Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Demise of Man » Demise of Man
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Re: Demise of Man[message #239199]
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Wed, 02 December 2009 23:12
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Rev1 |
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Messages:203
Registered:October 2002 Location: Louisville, KY |
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OK... Need help with my crashes. When I do cntrl-alt-del, sometimes I'm able to get the task manager and shut down the program. However, it doesn't always work. I have seen what I think is an .INI file that sets the screen resolution and tells the game whether to encompass the whole screen, or play the game in a window. Can anyone tell me where to find that file, or what it's called?
Thought it was JA2_Options.INI, but I don't see anything there related to this issue.
Also, if anyone can suggest how I trick the game so I can keep playing, that would be great. For example, I'm in Tixia at the moment and can't go to the lower level because it keeps crashing every time I try.
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Sergeant 1st Class
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Re: Demise of Man[message #239212]
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Thu, 03 December 2009 06:26
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Rev1 |
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Messages:203
Registered:October 2002 Location: Louisville, KY |
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A few ideas, just off the top of my head.
What this needs is a mother ship that has landed. They are harvesting humans upon which they will dine on their long journey home. It would need to be massive... maybe 6 sectors, and multiple levels. ... Maybe it's sitting right off the coast somewhere. I think the final levels would have to be intensely dangerous. The atmosphere would be caustic and would continuously erode whatever armor the mercs are wearing. Something akin to walking through napalm, with similar visibility problems.
Also, I'm not sure if it has been dealt with in 1.13, but something needs to be done about the way the Strogg deal with walls and fences. I watched a battle in which they entered from the north, but the gated entrance was on the southwest side, so they ran and shambled all the way around, giving the militia plenty of time to gather weapons that were littered around and take shots at them. I think most Strogg could probably just ealk through fences with little or no loss to AP. If nothing else, something should be written into their code about blasting your own entry ways if none are immediately available.
Also, Strogg, similar to the alien in Predator, should have thermal vision as a part of their gear. If they have guns that easily shoot through walls, they ought to be able to see the targets through them as well.
Still, amazingly cool mod!
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Sergeant 1st Class
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Re: Demise of Man[message #239217]
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Thu, 03 December 2009 07:23
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usrbid |
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Messages:1506
Registered:December 2008 |
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Took the work from Beka (awesome job by the way!) and added a few things to it:
Key = Condition = Effect
1-4 = over target = aim x points on/off
5 = over target = required points for best possible shot
6 = over target = max Autofire
7 = over target then keys 5+6 to switch weapon auto mode (probably burst Vs auto)
1-9 = no target = change team or select all mercs on team
A = Auto-attack a single target
Y = Auto-attack only in arc of view
SHIFT = Stop autofire
SHIFT + A/Y = Autofire as long A/Y is pressed
CTRL + B = Remove blue flag
C = Alien = Alien grows and loses Health
C = Vehicle = Refill from Vehicle inventory
F and no taget = provide info about merc
F over a target = provide target info
F = AI vs AI = Teleport Monster out of water to cursor position
J = Jump/Climb
K = over tile = change viewing direction
K = over yourself = merc motivates squad
P = Alien queen in tactic screen = Lay an egg if growth suffices
U = strategy screen = Improve mine in sector
U = City sector = Loot city
Numpad and + key = Recruit person under cursor
ALT + . 'PERIOD' = Revive dead merc
CTRL + . 'PERIOD' = Add new Strogg at cursor position
, 'COMMA = Add green militia at cursor position
. 'PERIOD' = Add regular militia at cursor position
- 'MINUS' = Add elite militia at cursor position
CTRL + K = Send monster to position in tactic screen
ALT + K = Send militia to position in tactic screen
If something is still strange please ask, I can elaborate more.
Quote:written into their code about blasting your own entry ways if none are immediately available
Yah, I know what you mean, this is part of the regular AI not being all that great.
For example standard AI does not have the ability to "see outside the box" when it comes to changing / enhancing existing pathing.
What that means is, for example when an enemy soldier is at point A and believes he hears (or sees) one of your mercs at point B, the enemy uses a standard pathing algorithm to walk from point A to point B (assuming that the "flanking" algorithm is not triggert).
Now for example if there is an obstacle (something you can't jump over) between point A and point B, the enemy will *always* want to walk all the way around the obstacle (and getting shot while on their way) - and here comes the core of my statement - even if the enemy has weapons in their inventory which can alter the terrain (such as eliminate part of the obstacle) and allow a new / shorter path through the newly created opening.
The AI simply doesn't have the ability to blow up part of the map when planing a shorter route.
There are other things the AI can't do, like coordinate with another, such as for example enemy 1 throws a light stick then does nothing while enemy 2 shots what they can see now.
Another example is enemy 1 shoots a standing target before enemy 2 throws a grenade after which the target is prone (and harder to hit for enemy 1).
[Updated on: Thu, 03 December 2009 07:42] by Moderator Report message to a moderator
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Re: Demise of Man[message #239245]
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Thu, 03 December 2009 15:01
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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Dieter@Rev1: When I did my item mods I got the CTD when scrolling over the map in tactical when something with the enemy (or item on map) was not correct, like missing picture file, bad ID in the XMLs etc., which would explain what you are seeing.
