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 - 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) 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. Shirt/pant colors now based on IMP Portrait so they don't all look alike!

2. Fixed a bug that could result in Imp not getting some gear that was setup in ImpItemChoices.XML.

Snap - 1. Max Tilesets NOW 255, no code changes required for adding new tilesets

2. Breath bug has been fixed!

Page 6 of 301 ---- Generated from The Bears Pit Kaiden - 1. When throwing Knives, you will now stop if you see a new enemy.

2. Several LOS fixes causing a CTD game have been fixed.

3. It is now possible to drop leadership to Zero. Restriction was never neccessary and it seems to have always been this way.

4. Autofire now has same penalty as burst after the first bullet (let me know how it turns out, May be more or less than what is needed).

5. I didn't know that you only receive 15 points when you drop a skill from 35 to Zero, I didn't change it, but I put in a Constant instead of having the value hardcoded, this way it can be externalized.

Kaiden has also added an Ini file full of externalized settings and options. Check out his sample on p.14 of this thread

In the next version:

- GL Burst cursor type toggle option - UB Mercs added to MERC (Tex, Gaston, Stogie, Biggins)

To be added at a later date:

- externalization of explosion types, ammo types - Get the enemies to actually use attached GLs properly - 7.62x54r ammo - low- to mid-power rifles - more attachments - EOD armour - sniper enhancement of some sort - better inventory management - vehicle inventories - ambient sound effects - editor exe (if possible) - higher resolutions - new animations

Download the latest version (09.23.05) here: http://members.shaw.ca/madd_mugsy/mods.html Mirrors:

Ja2mods.de

Page 7 of 301 ---- Generated from The Bears Pit ETA of next release: very soon

Major thanks to Kaiden for helping out with coding and taking over the for me while my time is limited.

A big thanks to Khor, Police, Blavor, Lochmacher, Scorpion, darkThor, flybyu, Snap, ratbag, Omega, wil473, gpmg, DurtyDan, grindedstone, John Wright and everyone else for helping me test this mod, and providing me with images, stats, debugging help, code snippets & ideas. This is truly a great community effort. :cheers:

(some images borrowed from Shady Job, UC and NightOps)

- Madd Mugsy

Subject: Re: "1.13" Mod - Main Thread Posted by wudu on Sat, 23 Jul 2005 15:44:00 GMT View Forum Message <> Reply to Message Looks like I'll have to check this one out! Haven't played JA2 in a long while, might be exciting. The improvements seem very nice!

Thanks for your effort on this one

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sat, 23 Jul 2005 17:37:00 GMT View Forum Message <> Reply to Message That listing looks very nice. I do like retaining loyalty I will definately try it when available!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 24 Jul 2005 02:12:00 GMT View Forum Message <> Reply to Message Just added INSANE :diabolical: difficulty level. Download is available at same location.

Insane adds:

25% more elites less admins less starting cash more bloodcats & creatures creatures spread faster more troop ambushes

Page 8 of 301 ---- Generated from The Bears Pit more troops in garrisons patrols are replenished faster more city attacks higher level troops w/better stats For a real challenge, play w/bobby ray's @ good and normal equipment drops :axe:

I'm still testing this new difficulty level out, but it seems to be working well so far. Let me know if you find any issues.

Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Mon, 25 Jul 2005 04:52:00 GMT View Forum Message <> Reply to Message Just some feedback...

Thanks for taking the time to make this mod. These changes are exactly what this game needed from the beginning. All the features combine to completely change the play strategy, something that most mods lack.

I am trying out a game with the hardest difficulty, all equipment drops, and the second option on Bobbyray's. On the insane level, it is difficult just to hold on to Drassen, but not because of a lack of equipment. It is day 8 now and I have a .50 barrett, VAL, PSG, assorted G41s and AK74s, and UV goggles. I was tired of most of the AIM mercs, so I tried it with 5 custom Mercs from the beginning, so I could choose their stats and bonuses (using the IMP generated numbers as a starting place). I highly recommend it. I gave them Mini-14s initially, which made the blackshirts in Omerta manageable (I own one, so why can't a mercinary bring one to a war zone??).

Just one suggestion- tweak the ammo for the larger capacity boxes/belts in the machineguns. This would finally give credit to the dominating power of a machinegun in the light infantry fight, something that JA has always lacked. The autofire mode is great, but it can eat up the ammo. A longer sustained rate of fire is the real advantage to a machinegun.

For me, I am happy with the other tweaks the way they are.

Again, Great Job

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Mon, 25 Jul 2005 06:02:00 GMT View Forum Message <> Reply to Message I am currently playing the mod on expert and must say that it is working very well. Only one

Page 9 of 301 ---- Generated from The Bears Pit problem I've encountered so far: If you try to order from Bobby Ray's while team 1 is at the airport then the items are mostly sold out (one or two guns, ammo, etc.). This is with the highest availability setting. Also, when you try (haven't yet) to import your merc into UB, which IMP does it take? I only ask because the profile emails that IMP sends all had the same Merc (last one made).

Again, great mod. This last bit is not needed, but would be appreciated; Could you make a checkbox for bloodcats? If I'm playing Sci-Fi, I expect the bugs and I can decide whether or not to have them in a game from the onset. Why not the same with bloodcats? They are pesky and, at early levels, downright disasterous! (I think that there is a "quest" to kill them off, but have never done so, maybe I'll stick with that).

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Mon, 25 Jul 2005 21:38:00 GMT View Forum Message <> Reply to Message One quick bug. Not sure if this is something specific to this mod or not. There is constant and repeatable crash-to-desktop when facing some blackshirt enemies. I believe it is when they are trying to fire a LAW.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 25 Jul 2005 22:39:00 GMT View Forum Message <> Reply to Message DurtyDan,

Quote:Originally posted by DurtyDan: One quick bug. Not sure if this is something specific to this mod or not. There is constant and repeatable crash-to-desktop when facing some blackshirt enemies. I believe it is when they are trying to fire a LAW. Thanks, I'll look into this. I'm guessing that it's either the original code or the CVS code that's causing this error. I also get CTDs sometimes when an explosive/grenade goes off. Maybe these are related issues... Actually, you know what? Post/send me your crash log, and I'll compare it to mine.

Lochmacher,

Omega pointed this one out to me too, right after I had uploaded the new version. I fixed it and re-uploaded right away, so try downloading and installing the mod again, and bobby ray's should be re-stocking items once the game advances to a new day.

I'll look into the bloodcat stuff soon.

Right now, I'm looking into editing the tactical AI. My goal is to add AI to flank your position and snipe you from the roofs. If anyone has any great ideas on how to do this, feel free to let me know

Page 10 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Sofos on Tue, 26 Jul 2005 01:10:00 GMT View Forum Message <> Reply to Message Just one question

Is the mod 1.13 compatible to JA2 800x600 mod??

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 26 Jul 2005 01:21:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Sophocles: Just one question

Is the mod 1.13 compatible to JA2 800x600 mod?? Not presently.

Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Tue, 26 Jul 2005 02:31:00 GMT View Forum Message <> Reply to Message Will the new versons work with old saved games?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 26 Jul 2005 05:27:00 GMT View Forum Message <> Reply to Message The 1.13 version will NOT work with 1.12 games. I had to make changes to the general game options structure and it won't be able to load older saved games properly.

All 1.13 builds that I release should not have any compatiblity issues.

Except, of course, for you Omega. The first few builds before I made the equipment drops an option in the menu aren't compatible with the newest version(s). But I think you're the only one (besides me) who tried those.

While I'm at it, I should also mention that this mod won't work with wedit, jape, or any editor that modifies the exe or saved games.

You can still use IMP editor on your IMPs, and prodedit, ja2edt, etc. You can also edit weapon info in the Weapons.data file under data\tabledata.

Page 11 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Tue, 26 Jul 2005 06:22:00 GMT View Forum Message <> Reply to Message Hopefully we can work together (and maybe get some help from others *coughmodsquadcough*) to make this a bug free mod, i've had to start again because of the new version but oh well

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 26 Jul 2005 12:09:00 GMT View Forum Message <> Reply to Message Well, I'm stumped folks. I can't get figure out my way around this "The thread tried to divide an integer value by an integer divisor of zero" CTD bug. I know it's probably in the Tactical project, and it can happen when an enemy soldier tries to use a weapon. It's definitely something that came over from the CVS code, but I'm just not having any luck finding and fixing it.

I've posted the source code that I'm using up on my web page, so if some brave soul would like to take a crack at it, be my guest.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Wed, 27 Jul 2005 15:18:00 GMT View Forum Message <> Reply to Message Can we work it backwards? What steps are taken to have an enemy fire? (formulae used to determine aim, stats, weapon use/preference). Is it a specific weapon that triggers this? I can only theorize as I cannot code my way outta a paper bag.

Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Wed, 27 Jul 2005 23:23:00 GMT View Forum Message <> Reply to Message I find that when sometimes when they try and use a micro uzi it sometimes crashes (maybe they are trying to use burst mode?) thats the only possible reason I can think of right now

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 27 Jul 2005 23:40:00 GMT View Forum Message <> Reply to Message I've also seen it with a G41, and some other guns. I thought it was the autofire code, but placing checks in there for division by zero didn't stop the CTDs. Durty Dan also got a division by zero bug when an enemy fired a LAW. I'm assuming it's the same bug.

Page 12 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 28 Jul 2005 02:55:00 GMT View Forum Message <> Reply to Message OK!

I just figured out how to get it to create debug files, both for standard operations and tracking AI decisions. This means I should be able to track down bugs, like the /0 CTD, much faster as I should be able to see what happened last before it crashed. Now I just need some time to try it out (maybe tonight)...

Also... I'm going to try increasing the energy damage done by stun and tear gas grenades (hand & 40mm). Although it looks like the stamina rollover bug has been fixed in the CVS code, enemies still get up right away after being hit by a stunner.

Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Thu, 28 Jul 2005 03:01:00 GMT View Forum Message <> Reply to Message Just looking through the AI code, to try and see why the game crashes when they try to use a weapon..I get the feeling this is going to be a looong night..

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 28 Jul 2005 12:29:00 GMT View Forum Message <> Reply to Message Got it! In Attacks.cpp, in CalcBestThrow: iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubMaxPossibleAimTime); for some reason both the raw ap cost and the max possible aim time were 0. The aim time was fine, since it can be zero. Not sure how or why the raw ap cost could be zero, since there's a check for a minimum value of one before it returns. Anyway, if I use the ubMinAPCost variable instead (which takes into account the turning ap cost, rawAPcost does not), I always get a value above zero and it doesn't crash

Now, back to writing flanking maneuvers...

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 28 Jul 2005 14:23:00 GMT View Forum Message <> Reply to Message New version & source just uploaded.

Page 13 of 301 ---- Generated from The Bears Pit Changes: - No more /0 CTD (I hope ) - Stun grenades and tear gas grenades do double energy point damage. This means those bad dudes should actually stay down for a turn. - Equipment drops: previously, there was a chance that an enemy may not drop any/all weapons even w/drop all selected. Now they should always drop all their weapons. (not fully tested)

Flanking, etc. isn't ready yet. Hopefully within the next week or so.

Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Fri, 29 Jul 2005 03:33:00 GMT View Forum Message <> Reply to Message Just taken out King pin and his "men" and before that had a crash while trying to aim at one of them, but after a reload it was fine.

Also no one but king pin, spike and king pins door guard droped anything at all, but this is the old ver im talking about so i'll download the new one now and see the difference.

Also something thats just a little annoying but I can live with; Ira and Spider complain about using the P90 and the barret (the barret I can understand but the P90?

And yet another weird bug. I've just gone to the sector above to take out billy and the rest of the gang, so I went into the map and told my 2 teams to go to the next sector but when they get there they are all on top of each other (two mercs on the same tile) I can tell them to move away so its not much of a problem (this is now with the new ver)

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 29 Jul 2005 05:18:00 GMT View Forum Message <> Reply to Message New version should fix the drops.

Send me your savegame just before they complain and I'll see if I can debug it. The code looks fine for that part, but maybe one of the variables is zeroed out for some reason.

As for the mercs on top of each other, this is definitely yet another wonderful bug from the CVS code :diabolical:

I've also noticed the following graphical anomalies:

Page 14 of 301 ---- Generated from The Bears Pit - tiles don't always get redrawn (mostly in basements & underground). Happens randomly.

- if you're doing stuff in the tactical screen, and then go to the map screen, and then right click the minimap there, the game tries to draw the bottom part of both screens at the same time.

If anyone knows how to go about fixing these graphics bugs, please let me know :professor:

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Fri, 29 Jul 2005 13:40:00 GMT View Forum Message <> Reply to Message OH NO! The website isn't working!! Just takes me to Shaw member page (generic).

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 29 Jul 2005 14:37:00 GMT View Forum Message <> Reply to Message Looks like shaw decided to delete my home page or something, but that's ok, because I just found that the drops weren't always working (still). Now not only do they work perfectly, you'll get a sh*tload of stuff you weren't getting before. Previously there was still a chance an enemy wouldn't drop something. That meant that sometimes you wouldn't get that nice P90. So now they drop EVERYTHING: multiple grenades, all armour, all misc stuff, all attachments, etc.

New version has been uploaded. Web page is back online.

Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Fri, 29 Jul 2005 16:07:00 GMT View Forum Message <> Reply to Message To sort out the graphics problem, just press tab and then tab again, it'll sort it out only untill you move back to that part (or another glitchy map tile)

Just found out that 'nades dont seem to be doing any physical damage at all (reg hand 'nades) coz I just got one thrown at me and it only took away -1 from being hit by it but the explosion didnt do anything

Subject: Re: "1.13" Mod - Main Thread Posted by Checkmaty on Sun, 31 Jul 2005 00:03:00 GMT View Forum Message <> Reply to Message Amazing work, Madd.

Page 15 of 301 ---- Generated from The Bears Pit Any plans to update the AI? The militia AI needs a lot of work. Would also be nice if enemies(and allies) would use cover more often. Looking forward to seeing those flanking maneuvers.

Subject: Re: "1.13" Mod - Main Thread Posted by quasimodo on Sun, 31 Jul 2005 07:39:00 GMT View Forum Message <> Reply to Message There is some good stuff in this mod. I would like to see enemies able to climb roofs. They could do this in the German beta version, but somehow this was removed from the final release. I was playing this version of the game a while back and it was fun to have enemies come on the the rooftops after my snipers.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 31 Jul 2005 10:01:00 GMT View Forum Message <> Reply to Message Funny you should mention roofs...

While working on the flanking code, I took some time to look at the climbing code. Some parts were disabled and other parts were missing entirely. So I re-enabled and re-wrote the broken parts

BTW, should have a new version out tomorrow sometime.

I've got 99% of the AI code done, but I haven't had a chance to test everything as much as I'd like, so I'm going to wait til tomorrow to release the new version.

This new version won't be compatible with existing savegames (sorry!). I had to change the "soldier" structure and that seems to have affected existing saves.

New features coming tomorrow include:

- Flanking enemies (if you use the see all enemies cheat (ALT-E), you'll see them doing the swat walk around to your sides.

- Enemies go up and down the roofs. If they hear you up there they'll come after you! Sometimes they just like to go up there for the hell of it too...

- Snipers. I'm not sure if the mortar code for the AI actually works. Has anyone ever seen them fire a mortar? Anyway, I used the basics behind that code, but applied to sniper rifles. Enemies should use spotters and take shots from long distances. (not tested yet)

Page 16 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Sun, 31 Jul 2005 15:52:00 GMT View Forum Message <> Reply to Message Not yet but i've seen them with mortars on their persons, but in the code i've seen it say if they dont have a shell to fire then they cant use it, and I dont remember anyone droping shells.

I'll use gabbi and drop a shell near an elite and see if they have a mortar and can fire it

It sounds like you did a really good job on the AI code, well done :cheers:

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 31 Jul 2005 20:57:00 GMT View Forum Message <> Reply to Message hello Madd Muggsy i`ve been reading this and it seems most interesting to me. not yet had the time to give it a thorough testting though i have a couple of questions (if you don`t mind) is the exe new compiled or did you work with code-insertion? i mean, will editors such as weedit and proedit-add on still work with it? i ask because your exe seems great, however the UB weapons and other "generic" ja2 stuff might need some reworking if i want to base a mod on this exe (if you`d allow it of course) i`ll follow this. Some very nice ideas in here

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 31 Jul 2005 21:15:00 GMT View Forum Message <> Reply to Message See my post above about using editors, etc.

If you want to add your own weapons, mods, etc, I'm making the source code available on my web page as well, so you can just change it in there. You get way more flexibility when changing the source -> no attachment limitations, can change weapon types, etc.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 31 Jul 2005 21:30:00 GMT View Forum Message <> Reply to Message

Page 17 of 301 ---- Generated from The Bears Pit a, thx, i just found it in your post above about the external weapon file... thats great

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 01 Aug 2005 01:46:00 GMT View Forum Message <> Reply to Message New version is up!

The AI's not 100% bulletproof I'm sure, but it's better than it was. The enemies have wisdom scores too, and they're not all the shiniest apples in the bunch.

AI should take cover a bit more now too.

Not all of them will flank you. Some will still charge head on into combat, like true peons.

Let me know if you guys see any weirdness happening.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 01 Aug 2005 08:34:00 GMT View Forum Message <> Reply to Message Found a bug in the CVS code. Omega reported this to me earlier, and I managed to recreate it and debug it today:

"The thread tried to read from or write to a virtual address for which it does not have the appropriate access."

If you get this message, it may be because something weird happened with playing a sound in the game (a function called AIL_set_named_sample_file for the miles sound system fails to execute and crashes the game). I can't seem to fix it. You can try to work around it by going to and loading a different sector and then reloading the one that was loaded when it crashed.

This might even be Windows XP related or something. If someone knows how to fix it, let me know.

Subject: Re: "1.13" Mod - Main Thread Posted by Checkmaty on Mon, 01 Aug 2005 11:52:00 GMT View Forum Message <> Reply to Message Sounds good! Can't wait to try out the new AI code. Very happy to see someone working on improving the AI. Unfortunately the site is down though.

Tried playing your last version with just IMP mercs and the game became very unstable. Wanted to try the game with generic characters instead of mercs so that I don't feel so bad every time I

Page 18 of 301 ---- Generated from The Bears Pit lose someone.

Edit: You could try hosting the file on Rapidshare. Shaw looks very unstable for you.

RapidShare: http://www.rapidshare.de/

Subject: Re: "1.13" Mod - Main Thread Posted by Dr.Faust on Mon, 01 Aug 2005 20:20:00 GMT View Forum Message <> Reply to Message Madd Mugsy, this patch sounds insanely cool and I'd love to try it, but the website isn't working! Just takes me to Shaw member page (generic). Any chance you or anyone could e-mail it to me at [email protected]?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 02 Aug 2005 02:32:00 GMT View Forum Message <> Reply to Message For some reason shaw keeps replacing my index page

Access the page here now instead:

http://members.shaw.ca/madd_mugsy/mods.html

This worked out in your favour anyway, since I just found and fixed another bug :ok: After I added in flanking, some enemies would just stand in place spinning around instead of seeking out noises. Let me know if anyone still sees this happening, as I'm 90% I've fixed it.

Quote: Tried playing your last version with just IMP mercs and the game became very unstable. Wanted to try the game with generic characters instead of mercs so that I don't feel so bad every time I lose someone. You have to make sure that all your IMPs use different voices, as the game indexes your mercs based on their voice. This is basically the same multiple IMP patch that Dvornik made, so the same restrictions will apply.

EDIT: The new version now also includes a copy of IMP-editor for those that want to edit their IMPs.

Subject: Re: "1.13" Mod - Main Thread Posted by kropotkin on Tue, 02 Aug 2005 04:07:00 GMT View Forum Message <> Reply to Message So.. another mod for cheecheemen

Page 19 of 301 ---- Generated from The Bears Pit about 20 measures to make the game easier.. more enemies don't make harder either

So here my one, constructive idea:

Find the function that assigns xp-levels to random enemies, and increase that. Because, the fight in JA2 is really about getting firstshots and interrupts, all else is decoration. This would really be a new difficulty level and could even get myself back to this old game.

Think thats possible, muggsy the man?

Subject: Re: "1.13" Mod - Main Thread Posted by kropotkin on Tue, 02 Aug 2005 04:13:00 GMT View Forum Message <> Reply to Message (doublepost deleted) d*** webboards

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 02 Aug 2005 05:31:00 GMT View Forum Message <> Reply to Message Well, I was sort of doing this already. But I've just now addressed your concern by making minimum enemy experience levels and stats vary with difficulty level. In earlier versions, stats/levels could vary from 1-10 (1-9 in 1.12) for any enemy. Now the minimums are 1 (Easy), 2 (Experienced), 3 (Hard), 6 (Insane).

BTW, normally enemy stats get reduced to make them easier, but not on insane level.

New version's up.

If you want a serious challenge, play insane, with BR's @ good, and normal drops.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 02 Aug 2005 05:44:00 GMT View Forum Message <> Reply to Message That's a great idea. Linking the difficulty level with enemy abilities is something I've wanted for years!

I've finally got the time to start playing this mod starting tonight and I'm really looking foreward to this. Thanx Mugs!

Page 20 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Lars on Tue, 02 Aug 2005 06:17:00 GMT View Forum Message <> Reply to Message I don't know if I gonna thank or curse you Madd Mugsy but what I do know is that my JA-addiction are getting worse then ever because of you

Great job with the source

Subject: Re: "1.13" Mod - Main Thread Posted by Batman on Tue, 02 Aug 2005 18:36:00 GMT View Forum Message <> Reply to Message Hello All,

First off, great job Madd Mugsy on your 1.13 version. :ok: I have been playing it for the past few days and have really noticed a difference. (Playing Expert with Drop All Items) I mostly play night ops and have found that break lights are constantly thrown at me.

Anyway, as the game has progressed I've noticed (what I think is) a problem with the drops. I wasn't getting any Armour drops other than helmets. I found (after 4 cities + Omerta) my team is still wearing some Flak Jackets.

After monitoring for a bit, I found that enemies do not drop Guardian Vests, Kevlar Leggings, Spectra Vests or Spectra Leggings at all. I was able to create myself a work around with this version (previous to the A.I. tweaks you've just made).

In Tactical Files\Inventory Choosing\ (~ Line 1554)

Changed ENEMYEQUIPDROPRATE = 50 To ENEMYEQUIPDROPRATE = 100

In Tactical Files\Inventory Choosing\ (~ Line 1777)

Changed else if( !Random( ubNumMatches-- ) || gGameOptions.fDropAll ) to else if( !Random( ubNumMatches-- ) )

Don't know why this has worked but (through tests) it appears I am getting some drops of Vests and Leggings.

On a different note, I would like to incorporate your latest version (with A.I. Changes) but have done a lot of modding to the current version, can you tell me what files were actually changed in the last version so I don't have to re-enter all of my code? (I know, you may not even remember

Page 21 of 301 ---- Generated from The Bears Pit but I thought I would ask).

Thanks.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 02 Aug 2005 23:29:00 GMT View Forum Message <> Reply to Message Wow, I don't think I could list all the files that I changed. There are so many little things (and some big things, all of them quick and dirty -- I'm not a C programmer) that I put in there. I would recommend getting a hold of a program like BeyondCompare and doing a comparison/merge of your modded version to the latest online version.

As for the drops, yeah, I noticed that it wasn't working all the time in earlier versions too. In the latest the enemies will drop everything properly though (I removed the OBJECT_UNDROPPABLE flag from all objects, including the ones with the NOT_OVERWRITABLE flag, which was affecting CAWS and P90 drops). The only note to that is I made it so that they only drop their face gear (gasmasks, goggles, and ext. ears) 50% (=ubOtherDropRate)of the time. This is because pretty much every enemy has some form of this type of gear (at least in Insane), so out of the 20 or so enemies per sector, I'd end up with 10 gasmasks, 10 NVGs, 5 UVGs and 15 Ext. ears (enemies can wear both NVG/UVGs and gasmasks). I thought this number was a little excessive, but didn't want to adjust the gear worn, since it would just make the enemies easier, so I just made them drop them a bit less.

The next thing I'm looking at is the larger ammo capacity suggestion for machine guns. What does everyone think about this? What should the new capacities be? And does anyone have any good pictures I can use for the belts/boxes?

EDIT:

I was also looking at the code for maybe adding some more new weapons. I didn't want to fiddle with it earlier, as I was just getting my feet wet, but now that I've got a pretty decent handle on how things work, I think I should be able to add a whack of new weapons, ammo and any other items. However, I'm a little leery to do so, as new weapons may make the game feel less like JA2. Any suggestions/opinions on this?

Subject: Re: "1.13" Mod - Main Thread Posted by Lars on Wed, 03 Aug 2005 05:07:00 GMT View Forum Message <> Reply to Message Normal capacity for the machine guns are: Minimi 200 rounds beltfed HK 21 100 rounds beltfed RPK-74 45 rounds box or 75 rounds drum

Page 22 of 301 ---- Generated from The Bears Pit I would really like it if you replaced the rocketrifle with a RPG-7.

I belive all the pictures needed are available in UC

Subject: Re: "1.13" Mod - Main Thread Posted by kropotkin on Wed, 03 Aug 2005 07:04:00 GMT View Forum Message <> Reply to Message Better to develop a modular system for this. The original set has its very own charm, I think. The UC set isn't too bad but it could use some more variety. For ex. fat revolvers, the MGL, or the good old flamer :welder:

Would it be possible to have the new UB mercs for rent? Gaston is the only real man to ever grace this game.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 03 Aug 2005 07:29:00 GMT View Forum Message <> Reply to Message I haven't played with the mercs yet, but I'm thinking that adding them to AIM would be harder than adding them to MERC, since AIM displays that screen w/everybody's faces.

The other problem of course is the edt files. JA2EDT and ProEdit only take you so far. You can't add new entries, but there are 7 empty spots at the end of the Prof.dat, so there is a bit of room there. How many new mercs were introduced in UB again? Maybe I can fit them all in there...

I'll look into it.

EDIT: I think it's possible to move all the mercs from UB to JA2, as long as they're hireable from MERC and not AIM.

Subject: Re: "1.13" Mod - Main Thread Posted by Batman on Wed, 03 Aug 2005 18:39:00 GMT View Forum Message <> Reply to Message Not sure if anyone is playing the new version (08/01/2005) but I am and will give some feedback.

Enemies do seem to want to flank the attacker, which is very nice. Means you have to keep someone watching the sides.

As for additional ammo sizes, you've created the exe easy enough to do this; I've added 100 round box 7.62NATO, 100 Round 5.56mm C-Mag, and 45 round 5.45mm clips with no problems. My preliminary tests indicate that they are working properly.

Page 23 of 301 ---- Generated from The Bears Pit Some issues:

Still get the occasional CTD when entering a sector for battle (group placement screen). This seems to be a carryover from the original source that the White-Hats were working on. (I think). I believe this was caused because the placement of the team is within range of an enemy. At least that is what I seem to recall.

Also, I get a CTD randomly while in battle. I have not found any rhyme or reason for this yet but during battle the system will crash, I have to re-load and then usually I can continue.

I have a question though if a C-Programmer can lend a hand. I want to add a feature to the weapons that will increase damage. The primary concept is to allow pistols to be useful as the game progresses. I have currently worked out the source so that if a Rod & Spring is attached to a weapon, the weapon increases damage by 3. So a pistol with a damage of 25 will end up with 28 damage if a Rod & Spring is attached.

What I want to do is make it so the more powerful the weapon, the less extra damage it will get. I'm a VB Programmer so here is what the code would look like in VB.

NewDamage = OldDamage + 5 - (CInt(OldDamage / 10))

So if the weapon's original damage is 25, then formula would read:

NewDamage = 25 + 5 - (Cint(25 / 10)) NewDamage = 25 + (5 - 2) NewDamage = 25 + 3 NewDamage = 28

If the weapon's original damage is 40, then the formula would be:

NewDamage = 40 + 5 - (Cint(25 / 10)) NewDamage = 40 + (5 - 4) NewDamage = 40 + 1 NewDamage = 41

Note: In VB, Cint means Convert to Integer

Any help converting this to C?

Subject: Re: "1.13" Mod - Main Thread Posted by Omega on Wed, 03 Aug 2005 20:43:00 GMT View Forum Message <> Reply to Message This all sounds very nice and i'd love to help but like Madd and you im a vb programmer myself, I know very little C/C++ but nothing that would be of any use, as for weapons, i'd love to see more.

Page 24 of 301 ---- Generated from The Bears Pit Mercs, im not really worried about, as the selection is already great in JA2.

As for replacing the RR, I think thats a little pointless as it would make the LAW pretty much useless, unless you replace that as well.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 04 Aug 2005 00:04:00 GMT View Forum Message <> Reply to Message Batman,

You can swap the CInt(OldDamage / 10) with (INT16) (OldDamage / 10)... Or (INT32) or (INT8) or whatever type newDamage is. You could also try the VB integer division symbol, \, in C... Not sure off the top of my head where the best place is to put that though, probably when a bullet hits its mark.

In the latest code, I made it possible to print debug messages into a text file. In builddefines.h in the JA2 project, look for #define SGP_DEBUG and move it out of the #ifdef that it's in (move it two lines up or so). Now Debug.txt will be created in the exe's directory when the game runs. You can make your own debug messages using this syntax as an example:

DebugMsg (TOPIC_JA2, DBG_LEVEL_3, "This is a debug message");

DebugMsg (TOPIC_JA2AI, DBG_LEVEL_3, String("Soldier %d is tired", pSoldier->ubId));

Using this, along with a general idea of when/where the errors are occuring and the actual error message from the crash log, you should be able to track down the cause of any CTDs. Just make sure to move the #define SGP_DEBUG line back into the #ifdef before you release your mod because writing to the text file eats up cpu time.

If you could post any fixes you come up with, it'd be much appreciated

Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by Batman on Thu, 04 Aug 2005 01:47:00 GMT View Forum Message <> Reply to Message Thanks MM, I will check it out...

Page 25 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 04 Aug 2005 10:16:00 GMT View Forum Message <> Reply to Message Heya MM, I got a list of bugs that may need squashin':

As Batman said, there is indeed a problem during combat: Sometimes, during or after combat, the "Done" and "Tactical Screen" windows are cut out without warning (Not only do they not work, but they show the ground from the last scene you were last in before the bug took place). This also effects Stealth (If you show the all mercs bar during combat. This may be the issue.)

The CTD is caused if you use HotKeys to go into Tactical Screen or pressing Done. The work around is simple however: Just do an Alt-S and allow it to crash, then reload.

Also, I found a balancement issue: The MP53 is WAY too over-powered with Silencer, it is possible to wipe out a whole sector with it with one merc. In my opinion, having a Sub-Machine gun or Pistol with a silencer should be like a last resort if the enemy finds you trying to sneak up to him with a Knife or trying to place a nicely postioned Shurikan (Throwing knife) on his back.

Now it's like lone-wolf Rainbow Six.

One more thing: This is probably a bug in the original code, but sneaking behind someone on a roof WILL get you spotted by anyone looking away on the ground (That or my merc is being too noisy).

Hope the issues/bugs get fixed, and keep up the good work!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 04 Aug 2005 12:32:00 GMT View Forum Message <> Reply to Message Police,

Can you try messing with the MP53's settings in the weapons.dat and see if you can find some that are more balanced? I'd really like to keep the silencer on it, if possible, but may end up removing it if I can find some stats & graphics for an MP5SD.

I haven't actually seen the CTDs or the graphics glitches that you and Batman are describing. Feel free to send me some screenshots & detailed directions on how to recreate them, and I'll try to fix them. (That CVS code sure is buggy...)

I saw someone posting about something like this in one of the other forums, I think. Apparently, the enemies sometimes have 360 degree vision. I'll look into it if I have time.

And now for the good news:

Page 26 of 301 ---- Generated from The Bears Pit I managed to work around the MAX_WEAPONS limitation in the code, and have now moved the UB weapons that were replacing creature attacks to the unused spots towards the end of the items list. I have also restored the creature attacks & items to normal. There's room for another 18 or so guns/items in there before I need to start forcing things into the Keys section of the items.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 04 Aug 2005 12:46:00 GMT View Forum Message <> Reply to Message Can do.

Really, I just think that the whole Armour Piercing property of the 5.56mm is the reason it's overpowered.

Making an MP5SD5 as a new rifle would be pretty sweet though, aslong as it goes useless when the oppenents use more stronger armour (Gaurdian Vests/Spectra).

I'm mostly picking on the MP53 because it'll make the "Insane" difficulty a pushover.

Oh, and I think this image would suit a new MP5SD5 image well, just flip and transperant-afy the JPEG. http://www.aerpak.ee/MP5SD5.jpg .

I'll get on to taking pictures, but for now I'm stuck with some weird "Won't load properly" bug in cambria, but I doubt it's from 1.13, but I'll post the full details later.

(Stealth ops rock )

-Added: Is there anyway to change the enemy code to from C++ to Lua? If I get a chance to crack open the JA2 code, maybe I'll try and change the A.I. to Lua so it'll be more stable. God I love that langauge.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 04 Aug 2005 12:54:00 GMT View Forum Message <> Reply to Message Thanks, man. No idea about the C to Lua thing. I'd settle for C# or VB... But I'm starting to get the hang of this C thing; it's not so bad once you figure out where to look to figure out how to do something (like write debug messages ).

I also wanted to ask:

What are the clip sizes for the TAR21 and the L85A1? These are LMGs right? So their clips, I'm assuming, should be larger than 30 rounds.

Page 27 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 04 Aug 2005 13:02:00 GMT View Forum Message <> Reply to Message http://world.guns.ru/assault/as30-e.htm

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 04 Aug 2005 13:23:00 GMT View Forum Message <> Reply to Message Ahh, good to know. I'll scale back their autofire values then.

BTW, nice website you've linked to there & thanks!

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 04 Aug 2005 13:29:00 GMT View Forum Message <> Reply to Message Oh, and I remember playing through normal JA2 (Going around Maduna) and I noticed that the A.I. threw quite a few mortar shells at me.

Just answering that old question .

Now, time to duplicate that CTD bug.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 05 Aug 2005 00:03:00 GMT View Forum Message <> Reply to Message Ok, cool. That means that the sniper code I put in there should work. I actually adjusted it last night so it doesn't just apply to sniper rifles, but all guns with a range > 30. So the AI should be able to take shots based outside of visual range with various different guns in the next version.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 05 Aug 2005 00:25:00 GMT View Forum Message <> Reply to Message sounds all so cool *thumbup* i guess you made the enemy only use them if a sniper scope is attached and make them use maximum AP, right?

Page 28 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 05 Aug 2005 03:02:00 GMT View Forum Message <> Reply to Message Yes, in the next version, it'll check for sniper scopes, and it automatically figures out the right # of APs to spend.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 05 Aug 2005 03:05:00 GMT View Forum Message <> Reply to Message great. That will be a big improvement to AI. Will make the combat a bit more tactical. cover becomes even more valuable

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 05 Aug 2005 08:45:00 GMT View Forum Message <> Reply to Message Just make sure they only go into alert and "Sniper mode" if the whole sector is alerted (I shot my unsilenced weapon or I ran into a bunch of oppenents and ran away/died), or else it'd make Stealth Ops impossible. and that CTD doesn't seem to be appearing anymore.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Fri, 05 Aug 2005 08:59:00 GMT View Forum Message <> Reply to Message Can you also increase daytime visual for mercs? It seems ridiculous that a person can't notice another standing in an open field (could happen in JA2 1.12). I also think that NVG and UVG should have a bit of tunnel vision penalty (if they already don't). (This may not be an issue now, but if it is, please look into it and if not, please don't be angry at me for wasting your time ).

EDIT: Heh, I know that UV amplification goggles do not work indoors without other light sources. Tunnel vision is when your peripheral vision is limited, such that you can only see in front of you, not taken literally as "seeing in caves".

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 05 Aug 2005 10:44:00 GMT View Forum Message <> Reply to Message Hey Lochmacher, currently and from the first release of JA2, the UV Goggles had a penalty for

Page 29 of 301 ---- Generated from The Bears Pit spelunking. This is also the reason that in it's discription it says "Not suitable for spelunking". Night Vision though, doesn't. I think it's infrared.

Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Sat, 06 Aug 2005 06:22:00 GMT View Forum Message <> Reply to Message Madd Mugsy,

I also second Lochmacher's request to increase the visual range, by 2x for example. By increasing the visual range, the differences in each weapon classes are more pronounced, and also more interesting long range fire fights. Thanks.

Dex

Subject: Re: "1.13" Mod - Main Thread Posted by drunk71 on Sat, 06 Aug 2005 07:11:00 GMT View Forum Message <> Reply to Message great work here love this game and all the mods developed for it don't know how you lot manage to do it.

Though i do have a request if anyone can do it, i have got so used to the in game to hit calculator and i miss it on this mod. Any chance of bringing it back? The change to the exe stops Dvornik's cth from working.

Keep up the good work people

Drunk71 edit - oops now i have had a proper play i see the bar, should have had a go rather than just installation b4 any requests, sorry.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 06 Aug 2005 07:42:00 GMT View Forum Message <> Reply to Message You'll see a chance to hit bar when targeting while using this mod. It's the same as the one in the CVS code.

Sight Ranges:

Page 30 of 301 ---- Generated from The Bears Pit Totally doable, at least theoretically.

There are some constants in overhead types.h: // CHANGE THIS VALUE TO AFFECT TOTAL SIGHT RANGE #define STRAIGHT_RANGE 13

// CHANGE THESE VALUES TO ADJUST VARIOUS FOV ANGLES #define STRAIGHT_RATIO 1 #define ANGLE_RATIO 0.857 #define SIDE_RATIO 0.571Maximum straight ahead LOS is STRAIGHT_RANGE * STRAIGHT_RATIO ( and then another *2 by default = 26 tiles).

Changing the LOS will affect everything, from mercs, to AI soldiers, to bloodcats, to crepitus.

The questions here are: How far should we increase LOS? It will also affect night ops, unless I change it elsewhere (just in opplist.cpp: DistanceVisible from what i've seen so far). Is that ok? Should the changes only be for daytime? Tunnel vision can be accomplished by reducing the angle_ratio and side_ratio constants (or changing it elsewhere if it's just for night ops).

I'm not going to have a chance to play around with this for a little while; would someone like to check it out for me and let me know if it works and plays alright?

Flanking attacks will also have to be changed if/when the LOS change is made, as right now they try to creep around just outside your LOS.

Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Sat, 06 Aug 2005 12:46:00 GMT View Forum Message <> Reply to Message Madd Mugsy,

Thank you for taking up the suggestion. You are right that there are other factors to consider should the sighting range changes. If 2x the sighting range is too extreme, perhaps we can get by with 1.5x instead and not having to rewrite any other variables.

Dex

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 06 Aug 2005 23:22:00 GMT View Forum Message <> Reply to Message Does someone have (or have a link to) a couple good pictures for ammo belts? I've got the drum and belt(box) pics from UC, but would like another, since there are two LMGs that use belts.

Page 31 of 301 ---- Generated from The Bears Pit Cheers.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sun, 07 Aug 2005 07:07:00 GMT View Forum Message <> Reply to Message What LMGs are they? (Unless it's a surprise). Might help us find something. Would you prefer boxed or no?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 07 Aug 2005 08:25:00 GMT View Forum Message <> Reply to Message Don't care if it's boxed or not, since the pic I've got already is boxed.

It's for either the HK21 or the FN Minimi.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 07 Aug 2005 14:53:00 GMT View Forum Message <> Reply to Message Ok, so I've added a few more new weapons & ammo; are there any requests for new weapons?

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sun, 07 Aug 2005 15:52:00 GMT View Forum Message <> Reply to Message DE .50 scopeable would be fun (if not a little odd). The G36c would be cool. Maybe an MP5SD5 (Police LT expressed some interest too)? And the P7M8 are my immediate thoughts (nice, fast, little gun).

Gotta have the C-Mag http://www.blackrivermilitaria.com/belts/bettac~mag~back.jpg

http://www.betaco.com/img/cmn000-1.jpg

Nice little HK number http://www.blackrivermilitaria.com/belts/hk21~a.jpg or with C-Mag (love it!)

http://www.rdts.com/images/Img60.jpg

Page 32 of 301 ---- Generated from The Bears Pit And the 249 "Minimi" http://www.blackrivermilitaria.com/links/SAW01aaaa00111.jpg

Minimi outta the box: http://i3.ebayimg.com/02/i/03/43/2b/ab_1_b.JPG

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Sun, 07 Aug 2005 22:30:00 GMT View Forum Message <> Reply to Message Yes, I do express interest in the MP5SD5, but let's keep a Desert Eagle .50AE out of it hows about?

Personally, I find the Desert Eagle repulsive: It's very hard to unholster the weapon, heavy, jams way too often, .50 Action Express is too large a caliber and drops at short range.

So unless we want a gun that eats 1000AP per shot and hardly has range (So why the scope?), with the ability to jam very often and is heavier then conventional weapons.

Let's just scope a Barracuda! Now that'd be good, especially since by the time you find a scope you'll already have rifles!

And a G36c would be good, but I'd prefer a G36k, but that is completely up to MM. Personally, I don't mind which.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Mon, 08 Aug 2005 00:56:00 GMT View Forum Message <> Reply to Message It would be a reflex scope/aimpoint (not a rifle scope, as those do not work on pistols ). The Barracuda isn't all that hot either in terms of weight or speed, though simplicity in the mechanism makes prolonged use easier (also, no broken wrist). I was thinking of guns that would be good for closer ranges, hence the P7 and the 36c for those guys that like to hide in buildings with gasmasks that are soooo loveably fun to play tag with . Which reminds me: Is a reflex sight even possible? You mentioned having free item slots, could you make (when you have time, not an issue at all... seriously, you have done a great job already) such a scope that would allow for quicker target acquisition?

Thanks again for the mod, it has rejuvenated JA2 for me, and that is always good.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 09 Aug 2005 00:36:00 GMT

Page 33 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Ok, I've got workable pics for the G36K and the G36C, but I can't get that c-mag to look right. Lochmacher, do you have any other images of it?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 09 Aug 2005 00:49:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: Ok, so I've added a few more new weapons & ammo; are there any requests for new weapons? i`m surprised there aren`t more requests! c`mon guys. I personally like the RPK and RPD light machine guns and always include them into my mods. i can help with pictures of guns, clips and magazines or stuff if you need them. maybe you prefer creating them yourself, i don`t know and i strongly second the idea of new attachemnts if that is possible. i think that`s one of the more important features of ja2`s weapon balance, the attachemnts to guns new ones would rock (a small scope, a tac light, a folding buttstock that reduced draw and weight of the gun... there are certainly lots of ideas around)

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Tue, 09 Aug 2005 02:45:00 GMT View Forum Message <> Reply to Message I agree with Skorp, though it could be difficult to make the tac-lite work (use a limited glowstick effect?). The folding stock is another idea that you might have act like the spring and rod (in terms of firing rate) but then use the penalty associated with a poor silencer (just trying to think of events/items that might help you track down the code... might even be hurting progress here, so I will stop).

Also, ran into an error trying to shoot soldiers on roofs if not on another rooftop. The weapon fires and instantly makes a ricochet noise and the bullet magically disappears (on Insane, regardless of gun/attachments--had a scoped Vintorez, rock on!-- at nighttime in the Sorthern Meduna townsites). On a lighter note: the enemy actually uses the rooftops to climb onto and off of! They actually flank! Look forward to more developments in this and other mods guys!

http://dboy.cpgl.net/USA/beta-cmag/cmag.htm

This site has pretty much all you'd need for C-mag pics...

Thanks again!

Page 34 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 09 Aug 2005 02:58:00 GMT View Forum Message <> Reply to Message Any help with pics would be much appreciated. I'm not much of a photoshop expert, and I don't have as much free time as I'd like, so making game images tends to take me quite a while.

I managed to put together some decent images for the G36C and the MP5SD3. I found pics for the other guns I've put in so far in UC and that Shady Job mod.

Right now, I need some help with the C-mag ammo drum for the HK21. I need AP and HP versions.

I'm all for adding attachments; just post some pics, stats and tell me what it's supposed to do, and I'll do my best to make it work.

FYI, while I'm trying to keep new guns' stats as close as possible to reality (and keep in mind, I'm a software developer, not a gun expert), I'm also messing with them a bit to keep the variety factor high (ie: a gun in the game might shoot a bit faster than in real life, or cause more/less damage). I'm also trying to balance things out through price and at what level of progress an item appears in the game. So, if when the next version is released, some guns are out of whack, try messing around with the stats in weapons.dat to balance them out and let me know what you come up with

BTW, here is a status update:

I've spent a fair amount of time fiddling with being able to add items outside of their allocated slots. It's more involved than I thought at first, but I'm pretty sure everything is working 100% now. I've still got 12 empty slots before I have to start messing around with unused key item slots. And it looks like we won't be able to slip things into all the empty slots in between other items. For some reason that caused it to crash I was able to re-instate the crepitus "weapons", so they no longer all use the same claw and spit attacks.

I removed the silencer from the MP53, reduced it back to 3 shots per burst, and lowered its fire rate.

After reading up on MP-5s, I renamed the MP53 to MP-5A3. I also renamed the Colt Commando to the M4A1, since it seems the commando was from the vietnam war era, and the M4 is its modern successor. I left the pic & stats the same though.

I've added the following weapons: (PL = progress level, point of reference the Glock 17 has PL = 2, MP5K has PL = 3 and the P90 has PL = 10)

MP-5, uses 9mm SMG ammo clips (PL 3) MP-5SD3, 9mm SMG, integral silencer (PL 4) MP-5N, 5.56mm, meant in game as a successor to the MP-5A3, has a higher fire rate than in real life (PL . UMP-45, .45 cal SMG, gave it a bit better fire rate and better damage than the MP-5 (meant as its successor) (PL 5)

Page 35 of 301 ---- Generated from The Bears Pit FN Five seveN, 5.7mm pistol clips (new). I made this pistol do 28 damage with better range than other pistols due to the 5.7mm ammo. (PL 7, which makes it very late for a pistol). P7M8, 9mm pistol mag. I originally added three new 9mm mags with 8 bullets each for this pistol, but due to a lack of graphics and the fact that I had to use 3 item slots for ammo for just one weapon, I decided to make this pistol use the standard 15 bullet clip. It fires faster than any other pistol, but only does as much damage as a glock 17. (PL 3) G36K, 5.56mm. (PL 6, which is the same as the G41) G36C, 5.56mm. (PL 7) I made the G36C fire slightly faster than the G36K, but it has 2 tiles less range and does 1 point less damage to compensate.

New Ammo: 5.7mm 20 round pistol magazines, AP & HP only (no regular). 5.45mm 75-Round drum for the RPK. 5.56mm 200-Round belt for the Minimi. 7.62mm NATO 100-Round belt for the HK21, but I'll change this to the c-mag, once I have a pic.

EDIT: Oh, I also fixed the sniper code which wasn't actually sniping in the current release. Testing this now...

EDIT 2: I also increased the range from which the enemy will fire bursts. It used to be 10. Now it's 20, and there's a 100% chance of a burst if the enemy's within 10 squares.

Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 09 Aug 2005 02:59:00 GMT View Forum Message <> Reply to Message yeah. a tac light would be more of a disadvantage anyway btw the bug you describe has happened to me too with a different ja2 exe always in the same spot and you can only kill thesniper when on the roof yorself i don`t think this bug is related to the changes madd muggsy made to the exe file

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Tue, 09 Aug 2005 06:37:00 GMT View Forum Message <> Reply to Message Hey MM, not a good idea to turn it to MP-5A3, seeing as it's called MP-53 by the HK Defense.

No A in it, it's not a submachine gun, it's a miniturized Assault Rifle.

Page 36 of 301 ---- Generated from The Bears Pit http://www.hkdefense.us/pages/military-le/rifles-carbines/hk53.html But yeah, they do have 3 round bursts.

MP-5A3 is completely different.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 09 Aug 2005 07:45:00 GMT View Forum Message <> Reply to Message Ahh, ok. I see. There's an MP-5A3 and an HK 53. The one in the game is the latter. I'll change the name.

And yet, the description for Bobby Ray's reads:

This German sub-machine gun has a lethality and stopping power that is definitely disproportionate to its size. When fitted with a special flash suppresser, excessive muzzle flash that is common on short weapons, is eliminated.

And the general description is:

Heckler and Koch's latest addition to the submachine gun family is known for its excessive muzzle climb, making its use indoors inadvisable.

They've also classified it as a submachine gun in the game.

Hmmm. Looks like the devs got confused. I wonder which gun they intended to put in there.

EDIT: Okay, changed to the HK 53; also changed the description in game to match the website you provided.

I also modified the mp-5n, which I had as 5.56 since I had intended it to be a successor to the mp-5a3 in game. It's now a specially modified version of the mp-5n that uses 4.7mm ammo and is PL 9. The theory behind this absurdly high power for the mp-5n, is that I wanted a powerful night ops weapon for the late game, and I just happened to have an in-game picture of the mp-5n. If someone has a better gun for this role, I'm all ears.

BTW, what do you guys think of different merc profile files (prof.dat) for different difficulty levels? We could adjust merc equipment based on how hard the game is, etc.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 09 Aug 2005 08:24:00 GMT View Forum Message <> Reply to Message nice additions to the weapons so far

Page 37 of 301 ---- Generated from The Bears Pit if you want to stick with H&K Guns, the MSG 90 a1 could also be cool. another sniper rifle (ja2 has only 2 of them) in late progress (maybe using standard 7.62 nato 20 magazines many people confuse compact assault rifles with submachine guns. by definition, a submachine gun fires pistole ammunition, like 9mm or .45 ACP or so. the HK 53 therefore ist some sort of compact carbine because it fires 5.56 ammunition attachments: i like the idea of the folding buttstock. It would best be a permanenet attachment to certain guns, and reduce the drawpoints by 1 or so, maybe even reduce AP usage by 1 but also reduce accuracy (read effective range) by some squares. ah, yeah, the gun would become lighter with the folding metal buttstock thing another idea would be the tac light. The problem would be to avoid that the taclight becomes a disadvantage. maybe it would not illuminate the merc`s position, but start illuminate the area some 5-6 squares in front of him and some more squares (would be great to toggle it on and off)on from there another idea would be a night vision scope for better aiming or better sighting at nighttime or a foregrip (similar function like the foldable buttstock) i`ve got a couple of ideas, i just don`t know what actually can be done

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 09 Aug 2005 12:20:00 GMT View Forum Message <> Reply to Message I found an MSG pic in Shady Job, so it's in. So there are now 6 sniper rifles in the game: m24 dragunov val silent psg-1 barrett msg-90a1

I have an idea for an attachment, if someone can do me a pic: a flash suppressor. When you do night ops, the enemies can see your muzzle flashes. It shouldn't be too hard to suppress it in code. I just need a good picture...

EDIT:

I'm having some weird problem with the MSG in game. Everything works fine, except when I drop the rifle. It looks like an ammo clip on the ground! (Talk about compact...) I've set the

Page 38 of 301 ---- Generated from The Bears Pit tilesets\0\smguns.sti image at the right index, but it won't show up. Has anyone seen this before? Thx.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Tue, 09 Aug 2005 13:40:00 GMT View Forum Message <> Reply to Message Just for the record, I believe they called anything that had a firepower lower then that of a normal Assault Rifle, they called it Sub-Machine gun

In reality, a Sub-Machine gun is whatever uses Pistol ammunition and is an automatic weapon, simple as that.

They called the AK-74SU a Sub-Machine gun even though the weapon uses 5.45mm ammunition, this is because the AK-74SU is just a miniturized AK-74, a Mini Assault Rifle you could say.

The Devs weren't confused, just trying to put everything in a category, Although I disagree calling it a SMG.

-Added

I also think you should redo the G36C and make the G36K harder to acquire: The G36K would have alot more damage then just an extra 1 and alot more tiles then just 2.

Just keep with the devs plan mate, they got alot of the gun stats right.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 09 Aug 2005 13:55:00 GMT View Forum Message <> Reply to Message Hey, I'm just pulling most of the stats out my ass here Feel free to suggest stats for any/all the weapons being added, and the existing weapons.

Found the problem with the little icons, and it's not just the MSG90: It appears there's an actual limit to how many tiles can be used by the game, and the smguns.sti file is apparently not supposed to have more than 60 gun tiles in it. I'm working on figuring out a way around it...

Subject: Re: "1.13" Mod - Main Thread Posted by kropotkin on Tue, 09 Aug 2005 20:18:00 GMT View Forum Message <> Reply to Message The standard JA2 weapons set was based on normal RPG rulebooks. Just in case your PC is also infected with this donkey virus, try looking for 'D20 Modern' and 'GURPS'. There are rulebooks for firearms, ammunition variants, historical periods and all that kind of stuff

Page 39 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Tue, 09 Aug 2005 20:22:00 GMT View Forum Message <> Reply to Message Whoa, the website went down for a while, and now I'll need to make my large list of what I think should change and be made...

Biggest suggestion: Your way too far with the MP-5N, it's not THAT dramatic of a change to a HK53, it'd be more like a beefed up MP5k with more weight and only very little more fire-power, and it won't be either fast nor go-through-the-armour modifying-after-release magical 9mm bullets.

List of weapon changes and crap of such. Version 3. ---

M24 - http://world.guns.ru/sniper/sn11-e.htm

Weight: 5.5KG (With scope) Magazine: 5 round 7.62 NATO Range: Around 40-45 Damage: Around 45-50 Action Points: 11 AP (Won't need alot of shots.) Draw Action Points:+1 to original (It'll usually dash off the next bullet's AP by -1) Weapon Loudness: 85-90ish

---

MSG-90A1 - http://world.guns.ru/sniper/sn27-e.htm

Weight: 6.4KG (With Scope) Magazine: 20 rounds 7.62 NATO Range: Around 50-55 Damage: Around 35-40 (You'll get alot of shots in anyway) Action Points: 9AP Draw Action Points: +2 to original Weapon Loudness: 80-85ish

---

UMP .45 - http://world.guns.ru/smg/smg16-e.htm

Weight: 2.2KG Magazine: 30 .45ACP Range: Around 30 Damage: 25-30 Action Points: 8AP (It's not all that faster firing then the MP5k) Draw Action Points: +2 to original (Considering the UMP, not Balancement) Burst Penalty: 7 (UMP is pretty accurate, it's somewhat low ROF can let it be aimed while firing.) Weapon Loudness: 60-65ish

Page 40 of 301 ---- Generated from The Bears Pit ---

MP-5 Navy - http://world.guns.ru/smg/smg14-e.htm (5th gun)

Weight: 2.9KG Magazine: 30 9mm Perabellum Range: Plus that of MP5k, by about 5 tiles Damage: Plus that of MP5k, by about 4 damage. Action Points: Minus that of MP5k, by about 1 AP Comment Don't make the "Navy" or "Modified" in the discription fool you, it's not all that nifty. Really it's just a MP-5A3 with minor changes. Draw Action Points: +1 to original Burst Penalty: 8 Weapon Loudness: 55-60ish

---

Five-seveN - http://world.guns.ru/handguns/hg18-e.htm

Weight: 0.6KG Magazine: 20 5.7mm Range: 25 tiles Damage: 30-35 (That's pretty beefed, but hey! It's a Five-seveN!) Action Points: Around 7-9AP Draw Action Points: +1 to original Weapon Loudness: 55-60ish

---

MP-5A2 - http://world.guns.ru/smg/smg14-e.htm

Weight: 2.5KG Magazine: 30 9mm Parabellum. Range: Plus of a MP-5k, by 5 tiles Damage: Plus of a MP-5k, by 3 damage Action Points: Same as MP-5k Draw Action Points: Plus that of an MP-5k, by about 1 (Because it's larger, therefor harder to shoulder) Burst Penalty: 7 Weapon Loudness: 55-60

---

MP-5SD3 - http://world.guns.ru/smg/smg14-e.htm (4th gun)

Weight: 2.9KG Magazine: 30 9mm Perabellum Range: Around 30 tiles

Page 41 of 301 ---- Generated from The Bears Pit Damage: 20 Action Points: 8AP Draw Action Points: +2 of original Burst Penalty: 7 (It shouldn't be too hard to keep leveled, it's meant for swift terrorist handling, thus also the 9mm bullets.) Weapon Loudness: 1 (duh)

---

G36k - http://world.guns.ru/assault/as14-e.htm

Weight: 3.3KG Magazine: 30 5.56 NATO Range: 30-35 tiles Damage: 35 Action Points: 8AP Draw Action Points: +1 (Look at the gun, in theory it'd be easy to draw it.) Burst Penalty 7 (Around that of an UMP) Weapon Loudness: 70-80

---

G36c - http://world.guns.ru/assault/as14-e.htm

Weight: 2.8KG Magazine: 30 5.56 NATO Range: 20-25 Damage: 30 Action Points: 7AP (For balancing) Draw Action Points: 1AP (Because of it's compactness) Burst Penalty 7 Weapon Loudness: 75-80

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 09 Aug 2005 21:51:00 GMT View Forum Message <> Reply to Message how do you calculate this AP and range values? becasue 8 ap is far too much for the UMP if you give 9 to msg 90

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 09 Aug 2005 22:50:00 GMT View Forum Message <> Reply to Message Thanks, Police. I also need the following information:

Page 42 of 301 ---- Generated from The Bears Pit Weapon loudness, on a scale of 1-100, with 1 being totally silent and 100 being a barrett.

