Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #362618 is a reply to message #362601] Mon, 08 March 2021 10:21 Go to previous messageGo to next message
luk3Z is currently offline luk3Z

 
Messages:68
Registered:December 2006
Location: Metavira
@sevenfm

I just read your comment from "How to use Ja2+AI.txt" & I have a questions.
Quote:

Additional content:
https://drive.google.com/drive/folders/1rI5jKsjeh8y-KBQzg9Eggo47-DJvstUJ
1. Are these addons are obligatory ?
2. Is there any pack with "all-in-one" pack with all addons ?
3. Is there any readme file for these addons (how to install/where to copy) ?

[Updated on: Mon, 08 March 2021 10:54]

Report message to a moderator

Corporal
Re: Experimental Project 7[message #362619 is a reply to message #362618] Mon, 08 March 2021 10:29 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
luk3Z wrote on Mon, 08 March 2021 13:21
I just read your comment from "How to use Ja2+AI.txt" & I have a questions.
1. Are these addons are obligatory ?
2. Is there any pack with "all-in-one" pack with all addons ?
3. Is there any readme file for these addons (how to install/where to copy) ?
You don't need any extra data, just replace exe file. Extra data is for mod makers who want to use new features.
You can use my unofficial 7609 modpack, it has all needed mods and data installed and configured. Some features are supported only in certain mods, for example NWSS will be supported in base 1.13 and SDO, but not in AFS and other item mods.
There is only development log and this thread, also some additional information can be found in the Docs folder.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #362620 is a reply to message #347472] Mon, 08 March 2021 10:54 Go to previous messageGo to next message
luk3Z is currently offline luk3Z

 
Messages:68
Registered:December 2006
Location: Metavira
sevenfm wrote on Wed, 02 November 2016 20:17
yarco wrote on Wed, 02 November 2016 23:58
Hello,
What is the main difference between 7609+fix and 7609+AI?
7609+fix - only bugfixes
7609+AI - bugfixes + AI improvements + tactics improvements
Quote:
Where can I downlaod latest packages and do I have to install both of them ?
See links in my sig for most recent release.
You can use any exe with stable 7609 release - official Ja2.exe, Ja2+fix.exe or Ja2+AI.exe.
You don't need to install anything, just download Ja2+AI.exe or Ja2+fix.exe, copy it to your stable 7609 Ja2 folder and run instead of official stable Ja2.exe.
Quote:
Is combination of JA2 Gold + Depri's SCI + 7609AI/fix best for playing ?
You need to install stable 7609 to use Ja2+fix or Ja2+AI.
Any mod compatible with stable 7609 will work.
What is best for playing is your personal preference, with latest unstable SCI from Depri you can play with many new features, with stable 7609 you can play with some AI and tactics improvements and use all mods that work with stable 7609.
4. By the way - what is the latest version of "ja2_7609en+fix.exe" ?
On the Polish site we have "JA2 1.13(7609) + Bugfixes to 8281" exe is from 2017-03-08 (https://jagged-alliance.pl/plik636/)
5. What exe-build can you recommend for 7609 mods ?

Report message to a moderator

Corporal
Re: Experimental Project 7[message #362621 is a reply to message #362620] Mon, 08 March 2021 11:16 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
luk3Z wrote on Mon, 08 March 2021 13:54
4. By the way - what is the latest version of "ja2_7609en+fix.exe" ?
On the Polish site we have "JA2 1.13(7609) + Bugfixes to 8281" exe is from 2017-03-08 (https://jagged-alliance.pl/plik636/)
5. What exe-build can you recommend for 7609 mods ?
4. +fix is outdated and not supported, last version is ja2_7609en+fix_r1112.exe and can be found on my google drive.
5. You can use any version that is good for you, some people prefer stock 1.13 exe, if you want +AI it's best to use most recent version.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #362622 is a reply to message #362621] Mon, 08 March 2021 11:28 Go to previous messageGo to next message
luk3Z is currently offline luk3Z

