Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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

 
Messages:60
Registered:October 2010
Location: Finland
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]

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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:83
Registered:February 2009
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]

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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:2472
Registered:May 2009
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

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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:2472
Registered:May 2009
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.



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 #355083 is a reply to message #355082] Mon, 24 September 2018 23:40 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
@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.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:23
Registered:November 2010
Location: Dublin
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
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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:23
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!!
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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:23
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]

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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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:2472
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

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
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
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 ] );



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:23
Registered:November 2010
Location: Dublin
Wasn`t able to reproduce it so far, fingers crossed.
Re: Experimental Project 7[message #355134 is a reply to message #355106] Wed, 26 September 2018 20:28 Go to previous messageGo to next message
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!
Re: Experimental Project 7[message #355144 is a reply to message #355134] Thu, 27 September 2018 00:13 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
coban wrote on Wed, 26 September 2018 22:28
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

It doesn't seem to be related, I tested the game with 100% enemy jam chance, and no crash.
Would be thankful for a save with reproducible bug since I never have it.

[Updated on: Thu, 27 September 2018 00:40]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355146 is a reply to message #355144] Thu, 27 September 2018 02:30 Go to previous messageGo to next message
coban
Messages:2
Registered:September 2018
No problem, here is the link to the quicksave:

drive.google.com/open?id=1kbT1e0t6XkHTZHeMvvAaPc8ZoXFleRfD

Using your modpack, mod is 1.13 + AI exe, no ini settings changed. Also no in game options changed, except turn enemy gun jam on/off. I hire a couple of mercs, get them on the roof of the first house in Omerta, and start shooting. If gun jams are turned on, then within a couple of rounds taunting the enemy, right before the bad guy tries to shoot and the gun should jam (at least if my observations are correct happy, the game crashes.

If you cant reproduce, then i have no idea...maybe something with my system. But again, it's such a minor setting, I just keep it off.

Edit: There are two more txt files in my save folder, I have no idea if you need them, here is the link to all three files:

drive.google.com/drive/folders/1K0S2CjjD9VFWM_hSc8zFgE5fpnp5sj9f?usp=sharing

[Updated on: Thu, 27 September 2018 02:44]

Re: Experimental Project 7[message #355174 is a reply to message #355083] Fri, 28 September 2018 19:20 Go to previous messageGo to next message
zwwooooo

 
Messages:83
Registered:February 2009
sevenfm wrote on Mon, 24 September 2018 20:40
@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.


thumbs up It works. Thanks.

[Updated on: Fri, 28 September 2018 19:21]

Re: Experimental Project 7[message #355210 is a reply to message #355174] Mon, 01 October 2018 18:30 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
Ja2+AI r783

- restored TOPTION_GL_HIGH_ANGLE to avoid error messages (not used in the code)
- disabled error messages when reading new ingame settings
- disabled message about creating ini error file
- set TOPTION_ENEMY_GUN_JAMS = TRUE by default
- mark ACTION_ITEM of action value ACTION_ITEM_BLOW_UP and detonator type BOMB_PRESSURE as MAPELEMENT_ENEMY_MINE_PRESENT, to allow AI soldiers to avoid ACTION_ITEM mines placed in editor
- show "Aborting AI deadlock" message when ESC was pressed to stop endless clock
- don't show "blow up" in transformation menu for grenades/explosives with 'flare' flag
- added r8624, r8626 (by Flugente)

Suppression:
- better integer calculation for AP loss
- linearly increase AP to cower when prone depending on morale level (double at morale = 100)
- linearly increase AP needed to react when crouched and cannot go prone, depending on morale level (double at morale = 100)
- double received shock from suppression if crouched soldier cannot go prone



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355327 is a reply to message #355210] Sat, 13 October 2018 18:20 Go to previous messageGo to next message
Taleman

 
Messages:60
Registered:October 2010
Location: Finland
I am running ja2_7609en+AI_r783.exe, under wine on Debian GNU/Linux 9.5 (stretch).

I noticed enemies next to a cow can not be aimed at. The enemy is visible, and is not behind the cow. Looks like if enemy is in next tile to a cow, I can only aim at the cow. Once the cow is dead, I can aim at the enemy. This has not happened to me with vanilla JA2, I never had to kill cows. I suspect this is AI doing it stuff, and positioning enemy to a spot that can not be fired at.

PS I now have updated wine, 3.0.1-2~bpo9+1 to get mouse wheel working.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355328 is a reply to message #355327] Sat, 13 October 2018 19:26 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
Taleman wrote on Sat, 13 October 2018 20:20
I am running ja2_7609en+AI_r783.exe, under wine on Debian GNU/Linux 9.5 (stretch).

I noticed enemies next to a cow can not be aimed at. The enemy is visible, and is not behind the cow. Looks like if enemy is in next tile to a cow, I can only aim at the cow. Once the cow is dead, I can aim at the enemy. This has not happened to me with vanilla JA2, I never had to kill cows. I suspect this is AI doing it stuff, and positioning enemy to a spot that can not be fired at.

PS I now have updated wine, 3.0.1-2~bpo9+1 to get mouse wheel working.

Can you send me a save for tests?



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355332 is a reply to message #332214] Sun, 14 October 2018 00:01 Go to previous messageGo to next message
crackwise

 
Messages:53
Registered:April 2013
How can I modify/disable camouflage degradation while crawling?

