Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10572] Mon, 29 August 2005 18:19 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by gpmg:
I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.
Word! :rulez:

@Mugsy: Breath bug: let's wait till the lab results are in Smile

Data externalising: this is very, very cool. It will take me some time to process all the innovations and possibilities.

But just to be on the safe side, could you please make a set of data files extracted from the unmodified version (sans the various added items, etc.) for the reference?


I took a good look at the way stat progression is implemented and made a number of suggestions, with code snippets. I'll make a separate thread, so as not to hijack this one.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10573] Mon, 29 August 2005 21:31 Go to previous messageGo to next message
Wil473

 
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Sorry, but I've got to disagree about the drop everything option, it did impact the gameplay by keeping me in surplus funding during sci-fi mode. The bug quest started right after Tixa (order of cities: Drassen, Chitzena, Alma, Tixa). Despite losing Drassen was able to top off with 18 mercs, leave a few behind in Drassen to suppress bug attacks, take Cambria, Balime and Grumm, train till each city sector had 20 blue mercs and pay MERC till they had Cougar. Between Tony and Franz(?) in Balime was able to avoid any short falls (complaints from local hires not being paid). Took back the mines when I could hire Cougar and had high capcity LMG's (didn't want to cart along too much spare ammo). I found drop all beneficial (realism), but others may consider the funding options it opens up to be a bit of a challenge reducer. (Ok I admit it, I found that beneficial as well.)

Incidentally, the new AI abandoned the General in Alma, which made the whole sneak into base to secure control room a bit silly. Burst into control room and everyone was outside on the roof waiting for my less covert team and its "clean-up" operation. It stands out in my mind of a rather funny incident more than anything else.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10574] Mon, 29 August 2005 22:48 Go to previous messageGo to next message
surefire is currently offline surefire

 
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Viva Madd Mugsy!!

Now I can see countless fun that would be realized finally!

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Private
Re: "1.13" Mod - Main Thread[message #10575] Tue, 30 August 2005 00:10 Go to previous messageGo to next message
the scorpion

 
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absolutely great stuff muggs!

i`ll surely do a large weapon/ itemmod for this

however, i`ll never come close to 5000 items (after all, some sort of balance is required)

but i can think of new attachments, new specialized sniper ammo, particuliarly accurate rifles and so on

adding different explosives and LAW-types

melee items (can i also have an item that uses the throwing knife animation but doesn`t need to generate a new item?)


really, the possibilities you offer are incredible

btw is it also possible to have the "small rocket" animation tied to ammunition? because for instance monster spit has a similar aniamtion tied to it

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10576] Tue, 30 August 2005 00:25 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
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Mad Mugsy
Quote:
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.
This sounds great!

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Sergeant
Re: "1.13" Mod - Main Thread[message #10577] Tue, 30 August 2005 02:13 Go to previous messageGo to next message
quasimodo is currently offline quasimodo

 
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Great work! I love the "drop everything" and the "0 stats trainable" features. The changes to the AI makes the same old sectors play new and different. Last night there were 6 guys on the roof of the Drassen sam site.

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Corporal
Re: "1.13" Mod - Main Thread[message #10578] Tue, 30 August 2005 02:58 Go to previous messageGo to next message
gmonk

 
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The increased roof-use has definitely made the notion of rooftop sniping more interesting. I've taken to giving snipers FN FiveSeVens and assigning them a rifleman.

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First Sergeant
Re: "1.13" Mod - Main Thread[message #10579] Tue, 30 August 2005 03:03 Go to previous messageGo to next message
Madd_Mugsy

 
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Scorpion,

Quote:

melee items (can i also have an item that uses the throwing knife animation but doesn`t need to generate a new item?)
Yes. If you don't specify a bloodied item #, it just keeps the original item.

If khor can do the animations for it, I can probably also add in swords, and dual-wielding for knives/swords. (Heck, rifles too, for the stonger guys).