 
Messages:68
Registered:December 2006
Location: Metavira
sevenfm wrote on Mon, 08 March 2021 10:16
luk3Z wrote on Mon, 08 March 2021 13:54
4. By the way - what is the latest version of "ja2_7609en+fix.exe" ?
On the Polish site we have "JA2 1.13(7609) + Bugfixes to 8281" exe is from 2017-03-08 (https://jagged-alliance.pl/plik636/)
5. What exe-build can you recommend for 7609 mods ?
4. +fix is outdated and not supported, last version is ja2_7609en+fix_r1112.exe and can be found on my google drive.
5. You can use any version that is good for you, some people prefer stock 1.13 exe, if you want +AI it's best to use most recent version.
Ok. Thanks for fast reply.
Anyway I can't find ja2+fix on google drive from you signature but I found it on reddit JA2+fix b7609 latest exe r1112 [15.08.2019]:
https://www.reddit.com/r/JaggedAlliance/comments/gc43h3/cant_find_7609_update_to_download/
https://drive.google.com/drive/folders/0B_PNaFvHBMdBRTQxNGY2alh5Nnc
I hope it is yours big grin

Edit:
And older one JA2+fix update (Experimental - 21.05.2017)
https://storage.rcs-rds.ro/links/4729f8d6-f44b-42b7-aa3e-e0ddc6deead6?path=%2FJA_2%2Fv1.13_Releases%2FOfficial%2FEnglish %2Fv7435%2FUpdate%2FEXE_Updates%2FSevenfm_7609%2Bfix

[Updated on: Thu, 11 March 2021 10:08]

Report message to a moderator

Corporal
Re: Experimental Project 7[message #362636 is a reply to message #362622] Wed, 10 March 2021 11:27 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r1994
Allow to pick up delayed grenade and throw it back, don't show disarm message box for delayed grenade.
Enabled explosion warning for soldier carrying armed object (original feature by Flugente).
Display time counter on picked up activated grenade in inventory.
Don't allow throwing picked up activated grenades as grenades, use throwing regular object code.




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #362965 is a reply to message #362636] Fri, 23 April 2021 20:50 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
Hey, Sevenfm, there's seen to be something wrong with the last AI build, r2061. I try to launch it but it doesn't even respond, nothing happens. I changed to r2060 from the archive and it is working.

[Updated on: Fri, 23 April 2021 20:51]




Born, play JA2, die, reload, die again, reload again.

Report message to a moderator

Corporal 1st Class
Re: Experimental Project 7[message #362966 is a reply to message #362965] Fri, 23 April 2021 20:53 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Victor_Tadeu wrote on Fri, 23 April 2021 22:50
Hey, Sevenfm, there's seen to be something wrong with the last AI build, r2061. I try to launch it but it doesn't even respond, nothing happens. I changed to r2060 from the archive and it is working.
r2061 works well for me, just tested. Maybe try to re-download it, but it should work.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #362973 is a reply to message #362966] Sat, 24 April 2021 02:23 Go to previous messageGo to next message
Victor_Tadeu is currently offline Victor_Tadeu

 
Messages:97
Registered:December 2015
Location: Brazil
sevenfm wrote on Fri, 23 April 2021 14:53
Victor_Tadeu wrote on Fri, 23 April 2021 22:50
Hey, Sevenfm, there's seen to be something wrong with the last AI build, r2061. I try to launch it but it doesn't even respond, nothing happens. I changed to r2060 from the archive and it is working.
r2061 works well for me, just tested. Maybe try to re-download it, but it should work.
Tried before, I tried again, still same result. I click, my pc cursor change for a quick sec then nothing happens. I tried reinstalling JA2 and 1.13 all over again, same result. r2060 still works normally.

Not sure if relevant, but I'm using JA2Classic from JA2 Wildfire in Steam. Never had any problem, but don't know if it matters now.



Born, play JA2, die, reload, die again, reload again.

Report message to a moderator

Corporal 1st Class
Re: Experimental Project 7[message #362974 is a reply to message #362973] Sat, 24 April 2021 03:09 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
I can run r2061 without problem. Maybe it is Steam.

EDIT: I have the GOG offline install version of JA2 Gold.

[Updated on: Sat, 24 April 2021 03:11]

Report message to a moderator

Sergeant Major
Re: Experimental Project 7[message #362978 is a reply to message #362973] Sat, 24 April 2021 17:52 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
Victor_Tadeu wrote on Sat, 24 April 2021 02:23
... I click, my pc cursor change for a quick sec then nothing happens...

r2061 is working for me (using english Steam version as base), but your post reminded me of something.

