Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #350628 is a reply to message #350627] Thu, 17 August 2017 21:40 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
Quote:
Yes it's a known problem - German version of Ja2+AI crashes at IMP creation, this was reported earlier but wasn't fixed yet, mostly because I don't have a German version of Ja2 1.13 and also have no idea why it crashes when other versions (English or Russian) work fine. Maybe it has something related to VS version I use (2010) or the way I compile language versions of Ja2.


I have send you an PM with the link for the german original GameDir.


Would be great if that would run. Perhaps you can fix with the editor and the NUM_P_ITEMS synonymous immediately.

Thank you for your help
Re: Experimental Project 7[message #350636 is a reply to message #350508] Fri, 18 August 2017 19:04 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Friday Ja2+AI update:

https://www.dropbox.com/s/73ca5tk758m2bz4/ja2_7609en%2BAI_r472.exe?dl=0

Changes:
- GetCorpseAtGridNo: improved code
- always give first turn to enemy when starting turnbased manually (experimental change to prevent exploits)
- don't allow reinforcements to appear directly near player mercs (experimental change to stop enemy reinforcements from appearing directly behind player mercs)
- improved night movement code for AI (more aggressive behavior if there are many friends nearby, use running to find known but unseen enemy faster)
- AI uses flashlights at night in Green state (will turn flashlights off when alert is raised)
- AI will use flashlight in Red state to reveal enemy positions
- AI will sometimes use flashlight in Black state before shooting (for better CTH and to allow his friends to see this opponent)
- enemy soldier can uncover covert merc at very close range (1 tile) if alert is raised and observer is officer or has higher rank or has same rank and higher experience (so it will be dangerous to approach enemy soldiers of high rank when alert is raised)
- fixed bug in suspicion calculation
- multiply suspicion value by uniform level (3 for elite, 2 for regular, 1 for admin or civilian) (so the player has choice to use less suspicious uniform or use elite uniform to carry better equipment)
- reworked SkipCoverCheck code: allow cover once in a turn, also allow cover after attack and if soldier has no cover at spot (now cover decision should be more logical, with less repetitive stupid movements in Red state)
- don't allow cover check in realtime for better performance
- Red AI: bonus to Watch decision if soldier is sniper or has scoped weapon
- improved CalcBestShot code (improved code for shooting at visible/invisible targets taking into account current knowledge, also better target selection)



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350640 is a reply to message #350636] Sat, 19 August 2017 14:29 Go to previous messageGo to next message
oak43

 
Messages:13
Registered:August 2017
Hi @sevenfm, the link in your sig. links to an older release. Could you update to
http ://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=350636&#msg_350636

? thanks, makes it easier to find the latest.
i thought i had the latest but actually was using r357 that was linked in your sig big grin
Re: Experimental Project 7[message #350641 is a reply to message #350640] Sat, 19 August 2017 14:59 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
@oak43 you are right, but link in the sig leads to original description of Ja2+AI project which is also important.
Maybe it's better to move this project to another site where I could at least properly update links and description.

[Updated on: Sat, 19 August 2017 15:09]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350642 is a reply to message #350641] Sat, 19 August 2017 15:21 Go to previous messageGo to next message
oak43

 
Messages:13
Registered:August 2017
cool!

maybe start a new thread for the project and change the link in the first post. each reply would have the changelog. good luck!
Re: Experimental Project 7[message #350645 is a reply to message #350641] Sat, 19 August 2017 16:50 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Updated LoadScreenHints.xml with some useful hints for playing with Ja2+AI:

https://www.dropbox.com/s/jhi7pm9pj8n81l9/LoadScreenHints.xml?dl=0



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


icon5.gif  Re: Experimental Project 7[message #350648 is a reply to message #350642] Sat, 19 August 2017 17:44 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
I played today ja2_7609en+AI_r472.exe. Some questions:


