Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10532]
|
Fri, 26 August 2005 19:46 
|
|
Snap |
 |
Messages:285
Registered:September 2000 Location: USA (by way of the Old Wo... |
|
|
About flags in item data and such. You could "disassemble" them in the xml file and then reassemble into an int when reading the data, so that no code that uses these flags will be broken. If there are some unused flags, you could also piggyback some new features this way without increasing the number of entries in the record. You could also piggyback on some other numerical values. For example, if a parameter can take the values of 0 or 1 in the original, you could add 2, 3, 4, etc. to that. Of course, you would then have to check all the code that uses that parameter, which can be a bitch.
BTW, if an XML file has the extension .xml, you should be able to view and perhaps edit it with colourful highlighting using standard Windows tools.
Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10539]
|
Sat, 27 August 2005 03:15 
|
|
| Madd_Mugsy |
  |
Messages:626
Registered:July 2005 Location: Canada |
|
|
Shotgun reloads:
1. I'm going to add a stat to the weapons.dat file called "APsToReload" which will allow us to set how long it takes to reload each weapon individually.
2. As for the clip switching with shotgun shells, I'll look into this as well, and will probably add a flag somewhere to enable/disable this too.
About the H&K & MP5 situation:
Once all the externalization is done, I'll add a bunch more weapons and items, and when the mod is released, there will be an xml file which will allow you to choose which weapons the enemies will use. You'll be able to just remove the H&K guns if you don't want them, and just have them available from BR's and/or Tony's if you like (or disable them entirely, if you prefer).
Breath recovery:
I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there.
Multiple Interrupts:
Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating....
I'll also check into the experience gain for interrupts.
Stealing:
The CVS code put some new stuff in for stealing. It should open up a menu with the enemy's items and you can pick what you want to take. Not sure how well it works though...
Ricochet bug:
I've seen this bug too. You can fire at an enemy (usually on the roof) and all your shots just hit an invisible wall. If you move to a new location, the problem usually goes away. But yes, very annoying. Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes.
Grenades through roofs:
Again, I'm going to blame the CVS/original source code for this.
BTW, if someone knows how to fix any of these bugs, by all means please let me know, and I'll fix them. Otherwise, I'm going to need to spend a long while trying to recreate the bugs and then slowly debugging them.
Item flags:
Already handled. I added a whack of new booleans and changed all the code that referred to the flags to look at those booleans instead.
XML files:
Yes, there are lots of nice tools you can use to edit "real" xml files. In the next version, I'll switch all the externalized file extensions from .dat to .xml. For now, just rename the weapons.dat to weapons.xml, use the tool of your choice, and rename it back when you're done.
Caveats from breaking the Item Barrier:
There are a couple things to take note of about the new item limit:
1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350.
2) I'm going to see if I can rewrite some of the loops that go through the items and stop them once they hit an item with no class, the loop will stop. Even the IC_NONE flag has a class, so this means just the items that aren't written in the xml file (keep in mind, empty item slots >350 don't need entries in the xml file). If I make this change to the loops, then we can easily have 10,000+ items with little or no performance impact.
German JA2:
Not supported because I don't speak German. Once all the hard coded text has been externalized, a simple compile switch to German should be all that's needed to make it work (I think). But I wouldn't be able to test it. I'm posting the source code with each new release, so someone who speaks German and has a C compiler can go ahead and try it. (Let me know if it works, once all the text is out of the exe)
Cheers,
MM
Report message to a moderator
|
|
|
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10542]
|
Sat, 27 August 2005 12:59 
|
|
Snap |
 |
Messages:285
Registered:September 2000 Location: USA (by way of the Old Wo... |
|
|
Mugsy: Congrats on breaking the item barrier and other great work!
Is there somewhere a list of changes that were in the CVS code prior to yours?
Quote:Originally posted by Madd Mugsy:
Breath recovery:
I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there. Dvornik hacked the 1.12 exe directly - that was before the source code was released. If no one has fixed this in the source, then the bug should still be in there. And judging by what Grindstone says, that may be the case. But that's such a big, obvious bug! Hasn't anyone else noticed? With the bug you pretty much can't keep an enemy KO'ed without nearly beating him to death, and stun grenades aren't too useful either.
Quote:Multiple Interrupts:
Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating....
I'll also check into the experience gain for interrupts. As implemented, the feature doesn't seem to distinguish between enemies, mercs, militia, etc. Simply eliminating interrupt limit will eliminate it for everyone. My first thought is that it should be OK, and I haven't had a second thought yet
Experience gain for AI? I don't think it's worth it - I mean, how much can they gain during one battle? Or do you mean something else?
