#170843 - 14 January, 2008 09:33 AM
[BETA] Externalized airports
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 Recruit
Posts: 8
Loc: Düsseldorf, Germany
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v1.13 XML
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Hey guys, first post here. Anyway, I've been playing JA2 ever since I bought the original german release in 1999. I also enjoy JA2 1.13 greatly, so I thought, I should try to contribute something. As the thread title says, I've been working on externalizing airport data. The result is a new, flexible shipping system, with the features listed below. Features and status: Updated 18/01/08, availlable on SVN - Externalized shipping locations (DONE): Shipping locations are defined in TableData\Map\ShippingLocations.xml. Parameters are name, map x coordinate. map y coordinate, map z coordinate and destination grid number - Externalized delivery methods: (DONE) Shipping fee and time can be defined per delivery method->shipping destination. Defined in TableData\Map\DeliveryMethods.xml - Fully working shipment delivery using the externally defined data (DONE) - Bobby Ray GUI integration (DONE): Externally defined destination names are displayed in the drop down list on the order page. Delivery method data is displayed (shipping costs but not method descriptions) and used to calculate the shipping and total cost. The previous shipments list and delivery notification emails are integrated as well. - Saving and loading shipment data to/from savegames. (DONE) - Can be used to implement shipping for completely new shops. Note:The Pablo/Sal "stealing feature" isn't working yet either, as it was embedded into the old "Bobby R" shipping code. I will try to implement that with the new trigger system, I'm developing, which is discussed a few posts further below. So far, this feature can be considered beta, that is, I've tested it and didn't encounter any problems in the current revision, though I still need to know if it runs properly on other computers. If you want to try it, check my SVN branch (Thanks to Lalien!). Any feedback would be apreciated. Screenshots:     - Dealtar (sorry for spelling errors or bad grammar)
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#170846 - 14 January, 2008 09:49 AM
Re: [WIP] Externalized airports
[Re: Dealtar]
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 Lieutenant
Posts: 522
Loc: Poland
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#170849 - 14 January, 2008 10:09 AM
Re: [WIP] Externalized airports
[Re: afp]
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 Recruit
Posts: 8
Loc: Düsseldorf, Germany
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v1.13 XML
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I guess boxes are not mandatory, right? \:\) No, they aren't. The game will drop off shipments on the ground if there is no openable/closable container present at the destination grid no.
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#170856 - 14 January, 2008 10:38 AM
Re: [WIP] Externalized airports
[Re: Dealtar]
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 General
Posts: 5581
Loc: Hannover, Germany
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As the thread title says, I've been working on externalizing airport data. The result is a new, flexible shipping system, with the features listed below.
Welcome here Dealtar  I guess that your work is very welcome here, since it is the first thing for some time that helps modders to set up their mods (instead of adding sweets that are mostly useful for players) 
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#170867 - 14 January, 2008 11:21 AM
Re: [WIP] Externalized airports
[Re: afp]
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 Recruit
Posts: 8
Loc: Düsseldorf, Germany
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v1.13 XML
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I see... on the other hand you could wait months till someone will test it... why don't you try to put it on beta 9 Chris was just released, I'm gonna update my minimod to that too and maybe give a try after that. Sure, I can do that.
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#170869 - 14 January, 2008 11:22 AM
Re: [WIP] Externalized airports
[Re: afp]
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 General
Posts: 5581
Loc: Hannover, Germany
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The player is the customer, Starwarlker. Even modding systems should have the same final aim, the player. Ignoring the real client for all this ussually reside in chaotic install systems like the current one, or unbalanced weapons good only for personal use. SVN is not a game updater, it's a development tool for the 1.13 team. Whoever updates his game from SVN is a tester by default. And no, I was not too happy when SVN was opened to the public.
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#170879 - 14 January, 2008 12:11 PM
Re: [WIP] Externalized airports
[Re: the scorpion]
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 Recruit
Posts: 8
Loc: Düsseldorf, Germany
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v1.13 XML
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this sounds like a great new feature ;-)
i have a question, did you also externalize the condition for bobby ray's website to become activated?
i wouldn't mind having this separated from the shipment drop location.
great job there, keep it up! Hm, I missed that one. But that's no problem. I'll add that to my next build. My idea is to implement this as an optional destination element property in ShippingDestinations.xml (like <fActivatesBobbyR>) and if it's not specified anywhere, Bobby R will be available from the start. On another note, thanks to all here for the friendly welcome and for your support.  Ok, back to work.
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#170901 - 14 January, 2008 01:40 PM
Re: [WIP] Externalized airports
[Re: Dealtar]
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 General
Posts: 5492
Loc: CH
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Hm, I missed that one. But that's no problem. I'll add that to my next build. My idea is to implement this as an optional destination element property in ShippingDestinations.xml (like <fActivatesBobbyR>) and if it's not specified anywhere, Bobby R will be available from the start. On another note, thanks to all here for the friendly welcome and for your support.  Ok, back to work. sorry that i insist, it is something i have been thinking about for some time now; what kind of elements can you think of for <fActivatesBobbyR> ? would it be possible to have a certain progression value or a game trigger work for this? In analogy to, for example, how the mines are being activated or skyrider and a lot of other things? or what other means to activate bobby ray's do you have in mind?
