: New CoverSystem version and some help needed[message #240643] Sun, 27 December 2009 16:28 Go to previous messageGo to next message
Scouty

 
Messages:76
Registered:April 2008
CptMoore
Bug 1 Images, as you can see, the cover system applies transparent tiles on the cells and when you move the interface (move down the map), the solid tiles get transparent. The tiles are NOT refreshing (the cover tiles or not removed or readded), so it must be some display bug.


Good work on the new display system, it really is much better than that mouse-block area thing. You can check the LOS of all your team members very quickly, great for positioning snipers and the like.

However, having both YOUR and the ENEMY field of view under one button is a bit clunky. I'm usually only interested in one of the two. I'm either positioning people and want to see what they're covering, or I'm sneaking up on enemies and want to see what they're looking at. The overlay is not so pretty that you want to keep it on at all times, so having to cycle [ none -> merc -> enemy -> none ] frequently is annoying.

Btw, the latest SVN (Rev 1205) exe still has that small glitch:

http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/los_glitch.jpg
Re: New CoverSystem version and some help needed[message #241323] Wed, 06 January 2010 15:13 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Scouty

Btw, the latest SVN (Rev 1205) exe still has that small glitch:
http://i738.photobucket.com/albums/xx23/WOoKie_Scouty/los_glitch.jpg

There seems to be a underlying problem with how transparent tiles are displayed in jagged alliance. Interesstingly your bug seems to manisfest itself a bit differently than mine (I see the solid colors ALWAYS on the bottom, never on top).
The only further workaround would be the eliminate, in this case, the red tiles acting as border, as the bug only occurs with the numbers of transparent tiles. However it would be harder to spot those one tiles that should be red but just arent. I guess the current status is the least bad for now.

Scouty

However, having both YOUR and the ENEMY field of view under one button is a bit clunky. I'm usually only interested in one of the two. I'm either positioning people and want to see what they're covering, or I'm sneaking up on enemies and want to see what they're looking at. The overlay is not so pretty that you want to keep it on at all times, so having to cycle [ none -> merc -> enemy -> none ] frequently is annoying.

How about the following..

DELETE -> merc view (will always switch to merc view if currently not active. if currently active it will disable the view)
END -> enemy view (same here just other way around)

We would loose one button again but on a 2D gui it would be best to have two seperate icons for the functionality anyway.

Can't implement the idea yet though because of other duties and no vce installed. If anyone wants to write a patch feel free to do so (too much work until end of february and then probably vacation)
Re: New CoverSystem version and some help needed[message #241364] Thu, 07 January 2010 12:15 Go to previous messageGo to next message
Scouty

 
Messages:76
Registered:April 2008
CptMoore
Interesstingly your bug seems to manisfest itself a bit differently than mine (I see the solid colors ALWAYS on the bottom, never on top).

Interesting, I thought it might have something to do with the turn-based bar that is normally shown in that area. It's weird that we get such different results, maybe we're using a different exe? Mine says 3287 (straight from SVN 1205).

CptMoore
How about the following..

DELETE -> merc view (will always switch to merc view if currently not active. if currently active it will disable the view)
END -> enemy view (same here just other way around)

We would loose one button again but on a 2D gui it would be best to have two seperate icons for the functionality anyway.

Sounds great, wasn't it like this before? I wouldn't worry about buttons as there are plenty of ctrl/alt/shift combos left.

Anyway, good luck. But you should really make this a GABBI-only function, sneaking feels like cheating now. Very Happy
Re: New CoverSystem version and some help needed[message #241692] Tue, 12 January 2010 18:02 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
Scouty
Interesting, I thought it might have something to do with the turn-based bar that is normally shown in that area. It's weird that we get such different results, maybe we're using a different exe? Mine says 3287 (straight from SVN 1205).

After playing a long time now I saw that problem too... exactly as you described it. Just wanted to confirm it here in the thread.
Re: New CoverSystem version and some help needed[message #241777] Thu, 14 January 2010 07:11 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3312.patch

Ok, after getting some more feedback, i can confirm that the chance to hit bug is actually coming from my display cover system.

Changes:
* Removed a line of code which fiddled with chance to hit calculation.

THIS IS UNTESTED! Please someone try it out first!
Re: New CoverSystem version and some help needed[message #241889] Fri, 15 January 2010 13:05 Go to previous messageGo to previous message
CptMoore

 
Messages:224
Registered:March 2009
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3312_v2.patch

Changes:
* Removed a line of code which fiddled with chance to hit calculation.
* Cover Display now works correctly with multiple enemies.
* Cover Display has no problems with stance anymore.

The last two bugs were created by speed optimizations, where I desperatly tried to gain speed no matter what and cached alot of stuff (sometimes at the wrong location in the source code).

Bugs:
* Merc view doesnt work anymore.
Previous Topic: Truly Customizable Weapons - proof of concept, issues and feature requests
Next Topic: Hotkey Externalization
Goto Forum:
  


Current Time: Thu Jun 24 18:52:53 EEST 2021

Total time taken to generate the page: 0.02189 seconds