  1. Seems when exiting battle mode some backpacks are automatically picked up, but not all. Perhaps mercs in same squad as the merc to kill the last enemy get their backpacks picked up. Is this intended behaviour?
  2. Control-Shift-F no longer makes mercs pick up their own backpack. It does empty backpacks. Is there a new hot key to pick up dropped backpacks?
  3. Is the enemy playing with different rules? Now that I have playd in the jungle sectors around Chitzena, enemy seems very good at going to tiles my mercs can not see. I suspect enemy does not need to see all my mercs to know good hiding places. When I try to stay hidden it seems to never work, enemy sees my stealth mode mercs with 15 % camo right when they are within sight rance, unless enemy has their back turned.
  4. Is there some changes now in aiming or rifle accuracy? Seems 20 to 25 tiles away is too much distance to hit with rifles even for good mercs. I have only 2 times scopes, but even Stephen is an awful shot with Mini-14. The mercs do go prone, use scope, spend ap to aiming, are rested and are not hurt or the injury is already bandaged. Still it seems best procedure is to just spray a lot of bullets and hope for hits. The enemy is also very bad shot, but occasionally they get sudden inspiration and get very accurate.
Re: Experimental Project 7[message #350652 is a reply to message #350648] Sat, 19 August 2017 19:15 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Sat, 19 August 2017 19:44
I played today ja2_7609en+AI_r472.exe. Some questions:
Seems when exiting battle mode some backpacks are automatically picked up, but not all. Perhaps mercs in same squad as the merc to kill the last enemy get their backpacks picked up. Is this intended behaviour?

All mercs in the sector should pick up backpack when combat ends. I will check this.

Quote:
Control-Shift-F no longer makes mercs pick up their own backpack. It does empty backpacks. Is there a new hot key to pick up dropped backpacks?

No, the hotkey is the same. This may be related to r8404 change by The_Bob which also empties LBE items in inventory when calling SeperateItems().
The problem with picking up backpacks may be related to 1.13 LBE bugs.
Also, if you are playing with new mouse commands (ALTERNATE_MOUSE_COMMANDS = TRUE), then CTRL+ALT+MouseWheelUp allows to pick up backpacks for all mercs in sector.

Quote:
Is the enemy playing with different rules?

No, the rules are the same for player and AI, so AI soldier cannot know opponent's location if he cannot see or hear him.

Quote:
Now that I have played in the jungle sectors around Chitzena, enemy seems very good at going to tiles my mercs can not see.

Yes, it's intended behavior as AI will always try to hide from known (recently seen or heard) opponents, also he will always try to hide behind some obstacle so it helps to hide from player even if AI doesn' know exact location as any obstacle like tree, rock or even grass provides sight cover.
From my experience, it is very hard to fight in dense sectors like forest or jungle, so it usually needs some special tactics, for example using fire to remove cover for enemy and prevent enemy from flanking, also shooting for suppression and using a lot of grenades. Or using mercs disguised as soldiers to be used as spotters.

Quote:
I suspect enemy does not need to see all my mercs to know good hiding places.

It is true as AI can know opponent's location by hearing, for example when your merc is shooting or moving. Also when AI soldier hides behind the obstace, it usually provides cover from opponents in the cover direction and not only from your exact location. AI also remembers opponent's location for 3 turns though information may become inaccurate - you can use it by shooting to attract enemy attention and then, if he doesn't want to come, approach from flank - you will see that AI soldier will usually look in your old direction trying to ambush you.

Quote:
When I try to stay hidden it seems to never work, enemy sees my stealth mode mercs with 15 % camo right when they are within sight rance, unless enemy has their back turned.

Stealth mode doesn't help to hide, it only makes your steps silent if your merc has high enough stats (agility and experience if I remember correctly). In my tests I have no problem to hide from enemy, so I use it to approach from flank and killing him, the important thing is that you should not make any noise.
Also take into account that enemy soldiers can have scopes equipped that greatly enhance vision range.

Quote:
Is there some changes now in aiming or rifle accuracy? Seems 20 to 25 tiles away is too much distance to hit with rifles even for good mercs. I have only 2 times scopes, but even Stephen is an awful shot with Mini-14. The mercs do go prone, use scope, spend ap to aiming, are rested and are not hurt or the injury is already bandaged. Still it seems best procedure is to just spray a lot of bullets and hope for hits. The enemy is also very bad shot, but occasionally they get sudden inspiration and get very accurate.

It depends on what aiming system you are using, as OCTH and NCTH are very different.
If you are playing in OCTH, target movement plays important role as it greatly reduces your CTH, you can counter that by shooting with autofire using tracer bullets, or simply suppress enemy and kill him next turn when he cannot move much.
Also, in both systems, suppression fire reduces marksmanship and dexterity of soldiers, so if your merc is under heavy fire, he cannot shoot effectively. And since AI shoots for suppression a lot on heard targets, it may become a problem.
You can counter this by tactics - in your front line there should be mercs with fast shooting SMGs or ARs that suppress enemy and take enemy fire, in your back line there should be snipers that don't get suppressed so they can shoot accurately.
There are no hidden CTH bonuses for AI except those that exist in Ja2_options.ini and CTHConstants.ini since original 7609. In OCTH minimum CTH is set to 1% when shooting at legs/torso, so sometimes AI and you will hit each other. In NCTH there is no such thing as calculated CTH, but NCTH shooting mechanics means there's always a good chance to hit target, especially with autofire, so it may look sometimes as extremely lucky shot, especially in Ja2+AI when enemy shoots much more.
I can say that in my tests with OCTH I have no problem hitting enemy unless he moved a lot his turn or he is behind good cover or my merc has high suppression shock.
If you are using NCTH it's recommended to make some adjustments to CTHConstants.ini as default values are really bad and unbalanced compared to good old OCTH.

