Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #354729 is a reply to message #354728] Fri, 07 September 2018 00:55 Go to previous messageGo to next message
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Sukha wrote on Fri, 07 September 2018 01:52

Sorry, confusing save names got me all messed up.
Here's the correct file
https://drive.google.com/file/d/1zI1L6dS6jcuPVP8YJsO4FzIpDnMPi0bR/view?usp=sharing

Cannot reproduce the bug.



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Re: Experimental Project 7[message #354737 is a reply to message #354729] Fri, 07 September 2018 11:05 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 23:55
Sukha wrote on Fri, 07 September 2018 01:52

Sorry, confusing save names got me all messed up.
Here's the correct file
https://drive.google.com/file/d/1zI1L6dS6jcuPVP8YJsO4FzIpDnMPi0bR/view?usp=sharing

Cannot reproduce the bug.


Did a clean setup with 1.12 + modpack
Cant reproduce it either.
I've done some minor edits here and there on the setup with the error, gona try pinpointing the issue.
Sorry for the confusion. happy

I might have gone full retard at some point and actually saved in XMLEditor corrupting something, even though I do edits by hand.

[Updated on: Fri, 07 September 2018 11:26]

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Re: Experimental Project 7[message #354862 is a reply to message #354737] Fri, 14 September 2018 01:14 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
I have an issue about silenced guns and night operations with the +AI mod, and here it is:

At night, when I shoot at enemy with my silenced pistols/SMGs and manage to kill the enemy soldier immediately without allowing any enemy turn, then he does not have time to inform others and my location remains unknown, and I receive no blind suppression fire.

However, if I can't manage to kill him in one turn, then all the enemies in the sector know of my location immediately. As a result, I receive crazy amounts of very accurate blind suppression fire, making night time operations almost impossible to pull off. The thing is, the soldier I have shot at does not see my merc and he theoretically should not have an exact idea of my merc's location since I am using silenced weapons. This should therefore normally not result in my mercs being discovered immediately.

Is this behavior intentional or is it an unexpected side-effect due to new AI? Unfortunately, this makes silenced weapons pretty much useless and night operations also quite impossible to pull off. So I would be very happy to hear if this could be somehow fixed.

[Updated on: Fri, 14 September 2018 01:16]

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Re: Experimental Project 7[message #354863 is a reply to message #354862] Fri, 14 September 2018 01:20 Go to previous messageGo to next message
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crackwise wrote on Fri, 14 September 2018 03:14
I have an issue about silenced guns and night operations with the +AI mod, and here it is:

At night, when I shoot at enemy with my silenced pistols/SMGs and manage to kill the enemy soldier immediately without allowing any enemy turn, then he does not have time to inform others and my location remains unknown, and I receive no blind suppression fire.

However, if I can't manage to kill him in one turn, then all the enemies in the sector know of my location immediately. As a result, I receive crazy amounts of very accurate blind suppression fire, making night time operations almost impossible to pull off. The thing is, the soldier I have shot at does not see my merc and he theoretically should not have an exact idea of my merc's location since I am using silenced weapons. This should therefore normally not result in my mercs being discovered immediately.

Is this behavior intentional or is it an unexpected side-effect due to new AI? Unfortunately, this makes silenced weapons pretty much useless and night operations also quite impossible to pull off. So I would be very happy to hear if this could be somehow fixed.

Silenced weapon doesn't mean it has no sound, it's just that hearing range is greatly reduced but still can be like 10 tiles.
Have you tried silenced guns with cold ammo?
Have you tried throwing knives?
If enemy can hear you, first thing he will do on his turn is inform others. I can look into this situation if you provide a save just before you shoot at enemy.



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Re: Experimental Project 7[message #354864 is a reply to message #354863] Fri, 14 September 2018 01:27 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
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Thanks Sevenfm for the prompt feedback! I find the idea of throwing knives at enemies with ballistic armor ridiculous so I don't allow that for my mercs due to roleplaying reasons happy

No, the pistols and SMSg had norma FMJ ammo, not cold ammo.