Quote:

btw is it also possible to have the "small rocket" animation tied to ammunition? because for instance monster spit has a similar aniamtion tied to it
Right now it's just assignable to a weapon, using the rocketrifle tag. Were you thinking of something in particular that would require the small rocket flag to be in the ammo and not the weapon?

gpmg,

Quote:

I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.
It's just me. I work pretty fast, and have been neglecting my wife and other work for the last few days Razz

BTW, I have also "acquired" a pdf version of the D20 Ultramodern firearms book. I'm hoping that it's got reasonable stats I can port over to JA2.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10580] Tue, 30 August 2005 07:43 Go to previous messageGo to next message
the scorpion

 
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i was thinking of that particuliar ammo that glows (don`t know english name... tracer maybe?)

that would need a smart redesign of the rocket rifle smoke trace though, which is hard to do (you guessed it... i already tried and it looks bad)

but if i have only 1 gun using that ammo than it would also work with current version (again it`s no "urgent" feature as i`d have to get some acceptable animation anyway

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10581] Tue, 30 August 2005 08:34 Go to previous messageGo to next message
Wil473

 
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5000 items? All of those things that couldn't be done now can be (and with notepad if one really wanted to). Does anyone have a copy of Jane's Infantry Weapons?

If you don't mind me asking, has there been a new release?

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10582] Tue, 30 August 2005 09:00 Go to previous messageGo to next message
Madd_Mugsy

 
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No, there's not a new release yet. I've made soooo many changes to the code that I would be remiss not to test and verify as many as I can first.

I'm hoping to have something out soon though -- before the end of the week.

I think I'm on to one of the reasons that the AI is so slow on Insane mode, so I'd like to fix that first.

I'd like to add some more new weapons bonuses before I do a release too. Things like bonuses to ammo capacity and a bonus to reduce the # of APs to ready & reload weapons would be cool. Bonuses to reduce the burst penalty or the # of APs needed to beging autofiring are totally doable too. Basically, bonuses for all the weapon stats in the weapons.xml/dat file are on my list.

I'd like to also go ahead and have the vision/hearing range bonuses look at attachments. (That way a gun with a scope could actually let you see farther)

Rifle butting, bayonettes, etc, will probably not make this release. I'd rather wait for some good animations and do them right than rush them out.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10583] Tue, 30 August 2005 09:19 Go to previous messageGo to next message
Wil473

 
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With 5000 items, it would be easy to mod in magazine upgrades as a combination upgrade. G36K(or C) + Beta-C = G36K with 100 round capacity instead of 30. Or are you refering to an attachment to the gun (say a removable Beta-C adapter) that would change the ammo capacity only when attached?

About the thermal scope/imaging device from a long time ago, I was actually thinking instead of the x-ray device effect, it would for the merc using it:
-show everyone in range as shadows (like the cheat code or enemies not directly spotted by the selected merc). Now if it were possible to tint those the animations in red via code... no that's pushing my luck.
-do above while ignoring cover (if in range display ghost of merc/creature/cow...)
-something to help on those sniper hunts (both for player and AI)

Take an easy, you've done quite a bit already.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10584] Tue, 30 August 2005 09:25 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

Or are you refering to an attachment to the gun (say a removable Beta-C adapter) that would change the ammo capacity only when attached?
Exactly what I was thinking of Smile The Beta-C that's currently in the game is 7.62mm for the HK-21. Is there a 5.56mm version? Should I re-use the same pic?

As for thermal optics, I like your ideas; I'll see what I can do about implementing something with that effect.

EDIT: I think I'm on to the invisible enemies bug. It looks like it's in the original JA2 source. From the code, it looks like it occurs just as mercs are entering or leaving a sector. For some reason line 1673 in Overhead.cpp ( gTacticalStatus.uiFlags &= ( ~DISALLOW_SIGHT ); )isn't always called...