[Updated on: Sat, 19 August 2017 19:32]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350653 is a reply to message #332214] Sat, 19 August 2017 20:53 Go to previous messageGo to next message
Curudan
Messages:3
Registered:August 2017
I'm trying to put together a combination of your latest 1.13+ai build with SDO and Wildfire maps, but every time I select one of the SDO map mods I get this error message:

RUNTIME ERROR
PRESS <ESC> TO EXIT

File     : XML_FacilityTypes.cpp
Line     : 860
Function : facilitytypeEndElementHandle
 FacilityTypes.XML Error: Assignment type for facility 8 is unrecognized!

File     : init.cpp
Line     : 1480
Function : InitializeJA2
 Loading external data failed


This happens regardless of whether I select the WF+SDO maps or the 1.13+SDO maps.

Steps I went through to put this pack together.

  1. I downloaded the 7435 release then updated it to 7609.
  2. I followed the SVN method listed in the SDO Topic to install SDO + Wildfire maps.
  3. I downloaded your latest +AI build and dropped it into the JA2 folder.
  4. I selected the SDO INI, your +AI executable, and one of the SDO map mods in the INI Editor.
  5. I then launched the game using the INI Editor.

Thanks for taking the time to look at my problem. I really appreciate all the work everyone has put into keeping this classic fresh for new play-throughs.
Re: Experimental Project 7[message #350654 is a reply to message #350652] Sat, 19 August 2017 21:11 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Thanks for excellent reply.

I am playing with New Chance To Hit. I'll see that file. Already discoverd normal shooting distance is 7 tiles, it is a surprise it is that low, Is there anywhere a good or recommended CTHConstants.ini?
Re: Experimental Project 7[message #350656 is a reply to message #350653] Sat, 19 August 2017 21:35 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Curudan wrote on Sat, 19 August 2017 22:53
I'm trying to put together a combination of your latest 1.13+ai build with SDO and Wildfire maps, but every time I select one of the SDO map mods I get this error message:
...

If you downloaded Wildfire 6.07 from svn, you need to rename some files to make it compatible with stable 7609 release, see here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=19409&goto=340695&#msg_340695



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350657 is a reply to message #350654] Sat, 19 August 2017 21:44 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Sat, 19 August 2017 23:11
Thanks for excellent reply.

I am playing with New Chance To Hit. I'll see that file. Already discoverd normal shooting distance is 7 tiles, it is a surprise it is that low, Is there anywhere a good or recommended CTHConstants.ini?

I use these NCTH settings:
[General]
DEGREES_MAXIMUM_APERTURE = 15
GRAVITY_COEFFICIENT = 6.0
VERTICAL_BIAS = 1.0
RANGE_COEFFICIENT = 0.8
IRON_SIGHT_PERFORMANCE_BONUS = 35.0

[Base CTH]
BASE_EXP = 1.0
BASE_MARKS = 4.0
BASE_WIS = 1.0
BASE_DEX = 4.0
BASE_STANDING_STANCE = 2.0
BASE_CROUCHING_STANCE = 2.5
BASE_PRONE_STANCE = 3.0

BASE_DIFFICULTY_NOVICE = 0.0
BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 0.0
BASE_DIFFICULTY_INSANE = 0.0

[Aiming CTH]
AIM_EXP = 1.0
AIM_MARKS = 8.0
AIM_WIS = 2.0
AIM_DEX = 1.0
AIM_DRAW_COST = 0.5
AIM_STANDING_STANCE = 1.5
AIM_CROUCHING_STANCE = 1.0
AIM_PRONE_STANCE = 0.5

AIM_DIFFICULTY_NOVICE = 0.0
AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 0.0
AIM_DIFFICULTY_INSANE = 0.0

[Shooting Mechanism]
MOVEMENT_TRACKING_DIFFICULTY = 40
MOVEMENT_PENALTY_PER_TILE = 2.0
NORMAL_RECOIL_DISTANCE = 70
MAX_BULLET_DEV = 5.0

MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.5
MAX_EFFECTIVE_RANGE_REDUCTION = 0.1
MAX_EFFECTIVE_USE_GRADIENT = TRUE

Normal shooting distance 70 should be ok, but can also be changed to:
NORMAL_SHOOTING_DISTANCE = 200
SCOPE_RANGE_MULTIPLIER = 0.3
AIM_TOO_CLOSE_SCOPE = -1.0

You can test these settings and see if they work for you or need adjusting.
Also it's not recommended to lower DEGREES_MAXIMUM_APERTURE value as it will make all shots more accurate breaking balance between different guns like pistols and rifles as a result.

