Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Next 1.13 Release: Spring 2011
Re: Next 1.13 Release: Spring 2011[message #271478] Thu, 27 January 2011 16:08 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Logisteric
we are talking different betas
Again: there is a beta-test going on in this thread. A beta-tester was reporting a sepcific problem. I made a suggestion how this could be solved - Lied durch.

I neither know nor care whether or not Tais ilegallly loaded up this specific beta with stuff that doesn't belong there, or whether or not the reported problem-feature will finally be approved by the Head Committee of the JA Modding Soviet.

I also do not demmand any new stuff, such as STOMP, being added. Nor do I ask for help to make the required changes myself. And I definitly would not force upon anyone to play the game as I do.

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First Sergeant
Re: Next 1.13 Release: Spring 2011[message #271489] Thu, 27 January 2011 18:55 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
Logisteric
and since when is ham activated on an OFFICIAL STABLE RELEASE?
This is not a "RELEASE". And RoWa, who initiated the Official Beta, is the one who decided to turn on NCTH (the only new HAM4 feature) by default. The rest of the HAM4 updates are linked to other features which are already optional: Manual Mobile Militia which is linked to the Mobile Militia system and Enhanced/Ultra Description Box.

The STOMP traits are not a HAM4 feature. And they ARE optional.

If you don't want to play in NCTH mode, edit your ja2_options.ini file and edit the USE_NCTH flag to FALSE. You don't even have to start a new game.

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First Sergeant
Re: Next 1.13 Release: Spring 2011[message #271490] Thu, 27 January 2011 19:02 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
I thought you can select NCTH or OCTH on new game anyway.

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Sergeant 1st Class
Re: Next 1.13 Release: Spring 2011[message #271492] Thu, 27 January 2011 19:25 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
this is a test to check whether ncth is secure - would be pretty dumb to deactivate the feature you are going to test, wouldn't it?

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Captain
Re: Next 1.13 Release: Spring 2011[message #271494] Thu, 27 January 2011 19:40 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
CptMoore
I thought you can select NCTH or OCTH on new game anyway.
New or old game. NCTH is not save game dependant so you can turn it on and off as you want. It's just an INI flag.

Logisteric
this is a test to check whether ncth is secure - would be pretty dumb to deactivate the feature you are going to test, wouldn't it?
I didn't say that it was a bad thing that RoWa turned the feature on by default. I was simply responding to your apparent annoyance over "ham activated on an OFFICIAL STABLE RELEASE". And this Beta is to see if the PROGRAM is stable with ALL of the updates that have been added to it since the last official release was made (something like 2 years worth of updates). It's not just to test NCTH. There have been dozens of features added to the dev branch that all need to be fullying beta tested so we can generate a "stable release". That includes NAS, STOMP, MMM, NCTH and probably other features I'm not fully aware of. Smile

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First Sergeant
Re: Next 1.13 Release: Spring 2011[message #271498] Thu, 27 January 2011 19:57 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
you misunderstood me - i tried to explain to buns why features are on it this test and that they will be off in the release

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Captain
Re: Next 1.13 Release: Spring 2011[message #271597] Fri, 28 January 2011 17:15 Go to previous messageGo to next message
Sergeant_Kolja is currently offline Sergeant_Kolja

 
Messages:42
Registered:July 2003
Location: Hannover, N-Germany

SpaceViking
Sergeant_Kolja
IMHO, guys like Biff can be trainer for 3rd world militia.
And if the game brings PC with the word "Teacher" in the Vitae, they should be at least at the minimalist required Level to immediately teach (20, right?)


What might be better is a penalty of some sort. Until they hit the cutoff they teach at 1/5th normal rate or something. You could make it a sliding scale perhaps so a guy with 1 would be totally hopeless while a guy with 19 would be merely weak.


Exactly what I had in mind!
Training rate could be changed to be multiplication of (Wisdom * Leadership) and the option to grey out the training entry could now depend on reputation only or on (Wisdom + Leadership).

Better than pure (constant * Wisdom * Leadership) would be some "S"-Curve function, so <20% values get very low result and >80% values don't get much surplus. If we harmonize (constant * WisdomMax * LeadershipMax) to be 90, sinus() would be such an S-curve function.

