Home » MODDING HQ 1.13 » v1.13 Coding Talk » Trunk AI and improvements
Re: Trunk AI and improvements[message #364167 is a reply to message #364163] Thu, 13 January 2022 22:28 Go to previous messageGo to next message
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r9254
Updated text description for sector deployment screen with hint to use arrow keys to scroll map view (useful for big maps).
https://i.imgur.com/BpVMG9X.png



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Re: Trunk AI and improvements[message #364192 is a reply to message #364167] Sun, 16 January 2022 15:34 Go to previous messageGo to next message
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r9259

Improved door noise sound playing: only play sound if soldier opening/closing door is visible on screen or if player team hears noise from door.

r9260

ESC key:
- close active skill sub-menu
- stop moving merc
- stop moving group of mercs
- stop dragging
- unready weapon

Changed hotkeys:
- [A]: activate skills menu.
- [Alt]+[A]: start autobandage
- [Q]: change scope mode
- [Ctrl]+[Q]: change grenade launcher angle

Updated hotkeys file
https://drive.google.com/file/d/1Rw5RZ5SFc30N_70675NCPzq-iTga23_m/view?usp=sharing

r9262

Added functions for quick utf8 <> wstring conversion (I don't know if something similar existed?).
Added message when AI breaks deadlock because cannot complete action (so it not just silently skips AI action but informs that something is wrong).

[Updated on: Sun, 16 January 2022 19:45]




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Re: Trunk AI and improvements[message #364212 is a reply to message #364192] Tue, 18 January 2022 19:22 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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@all: I updated the hotkeys document in SVN:
https://ja2svn.mooo.com/source/ja2/trunk/Documents/Documents/JA2_113_Hotkeys.odt

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Re: Trunk AI and improvements[message #364227 is a reply to message #364212] Fri, 21 January 2022 21:25 Go to previous messageGo to next message
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Starting from r9270, militia should respect ENEMIES_DONT_SPARE_LAUNCHABLES option and don't always spare RPGs when fighting tanks in tactical battles.

[Updated on: Fri, 21 January 2022 23:47]




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Re: Trunk AI and improvements[message #364307 is a reply to message #364227] Tue, 08 February 2022 12:23 Go to previous messageGo to next message
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r9294
Play different sound when object drops into water, depending on object weight and type.
Play S_WATER_IMPACT1 when bullet hits water.
Previously bullet hitting water or object dropped into water played regular "hit ground" sound which was a bit immersion breaking.
Now when you throw corpse into water it will produce big splash sound while small objects will play small water drop sound.
(by the way it would be nice to allow hiding corpses in water I think and not just let them float)



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Re: Trunk AI and improvements[message #364315 is a reply to message #364307] Thu, 10 February 2022 10:33 Go to previous messageGo to next message
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r9295
Only play certain sounds when soldier is visible or if there is player team member near:
- cow sounds
- crow sounds
- animation based sounds (defined in zSoundFile)
- lock n' load sound for gun
- enter deep water sound
https://i.imgur.com/nMI0W9f.png



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Re: Trunk AI and improvements[message #364322 is a reply to message #364315] Fri, 11 February 2022 13:24 Go to previous messageGo to next message
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r9296
Shift+T: only allow item transformation if item is corpse or resulting item is of the same item class, also check it's not transformation into same item.
The idea is we don't want to disassemble gun in our hands with this hotkey, also skip default attachment reinitialization transformation from SDO.



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Re: Trunk AI and improvements[message #364330 is a reply to message #364322] Sun, 13 February 2022 09:05 Go to previous messageGo to next message
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r9297
Shift+P transforms stock, it will first check if weapon itself can be transformed to different item size (SDO style stocks), then will search for AC_STOCK attachment which can be transformed (base 1.13 style stocks).



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Re: Trunk AI and improvements[message #364336 is a reply to message #364330] Tue, 15 February 2022 14:08 Go to previous messageGo to next message
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r9301
PlaceObject: don't show incompatible face item message when doing autoplacement.
SwapGoggles: swap face item to helmet if possible.
This should fix the inability to swap goggles to helmet and also remove annoying message.
https://i.imgur.com/nwfeF84.png



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Re: Trunk AI and improvements[message #364341 is a reply to message #364336] Wed, 16 February 2022 17:35 Go to previous messageGo to next message
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r9302 fixes the bug with shooting through roof (which looked especially weird when using flame ammo).
Shooting through roof was never intended but it was only checked if target was on a different level (so you could safely shoot through roof when aiming at the same level) and the distance to catch roof crossing was too small.



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Re: Trunk AI and improvements[message #364362 is a reply to message #364341] Sun, 20 February 2022 15:45 Go to previous messageGo to next message
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r9309
Quick keys Alt + 0..9 and Alt + [~] now work consistently in normal and cheat mode.
Moved Alt + 1 .. 5 cheat hotkeys to Ctrl + Alt + 1 .. 5



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Re: Trunk AI and improvements[message #364518 is a reply to message #364362] Fri, 25 March 2022 12:55 Go to previous messageGo to next message
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r9344
Added Autobandage option to Skill Menu, since it can be activated by [A] key now.
https://i.imgur.com/AMzN4Ih.png



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Re: Trunk AI and improvements[message #364599 is a reply to message #364518] Thu, 21 April 2022 16:09 Go to previous messageGo to next message
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r9368
Press [\] to break window glass with crowbar or any two-handed weapon. Weapon can be damaged in the process.