Also, from my experience, it is recommended to use NCTH with mods as they have much better NCTH balance than stock 1.13. For example, SDO mod has good NCTH balance and plays very well, especially with modified CTHConstants.ini.

[Updated on: Sat, 19 August 2017 21:48]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350660 is a reply to message #350656] Sun, 20 August 2017 00:02 Go to previous messageGo to next message
Curudan
Messages:3
Registered:August 2017
sevenfm wrote on Sat, 19 August 2017 14:35

If you downloaded Wildfire 6.07 from svn, you need to rename some files to make it compatible with stable 7609 release, see here:


Ah, thanks. It looks like the latest FacilityTypes.xml uploaded to the SDO SVN isn't compatible with 7609, but the FacilityTypes.xml from the stable revision seems to work fine copied over the rest of the unstable revision.

It seems to be working fine now, especially with the NTCH settings you just posted. Thanks for your help!
Re: Experimental Project 7[message #350661 is a reply to message #350653] Sun, 20 August 2017 00:12 Go to previous messageGo to next message
LatZee

 
Messages:46
Registered:December 2015
Curudan wrote on Sat, 19 August 2017 19:53



  1. I downloaded the 7435 release then updated it to 7609.
  2. I followed the SVN method listed in the SDO Topic to install SDO + Wildfire maps.
  3. I downloaded your latest +AI build and dropped it into the JA2 folder.
  4. I selected the SDO INI, your +AI executable, and one of the SDO map mods in the INI Editor.
  5. I then launched the game using the INI Editor.


Thanks for taking the time to look at my problem. I really appreciate all the work everyone has put into keeping this classic fresh for new play-throughs.


Just a check, which SVN did you use in step 2? big grin
https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Unstable_Revisions/ is for a later release and naturally wont work with Seven's executable.

https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Stable_Revision_7435/ is one that should work. It is also avaliable as direct download at https://www.mediafire.com/folder/419k57yq1i4j7/Stable_Release_2014 which is a version that I have installed so I can vouch that it works with +AI exe.
Re: Experimental Project 7[message #350667 is a reply to message #350661] Sun, 20 August 2017 04:28 Go to previous messageGo to next message
Curudan
Messages:3
Registered:August 2017
Yeah, you caught me.shy I didn't realize the unstable revision of SDO wouldn't work with build 7609.

Though, it seems to be working now that I swapped in the FacilityTypes.xml from the stable revision. Fingers crossed that it keeps on working.
Re: Experimental Project 7[message #350676 is a reply to message #350656] Sun, 20 August 2017 22:33 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Ja2+AI update with some fixes:

https://www.dropbox.com/s/iufzjle8wzfzb6u/ja2_7609en%2BAI_r473.exe?dl=0
https://www.dropbox.com/s/nxlqgrn12k9g8u6/ja2_7609ge%2BAI_r473.exe?dl=0

Changes:
- sometimes AI will incorrectly calculate APs needed for attack (this can be related to incorrect AP calculation for hip firing mode), allow him to shoot anyway and go into negative APs to prevent problems with AI behavior
- stop auto disguise when applying clothes
- localization fixes for covert strings
- removed GERMAN defines for tactical keys, so cheat code for German version is GABBI
- Shift+B - drop backpacks for current squad only
- Ctrl+B - pick up backpacks for current squad only
- Ctrl+Shift+F - pick up backpacks for all mercs in sector, also sort and separate items
- SeparateItems: disable "also empty out LBE items in sector inventory" code from r8408
- all mercs in sector will pick up backpacks when combat is ended

Useful files:
- updated LoadScreenHints.xml with additional hints for Ja2+AI
https://www.dropbox.com/s/jhi7pm9pj8n81l9/LoadScreenHints.xml?dl=0

[Updated on: Sun, 20 August 2017 22:34]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350717 is a reply to message #350676] Wed, 23 August 2017 23:55 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Sun, 20 August 2017 19:33
Ja2+AI update with some fixes:


https://www.dropbox.com/s/nxlqgrn12k9g8u6/ja2_7609ge%2BAI_r473.exe?dl=0



The german version started. The savegame from the original exe run with my own IMP-Soilders the i have make with here. The bug with the character editor is still present on the same place.