But I will try to create such a situation and provide the save in the comings days, thanks a lot!

[Updated on: Fri, 14 September 2018 01:28]

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Re: Experimental Project 7[message #354875 is a reply to message #354864] Fri, 14 September 2018 19:09 Go to previous messageGo to next message
Morbo513 is currently offline Morbo513

 
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Thanks crackwise for pointing me to this.

How do you access options such as ALLOW_INSTANT_DEATH ?

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Re: Experimental Project 7[message #354876 is a reply to message #354875] Fri, 14 September 2018 19:14 Go to previous messageGo to next message
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Morbo513 wrote on Fri, 14 September 2018 21:09
How do you access options such as ALLOW_INSTANT_DEATH ?

All new options are in Ja2_Options.ini, section [Extended Options] - just add it to the end of the file using any plain text editor like notepad.



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Re: Experimental Project 7[message #354877 is a reply to message #354864] Fri, 14 September 2018 19:16 Go to previous messageGo to next message
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@crackwise it usually helps to avoid suppression fire to move one tile from the tile where you were shooting from and go prone. Prone soldiers avoid shots that were not aimed directly on them.


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Re: Experimental Project 7[message #354879 is a reply to message #354876] Fri, 14 September 2018 19:34 Go to previous messageGo to next message
Morbo513 is currently offline Morbo513

 
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sevenfm wrote on Fri, 14 September 2018 17:14
Morbo513 wrote on Fri, 14 September 2018 21:09
How do you access options such as ALLOW_INSTANT_DEATH ?

All new options are in Ja2_Options.ini, section [Extended Options] - just add it to the end of the file using any plain text editor like notepad.

Could you point me to a complete list of all the additional options? I'm having trouble navigating the google drive. Anyway, thanks a bunch for this addon and especially the prevent insta-death feature.

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Re: Experimental Project 7[message #354880 is a reply to message #354879] Fri, 14 September 2018 19:37 Go to previous messageGo to next message
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Morbo513 wrote on Fri, 14 September 2018 21:34
Could you point me to a complete list of all the additional options? I'm having trouble navigating the google drive. Anyway, thanks a bunch for this addon and especially the prevent insta-death feature.

It's somewhere in this thread earlier.

Here you can see all extended options for Ja2+AI, with default values:
[Extended Options]
; enables "old camo faces + permanent CAMO_KIT_USABLE_AREA % of wood camo" feature for Shadow, Monk and Tex.
CAMO_PROFILES = FALSE
; allow replacing admins in garrisons and patrols
UPDATE_GARRISON_ADMINS = TRUE
UPDATE_PATROL_ADMINS = TRUE
; SSA is an ambient sound that plays constantly in a loop in the background, mostly consists of nature sounds like wind, birds, insects and such, but also can be used for town/underground ambients, or you can even define a soundtrack for each sector if you wish.
; There can be no more than 10 sounds of each type currently (10 for every sector or for every town).
; This can be used together with music as it works completely independent.
; The system to select current sound is flexible and based on file names, so you don't need any XMLs or other data to make it works.
ENABLE_SSA = FALSE
DEBUG_SSA = FALSE
VOLUME_SSA = 25
; Another small experimental feature - play ambient sound when a fire source is visible on screen.
; The sound is correctly faded in/out when you move in/out the screen with fire.
; Only one fire sound can play at the same time, so no additional effect from multiple fire sources.
ENABLE_TA = FALSE
VOLUME_TA = 25
; smart weapon chosing for AI soldiers
; if weapon is raised and soldier can shoot, he will use weapon in hands, if he cannot see opponents, he will use weapon with longest range, 
; if he sees opponent and no weapon equipped or not enough APs, AI will try to use weapon with best firing rate - 
; this should allow AI to correctly use sidearms and switch back to long range weapons when necessary
AI_WEAPON_CHOOSING = TRUE
; allows to turn off tactical reinforcements which happen at the end of each turn while keeping strategic reinforcements that happen at the start of battle
TACTICAL_REINFORCEMENTS = TRUE
; adds more grenades for AI soldiers: flares at night, smoke grenades
; added items are not droppable
EXTRA_ITEMS = TRUE
; determine chance of interrupt depending on duel points (OIS only)
; In original interrupt system, higher interrupt level means that soldier will always win interrupt.
; With new chance based calculation, if one soldier has level 4 and another has level 6, then first will win 40% of the time and second will win 60% of the time.
RANDOM_INTERRUPTS = TRUE
;  chance to critical hit that partially ignores armour
CHANCE_IGNORE_ARMOUR = FALSE
; randomly move noise location when soldier hears noise, number of tiles depends on distance to noise source 
; (so shooting at heard only enemies is less effective now)
RANDOMIZE_NOISE_LOCATION = TRUE
;  limit max CTH (OCTH only) depending on gun's accuracy and distance to target
LIMIT_MAX_CTH = TRUE
; new OCTH options
MAX_ANIMATION_PENALTY = 40
MAX_MOVEMENT_PENALTY = 60
MOVEMENT_TILE_PENALTY = 2.0
; reduce bullet impact by range: 10% at weapon range, 25% at 2x weapon range
REDUCE_BULLET_IMPACT = TRUE
; NCTH option.  It works like AIM_ penalties from CTHConstants.ini, allowing to set aiming penalty when shooting at head in NCTH.
HEAD_PENALTY_NCTH = 0
; show red tracers in the game (uses second frame of BULL.STI)
RED_TRACER = FALSE
; New Weapon Sound System (not implemented yet)
NWSS = FALSE
; allows enemies to drop items in autoresolve combat, feature from main trunk (by Flugente)
NPC_AUTORESOLVE_DROP_ALL = FALSE