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#170909 - 14 January, 2008 02:55 PM
Re: [WIP] Externalized airports
[Re: the scorpion]
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 Recruit
Posts: 8
Loc: Düsseldorf, Germany
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v1.13 XML
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sorry that i insist, it is something i have been thinking about for some time now; what kind of elements can you think of for <fActivatesBobbyR> ?
would it be possible to have a certain progression value or a game trigger work for this? In analogy to, for example, how the mines are being activated or skyrider and a lot of other things?
or what other means to activate bobby ray's do you have in mind? Well my original idea was to simply make <fActivatesBobbyR> an optional tag to a shipping destination, that would activate Bobby Ray once the sector specified for that destination is conquered by the player. However your last post gave me an idea. Something like this:
<BOBBYRACTIVATIONTRIGGERS>
<TRIGGER>
<SectorPlayerControlled>B13</SectorPlayerControlled>
<SpokeToNPC>
<NPCProfileNo>114</NPCProfileNO>
<DialogChoice>2</DialogChoice>
<TestLDRSkill>1</TestLDRSkill>
</SpokeToNPC>
</TRIGGER>
<TRIGGER>
<PlayerProgressAt>57</PlayerProgressAt>
</TRIGGER>
</BOBBYRACTIOVATIONTRIGGERS>
All conditions within a <TRIGGER> must be true to activate that trigger and so on. This would be a rather simple solution (compared to a scripting interface). I'll look into this next after I have finished work on the shipping system and BobbyR integration. Hopefully RL won't consume too much of my time.  Ps.: I really love JA2 RR, great work there, scorpion! 
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#170929 - 14 January, 2008 06:42 PM
Re: [WIP] Externalized airports
[Re: Dealtar]
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 General
Posts: 5954
Loc: Pleasantville, NJ
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This is one of the things i've been waiting for for a long time. This will go a long way toward giving modders the ability to make really different maps.
Well done Dealtar!
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#179894 - 02 April, 2008 11:11 AM
Re: [WIP] Externalized airports
[Re: zilpin]
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 General
Posts: 5954
Loc: Pleasantville, NJ
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I was REALLY looking foreward to these externalisations. Finally something of substance for the project and not just cosmetic concerns and fixing what isn't even broken.
I hope he hasn't dissapeared.
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#181982 - 18 April, 2008 04:24 AM
Re: [WIP] Externalized airports
[Re: Marlboro Man]
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 Captain
Posts: 1075
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#184169 - 05 May, 2008 03:27 AM
Re: [WIP] Externalized airports
[Re: zilpin]
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 Sergeant
Posts: 194
Loc: Ze land of ze sheep, Dublin
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hey guys, how do you download this mod?
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#184519 - 08 May, 2008 12:45 PM
Re: [WIP] Externalized airports
[Re: lockie]
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 Drill Sargeant
Posts: 243
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Dealtar disappeared. It's not in the trunk source code as of r2114. Not sure if anyone more important than myself is merging into trunk. The core team is very busy, so maybe this was forgotten. A month ago I copied it in SVN into my branch, merged with NewInv and all updates up to revision 2046. I will be merging trunk revision 2114 into it this weekend. Source code and test data can be found here: https://81.169.133.124/source/ja2/branches/zilpin/AirportsXMLI have only done basic testing, trusting Dealtar's code. I have not done any testing with changing Dealtar's new XML files. No clue what anyone else has done or is doing.
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#184691 - 09 May, 2008 12:55 PM
Re: [WIP] Externalized airports
[Re: RoWa21]
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 Major
Posts: 2678
Loc: Slovenia
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If it runs safely side by side, then what's the reason it hasn't been merged. MP is the future of Ja2 anyway : edit: no JMX. we don't stand a chance so i don't want to force myself to suffer 
Edited by Majek (09 May, 2008 01:26 PM)
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#184709 - 09 May, 2008 02:38 PM
Re: [WIP] Externalized airports
[Re: RoWa21]
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 General
Posts: 5492
Loc: CH
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Single player runs safe side by side with multiplayer code. The earlier we merge mutliplayer we can get rid of applying bugfixes to different source code projects. Also if multiplayer is merged in, I bet lots of people will play + test multiplayer. So I think it is good to have it in the offical svn source code.
sure. i was just thinking that multiplayer might need special treatment and maybe things that don't mix well with singleplayer and vice-versa, not loading stuff from singleP to MP that MP doesn't really benefit. but i have to test MP in a serious way if i ever i get the time to do so anyway, so forget what i wrote for the moment, i'll revise or back up my uneducated guess later on anyway. in case MP needs special multiplayer versions of ja2 maps, it'd be damn good if the editor ran smoothly again. i'll be testing that as well, chrisL is working on that. oh, and for MP purposes, i also highly recommend to be able to do much more stuff in the editor, especially triggers action of different kinds as they are commonly known in almost every multiplayer game (also fun maps)
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