Burst Accuracy Penalty, this seems to be 8 for most weapons, but could be less if a weapon is particularly accurate during bursts.

Base Autofire Cost - this is the minumum number of APs that always gets taken for each auto-burst (this is on top of the standard minimum firing cost)

Autofire Shots Per Five AP - this is the number of shots you can fire using this weapon using 5 APs (ie. 25 = 5 shots per AP)

And when you specify APs, are you including the extra APs it takes to ready the weapon?

Also, since you're comparing the mp-5n to the mp5k, is the 5n small enough to use in one hand?

I also need stats for the regular mp5, mp5sd3 and the g36k & g36c.

Thank you very much!

BTW, consider the tileset issue I was having taken care of.

EDIT: the RPG book referenced in the code is:

Compendium of Modern Firearms (Edge of the Sword Vol 1)

What RPG is this from?

Subject: Re: "1.13" Mod - Main Thread Posted by kropotkin on Wed, 10 Aug 2005 03:22:00 GMT View Forum Message <> Reply to Message Just get the D20 Modern and GURPS Firearms + Ammo guides.. and you'll quickly understand where most of the inspiration came from

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Wed, 10 Aug 2005 08:06:00 GMT View Forum Message <> Reply to Message MP-5n probably is, seeing as you can use two P90s, that'd even it out.

I'm way too lazy to try and make a whole new list, I'll edit the original list.

-I updated the original list-

Page 43 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 10 Aug 2005 11:16:00 GMT View Forum Message <> Reply to Message Sorry, I didn't read that website correctly, by MP-5, I meant MP-5A2.

Thanks.

And thank you for doing all that research!

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Wed, 10 Aug 2005 11:43:00 GMT View Forum Message <> Reply to Message Actually, if by research you mean already in my brain, and by doing you mean having alot of curiosity, then your welcome .

Just looking out for the community.

I'll get the stats of the MP-5A2 soon.

-Alright, editted for the MP-5A2-

Added: Hey MM, just thought you'd wanna know that your site is down once again O.o

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 10 Aug 2005 21:24:00 GMT View Forum Message <> Reply to Message Site's up.

I made your recommended changes Police, and everything seems ok so far. I just got my ass handed to me by some black shirt with an MPSD3 on full auto

I also just made another change to the AI: once they go prone, they're not going to be so stupid as to get up and run towards you again.

Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Thu, 11 Aug 2005 07:51:00 GMT View Forum Message <> Reply to Message Madd Mugsy,

Link please . Thanks.

Page 44 of 301 ---- Generated from The Bears Pit Dex

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 11 Aug 2005 08:21:00 GMT View Forum Message <> Reply to Message Now that we have new weapons, time to focus on the original play-style, and rape it anally!

Can you fix the M16? It's always doing a 5 round burst, which isn't how a real M16 handles (They are limited to 3 round bursts), and also take off AutoFire for this gun. The Glock 18 can be fired in full-auto, it's not like CS where it only shoots 3 times.

Oh and I hope you remembered to take off the silencer on Shadow's HK53

And get a new webhost for god sakes

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 11 Aug 2005 08:40:00 GMT View Forum Message <> Reply to Message Actually except for the M16A2 the 16 does have full auto capacity (thank God they gave up on that stupid experiment). The newest versions offer both full auto and 3 rnd burst.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 11 Aug 2005 08:54:00 GMT View Forum Message <> Reply to Message Isn't the M16 in JA2 a M16A2?

Either way, turn the burst to 3 rounds.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 11 Aug 2005 09:13:00 GMT View Forum Message <> Reply to Message M16 adjusted to 3 round burst. No silencer on HK53.

New version is uploading right now. Is everyone still linking to the web page in my first post? That one doesn't work (I'll go change it now); instead use:

Page 45 of 301 ---- Generated from The Bears Pit http://members.shaw.ca/madd_mugsy/mods.html

(The "mods.html" doesn't appear to go down like the "home.html" that it was pointing to before)

PLEASE NOTE: Because I am seriously screwing around with the exe, this version will not be compatible with previous saved games.

I have added Prof1.dat through Prof4.dat to the BinaryData folder. These correspond to the easy(1) to insane(4) difficulty levels so you can have different merc profiles and gear for each difficulty level. Unfortunately, I can't hack proedit to use the new files, so you'll need to rename the Prof#.dat file you want to edit to Prof.dat, edit it, and then rename it back to Prof#.dat when you're done. Right now all the prof.dat files are the same. Feel free to post your suggestions for profile changes at each difficulty level.

I have not started playing with LOS distances yet, as it looks like a big job to re-balance everything (night ops skill, night & sun goggles, AI behaviour, etc), and I haven't had that much free time lately.

EDIT: Took it down due to a weird hanging bug I just found. Will re-up shortly.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 11 Aug 2005 09:35:00 GMT View Forum Message <> Reply to Message I always thought the 'Commando' was supposed to be a late Vietnam era 'Shorty CAR 16' hence the moderate accuracy and general poor performance. This weapon would definately be full auto and not nearly as unreliable as those that appeared 'early' in that conflict. The stats would likely be similar to those already present in Ja2 (except of course in vanilla Ja2 you don't even have true full auto as an option.

If it's going to be an A2 then so be it.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 11 Aug 2005 10:25:00 GMT View Forum Message <> Reply to Message Ok, it's back up. Bug was caused by looking for sniperscope/laserscope before sniping... not sure why. I just removed the check for now.

The M16 in the game is a C7, not a regular M16, and it does have full auto, according to this page:

http://world.guns.ru/assault/as44-e.htm

Page 46 of 301 ---- Generated from The Bears Pit But that also says it has no burst fire, so whatever. Now we have the best of both.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 11 Aug 2005 11:20:00 GMT View Forum Message <> Reply to Message yay for bugs!

It'd seem that putting equipment drops on normal makes the soldiers drop EVERYTHING.

It'd need some squashin' before my game has enough guns to make Maduna a cake-walk

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 11 Aug 2005 23:50:00 GMT View Forum Message <> Reply to Message I'll look into it and have a fix up by tonight once I'm home from work and have access to my webhost.

EDIT: Well, technically, they don't drop everything, but they do drop stuff they're not supposed to (like kevlar/leather vests).

EDIT 2: Actually, kevlar leather vests seem to be the only thing they drop that they're not supposed to on Normal Drops. It seemed odd that they were even wearing them, so in the next version they'll get flak jackets instead, which coincidentally, they never seemed to wear before.

Because of the removal of the MAX_WEAPONS limitation on guns, enemies will drop a few more things than they usually would. I also increased the ammo clips carried by enemies by one, because I was tired of chasing down the enemies who ran out of ammo and tried to run away.

I'll post a fix for the kevlar leather jackets tonight. Let me know if there are any other issues and I'll try to get to them tonight too.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Fri, 12 Aug 2005 01:14:00 GMT View Forum Message <> Reply to Message Mugs, you are doing great. It would seem that this project is attracting more and more people too! JA2 done right: what a great idea. Thanks again Mugs.

Subject: Re: "1.13" Mod - Main Thread

Page 47 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Fri, 12 Aug 2005 01:55:00 GMT View Forum Message <> Reply to Message Thanks for the compliments! And you're welcome

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Fri, 12 Aug 2005 02:31:00 GMT View Forum Message <> Reply to Message I am wondering why the soldiers are able to see me and shoot me at ranges beyond pistol range; they are also seeing me without night vision clear off the screen at night of course. And day time also. I cannot see them why is this happening? Also I am just trying to take the Airport in Drassen. Also have a lot of Freeze ups and have to turn the puter off and on again. Any help would be greatly appreciated.

P.S. New to modding JA2

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 12 Aug 2005 02:43:00 GMT View Forum Message <> Reply to Message Thank you for truly breathing new life into a very deserving game! For a lot of us you've fixed things we've wanted done from the time we first started playing. I can only hope the folks who are working on Ja3 have a tenth of the love for this title that you've demonstrated.

Hats off to Mugsy!

What I'd really love to see is you're version being able to work with the many external editors that have been developed for us non programmers. Forgive me if this is way more work than you're willing to consider but I think it would be awesome to have you're version of the code driving a full blown Ja mod complete with new maps and storyline. Specifically, if you got the Beta map editor to recognize you're .exe we could then place items in our maps without fear of these maps crashing the game while also being able to identify them without having to refer to a conversion table. This would expedite the production of new mods based on you're .exe and be a godsend to those of us who don't really want to go back to the pre Mugsy version. Everyone I know who plays thinks this version is a huge step toward the game we've always wanted Ja2 to be. If you could also allow for more than two clip sizes, make the Rocket Rifle easily moddable (the existing weapon slot retains the fingerprint i.d. so you can't use it on weaponmods that predate this technology), and make grenades and explosives moddable as well then we'd have the weapon editor every modder has been dreaming of. Making the autofire characteristics of each gun adjustable might be pie in the sky but is another thing that would really help those of us who are trying to make a mod that includes some weapons that only have burst fire (Schmeisser, etc.) I don't know how familliar you are with weedit or any of the external utilities but they all tend to be buggy and I really wish someone would make an .exe that works in a more stable manner.

Page 48 of 301 ---- Generated from The Bears Pit Then all you'd have to do is figure out how to crack the quests and make them fully 'modular' (for lack of a better term) so that you can alter any component of each quest or possibly (and now I'm really reaching) design new ones from scratch.

Any of these alterations would help us out considerably and if you made you're mod fully compatable with Weedit I'm sure you'd quickly see a slew of interesting Weaponmods at least. We could also tweak each existing gun to our own preference so if for instance someone liked the M16A2 and someone else didn't both could have their favorite version.

One ai tweak I think would be cool (though maybe more work than you'd want to take on) is fixing the way the enemy uses smoke grenades and grenades in general. In the game they use them like a weapon, trying to lob it directly at you. More often than not this is an advantage to you in that the guy they are aiming at now has a convenient shroud of smoke to hide in. If you could somehow have them aim to cover thier advance or even have them only throw at a group of you it would make that part of the game make more sense. Again, I know that's maybe way more coding than you want to get into for a seemingly minor problem.

Thanx again and keep up the good work.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 12 Aug 2005 04:28:00 GMT View Forum Message <> Reply to Message flybyu,

They're sniping you; they can now shoot if another enemy sees you. I agree it's probably a little extreme right now, now I'm going to limit it to sniper rifles only in the next version. I've also made a change to (hopefully) ensure that sniper rifles used by enemies all have sniper scopes.

When is your game freezing? It's probably the AI. Try putting on the GABBI + ALT-E cheat to identify the enemy that causes the freeze. Then try ALT-O to kill them all and let me know what gun he was using (& any attachments), how far away he was and whether he was in visible range.

Khor,

Honestly, I have no experience at all with the beta editor. Where do I get it? Is it the editor project that comes with the source code? I haven't looked yet at trying to that along with the exe. I'll check it out.

I'll look into the smoke grenades, but I haven't seen the AI use them yet in this exe. The CVS code might already be handling this.

As for multiple clip sizes per caliber, it's already done. I modified the code for that when I added the Calico large 9mm magazines. You can also already modify the autofire values and basic weapon stats in the Weapons.dat file in the TableData directory. Don't let the .dat extension fool you -- it's just an xml file.

Page 49 of 301 ---- Generated from The Bears Pit I'll look at the rocket rifle when I've got some more time. As well, I'd like to eventually move ALL the item information (basic item info, explosives, ammo, armour, merging & attachments) to xml files. That way there'd be no need for a special weapon editor exe. You can actually change all these things right now if you've got Visual Studio. The source code for the exe is on my site.

Finally, I'd also like to move all those pesky EDT binary files to xml format. Does anyone have a good extractor for these? I use JA2EDT, but it's one line at a time, and I want to just grab all the data out of there at once. (I'd also like to move the prof.dat file to an xml format)

Right now, the main thing stopping me from adding say, 25,000 new items, is the ITEMDESC.EDT and BRAYDESC.EDT files. There's only room in there for 350 items. If I could pull all the data out and dump it to xml and then load that in instead, then we'd never run out of item spots again

EDIT: Just thinking about this now: it may be even better to put everything into comma delimited text files so people can just load them into excel like they do with WEdit.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 12 Aug 2005 05:18:00 GMT View Forum Message <> Reply to Message The Beta editor is a utility that may still be downloadable from Ja Galaxy and Lords of the Bytes. I believe I read somewhere that it is the same utility the developers used to create the maps so you are most likely right that it is contained in the code. When you use it as an 'external' editor it looks at the .exe and will not load unless you have the correct one. If you simply modify the editor or you're .exe to accept it it should work well. This has already been done for the UC mod but since that runs on V1.07 it will not accept you're .exe. The regular one only allows modding within the existing vanilla .exe. When you make changes to the .dats it causes some freaky problems and sometimes even fatal errors and persistant crashes. The utility itself is very buggy and requires constant saving to backup almost every change you make within a map.

Is Visual studio a C compiler? I'll definately get a copy if you think it's something that could expedite my modding. I tried two already but neither loaded on my computer (either corrupted versions or I had a missing disc). If it's just something that looks at a variety of file types and has a conversion utility that would also be cool. Do you know where I might find this?

I'm really happy to hear there is a simple way to edit weapon values. A lot of people use Excell in conjunction with Weedit but the results are sometimes buggy.

There are a few different editors for .edts (also usually available through the links section of this forum) but I'm not sure if any of them extract the files in a bulk manner like you describe. For my purposes I've stuck with the EDT editor that's been out for quite some time but it would be nice not to have to look in each different folder of each .slf for these files. If I find out there is such a utility I'll let you know here.

Page 50 of 301 ---- Generated from The Bears Pit I'm wondering if there is a possible limit to the ammount of items the game can handle before causing invalidity errors or outright crashes? More than 350 would be awesome but for now I'd be more than happy to just be able to do exactly what we want with the existing number.

Thanx man! You made my day.

Subject: Re: "1.13" Mod - Main Thread Posted by abradley on Fri, 12 Aug 2005 06:20:00 GMT View Forum Message <> Reply to Message Howdy Madd

Just a couple of 'Bugs?'

1. Your new ja2.exe with the 4 proedits is missing the Calico series. This may (?) be causing the hang up when the enemy readys his weapon if it's a Caloco. This isn't a problem in the previous ja2.exe that I am using with my first install.

2. Can't get a female body with the Imp-Editor. I go through the ritual of first making an Imp female with the xep624 and saving. Then use the Imp editor on the Imp.dat and save. 90210 the IMP female and go to Amerto. When she arrives from the chopper she sounds female, has the female face, but the body is male. Not a biggie but I do like the female form in my make believe RPG world.

I am enjoy your mod, put new life into JA2!

Many, many thanx

Best Andy

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 12 Aug 2005 07:01:00 GMT View Forum Message <> Reply to Message Khor,

Visual Studio is Microsoft's software development toolset. The latest version is VS.NET 2003 (2005 is supposed to come out soon), and supports C++, C++.NET, C#, J# and Visual Basic.NET. It costs a fair chunk of change though. Of course, I'm sure someone could direct you to a *cough* less expensive *cough* way to get it abradley,

1. Really? Whereabouts are they missing? They're in the exe, in the weapons dat and in the sti

Page 51 of 301 ---- Generated from The Bears Pit files. Try using the Alt-W cheat to see if they're loaded in the game (get a pistol and use Shift-Alt-W to go backwards until you see them -- they're towards the end of the items), or check for them at Bobby Ray's.

TO EVERYONE EXPERIENCING HANG UPS DURING COMBAT: Use the ALT-E and ALT-O cheats as described in my post above, and let me know what weapons the enemies were using. If the ranges are 30+ on those guns, then they're probably trying to snipe, which means there's something (else) wrong with my sniper code.

2. I know about this *very annoying* problem, but there's nothing I can do to fix it. I didn't make the imp editor and don't have the source code. Does someone know of another imp editor that works with female imps?

Subject: Re: "1.13" Mod - Main Thread Posted by abradley on Fri, 12 Aug 2005 08:23:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: {Snip} abradley,

1. Really? Whereabouts are they missing? They're in the exe, in the weapons dat and in the sti files. Try using the Alt-W cheat to see if they're loaded in the game (get a pistol and use Shift-Alt-W to go backwards until you see them -- they're towards the end of the items), or check for them at Bobby Ray's.

TO EVERYONE EXPERIENCING HANG UPS DURING COMBAT: Use the ALT-E and ALT-O cheats as described in my post above, and let me know what weapons the enemies were using. If the ranges are 30+ on those guns, then they're probably trying to snipe, which means there's something (else) wrong with my sniper code.

2. I know about this *very annoying* problem, but there's nothing I can do to fix it. I didn't make the imp editor and don't have the source code. Does someone know of another imp editor that works with female imps? The Calicos are missing in the 'JA2 Character Editor' I am unable to change the Merc weapons to any of the Calicos, they're not listed in the weapons list. If this doesn't interfere with the gameplay it's only a (minor) problem for people like me who like using them.

As to the Imp editor problem, I never used it for females before, always used the Jape for modding the Mercs. So I didn't know it was a built in problem!

Again, the mod is great. Am really enjoying it.

Page 52 of 301 ---- Generated from The Bears Pit Many thanx

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 12 Aug 2005 09:02:00 GMT View Forum Message <> Reply to Message There's alot of Stuff Ups in this game, but usually the guys with rifles are the ones that seem to stuff it up.

I suggest you seriously look up on this.

Oh and MM, after this little fix, it probably would be a good idea to try an 800x600 thing

Good job anyway MM, you're doing a good job keeping the Jagged Alliance community alive with this patch!

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Fri, 12 Aug 2005 09:06:00 GMT View Forum Message <> Reply to Message Ok I hope this is what you

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 12 Aug 2005 09:54:00 GMT View Forum Message <> Reply to Message Hey MM, I just checked out all the guns ingame...

Good job with most of em, however, some may need a little tweakin'

---

The Enfield L85A1 is quite unreliable, it breaks extremely easy, but is really goddamned accurate. Change the name to L85A2, it's ALOT less unreliable with the same accuracy and damage, but still VERY unreliable.

The MP-5n wasn't developed for the Navy, it was developed for the Navy SEALS

The Flamethrower: Unless you plan to make it work, it's useless. Replace it with some other gun.

---

Everything else seems Okay.

Page 53 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by greymarcus on Fri, 12 Aug 2005 12:21:00 GMT View Forum Message <> Reply to Message Hello MM,

Long time Jagged alliance fan, came back when I saw the new patch. Its a breath of fresh air. Enjoyed the new weapons, did find one CTD when I was testing the new patch. I tried using the Dynamite to detonate a fence in B13 airport. Aside from that great AI. Any chance we can see some more AK's? Like AK-105 or 107.

Again Great Job. Marcus

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 12 Aug 2005 15:33:00 GMT View Forum Message <> Reply to Message New version's up. It's got a few minor tweaks to hopefully prevent all of those freezups.

- renamed the l85a1 to l85a2 - changed mp-5n description to mention navy seals - enemies now wear flak jackets instead of kevlar leather

The Calico's are at the end of the item list along with the mp5's, etc.

Now, if only I had enough time to actually play this thing...

Subject: Re: "1.13" Mod - Main Thread Posted by abradley on Fri, 12 Aug 2005 17:57:00 GMT View Forum Message <> Reply to Message @Police L.T. The SA80 has a real bad rep, but: From 'SA80: MISTAKE OR MALIGNED?' http://www.quarry.nildram.co.uk/SA80.htm "The Future So what will be the future for the SA80? Is it worth keeping, or has its past deplorable history damned it so much that the army will never gain confidence in it? Experience in the 2003 Gulf War suggests that the problems have been (almost) solved. The only reported issue concerned the safety catch: soldiers on several occasions released the safety catch only to find they still could not fire. Armed forces minister Adam Ingram said afterwards: "Work has been undertaken on the safety catch/plunger, and following successful trials of a revised safety plunger, a contract will be let shortly". Despite this glitch, reports from troops have been almost universally favourable, so the future of the SA80 seems assured for the time being."

Page 54 of 301 ---- Generated from The Bears Pit Pretty good rundown of SA80, plus a few comparisons with the M16/M4 series.

It's hard to overcome the bad rep, plus there's still the problem for lefthanded shooters.

Subject: Re: "1.13" Mod - Main Thread Posted by abradley on Fri, 12 Aug 2005 18:00:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: {Snip} The Calico's are at the end of the item list along with the mp5's, etc.

Now, if only I had enough time to actually play this thing... Many thanx!

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 12 Aug 2005 22:42:00 GMT View Forum Message <> Reply to Message Mugsy

I just tried working with Proedit on a fresh install of you're latest .exe and none of the changes take effect. Do I have to do something with the prof.dat?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 13 Aug 2005 00:14:00 GMT View Forum Message <> Reply to Message Yeah. From post above:

Quote: I have added Prof1.dat through Prof4.dat to the BinaryData folder. These correspond to the easy(1) to insane(4) difficulty levels so you can have different merc profiles and gear for each difficulty level. Unfortunately, I can't hack proedit to use the new files, so you'll need to rename the Prof#.dat file you want to edit to Prof.dat, edit it, and then rename it back to Prof#.dat when you're done. Right now all the prof.dat files are the same. Feel free to post your suggestions for profile changes at each difficulty level. Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Sat, 13 Aug 2005 00:54:00 GMT

Page 55 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I'll proberbly be hung and shot for this, but how about some mid rank rifles. garard, m14. just to mix up the usual setps from pistols - smg - assult rifles - sniper/lmg mainly refering to the smg - assult rifle cause its usualy a pretty drastic step

And is there any way to make the shotguns have longer range when they have a solid slug in them? and f0or armour balance, is there a way to make it so the mroe armour the less ap you get? wearing an EOD suit is gonna move alot less then some guy in black PJ's

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 13 Aug 2005 01:22:00 GMT View Forum Message <> Reply to Message I think less aps for armour is accounted for by the weight of the armour. Of course, we could always make it heavier or add some new armours (and/or armour attachments) too.

I agree that the leap from SMG to Assault rifle is pretty big. Send me some pictures & stats for some low- to mid-powered rifles and I'll get them in there. Right now the only rifles that fall into that category (at least as it's stored in the game when enemy inventory is decided) are the SKS and the Mini 14.

How much extra range should a solid slug give to shotguns?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sat, 13 Aug 2005 02:06:00 GMT View Forum Message <> Reply to Message Thanx for the explaination Muggs. I really like the idea of having different Prof.dat files correspond to player's preferences. I often play with modified Proedit features but not all of the people I play the game with like the changes I make. Keeping another on hand is a great idea!

I agree with Grindedstone about intermediate weapons and armour encumberances. Intermediate weapons will add more texture to the game while affording another step in the weapon progression. My favorite battles are those ones just after you get you're first few long range weapons. To prolong this would be great. Simply adjusting the weights might be enough to add the realism to using armours such as EOD. I don't think there is any real encumberance to armours other than the EOD so just adjusting this one would be enough in my opinion.

Also in my opinion raising the shotgun's range to that of an SMG when a slug is loaded seems realistic enough. Any more range and I'm afraid the balance would be threatened. It would also be awesome if using a duckbill added a little range to shotguns using buckshot though I'm not sure how much work this would entail.

Page 56 of 301 ---- Generated from The Bears Pit Sorry for butting in there, just offering my opinion.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 13 Aug 2005 02:33:00 GMT View Forum Message <> Reply to Message Which armour in the game corresponds to Explosive Ordenance Disposal anyway? Spectra? I though EOD was bigger and heavier than that. Spectra shields just look like reinforced kevlar and steel or something (at least in the pics, I can't remember what the description says off the top of my head).

@ greymarcus,

I've seen that dynamite CTD too, but not for a long time. I'll see if I can recreate it now that I can debug the exe. I remember it's not an easily recreatable bug, as I tried saving just before I blew something up, watching it crash, reloading and having it work fine. Had the same problem with grenades.

As for the AKs, I'll add it to my todo list. I'm pretty sure there were a bunch of AK pics in UC or shady job or somewhere...

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sat, 13 Aug 2005 03:03:00 GMT View Forum Message <> Reply to Message EOD armour is not present in vanilla Ja2. To my knowldge it first appears in the UC mod. I've never really seen Spectra Armour but I believe those plates are removeable (as most hard parts of modern armour are usually inserts). Perhaps the plates might add encumberance, but I think in reality they are pretty light and ergonomic.

Subject: Re: "1.13" Mod - Main Thread Posted by quasimodo on Sat, 13 Aug 2005 03:34:00 GMT View Forum Message <> Reply to Message This is great. I started a new game last night and a redshirt in Omerta climbed a roof and started sniping back. This is something I have been wanting for years! What would it take to make this mod compatible with the Hi-Res version?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 13 Aug 2005 04:08:00 GMT View Forum Message <> Reply to Message

Page 57 of 301 ---- Generated from The Bears Pit I haven't looked into the higher resolution stuff yet, but the CVS code for drawing the tactical screen has been changed from the original code to support higher resolutions. The questions now are whether those changes actually work, and how many things will break if I change the resolution. I may take a peek at this part this weekend...

EDIT: Took a look at the CVS changes and they're minimal. Upping the resolution is going to be a big project...

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 13 Aug 2005 11:06:00 GMT View Forum Message <> Reply to Message I found and squashed the hanging bug! It wasn't the sniper code, but the getting up from prone code. This of course means that I reinstated the check for sniper scope attachments rather than sniper rifles (which should now always have scopes anyway).

New version is up! (Source not updated yet)

If you still experience any hanging after installing this new exe (which you should not) in addition to the information I requested above (weapon, range, etc), also let me know what stance the enemy was in (standing, crouched, prone).

EDIT: Added yet another version once I realized that the 2 new pistols didn't fit in small pockets.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Sat, 13 Aug 2005 14:25:00 GMT View Forum Message <> Reply to Message Alright MM, I'll get to work on researching the PL4/5/6 weaponry, I think I'll be able to figure some new stuff out along the way.

Just not now, I'm entrenched in a Stargate SG-1 Season 9 Marathon :-/

And that's a good link there, abradley!

---

Berrata BM59 - http://world.guns.ru/assault/as54-e.htm

Ammunition Type: 7.62 NATO Amount of Rounds: 20 Kilograms of Weight: 4.4KG Draw Action Points: 8AP Fire Action Points: 7AP Inflicted Damage: 30ish

Page 58 of 301 ---- Generated from The Bears Pit Effective Range: 30-35 Additional Notes: The BM59 is a variant of the olden M1 Garand, and managed to come before the Mini-14 came out (1959 BM59 | '70s Mini-14)

---

SVT-38/40 - http://world.guns.ru/rifle/rfl06-e.htm

Ammunition Type: 7.62*54R Amount of Rounds: 10 Kilograms of Weight: 3.9KG Draw Action Points: 9AP Fire Action Points: 7AP Inflicted Damage: 30ish Effective Range: 30-35 Additional Notes: During WWII, the USSR developed themselves a rifle, and this is it. The SVT-40 was developed for the experienced of the Soviet marines, which proved successful to those marines' survival. When the war ended, the SVT-40 went straight to the reserves and later on, to the civilian market. The SVT-40 is no longer being manafactured (1950s-), but there is still plenty around (Kind of like the Thompson .45s).

---

And I exausted World.guns.ru of any medium type guns, I'll try getting other guns later, but I think these two should fill the gap nicely.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 14 Aug 2005 06:08:00 GMT View Forum Message <> Reply to Message svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39) this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included)

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Sun, 14 Aug 2005 07:28:00 GMT View Forum Message <> Reply to Message @Madd Mugsy

I don't know if you have or not but some one earlier in the thread mentioned RPG's Did you install them? Or can you? That would be very cool.

And adding 7.62x54r ammo would be a great addition also.

Page 59 of 301 ---- Generated from The Bears Pit Dragunov SVD should also take less AP to fire as it is a Simi-Auto weapon. I have fired it and it is a lot quicker to fire then your standard bolt action Sniper rifles.

Great Mod! Again Great Mod!

Oh one more thing how about a M14 Socom-16

Subject: Re: "1.13" Mod - Main Thread Posted by Lamorea on Sun, 14 Aug 2005 07:37:00 GMT View Forum Message <> Reply to Message Thank-you so much for fixing that bug, I'm loving this mod I've been addicted to it, for some reason having a squad of IMP's with M-249's mowing down elites in Alma is just so amusing Oh, by the way, how exactly does full auto work? It takes as much AP as a regular shot, but it shoots as much as a burst or sometimes alot more, (IE one of my IMPS has "Accidentaly" shot 16 extra bullets)

Subject: Re: "1.13" Mod - Main Thread Posted by Kid West on Sun, 14 Aug 2005 08:06:00 GMT View Forum Message <> Reply to Message Madd Mugsy, did you update Source Code in your last update (08/12/05)?

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Sun, 14 Aug 2005 09:58:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by the scorpion: svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39) this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included) Well I screwed that one up, but then again, the SVD does have Warsaw Pact rounds too.

I'll fix that.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Sun, 14 Aug 2005 15:45:00 GMT View Forum Message <> Reply to Message Mugsy this is gonna sound hippocritical but i dont have "anything on me" soto say to display. UB mod SOG has the garad, but i was more thinking the m14 (http://world.guns.ru/assault/as15-e.htm)

Page 60 of 301 ---- Generated from The Bears Pit but i would agree with Police L.T. that those rifles look good. It also depends if you wanna use bolt action rifles, they are pretty easy to get but none are used in military, the mauser k98 uses a 7.92mm round, can also be a sniper rifle with a scope mount, but theres the problem, how do we make it so the rifles people get dont turn into the sniper rifles they keep for the rest of the game. It may be hippocritical, but i post ideas as thoughts

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 14 Aug 2005 16:08:00 GMT View Forum Message <> Reply to Message Latest source code is now up.

BTW, I am currently experimenting with the view distance for mercs/npcs/enemies. I think 2x is too much, 1.5x seems to be ok so far...

I've also adjusted the various goggles, and sight bonuses from roofs, so that their extra sight ranges are multiplied by the same amount.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sun, 14 Aug 2005 16:34:00 GMT View Forum Message <> Reply to Message Sounds great! Between this and Vengeance, I now have no time to sit "idle" and all the excuse I need to engage in edge-of-the-seat firefights in foreign lands. Those ricocets can really make the ol' sphincter lock up at times, no? The .50 is a real treat to use on those who think that over-grown sapling is cover instead of concealment.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 14 Aug 2005 16:47:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Police L.T.: Quote:Originally posted by the scorpion: svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39) this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included) Well I screwed that one up, but then again, the SVD does have Warsaw Pact rounds too.

I'll fix that. Hi Police L.T there is a mistake in ja2. Normally, the SVD fires 7.62*54R and not 7.62*39 (the shorter ammunition used in SKS and AKM) i don`t mean to annoy you, it is a mistake in ja2 and i would like to see that it`s fixed in the 1.13

Page 61 of 301 ---- Generated from The Bears Pit Mod

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Sun, 14 Aug 2005 17:04:00 GMT View Forum Message <> Reply to Message I'm not annoyed, the only way to learn these things is to get told

I just misread 7.62*54R as 7.62*39 on the SVT-40 specs, but even afterwards I Would still call it WP rounds (With ofcourse, saying how the game has no 54R rounds)

Hey MM, how about putting in 7.62*54R rounds ingame?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 14 Aug 2005 17:36:00 GMT View Forum Message <> Reply to Message oh yes, sure it`s a WP round. i didn`t understand it right. sorry yes, 7.62*54R would be cool

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 15 Aug 2005 00:04:00 GMT View Forum Message <> Reply to Message I've been comparing the new stats for some of the weapons with the existing stats, and some of them just don't seem right to me. What's the range on an M4/Colt commando? In the game it's 20 tiles / 200m. The MP-5A2,SD3 and UMP-45 have a range of 30 / 300m. The G36C only has a range of 250m / 25 tiles. The Five seveN has a range of 250m / 25 tiles, compared to the P90 at 225m / 22-23 tiles.

Do some of the new guns seem a little long range to you folks?

I'm going play around with reducing the MP5A2, MP5SD3 and UMP45 by five tiles, increasing the G36K/C by 5 tiles, reducing the Five seveN by 5 tiles, and increasing the p90, m4a1, and hk53 by five tiles.

Thoughts?

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Mon, 15 Aug 2005 00:43:00 GMT View Forum Message <> Reply to Message

Page 62 of 301 ---- Generated from The Bears Pit Well for any 9mm or for the fact of any handgun ammo I can

Subject: Re: "1.13" Mod - Main Thread Posted by quasimodo on Mon, 15 Aug 2005 01:37:00 GMT View Forum Message <> Reply to Message The newest version seems to have fixed the freeze-ups. Last night in Drassen a redshirt climbed a rooftop behind one of my snipers and stuck her with a knife!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 15 Aug 2005 04:20:00 GMT View Forum Message <> Reply to Message Left the p90, m4a1, hk53, and g36k/c alone. Reduced mp5a2, mp5sd3 and ump45 to range 20 so they don't outclass the m4/commando. Reduced Five seveN to 18 tiles, mp5n to 22 tiles. Reduced damage on mp5s.

Also playing around with the Barrett, which now apparently does less damage than the m24.

After messing around with the visible distance settings at various different levels, I've come to the conclusion that they're probably fine where they are.

Although I suppose I could build in a switch in the options menu which could allow you to swap between 1x and 1.5x settings.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Mon, 15 Aug 2005 18:37:00 GMT View Forum Message <> Reply to Message My bad with the 30/20 range thing, I forgot about the normal ranges of every gun ingame :-/

Oh and MM, can you stop the mercs bitching if they have only a Barrett .50BMG? They keep saying how it's crap.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Mon, 15 Aug 2005 20:26:00 GMT View Forum Message <> Reply to Message m4 colt commando has Effective Range: 300 m (carbine is 600m) MP-5A2 has ER 200m as does the Mp-5 SD3 UMP has ER 100m-150m G36C ER 100m (sounds too low, little info, id put it to about 220 or so personaly)

Page 63 of 301 ---- Generated from The Bears Pit Five seven ER 50m (sadly) P90 ER 200m but realism vs gameplay and balance is a different issue...

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 15 Aug 2005 23:20:00 GMT View Forum Message <> Reply to Message Ended up leaving the barrett alone, putting the m24 back to where the devs had it, reducing the UMP45 to 180m, the Five seveN to 100m (for gameplay).

Will look into the complaining. Can you send me a savegame where they complain in the latest version? I have never seen them do this. Also, have you altered your prof.dat or weapons.dat? Changing the ubDeadliness value in weapons.dat will affect the complaining, as will changing mercs' weapons in prof.dat. (ie: if you change Lynx to give him a barrett (deadliness = 166, highest in the game), he'll complain about any other weapon you give him.

On a non-weapon note, Blavor sent me a way to enable the "fall back" death animation for enemies. You'll see some backwards falling action in the next version

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Tue, 16 Aug 2005 06:49:00 GMT View Forum Message <> Reply to Message I found a Pic of a RPG-7 it has its Stats/Dimensions/Preformance + a good Pic.

http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=10

You can get all kinds of Pics and stats at the above site also.

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Tue, 16 Aug 2005 12:32:00 GMT View Forum Message <> Reply to Message It's a great respectful job you've done, Madd Mugsy, i'll try this mod as soon as i finish my wf5 game(maybe earlier if i cannot wait to start a new 1.13 one ), i'm sure all these stuff such as autofire, roof-climbing, flanking and blind-sniping will give me a totally new experience of JA.

And i do have some suggestions here:

1. Can you make some changes to sniper rifles, they are built mainly for "one shot, one kill", but in game they are more like the semi-auto version of assault rifles. for example, MSG-90 and G3 both

Page 64 of 301 ---- Generated from The Bears Pit fire 7.62NATO ammo, in the game if they all hit the target, they just deliver almost the same damage, the only difference now is the accuracy of each gun. but a true-life picture is if you spend time sniping, you can deliver a lethal blow to enemy, so why don't use the disabled burst-mode button for sniper rifles as a snipe-mode button, and you can spend more AP on target while you gain Fatality Level for your next shot, when you fire this bullet it will deliver huge damage(maybe basicDamage*FatalityLevel). Several minor suggestions relating this:

-Some settings in Silent Storm can be referenced, where snipers should spend all AP available to get into snipe mode and may use a few turns to snipe a specific target, then give a lethal blow, changing target or target disappearing will make the snipe effort in vain; -Every weapon has its deadliness, but sniper rifle is absolutly a deadly weapon in a right hand, so only sniper rifles can reach a high Fatality Level of shot, while other rifles may only reach a low Fatality Level; and good sniper can spend less AP to gain a higher Fatality Level; for example, MSG-90 has a top Fatality Level of 5, while SKS scoped can only reach a top Level of 2, and while SCOPE can spend 5 AP to gain a Fatality Level, Raider must spend 8 AP . -While in snipe mode, a number indicating Fatality Level(or a bar like that indicating accuracy) can be a necessary info; -While in snipe mode, sniper can change to a long and narrow vision(maybe like the tunnel vision mentioned by Lochmacher ), then he/she can spot some enemies that cant be spotted in normal vision, and thus a low level character using sniper rifle can interrupt an unawared high level enemy

2. can you improve the item management on map mode, simply grouping items of same category into a TAB(ie. weapons, ammo, armour, misc, etc) like Bobby Ray's website had done would bring some efficiency.

3. I wonder whether we can throw grenades while crouching or proning like we could do in real life?

4. Repairing should reduce the max durability of items. In my opinion this could make the game more balanced, and Bobby Ray's a must.

5. How about adding reflex sight attachment which can reduce AP cost of firing?

6. How about adding M3 Super 90 shotgun? http://world.guns.ru/shotgun/sh15-e.htm (Thanks to Police L.T. for providing this great site!)

I know I've asked for so much that could be way more work, but your mod has already provide lots of attractive factors, why not more? Anyway, it's a great mod already and your efforts've convinced me many things i've dreamed in JA could come true at last.

Thanks to you, MM, and thanks for your powerful work!

Subject: Re: "1.13" Mod - Main Thread

Page 65 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Tue, 16 Aug 2005 13:03:00 GMT View Forum Message <> Reply to Message darkThor,

Well, some of your requests are doable, but others are still beyond the scope of my knowledge of the engine.

1. I haven't really played with the burst button options yet, but this is a good idea, and it gives me a second reason to delve into how the burst button works... The first, if anyone's wondering, is to see if I can use it to cycle through different weapon modes that use different ammo. If it's possible, then I could put in the 5.56 mm OICW, along with its 20mm grenade clip.

2. I agree this would be nice, but I'm not very familiar with this part of the code (yet). If/when I get there, I'd also like to look into vehicle inventories.

3. This one I can't do. The animations just aren't in the game for it.

4. I could look into this one as well. Should be fairly doable.

5. Send me a pic and some stats, and I'll see what I can do.

6. Can do. flybyu,

Thanks, that's a great pic. Should be easy enough to photoshop that into the game. BTW, what's the difference between the LAW and an RPG? (Besides the fact that one's a rocket and the other's a grenade) Does one have a greater blast radius or damage, etc than the other?

Status update:

I've added a bonus 4 tiles to range when a duckbill is used on a shotgun (too much? too little?). I've added a bonus 6.5 tiles when a solid slug is fired from a shotgun, which increases their range to 20 tiles (same as most SMGs).

I've also added a flash suppressor. That was more of a pain in the ass than I'd hoped, since I wanted to make the animations reflect the lack of muzzle flash and they originally showed it no matter what (even for dart guns ). But I eventually got it to work, and now you can go around shooting enemies in total darkness (turn off merc lights at night to see the difference).

Anyway, in the next version you should be able to buy flash suppressors for all guns (should some be left out? let me know) at Bobby Ray's and Tony's for $100. They don't do much, so they should show up pretty early on, shortly before silencers.

Subject: Re: "1.13" Mod - Main Thread

Page 66 of 301 ---- Generated from The Bears Pit Posted by Khor1255 on Tue, 16 Aug 2005 13:47:00 GMT View Forum Message <> Reply to Message Mugs

I really dig the fact you are working on expanding functions of weapons to include such things as intregral grenade launchers, etc. I think this particular feature might be done by simply changing a weapon to have an integral grenade launcher (would the method for adding an integral silencer provide a clue?) while leaving the toggle button as is? Perhaps even in the future you might look into coding for a bayonette attachment? If you think it's doable I'll work on the animations. I'm already working on the animations for kneeling and prone LAW rocket firing, I wonder if you could code this in as well?

I'm totally behind the idea of being able to throw from all positions! This would be dynamite. I'll do the animations definately (it has been on my to do list for quite some time but my regular job has been non stop this year). Just let me know when you need them and that will accellerate my work (if I'm not already done when you ask for it).

The reflex sight brings up a feature I've wanted for quite some time (and ties in very nicely to the request for sniper rifle alterations as well): Namely an additional penalty for aiming a scoped weapon or to a lesser degree all weapons with longer barrels. Of course you'd then have to adjust the draw costs and regular aps to keep the additional penalty from making sniper rifles undesireable. The great thing about this feature would be that at last a pistol would fill an important role as a cqb piece till the end of the game. As it stands, due to them not being much faster than even an assault rifle they become useless pretty early in the game. There are some mods that have reduced thier aps to almost nill or raised thier damage way above what they would be compared to the rifles they share the battlefield with. These were good solutions for the limited but you don't have to worry about that. If you added a whole new catagory of ap reduction that would be great but it would be much easier (and still serve the same function) to remove the cap on draw cost ap reduction. PLEASE think about this before dismissing it outright. The ramafications for increasing modding potential and different weapons classes are enourmous.

Sorry for the longwindedness but what you've already accomplished has us all excited about what can yet be done to improve upon an already brilliant game engine.

One final thing I'm wondering is what program I use to look at .xml files? I'd really like to start tinkering around a bit myself but my compiler does not work. Thanx again!

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Tue, 16 Aug 2005 15:09:00 GMT View Forum Message <> Reply to Message I don't think that the act of repairing should incur the damage to the item. Rather, not repairing when the weapon hits a certain percentage should reduce the weapons overall functions permanently. If you really love a gun (in game, of course), then you would hate to have this

Page 67 of 301 ---- Generated from The Bears Pit happen to it and would take time out to maintain it, see? Think of it as cleaning and fieldstripping. After a while, you treasure that gun and having it break permanently without the option of replacement parts seems ridiculous (besides, it might be rare...). As for BR, he gets enough business from me in the form of mortars, nades, canteens, and repair kits!

Reflex sight should not generate greater accuracy though, but rather hinder it at range, no? Love the idea though (could make some pistols VERY nasty).

I would like to see the return of equipment that adds inventory space/makes it more "efficient". You could use the weapon code that allows you to stick items in as "attachments" but they would really be contents of said container e.g. an ammo cartouche that fits 6-8 clips in a large inventory slot (would need to test for gameplay balance, of course) or a belt that holds 6 handgrenades or 8 launcher grenades, etc. Would be nice to do it this way, as there is already a pentalty (AP cost) for removing and adding items in combat! Just a thought... (WARNUNG! May not be feasible at all!)

Oh, the more we play, the more we want. You have whet our appetites!

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Tue, 16 Aug 2005 15:54:00 GMT View Forum Message <> Reply to Message Just one minor issue for graphics, from memory there are 4 items the mercs appear to hold (i mean in game not invintory) thats assult rifle, pistol, knife and crowbar. Now is it possiable to introduce sniper rifle shotgun (bacicialy a stick without a clip) and have attachments such as scope and bipod change this image, and when prones use the bipod? and for bipod use, is it possiable so the bipod is only useful when proned, crouched next to window or sandbag and useless standing. have bipod on MG make it so the recoildisadvantage or whatnot is halved when crouching next to something and quartered when proned?

Subject: Re: "1.13" Mod - Main Thread Posted by Lars on Tue, 16 Aug 2005 18:16:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy:

I've also added a flash suppressor. Great work, but shall the muzzle flash really disappear when you are using a flash suppressor? I believed that the flash suppressor just stops the muzzle flash from blinding the shooter. Those on the wrong side of the muzzle should still be able to see it.

Page 68 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Tue, 16 Aug 2005 18:18:00 GMT View Forum Message <> Reply to Message

http://www.gunaccessories.com/Trijicon/Reflex/reflextriji.jpg

http://www.scopesandmore.meridian1.net/Images/Products/Large/RSR-TRRX01.gif and some description for it:

"A dual-illuminated, advanced-combat reflex sight, Trijicon Reflex gives shooters next generation technology for super-fast, any-light aiming - without batteries.

Developed for the military for use in both-eyes-open Close quarters Battle (CQB) situations, the Reflex sight features an amber reticle that adjusts automatically, glowing more or less brightly according to ambient light conditions."

"The definitive sight for Close Quarters Battle. Trijicon

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Tue, 16 Aug 2005 18:30:00 GMT View Forum Message <> Reply to Message simpoint wouldnt be on pistols or sniper rifles... just a small issue, so sniper scope OR aimpoint

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Tue, 16 Aug 2005 21:24:00 GMT View Forum Message <> Reply to Message @MM the LAW and RPG are somewhat the same in many ways except that a RPG can be fired over and over again as long as you have ammo. Where a LAW is a one shot tank killer, the RPG is able to shoot as long as it is functional. I would say the ammo for it should take the same space as the mortar shells do.

I agree with Grindedstone sniper rifles should use Sniper scopes, and Aim point can be used but with less range and or accuracy.

I like DarkThor's Idea of the M3-90 shotgun but instead of adding it replace the M870.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 16 Aug 2005 22:56:00 GMT View Forum Message <> Reply to Message

Page 69 of 301 ---- Generated from The Bears Pit hmm, this brings up some ideas there are various grenade types for rpg-7. i don`t know in how far this is interesting for other people, but aside from standard HEAT rockets/ grenades there are also anti-person (shrapnel HEfrag stuff) grenades and other stuff i would like to see a possibilty to use a different fragmentation grenade with rpg-7 against against personnel (aside from normal rounds that would be HEAT like the LAW)

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 17 Aug 2005 00:58:00 GMT View Forum Message <> Reply to Message Wow, lots of replies. Let me tackle them one at a time:

Khor,

Integral grenade launchers are one thing (and easy to do), but the OICW actually has a clip of like 10 20mm grenades in addition to its standard 5.56mm clip. If everyone's ok with it just using single shot 40mm grenades, then I could do it right away.

If you know how to do the animation graphics, then I can probably figure out how to get them in there (not a small feat, however). Send me a sample after you've done one new animation sequence (keep it short, so you don't end up putting too much work into it, as it may not work) and I'll see if I can get it to work.

The cap on draw cost AP reduction is already long gone. Sniper rifles have huge draw costs as they stand right now. But it might be interesting to do something like spend 2x APs and do double damage with a sniper rifle, or something similar.

I just use notepad to edit xml files.

Lochmacher,

Portable containers (belts, backpacks, etc) are a great idea, but I'm not 100% sure what would go in them. The large inventory slots are what I assume to be backpack/strapped to back slots, and the smaller ones are probably vest pockets, cargo pant pockets, and belt slots. I guess I could rig up some huge ass bag that mercs could carry ammo around in, using the same sort of screen as the keys or something. But I'm going to wait on this particular feature until I have a better understanding of the way the graphics work.

And yes, it does seem that the number of ideas for this mod is increasing exponentially

Grindedstone,

The in-game images are animations, and not really my area of specialty, but it sounds like Khor is willing and able to do them (see my reply above). I just need to see if/how I can get them into the

Page 70 of 301 ---- Generated from The Bears Pit game.

I'll look into the other bipod features.

Lars,

As I've said before, I'm not a gun guru. What I wanted was an item that would make it so that the enemies can't see your muzzle flashes. If it's not called a flash suppressor, let me know and I'll call it something else. darkThor,

Great! Left side view pic would be nice for consistency. Thanks.

As for item repairs, how about this:

1. Weapons will have their maximum durability/status permanently degrade if they aren't repaired before reaching a certain point (say 1% for each % below 50-60).

2. Enemy weapons will only rarely be able to be repaired to 100%. The hot climate and general battle damage their weapons endure has permanently impacted their performance. This will force the player to either A) go shopping at Bobby Ray's for new gear, or B) keep swapping weapons.

I'll need to see if I can add a Max Durability stat to the inventory screen too. So it would read 50/75 instead of 50%. flybyu,

I can add the shotgun with little difficulty, no need to replace anything yet. I was able to dig into the item slots used for keys last night (in fact the flash suppressor in the slot for key #11), which bought us 20 more item slots.

As for the RPG not being disposable, I can handle that.

Can you get me some pics of the rockets(RPGs) themeselves? scorpion,

I can do HE, (Super)AP, and HEAT at least. Those are the ammo types used by the Rocket Rifle. I could probably also rig up something that uses the base HP ammo type for a frag type (Fragmentation would be stopped by armor right?)

-MM

Subject: Re: "1.13" Mod - Main Thread

Page 71 of 301 ---- Generated from The Bears Pit Posted by surefire on Wed, 17 Aug 2005 01:04:00 GMT View Forum Message <> Reply to Message Well, i've found not only a series of reflex sight pictures but that things could be made a little more complicated. let me put down the pics first:

US Trijicon: ACOG: http://www.gun-world.net/old/sight/trijcon/TA01NSN.jpg http://www.gun-world.net/old/sight/trijcon/ACOG-ta01.gif http://www.gun-world.net/old/sight/trijcon/TA31.jpg

TriPower: http://www.gun-world.net/old/sight/trijcon/tripower_info2.jpg

Sweden AimPoint:

http://www.gun-world.net/old/sight/aimpoint/Comp-M.jpg http://www.gun-world.net/old/sight/aimpoint/Comp-XD.jpg http://www.gun-world.net/old/sight/aimpoint/3000.jpg http://www.gun-world.net/old/sight/aimpoint/5000-2X-XD.jpg

Canadian ELCAN: http://www.gun-world.net/old/sight/elcan/el01.jpg http://www.gun-world.net/old/sight/elcan/x1_s.jpg http://www.gun-world.net/old/sight/elcan/xm145a.jpg HI-MAG: http://www.gun-world.net/old/sight/elcan/hm_1.jpg

Russia Kobra: EKP-1S-03M: http://www.gun-world.net/old/sight/russainoptic/03m_03big.jpg EKP-8-02: http://www.gun-world.net/old/sight/russainoptic/G204.jpg EKP-8-14 / EKP-8-15: http://www.gun-world.net/old/sight/russainoptic/xw03.jpg

All these reflex sights divide into two categories: integrated with telescope or not, e.g. the Trijicon ACOGs are integrated with a 4X, 3.5X, or 5.5X telescope while the Trijicon Reflex has no any magnifying power. ACOGs can be used on assault rifles and MG, but not sniper rifle(not enough magnifying power, Leupold Mark 4 will be more fit), and Reflex can be used on any weapon for quickly aiming in CQB.

Here is the problem, which kind of reflex sight should we use? I incline to simplify the case by only choosing Trijicon-Reflex-like sights.

Since the reflex sights can reduce the zero-in time i would recommend making it reduce the draw cost and fire cost each by 1AP for its host weapon, thus it will be more valuable on smaller guns such as pistol and smg. By the way, i fully second Khor's point that smaller arms should get a

Page 72 of 301 ---- Generated from The Bears Pit smaller draw cost.

Anyway, good day to you, MM! :wave:

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 17 Aug 2005 01:50:00 GMT View Forum Message <> Reply to Message Hmmm. I can't seem to get that web site to work.

Since reflex sights and sniper scopes are mutually exclusive, I'd be happy to put in a reflex sight attachment and a reflex-scope attachment (we've got some empty slots, so why not?). I can make the reflex scope provide the AP bonus of the reflex sight, while at the same time providing, say, half the bonus of the sniper scope.

Draw costs for weapons are currently as follows: Pistols = 0 AP Most SMGs/Smaller one/two handed guns = 1 AP Larger SMGs/rifles/shotguns/most two handed guns = 2 AP Sniper Rifles = 5-7 AP LMGs = 3 AP (Except RPK, which is a bit faster at 2 AP)

Pistols also use ~1 AP less to fire than they did originally.

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 17 Aug 2005 01:53:00 GMT View Forum Message <> Reply to Message Thanks, MM! I think you've sort it out from all the repairing mess-up! Now the repairment would sound more logical in JA. I like your idea and wish this max-stat problem could be settled soon.

Anyway, thanks again to you, MM!

Subject: Re: "1.13" Mod - Main Thread Posted by Lars on Wed, 17 Aug 2005 01:59:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: Lars,

As I've said before, I'm not a gun guru. What I wanted was an item that would make it so that the enemies can't see your muzzle flashes. If it's not called a flash suppressor, let me know and I'll call it something else. -MM Excuse me if I was a little unclear, I didn't wanna be a wiseacre about some name. It's just

Page 73 of 301 ---- Generated from The Bears Pit that I believe it's impossible to make a flash suppressor that hides the flash from people in front of the gun. http://en.wikipedia.org/wiki/Flash_suppressor

Anyway great work with the source, it's truly awesome

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 17 Aug 2005 02:05:00 GMT View Forum Message <> Reply to Message I will try copying these pictures to somewhere you can access, do you have some recommendation web sites to paste pics?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 02:12:00 GMT View Forum Message <> Reply to Message about the pg-7 grenades: is it possible to make an explosive like a V-grenade but working upon impact? imagine a LAW that would be HEAT now a LAW that explodes like a V grenade but doing some damage to everything around? that was the idea. however, this was just a thought. there have been much better ideas around i have a couple of ja2 format pictures from my own weaponmods. weapons, items, ammo, sights (ACOG, Aimpoint)and various stuff i`d be glad to help out with such things

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 17 Aug 2005 02:17:00 GMT View Forum Message <> Reply to Message Lars,

Hmmm, that sucks. There is no night vision penalty in game from muzzle flash. So if it doesn't hide the muzzle flash, then it's actually pretty useless in JA2.

Page 74 of 301 ---- Generated from The Bears Pit The enemies will likely spot you anyway if they're right in front of you since 1) they'll probably get hit by a bullet, and 2) you're making noise (unless you're using a silencer).

So should I leave it as is? Should I display a muzzle flash anyway? Or should I just yank it out?

I think it adds a bit to the game, even if it's not actually possible in real life, so I'm inclined to leave it in.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 17 Aug 2005 02:21:00 GMT View Forum Message <> Reply to Message Scorpion,

It would be great if you could send me some pics. I find that it takes me longer to do the images than anything else.

I'm not sure what you mean by a "V-Grenade". Is it like the regular hand grenade or the 40mm?

Subject: Re: "1.13" Mod - Main Thread Posted by Lars on Wed, 17 Aug 2005 02:29:00 GMT View Forum Message <> Reply to Message I think you should remove the muzzle flash from the older bolt-action rifles since they apparently have a much smaller (or nonexistent) muzzle flash, maybe also some sniper rifles could have their muzzle flash removed. But I believe those changes should be permanently instead of as a result of using a flash suppressor.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Wed, 17 Aug 2005 02:39:00 GMT View Forum Message <> Reply to Message A flash supressor is just a barrel-tip device designed to vent gasses that are not entirely done burning and disperse them resulting in little to no flash in low-light conditions. I would say keep it in, since assault rifles don't have silencers in game (yet). Note: It makes the weapon harder to clean/maintain. Also, shouldn't the silencers, whose job it is to disperse these gases for the purpose of quiet use, also have no (little) muzzle flash? On a sidenote (eye candy), this is the way the M-Type rifles should look after one has tapped out Tony and BR. (For CQB at least) http://www.picatinnyrails.com/IMG/SmallM16.jpg Note the C-Mag, Foregrip, Aimpoint, Colapseable Stock, Tac-Light, Sling Mount, Rail, and Flash Suppressor Tip.