Removed options:
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP
SHOW_ENEMY_RANK_ICON


Changed options:
Ja2_options.ini
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE 
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 0

SPOTTER_PREPARATIONTURNS: changed min value to 2
CAMO_KIT_USABLE_AREA: only limits camo from kits, worn camo is not limited by this value

APBPConstants.ini
AP_MIN_AIM_ATTACK = 0

CTHConstants.ini
VERTICAL_BIAS: 1.0 always used for visual representation, 0.5 is used for shooting


For detailed description, search this thread for option name.

[Updated on: Mon, 24 September 2018 00:59]




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Re: Experimental Project 7[message #354893 is a reply to message #354877] Sat, 15 September 2018 10:10 Go to previous messageGo to next message
silversurfer

 
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sevenfm wrote on Fri, 14 September 2018 18:16
@crackwise it usually helps to avoid suppression fire to move one tile from the tile where you were shooting from and go prone. Prone soldiers avoid shots that were not aimed directly on them.

Are you implying that the enemy knows the exact tile just from hearing your gunfire? If it's implemented like that then this should be changed because it is impossible to locate the exact spot just from hearing a sound. Better use function RandomGridFromRadius to locate a random tile around the location of the merc.



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

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Re: Experimental Project 7[message #354895 is a reply to message #354893] Sat, 15 September 2018 10:40 Go to previous messageGo to next message
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silversurfer wrote on Sat, 15 September 2018 12:10
Are you implying that the enemy knows the exact tile just from hearing your gunfire?

It works this way since vanilla.
Quote:
If it's implemented like that then this should be changed because it is impossible to locate the exact spot just from hearing a sound. Better use function RandomGridFromRadius to locate a random tile around the location of the merc.

There is already option to use random tiles around the noise location. But I don't see it as a problem, because that exact tile is used for suppression fire which has CTH 1% so it's pretty realistic actually. People get hit by suppression fire usually because they don't move mercs, and because they play NCTH which is far from being balanced because of game scale and as a result too many lucky shots from suppression.



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Re: Experimental Project 7[message #354897 is a reply to message #354893] Sat, 15 September 2018 13:41 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
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@ silversurfer: Exactly, that's the issue. Enemy gets apparently a very accurate information of my merc is only by hearing. I would also prefer having him a much more limited idea about my location like maybe around 10-15 tiles or so.