Quote:Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes. Hmm... I wonder if it has the interrupt bug fix where you could not get an interrupt under certain conditions. That was the biggest of my pet peeves.
Quote:1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350. Perhaps it would be worth it to unscramble Prof.dat into an XML file as well? I've seen the code that reads Prof.dat (you must have seen it also) - it's not a 1-liner, but it should be possible to export it into a program that would dump the contents of Prof.dat into an XML file. Then we won't need ProEdit, although it is nifty.
P.S. I can't find my copy of JA2 Gold, or JA2 for that matter! Gah! I am too cheap to spend another $20 on it
Report message to a moderator
|
Master Sergeant
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10543]
|
Sat, 27 August 2005 15:38 
|
|
| flybyu |
 |
Messages:43
Registered:August 2005 Location: Indiana U.S.A |
|
|
@Madd Mugsy Hay great mod I have been playing for days now and not one problem. You have done a great job, thanks a million.
Report message to a moderator
|
Corporal
|
|
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10546]
|
Sun, 28 August 2005 00:16 
|
|
mde |
Messages:1
Registered:August 2005 |
|
|
@Madd Mugsy
I have the mod compiled with the "german" define.
Got massive CTDs. Enabled Debug. Last entry in debug.txt:
Music EndCallback completed
Any Idea?
Report message to a moderator
|
Civilian
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10548]
|
Sun, 28 August 2005 02:41 
|
|
| the scorpion |
 |
Messages:1833
Registered:September 2004 Location: CH |
|
|
@muggsy
great work
so 150 new items?
@snap
this time it worked with your pics. But for a fist look, they`re the same as i downlaoded way back at LOTB forums
maybe there was a probleme with geoshitties last time i tried
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10550]
|
Sun, 28 August 2005 03:05 
|
|
| the scorpion |
 |
Messages:1833
Registered:September 2004 Location: CH |
|
|
absolutely great
are you free asw to how many of them can be
-firearms
-grenade launchers
-knives
-throwing knives
-melee
-rocket launchers
items with functions such as Night vision goggles?
Report message to a moderator
|
Sergeant Major
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10551]
|
Sun, 28 August 2005 04:52 
|
|
| Madd_Mugsy |
  |
Messages:626
Registered:July 2005 Location: Canada |
|
|
I'm working on it. But, man, you wouldn't believe how much crap is hard coded.
Hell, it was checking the grenade item #s to see what kind of explosion to make instead of the explosion type #s. So lame...
EDIT: Ok, I've hit a few walls trying to push all the item information out to the files, so we can replace items, etc. How does everyone feel about leaving the existing items in place, but allow for new ones? That way, I may not need to recode >10,000 lines.
Report message to a moderator
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10552]
|
Sun, 28 August 2005 05:30 
|
|
| the scorpion |
 |
Messages:1833
Registered:September 2004 Location: CH |
|
|
sorry i forgot the question mark above (are you able as to what item will have what property)
sorry for crappy english
yeah, i guess leaving old items in place is okay... as long as we can add stuff...
they will be as editable as the new ones? or limited somehow?
Report message to a moderator
|
Sergeant Major
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10562]
|
Sun, 28 August 2005 12:30 
|
|
Snap |
 |
Messages:285
Registered:September 2000 Location: USA (by way of the Old Wo... |
|
|
Quote:Originally posted by Madd Mugsy:
Bobby Ray's sells more stuff, both quantity and variety
He's an internet shop, so he should have good variety and better inventory. BR's now has the good stuff at the same time as Tony, and if you look in the used section, you might find some slightly better stuff there, if you're up to fixing it. BR's now sells ALL the weapons and ammo in the game, along with detonators, TNT, etc. I also bumped grenades & explosives back a bit so you'll see them earlier. I appreciate the effort :wave: but... Would it be possible to have a "Normal" option for Bobby Ray, with original settings? I think it was balanced well in the game.
I would also revert the changes that concern stats and learning, but I have already figured out how to do that :wrysmiley:
Speaking of which, I've been looking at stat gains for doing various tasks, with the view of rebalancing them a bit. Any ideas? I'll post some of my suggestions later.
Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10568]
|
Mon, 29 August 2005 06:35 
|
|
| the scorpion |
 |
Messages:1833
Registered:September 2004 Location: CH |
|
|
Quote:Originally posted by John Wright:
I'm also working on getting all the UC and UB tilesets together in the ja2set.dat file and testing my new maps with the 1.13 exe. Still working on that.