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10585] Tue, 30 August 2005 10:11 Go to previous messageGo to next message
the scorpion

 
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the first link i got in google shows this pic of a 5.56 beta-c mag

http://www.uws.com/CMAG/Technical.html

it is the same as the pic that i uploaded

i dunno if there are 7.62 versions of beta c mags, but there are certainly 7.62 nato ammo boxes or belts

(snap has certainly some pics of that in the archives he uploaded)


btw i played an exe where the sniper scope allows you to see 2 tiles further when the weapon is in ready position (aiming)

this is an interesting feature and allows for new tactics
would need some testing concerning sniping enemies though

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10586] Tue, 30 August 2005 10:20 Go to previous messageGo to next message
Madd_Mugsy

 
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Really? There's no 7.62mm C-Mag? Then what was with all those pics from earlier in the thread with the HK-21 w/c-mags attached?

Thermal Optics:

It's not going to be easy to make it so that enemies are grayed out. I don't even know if it's possible yet (I stumbled on the invisible enemy code while looking for that part). However, it should be possible to modify the creature smelling line of sight testing code for use with thermal optics. (Don't worry - the creature elixir won't affect your thermal gear). If that's all there is to it, I may be able to get it in for the next release.

Scopes and sight ranges: I think I can check for the ready position. I'll try and make it so that only weapons need to be in the ready position for the sight range bonus.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10587] Tue, 30 August 2005 10:40 Go to previous messageGo to next message
the scorpion

 
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you were misinformed in the beginning of the thread i think

http://world.guns.ru/machine/mg18-e.htm

her is th HK 21

it uses a nato box

i think the picture is in snap`s upload so you can just switch the 7.62 c.mag for one of his pictures there

http://world.guns.ru/machine/mg19-e.htm

here is a 5.56 LMG w a beta-c mag


i find it a good solution that you need to aim in a certain direction in order to see farther with a scope. should also cause the sighting radius to become much smaller i find

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10588] Tue, 30 August 2005 10:47 Go to previous messageGo to next message
Wil473

 
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Hehe... elixer as thermal camo, now that's really getting into the hi-tech stuff. Would it be any easier to have everything (friends, enemies, civilians, livestock) greyed out as visualization for thermal imaging when in use.

Beta-C's come in 9mm too see: The Scorpion one post earlier. Sorry, I seem to have stumbled across a dupicate of that page but from Arizona.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10589] Tue, 30 August 2005 11:43 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Madd Mugsy:
I'd like to add some more new weapons bonuses before I do a release too. Things like bonuses to ammo capacity and a bonus to reduce the # of APs to ready & reload weapons would be cool. Bonuses to reduce the burst penalty or the # of APs needed to beging autofiring are totally doable too.
"Bonus to ammo capacity", i.e. magazine adapter can be simply implemented by merging items: merge the gun with the adapter item and get a new gun with a different capacity. The new gun can reuse the same picture (or have a slightly modified picture) and just have a slightly different name and description. This will save attachment slot, too.

How about a negative bonus to APs or burst penalty? Certain attachments might have such negative effects. In fact, most bonuses could be implemented such as to allow negative values, as well as positive.

Quote:
I'd like to also go ahead and have the vision/hearing range bonuses look at attachments. (That way a gun with a scope could actually let you see farther)
Dangerous stuff :nono: Not that it won't work, but if you have, say, a visual range bonus for scope, it'd better be balanced with a more narrow field of view and decreased awareness. And it should only have an effect when the gun is actually readied. In any case, it might have a weird effect on the gameplay...

Speaking of readying the gun, do you think it could be implemented? I mean, having a button or at least a hot key that would allow you to raise the gun without necessarily firing it?

