Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #351310 is a reply to message #351309] Fri, 20 October 2017 21:46 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Quote:
"The value [Graphics Settings] [HIDE_EXPLORED_ROOM_ROOF_STRUCTURES]= "in file [JA2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. "

You can add this option manually to Ja2_options.ini or simply ignore the message as default value will be used.
It was probably added after the official release so may exist in updated stable 7609 svn but not in official 1.13 pack.



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
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Win8+ fix


Re: Experimental Project 7[message #351312 is a reply to message #351310] Fri, 20 October 2017 23:28 Go to previous messageGo to next message
Kitty

 
Messages:5
Registered:October 2017
Location: Germany
Again, thanks for the quick response. I've added this and since i wanted to hear the ambient sounds i also copied the "extended options" as you mentioned to another player a few posts above - first time ever i changed something there on myself. With the german exe i came along a ctd during imp-creation, so i use the english one. Start in omerta just went fine then and i could hear also some birds. Loadscreenhints also work fine.
Since I'm new to this forum, i guess that my questions so far have been very much stated me out as beginner, but on whatever topic i asked i got a quick and polite answer. That's very nice! I really appriciate it. thumbs up



I need more details.

(Didi Hallervorden)
Re: Experimental Project 7[message #351314 is a reply to message #351312] Fri, 20 October 2017 23:38 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Quote:
With the german exe i came along a ctd during imp-creation, so i use the english one.

German Ja2+AI.exe is not well tested, you can still use it if you don't create IMP or make IMP with original Ja2.exe and then import into Ja2+AI.exe by typing IMP name instead of code. The problem is - for any language specific exe you will need not only language specific base 1.13 7609 but also mod localisation which will include xml files for items.xml etc. So if you are using English 1.13 7609 and English AR mod, it's better to use English Ja2.exe or Ja2+AI.exe



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351330 is a reply to message #351314] Sat, 21 October 2017 21:06 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Playing wine ja2_7609en+AI_r525.exe, v in game says Build 17.10.11.

Militia fired mortar inside the F8 sector hospital storage building. The shell had a funny flight, looked like it hit the roof and slided along the roof to the door.

Militia throws breaklight during daytime. I reported this previously, and this was marked as fixed.

The hospital has started charging fees not divisible by ten. For example, 113 $ or 323 $. When paying the bill must be rounded up to nearest 10 dollar sum, otherwise doctor complains "The entire amount".

Does
ALLOW_LAZY_CIVILIANS = FALSE
affect AI behaviour?
Re: Experimental Project 7[message #351331 is a reply to message #351330] Sat, 21 October 2017 21:21 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Sat, 21 October 2017 23:06
Militia fired mortar inside the F8 sector hospital storage building. The shell had a funny flight, looked like it hit the roof and slided along the roof to the door.

AI checks chance to get through when deciding attack, maybe there was a chance to shoot through roof or hit the target in some other way. Maybe easy solution will be to disable mortar shooting inside buildings.

Quote:
Militia throws breaklight during daytime. I reported this previously, and this was marked as fixed.

Will take a look. I don't remember when it was fixed, there are no related entries in svn log.

Quote:
The hospital has started charging fees not divisible by ten. For example, 113 $ or 323 $. When paying the bill must be rounded up to nearest 10 dollar sum, otherwise doctor complains "The entire amount".

As far as I remember, I never changed anything related.

Quote:
Does ALLOW_LAZY_CIVILIANS = FALSE affect AI behaviour?

Only for civilians of group 0 that have no profile. They become deaf when it's set to TRUE, so they don't hear anything and so move less as they don't known enemy positions, at least I think it was original idea of this 'feature'.



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351350 is a reply to message #351331] Tue, 24 October 2017 17:27 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Ja2+AI r533:
- Build 17.10.24
- don't use mortar in building
- use flares only at night
- break deadlock only if ESC key pressed
- show message on screen when breaking AI deadlock
- fixed AI tooltip display bug
- all teams can uncover covert mercs that use flashlight at night or are seen near friends or known enemies in combat
- restored smoke penalty (30% LOS per tile)
- better AI grenade choosing, use flares only at night, low smoke priority, prefer normal explosion type
- don't show error message when HIDE_EXPLORED_ROOM_ROOF_STRUCTURES option is missing

Fixed AI bug in FF mode, now auto fast forwarding can be used safely. If you want to stop AI deadlock, press ESC key.
AI will use grenades more effectively, grenade explosion type priority implemented, added night checks for flares.
Smoke cover should be more useful now, as previously less than 3 tiles of smoke gave no sight penalty.
Now any hostile enemy will uncover covert merc if he is seen too close to friend or opponent in combat or if he uses flashlight at night.