What are the white hat's thinking about this? RoWa?
If enough people confirming, I'll try to locate the source and provide a patch...

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Corporal

Re: Next 1.13 Release: Spring 2011[message #271665] Fri, 28 January 2011 22:43 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
I just committed some changes that will "fix" the "bug" people have been reporting about single shots appearing to be extremely inaccurate. Technically this wasn't so much a "bug" as simply the way the NCTH system handles the "obstacle" that represent soldiers. There are details of this fix (and the other changes that were included) on the HAM4 thread.

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First Sergeant
Re: Next 1.13 Release: Spring 2011[message #271749] Sat, 29 January 2011 12:45 Go to previous messageGo to next message
Heast is currently offline Heast

Messages:3
Registered:December 2009
Location: Germany
Hi all,

i want to help testing the new realease.
With the last versions (SVN and Single Click installers) i had big troubles with the game, it crashes to desktop everytime when a delivery from Bobbby ray is incoming.
If you are interested, send me a PM, thanks.

Cheers
Heast

[Updated on: Sat, 29 January 2011 13:24] by Moderator

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Civilian
Re: Next 1.13 Release: Spring 2011[message #271754] Sat, 29 January 2011 14:13 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@all: New Beta with Bugfixes will be available on Monday.

@Heast: Write Tais a PM that you want to help testing.

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Sergeant Major

Re: Next 1.13 Release: Spring 2011[message #271761] Sat, 29 January 2011 15:11 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
Already sent an invitation to Heast Razz

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #271785] Sat, 29 January 2011 22:28 Go to previous messageGo to next message
schlappe89 is currently offline schlappe89

 
Messages:19
Registered:October 2010
Hi,

where can I download the beta?

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Private
Re: Next 1.13 Release: Spring 2011[message #271786] Sat, 29 January 2011 22:50 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
you have mail

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #271788] Sat, 29 January 2011 22:57 Go to previous messageGo to next message
schlappe89 is currently offline schlappe89

 
Messages:19
Registered:October 2010
Thanks a lot. Smile
I recommend using megaupload as a hoster. I have problems with mediafire.

[Updated on: Sat, 29 January 2011 23:00] by Moderator

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Private
Re: Next 1.13 Release: Spring 2011[message #271856] Mon, 31 January 2011 04:29 Go to previous messageGo to next message
pyg is currently offline pyg

 
Messages:42
Registered:August 2007
I'm really liking the first beta. It seems quite stable and bug free as well as having a lot of new (to me) great features. I did find one obscure bug regarding militia reassignment (or lack thereof) that I've entered in jagzilla. I've also experienced a very strange quirk which is perhaps a feature I did not know of. In one game I managed to shoot (I think) an enemy to Dying status while he remained standing... and he remained standing/Dying until I exit the map. Anyway I thought it was very cool in an eerie sort of way. If it is a bug don't fix it. Here is a saved game if anyone is interested.

I really want to like NCTH but in the first beta aimed auto-fire is just way to good (this is the recoil problem that will be fixed in next beta right?). Combined with the aimed single shot bug this beta becomes as tactically one-sided as the original vanilla swapping headshot sniping for aimed burst/auto. When NCTH does become a little more balanced I think the STOMP traits might need a little adjustment since NCTH seems to handle aim clicks differently than the oldCTH (I'm still puzzling it out). Gun[fighter/slinger] is a pretty powerful IMP choice in the very early game with oldCTH but is the bottom of the barrel in terms of combat IMPs with NCTH.

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Corporal
Re: Next 1.13 Release: Spring 2011[message #271866] Mon, 31 January 2011 11:37 Go to previous messageGo to next message
nollan is currently offline nollan

 
Messages:106
Registered:July 2006
Location: Le Su
pyg
In one game I managed to shoot (I think) an enemy to Dying status while he remained standing... and he remained standing/Dying until I exit the map. Anyway I thought it was very cool in an eerie sort of way. If it is a bug don't fix it. Here is a saved game if anyone is interested.
Did this happen with the enemy standing at the edge of a roof? That at least has happened to me on numerous occassions. You get the moan and half the fall-animation, but then he switches back to standing zombie-mode - just minding his own business with cheating death.