Can this do with what missing entries in the Skills_Settings.INI or Ja2_Options.INI?

Is it possible to get matching INI files for the new exe? I can test with this...
Re: Experimental Project 7[message #350718 is a reply to message #350717] Thu, 24 August 2017 00:00 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
DocSchuh wrote on Thu, 24 August 2017 01:55
The german version started. The savegame from the original exe run with my own IMP-Soilders the i have make with here. The bug with the character editor is still present on the same place.

IMP bug is not fixed yet. I hope to fix it someday but will not promise to fix it soon.
You should be able to make your IMPs in original 1.13 Ja2.exe and then import them in Ja2+AI - enter name of your IMP instead of XEP624 code.

Quote:
Can this do with what missing entries in the Skills_Settings.INI or Ja2_Options.INI?
Is it possible to get matching INI files for the new exe? I can test with this...

Sorry, I don't understand. What entries are missing? There are no ini entries in Ja2+AI.exe, it uses default 1.13 files for INI settings.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350728 is a reply to message #350718] Thu, 24 August 2017 19:58 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Wed, 23 August 2017 21:00
Sorry, I don't understand. What entries are missing? There are no ini entries in Ja2+AI.exe, it uses default 1.13 files for INI settings.


1. What is the Mod_Settings.ini? or how it is loaded with the Ja2+AI.exe

2. What is the DifficultySettings.xml? or how it is loaded with the Ja2+AI.exe

3. Externalized sector loadscreens make trouble. In which format and size they have to be stored? Is enough *.png in 640x480? USE_EXTERNALIZED_LOADSCREENS = TRUE

4. With Windows 10 x64-Bit the Airscreen and Militiascreen are broken. If I have the Windows 8 Fix files ddraw.ddl, libwine.dll und wine3d.dll deleted the screens are good then jerks the game and is not playable.

http://abload.de/thumb/airspacescreen9hs1o.jpg http://abload.de/thumb/mobilemilitiascreenxgs85.jpg

5. If the files from the ambient SSA folder are played automatically or must be specified where?

6. What is with the experimental feature drive cars in tactical an other new functions? In various other mods these settings are to be found.

7. Works the Food-Feature with the new exe correctly? With the original exe from stable Version my Merc wants to have 85% already water and needed several days nothing to eat. I think this feature is not mellow!!!

8. What ist with the Sandbag feature and his function. I have no idea how to use it and for which it should be good.

Sorry for the many questions I hope nevertheless that you can answer me this. Many Thanks!

Re: Experimental Project 7[message #350729 is a reply to message #350728] Thu, 24 August 2017 21:19 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
1. Mod_Settings.ini works the same as in stable 7609, information should be somewhere on forum. I am not a modder so cannot tell much about it.
2. No features from the main trunk that were added after stable release.
3. Loadscreens work fine as far as I know, you can try to ask edmortimer how they work as he used many in his Arulco Vacations mod.
4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.
5. You need to enable ENABLE_SSA option in Ja2_options.ini, this feature described in detail earlier in this thread.
6. No features from the main trunk that were added after stable release.
7. I cannot tell much about food feature as I usually play/test without it. Should work the same as in stable 7609.
8. There's a thread about fortifications on this forum, look in Flugente's forum section. This feature works the same as in stable 7609 with some fixes. You need a mod that supports "sandbags everywhere" feature like WF+SDO, or you will only be able to place sandbags in sectors which have sandbags already on map (or at least in tileset).



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350730 is a reply to message #350729] Thu, 24 August 2017 21:33 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Thu, 24 August 2017 18:19
1. Mod_Settings.ini works the same as in stable 7609, information should be somewhere on forum. I am not a modder so cannot tell much about it.
2. No features from the main trunk that were added after stable release.
3. Loadscreens work fine as far as I know, you can try to ask edmortimer how they work as he used many in his Arulco Vacations mod.
4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.
5. You need to enable ENABLE_SSA option in Ja2_options.ini, this feature described in detail earlier in this thread.
6. No features from the main trunk that were added after stable release.
7. I cannot tell much about food feature as I usually play/test without it. Should work the same as in stable 7609.
8. There's a thread about fortifications on this forum, look in Flugente's forum section. This feature works the same as in stable 7609 with some fixes. You need a mod that supports "sandbags everywhere" feature like WF+SDO, or you will only be able to place sandbags in sectors which have sandbags already on map (or at least in tileset).