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Re: Trunk AI and improvements[message #364606 is a reply to message #364599] Sun, 24 April 2022 21:24 Go to previous messageGo to next message
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Messages:2657
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r9369
Some minor dragging improvements.
Press [\] key to start dragging object/solder/corpse in front of merc.
Allow to start dragging from any stance, soldier will crouch automatically.
Show draggable objects when drag skill menu is active.
https://i.imgur.com/nKcRvjN.png



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Re: Trunk AI and improvements[message #364615 is a reply to message #364606] Sun, 01 May 2022 11:30 Go to previous messageGo to next message
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Messages:2657
Registered:December 2012
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r9372
New ingame option "Show enemy location" - show location of recently known enemy (seen/heard last turn).
https://i.imgur.com/1tsYMpZ.png
https://i.imgur.com/LPvLNc1.png
Improved tooltip for formation movement: SHIFT + click to move in formation (without need to constantly toggle mode).
https://i.imgur.com/wYMXBTt.png

[Updated on: Sun, 01 May 2022 12:27]




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Re: Trunk AI and improvements[message #364622 is a reply to message #364615] Tue, 03 May 2022 15:46 Go to previous message
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r9375
SIDE_FACING_DIVISOR option tweaks:
- only for standing targets (crouched and prone JSD's have different shape)
- only for human bodytypes (deviation modifier should not apply when shooting at vehicles or creatures)
- only when aiming at torso/legs (head is 1 voxel so it has the same projection from all sides)
- added safety checks
- disabled divisor for vertical deviation (target JSD projection square changes only horizontally, not vertically)

Some more technical details:
Quote from 1.13 code
	// One drawback of the new shooting mechanism is that it depends on the the JSD files being accurate.  These
	// files determine how an obstruction (like an enemy soldier) takes up space in a 3D tile.  This is done by
	// splitting a tile into 125 "cubes", stacked 5 x 5 x 5.  Each "cube" is 2 units wide, 2 units deep and about
	// 6 units tall.  A standing merc in the JSD files is represented by a "plus sign" shaped construct that is
	// 3 "cubes" tall, 3 "cubes" wide and 1 "cube" deep.  A crouching soldier is 2 x 3 x 2 and a prone soldier is
	// 1 x 3 x 5.  This means if we're shooting at a standing target from the side, we effectively have 1/3 the
	// chance to hit as we would a target that was facing us.  Unfortunately, the graphical cursor can't display
	// this information so it will appear as though you have the same chance of hitting regardless of the targets
	// facing.
	//
	// As a result of the above, this function determines the targets facing compared to the shooters, and will
	// reduce the Shot Offsets if the target isn't facing directly towards or away from the shooter.  This isn't
	// the most accurate solution but it's the best solution I can come up with at this time.  The alternative is
	// to let shots that appear to have no chance of missing (shooting aperture within the targets displayed body)
	// actually miss an average of 2 in every 3 shots.
	//
	// I'm going to assume for the moment that the 1/3rd chance only occurs when a target is facing directly perpendicular
	// to your facing.  I don't know for sure if this is true or not, but it's the assumption I'm going to make.
Standard standing JSD (front projection is 3 times wider than side, making it easier to hit):
https://i.imgur.com/qDczaGe.png
Standing at 45 degrees (difference is less than in first picture):
https://i.imgur.com/LZTKH3T.png
Crouched in standard ja2 JSD:
https://i.imgur.com/QrCTU9f.png
Crouched in improved JSD (note the head is 3 times harder to hit now compared to standard version):
https://i.imgur.com/4m1sgry.png

In general, I don't think this function accomplishes declared goal, because it's too difficult to correctly predict the effect of JSD from different angles and especially with different bodytypes and aiming at different body parts.
Also, the idea of NCTH is that we only know the distribution of shot, and the actual CTH is determined by physical model, and cursor should not display any CTH.
For example, when shooting at head, cursor size doesn't change, even though CTH changes radically, and also "head" size may be different depending on JSD used.
So it may be easier for player to just understand that it's harder to hit target from side than from face direction.

For those interested in tweaking JSD's, JSD editor is available here:
https://github.com/egorovav/Ja2Project/releases/download/JsdEditor2.0.5/JsdEditor205.zip

Improved JSD project:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=358887&#msg_358887

There is also project of high resolution JSD's for vanilla Ja2 sources, which may improve physical model of hitting targets from various angles:
http://forum.ja2.su/cgi-bin/yabb/YaBB.pl?board=othermods;action=display;num=1438448058

[Updated on: Tue, 03 May 2022 15:53]




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