I faced something simular caused by Win10-Fix. If using Win10-Fix by Someone64 (dxWrapper) without getting rid of former Win10-Fixes (dll, reg-fix), all you see is a short flash in taskbar and that's it. So, if you are running a win10-fix, that might be the cause for you as well? Renaming the exe was my interim solution for solving it.

[Updated on: Sat, 24 April 2021 17:53]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #362979 is a reply to message #362978] Sat, 24 April 2021 18:14 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
I think renaming r2061 to r2060 should help.


Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363514 is a reply to message #332214] Wed, 14 July 2021 23:33 Go to previous messageGo to next message
Olejo is currently offline Olejo
Messages:1
Registered:July 2021
Bug report. Caught a 'hungapp' while using ja2_7609en+AI_r2156.exe.

To reproduce load the save and click Done (End Turn). It should hang after first blackshirt takes a shot.
I can get it to pass the turn without hanging by smashing Esc on the keyboard. This produces messages like:
"Aborting AI deadlock for AI_ACTION_CHANGE_STANCE data 1"

There is nothing in the logs and I couldn't any extra debug options.

Save attached hangs the game every time on my system, plain ja2.exe gets through the turn ok.

Not sure if related, but the campaign was started on 7435 and updated to 7609+AI before the fight at SAM site.

Env: Virtual Machine, WinXP, 2CPUs

Save and Ja2_Options.ini on g-drive - [due to forum rules not able to post URLs, but can PM if interested]

Report message to a moderator

Civilian
Re: Experimental Project 7[message #363723 is a reply to message #363514] Wed, 22 September 2021 19:34 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2165
When trying to disguise, the game will show message if disguise failed because of incorrect uniform color or other reason.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363731 is a reply to message #363723] Thu, 23 September 2021 12:32 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2167
New option EXTENDED_ITEM_IMAGES (FALSE by default) adds support for big custom gun pictures feature, which allows to show attachments on big gun pictures.

Demo shows this feature in my SDO version from unofficial modpack, currently only Glock 17 (id 1), Glock 18 (id 2) and HK 53A3 (id 13) with limited set of attachments are supported.
https://i.imgur.com/mQA3tH7.png
https://i.imgur.com/sBlg8Uy.png




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363734 is a reply to message #363731] Thu, 23 September 2021 16:05 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2168

Re-enabled widescreen left/right background panels.


To use this feature, you need to provide left/right panel files in the Interface folder with the following names:
Panel_XX_left.png
Panel_XX_right.png
Where XX is the width of the panel (it is different for different screen resolutions), for example it may take values 128, 208, 240 for most common resolutions.

r2169
The game will also draw tactical panel background, if the following file is provided in Interface folder:
panel_162.png
panel_220.png
panel_386.png
where number represents width of tactical panel.

[Updated on: Thu, 23 September 2021 16:28]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363739 is a reply to message #363734] Thu, 23 September 2021 19:38 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
New working link for +fix project is here: https://drive.google.com/drive/folders/0B_PNaFvHBMdBRTQxNGY2alh5Nnc?resourcekey=0-vpYbhVnONXiAksDGmoVeMA
Google changed it's security something, so old links are broken now.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363744 is a reply to message #363739] Thu, 23 September 2021 21:05 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2170

AI:
- removed extra flanking code
- prohibit flanking too far from enemy except for CUNNINGSOLO
- removed extra start flanking code

As a result, AI soldiers should flank closer to opponents, just beyond normal vision range, to speed up flanking.
Also, it should make enemy sector attacks more consolidated in some cases.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363764 is a reply to message #363744] Sat, 25 September 2021 19:59 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2172

New feature: Tactical log panel, now compatible with widescreen resolutions and occupies free space on the left.
Enable in the ingame options, switch mode with right click, supports text scrolling with mouse wheel.
Can display ingame text log, AI decision log or debug log.
Current limitations: logs are not stored in save file, so will disappear after reloading.




What's your opinion, is this useful?
Also, what would be the best thing to show in right window?

[Updated on: Sat, 25 September 2021 20:08]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363777 is a reply to message #363764] Mon, 27 September 2021 20:07 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2176

When using widescreen resolution which leaves free space of at least 240 pixels on the sides, you can enable big radar map by clicking on squad button, so you will be able to use at the same time squad list and radar map. Big radar map is fully functional and works the same as regular small map, just bigger.