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10590] Tue, 30 August 2005 12:04 Go to previous messageGo to next message
the scorpion

 
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i second that idea of narrowed field of view if scopes (weapon in ready state) allow for longer visula range

btw i`m playtesting an exe that has this feature. It is best implemented if only sniper rifles allow sniper scopes and the field of vision is narrowed

night vision scope the same. it is pretty balanced, as you need peeople to cover your flanks if you want to do some sniping (especially with that smarter AI in this Mod)

using ctrl-r hotkey combo, the weapon can be brought in ready state. This was implemented by neyros using code-insertion i guess so it should also be possible for a new compiled exe


ahh, yes, something else: an attachment that lowers the weapon`s weightand AP usgage for bringing the weapon in ready position: permanent attachemnt folding buttstock (only allowed on weapons with heavy, fixed buttstock)

(well, if we have 5000 items we can also do that using merging

that`d be a nice thing anyway to since most weapons today are being produced in "family`s", means you have a carbine, an assault rifle and an LMG that originate from the same gun

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10591] Tue, 30 August 2005 15:21 Go to previous messageGo to next message
Madd_Mugsy

 
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New stats for you guys:

ThermalOptics = 1/0, see through those pesky walls (enemies look normal though, at least for now).

PercentTunnelVision = 0-100, narrows you FOV

Vision range bonuses are now applicable to attachments. Weapons with vision range bonuses and thermal optics need to be in the readied position in order to work.

I'll look into assigning a key to ready weapons. But also note that the line of sight test isn't ran when weapons are readied, just when you or an enemy moves. So readying your weapon won't reveal anything right away.

EDIT: major reworking there I think to get the gun raising out of the firing sequence due to the way the action points are handled. Maybe in a future release...

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10592] Tue, 30 August 2005 16:10 Go to previous messageGo to next message
shihua is currently offline shihua
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Great!
it's a surprise!!

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Civilian
Re: "1.13" Mod - Main Thread[message #10593] Tue, 30 August 2005 16:44 Go to previous messageGo to next message
Madd_Mugsy

 
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Okay, the Beta C-mag is fixed; now it's 5.56mm. So now we have the 100-rd 5.56mm C-mag, a 100-rd 7.62mm NATO belt and a 200-rd 5.56mm belt. (Note that clip sizes can't go above 255)

If someone can make me a pic of a nice C-Mag adapter, I can plug it in before the end of the week and we can all have C-7's with 100 rounds of ammo in the next release Smile

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10594] Tue, 30 August 2005 21:22 Go to previous messageGo to next message
Wil473

 
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Great news about the stats, either you've revamped the .exe so that new stats can be painlessly inserted or the rumours of you being more than one coder are true.

I think I mispoke when I used the phrasing "adapter," yesterday. Beta C-Mag's are more or less replacement magazines (big capacity replacements).

Problem is the game doesn't simulate incompatible/compatible magazine wells (and I'm rather sure nobody want to see this headache in game). Many small arms might use the 5.56mm but the magazines cannot be shared, unless the magazine wells are purpose designed to be compatible. ie. C7's use a plastic 30 round magazine in normal CF use, but can accept the metal ones used by M-16/M-4's (STANAG?). Or was it the plastic magazines used by the C7's are built to NATO standards and its the other way around where all rifles that meet the standard can use them. Sorry, I'm only a civilian who happens to have an interst in these things.

If anything, a Beta-C "upgrade" would look like the in game Beta-C mag, or another variation of it.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10595] Tue, 30 August 2005 23:02 Go to previous messageGo to next message
surefire is currently offline surefire

 
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@wil473,

The Beta C-mag can be used by many 5.56NATO rifle families by applying corresponding magazine adapter(or Feed Clip Kit by Beta Co.). We could see this Feed Clip Kit on Beta Company's homepage: http://www.betaco.com

And interestingly, Beta Co. now can provide a COLT 9MM C-MAG System which could be used by MP5 series, but it has a different Feed Clip Kit than familiar 556 C-mag.

So i think the magazine-adapter-attachment idea should do if technically the # of rounds for a gun can be changed.

Moreover, if the real empty clip can be simulated, then it will be more fun and real-life like, for instance though we could got a magazine adapter in the game, we perhaps have no a C-mag in the same time, and those C-mags are not cheap($200 each), we should not just throw them away Razz . And technically i believe the magazine adapter should be mounted on the C-mag other than the gun.