@Sevenfm: I am using NCTH with SDO and I am overall quite happy with how it works. I find the OCTH unrealistically too deterministic and hence predictable. But you are right, with NCTH, suppression fire can hit you like crazy even if you are prone. It is a must to always lie behind some cover.

The thing about shooting and then changing position is that with SDO mod, readying and shooting weapons cost more AP than in vanilla 1.13, which makes "hit and move on the same round" tactics generally harder.

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Re: Experimental Project 7[message #354899 is a reply to message #354897] Sat, 15 September 2018 16:38 Go to previous messageGo to next message
silversurfer

 
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Even if it worked this way since vanilla we should still fix it. I see it as a design error. In my opinion the heard tile should be random and the radius around the actual tile should depend on the distance of the listener. The further he is away the more inaccurate the guess should be, within reasonable limits of course. The listener shouldn't fire in the wrong direction...

This would solve two problems at once:
1. There would be less accidental hits to the person making the noise.
2. Suppression effectiveness would be low because the shooter wouldn't fire at the exact spot where the person is located.

In my opinion it makes a huge difference if I fire at a certain spot or just in a certain direction. The latter should be the case if neither I nor my team can see the opponent.



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

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Re: Experimental Project 7[message #354905 is a reply to message #354897] Sat, 15 September 2018 23:22 Go to previous messageGo to next message
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crackwise wrote on Sat, 15 September 2018 15:41
But you are right, with NCTH, suppression fire can hit you like crazy even if you are prone.

Only if you stay at the same spot where you fired from and where enemy is aiming, so the solution is simple - if you expect suppression fire, move 1-2 tiles and go prone, so the worst result will be your merc cowering from suppression. It is both balanced and realistic.



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Re: Experimental Project 7[message #354906 is a reply to message #354905] Sat, 15 September 2018 23:32 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I tried version 755. I made a hole in the roof. Here is the problem. The mercenary walks around the hole like on the roof. happy


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

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Re: Experimental Project 7[message #354907 is a reply to message #354906] Sat, 15 September 2018 23:35 Go to previous messageGo to next message
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Randok wrote on Sun, 16 September 2018 01:32
I tried version 755. I made a hole in the roof. Here is the problem. The mercenary walks around the hole like on the roof. happy

Sorry, I don't understand. What happens? Do you have a save just before you made a hole on the roof?



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Re: Experimental Project 7[message #354908 is a reply to message #354907] Sat, 15 September 2018 23:42 Go to previous messageGo to next message
Randok is currently offline Randok

 
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The mercenary should only walk on the roof and not in the air (hole).


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

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Re: Experimental Project 7[message #354909 is a reply to message #354908] Sun, 16 September 2018 00:12 Go to previous messageGo to next message
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Randok wrote on Sun, 16 September 2018 01:42
The mercenary should only walk on the roof and not in the air (hole).

I used Flugente's code for roof collapsing feature, so it should work exactly as in the main trunk. If there's a critical bug in roof collapsing code, it's probably best to not use it (disable ROOF_COLLAPSE in Ja2_Options.ini).



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Re: Experimental Project 7[message #354912 is a reply to message #354909] Sun, 16 September 2018 00:27 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I think that sooner or later you will deal with this problem.
happy



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Re: Experimental Project 7[message #355044 is a reply to message #354912] Sat, 22 September 2018 23:54 Go to previous messageGo to next message
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Ja2+AI r766

