Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10733] Thu, 08 September 2005 04:45 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
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Hear, hear!

Anyone who wants to help out by providing graphics and animations is more than welcome, and your work will not go unappreciated.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10735] Thu, 08 September 2005 18:16 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Kaiden: There is a distinction between a stand-alone mod like UC, and incremental improvements of the code base like what Mugsy has been doing. One is a one-off effort that gives you an entirely new campaign, the other is creating a base upon which future mods can be built, while at the same time preserving (and greatly enhancing) the original JA2 campaign. So it's not surprising that everyone hasn't quit whatever they have been doing and joined us here.

This project really should've been a continuation of the Whitehad project. Except that Whitehat died a lonely death a long time ago, and people that were in charge don't seem to be around any more. Nothing to do about it.

If you know someone who has the beta editor source code, have you tried asking for it? It works sometimes Smile

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10736] Thu, 08 September 2005 23:38 Go to previous messageGo to next message
gmonk

 
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Registered:April 2002
Location: Newfoundland, Canada
Thanks for the new stuff. Can't wait to check it out!

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First Sergeant
Re: "1.13" Mod - Main Thread[message #10737] Fri, 09 September 2005 01:23 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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Well, I'm not much of a classical coder and I don't really find much things in ja2 that bother me, so I doubt I will go hacking at the source.

But, I do have very good bash and sed (perl anyone?) abilities and love this kind of work. What I'm getting at is, if you ever need to change the data syntax, convert this to that and as long as it's plain text, I could help and willingly would. The tools I'd use aren't really portable, but that doesn't matter since it'd mostly be one time jobs. Once there is scalability regarding resolutions, translation improvements come to mind (length).

Thank you both for your efforts! I only recently found out ja2 was opensourced and since the whitehat thing is dead, you're the only hope left. :/

All these threads could be moved on to a new forum and the old whitehat stuff just stuffed into one more obscure.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10738] Fri, 09 September 2005 03:34 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Aren't you up to 1.14 yet? Razz

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10739] Fri, 09 September 2005 03:43 Go to previous messageGo to next message
Majek is currently offline Majek

 
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yay easy weapon modifying Very Happy to bad i have to start over my game . but that's a price i'm willing to pay for all the new goodies Very Happy

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10740] Fri, 09 September 2005 14:13 Go to previous messageGo to next message
Madd_Mugsy

 
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Registered:July 2005
Location: Canada
Interim, quick bug fix build released. Compatible with previous savegames. Just the exe's changed.

EDIT: Oops, forgot to change the build date. Oh, well. It's not sept 9th yet anyway.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10741] Fri, 09 September 2005 18:26 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Madd: found a typo in statchange in weapon.cpp. I could just send you a corrected file if you like. Also the stat gain for HtH doesn't quite mirror the skill requirement - I don't know if that was intentional or not. If not, I can correct that too.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10742] Fri, 09 September 2005 23:58 Go to previous messageGo to next message
Madd_Mugsy

 
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Registered:July 2005
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No departure from your code was intentional. Please send the fixes to me or post them in the bugs thread, and I'll put 'em in. Thanks, Snap!

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10743] Sat, 10 September 2005 00:11 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Sent you an e-mail Mugsy, had some questions about the climbing code.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10744] Sat, 10 September 2005 02:34 Go to previous messageGo to next message
Madd_Mugsy

 
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Registered:July 2005
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Kaiden,

Replied Smile Also noticed something else in the climbing code: I was referencing the wrong constant! Instead of AP_CLIMBROOF (10), I was using CLIMBUPROOF (32) from the animation states :bomb: Doh!

Now that I've fixed it, I think we can expect more enemies to climb up roofs and start shooting right away.

But I'm not sure how they were ever able to climb up before that, since they'd need 32 APs plus the APs to actually take a shot. They must've been in green status before climbing.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10745] Sat, 10 September 2005 05:33 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Doesn't the AI sometimes get 35 APs? I thoght I noticed this a few times by the ammount of running aroud and shooting they were doing. I don't have a problem with that (a freakin' machine needs some kind of advantage) but thought I'd ask.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10746] Sat, 10 September 2005 07:15 Go to previous messageGo to next message
Madd_Mugsy

 
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I don't think so. They should have the same number of APs as the mercs. (Except of course in Insane, where I gave them a 5pt bonus :diabolical: )

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10747] Sat, 10 September 2005 09:46 Go to previous messageGo to next message
Madd_Mugsy

 
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BTW, what are people's thoughts about the AI in the latest build?

I scaled it back a bit so less enemies would come looking for you when they heard/saw you. Are they too timid now? Or just right?

How's the suppression fire working out? And the extra elites in Insane?

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10748] Sat, 10 September 2005 10:18 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Ya know... I think I might take a few days off and actually play it to find out Razz

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10749] Sat, 10 September 2005 10:34 Go to previous messageGo to next message
Madd_Mugsy

 
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Yeah, that'd be nice Wink Maybe I'll call in sick next week or something...