Page 75 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 02:59:00 GMT View Forum Message <> Reply to Message hi Mad muggsy it`s a pain to make 118*44 and smaller bitmap images for ja2. luckily, some talented guys have made some of them before and enabled them to downlaod maybe what i mad emyself can be helpful too send me a list of graphics that you need and i`ll see what i have in my archives [email protected]

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Wed, 17 Aug 2005 03:36:00 GMT View Forum Message <> Reply to Message @MaddMugsy I found some pics of RPG Projectiles at this site just scroll down and find the ones you want hope this will work for ya. If not let me know and I'll keep seaching.

http://www.freerepublic.com/focus/f-news/1101708/posts

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 17 Aug 2005 03:50:00 GMT View Forum Message <> Reply to Message Mugs

Two quick questions (sorry for adding to you're non coding workload):

1) Is you're updated .exe posted on Madd Mugsy's Quick and Dirty Mod Page? I'm asking because the date on the latest listed version is 8-12-05 and you've made a lot of changes since then. I don't seem to be getting any range advantage by using the duckbill with buckshot.

2)Should I rename the Prof.dat to Prof.xml then try to open it with notepad? If so, all I see doing it this way is alot of Greek looking characters (I mean literaly Greek) and some numbers that all look like gibberish even to a Greek? Have I missed something?

Thank you to anyone who can answer these questions and let Mugsy get back to the important work of making .exe improvements.

Subject: Re: "1.13" Mod - Main Thread

Page 76 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Wed, 17 Aug 2005 04:48:00 GMT View Forum Message <> Reply to Message Scorpion,

I don't mind the scaling and drawing the little green lines around items, so much as cleaning up the shadows and other background stuff we don't want to see in the game. If you've got full size pics w/out shadows/backgrounds, I can probably make them work.

Right now, I need pics for:

Reflex sights (scoped and unscoped) C-Mag (although I can probably get one of the ones I have to work, if I put my mind to it) The super shotgun that darkThor requested AK-47 variants Mid- to low-power rifles (I have some from Khor already, but haven't had a chance to go through them) Any other attachments desired, folding stock, foregrip, etc.

I think I can work with the pics from flybyu for the RPG.

Flybyu,

Thanks. I'll grab the grenade part off of one of those illustrations.

Khor,

No problem. I'm at work during the day, so I can't code anyway. This is actually the best time to ask me questions

1) I haven't made a new release since the one on the webpage. I'll post here when I do. I wanted to get more than just a few new things in.

2) Prof.dat isn't xml (it's binary) and doesn't work with notepad (oh, how I wish it did). You need to use proedit on it. Weapons.dat works in notepad.

Subject: Re: "1.13" Mod - Main Thread Posted by kropotkin on Wed, 17 Aug 2005 04:57:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: The super shotgun that darkThor requested notepad. That Beretta be panty gun :luckystrike:

This nice shotgun :scan:

Page 77 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 05:32:00 GMT View Forum Message <> Reply to Message i should have ja2 format pictures of an ACOG for the scoped reflex sight would have to do an unscoped version... maybe triicon or Cobra i have ja2 format beta-c mag pictures i use the m3 super 90 in one of the mods we`re working on. the picture i have is from a free internet download ak-47 variants are very hard to make. they just don`t look good ingame no matter what is done AKM, AKMS, AK-74 variants look okay though i think i have a decent AK-103. the 107 and 108 just never looked sooo very good that`s why i`d prefer this one hm. there aren`t many such rifles. the SVT maybe that was mentioned earlier on, maybe a Mauser M98... i don`t like them because they usually use particuliar or old ammo (m1 carbine and stuff)

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 17 Aug 2005 06:11:00 GMT View Forum Message <> Reply to Message I've paste those Reflex Sights pictures on a new web-site, try these please:

Reflex Sights:

US Trijicon: ACOG: http://www.yamede.com/Image3/20050817050355380495.jpg http://www.yamede.com/Image3/20050817050511641510.gif http://www.yamede.com/Image3/20050817050633713715.jpg

http://www.yamede.com/Image3/20050817062305664709.jpg

Reflex: http://www.yamede.com/Image3/20050817061813539676.gif TriPower: http://www.yamede.com/Image3/20050817050729157408.jpg

Sweden AimPoint:

http://www.yamede.com/Image3/20050817050816753502.jpg

Page 78 of 301 ---- Generated from The Bears Pit http://www.yamede.com/Image3/20050817050855566197.jpg http://www.yamede.com/Image3/20050817050941182242.jpg

http://www.yamede.com/Image3/20050817051044783719.jpg

Canadian ELCAN: http://www.yamede.com/Image3/20050817051136469576.jpg http://www.yamede.com/Image3/20050817051238654231.jpg http://www.yamede.com/Image3/20050817051331167513.jpg HI-MAG: http://www.yamede.com/Image3/20050817051409536792.jpg

Russia Kobra: EKP-1S-03M: http://www.yamede.com/Image3/20050817051514736914.jpg EKP-8-02: http://www.yamede.com/Image3/20050817051554429778.jpg EKP-8-14 / EKP-8-15: http://www.yamede.com/Image3/20050817051625589397.jpg

If you cant see these pics, let me know, i'll try other methods.

EDIT: i've collected some AK series pics, and will paste it a little later.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 17 Aug 2005 06:40:00 GMT View Forum Message <> Reply to Message With regards to the xM29 OICW, just wondering if it would be easier to retain the grenade launching code, and simply "adjust" the code for attachments to allow for X number of grenades (like the main item slots). Now before anyone brings up the diff btw 20mm and 40mm grenades, this would allow:

1) Future capability for addition of one of the multishot grenade launchers that use 40mm ie. 6 round Milkor MGL http://www.world.guns.ru/grenade/gl14-e.htm

2) A separately coded "attachment" like the Talon that would have a separate attachment list for 20mm's and would "bestow" on the mounted weapon a 6* item/grenade slot. This "attachment" would not be available anywhere, but instead would be a permanent/free/hidden attachment on the M29 OICW or Aussie AICW**

I'm not a programmer, so I apologize for being presumptuous here, but I wonder if changing the nature of the grenade loading slot to accept X number of grenades would be easier/more cost effective than coding for dual or multi ammo. Then again Madd Mugsy, what your thinking will allow for a Masterkey combo...

Page 79 of 301 ---- Generated from The Bears Pit * m29 prior to being put on back burner in favour of 25mm grenade only xM25, had a 6 round of 20mm magazine http://www.world.guns.ru/grenade/gl13-e.htm http://www.globalsecurity.org/military/systems/ground/m29-oicw.htm ** Australians want to get around weight problems encountered by OICW by leveraging off of Metal Storm technology which "can" use modified versions of "existing" grenades http://www.metalstorm.com/11_applications/military.html

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 07:26:00 GMT View Forum Message <> Reply to Message i have collected a couple of ja2 format images to a small archive. i`d just have to know where to send them i have

- different sights (acog, cobra, other stuff) - beta C mag - M3 super 90 - AK variants - SVT and Mauser M98 (i`m not much into the WW2 era stuff. i prefer modern firearms - further stuff, including the bigitem of a folding buttstock -picatinny rail and similar stuff -further guns in ja2 format we`d might think of adding them the graphics are, as opposed to the ja2 graphics, in correct proportions, so they might be a bit different from the default ja2 stuff you`ll have to see whether these can be used

http://www.freewebs.com/ja2vengeance/pics.rar

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 17 Aug 2005 07:29:00 GMT View Forum Message <> Reply to Message wil473,

There are a few problems with your suggestion:

1) 6 grenades means 6 attachment slots are required, there are currently only four. I'd have to redraw the interface and make siginificant changes to code I don't fully comprehend yet.

Page 80 of 301 ---- Generated from The Bears Pit 2) Even limiting it to 4 grenades has an inherent problem: you can't have other attachments on the weapon when it's got 4 grenades loaded.

The best way to do it, unfortunately, is probably to recode the whole grenade launcher part of the code to allow grenades to be loaded/unloaded one at a time as ammunition.

Scorpion,

Sent you an email.

Thanks!

MM

EDIT: Nevermind, was able to download from your link. Thanks!

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 17 Aug 2005 07:49:00 GMT View Forum Message <> Reply to Message while scorpion has provided so many finished products, i paste some raw materials here as a supplement:

Beta C-Mag

C-Mag for M16 http://www.yamede.com/Image3/20050817073854585199.jpg C-Mag for M249 http://www.yamede.com/Image3/20050817074050255675.jpg C-Mag for HK33/HK53 http://www.yamede.com/Image3/20050817074331550870.jpg C-Mag for G36 http://www.yamede.com/Image3/20050817074447182584.jpg C-Mag for AUG http://www.yamede.com/Image3/20050817074541461800.jpg

M3 90 http://www.yamede.com/Image3/20050817053505601328.jpg http://www.yamede.com/Image3/20050817053702724289.jpg http://www.yamede.com/Image3/20050817053919111896.jpg

AK47 http://www.yamede.com/Image3/20050817054141442809.jpg

Page 81 of 301 ---- Generated from The Bears Pit AK47 silenced http://www.yamede.com/Image3/20050817054542121541.jpg

AK47 with bayonet http://www.yamede.com/Image3/20050817054727711311.jpg

AKS 47 http://www.yamede.com/Image3/20050817054248795970.jpg

AKS 47 with bayonet http://www.yamede.com/Image3/20050817054937717688.jpg

AKM silenced http://www.yamede.com/Image3/20050817055552430568.jpg

AKM with bayonet http://www.yamede.com/Image3/20050817055249388474.jpg

AKMS http://www.yamede.com/Image3/20050817055709611517.jpg

AKMS silenced http://www.yamede.com/Image3/20050817060026736925.jpg

AKMS with bayonet http://www.yamede.com/Image3/20050817055824494847.jpg

AK-74 http://www.yamede.com/Image3/20050817070623768402.jpg

AKS-74 http://www.yamede.com/Image3/20050817070502495136.jpg

AK-74M http://www.yamede.com/Image3/20050817071108408052.jpg

AKS-74M http://www.yamede.com/Image3/20050817070941634354.jpg

AKS-74U http://www.yamede.com/Image3/20050817065908604094.jpg http://www.yamede.com/Image3/20050817070235653761.jpg

AKS-74U silenced http://www.yamede.com/Image3/20050817070038244321.jpg

Page 82 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 08:04:00 GMT View Forum Message <> Reply to Message i hope theses pics are useful to you some of them are from free downloadable sources, most of them i have made myself and some of them used either in ja2 vengeance or other, not yet finished mods by the way i know that the 20mm clip is possible. you use the grenades like a magazine. full is 6 grenades. now instead of minirockets, the weapon fires a grenade so you only attach one item (20mm magazine) onto the gun. each grenade fired reduceds the status of the clip by 1/6. i cannot give more detials because i obviously didn`t make that possible myself. btw that^s a lot of pictures dark thor. good recherche is the basis of a good looking weaponmod... nice stuff

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 17 Aug 2005 08:51:00 GMT View Forum Message <> Reply to Message In retrospect, I can see that replacing the launcher code with some sort of secondary ammo/fire code + explosive shot flag would be a lot more useful in the long run. Multi-shot grenades, underslung grenade launchers, reloadable Anti-Tank Rockets (ie. RPG, Carl Gustav

Subject: Re: "1.13" Mod - Main Thread Posted by abradley on Wed, 17 Aug 2005 09:07:00 GMT View Forum Message <> Reply to Message My results from two differant installs that I have on one computer.

One install is the last pre-4 proedits. The other is the latest.exe.

First I've only got a litte way into both.

The old exe file seems to have faster game play. I've gone to Dressan (and East Sam) one time and Chit a second time with the old. Play was long but usable.

The Latest exe was sloooow! Went to Drassen and every army turn was looooong. I finally gave up and went back to the the old exe.

Somebody mentioned the army doesn't use grenades, ect, with these exes. I've had them using Smoke, Tear Gas, Break lights on me when using the old and battling in Chit. I expect it would be the same for the new exe.

Page 83 of 301 ---- Generated from The Bears Pit One other item that I noticed since using this mod.

'Never use auto resolve in battles!' is posted everywhere and I followed it!

While trying to defend Dressan I was hit by 18 army while I had 20 greenies. I knew if I deserted the Greenies they would lose the airport. So I threw caution to the wind and auto resolved with the 20 greenies and 4 wounded mercs (one down to 50 %).

We Won! in fact I only lost a couple of greenies, and the mercs got further wounded but not too bad. Plus 6 Greenies were promoted to blues and one to vetern!

Since then I've done it 4 more times with good results. No Mercs lost!

I don't advise this with 4 Mercs by themselves, only when defending a militia sector!

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 17 Aug 2005 09:22:00 GMT View Forum Message <> Reply to Message I think I know what The Scorpion is refering to, treating the grenade launch function on a particular weapon like the power drain on batteries in the x-ray device. Push the button, the "effect" of a grenade being launched happens and the "clip" goes down a bit (1/6). Yes I've seen it done too but where did the related fourm thread that vanished a few weeks ago go? I hope I'm not stepping on anyone's toes with that description, that's my guess at how it was done at any rate. Ah the joys of Open Source. Pity I don't speak the language...

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 17 Aug 2005 11:55:00 GMT View Forum Message <> Reply to Message Mugs

You mentioned Weapons.dat. Have you released this or is it in a directory I haven't looked in yet? I'm really itching to take a look at this.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 17 Aug 2005 12:59:00 GMT View Forum Message <> Reply to Message Khor,

It's in the \data\tabledata\ folder.

Page 84 of 301 ---- Generated from The Bears Pit Scorpion,

Good News: I got the RPG to work (w/out text and graphics for now, and it's temporarily using the 40mm HE grenade as ammo).

Bad News: I can't change the ammo types for the RPG. While I can make the RPG accept and fire different types of ammo, they all end up turning into the same explosion. Because the explosion is calculated and displayed after the ammo has already been fired, I can't get the ammo type to change the type of explosion. I _can_ change the explosion for RPGs to be different than LAWs, however.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 16:50:00 GMT View Forum Message <> Reply to Message so the RPG works the same as the LAW? that would be okay. different grenade types was just an idea. i mean we already have a big choice of 40mm grenade types so it`s not tragic but thx for trying

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 17 Aug 2005 18:19:00 GMT View Forum Message <> Reply to Message Not sure if by ammo you're refereing to ammo types or different attached item/grenades for the RPG, but if the former are you including buckshot ammo in the bad news? I remember from the UC mod there were two warheads differentiated by ammo type: a regular warhead - normal ammo, and a tandem warhead - buckshot. However instead of 2 explosions, buckshot got a whole bunch of explosions equal to the number of buckshot pellets. Overkill, but it did give the effect of a more powerful warhead which could blow up the first wall, then the next and so on... Putting a duckbill on that RPG gave it a spray effect ruining the "tandem" charge effect.

This mod is going to kill even more of my time, but thanks for the reason to reload gold edition.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 17 Aug 2005 18:45:00 GMT View Forum Message <> Reply to Message i think, there, one specific ammo type was tunrned into an explosive (buckshot) a couple of other ideas, just threated as ideas not as requests (muggsy is probably pretty busy whit all that stuff requested)

-if the underbarrel grenade launcher is turned into a knife, it works like a bajonett. maybe a new

Page 85 of 301 ---- Generated from The Bears Pit attachemnt could work like this.

-a question: is there an easy way of editing the range of the robot remote control?

-a yeah, another question is there a way of raising the number of tilesets so UB tilesets could be added to ja2?

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 17 Aug 2005 20:01:00 GMT View Forum Message <> Reply to Message scorpion, glad to share these pics with everyone here, and i wish i could be more helpful here.

MM, i like scorpion and wil473's idea that battery's code could be used here, then we probably could have a fully functional OICW, with 30 rounds 5.56 magazine as usual and 10 rounds 20mm grenade magazine attached on weapon.

And I got another two questions here:

Whether could we use the NVG together with gas mask or not? Here is an idea that if we could attach the NVG on the helmet like that shown in many movies, maybe we could wear gas mask at the same time, but i'm not certain the feasibility.

Is it possible to add a "Throw All" function to instantly dispose of all the items in the current map? since the drop-everything function was enabled, there has been so many useless items dropped on maps, and throwing them one by one is really a boring job.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 00:25:00 GMT View Forum Message <> Reply to Message Allowing use of the NVG with the Gas mask is pretty easy to do. I'll add it to my list. But you'll still only be able to have two face items at the same time; so you won't be able to wear gas mask + NVG + Ext. Ear, for example.

Not sure what you mean by a "throw all" function. Do you mean a function that would instantly throw away / dispose of the items? Hmm.. I think I can do that. I can probably also add the "E" key to empty a merc's inventory into the current sector while I'm at it (a la Deadly Games).

They must have done some weird hack to make their RPG work in UC if it could spray explosions.

Page 86 of 301 ---- Generated from The Bears Pit I've been messing around with it some more, and I've managed to get it so that I CAN have different types of warheads. However, they are still limited to the types of explosions available in the game:

Regular Blast Large Blast Teargas Smoke Mustard Gas Stun Blast

Think of grenades, not ammo, when thinking up warhead ideas.

I can, however, change the hit point damage, energy point damage, blast radius, volatility of the explosive, and the volume (not sure what that one does).

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 00:38:00 GMT View Forum Message <> Reply to Message yes. hacking the bullets to act like a LAW rocket. the spraying was done by the shotgun slugs themselves yes, i like large blast and stun blast. while stun blast would cover my idea of "shrapnel". off course it would do more damage than a normal stun grenade and the large blast (or regular blast, just the one that LAW uses) would be the normal HEAT round something else: When looking at the exe with a hex editor, i`ve noticed a couple of files mentioned there that don`t exist or aren`t actually used for instance ambient sounds

http://www.ja-galaxy-forum.com/ubb/ultimatebb.php?ubb=get_topic;f=5;t=000952 can judge that, whether there is too much missing to make theses files actually work ingame?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 01:10:00 GMT View Forum Message <> Reply to Message I don't know offhand if those sound files are buried somewhere in the slf files (maybe in the wrong one). There does appear to be some code to enable listening to ambient sounds in the test version compile option by pressing Alt-A. I'll try removing the #ifdef around the test code to see what happens. Even if (a big IF) it does work, there doesn't appear to be any code to activate the ambient sounds, unless we can locate a control file ("AMBIENT\\%d.bad", where %d is the ambient sound id), and even then, the tilesets appear to have a ubAmbientID variable (to control

Page 87 of 301 ---- Generated from The Bears Pit which set of sounds to play) that may or may not be loaded from the tileset files.

I may be able to code in something usable, but first we'll need some ambient sound files.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 01:29:00 GMT View Forum Message <> Reply to Message these exist sounds.slf are some ambient yet unused sounds that could be used and ambient.slf is a whole unused archive for that there is an error message in the exe somewhere... i`ve made a screenshot some time ago... maybe i find it i think the error message is about the number of tilesets does not match with something else i see if i can find it

*edit*

http://www.freewebs.com/ja2vengeance/error.bmp there it is. maybe this is of any use for you... there is also a library ja2/data/ambient.slf that contains ambient sounds maybe you`d find a way to trigger them? i know this might be extremely difficult to do, but is it somehow possible? thx for your efforts muggsy

*edit again* for the crows and cows it is implemented. they trigger cowmoo 1 - 3 and a couple of crow sounds. maybe there is a possibility to use this code for other tileset/ animations as well?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 02:44:00 GMT View Forum Message <> Reply to Message Crow and cow sounds aren't in the table referred to in code for ambient sounds:

STEADY_STATE_AMBIENCE gSteadyStateAmbientTable[

Page 88 of 301 ---- Generated from The Bears Pit NUM_STEADY_STATE_AMBIENCES ] = { // NONE "", "", "", "", // NIGHT "", "", "", "", // COUNTRYSIZE // DAY "SOUNDS\\SSA\\insects Day 01.wav", "", "", "", // NIGHT "SOUNDS\\SSA\ ight_crickets_01D.wav", "SOUNDS\\SSA\ ight_crickets_01B.wav", "SOUNDS\\SSA\ ight_crickets_01C.wav", "SOUNDS\\SSA\ ight_crickets_01A.wav", // NEAR WATER // DAY "SOUNDS\\SSA\\swamp_day_01a.wav", "SOUNDS\\SSA\\swamp_day_01b.wav", "SOUNDS\\SSA\\swamp_day_01c.wav", "SOUNDS\\SSA\\swamp_day_01d.wav", //NIGHT "SOUNDS\\SSA\\marsh_at_night_01a.wav", "SOUNDS\\SSA\\marsh_at_night_01b.wav", "SOUNDS\\SSA\\marsh_at_night_01c.wav", "SOUNDS\\SSA\\marsh_at_night_01d.wav", //INWATER //DAY "SOUNDS\\SSA\\middle_of_water_01d.wav", "SOUNDS\\SSA\\middle_of_water_01c.wav", "SOUNDS\\SSA\\middle_of_water_01b.wav", "SOUNDS\\SSA\\middle_of_water_01a.wav", // night "SOUNDS\\SSA\\middle_of_water_01d.wav", "SOUNDS\\SSA\\middle_of_water_01c.wav", "SOUNDS\\SSA\\middle_of_water_01b.wav",

Page 89 of 301 ---- Generated from The Bears Pit "SOUNDS\\SSA\\middle_of_water_01a.wav", // HEAVY FOREST // day "SOUNDS\\SSA\\JUNGLE_DAY_01a.wav", "SOUNDS\\SSA\\JUNGLE_DAY_01b.wav", "SOUNDS\\SSA\\JUNGLE_DAY_01c.wav", "SOUNDS\\SSA\\JUNGLE_DAY_01d.wav", // night "SOUNDS\\SSA\ ight_crickets_03a.wav", "SOUNDS\\SSA\ ight_crickets_03b.wav", "SOUNDS\\SSA\ ight_crickets_03c.wav", "SOUNDS\\SSA\ ight_crickets_03d.wav", // PINE FOREST // DAY "SOUNDS\\SSA\\pine_forest_01a.wav", "SOUNDS\\SSA\\pine_forest_01b.wav", "SOUNDS\\SSA\\pine_forest_01c.wav", "SOUNDS\\SSA\\pine_forest_01d.wav", // NIGHT "SOUNDS\\SSA\ ight_crickets_02a.wav", "SOUNDS\\SSA\ ight_crickets_02b.wav", "SOUNDS\\SSA\ ight_crickets_02c.wav", "SOUNDS\\SSA\ ight_crickets_02d.wav", // ABANDANDED // DAY "SOUNDS\\SSA\\metal_wind_01a.wav", "SOUNDS\\SSA\\metal_wind_01b.wav", "SOUNDS\\SSA\\metal_wind_01c.wav", "SOUNDS\\SSA\\metal_wind_01d.wav", // NIGHT "SOUNDS\\SSA\ ight_insects_01a.wav", "SOUNDS\\SSA\ ight_insects_01b.wav", "SOUNDS\\SSA\ ight_insects_01c.wav", "SOUNDS\\SSA\ ight_insects_01d.wav", // AIRPORT // DAY

Page 90 of 301 ---- Generated from The Bears Pit "SOUNDS\\SSA\\rotating radar dish.wav", "", "", "", // NIGHT "SOUNDS\\SSA\\rotating radar dish.wav", "", "", "", // WASTE LAND // DAY "SOUNDS\\SSA\\gentle_wind.wav", "", "", "", // NIGHT "SOUNDS\\SSA\\insects_at_night_04.wav", "", "", "", // UNDERGROUND // DAY "SOUNDS\\SSA\\low ominous ambience.wav", "", "", "", // NIGHT "SOUNDS\\SSA\\low ominous ambience.wav", "", "", "", // OCEAN // DAY "SOUNDS\\SSA\\sea_01a.wav", "SOUNDS\\SSA\\sea_01b.wav", "SOUNDS\\SSA\\sea_01c.wav", "SOUNDS\\SSA\\sea_01d.wav", // NIGHT "SOUNDS\\SSA\\ocean_waves_01a.wav", "SOUNDS\\SSA\\ocean_waves_01b.wav", "SOUNDS\\SSA\\ocean_waves_01c.wav", "SOUNDS\\SSA\\ocean_waves_01d.wav", };Can you check for me if some of these files exist?

Thanks!

MM

Page 91 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 03:04:00 GMT View Forum Message <> Reply to Message the whole sounds//SSA Subfolder does not exist that`s the funny thing about it. would creating wav files with these names help anything? or using existing unused .wavs from ambient and sounds.slf and renaming them? ambient archive contains bird 4 6 7 9 cricket 1 and 2 night bird owl2 and 3 crow and cow sounds are in the sounds.slf and not in the non-existing sounds/ssa phantom subfolder i just thought, maybe the code that triggers them in maps containing cows could be used as a help to code other ambient sounds

Subject: Re: "1.13" Mod - Main Thread Posted by BlackSmith on Thu, 18 Aug 2005 03:05:00 GMT View Forum Message <> Reply to Message Hi, i just found this site in the hope of finding better and fixed JA2 patch/mods and seems that i found it.

Coulpe things that are in my mind. You could edit the first post to contain all the differences to the unchanged JA2 so that others dont have to scan whole topic for changes. (At least when a new version coems out) Also would it be too much to ask that the 800x600 "fix" would be added? (at least i didnt notice it was added).

Do you need file mirroring?

Page 92 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 04:06:00 GMT View Forum Message <> Reply to Message I'll edit the first post shortly. I'll also add in my todo list and try to keep it up to date with the mod's progress.

800x600 is not going to be easy to implement from what I've seen so far in the code. So it's at the bottom of my todo list.

I think my webhost is working ok for now; at least I haven't heard any complaints since I changed the page name.

EDIT: 1st page updated. Did I miss anything?

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Thu, 18 Aug 2005 08:41:00 GMT View Forum Message <> Reply to Message With the added weapons, may we presume that save games from version 08/12 will not be compatible with the version expected 08/21?

Subject: Re: "1.13" Mod - Main Thread Posted by Sturm on Thu, 18 Aug 2005 09:11:00 GMT View Forum Message <> Reply to Message Hi Madd Mugsy.Its great you are doing this for the JA Fans .My request is, can there be more then 6 mercs in a squad.Like 10 Mercs in a squad .I think someone has done this ,but im not sure of it .thanks again :cheers:

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Thu, 18 Aug 2005 09:24:00 GMT View Forum Message <> Reply to Message Question about the Barret 50BMG Sniper rifle.

Being as it is 50BMG should it have about 2X the damage of any other sniper rifles? Also if it was given 2X the amount would it KIA you in one shot and KIA NPC's in one shot? Don't know but was wondering about a hit from a 50BMG. I think it would KIA anyone in one shot.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 11:43:00 GMT

Page 93 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message wil473,

The new weapons won't invalidate save games, but the max durability stat probably will (all existing items will have a max durability of zero and hence not be repairable).

Sturmblade,

I think this would require significant graphical changes, which I'm not prepared to do at the moment. flybyu,

Barrett does have a range about 2x the other rifles (150 tiles vs. 70-80 tiles). I debated increasing the damage beyond what the devs set for it in UB, but decided to leave it, as it's no fun getting your mercs blown away in one shot by some red shirt.

Plea for Help:

I've got the RPG-7 image in-game and looking pretty good, but my RPG rockets look like crap! Can someone please do me a big favour and make me some rpg rocket graphics (bigitems, interface and tileset). I'd like them in multiple colours if possible: green, red, blue, yellow, etc. so we can easily differentiate between rocket types.

Thanks!

MM

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Thu, 18 Aug 2005 11:49:00 GMT View Forum Message <> Reply to Message Police L.T. to the rescue!

I'll try and do it for ya MM. I'll have to PM you later on though, and they would be in BMP format, your going to have to convert it to the JA2 file yourself.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 18 Aug 2005 12:14:00 GMT View Forum Message <> Reply to Message Mugs

I've looked in every install of Ja2 that I have and can't find a Tabledata directory, .slf or anything. I

Page 94 of 301 ---- Generated from The Bears Pit even looked in the Data.slf but found no such beast. This is maybe a horrendous oversite on my part but could you please clue me in on where I might find it?

Again thanx to anyone who can answer this one. I can't imagine not having this in all the Ja files on my computers.

Subject: Re: "1.13" Mod - Main Thread Posted by shihua on Thu, 18 Aug 2005 12:19:00 GMT View Forum Message <> Reply to Message The Tabledata directory is only for 1.13 by Mugs

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 12:28:00 GMT View Forum Message <> Reply to Message Police,

No problem with BMPs and Thanks!! :cheers:

Khor,

\Data\TableData\Weapons.dat

In other news:

Apart from the images, I have the RPG-7 in working order with 3 types of warheads so far: HE, Frag and AP. The specs are as follows:

Type--Damage-Energy Damage-Radius HE--55-15-6 Frag--25-200-8 AP--200-10-3

The HE warhead is the same as the LAW rocket.

I left the Frag explosion the same as the HE explosion because the stun grenade explosion animation doesn't do flying shrapnel justice. The AP warhead uses the same explosion as the 40mm HE grenade since it has a smaller radius.

The AP warhead is basically one shot, one kill, but the darn rocket launcher is not very accurate, so it likely won't hit its target on the first shot anyway. I find that the second time shooting at the same location is more accurate.

Page 95 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 18 Aug 2005 13:44:00 GMT View Forum Message <> Reply to Message Thanx a million Mugsy!

Now, am I correct in assuming that by using the cities.dat file also included in Tabledata you can alter quest locations and maybe even the starting sector? It looks like the numbers correspond to where the cities are located on the map so maybe you could (let's say) move 1 1 down to the bottom of the map and have mercs arrive there instead of A9? Sorry for the sidetracking but looking at this tabledata goldmine I feel like a kid opening present on Christmas. Great work externalising this stuff!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 18 Aug 2005 15:09:00 GMT View Forum Message <> Reply to Message I haven't played with cities.dat yet; I don't think it's fully implemented.

Update:

Ok, I've spent the last 6-7 hours trying to get new values for maximum durability into the game. I got it all coded and compiled, and then when I finally ran it: The colours in the tactical screen were all bright red-hued and the helicopter dropped my guys off in the wrong spot. I did everything I could think of to fix it, but to no avail. Amazingly, removing the extra variables I put in to the OBJECTTYPE structure and the related function changes fixed that issue. But it means that I can't get the max durability thing to work. I have to leave for work again in 4 hours. I'm going to bed.

-MM

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 18:56:00 GMT View Forum Message <> Reply to Message i had some rpg rocket pictures included in the zip i uploaded only need to recolur these the launcher itself isn`t that pretty though, but there are other pictures around i alos thank a lot for externalising the weapons and cities data. lets see what can be done with it in fact, would it be possible to have a custom animation for the shrapnel grenades?

Page 96 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Thu, 18 Aug 2005 19:51:00 GMT View Forum Message <> Reply to Message @Madd Mugsy Thanks I was wondering about the 50BMG and agree with you.

Also the RPG is not the most accurate weapon in the world but does get the job done, so it being a little off makes it a little more realistic.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 18 Aug 2005 20:21:00 GMT View Forum Message <> Reply to Message Mugs

It seems the weight, and one and two handed usage stats are not included in the weapons.dat. Is there an external way of adjusting these?

Also, I tried fooling around with cities.dat last night and got some intreaging results. By adjusting some of the numbers on the map type number grid you can switch the names of the towns. I believe this would correspond to the quest features for each town. It's going to take a lot more experimenting to see exactly how much can be changed this way but this could be an answer for those of us who want to completely change the 'worldmap'.

Scorpion Remind me which explosion shrapnel grenades use and I should be able to crank that one out today. However; I think a really cool feature to add here (sorry Mugs carried away again) would be to make the flying debris have a damage value. That might be too much work for something that isn't already lacking so I'm willing to do the extra animation either way. Of course there would then have to be something coded to tell the program to use this new animation instead of the regular explosion of that size.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 20:29:00 GMT View Forum Message <> Reply to Message i have a custom animation in ja2 vengeance for shrapnel/ fragmentation grenades so you could use this one as a base for a new animation. it`s simplistic though... but it is one that shows explicitly that it`s not an explosion (it`s rather debris flying around)

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 18 Aug 2005 21:14:00 GMT

Page 97 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Actually what I was going to do is just superimpose some debris on a regular explosion animation then reduce the size of the fireball and add 'smoke'. Perhaps a better solution would be to merge you're animation with a shrunken fireball then add smoke maybe from yet another animation sequence. This sounds harder than it would really be but the important part that I can't do is to code in this new animation so the default isn't used. How do you like the debris idea?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 21:38:00 GMT View Forum Message <> Reply to Message well this sounds more adequate to the shrapnel explosion though mine is just a simple solution... used for the frag grenade in ja2 vengeance but nowhere near an explosion of an RPG

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 18 Aug 2005 22:53:00 GMT View Forum Message <> Reply to Message Right. A shrapnel explosion (frag grenade, etc.), is what this would be for. I think the regular animation is fine for an RPG explosion but perhaps if there were a 'flechette' grenade we'd just use the existing CAWS or shotgun animation.

I was wondering what you thought about having debris from antipersonel grenades actually inflict damage in the same random radius type way that a shotgun does? Sometimes the debris would completely miss sometimes the damage would be very minor and rarely a piece (or rather a bunch of crap) would inflict serious damage. This would be in addition to the existing damage radius.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 18 Aug 2005 23:31:00 GMT View Forum Message <> Reply to Message okay you`re second question: i guess this was not directed at me anymore, rather at Madd Mugsy? my opinion though is, that depending on the type of grenade the way damage is inflicted is different. most grenades`lethality comes from shrapnel, but some work whit the blast. maybe adding a grenade that explicitly works like that (a fragmentation or so grenade) would be a good way of implementing this feature. i`d like the existing grenades to keep there blast radius, as

Page 98 of 301 ---- Generated from The Bears Pit it is a good way of getting enemy^s out of their cover the idea itself makes a lot of sense. the problem would be the coding in my opinion, but again... a good coder like muggsy can tell you whether it is possible, i can`t.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 19 Aug 2005 00:09:00 GMT View Forum Message <> Reply to Message The blast damage from explosions is random within the radius. A guy can be standing right in the middle of an HE explosion and take very little damage, while the guy two tiles to the left takes enough to get himself killed.

Because of this, I don't really see a need to put in extra code for flying debris. Either you got hit by some and took extra damage or it missed you and you took less damage. Plus it doesn't look like there's any easy way to tie flying bits on screen to actualy damage on a character (at least it's still beyond my limited comprehension of the code and C++ in general).

I would be happy to try and get a shrapnel explosion into the game (in addition to the current explosions). Heck, I could even add Frag Hand and 40mm grenades to go along with the Frag RPG.

Scorpion,

There are rpg ammo pics in your archive? I missed those! I'll take another look. I also did up my own RPG launcher based on the pics from flybyu.

EDIT: Just looked again and didn't see them again. Can you point me to a filename to look at? Thanks.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 19 Aug 2005 00:14:00 GMT View Forum Message <> Reply to Message Muggsy i`m sorry. they pg-7 tow and pg-7 grenade pictures are only in the interface folder, i forgot to upload the bigitems for this pics i sent you the bigitem pic i use in current installs of my mods. this is shrunk from world.guns.ru http://world.guns.ru/grenade/gl02-e.htm

Subject: Re: "1.13" Mod - Main Thread

Page 99 of 301 ---- Generated from The Bears Pit Posted by Khor1255 on Fri, 19 Aug 2005 00:17:00 GMT View Forum Message <> Reply to Message Right. I was actually bouncing the idea off of both of you (and anyone else who had an opinion).

The regular Ja2 grenades are frag/anti-personell type so this would be adding an additional feature to an already existing item (giving it a more life like representation in the physics engine while distinguishing it from other explosion types). It can be argued that the majority of explosions will carry debris of some kind but since this debris is of a completely random nature and not contained whithin the actual explosion epicenter the effects are usually negligable.

I'm saying, keep the existing explosion radius (since being that close to a grenade almost always results in serious injury) but add an additional diminishing area of effect from shrapnel. Again, sorry for the sidetracking I just wanted to explain that as clearly as possible. If you like I'll adjust the animation you've already made for a shrapnel explosion but of course the coding is something out of my hands at this time.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 19 Aug 2005 00:50:00 GMT View Forum Message <> Reply to Message I'll look into it.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Fri, 19 Aug 2005 01:45:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Sturmblade: Hi Madd Mugsy.Its great you are doing this for the JA Fans .My request is, can there be more then 6 mercs in a squad.Like 10 Mercs in a squad .I think someone has done this ,but im not sure of it .thanks again :cheers: that was done in german version of Wildfire which also had the 1024x768 resolution.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 19 Aug 2005 03:45:00 GMT View Forum Message <> Reply to Message Mugsy

Using you're externalised Weapons.dat file how do you assign the weight of a weapon? There seems to be no provision for either this or how many hands you are required to use when using a particular weapon or how much inventory space a weapon occupies. These are; of course, very important stats when changing an existing weapon and essential for creating one from a blank item slot.

Page 100 of 301 ---- Generated from The Bears Pit It is my understanding that Itemsdescr.edt & Braydesc.edt only pertain to the name and text blurb that accompanies each item. I can't think of where to look to find these important details.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 19 Aug 2005 05:10:00 GMT View Forum Message <> Reply to Message They're still in the code. I eventually need to externalize them. It's not a small task for me as I'm not exactly a C++ guru and am not totally familiar with how to do file read/writes. It's on my todo list, but it's not something I'll be putting in the next release.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 19 Aug 2005 06:33:00 GMT View Forum Message <> Reply to Message That would be cool. Thanx Mugs. For now it's great to be able to change the existing weapon characteristics. If I find something out about the Cities.dat I'll post it here.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 19 Aug 2005 09:18:00 GMT View Forum Message <> Reply to Message Scorpion,

I haven't received the pics from you. Did you send it to my email address?

Update:

I tried messing around with adding some additional variables to the OBJECTTYPE structure used to define items, and, yeah, it looks like that is what was causing the problems with the red colour and merc placement at the beginning. Apparently, if the item structure is changed, the game balks when loading maps. Good to know, I suppose: it means that we can't add any new properties to items. The max. durability enhancement has been dropped.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 19 Aug 2005 13:55:00 GMT View Forum Message <> Reply to Message Another Update:

Here's a list of the item-related data arrays in the code which (I think) I can externalize:

Page 101 of 301 ---- Generated from The Bears Pit - item info (type, weight, price, PL, # pockets, graphic, etc) - Ammo magazine definitions (calibre, size, type) - Armour (class, protection, degradation) - Expolosives (type, yield, radius, volatility, animation) - Attachment Info (attachment,type, type of check, % penalty) - Attachments (attachment, item) - Launchables (launchable, launcher) - Compatible Face items (item1, item2) (btw, I've updated this so you can wear NVGs/UVGs with gas masks, and either of those three with the robot remote). - Merging (item1, item2, resultingItem, mergeType) - Attachment merging (baseItem, item1, item2, resultItem) - Army gun choices (#choices,choice1,choice2...) - Bobby Ray inventory, Bobby Fire rates - More inventories: Tony, Devin, Franz, Keith, Sam, Jake, Howard, Gabby, Frank, Elgin, Manny, Herve, Peter, Carlo, Alberto, Micky, Arnie, Perko, Fredo - Salesman info (buying price mod, selling price mod, type of dealer, initial cash, etc) - Most, if not all, of the hard-coded in-game text - and some others I probably missed.

And of course, the weapon data has already been done

I think I'll try to do most of these just like the weapons.dat file (simple xml, for which I have the code to read in), or tab/comma delimited. That way some one can just make a VB tool to modify the files or something (since they'll all need to refer to item indexes which aren't exactly user friendly).

I'd like to also be able to externalize the ammo calibres (so you can add new ones), but they're sitting in an enum instead of an array, so it could get ugly as I don't know offhand how many hidden references to that enum there are in the code.

Subject: Re: "1.13" Mod - Main Thread Posted by BlackSmith on Fri, 19 Aug 2005 17:14:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: 800x600 is not going to be easy to implement from what I've seen so far in the code. So it's at the bottom of my todo list.Why not simply ask for someone that has already done it if you could copy the code from him?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 19 Aug 2005 17:39:00 GMT View Forum Message <> Reply to Message i sent that picture to your adress (from where you sent me a message previously)

Page 102 of 301 ---- Generated from The Bears Pit but i can add it to the zip above and re-upload the zip weapon progression, dealer inventory and the other things would be absolutely great to have them externalized... great feature re-uploaded Pics.rar the file to look for the rpg grenade is in "bigitems" PG-7tow or PG-7 heat something like that

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Fri, 19 Aug 2005 19:22:00 GMT View Forum Message <> Reply to Message Jyust sprung an idea: insted of being able to delete the masses of items at once and "scaerfice" the few good items, can everything in the sector auto stack even guns? and can the sectors have "infinate slot storage" say i got 400 clips of 5.56mm, i aint gonna wanna go through a couple of pages to get to the next item, can we have all 400 stack up into 1 slot and auto do it? is it possiable to import the "auto see items after all hostiles die" so u dont have to check every damned body

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 19 Aug 2005 19:57:00 GMT View Forum Message <> Reply to Message Mugsy Most of what you mentioned in you're list of possible things to externalise definately must be doable because W4st's weapon editor allows access to these things through the use of .bat files. Since you are using a completely different appraoch maybe looking at what he's done won't be much help but I thought I'd run that by you. Being able to modify salesman inventories would be cool. Do you think the VB Runtime libraries would 'automatically' make the neccessary .dlls? Or is this something we'd have to do manually? I'm asking because changing and especially adding items causes really bad crashes and invalidity errors to maps. It can quickly make a whole items mod trash. Since the data is 'stacked' in the .exe one invalid statement makes the rest of the stream nonsensical (so I've been told). This is something that makes us computer noobs very nervous about making certain changes within our weapon/item mods. So I'm asking, do you think there is a way to either automatically adjust the 'float distances' or whatever causes the invalidities or make the external data fit back into the .exe without offsetting everything?

Nevermind all that if it's gibberish. Without a compiler I'm just grasping at straws and trying to offer suggestions. I should have one by the end of the week (with any luck) then maybe I'll know a little

Page 103 of 301 ---- Generated from The Bears Pit bit about what I'm talking about. My crouching and prone LAW animations are comming along (each set is pushing 300 frames). Is it allright to send you one set first so you can test it before I finish the whole lot?

I love the idea of the each sector 'autostacking' like Grindedstone says.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 19 Aug 2005 21:49:00 GMT View Forum Message <> Reply to Message I was actually getting to the images a while ago and I founded a perfect image -- or more along the lines of a model.

I wanted to get permission to use the model, render it and give it, but the modeller didn't go online and give me permission to use it. As you might have guess; No credit = No go.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 20 Aug 2005 07:14:00 GMT View Forum Message <> Reply to Message Scorpion,

Thank you!

Police,

So to hear that, but it looks like I should be able to use the pics from Scorpion anyway.

Grindedstone,

The stacking in the sectors uses the same code as stacking in inventories, so it'd be a real pain. Not to mention the fact the maximum number of items per slot is hard coded to 8. I tried increasing this and ended up with many crashes. As for stacking guns, that's also not possible due to the way that attachments work.

Not sure about the other part of your request yet.

Khor,

Not sure what you're trying to say regarding the runtime dlls. In my earlier post, I just meant that someone could write a nice little GUI frontend for editing stuff (like the desktop weapon editor GUI).

I think that by "float distances" (Is that how far away from shore you're allowed to go?) you must mean array sizes. They can't be changed in WEdit, since it's hacking the exe. But some of them

Page 104 of 301 ---- Generated from The Bears Pit should be changeable in the future externalized data (Items=no, Attachments=yes, etc.) I'll write some instructions and note any limitations for array sizes and variable values after I get the files working.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sat, 20 Aug 2005 09:31:00 GMT View Forum Message <> Reply to Message I always get 'float distance' errors when using a new weapon mod that call for looking at .dll files. Don't know what they are but thought I'd mention that in the hope it would give you a clue as to the nature of a lot of weaponmod errors.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Sat, 20 Aug 2005 12:41:00 GMT View Forum Message <> Reply to Message Well mas would it be possiable for us to "customise" out sector layout or select what we wanna view

So we would have a click box to view

Small Arms Heavy Arms Attachments Grenades Ammo Support (Medi kits, Repair Kits) Armour

Or at least allow us to choose the order of which the items appear.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 21 Aug 2005 02:21:00 GMT View Forum Message <> Reply to Message I've got some basic questions before I release the next version:

Obviously, reflex sights, reflex scopes and sniper scopes can't all be used at the same time. But can unscoped reflex sights be used on all weapons, or just rifles? What about the scoped ones? Now that we have reflex scopes should we still allow sniper scopes on all rifles and LMGs, etc?

Also I have the reflex scope currently giving half the bonus of the sniper scope in addition to the rod & spring bonus.

Page 105 of 301 ---- Generated from The Bears Pit Should the duckbill range bonus be cumulative with the solid slug range bonus (so both together give a range of 24 tiles)?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 21 Aug 2005 02:43:00 GMT View Forum Message <> Reply to Message I think the way you have the reflex scope giving half the bonus while giving the rod and spring bonus is an accurate enough depiction. A reflex sight; however, is different in that it allows the use of 'open' sights and with a scope mounted above. This configuration gives the shooter the option of either quickly sighting his target in without using the scope or using his scope in the normal way a scope is used. In effect it would either act like an AP reduction without the scope advantage or the scope advantage without the AP advantage (sounds like a tough one to code).

The duckbill should only affect buckshot. What this actually does is to funnel shot into a more concentrated (and often flatened) trajectory. Using a duckbill (or choke) you definately get greater range from shot but slugs behave the same.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 21 Aug 2005 03:04:00 GMT View Forum Message <> Reply to Message I'd suggest only allowing the sniper scope on sniper rifles and high-end /modern assault rifles advertised with WEAVER or STANAG (Standard NATO Agreement) rails. - Just to make things interesting, make the scope a non-repairable item so that battlefield pickup won't be so convienent in drop all mode. - The sniper scope could be more expensive than it is now, say by twice. In addition is there any way to stop Tony from buying them when they fall below 75%? - I agree about the penalty with sighting through the Sniper Scope. Is there anyway to start the adding of AP to a shot at 3 instead of 1? (Either snap shot with no additional points or start adding at 3 minimum.)

By the same token, the Scoped Reflex sights sound like the ones that some modern Assualt Rifles have built in (see. South African CR-21) or the Elcan 3.4X in use by Canadian Forces or British SUSAT 4X which are mounted on standard type mounts (STANAG?). These are supposed to increase sighting speeds, while providing magnification. Complaints by the end users aside, I believe these are supposed to be more durable than true sniper scopes in 8x + range. I suppose these should be repairable as they aren't in the "high-end" optics class.

Reflex scope, those are useful for handguns, SMG's and carbines right? Pure speed bonus on targeting?

Technically, any weapon with a mounting rail could take any compatible sighting aid, but this would have game play implications.

Page 106 of 301 ---- Generated from The Bears Pit I

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 21 Aug 2005 03:31:00 GMT View Forum Message <> Reply to Message Khor,

Done. But after testing the change for the sniper scope + reflex sight, it turns out that it doesn't work... and won't work, due to the way by which APs to attack are calculated. What I can do though is make it so that the reflex sight bonus only applies to bursts/auto-fire when a sniper scope is attached. wil473,

I don't think I can easily change the way aps are added when aiming.

Your suggestions give me another idea. Since we can't do the max durability thing, how about this:

1) Dealers won't buy items < 75% status 2) All items dropped by enemies are not repairable

This would give an extra level of strategy and force the player to actually purchase good items.

EDIT: I take it back. It would require a lot of recoding to make shop keepers accept items of only certain quality. It's also not an easy task to provide a graphical indication of whether an item is repairable, so you'd have a hard time knowing whether you could repair something or not.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 21 Aug 2005 05:50:00 GMT View Forum Message <> Reply to Message Sounds like a

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 21 Aug 2005 05:58:00 GMT View Forum Message <> Reply to Message I don't think that that would be possible with the externalized data. It would require adding code to the gun firing methods to reduce the item's status.

Anyway, I'm uploading the new build now. It _should_ be compatible with the last release, since

Page 107 of 301 ---- Generated from The Bears Pit most of the changes were new items or item functionality changes.

Changes include:

- added flash suppressor, eliminated muzzle flash for dart gun - silencer acts as flash suppressor - silencer and flash suppressor not compatible - flash suppressor doesn't work on pistols or shotguns - shotguns shoot further with solid slugs (20 tiles) - shotguns shoot further with duckbill (4 tiles) (not cumulative w/solid slugs) - added reflex sight and scope which give rod & spring bonus (cumulative with rod and spring) - can't use reflex sight w/reflex scope - reflex scope gives half sniper scope bonus - reflex sight usable w/sniper scope, reflex bonus does not apply to single/aimed shots - sniper scope not available on shotguns, LMGs, type-85 or AKSU 74 (use reflex scope instead) - reflex scope not available on sniper rifles (use sniper scope instead) - enemies with sniper rifles always use sniper scopes - falling backwards animation enabled

EDIT: new version's up!

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 21 Aug 2005 06:10:00 GMT View Forum Message <> Reply to Message Sorry, didn't see your post there while editing my last one. Is the barrel extender range value and permanent mount flag part "externalble?" If so, then the barrel extender which already wears out and even falls off on its own, could be hacked by non-programmers into a QRBarrel. Then again, I don't know what the source code will and won't allow. The new version is out early. Thank-you, this will keep me quiet for a while.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 21 Aug 2005 06:18:00 GMT View Forum Message <> Reply to Message The barrel extender range is not externalizable (not yet anyway, I'll look into it, along with some of the other constants). Not sure about the permanent status of the extender though.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 21 Aug 2005 07:54:00 GMT View Forum Message <> Reply to Message Not sure if this helps any, but I noticed that when using wedit+GUI on the 1.07 exe, when I renamed the rod&spring and extenders (into a "red dot" and a

Page 108 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 21 Aug 2005 08:02:00 GMT View Forum Message <> Reply to Message Found a (minor) bug. Fixed it. New download available now.

The sniper rifles weren't always getting sniper scopes like they were supposed to. All fixed.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 21 Aug 2005 10:20:00 GMT View Forum Message <> Reply to Message wil473

Wedit and the other .exe hacking tools can easily screw up a whole weaponmod when you make certain changes. If you make the wrong change to an item (or especially if you add a new item to the list by using unused slots these editors tend to 'offset' weapon stats so that a host of really strange anomolies occur throughout you're weaponmod. The problem is, most of us don't know exactly which changes to stay away from to avoid ruining all our work. This is a source of continuing frustration to those of us who don't understand much about computers and the reason it would be such a great thing to have this data clearly externalised. My mod; for example, is spinning wheels until I can figure out how to get the weapon changes in that I need to make an acceptable depiction of the weapons I'm trying to use.

Forgive me if you already know this but I thought I'd say for the record what Mugsy plans to do with externalising the code will be a Godsend to all future projects. I'm brimming with anticipation.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Sun, 21 Aug 2005 11:34:00 GMT View Forum Message <> Reply to Message Madd Mugsy, your a Demi-God If not a vomplete god

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 21 Aug 2005 11:56:00 GMT View Forum Message <> Reply to Message I can't argue with either points. I'm just shocked that all of this has been done in such a short time. At the very least it looks like you'll get your OICW working before the Americans decide to revive the real program(or cancel it for good).

Subject: Re: "1.13" Mod - Main Thread

Page 109 of 301 ---- Generated from The Bears Pit Posted by Khor1255 on Sun, 21 Aug 2005 14:59:00 GMT View Forum Message <> Reply to Message Great work on the shotguns. They now have a real use in the game. I can't use Proedit with this new version. I have a strong feeling that I just need an updated Prof.dat, Itemsdesc.edt, and Braydesc.edt but where do I get these? I was also wondering if you updated the source download at you're site. Thanx.

Subject: Re: "1.13" Mod - Main Thread Posted by Phantom on Sun, 21 Aug 2005 19:33:00 GMT View Forum Message <> Reply to Message here are some ideas for the Prof.dat files, modified for difficulty level:

*** Prof1.dat = novice all AIM mercs have waived their medical deposit; all AIM's, MERC's, RPC's & IMP's have "need for sleep" reduced by 1

Prof2.dat = experienced (no changes)

Prof3.dat = expert all AIM mercs now require a medical deposit. Furthermore, all AIM & MERC personnel have 10 less WIS stat

Prof4.dat = insane as "expert", above; Additionally AIM mercs quit sooner (2/3 death&reputation values); Plus all AIM personnel refrain from targeting livestock or civilians - yes, even Buzz - reflects AIM policy! ***

If you didn't want to do this yourself, I can email the Prof files to you.

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Sun, 21 Aug 2005 21:32:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Khor1255: I can't use Proedit with this new version. I have a strong feeling that I just need an updated Prof.dat, Itemsdesc.edt, and Braydesc.edt but where do I get these? I was also wondering if you updated the source download at you're site. Thanx. Same here MM

Page 110 of 301 ---- Generated from The Bears Pit Hay Great work everything is running great. When will Bear Pit post this mod on the mod page?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 21 Aug 2005 23:31:00 GMT View Forum Message <> Reply to Message Not sure why proedit isn't working for you. It works fine on my pc. What error message are you getting? Make sure you've got the latest itemdesc.edt and braydesc.edt files in there (everything's in the binarydata folder), and the prof*.dat and proedit.exe files are the same as the last version.

Source is up to date, except for the sniper rifle fix, which I can just post here (it's just two lines) if you want it. idkfa,

Super! If you could send me those files, I'll put them in the next release. Thanks! BTW, do you think there should be any changes to the mercs' equipment at each difficulty level? (ie: Igor on Insane, his barracuda and steel helmet can usually be replaced or outclassed after killing just 1-2 enemies in Omerta)

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 21 Aug 2005 23:58:00 GMT View Forum Message <> Reply to Message Hi muggsy finally got around to install and play it on insane level had a look into files as well. hope we can edit most weapon data because the UB weapon additions (apart from AS Val and PSG-1) were a bit unfortunate in my taste btw what editor should we use to change the weapons and cities.dat tabledata? if i notice something about the gameplay during testing i`ll post it here

*edit* insane difficulty: i think this should be combined with a serious workover of maps and in particuliar, enemy behaviour scripts. other than that, the result will be that the enemy`s turn take very long, the battles bacoma a bit static and end up as UC style carnages --> goodbye tactics but this is just the impression from battle at drassen airport so maybe i`ll get more patience once i`m used to waiting

Page 111 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Mon, 22 Aug 2005 00:02:00 GMT View Forum Message <> Reply to Message itemdesc.edt and braydesc.edt files dated 8/20/05 it shows in the mercdump text file the changes but its not doing anything in the game.

Prof file 8/21/05

It says its done when I hit export button it says cannot open mercimport.csv when I hit the import button. which is it?

Before I hit export and it worked but nothing in the new D/L

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 00:35:00 GMT View Forum Message <> Reply to Message flybyu,

Hmmm. Not sure about the import/export thing. That happens to me too. It saves and loads ok though. It may have broken when I added all those new items...

You should be able to just use your old prof*.dat files from the last version with this version, however. In fact, that should always be the case, as I can't make changes to the prof*.dat files or the game crashes when starting a new game.

So if you've got your old prof*.dat files just use those. scorpion,

Just use notepad.

What kinds of changes would you suggest to the enemy behaviour scripts?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 01:13:00 GMT View Forum Message <> Reply to Message on a default ja2 map, most enemies are set to very general scripts like "on guard" or "on call" once a high number of buildings and/ or soldiers are present, this frequently causes long (actual time) enemy turns and a static battle.

