Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it!![message #294896] Sun, 11 December 2011 18:00 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
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Quote:
It has nothing to do with crates and stuff but is it possible to simply attach an attachment to the weapon when clicking on the weapon?


IMHO not the best idea. Especially now that scopes can be used separately from their weapons. In other words, to put an attachment in your hand you'd need to first remove the weapon from the hand, then put in the attachment.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294897] Sun, 11 December 2011 18:21 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Headrock
I don't know AIMNAS well enough to tell you whether ammo boxes fit this description. If they are flagged as ammocrates (see Items.XML) then they wouldn't appear on the list.
They do. They are just regular magazines for the donkeys, as far as the game is concerned.

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Captain

Re: HAM 5 Alpha - You know it!![message #294898] Sun, 11 December 2011 18:22 Go to previous messageGo to next message
Sam Hotte

 
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Registered:March 2009
Location: Middle of Germany
Headrock
Quote:
Since this is no longer necessary with your changes, this option could be completely dropped in HAM now.


The thing is that this feature IS still useful - for quickly creating the magazines for the specific gun held by a merc. With crate-splitting you could create those magazines - but you'd have to check first which magazine size you need by examining the gun (assuming you don't know by heart how many bullets it takes). So this is a good quick way of creating exactly the magazines you need - and not too many of them. Therefore there is still some use to it, though I think there must be a better way to handle it.


Could you just merge the 2 functions you want to have: Clicking a crate on a weapon in merc's inv reloads that weapon and drops X mags (for that gun) in the merc's pockets? (X=5 currently IIRC)

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294900] Sun, 11 December 2011 18:45 Go to previous messageGo to next message
Shadow21 is currently offline Shadow21

 
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a feature i would like to get item sorting dropping etc more quickly is: a middle mouse button/wheel click on a certain item will drop the item to the sector inventory immediatly. this should work strategic view only. and seeing that nowadays the mousewheel is utilized for aiming and looking it shouldnt be too hard right Smile

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Master Sergeant
Re: HAM 5 Alpha - You know it!![message #294901] Sun, 11 December 2011 18:52 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
Location: Jerusalem
Quote:
Could you just merge the 2 functions you want to have: Clicking a crate on a weapon in merc's inv reloads that weapon and drops X mags (for that gun) in the merc's pockets? (X=5 currently IIRC)


that's what I was thinking - I just wonder what to do when the weapon already has bullets in it from a different ammotype.

Quote:
a feature i would like to get item sorting dropping etc more quickly is: a middle mouse button/wheel click on a certain item will drop the item to the sector inventory immediatly. this should work strategic view only. and seeing that nowadays the mousewheel is utilized for aiming and looking it shouldnt be too hard right


I would love to do that, but unfortunately I can't - because middle-mouse-button does not work for me in JA2 at all. I would not be able to test the feature, and therefore cannot make it Sad

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294903] Sun, 11 December 2011 19:00 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
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Location: The Great White North, eh...
Maybe a bug, or maybe not, depending on what you ultimately intend, but... While you can't pick up objects from the sector inventory while in the middle of combat, you can still eject ammo from all the weapons, remove attachments, merge ammo into crates, etc. Not exactly game-breaking, but at some point you might consider adding a check first, Headrock.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294904] Sun, 11 December 2011 19:06 Go to previous messageGo to next message
Headrock

 
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Location: Jerusalem
Quote:
While you can't pick up objects from the sector inventory while in the middle of combat, you can still eject ammo from all the weapons, remove attachments, merge ammo into crates, etc. Not exactly game-breaking, but at some point you might consider adding a check first, Headrock.


That is a bug, given the fact that I explicitly put in checks to disable the buttons during combat. I guess they weren't good enough. I will double-check.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294905] Sun, 11 December 2011 19:37 Go to previous messageGo to next message
Sam Hotte

 
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Registered:March 2009
Location: Middle of Germany
Headrock
I just wonder what to do when the weapon already has bullets in it from a different ammotype.