- r7871, r7872, r7874: Using shaped charges, keys or lockpicks on a locked door now only unlocks the door. It doesn't automatically open the door anymore. This solves the problem that a merc manages to pick a lock and after automatically opening the door he is a sitting duck because he has no AP left. (by silversurfer)
- AI will ignore dying opponents only if instant death is not allowed
- removed message when switching TOPTION_GL_HIGH_ANGLE as it's not used anymore (throwing angle is calculated automatically from distance)
- moved cowering to Ctrl+Q, moved swapping hands to Q (to avoid cowering by accident key press)
- updated ingame hotkey tooltips for Ctrl+Alt+G and Ctrl+X
- play m_die, f_die battlesounds
- disabled roof collapse animation (as it seems to not always work correctly)
- additional worn stealth camo only for elite soldiers from enemy team
- increase suspicion when enemy/non neutral civ is hit: only for player spies
- Disguise: check that no alerted enemy heard this solder for 2 turns (so you cannot disguise if you were uncovered and sombedy seen/heard you recently)
- CountSuspicionValue: take into account only enemies that see this spy
- lower chance for fragments to hit structure
- removed hardcoded value (20) for MAX_SUPPRESSION_SHOCK (can be set in options now)
- reworked AICalcChanceToHitGun: always allow min 1% CTH for AI
- [x] key fix: check that both soldiers are alive
- panel background fix (check correct file name)

- removed IMPROVED_TRACERS option (as it wasn't used in the code)
- removed CTGT_LONG_RANGE option
- removed option PANEL_BACKGROUND (panel background is always shown if image file found)
- renamed SHOW_CTH_INFO to SHOW_NCTH_INFO (to avoid confusion as this option only works with NCTH)

The following options moved to ingame settings:
- ENEMY_GUN_JAMS (TRUE)
- ROOF_COLLAPSE (TRUE)
- BADASS_ANIMATION (FALSE)
- SOFT_IRON_MAN (TRUE)
- DELAYED_GRENADE_EXPLOSION (FALSE)
- SPREAD_FIRE (TRUE)
- ALLOW_INSTANT_DEATH (FALSE)
- TRACER_LIGHT (FALSE)
- BAD_TARGET_QUOTE (FALSE)
- SHOW_SKILLS_ON_MERC_PORTRAIT (TRUE)
- EQUAL_CHANCES (TRUE)
- TACTICAL_PANEL, QUICK_ITEM_PANEL, TACTICAL_LOG_PANEL, TACTICAL_INFO_PANEL (TRUE)

New ingame settings:
https://i.imgur.com/uitHxSr.png

[Updated on: Sun, 23 September 2018 00:12]




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Re: Experimental Project 7[message #355045 is a reply to message #355044] Sun, 23 September 2018 15:17 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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Used 767 exe. It wrote something on the screen when started for the first time, but I did not have time to read it. What was it about? What I had time to read said it created a file, but I can not find a new file in the directories I checked. Except stack_trace.log, where complaints about file not found are written.

Found it in /opt/ja2/ja2-datadir/Profiles/UserProfile_JA2113/ERROR_REPORT.iniErrorMessages.txt
Still playing under Wine on Debian GNU/Linux 9.5.

But it contains what looks like a windows Licence code. And date. I don't understand.

[Updated on: Sun, 23 September 2018 15:38]

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Re: Experimental Project 7[message #355058 is a reply to message #355045] Sun, 23 September 2018 21:05 Go to previous messageGo to next message
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Taleman wrote on Sun, 23 September 2018 17:17
Used 767 exe. It wrote something on the screen when started for the first time, but I did not have time to read it.
What was it about?

First time you run new Ja2+AI version, it creates missing settings in Profiles\Ja2_Settings.INI file. Nothing to worry about.

Quote:
But it contains what looks like a windows Licence code. And date. I don't understand.

I don't understand either.

[Updated on: Sun, 23 September 2018 21:13]




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Re: Experimental Project 7[message #355067 is a reply to message #355058] Mon, 24 September 2018 08:59 Go to previous messageGo to next message
zwwooooo is currently offline zwwooooo

 
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I am playing 2014 stable 1.13 with 7609+fix.exe. See the picture below, is bug?

(left: 7609+fix right: 7609+AI)
https://i.imgur.com/7IPLm0B.jpg

[Updated on: Mon, 24 September 2018 09:01]

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Re: Experimental Project 7[message #355069 is a reply to message #355067] Mon, 24 September 2018 10:58 Go to previous messageGo to next message
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Quote:
I am playing 2014 stable 1.13 with 7609+fix.exe. See the picture below, is bug?

EDB code is different in Ja2+AI. Not sure what happens on the picture as I never looked into this code, I only applied some patches from the trunk.