I guess a mapmaker should help you with setting more enemies to "stationary" and other simple

Page 112 of 301 ---- Generated from The Bears Pit and defined scripts so enemy turn won`t last as long and the battle will cover more of the area of an actual map obviously, i`m not thinking of changing the scripts themselves, but for INSANE difficulty, it might make the battles more tactical to adjust enemies. i guess i will play more and see how it turns out. i just fear i need long for each map playing on insane difficulty. so, no further premature comments from me (apart from the fact that i like the full auto feature) can`t wait to see the new attachments to guns. will the enemy automatically equip with those or can i buy them at BR`s?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 22 Aug 2005 01:46:00 GMT View Forum Message <> Reply to Message The import/export buttons have never done anything to my knowledge. But when you Save you're Proedit changes they should overwrite whatever was there before. This is not happeneing in the newest version. I'm sure it has to do with the Prof.dat, etc. I didn't change Prof.dat4 to Prof.dat last night but did just now and it still does not accept the changes I made. Proedit is not working for this version (and the date modified on the file was 8/15/05 not the twentyeth) and I'm afraid if I load the old Prof.dat those cool changes you just made won't work.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 02:10:00 GMT View Forum Message <> Reply to Message khor,

Very strange, as mine seems to be working fine, and I didn't make any changes to that part. Are your renaming prof4.dat to prof.dat, starting proedit, making and saving changes, and then renaming prof.dat back to prof4.dat? scorpion,

The enemy will use them automatically and you can buy them at BR's.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 22 Aug 2005 02:56:00 GMT View Forum Message <> Reply to Message

Page 113 of 301 ---- Generated from The Bears Pit Sorry Mugs. My mistake. I forgot to name the file back to Prof4.dat. I'm writing a readme now that I'll put in the Binarydata folder so this doesn't happen again.

The shotguns are AWESOME!!! I'm thrilled that in you're version they finally have a use that might justify keeping them around for a while. In reality, certain conditions make a shotgun the best toll for the job but as it was in Ja2 as soon as you got you're first SMGs shotguns became almost useless. The other stuff I still haven't gotten a look at. But now that I can assign changed weapons at will using Proedit I'll check the other ones out. Good stuff Mugs!

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 03:08:00 GMT View Forum Message <> Reply to Message so, finished drassen airport on insane level

BR now available, i had a look at it: i think you used a picture for ak-100 something but it says Mp5a2 there i`m not yet familiar with full auto feature but will go on trying it out. and then having a look at the guns, their stats and their pictures ingame btw find the 25 tiles range at bit high for the FN 5-7. off course 5.7mm is not a pistol round, but the 5.7 still is a pistol. I guess that range should be reduced

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 03:35:00 GMT View Forum Message <> Reply to Message Five seveNs have a range of 10 tiles, not 25. Are you using the latest weapons.dat?

The mp-5a2 uses the pic from UC.

I'm also tweaking the AI so enemies won't come looking for your guys quite so much.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 03:52:00 GMT View Forum Message <> Reply to Message Okay it seems i don`t use the most recent version then

Page 114 of 301 ---- Generated from The Bears Pit i just had an attempt at the second sector of drassen. i was outnumbered like hell. i guess INSANE difficulty is not the best setting to try out stuff...

Subject: Re: "1.13" Mod - Main Thread Posted by Gincan on Mon, 22 Aug 2005 04:11:00 GMT View Forum Message <> Reply to Message Some tweak suggests,

-reduce mine income for Alma, Cambria and Grumm they should supply enough to train and maintain milita but you cant rely on them. either make milita training more expensive or lower the income so as it makes A differance when trading stuff, Mikey never took any part in my games before. Raise the value of blodcat parts to fill the money shortage.

-Using chopper should only be possible when supplying fuel to skyrider to reflect the fuel shortage, riding chopper should be more of A luxury, now you can use it for transporting constantly, making the humvee and icecream truck less desireble. Maybe making it more expensive to ride so you have to use other means of transport.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 22 Aug 2005 04:20:00 GMT View Forum Message <> Reply to Message These are other features that, were they externalised would make the game much easier to mod and therefore give us all the features we want (even if the features I want might be different than those you want). Already, basic weapon stats are changeable using the two files Mugsy generously added in his download. When other data is also handled like this we'll be able to tweak this version to our hearts content.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 04:26:00 GMT View Forum Message <> Reply to Message

Page 115 of 301 ---- Generated from The Bears Pit what do i need to do to make my changes in weapons.dat and prof.dat work? or, which prof.dat do i need to alter to change the mercenaires inventory in what difficulty setting? you got it to work Khor?

Subject: Re: "1.13" Mod - Main Thread Posted by Checkmaty on Mon, 22 Aug 2005 04:44:00 GMT View Forum Message <> Reply to Message I don't think enemy behaviour improvements should be restricted to one difficulty level. Sometimes you just want smarter enemies on the tactical battlefield without all the extra Map/difficulty changes.

Some behaviour changes if possible:

1.Have the enemy fire from behind hard cover and if possible, alternate between Prone/crouch/stand to pop off shots then duck back behind cover.

2.Should never have enemies out in the open unless there is no cover available. They should allways try to find and fire from suitable cover when in any kind of danger. They should be able to tell the difference between hard and soft cover. I always see enemy take cover behind tall grass or some kind of useless soft cover...they should only do this when there is no available hard cover.

3.Enemies should try to move from cover to cover when in combat.

4.Suppressing fire. Have enemies with high rate-of-fire weapons supress your squad. If they can't see you, they should fire in the general direction of your squad. This could also be used to improve Mortar behaviour.

5.Some kind of ambush behaviour? Enemies will wait behind cover and ambush your mercs when they get close.

6.Maybe some kind of advance group behaviour and maneuvers? Like having a group split into two with one laying down covering fire and the other assaulting/flanking. Probably too much to code though...

7.Give the AI the ability to heal eachother if they have medical supplies. This may effect the balance of the game?

8.Fallback/retreat behaviour could be improved. The death rate in JA2 IMO is way too high. Maybe have the enemies retreat and fallback more often when outgunned/outnumbered. Not sure how others feel about this though.

9.Better militia behaviour. The banzai charge tactic that the militia use is the biggest problem I have with the AI in JA2!!! Would be nice if the militia were atleast as tacticaly able as your

Page 116 of 301 ---- Generated from The Bears Pit enemies. Militia medics would be nice aswell, so I don't have to manually heal them with my merc after battle.

Other features that would be cool if possible:

10.The ability to use militia to attack towns(Up training cost) or add a super expensive/long training option to train regular soldiers that you can maneuver on the map. They will be controlled by the AI in any tactical battles. Leadership will be more important now. Upping the difficulty and amounts of enemy on the map would probably be needed for balance, insane difficulty looks good though...

11.Friendly NPC rebels or other parties that wander around on the map? Would be cool to run into battles where you can watch them duke it out instead of just Bloodcat vs enemy battles. I want to feel that there are other active things on the map besides just my mercs and enemy patrol/attack squads.

Subject: Re: "1.13" Mod - Main Thread Posted by Gincan on Mon, 22 Aug 2005 05:46:00 GMT View Forum Message <> Reply to Message khor

See your point, realy I am not a modder but changing values within the .dat files is easy as log as it doesn

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 06:38:00 GMT View Forum Message <> Reply to Message Scorpion,

To get the weapons.dat changes to work, just save the file and start ja2.exe.

To get the prof1-4.dat files to work, you must start a new game. The 1-4 indicate the difficulty level (easy=1, insane=4).

Checkmaty,

1-3 are already being done by enemies.

4. Supressing fire is basically the same as the sniper code I've got in there already, and I did have it in there, but people were complaining they were being shot at and didn't know where from. Now just enemies with sniper scopes can shoot from out of range (hmmm... should I include the new ACOG scopes in this check?) Enemies also fire bursts more frequently, esp. in insane mode,

Page 117 of 301 ---- Generated from The Bears Pit where if they get within 10 tiles, autofire/burst is almost guaranteed.

5. I changed the ambush code so ambushes should happen more often in Insane. These are basically like the bloodcat ambushes though. It'd be hard to code in tactical ambushes, as every map has different good ambush spots.

6. I wish. Ideally, the enemies would form small fire teams of whoever's nearby and then stick together, covering each other and flanking the mercs (think Full Spectrum Warrior). The way the code is structured, it'd be hard to do this... Not impossible, however. I'll look into it some more...

7. There is some stuff in the code pertaining to medical attention. I think the devs either took it out because it was unbalancing the game (probably made it too easy, as you could just sneak around and shoot the medic & patient while they're busy bandaging), or they couldn't get it to work. Either way, it's not a high priority. Could be a good idea for militia though...

8. When they retreat, the enemies just run as far as they can from the mercs, not necessarily looking for the edge of the map. This is annoying as it means you need to hunt them down while they keep running further away everytime you get close. I'll see if I can increase the distance they try to run, and then make them run more often.

9. The militia actually use the same AI code as the enemies. (I think green militia = yellow shirt enemy, blue = red, and dark blue = black) They should be doing all the same new things that the enemies can do.

10. This would significantly change the way the game works, I think, as your mercs would be leading a small army around the map. I think it would probably unbalance the game too much.

11. Maybe...

Fume,

This would greatly increase the amount of micro-management in the game, as you'd need more mule-mercs to haul around stuff to sell somewhere else. A pain in the ass, if you ask me. I personally rely more on the mines' income and don't bother with running around selling things locally, unless it's convenient or very profitable.

I'd be more inclined just to increase the mercs' salaries in the prof.dat files; that way everyone can play the game the way they want to.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 22 Aug 2005 06:52:00 GMT View Forum Message <> Reply to Message Scorpion

This is the readme I made for Mugsy's Proedit (please let me know if it is confusing or insufficient):

Page 118 of 301 ---- Generated from The Bears Pit In order to make changes using proedit you must first change the appropriate Prof.dat file for the difficulty level you're playing the game at:

Prof1.dat = Easy Prof2.dat = Normal Prof3.dat = Hard Prof4.dat = Insane

1) Take the file that corresponds to the level of difficulty you're playing, copy and paste this to you're desktop (or wherever) change the name to Prof.dat then insert it back into the game (allowing it to overwrite the existing file).

2) Make you're Proedit changes. You should change everything now because once you start you're game those changes are set.

3) Rename the Prof.dat file you changed back to it's numbered version.

Checkmaty

I personally really like the AI being stupider with easier difficulty levels. Play the mod for a while and you will quickly see the AI doing thing that really keep you on you're toes. It is every modders wish (I think) to be able to make a version of Ja2 that is enjoyable to novice player as well as those of us who know the game well. Apart from that I really like some of you're AI suggestions.

Mugs

Is there a way to alter the ammo stats yet? I've been working on importing my mod into you're .exe but since there are a few weapon caliburs that aren't used in WW2 I need to adjust them. I thought of just overwriting the .edts but since the clip sizes and even number of clip sizes per calibur are different I'm afraid of 'offsetting' the data and ruining my work like I've often done with W4st's weapon editor. Just ignore this if it's something you haven't started working on yet. I don't want to waste you're time asking selfish questions for my own project.

Page 119 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 07:17:00 GMT View Forum Message <> Reply to Message khor,

I haven't started on this yet. But it's on my list.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 07:23:00 GMT View Forum Message <> Reply to Message okay, thank you guys i was able to change weapons stats but not their name and handed-ness (1 handed or two) how can i do that? (is there something about SZweaponname that i should know?) btw is there a way i can add 75 shot wp drum magazines to that exe? cuz i still wanna add RPK and RPD

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 09:36:00 GMT View Forum Message <> Reply to Message szweaponname doesn't do anything. I don't actually know why it's there. Handed-ness will be changeable when the first batch of new externalized files comes out. (Next big release, I'm thinking - but probably not for a couple weeks)

75 rd WP drums are already in the mod (The RPK uses them). If you want the RPD too, just try replacing some gun that's already in a high progress level (like the g36c/k, for example) with the RPK stats, and change the *desc.edt files and the image stis for now.

Or you could point me to some RPD pics and stats, and I could add it into the mod. We only have 3 LMGs right now anyway.

BTW, not sure if I mentioned this before folks, but you can now wear gas masks and goggles at the same time.

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Mon, 22 Aug 2005 14:09:00 GMT View Forum Message <> Reply to Message

Page 120 of 301 ---- Generated from The Bears Pit Khor1255 I did what you said and it works for me also, so that means that Proedit is not recognizing Prof1-4. So it would need to be added to Proedit to know that there are 4 more Prof Files. Now is that possible?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 22 Aug 2005 14:38:00 GMT View Forum Message <> Reply to Message I don't understand what you mean by 'it would need to be added to Proedit to know that there are 4 more Prof Files? Mugsy's version of the .exe recognizes all four of these Prof.dats and uses them for the various difficulty levels. However, Proedit only recognises the original file name (Prof.dat) and this is why you have to name the file that corresponds to the difficulty level you want to play to Prof.dat, then edit it with Proedit, then rename it again to it's proper difficulty level filename. Have you named you're file, edited it then renamed it back? If you have everything should have worked fine. I believe Mugsy's version only recognises the new 1-4 Prof.dat files and the old Prof.dat is there just so you can use Proedit.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Mon, 22 Aug 2005 18:27:00 GMT View Forum Message <> Reply to Message Would it be possiable to edit the AI so their guns arnt always fully loaded(before they start shooting)/ammo clips aint always full

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 18:35:00 GMT View Forum Message <> Reply to Message oh right! itemdesc.edt and braydesc.edt. szweaponname is to know which gun it is i guess... i really seem to have an older version. are planning to upload a new version soon? otherwise i`ll get myself the current version that`s what i`m trying to do. BTW i can edit the progresslevel manually (assuming it is still the same table as it is in original ja2)

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 23:19:00 GMT View Forum Message <> Reply to Message Scorpion,

Page 121 of 301 ---- Generated from The Bears Pit Progress level, item weight, price, and lot of the other attributes are not in the weapons.dat file because they apply to all items. This will be this first thing I externalize.

Grindedstone,

Really? I never noticed this. I'll look into it.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 22 Aug 2005 23:50:00 GMT View Forum Message <> Reply to Message great, thx

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 22 Aug 2005 23:58:00 GMT View Forum Message <> Reply to Message Grindedstone,

Enemies do have maximum ammo in their guns when they start out (at least that's what the code says). The # of bullets in a gun is never randomized.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 23 Aug 2005 00:35:00 GMT View Forum Message <> Reply to Message Mugs

Please don't forget to externalise whether a weapon is one handed or two and how it stacks in an item slot. Right now I'm hung up on ammo magazines so if you could externalise this data, those of us making new weapon mods from you're version can at least get the firearms straight.

I'm also wondering if it is possible for you to externalise (or even adjust) loading time required for each weapon and make weapons full auto only? Loading time would enable us to make a difference between loading 7 individual shotgun shells (which would take more time than...) and a clip. A feature that would really make weaponmods more dynamic by giving magazine fed weapons their true advantage. With this we might also tweak the high level of aps it takes to use single shot weapons down a bit to restore the upset balance.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 23 Aug 2005 00:56:00 GMT

Page 122 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I won't forget

Nice ideas. I'd need to recode the reloading section and the weapons.dat file read access for the load time variations, but it should be doable. Not so certain about removing single shot firing from some weapons though.

I've been poking through the Item Flags in the code. These dictate whether an item is two handed, electronic, an attachment, repairable, etc. I think I can replace the awful binary flag (that everyone would need to figure out if they wanted to make changes) with some straightforward booleans. This would make modding even easier

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 23 Aug 2005 01:07:00 GMT View Forum Message <> Reply to Message hi muggs what about this: weapons ATM can have single shot, burst and full auto i`m for keeping in the single shot for every gun, but some guns burst only and others (LMG`s) full auto only and some would have both features would be great to trigger this in weapons.dat (enable/ disable full auto/ burst) btw is it hard to trigger new Cursors? i can think of a scope-cursor for sniper rifles. i would designe one if it were possible to code a new cursor in

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 23 Aug 2005 01:15:00 GMT View Forum Message <> Reply to Message Scorpion,

You can have weapons that only have burst or full-auto right now. Just change the bBaseAutofireCost and bAutofireShotsPerFiveAP to 0 for no autofire, and/or set the ubShotsPerBurst to 0 for no burst.

I'm not sure how to make new cursors show up. A new one would have to be hardcoded for sure, but it'd be a lot of work, I think.

Page 123 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 23 Aug 2005 01:37:00 GMT View Forum Message <> Reply to Message well it`s not necessary to have a new cursor i just wanted to hear if it is possible but nevermind if it isn`t/ too much work okay. so if my weapon presently has a burst but no full auto, it is because bBaseAutofireeCost (or the other variable or both) is set to zero? thx.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 23 Aug 2005 01:53:00 GMT View Forum Message <> Reply to Message Yes, both should be zero. (see the glock 18 for example)

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 23 Aug 2005 02:07:00 GMT View Forum Message <> Reply to Message okay great so i can set burst to zero but enable the last variable so the gun can have no burst but full auto. i think i`ll do that with lmg`s still need to think about assault rifles and smg`s wether allowing full auto or not that`s very cool. i always wanted the possibility to make distinctions between the firearms. with full auto and new attachs thats gonna give a lot of potential

Subject: Re: "1.13" Mod - Main Thread Posted by ratbag on Tue, 23 Aug 2005 04:49:00 GMT View Forum Message <> Reply to Message Hi Mugsy, I thought I'd mention that it locks up in the credits on my machine, with the exec you've got on your site.

Subject: Re: "1.13" Mod - Main Thread

Page 124 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Tue, 23 Aug 2005 04:51:00 GMT View Forum Message <> Reply to Message Yeah, it does that on mine too. Not sure why yet. For now, just don't view the credits

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 23 Aug 2005 07:00:00 GMT View Forum Message <> Reply to Message Scorpion,

I was looking at the cursor code in more detail. I'm thinking of making sniper rifles allow extra points to be spent on aiming. Normal weapons only allow four, but it looks like there're eight targeting cursors in the code. I'm still not sure whereabouts cursors are loaded, but I think I may be able to do something here. Let me play around with it before you do any work on drawing the new cursor, and I'll let you know what happens.

Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by Phantom on Tue, 23 Aug 2005 08:31:00 GMT View Forum Message <> Reply to Message Madd Mugsy, would it be possible to implement a "Gun Cleaning Kit"? - it would be to the toolbox, what the 1st Aid kit is to the Medical Kit.

Might be worth asking the people who developed other mods to use some of their stuff. I'm thinking specifically "NightOps": *controlled bursts {yes I know your mod has controlled full auto} *enemy armored HumVees (not as tough as tanks but mobile, still need more than small arms to take out) *mercenaries might show up on the enemies' side (!) *only mercs with "Teaching" skill can instruct militia (up to 30 per sector) *militia trainable in Omerta *need a Medical skill of 80+ to enable "Doctor" command - just a few of scores of good ideas!

Other mods too; Urban Chaos has an IMP editor that is fully functional. Liked the entry sector too, coming into the country via airport, without weapons (but I know some found it tedious after the 5th or 10th time).

Like the paradrops in Vengeance; I'm sure this mod has plenty of great changes but I've only begun to explore it.

Page 125 of 301 ---- Generated from The Bears Pit Bloody Grounds has an atmospheric rain effect (unsure if it impacts on gameplay?) btw, posted those Prof files to your msn address

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 23 Aug 2005 09:46:00 GMT View Forum Message <> Reply to Message the rain effect unfortunately makes the game very slow and reduces visibilty and accuracy (not sure about this though, it`s long time ago) i`d love to have snow rather than rain but that`s a different story wiht tilesets and all keep us updated with the further changes and ideas muggsy, sounds interesting btw i dislike arbitrary limits/ skills necessities for certain tasks. This spoils the mercenary balance in favour of those few specialized mercs (like most mods have too many locked doors. you can`t avoid hiring trevor or magic or so)

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Tue, 23 Aug 2005 09:52:00 GMT View Forum Message <> Reply to Message I'm not sure why you'd need a merc with Medical skill over 80+ to use the doctor command, besides, what's the point in having an instructional manuel inside each of the medkits if you can't proceed with operations?

Mercs with teaching skill only? Sounds like you want the leadership stat off completely!

If you didn't notice, there is already a militia in Omerta, you might know it as the "Rebel Movement".

Gotta admit that a Hum-Vee sounds cool, but I think that it'd be extremely hard to take out in theory. Unless ofcourse, you make the hum-vee extremely slow, but that would be somewhat strange, wouldn't it?

Gun cleaning kits sounds unneeded. Most toolkits have WD-40, pipe cleaners and screw drivers.

Although I do like the rain and paradrop ideas.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Tue, 23 Aug 2005 18:28:00 GMT View Forum Message <> Reply to Message

Page 126 of 301 ---- Generated from The Bears Pit In the beta of Night Ops that was available here a little while ago, a few grenades could deal with the Hum-Vee's. In principle it reuses existing JA material. Sounds and moves like the remote controlled robot, but autonomous, capable of automatic fire, and armoured. Also recycle's the player Hum-Vee sti (has all four views). Didn't someone else modify the bugs into moving vehicles?

Related to this, is the .50 Cal M82 here capable of damaging armour (1 or 2 hit points)?

Now what I'm afraid of is a moving semi-armoured car with Madd Mugsy's code for sniper/suppressing fire. At first it was amusing that the AI was returning sniper fire, then I realized that half a dozen of them were doing this. Still trying to figure out counter sniper tactics (or beeline to Balime for the x-ray detector). It is improved AI and that can only add to the experience (mostly bunkering down and hoping that the last red shirt killed was the spotter).

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Tue, 23 Aug 2005 21:03:00 GMT View Forum Message <> Reply to Message @wil473-

I had a problem with the sniping on insane difficulty as well at first. The spotter is usually behind a tree or rock, just within visual range. I was forced to use their tactics in reverse. flank so that you can get a shot behind the cover, then fire blind from out of range. A grunt or howl will be your reward, and someone will then break cover to move up to take his place. Not too bad, just can't use the same tactics that have worked for the last 5 years of this game. Another tactic is to take a merc well behind your covered/prone squad and fire a few rounds. This can flush out some sandbaggers.

Great work mugsy!

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Tue, 23 Aug 2005 21:04:00 GMT View Forum Message <> Reply to Message Well I have had no problems with the new release. Got the Proedit working per Khor instructions?

I have no problem dealing with the new AI and snipers. All one needs is good squad tactics.

A hint would be to 1. KIA the scout! GET DOWN! 2. If you have too many scouts or are unable to KIA the scout or scouts fall back fast regroup find good cover GET DOWN! and let them walk into an ambush. Think real life not game. I have some real life training and experience so that helps me a lot.

Trying to teach my nephews about tactics and cover and this game is a pretty good tool.

Page 127 of 301 ---- Generated from The Bears Pit I took Drassen in four days game time on insane.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 23 Aug 2005 23:29:00 GMT View Forum Message <> Reply to Message Sounds like you guys are having fun

So, are snipers enough of a pain in the ass now? Or should I add enemies with ACOG scopes to the list of possible snipers?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 24 Aug 2005 00:03:00 GMT View Forum Message <> Reply to Message Call me a masochist but I'd prefer that anything we are able to use the enemy can also use. Perhaps if you could link enemy inventories to difficulty levels along with AI advances this would make the game playable to beginners and challenging to veterans. Of course I really don't know how involved the coding would be for such a thing and would be happy if you just made the AI as cunning as possible while allowing enemies to use anything players can.

Playing with you're .exe is really a breath of fresh air to this game. So many of the changes you've made I've wanted since I first really figured out how to play. Awesome Mugs!

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 24 Aug 2005 01:29:00 GMT View Forum Message <> Reply to Message Thanks for the advice. I'm not complaining about the AI. Rather face five of these guys instead of 30+ of the old ones. Just have to remember this isn't the JA2 of 1999, that and I should be paying more attention to the terrain.

Just had an idea for that far off future time when multimode weapons will be attempted (no rush, I'm still contemplating moving up from Expert difficulty): there was a cheat code that allowed the swapping of entire weapons and items. I'm thinking that if this method was used, toggle past the autofire and it would swap the held weapon for another, leaving behind the attachments and Mode A ammo as an attachment (consequently it would also have to load Mode B's ammo from one of the four attachment blocks). Mode B could also have its own string of single shot, burst and auto before finally having the toggle back to Mode A. No idea whether this would be easier than the Night Ops team's implementation of dual ammo loads for their OICW.

As an interim step, if it's possible to just swap items while leaving attachments behind and ammo loaded but inert, this could allow for switching a gun's firearm mode to a club/pistol whip/bayonet

Page 128 of 301 ---- Generated from The Bears Pit (using existing crowbar/punch/machete animation).

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 24 Aug 2005 03:27:00 GMT View Forum Message <> Reply to Message Another thing that would need to be externalised is the item picture. There is a feature for this in W4sts weapon editor. With this you can assign new weapon images by just creating a new file number, add the appropriate image with STI edit and make sure the number of you're new file matches the one you assign it in the weapon editor.

I was thinking that it may be possible to have multiple images for weapons with attachments. With this feature you could see the attachments on each image as they are added. Just a thought, and it's certainly way down at the bottom of the wish list.

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Wed, 24 Aug 2005 04:08:00 GMT View Forum Message <> Reply to Message Hay MM I don

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 24 Aug 2005 05:19:00 GMT View Forum Message <> Reply to Message khor,

Item pic #s will be externalized. I thought about allowing for additional pics for attachments, but it would likely mean that the attachments would need to be completely hard coded, plus you'd need pics for all possible attachment combinations. flybyu,

The exe, but prices will be externalized.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 24 Aug 2005 06:34:00 GMT View Forum Message <> Reply to Message How about other items (especially explosives) values? No weaponmod is really complete without being able to alter explosives and armour values and being able to alter quest items and really

Page 129 of 301 ---- Generated from The Bears Pit everything else would leave us with a completely workable set of tools. If I'm getting carried away it's only because I firmly believe you can do this and it definately need to be done. When itemsmods are fully moddable there will be no limit to the type of mods that can be done. Add features like bayonettes and maybe even spear and axe throwing (I'm working on all these animations, will have the crouch/kneeling LAW animation done soon I hope) and almost any type of combat could be represented with this excellent system.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 24 Aug 2005 08:10:00 GMT View Forum Message <> Reply to Message Khor, look a few pages back in this thread to see the list of stuff that can be externalized. Some stuff is hard-coded, but I'll try to push as much as I can out of the code and into the xml files.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 24 Aug 2005 08:31:00 GMT View Forum Message <> Reply to Message Thanx man. I forgot about that list but now I have it copied on my desktop to assist me in not asking stupid or redundant questions.

If there is anything I can do to help you externalise this data or assist you in any way just e-mail me and I'll get on it. Bear in mind that I still don't have a compiler but I believe if I could send the .txt docs to you maybe... Anyway just throwing it out there.

Subject: Re: "1.13" Mod - Main Thread Posted by Hoochie on Wed, 24 Aug 2005 13:26:00 GMT View Forum Message <> Reply to Message This is great stuff, thanks.

Is there a way to disable the chance to hit calculator I see there? Maybe a toggle or a different exe?

Anyway, great work.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 24 Aug 2005 13:40:00 GMT

Page 130 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message hoochie, it's in the options menu: just deselect "show chance to hit on the cursor" khor, scorpion, everybody:

Good news! Just externalized the items array and got it all working! It was the biggest and most complicated set of data to be externalized, and yet also the most important since it contains all the basic item info, like price, graphic #, weight, etc. I replaced the stupid binary flags for item attributes and replaced them with booleans. If that sounds like nothing to you, then you've probably never experience the "joy" of trying to OR different binary codes in decimal format. So instead of 123462176481, you'll see: 1,1. Plain, simple english

Here's a sample:

341 MSG-90A1 2 341 3 0 0 67 64 0 3000 10 4 4 1 1 1 1 1 1 0 1 0 0 1 0 0 0 0 0 Item class is still an ugly binary number, but I can't change it as too many things depend on it in

Page 131 of 301 ---- Generated from The Bears Pit the code. However, you'll never need to OR different item classes together, so I can just make a simple index of all the possible types, and you shouldn't have any problems.

Cheers,

MM

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Wed, 24 Aug 2005 13:48:00 GMT View Forum Message <> Reply to Message A daft idea on how full auto mode could work, you aim on youre target but insted of making each shot more accurate with each right hand click, maybe it would simple be another round fired off

A tough and possiably unable to do idea based on what i thought full auto could be. After you select the number of rounds you wanna full auto then you can make each shot more accurate with a "second" aiming set

So you would be able to select the number of rounds you wanna fire by adding ap and then add more ap to make each shot more accurate...

Subject: Re: "1.13" Mod - Main Thread Posted by Hoochie on Wed, 24 Aug 2005 14:05:00 GMT View Forum Message <> Reply to Message hah, perfect. cheers.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 24 Aug 2005 14:36:00 GMT View Forum Message <> Reply to Message That's great news Mugs! Can't wait to have alook at it. I've changed all the weapons to fit my mod but because of magazine sizes and other as yet non adjustable features it is very incomplete. Once I get my hands on this I'll start finishing my weaponmod and put this external data through the motions. So far everything is working without a hitch (although I did have a weird bug where an enemy on a rooftop fell through the roof and into a refridgerator!) and the new weapon/ai features are giving me a new respect for how much potential there is still left in this engine.

Thanx for the excellent work!

Page 132 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Wed, 24 Aug 2005 15:47:00 GMT View Forum Message <> Reply to Message Great mod Mugsy. I have a gun suggestion. The HK MP-7. http://world.guns.ru/smg/smg49-e.htm Great gun, rather it over a P90. I saw it in another mod, can't remember which.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Wed, 24 Aug 2005 18:21:00 GMT View Forum Message <> Reply to Message Yay for making simpler code! That has got to be alot of #define-ing and #else-ing, aswell as /backspace-ing. Next up: #Define-ing 1/0 on Boolean values to True or False... Or Tralse, which would kinda be 2, which might mean "Maybe" or whatever Tralse would mean. It'd probably be for something along the lines of the repairable variable, but maybe some other, more productive time.

Quote:(although I did have a weird bug where an enemy on a rooftop fell through the roof and into a refridgerator!)JA2 bug, I had one fall inside a jail cell back in 1.07!

I'm more concerned about earlier today how I shot a guy in the chest and he fell straight inside a stationary booth next to the airport. It's like MOHAA and how the death animations loved to clip through walls! Still an awesome feature, though.

And I didn't find any bugs worth mentioning.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 24 Aug 2005 20:00:00 GMT View Forum Message <> Reply to Message Wow. In all the years I've been playing I never had that happen until now. You're right that it is hardly worth mentioning because it doesn't cheapen the gaming experience one bit. And since it is a regular Ja2 bug, it seems not worth mentioning at all.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 24 Aug 2005 20:19:00 GMT View Forum Message <> Reply to Message great stuff again muggsy

0

Page 133 of 301 ---- Generated from The Bears Pit are the possible attachemnts for each gun externalized too? that`d be quite important. you know, we`re used to be able to change quite many values in the weapon editor Khor had referred to earlier. so sorry if we are pushing forward too much btw what is "unaerodynamic" ?

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Wed, 24 Aug 2005 20:54:00 GMT View Forum Message <> Reply to Message Would it be possiable to make it so the rod and sprig could be removed but in the process badly damaging/destrying the gun it was on, this would encourage the use of the rod and spring earlier on insead of saving them all up till ther end, just making the general gameplay more exciting.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Wed, 24 Aug 2005 21:15:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by the scorpion: btw what is "unaerodynamic" ? Ever threw a toolkit? It's unaerodynamic and won't go past 1 tile.

I find this odd though. O.o

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 24 Aug 2005 21:55:00 GMT View Forum Message <> Reply to Message lol is it really for that? that`s fun way to describe it. btw Muggsy, can you update me about what can be done in terms of new cursors and ambient sounds? there is another thing i`ve wondered about. There is an unused animation in M_MERC Folder of anims.slf. How hard would it be to actually use that animation? and to use additional/ alternative animations?

( i know, this has probably been discussed earlier) because the bad ass big merc and the normal big merc share some animations for certain actions, while they use different animations for other actions because apparently, they share the m_r_run.sti animation while they don`t share the m_walk and m_walk2.sti animations. it would be cool to split the run anim up as well, having two different animations there

Page 134 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 24 Aug 2005 23:35:00 GMT View Forum Message <> Reply to Message scorpion,

Don't know about those animations. Honestly, I haven't had a chance to go through all that code yet. While I briefly looked at changing cursors and ambient sounds, and now think it's probably doable, I haven't had time to experiment with them... I've been busy externalizing and eliminating binary flags I only have about 1-2 hours a day to work on this mod due to work and commuting and keeping my wife from complaining too loudly

As for attachments, yes, the list of compatible attachments and guns will be externalized (I think I'll probably do it next). This will mean no more 182 or whatever limitation on attachments. I also plan on moving a lot of the hard coded constants out into xml files. So things like APs to reload, distance to messy death, attachment functionality, etc. will go into the xml. This will mean that you could have, say, three different barrel extenders, each with different range bonuses (or a barrel extender that gives a range bonus and a bonus to hit).

Right now all the attachment functions and compatibilities are hard-coded, and so are the rocket launchers (LAW, RPG). I'm going to try to move as much of the item-specific code out to the XML files as possible, and hopefully, we'll be able to customize at least 80-90% of it (shooting for 100%).

EVERYONE: Please try and think of all the possible functions an attachment can have. While I can make it so that the functions can be moved around and mixed between attachments, the functions themselves still need to be hard coded in. So far there are:

- To-hit bonuses - Aiming to-hit bonuses - Range bonuses - AP reductions - muzzle flash suppression - grenade launcher - silent shots - (and I probably missed one or two)

I'm also going to try moving all the text from the BRAYDESC.edt and ITEMDESC.edt files into the Items xml. If the item text doesn't need to be loaded from binary files, which aren't easily changeable and resizable, then I think we can break the item limit of 350, and push it out to something more reasonable, like 500-1000, or more. This would allow for a sh*tload of new ammo, attachments, guns, armor, explosives, whatever, you name it.

Keep in mind, however, that this part is just theoretical so far. I haven't yet broken the MAXITEMS barrier. But I'll be sure to post here and make lots of noise if/when I do.

Page 135 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Thu, 25 Aug 2005 00:08:00 GMT View Forum Message <> Reply to Message I've been playing this for quite a few hours now and I've got to say it's awesome. Is it my imagination or are the militia way more effective now? I waited for an enemy assault on a couple of maps and they were almost as effective as the mercs. Of course, that'll all change when the elites are prowling.

No bugs and other than an odd graphics glitch when switching between tactical and strategy screens. That glitch only happened once, when I was looking at the inventory. It may be because I have too many items in one area, I seem to recall that creating problems before. (I'm using the 'Drop All' setting, it's a little nuts how many 38s I have)

Thanks for the work to make JA even better, it feels like a new game again. I haven't tried any grenades yet, I'm looking forward to some interesting fights with effective grenades.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 25 Aug 2005 00:16:00 GMT View Forum Message <> Reply to Message muggsy no problem. those things about ambient sounds and anims have no priority at all. i just thought i ask the externalization stuff is MUCH more interesting and important attachment functions: the function of the duckbill is there as well. i don`t know exactly what it is then we have functions of non-attachments (like NSG, UVG, Sunglasses) sighting malus reduction or sighting bonus stuff maybe this can be used with attachments as well? (again, just an idea, i`m aware you`re busy)

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Thu, 25 Aug 2005 00:18:00 GMT View Forum Message <> Reply to Message Fun way to spend a day off, thinking of ways to cause extra harm, well here goes. No idea if these can be implemented:

- Rail mounted Flash light? (Only works at night: increased vision range + increases your visibility to the enemy. I'm not going to suggest visualizing it in the game engine. What I'm suggesting is extra night vision and anti-camo to make you easy to see as a consequence of its use) - Thermal Scope (Night: increases night time vision range, Day and Night: see through walls and trees? little or no magification to keep it from unbalancing.)

Page 136 of 301 ---- Generated from The Bears Pit By the Rocket launcers being hard coded, are you refering to Explosives weapons (LAW) and launchers (grenades launchers and mortar)?

I remeber from trying to fiddle with the RPG in UC that the explosive effect seemed to be bound to the item number. Copy and pasting the item with the UCutil editor couldn't replicate it, even using the same ammo (The RPG and two rounds, types normal and buckshot, had its own AmmoNumber, last one but I'd have to check).

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 25 Aug 2005 00:28:00 GMT View Forum Message <> Reply to Message wil473,

Yeah, those are all totally hardcoded. The problem you encountered in UC is that the engine is hard coded to only recognize one particular item index as being able to launch rockets.

I'll look into your attachment ideas. scorpion,

I forgot about the functions of basic items! Yeah, whether an item has a certain function will need to be pushed out to the XML. Ideally, I'd like to make it so that item functions and attachment functions go in the same spot, and that if an attachment has a function/ability, like night vision, then you get that ability when the attachment is attached to an item you're wearing. If I wanted to get really fancy, I might be able to allow for attachments to other items, like helmets or face gear. gpmg,

Let me know if they're _too_ effective. I can bump them down some if need be.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 25 Aug 2005 00:34:00 GMT View Forum Message <> Reply to Message that would really rock! that would allow for vast freedom for each modmaker to make up items with specifix functions that allows for a whole new game...

Subject: Re: "1.13" Mod - Main Thread

Page 137 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Thu, 25 Aug 2005 00:47:00 GMT View Forum Message <> Reply to Message But, wow, is it ever going to be a lot of work. Every single frigging item is hard coded in there at some point.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 25 Aug 2005 00:54:00 GMT View Forum Message <> Reply to Message There is only one other attachment I can think of to really make for a new combat experience: bayonettes.

If you can code this in than things like pistol whipping , rifle butt smashes and unlimited new weapon ideas can be implemented. It's a little silly that you have to take the weapon out of you're hand in order to strike someone.

Also; and this may not be such a popular idea, I've always wanted there to be an AP cost for switching from one weapon (or item) to another. Think about it, as the game currently is you can spend 15+ APs to aim a weapon but can draw one for 0. This is unrealistic in the extreme and if there was an actual draw cost related to taking a weapon from you're inventory to you're hand there could be even more dynamic possibilities because naturally pistol would require way less effort to draw than rifles. Also new items such as hip slings and speed holsters could add even new dimention.

Sorry...getting carried away again.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Thu, 25 Aug 2005 01:14:00 GMT View Forum Message <> Reply to Message I'm thinking the reverse of Khor1255's suggestion might be easier: First the toggle to strike with firearm as opposed to fire firearm (punch or crowbar animation depending on weapon size), then the bayonet as an enhancement to now existing strike with gun attack mode, and change of animation to the machette attack second.

Once again I'm not a programmer, just guessing this might be easier from what the game does right now.

Otherwise couldn't a pure bayonet (foresaking related pistole wip attack) just be a copy and paste of the underslung grenade code, but with no ammo usage and machette animation? Or is this were the difference between magazine fired weapon and attachment firing explosive weapon gets in the way?

Then again this is just a hobby, so whatever brings the most fulfilment/challenge/relaxation/etc...

Page 138 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 25 Aug 2005 01:25:00 GMT View Forum Message <> Reply to Message Draw costs are already in there; it's the "ReadyWeaponAPs" element, I think. Now, speed holsters are a neat idea, as are speed loaders. A speed holster could be an attachment that decreases the ReadyWeaponAPs of the gun it's attached to.

For bayonettes:

I like wil473's suggestion about toggling to strike with the gun, then adding the bayonette as an attachment.

I'm thinking something like a change to one of the interface buttons (like burst mode), which could switch you to hand-to-hand mode, and I could add a hand-to-hand damage stat to the weapons. Bayonette attachments could add a bonus to this new stat.

But I digress, striking with a weapon would require new animations, both for pistols and for rifles, and I'm not yet certain how to put new animations in. EDIT: missed the part about using punch and crowbar animations... Yes. That might just work...

Not to mention the fact that I've already got more ideas for this mod than I have days to work on it

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 25 Aug 2005 01:44:00 GMT View Forum Message <> Reply to Message i`ve tested this some time ago: if the underslung grenade launcher is turned into a knife, you can use it as a bayonett it uses standard knife animation though so i guess the bayonett would work IF the underslung grenade launcher can be copied (as muggsy said, this is hardcoded)

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 25 Aug 2005 02:27:00 GMT View Forum Message <> Reply to Message Right, I'll make a bayonette animation after I finish the crouching/prone LAW animations I'm working on. This should be very easy but for now (after you get the weaponmod info externalised) using the crowbar/knifing animations would work for testing purposes. I was thinking bayonettes being only usable from the standing position but of course it would be possible to jab from a crouching and to a lesser extent prone position I just don't think anyone really would.

Page 139 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Thu, 25 Aug 2005 02:59:00 GMT View Forum Message <> Reply to Message Now if the Grenade launcher could be copied once... then by what the scorpion is saying, then it would be possible to add the Pistol Whip/Butt Strike Attack via copying the Grenade launcher a few times, giving one the attributes of the knuckle dusters (for small weapons), one the attributes of the crowbar (big weapons), and one the attributes of the knife (bayonet). To allow a weapon a beating attack mode, make the appropriate attachment a hidden built in item. This way some weapons can't be used as clubs (ie. folding stock weapons I hear make lousy clubs, old fashion wooden stock AK's on the other hand are quite effective).

Potential problem (aside from the copying of the grenade launcher): - how would the engine deal with both the built-in striking attack and the addition of a bayonet? Cycle past auto fire and have the built in strike attack, one more for bayonet when attached before going back to singe shot? - how about differentiating between the builtin strike attack and the grenade launcher (triple attack options for any rifle so equiped: select fire-firearm, club and grenade launcher, I'm presuming the Underslung GL and bayonet would be incompatible) - how many fireing modes can the JA2 engine cycle through? - are there three spare weapons slots to be taken up by pistol whip, rifle beating, and bayonet?

If the Underslung Grenade launcher can be copied (over and over again) and the cycling between attachment attacks worked out, then Khor1255's original suggested order would be the easiest. Curse the attachments being hard coded, so close to easy implementation, yet...

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 25 Aug 2005 04:43:00 GMT View Forum Message <> Reply to Message I think rather than treating pistol whipping and riflebutting as attachments just 'tie' the crowbar attack code for riflebutting and the knuckle dusters code for pistol whipping. Bayonettes would still need to be treated as attachments but the actual attack could stem from this new string of code and use the machete attack string. A hotkey or placing the item in the left hand might trigger this. Not sure how doable that is but I believe most of the applicable code is already there.

Ideally there would be a difference in attack values based perhaps on a weapons weight or durability (or both) stats, but anything would be better than not having these features.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Thu, 25 Aug 2005 06:28:00 GMT View Forum Message <> Reply to Message Just a note: the ranges reflected in BR's webstore don't reflect the increased range you've

Page 140 of 301 ---- Generated from The Bears Pit implemented. Do the websites (in-game) listed ranges come from the weapon data or from somewhere else?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 25 Aug 2005 07:10:00 GMT View Forum Message <> Reply to Message gpmg,

The weapon ranges listed at BR's come straight from the weapons.dat file. What weapon's range isn't reflected at BR?

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Thu, 25 Aug 2005 07:42:00 GMT View Forum Message <> Reply to Message Tiny glitch. The sound for a throwing knife is a pistol shot. This game is awesome.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Thu, 25 Aug 2005 11:35:00 GMT View Forum Message <> Reply to Message @ Khor

Are there any unarmed animations aside from the punching? Perhaps a "firing mode" that allowed kicks (that would cost more AP, but would knock the enemy back and do more damage) and a nifty sweep attack that could be used when prone instead of the default bayonet or punch (would be the merc grappling the legs of the enemy next to them when prone, kicking the legs out when standing and tackling/kicking when crouched). Would have the same effect as a stun grenade... Just an idea (I love silent take-downs).

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Thu, 25 Aug 2005 12:14:00 GMT View Forum Message <> Reply to Message Hi. I found another glitch. When making my forth IMP to play insane, he showed up on the laptop with different stats. His stats are correct everywhere else.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 25 Aug 2005 12:22:00 GMT

Page 141 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message There is a standing martial arts type animation where the merc does all kinds of acrobatics I seem to remember a footsweep somewhere in that sequence. The problem is I believe that animation is only present in the regular (as opposed to strong) male set and would therefore need to be largely done from scratch.

This is not to say that it's any major obstacle but the three animations I'm working on are more than enough to keep me busy for a while. But whatever Mugsy writes the code for first will immediately take priority over the Law animations I'm currently working on.

My planned scedule at the moment is:

Get the crouching and prone LAW animations done for all sets (there are three).

Do the crouching and prone grenade throwing animations.

Make a bayonette animation.

But, as I said, whatever Mugsy codes first gets move to the 'head of the class'. I'm also a big proponent of silent attacks plus I think expanded meele would breath fresh new life into the combat system while opening the door for almost unlimeted modding ideas. Any way we can make it so our characters have more interaction with the world they exist in is expanding on what Sir Tech gave us. But this has to be done one step at a time.

Subject: Re: "1.13" Mod - Main Thread Posted by shihua on Thu, 25 Aug 2005 13:00:00 GMT View Forum Message <> Reply to Message about functions of an attachment/item I want to be supposed to have the field of vision bonuses(daytime / night, increases / reduces), if is possible, may divide front, back and left/right thank for your great work,Madd Mugsy

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 25 Aug 2005 13:08:00 GMT View Forum Message <> Reply to Message Bastage,

1. Check your weapons.dat file and make sure you've got the right sound selected for the throwing knife. It should work fine with the file in the zip (and works on my pc).

2. Make sure you're not re-using the IMP voices. The game indexes characters by voice, so if you use the same one twice all sorts of weird crap is bound to happen.

Page 142 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Thu, 25 Aug 2005 13:31:00 GMT View Forum Message <> Reply to Message The IMP fixed itself. Thanks for the tremendous support.

Subject: Re: "1.13" Mod - Main Thread Posted by wudu on Thu, 25 Aug 2005 15:30:00 GMT View Forum Message <> Reply to Message I'm loving the mod thus far! The only real notable annoyance is the time it takes for enemies to finish their turns.

For example, it could take the usual 10+ seconds of hourglass nothingness for one enemy to do its decision (they don't usually do anything). This happens even more frequently with lots of enemies in the sector, which results in frustration on my part for the excessive waiting time.

Other than that, it's all nice and dandy.

(Playing on Insane fyi)

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Thu, 25 Aug 2005 16:57:00 GMT View Forum Message <> Reply to Message Just a quick post - I haven't had time to read through the entire thread.

Mugsy, my hat goes off for your stupendous effort!

If you still need weapons graphics, you can use any of mine. (NB: I think there's an overabundance of HK weapons in most JA2 mods.) Here you'll find a shitload of commie weapons, and some western weapons as well. Quality varies:

http://www.geocities.com/tacpans/weapons/snapguns.html

Also weapon sounds if you are interested:

http://www.geocities.com/tacpans/SnapSound/

I have some tileset stuff to share as well, but that's probably for a different project.

Keep it up!

Subject: Re: "1.13" Mod - Main Thread

Page 143 of 301 ---- Generated from The Bears Pit Posted by surefire on Thu, 25 Aug 2005 18:41:00 GMT View Forum Message <> Reply to Message Great work! You're making progress steadily, Mugsy, the reflex sight/scope really rocks in the game! Thanx to you a lot!!

By now what I could think out for functions of the attachment are these:

1> the C-Mag adapters for M16 series, G36 series, and maybe XM8 later, these adapters can change the magazine capacity from 30 to 100, and of course this could make us think over because of the limited precious attachment slots.

2> the foregrip using on most two-handed SMGs, assault rifles, and LMGs, which can greatly reduce the spread ratio of auto-fire bullets. I've seen this foregrip being mentioned in some previous posts.

3> I totally second shihua's proposal that attachments such as scopes, goggles, sunglasses can really affect the vision of mercs, and vision properties that could be afftected are day vision range/night vision range, arc of vision, etc. I dont know whether this could be realized, but this can add some trueness to the attachments.

4> wil473's Thermal Scope/Goggle is a very good idea to replace the room-taking X-ray scanner, this could make some sci-fi mod more easy to build, i support this Thermal Scope proposal.

5> I like all the bayonet, pistol whipping, stockbutt striking ideas, if these could come true, we will never approach an enemy with intent to knock it down and sadly discover the fact that we got no crowbar or knife on us

Here I also got some fun ideas about AI and weapon of current mod and cant be sure whether these could be done:

- Can we make the mercs stand/crouch by he corner/open-door and shoot/throw grenades with arm stretching out at the other side that cannot be seen directly. I have seen such tactical action in many movies. I think this action may be not as accurate as normal shooting, but it can be useful to breach some heavily guarded room or stop enemy charging at the corner for a little while. And if enemies could use this action, we would seriously consider our camping tactics, which is somewhat ridiculous in life but can be abused in the game.

- Can we make the ready weapon action separates from shooting? I know it is impossible to have mercs walking with weapon ready, but why couldn't we ready our weapons in advance if we are anticipating enemy's approaching?

- I support Bastage's MP7 proposal, I've seen this weapon in the WF5.0 mod of JA2(a rare weapon though)

- Maybe we could use SIG 552 replace the weakened Colt Commando/M4, and keep the properties. There is a good side view of it here: http://world.guns.ru/assault/as25-e.htm

Page 144 of 301 ---- Generated from The Bears Pit I apologize for this lengthy wish-list, but simply knowing how far we could dig into this engine is already a pleasure even if we couldn't have all these done.

Thanks Mugsy!

EDIT: I am also eager to know whether you have any plan of adding personal storage or not, there is so many items to collect and sell now, but cant take too much a time, a pity for a trading-prone player like me

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Thu, 25 Aug 2005 20:59:00 GMT View Forum Message <> Reply to Message Are we able to stack items on attachments, if so this would be great for things like backpacks, nothing was more annoying then being able to put only ONE of each nade in the backpack, one of this, one of that, 1 needle took up a whole slot, that sucked. Hell even a single 9mm round took up a whole slot.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 25 Aug 2005 21:36:00 GMT View Forum Message <> Reply to Message the links from snap don`t seem to work for me. however i believe he made this pictures available over LOTB a time ago so i should have at least some of them i agree that there are too many HK Guns, a third world country couldn`t afford anyhting newer than the G3 battle rifles but for the weapon selection, we have the weapons dat. so each modmaker can modify these settings

(for instance the beta-c mag is 5.56mm*45 and not 7.62 Nato, 75 shott drums for 5.45 are extremely rare, usually the RPK-74 has a 45 shots banana-shaped clip and so on i think i have the graphics required for such changes that can still be done once muggsy has externalized his stuff so no need to fiddle around with weapons too much i personally would also replace the whole calico series of weapons with something else also, a max of 3 weapons for the mp5 series is enough (mp5k, Mp5n, Mp5sd) that`s my opinion on the weapons and such but i think i`ll do that myself using weapons.dat and the graphics that i have.

@Dark Thor: i`d rather have the sig 552 commando replacing the Mp53 because the Mp53 is not

Page 145 of 301 ---- Generated from The Bears Pit a particuliarly wide-spread, polular or special weapon, while the M4 series is wide spread and popular i have pics for sig 550, sig 551, sig 552 commando. Sig 550 sniper pics suck though

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Fri, 26 Aug 2005 00:02:00 GMT View Forum Message <> Reply to Message @Madd Mugsy:

Sorry for the delay in replying, I was up late playing JA . I believe the shotgun ranges are showing up as 135 in BR and as 20 on the guns (I think 'Use Metric' is set in options)? I'll have to check it when I get home from work.

The militia are trained to max level (not veterans) and they seem to be about equal to the standard enemies. I doubt they'll do so well against the elites. Hell, my mercs ae only about equal to the standard enemies just now. Combat requires a bit more forethought and planning than before. I'm having a hell of a good time playing through this.

I'd warn against playing with "enemies drop everything" unless you're *not* a packrat. I'm an obsessive packrat and I'll probably spend half of my gaming time sorting and selling gear; it gets to the point where you just grab the ammo and dump the junk though. What's the sector limit for number of items?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 26 Aug 2005 01:26:00 GMT View Forum Message <> Reply to Message I don't know if there is a limit to items that can appear in a map. A very large number will cause slower loading of a map and that invites any already present glitch to muddy things up. But I'm talking hundreds of items. The ammount even 32 enemies (the maximum number of allowable placed enemies) could drop would hardly cause outright glitches in and of themselves (unless there was an incorrect data stream in a dropped item).

Remember the shotgun has variable ranges depending on what type of load you have in it (really extraordinary work Mugs!), slugs fire 20 tiles, shot 14 (If I'm remembering right), and shot with a duckbill 18.

Make sure you remember these variables.

135 sounds like the number you enter in the weapon's .dat file to get 14 tiles of range. I don't think it sould appear in any description though. This number is 10x the in game range.

I hope this helps.

Page 146 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Fri, 26 Aug 2005 03:32:00 GMT View Forum Message <> Reply to Message @Khor1255:

That makes sense since an unloaded shotgun on Bobby Ray's would probably list the standard range (14.) I've only been firing with slugs and haven't cracked apart any of the data yet(I like surprises!)

It shows up in the weapon stat block in Bobby Ray's as 135, not in the description itself. I guess the statblock lists the base range of a gun without any modifiers.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Fri, 26 Aug 2005 05:10:00 GMT View Forum Message <> Reply to Message Two things:

First, the shotgun shouldn't reload in combat like other weapons (where the new "clip" replaces the old one, a tactical reload), but should just add the new shells and should take more AP to reload in combat.

Second, rooftops. I cannot stress enough my hatred of them and their bugs. Did you know that you can throw grenades through them when standing below? Unless you hit an enemy, the grenade doesn't want to stay up top, rather it plummets down onto the poor civilians below. Strangely enough, when I was lucky enough to land one on an enemy, some jumped down (very nice) and I was able to kill the rest, but then the mining corp guy below (they had to nest on the AMC building...) thought he was under attack every time(from gas above him), even when I would leave the sector and come back days later. Normally, I would say, "Just step back and snipe the buggers!", but then there's the bug where your shots don't register (shot, ricochet sound, no bullet). Of course, you can charge them, but then all 5 get interrupts with their automatics and you're toast. Can this be fixed, or is it an indelible map bug?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 26 Aug 2005 05:23:00 GMT View Forum Message <> Reply to Message I just had a Runtime error lock up the game when an enemy threw a knife at one of my mercs. The error read something like:

Runtime error: Build/Tactical/Loadscreens/knife (something)

This isn't an exact recollection just what I could remember. In the future I'll write these down verbatum when they happen if you think that would be of use for you to help figure out where this

Page 147 of 301 ---- Generated from The Bears Pit bug comes from.

Did anyone else have an enemy throw a knife at you? If so was there a problem?

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Fri, 26 Aug 2005 06:07:00 GMT View Forum Message <> Reply to Message Alruco is a Third World nation that has a disproportionate amount of funding diverted to its army (like most tin-pot dictatorships), which incidentally seems to have invested in many generations of H&K firearms. Now where

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 26 Aug 2005 06:21:00 GMT View Forum Message <> Reply to Message no first you mess around with graphics, then stats, then maybe maps or faces, text data, npc scripting, tilesets... and i have not yet come around to learning C :doctor: btw (you guessed it) i can also offer a ja2 format pic of famae SAF (it might not be the best around though) actually, it is in the zip i uploaded some pages earlier

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Fri, 26 Aug 2005 06:41:00 GMT View Forum Message <> Reply to Message The HK MP7 isn't common but neither is the 5.7 pistol.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 26 Aug 2005 09:29:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by the scorpion: the links from snap don`t seem to work for me. however i believe he made this pictures available over LOTB a time ago so i should have at least some of themDo you mean that you can't download the zips or that the pages don't load at all? Can anyone else see them? The gun

Page 148 of 301 ---- Generated from The Bears Pit collections contain mostly JA2-ready pics and STIs that were never realeased except in those collections. Some pics that I'd posted before have been touched up since then. If Mugsy wants them, I can e-mail directly.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 26 Aug 2005 09:36:00 GMT View Forum Message <> Reply to Message They worked fine for me. I downloaded both last night (thanx man). Sometimes my browser won't load pages but then I try again and I can load it.

You might want to check that stuff out. It's pretty good.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 26 Aug 2005 09:40:00 GMT View Forum Message <> Reply to Message About breath recovery. As I understand it, the main reason that enemies pop up right after you knock them out is not so much the roll-over bug (that too) but the timing of breath recovery. If I am not mistaken, breath is recovered for all characters - both mercs and enemies - at the end of the player turn. That means that enemies recover breath just before their turn, while mercs recover breath only after their turn is over. If you could somehow decouple player and enemy breath recovery, so that each occurs at the end of the respective turn, you would fix the problem once and for all, without the need to overpower stun grendates.

The reason that more powerful stun grenades seem to do the job is that the amount of breath recovered depends on the number of available APs, which are reduced by the grenade blast, along with breath. More powerful blast -> fewer remaining APs -> less breath recovered. This is also the reason why you have to pound the enemy already after he is knocked out, in order that he stays down: you are reducing his remaining APs. If breath recovery were implemented properly, there would be no need for that.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 26 Aug 2005 09:47:00 GMT View Forum Message <> Reply to Message Things (thing) to externalise: merc eye and mouth coordinates for animation. The coordinates for the large (NPC) portraits are in Prof.dat, but for smaller merc portraits they are apparently hard-coded. This makes adding new hirable characters are pain in the ass.