Leave weapon as is, but do drop magazines out of crate into merc's inv, IMO.

[Updated on: Sun, 11 December 2011 19:38] by Moderator

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294908] Sun, 11 December 2011 20:16 Go to previous messageGo to next message
BigBadWolf is currently offline BigBadWolf

 
Messages:7
Registered:October 2010
Headrock

When splitting a crate while it is in the sector inventory, the game makes a list of all magazine items of the same caliber and ammotype that are not themselves ammocrates. I don't know AIMNAS well enough to tell you whether ammo boxes fit this description. If they are flagged as ammocrates (see Items.XML) then they wouldn't appear on the list.


Using DepressivesBrot's confirmation, I tried dropping AIMNAS files over your recommended HAM 5.3.2 setup. I can say that, at least after a little testing, it appears that the option to convert them into the ammo boxes is there, though it does list them as magazines in the transformation menu. The merging of the two also appeared stable, though I didn't play it for very long.

I can hardly wait to start making use of the full functionality of the transformation feature. So let me once again say, "THANK YOU, THANK YOU, THANK YOU!"



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Private
Re: HAM 5 Alpha - You know it!![message #294911] Sun, 11 December 2011 21:17 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
Location: Jerusalem
Quote:
it does list them as magazines in the transformation menu.


At the moment, the splitting menu is built automatically, by reading the SIZE of each available magazines and then adding that to the phrase "Split to X-rd Mags", replacing "X". I could, theoretically, print out the NAME of the magazine item itself on each line instead. That may be preferable, though I do think it will probably be uglier or at least more confusing. I'll check to see what it looks like tonight.

Quote:
I can hardly wait to start making use of the full functionality of the transformation feature.


Full functionality?

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294915] Sun, 11 December 2011 21:51 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
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Location: The safe end of the barre...
Well, I mean, seriously, this can't be all, right? Smile

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Master Sergeant
Re: HAM 5 Alpha - You know it!![message #294918] Sun, 11 December 2011 22:50 Go to previous messageGo to next message
Headrock

 
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For transformations? It's mostly up to the modders now, isn't it? I should do manual unjams at some point, but the jury is still out on the details... Do you have any more ideas regarding transformations?

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294919] Sun, 11 December 2011 23:02 Go to previous messageGo to next message
BigBadWolf is currently offline BigBadWolf

 
Messages:7
Registered:October 2010
Headrock

At the moment, the splitting menu is built automatically, by reading the SIZE of each available magazines and then adding that to the phrase "Split to X-rd Mags", replacing "X". I could, theoretically, print out the NAME of the magazine item itself on each line instead. That may be preferable, though I do think it will probably be uglier or at least more confusing. I'll check to see what it looks like tonight.


I'm not complaining that they are listed as magazines, merely stating how they are represented, in case anyone else was looking for the same thing. Personally, I don't see any need to make further changes in regards to the ammo crate split feature, though obviously it's up to you.

Headrock

Quote:
I can hardly wait to start making use of the full functionality of the transformation feature.


Full functionality?


I should have said, "making full use of the functionality." Apologies, if what I said came across as something other than what it was/is - excitement at the thought of all the item transforms I can now mod.

Anyway, I've made lots of changes to my XMLs for the AIMNAS version I was playing. And even though I was able to figure a way to merge many items, there are quite a few I was not able to make work in the ways I wanted. With the new feature, I'll be able to do it with ease.

I'm looking forward to messing about with the fragmentation feature too.

All in all, I think Christmas arrived early this year.


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Private
Re: HAM 5 Alpha - You know it!![message #294920] Sun, 11 December 2011 23:33 Go to previous messageGo to next message
Headrock

 
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ReVurt
While you can't pick up objects from the sector inventory while in the middle of combat, you can still eject ammo from all the weapons, remove attachments, merge ammo into crates, etc. Not exactly game-breaking, but at some point you might consider adding a check first, Headrock.