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Re: Experimental Project 7[message #355075 is a reply to message #355069] Mon, 24 September 2018 14:48 Go to previous messageGo to next message
silversurfer

 
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Looks like the 7609+Fix didn't get the same fix as the 7609+AI version.


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

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Re: Experimental Project 7[message #355081 is a reply to message #355075] Mon, 24 September 2018 22:17 Go to previous messageGo to next message
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silversurfer wrote on Mon, 24 September 2018 16:48
Looks like the 7609+Fix didn't get the same fix as the 7609+AI version.

You are right probably but I have no idea which fix is missing.



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Re: Experimental Project 7[message #355082 is a reply to message #355081] Mon, 24 September 2018 22:58 Go to previous messageGo to next message
silversurfer

 
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Maybe the fix from revision 7275 wasn't applied correctly to the 7609+Fix version? Your code isn't public so I can't take a look.


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Re: Experimental Project 7[message #355083 is a reply to message #355082] Mon, 24 September 2018 23:40 Go to previous messageGo to next message
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@zwwooooo
I tried to quickfix the problem by copying Interface Enhanced.cpp from Ja2+AI to Ja2+fix in r775, please let me know if it works.



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Re: Experimental Project 7[message #355085 is a reply to message #355083] Tue, 25 September 2018 02:17 Go to previous messageGo to next message
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Ja2+AI r774

- Build 18.09.24
- ingame settings name/tooltip update
- increase random range for attacking jammer with mortar to 10 tiles
- removed IMPROVED_OCTH option (now new OCTH calculation is always used)
- no chain reaction for tripwire items (fixes bug when tripwire was detonated by explosion)

Strategic AI:
- minor fixes and code improvements
- reworked percent elites bonus
- reworked admin/troop/elite distribution for strategic offensives



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Re: Experimental Project 7[message #355098 is a reply to message #355085] Tue, 25 September 2018 17:48 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
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Hey mate, thanks for your continued work, appreciated.

Two questions:

The modpack in your sig is always up to date?

I`ve downloaded and installed it, however playing AR+SDO with the +AI exe gives me the pop up messages almost constantly regarding AI. Can`t remember the exact line, somebody else mentioned it in the thread, you said it was a bug intended to be fixed later on.

If I play AR only with the AI exe it runs without a hiccup. (Well, my mercs can`t say the same, they are being slaughtered left and right)

PS: Out of curiosity is there any chance to lower or disable the morale loss for mercs when retreating? Also since I tend to play on while my mercs die, any way to also disable the negative impact of casualties for hiring? At his point once I have around 5 KIAs nobody wants to work for me. not sure

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Re: Experimental Project 7[message #355099 is a reply to message #355098] Tue, 25 September 2018 18:09 Go to previous messageGo to next message
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Greyfoot wrote on Tue, 25 September 2018 19:48
The modpack in your sig is always up to date?

I usually update it when I have something to update, like new exe version with critical fixes or mod update. For actual Ja2+AI.exe version, see link to google drive in my sig.

Quote:
I`ve downloaded and installed it, however playing AR+SDO with the +AI exe gives me the pop up messages almost constantly regarding AI. Can`t remember the exact line, somebody else mentioned it in the thread, you said it was a bug intended to be fixed later on.

Yes, there's something with AI pathfinding or something else, you can ignore the messages, they are just there to motivate me to find the bug some day.

Quote:
If I play AR only with the AI exe it runs without a hiccup. (Well, my mercs can`t say the same, they are being slaughtered left and right)

So do you say the problem is with SDO mod? It updates both maps and items as far as I know, not sure where to look for the bug.

Quote:
PS: Out of curiosity is there any chance to lower or disable the morale loss for mercs when retreating? Also since I tend to play on while my mercs die, any way to also disable the negative impact of casualties for hiring? At his point once I have around 5 KIAs nobody wants to work for me. not sure

There's Morale_Settings.INI file where you can change morale related things, for example
; ran from sector during battle
MORALE_RAN_AWAY = -5

And Reputation_Settings.INI if you don't want retreats to hurt your reputation.