Edit: the data structure seems to be in Tactical/Faces.cpp

P.S. This just made me lough out loud:

Page 149 of 301 ---- Generated from The Bears Pit iEffLeadership = pSoldier->bLeadership;

// if we are drunk, effect leader ship in a +ve way... bDrunkLevel = GetDrunkLevel( pSoldier ); if ( bDrunkLevel == FEELING_GOOD ) { iEffLeadership = ( iEffLeadership * 120 / 100 ); }Sorry for off-topic

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 26 Aug 2005 10:32:00 GMT View Forum Message <> Reply to Message Discussion point:

I've noticed a long time ago that when someone passes on an interrupt (does nothing) they won't get another interrupt during the same turn. That rather annoyed me, because I sometimes had good reasons for passing one interrupt but react to another. Are there compelling reasons for this feature?

To turn it off, comment this code in Tactical/TeamTurns.cpp (StandardInterruptConditionsMet):

// soldier passed on the chance to react during previous interrupt this turn if (pSoldier->bPassedLastInterrupt) { #ifdef RECORDNET fprintf(NetDebugFile,"\tStandardInterruptConditionsMet: FAILING because PassedLastInterrupt %d(%s) ", pSoldier->guynum,ExtMen[pSoldier->guynum].name); #endif

return(FALSE); }

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 26 Aug 2005 11:28:00 GMT View Forum Message <> Reply to Message Multiple interrupts would be great. I've always wanted this feature too. In reality, you should be able to track an interrupted enemy until he notices you or walks beyond sight. The implementation of actual tracking may be more involved than I'd like but at the very least there should be more than one interrupt given.

Page 150 of 301 ---- Generated from The Bears Pit I think (really hope) Mugsy is busy externalising as much item data as he can. But all those suggestions are golden.

Got to get me a working compiler.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 26 Aug 2005 13:23:00 GMT View Forum Message <> Reply to Message Snap,

Thanks for the pics and sounds (yes, I was able to get them) and thanks for the code snippets. Code and content are always appreciated

Everyone:

Yes, I have been busy externalizing. I now have the attachments externalized in addition to the items. But that's not the big news...

:scary: I BROKE THE ITEM BARRIER!!! :scary: NO MORE 350 ITEMS MAXIMUM!!! :scary:

I moved all the itemdesc.edt and braydesc.edt text into the xml files and fought with the code for a long while to get it to read in the text from there properly. Once there was no more dependancy on the edt files, the MAXITEMS was all that stood in the way of more, wonderful items in the game.

I've got it working now with slots for 500 items. Is this enough? I think I can bump it up some more, but I know a lot of the loops in the code go through all the items, so the higher the number, the slower the game will be.

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 26 Aug 2005 13:53:00 GMT View Forum Message <> Reply to Message Found a certain, very freaky bug.

Yesterday I decided to sneak behind someone and beat them to death with a crowbar, but first I decided to mug the guy. I walked behind him, turned off stealth mode and ran to grab his stuff. Not only didn't I get anything but he didn't even hear the very noisy pitta-patta from my running. He didn't even care that I touched his butt! I'm starting to think that all soldiers in Alruco are turning homosexual O.o

I'm not sure why I wasn't able to mug the guy, I tried it a few times really. There wasn't any message like "You failed to grab nada" so either you replaced "Nada" or that piece of code was taken out.

Page 151 of 301 ---- Generated from The Bears Pit Might need some investigation :professor:

And I think about 400 would be enough.

Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Fri, 26 Aug 2005 13:59:00 GMT View Forum Message <> Reply to Message Madd Mugsy,

Congratulation on breaking the item barrier !!!

Cheers, Dex

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Fri, 26 Aug 2005 14:04:00 GMT View Forum Message <> Reply to Message Another idea just sprang up: if we could make use of the weapon mode button for additional weapon mode, why can't we do the same to the change stance button to add new stances to the game?

A immediate thought is adding a ready-weapon stance, which allows mercs walk/crouch with weapon ready/hoisted, and quickly fire their weapons due to the spared ready-weapon action. We could set the AP cost in this stance higher than the normal ones to gain the balance.

I dont know whether the stance-related contents could be externalized, if so, more flexibility can be added to this mod, and this stance addition undoubtedly needs new animations, which may need externalization either. It seems this could be another tough task though.

Sorry to put forward such fancy ideas continiually, I wish these could not become burden on you, anyway we just play the game for fun:) Wish you a good day, Mugsy.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 26 Aug 2005 14:10:00 GMT View Forum Message <> Reply to Message 500 is plenty for me. Great work!

Nada is item slot number one. It is a non item I believe was put there for validity purposes. That's freaky indeed.

Page 152 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Fri, 26 Aug 2005 14:27:00 GMT View Forum Message <> Reply to Message August 26 should be now called Madd Mugsy day, where we celebrate having as many items as we like.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Fri, 26 Aug 2005 16:05:00 GMT View Forum Message <> Reply to Message Nice work Muggs... seriously. I can't tell you how many mods were held up by this. I think that when JA3 1.0 comes out, it will pale in comparison to JA2 1.13! That, and this is still going strong... Truly amazing.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 26 Aug 2005 16:46:00 GMT View Forum Message <> Reply to Message About flags in item data and such. You could "disassemble" them in the xml file and then reassemble into an int when reading the data, so that no code that uses these flags will be broken. If there are some unused flags, you could also piggyback some new features this way without increasing the number of entries in the record. You could also piggyback on some other numerical values. For example, if a parameter can take the values of 0 or 1 in the original, you could add 2, 3, 4, etc. to that. Of course, you would then have to check all the code that uses that parameter, which can be a bitch.

BTW, if an XML file has the extension .xml, you should be able to view and perhaps edit it with colourful highlighting using standard Windows tools.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 26 Aug 2005 16:52:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Lochmacher: Normally, I would say, "Just step back and snipe the buggers!", but then there's the bug where your shots don't register (shot, ricochet sound, no bullet).I thought this was fixed in 1.12? I guess not entirely.

Speaking of things that were fixed in 1.12. When they fixed the breath rollover bug, they apparently broke something else, so that knocking out enemies became very problematic. Dvornik made an exe patch back before the code was released. Has this been fixed in the code?

Page 153 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Fri, 26 Aug 2005 16:56:00 GMT View Forum Message <> Reply to Message I would just like to add on the knocking them down, i hit a guy twice with a crowbar and once with a fists, he went down in MY turn, but then in his turn he got up and killed my merc, is there a way to make it so once their down, their DOWN... for a turn... so it you down soemone in your turn by the next time its your turn their still down... then after that their back up.

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Fri, 26 Aug 2005 17:04:00 GMT View Forum Message <> Reply to Message Congratulations! You're bringing the JA engine a open structure step by step, Mugsy, and make us more room to fancy.

Many ideas have been inspired by your externalization work, here is another suggestion(sorry, your mod just keeps ideas come into being :ok: ): if a vision area property can be added to an item, then maybe some original unnecessary item such as camera and micro-television can be more useful: mercs with electronics skill can make these camerae as some kind of surveillant devices, and then mercs equiped with a moinitor(making from micro-television) can have the same vision of corresponding camera.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 26 Aug 2005 17:35:00 GMT View Forum Message <> Reply to Message @ Snap

I don't understand what you mean by 'colorful highlighting' using windows tools? What we can do with the .xml files now is open them like a text document and change variables such as range, damage etc. (in Mugsy's latest version you can't change as many as in W4st's but I have a strong feeling the changes will tend to be more 'stable' this way).

Are you suggesting there is more we can get at by using windows tools or is that just wishful thinking. Please explain.

Subject: Re: "1.13" Mod - Main Thread Posted by mde on Fri, 26 Aug 2005 22:17:00 GMT View Forum Message <> Reply to Message Any idea how to play this mod in a german JA2?

Page 154 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Fri, 26 Aug 2005 22:46:00 GMT View Forum Message <> Reply to Message Regarding the interrupts, don't NPCs gain skills or experience from interrupts? Maybe this was done to prevent insane increases in short amounts of time?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 27 Aug 2005 00:15:00 GMT View Forum Message <> Reply to Message Shotgun reloads:

1. I'm going to add a stat to the weapons.dat file called "APsToReload" which will allow us to set how long it takes to reload each weapon individually.

2. As for the clip switching with shotgun shells, I'll look into this as well, and will probably add a flag somewhere to enable/disable this too.

About the H&K & MP5 situation:

Once all the externalization is done, I'll add a bunch more weapons and items, and when the mod is released, there will be an xml file which will allow you to choose which weapons the enemies will use. You'll be able to just remove the H&K guns if you don't want them, and just have them available from BR's and/or Tony's if you like (or disable them entirely, if you prefer).

Breath recovery:

I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there.

Multiple Interrupts:

Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating.... I'll also check into the experience gain for interrupts.

Stealing:

The CVS code put some new stuff in for stealing. It should open up a menu with the enemy's items and you can pick what you want to take. Not sure how well it works though...

Ricochet bug:

I've seen this bug too. You can fire at an enemy (usually on the roof) and all your shots just hit an invisible wall. If you move to a new location, the problem usually goes away. But yes, very

Page 155 of 301 ---- Generated from The Bears Pit annoying. Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes.

Grenades through roofs:

Again, I'm going to blame the CVS/original source code for this.

BTW, if someone knows how to fix any of these bugs, by all means please let me know, and I'll fix them. Otherwise, I'm going to need to spend a long while trying to recreate the bugs and then slowly debugging them.

Item flags:

Already handled. I added a whack of new booleans and changed all the code that referred to the flags to look at those booleans instead.

XML files:

Yes, there are lots of nice tools you can use to edit "real" xml files. In the next version, I'll switch all the externalized file extensions from .dat to .xml. For now, just rename the weapons.dat to weapons.xml, use the tool of your choice, and rename it back when you're done.

Caveats from breaking the Item Barrier:

There are a couple things to take note of about the new item limit:

1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350.

2) I'm going to see if I can rewrite some of the loops that go through the items and stop them once they hit an item with no class, the loop will stop. Even the IC_NONE flag has a class, so this means just the items that aren't written in the xml file (keep in mind, empty item slots >350 don't need entries in the xml file). If I make this change to the loops, then we can easily have 10,000+ items with little or no performance impact.

German JA2:

Not supported because I don't speak German. Once all the hard coded text has been externalized, a simple compile switch to German should be all that's needed to make it work (I think). But I wouldn't be able to test it. I'm posting the source code with each new release, so someone who speaks German and has a C compiler can go ahead and try it. (Let me know if it works, once all the text is out of the exe)

Cheers,

MM

Page 156 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sat, 27 Aug 2005 01:03:00 GMT View Forum Message <> Reply to Message I definately think enemies should also be allowed multiple interrupts. I'm pretty sure the a.i. will take the first shot it can get so I think the advantage will still tip in the player's favour.

Even if it doesn't, I believe anything extra we - the players - get should also be available to the a.i.

I wonder if in you're travels through the code you happened to see the quest items mentioned? If so, do you think it is possible to externalise these as well or are they too thoroghly intwined throughout the code? I'm wondering because for modding purposes, being able to change quest features at will opens the door to greatly expanded storyline potential.

Don't bother to answer that if it's too far off topic for you to even want to think about. The important thing to me - and I think most of us - is that you are providing access to data in a clean and percise manner and I really can't thank you enough for that.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 27 Aug 2005 01:29:00 GMT View Forum Message <> Reply to Message Sorry Khor, I haven't looked at the quest items at all yet. I want to get all the data out of the exe first, and then I will start on removing hard coded references to items afterwards.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sat, 27 Aug 2005 09:59:00 GMT View Forum Message <> Reply to Message Mugsy: Congrats on breaking the item barrier and other great work!

Is there somewhere a list of changes that were in the CVS code prior to yours?

Quote:Originally posted by Madd Mugsy: Breath recovery: I'll look into having enemies only regain breath the same way mercs do. It looks like the rollover bug is fixed in the CVS code, but I'm not sure if Dvornik's fix is in there. If it is, it isn't clearly marked. If anyone knows what exactly he changed, I make sure it's in there.Dvornik hacked the 1.12 exe directly - that was before the source code was released. If no one has fixed this in the source, then the bug should still be in there. And judging by what Grindstone says, that may be the case. But that's such a big, obvious bug! Hasn't anyone else noticed? With the bug you pretty much can't keep an enemy KO'ed without nearly beating him to death, and stun grenades aren't too useful either.

Quote:Multiple Interrupts:

Page 157 of 301 ---- Generated from The Bears Pit Sure I can enable this, but should enemies be allowed this feature as well? That could make combat pretty interesting, or frustrating.... I'll also check into the experience gain for interrupts.As implemented, the feature doesn't seem to distinguish between enemies, mercs, militia, etc. Simply eliminating interrupt limit will eliminate it for everyone. My first thought is that it should be OK, and I haven't had a second thought yet

Experience gain for AI? I don't think it's worth it - I mean, how much can they gain during one battle? Or do you mean something else?

Quote:Very frustrating that the 1.12 source that was released didn't contain all the 1.12 fixes.Hmm... I wonder if it has the interrupt bug fix where you could not get an interrupt under certain conditions. That was the biggest of my pet peeves.

Quote:1) the Proedit.exe file still pulls from the *.edt files, so I'll need to keep them up to date. And those edt files only support 350 items, so if you use proedit to assign new weapons to the mercs, you won't be able to assign anything with an index higher than 350.Perhaps it would be worth it to unscramble Prof.dat into an XML file as well? I've seen the code that reads Prof.dat (you must have seen it also) - it's not a 1-liner, but it should be possible to export it into a program that would dump the contents of Prof.dat into an XML file. Then we won't need ProEdit, although it is nifty.

P.S. I can't find my copy of JA2 Gold, or JA2 for that matter! Gah! I am too cheap to spend another $20 on it

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Sat, 27 Aug 2005 12:38:00 GMT View Forum Message <> Reply to Message @Madd Mugsy Hay great mod I have been playing for days now and not one problem. You have done a great job, thanks a million.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 27 Aug 2005 14:40:00 GMT View Forum Message <> Reply to Message I noticed a weird bug I hadn't encountered in previous games tonight.

I entered a sector by ground (one with a red '?' on it just below Omerta.) The enemy wasn't there but I was getting weird stuff with the extended ear, noises from everywhere and no enemies to be seen. Just to see what happened I used the 'kill all enemies in sector' cheat and the corpses appeared where they would normally have started. I happened again in a swamp sector but I didn't use the cheat, I just walked across the map.

Is this something in the code or a random glitch?

Page 158 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Sat, 27 Aug 2005 16:20:00 GMT View Forum Message <> Reply to Message Oh right! I forgot about that bug gpmg.

I had this happen to me once in the hill-billy farm next to Cambria. It took me a while to figure out what the hell happened to the hill-billies, so I turned on some cheats on. The Hill-Billies were there, but they weren't actually seeable.

I have decided that the sector where they were made my merceneries and them blind, but when I made one of my mercs jump ontop of a roof, I was able to see them all again.

Subject: Re: "1.13" Mod - Main Thread Posted by mde on Sat, 27 Aug 2005 21:16:00 GMT View Forum Message <> Reply to Message @Madd Mugsy

I have the mod compiled with the "german" define.

Got massive CTDs. Enabled Debug. Last entry in debug.txt:

Music EndCallback completed

Any Idea?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 27 Aug 2005 23:18:00 GMT View Forum Message <> Reply to Message mde,

That's always the last entry in debug.txt. It just means the music turned off when the game exited. It also likely means that whatever crashed your game isn't in the debug.txt. What were you doing when it crashed?

Police/gpmg,

Weird! I've never seen this bug before. This must be something leftover from the CVS/original source.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sat, 27 Aug 2005 23:41:00 GMT

Page 159 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message @muggsy great work so 150 new items?

@snap this time it worked with your pics. But for a fist look, they`re the same as i downlaoded way back at LOTB forums maybe there was a probleme with geoshitties last time i tried

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 27 Aug 2005 23:53:00 GMT View Forum Message <> Reply to Message scorpion,

At a minimum. I changed all the loops that went through the items in the code. With luck, I can bump it up to 10,000.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 28 Aug 2005 00:05:00 GMT View Forum Message <> Reply to Message absolutely great are you free asw to how many of them can be

-firearms -grenade launchers -knives -throwing knives -melee -rocket launchers items with functions such as Night vision goggles?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 28 Aug 2005 01:52:00 GMT

Page 160 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I'm working on it. But, man, you wouldn't believe how much crap is hard coded.

Hell, it was checking the grenade item #s to see what kind of explosion to make instead of the explosion type #s. So lame...

EDIT: Ok, I've hit a few walls trying to push all the item information out to the files, so we can replace items, etc. How does everyone feel about leaving the existing items in place, but allow for new ones? That way, I may not need to recode >10,000 lines.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 28 Aug 2005 02:30:00 GMT View Forum Message <> Reply to Message sorry i forgot the question mark above (are you able as to what item will have what property) sorry for crappy english yeah, i guess leaving old items in place is okay... as long as we can add stuff... they will be as editable as the new ones? or limited somehow?

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Sun, 28 Aug 2005 02:41:00 GMT View Forum Message <> Reply to Message Mugsy, you are brilliant. Congrats on all your amazing work.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 28 Aug 2005 03:40:00 GMT View Forum Message <> Reply to Message If all variables are externallised I don't see a problem. However, grouping weapons for the first, say 2000 lines, ammo for the next three, etc. might make the program faster right? And if all variables are externalised we could then arrange the items in any order we liked right?

My only worry is that mixing all item types together at random may lead to problems down the road. There are numerous glitches and outright errors that always seem to be tied to item placement. Even in the original code there were different item types mixed together instead of being cleanly grouped and I wonder if this could be the cause of some inherant problems. Forgive me if all that is gibberish. By far the most important thing is for you to get all in game functions of items externalised so that at last there won't be anything that requires extensive hacking just to make work then later causes read errors and other frustration. I might be talking

Page 161 of 301 ---- Generated from The Bears Pit out of the wrong hole here but it may be something worth thinking about.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 28 Aug 2005 03:58:00 GMT View Forum Message <> Reply to Message You can't move the original 300 some odd items around because they get all screwed up when the maps load.

Existing items should still be editable.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 28 Aug 2005 04:42:00 GMT View Forum Message <> Reply to Message what if the maps were empty? would it work then?

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 28 Aug 2005 05:42:00 GMT View Forum Message <> Reply to Message The engine checking the item# instead of exposion# explains some of the trouble with trying to copy and mix explosions with WEDit and the GUI Desktops. Odd thing was the older WEdits "could" overwrite the explosion type so that an area damaging explosion did leave a smoke cloud (in game napalm or thermobaric signiture depending on the fiction). The later Desktop editor always allow the change, but would revert back on reopening, and never seemed to write to the .exe. (implying either the editors lost the abiliy between versions, or there was something screwy with the .exe).

By naming this one specific headach, I'm hoping that means you have sucessfully got externalized the explosive effect to be used by an item.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 28 Aug 2005 05:49:00 GMT View Forum Message <> Reply to Message Explosions are now externalized and the explosion effect is no longer tied to the item #.

The maps would only ever be empty in a mod, not in the regular game. Theoretically, I guess it would work, but I'm still leaving certain things hard coded:

Page 162 of 301 ---- Generated from The Bears Pit Money, gold, silver, etc. Adrenaline & regen boosters (unless someone really wants them out) Quest items (because they're a pain in the ass; I may do these at a later date (but not today))

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 28 Aug 2005 06:03:00 GMT View Forum Message <> Reply to Message i think there is no problem with silver, gold, money and boosters quest items... neither because quests can be modified to a certain extend editing the .npc files of NPC`s don`t worry. Khor and i will ceertainly come up with other stuff that we`d like to have externalized... you won`t run out of work in the next couple of years thanks to us

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 28 Aug 2005 06:03:00 GMT View Forum Message <> Reply to Message Thanks for the swift reply, I was caught proof reading my post again (I do have some academic credentials that demand I double check all writing). If that's all that's left in code, you've done great. I don't see any problem those three catagories being left in code, though can we add new items in those three catagories (money, merc stats boost, and quest items)?

Is it too much to hope that it's now possible to have a real area effect explosion (thinking grenade/mortar/LAW hit effect as opposed to the rocket rifle HE and HEAP hit animation) from a magazine fired weapon?

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sun, 28 Aug 2005 09:14:00 GMT View Forum Message <> Reply to Message Got the CVS source, both C and C++. Still no idea what's been changed.

We do need to find out whether the breath bug with HtH is still there. As I currently don't have the game, could someone please do a simple experiment?

- Get yourself into position to kick the shit out of someone. It would be best if the victim hadn't spent most of his APs in this turn (you'll see why in a bit).

- Turn on cheats. Turn on debug overlay ( or Alt-Q. Alt-M to turn it off, IIRC.)

Page 163 of 301 ---- Generated from The Bears Pit - Hover the cursor over the victim - an overlay with all sorts of info should be displayed. Use PgUp/PgDn to scroll pages of info. Find where it shows his APs and breath.

- Now give him hell! As you punch, watch what happens with his stats, in particular his APs. Normally, each punch should knock down a few APs. If only 1 AP is knocked down, then we have a problem. Because if he has more than 5 APs (IIRC) at the start of the next turn, he'll restore enough breath to get up.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sun, 28 Aug 2005 09:30:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: 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 has the good stuff at the same time as Tony, and if you look in the used section, you might find some slightly better stuff there, if you're up to fixing it. 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.I appreciate the effort :wave: but... Would it be possible to have a "Normal" option for Bobby Ray, with original settings? I think it was balanced well in the game.

I would also revert the changes that concern stats and learning, but I have already figured out how to do that :wrysmiley:

Speaking of which, I've been looking at stat gains for doing various tasks, with the view of rebalancing them a bit. Any ideas? I'll post some of my suggestions later.

Subject: Re: "1.13" Mod - Main Thread Posted by ratbag on Sun, 28 Aug 2005 11:21:00 GMT View Forum Message <> Reply to Message Hi,

Is there some way I can get Visual Studio's debugging to work when I run JA2, or even just get debugging info?

I get this error

First-chance exception at 0x211158b7 in ja2_reldbg.exe: 0xC0000005: Access violation reading location 0x00000000.

Using any .exe built from the source, when the game time reaches 3 days, 20:56.

Page 164 of 301 ---- Generated from The Bears Pit I'd like to work it out myself (I've got some programming skill, but not much with Visual Studio), but I can't figure out how to break out of JA and into VS... alt-tabbing doesn't work.

Any help would be appreciated - my game is going too well to give up because of this error!

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 28 Aug 2005 11:41:00 GMT View Forum Message <> Reply to Message @Snap

I did the debug test you outlined but don't know what the variables mean. After punching the enemy three times he dropped and didn't get up even though I didn't punch him the fourth time like you usually do. This; I gather, means the breath bug has been fixed.

Because I don't understand the variables I'm going to list them in the hopes that someone who does might explain:

Id: 21 (I take this to mean the enemy's placement number 1-32?)

Body type: 2 (Normal = 1 Strong = 2?)

Opp Cnt: When I punched the enemy to the ground this number read 2. I waited a turn without doing anything and this number became 4.

Opp List A: 1 0 3 1 4 0 0 0 After I waited a turn:1 0 1 1 1 0 0 0

Visible: 1

Direction: East

Dest Direction: East

Grid No: 8870

Dest: 8870

Path size: 0

Path index: 0

First 3 steps: 0 0 0

Next 3 steps: 0 0 0

Flash ind: 0

Page 165 of 301 ---- Generated from The Bears Pit Show ind: 0

Main Hand: Desert Eagle

Second Hand: nada

Curr Grid no: (I don't remember this number)

Quite a few of these variables are self explanitory. I listed them hoping anyone who knows a lot about the debug info might list as much about each catagory as they can to help us look at potential problems. I've never used the debug, it looks like a really handy tool for checking maps before they cause problems in mods.

If anyone knows of a walkthrough of the debug already posted somewhere please tell me where to look. If there isn't one I really hope someone who knows takes the time to explain this stuff.

Thanx in advance.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Sun, 28 Aug 2005 15:22:00 GMT View Forum Message <> Reply to Message Try Beating up the blacks and camo (i mean black uniform - elites)

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sun, 28 Aug 2005 16:34:00 GMT View Forum Message <> Reply to Message Thanks, Khor. The first screen doesn't show stats, but the trick is simple: when the debug overlay is displayed, use Page-Up and Page-Down keys to get more info. It will show you stats, equipment, orders, alert status, and a lot more - it's all pretty self-explanatory. This is indeed a nifty feature.

Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Mon, 29 Aug 2005 03:11:00 GMT View Forum Message <> Reply to Message Hello everyone,

I have been playing the 8/20 version for several days and I love it. Congrats on breaking the item limit MM. I have some weapon pics collected together from some past mods like DL and Vietnam that I created a weapon mod for in UB. All Big, interface and tileset pics are in there. Would you

Page 166 of 301 ---- Generated from The Bears Pit please consider including any that are not already in the Weapons.dat file.

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

I'm also working on getting all the UC and UB tilesets together in the ja2set.dat file and testing my new maps with the 1.13 exe. Still working on that.

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 29 Aug 2005 03:35:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by John Wright:

I'm also working on getting all the UC and UB tilesets together in the ja2set.dat file and testing my new maps with the 1.13 exe. Still working on that.

Nighthawk this is most interesting you`re doing this for ja2 or unfinished business? you`d need to make a lot of new maps either way

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Mon, 29 Aug 2005 03:38:00 GMT View Forum Message <> Reply to Message I just finished the 8/20 verson. I haven't heard any comments on the big picture here, so here are mine.

I started on expert mode, and it seemed too easy. Then restarted on insane diffuculty, which had way too many patrols for my liking. I like the well-equipped blackshirts, but the sheer number of patrols got tiring. It really limited movement between cities and required that too much time was spent maintaining the militia levels in the cities. The initial placements on city maps seeemed good, though. My recommendation? Just increase the number and frequency of the black shirts on patrols and overall initial placement numbers for expert level. This would make kind of a middle ground before before the insane level. That way, those who want constant, difficult battles can have it their way, and the rest of us who want difficult, but less frequent combat can have it our way.

The dropp all function works great for the soldiers, and I like the ability to grab armor and stuff off of the civilians, though they seemed more prone to the breath bug when beating them up for their goodies.

There seems to be a problem with targeting under certain conditions to/from a roof. Couldn't

Page 167 of 301 ---- Generated from The Bears Pit really predict or replicate it from map to map. Not enough of a problem to affect the overall experience, though.

Great job on the mod! This is groundbreaking stuff here. If only someone more talented than I could make a map conversion using this .exe, or convert one of the other great mods out there to this standard......

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 29 Aug 2005 13:29:00 GMT View Forum Message <> Reply to Message DurtyDan,

So how does 25% more elites in expert sound? That's the current # in insane. I've increased it, and also raised the insane level to have 50% more elites. Plus both expert and insane levels should not be limited to yellow shirts in cities. Finally, I've increased the garrison sizes by 25% in expert, which puts the # of enemies in cities/patrols in expert = 2/3 the # in insane.

There's a grace period defined in the code for the # of hours between the queen sending troops in to reclaim cities.

#define EASY_GRACE_PERIOD_IN_HOURS 144 // 6 days #define NORMAL_GRACE_PERIOD_IN_HOURS 96 // 4 days #define HARD_GRACE_PERIOD_IN_HOURS 48 // 2 days #define INSANE_GRACE_PERIOD_IN_HOURS 6 // hours!As you can see, insane is set to a truly insane level I've increased this number to 18 hours to decrease the frequency of town attacks. Suggestions are welcome, as I'm only one person doing play-testing here

John,

Thanks for the pics. I'll take a look at them when I've got a chance.

Snap/everyone:

The Breath bug - is it there or not? What's the final word?

Bobby Ray's on Good is pretty much normal with just two changes: Used items are one progress level higher than the new items, and BR is no longer a step behind Tony in progress levels. As for the actual stuff available and the quantities, you'll be able to change that in the Items.xml in the next release (see below for a sample).

Status update:

I have successfully externalized the following: - Items - Attachments - Explosives

Page 168 of 301 ---- Generated from The Bears Pit - Armour - Ammo strings (you should be able to create new calibers, but I haven't tried yet) - Shop keeper inventories - Bobby Ray's inventory & ROF stats (in the Items.xml) - Compatible Face Items - Extra Attachment Info - Merges - Attachment combination merges - Launchables - Ammo magazines - Incompatible Attachments (this is a new section - I had to rewrite this part of the code as all the attachment compatibility parts were hard-coded) - Enemy weapon choices - I haven't been able to externalize all the hard-coded strings like I had hoped because my C skills are crappy when it comes to strings and arrays and pointers :silly:

I added four new stats to the weapons.xml (not .dat anymore):

- SilencedSound = sound number when silencer is attached (used to be hard coded based on ammo caliber) - APsToReload = self explanatory. used to be hard-coded to 5 for all items. Now we can change it. - MaxDistForMessyDeath = Max. allowed distance for a head pop / flyback death animation. Used to be hard-coded to 7 for all weapons (except barrett, which was 23). I've upped the sniper rifles to 14. (BTW, I also increased all sniper rifles' damages by 10) - SwapClips = 1/0. Whether the weapon will swap clips during combat, or top off as it does in real time mode. Set to 1 for shotguns & revolvers.

Here is a new sample of the externalized Items.xml file:

282 RPG-7 RPG-7 Hey, it's an RPG, baby! RPG-7 The Rocket Propelled Grenade, or RPG, is a cheap, single-shot weapon. It's main purpose to to provide an inexpensive albeit devastating weapon against soft targets. 16 282 3 0 0 68 79 0 1500 10

Page 169 of 301 ---- Generated from The Bears Pit 0 -3 1 1 1 1 1 1 0 1 0 0 0 0 0 0 0 0 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0

Page 170 of 301 ---- Generated from The Bears Pit 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 As you can see, there's a shitload of stuff in there never before editable. I had to edit so many lines of code to get this to work that I lost track of the count.

As I said before, I left the booster syringes, the quest items, and the money hard-coded. Enemy (non-gun) inventory is still hard-coded however, as it'll be a major pain in the ass to get that part of the code externalized. Same goes for the inventory items assigned to IMPs.

Anyway, there's a bunch of new stuff in there that I added in there on top of what was already in the code. Some just externalize the existing hard-coded parts for a single function. Others are completely new; for example:

- DamageBonus = ranged weapon bonus applied on hit - MeleeDamageBonus = hand to hand weapon bonus - PercentStatusDrainReduction = kits have their status drain reduced (or increased if -ve) by this

Page 171 of 301 ---- Generated from The Bears Pit percentage

Some tags only apply to a single function, like still only works with the x-ray detector, but now you can have multiple types of batteries if you want.

Most bonuses now can be assigned to attachments, weapons and ammo(!), and all are cumulative. So you can have special armour piercing bullets that do extra damage, or homing bullets that give a to-hit bonus, or whatever. This is how the solid slug bonus for shotguns now work - the 12 gauge ammo has the range bonus! This is very cool, I think, as it opens up a huge range of possibilities. If the cumulative part bothers you, just make that particular weapon/attachment incompatible with the attachment with the bonus.

Duckbills: I had to hard-code in the check for buckshot when the duckbill tag is enabled before it'll apply the range bonus that you specify.

You can now have multiple mortars (I'm going to put the commando mortar from Snap's pics in as a sample), with different kinds of shells, multiple grenade launchers, multiple rocket launchers like the rpg, and multiple single shot launchers like the LAW (with changeable "discarded" items).

Other neat stuff is in there too, like the fingerprintID tag, which lets you add/remove fingerprintIDs from any weapon. The rocketrifle tag enables the small missile smoke trail for smaller sized rockets.

You can add new blades and throwing knives (shuriken anyone?), and have a corresponding "bloody" item appear when they hit their mark.

New armours & new armour attachments are possible.

New grenades and explosives are possible. New mines should be possible too.

New face items are possible. The various vision and hearing range bonuses now look in all equipped slots,including hands, so binoculars are possible (theoretically). (They don't look in attachment slots however (yet - I can add this if it's desired). Thermal goggles using the x-ray device aren't yet possible due to the way the x-ray detector works however.

Oh, and BTW, the new item limit has been tested and is working fine at 5000.

So, I've been pretty busy. What do you guys think?

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Mon, 29 Aug 2005 14:13:00 GMT View Forum Message <> Reply to Message I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.

I've been playing the hell out of the version you released a few days ago on expert mode with 'drop everything', I've found it challenging (I usually play with a fair complement of low-level AIM

Page 172 of 301 ---- Generated from The Bears Pit mercs, MERC mercs and native hires.) The extra stuff lying around doesn't really give you any advantage because you've got the same gear the enemy has, and you can't sell it all or grow more arms to hold weapons.

I haven't had to order much ammo from Bobby Ray's but I've ordered a fair numbr of toolkits, used gear and accessories. I find it a little more realistic and a little more challenging than the standard game on similar settings. Although the frequency of atacks on captured sectors is a little lower than I'd expect the fights that occur are challenging (I have a core capture squad and about 6-8 more mercs for logistics and reinforcement, when you start splitting them up for militia trg and so on it gets more challenging.

I encountered that weird 'no show' bug again in the Hick's Sector, but I remembered Police L.T. mentioning the rooftop thing and they appeared when I climbed onto a roof. Is there something in the code that puts them in a level above the players vision even if they aren't on a roof?

As for separating the data from the code, kudos, it's something that makes the game a lot more flexible for the other modders out there.

I've been fan of games that offer tools for modding since I found JA2. I've played a bit of Freedom Force and Neverwinter Nights because I like the modding. What I find remarkable about JA2 is that so much has been done with a toolset and base code that weren't really all that moddable in the beginning. Long live JA2!

Oh, and thanks Madd Mugsy for your excellent work.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Mon, 29 Aug 2005 15:19:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by gpmg: I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done.Word! :rulez:

@Mugsy: Breath bug: let's wait till the lab results are in

Data externalising: this is very, very cool. It will take me some time to process all the innovations and possibilities.

But just to be on the safe side, could you please make a set of data files extracted from the unmodified version (sans the various added items, etc.) for the reference?

I took a good look at the way stat progression is implemented and made a number of suggestions, with code snippets. I'll make a separate thread, so as not to hijack this one.

Page 173 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Mon, 29 Aug 2005 18:31:00 GMT View Forum Message <> Reply to Message Sorry, but I've got to disagree about the drop everything option, it did impact the gameplay by keeping me in surplus funding during sci-fi mode. The bug quest started right after Tixa (order of cities: Drassen, Chitzena, Alma, Tixa). Despite losing Drassen was able to top off with 18 mercs, leave a few behind in Drassen to suppress bug attacks, take Cambria, Balime and Grumm, train till each city sector had 20 blue mercs and pay MERC till they had Cougar. Between Tony and Franz(?) in Balime was able to avoid any short falls (complaints from local hires not being paid). Took back the mines when I could hire Cougar and had high capcity LMG's (didn't want to cart along too much spare ammo). I found drop all beneficial (realism), but others may consider the funding options it opens up to be a bit of a challenge reducer. (Ok I admit it, I found that beneficial as well.)

Incidentally, the new AI abandoned the General in Alma, which made the whole sneak into base to secure control room a bit silly. Burst into control room and everyone was outside on the roof waiting for my less covert team and its "clean-up" operation. It stands out in my mind of a rather funny incident more than anything else.

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Mon, 29 Aug 2005 19:48:00 GMT View Forum Message <> Reply to Message Viva Madd Mugsy!!

Now I can see countless fun that would be realized finally!

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 29 Aug 2005 21:10:00 GMT View Forum Message <> Reply to Message absolutely great stuff muggs! i`ll surely do a large weapon/ itemmod for this however, i`ll never come close to 5000 items (after all, some sort of balance is required) but i can think of new attachments, new specialized sniper ammo, particuliarly accurate rifles and so on adding different explosives and LAW-types melee items (can i also have an item that uses the throwing knife animation but doesn`t need to generate a new item?)

Page 174 of 301 ---- Generated from The Bears Pit really, the possibilities you offer are incredible btw is it also possible to have the "small rocket" animation tied to ammunition? because for instance monster spit has a similar aniamtion tied to it

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Mon, 29 Aug 2005 21:25:00 GMT View Forum Message <> Reply to Message Mad Mugsy Quote: So how does 25% more elites in expert sound? That's the current # in insane. I've increased it, and also raised the insane level to have 50% more elites. Plus both expert and insane levels should not be limited to yellow shirts in cities. Finally, I've increased the garrison sizes by 25% in expert, which puts the # of enemies in cities/patrols in expert = 2/3 the # in insane. This sounds great!

Subject: Re: "1.13" Mod - Main Thread Posted by quasimodo on Mon, 29 Aug 2005 23:13:00 GMT View Forum Message <> Reply to Message Great work! I love the "drop everything" and the "0 stats trainable" features. The changes to the AI makes the same old sectors play new and different. Last night there were 6 guys on the roof of the Drassen sam site.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Mon, 29 Aug 2005 23:58:00 GMT View Forum Message <> Reply to Message The increased roof-use has definitely made the notion of rooftop sniping more interesting. I've taken to giving snipers FN FiveSeVens and assigning them a rifleman.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 00:03:00 GMT View Forum Message <> Reply to Message Scorpion,

Quote: melee items (can i also have an item that uses the throwing knife animation but doesn`t need to generate a new item?) Yes. If you don't specify a bloodied item #, it just keeps the original item.

Page 175 of 301 ---- Generated from The Bears Pit If khor can do the animations for it, I can probably also add in swords, and dual-wielding for knives/swords. (Heck, rifles too, for the stonger guys).

Quote: btw is it also possible to have the "small rocket" animation tied to ammunition? because for instance monster spit has a similar aniamtion tied to it Right now it's just assignable to a weapon, using the rocketrifle tag. Were you thinking of something in particular that would require the small rocket flag to be in the ammo and not the weapon? gpmg,

Quote: I think Madd Mugsy is actually three or four guys. This is an insane amount of work you've done. It's just me. I work pretty fast, and have been neglecting my wife and other work for the last few days

BTW, I have also "acquired" a pdf version of the D20 Ultramodern firearms book. I'm hoping that it's got reasonable stats I can port over to JA2.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 30 Aug 2005 04:43:00 GMT View Forum Message <> Reply to Message i was thinking of that particuliar ammo that glows (don`t know english name... tracer maybe?) that would need a smart redesign of the rocket rifle smoke trace though, which is hard to do (you guessed it... i already tried and it looks bad) but if i have only 1 gun using that ammo than it would also work with current version (again it`s no "urgent" feature as i`d have to get some acceptable animation anyway

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Tue, 30 Aug 2005 05:34:00 GMT View Forum Message <> Reply to Message 5000 items? All of those things that couldn't be done now can be (and with notepad if one really wanted to). Does anyone have a copy of Jane's Infantry Weapons?

If you don't mind me asking, has there been a new release?

Subject: Re: "1.13" Mod - Main Thread

Page 176 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Tue, 30 Aug 2005 06:00:00 GMT View Forum Message <> Reply to Message No, there's not a new release yet. I've made soooo many changes to the code that I would be remiss not to test and verify as many as I can first.

I'm hoping to have something out soon though -- before the end of the week.

I think I'm on to one of the reasons that the AI is so slow on Insane mode, so I'd like to fix that first.

I'd like to add some more new weapons bonuses before I do a release too. Things like bonuses to ammo capacity and a bonus to reduce the # of APs to ready & reload weapons would be cool. Bonuses to reduce the burst penalty or the # of APs needed to beging autofiring are totally doable too. Basically, bonuses for all the weapon stats in the weapons.xml/dat file are on my list.

I'd like to also go ahead and have the vision/hearing range bonuses look at attachments. (That way a gun with a scope could actually let you see farther)

Rifle butting, bayonettes, etc, will probably not make this release. I'd rather wait for some good animations and do them right than rush them out.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Tue, 30 Aug 2005 06:19:00 GMT View Forum Message <> Reply to Message With 5000 items, it would be easy to mod in magazine upgrades as a combination upgrade. G36K(or C) + Beta-C = G36K with 100 round capacity instead of 30. Or are you refering to an attachment to the gun (say a removable Beta-C adapter) that would change the ammo capacity only when attached?

About the thermal scope/imaging device from a long time ago, I was actually thinking instead of the x-ray device effect, it would for the merc using it: -show everyone in range as shadows (like the cheat code or enemies not directly spotted by the selected merc). Now if it were possible to tint those the animations in red via code... no that's pushing my luck. -do above while ignoring cover (if in range display ghost of merc/creature/cow...) -something to help on those sniper hunts (both for player and AI)

Take an easy, you've done quite a bit already.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 06:25:00 GMT View Forum Message <> Reply to Message Quote: Or are you refering to an attachment to the gun (say a removable Beta-C adapter) that would

Page 177 of 301 ---- Generated from The Bears Pit change the ammo capacity only when attached? Exactly what I was thinking of The Beta-C that's currently in the game is 7.62mm for the HK-21. Is there a 5.56mm version? Should I re-use the same pic?

As for thermal optics, I like your ideas; I'll see what I can do about implementing something with that effect.

EDIT: I think I'm on to the invisible enemies bug. It looks like it's in the original JA2 source. From the code, it looks like it occurs just as mercs are entering or leaving a sector. For some reason line 1673 in Overhead.cpp ( gTacticalStatus.uiFlags &= ( ~DISALLOW_SIGHT ); )isn't always called...

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 30 Aug 2005 07:11:00 GMT View Forum Message <> Reply to Message the first link i got in google shows this pic of a 5.56 beta-c mag

http://www.uws.com/CMAG/Technical.html it is the same as the pic that i uploaded i dunno if there are 7.62 versions of beta c mags, but there are certainly 7.62 nato ammo boxes or belts

(snap has certainly some pics of that in the archives he uploaded) btw i played an exe where the sniper scope allows you to see 2 tiles further when the weapon is in ready position (aiming) this is an interesting feature and allows for new tactics would need some testing concerning sniping enemies though

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 07:20:00 GMT View Forum Message <> Reply to Message Really? There's no 7.62mm C-Mag? Then what was with all those pics from earlier in the thread with the HK-21 w/c-mags attached?

Thermal Optics:

It's not going to be easy to make it so that enemies are grayed out. I don't even know if it's possible yet (I stumbled on the invisible enemy code while looking for that part). However, it

Page 178 of 301 ---- Generated from The Bears Pit should be possible to modify the creature smelling line of sight testing code for use with thermal optics. (Don't worry - the creature elixir won't affect your thermal gear). If that's all there is to it, I may be able to get it in for the next release.

Scopes and sight ranges: I think I can check for the ready position. I'll try and make it so that only weapons need to be in the ready position for the sight range bonus.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 30 Aug 2005 07:40:00 GMT View Forum Message <> Reply to Message you were misinformed in the beginning of the thread i think

http://world.guns.ru/machine/mg18-e.htm her is th HK 21 it uses a nato box i think the picture is in snap`s upload so you can just switch the 7.62 c.mag for one of his pictures there

http://world.guns.ru/machine/mg19-e.htm here is a 5.56 LMG w a beta-c mag i find it a good solution that you need to aim in a certain direction in order to see farther with a scope. should also cause the sighting radius to become much smaller i find

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Tue, 30 Aug 2005 07:47:00 GMT View Forum Message <> Reply to Message Hehe... elixer as thermal camo, now that's really getting into the hi-tech stuff. Would it be any easier to have everything (friends, enemies, civilians, livestock) greyed out as visualization for thermal imaging when in use.

Beta-C's come in 9mm too see: The Scorpion one post earlier. Sorry, I seem to have stumbled across a dupicate of that page but from Arizona.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Tue, 30 Aug 2005 08:43:00 GMT

Page 179 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: I'd like to add some more new weapons bonuses before I do a release too. Things like bonuses to ammo capacity and a bonus to reduce the # of APs to ready & reload weapons would be cool. Bonuses to reduce the burst penalty or the # of APs needed to beging autofiring are totally doable too."Bonus to ammo capacity", i.e. magazine adapter can be simply implemented by merging items: merge the gun with the adapter item and get a new gun with a different capacity. The new gun can reuse the same picture (or have a slightly modified picture) and just have a slightly different name and description. This will save attachment slot, too.

How about a negative bonus to APs or burst penalty? Certain attachments might have such negative effects. In fact, most bonuses could be implemented such as to allow negative values, as well as positive.

Quote:I'd like to also go ahead and have the vision/hearing range bonuses look at attachments. (That way a gun with a scope could actually let you see farther)Dangerous stuff :nono: Not that it won't work, but if you have, say, a visual range bonus for scope, it'd better be balanced with a more narrow field of view and decreased awareness. And it should only have an effect when the gun is actually readied. In any case, it might have a weird effect on the gameplay...

Speaking of readying the gun, do you think it could be implemented? I mean, having a button or at least a hot key that would allow you to raise the gun without necessarily firing it?

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 30 Aug 2005 09:04:00 GMT View Forum Message <> Reply to Message i second that idea of narrowed field of view if scopes (weapon in ready state) allow for longer visula range btw i`m playtesting an exe that has this feature. It is best implemented if only sniper rifles allow sniper scopes and the field of vision is narrowed night vision scope the same. it is pretty balanced, as you need peeople to cover your flanks if you want to do some sniping (especially with that smarter AI in this Mod) using ctrl-r hotkey combo, the weapon can be brought in ready state. This was implemented by neyros using code-insertion i guess so it should also be possible for a new compiled exe ahh, yes, something else: an attachment that lowers the weapon`s weightand AP usgage for bringing the weapon in ready position: permanent attachemnt folding buttstock (only allowed on weapons with heavy, fixed buttstock)

(well, if we have 5000 items we can also do that using merging

Page 180 of 301 ---- Generated from The Bears Pit that`d be a nice thing anyway to since most weapons today are being produced in "family`s", means you have a carbine, an assault rifle and an LMG that originate from the same gun

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 12:21:00 GMT View Forum Message <> Reply to Message New stats for you guys:

ThermalOptics = 1/0, see through those pesky walls (enemies look normal though, at least for now).

PercentTunnelVision = 0-100, narrows you FOV

Vision range bonuses are now applicable to attachments. Weapons with vision range bonuses and thermal optics need to be in the readied position in order to work.

I'll look into assigning a key to ready weapons. But also note that the line of sight test isn't ran when weapons are readied, just when you or an enemy moves. So readying your weapon won't reveal anything right away.

EDIT: major reworking there I think to get the gun raising out of the firing sequence due to the way the action points are handled. Maybe in a future release...

Subject: Re: "1.13" Mod - Main Thread Posted by shihua on Tue, 30 Aug 2005 13:10:00 GMT View Forum Message <> Reply to Message Great! it's a surprise!!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 13:44:00 GMT View Forum Message <> Reply to Message Okay, the Beta C-mag is fixed; now it's 5.56mm. So now we have the 100-rd 5.56mm C-mag, a 100-rd 7.62mm NATO belt and a 200-rd 5.56mm belt. (Note that clip sizes can't go above 255)

If someone can make me a pic of a nice C-Mag adapter, I can plug it in before the end of the week and we can all have C-7's with 100 rounds of ammo in the next release

Subject: Re: "1.13" Mod - Main Thread

Page 181 of 301 ---- Generated from The Bears Pit Posted by Wil473 on Tue, 30 Aug 2005 18:22:00 GMT View Forum Message <> Reply to Message Great news about the stats, either you've revamped the .exe so that new stats can be painlessly inserted or the rumours of you being more than one coder are true.

I think I mispoke when I used the phrasing "adapter," yesterday. Beta C-Mag's are more or less replacement magazines (big capacity replacements).

Problem is the game doesn't simulate incompatible/compatible magazine wells (and I'm rather sure nobody want to see this headache in game). Many small arms might use the 5.56mm but the magazines cannot be shared, unless the magazine wells are purpose designed to be compatible. ie. C7's use a plastic 30 round magazine in normal CF use, but can accept the metal ones used by M-16/M-4's (STANAG?). Or was it the plastic magazines used by the C7's are built to NATO standards and its the other way around where all rifles that meet the standard can use them. Sorry, I'm only a civilian who happens to have an interst in these things.

If anything, a Beta-C "upgrade" would look like the in game Beta-C mag, or another variation of it.

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Tue, 30 Aug 2005 20:02:00 GMT View Forum Message <> Reply to Message @wil473,

The Beta C-mag can be used by many 5.56NATO rifle families by applying corresponding magazine adapter(or Feed Clip Kit by Beta Co.). We could see this Feed Clip Kit on Beta Company's homepage: http://www.betaco.com

And interestingly, Beta Co. now can provide a COLT 9MM C-MAG System which could be used by MP5 series, but it has a different Feed Clip Kit than familiar 556 C-mag.

So i think the magazine-adapter-attachment idea should do if technically the # of rounds for a gun can be changed.

Moreover, if the real empty clip can be simulated, then it will be more fun and real-life like, for instance though we could got a magazine adapter in the game, we perhaps have no a C-mag in the same time, and those C-mags are not cheap($200 each), we should not just throw them away . And technically i believe the magazine adapter should be mounted on the C-mag other than the gun.

EDIT:

Have any mods realized "corner shooting" or any such things? I mean if a merc stands next to a corner-tile or a door-tile he/she can shoot(or throw grenades) the other side while enemies cannot see his/her body. Of course this kind of shooting can not be accurate because the merc only reach out hand but head. This maybe tactically useful, such as room-cleaning and should be used

Page 182 of 301 ---- Generated from The Bears Pit by enemy as well. Don't know whether this could be done by simply allowing shooting from the tile next to the corner-tile or the opened-door-tile.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 23:53:00 GMT View Forum Message <> Reply to Message I don't think corner shooting is possible without significant rewriting of the complicated physics code.

As for the C-Mag feed clip kits, those look like they'll do the job nicely. To simplify gameplay, I'm going to make it so that there are only two kits: one for 5.56mm and one for 9mm. There's no easy way to lug around and buy special empty C-Mags to reload later. So once you've got an adapter, the ammo capacity will shoot up to 100 and you'll be able to pop off C-Mags from the weapon instead of 30-rd clips. Also note that because of its 200-rd capacity, the Minimi/SAW won't need an adapter.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 30 Aug 2005 23:57:00 GMT View Forum Message <> Reply to Message (Whoops double post)

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 31 Aug 2005 06:08:00 GMT View Forum Message <> Reply to Message I stand corrected darkThor. I always thought that C-Mag's were out-of-the-box compatible with the magazine wells of whatever rifle the specific C-Mag is meant for (one piece, direct magazine substitution).

So the real complete C-Mag is a standard dual drum, plus a different feed clips for different magazine wells types/rifle families. Wish I hadn't corrected myself before work this morning.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Wed, 31 Aug 2005 10:36:00 GMT View Forum Message <> Reply to Message Here is an idea to consider. Some changes are best implemented as options with on/off switches or numerical values, but not every option can be crammed into the game menu. How about making an ini-type file where these options can be edited? This would allow for maximum flexibility.

Page 183 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 31 Aug 2005 10:46:00 GMT View Forum Message <> Reply to Message @wil473,

Your statement on the C-mag above is definitely correct, those feed clips come with the dual drums to form a system. The only matter of regret now is we cannot simulate the empty drums and mount different feed clips on them, but maybe this will complicate the gameplaying. So IMHO the adapter attachment could be a compromise for the moment.

@MM,

It seems that the blind-sniping AI of enemy is slightly off-balance: enemies with sniper rifles are blind-shooting so much inaccurately that the sniper rifles now could not be consider an weapon for sharpshooting but a tool providing suppress firepower :diabolical: )

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 31 Aug 2005 11:00:00 GMT View Forum Message <> Reply to Message Thor

Try the EDT editor for altering 'literate things'. It's very easy to use and the only possible problem is that not all text for a specific game aspect (NPC speech for instance) is contained in the same set of files or even originate from the same .slf. So you sometimes alter something and find that some of the original text is still there. The solution is very careful editing and vigorous playtesting.

If you haven't tried the EDT editor, give it a shot. There is a lot of cool things that can be done this way.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 31 Aug 2005 11:35:00 GMT View Forum Message <> Reply to Message Khor's right: just use an edt editor like ja2edt to edit most of the text.

As for AI snipers, I noticed that I missed checking for a decent chance to hit before a sniper takes a shot. In the next release, snipers will only take a shot if they have a greater than 60% chance of making a shot. This should mean less supression fire from snipers.

Speaking of which, what are opinions on supression fire like? I think I could add it in for LMG type weapons using code similar to the sniper code.

What kinds of things would you guys like to see in an ini file exactly?

Page 184 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Lars on Wed, 31 Aug 2005 15:04:00 GMT View Forum Message <> Reply to Message I'm all in for suppression fire with LMG:s If it only would be possible to throw grenades around corners, it would truly enhance the CQB.

JA 1.13 are going to rock even more Great work Madd Mugsy

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Wed, 31 Aug 2005 16:00:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: As for AI snipers, I noticed that I missed checking for a decent chance to hit before a sniper takes a shot.Ah, that's what I thought. It seems to me that JA2 AI isn't very sophisticated - it's basically a cascade: if it doesn't do one thing, then it will do the next in line, or the next, etc. Oh well.

BTW, does AI try to avoid standing in the light in 1.12? I've seen some code that is supposed to do that (for enemies on red alert only), but I wonder whether it actually makes a difference.

Quote:Speaking of which, what are opinions on supression fire like? I think I could add it in for LMG type weapons using code similar to the sniper code.Hm, not sure. Make it affect morale depending on experience? (Cowards get double penalty, of course.)

Quote:What kinds of things would you guys like to see in an ini file exactly? - A scale for skill progression. As Khor suggested in another thread, skills may improve too fast, especially in densely populated mods. Then again, you initially made skill progression even faster than in the original, so opinions differ. That's just the kind of thing that would be best left as an option. Could be implemented as a percent fraction - from, say, 10% (or whatever is reasonable) to 200%. 100% is the default.

- Zero skills can improve (yes/no)

- A scale for enemy population. Some like to have lots and lots of enemies, others find it too hard or too tedious.

- A scale for mine income, perhaps? Might be too tempting

- New and improved Bobby Ray's vs. Bobby Ray's Classic

- Hearing noises reveals hidden enemies vs. the older, more primitive but arguably more realistic implementation.

- Critical hit scale or switch, for those who like FPS-style gamplay

Page 185 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Wed, 31 Aug 2005 19:10:00 GMT View Forum Message <> Reply to Message I took all burst fire off all weapons that did not have burst fire. Just Full or semi-auto. Man you want to talk about war bullets flying everywhere those words COVERING FIRE comes real now. I have see an npc empty an HK-21 I mean none stop I bet in real life he would have been thinking about replacing that barrel very soon. And yes if you or mercs are not by good cover you will die. Snipers Heck you don

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 31 Aug 2005 20:44:00 GMT View Forum Message <> Reply to Message something else that used to be discussed but was bever made: when a merceanry has 2 MAC-10`s for instance and goes full auto...

...can he fire from both weapons?

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Wed, 31 Aug 2005 22:22:00 GMT View Forum Message <> Reply to Message the scorpion, to the best of my knowledge, this isnt done in anything but first person shooter games, the recoil on em make it more dangerious for the person firing than the person getting fired at (yes that was a joke - just saying it is so damned ineffective) however if you mean take a birst from one THEN the other yes that would to more realistic and quite interesting, and proberbly fun

A thought on the c-mag issue, is it possiable so the c-mags are like attachments such that you need to "fill up" your c-mag with 5.56mm mags, and when you goto unload your c-mag u get a series of 5.56 out, bit like taking ya 40mm nade out? However that would require the stacking or multiple application of attachments as i suggested before if backpacks were to be introduced. This idea may be for another time once all the easy ideas are gorn and its time to think about those three-week-to-do ideas

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Wed, 31 Aug 2005 23:27:00 GMT View Forum Message <> Reply to Message I noticed a weird issue with the 5.56mm 200 rd box. If you fill it up by picking up another box and dropping it into the 'Examine view' slots it actually removes ammo from the first box instead of

Page 186 of 301 ---- Generated from The Bears Pit adding to it.

Subject: Re: "1.13" Mod - Main Thread Posted by surefire on Wed, 31 Aug 2005 23:40:00 GMT View Forum Message <> Reply to Message @Khor & MM on the ja2edt,

Sorry i didn't know this ja2edt before, i'll make a study of it. Thanks a lot to you!