[Updated on: Tue, 24 October 2017 21:41]




Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351361 is a reply to message #351350] Fri, 27 October 2017 16:37 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Ja2+AI r535:
- r8479 Fix: Squadleader level bonus for other mercs was applied in strategic
- Red AI: check path to closest enemy, set watched location at last seen spot

If AI soldier sits in a building or has defensive orders/attitude and cannot see any opponent, he will check path to closest enemy, examine it and set watched location at last seen spot on this path. As a result, he will more likely decide watching at that location, trying to ambush approaching enemy, also when enemy appears, increased watch level will provide bonus to interrupt level.
For example, if soldier sits in a building and hears opponent coming, he will set watched location to the door or maybe to the window if closest opponent will be seen through the window on his path.
So it works like a simple prediction of opponent action and allows more effective defense.
There are some limitations so it will happen not very often and not in the open field, mostly in towns.

[Updated on: Fri, 27 October 2017 16:47]




Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351366 is a reply to message #351361] Sat, 28 October 2017 19:25 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Ja2+AI r536:
- new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars), enabled by default
- limit smoke grenade use (don't use to attack zombies, melee soldiers and soldiers with low marksmanship)
- new estimated damage for smoke grenade calculation (depending on opponent's marksmanship, skills, shock level and number of friends who can see this opponent)
- Red, Black AI: use smoke for cover when under fire

AI soldiers will sometimes use smoke grenade for cover when under fire. It will not happen often as there are some limitations.

[Updated on: Sat, 28 October 2017 20:42]




Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351367 is a reply to message #351366] Sat, 28 October 2017 21:59 Go to previous messageGo to next message
edmortimer

 
Messages:856
Registered:January 2015
Location: Home Free
Quote:
new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars)


Does it mean that all grenades that elites would normally get, and half those that regulars would get, are turned into smoke grenades?




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Re: Experimental Project 7[message #351368 is a reply to message #351367] Sat, 28 October 2017 22:07 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Sat, 28 October 2017 23:59
Does it mean that all grenades that elites would normally get, and half those that regulars would get, are turned into smoke grenades?

No it's just extra items added after normal equipment choosing.
Elite soldier has 100% chance to have 1 or more smoke grenades.
Regular soldier has 50% chance to have 1 or more smoke grenades.
Also they are not droppable.
This option to create extra items is needed even if soldiers have smoke grenades defined in ItemChoices_Enemy.xml because items are chosen randomly from list so chance to have smoke grenade will be low, and I want smoke grenades to be added to normal grenades and not instead of them so they can be used for special purpose.

Code from Inventory Choosing.cpp, end of GenerateRandomEquipment:
BOOLEAN fSmokeGrenade = FALSE;

// sevenfm: extra items
if( gGameExternalOptions.fExtraItems )
{
	switch( bSoldierClass )
	{
	case SOLDIER_CLASS_ELITE:
		fSmokeGrenade = TRUE;
		break;
	case SOLDIER_CLASS_ARMY:
		if( Chance(50) )
		{
			fSmokeGrenade = TRUE;
		}
		break;
	case SOLDIER_CLASS_ADMINISTRATOR:
		break;
	}
	// smoke grenade
	if( fSmokeGrenade )
	{
		CreateItems( SMOKE_GRENADE, (INT8)(80 + Random( 21 )), 1 + gGameOptions.ubDifficultyLevel / 2, &gTempObject );
		gTempObject.fFlags |= OBJECT_UNDROPPABLE;
		PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
	}
}



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351369 is a reply to message #351368] Sat, 28 October 2017 22:10 Go to previous messageGo to next message
edmortimer

 
Messages:856
Registered:January 2015
Location: Home Free
Quote:
No it's just extra items added after normal equipment choosing.


OK, cool.




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Re: Experimental Project 7[message #351381 is a reply to message #351369] Sun, 29 October 2017 17:47 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Ja2+AI r540:
- Green AI: reduced climbing chance, only soldiers with long range scoped weapons should climb, climbing down from the roof disabled, don't climb at night
- zombies should not climb in Green AI
- EXTRA_ITEMS option now also adds flares (only at night)
- Red AI: use smoke to cover friend if he is wounded or under heavy fire

Greatly reduced climbing in Green AI, so it looks better now, reduces CPU load in realtime, also it allows player to hide on roofs more effectively. Still, once the player merc is discovered, enemy will fully use roof climbing code.
Also soldiers that are set to patrol on roof will not climb down anymore (for example, see Drassen airport in Wildfire 6.07).

EXTRA_ITEMS option adds more flares at night, elite soldiers have 100% chance to have 1 or more flares added, regulars have 50% chance to have 1 or more flares added. Default grenades from random inventory choosing are not affected. Added flares are not droppable.

Flare item is Break Light (item 146).
Smoke Grenade is item 151.
If your item mod doesn't have these items (for example, Aimnas), it's recommended to disable EXTRA_ITEMS option.

