The Bears Pit - 9Mm Large AP (50) - 9Mm Large HP (50)

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The Bears Pit - 9Mm Large AP (50) - 9Mm Large HP (50) Subject: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 22 Jul 2005 23:47:00 GMT View Forum Message <> Reply to Message I started with the C++ CVS code that DeFrog so wisely ported over to C++.NET. I've located and fixed the following bugs in that code so far: 1) The Autofire/Burst bug, where you couldn't do burst fire unless the weapon also had autofire. 2) The canteen/camouflage bug, where you couldn't apply items to the merc's body. 3) The 0 AP grenade bug, where throwing grenades didn't cost any APs. 4) The 0 Min. AP cost for AI throwing grenades bug that resulted in a CTD. 5) Stuff falling through roofs (but not people) Oh, and I also made the extended ear show the enemy location in all modes, not just Platinum. Finally, I made the autofire shots slow down a bit too. Using this code means that there is an external Weapons.dat (now weapons.xml) file for people to tweak the guns/weapons, and also that guns will be able switch to Auto fire mode by clicking the burst button again (right click in auto-fire mode to increase shots fired). There were some other fixes as well, but they've been documented elsewhere. Then I went ahead and added the following features: 1) Weapons from Unfinished Business added I added the following weapons (in addition to the regular JA2 guns): - Barrett .50 Cal Sniper Rifle - H&K PSG1 Sniper Rifle - VAL Silent Sniper Rifle - Calico M950 pistol - Calico M960A SMG - Calico M900 Rifle - Enfield L85A1 LMG - TAR 21 LMG - Micro Uzi And the following Ammo: - 9mm Heavy - .50 Cal - 9mm Large (50) Page 1 of 301 ---- Generated from The Bears Pit - 9mm Large AP (50) - 9mm Large HP (50) Yes, I got the sucker to accept more than two ammo types per weapon No, I didn't re-order everything in the item lists to do it. No, it doesn't screw up any ammo placed on the maps. All stats are the same as in UB, except for the Calico M950, to which I added burst-fire. (A pistol that big, with a 50-round magazine without burst fire just seemed a waste to me) 2) IMPs: Multiple IMPs & 90210 code re-enabled. UB Style IMP generation screens (Kaiden). (IMP items configurable in xml; includes options for random items and items for any stat/specialty) 3) Externalized the following data in xml files: - Weapons - Items - Explosives - Armours - Sounds - Merges - Magazines - Launchables - Ammo Strings / Calibers - Compatible Face Items - Enemy Gun Choices - Attachments - Attachment Combo Merges - Attachment Info - Incompatible Attachments - Shopkeeper Inventories - Enemy Item Choices - IMP Item Choices 4) Added a whack of new attributes and possible bonuses to items, including: - thermal optics - tunnel vision - weapon stat bonuses - vision and hearing range bonuses - Default attachments - created and added when item is created - Launchables that decrease in status, instead of being removed, when a launcher's mag size > 1 - Burst & spread fire for grenade launchers - plus many more 5) 5000 item slots! Page 2 of 301 ---- Generated from The Bears Pit 6) Bobby Ray's sells more stuff, both quantity and variety He's an internet shop, so he should have good variety and better inventory. BR's now sells ALL the weapons and ammo in the game, along with detonators, TNT, etc. I also bumped grenades & explosives back a bit so you'll see them earlier. (Configurable in Items.xml) 7) New option at start: Bobby Ray Selection The following options are available: Normal - as original with changes from #6 Great - 2x as much inventory as normal and sells gear a bit earlier. If you look in the used section, you might find some slightly better stuff there, if you're up to fixing it. Excellent - Great, plus has 4x as much inventory as normal and sells gear a lot earlier Awesome - Great, plus has 10x as much inventory as normal and sells all gear from the beginning I scrapped the platinum mode and moved the Realistic/Sci-Fi choice down to the Iron Man / Regular Saves part of the screen. Iron Man is no longer available. If you really want Iron Man mode, just don't save New option at start: Enemy equipment drops - Normal and Everything Obviously, if you select everything, enemies will always drop their weapons and ammo, along with some other gear. This replaces the tons of guns option, which is now on by default. 9) Enemies can and will use new weapons So don't be surprised if you get hit by a .50 Cal in the chest. :whoknows: but I didn't really try _that_ hard), so just speak friendly to the Madame and she'll let you in, and you can get the winking smiley (and sound fx) as per pre-gold versions. 