@MM on the LMG supression fire opinion,

I think reusing the sniper code should do well for LMGs since enemy snipers had been doing this damn well by now , another two factors should be the accuracy threshold(for instance 1% or 5%) and # of bullets enemy machine gunner would fire for a supression firing(for instance 20 bullets per time). These two factors can be put into that ini file.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 01 Sep 2005 00:04:00 GMT View Forum Message <> Reply to Message I think supression fire should definately exist and; to my knowledege, the way the mercs already deal with it seems realistic enough. The one thing I would change is when brave or high level mercs are under supression fire they lose some APs (presumably from fear), I think this should only apply to cowards and incrementally to lower levels. For instance: 1st level = 100% of whatever the AP penatly is. Cowards at first level = 160%. 2nd level = 80% the AP penalty, 90% for 2nd level cowards. 3rd level = 60%, 70% coward. 4th = 40%, 50% coward. 5th = 20%, 30% coward. At 6th level this penalty is removed for non cowards and reains at 20% of the AP reduction for cowards reguardless of their level thereafter.

As for skill progression being adjustable, this could serve to give every player the game they want. If you could make it toggleable that would be the best possible solution. I'm of the mind that skills with zero stats apply to people who have some kind of mental bloc about learning this skill (hemphiliacs having zero Medical for instance). Having this being adjustable via Proedit solves this problem for anyone who doesn't want untrainable skills (I used to feel this way).

A way to adjust fire rates of all weapons would be awesome for the weaponmod. I know I've asked this before, but being able to have Full Auto only would allow for weapons that have this shortcomming. Of course, burst fire penalties would apply but maybe people with autofire skill

Page 187 of 301 ---- Generated from The Bears Pit could coax single shots? Anyway, I think double handed machinegun bursts should be allowable but with a substantially increased autofire penalty (at least 200%).

Noises giving away friend or foe is theoretically possible but so many variables would have to contribute to this it is tricky. However, if you could code in a recognition of which type of ammo is being fired, this might not only reveal enemies in certain situations but also clue players in to which type of weapon they're up against. I don't mean revealing through text the specific weapon only the ammo type. This last idea is way down the wish list though and maybe not worth much time trying to implement.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 01:14:00 GMT View Forum Message <> Reply to Message Wow, you guys have some serious requests here.

The INI file: I'll see what I can do for this, but it may not make this release.

I will be removing the skill training increase and replacing it with Snap's suggestions in the other thread. A multiplier could be put into an ini file easily enough in the future.

Bobby Ray's: I've removed the "Good" setting, and replaced it with "Normal", which is the same as the default JA2 BR. (BTW, the "Good" setting only had better quality used items anyway)

Hearing noises: Yes, the Extended Ear locator can go into an ini file, but I'm not going to identify ammo being fired (too much work).

Two-handed bursts: This is definitely not going to happen. There is _way_ too much code depending on the bursting gun being in the top hand slot.

Suppression fire:

Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof. Existing suppression fire code already handles morale, etc. gpmg, I'll look into your issue with the ammo belt. It's probably something to do with the 255 bullets / clip limit.

I've reduced the number of enemies starting off on roof tops. While I've never seen them all up there in Alma or Meduna, it can be silly to watch 6 guys all huddled up on one building. Anyway, the chances of them starting on roofs have been (hopefully) reduced. However, the chances of enemies with sniper rifles and/or sniper scopes climbing onto rooftops have increased.

Page 188 of 301 ---- Generated from The Bears Pit I'll see if I can get a merc to say something along the lines of "I've got a bad feeling about this..." when there are snipers dug in on the rooftops.

I've added a few on-screen messages as well. You'll see a quick "Sniper!" warning when an enemy sniper is taking a shot, so you'll know what's actually going on. There's a similar message for suppression fire.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Thu, 01 Sep 2005 02:49:00 GMT View Forum Message <> Reply to Message The reduced chance of rooftop use is a good thing. In Grumm warehouse district I had *all* of the enemy (I think it was something like 12, plus Mike(!)) on the roof. They wouldn't come down at all. I picked off the two or three I could see and left the map and came back and they were all on the ground. I tried once or twice to get them while they were on the roof but 12 guys with sniper kit and SMGs were just too crazy.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 03:12:00 GMT View Forum Message <> Reply to Message maybe you can force enemies with "stationary" order to remain on ground/ on roof where they were initially placed? because AI going on roofs or climbing down at will can become a pain for a mapdesigner

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 04:26:00 GMT View Forum Message <> Reply to Message Scorpion,

Done! Stationary guys now have zero chance of rooftop climbing up/down when status is green. They might (small chance) still climb to investigate noises or hunt down mercs above or below them, however. gpmg,

Some enemies are assigned a "sniper" flag if they climb a roof and are either Defensive or CunningSolo personality types. Snipers won't climb down. This was dumb on my part though, because you may, rarely, end up with a whole sector of defensive/cunning enemies who all end up being snipers, even if they only have pistols.

In the next release, any personality will be able to become a sniper, but they will only become one

Page 189 of 301 ---- Generated from The Bears Pit if they've got a scope and a gun with a range >= 30.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 04:40:00 GMT View Forum Message <> Reply to Message thx! this comes handy once designing maps. because it`s strange to see the rooftop sniper that you manually placed in his spot climb down and seek the enemy how much AP does the AI use to get on roofs? same as mercenaries i guess? and (this question is directed at those that have already intensly tested this feature) do the AI have a tendency of coming up to the roof all on the same spot?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 04:48:00 GMT View Forum Message <> Reply to Message Scorpion,

(see my edit in my last post too)

Enemies use the same APs as mercs for everything. It's all the same code for both teams (mercs, civs and enemies are all just called "soldiers").

The AI does just use a few spots (depends on the size of the building, usually 1-3 per side) to climb up buildings. This is because of the way the potential climbing spots are calculated. I'm not 100% certain how it works, but I'll look into it when I have some time.

BTW, would someone be able to make me some bigitems and interface bitmaps of the 9mm and 5.56mm feed clip kits for the beta c-mags? I just don't see myself having enough time before the next release to do them myself. I can do them if I need to, but I may need to delay the release a bit. (I'm slow at doing pics ) The clip kit pics on the beta website should be usable.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 04:57:00 GMT View Forum Message <> Reply to Message hm i see because i have the tendency to actually wait for the enemy on the roof (again, i`m using an exe with this feature as well). usually they come up the same spot one after the other and usually don`t have enough AP left to fire/ seriously hurt my merc camping on the roof and waiting for them

Page 190 of 301 ---- Generated from The Bears Pit could the AI throw grenades on the position they suspect a rooftop sniper too?

(don`t get me wrong, i like this feature, don`t want to bash the great stuff you have achieved so far)

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 05:03:00 GMT View Forum Message <> Reply to Message They're supposed to be smart enough in 1.13 to not climb up unless they've got enough APs to shoot at you too, but it doesn't always work (MAJOR pain when it does though)

The AI can throw grenades onto roofs now, I think. But it calculates its best chance to hit with each of its weapons before it uses them. I guess the grenades don't have a good enough chance. I'll look into this some part a bit.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 05:07:00 GMT View Forum Message <> Reply to Message oh, that`s really good to hear now there is only the risk left for them to get interruptet when they climb up but if my merc has tunnelvision because he uses a sniper scope he might not even see them climbing up so this actually sounds very convincing muggsy! btw i have heard that it should be possible to raise the number of tilesets (sorry i keep bugging about that)

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 05:23:00 GMT View Forum Message <> Reply to Message Quote: btw i have heard that it should be possible to raise the number of tilesets (sorry i keep bugging about that) It should be, I think. I've already raised the number of tileset image slots stored in memory to 5000 for both the Guns and the P1Items sti's in the tileset/0 folder (which show up on the tactical screen, not just in the interface bars). Is this similar to what you're referring to?

Page 191 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 06:07:00 GMT View Forum Message <> Reply to Message my "wish" is to have a higher maximal number of tilesets tileset folder for ja2 has around 50 or so sets of graphics that you can chose from for each map

UB has more of them (snow tilesets, Fall town and so on) i thought, if you can add the guns from UB, you could also add tilesets. This is problematic because they would have to work with betaeditor to be of any use the UB source also is around somewhere. if this miht be useful, i could search for the link

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 06:17:00 GMT View Forum Message <> Reply to Message Really?

Please do! I could probably add the new tilesets over to the 1.13 code without too much pain, if I knew what the changes were. Plus, I might be able to get the editor up and working.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 07:09:00 GMT View Forum Message <> Reply to Message http://www.ja2.org/index.php?c=17 there you go, it is in russian, but to the right is an english name saying it is the UB source hope this is any useful to you oh, i just noticed it is apparantly the UB source in 800*600 instead of 640*480 so, apparently, some adjustments have been made to it (i hope, it still is useful for you)

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 01 Sep 2005 07:36:00 GMT View Forum Message <> Reply to Message Nice! Thank you very much!

Page 192 of 301 ---- Generated from The Bears Pit If it's got the 800x600 enhancement, I can compare the code I've got to it and maybe put that in too.

I'll compare it to the original JA2 gold source too, and see what's been changed.

Cheers! :cheers:

EDIT: This is AWESOME! Now I can see exactly what's different between the original code and UB. I've already found how they fixed stuff falling through roofs!

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Thu, 01 Sep 2005 08:17:00 GMT View Forum Message <> Reply to Message i`m happy i could have helped you (even if the contribution is minor) some have skills... others are well informed *gg* btw according to members of the german board, it is even possible to raise the resolution to 1024*768 in that UB code the thread about it is completely in german though

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Thu, 01 Sep 2005 09:24:00 GMT View Forum Message <> Reply to Message @Mugs: Than you, kind Sir

Rooftop climbing (and fence climbing, while we are at it): I think someone who just climbed and immediately came into contact with an enemy should have a significant penalty in the interrupt duel (it seems to me that this should already be implemented, but I am not sure).

I just remembered that there was a bug in JA2, where someone who climbed on a roof at night became instantaneously visible to everyone within the daylight range. I.e. an enemy 20 tiles away and facing in the right direction would see the climbing merc (and most likely get a drop on him).

JA2UB source: This IS awesome! :rulez: Does this mean that we can now do something with the editor?

Edit: IMHO there's no sense in going to even higher resolutions, because the graphics will become too small. 800x600 is already a bit of a stretch... I mean squeeze

Page 193 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Thu, 01 Sep 2005 09:44:00 GMT View Forum Message <> Reply to Message An idea for calculating burst length for AI: Make sure that the CTH of the last round in the burst (factoring in the burst penalty) is above a certain value. If the minimum burst length is too inaccurate, then prefer single shots. For suppression fire, requirements are relaxed (suppression fire is used only by enemies on red alert).

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Thu, 01 Sep 2005 12:32:00 GMT View Forum Message <> Reply to Message This is turning into JA 2.95, good on ya MM

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Thu, 01 Sep 2005 16:49:00 GMT View Forum Message <> Reply to Message yeah 800x600 resolution is more than enough. at 1024x 768 i found it frustrating to move inside building and open a locker when there were more together. well maybe that was just Wildfire but still when i played the game with the russian made patch for 800x600 it felt much better. but anyway MM and alll of you helping with this 1.13 thing :bow: Insane is great, i only wish it'd be $18000 for starting money

Subject: Re: "1.13" Mod - Main Thread Posted by Apocalypse on Thu, 01 Sep 2005 21:36:00 GMT View Forum Message <> Reply to Message Is it possible to increase resolution without editing the Mss32.dll ? The existing 800x600 patch edited it, and I couldn't play it because I need to use the miles sound fix. Its just a concern.

Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Fri, 02 Sep 2005 02:33:00 GMT View Forum Message <> Reply to Message Hopefully all the UB specific tilesets should be able to work with the beta editor. I am editing both ja2 and UB set.dat files. It's easier for me to create a new map in UB editor first then convert to beta format then load it. You can always make templates for the altered tilesets as well.

I'm hard at work at putting all the UB stuff into the ja2set.dat that was part of the UC mod.

Page 194 of 301 ---- Generated from The Bears Pit Read about it below:

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by quasimodo on Fri, 02 Sep 2005 03:03:00 GMT View Forum Message <> Reply to Message What Snap said about night time roof climbers becoming "day light" visible after reaching the roof still seems to be the case. I have had several of my guys hit from other roof tops way beyond normal night time distances right after they reach the roof top. The next turn everything seems back to normal nighttime ranges.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Fri, 02 Sep 2005 03:13:00 GMT View Forum Message <> Reply to Message Is it possible to add a single attachment slot to the gas mask that will only take goggle-type items?

It always bothered me that you can only wear a gas mask if you didn't wear goggles. Now that I can wear both I want to eat my cake, too!

Is this a good idea or do you think it might be a little unbalancing?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 02 Sep 2005 04:19:00 GMT View Forum Message <> Reply to Message Mugsy's already mentioned allowing certain headgear to be usable with other headgear. Specifically he mentioned Gas Mask/ Goggles combination.

This is both realistic and good for game balance in my opinion provided; of course that enemies will also be able to do this.

Subject: Re: "1.13" Mod - Main Thread Posted by drunk71 on Fri, 02 Sep 2005 04:40:00 GMT View Forum Message <> Reply to Message Hi all, great work by the way. Loving this so much, how ja is ment to be!

Page 195 of 301 ---- Generated from The Bears Pit As to the roof climbing becoming daylight visible i'm sure it happens with any major animation movement, eg fence climing, coming down off roof tops and also when you have been blasted a square from a grenade at your feet. This can sometimes lead to lots of interupts where anyone that turn can open fire at you.

Also found this little possible bug, the first shot a character does from either from the ground or the roof to an enemy on the roof it has no chance of hitting but the second is fine bye

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 02 Sep 2005 05:09:00 GMT View Forum Message <> Reply to Message i think the AI used to be able to use these items togehter before, but i`m unsure. i think night goggles and gas masks should not be compatible, unless you want tear- and mustardgas to become completey obsolete (that would be sad, becasue enemies tend to use gas even if they had better solutions like shooting) if you climb up on a roof, you become visible even in far distance because the sky behind you, even at night time, is much brighter than the house wall this difference in contrast gives away that something is moving there it`s similar like smoking at night (although a cigarette can be spotted much further off course) this is in every version of ja2 AFAIK and is not unrealistic. Maybe the nsiper enemies in 1.13 hit more when interrupting a merc climbing on a roof? that might be a balance issue

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Fri, 02 Sep 2005 05:30:00 GMT View Forum Message <> Reply to Message one request from me. since Drop all is an option i think we need some way to quickly destroy/erase items in inventory without needing to drag it to the trashbin and then confirming to destroy it. in the russian 800x600 patch, the Ctrl + L mouse button combination did just that if i remember correctly. i'd really need it.

Subject: Re: "1.13" Mod - Main Thread

Page 196 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Fri, 02 Sep 2005 06:41:00 GMT View Forum Message <> Reply to Message So I've been looking at the UB code, and I'm trying to slowly merge it in to the JA2 Gold code using Beyond Compare.

Don't expect 800x600 mode or a working editor in the next release. For this task, I wish I was 3 or 4 people

I've managed to implement some fixes for stuff falling through roofs, smoke going up through roofs and (hopefully) for that problem where the tiles don't refresh in certain spots on certain maps.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 02 Sep 2005 06:51:00 GMT View Forum Message <> Reply to Message @Scorpion I know wearing the Night Goggles and Gas Mask together would tend to make gas a little less effective but - the fact is - after a certain point it usually isn't very effective anyway. I'd much rather have the more realistic wearing of these items together than to artificially disallow this for the sake of balance. If the items become fully externalised we will all be able to tweak these things as we like so this is what I'm hoping for most. The important thing is that mod makers be able to give items whatever trait they want.

@Madd Mugsy By working editor are you referring to the Beta or the externalised data? Having a fully functional map editor for this fantastic .exe would be awesome but for the time being I'd be very happy with the externalised items coding you're doing.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 02 Sep 2005 07:07:00 GMT View Forum Message <> Reply to Message Aren't the gas mask and various goggles usable together in the current release?

Eventually, I'd like to get an editor working for this new exe that would be compatible with the old JA2 maps and with the UB tilesets. But at this point, I haven't looked at the code enough to know what is and is not possible.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 02 Sep 2005 07:26:00 GMT View Forum Message <> Reply to Message

Page 197 of 301 ---- Generated from The Bears Pit i know the current release allows to wear gas mask and goggles at the same time some people here even think it is realistic. i`d like to see them trying to wear a pair of night goggles over a gas mask! ever tried to shoot at something while wearing a gas mask? no? it is really hard. (even if you have an extraordinarily accurate weapon) now imagine you have the gas mask and night goggles over it... no way you gonna be able to aim for something that moves and nooooooo way to hit it. this is no request (@muggsy) it is just my usual arguing with khor1255, but if you want it realistic, khor, add a 50 percent malus to aiming with gas mask and add a 75 percent malus to aim with gas mask AND night goggles at the same time

@muggsy i think you`re doing right in exteranlising it. I`m usually not very particuliar about realism, but night goggles over a fully functional gas mask would never pass the reality check i`m afraid. a usual gas mask doesn`t allow night goggles and i like it that way, both for balance and for realism reasonsm, so i appreciate if this things can still be edited for each modmaker and his particuliar taste

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 02 Sep 2005 08:00:00 GMT View Forum Message <> Reply to Message I think penalising accuracy while using gas masks is a great idea. Penalising accuracy while using night vision goggles is also good and having a cumulative effect while using both would be great. But in fact insertion teams routinely use night vision/gas masks during training with very good results. The current generation of gas masks have mounting hardware specifically for night vision goggles.

A great solution would be to have night vision scopes as an item.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Fri, 02 Sep 2005 08:22:00 GMT View Forum Message <> Reply to Message I don't remember any mention of problems with externalizing headgear, so I'll take my chances with this suggestion. With 5000 items, research, time and effort. There's no reason for there not to be different levels of head gear at some point in the future of modding thanks to the tools now being made available by Madd Mugsy.

Commercial/Civilian grade: - NV and gas masks would be incompatible - both with severe aiming and Field of View (FOV) penalties

Military/Police:

Page 198 of 301 ---- Generated from The Bears Pit - NV and gas masks are compatible - both have only moderate aiming penalties - both still have severe FOV penalties

Land/Objective Force/Future Warrior (Orta) grade: - the NV and gas mask are buit into the same piece of headgear - aiming bonus, thermal imaging, kitchen sink...

Someone did mention earlier that the externalization would be useful for sci-fi leaning modders.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 02 Sep 2005 08:24:00 GMT View Forum Message <> Reply to Message yes. modern state of the art gas masks CAN mount night goggles. howevever my arulco doesn`t yet have them, so i`d like to have the possibilty to exclude thes etwo items (but as far as i understand, muggsy is working very hard on these things i`m absolutely for a night vision scope. sometimes they can also be attached to existing triicon or other rifle scopes so they don`t necessarily exclude each other so, a gas mask, a night vision scope and a triicon (or Acog or something) scope could in my opinion be used together and deliver good results the nvg atop of gas masks is probably a bit over the top for a standard arulco infantry man (or Flo as another example) btw the condition of your gasmask is essential to the chance on hitting anything while wearing a gas mask. But this is just a sidenote and not a request (@muggsy)

Edit: if we can have multiple gas masks, then i`d agree that it is the best solution to have different gas mask versions

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 02 Sep 2005 08:56:00 GMT View Forum Message <> Reply to Message Scorpion,

You brought up a good point. The status of items WILL BE checked for most bonuses. If your bonus providing item is less than 85% in status, then you won't get as much of a bonus.

Page 199 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Fri, 02 Sep 2005 09:27:00 GMT View Forum Message <> Reply to Message Enemies still have 100% accuracy with their throws, even when throwing at people that they shouldn't, in my estimation, be able to see. Perhaps a random radius should be in effect?

Also, I still think that enemies that a merc can't see shouldn't show up as definite black outlines when that merc is selected just because another can see them. It should reflect the mercs understanding of the enemies location through other mercs instructions, "No, aim a little more left!", etc. (usw). It's kinda ridiculous how well the current system works if your merc has a scope and decent Marksmanship (has worked out in my favor many times, but still feels kinda dirty). If possible, could one make it so that there is a larger graphic that represents the general area that the enemy is in, like a badguy fog using red smoke or the red enemy indicator that flashes when you first spot one (the red circles effect)? You could call it "Vague Locations" and assign it a radio button to toggle on or off. Again, please feel free to disregard or back-log this if it is either unnecessary or impossible. It might just be both since you would have to incorporate it for the AI as well, giving them the choice of which to fire at for the sniper code to work. Oh well, just had to get that out there.

Again, the "Mod" sounds great, plays just as well, and I look forward to more posts by our resident experts.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Fri, 02 Sep 2005 09:33:00 GMT View Forum Message <> Reply to Message Isn't there a time dependent variable that governs the use of certain gear in JA2? (NV goggles only work at night, and sunglasses only work in day.)

If this can be applied to an attachment, then won't a night only + aiming bonus attachment count as a night scope, or is everyone talking about an attachment that gives longer vision range at night? Both?

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 02 Sep 2005 10:35:00 GMT View Forum Message <> Reply to Message A quick pointer I just posted a suggestion relating to CTH penalty for damaged waepon.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 02 Sep 2005 11:06:00 GMT View Forum Message <> Reply to Message

Page 200 of 301 ---- Generated from The Bears Pit Snap,

Nice suggestion! Noted and added. (see my response there for my comments).

Cheers!

EDIT: Well folks, I've got bad news. It seems I can't increase the number of tilesets in JA2Gold because it causes the map files to fail to load. :bawling: (Unless of course, there were some way to convert all the JA2 map files to UB format... And if that's the case, then I should be able to use them once I merge the UB code, plus then I'd see no reason why we couldn't just use the UB editor)

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Fri, 02 Sep 2005 13:15:00 GMT View Forum Message <> Reply to Message I was actually wondering if there was a way to add a 'pocket' to the gasmask so that you could put the various goggles in there, have them active, and still be able to use the extended ear.

The goggles/gasmask thing is already in the current release, but now that I think of the little bit of training I did, actually having that much junk on your head has a lot of disadvantages. Restricted field of view, fogged up goggles and garbage noise on the headset. Maybe it's best left as it is. offtopic/weird thought: has anyone else done minefield clearance training and been told to wear goggles? I always thought that was kinda odd. Unless you're a little ways back from the point guy and don't want to get any brain in your eye what difference will it make?

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Fri, 02 Sep 2005 14:09:00 GMT View Forum Message <> Reply to Message On the gasmask reducing accuricy, i think using NVG's should have a tunnel vision effect.

I also saw the images of a NVG and Thermal's proof camoflage, if you got NVG or Thermals you really cant see the person wearing the armour. Maybe a something Mike could have?

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 02 Sep 2005 15:04:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by gpmg: offtopic/weird thought: has anyone else done minefield clearance training and been told to wear goggles? I always thought that was kinda odd. Unless you're a little ways back from the point guy and don't want to get any brain in your eye what difference will it make? "Safety first!" - It's the

Page 201 of 301 ---- Generated from The Bears Pit sapper's motto

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Fri, 02 Sep 2005 19:30:00 GMT View Forum Message <> Reply to Message maps can be converted form ja2 to UB format and vica-versa by using the UB mapconverter tool i`m playing with an exe that heavily penalizes weapons if their condition is below 90 or 85 percent and so. I find this exagerated you have to first repair pretty much anything an enemy drops. and for some odd reason, unreliable guns seem to become more inaccurate even at 100 percent so the weapon condition influence should in my opinion be tested intensely ingame, because it can become annoying (imagine you`ve had to wade/ swim through water and your weapons are below 85 percent. you encounter enemies but can hardly hit them even from short distance) the nvg tunnel effect is also a nice idea

Subject: Re: "1.13" Mod - Main Thread Posted by PoliceLT on Fri, 02 Sep 2005 22:05:00 GMT View Forum Message <> Reply to Message You know, back when I played the 800x600 mod where I turned drops to everything, I noticed alot of the elite gaurd actually had gasmasks AND Ultra-Violet goggles. Also, the whole part where they didn't get effected by the multiple mustard grenades I kept lobbing at them also served as a clue. Goggles and Gasmasks both don't work together. Make 'em incampatible.

Increasing the Tileset using the map-convertor is your best bet, but if you want a smaller file for the mod, then you better just make a .bat which automaticly does it from the game files. Either way works.

And finally, 800x600 would be my greatest wish. First of all, you'll need a team of quite a few. I would happily endorse it with whatever you need, aslong as my frequent Apathy streaks that I keep getting won't affect it . I'm pretty sure the Mod Squad would help, but that's batman and the gang's choice.

Keep up good work up, MM!

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Fri, 02 Sep 2005 22:20:00 GMT

Page 202 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Police L.T. i think the nvg+mask is a more promissing issue than simply scraping it. Would it be possiable to make the items a "combination" (such as rod + spring) however the 2 items can be used individualy? We still need gas to block vision, and the reult of wearing this items would be say a -5% to accuricy and a 30% tunnel vision But i also feel as through normal gas masks should have a -10% accuricy and both gas and NVG have a 20% tunnel vision, so wearing the combination is good but not completly elite?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 02 Sep 2005 23:13:00 GMT View Forum Message <> Reply to Message Right they should be allowable but with penalties. This would both reflect real life and open the door to higher tech mods as a possibility where (one day I'm sure) headgear will be an advantage to marksmanship if anything.

If possible, adjustable penalties and combinations would be the best bet because then we could best reflect whatever tech level we want to depict in our mods.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sat, 03 Sep 2005 00:20:00 GMT View Forum Message <> Reply to Message There's already two versions of Night Vision Enhancement in JA2: Night Vision Goggles and the "UltraVision" Goggles. As a possible interim step, how about having the basic NVG incompatible with the gas mask and only the "high-end" UV Goggles compatible with gas masks?

Is there a limit on how many attributes (for lack of a better description) an item can have? ie. is the "all but the kitchen sink" helmet feasible with the planned externalization.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 03 Sep 2005 00:59:00 GMT View Forum Message <> Reply to Message Quote: Is there a limit on how many attributes (for lack of a better description) an item can have? ie. is the "all but the kitchen sink" helmet feasible with the planned externalization. There's no limit, but not all attributes are used by all item types. So a helmet could not give you an ammo capacity or to-hit bonus, for instance.

PS: Has anybody ever heard Shadow say his "Spidey Sense" is tingling? I think I found a new quote...

Page 203 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Sat, 03 Sep 2005 04:06:00 GMT View Forum Message <> Reply to Message Good news everyone,

I believe I am finished with my tileset project and it's a solution that will work unless something better comes along. I have made 22 tileset template files with all the UC,UB and ground texture terrain fixes and all of them loaded successfully this morning in the regular Beta editor. I also did edited the UB ja2set.dat so both editors work with the same Tileset folder. I have playtested both a snow map and the UC airport map with sucess with your .exe. Just need to use the map converter with either editor version.

I'm using a plain vanilla ja2 with a 1.07 version where the Beta editor is. The UC campaign beta version also works, but you need to assign the map a alphanumeric place in the gameworld firstwith the regular beta so it can show the mapper all the internal data. All the templates have descriptive names, no numbers.

I have a long readme enclosed that goes over everything. I'll make the .txt file seperate to view as well. It's right on 13.9 megs as a .zip file. I'm think that my Geocities free site goes up to 15 megs, but PageBuilder refuses to load here at the library to test it out.

I'll wait until tomorrow morning until leaving on a work commute because I want this up so everyone can check it out.

Later,

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Sat, 03 Sep 2005 05:09:00 GMT View Forum Message <> Reply to Message On a related subject, I read earlier that the smguns and smitem .sti's is up to 5000!!! How about the mgguns in the interface folder whose pics appear in the map editors? Her's hoping that can be raised as well.

If we had to be limited to 350 items in the editor, we could edit all the external weapon and item.xmls to be the lower end stuff that appears in maps. I read that everything can be made available or not to BobbyRay, all the gun dealers and maybe NPC's.

I think all the really good stuff should be with the placed NPC gun dealers so we had to visit them often to not miss anything hightech.

One thing I have not figured out is how to set a specific number of enemies to appear, detailed placement or not. It seems map location dependant. We need to get the Strategic Map Editor(1.07) by Azarel to recognize your exe. A modder can choose to enable alternate maps,

Page 204 of 301 ---- Generated from The Bears Pit edit sector travel time and type, move the mine sectors and determine any income levels, enemy and reinvasion data and more. Hopefully you can pull some of this stuff out also.

I'll return here in the morning to get those files up. A little more playtesting can't hurt.

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by ratbag on Sat, 03 Sep 2005 06:01:00 GMT View Forum Message <> Reply to Message Quote: Majek: one request from me. since Drop all is an option i think we need some way to quickly destroy/erase items in inventory without needing to drag it to the trashbin and then confirming to destroy it. Unless somebody has already taken care of it, I did it like this:

From line 1370 to 1391 in file Map Screen Interface Map Inventory.cpp

Replace if (fOk) { // Dirty interface fMapPanelDirty = TRUE; gpItemPointer = &gItemPointer;

gpItemPointerSoldier = NULL;

// now set the cursor guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;

fMapInventoryItem = TRUE; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); SetCurrentCursorFromDatabase( EXTERN_CURSOR );

if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) { ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE ); fTeamPanelDirty = TRUE; } } With

if (fOk) { // Dirty interface fMapPanelDirty = TRUE; gpItemPointer = &gItemPointer;

Page 205 of 301 ---- Generated from The Bears Pit

// ADDED this if. if(_KeyDown ( CTRL )){ gpItemPointer = NULL; fMapInventoryItem=FALSE;

if ( fShowMapInventoryPool ){ HandleButtonStatesWhileMapInventoryActive(); } } else { gpItemPointerSoldier = NULL; // now set the cursor guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;

fMapInventoryItem = TRUE; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); SetCurrentCursorFromDatabase( EXTERN_CURSOR ); }

if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) { ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE ); fTeamPanelDirty = TRUE; } } This will allow you to delete items from the inventory directly (without using the trash can) by holding control while left clicking (one item) or shift left clicking (all items).

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 03 Sep 2005 06:22:00 GMT View Forum Message <> Reply to Message Nice work, ratbag; I'll get that in there tonight. :cheers:

Subject: Re: "1.13" Mod - Main Thread Posted by ratbag on Sat, 03 Sep 2005 11:41:00 GMT View Forum Message <> Reply to Message Glad to help

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 03 Sep 2005 13:28:00 GMT View Forum Message <> Reply to Message

Page 206 of 301 ---- Generated from The Bears Pit I just looked up some Calico data, they made mags in 50 & 100 rd cap. Probably an unnecessary complication to add any bigger Calico mags to the game. I did find this cool demonstration video though: http://defensereview.com/1_31_2004/calico.mov

An interesting series of guns but I can see why you might not want to take it into a combat zone. The loading and care might be a bit much.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sat, 03 Sep 2005 16:17:00 GMT View Forum Message <> Reply to Message Remember that UB editor doesn't have all features: no NPC placement, no keys and locks, what else? But it is somewhat more stable than the Beta, which isn't saying much.

@John Wright: I have made a number of custom tileset files: mostly compilations or expansions of existing JA2 and UB tiles. I can send them to you if you are interested.

Gas masks and NVG/UVG: Elites can wear both - that has always been the case. Redshirts get either one or the other, not both. Remember that if you heavily penalize these items with tunnel vision and inaccuracy, you'll penalize enemies perhaps more than mercs, because enemies always wear whatever head gear they've got.

Weapon condition: the way I proposed to implement it, the penalty applies to effective marksmanship - not to your chance to hit. So if you have marks. 85 and weapon in 90% condition, your adjusted marksm. will be about 76. All other penalties and bonuses will apply on top of that. If this seems like too much, the penalty could be reduced. This could also be made an option in the ini file for those who would rather keep things the way they are.

Quote:Suppression fire:

Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof.Perhaps allow suppr. fire if they have more than 50 rounds on them total? Otherwise this will rarely work, esp. if a particular mod doesn't have many large-capacity guns. Also 10% CTH might be a bit much, considering that it's unaimed fire at a (usually) unseen enemy - but I am not sure about this. A nice touch would be to enable this only for "cunning" enemies - "agressive" will just rush headlong into battle. And if it's still too frequent, you could move this option further down the decision queue.

Why no shooting at rooves?

@Mugsy: How about enabling built-in attachments for weapons (the way the Rocket Rifle has a built-in laser scope)? Some CTH code will have to be modified, apart from everything else...

Subject: Re: "1.13" Mod - Main Thread

Page 207 of 301 ---- Generated from The Bears Pit Posted by Nighthawk on Sun, 04 Sep 2005 00:34:00 GMT View Forum Message <> Reply to Message Thank you very much, Snap. Give me a link to them. There are still 24 unaltered tilesets in my project, and there is too much repeating furniture and other things.

Here it is:

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

The 3 tileset files will have to be combined into 1 called Tilesets. It can be placed in both your JA2 and UB game folder under Data/Tilesets. The Tools file has the map converter and Snap's radar map program. Ignore or delete the merge batch file; it is not needed any more.

The data file has a Binary Data folder with the 2 seperate set.dat files. They go in JA2/Data/BinaryData and UB/Data/BinaryData. The Maps folder with the beta templates goes only in JA2/Data/Maps. The help file is both seperate and included in the Data folder. The website link version seems to be missing some of my Bonus technical jargon but the one included will have all of it.

When I get Snap's material into this, the final version will have to be on FilePlanet/Shack or right here somewhere. Anyone who does not have the Beta editor I think it's still available for download somewhere. The beta campaign editor and Strategic Map Editor is in the UC utilities pack. If you do not have a copy of UB, I can put the Editor folder on my site or email it to you.

I would like to thank Snap for his Tileset Editor 110r and unslf programs, otherwise this could not be done.

Let's start mapping!

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 04 Sep 2005 01:38:00 GMT View Forum Message <> Reply to Message Snap,

Built-in attachments (bonuses), like the rocket rifle laser scope, are already doable in my new code.

Suppr fire: Enemies must have > 0% chance to hit, >= 50 round capacity in their guns, and > 20 bullets remaining (we don't want them to waste all their ammo on suppression fire).

No shooting at roofs because there's a 100% chance of missing, and mercs don't react to it the same way.

Page 208 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 04 Sep 2005 02:17:00 GMT View Forum Message <> Reply to Message Great to hear about the attachments, but just to clarify are you including in your answer built-in attached Underslung Launchers, the old Talon UGL and new ones defined in the external files? Or can a weapon be defined as both a magazine firing gun and a launcher (with its own attachment definition for its own grenades)? Sorry, if its already been answered. Like many of the others I'm thinking of playing around with externalized files next release.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 04 Sep 2005 05:35:00 GMT View Forum Message <> Reply to Message You will be able to set the grenadelauncher flag on a weapon to have it act as if a talon were attached. But you'll still need to add the gl grenades to its allowable launchables list. This _only_ works with the grenade launcher tag. Not the rocketlauncher or mortar tags, as they do not have separate fire modes available like the talon does. Also note that if a gun has the grenadelauncher tag, it will use the Talon's launching sound by default.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 04 Sep 2005 07:38:00 GMT View Forum Message <> Reply to Message This means it will be possible to have multiple grenades in the Talon? If so, would it be possible for a full auto grenade launcher?

Sorry...... greedy again.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 04 Sep 2005 08:08:00 GMT View Forum Message <> Reply to Message At the very least another type of Grenade Launcher with its own set of grenades. The current Western 40mm's in game, the Soviet/Russion 40mm Muzzle loading type seen in UC, new fangled 20-25mm for the various "Objective..." projects.

Now if there was any way to turn an attachment slot into a "stackable" storage slot, this would open the way for multi-shot grenade launchers or equipment bandoliers (armour that could have X Number of the same item type stacked into it).

Alternatively can the Action Point cost of attaching an item be adjusted. An automatic GL would just be a grenade laucher with zero loading cost and be fed from one of the Merc's normal

Page 209 of 301 ---- Generated from The Bears Pit stacking pockets.

Once turned the M79 into an "auto-loading" xM25 by turing the mini-grenades into 25mm and giving it a low firing cost (some artwork helped too). Still took 5 points to load, but only 5 more to fire. Gave a decent effect of being able to fire two rounds a combat turn, but it did take up two large merc cargo slots, 1 for the M25, and another for six grenades. However the thing did self load when the firing button was clicked. To "simulate" the electronic sighting system for the in-development M25, just gave the JA2 Modded xM25 extra range. Now that I think about it all that is needed to do this again (without sacrificing the M79) was just confirmed by Madd Muggsy.

Sorry, now I'm getting carried away.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sun, 04 Sep 2005 08:44:00 GMT View Forum Message <> Reply to Message @John: I'll see if I can post the tilesets to my Geocities site. Be careful with UC tilesets: they were created hurriedly, and AFAIK with little knowledge about the JSD structure descriptors. They may be very glitchy.

@Madd: Good deal with attachments! But I would still relax the requirement for ammo capacity in suppression fire. It's not just for machine guns - I've seen it in the movies

A question about duckbill: does it really make sense for it to increase shotgun range? The way it is implemented, duckbill restricts the pellet spread to the horizontal plane, at the same time increasing the spread angle. So in theory, if their ballistic model works, duckbill should give you a bit more chance to hit. By the way, if you feel like shotguns are inaccurate for their declared range, that's because their CTH is halved! However, this is only done for buckshot, so in theory, slugs should already be twice as accurate as buckshot.

Finally, I posted some code to make CTH bonuses from sun goggles and laser scopes more realistic.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 04 Sep 2005 08:57:00 GMT View Forum Message <> Reply to Message Quote: This means it will be possible to have multiple grenades in the Talon? If so, would it be possible for a full auto grenade launcher? Nope. Sorry. It acts like an invisible attached talon.

Snap,

Page 210 of 301 ---- Generated from The Bears Pit Suppr. Fire: I'll just make it so that they need to have at least 30 bullets remaining, and remove the >=50 check.

If you don't like the duckbill range increase, you will be able to remove it in the items.xml.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 04 Sep 2005 09:07:00 GMT View Forum Message <> Reply to Message I always took the duckbill to be the same concept as a choke. Since the shot is 'wadded' together (for lack of a better term) by a choke or duckbill the area of effect would be somewhat sacrificed for better range. This is how chokes have worked on every shotgun I've ever fired. Although you're pattern is greatly narrowed (not so good for shooting birds or other swiftly moving targets) concentrated aim is both possible and highly effective especially in dense foliage. As Mugsy already has it, slugs have 2 tiles more range than shot with a duckbill attached and I think this is a pretty good depiction. My problem with the standard Ja2 range using a duckbill is that it is considerably less than firearms using pistol ammo. And while this may be the case under specific circumstances, I don't think it is an accurate general depiction.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sun, 04 Sep 2005 12:30:00 GMT View Forum Message <> Reply to Message Re: the duckbill choke. I think it was used in the early 60s as a limited deployment modification to combat shotguns to produce an elleptical shot pattern. I believe the idea was to give a greater chance to hit more than a single target in the arc of fire or a target moving quickly across the arc of fire. The damage from a full-choke gun at the same range would be greater but you'd have a lower chance to hit. The duckbill would allow you to hit multiple targets in a limited arc but with lower damage (less pellet concentration) per target. I'm not sure how this is implemented in the code.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 04 Sep 2005 15:16:00 GMT View Forum Message <> Reply to Message Two things:

Someone asked awhile ago about being able to create large explosions using regular ammo.

Well, the actual available ammunition types (AP, HP, HE, HEAT, etc.) and explosion types are still hard coded. I'll try and get them out for a future release. For now, in the next release, there will be an ammo type (labeled in the code as AMMO_GRENADE) that you can use to create grenade-sized explosions. This ammo will have the same effects and properties as the HE rocket ammo, but will generate a larger explosion animation & sound.

Page 211 of 301 ---- Generated from The Bears Pit Second: I'm not going to make the release date. I still have to finish documenting all the xml files so you folks can actually figure them out on your own. Plus, I still need to do the pics for the 9mm and 5.56mm feed clip kits for the C-Mags. Finally, if someone can post some decent stats for the HK MP-7, I'll try and get that in there too.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sun, 04 Sep 2005 17:30:00 GMT View Forum Message <> Reply to Message http://hkpro.com/pdw.htm

This has the stats of the actual gun and compares it to the p90, which is in the game already. This should allow you to adjust the stats accordingly.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Sun, 04 Sep 2005 18:45:00 GMT View Forum Message <> Reply to Message what about a thread concerning weapons/ items that should make it into the 1.13 Mod? since there ar huge possibilites (5000 items), we could just work out a wish list and then see what graphics have to be made. there are pictures and stats around, the PDW was in pretty much every recent Mod, so good pictures are available as well

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Sun, 04 Sep 2005 21:31:00 GMT View Forum Message <> Reply to Message i think that insted of tonnes of guns and normal, there should be a tickbox selection of guns, hell this could be used for timeframes of guns 1900-1925 1935-1950 1955-1960 1970-1980 1990 --> 2100 --> or brands(eg H&H), or countires(eg china), of orginisations (WP, NATO) the only problem in that would be the mapping of items in the game.

Page 212 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 05 Sep 2005 00:27:00 GMT View Forum Message <> Reply to Message scorpion, good idea! lochmacher, thanks!

Subject: Re: "1.13" Mod - Main Thread Posted by perez24 on Mon, 05 Sep 2005 03:21:00 GMT View Forum Message <> Reply to Message I hate to ask a dumb question, but does this mod include the 1.12 patch I thought I read about, or do I need to get the patch first.

Mod looks cool.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 05 Sep 2005 09:16:00 GMT View Forum Message <> Reply to Message HEY!, It's nice to see some life in these forums again, especially about a new MOD!

MM, sounds like you are doing a great job.

Unlike you guys who are programmers, but aren't fluent in C/C++, I'm a hack, so I'm just the opposite, I can't program for shit, but I am VERY fluent in programming languages ranging from Asembly on several different processers, to VB, C, C++ and Delphi. That may not make a whole lot of sense, but what it boils down to, is that I taught myself, and my code shows it (very obviously actually).

At any rate, I may be able to at least answer some of your questions, and or find those hard to reach bugs.

I just have one question, you mentioned .NET, does this mean you've recompiled your version of the code in .Net? Or is it still compiling in VS6? I need to know which one I need to install on my machine.

I haven't quite finished reading this loooong thread, so I'm gonna go back to doing that for now, just wanted to introduce myself and offer any assistance neccessary, as I'd really like to help carry on the dream of making JA2 easily modifiable by the masses.

Page 213 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 05 Sep 2005 09:39:00 GMT View Forum Message <> Reply to Message i`ve started a list myself with possible additions of weapons. I read that ammo slots are still scarce? i`d really like to see 7.62*54R though i already have lower-tech rifles ready in that caliber should i stick with existing calibers? i mean, there`s a lot around that fires 5.56 and 9mm if ammo slots are still limited btw @Muggsy is sent you some pics and data for MP-7 PDW

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Mon, 05 Sep 2005 12:28:00 GMT View Forum Message <> Reply to Message @Mugsy:

Did you say you had fixed the bug that causes the wierd tile-refresh problem in the upcoming release?

Playtest notes: I'm at Balime now. I decided to draw it out as long as I could so I've captured every city and built fully-trained militias. I'm not finding the 'drop all' option so much profitable moneywise but I notice that it's better to go 'hunting' for supplies than to buy them from BR or Tony or repair broken gear. Never, never give a psycho character a weapon with a 200 rd magazine! Although the suppression effect is pretty spectacular. Bugs so far: the Hicks on-roof thing, the 'phantom enemy' bug, and the tile refresh bug. I've had a few situation where the last enemy or two have positioned themselves just offscreen and had to go into autoresolve to finish the combat. I've only had a couple of CTD problems related to explosions and a couple of lockups during turn-based combat at the end of the enemy phase. Other than that no new bugs or problems.

Oh yeah, watching the militia in some of the sectors with buildings is a hoot. Like watching Olympic gymnastics.

Is it possible to make the RPG rounds stackable like the mortar shells? I thought they might be more portable than mortar rounds rather than less portable.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Mon, 05 Sep 2005 15:03:00 GMT View Forum Message <> Reply to Message @Perez: I am not sure whether the 1.12 patch updates anything other than the executable. It can't hurt to install it though.

Page 214 of 301 ---- Generated from The Bears Pit @Kaiden: AFAIK, it compiles in VC++ 2003, AKA .NET. The compiler version that I've seen in the project files is 7.1, anyway. I've been able to compile all of the code, though I don't know how to build it - waiting for some tips, so that I don't waste much time trying to figure it out myself. I am not an experienced programmer, as you can see. But once I get myself set up with the code, I might be able to do a bit more than post untested snippets (any luck with those, Mugsy?)

@gpmg: Yes, it's possible.

Subject: Re: "1.13" Mod - Main Thread Posted by AZAZEL on Mon, 05 Sep 2005 19:10:00 GMT View Forum Message <> Reply to Message My help here was not requested. Hope a player is welcomed,though. This is a (personal) wish list,concerning mercenaries,enemies and weapons.I for one will not go into modding,but I hope I can give something back to this community.

MERCS Playing a game with overpowered mecenaries and stupid enemies,like in UC is no fun,agreed.

Playing underpowered mercs will raise AGAIN the "this is starting to...well,you know..." kind of topic.Undesirable.

On the other hand,a 6-team of the "overpowered" UB mercs under a veteran player's comand could kick Wildfire's babies sky-high and back!Hmm. From what I read the AI is even more advanced,SO please take care.The mercenaries must at least be at the original game's proficiency.

On the other hand,if you aim for realism PLEASE make the mercs that fire from the hip(Wolf,for example) auto weapons specialists.Gus could be AW-HW.I costumised the full roster once,for personal use,and they looked more than OK,IMO... A GP must find its way in the game,so that the Grizzly type won't look like a bozo!

ENEMIES The Wildfire number of enemies in expert is allright.I for one will play the "ultimate challenge" setting once,and be bored. You don't want my (ex-) military background to surface,or me to send you their pathetic little balls back to you,so that you can see what we,the players,can do to them... No,Az will not say "YEAH,GIMME MORE,MORE,MORE"...But better is fine.

WEAPONS More?Better! The minimal requirements of a good commander should include: 1)sniping rifles(AP 8-11+ draw): -range 65-90 high power system.Walther,PSG or another .308 type.An urban ops type,with higher damage and shorter range would be great.

Page 215 of 301 ---- Generated from The Bears Pit -Vintorez silent type,range around 40. 2)assault type (AP 6/7 - collimators for r&s ) Steyrs,suppressed M4s and Grozas allright?,taloned Diemacos,G36s,all this shit is a must in a nowadays mod! 3)sileanceable/laser SMGs (5 AP) Blah,what about MP7s instead of MP5K and P90s instead of MP5s?A shitty one and a beauty?Again,not more but better!I mean we have mercenaries with self respect there,not 5-th world country bums... 4)pistols,and good ones,AP 4-5. Manufacturers have upgraded their offer a lot since JA2 was made,dig some fancy ones,please. 5)LMG Buzz off man!Good for defending positions and terrorising,yeah.Throw in 3 of them,if you must...

So what do you say?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 05 Sep 2005 23:45:00 GMT View Forum Message <> Reply to Message The only reason I asked, is last time we moved a project from VS6 to VS.Net it was a 3 month long headache, but then again, that was about 1.7 million lines of code in an enterprise app so maybe JA2 moved over just fine and easy.

So I'll get it loaded up and start going through MM's new code. I spent 10 weeks digging through the original code and modifying it so it shouldn't take me more than a week or two to dig through and see what you've done with it.

Oh one more question to anyone, I was wanting to load up UC again and play around with it, and since I recently bought a new comp, I came here to download it (which is when I found this thread Anyway, question: UC works with 1.07, well, I have 1.03, patch to 1.09 ( I think it is), 1.12, and WildFire, How the hell do I get 1.07 so I can play UC, or will it work by replacing the executable for 1.12, or 1.03?

I don't specifically remember having to do anything "special" to get it to work with the original 1.03 version with the Sir-Tech patch to 1.09, but maybe I did, it was so long ago.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 06 Sep 2005 00:17:00 GMT View Forum Message <> Reply to Message I think if you could work on the crashes and make suggestions as to general clean up of the code you'd be of great help.

As far as UC installation I'm almost certain it installs over 1.03 without a problem but if you need the 1.07 and can't find it just e-mail me and I'll send it to you.

Page 216 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 06 Sep 2005 01:18:00 GMT View Forum Message <> Reply to Message Snap, I saw your other thread asking for help, and unfortunately, off the top of my head, I can't help you, it's been quite a while since I loaded up the original JA2 source code, was a different comp, so I'm having to re-install everything. Soon as I get it all loaded up, I'll post you some step by steps ok?

Khor, Didn't someone on here somewhere mention that the 1.07 patch was on the original CD? If so which one? the Play disc or Install Disc? Either way, if it wouldn't be too much of a problem and you e-mailed it to me, that would solve the issue either way, then I would be able to load up any version of Ja2. (Burning all this extra crap on a CD this time so I don't have to worry about trying to find it all online next time i have to reload) But I'm not bitter!

EDIT: Yeah it might help if you knew how to e-mail me, I recently e-mailed you regarding the desktop utilities. acyf88.

EDIT2: Well I can't seem to find my .NET Cd's. lost in the last move would be my guess, I'll have to get mad about it later, for right now, I'm gonna install VC6 and see if I can get it to compile and build there. I don't see why not, aside from some minor syntax issues which are probably not an issue in this particular code, I doubt there are too many .Net functions being used (except for maybe some of the xml reading MM?)

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 06 Sep 2005 01:52:00 GMT View Forum Message <> Reply to Message The 1.07 is one of the patches that were released (to my knowledge) after the game and wouldn't have been included on the original CD.

I have it and will send the 1.07 to you right away.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 06 Sep 2005 04:18:00 GMT View Forum Message <> Reply to Message Sorry for the delay folks. I've been busy with RL and with working on the mod.

After some playtesting, I've decided to scrap integrated grenade launchers since they're just using the same firing stats as the guns. Instead, just create a new attachment, give it the inseparable attribute, and use the new tag I just added, DefaultAttachment, to specify the GL attachment.

Plus by doing it this way, I'm able to put in another feature I've just figured out how to do...

Page 217 of 301 ---- Generated from The Bears Pit The tileset redraw bug is still there. I was hoping that some of the UB blitting code would fix it, but no luck.

I've figured out what causes the invisible hicks/enemies bug, but I'm still not sure why it happens.

Would someone be able to please do up some nice 9mm and 5.56mm feed clip kit pics for me? Mine look like crap.

Kaiden:

Any help you can provide would be much appreciated. I'm a VB/VB.NET guy and I'm kind of learning C++ as I go here. I'm pretty much hacking at this point, and I know I'm writing uglier code than I would need to in VB, but I'm just not familiar enough with the language to do any better. I could really use some help with tracking down some of the bugs.

You can enable logging to Debug.txt by enabling the SGP_DEBUG define in builddefines.h and then using the DebugMsg function to write to the file.

Cheers and TIA!

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 06 Sep 2005 05:47:00 GMT View Forum Message <> Reply to Message Not a problem, I've made my living the past 5 years fixing bugs and adding features to someone else's code. And turns out, it's a hobby of mine too I'm just glad that someone has decided to run with the CVS code again!

It will take me some time to get everything loaded and familiarize myself with your modifications, I just got VS6 installed, and I hope it'll compile and build without .NET.

Did you make any specific modifications to get it to compile in .Net? Or did anyone on the CVS project?

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Tue, 06 Sep 2005 08:56:00 GMT View Forum Message <> Reply to Message Just gave a shot at doing up sti's of the 5.56mm and 9mm C-Mag feed clips, both 60x55 big and 27x25 small w/green outline. Doesn't look like much though, but if you want to take a look at it tell me how best to get it to you.

Page 218 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 06 Sep 2005 09:37:00 GMT View Forum Message <> Reply to Message Ok, I've got the source loaded up in VC6 just fine, although it is the 8/20/05 source...

And I need a list of bugs that are still occuring, I checked out the credits screen and it worked just fine for me.

However, I started a game, took magic for a day, and my 3rd enemy lying prone crashed the game. Wish I had been in debug mode lol.

EDIT: OK building debug version, and will use it from now on

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 06 Sep 2005 11:17:00 GMT View Forum Message <> Reply to Message Kaiden,

The biggest bugs are the ones I mentioned in my post above: the invisible enemies and the tile not redrawing. The credits screen thing is weird too. Any crashes you encounter would be nice to identify too Thanks! I don't have any nice shared source control for everyone to merge their changes into, so for now just email your changes / files to me, and I can merge them in using Beyond Compare.

I anticipate that the next version will have many new bugs for everyone to discover. I have made sooo many changes to the way a lot of things work, that my paltry one-man playtesting just isn't going to find everything. wil473,

Send 'em to me by email. Thanks!

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 06 Sep 2005 11:17:00 GMT View Forum Message <> Reply to Message DecideAction CheckIfTossPossible calcmaxtossrange CheckIfSniperShotPossible CheckIfSniperShotPossible: found a gun item # 338 CheckIfSniperShotPossible: weapon type 1 CheckIfSniperShotPossible: checking for scope decideactionred: sniper shot not possible

Page 219 of 301 ---- Generated from The Bears Pit decideactionred: weapon in slot #5 decideactionred: men in sector 1, ubspotters called by 0, nobody 156 decideactionred: crouch and rest if running out of breath decideactionred: calculate morale decideactionred: radio red alert? decideactionred: main red ai decideactionred: check to continue flanking decideactionred: checking to seek decideactionred: couldn't seek decideactionred: checking to watch decideactionred: couldn't watch decideactionred: checking to help decideactionred: couldn't help decideactionred: checking to hide decideactionred: couldn't hide decideactionred: nothing to do! decideactionred: look around towards opponent Music EndCallback 513 5 Music EndCallback completed

Ok here's what I found, it seems to stop at "look around towards opponent" and then crashes, I get no further debug messages. The fact the Music EndCallback completed is called, indicates to me (and I'm no authority on the subject having not looked at the source code in almost a year) that it crashed "gracefully" meaning that the current function ended and returned, causing the calling procedure or function to also end abruptly, all the way out until the game itself was exited as if someone hit the "quit" button.

Otherwise, there should be alot more messages between : decideactionred: look around towards opponent and : Music EndCallback 513 5 Music EndCallback completed

So just from reading this and skimming through decideaction.cpp, Something is missing in the end if an enemy makes it all the way through the RED actions loop without finding anything to do.

The previous decide action messages were these:

DecideAction CheckIfTossPossible calcmaxtossrange CheckIfSniperShotPossible CheckIfSniperShotPossible: found a gun item # 7 CheckIfSniperShotPossible: weapon type 1 CheckIfSniperShotPossible: checking for scope decideactionred: sniper shot not possible

Page 220 of 301 ---- Generated from The Bears Pit decideactionred: weapon in slot #5 decideactionred: men in sector 2, ubspotters called by 0, nobody 156 decideactionred: crouch and rest if running out of breath decideactionred: calculate morale decideactionred: radio red alert? decideactionred: main red ai decideactionred: check to continue flanking decideactionred: continue flanking FindFlankingSpot: orig loc = 8229, loc to flank = 4869 FindFlankingSpot: direction to loc = 0, dir to flank = 2 FindFlankingSpot: return grid no 7752 DecideAction done NPCDoesAct NPCDoesAct done Soldier 21: Get new path

Anyway I searched up, and found a few more decide action sets, this one seems to be a problem to me at this point, but I could be wrong:

DecideAction CheckIfTossPossible calcmaxtossrange CheckIfSniperShotPossible CheckIfSniperShotPossible: found a gun item # 7 CheckIfSniperShotPossible: weapon type 1 CheckIfSniperShotPossible: checking for scope decideactionred: sniper shot not possible decideactionred: weapon in slot #5 decideactionred: men in sector 2, ubspotters called by 0, nobody 156 decideactionred: crouch and rest if running out of breath decideactionred: calculate morale decideactionred: radio red alert? decideactionred: checking to radio red alert decideactionred: main red ai decideactionred: check to continue flanking decideactionred: checking to seek decideactionred: couldn't seek decideactionred: checking to watch decideactionred: couldn't watch decideactionred: checking to help decideactionred: couldn't help decideactionred: checking to hide

Then about 500 of these:

GunRange: rng=200 GunRange: base rng=200

Page 221 of 301 ---- Generated from The Bears Pit GunRange: rng=200 GunRange: base rng=200 GunRange: rng=200 GunRange: base rng=200 GunRange: rng=200 GunRange: base rng=200 GunRange: rng=200 GunRange: base rng=200 GunRange: rng=200 GunRange: base rng=200

Then finally gets down to:

DecideAction done NPCDoesAct NPCDoesAct done Soldier 21: Get new path Deduct Points (21 at 9034) 2 10

And 2 Decideaction's before that whole set, was this one:

DecideAction CheckIfTossPossible calcmaxtossrange CheckIfSniperShotPossible CheckIfSniperShotPossible: found a gun item # 338 CheckIfSniperShotPossible: weapon type 1 CheckIfSniperShotPossible: checking for scope decideactionred: sniper shot not possible decideactionred: weapon in slot #5 decideactionred: men in sector 2, ubspotters called by 0, nobody 156 decideactionred: crouch and rest if running out of breath decideactionred: calculate morale decideactionred: radio red alert? decideactionred: checking to radio red alert decideactionred: main red ai decideactionred: check to continue flanking decideactionred: checking to seek decideactionred: seek opponent decideactionred: couldn't seek decideactionred: checking to watch decideactionred: couldn't watch decideactionred: checking to help decideactionred: couldn't help decideactionred: checking to hide decideactionred: couldn't hide decideactionred: nothing to do! decideactionred: look around towards opponent

Page 222 of 301 ---- Generated from The Bears Pit DecideAction done NPC has no action assigned

Which I beleive is how the last one SHOULD have ended. I think that maybe, there was a problem finding a merc to look towards. But... It's late and I'll take another look at it tommorrow evening when I get home from work, right now I'm tired and gotta go to bed.