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10750] Sat, 10 September 2005 11:04 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
we could externalize that 5pt bonus too Razz and even offer one for every difficulty. Smile

Sorry I'm on a "Let me make a list of every single Constant in the game that's worth externalizing them and then order them by project and category" kick Razz

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10751] Sun, 11 September 2005 17:54 Go to previous messageGo to next message
Madd_Mugsy

 
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Registered:July 2005
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Just released a new build to fix a couple of minor issues:

-bug spit from m-14, fn-fal and g3a3
-climbing crash/speed
-interrupt duel calculation

Source has been updated too.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10755] Mon, 12 September 2005 03:09 Go to previous messageGo to next message
Madd_Mugsy

 
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Registered:July 2005
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9.11.05 build released.

Fixes:

- non-integrated laser scope and sniper scope bonuses actually work
- Suppression fire toned down a bit. Enemies must now be able to actually see you themselves (not just have one of their buddies see you), and must have less than 10% chance of hitting.

Hopefully the suppression fire change will make it a bit easier. Let me know if the AI does weird things now though.

I haven't updated the source code yet though, as I'm anticipating a bigger release in the next couple days, once Kaiden has finished his new UB-style IMP generation screens.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10756] Mon, 12 September 2005 03:37 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
I was thinking... if we HAD the german source code, wasn't it released over there? Anyone? What would it take to get a german speaking modder involved to carry the work over there? Ja2 is big in Germany no?

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10757] Mon, 12 September 2005 05:18 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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DOH, stupid comment terminology had me all screwed up, I found the done button code and was correct about why it wouldn't show up. So... Now I have to debug my code, make sure I didn't break anything, make sure the skills get set correctly, make sure new imps get their UB calico, etc...

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10758] Mon, 12 September 2005 05:18 Go to previous messageGo to next message
Majek is currently offline Majek

 
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Registered:January 2003
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maybe scorpion can help with that.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10759] Mon, 12 September 2005 05:47 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
Location: CH
help with what? as far as i know, only the version 1.12 source is released, but AFAIK (and i`m not a coder)you can build a german exe no?

anyway, the 1.12 source is the source they work with in german modding community. the number of active coders that are not involved wiht individual projects seems to be very small though

they`d like to have a source that has muggsy`s bugfixes but not all of the new features. i don`t know much more than that

best person to contact in that respect is "BONECHUCKER". He`s big in networking, so he`s probably the better link to the german moding community than i am. he`s got better english skills and more knowledge of the code as well

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10760] Mon, 12 September 2005 12:04 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:285
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by Madd Mugsy:
- non-integrated laser scope and sniper scope bonuses actually work
D'oh! So that's what is was...

What did you change in InterruptDuel? I am currently trying to investigate how interrupts work... or don't. The agility stat change will have to be scrapped for now: it's not that it doesn't work, but because interrupt code is much messier than I had realised, it only works some of the time.

As for interrupt point calculation, I may want to tweak that some more to give more weight to experience, after all.

I haven't tested health stat change, but that will almost certainly have to be adjusted, since I pretty much picked a random number...

I'll check other new stat change code for copy mistakes.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10761] Mon, 12 September 2005 12:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
In InterruptDuel I just fixed my typing errors from your original code sample.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10762] Mon, 12 September 2005 13:13 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:101
Registered:November 2001
Location: Oregon, USA
health stat change seems to increase nicely in v9/9/05. After 45 days and level 6, my IMP merc rose from 90 to 95 health. Didn't try to work on it the usual way (overloading, travel then cancel order). Not entirely sure what causes the increases, even after reading Snap's thread.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10763] Mon, 12 September 2005 22:19 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1815
Registered:August 2003
Location: Pleasantville, NJ
OFF TOPIC


@Mugsy
Are you planning on releasing a new debug .exe? My current one still has the FAL Fires bug spit well...bug and I'm just wondering because this tool is helpful.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10764] Tue, 13 September 2005 02:27 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
What? Really? I thought I put a new one in the latest release. I know I made one; maybe I missed putting it in the zip?

Anyway, there'll be another new version in the next couple days, with some nice IMProvements Wink (thanks to Kaiden)

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10765] Tue, 13 September 2005 02:40 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:431
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Khor1255:
OFF TOPIC


@Mugsy
Are you planning on releasing a new debug .exe? My current one still has the FAL Fires bug spit well...bug and I'm just wondering because this tool is helpful.
when did you update the last time? cuase i don't have that bug in 9.11. release.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10766] Tue, 13 September 2005 03:51 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I just mean the Dubug .exe which is seperate from the regular one but very helpful for 'beta testing' purposes.

The FAL works fine for me as well. That bug's been thoroughly squashed.

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Sergeant Major
Re: "1.13" Mod - Main Thread[message #10767] Tue, 13 September 2005 04:13 Go to previous messageGo to next message
Majek is currently offline Majek

 
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i thought both .exe were updated at the same time.