The game will upscale regular small radar maps if needed, but for best results you need to create big radar map images for your maps and put them into Data\BigRadarMaps folder of your mod.
You can use for that special map editor version MapEditor_EN_Release_112_1.exe from Tools folder on +AI google drive, just put this exe into your game folder and run with "-DOMAPS" option:
MapEditor_EN_Release_112_1.exe -DOMAPS
It will create big radar maps in RADARMAPS folder in your profile, you will need to rename it to BigRadarMaps and move to Data folder of your mod.
You can also find prepared big radar maps for various mods for 7609 in Data\BigRadarMaps on my +AI google drive.
Also, unofficial modpacks are now updated and support big radar maps for all included mods.




Other changes in this version:
Fixed autobandaging showing up during conversation which caused numerous issues (by Shadooow).
Always update squad list background if squad list active to fix graphical issues.
Fill left/right panel background with black color to avoid graphical issues with transparent panel pictures.
Don't display messages on the main screen if text tactical panel is active and is in message mode.
Disabled muzzle flash messages.
Show screen messages in text log panel with color.
Added logging for merc starting gear distribution (see Logs\StartingGear.txt)

[Updated on: Mon, 27 September 2021 20:17]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363783 is a reply to message #363777] Tue, 28 September 2021 15:57 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2181

Quest debug log (feature for modders).
You can see main quest events in the left widescreen text panel (click with right mouse button to switch from message log or AI debug log).
You can scroll text panel with mouse wheel.
The following events are logged:
- quest start
- quest end
- fact change
- boxing event
- conversation events
- NPC actions

You can also later see this log in Logs\QuestInfo.txt, for example log from demo video:
Toggle Spoiler
Note: this log is removed every time you start the game, so save it if you need it later.
Note: [id] in log means tactical ID of merc/npc (same that is used in AI log), <id> means profile id, which you can find in MercProfiles.xml

[Updated on: Thu, 30 September 2021 07:24]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363805 is a reply to message #363783] Fri, 01 October 2021 07:10 Go to previous messageGo to next message
Empiro is currently offline Empiro
Messages:1
Registered:October 2021
Hey I'm new to the forum, but I've been playing 1.13 off and on since 2010 I think. I've really been enjoying the 1.13 AI mod as it's been giving me a nice new challenge.

I've run into a fairly frequent bug where an enemy gets shot at a lot and suppressed so much that their AP seems to underflow. On their turn, that soldier basically has unlimited AP and can run around shooting dozens of times and wiping out half of your team in a single turn. It tends to happen more often when there's militia with you, since more bullets start flying around. I'm pretty sure I've done everything correctly (gog JA2 download, installed the 7609 SCI, running the latest few +AI binaries.

Report message to a moderator

Civilian
Re: Experimental Project 7[message #363806 is a reply to message #363805] Fri, 01 October 2021 07:41 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Hi, if you provide a save just before the bug happens, I can take a look.


Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363817 is a reply to message #363806] Sun, 03 October 2021 15:09 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2186

The game should now correctly find default magazine if items.xml has usItemClass = 0 entry or if Magazines.xml has ubCalibre = 0 or empty entry. This should help to fix problem with the game not creating weapon in some mods with missing/incorrect entries in Items.xml or Magazines.xml

Tactical text panel: reworked code using std:vector and std::wstring, should be more flexible now and less bug prone (hopefully fix AAA bugs), improved text display in tactical text panel (now don't skip message completely if part of it cannot be displayed in text window).

[Updated on: Sun, 03 October 2021 15:20]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363829 is a reply to message #363817] Tue, 05 October 2021 19:48 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2188

AI:
- use watching/focusing more often for snipers
- allow shooting at unseen target more often if it can be seen with weapon raised
- only randomize enemy location for suppression fire when using LMG
- don't skip empty location when doing suppression fire

As a result of this change, AI snipers should watch and use focusing skill more often.
Also suppression fire at targets that nobody sees should be more active.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363844 is a reply to message #363829] Fri, 08 October 2021 16:20 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2193

Separated Tank AI (as a preparation for new AI behavior).