11) Bobby Ray and Tony both sell new weapons and ammo (Configurable) 12) Zero stats are trainable 13) All stats are trainable up to 100 14) More stats increase for performing activities See Snap's thread for details: http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=5;t=000966 Page 3 of 301 ---- Generated from The Bears Pit 15) No loyalty penalty for inactivity 16) Minor profile tweaks: - Len can be trained - Shadow has a silencer (Hah! Now it doesn't work on the HK53, should I keep it there anyway or switch his gun?) - Igor has Night Ops - Other minor trait changes (added secondary traits to those with just one) 17) Prof1.dat - Prof4.dat Extra prof.dat files for Easy(1) through Insane(4) difficulty. (currently all the same) 18) New difficulty level: INSANE More enemies, more frequent and aggressive attacks on towns, more elites, higher level enemies, more frequent bursts from enemies, less starting cash - Insane has 50% more elites than expert - Expert has 25% more elites than normal, and 20% larger garrisons, with not just yellow shirts I was nice and kept the elites out of Omerta 19) AI changes: The biggest difference between this mod and regular JA2 is probably the AI: - Enemies can now snipe you if they have a sniper scope, even if you're out of visual range, but still visible to another enemy (spotter) - Enemies can now climb on roofs. Sometimes they will stay up there and snipe you. - Enemies will now flank your position - Enemies no longer get up and charge straight at you after dropping prone - Enemies take cover more often - Enemes can use suppression fire to try send you to the ground and make you lose APs (but not out of visual range) - AI tweaks to reduce the number of enemies on the roofs, and make snipers only shoot when they might actually hit you - Enemies should be less likely to come looking for you than in previous versions. This should reduce the huge, immediate carnage upon entering a sector, and provide more smaller battles instead. - Enemies can use the new GL bursts 20) New Weapons: Page 4 of 301 ---- Generated from The Bears Pit I did away with the weapon limit of 69, and added the following: - MP-5A2 - MP-5SD3 - MP-5N - UMP-45 - Five seveN pistol - P7M8 pistol - G36K - G36C - G36E - MSG-90A1 - Bennelli M4 Super 90 shotgun - AK-103 - RPG-7 - HK MP-7 PDW - Commando Mortar (in addition to regular one) - OICW, with integrated grenade launcher and 6-shot 20mm HE mags (GL supports 2-shot bursts) - Milkor MGL Mk.1 40mm grenade launcher (with 3-shot bursts possible) 21) Weapon changes: - Added autofire to rifles, SMGs and LMGs (including UB weapons) - G11 and SKS can attach Talon - Minimi holds 200 rounds - HK21 holds 100 rounds - RPK holds 75 rounds - C-7 has 3 round burst instead of 5 - Colt Commando renamed to M4A1 - L85A1 renamed to L85A2 - Pistols should all cost about 1 AP less to shoot - MP53 renamed to HK 53, since it uses 5.56mm ammo, it also uses slightly less APs - Sniper rifle damage upped by 10 pts each 22) New Ammo: - 200 rd 5.56mm belt for minimi - 100 rd 7.62mm belt for hk21 - 75 rd 5.45mm drum for RPK - 20 rd 5.7mm mags for Five seveN (I need to clean these images up at some point) - RPG ammo, including HE, AP and Fragmentation - 100 rd Beta C-Mags (9mm and 5.56mm) - 40 rd 4.6mm mag for MP-7 - mustard gas mortar shell - 6 rd 20mm HE clip for OICW - 6 rd cylinders (frag, smoke, stun) for MGL Mk.1 23) New Attachments Page 5 of 301 ---- Generated from The Bears Pit - Flash suppressor - Reflex scope - Reflex sight - C-Mag adapters (9mm and 5.56mm) 24) Fallback animation added. Now enemies can fall backwards when they die. 25) Other item related changes: - Platinum Watch + Copper Wire = Detonator - like in UB (configurable) - Canteens can be merged (configurable) - Silencers and flash suppressors hide muzzle flashes (configurable) - Solid slugs in shotguns add 6.5 tiles to gun range (bumps 'em up to 20 tiles, same as SMGs) (configurable) - Duckbill adds 4 tiles to buckshot range (configurable) - Enemies always use sniper scopes with sniper rifles - Mercs can wear gas masks and goggles at the same time (configurable) - Possibility of up to 2 attachments on an enemy weapon 26) Multiple Interrupts! So now if you pass on your first chance, you can have another. 27) Interface Changes: - Control + LMB on map inventory screen to permanently delete items w/out confirming - Alternate + LMB on map inventory screen to sell items to the locals for 25% of their value (w/out confirming) - UB style reveal all enemy gear when sector cleared (Kaiden) 28) Audible warnings using a previously unused merc quote when enemy tanks or rocket launchers are present Changes in the latest, 9.23.05, release: (From Kaiden's message on p.13) Quote: Mugsy - 1.
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