As for negative impact of casualties, you will probably have to open MercProfiles.xml and change <bDeathRate> for every merc (and probably <bReputationTolerance> since you are there). And start a new game. For more details, try searching forum, it was definitely described earlier.

[Updated on: Tue, 25 September 2018 18:12]




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Re: Experimental Project 7[message #355100 is a reply to message #355099] Tue, 25 September 2018 20:48 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
Thanks very much for the qucick reply mate!

All sorted with the latest exe, no more pop ups.

Only noticeable thing is that gameplay seems to speed up during enemy turn. My mercs look to wiggle way to fast, enemy movement is normal.

Thanks again!!

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Re: Experimental Project 7[message #355101 is a reply to message #355100] Tue, 25 September 2018 20:51 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Greyfoot wrote on Tue, 25 September 2018 22:48
Only noticeable thing is that gameplay seems to speed up during enemy turn. My mercs look to wiggle way to fast, enemy movement is normal.

Disable auto fast forwarding in ingame options - it speeds up game timer during enemy turn when enemy soldier is not visible. As a side effect, player merc animations also look faster.



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Re: Experimental Project 7[message #355102 is a reply to message #355101] Tue, 25 September 2018 21:30 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
That did the trick, thanks.

However now am getting runtime errors, here is one I could make a picture of:

https://i.imgur.com/YfQOE8a.jpg


[Updated on: Tue, 25 September 2018 21:40]

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Re: Experimental Project 7[message #355103 is a reply to message #355102] Tue, 25 September 2018 21:39 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Greyfoot wrote on Tue, 25 September 2018 23:30
That did the trick, thanks.

However now am getting runtime errors, here is one I could make a picture of:

https://imgur.com/a/4zjToeN

Without a save, can't say anything.



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Re: Experimental Project 7[message #355104 is a reply to message #355103] Tue, 25 September 2018 22:16 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
The error message looks very familiar and only happens sporadically. Check if you have implemented the bugfix from revision 8187.


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

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Re: Experimental Project 7[message #355105 is a reply to message #355104] Tue, 25 September 2018 22:23 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
silversurfer wrote on Wed, 26 September 2018 00:16
The error message looks very familiar and only happens sporadically. Check if you have implemented the bugfix from revision 8187.

Thanks for hint, just checked - it's already added both to +AI and +fix:
UnloadButtonImage( iBurstButtonImages[ WM_NORMAL ] );
UnloadButtonImage( iBurstButtonImages[ WM_BURST ] );
UnloadButtonImage( iBurstButtonImages[ WM_AUTOFIRE ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL_BURST ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_GL_AUTO ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB_BURST ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_UB_AUTO ] );
UnloadButtonImage( iBurstButtonImages[ WM_ATTACHED_BAYONET ] );



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Re: Experimental Project 7[message #355106 is a reply to message #355105] Tue, 25 September 2018 22:29 Go to previous messageGo to next message
Greyfoot is currently offline Greyfoot

 
Messages:62
Registered:November 2010
Location: Dublin
Wasn`t able to reproduce it so far, fingers crossed.

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Re: Experimental Project 7[message #355134 is a reply to message #355106] Wed, 26 September 2018 20:28 Go to previous messageGo to previous message
coban is currently offline coban
Messages:2
Registered:September 2018
Hi,

I am playing 7609+AI (r774) and I encountered an issue, it seems my game crashes if enemy gun jams are on (after limited testing), so I turned this option off. It's a clean 1.13 install with only AI mod. The game log always gives the same error (copy/paste from log file):

[72.4878] : ERROR : ========== Wed Sep 26 18:40:28 2018 ==========
File : ..\src\Core\vfs_string.cpp
Line : 205
Location : vfs::String::as_utf16

Invalid UTF8 character '€'=128

I also downloaded your mod pack, tried 1.13 version with AI exe (with only data-user folder applied by default, no other mod), and I get the same error.

Anyway, I am having a lot of fun playing your mod, thank you for making it!

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