AI soldier can use smoke grenade to provide cover for his friend if he is under heavy fire/heavily wounded. There are some limitations (throwing soldier should not be under attack, he should not be seen by enemy etc), so it should not happen too often.



Any feedback on recent changes/added features is apreciated.

[Updated on: Sun, 29 October 2017 17:52]




Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351440 is a reply to message #351381] Sun, 05 November 2017 18:48 Go to previous messageGo to next message
edmortimer

 
Messages:856
Registered:January 2015
Location: Home Free
Quote:
Any feedback on recent changes/added features is apreciated.


So far the new flashlight, smoke and flare enhancements are working well for me, and add another level of realism and complexity.

However, I have a Player who has an older computer and is experiencing a sluggish gameplay in Towns during battles. r540 seems to help a little, but the gameplay during battles is still sluggish. I had him try the vanilla 7609 and he reported there were no problems with gameplay -- it was not sluggish. So it seems to be all the AI enhancements slowing things down for older computers. If you come upon ways to enhance performance further, or have any ideas on INI tweaks to enhance performance, it would be appreciated.





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Re: Experimental Project 7[message #351441 is a reply to message #351440] Sun, 05 November 2017 19:11 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Quote:
However, I have a Player who has an older computer and is experiencing a sluggish gameplay in Towns during battles. r540 seems to help a little, but the gameplay during battles is still sluggish. I had him try the vanilla 7609 and he reported there were no problems with gameplay -- it was not sluggish. So it seems to be all the AI enhancements slowing things down for older computers. If you come upon ways to enhance performance further, or have any ideas on INI tweaks to enhance performance, it would be appreciated.

I don't think that INI settings will help here, I need to find what code works too slow in realtime mode when red alert is raised.
Lazy civilians setting could help to reduce cpu load maybe.
Without a savegame to test I cannot say much at the moment, in my tests the game works fine, and I have relatively old DualCore E5200 2.5GHz CPU.



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351442 is a reply to message #351441] Sun, 05 November 2017 19:28 Go to previous messageGo to next message
edmortimer

 
Messages:856
Registered:January 2015
Location: Home Free
Quote:
Without a savegame to test I cannot say much at the moment, in my tests the game works fine, and I have relatively old DualCore E5200 2.5GHz CPU.


I've asked for a savegame, and will let you know when it gets uploaded. I don't know how old his computer is, but since he's running Linux it might be older than yours (which really isn't that old, yo!) happy




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Re: Experimental Project 7[message #351444 is a reply to message #351441] Mon, 06 November 2017 02:12 Go to previous messageGo to next message
edmortimer

 
Messages:856
Registered:January 2015
Location: Home Free
OK, here is the savegame and his description of his problem:

Quote:
I just started playing and i love the mod already, but i have some performance issues. The game gets sluggish during real-time turns, but only if there are still enemies in the sector. Turn-based works flawless. This doesn't happen in every sector and i noticed it at first when i entered Drassen Airport, so it could be related to Towns. To be fair i use an old PC and run this on Linux, but 1.13 usually runs on this without issues, even AIMNAS with those big maps.

To better describe the issue: these are like minifreezes where the mouse or the movement of a soldier stops for a moment. I notice this when i move the mouse and it makes a small jump. the PC is a singlecore AMD Sempron LE-1250 with 2.2 Ghz and 4 GB DDR2 SDRAM. So this is really legacy hardware and i don't expect too much. I just use it to run some old classics. Linux often works better with them than the new versions of Windows.




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Re: Experimental Project 7[message #351489 is a reply to message #351444] Thu, 16 November 2017 11:15 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Ja2+AI demo: AI uses RPG to blow up walls if enemy is hiding in a building:



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


Re: Experimental Project 7[message #351493 is a reply to message #351489] Thu, 16 November 2017 21:23 Go to previous messageGo to next message
edmortimer

 
Messages:856
Registered:January 2015
Location: Home Free
The log file of changes in your DropBox cuts off the text after a certain number of characters. Can you include the original in a zip file so we don't miss important info? Thank you. Here's a couple examples:

Quote:
- removed option REINFORCEMENTS_ARRIVE_WITH_ZERO_AP - set ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE for AI to work correctly with IIS - set MIN_DELAY_ENEMY_REINFORCEMENTS = 0, MIN_DELAY_MILITIA_REINFORCEMENTS = 0 to avoid bugs with reinfo...


Quote:
- new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars), enabled by default - limit smoke grenade use (don't use to attack zombies, melee soldiers and soldiers with low marksmanship) - new estimated ...




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Re: Experimental Project 7[message #351494 is a reply to message #351493] Thu, 16 November 2017 21:55 Go to previous message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Updated Ja2_7609+AI.log with a full version.



Stable 7609+fix (24.10.2017)
Stable 7609+AI (r533 24.10.2017)
Improved weapon sounds, Ambient sounds, LoadScreenHints for Ja2+AI
Youtube channel
Win8+ fix


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