Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #353305 is a reply to message #353304] Mon, 23 April 2018 18:08 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
1. May be actually interesting for players who want to play ironman-like but afraid of bugs and/or cannot restrict themselves from saving often in normal game. So it's more a player's convenience and another interesting possibility than forced behaviour.
2. Is just another concept to smooth the border between 'never save' and 'save every turn' style of playing.

Noone is saying about restricting players from doing what they want - such feature, if ever implemented, will be optional.
As for cheats, they can be very useful for exploring the game and learning game mechanics, so they will never be disabled in my game version.



7609+fix | 7609+AI (r688) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube
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Re: Experimental Project 7[message #353370 is a reply to message #353305] Sun, 06 May 2018 14:16 Go to previous messageGo to next message
CareBear

 
Messages:54
Registered:April 2016
I've got runtime error with something about utf-8. Next time i will try to write down the error log.

Ok happened again, same exact error. Here's log message

Runtime Error
File: \src\Core\UFS_STRING.cpp
Line: 205
Function: ufs:string:as_utf16
invalid utf8 character 'a'=139


Game runs fine without your mod

[Updated on: Sun, 06 May 2018 14:25]

Re: Experimental Project 7[message #353384 is a reply to message #353370] Mon, 07 May 2018 20:50 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
CareBear wrote on Sun, 06 May 2018 16:16
I've got runtime error with something about utf-8. Next time i will try to write down the error log.

Ok happened again, same exact error. Here's log message

Runtime Error
File: \src\Core\UFS_STRING.cpp
Line: 205
Function: ufs:string:as_utf16
invalid utf8 character 'a'=139


Game runs fine without your mod

Thank you for report, but I cannot fix the bug without a save just before it happens.
This may be related to SSA feature, try to disable it if you are using it.



7609+fix | 7609+AI (r688) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube
Point out what it is you are interested in.


Re: Experimental Project 7[message #353387 is a reply to message #353384] Tue, 08 May 2018 00:30 Go to previous messageGo to next message
CareBear

 
Messages:54
Registered:April 2016
Thanks for the reply. As it happens i don't use SSA, i'm using latest version of your AI executable with 7609. I though there might be some bad encoding, since you are russian, and might accidentally inserted some characters, but i won't decompile .exe[idk if its even possible] to check this.

Oh and i don't have the save anymore angry

[Updated on: Tue, 08 May 2018 00:30]

Re: Experimental Project 7[message #353440 is a reply to message #347494] Fri, 11 May 2018 17:51 Go to previous messageGo to next message
PAPION

 
Messages:6
Registered:February 2016
Location: Tehran, I.R.Iran
dear sevenfm
can u please add Ambients in depri version?
and/or
is it possible u change the multiplayer of the 7609+AI version to have these options :
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23165&goto=353439

best regards



papionbit.com
Re: Experimental Project 7[message #353467 is a reply to message #353440] Sun, 13 May 2018 16:30 Go to previous messageGo to next message
CareBear

 
Messages:54
Registered:April 2016
Thank you SevenFM for completely changing the game dynamic. In late game JA2 1.13 i would just sit with my guys with high powered rifles/LMGs picking up enemies. Right now i have to improvise much more, thanks to the return fire. Spotters with binocs are quite useful to pick the enemy machinegunners. Enemy use grenades both frag and smoke. The last time enemy used frag grenade i was very negatively surprised[two of my mercs went in smoke cheeky]. Do enemies in later stage of game use RPGs and grenade launchers? Im terrified of this thought.
Re: Experimental Project 7[message #353470 is a reply to message #353467] Sun, 13 May 2018 19:45 Go to previous messageGo to next message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
@CareBear

Yes, spotters with binocs are very effective, maybe even overpowered :-)
Enemies should use GLs and RPGs in late game but it depends mostly on enemy gun choosing settings in XML, so it highly depends on mod. RPGs are not very effective as they need direct sight and good CTH (though sometimes enemy can use them against mercs hiding in a building). GLs are reported to be used by enemy.



7609+fix | 7609+AI (r688) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube
Point out what it is you are interested in.


Re: Experimental Project 7[message #353471 is a reply to message #353440] Sun, 13 May 2018 19:51 Go to previous message
sevenfm

 
Messages:1532
Registered:December 2012
Location: Under the Mountain
@PAPION

I don't plan to make custom exe for MP as I don't play multiplayer and cannot test it and support.
Also, there are many changes in Ja2+AI that could potentially break something in MP.
If you know c++, I can send you link to Ja2+AI sources so you can patch it in any way you want.

Adding ambients to main trunk is possible, but will require a lot of work to make everything configurable in XML, I personally have no interest in that. Also it's just a small experimental feature, I'm not 100% happy with how it works.



7609+fix | 7609+AI (r688) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube
Point out what it is you are interested in.


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