EDIT:

Have any mods realized "corner shooting" or any such things? I mean if a merc stands next to a corner-tile or a door-tile he/she can shoot(or throw grenades) the other side while enemies cannot see his/her body. Of course this kind of shooting can not be accurate because the merc only reach out hand but head. This maybe tactically useful, such as room-cleaning and should be used by enemy as well. Don't know whether this could be done by simply allowing shooting from the tile next to the corner-tile or the opened-door-tile.

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Private
Re: "1.13" Mod - Main Thread[message #10596] Wed, 31 August 2005 02:53 Go to previous messageGo to next message
Madd_Mugsy

 
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I don't think corner shooting is possible without significant rewriting of the complicated physics code.

As for the C-Mag feed clip kits, those look like they'll do the job nicely. To simplify gameplay, I'm going to make it so that there are only two kits: one for 5.56mm and one for 9mm. There's no easy way to lug around and buy special empty C-Mags to reload later. So once you've got an adapter, the ammo capacity will shoot up to 100 and you'll be able to pop off C-Mags from the weapon instead of 30-rd clips. Also note that because of its 200-rd capacity, the Minimi/SAW won't need an adapter.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10598] Wed, 31 August 2005 09:08 Go to previous messageGo to next message
Wil473

 
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I stand corrected darkThor. I always thought that C-Mag's were out-of-the-box compatible with the magazine wells of whatever rifle the specific C-Mag is meant for (one piece, direct magazine substitution).

So the real complete C-Mag is a standard dual drum, plus a different feed clips for different magazine wells types/rifle families. Wish I hadn't corrected myself before work this morning.

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Lieutenant

Re: "1.13" Mod - Main Thread[message #10599] Wed, 31 August 2005 13:36 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Here is an idea to consider. Some changes are best implemented as options with on/off switches or numerical values, but not every option can be crammed into the game menu. How about making an ini-type file where these options can be edited? This would allow for maximum flexibility.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10600] Wed, 31 August 2005 13:46 Go to previous messageGo to next message
surefire is currently offline surefire

 
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Registered:August 2005
@wil473,

Your statement on the C-mag above is definitely correct, those feed clips come with the dual drums to form a system. The only matter of regret now is we cannot simulate the empty drums and mount different feed clips on them, but maybe this will complicate the gameplaying. So IMHO the adapter attachment could be a compromise for the moment.

@MM,

It seems that the blind-sniping AI of enemy is slightly off-balance: enemies with sniper rifles are blind-shooting so much inaccurately that the sniper rifles now could not be consider an weapon for sharpshooting but a tool providing suppress firepower :diabolical: )

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Private
Re: "1.13" Mod - Main Thread[message #10601] Wed, 31 August 2005 14:00 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Thor

Try the EDT editor for altering 'literate things'. It's very easy to use and the only possible problem is that not all text for a specific game aspect (NPC speech for instance) is contained in the same set of files or even originate from the same .slf. So you sometimes alter something and find that some of the original text is still there.
The solution is very careful editing and vigorous playtesting.

If you haven't tried the EDT editor, give it a shot. There is a lot of cool things that can be done this way.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10602] Wed, 31 August 2005 14:35 Go to previous messageGo to next message
Madd_Mugsy

 
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Khor's right: just use an edt editor like ja2edt to edit most of the text.

As for AI snipers, I noticed that I missed checking for a decent chance to hit before a sniper takes a shot. In the next release, snipers will only take a shot if they have a greater than 60% chance of making a shot. This should mean less supression fire from snipers.

Speaking of which, what are opinions on supression fire like? I think I could add it in for LMG type weapons using code similar to the sniper code.

What kinds of things would you guys like to see in an ini file exactly?

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10603] Wed, 31 August 2005 18:04 Go to previous messageGo to next message
Lars is currently offline Lars

 
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I'm all in for suppression fire with LMG:s
If it only would be possible to throw grenades around corners, it would truly enhance the CQB.

JA 1.13 are going to rock even more
Great work Madd Mugsy

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Private
Re: "1.13" Mod - Main Thread[message #10604] Wed, 31 August 2005 19:00 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Madd Mugsy:
As for AI snipers, I noticed that I missed checking for a decent chance to hit before a sniper takes a shot.
Ah, that's what I thought. It seems to me that JA2 AI isn't very sophisticated - it's basically a cascade: if it doesn't do one thing, then it will do the next in line, or the next, etc. Oh well.