Thank you very much for your detailed reply. thumbs up
Re: Experimental Project 7[message #350732 is a reply to message #350729] Thu, 24 August 2017 22:54 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Thu, 24 August 2017 18:19

4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.


I think have found the thread with this information. Have unfortunately no plan as me the further helps, since I have with the german exe no crashes and freezes. Only the representation is not true. Would therefore be great, if me please someone of yours English is better helps. Is there a link to the posting where exactly described is what to do?

Thanks for your help guys.
Re: Experimental Project 7[message #350733 is a reply to message #350676] Fri, 25 August 2017 00:02 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Sun, 20 August 2017 19:33
Ja2+AI update with some fixes:

https://www.dropbox.com/s/nxlqgrn12k9g8u6/ja2_7609ge%2BAI_r473.exe?dl=0

Changes:
- removed GERMAN defines for tactical keys, so cheat code for German version is GABBI


Next bug with this exe i have found.

The cheat level two was activate with GABBI. The shortcuts ALT-E and O and all other have no function...
Re: Experimental Project 7[message #350736 is a reply to message #350732] Fri, 25 August 2017 07:51 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
DocSchuh wrote on Fri, 25 August 2017 00:54
sevenfm wrote on Thu, 24 August 2017 18:19

4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.


I think have found the thread with this information. Have unfortunately no plan as me the further helps, since I have with the german exe no crashes and freezes. Only the representation is not true. Would therefore be great, if me please someone of yours English is better helps. Is there a link to the posting where exactly described is what to do?

Thanks for your help guys.

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
According to description, [3] should help with air view bug.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350737 is a reply to message #350733] Fri, 25 August 2017 07:56 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
DocSchuh wrote on Fri, 25 August 2017 02:02

Next bug with this exe i have found.
The cheat level two was activate with GABBI. The shortcuts ALT-E and O and all other have no function...

This update should fix the cheats problem:
https://www.dropbox.com/s/00n70hwt2oox27z/ja2_7609ge%2BAI_r475.exe?dl=0



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350741 is a reply to message #350737] Fri, 25 August 2017 11:42 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Fri, 25 August 2017 04:56
DocSchuh wrote on Fri, 25 August 2017 02:02

Next bug with this exe i have found.
The cheat level two was activate with GABBI. The shortcuts ALT-E and O and all other have no function...

This update should fix the cheats problem:
https://www.dropbox.com/s/00n70hwt2oox27z/ja2_7609ge%2BAI_r475.exe?dl=0


Thank you very much! The cheats go again and the problem with the optic I could also solve. thumbs up

Very nice, if one is so great helped from you @sevenfm. angel
Re: Experimental Project 7[message #350742 is a reply to message #350736] Fri, 25 August 2017 11:54 Go to previous messageGo to next message
silversurfer

 
Messages:2210
Registered:May 2009
sevenfm wrote on Fri, 25 August 2017 06:51

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
According to description, [3] should help with air view bug.


Number 2 does also help and doesn't require any DLLs. I'm sticking with number 2.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Experimental Project 7[message #350743 is a reply to message #350742] Fri, 25 August 2017 15:51 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
silversurfer wrote on Fri, 25 August 2017 08:54
sevenfm wrote on Fri, 25 August 2017 06:51

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
According to description, [3] should help with air view bug.


Number 2 does also help and doesn't require any DLLs. I'm sticking with number 2.


I have the dll's deleted an the ja2.exe with the reg-file in my registry written. I think is the best way to play and the game works fine.
Re: Experimental Project 7[message #350801 is a reply to message #350743] Wed, 30 August 2017 23:00 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Two changes in r485 that should work well together:

1. Player mercs will not die instantly when hit by bullet/blade/throwing knife, instead they will always become dying, so there will be some time to heal them. Powerful explosion or special death animation (head or chest exploded) can kill merc as usual.

2. AI soldiers will not attack dying player mercs, also they will not seek them or try to get closer.

With these changes, it should be easier to play without frequent saves.

Also, tear/mustard gas will not damage dying soldier.
The same behavior should apply to empty vehicles - AI soldiers will not seek or attack them.