Tweaked CalcManThreatValue:
- use double exp. level value (restored vanilla value)
- use 1/5 of soldier's marksmanship (restored vanilla value)
- modify gun's deadliness by scope and status (so gun with 10x scope is considered twice as dangerous)
- subtract half shock percent (increased shock value to allow AI to react if opponent is in serious shock)
- 10% penalty if I have cover from enemy (new value to help AI better understand cover)
- greatly increase threat for tanks (so the AI should have less incentive to approach tanks)

ClosestReachableDisturbance:
- code optimization, do some checks earlier to avoid path check and other complex calculations
- tanks have low priority as reachable opponents if soldier has no heavy weapons (so militia AI will try to deal with regular soldiers first and not suicide immediately against tanks)
- fixed bug when AI could choose unreachable opponent if closest found opponent was empty vehicle (could possibly result in AI freeze issues)

Play beep sound when new screen message appears and text panel is active.
Show messages on screen if team panel is not active.

[Updated on: Fri, 08 October 2021 16:48]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363846 is a reply to message #363844] Sat, 09 October 2021 12:26 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2197

When selecting new squad from squad list, slide to the selected merc in new squad.
Show text left panel when merc inventory is active.
Added 2 new buttons to SM panel: skill menu and sector menu.
Added new shortcut for skill menu: [Ctrl] + [,]
When calling skill menu, center screen on soldier if he is not on visible screen.

As a part of UI pacification project, new buttons are added in single merc panel mode: Skill Menu (Shift + 4 hotkey) and Sector Menu (Ctrl + dot hotkey.)
Also Skill Menu can now be called with Ctrl+comma hotkey, so these buttons and these hotkeys are located close together ([,] and [.]).
Note: new buttons currently use placeholder images, this may change in the future.

[Updated on: Sat, 09 October 2021 12:33]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363847 is a reply to message #363846] Sat, 09 October 2021 18:53 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:323
Registered:March 2004
Does the drag function apply to all items (fridge, cabinets, etc.)? I tried, but it only moves the corpse.


Many thanks to all those who make new features for Jagged Alliance 2.

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #363848 is a reply to message #363847] Sat, 09 October 2021 19:02 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
It works for corpses, objects and lying mercs.
This is the original feature description:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23508&start=0&



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363854 is a reply to message #363848] Mon, 11 October 2021 09:03 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2206

As a part of UI domestication project, we now have new action panel, which allows quick tactical actions from SM (merc inventory) panel with just one click.
This panel supports: calling tactical menus (skills menu, sector menu, help screen), doing actions (reload, disguise, refill canteens), changing cover/trap overlay mode, manipulating sector items (merging, stacking etc).
This panel may be enabled/disabled from the ingame settings.
Also battle statistics panel now is displayed on the right side of widescreen team interface, it can also be enabled/disabled in the ingame settings (statistics panel is feature by anv from VR project).

Changelog:
Implemented action panel in SM interface.
Moved statistics panel to right side.
New ingame options: statistics panel, action panel.
Removed option EXTENDED_PANELS_ON from Extended_Panels.INI.

Propaganda assignment with snitches:
- scale propaganda effect with sector loyalty level, 100% effectiveness at 0% loyalty, 0% effectiveness at 100% loyalty
- having snitch on propaganda assignment costs 10$/hour when he is not sleeping (not charged for propaganda facilities as they have their own cost)
- reduce propaganda effectiveness if player has no money.

Restore messages in tactical log panel when loading game.
Added new mode for text panel: hotkey list, loaded from hotkey.txt in game root folder.
Example from hotkey.txt:
[ Selection ]
F1-F10: Select merc / move to
SPACE: Select next merc
SHIFT+SPACE: Select next squad
[=] (equals): Select all mercs
1-0: Switch to squad
[/] (slash): Center on merc
ALT+F: Keep screen on merc
":" makes text before this char to change color to dark yellow (to make hotkey easily distinguishable)
"[ " and " ]" make text line to change color to light grey and also the line is centered (used for hotkey section)

Text log panel: only switch to AI/Debug mode in cheat mode (normal users don't need this information).
Added help tooltip to text panel (mouse wheel to scroll, right click to change mode), this tooltip deactivates if you scroll or right click on panel to make it less annoying.
No instant merc death option: lowered damage to health when wounding below OKLIFE (should make merc surviving in no instant death mode a bit easier).