Strangely, I couldn't make this happen at all. When combat starts all four buttons are disabled, and I can't use them...

Can you describe the conditions in which you encountered the issue?

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294922] Mon, 12 December 2011 01:13 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
REUPLOAD

HAM 5.3.2 Alpha has been reuploaded. Link is in the opening post, you may only need the EXE if you're up to date.

This version fixes several bugs and awkward features:

1) When splitting crates that are stacked in the sector inventory, the program will now split only the crate whose description box is opened, and erase only that crate. The other crates in the stack are untouched. If you want to split an entire crate stack into magazines, you have to do it one by one. Previously, it would split one crate and erase all of them, so this is a bugfix Smile
2) Fix in the Green Eggs mod, ensuring that the game doesn't crash when avoiding gas clouds that have spread near the edge of the map.
3) Undid a change related to ammocrates and weapons. When an ammocrate is clicked on the "Eject Ammo" button of a weapon (in the description box), the game now performs a regular reload. Previously it did nothing. I'm not sure why this was done in the first place, but it makes no sense to me. As a result, you can now grab a crate, open a weapon's DB, and click on the eject button as many times as you want magazines for that weapon - they're all craeted into the inventory if possible, iirc, or dropped to the sector inventory if there's no room.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294928] Mon, 12 December 2011 04:09 Go to previous messageGo to next message
Headrock

 
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Location: Jerusalem
It is done.

http://img.photobucket.com/albums/v726/Headrock/Jagged%20Alliance%202/HAM/HAM%205/Filters_4.gif
(800x600)

From left to right:

1) Zoom Button

2) Stack and Merge
3) Ammo -> Crates
4) Separate Attachments
5) Eject Ammo

6) Show all items
7) Toggle guns
Cool Toggle Ammo
9) Toggle Explosives
10) Toggle Melee Weapons
11) Toggle Armor
12) Toggle LBEs
13) Toggle Kits
14) Toggle Misc. Items
15) Hide all items

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294934] Mon, 12 December 2011 04:34 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Ok, I changed it. The "Hide all button" is removed...

Instead, it works like this:

THE EYE:
Left Click: Show all items
Right Click: Hide all items
Button is always "unpressed".

Sub-buttons:
Left Click: Toggle item class on/off.
Right Click: Show only items from this class.
Button "unpressed" = items not shown.
Button "pressed" = items shown.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294935] Mon, 12 December 2011 05:22 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
Location: Jerusalem
UPDATE

HAM 5.4 has been uploaded. The download is available at the top of this thread. You will need to extract AT LEAST the EXE and \Data-1.13-HAM\Interface\Sector_Inventory_Buttons.STI, assuming you're already up to date with yesterday's release.

This version adds filter buttons, completely replacing the pop-up menu that existed in the previous HAM versions.

If there is a lot of public demand, I will reinstate the pop-up menu as an option (INI setting), so players can choose whether they want all these buttons (I count 14 including the zoom button) or whether they prefer pop-up menus (in which case the sorting buttons will also be converted into a menu).

Additionally I've made a small fix to the Merge & Stack button. It will now correctly rearrange the inventory so that the newly-created stacks automatically move to plug any existing holes (empty slots) rather than staying where they are.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294937] Mon, 12 December 2011 05:49 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
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The pop-up's nice and so are the buttons. An option to choose between the two would be ideal.
How about some sorting to go with those filters?

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294938] Mon, 12 December 2011 06:22 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
How about some sorting to go with those filters?


Explain?

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294941] Mon, 12 December 2011 07:12 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Headrock
Strangely, I couldn't make this happen at all. When combat starts all four buttons are disabled, and I can't use them...

Can you describe the conditions in which you encountered the issue?