BTW, does AI try to avoid standing in the light in 1.12? I've seen some code that is supposed to do that (for enemies on red alert only), but I wonder whether it actually makes a difference.

Quote:
Speaking of which, what are opinions on supression fire like? I think I could add it in for LMG type weapons using code similar to the sniper code.
Hm, not sure. Make it affect morale depending on experience? (Cowards get double penalty, of course.)

Quote:
What kinds of things would you guys like to see in an ini file exactly?
- A scale for skill progression. As Khor suggested in another thread, skills may improve too fast, especially in densely populated mods. Then again, you initially made skill progression even faster than in the original, so opinions differ. That's just the kind of thing that would be best left as an option. Could be implemented as a percent fraction - from, say, 10% (or whatever is reasonable) to 200%. 100% is the default.

- Zero skills can improve (yes/no)

- A scale for enemy population. Some like to have lots and lots of enemies, others find it too hard or too tedious.

- A scale for mine income, perhaps? Might be too tempting Wink

- New and improved Bobby Ray's vs. Bobby Ray's Classic Smile

- Hearing noises reveals hidden enemies vs. the older, more primitive but arguably more realistic implementation.

- Critical hit scale or switch, for those who like FPS-style gamplay Razz

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10605] Wed, 31 August 2005 22:10 Go to previous messageGo to next message
flybyu

 
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I took all burst fire off all weapons that did not have burst fire. Just Full or semi-auto.
Man you want to talk about war bullets flying everywhere those words COVERING FIRE comes real now.
I have see an npc empty an HK-21 I mean none stop I bet in real life he would have been thinking about replacing that barrel very soon. And yes if you or mercs are not by good cover you will die. Snipers Heck you don

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Corporal
Re: "1.13" Mod - Main Thread[message #10606] Wed, 31 August 2005 23:44 Go to previous messageGo to next message
the scorpion

 
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something else that used to be discussed but was bever made: when a merceanry has 2 MAC-10`s for instance and goes full auto...

...can he fire from both weapons?

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10607] Thu, 01 September 2005 01:22 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
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Registered:August 2004
the scorpion, to the best of my knowledge, this isnt done in anything but first person shooter games, the recoil on em make it more dangerious for the person firing than the person getting fired at (yes that was a joke - just saying it is so damned ineffective) however if you mean take a birst from one THEN the other yes that would to more realistic and quite interesting, and proberbly fun

A thought on the c-mag issue, is it possiable so the c-mags are like attachments such that you need to "fill up" your c-mag with 5.56mm mags, and when you goto unload your c-mag u get a series of 5.56 out, bit like taking ya 40mm nade out?
However that would require the stacking or multiple application of attachments as i suggested before if backpacks were to be introduced.
This idea may be for another time once all the easy ideas are gorn and its time to think about those three-week-to-do ideas

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Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10608] Thu, 01 September 2005 02:27 Go to previous messageGo to next message
gmonk

 
Messages:668
Registered:April 2002
Location: Newfoundland, Canada
I noticed a weird issue with the 5.56mm 200 rd box. If you fill it up by picking up another box and dropping it into the 'Examine view' slots it actually removes ammo from the first box instead of adding to it.

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First Sergeant
Re: "1.13" Mod - Main Thread[message #10609] Thu, 01 September 2005 02:40 Go to previous messageGo to next message
surefire is currently offline surefire

 
Messages:15
Registered:August 2005
@Khor & MM on the ja2edt,

Sorry i didn't know this ja2edt before, i'll make a study of it. Thanks a lot to you!

@MM on the LMG supression fire opinion,

I think reusing the sniper code should do well for LMGs since enemy snipers had been doing this damn well by now Very Happy , another two factors should be the accuracy threshold(for instance 1% or 5%) and # of bullets enemy machine gunner would fire for a supression firing(for instance 20 bullets per time). These two factors can be put into that ini file.