Nighthawk this is most interesting
you`re doing this for ja2 or unfinished business? you`d need to make a lot of new maps either way
Report message to a moderator
|
Sergeant Major
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10569]
|
Mon, 29 August 2005 06:38 
|
|
DurtyDan |
 |
Messages:101
Registered:November 2001 Location: Oregon, USA |
|
|
I just finished the 8/20 verson. I haven't heard any comments on the big picture here, so here are mine.
I started on expert mode, and it seemed too easy. Then restarted on insane diffuculty, which had way too many patrols for my liking. I like the well-equipped blackshirts, but the sheer number of patrols got tiring. It really limited movement between cities and required that too much time was spent maintaining the militia levels in the cities. The initial placements on city maps seeemed good, though. My recommendation? Just increase the number and frequency of the black shirts on patrols and overall initial placement numbers for expert level. This would make kind of a middle ground before before the insane level. That way, those who want constant, difficult battles can have it their way, and the rest of us who want difficult, but less frequent combat can have it our way.
The dropp all function works great for the soldiers, and I like the ability to grab armor and stuff off of the civilians, though they seemed more prone to the breath bug when beating them up for their goodies.
There seems to be a problem with targeting under certain conditions to/from a roof. Couldn't really predict or replicate it from map to map. Not enough of a problem to affect the overall experience, though.
Great job on the mod! This is groundbreaking stuff here. If only someone more talented than I could make a map conversion using this .exe, or convert one of the other great mods out there to this standard......
Report message to a moderator
|
Sergeant
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10570]
|
Mon, 29 August 2005 16:29 
|
|
| Madd_Mugsy |
  |
Messages:626
Registered:July 2005 Location: Canada |
|
|
DurtyDan,
So how does 25% more elites in expert sound? That's the current # in insane. I've increased it, and also raised the insane level to have 50% more elites. Plus both expert and insane levels should not be limited to yellow shirts in cities. Finally, I've increased the garrison sizes by 25% in expert, which puts the # of enemies in cities/patrols in expert = 2/3 the # in insane.
There's a grace period defined in the code for the # of hours between the queen sending troops in to reclaim cities.
#define EASY_GRACE_PERIOD_IN_HOURS 144 // 6 days
#define NORMAL_GRACE_PERIOD_IN_HOURS 96 // 4 days
#define HARD_GRACE_PERIOD_IN_HOURS 48 // 2 days
#define INSANE_GRACE_PERIOD_IN_HOURS 6 // hours! As you can see, insane is set to a truly insane level I've increased this number to 18 hours to decrease the frequency of town attacks. Suggestions are welcome, as I'm only one person doing play-testing here
John,
Thanks for the pics. I'll take a look at them when I've got a chance.
Snap/everyone:
The Breath bug - is it there or not? What's the final word?
Bobby Ray's on Good is pretty much normal with just two changes: Used items are one progress level higher than the new items, and BR is no longer a step behind Tony in progress levels. As for the actual stuff available and the quantities, you'll be able to change that in the Items.xml in the next release (see below for a sample).
Status update:
I have successfully externalized the following:
- Items
- Attachments
- Explosives
- Armour
- Ammo strings (you should be able to create new calibers, but I haven't tried yet)
- Shop keeper inventories
- Bobby Ray's inventory & ROF stats (in the Items.xml)
- Compatible Face Items
- Extra Attachment Info
- Merges
- Attachment combination merges
- Launchables
- Ammo magazines
- Incompatible Attachments (this is a new section - I had to rewrite this part of the code as all the attachment compatibility parts were hard-coded)
- Enemy weapon choices
- I haven't been able to externalize all the hard-coded strings like I had hoped because my C skills are crappy when it comes to strings and arrays and pointers :silly:
I added four new stats to the weapons.xml (not .dat anymore):
- SilencedSound = sound number when silencer is attached (used to be hard coded based on ammo caliber)
- APsToReload = self explanatory. used to be hard-coded to 5 for all items. Now we can change it.
- MaxDistForMessyDeath = Max. allowed distance for a head pop / flyback death animation. Used to be hard-coded to 7 for all weapons (except barrett, which was 23). I've upped the sniper rifles to 14. (BTW, I also increased all sniper rifles' damages by 10)
- SwapClips = 1/0. Whether the weapon will swap clips during combat, or top off as it does in real time mode. Set to 1 for shotguns & revolvers.
Here is a new sample of the externalized Items.xml file:
-
282
RPG-7
RPG-7
Hey, it's an RPG, baby!
RPG-7
The Rocket Propelled Grenade, or RPG, is a cheap, single-shot weapon. It's main purpose to to provide an inexpensive albeit devastating weapon against soft targets.