Weird. I'll mess around with it a bit more tomorrow, but... Basically I was taking Chitzena by night, using a martial arts/athletic IMP to beat everyone up and take all their stuff. When I opened up the inventory screen to admire all my ill-gotten gains, the usual message appeared when I attempted to pick something up telling me that I couldn't, but I could still unload, remove attachments and merge things freely.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294942] Mon, 12 December 2011 07:47 Go to previous messageGo to next message
Headrock

 
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Hmmmm maybe it has something to do with the red alert. Is it possible that your IMP was doing it so stealthily that the red alert was never raised?

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294943] Mon, 12 December 2011 08:40 Go to previous messageGo to next message
Slax is currently offline Slax

 
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Ah, you already found the thread. Wink
Have it sort items like BR's does? Would at least be better than what's currently in place (in my opinion). Alphabetical/Sorted. Something simple for the pop-up menu.

[Updated on: Mon, 12 December 2011 08:42] by Moderator

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294962] Mon, 12 December 2011 16:13 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Headrock
Hmmmm maybe it has something to do with the red alert. Is it possible that your IMP was doing it so stealthily that the red alert was never raised?


Could be, as the guards didn't seem alerted for most of the sector, and by the end when they were, I wasn't checking the sector inventory. To be clear, I wasn't checking while in turn-based combat, but in between kills while my IMP was searching for his next target.

The game already limits access to the sector inventory if there's an enemy in sector, in that if you want to pick something up off the ground, you have to get a merc over to the item in question to pick it up in tactical, and if you try from the sector inventory screen it doesn't let you and gives you a little message. Just disable the buttons that actively interact with inventory items when there's an enemy in sector, and you should be good to go, IMHO. I'm not sure I'd bother with checking alert levels and whatnot. Keep it simple.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294970] Mon, 12 December 2011 16:58 Go to previous messageGo to next message
Headrock

 
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I've changed the check, I hope it works better now. Will reupload in a while.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294973] Mon, 12 December 2011 17:06 Go to previous messageGo to next message
Headrock

 
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Fixed a bug (not mine) where item stacks with 128+ items in them would cause an endless loop when trying to sell the entire stack with ALT-SHIFT-CLICK (or, in my case, when displaying the price of the stack). Thanks to Redwolf for spotting this one.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294974] Mon, 12 December 2011 17:09 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Every time I look at the thread title, I think of this joke. Just had to share:

Three legionnaires walking through the desert under a baking sun. They were fully equipped with enough dehydrated water tablets for days, and food aplenty. On the shimmering horizon mirages came and went and came again, visions of swimming pools attended by dusky maidens, stalls full of ice-cream, sorbets, freshly-whipped smoothies of every conceivable flavour. But to no avail, the legionnaires did not crack, but kept marching solidly on.

Suddenly one of them froze,

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Corporal
Re: HAM 5 Alpha - You know it!![message #294977] Mon, 12 December 2011 17:30 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Headrock
Fixed a bug (not mine) where item stacks with 128+ items in them would cause an endless loop when trying to sell the entire stack with ALT-SHIFT-CLICK (or, in my case, when displaying the price of the stack). Thanks to Redwolf for spotting this one.


can you post the fix until ham5 hets integrated into svn.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294980] Mon, 12 December 2011 17:52 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Map Screen Interface Map Inventory.cpp, function SellItem()

At every instance where bLoop is declared, change INT8 to UINT8. Also should change bLoop to ubLoop throughout the function to maintain readability.

Takes 20 seconds. Smile

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294983] Mon, 12 December 2011 18:10 Go to previous messageGo to next message
cdudau
I just had a CTD when splitting crate to inventory.

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Re: HAM 5 Alpha - You know it!![message #294990] Mon, 12 December 2011 18:57 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
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That's a very helpful bug report. And by that I mean it isn't.

A savegame, at the VERY LEAST, would be nice.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294992] Mon, 12 December 2011 19:08 Go to previous messageGo to next message
cdudau
Okay, hire a merc travel around. Make a crate with the icon. Place icon in hand slot. Right click Crate. Seperate crate to inventory. CTD.