[Updated on: Thu, 31 August 2017 10:33]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350807 is a reply to message #350801] Thu, 31 August 2017 11:16 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Ja2+AI r485 changes:

- cheat fixes for GERMAN language
- added r8459, r8460, r8461, r8463
- allow exchanging places with captured soldier
- don't allow exchanging places with kingpin men
- fix: disable inventory popups for vehicles (by silversurfer)
- less frequent gun jams
- correctly alert soldier in FreePrisoner, EVENT_SoldierHandcuffPerson, EVENT_SoldierApplyItemToPerson, AIDoctorFriend, AIDoctorSelf
- agility gain when sneaking: check that enemy is not collapsed or captured, check that opponent is soldier or bloodcat or monster and merc not used elixir, reduce bonus value
- UseGunNCTH: initialize fBuckshot (possibly fix some rare NCTH shooting bugs)
- player mercs should not die instantly (not critical hits will not result in instant death, instead merc will become dying and can be saved)
- AI should ignore dying player mercs and empty vehicles (AI will not attack, seek or get closer to dying mercs or empty vehicles)
- CreatureDecideActionBlack: use CreatureDecideActionRed instead of DecideActionRed (fix vanilla bug)
- when checking sight cover, AI will also consider adjacent tiles for known opponents (to correctly take cover from enemy who is hiding behind the corner and then steps out)

Download

[Updated on: Thu, 31 August 2017 11:19]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350819 is a reply to message #350807] Fri, 01 September 2017 18:12 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Experimental AI feature in r489:

When AI soldier sees that known opponent location is empty, he will try to search for nearby reachable spots, choose the closest unseen reachable spot and update his knowledge assuming that opponent moved there.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350831 is a reply to message #350819] Sat, 02 September 2017 21:42 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
r490 update:
- fix Fatima bug



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350837 is a reply to message #350831] Sun, 03 September 2017 20:39 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
While watching this video with Drassen defense, I decided to play it with different tactics and also test different NCTH settings
I placed snipers to make cross fire on possible enemy positions and placed two small teams on flanks for support and to prevent enemy flanking me.
Since I was using Ja2+fix version without AI improvements, it wasn't too hard to win having 3 snipers and 4 support mercs, but still it was an interesting fight, at some moment I had to retreat with one sniper to safe position and cover him with other mercs.

[Updated on: Sun, 03 September 2017 21:44]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350840 is a reply to message #350837] Mon, 04 September 2017 01:59 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
I also decided to replay the same combat using Ja2+AI to see the difference:



In this Ja2+AI version (r493) I added movement penalty to NCTH aiming calculation: if target solder was moving during his turn, the penalty applied depending on tiles moved and scope magnification factor. This means that it's better to shoot at moving targets with less powerful scope and if target wasn't moving much it may be better to use scope with high magnification.

Also in this combat I used custom NCTH settings for better balance:
https://www.dropbox.com/s/fkjlbsjjwtqrf64/CTHConstants.ini?dl=0

I was able to win the fight with some wounds, though no one died fortunately.
The most important thing was blocking flanks with fire/gas to stop enemy from flanking my mercs.
North part of the map had some grass that allowed fire to spread and block enemy, while on the south there was no grass to feed the fire so the situation became dangerous at some point.
It also seems I needed to retreat with my central sniper to a building to the south east, that could save him from close combat situation which resulted in heavy wounds.

AI was working better than in Ja2+fix, it was able to ambush my mercs several time and had a few successful attacks. Fortunately enemy had mostly pistols and very few smgs so I was able to win using sniper rifles and scoped weapons. If enemy had better equpment, some sniper rifles and more ARs and SMGs, the fight could be much harder for me.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350848 is a reply to message #347471] Mon, 04 September 2017 15:33 Go to previous messageGo to next message
oneperson

 
Messages:9
Registered:August 2017
I download your latest SCI and start playing with it. What the difference using your SCI and this mod here. They look similar i am confuse which mod to use.

I am new to using mods here

[Updated on: Mon, 04 September 2017 15:37]

Re: Experimental Project 7[message #350849 is a reply to message #350848] Mon, 04 September 2017 15:41 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
oneperson wrote on Mon, 04 September 2017 17:33
I download your latest SCI and start playing with it. What the difference using your SCI and this mod here. They look similar i am confuse which mod to use.

I am new to using mods here


Not sure what SCI are you using, I don't make any SCI.
You can download Ja2+AI.exe or Ja2+fix.exe and use it with your stable 7609 instead of official 1.13 ja2.exe.