One solution is to simply go over there and give him a sucker punch and he'll fall down and stay dead this time. I wonder if it's counted as one or two deaths? I'll have to check next time it happens.

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Sergeant
Re: Next 1.13 Release: Spring 2011[message #271894] Mon, 31 January 2011 15:50 Go to previous messageGo to next message
pyg is currently offline pyg

 
Messages:42
Registered:August 2007
nollan
Did this happen with the enemy standing at the edge of a roof? That at least has happened to me on numerous occassions. You get the moan and half the fall-animation, but then he switches back to standing zombie-mode - just minding his own business with cheating death.

One solution is to simply go over there and give him a sucker punch and he'll fall down and stay dead this time. I wonder if it's counted as one or two deaths? I'll have to check next time it happens.


Yes it was on the edge of a roof! I still say this is a bug that doesn't need fixing though.

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Corporal
Re: Next 1.13 Release: Spring 2011[message #271898] Mon, 31 January 2011 16:07 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
It's an old bug , it seems to resurface every now and again . Odd , but a minor nuisance surely ?

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Captain

Re: Next 1.13 Release: Spring 2011[message #271901] Mon, 31 January 2011 16:24 Go to previous messageGo to next message
SpaceViking is currently offline SpaceViking

 
Messages:751
Registered:January 2004
Location: Rochester, Minnesota, USA
They will "fully" die if you shoot/hit/explode/whatever them in any way. And yeah, it's an old, old bug.

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #271962] Tue, 01 February 2011 13:05 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@all: I have updated the first post. I added a bugfix log for the next beta version, which will be available in the next few hours. All Beta Testers should receive a PM from Tais.

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Sergeant Major

Re: Next 1.13 Release: Spring 2011[message #272040] Tue, 01 February 2011 18:37 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I have sent the PM to the people who are in the Closed Beta, Good Luck @ hunting them bugz Smile

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #272572] Fri, 04 February 2011 16:23 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Hello,

At first thanks @ Tais and RoWa21 and all other people who are involved in the new release!

I have two questions concerning the editing of the new lua script "initmines.lua":

Is it possible to change the name of a mine via LuaEdit?

function InitializeMines()

    --------------------------------------
    -- 

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #272585] Fri, 04 February 2011 17:39 Go to previous messageGo to next message
Realist

 
Messages:28
Registered:September 2005
Location: Duesseldorf, Germany
Scheinworld
I have two questions concerning the editing of the new lua script "initmines.lua":

Is it possible to change the name of a mine via LuaEdit?

Is it possible to initialize an additional head miner via LuaEdit?


You cannot change any names by editing initmines.lua. I don't know what particular string you want to change, but in general, a name like "Drassen Mine" is built by using the name of the associated city and appending "Mine", where "Mine" is one of many still hardcoded strings.

On the other hand, you totally can add one or more miners in initmines.lua. Depending on what you are doing, you might need to update the initialization logic, although the default code should be fine as long as the number of producing mines is matched by the number of head miners.

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Private 1st Class
Re: Next 1.13 Release: Spring 2011[message #272621] Fri, 04 February 2011 21:14 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
"Danke Realist!"

Realist
You cannot change any names by editing initmines.lua. I don't know what particular string you want to change, but in general, a name like "Drassen Mine" is built by using the name of the associated city and appending "Mine", where "Mine" is one of many still hardcoded strings.


I was already afraid someone would say that. Sad

I wanted to replace the word "Mine" with "Oil Rig", but unfortunately this is not possible with a Hex-Editor. That would mean the only way to change that is compiling a new EXE with the updated name, right?


Realist
On the other hand, you totally can add one or more miners in initmines.lua. Depending on what you are doing, you might need to update the initialization logic, although the default code should be fine as long as the number of producing mines is matched by the number of head miners.


Just I understand you correctly: I can add more miners as long as I initialize additional head miners of the same amount as well? And that's all possible just via editing of the initmines.lua file?


Best regards; Schein

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #272627] Fri, 04 February 2011 22:33 Go to previous messageGo to next message
Realist

 
Messages:28
Registered:September 2005
Location: Duesseldorf, Germany
Sorry for kind of hijacking this thread.