Edit:

Release v1.13.4792 w/ HAM 5.0 Alpha: Build 11.10.13.

[Updated on: Mon, 12 December 2011 19:13]

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Re: HAM 5 Alpha - You know it!![message #295004] Mon, 12 December 2011 19:34 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Headrock
Map Screen Interface Map Inventory.cpp, function SellItem()

At every instance where bLoop is declared, change INT8 to UINT8. Also should change bLoop to ubLoop throughout the function to maintain readability.

Takes 20 seconds. Smile


thanks

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295014] Mon, 12 December 2011 20:18 Go to previous messageGo to next message
Headrock

 
Messages:1760
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Iv'e fixed the crate-splitting bug reported by Tao. It was caused by trying to draw the crate's name (for displaying the log message) AFTER the crate's been deleted. Razz

As with the above fixes, this will be available in a coming update.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295018] Mon, 12 December 2011 21:01 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
REUPLOAD

HAM 5.4a has been reuploaded. You only need the EXE if you're up to date.

This version includes the three bugfixes reported above:

1) Sorting buttons should no longer be visible while in combat.

2) If more than 127 items are in a stack in the sector inventory, you will no longer experience a freeze when pressing ALT+SHIFT (or trying to sell them, as would happen in a non HAM game).

3) Crate-splitting in the merc's inventory no longer crashes when no bullets remain in the crate after filling the merc's inventory to capacity.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295023] Tue, 13 December 2011 00:17 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
REUPLOAD

HAM 5.4a has been reuploaded. Link is in the opening post.

This version fixes a bug discovered by TomFrame (on IRC). The item filters were not set to show thrown knives in any other filter. They will now be shown with the Melee Weapons filter as intended.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295037] Tue, 13 December 2011 05:48 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Here are a couple of interesting bugs, using the latest version (5.4a):

In a sector with your inventory sorted all nice and kentucky, take an ammo clip from your merc's inventory, drop it into an open space in the sector inventory, and click on the "stack and merge items" button. The clip will jump to the end of the inventory. Indeed, if you move another item in the inventory somewhere else and put the clip in the space it had occupied, then it will stay there when you press the button, and the moved item will jump to the end of the queue. The algorithm is filling in holes, but it's not resorting the inventory like I had expected. (I had assumed the clip would move to either before or after the crate of the same ammo, or indeed, possibly even merge with it.) Not sure if this is working as you had intended or not.

Next, this time do the same thing only hit the "sort ammunition into crates" button. What happens on my machine is the clip is merged into the crate as expected, but the image of the clip remains in the slot it had occupied. If I then try to select it, I can't (because it's not actually there), and if I pick up any other item in the inventory, the ghost clip disappears. Occasionally, the ghost clip disappears on its own after a few seconds.

Finally, when either alt-tabbing out of (or into, I'm not quite sure which) JA2 with the sector inventory open, the ALT key is registered as depressed, until I tap it again to clear it. I'm pretty sure this isn't a case of my keyboard sticking, as this does so with either ALT key, and the second one is used so rarely that there's absolutely no reason for it to stick. At first I didn't notice what was going on and inadvertently sold off some stuff when clicking on items. Depending on just how observant the player is and how automatic their quicksave response is, this could potentially lead to a tragic "NOOOOOOOO!..." moment.

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Corporal
Re: HAM 5 Alpha - You know it!![message #295045] Tue, 13 December 2011 06:54 Go to previous messageGo to next message
Headrock

 
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Registered:March 2006
Location: Jerusalem
Quote:
Not sure if this is working as you had intended or not.


It's intentional in that I wanted to prevent the significant processing times involved in resorting the inventory - they seem to be quite long. That's why it's called "Stack & Merge" and not "Sort, Stack and Merge"... I was hoping to add a FIFTH button that triggers a sorting - but I ran out of space in 800x600. Razz

I might be able to utilize the space now that there is one less Filter button.