[Updated on: Mon, 11 October 2021 10:21]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363863 is a reply to message #363854] Wed, 13 October 2021 16:04 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2210
Implemented action panel for team panel mode.
Only limited number of most used actions displayed.
https://i.imgur.com/3PcuzeA.png
Also improved layout for statistics panel, requires tweaked Extended_Panels.INI file.
https://i.imgur.com/msWr8SX.png
https://drive.google.com/file/d/14AfOKj98bNnytEwGtjOGhCWL9M5LhNrz/view?usp=sharing




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363864 is a reply to message #332214] Thu, 14 October 2021 03:34 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Guessed Right Infobox are now in used, great work as always.

Below has been sitting in my text editor for a while after seeing your initial Left Infobox post.
Wanted to do mockup before posting but couldn't motivate myself, FWIW. happy


RE: Suggestion for Right Infobox
Essential Personnel Overview aka Battle Overview, and also (hopefully with new feature for) displaying Personalized Sector Notes

Personnel Overview (for quick summary on how each merc's condition from different squads and how hot a situation each is in):
Quote:
Personnel Overview:
Alpha: Shadow[5], Raider[4], Ravens[6]
Charlie: Igor[3], Ivan[4]
Echo: Razor[7], Biff[3], Flo, Gumpy [1]

Militia: 14 - 8 / 5 / 1

Enemies: 46
Square brackets is for number of sighted enemies.

Mercs' condition color display priority could be the following:
Dark Grey - Dead
Grey - Dying (only if dying can still be saved with medical kit; if can't save, also Dark Grey)
Red - Low HP (<40?)
Light Blue/Cyan - Out of Breath/Collapsed
Yellow - Open Wounds requiring first aid
Blue - Low Energy (<40?)
Brown - All other conditions like suppressed, encumbered, intoxicated etc.
Dark Purple - Low Morale (<30?)
Light Purple/Magenta - Great Morale (>70?)
Orange - All Bandaged
White - All OK, full health aka nothing out of ordinary

-----
Sector Notes (with 'New Note', 'Edit' & 'Delete Note' capabilities; good to have right-click too to switch (or auto-switch btw real-time and turn-based mode) between Personnel Overview & Sector Notes):
Quote:
C5 Sector Notes:
Tony Weapon Dealer (Cash Limit 15k) - Depleted on Day 32
Maria Rescue WIP
Locked Door at Northeast Rm, Need Key
Code for personalized message for flower bouquet delivery might be useful(?); store and read as a different text file for each save slots to avoid messing with savegame file/maintaining savegame compatibility (Simpler? More elegant?).



No savegame (just before e bug occurs), no cure.

'Not everything that counts can b counted, n not everything that can b counted counts' - Albert Einstein
I may answer/reply in my old public posts & prefer PM over e former [FUDforum's PM suxx]

Report message to a moderator

Sergeant 1st Class
Re: Experimental Project 7[message #363865 is a reply to message #363864] Thu, 14 October 2021 08:00 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
I see where it goes, next suggestion will be "show useful NPCs in sector, center on NPC when clicked" etc.
But I like both ideas with sector tactical summary and personal sector notes, thank you for posting them!
Unfortunately there's no free space on panels left, so it should replace something or use right-click to switch left or right info panel mode, which complicates things a bit, with all mouse areas etc (but is possible).
Also, if I find a way to store text in save file without breaking compatibility, I will store there AI and quest debug logs as well.
Storing in a separate text files should work, but only if there's a way to associate text file with campaign's unique ID, or else it will become a mess with a few games played at the same time.
This ID probably can be randomly assigned at the start of the game and stored in a save file, in this case we just store all txt and other complimentary files in a separate folder in profile and load them with a right save.

[Updated on: Thu, 14 October 2021 08:02]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363869 is a reply to message #363865] Thu, 14 October 2021 22:41 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2213

Added feature: Additional Tile Properties (by anv)
More info: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21741&#msg_330919
- Feature can be completely disabled in .ini as ADDITIONAL_TILE_PROPERTIES under [Extended Options] in Ja2_Options.ini
- With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.
- With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road.
- It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer.
- new tag: <bTrapBonus> + updated data for tiles, trap level influenced by terrain,
Additional tile properties update (by anv):
- DISPLAY_DETAILED_TILE_PROPERTIES under [Extended Options] in Ja2_Options.ini set to true will let "f" cover tooltip to present detailed information about tile. Only relevant (non-zero) info will be shown.
- fixed bug causing trap level to be ignored and limited final maximum and minimum camo of given map grid between 0 and 100.
New option ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION in [Extended Options] section of Ja2_Options.ini