Mugsy, if you have time/want to look through it, if it's useful info, I was playing with the default settings which are Experienced, Good, and Everything (I beleive).

I had Magic and Shadow on one-day tickets, and all of the enemies had pistols of one kind or another. And playing in this fashion, I've crashed the game 3 times in Sector A9.

EDIT: it's going to take me some time to get back up to speed on the source, especially now that it's heavily modified. Until then I'll do the best I can at spotting bugs in the code, you may have to "remind" me which source file I'm looking for in some cases though, this one was easy to find because of the debug log. Anyway like I said, I'll look at the code again tommorrow and see if I can spot what's crashing.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 06 Sep 2005 11:34:00 GMT View Forum Message <> Reply to Message Kaiden,

You can also try emailing me your savegame, and I can see if I can replicate the crash here. Thanks!

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Tue, 06 Sep 2005 15:52:00 GMT View Forum Message <> Reply to Message Is there anyway to stop tanks turning their surrents in circles for half a bloody hour? and can you spead up turns as in have ja use more cpu or whatnot, make any actions we cant see (as far as talking on radio) happen in a click cause we cant see em? (just an idea)

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Tue, 06 Sep 2005 16:02:00 GMT View Forum Message <> Reply to Message @John: OK, you can download my custom sets here:

http://www.geocities.com/tacpans/tilesets/

Page 223 of 301 ---- Generated from The Bears Pit (Hope this will work without the index.) The file is snap-sets.zip. See the text file inside the archive. Console STI tools are also on the site in case you might need them. The custom sets include JSD files that "should" work, but they are not 100% tested.

Oh and in case you are wondering why you can't get JA2 to accept tilesets with higher numbers, that's because the limit is hardcoded. To change, add elements to the enum in TileEngine\World Tileset Enums.h. It's best to check the UB code to see how it's done there, in case there are some non-obvious tricks involved.

You should also be aware that even if the tileset limit is increased, simply adding UB tilesets to JA2 won't work. That's because in JA2 the very first tileset acts as a default resource for all subsequent tilesets. IN UB tileset 50 is the default for all tilesets above 50. So, while tileset 50 will still work in JA2 (since it is completely filled), other UB tilsets will be broken.

Once the tileset limit is successfully increased, I can recompile UB tilesets to work in JA2. As for other modifications, I would advise to make them strictly backwards-compatible, at least as part of this project. That is, old maps should still work and, ideally, look the same even with changed tilesets. One way to accomplish such modifications is to add extra objects at the end of STIs that are not filled to capacity - there are a few such examples in my collection. Another way is to replace a duplicate subset in a tileset. However, this can in principle break some maps.

@Kaiden: Thanks for offering help. I'll probably have another go with the source before the end of week.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Tue, 06 Sep 2005 18:55:00 GMT View Forum Message <> Reply to Message I'll be able to send it after work today. Did you recieve my email from this message board's contact system Madd Mugsy? If not, I'll try to send with what I think is the right address later today.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Tue, 06 Sep 2005 19:37:00 GMT View Forum Message <> Reply to Message yes adding new items to the jsd files and to the according .sti`s is a safe way of adding new items to an existing tileset (like it was done it ja2 vengeance for instance) this won`t change anything in eyisting map files however, the wish (from my side at least) is to raise tileset number and add new tilesets. because the first method can easily be done using a jsd editor and doesn`t require any code changes

Page 224 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 06 Sep 2005 20:27:00 GMT View Forum Message <> Reply to Message Now I'm beginning to remember how convoluted this code was!

Lets take this whole "DecideAction" section for starters, being able to successfully modify ANYTHING in a 4500+ line block of If/Else/case statements without crashing the game every time is a feat not to be taken lightly.

Anyway I'm currently muddling through it although I'll probably end up loading up the original source, and diffing the files so I can determine which sections I need to pay more attention to.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 06 Sep 2005 23:22:00 GMT View Forum Message <> Reply to Message wil473 & Kaiden,

Got your emails. Replies sent.

Grindedstone,

I'll look into the tank thing. I've already changed a few things that should make enemy turns faster in the next version.

Everyone:

First page updated. Yeah, the release date has been pushed back, but there are some nice changes in there

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 06 Sep 2005 23:58:00 GMT View Forum Message <> Reply to Message I was thinking about this... Since we now have the UB code, wouldn't it make a little sense to "steal" the editor from that code and make a JA2 Gold Campaign editor out of it? That way you get the best of both worlds, JA2's engine and Huge sector map, along with UB's campaign editor and Campaign selector. I think it would make modding even easier. Any comments?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 07 Sep 2005 00:23:00 GMT View Forum Message <> Reply to Message

Page 225 of 301 ---- Generated from The Bears Pit I agree that would be awesome. I'm just not familiar enough with the editor to do it on my own

It would appear that there are quite a few changes for the editor in the UB code outside of the editor project itself. And a lot of code is shared between the game and the editor. So we'd need to be careful not to break one with changes to the other.

Not to mention the tileset differences between JA2 and UB. It may be necessary to come up with a new map data format. :shudder: (It will be I think, if people want to place more than the 350 orinally allowed item types. Plus, if we redo the map data format and the prof.dat format, we could finally add new variables to some of the object and merc profile structures. But that's a different giant project...)

BTW, I have not yet externalized the item references in the editor project (item statistics.cpp).

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 07 Sep 2005 01:03:00 GMT View Forum Message <> Reply to Message Yeah, cause then we'd have to redo all of the maps in the game too we'll definitely need a few more experienced coders in on it, and preferably someone experienced with making map editors...

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Wed, 07 Sep 2005 01:08:00 GMT View Forum Message <> Reply to Message just some points: the betaeditor for ja2 allows creating ja2 format maps, placing NPC/ RPC, locks, basicly all you need as a modmaker, except fro the new items exclusive to the 1.13 mod the point is, the UBeditor is pretty useless compared to the beateditor. if it is possible to bring in the new items into a editor that has the features of the betaeditor that would be absolutely great. just note that the UB Editor is not the tool that is currently in use for creating maps for ja2

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 07 Sep 2005 01:21:00 GMT View Forum Message <> Reply to Message I know, it was just a place to start. Anyone have the code for the beta editor? Having code makes alot of difference.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 07 Sep 2005 01:30:00 GMT

Page 226 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message I'm pretty sure I've heard that this code is contained within the original source code? Correct me if I'm mistaken.

Without a mapmaking tool like the Beta editor, a mapping tool would be just a novelty with no real value to mappers. I've already loaded alot of my modded maps into a project I'm woring on using Mugsy's EXE as the engine. They work fine except (of course) for the truly new items (that is to say items that use slots not used in Ja2's Prof.dat) which cause weird glitches.

Adding new tilesets is possible if you just overwrite existing ones with whatever you like. You can even leave in some of the existing tiles in a multiframe set but just have to make sure the .jsd is of similar size. I realise this is not news to a few of you but just thought I'd let those who haven't fooled around with this too much know that tileset modifacation can already pretty easily be done.

So the only thing that really needs to be coded in is a lot of new slots for items (making this fully compatable with the Map editor) and new folders even for tilesets and we'd really have a monster here. The items are; to me, way more important since they open the door to a lot of new ideas.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 07 Sep 2005 01:34:00 GMT View Forum Message <> Reply to Message Speaking of items...

I've just added this thread:

1.13 Items Stats and Ideas

And, hey, did anyone notice this part of the stuff for the next version?

Quote: - Burst & spread fire for grenade launchers This also works for attached grenade launchers. Plus they use their original launching code and trajectories (they don't just shoot out like bullets). It looks pretty cool, I think. Using the Milkor, you can just pepper a group of enemies with some nice frag bursts.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 07 Sep 2005 03:41:00 GMT View Forum Message <> Reply to Message That's great! But to have an OCIW we have to treat the grenade launcher like an attachment right? Does this mean each grenade is treated like a sperate attachment or can they perhaps be made stackable within the slot? Perhaps even a combination item like grenades + grende magazine might give

Page 227 of 301 ---- Generated from The Bears Pit you a multiple grenade clip? I also wonder if it is possible to increase the ammount of attachment slots?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 07 Sep 2005 03:57:00 GMT View Forum Message <> Reply to Message For the new grenade launchers (full sized non-attachment kind) my guess is he's using grenades like normal ammo is used.

For the attachment kind, then all I can guess is that either yes, you need to load a few grenades as attachments, or he's managed to figure out a way to pull grenade ammo right out of your pack for launchers.

Till he releases the next version, we'll never know

EDIT: Also following MM's example, I've created two new threads in this forum, for bugs and non-item related feature requests. It's going to get difficult trying to read through this whole thread.

EDIT2: New attachment slots would require some graphics editing, as well as alot of code. We're gonna have to try to work around it if we need it.

One option, would be attaching attachments to attachments. Like for instance, loading grenades into a Talon as Attachments, and then loading the Talon as an attachment to the gun (may be what he's already done, and if so, it can be applied to other items).

Subject: Re: "1.13" Mod - Main Thread Posted by ratbag on Wed, 07 Sep 2005 04:36:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy:

Grindedstone,

I'll look into the tank thing. I've already changed a few things that should make enemy turns faster in the next version.

I second the tank thing. But more important I feel, is the problem of enemy AI deadlock - where the stupid A.I. spends a minute doing absolutely nothing with a soldier, and eventually just breaks the soldiers turn - until the next enemy round, where it generally does absolutely nothing again. I tried looking at the source to see how it works, but I suppose my lack of experience really shows in this area; I can't figure it out. Congrats to Mugsy for his amazing efforts in hacking through this interminable code.

Page 228 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 07 Sep 2005 04:42:00 GMT View Forum Message <> Reply to Message Kaiden,

Thanks for adding those threads. This one's getting pretty long

For the grenade launchers, I went outside the box...

We can't put attachments on attachments, or alter the OBJECTTYPE structure in any significant way. Doing so screws up the map loading process and the screen will turn red in-game, even though it compiles. So that didn't work.

I also wanted both attached and standalone GLs to continue to use the same launching code. So ammo for one and attachments for the other was no good.

What I ended up doing was a fairly simple hack to make multiple shots possible (the burst code was slightly more involved): I made it so that GLs look at the MagSize weapon attribute: if it's > 1 then any attached launchable can be fired up to MagSize number of times.

Since I can't change the OBJECTTYPE structure, I simply reduce the status of the launchable until it it is used up and removed. The launchable should not have the damageable or repairable flags set (just like the ammo items), so you can't just keep refilling your GL ammo with a toolkit.

This means that multi-shot GLs need their own special ammo that can't be used by single-shot GLs - not really a big deal, considering how many item slots we've got.

You also won't be able to top-off your GL ammo like regular ammo. I'll make it so that GL ammo can be combined like med kits, etc.

Finally, the OICW has an "integrated" GL. It's an attachment marked with the inseparable flag.

I created a DefaultAttachment flag which enables you to specify an attachment that is always attached to a new instance of an item. I set this on the OICW to be the OICW-GL.

Since it's inseparable, it doesn't come off, and since it's the default attachment, it's always there when you find/buy a new OICW. (It's not sold separately ) The OICW loses an attachment slot, but it's already got a built-in laser scope and reflex scope, so it's in pretty good shape anyway.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 07 Sep 2005 05:39:00 GMT View Forum Message <> Reply to Message Ok now I'm very dissapointed in the Sir-Tech Devs...

Page 229 of 301 ---- Generated from The Bears Pit /* // wow, JA1 stuff... // good guys all have a built-in, magic, "enemy detecting radar"... if (Status.enemies) pSoldier->bAlertStatus = STATUS_RED; // enemy sector else { pSoldier->bAlertStatus = STATUS_GREEN; // secured sector

// if he just dropped back from alert status, and it's a GUARD if ((oldStatus >= STATUS_RED) && (pSoldier->manCategory == MAN_GUARD)) { if (pSoldier->whereIWas == NOWHERE) // not assigned to any trees // FUTURE ENHANCEMENT: Look for unguarded trees with tappers pSoldier->orders = ONCALL; else // assigned to trees // FUTURE ENHANCEMENT: If his tree is now tapperless, go ONCALL pSoldier->orders = CLOSEPATROL; // go back to his tree area

// turn off any existing bypass to Green and its "hyper-activity" pSoldier->bypassToGreen = FALSE;

// turn off the "inTheWay" flag, may have been set during TurnBased pSoldier->inTheWay = FALSE;

// make the guard put his gun away if he has it drawn HandleNoMoreTarget(pSoldier); } } */

I mean COME ON, building off of developed code is one thing, but keeping the trash in after you're sure you don't need it is an entirely different and very lazy thing to do

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 07 Sep 2005 06:51:00 GMT View Forum Message <> Reply to Message Odd, I thought I sent the CMag clip pictures, but I can't seem to find it in sent items. Do you need me to resend the pictures Madd Mugsy?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 07 Sep 2005 07:30:00 GMT View Forum Message <> Reply to Message

Page 230 of 301 ---- Generated from The Bears Pit No, I got them. Thanks!

Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Wed, 07 Sep 2005 07:42:00 GMT View Forum Message <> Reply to Message @ Kaiden, Madd Mugsy, Scorpion and Khor 1255

I totally agree with all the stuff you all have said about map editor features. I'm trying to help out with my tileset project. I have overwritten some existing sectors with the UB and UC tilesets. I have made new pure beta compliant templates--22 of them. Everything's here for download and future suggestions:

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

There's even a new link to get all the Beta editor files, even the one from UB.

@Snap Got your new extended .sti's. Now I understand what you're talking about. I can also work on a seperate backwards-compatible version as well. Overwriting some of the 0 tilesets items is very tempting.

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Wed, 07 Sep 2005 08:32:00 GMT View Forum Message <> Reply to Message Overwriting the 0 tilesets folder is exactly what I did and; so far, haven't experienced any tileset related problems. I did this because the mod I'm working on can't have things like video phones and modern looking vehichles/walls/furniture etc. Because the 0 Folder is sort of a master tome I figured I'd kill lots of birds with one stone that way.

I've wondered for a while how I can figure out exactly what tile corresponds to which image. Looking at the text that appears as you browse through the selection of tiles in a particular set doesn't seem to always be correct. For instance, I tried altering the Cesna (Ja2 plane at the Drassen airport) and when I overwrote the file it didn't change the ingame image. Has anyone alse come across this problem and if so what was the solution?

@John Wright I wish you'd add a list of the tiles you changed. I looked through you're files and all I see so far are regular Ja2 tilesets. When I zip up my changed tiles I always just add the files that I changed and not the whole folder. Forgive me if I missed something but could you direct me to which ones you changed?

I think it would also be a good idea to open a seperate thread for tileset ideas.

Page 231 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Wed, 07 Sep 2005 09:33:00 GMT View Forum Message <> Reply to Message Mugsy: Automatic grenade launchers are cool (though you can probably forget about balance ). Can you attach ammunition-type items to guns? If so, you could make grenade "magazines" that can't be used in a regular fashion but can be attached and fired. I guess that'd be pretty much the same thing as you did... The only difference is that you don't have to worry about damage/repair and merging.

Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Wed, 07 Sep 2005 12:21:00 GMT View Forum Message <> Reply to Message for the "clip of grenades" attachment: would it be possiable to "attach" the clip like a laser scope or what not, and every time u launch a grenade the status% reduces 10% (if its a 10 round box) so instead of launching the "item" it launches a grenade and reduces the % of the item: make it like the medi kit think in UC where u need "medical supplies" to refill your first aid kit? or you have to buy new clips all the time from bobby rays?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 07 Sep 2005 12:38:00 GMT View Forum Message <> Reply to Message GrindedStone,

That's exactly how it works!

Snap,

The grenades are attached to the launcher just like regular grenades, so, no, it wouldn't work with guns right off the bat like that. (it'd need some work)

I haven't enabled autofire for GLs, just burst fire. This is because of two reasons: 1) balance and 2) it's more work than I care to do right now.

The MGL only fires 3 grenades at a time. Enough to kill a few enemies grouped together in one spot, but not enough to really dominate the battlefield, especially with only six shots per cylinder and cylinders only available at Bobby Ray's.

The OICW works similarly, but only fires 2 shot bursts, and it's 20mm grenades don't do as much damage. They're also only available through good ol' BR.

Subject: Re: "1.13" Mod - Main Thread

Page 232 of 301 ---- Generated from The Bears Pit Posted by grindedstone on Wed, 07 Sep 2005 12:56:00 GMT View Forum Message <> Reply to Message Mugsy i think ill shuddup till next patch is out

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Wed, 07 Sep 2005 18:40:00 GMT View Forum Message <> Reply to Message Good to hear that the pictures were received.

Not sure if this belongs here or in the new items/weapons thread: Now that there are multiple underslung grenade launchers, is possible to make a "trial" bayonet by simply making an underslung launcher with the properties of a machete (including animation). The Scorpion mentioned that this worked with a previous JA2 exe, but required the sacrifice of the Talon. I'm not suggesting this as a permanent solution, but the now avail underslung GL's do open the option of a "quick and dirty" way to get a bayonet in for game play testing.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 07 Sep 2005 20:50:00 GMT View Forum Message <> Reply to Message I have a concern about the whole project, actually it's more of a feeling of disappointment in the secretive nature of some modders on this forum, specifically members of the "Mod Squad". Now I do have to respect their skills, but it seems to me that they have a sort of elitist nature about them. From what Bearpit posted last month about their project, they've only got 4 people working on. And not sure if Batman is one of them, although, he does seem interested in this project that Mugsy has started, so maybe he is, maybe he isn't.

I just kind of expected that this would all turn into an "open source" type of community project with those that had the skills leading, and those that didn't learning and helping. And after watching the WhiteHat project for over a year and seeing nothing come about, I can understand why several groups intent on doing SOMETHING split off and did what they did. I mean personally I didn't share my project information with anyone because no one was interested, hell, even the deadly games fans didn't seem to thrilled. I can understand that, you don't know what to expect until it's finished, and then you can appreciate it, but getting excited over yet another "false promise" to provide them with the style of play they are used to, in a more advanced game engine is not going to happen with that crowd.

But what we're going to end up with is about 5 completely different styles of incompatible games and tools that don't work across versions. For instance, we could really use the source for the Beta Editor, but that belongs to another "team". I'm sure Bearpit would be interested in some of our ideas, and they may or may not incorporate them, but it sure would be nice to meld the two projects into one, then we'd have at minimum 10 people working on one project, instead of 4 people over there and 6 over here.

Page 233 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by grindedstone on Wed, 07 Sep 2005 21:34:00 GMT View Forum Message <> Reply to Message Kaiden, i do agree that things need to be more unified, but we also need a decent version to back things off. Mugsy has removed the item limit, from now on all mods should have have no item limit (example) sure this may take time, but if this 1.13 is done right, it will be a strong base for further mods by having reduced the difficulty/removed barriers.

I am not a programmer and am just a spectator in this project, but i think the good programmers we have such as you should all work in cleaning out your own selection of code that (if possiable) is not affected by other code, so we can have 10 poeple over 10 places for now while we establish a base, but if this 1.13 is a great base making future mods easier, everyone should work on laying the foundations, then installing the plumming and electricity (editors and tools) then the frames, wells and paint can be the mod makers choice, but it is vital to have a strong base.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 07 Sep 2005 21:59:00 GMT View Forum Message <> Reply to Message I was talking more about the other modders on this forum, What's left of the "Mod Squad" is currently working on a project, and other than Bearspit, I don't know who else is involved with that, but they are heavily modifying the source code from what I read in the post. In addition, I'm sure there are at least another group or 3 that are doing the same thing. If we all just worked together, we'd get everything done in twice the time, but the end result would be much better I think. I beleive Mugsy is looking at sharing his code, he just doesn't have version control right now, so only one person can modify the code without causing issues. And we can't all just work on one peice of the code, because beleive me, if you want to change something, chances are, you're change is going to effect any number of files, and depending on the type of change your making, it could affect almost all of them. No the problem I was referring to, is the fact that there are at least 2 modding projects going on right now, and probably more that we don't even know about yet, and since the source code was released, all of those projects will be modifying it at least a little. We'll end up with 5 different 1.12+ versions of the executable, different methods of externalization of data, different map formats etc... And Moding will not only become a pain for the modders, it will become a pain for the end user.

Essentially, we'll end up with the whole Betamax vs. VHS debacle, and in the end, the majority of modders will chose one or the other or the other to mod, so they don't have to learn how to mod all of them, the end user thus has the disadvantage of losing one great feature over another, because he wants to play ModX, but with VersionY and ModX wasn't made for VersionY, it was made for VersionZ which is incompatible and lacking a Feature that he/she likes.

Subject: Re: "1.13" Mod - Main Thread

Page 234 of 301 ---- Generated from The Bears Pit Posted by Khor1255 on Wed, 07 Sep 2005 23:37:00 GMT View Forum Message <> Reply to Message I agree that would be the best way to get the game we all want done without having multiple incompatabilities that could well result in making more work to 'homogenize' the code than the work of actually making the changes.

However, we have to work with what we have here and (thanx to Mugsy) what we have is a hugely - no drastically improved version that he has even taken the time to make non programmer friendly. To my knowledge noone else has this concern even on thier plate. It's great to make changes and have a new version of the .exe but isn't Mugsy's approach waaayyy better? What this guy is doing is making the tools for easy modifacations so that those of us with a little creativity but no compiler (not to mention no programming skill) can turn our attention away from the technical problems of modding and get on with the important work of actually making new mods. I strongly believe THIS project to be the most likely great innovation in the entire series. It's possible a proffessional outfit might come out with something cool, but they seem to be incessantly dragging thier collective ass so this is by far our best bet. And I have to add it is a very good one at that. Think about it, here we have a developer (Mgsy) who actually solicits our input then - and this is threally astounding thing - implements the more sensable suggestions as soon as he can!

Please, take a look at what we have here before getting frustrated or losing any faith. Mugsy has documented his Updated code the same place he offers the EXE download. Ideally, he would also document each and every change but since there are so many lines this might slow him down or (God forbid) even turn him off to the whole thing. I say any contribution the Mod Squad can offer would be greatly appreciated but if they choose to go in thier own direction (perhaps because of the numerous incompatable changes thier version has compared to Mugsy's) I only hope what they produce is of the same calibur as what we've already seen here.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Wed, 07 Sep 2005 23:49:00 GMT View Forum Message <> Reply to Message I kinda like the way that things are evolving in this project that Mugsy's got going. There's plenty of community involvement, testing/bug reporting (informal) and the code is overseen by the chief architect. It's a good open source model of development (although the source isn't really licenced to be community-owned.) The other projects are obviously choosing a different path and seeking their own counsel on things to change in the code, that's fine too. Kinda like the differences between the way that BSD and Linux development models differ.

If joining all of these projects together means that this project gets slowed down while waiting for organisational reasons, it's not really a good idea. If there are more and different ideas that's not always bad. In the end there will be a bunch of code that can all be integrated with the best ideas, or not. It's not like Mugsy's been quietly developing this without any notion of the vision of the game that people want to see, it's been pretty exciting to see and I think the ideas bouncing around are almost as much fun as playing the game.

Page 235 of 301 ---- Generated from The Bears Pit Codesplits and such are normal in many community-based projects and the code gets reused and merged into new projects anyway. It's evolutionary. I can't wait to see what comes out of all this. Has anyone from the other projects made any comment?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Thu, 08 Sep 2005 00:27:00 GMT View Forum Message <> Reply to Message Khor, I wasn't getting frustrated, and I wasn't slamming Mugsy or anyone, I'm definitely agreeing with what he's doing, and I'll be helping out as much as I possibly can.

I was just thinking that it could all be better if all teams were on the same project, bu then gpmg made a very valid point, that I agree with, and so it's done We'll wait and see how things go. I've already picked the project I want to be in on... this one.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Thu, 08 Sep 2005 00:35:00 GMT View Forum Message <> Reply to Message Right. I totally agree. And I wasn't trying to imply that you were slinging mud at anyone. I apologize if any of what I said sounded like that.

What I was trying to say is that if they choose to contribute, that's great, but if not I sincerely hope you folks with the programming know how will carry on with this because so many of the shortcommings of the game have already been fixed and with talented programmers the sky's the limit. I'm nearing completion of one set of animations I hope will make it into the next release after this one. It's a small contribution but; I'm afraid, very time consuming so it's all I've been working on for the last week or so. Once the other two sets are done and tested another cool feature should be available.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Thu, 08 Sep 2005 00:50:00 GMT View Forum Message <> Reply to Message Considering neither of us are very good with graphics, I think that kind of contribution is definitely needed.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 08 Sep 2005 01:45:00 GMT View Forum Message <> Reply to Message

Page 236 of 301 ---- Generated from The Bears Pit Hear, hear!

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

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 08 Sep 2005 13:49:00 GMT View Forum Message <> Reply to Message New version's up!

See page one of this thread for the feature list.

You will need to start a new game, as it's incompatible with existing save games.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Thu, 08 Sep 2005 15:16:00 GMT View Forum Message <> Reply to Message 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

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Thu, 08 Sep 2005 20:38:00 GMT View Forum Message <> Reply to Message Thanks for the new stuff. Can't wait to check it out!

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Thu, 08 Sep 2005 22:23:00 GMT View Forum Message <> Reply to Message

Page 237 of 301 ---- Generated from The Bears Pit 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Fri, 09 Sep 2005 00:34:00 GMT View Forum Message <> Reply to Message Aren't you up to 1.14 yet?

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Fri, 09 Sep 2005 00:43:00 GMT View Forum Message <> Reply to Message yay easy weapon modifying to bad i have to start over my game . but that's a price i'm willing to pay for all the new goodies

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 09 Sep 2005 11:13:00 GMT View Forum Message <> Reply to Message 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 09 Sep 2005 15:26:00 GMT View Forum Message <> Reply to Message Madd: found a typo in statchange in weapon.cpp. I could just send you a corrected file if you like.

Page 238 of 301 ---- Generated from The Bears Pit 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 09 Sep 2005 20:58:00 GMT View Forum Message <> Reply to Message 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!

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Fri, 09 Sep 2005 21:11:00 GMT View Forum Message <> Reply to Message Sent you an e-mail Mugsy, had some questions about the climbing code.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 09 Sep 2005 23:34:00 GMT View Forum Message <> Reply to Message Kaiden,

Replied 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sat, 10 Sep 2005 02:33:00 GMT View Forum Message <> Reply to Message 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.

Page 239 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 10 Sep 2005 04:15:00 GMT View Forum Message <> Reply to Message 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: )

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 10 Sep 2005 06:46:00 GMT View Forum Message <> Reply to Message 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?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sat, 10 Sep 2005 07:18:00 GMT View Forum Message <> Reply to Message Ya know... I think I might take a few days off and actually play it to find out

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 10 Sep 2005 07:34:00 GMT View Forum Message <> Reply to Message Yeah, that'd be nice Maybe I'll call in sick next week or something...

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sat, 10 Sep 2005 08:04:00 GMT View Forum Message <> Reply to Message we could externalize that 5pt bonus too and even offer one for every difficulty.

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

Subject: Re: "1.13" Mod - Main Thread

Page 240 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Sun, 11 Sep 2005 14:54:00 GMT View Forum Message <> Reply to Message 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sun, 11 Sep 2005 23:39:00 GMT View Forum Message <> Reply to Message Doh! I'd be finished with the Imp stuff today for sure lol. Did you change any of the laptop IMP files, or the video.h/video.cpp files?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 11 Sep 2005 23:53:00 GMT View Forum Message <> Reply to Message Nope You can keep using your version of the source for now.

I'm going to release another bug fix version this morning to address the problem with laser scopes and suppression fire. But nothing IMP-related will have changed.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 12 Sep 2005 00:04:00 GMT View Forum Message <> Reply to Message Alrighty then, expect a zip of Imp code from me later today, maybe I can get it done in time for that second patch

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 12 Sep 2005 00:09:00 GMT View Forum Message <> Reply to Message 9.11.05 build released.

Fixes:

Page 241 of 301 ---- Generated from The Bears Pit - 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 12 Sep 2005 00:37:00 GMT View Forum Message <> Reply to Message 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?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 12 Sep 2005 02:18:00 GMT View Forum Message <> Reply to Message 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...

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Mon, 12 Sep 2005 02:18:00 GMT View Forum Message <> Reply to Message maybe scorpion can help with that.

Subject: Re: "1.13" Mod - Main Thread Posted by the scorpion on Mon, 12 Sep 2005 02:47:00 GMT View Forum Message <> Reply to Message 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

Page 242 of 301 ---- Generated from The Bears Pit 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

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Mon, 12 Sep 2005 09:04:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: - non-integrated laser scope and sniper scope bonuses actually workD'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.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 12 Sep 2005 09:58:00 GMT View Forum Message <> Reply to Message In InterruptDuel I just fixed my typing errors from your original code sample.

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Mon, 12 Sep 2005 10:13:00 GMT View Forum Message <> Reply to Message 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.

Page 243 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 12 Sep 2005 19:19:00 GMT View Forum Message <> Reply to Message 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 12 Sep 2005 23:27:00 GMT View Forum Message <> Reply to Message 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 (thanks to Kaiden)

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Mon, 12 Sep 2005 23:40:00 GMT View Forum Message <> Reply to Message 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 13 Sep 2005 00:51:00 GMT View Forum Message <> Reply to Message 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.

Page 244 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Tue, 13 Sep 2005 01:13:00 GMT View Forum Message <> Reply to Message i thought both .exe were updated at the same time.

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Tue, 13 Sep 2005 01:18:00 GMT View Forum Message <> Reply to Message they should be, unless Mugsy forgot. Check the timestamps to be sure. 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!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 13 Sep 2005 02:40:00 GMT View Forum Message <> Reply to Message 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

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.

Page 245 of 301 ---- Generated from The Bears Pit 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.

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Tue, 13 Sep 2005 02:50:00 GMT View Forum Message <> Reply to Message 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. and ebuck is a member. Check the whitehat area.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Tue, 13 Sep 2005 16:07:00 GMT View Forum Message <> Reply to Message 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).

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Tue, 13 Sep 2005 16:10:00 GMT View Forum Message <> Reply to Message What is debug.exe?

Boy, do I feel stupid...

Page 246 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 13 Sep 2005 20:19:00 GMT View Forum Message <> Reply to Message 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.

Subject: Re: "1.13" Mod - Main Thread Posted by alerus on Wed, 14 Sep 2005 23:04:00 GMT View Forum Message <> Reply to Message 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 but that is just me

Good work.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Thu, 15 Sep 2005 00:06:00 GMT View Forum Message <> Reply to Message 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.

Subject: Re: "1.13" Mod - Main Thread

Page 247 of 301 ---- Generated from The Bears Pit Posted by Majek on Thu, 15 Sep 2005 00:28:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by alerus:

-instead of VAL I would prefer VSS Vintorez 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.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 15 Sep 2005 11:54:00 GMT View Forum Message <> Reply to Message New version (09.14.05) released.

Changes include:

- bug fixes - Snap's stat change fixes - UB style IMP generation - UB style reveal all enemy gear when sector cleared - externalized enemy items - possibility of up to 2 attachments on an enemy weapon - enemies can use the MGL burst - M4 Super 90 replaces M3 Super 90 - externalized IMP gear, plus a bunch of new options for adding new gear - Alt + LMB to sell items from map inventory screen for 25% of value - Autofire AP tweaks

Note: In addition to quest items, creature and bloodcat items, as well as the tank items (including the minimi on the tank) still need to be externalized.

This will be my last release for a while. I've got a lot of work and family obligations that I've let slide for too long to work on this mod and they've finally caught up with me. I'm not going away forever or anything, but I won't have the kind of time required to create substantial new content for the forseeable future.

Never fear, however. Kaiden will be stepping up and continuing to support and create new content for 1.13. :cheers: :cheers: :cheers: (3 cheers for Kaiden )

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Thu, 15 Sep 2005 14:35:00 GMT View Forum Message <> Reply to Message

Page 248 of 301 ---- Generated from The Bears Pit well take care Mugsy. see you when you come around. :cheers: now to edit items and weapons back to my config

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Thu, 15 Sep 2005 16:49:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: New version (09.14.05) released. Cool deal. Take care, and I hope to see you back soon. Should I e-mail my latest fixes to Kaiden then?

Also, what do people use to merge code? I mean merge entire files, not contents within files. I suppose I could roll a script or something...

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Thu, 15 Sep 2005 17:18:00 GMT View Forum Message <> Reply to Message Take care Mugsy!

Anyway, I had a wiki laying around, so inserted some content. Feel free, no, I ask you, add more content. I hope it will be a central reference point for things regarding ja2 hacking. These forums are still more suited for the debates, but a wiki is great to keep track and manage content/data. A good example is that not many know what exactly has been done, since the release. http://lynxlynx.info/wiki/doku.php?id=start (in development)

Snap, diff (patch)? What do you want to do?

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Thu, 15 Sep 2005 18:41:00 GMT View Forum Message <> Reply to Message 09/14 release will keep us busy for a long time, its even savegame compatible with the last one (they've all been compatible in Sept it seems).

Whatever you're up to Madd Mugsy, take care.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Thu, 15 Sep 2005 20:45:00 GMT View Forum Message <> Reply to Message

Page 249 of 301 ---- Generated from The Bears Pit Snap, you can e-mail me the changes, And I'll setup a VSS server in the next week or so, no internet access for it though, that will have to come later. I'll have to look into how to setup VPN on an NT 4.0 Server.

Unless you have some other suggestions, because I'm not all that great with networking admin type stuff.

Also, as an FYI incase anyone didn't catch it in the other thread, the first and top priority for me right now, is any outstanding bugs that need to be fixed from previous changes. I'd like the game to play smoothly for everyone. Plus it gives me more time and incentive to look through the code and come up with ideas and possibilities for changes that haven't been thought of already.

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Thu, 15 Sep 2005 21:00:00 GMT View Forum Message <> Reply to Message I contacted my host about setting up a svn (++cvs) server, but no reply yet. Will, of course, keep you posted (pun intended).

My ja2 install finally works, so I will go try the new exes today. Is there anything in particular you want us to be sensitive about?

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Thu, 15 Sep 2005 21:14:00 GMT View Forum Message <> Reply to Message Is this on the server yet? The one I just downloaded said 9/11/05 build, and did not have the IMP or sell-back features. Didn't try it any further.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Thu, 15 Sep 2005 21:28:00 GMT View Forum Message <> Reply to Message i downloaded it today and it's 9/14/ build.

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Thu, 15 Sep 2005 21:41:00 GMT View Forum Message <> Reply to Message got it,fixed, my bad. For some reason XP wasn't overwriting when it was extracting, it just added the new files.

Page 250 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Thu, 15 Sep 2005 22:32:00 GMT View Forum Message <> Reply to Message Thanks Mugsy. Hope things are cool for you.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 17 Sep 2005 01:15:00 GMT View Forum Message <> Reply to Message New thread to share war stories about 1.13 and discuss strategy for dealing with enemy snipers, flanking and rooftop attacks:

1.13 War Stories

Subject: Re: "1.13" Mod - Main Thread Posted by dzeller on Sat, 17 Sep 2005 03:31:00 GMT View Forum Message <> Reply to Message This mod looks great, particularly the AI improvements and the new weapons. When I finish my actual regular JA2 game, I will begin a new one with 1.13 installed.

BTW why are all these threads about this mod in the technical department (and not in the "Other users created campaigns")? This is not a little tech modification anymore.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sat, 17 Sep 2005 03:41:00 GMT View Forum Message <> Reply to Message Mainly because we wanted to keep the threads together instead of dispersed around the site among different forums.

And second, because no one has moved them yet.

Subject: Re: "1.13" Mod - Main Thread Posted by Apollo on Sat, 17 Sep 2005 04:15:00 GMT View Forum Message <> Reply to Message Hi, I've just downloaded this, but I'm unsure what to do next... Do i just copy all the files into there respective folders and overwrite the existing ones? Which version of JA2 should I use as a base?

Page 251 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Sat, 17 Sep 2005 04:34:00 GMT View Forum Message <> Reply to Message Yup, just overlay it. For me it worked ok with ja2 gold.

A separate forum would be good indeed. As I proposed before, the whitehat one could be archived and put away if needed; this project deserves one for itself.

Compiling a buglist atm.

Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sat, 17 Sep 2005 04:39:00 GMT View Forum Message <> Reply to Message 1.12 recommended (1.07-.09 works?). Overwrite all. Have fun.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 17 Sep 2005 05:42:00 GMT View Forum Message <> Reply to Message If you haven't got ja2 gold, I'd recommend Dvornik's 1.03 - 1.12 patch first:

http://members.lycos.co.uk/dvornik/html/main.html

(But it may still work without that patch; I haven't tested it on a non-JA2 gold installation)

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sat, 17 Sep 2005 05:54:00 GMT View Forum Message <> Reply to Message I've installed it several times over regular 1.03. Just allow overwrite all.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 17 Sep 2005 11:32:00 GMT View Forum Message <> Reply to Message Yah, considering it overwrites all previous patches anyway it's the game you end up with no matter what your previous patchlevel. Enjoy a much improved JA2!

Page 252 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Lochmacher on Sat, 17 Sep 2005 14:20:00 GMT View Forum Message <> Reply to Message Ok, funny story...

Alma, Sector I13, night...

2 IMP's, bearing AR's and under the cover of friendly snipers, decide to finally breach the facility and claim it. Carefully stacking on the northernmost enterance, they then wait, the doors open before them. Seeing no adversaries, they start into the hallway. Then it happens. The hairs on their neck rise as they hear someone stand up from behind them, snickering. They start to turn, but it's too late! Wham! A breaklight smacks one of them full in the chest, compelling him, briefly, to halt. The soldier, bearing the uniform of a seasoned veteran, then calmly crouches, gauging the mercs' responses. Seconds pass until, in the pale glow of confined chemicals, the offended merc takes aim and fires on the comically tragic elite. One, two, three careful shots to the head before he drops, smiling: a fully-loaded MAC10 tumbles from his now-lifeless fingers.

"Why", the merc mused, "didn't he use his gun?" The other smiled, noting his friend's bruised sternum and . "Perhaps this is how a true bad-ass proves how good he is...", he quipped and turned back down the hallway.

EDIT: Apparently, though, the IMP's confidence is somewhat justified, as they completed the sector with only the 1hp damage incurred with their SUN GLASSES ON!! Details, details... Harmless(IMP): "Wow, nice UVG's... Every been used?" Berserk(IMP): "Nah, they make me look kinda dorky... These, however... Now I'm ready to kill"

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sat, 17 Sep 2005 14:43:00 GMT View Forum Message <> Reply to Message Status Update

New version will be released on or near 9-23-2005.

Changes so far:

Mugsy - 1. Shirt/pant colors now based on IMP Portrait so they don't all look alike!

2. Fixed a bug that could result in Imp not getting some gear that was setup in ImpItemChoices.XML.

Snap - 1. Max Tilesets NOW 255, no code changes required for adding new tilesets

Page 253 of 301 ---- Generated from The Bears Pit 2. Breath bug has been fixed!

Kaiden - 1. When throwing Knives, you will now stop if you see a new enemy.

2. Several LOS fixes causing a CTD game have been fixed.

3. It is now possible to drop leadership to Zero. Restriction was never neccessary and it seems to have always been this way.

4. Autofire now has same penalty as burst after the first bullet (let me know how it turns out, May be more or less than what is needed).

5. I didn't know that you only receive 15 points when you drop a skill from 35 to Zero, I didn't change it, but I put in a Constant instead of having the value hardcoded, this way it can be externalized.

EDIT: Mugsy, can I e-mail you both Zips and have you post them on your site until I can set something up, or can you give me FTP access to replace them?

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Sat, 17 Sep 2005 16:18:00 GMT View Forum Message <> Reply to Message Dumb question. Where do I enter alt+lmb to sell off gear?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sat, 17 Sep 2005 16:23:00 GMT View Forum Message <> Reply to Message In the Sector Inventory screen, hold down the Alt (alternate) key and click the left mouse button. The Ctrl (Control) key has the opposite effect and deletes the item.

When dealing with stacked items, only 1 will be sold/deleted at a time.

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Sat, 17 Sep 2005 16:29:00 GMT View Forum Message <> Reply to Message Thanks...

Page 254 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 18 Sep 2005 05:54:00 GMT View Forum Message <> Reply to Message Kaiden: email 'em to me.

I'd give you FTP access, but shaw is really anal, and won't even let me access my FTP site from outside of my home IP address.

The emails should go through (it's msn mail, but it says I have a 2000MB mailbox).

Subject: Re: "1.13" Mod - Main Thread Posted by alerus on Sun, 18 Sep 2005 22:05:00 GMT View Forum Message <> Reply to Message Sniper! ... and my lv.10, mrk.100, stealthy-night ops IMP char gets killed at 02.00 by those elites. He takes every bullet from everybody on the map, even tho he uses Val silent sniper rifle (I changed the pics, so it looks like the real thing - VSS Vintorez). So no bonus for using silenced weapons at night.

Another issue are invisible enemies. Usualy I have to leave the map and re-enter to see them.

Constant crashes to desktop or complet freeze of my comp. Can not solve that.

But it is worthy. One fine mod you made there, so thank you.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sun, 18 Sep 2005 23:00:00 GMT View Forum Message <> Reply to Message Alerus, the invisible enemy bug very elusive, almost as if it's invisible (sorry couldn't resist). But it's on my list of bugs to track down and fix.

About the CTS's though, any idea what's going on when you crash? You have a savegame you can send me?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 18 Sep 2005 23:10:00 GMT View Forum Message <> Reply to Message Quote: So no bonus for using silenced weapons at night. Sure there are. They're much quieter, as long as they're in good condition. Watch out for that

Page 255 of 301 ---- Generated from The Bears Pit muzzle flash (use a flash suppressor) and sometimes the enemies make enough noise being hit that they'll attract other enemies.

Subject: Re: "1.13" Mod - Main Thread Posted by alerus on Mon, 19 Sep 2005 00:11:00 GMT View Forum Message <> Reply to Message I use muzzle flash, and belive me, my weapons are always in top conditions. It is so, that enemy just knows where I am, even if I change position after a silenced shot. Tried to run away both ways stealthy an ordinary. But those granates always seem to land on my feet. It is no big deal actually. I like it, when enemy forces me to change my tactics, so after a long time I started to use flairs, and/or run a lot.

Game usualy crashes at bomb explosions or, when defending sector together with militia. Comp freezes completly sometimes, while playing this mod, don't know why - usualy again when defending sector together with militia and the last time in Tixa. Just as if comp could't preform a calculation or something. Deferent then that usual freeze, when clock still ticking and you have to wait,.. you know what i mean. I have brand new (ok few months) AMD 64 3000 with Nvidia 6800 pci express,... and it is working great with all other stuff. I'll test this first on my laptop (where DL mod is installed).

But the weapons are great, and it is really fun to play, at last real use of machine guns.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 19 Sep 2005 01:29:00 GMT View Forum Message <> Reply to Message OK Another Status update:

Externalized options code is in the game and fully functional.

Snap, Mugsy, Anyone else that may submit code changes, try not to hard-code any values, and if you add new INI entries, a default value must be specified otherwise lots of crashes can occur. I haven't been able to get the code to accept defined constants as acceptable default values, but literal values and variables work fine.

The default values are used if the INI file cannot be found, or if the specific entry in the INI file cannot be found. The filename is Ja2_Options.INI, needs to be in the Ja2 directory, and will be included in the release this week with as many "options" as I can get into it

Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Mon, 19 Sep 2005 02:06:00 GMT View Forum Message <> Reply to Message

Page 256 of 301 ---- Generated from The Bears Pit Kaiden and Mudgsy,

In regard to externalizing the hard code values, is it possible to externalize the accuracy penalties for target in different stances and cover ? for example: standing = no penalty crouch = %?? to hit penalty prone = %?? major to hit penalty, I think the weapons with all attachments make it too easy to hit a prone target where as in real life it is very very difficult to hit such target. This is where area weapons such as grenades and mortar play a crucial role. also, if a target is behind sand bags, windows, %?? to hit penalty ?

I think combat should take longer, less precise, more tactical movement and flanking, more use of area weapons, and ammo supply an issue. in the weapons.xml file there is an a variable: bAccuracy = 0 . Is this value being use ? can it be assigned a negative value. My thinking is that sniper weapons and machine gun, are more difficult to operate so only mercs with very high attribes should use them. thanks.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 19 Sep 2005 02:13:00 GMT View Forum Message <> Reply to Message It's now possible to externalize just about ANY value in the game, or even features.

For instance, during my testing (and I will add alot more before the end of the week) I externalized the following:

1. Starting cash for all difficulties 2. Turn on/off the Alt+LMB Sell All option.

Some values and options however can be a HUGE pain to externalize, because everywhere they exist in the code has to be changed. But it is still possible regardless of how tedious it might be.

EDIT: By default, all values and optional features exist as they are in 9-14-05 release version.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Mon, 19 Sep 2005 03:13:00 GMT View Forum Message <> Reply to Message wow sounds great Kaiden. :ok:

Page 257 of 301 ---- Generated from The Bears Pit so i'll be able to give myself a milion in cash and forget about money worries nah that would be boring but i could have my dream team together at the very beginning. hmm have ot hink abiout this :biglaugh:

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 19 Sep 2005 04:22:00 GMT View Forum Message <> Reply to Message I've added some code to let people switch the GL Burst cursor between normal gun burst mode (the way it is now), and the trajectory cursor (which lets you know where the grenade is going to actually land). The switch is Shift-Ctrl-g and also in the preferences menu.

The reason I did this was because while it was nice to be able to spread-fire some smoke/gas grenades, it sometimes sucks to not have that red-X-marks-the-spot thing for standard frag grenades.

I did this as a temporary measure for slightly increased user-friendliness, because it's not a simple job to get the trajectory cursor to allow spread fire or to get the burst cursor to allow a red-x.

Is this something anyone else is interested in, besides me? If so, I'll send it to Kaiden to merge in.

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Mon, 19 Sep 2005 07:25:00 GMT View Forum Message <> Reply to Message Mugsy, the grenade launcher thing sounds good to me. Would this seperate the grenade hotkey from the rifle one? This would eleminate having to hit "B" five times to cycle fire modes.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 19 Sep 2005 09:07:00 GMT View Forum Message <> Reply to Message I second Durty Dan's opinion, and his question

Subject: Re: "1.13" Mod - Main Thread Posted by Bastage on Mon, 19 Sep 2005 12:11:00 GMT View Forum Message <> Reply to Message Great idea Mugsy.

Page 258 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Mon, 19 Sep 2005 13:05:00 GMT View Forum Message <> Reply to Message Hmmm... I guess we could do that too. We could just assign a different hotkey to switch to the GL / GL Burst. I think it's probably best to leave the interface button that cycles through the modes alone though. Messing with the interface graphics to draw a new button and make it fit nicely would probably be more work than its worth.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Mon, 19 Sep 2005 15:09:00 GMT View Forum Message <> Reply to Message Good job with externalising, Kaiden!

Quote:Originally posted by Kaiden: I haven't been able to get the code to accept defined constants as acceptable default values, but literal values and variables work fine.I am not sure what you mean by this. Can you give an example?

BTW, when you implement scale-type constants, you may run into the issue of integer division always rounding towards zero, rather than towards the nearest integer. Often it is not important, but it is a good thing to keep in mind. Sometimes you can accidentally zero out your result if you don't watch what you do! If you do want to round properly, there's a simple trick for positive operands:

(a + b/2) / b will round the ratio a / b . Negative operands are a bit trickier. [/TECHNICAL]

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Mon, 19 Sep 2005 15:13:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: I've added some code to let people switch the GL Burst cursor between normal gun burst mode (the way it is now), and the trajectory cursor (which lets you know where the grenade is going to actually land).Mugsy, could you point me to the code related to the trajectory cursor? I couldn't find it the last time I looked.

Also, I came across a comment left by the whitehat team. It seems that spread burst is limited to 6 rounds or something like that. How does autofire spread burst work now? Is this still an issue?

Page 259 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 19 Sep 2005 23:22:00 GMT View Forum Message <> Reply to Message Snap, here is the syntax for loading a value from the INI file:

INI File contents:

[Options]

MY_VALUE = 15 YOUR_VALUE = 32 SOMEONE_ELSES_VALUE = 0

Variable = ReadINI.Read[datatype]("SectionName","ValueName",DefaultValue);

So if you wanted to get MY_VALUE from the INI file, here is your function Call:

INT32 iMyValue = Readini.Readinteger("Options","MY_Value",10);

If it finds the INI file, and finds MY_VALUE =, with a valid Integer value assigned, it will return 15, so that iMyValue will be set to 15.

However, if it does not find the INI file, or MY_VALUE, or an invalid value is assigned, it will use the Default value and iMyValue will be set to 10.

In the above example, the default value can be 10, or it canbe iVariablewith10assignedtoit. but it can't be:

#define MY_DEFAULT_VALUE 10.

INT32 iMyValue = Readini.Readinteger("Options","MY_Value",MY_DEFAULT_VALUE);

Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Tue, 20 Sep 2005 01:19:00 GMT View Forum Message <> Reply to Message I have so far successfully imported Gaston and Stogie into the 1.13 mod. I used Snap's command line program in C:\UB\Data: jace -a # # (where 1st # represents their number in UB prof.dat and the 2nd # renames all their files to the position that you are overwriting. I edited the .bat file to do both with one d-click.

I personally replaced the 2 useless MERCS Gasket and Gumpy. You copy/paste the created

Page 260 of 301 ---- Generated from The Bears Pit folders(mercedt,speech and others) into the JA2 1.13 Data folder. Make all the needed changes in JA2 Proedit, especially the eye/mouth coordinates and they are ready to go. I can post my prof.dat file with this included. It's best renamed to Prof4.dat. My favorite 16-18 mercs are tweaked with serious survival equipment for playtesting purposes. Anyone can tweak their favorites as well.

Tex is a must to add for me later, and maybe Biggins. I would replace Shank and someone else. Rudedog from Urban Chaos is a good choice also. Just don't take any UB people down to fight the bugs. I don't think they have the speech files for this. Or play realistic mode.

I know Kaiden and Mugsy will get around to all this; I'm telling you how if any others prefer playing with the UB people. I will post the speech and text bubble folders also. Tex and Rudedog have extra NPC folders/edt files pre-recruitment.

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 20 Sep 2005 10:03:00 GMT View Forum Message <> Reply to Message OK, Here's a taste of things to come from externalized options, this is what I have so far:

[Options]

; This options file cannot be added to without hard coding. But it can be changed as much as you want. ; By default, the values below are the values present in the 9-14-05 release of the code.

; These are the Starting cash values for the various difficulties.

;------NOVICE_CASH = 45000 EXPERIENCED_CASH = 35000 EXPERT_CASH = 30000 INSANE_CASH = 15000 ;------

; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. ; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. ; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.

;------CAN_SELL_ALT_LMB = TRUE

Page 261 of 301 ---- Generated from The Bears Pit PRICE_MODIFIER = 4 ;------

; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest ; you can lower an attribute, and the lowest you can lower a skill before it hits zero. ; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to. ; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats ; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points ; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose ; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in ; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills ; start out as. Currently in game it is set to 55.

;------MIN_ATTRIBUTE_POINT = 35 MAX_ATTRIBUTE_POINT = 90 IMPATTRIBUTEPOINTS = 40 MAX_ZERO_BONUS = 15 START_ATTRIBUTE = 55 ;------

; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. ; Keep in Mind That there is not enough room on the strategic map to display more than 20 ; Militia per sector correctly(could possibly change) but they will still be there to defend, ; and you can still train them, and it will still cost you. ; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of: ; MILITIA_TRAINING_COST which is the cost of training militia. ; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.

;------MAX_MILITIA_PER_SECTOR = 20 MAX_TRAINING_SQUAD_SIZE = 10 MILITIA_TRAINING_COST = 750 MIN_LOYALTY_TO_TRAIN = 20 ;------

; I'll document these later, save to say, DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** ; Basically the 1st set are the number of available troops the queen starts with.

Page 262 of 301 ---- Generated from The Bears Pit ; The Second four are (Mugsy?) How full the initial Garrisons are. ; The 3rd set are the number of extra ELITES generated by the two highest difficulty levels ; The last set is the minimum size of an enemy group. This is the smallest group size an enemy ; wants to travel with. And this option right under the comments, this is the largest size an ; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could ; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off ; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that ; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and ; will crash your game.

;------MAX_STRATEGIC_TEAM_SIZE = 20 ;------

NOVICE_QUEENS_POOL_OF_TROOPS = 150 EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200 EXPERT_QUEENS_POOL_OF_TROOPS = 400 INSANE_QUEENS_POOL_OF_TROOPS = 8000 ;------

EASY_INITIAL_GARRISON_PERCENTAGES = 70 EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100 EXPERT_INITIAL_GARRISON_PERCENTAGES = 150 INSANE_INITIAL_GARRISON_PERCENTAGES = 200 ;------

EXPERT_ELITE_BONUS = 25 INSANE_ELITE_BONUS = 50 ;------

NOVICE_MIN_ENEMY_GROUP_SIZE = 3 EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4 EXPERT_MIN_ENEMY_GROUP_SIZE = 6 INSANE_MIN_ENEMY_GROUP_SIZE = 8 ;------

;More to come later, I want to see what the file-access does to game speed first.EDIT: Also, Mugsy, Snap, I know several places where I probably should have passed the value through the calling function to be more efficient, (Since Constants have a global scope, it wasn't an issue until they became local variables) but I'll go back and fix that later as I get a chance.

EDIT2: The more we work on this, the more obsolete save-game editors become

Page 263 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Tue, 20 Sep 2005 12:08:00 GMT View Forum Message <> Reply to Message Kaiden,

Excellent ! Sure give a lot of room for customization.

Also, is it possible to edit the cities.xml file so you can train militia in the squares next to the city square ? Instead of defending in side the city you can defend in the squares adjacent to the cities. Add to that, may be you can have the options to train militia at choke points like road junctions.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Tue, 20 Sep 2005 15:50:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Kaiden: EDIT2: The more we work on this, the more obsolete save-game editors become well now that none of them work anyway this is must

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Tue, 20 Sep 2005 18:29:00 GMT View Forum Message <> Reply to Message Dextertt, funny you should ask, I was going to make that an option when I found the bit of code restricting militia to town sectors and SAM sites, but I decided to hold off on it for now, it was an all or nothing kind of deal, couldn't restrict it to just roads, or choke points.

Also, since I know where that code is, I want to look for any city hardcoding that is done as far as determining which sectors are cities and which ones are sam sites, but that will have to wait. For now, you could attempt to edit cities.xml and see what happens, let me know the resulsts if you do.

Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Tue, 20 Sep 2005 22:19:00 GMT View Forum Message <> Reply to Message Kaiden,

Thanks for looking into it. The reason I ask because it is frustrating to "chase" down enemy squads heading to retake the cities. Turning it on for all sectors could lead to more interesting strategic gameplay. I am currently in a game with the latest Mugsy .exe so I will wait a while

Page 264 of 301 ---- Generated from The Bears Pit before playing with the cities.xml

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 20 Sep 2005 23:38:00 GMT View Forum Message <> Reply to Message Snap,

Quote: Mugsy, could you point me to the code related to the trajectory cursor? I couldn't find it the last time I looked. The constant to search for is TRAJECTORYCURS. It's all over the place. The other one to compare it to is the TARGETCURS constant. Basically, the problem is that the developers decided to use the cursors to determine what is / is not applicable for a given weapon. For instance, the trajectory cursor will allow for firing immediately, while the targeting cursor expects a confirmation click.

It looks like a large amount of work on fragile code to make the trajectory cursor allow for spread fire. It's probably a similar amount of work to make the burst cursor show the Red X, but I'm not certain.

Quote: Also, I came across a comment left by the whitehat team. It seems that spread burst is limited to 6 rounds or something like that. How does autofire spread burst work now? Is this still an issue? I'm pretty sure they removed the limit.

Subject: Re: "1.13" Mod - Main Thread Posted by zango on Wed, 21 Sep 2005 00:02:00 GMT View Forum Message <> Reply to Message i have my JA2 hanging - i used the debug executable to determine what is the problem. here is a clipping from the debug output:

LineOfSightTest: Thermal Optics = 0 StandardInterruptConditionsMet StandardInterruptConditionsMet StandardInterruptConditionsMet StandardInterruptConditionsMet LineOfSightTest: Thermal Optics = 0 ManSeesMan LineOfSightTest: Thermal Optics = 0 ResolveInterruptsVs Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!?

Page 265 of 301 ---- Generated from The Bears Pit Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!? DoneAddingToIntList ResolveInterruptsVs done Event Pump: Noise from 24 at 15437/0, type 4 volume 8 LineOfSightTest: Thermal Optics = 0 LineOfSightTest: Thermal Optics = 0 LineOfSightTest: Thermal Optics = 0 LineOfSightTest: Thermal Optics = 0 LineOfSightTest: Thermal Optics = 0 LineOfSightTest: Thermal Optics = 0 ResolveInterruptsVs Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!? DoneAddingToIntList ResolveInterruptsVs done Event Pump: Noise from 24 at 15125/0, type 4 volume 8 ResolveInterruptsVs Resetting int pts for 85 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 87 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 88 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 89 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 91 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 92 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 93 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 96 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 97 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 101 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 102 - NOISE BEYOND SIGHT DISTANCE!? Resetting int pts for 103 - NOISE BEYOND SIGHT DISTANCE!?

Page 266 of 301 ---- Generated from The Bears Pit DoneAddingToIntList ResolveInterruptsVs done DecideAction DecideActionBlack=0 DecideAction done NPC has no action assigned Clock set About to remove deadlock message About to decide alert status Alert status decided - startnpcai done DecideAction CheckIfTossPossible calcmaxtossrange EXPLOSIVE_GUN x = 0 calcmaxtossrange done CheckIfSniperShotPossible EXPLOSIVE_GUN x = 335 CheckIfShotPossible: found a gun item # 335 CheckIfShotPossible: weapon type 3 CheckIfShotPossible: checking for scope decideactionred: sniper shot not possible decideactionred: weapon in slot #5 decideactionred: men in sector 12, ubspotters called by 0, nobody 156 CheckIfSniperShotPossible EXPLOSIVE_GUN x = 335 CheckIfShotPossible: found a gun item # 335 CheckIfShotPossible: weapon type 3 CheckIfShotPossible: checking for scope decideactionred: crouch and rest if running out of breath decideactionred: calculate morale decideactionred: radio red alert? decideactionred: main red ai decideactionred: check to continue flanking decideactionred: nothing to do! decideactionred: look around towards opponent DecideAction done NPC has no action assigned Clock set About to remove deadlock message About to decide alert status Alert status decided - startnpcai done DecideAction CheckIfTossPossible checkiftosspossible: swapping item into hand RearrangePocket RearrangePocket done checkiftosspossible: get minapstoattack calcbestthrow

Page 267 of 301 ---- Generated from The Bears Pit EXPLOSIVE_GUN x = 146 about to calcmaxtossrange calcmaxtossrange EXPLOSIVE_GUN x = 146 calcmaxtossrange: grenade calcmaxtossrange done calcbestthrow: buddy's got a grenade CalcDifficultyModifier CalcDifficultyModifier done calcbestthrow: about to initattacktype MinAPcost to attack = 19 Soldier's action points = 25 calcbestthrow: checking opponents EXPLOSIVE_GUN x = 146 calcbestthrow: checking chance for launcher to beat cover CalculateLaunchItemChanceToGetThrough physics.cpp line 1741 physics.cpp line 1750 LineOfSightTest: Thermal Optics = 0 CalculateObjectTrajectory CalculateObjectTrajectory: createphysicalobject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!!

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 21 Sep 2005 00:19:00 GMT View Forum Message <> Reply to Message Quote: ;------MIN_ATTRIBUTE_POINT = 35 MAX_ATTRIBUTE_POINT = 90 IMPATTRIBUTEPOINTS = 40 MAX_ZERO_BONUS = 15 START_ATTRIBUTE = 55 ;------We should also put a disclaimer here stating that they shouldn't go less than 0 or greater than 100 for the min/max/starting.

Quote:

Page 268 of 301 ---- Generated from The Bears Pit ; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector. ; Keep in Mind That there is not enough room on the strategic map to display more than 20 ; Militia per sector correctly(could possibly change) but they will still be there to defend, ; and you can still train them, and it will still cost you. Are you sure about this? I think setting it much higher than 20 could result in a crash.

Quote: ; I'll document these later, save to say, DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE***

...

;------MAX_STRATEGIC_TEAM_SIZE = 20 ;------

This number will need to be increased if the militia limit is increased. Again, I'm not sure about the effects of raising it above 20. I tried having more than 20 enemies in a garrison when I first added the Insane difficulty level, and it crashed if I did the Alt-O cheat. Note sure what else could happen.

Quote: ; Basically the 1st set are the number of available troops the queen starts with. These are how many reinforcements the queen can train, in addition to starting garrisons and initial patrols. At the most basic level, these are for the new patrols that come out of Meduna.

Quote: ; The Second four are (Mugsy?) How full the initial Garrisons are. Correct. This reminds me, we should be able to externalize all the garrison and patrol information too. Oh, and while I'm thinking about externalizing, we also still need to externalize the other shopkeeper information (cash on hand, markup, etc).

Quote: ; The 3rd set are the number of extra ELITES generated by the two highest difficulty levels Again, a percentage. So 50 = 50% of regular troops will be converted to elites.

Quote: ; The last set is the minimum size of an enemy group. This is the smallest group size an enemy ; wants to travel with. Correct.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 21 Sep 2005 00:23:00 GMT View Forum Message <> Reply to Message zango/Kaiden:

Page 269 of 301 ---- Generated from The Bears Pit Quote: CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! SimulateObject CalculateObjectTrajectory: calling simulateobject - this object never ****ing dies!!!! This is the problem from the original source code in physics.cpp that happened when Majek (I think it was Majek) was trying to throw a grenade.

As you can see by the debug.txt, we've identified the problem (looks like someone commented out my profanity though ).

For now, the workaround is to do something else other than the action that causes the loop (just for one turn) and we'll try to get it fixed ASAP.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 21 Sep 2005 01:24:00 GMT View Forum Message <> Reply to Message Mugsy,

When I originally began messing with the code over a year ago, I upped all the enemy data, including MAX_STRATEGIC_TEAM_SIZE to 40, Increased % of Elites, gave the Queen 5000 troops for her pool, And then I started playing. It didn't take long after Drassen to realize that I was ALWAYS going to have to babysit the Militia, so I upped the Militia size to 30, and to balance things out, increased the cost of training to 1500, and upped the number trained per session to 12.

While I didn't play through the entire game in this fashion, I did capture and train Militia in the Northern 5 cities and never had a crashing problem. But then again I had no need to use the cheat function. More than likely there's an integer somewhere that's not big enough, which we will have to fix when we find it. I'll try the cheat tonight and see if it crashes me. Keep in mind though, I directly modified the constants when I did it before, this time I replaced the constants instead, so there are potential problems. But everything seemed functional through my testing.

You are probably right about the strategic team size needing to be large enough to accomidate the militia team size, I'll test that out and add a note about it in the INI file. As well as a note representing the valid ranges. But when I tested it back then, every aspect of militia seemed to work just fine, auto-resolves, training, tactical fights including my mercs, etc...

At any rate, the code works with the values set at default level, so worst case scenario, maybe they won't be able to change some of them until the next release, but I'm sure we'll hear about any crashes that are caused by changing the values out of range. I can also put restrictions in the

Page 270 of 301 ---- Generated from The Bears Pit code making sure that the values can't be raised/lowered beyond a certain point. Or at the very least, like I said, indicate the valid ranges within the INI file itself.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 21 Sep 2005 01:59:00 GMT View Forum Message <> Reply to Message Quote: When I originally began messing with the code over a year ago, I upped all the enemy data, including MAX_STRATEGIC_TEAM_SIZE to 40, Increased % of Elites, gave the Queen 5000 troops for her pool, And then I started playing. It didn't take long after Drassen to realize that I was ALWAYS going to have to babysit the Militia, so I upped the Militia size to 30, and to balance things out, increased the cost of training to 1500, and upped the number trained per session to 12. Cool, good to know. Maybe I just did something dumb to screw it up then

Subject: Re: "1.13" Mod - Main Thread Posted by DurtyDan on Wed, 21 Sep 2005 09:19:00 GMT View Forum Message <> Reply to Message I hate having to babysit the militia. It would seem that city should be able to defend itself through 2 or 3 attacks, once their experience level is raised to light blue.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 21 Sep 2005 10:05:00 GMT View Forum Message <> Reply to Message Mugsy, just to be on the safe side, I went with:

Militia per sector 30 Max strategic team size 40

And played through countless battles. I used ALT-O on several occasions, moved my merc out of the sector to autoresolve several times, and then played through a few VERY LONG battles lol. Everything went fine.

Although, the most they sent at me was 24. But it could be simply because it's the beginning of the game. I seem to recall from last year that they did begin increasing their numbers.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Wed, 21 Sep 2005 13:26:00 GMT View Forum Message <> Reply to Message

Page 271 of 301 ---- Generated from The Bears Pit Nice!

Do you think it'd be worthwhile to add some new externalized constants to make the strategic team sizes and militia sizes vary by difficulty level as well?

Subject: Re: "1.13" Mod - Main Thread Posted by zango on Wed, 21 Sep 2005 13:39:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: Nice!

Do you think it'd be worthwhile to add some new externalized constants to make the strategic team sizes and militia sizes vary by difficulty level as well? nice idea! maybe you can let us configure the max sizes thru some external interface?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 21 Sep 2005 20:26:00 GMT View Forum Message <> Reply to Message Mugsy,

Considering the amount of work involved in basing those two constants on difficulty level, the ease of editing a plain-text INI file, and the fact that the players and modders alike can change these values regardless of difficulty level, I don't think it would be worthwhile. It wouldn't be difficult, it would just take someone 3-6 hours of tedious copy/pasting...

Zango, these values are already defined in the new Ja2_Options.ini file, so you can configure them, just follow the guidelines outlined in the INI file comments. Which I will update in my post above probably this evening after I e-mail the new release to Mugsy and backup my hard-drive to DVD's, but before I pack up my PC and leave (Hurricane Rita) :help: ...

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Wed, 21 Sep 2005 23:31:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Kaiden: Mugsy,

Zango, these values are already defined in the new Ja2_Options.ini file, so you can configure them, just follow the guidelines outlined in the INI file comments. Which I will update in my post above probably this evening after I e-mail the new release to Mugsy and backup my hard-drive to DVD's, but before I pack up my PC and leave (Hurricane Rita) :help: ... Rita eh? well i

Page 272 of 301 ---- Generated from The Bears Pit hope you get away safely

... and get somewhere where you can continue to work on this mod :taskmaster: (yes yes i'm greedy and unreasonable )

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Wed, 21 Sep 2005 23:57:00 GMT View Forum Message <> Reply to Message I'll be somewhere very safe.... At work...

I have one of THOSE jobs... You know the kind, where if the earth blew up, I'd still be at work when it happened...

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Thu, 22 Sep 2005 00:23:00 GMT View Forum Message <> Reply to Message yeah? seems like most of the jobs these days are or will soon be like that. so sad. anyway what's the ETA of the next release? Friday ?

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Thu, 22 Sep 2005 01:05:00 GMT View Forum Message <> Reply to Message There abouts, could be sooner or later, but the code will be e-mailed to Mugsy, this afternoon CST, along with the revisions that he and Snap have sent me so far.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Thu, 22 Sep 2005 01:24:00 GMT View Forum Message <> Reply to Message Kaiden,

Quote: Considering the amount of work involved in basing those two constants on difficulty level, the ease of editing a plain-text INI file, and the fact that the players and modders alike can change these values regardless of difficulty level, I don't think it would be worthwhile. It wouldn't be difficult, it would just take someone 3-6 hours of tedious copy/pasting... No worries then. That's kind of what I figured, but I thought I'd ask anyway.

Page 273 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by dextertt on Thu, 22 Sep 2005 01:37:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Kaiden: Mugsy,

...Which I will update in my post above probably this evening after I e-mail the new release to Mugsy and backup my hard-drive to DVD's, but before I pack up my PC and leave (Hurricane Rita) :help: ... Be safe Kaiden and appreciate all you have done for ja2 fans.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 24 Sep 2005 00:43:00 GMT View Forum Message <> Reply to Message Well, I was hoping to get the UB mercs and the GL cursor option into the next release, but since Kaiden appears to be incommunicado due to the hurricane, I don't have his code to merge my changes in.

I do however, have his newest release exe, which includes the changes he outlined earlier in the thread. So, I'll get that out to you guys either tonight or tomorrow morning.

Be safe, Kaiden - and have fun at work

Subject: Re: "1.13" Mod - Main Thread Posted by Mravac Kid on Sat, 24 Sep 2005 05:56:00 GMT View Forum Message <> Reply to Message One question: Is this mod compatible with the original 1.06 version?

Oh, and what would its effects be on JA2: Wildfire?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 24 Sep 2005 07:01:00 GMT View Forum Message <> Reply to Message 1) Yes, but you should install Dvornik's 1.03-1.12 patch just to be sure.

Get it here:

http://members.lycos.co.uk/dvornik/html/main.html

2) I don't know

Page 274 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 24 Sep 2005 14:26:00 GMT View Forum Message <> Reply to Message New version (09.23.05) is up.

Unfortunately, since I don't have the code, the tag fix isn't in yet.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Sat, 24 Sep 2005 16:40:00 GMT View Forum Message <> Reply to Message finally ... erm sorry for that. i'm just excited. :bluegrin:

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 24 Sep 2005 23:27:00 GMT View Forum Message <> Reply to Message Is the new binary compatible with previous savegames?

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 25 Sep 2005 00:24:00 GMT View Forum Message <> Reply to Message Just loaded the 09/23 release and continued on with the existing save games. So far no problems.

Along the same line as gpmg's question, do additional .xls for new items/weapons and shop inventories require a restart before they start showing up? I don't recall anyone asking this before, and I apologise if it has already been answered.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 25 Sep 2005 00:59:00 GMT View Forum Message <> Reply to Message Bad News:

My 1-yr old Dell Inspiron XPS decided to kick the bucket this morning, with a catastrophic hard drive failure.

I've lost all my work, and more importantly, everything I've been working on for this mod (UB guys, etc).

Page 275 of 301 ---- Generated from The Bears Pit Will updpate when possible.

Subject: Re: "1.13" Mod - Main Thread Posted by szultz on Sun, 25 Sep 2005 01:07:00 GMT View Forum Message <> Reply to Message Quote:Oh, and what would its effects be on JA2: Wildfire? [/QB]Wont work with Wildfire .... maps are different. How sad...... so sad..

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Sun, 25 Sep 2005 01:22:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: Bad News:

My 1-yr old Dell Inspiron XPS decided to kick the bucket this morning, with a catastrophic hard drive failure.

I've lost all my work, and more importantly, everything I've been working on for this mod (UB guys, etc).

Will updpate when possible. to bad :bawling: but it happens. the world won't end for us, but did YOU lose any really important stuff ? and so the HD is completely unusable?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 25 Sep 2005 02:53:00 GMT View Forum Message <> Reply to Message Just spent the last hour or so on the horn with Dell support. They're sending me a new hard drive; should get it by Wednesday or Thursday.

I lost EVERYTHING. The hard drive is totally dead. It's got unreadable sectors up the yin yang, and I can't even look at the directory structure in DOS.

Fortunately, I didn't have too much on there apart from some games and the 1.13 code, etc. I made a copy of my 1.13 source on Monday for a friend to take a look at, so I'll get the disk from him in a couple days. That code has the GL Burst cursor option, but I lost the silenced tag fix and everything for the UB guys, including all the re-organized speech and binary files :bawling: I WILL be redoing all that work, but it may take a while, as I'm liable to forget something this time around.

Page 276 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Dr.Quack on Sun, 25 Sep 2005 03:25:00 GMT View Forum Message <> Reply to Message Run Spinrite (grc.com) on the disk. Sometimes it helps in wonderful ways, you might recover your work. And make backups.. One drive only for Ghost images is what I have. Data thats not backed up is considered expendable... :devilglasses:

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 25 Sep 2005 04:33:00 GMT View Forum Message <> Reply to Message Well, it's a laptop, and spinrite won't run on it due to some bios or firmware incompatibility

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sun, 25 Sep 2005 05:18:00 GMT View Forum Message <> Reply to Message Sorry to hear about the technical troubles. Last time I had to do data recovery from a laptop HDD was five years ago when I used to work in computer repair. Needed another full system (2nd HDD for OS, recovery software, and enogh spare room to dump the data) and an adapters that converted from laptop IDE to fullsize IDE. This type of procedure is probably no go in your case, but depending on how critical the info (work related usually)is, and the damage to the original HDD, this type of data recovery may be feasible.

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Sun, 25 Sep 2005 07:05:00 GMT View Forum Message <> Reply to Message I bought two Dells a few years ago and I've had catastrophic problems with both. My desktop didn't even have some of the hardware it was supposed to and my laptop's dvd player has never been right.

I'm saying this because I had to actually threaten legal action (after a full year of lengthy tech support calls) before they did something. After that they sent a tech out to fix my laptop (dvd player is still screwy) and the sent me a new desktop.

Subject: Re: "1.13" Mod - Main Thread Posted by Nighthawk on Sun, 25 Sep 2005 07:15:00 GMT View Forum Message <> Reply to Message Hey Mugsy,

Page 277 of 301 ---- Generated from The Bears Pit I would be glad to help out with the UB guys speech and binary files for you. I would use Snap's jace program to extract everything, and I have done some .edt scripting which determines what lines are said.

Are the 4 guys still using the same number that's in the UB prof.dat? The jace utility also has a rename function.

Just tell me what to do.

Nighthawk

Subject: Re: "1.13" Mod - Main Thread Posted by ZaPPPa on Mon, 26 Sep 2005 03:54:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by abradley: Howdy Madd 2. Can't get a female body with the Imp-Editor. I go through the ritual of first making an Imp female with the xep624 and saving. Then use the Imp editor on the Imp.dat and save. 90210 the IMP female and go to Amerto. When she arrives from the chopper she sounds female, has the female face, but the body is male. Not a biggie but I do like the female form in my make believe RPG world. I don't know if someone has found a fix for it yet, if not.. I did.

Make the female IMP using the editor. Save the IMP. Put the IMP.dat file into any kind of hex editor (I use Visual Studio) and change the value at 0x0000010C from 02 to 03. Save the file again. Go to Ja2 and use the 90210 code. This will make a female body in the game.

I bet someone can make a quick program that will make the change for you, but since this fix is so simple, I bet most people will manage to fix it.

Subject: Re: "1.13" Mod - Main Thread Posted by perez24 on Mon, 26 Sep 2005 18:08:00 GMT View Forum Message <> Reply to Message I realize this might seem like an idiotic question in light of the technical expertise you all have, but how does one install the patch???

If I missed a post, I apologize.

Thanks.

Page 278 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Mon, 26 Sep 2005 19:21:00 GMT View Forum Message <> Reply to Message It comes in a zip file. Just unzip it into a fresh install of Ja2 (create a new folder for this install right on you're c drive).

It should work fine.

Subject: Re: "1.13" Mod - Main Thread Posted by Corn_Holio on Mon, 26 Sep 2005 19:37:00 GMT View Forum Message <> Reply to Message I figured out the answer to my own question, so please DELETE this post

Subject: Re: "1.13" Mod - Main Thread Posted by perez24 on Mon, 26 Sep 2005 20:53:00 GMT View Forum Message <> Reply to Message Khor 1255

Thanks, I'll try it.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 27 Sep 2005 05:50:00 GMT View Forum Message <> Reply to Message John: Thanks for the offer of assistance. I just wish I had noticed it sooner; I've just finished redoing all the binary and sound file changes.

I've also redone most of the UB merc code already (just need to get it home and test it). I figure I should be back up and running on my desktop PC by Wednesday (once my friend gets me the copy I made for him). Hopefully, I should have a new hard drive for my laptop by then, too.

However, with these resource file changes for the new mercs, the mod has grown to ~22MB (not including source code) and my webspace only allows me to host 20MB total. So, does anyone know of a good host, where we can post periodic updates, as well as the source code?

Subject: Re: "1.13" Mod - Main Thread Posted by Frank Ballew on Tue, 27 Sep 2005 21:16:00 GMT View Forum Message <> Reply to Message

Page 279 of 301 ---- Generated from The Bears Pit Will 1.13 be compatible with any of the old mods? Will the MOD squad be looking at this for any of their current/future projects?

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Tue, 27 Sep 2005 21:25:00 GMT View Forum Message <> Reply to Message For the future, of course. One the main goals of this "mod" is improved moddability. A lot has been externalised already.

The old ones need to be converted to the new mechanisms though. Until the mechanisms are solid and documented, it'd be a waste to already start the ports, since it'd be a moving target.

Subject: Re: "1.13" Mod - Main Thread Posted by Nitrat on Wed, 28 Sep 2005 07:05:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: However, with these resource file changes for the new mercs, the mod has grown to ~22MB (not including source code) and my webspace only allows me to host 20MB total. So, does anyone know of a good host, where we can post periodic updates, as well as the source code? I can create a ftp account at my server and after your upload, can i change the download to the final server. At the final did i not know how to make there ftp accounts. greets

Subject: Re: "1.13" Mod - Main Thread Posted by mde on Wed, 28 Sep 2005 22:58:00 GMT View Forum Message <> Reply to Message @Madd Mugsy

Email me ([email protected]) and you get a ftp-account for www.gamedesign.de

Subject: Re: "1.13" Mod - Main Thread Posted by XXXSHADOW on Fri, 30 Sep 2005 01:01:00 GMT View Forum Message <> Reply to Message Don't do this because we don't want support germans occultism cults. Read Crowley and LaVey

Page 280 of 301 ---- Generated from The Bears Pit correctly!

If you are a satanist don't join a cult because its not you free mind and you can not grow up you self. und da du Pisser ja Deutsch kapierst verpiss dich von hier, hier will dich eh keiner lern was Satanismus ist und das deine Sekte damit nichts zutun hat.. tzzz

Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Fri, 30 Sep 2005 04:58:00 GMT View Forum Message <> Reply to Message Wow, I've been out of the loop a while after trying to help out on the original white hat project (New Contract, then another, you know how it is, all work and more work, and not enough sleep)

I thought I'd pop in here to see if there was any news on JA3 and found this instead.

Good job Mugsy and Kaiden, and all the others that have been working on this, I downloaded it and gave it a try, I'm very very impressed, I've read through all of the forum posts on the 1.12 mod (that took some time )

I'd love to be able to help you guys out, but my time is limited and my C skills are even worse having not used it for so long, but what I can do, time allowing, is write some tools (or an all in one tool) to edit those xml files, it'll probably be in VB or C#.NET if I can dig my copy out (been using VB6, when not SQLing, need practise in C#)

So, I'll get cracking on that unless someone else has something in the pipeline, and I'll find another way to help out.

When I get into it, I'll probably have many stupid questions about what bits do what, or I could just dig through the code myself.

I could even throw some ideas at you, but you seem to have enough to get along with at the moment anyway.

Good job again to you busy busy coders.

F.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Fri, 30 Sep 2005 13:26:00 GMT

Page 281 of 301 ---- Generated from The Bears Pit View Forum Message <> Reply to Message If Bearpit's around to set it up I think this mod/code conversion should get it's own forum section like the other large scale mods or at least a subheading under the 'campaigns' section (it's not really a new campaign though, it's a new subsystem to the original campaign with extra grit and guts!) It'd keep it all easier to follow and manage if it were all under one heading. I only found the 1.13 thread under the JA2:War Stories section tonight (I posted a long account of underdog triumph.)

It's getting a bit out of hand having all of these 1.13 threads mixed in with all the other stuff, dontcha think?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 30 Sep 2005 13:39:00 GMT View Forum Message <> Reply to Message @Fire Missles

If you could work up a spreadsheet program similar to Batman's Desktop for use with this mod it would be a great help to those of us basing our projects on this outstanding new system. It is pretty easy to work with the .xmls like they are now but a spreadsheet would speed this process up considerably and remove the possibility of making a simple oversight that causes you to sift through the various files to see where the error is. My project is comming along nicely but I could have gotten alot more done with a spreadsheet.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Fri, 30 Sep 2005 13:41:00 GMT View Forum Message <> Reply to Message FireMissiles: If you could do a new Proedit, that would be great. We could decrypt prof.dat into an XML file even now, but it would be a big pain in the ass to edit manually. All inventory slots, character traits, merc relationships, etc. would be coded with numbers, which you would have to look up in various tables. But if you could recreate something like Proedit, which would pull all the necessary info from XML files...

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 30 Sep 2005 13:46:00 GMT View Forum Message <> Reply to Message Snap's idea would be of much more usefullness to the longterm project than my idea. A new Proedit for this version would open the door (perhaps) to a new or modified map editor and that would be a giant leap toward ultimate moddability.

Page 282 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Fri, 30 Sep 2005 18:12:00 GMT View Forum Message <> Reply to Message @Khor Batmans desktop was what made me think that something like this would be useful, I used it a couple of times myself when trying to make some mods of my own, but after realising I have no creative talent at all, making tools seems more suitable for me

@Snap a Proedit style thing is on the list, but I'd need to create all the classes etc for all the xml files, items, weapons, attachments etc etc etc for validation in the proedit anyway, so it is well worth doing something for all the files, and once I've done the main framework for the program, adding functionality shouldn't be a problem.

As for validation, I'll write this as a tool for idiots (I have 2 styles of coding for me and for idiots, so theres no offence meant with the idiot comment, all it means is that I'll put in validation that limits what can be entered in certain fields hence causing less opportunity for crashes to be caused from the files, helps casual modders, which I hope would be the aim for this sort of project)

One other thing I want to put in it is multi language support, which shouldn't be too hard as I'll be starting from scratch so I can plan it in.

I'll get on with it when I get back from work tonight then

F.

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Fri, 30 Sep 2005 18:23:00 GMT View Forum Message <> Reply to Message Quote: multi language support For the editor? Anyway, please use unicode (utf-8) if possible - I don't know if windows supports it natively though. The best thing would be gettext support, but I guess that's a bit too much.

Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Fri, 30 Sep 2005 20:59:00 GMT View Forum Message <> Reply to Message I've not come across gettext before, but I'll look into it, and yeah, it'll only be for the editor (not map editor yet, that'll probably be converted from whats already there rather than this, I'm only doing some front end for the xml editing)

Edit: OK, looked at gettext, and I think it's unnecessary, as I'll not be hardcoding any text into it anyway, but I might borrow they're file formats for the text files

Page 283 of 301 ---- Generated from The Bears Pit and as for unicode, windows NT line supports it, but not windows 9x

I'll see what i can do, but no promises, if i can't get it to work properly, i'll probably get upset at the world or something like that

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Fri, 30 Sep 2005 22:38:00 GMT View Forum Message <> Reply to Message FireMissles

Please make it idiot proof. It will be of great help to those of us in the aforementioned catagory to not be able to shoot ourselves in the foot with this one.

Batman's desktop I'd say is a good model to work from (from a user end point of view). The way it was formatted made all the changes easily identifyable and the sectioning off of the different catagories of file layering made you able to finish one aspect at a time (which really comes in handy if you're doing a complete reworking of the items mod). Of course it fell short in being able to make some of the changes it was supposed to (no offense, Batman; for it's pre source code time it was a brilliant piece of work) but the basic layout was very user friendly.

I'm wondering if this tool of youres is going to work for those of us who have made serious changes in the item list numbering.

For instance, to make indexing and general manouvering around my project a little easier I grouped all items of a similar type into sections of the item list (leaving a few blanks where I thought I might be adding more). So all weapons come first, then ammo, then explosives, then armour then.... Well, I'm still working on the armour but I lined the image files (.stis) up so that all the images loosely correspond to thier item numbers as well.

What I'm wondering is will this play havoc once I go to look at them with you're spreadsheet?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Fri, 30 Sep 2005 23:36:00 GMT View Forum Message <> Reply to Message Quote: It's getting a bit out of hand having all of these 1.13 threads mixed in with all the other stuff, dontcha think? Agreed. Where is BearPit anyway? I haven't seen him around the forums.

FireMissiles:

Page 284 of 301 ---- Generated from The Bears Pit Welcome to the project! Always good to have more help

Thanks for taking the initiative on making a GUI editor. I think all the XML files are starting to get on people's nerves

Anyway, C# or VB.NET sounds great, and are what I do for a living, so feel free to ask me for anything. (But my C/C++ skills suck, so please don't laugh too hard when you look at my JA2 code)

Don't know if you saw my post somewhere around here about how easy it would be to read in the data from the xml files into .NET. It should just be a matter of loading them into a dataset using the ReadXML method, binding the dataset to a datagrid or entry form, and then spitting them back out using WriteXML.

Cheers! :cheers:

MM

Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Fri, 30 Sep 2005 23:45:00 GMT View Forum Message <> Reply to Message @Khor

The fact that the data is in a heirarchical result set (Which is what XML is) with multiple tables (files) with primary and secondary keys (uiIndex and ubClassIndex from Items.xml as an example) means that as long as the references between the files are correct when loading that it shouldn't matter to me what order things are in. The only issue that could come up here is with the game itself.

I'll know more when I've got something to work with and play around with the data myself and see what I can break.

The one concern I have at the moment, and hopefully someone can answer for me is that the primary index key in the weapons.xml file has to match the primary index key in the items.xml file instead of the secondary key, that doesn't look quite right to me, and I was wondering if there was a reason for it, it won't cause too many problems with the program, I'll just have to create a unique rule for that file (I'd stare at anyone who did that in one of my DBs :angry: )

Oh, and idiot proof was always the plan, as I don't know the data structure as well as i'd like, it'll have to be idiot proof for me to use it.

Edit:

@Mugsy

Page 285 of 301 ---- Generated from The Bears Pit Thanks for the welcome, and i know what you mean about the xml files, it's like table full of secondary keys, gets complicated after a while.

I did give up on .NET as i can't find my copy, so it'll be VB6 i'm afraid, and i wouldn't complain about your C++ code as mine's just as bad (I did write hangman in it once, thats as close as i ever came to game programming in C) plus as i keep ending up in companies that haven't made the step up to .NET yet I tend to write any data manipulation tools i need in VB6 anyway, so it'll be quicker for me to use that (no thinking needed, just habit code ) plus ADO 2.5 and up have a sort of XML support (and so does VB6 itself in fact), and I can work with that (I hope)

F.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 01 Oct 2005 00:41:00 GMT View Forum Message <> Reply to Message Quote:The one concern I have at the moment, and hopefully someone can answer for me is that the primary index key in the weapons.xml file has to match the primary index key in the items.xml file instead of the secondary key, that doesn't look quite right to me, and I was wondering if there was a reason for it, it won't cause too many problems with the program, I'll just have to create a unique rule for that file (I'd stare at anyone who did that in one of my DBs ) That's actually my fault The reason for it was that there was a problem with the C++ code when looping through the weapons array when I was first trying to remove the weapon limit of 70. If I remember correctly, it had something to do with the MAX_WEAPONS constant that SirTech put in the item type enumeration. At that stage, I was still wet behind the ears WRT the source, so I hacked it. I should be able to change the code to work with the arrays separately now.

EDIT: I take it back. It's not my fault. It was the SirTech Devs! Most of their references to the Weapon array in the code point to the Item array's uiIndex instead of the ubClassIndex. I knew there was a reason I went with a one-to-one relationship...

Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Sat, 01 Oct 2005 01:02:00 GMT View Forum Message <> Reply to Message Excellent, it'd make a lot more sense that way too, I'll plan in for the change then.

Another thing, the ubCalibre field in weapons.xml, does this reference the magazines.xml file now?

I'll have many more of these questions in the future no doubt

Subject: Re: "1.13" Mod - Main Thread

Page 286 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Sat, 01 Oct 2005 01:10:00 GMT View Forum Message <> Reply to Message Ok, I just looked at the code. It took about five minutes to fix my own bad references to the weapons array.

It'll take a helluva long time to fix the SirTech references though. They're everywhere!! So changing them isn't going to happen anytime soon

Quote: Another thing, the ubCalibre field in weapons.xml, does this reference the magazines.xml file now? Nope. It points to the uiIndex in AmmoStrings.xml (which I should probably rename to AmmoCalibers.xml)

Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Sat, 01 Oct 2005 01:41:00 GMT View Forum Message <> Reply to Message Quote:They're everywhere!! So changing them isn't going to happen anytime soon OK then, I'll plan for both kinds, make it easier to change when it's sorted.

Oh, you say it references uiIndex in AmmoStrings, there is no uiIndex in ammostrings , I'm guessing it's an implied index, created in the program instead of in data.

I think I'll create a relationship diagram and see if there are any more of these issues, I'll just do it for the items and sub files first, as thats what I'm working on now

F.

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 01 Oct 2005 01:43:00 GMT View Forum Message <> Reply to Message Quote: Oh, you say it references uiIndex in AmmoStrings, there is no uiIndex in ammostrings , I'm guessing it's an implied index, created in the program instead of in data. Whoops. Yeah, it's implied by the position of the entry in the file. There is no uiIndex for that file because it doesn't read into an array based on a structure in the code -- it reads into three different 1D arrays.

The Sounds.xml file has the same problem.

Subject: Re: "1.13" Mod - Main Thread

Page 287 of 301 ---- Generated from The Bears Pit Posted by FireMissiles on Sat, 01 Oct 2005 02:08:00 GMT View Forum Message <> Reply to Message Well, I've just gone through the files that use items, except the inventories and IMPitems ones, I'll leave them for later.

AmmoStrings is the only file that I came across that really needs a uiIndex, especially if the max number has changed, the sounds are referenced by name rather than implied index, whereas the ammostring is accessed by index in a couple of places, magazine and weapon I think.

So I would stick in the uiIndex field in the xml file even if it's not used in game, it'll help me, and others that will mod straight to the xml files, saves counting

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 01 Oct 2005 02:47:00 GMT View Forum Message <> Reply to Message Sure, no problem. You should be able to add whatever extra tags you want, and the game should just skip over them when the files load.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sat, 01 Oct 2005 09:37:00 GMT View Forum Message <> Reply to Message There are free XML sources on the Internet that you could use instead of rolling your own. I could point you to some C++, but I am sure there are some for VB or C# as well.

Please don't hard-code any validation parameters. In the future we might actually include some validation in the XMLs themselves - AFAIK, more advanced XML formats allow that. That would be the best - both data and validation all in one place.

As for straight XML editing, there are some free editors around that work better than just text editors. Here is a simple, small editor from Microsoft:

XML Notepad

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 01 Oct 2005 09:46:00 GMT View Forum Message <> Reply to Message You could just make an xsd file to handle any validation. That'd be easy for anyone to change.

Page 288 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 01 Oct 2005 11:11:00 GMT View Forum Message <> Reply to Message I've been using the XML Notepad tool. It's nice but a proviso to anyone using it would be to use View->Source to see the comments in the file headers for guidance when editing...

The XML files have useful header info not immediately viewable in the editor.

Subject: Re: "1.13" Mod - Main Thread Posted by wudubuquan on Sat, 01 Oct 2005 11:21:00 GMT View Forum Message <> Reply to Message here are some feedback from the ppl who played 1.13 at www.tbsgame.net i did some translations for some of these posts http://tbsgame.net/bbs/index.php?showtopic=19353 1. add new items and get rid of the useless ones 2. use new maps or use maps from WF or UC (most fans want to see the maps improved) 3. adding new mercenaries 4. fix\ the bug where the game crashes when an explosion goes off 5. improve headshot damages (a lot of fans want this one too) 6. raise the price of selling items with the ALT+LMB method 7. new shooting animations of possible 8. having AP/HP/Heap ammos in one clip and the players can switch freely 9. different animations for throwing (knives and grenades) 10. make the grenades able to bounce off walls/doorways to hit enemies in corners 11. make items more durable 12. still listing... well you dont have to take all of them into consideration but they can give you an idea about what the fans want and what they think should be improved

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 01 Oct 2005 11:54:00 GMT View Forum Message <> Reply to Message New animations require animator talent and new graphical assets, I'd venture to guess that those are the lowest priority items right now.

Durability can be readily modified by editing the XML files provided by the work already done.

Selling price is an option in the Ja2_Options.INI file that can be easily altered by any user.

Clips with mulitple ammo types is a code change that likely going to be a lower priority than bugfixes and AI improvements.

Items can be added to or removed from the XML files as desired by anyone wanting to do so. If

Page 289 of 301 ---- Generated from The Bears Pit you don't like an item, change it there.

Headshot damage, not sure, but probably a minor code change and possibly an option that would make the game too easy (?) Using the Barrett rifle I already score single shot kills 100% of the time and about 90%+ with any other sniper rifle. other weapons are more or less effective depending on head armour, I think.

Game crash due to explosions, I'm not sure, I've been testing the hell out of it and haven't had one in a while despite a few almost purely grenade/mortar/rocket firefights.

Not sure about the grenade bouncing thing, this is the first I've heard of it as a priority item on anyone's list.

Mind you, I'm only replying as an avid playtester/kibitzter, but I wouldn't try to overload the good graces of the fine talent we've got improving our favourite (and maybe only) turn-based mercenary RPG. Read all of the posts in here to see what you can already do as an end-user, Mugsy's mod was mostly about getting the data out into an easily modifiable format for the community player and fixing stray bugs. It's gone well beyond that goal already and everthing else is a 'what if?' scenario.

If I'm talking outta my ass again here or this sounds unreasonable/wrong someone please gimme a boot to the head...

Subject: Re: "1.13" Mod - Main Thread Posted by FireMissiles on Sat, 01 Oct 2005 18:05:00 GMT View Forum Message <> Reply to Message @Snap

I didn't plan on writing my own XML parser/creator and I found one anyway. Validation I was also going to externalise, I hadn't worked out how yet, but I'll look into xsd files.

I'm trying to avoid hard coding anything at all into it, I could probably even create the forms with an XML file but that might take too much work for my poor tired brain.

F.

Subject: Re: "1.13" Mod - Main Thread Posted by Wil473 on Sat, 01 Oct 2005 20:53:00 GMT View Forum Message <> Reply to Message @wudubuquan about #8 you seem to be describing a request for "variable effect/lethality" ammo, one magazine/ammo type goes in, but what comes out is toggled by the shooter (dial in for stun, kill, vaporize or broil like a phaser off Star Trek)? The closest thing in real-life would be that variable

Page 290 of 301 ---- Generated from The Bears Pit velocity rifle proposed a few years ago when "less-than lethal" was the so-called "next big thing" in the security and defence community. Essentially it was an M-4 (or other AR-15 based firearm) with a two setting gas valve, that shot plastic cased flechette rounds: at high pressure/velocity the plastic sabot would shed leaving a very lethal flechette; at low pressure/velocity the flechette would remain in the sabot and in theory only cause blunt instrument (rubber bullet like) trauma. Not sure how successful they were at the technology; from the lack of recent news/procurement/deployment I presumed they were not successful business wise. (I think their only sucess was appearing in a novel that had Tom Clancey's name on it, one of the Ops Center novels I think.)

On the otherhand, you might be describing having dual ammo feeds which are selectable. The South African Neostead shotgun comes to mind (two seperate tubes for ammo, switch controls if left or right is feeding), but aside from that, I'm sorry but I can't really think of any other applications.

Ah, perhaps something was lost in translation? From experience things never seem to translate properly (try explaining the nuances of having a computer to a grandmother in a language you barely can speak, and cannot read/write).

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 01 Oct 2005 23:13:00 GMT View Forum Message <> Reply to Message Offtopic (sorta):

Anyone heard how Kaiden made out? Hope he's doing alright.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sat, 01 Oct 2005 23:36:00 GMT View Forum Message <> Reply to Message I think I just made warrant officer. Does that mean I have to buy a round in the mess?

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sat, 01 Oct 2005 23:55:00 GMT View Forum Message <> Reply to Message Kaiden is doing ok, but he's still without power. He should be back online soon.

Ok, onto the list:

1. add new items and get rid of the useless ones

Doable in the xml files now.

Page 291 of 301 ---- Generated from The Bears Pit 2. use new maps or use maps from WF or UC (most fans want to see the maps improved)

Later, once we have a working map editor.

3. adding new mercenaries

In the next release, you should see 4 new mercs at MERC: Gaston, Stogie, Tex and Biggins.

4. fix\ the bug where the game crashes when an explosion goes off

I've seen this too, but haven't been able to trace it thus far. It's already on our todo list

5. improve headshot damages (a lot of fans want this one too)

This seems kind of weird to me. I think you should just up the ubImpact stat in weapons.xml and maybe increase the MaxDistanceForMessyDeath stat.

6. raise the price of selling items with the ALT+LMB method

This should be in the ini file. (Personally, I'd lower it )

7. new shooting animations of possible

Eventually, maybe. This would be a very low priority since we already have shooting animations. What we're going to look into in the nearer future is crouching and prone animations for LAW firing and grenade tossing. Khor has done some animations for the LAW firing, but with all the craziness that's been happening, we haven't had time to work on that part yet (sorry, Khor; I know you're waiting for us...)

8. having AP/HP/Heap ammos in one clip and the players can switch freely

Ummm, no. But you will be able to create your own ammo types in the next release, so you can have an AP+HP+HE+Antitank ammo if you really want.

9. different animations for throwing (knives and grenades)

See 7.

10. make the grenades able to bounce off walls/doorways to hit enemies in corners

This would require serious changes to the physics code, which is still way beyond our scope at this time.

11. make items more durable

Increase the reliability stat on items to make them more durable. Increase the PercentStatusDrainReduction stat to make kits last longer.

Page 292 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Sun, 02 Oct 2005 00:00:00 GMT View Forum Message <> Reply to Message Thanks for the update, Mugsy. Good to hear he weathered the storm alright.

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Sun, 02 Oct 2005 04:08:00 GMT View Forum Message <> Reply to Message Hey! We have power now, but we're still not moved back in, hopefully tommorrow or monday we can resume some semblance of a normal life. I have monday off so that will make it easier. I didn't think about checking the DSL while I was there. So It will take me several hours to get caught up on reading the forums, but I've read a few posts and I spent some time reading the tbsgame forums. wudubuquan , I thought I saw a post over on TBS about how to get the WF maps in 1.13. Did I misunderstand it?

Also #6 is in the INI file, however, the maximum price for selling at this point is 100% (setting the value to 1 in the INI file) Remember the INI file setting is a divisor, so the lower the number the better the price.

Also, wudubuquan, thanks gathering these requests and posting them over here, makes it alot easier than searching the TBS forums and translating

Subject: Re: "1.13" Mod - Main Thread Posted by Nitrat on Sun, 02 Oct 2005 07:46:00 GMT View Forum Message <> Reply to Message Hiho, would ask Madd Mugsy, did my email from yesterday arrive ?

@XXXShadow, are you from Germany, too ? greets

Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Sun, 02 Oct 2005 08:20:00 GMT View Forum Message <> Reply to Message Kaiden, nice to see you on the forums again!

Page 293 of 301 ---- Generated from The Bears Pit nitrat, I didn't get it.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Sun, 02 Oct 2005 09:17:00 GMT View Forum Message <> Reply to Message Headshots damages: there are some constants related to critical hits in the code; some binary mods have tweaked them in the past. I was thinking these would be good candidates to externalise, so that those who want to see more brutal damages can get what they want.

Variable ammo in the magazine: Project E5 has this: you can fill your mag with different ammo types (the same calibre, of course). But this would be extremely difficult to implement in JA2, and frankly I don't see a good reason why we should.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Sun, 02 Oct 2005 15:53:00 GMT View Forum Message <> Reply to Message yay Kaiden is back

Subject: Re: "1.13" Mod - Main Thread Posted by Nitrat on Mon, 03 Oct 2005 00:54:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: nitrat, I didn't get it. can you send me your emailaddy ? i would send you ftp account data greets

Subject: Re: "1.13" Mod - Main Thread Posted by Kaiden on Mon, 03 Oct 2005 12:37:00 GMT View Forum Message <> Reply to Message Ok so... Just to get back on track, I guess here is my tenative todo list

1. Add an INI setting to swap Data folders, Moving the Ja2_Options.INI file into the Data Folders, and placing the option to swap them in the JA2.INI file.

2. Fix IMP Personalities. They will be random, but I'm thinking about upping the chance for certain

Page 294 of 301 ---- Generated from The Bears Pit personalities and attitudes based upon the skills you choose. For instance, auto weapons or Heavy weapons would give you a better chance of having a Phsyco IMP. NO/Stealth would give you the Lone Wolf personality, etc...

I would however add in the option of turning personalities on/off in the INI file for those that like having a NORMAL IMP all the time.

Anyway, this is really considered a bug, because well it was working and I broke it . Which leads me into Numero Three-oh.

3. Go down the list of bugs fixing any that are still outstanding. All 3 of us have knocked out several of bugs in the last couple releases, but with a list of 10+ bugs still outstanding, I'd say that clearing out some of the more troublesome ones should be high on the list.

4. If Mugsy hasn't already done it by now, or by the time I get to this point, then I'll look into adding the new LAW animation for female mercs (crouching and prone).

5. Not sure at this point, sooo many things on the list... Vehicle Inventories sounds like a good choice, but may make Savegames incompatible? Not sure about that. Externalizing NPC locations is high on my list as well. So is getting the Editor working and adding some Beta Editor functionality to it. But that's a rather large project and not something that would be ready in a few days or weeks

Also, I apologize for rushing a release before the storm, but I didn't know how long I was going to be out, and we had several modifications already in the code, tested and working just fine so I figured WTH.

Subject: Re: "1.13" Mod - Main Thread Posted by flybyu on Mon, 03 Oct 2005 15:49:00 GMT View Forum Message <> Reply to Message Hi MM I've been away for awhile, and I am so glad 1.13 is still going strong. The way you

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Mon, 03 Oct 2005 18:05:00 GMT View Forum Message <> Reply to Message about 2) how about adding some more traits/personalities - currently only a few have any effect. I'm thinking about: - sleepy/coffee-adict (needs more/less sleep to rest) - drunkard (drinks alcho if present, especially if stressed - low morale) - natural/horrible driver (less/more fuel consuption) - and for some fun, sleepwalker (wakes up at a different spot after resting)

Page 295 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by XXXSHADOW on Mon, 03 Oct 2005 18:41:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Nitrat: @XXXShadow, are you from Germany, too ? Yes you know who iam

Subject: Re: "1.13" Mod - Main Thread Posted by alerus on Mon, 03 Oct 2005 19:37:00 GMT View Forum Message <> Reply to Message My wish list:

1. Prices are ok. 2. Improved maps would be great 3. More weapons, equipment from UC (striker, commando vests, upgrade able weapon like M4 in UC) 4. those RPG-s dont work in my game, Nobody seems to hit anything with that, LAW-s work fine 5. dmg mod is all right, perhaps make pistols and revolvers useable untill the end (even higher dmg?) so you can rely on your sidearm till the end of the game - perhaps more closecombat maps in edition with that. 6. kill the "sniper" or better upgrade it, so the enemy don't kill you from imposible positions after putting a silenced hit at night. So if your char in proned, camouflaged, does not get hit by every enemy in the sector.

God I wish I had some programing talents and time to participate in this great modding comunity If it means something, than I say I greatly admire your work. You keep this game alive.

Subject: Re: "1.13" Mod - Main Thread Posted by Majek on Mon, 03 Oct 2005 21:57:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by alerus: [QB] My wish list:

6. kill the "sniper" or better upgrade it, so the enemy don't kill you from imposible positions after putting a silenced hit at night. So if your char in proned, camouflaged, does not get hit by every enemy in the sector.

/QB]mercs can hit anyone anywhere so why shouldn't the enemy? it's a squad based game so you should play solo

Page 296 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Madd_Mugsy on Tue, 04 Oct 2005 00:58:00 GMT View Forum Message <> Reply to Message Here's what I'm working on:

1) Integrating Kaiden's and Snap's code with my new changes 2) Finding an FTP site, since the mod will be too big for my webspace by the next release 3) Playtesting the UB mercs and the air strikes 4) After 1-3 are done, I'll make a new release 5) Gathering stats and images for new weapons and items. 6) Balancing the stats 7) Adding the new items Testing

I don't have an exact total of how many there will be, since I'm indexing by picture, but I'd guess between 300-500 new items. This will include new armour, ghillie suits, new melee weapons and knives, new attachments, new ammo types, explosives, misc. items, and of course, many, many new guns

Subject: Re: "1.13" Mod - Main Thread Posted by lynxlynxlynx on Tue, 04 Oct 2005 01:38:00 GMT View Forum Message <> Reply to Message can't complain. btw, I haven't gotten any response from the other svn candidate, so I guess it's a no-no. I can offer a bugtracker if you think you need one, not much more. :whoknows:

Subject: Re: "1.13" Mod - Main Thread Posted by Nitrat on Tue, 04 Oct 2005 07:32:00 GMT View Forum Message <> Reply to Message Quote:Originally posted by Madd Mugsy: 2) Finding an FTP site, since the mod will be too big for my webspace by the next releaseyou have mail you can give Kaiden access too (for private data transfer or something like that) greets

Subject: Re: "1.13" Mod - Main Thread

Page 297 of 301 ---- Generated from The Bears Pit Posted by Madd_Mugsy on Tue, 04 Oct 2005 07:41:00 GMT View Forum Message <> Reply to Message cool. thx nitrat. I'll check it when I get home from work.

To everyone bitching about snipers at night:

Look what I found in the code today:

//KM: March 25, 1999 //Assign nightops traits to enemies/militia

if( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA ) { INT32 iChance; UINT8 ubProgress;

ubProgress = HighestPlayerProgressPercentage();

if ( ubProgress < 60 ) { // ramp chance from 40 to 80% over the course of 60% progress // 60 * 2/3 = 40, and 40+40 = 80 iChance = 40 + (ubProgress * 2) / 3; } else { iChance = 80; }

if ( Chance( iChance ) ) { pSoldier->ubSkillTrait1 = NIGHTOPS; if ( ubProgress >= 40 && Chance( 30 ) ) { pSoldier->ubSkillTrait2 = NIGHTOPS; } } } else if( pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY || pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA ) { INT32 iChance; UINT8 ubProgress;

ubProgress = HighestPlayerProgressPercentage();

Page 298 of 301 ---- Generated from The Bears Pit if ( ubProgress < 60 ) { // ramp chance from 0 to 40% over the course of 60% progress // 60 * 2/3 = 40 iChance = (ubProgress * 2) / 3; } else { iChance = 40; }

if ( Chance( iChance ) ) { pSoldier->ubSkillTrait1 = NIGHTOPS; if ( ubProgress >= 50 && Chance( 20 ) ) { pSoldier->ubSkillTrait2 = NIGHTOPS; } } }So maybe they _can_ see you better than you can see them...

BTW, how does everyone feel about having female enemies as elites? Should it be guys only? Should female enemies also be allowed to be red or yellow shirts (if possible)?

Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 04 Oct 2005 08:06:00 GMT View Forum Message <> Reply to Message I'd really like to be able to choose whether each faction can be male, female, or mixed but I'd settle for male only enemies. This is a somewhat selfish request but I think if you could figure out how to make it toggleable this would be of great help to future mods where female enemies might be very out of place.

If you could even do this for a special .exe I'd really like to have it sense I'm planning on a lot of modding set in eras where females were rarely seen in any number on the battlefield.

Subject: Re: "1.13" Mod - Main Thread Posted by Snap on Tue, 04 Oct 2005 08:22:00 GMT View Forum Message <> Reply to Message This would be much easier to hard-code than to externalise - in fact, I could do that for you. Just today I experimented with enabling female body types for all enemy classes - it works fine.

On the other hand, if we externalise body type choices for factions, we could also externalise palettes (clothing and possibly even skin and hair colour). That would be more generally useful.

Page 299 of 301 ---- Generated from The Bears Pit Subject: Re: "1.13" Mod - Main Thread Posted by Khor1255 on Tue, 04 Oct 2005 08:56:00 GMT View Forum Message <> Reply to Message That would be a huge step toward having uniformed factions without having to change all 32 enemies in each map. If not externalised at least perhaps switchable in the .ini? But an all male enemy .exe would suit the current mod I'm working on and help with the projects I'd like to work on in the immediate future.

Subject: Re: "1.13" Mod - Main Thread Posted by KIA on Tue, 04 Oct 2005 10:42:00 GMT View Forum Message <> Reply to Message I've been trying to recall some of my oldest "want" posts. One of the top things which I wanted was the ability to switch the overland map view to different maps and mods with minimal fuss. Even the UC crew had a hard time changing that main map and I wonder if it's even possible. I suppose what man hath wrought, man can change, but this would be a huge step forward for modders. Second item: mobile SAM launchers. By this I don't necessarily mean a big chunky on-screen machine (tho that would be seriously cool... here's a link to a pic of one in Iraq http://www.janes.com/regional_news/asia_pacific/news/jir/jir020621_1_n.shtml - that picture would make for an interesting map segment...) but that SAM site coding should be made available for modders to move or call on from different sectors on the overland map. By extension, mine income, refining income, sap income or whatever income sources are used must be relocatable. Third big request, and this is a doozy. For high enemy mods in particular, militia should be able to be directed to move between sectors. Basic codework for this is in place as you can "pick up" different types of militia already and "drop" them into other sectors in the same town. It would be tremendous, however, if you could "drop" them into a movement group. Perhaps if when you try to close the militia window there are militia which have not been dropped, the exe could ask "Do you want to move these militia?" and if affirmative it will go to the movement line used for all overland movement for that particular group. Collision mapping and auto-resolve are already implemented for encounters between enemy and militia, so the actual encounter resolution should proceed as implemented. These groups would be extremely useful. You could send them out on probes to other sectors or towns or use them to soften up defenses or stage diversions before a concerted special forces attack. The militia could also take bridges, cut roads, attack small groups of enemy and generally do what a resistance would do to interfere with the occupying forces. Indeed, they could both reinforce threatened towns, thereby decreasing emergency training trips, and they could be sent immediately to occupy newly taken towns, thus letting your mercs rest up, heal and repair rather than rushing to train new milita from scratch. This would finally make the expert trainers really worth their weight and would make a fully-occupied base camp or staging camp effective as it would continually be generating troops and sending them off to advance objectives. To be fair (or reasonably challenging) however, a) enemy force patrols should be stepped up, and b) after some period of time the base would inevitably be discovered and an airstrike should ensue along with a strong enemy response. Fourth item, and by far the most challenging is implementation of strategic objectives which would affect the enemy such as power stations, net nodes, dams, ports, train tunnels, tracks, bridges, enemy training camps or barracks, enemy airbases or heliports, etc. Not quite sure how this could be implemented (other than airpower elements stopping air attacks until repaired). Newspapers or printers would be a

Page 300 of 301 ---- Generated from The Bears Pit good one becaus they might raise morale. This last want should be considered in detail before implementation.

Subject: Re: "1.13" Mod - Main Thread Posted by gmonk on Tue, 04 Oct 2005 13:53:00 GMT View Forum Message <> Reply to Message WRT females as elites, I'm an equal opportunity sniper. If it's got a gun and it wants to kill me or my team, I'll shoot it. Besides, I've had many fantasies involving platinum blondes in black Spectra armour with automatic weapons .

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