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10768] Tue, 13 September 2005 04:18 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:113
Registered:September 2005
Location: Slovenija
they should be, unless Mugsy forgot. Check the timestamps to be sure. Wink

on a side note:
1.
while preparing stuff for autotooling with ebuck, I found this:
ja2/Build/Res/resource.h and ja2/Build/resource.are THE SAME. Which one should be deleted?
One should, additionally as only one will be linked in the defines fix anyway.
What's the defines fix? I wrote a script that will fix all defines to show/use relative paths if appropriate (suggested by ebuck).

2.
delete #include "Application Msg.h" from ja2/Build/jascreens.c
that file doesn't exsist at all!

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Sergeant
Re: "1.13" Mod - Main Thread[message #10769] Tue, 13 September 2005 05:40 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:626
Registered:July 2005
Location: Canada
Quote:
Originally posted by lynxnyl:

1.
while preparing stuff for autotooling with ebuck, I found this:
ja2/Build/Res/resource.h and ja2/Build/resource.are THE SAME. Which one should be deleted?
I don't know. It just came that way Razz

Quote:
Originally posted by lynxnyl:

One should, additionally as only one will be linked in the defines fix anyway.
What's the defines fix? I wrote a script that will fix all defines to show/use relative paths if appropriate (suggested by ebuck).
What's the defines fix? ==> Huh?

AFAIK they're already using relative paths.

Keep in mind, I'm not a C/C++ guy, I'm just kind of learning this as I go.

What's ebuck?

Quote:
Originally posted by lynxnyl:

2.
delete #include "Application Msg.h" from ja2/Build/jascreens.c
that file doesn't exsist at all!
Yeah, that and networking.h and communication.h aren't used.

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First Sergeant

Re: "1.13" Mod - Main Thread[message #10770] Tue, 13 September 2005 05:50 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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about the same files - they're the same anyway, plus if you look at it (very small file), it's something VC related, doesn't look like it has much to do with ja2 itself.

defines: nope. For the good of make and portability, the script will also make sure no file uses spaces in the name (this is already done in ja2-gcc branch) and that nothing includes files with spaces either (which the ja2-gcc branch doesn't have fixed).

Quote:
Keep in mind, I'm not a C/C++ guy, I'm just kind of learning this as I go.
Keep in mind, I'm not a C/C++ guy at all, I'm just kind of learning this as I go. Very Happy

and ebuck is a member. Razz Check the whitehat area.

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Sergeant
Re: "1.13" Mod - Main Thread[message #10771] Tue, 13 September 2005 19:07 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:285
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by DurtyDan:
health stat change seems to increase nicely in v9/9/05. After 45 days and level 6, my IMP merc rose from 90 to 95 health. Didn't try to work on it the usual way (overloading, travel then cancel order). Not entirely sure what causes the increases, even after reading Snap's thread.
That feature is broken in the current realease, so never mind health increases for now :headbanger: What it is supposed to do is give you a bit of health increase for exertion, i.e. spending energy on movement, etc. (in tactical screen only).

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10772] Tue, 13 September 2005 19:10 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:285
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What is debug.exe?

Boy, do I feel stupid...

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Master Sergeant
Re: "1.13" Mod - Main Thread[message #10773] Tue, 13 September 2005 23:19 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
Not stupid, just un-informed, I asked Mugsy to include a Ja2.exe with the debug options turned on, when he releases his new versions, so he's been compiling two exe's (except for this time obviously).

This way, people can play with the debug version which btw people, it WILL slow down your game significantly in certain situations, so expect it. Anyway they can use it and then e-mail me or mugsy the debug log that it creates, and give us a general idea of where the "problem" is. Even if it's not a crash.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10774] Thu, 15 September 2005 02:04 Go to previous messageGo to next message
alerus is currently offline alerus

 
Messages:12
Registered:December 2004
Location: Slovenija
OK. I have installed the latest version of 1.13 mod,it is great mod, like playing it,

Few things tho:

-sometimes it is imposible to hit enemy on rooftops
-flairs dont work
-crashes to desktop (four times in five hours, so no big deal)
-instead of VAL I would prefer VSS Vintorez Smile but that is just me

Good work.

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Private
Re: "1.13" Mod - Main Thread[message #10775] Thu, 15 September 2005 03:06 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:499
Registered:September 2003
As sooooooon as the 9-18-05 release comes around, I plan on starting a game, and playing it through the end Saving every turn, so that if I run into any bugs, or if some "feature" causes unexpected results, I can find it easier. So I won't be coding for a couple weeks aside from bug fixing, I'd like to get all of the current bugs out of the game.

In the meantime, and after the next release as well, please send me savegames and let me know what version you are on.

The first thing on my list after that point, is externalizing all of the constants in the game. I'm already in the process of creating Constant.h files for all of the projects.

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Master Sergeant

Re: "1.13" Mod - Main Thread[message #10776] Thu, 15 September 2005 03:28 Go to previous messageGo to previous message
Majek is currently offline Majek

 
Messages:431
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by alerus:

-instead of VAL I would prefer VSS Vintorez Smile but that is just me
VAL silenced sniper is supposed to be VSS except the pic and the name are wrong. it's a mistake made by sir tech in the first place.
you can change the pics yourself as well as the name if you want to. Smile

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Master Sergeant
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