[Updated on: Thu, 14 October 2021 22:46]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363870 is a reply to message #363869] Fri, 15 October 2021 03:32 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
Messages:211
Registered:November 2009
Quote:
Storing in a separate text files should work, but only if there's a way to associate text file with campaign's unique ID, or else it will become a mess with a few games played at the same time.
This ID probably can be randomly assigned at the start of the game and stored in a save file, in this case we just store all txt and other complimentary files in a separate folder in profile and load them with a right save.
Hmmm, my idea for filenames is simpler.

Since each save slots already uses an easily identifiable filename (e.g. QuickSave.sav, AutoSaveGame01.sav, SaveGame03.sav...), save the 'Sector Notes' with a different filename suffix/extension in the savegame directory, (e.g. QuickSave_Notes.xml, AutoSaveGame01_Notes.xml, SaveGame03_Notes.xml)

Loading reads the additional 'Sector Notes' file & Saving will (create if not found and) overwrite the 'Sector Notes' file, only when the JA2 executable has the 'Sector Notes' code.



No savegame (just before e bug occurs), no cure.

'Not everything that counts can b counted, n not everything that can b counted counts' - Albert Einstein
I may answer/reply in my old public posts & prefer PM over e former [FUDforum's PM suxx]

Report message to a moderator

Sergeant 1st Class
Re: Experimental Project 7[message #363873 is a reply to message #363870] Fri, 15 October 2021 18:08 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2217

Fix/change: the hospital now checks for mercs with damaged stats in addition to damaged health. in addition, the hospital now charges money to heal damaged stats (by rftr).

Reactivated NEARBY_FRIENDLIES_AFFECT_TOLERANCE option with simplified calculation:
- each friend nearby if not dying, cowering or unconscious, adds +1
- each dying friend adds -1
- each cowering or unconscious adds -0.5
- limit is +-5 points
- bonus/penalty is reduced with distance, if distance > TACTICAL_RANGE / 4

Increased base suppression tolerance, skill = (100 + morale + 10 * exp.level) / 4.
Use effective experience level for basic suppression tolerance, as it allows nearby squad leaders to increase soldier's experience level and boost tolerance as a result.

Press Ctrl+Alt+F to save weapon information to Logs\WeaponInfo.txt
This feature may be useful for making extended pictures for guns (EXTENDED_ITEM_IMAGES option), the result looks like this:
[343] HK MP5N
Transformation: [2363] HK MP5N =)
Transformation: [2450] HK MP5N )-|
Attachment: [207] Pistol Supp. (AC_MUZZLE)
Attachment: [241] Laser Sight (AC_LASER)
Attachment: [310] Extender (AC_EXTENDER)
Attachment: [1002] 9mm C-Mag Adapter (AC_MAGWELL)
Attachment: [1003] Flash Suppressor (AC_MUZZLE)
Attachment: [1006] Reflex Sight (AC_SIGHT)
Attachment: [1011] Foregrip (AC_FOREGRIP)
Attachment: [1026] Trigger Group (AC_EXTERNAL)
Attachment: [1029] Scope 2x (AC_SCOPE)
Attachment: [948] Aimpoint Proj. (AC_LASER) (AC_SIGHT)
Attachment: [1525] Rifle Sling (AC_SLING)
Attachment: [2099] Aperture Sights (AC_IRONSIGHT)
Attachment: [2106] Backup Sights (AC_IRONSIGHT)
Note: it lists only attachments used for extended gun pictures feature (so it will not show batteries, for example).
Full weapon info for SDO mod:
https://drive.google.com/file/d/1DZoh0luTki-fgXiLYW5MDCSQQ9zK1gF6/



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363877 is a reply to message #363873] Sat, 16 October 2021 11:59 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2218
New options in [Extended Options] section of Ja2_Options.ini
WHITE_NIGHTS option makes darkness brighter at night.
Before
After:
ALWAYS_CLOUDY option makes bright light darker.
Before:
After:
Both options change only visual representation, without affecting ingame light values.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363884 is a reply to message #363877] Sun, 17 October 2021 17:47 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
One of my favourite guns in the game, now with custom gun pictures! (thanks to arheolog)
https://i.imgur.com/kbR007E.png