There is a thread on forum explaining how to install Ja2 1.13 and mods.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350850 is a reply to message #350849] Mon, 04 September 2017 17:05 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Playing ja2_7609en+AI_r493.exe. I'm playing in Debian GNU/Linux 8.9 with Wine. This has been working well (except mouse wheel does not work in Ja2, it does work in notepad.exe), but just now got exit to desktop. The ja2 was still running, but in a window which was black. Could not get back to it and had to kill -TERM it.

taleman@yosemitesam:/opt/ja2/ja2-datadir$ cat stack_trace.log 
 *** Mon Sep 04 16:24:10 2017 *** 
[ TIWMD-G3B8X-7TTMH-Y1N41-OA903 ]

[0.239035] : Backtrace: [Data\Intro.slf] - Error when opening file : 2

[0.446868] : Backtrace: Could not open file : Data\Intro.slf

[0.446989] : Backtrace: 

[0.447128] : Backtrace: ========== Mon Sep 04 16:24:10 2017 ==========
File     :  ..\src\Core\vfs_file_raii.cpp
Line     :  54
Location :  vfs::COpenReadFile::COpenReadFile

   
========== Mon Sep 04 16:24:10 2017 ==========
File     :  ..\src\Core\vfs_file_raii.cpp
Line     :  50
Location :  vfs::COpenReadFile::COpenReadFile

   Could not open file : Data\Intro.slf



This happened in Cambria Hospital sector fighting at night with militia.

The AI code is good stuff. The 7609 got a little too straight forward once I learned how to play. AI did not utilize it's possibilities and was easier to defeat and same tricks worked all the time. Now AI is harder to defeat.

Is my assumption that new AI code does not affect autoresolve correct?

When my mercs fight together with militia, the militia is very passive. They shoot back when shot at, but otherwise stay put. Is this intended behaviour? If I command them to Attack then things start happening.

So far militia has not shot my mercs, and only once shot another militia member slightly. This is good, previously I did not dare steal stuff from enemy if miltia was nearby. Militia kept shooting the unconsious enemy and shot my stealing mercs also.

One thing with the AI is that militia seem to like being inside buildings. Then they go prone and aim at the enemy outside but on the other side of a wall. AI does not seem to realise those militia members do not contribute to the defence. Commanding them to Attack does help.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #350851 is a reply to message #350850] Mon, 04 September 2017 17:31 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Same crash seems to happen every time. I have savegame available if someone is interested.
Re: Experimental Project 7[message #350852 is a reply to message #350850] Mon, 04 September 2017 17:38 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Mon, 04 September 2017 19:05
Playing ja2_7609en+AI_r493.exe. I'm playing in Debian GNU/Linux 8.9 with Wine. This has been working well (except mouse wheel does not work in Ja2, it does work in notepad.exe), but just now got exit to desktop. The ja2 was still running, but in a window which was black. Could not get back to it and had to kill -TERM it.

I had reports that Ja2+AI sometimes freezes when playing in Windows, don't know what causes it yet.
I can probably help if there's a save with reproducible bug.

Quote:
The AI code is good stuff. The 7609 got a little too straight forward once I learned how to play. AI did not utilize it's possibilities and was easier to defeat and same tricks worked all the time. Now AI is harder to defeat.

Yes it was the original intention to improve AI - as soon as you learn game mechanics and get good weapons, the standard 1.13 game becomes boring and repetitive.

Quote:
Is my assumption that new AI code does not affect autoresolve correct?

Yes, I did not change strategic game aspects except bugfixes and very few small improvements.

Quote:
When my mercs fight together with militia, the militia is very passive. They shoot back when shot at, but otherwise stay put. Is this intended behaviour? If I command them to Attack then things start happening.

It should depend on their orders, Attack order will change them to SEEKENEMY so they will attack more.
I also need to test playing with militia to see more, maybe I will finally add Advanced Militia Command feature :-)

Quote:
So far militia has not shot my mercs, and only once shot another militia member slightly. This is good, previously I did not dare steal stuff from enemy if miltia was nearby. Militia kept shooting the unconsious enemy and shot my stealing mercs also.

Great! I hope the friendly fire is less issue now than previously, though there's still much to improve.

Quote:
One thing with the AI is that militia seem to like being inside buildings. Then they go prone and aim at the enemy outside but on the other side of a wall. AI does not seem to realise those militia members do not contribute to the defence. Commanding them to Attack does help.

Sounds like a bad AI decision, need to look at AI log or save.
AI soldier should not go prone if there is enemy nearby, no matter if he is seen or not.
Maybe he has too defensive attitude/orders which result in that he doesn't want to attack.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350853 is a reply to message #350851] Mon, 04 September 2017 17:39 Go to previous messageGo to previous message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Mon, 04 September 2017 19:31
Same crash seems to happen every time. I have savegame available if someone is interested.

Yes, please post or send it to me with description of what mod you are using, also if you modified INI files except visuals and such I need them too.
If the bug can be reproduced, I should be able to find and fix it.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


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