Quote:
I wanted to replace the word "Mine" with "Oil Rig", but unfortunately this is not possible with a Hex-Editor. That would mean the only way to change that is compiling a new EXE with the updated name, right?

Unfortunately, yes. I too am not too happy with this. Also, I don't consider the script final yet, so I hope we can find a solution when the script will be updated sometime.

Quote:
I can add more miners as long as I initialize additional head miners of the same amount as well? And that's all possible just via editing of the initmines.lua file?

First of all, you can have any number of mines and you can even make them generate income with no dedicated head miners at all (using classic NPC scripts, consult with the experts if you must). However, by declaring a NPC profile as a head miner in the Lua script, you get certain features like the dialogue pop-up on the strategic map when, for example, a mine runs out of ore. Now, you can have any number of head miners as well, but for the Lua script to work without further modifications, you also need an equal or greater number of producing mines.

So let's say, we start with the vanilla script which has 6 mines (5 producing + San Mona mine) and 5 head miners. Notice that the number of producing mines is already equal to the number of head miners. If we add another head miner we also need to add another producing mine. We can do this by either introducing a complete new (and producing) 7th mine, or we can make San Mona produce by setting the MinimumProduction attribute to a value greater than 0.

As stated earlier, this is only necessary if you don't want to mess with the pre-defined initialization logic. You can always choose to put your own Lua code in place.

[Updated on: Fri, 04 February 2011 22:37] by Moderator

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Private 1st Class
Re: Next 1.13 Release: Spring 2011[message #272633] Fri, 04 February 2011 23:21 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Realist
Sorry for kind of hijacking this thread.


Well, that's rather my fault! I want to apologize instead of Realist. Smile

Quote:
Unfortunately, yes. I too am not too happy with this. Also, I don't consider the script final yet, so I hope we can find a solution when the script will be updated sometime.


I think an easier possibility of changing the "Mine" title could allow future modmakers to create completely new sources of income for the player. Like the mentioned oil rig for the Vengeance mod, a nuclear power plant, a factory of arms or even a cocaine plantation. Very Happy The possibilities are virtually endless.


Quote:
First of all, you can have any number of mines and you can even make them generate income with no dedicated head miners at all (using classic NPC scripts, consult with the experts if you must). However, by declaring a NPC profile as a head miner in the Lua script, you get certain features like the dialogue pop-up on the strategic map when, for example, a mine runs out of ore. Now, you can have any number of head miners as well, but for the Lua script to work without further modifications, you also need an equal or greater number of producing mines.


Thank you very much for clearing that up and the helpful information!

Have a good weekend!

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #273557] Mon, 14 February 2011 13:39 Go to previous messageGo to next message
MisterMoe is currently offline MisterMoe

 
Messages:39
Registered:February 2011
Im a bit confused now, will the coming release include stomp, ham, etc. pp. ?

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Private 1st Class
Re: Next 1.13 Release: Spring 2011[message #273558] Mon, 14 February 2011 13:45 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yes, everything that was in Tais' last Beta SCI, minus (most of) the bugs, of course Wink

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Captain

Re: Next 1.13 Release: Spring 2011[message #273574] Mon, 14 February 2011 20:00 Go to previous messageGo to next message
MasterN is currently offline MasterN

 
Messages:44
Registered:February 2011
Location: Berlin - Ger
i don't really want to interrupt ongoing diskussions or ask a question in the wrong place, but this question is really bugging me.

OP states: - Updated "Items.xml" and "Weapons.xml"

if it's just these two, does that mean, that you just added some stuff, and that my personal changes just need to be readjusted, or did you overhaul them completey (meaning removing "nada"s and changing item order for example)?

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Corporal
Re: Next 1.13 Release: Spring 2011[message #273588] Mon, 14 February 2011 20:56 Go to previous messageGo to next message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
NCTH added new tags to items.xml and weapons.xml. NAS added some new items and some new tags. Nothing I've done, however, has altered the order of items as far as the currently released xml files are concerned. That said, Starwalker is ultimately in charge of the xml files so I don't know if he has plans for any kind of major overhaul of the files.