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Private
Re: "1.13" Mod - Main Thread[message #10610] Thu, 01 September 2005 03:04 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
I think supression fire should definately exist and; to my knowledege, the way the mercs already deal with it seems realistic enough. The one thing I would change is when brave or high level mercs are under supression fire they lose some APs (presumably from fear), I think this should only apply to cowards and incrementally to lower levels.
For instance:
1st level = 100% of whatever the AP penatly is. Cowards at first level = 160%.
2nd level = 80% the AP penalty, 90% for 2nd level cowards.
3rd level = 60%, 70% coward.
4th = 40%, 50% coward.
5th = 20%, 30% coward.
At 6th level this penalty is removed for non cowards and reains at 20% of the AP reduction for cowards reguardless of their level thereafter.


As for skill progression being adjustable, this could serve to give every player the game they want. If you could make it toggleable that would be the best possible solution. I'm of the mind that skills with zero stats apply to people who have some kind of mental bloc about learning this skill (hemphiliacs having zero Medical for instance). Having this being adjustable via Proedit solves this problem for anyone who doesn't want untrainable skills (I used to feel this way).


A way to adjust fire rates of all weapons would be awesome for the weaponmod. I know I've asked this before, but being able to have Full Auto only would allow for weapons that have this shortcomming. Of course, burst fire penalties would apply but maybe people with autofire skill could coax single shots?
Anyway, I think double handed machinegun bursts should be allowable but with a substantially increased autofire penalty (at least 200%).


Noises giving away friend or foe is theoretically possible but so many variables would have to contribute to this it is tricky. However, if you could code in a recognition of which type of ammo is being fired, this might not only reveal enemies in certain situations but also clue players in to which type of weapon they're up against. I don't mean revealing through text the specific weapon only the ammo type. This last idea is way down the wish list though and maybe not worth much time trying to implement.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10611] Thu, 01 September 2005 04:14 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
Wow, you guys have some serious requests here.

The INI file: I'll see what I can do for this, but it may not make this release.

I will be removing the skill training increase and replacing it with Snap's suggestions in the other thread. A multiplier could be put into an ini file easily enough in the future.

Bobby Ray's: I've removed the "Good" setting, and replaced it with "Normal", which is the same as the default JA2 BR. (BTW, the "Good" setting only had better quality used items anyway)

Hearing noises: Yes, the Extended Ear locator can go into an ini file, but I'm not going to identify ammo being fired (too much work).

Two-handed bursts: This is definitely not going to happen. There is _way_ too much code depending on the bursting gun being in the top hand slot.

Suppression fire:

Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof. Existing suppression fire code already handles morale, etc.

gpmg, I'll look into your issue with the ammo belt. It's probably something to do with the 255 bullets / clip limit.

I've reduced the number of enemies starting off on roof tops. While I've never seen them all up there in Alma or Meduna, it can be silly to watch 6 guys all huddled up on one building. Anyway, the chances of them starting on roofs have been (hopefully) reduced. However, the chances of enemies with sniper rifles and/or sniper scopes climbing onto rooftops have increased.

I'll see if I can get a merc to say something along the lines of "I've got a bad feeling about this..." when there are snipers dug in on the rooftops.

I've added a few on-screen messages as well. You'll see a quick "Sniper!" warning when an enemy sniper is taking a shot, so you'll know what's actually going on. There's a similar message for suppression fire.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10612] Thu, 01 September 2005 05:49 Go to previous messageGo to previous message
gmonk

 
Messages:668
Registered:April 2002
Location: Newfoundland, Canada
The reduced chance of rooftop use is a good thing. In Grumm warehouse district I had *all* of the enemy (I think it was something like 12, plus Mike(!)) on the roof. They wouldn't come down at all. I picked off the two or three I could see and left the map and came back and they were all on the ground. I tried once or twice to get them while they were on the roof but 12 guys with sniper kit and SMGs were just too crazy.

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First Sergeant
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