Some mods come with their own tilesets, which may include the items' tilesize pictures in the tileset/0-folder (smguns.sti and the smp#items.sti-files). If a different item-mod is used with these sets, then some pics may be missing.
For example, if someone uses a map-mod that comes with a smguns.sti-file that contains 300 pics, and uses this with basic 1.13 (which expects 365 pics in smguns.sti), then the missing pics /may/ lead to problems if one of the last 65 items is lying on the ground somewhere.
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Re: Demise of Man[message #239247]
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Thu, 03 December 2009 15:14
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Such a situation usually doesn't CTD however, it either uses a placeholder or rolls over. The mistake in the item mod would have to be more serious if mere scrolling over the tactical map manages to crash the game (unless there's been a serious change made to the worse)
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Sergeant Major
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Re: Demise of Man[message #239254]
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Thu, 03 December 2009 16:42
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Callahan |
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Messages:63
Registered:May 2006 Location: Germany |
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Hello,
This contains the whole DoM Mod in its newest version.
(There have been some changes as there where some bug reports in the German forum,
which caused air strikes to be repaired and player called allied air strikes to be
included among other minor changes.)
Here you can get the newest files:
http://kermi.pp.fi/JA_2/Mods_Vanilla/Demise_of_Man/ Latest! Originally updated Dec 2013 - Current as of May 2015 - Ed
It also contains English version of the Doc.
I also conclude that it is better installed over v. 1.12 or lower.
It seems that 1.13 got too advanced during the development time of DoM.
[Updated on: Sat, 30 May 2015 05:38] by Moderator Report message to a moderator
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Corporal JA2 DoM Creator
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Re: Demise of Man[message #239257]
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Thu, 03 December 2009 17:13
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Rev1 |
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Messages:203
Registered:October 2002 Location: Louisville, KY |
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Performed a very entertaining experiment. Dropped a bunch of militia, enemy troops, and Strogg down into a creature's lair. For e few minutes, I thought the Strogg and creatures might be acting independently, because the Strogg inadvertently shot some creatures. Unfortunately, as I suspected, the code views them all as "creatures" and they act as allies. To confirm that, I reran it, and dropped the Strogg into the den first. The creatures didn't respond at all. They only reacted when enemy troops or militia were inserted. Still, it made for interesting viewing to watch a 3-way battle take place.
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Sergeant 1st Class
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Re: Demise of Man[message #239304]
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Fri, 04 December 2009 11:30
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Callahan |
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Messages:63
Registered:May 2006 Location: Germany |
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To play as the Aliens, you have to go into a sector without any person on your team.
Then press "P" and a lone Facehugger will appear at your cursor position.
(Dont worry if it is killed. You may get a new one by pressing "P" again)
The Aliens are bound to their lifecycle, so you have to find a victim for implantation first.
The victim will then "spawn" a Chestburster which can grow to Drone, Pretorian and finally a Queen which can lay new Eggs.
Aliens posess a small number of special abilities and restrictions explained in the Readme
[Updated on: Fri, 04 December 2009 11:35] by Moderator Report message to a moderator
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Corporal JA2 DoM Creator
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Re: Demise of Man[message #239313]
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Fri, 04 December 2009 14:29
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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he's an example for a: force-inserting a character into a map and b: the PCM.xml file
The latter, @Rev1, also allows for easy character profile editing without renaming files and other hassles.
Personally, i always recruit Manuel
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Sergeant Major
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Re: Demise of Man[message #239368]
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Sat, 05 December 2009 06:04
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Rev1 |
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Messages:203
Registered:October 2002 Location: Louisville, KY |
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Yes, I was able to translate some German discussions and figured out that he'd there to recruit from the moment you land by hitting + on your keypad while holding the cursor over him.. However, he has nothing. I then went to A10 and did the same with the guy guarding the rebel hideout. Dmitri, I think. Unfortunately, I couldn't outfit them very well. I was playing on expert level with airstrikes enabled. Enemy orces were dogging us from the moment we got there and the 2nd air strike that hit us killed Manual, Dmitri, and my IMP, who only had a flak jacket and a steel helmet. 3 others made it into a barn and still got injured as the farmhouse got shelled and strafed. I'm guessing the only tactics that work versus air strikes are only to go out at night, and to flee the sector immediately, no matter what you're doing, when you hear the planes coming.
I'm definitely going to restart and at least use the IMP editor to give my guy some decent armor from day 1.
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Sergeant 1st Class
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Re: Demise of Man[message #239502]
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Mon, 07 December 2009 01:17
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I installed demise of man over clean 1.12 install. When I get to the part with the intro, if I try to skip it, the game freezes up. I even sat through the whole thing with no success. Can someone help?
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Re: Demise of Man[message #239544]
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Mon, 07 December 2009 17:36
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I followed the English install notes according to Callahan. I will try again later today and get back at yall to confirm my error.
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