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363912 is a reply to message #363884] Sat, 23 October 2021 21:09 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
r2232

Mini improvement: show soldiers of highlighted squad with orange color on radar map to quickly see where they are located.
Radio Listen: effect depends on number of APs left unused from last turn (so to have full effect from listening, soldier has to spend full turn doing nothing).
Added chance to show red soldier locator if soldier is listening, depending on distance, merc's experience level and volume of recently heard noise.
Don't stop listening counter when soldier spends any APs (so you can do anything while listening, but effect will be different next turn depending on unused APs)
Increased BP spent when swimming if soldier carries weight (> 50%), up to a level of non swimmer penalty.
Don't allow AI to start deep water flanking if it's non swimmer or carries too much weight or has low breath.
Disabled instant spy uncovering in battle (so now you can use your spy when alert is raised, but suspicion raises quickly).
Set suspicion to min level when disguising, min level is 15 * curfew + 0.7 * ArmyKilledPercent (so when disguising with alert already raised, you start with some level of suspicion).
Uncover spy on close look if alert is raised and soldier is squad leader or has higher uniform level than spy (so as admin spy you need to avoid regulars and elites, as regular avoid elites, end everyone should avoid officers when alert is raised).
Disabled stopping cowering animation at the start of the turn to prevent possible bugs.
Moved statistics panel to the left side and made it default left panel (so if you want message log or hotkey list, you need to press RMB).
Removed ingame option for statistics panel.
Allow scuba bottle to work from backpack slot for mod compatibility (it didn't work in SDO mod because original feature supposed scuba bottle to be defined as combat pack item).
Ctrl+Alt+F: show all attachments in Logs\WeaponInfo.txt (useful feature for EXTENDED_ITEM_IMAGES).
Camo is less effective in darkness (50% effectiveness in full darkness, so you need stealth items for best cover in the darkness, still good camo will have some effect at night).

Various fixes and improvements:
Fix: mercs in a helicopter can initiate movement by clicking in their destination column, like regular on-foot/in-car movement (by rfrt).
Fix: bleeding value not being substracted when losing max hp which resulted into the graphic HP bar having wrong color (by Shadooow).
Pressing ESC while map movement popup box opened will now cancel the box instead of leaving map into tactical mode (by Shadooow).
Maximum heath of merc on mapscreen will now show in red color if the merc suffered a health loss from critical hit (by Shadooow).

[Updated on: Sat, 23 October 2021 21:46]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #363915 is a reply to message #363912] Sun, 24 October 2021 11:12 Go to previous messageGo to previous message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Updated SDO mod in 7609 modpack.
Set default CAMO_LBE_OVER_VEST_MODIFIER = 0.6, CAMO_LBE_OVER_PANTS_MODIFIER = 0.8.
Added missing extended options.
Set default APS_NEED_FOR_MOVEMENT_REDUCTION = 20, BPS_SPENT_FOR_MOVEMENT_REDUCTION = 25 for athletics trait.
Lowered RDX damage.
Increased 43mm radius to fix bug with 4 grenades pack.
Added 60mm Tear Gas Shell.
Updated transformation text for old leg rigs.
Added custom sound for HK53A3.
Lowered cost for barrel exchanging to 64.
Removed <WaterDamages> tag from weapons (except electronic) and knives.
Fixed default iron sights attachments.
Tweaked camo bonus for vests.
Added camo bonus for LBE, except MOLLE pockets.
Restored old leg rigs (can be switched to MOLLE variants if needed).
Increased vision range for binocs.
Removed <usSpotting> tag from scopes.
Fixed Golf Bag item.
Added animations for flares.
Lowered ToHit penalty for flashlights.
Fixed <AttachmentClass> for iron sights.
Added big radar map for G9.
Added extended images for various guns (pictures by arheolog).
https://i.imgur.com/xlbrge0.png



Left this community.

Report message to a moderator

Lieutenant

Previous Topic: Trunk AI and improvements
Next Topic: New Attachment System Beta
Goto Forum:
  


Current Time: Sat Nov 30 11:32:55 GMT+2 2024

Total time taken to generate the page: 0.06317 seconds