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First Sergeant
Re: Next 1.13 Release: Spring 2011[message #273596] Tue, 15 February 2011 01:28 Go to previous messageGo to next message
Goncyn is currently offline Goncyn

 
Messages:48
Registered:July 2010
I would be happy to help with testing the new release. I'm a programmer by day, so I am used to software testing and bug reporting. I am also good at figuring things out. Let me know if you need additional people to bang on the latest builds before the official release.

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Corporal
Re: Next 1.13 Release: Spring 2011[message #273614] Tue, 15 February 2011 10:45 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@goncyn: welcome on board. sure we need good testers. just write "Tais" a PM that you want to help testing the 2011 beta.

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Sergeant Major

Re: Next 1.13 Release: Spring 2011[message #273623] Tue, 15 February 2011 13:46 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
i already sent him the invitation Razz

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #273624] Tue, 15 February 2011 13:47 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
thanks

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Sergeant Major

Re: Next 1.13 Release: Spring 2011[message #273625] Tue, 15 February 2011 15:11 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
ChrisL
NCTH added new tags to items.xml and weapons.xml. NAS added some new items and some new tags. Nothing I've done, however, has altered the order of items as far as the currently released xml files are concerned. That said, Starwalker is ultimately in charge of the xml files so I don't know if he has plans for any kind of major overhaul of the files.

Someone used those two xml-files from the release branch and put them into the dev-branch, then put the tags into them, and then put them back into the release-branch (including some errors) without notifying me. Because I added 5 ammo items in the meantime, magazine.xml is now incompatible with that current items.xml, which results in several ammo items being wrong (mainly .454 Casull ammo).
I have to repair that, before I can do anything else Sad

So it is basically a bad idea to use /just/ an updated items.xml and weapons.xml, because of the interconnectivity of the xml-files, which can result in XMLs becoming outdated due to that 'update'.

It is better to get the complete TableData-folder containing the 'updates', because even if it does not contain newer changes, it should still behave better than a mix of differently dated files.

EDIT: The current 1.13 XML-Editor cannot handle the new tags, it deletes them upon saving. At least, until now I have not been told that it spares the new tags now.

[Updated on: Tue, 15 February 2011 15:14] by Moderator

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First Sergeant

Re: Next 1.13 Release: Spring 2011[message #273881] Fri, 18 February 2011 14:13 Go to previous messageGo to next message
321KO is currently offline 321KO

Messages:4
Registered:May 2010
Location: Bautzen, Germany
just read this thread - does anybody need some help anymore?

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Civilian
Re: Next 1.13 Release: Spring 2011[message #273882] Fri, 18 February 2011 14:15 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@321KO: Sure, if you want to help testing, send "Tais" a PM.

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Sergeant Major

Re: Next 1.13 Release: Spring 2011[message #273932] Sat, 19 February 2011 14:41 Go to previous messageGo to next message
321KO is currently offline 321KO

Messages:4
Registered:May 2010
Location: Bautzen, Germany
did anyone try the multiplayer?
wanted to play some maps with my brother (LAN) but just 1 round came to an end!
Co-op
first try didn't go on after first turn of enemy with a interuption from player
second try was good - a lot of fun, but i think 31 enemies for 2 players is ok - but they just use pistols (elite-soldiers)

then we tried deathmatch and co-op a little more, but the game never started
just CTD after placing mercs on the map and pressing ok

other 2 problems:
- host doesn't have the same things in BR as client (e.g. LBE, scopes)
- swapping the magazin (other type of ammo) while showing details of weapon (right-click) lead to the ammo-bar (10 / 10 in blue) didn't disapear anymore

used new attechment system, new inventory, german version

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Civilian
Re: Next 1.13 Release: Spring 2011[message #274018] Sun, 20 February 2011 22:53 Go to previous messageGo to next message
cdudau
Maybe you two are running to different exe's?
Maybe you two are using two different versions?

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Re: Next 1.13 Release: Spring 2011[message #274076] Mon, 21 February 2011 04:49 Go to previous messageGo to previous message
sean10mm is currently offline sean10mm

 
Messages:38
Registered:February 2007
This may be a dumb question, but is there going to be any work on doing a better English translation for the in-game descriptions of the new mercs? In the current beta it's understandable but also clearly not written by a native English speaker.

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Private 1st Class
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