Quote:
Next, this time do the same thing only hit the "sort ammunition into crates" button.


Thanks, I'll need to add a command to refresh the screen, apparently.

Quote:
Finally, when either alt-tabbing out of (or into, I'm not quite sure which) JA2 with the sector inventory open, the ALT key is registered as depressed, until I tap it again to clear it.


This is one of the oldest bugs in the book. But what surprises me is that you could inadvertently sell your items -- because in HAM 5.4 pressing ALT shows item prices on the screen! Averting the bug was one of the reasons why price display was requested in the first place! ... Are you sure you are using the latest HAM?

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295049] Tue, 13 December 2011 08:36 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
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So, i have been thinking a lot about your ideal (i am pretty sure it was near the beginning of this thread) to redo the coolness levels for weapons to make NCTH better. I did some restructuring of my own and tried it out, here is what i found.

It does indeed make NCTH and by proxy the game itself much more fun. But it completely breaks OCTH, mostly because OCTH is based on range more than anything, NCTH is not.

A lot of people still use OCTH, smeagol even makes OCTH the default for aimnas and though there is an unoficial NCTH patch for aimnas it is not set up right.

So i have been thinking about how to fix this. And there is sadly no easy way. At first i thought making wo seperate XML files was best, but as someone who tinkers with the xmls a lot, it did not take long to realize what a nightmare keeping up with two sets of xmls was. So to make a long story short, the best way would be to add a new field to all the weapons called NCTHcoolness or something. But this is still not an easy fix, because the enemy equipment tables and the drop tables need to be restructured. The way i see it, they need to either have two copies each (one for ncth and one for octh) or they need to be eliminated from the game.

Obviously removing the need for them is going to be the easiest solution for moders, by far. What i think would replace them is the enemy would get to choose anything from the current coolness level or maybe sometimes one or two coolness levels up or down. I actually think that makes sense anyways, if you can buy it on bobby rays, shouldn't diedranna and her men be able to as well?

I admit i know little about the drop tables, I almost always play with enemy drop all turned on. But i would imagine they need some solution other than having to have two of them. Imp and merc starting gears may also be a problem.

Finally, if you make these changes, the ability to change between octh and ncth during a game needs to be removed. The player needs to choose at the beginning, and stick with his /her choice.

DH

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Sergeant
Re: HAM 5 Alpha - You know it!![message #295052] Tue, 13 December 2011 10:37 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
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Registered:July 2009
dinglehopper
A lot of people still use OCTH, smeagol even makes OCTH the default for aimnas and though there is an unoficial NCTH patch for aimnas it is not set up right.
Any data-side restructuring of 1.13 has zero impact on AIMNAS or any other mod with its own item set.
dinglehopper
But it completely breaks OCTH, mostly because OCTH is based on range more than anything, NCTH is not.
Actually, what it does is break with the stupid Vanilla progression of everyone going to war with pistols. It bothers a lot of people, hence the popularity of alternate enemy gun choices with a more sensible premise. Btw, AIMNAS progression is in fact pretty close to an NCTH model. You'll encounter rifles and smg's in Omerta and old MGs not long after. The only faction that'll have a problem with it is the die hard, Vanilla at all costs crowd.
dinglehopper
What i think would replace them is the enemy would get to choose anything from the current coolness level or maybe sometimes one or two coolness levels up or down. I actually think that makes sense anyways, if you can buy it on bobby rays, shouldn't diedranna and her men be able to as well?
Nope, it doesn't. It's an entirely different thing if you want to buy 3 rifles for a private company (/ LE / SF) or need to equip an army.
dinglehopper
I admit i know little about the drop tables, I almost always play with enemy drop all turned on.
The drop tables that are used when drop all is off just give general percentages like 'armor has a 30% chance of dropping' - they need not concern us.

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