16
282
3
0
0
68
79
0
1500
10
0
-3
1
1
1
1
1
1
0
1
0
0
0
0
0
0
0
0
2
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
As you can see, there's a shitload of stuff in there never before editable. I had to edit so many lines of code to get this to work that I lost track of the count.
As I said before, I left the booster syringes, the quest items, and the money hard-coded. Enemy (non-gun) inventory is still hard-coded however, as it'll be a major pain in the ass to get that part of the code externalized. Same goes for the inventory items assigned to IMPs.
Anyway, there's a bunch of new stuff in there that I added in there on top of what was already in the code. Some just externalize the existing hard-coded parts for a single function. Others are completely new; for example:
- DamageBonus = ranged weapon bonus applied on hit
- MeleeDamageBonus = hand to hand weapon bonus
- PercentStatusDrainReduction = kits have their status drain reduced (or increased if -ve) by this percentage
Some tags only apply to a single function, like still only works with the x-ray detector, but now you can have multiple types of batteries if you want.
Most bonuses now can be assigned to attachments, weapons and ammo(!), and all are cumulative. So you can have special armour piercing bullets that do extra damage, or homing bullets that give a to-hit bonus, or whatever. This is how the solid slug bonus for shotguns now work - the 12 gauge ammo has the range bonus! This is very cool, I think, as it opens up a huge range of possibilities. If the cumulative part bothers you, just make that particular weapon/attachment incompatible with the attachment with the bonus.
Duckbills: I had to hard-code in the check for buckshot when the duckbill tag is enabled before it'll apply the range bonus that you specify.
You can now have multiple mortars (I'm going to put the commando mortar from Snap's pics in as a sample), with different kinds of shells, multiple grenade launchers, multiple rocket launchers like the rpg, and multiple single shot launchers like the LAW (with changeable "discarded" items).
Other neat stuff is in there too, like the fingerprintID tag, which lets you add/remove fingerprintIDs from any weapon. The rocketrifle tag enables the small missile smoke trail for smaller sized rockets.
You can add new blades and throwing knives (shuriken anyone?), and have a corresponding "bloody" item appear when they hit their mark.
New armours & new armour attachments are possible.
New grenades and explosives are possible. New mines should be possible too.
New face items are possible. The various vision and hearing range bonuses now look in all equipped slots,including hands, so binoculars are possible (theoretically). (They don't look in attachment slots however (yet - I can add this if it's desired). Thermal goggles using the x-ray device aren't yet possible due to the way the x-ray detector works however.
Oh, and BTW, the new item limit has been tested and is working fine at 5000.
So, I've been pretty busy. What do you guys think?
Report message to a moderator
|
|
|
|
|
| Re: "1.13" Mod - Main Thread[message #10571]
|
Mon, 29 August 2005 17:13 
|
|
| gmonk |
  |
Messages:668
Registered:April 2002 Location: Newfoundland, Canada |
|
|
I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.
I've been playing the hell out of the version you released a few days ago on expert mode with 'drop everything', I've found it challenging (I usually play with a fair complement of low-level AIM mercs, MERC mercs and native hires.) The extra stuff lying around doesn't really give you any advantage because you've got the same gear the enemy has, and you can't sell it all or grow more arms to hold weapons.
I haven't had to order much ammo from Bobby Ray's but I've ordered a fair numbr of toolkits, used gear and accessories. I find it a little more realistic and a little more challenging than the standard game on similar settings. Although the frequency of atacks on captured sectors is a little lower than I'd expect the fights that occur are challenging (I have a core capture squad and about 6-8 more mercs for logistics and reinforcement, when you start splitting them up for militia trg and so on it gets more challenging.
I encountered that weird 'no show' bug again in the Hick's Sector, but I remembered Police L.T. mentioning the rooftop thing and they appeared when I climbed onto a roof. Is there something in the code that puts them in a level above the players vision even if they aren't on a roof?
As for separating the data from the code, kudos, it's something that makes the game a lot more flexible for the other modders out there.
I've been fan of games that offer tools for modding since I found JA2. I've played a bit of Freedom Force and Neverwinter Nights because I like the modding. What I find remarkable about JA2 is that so much has been done with a toolset and base code that weren't really all that moddable in the beginning. Long live JA2!
Oh, and thanks Madd Mugsy for your excellent work.
Report message to a moderator
|
First Sergeant
|
|
|
|
| Pages (18): [ 10 ] |
 |
Goto Forum:
Current Time: Mon May 18 21:09:37 GMT+3 2026
Total time taken to generate the page: 0.02633 seconds
|