Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » HAM 5 Alpha - You know it!!
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Re: HAM 5 Alpha - You know it!![message #294903]
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Sun, 11 December 2011 19:00
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reVurt |
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Messages:61
Registered:March 2007 Location: The Great White North, eh... |
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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
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Re: HAM 5 Alpha - You know it!![message #294905]
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Sun, 11 December 2011 19:37
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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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 Report message to a moderator
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Sergeant Major
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Re: HAM 5 Alpha - You know it!![message #294908]
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Sun, 11 December 2011 20:16
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BigBadWolf |
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Messages:7
Registered:October 2010 |
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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
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Re: HAM 5 Alpha - You know it!![message #294919]
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Sun, 11 December 2011 23:02
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BigBadWolf |
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Messages:7
Registered:October 2010 |
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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
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Re: HAM 5 Alpha - You know it!![message #294922]
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Mon, 12 December 2011 01:13
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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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
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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Re: HAM 5 Alpha - You know it!![message #294962]
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Mon, 12 December 2011 16:13
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reVurt |
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Messages:61
Registered:March 2007 Location: The Great White North, eh... |
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HeadrockHmmmm 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
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Re: HAM 5 Alpha - You know it!![message #294974]
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Mon, 12 December 2011 17:09
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reVurt |
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Messages:61
Registered:March 2007 Location: The Great White North, eh... |
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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
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Re: HAM 5 Alpha - You know it!![message #294992]
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Mon, 12 December 2011 19:08
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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] Report message to a moderator
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Re: HAM 5 Alpha - You know it!![message #295037]
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Tue, 13 December 2011 05:48
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reVurt |
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Messages:61
Registered:March 2007 Location: The Great White North, eh... |
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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
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Re: HAM 5 Alpha - You know it!![message #295049]
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Tue, 13 December 2011 08:36
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dinglehopper |
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Messages:134
Registered:January 2008 |
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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
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Re: HAM 5 Alpha - You know it!![message #295052]
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Tue, 13 December 2011 10:37
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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dinglehopperA 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.
dinglehopperWhat 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.
dinglehopperI 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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