I find the current rate rather extreme since just crawling a couple of tiles removes the camouflage about 10%. I have allowed camouflage only on the face and assume a body area of maximum 12% can be with camo kits covered. Which means, when I crawl a bit with the merc, almost all the kit camo level is gone.
Re: Experimental Project 7[message #355333 is a reply to message #355332] Sun, 14 October 2018 02:31 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Sun, 14 October 2018 02:01
How can I modify/disable camouflage degradation while crawling?

You cannot, it's hardcoded (unless you disable CAMO_REMOVING).
Also, r787 greatly lowers chance to reduce camo when cralwing.

[Updated on: Sun, 14 October 2018 03:18]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355343 is a reply to message #355328] Sun, 14 October 2018 20:48 Go to previous messageGo to next message
Taleman

 
Messages:60
Registered:October 2010
Location: Finland
Quote:

Can you send me a save for tests?

I thought I had a seve of the situation, but no such luck. I have save after the killing of cow. See screenshot, in the middle of the picture.

http://taleman.fi/JA2/JA2-Screenshot%20at%202018-10-14%2020-41-19.png



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355353 is a reply to message #355343] Wed, 17 October 2018 00:53 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
It seems that r789 fixes that nasty 'invalid UTF8 character' bug.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355363 is a reply to message #355353] Fri, 19 October 2018 20:52 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
r790 fixes crash in laptop when displaying more than 4 skills.
https://i.imgur.com/jCUcOcv.png



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355467 is a reply to message #355363] Sat, 27 October 2018 12:48 Go to previous messageGo to next message
crackwise

 
Messages:53
Registered:April 2013
Hi @sevenfm!

I am currently observing a strange behavior by the enemy mortar troopers. They shoot their mortar smoke ammunition at my mercs despite that they also have normal mortar shells. (I can see it after the battle that they also had those shells.)

I had modified the smoke mortar to cause 0 explosive as well as 0 stun damage, whereas the standard mortar shell has 30 damage. So they should normally prioritize the explosive shells if they want to do damage to my mercs.

I am using r783. But I have been observing this behavior since the last a couple of revisions now. But I remember in older revisions enemy used to shoot explosive mortar shells, now they never do.
Re: Experimental Project 7[message #355475 is a reply to message #355467] Sat, 27 October 2018 18:55 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Sat, 27 October 2018 14:48
Hi @sevenfm!

I am currently observing a strange behavior by the enemy mortar troopers. They shoot their mortar smoke ammunition at my mercs despite that they also have normal mortar shells. (I can see it after the battle that they also had those shells.)

I had modified the smoke mortar to cause 0 explosive as well as 0 stun damage, whereas the standard mortar shell has 30 damage. So they should normally prioritize the explosive shells if they want to do damage to my mercs.

I am using r783. But I have been observing this behavior since the last a couple of revisions now. But I remember in older revisions enemy used to shoot explosive mortar shells, now they never do.


Hi crackwise!
They are supposed to work the opposite way - first use regular shells, and only then smoke shells. I will look into the code and see if something is wrong there.

Update: r801 should fix this problem.

[Updated on: Sat, 27 October 2018 22:16]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355494 is a reply to message #355475] Sun, 28 October 2018 20:18 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
Ja2+AI r801

Fixes:
- r8627, r8628 (by Flugente)
- fix bad filename for enemy battlesounds (causing nasty 'invalid UTF character' bug previously)
- fix crash when displaying "more..." line in laptop for extra skills (so you can have cheating amount of skills for your IMP now)

Suppression:
- harder to suppress soldier if he is prone behind cover, bonus to AP to react depends on distance, max AP_PRONE at day vision range
- if soldier has cover from attacker, cower only when suppression shock reaches max level (MAX_SUPPRESSION_SHOCK)
- if soldier has no cover from attacker, cower when soldier is prone (or crouched and cannot go prone) and suppression from attack is high enough (based on AP needed to go prone/crouched with bonus
Now it's much more important to hide behind some obstacle when enemy is shooting at you, to avoid panicking (and losing all AP and starting next turn with a very few AP as a result).

Removing camo when crawling:
- lowered base chance (30% -> 10%)
- modify chance depending on total camo
- lower chance when crawling on a flat floor

Laptop:
- change displayed skills number from 4 to 3 to not overlap background

Thrown weapons:
- penalty when attacking moving target (penalty is average bTilesMoved for all soldiers in attacked tile and adjacent tiles), so it's harder to accurately throw grenade at running enemy or enemy that has moved a lot during his turn
- max miss radius for thrown weapons is scaled with range: 3 at half day vision range, 6 at day vision range, 12 at double day vision range (for mortars and grenade launchers)
from morale)

OCTH:
- correctly apply MAXIMUM_POSSIBLE_CTH, MINIMUM_POSSIBLE_CTH (game will use ini set values except that minimum cth is always set to 1 when shooting at visible enemy not at head)

NCTH movement penalty:
- removed scope mag factor from penalty calculation (much less penalty for scopes unless high tracking difficulty modifier on scope is set)
- removed tiles moved multiplier (was 4)
- limit base (before tracking speed modifier and range modifier) max movement penalty to 25 (was 50)
- set base value for animation based movement penalty to 25 (was 40)
In general, movement penalty for aiming is greatly reduced now, especially for scopes

OCTH, NCTH:
- soldier movement counter is carried between turns, halved each turn (so there is no instant penalty reduction to zero at the start of the next turn)

AI:
- prefer non smoke launchable for AI (AI soldiers will first use regular shells/launched grenades with regular explosion type, and only then smoke shells/grenades)



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355516 is a reply to message #355494] Mon, 29 October 2018 23:24 Go to previous messageGo to next message
crackwise

 
Messages:53
Registered:April 2013
Thanks a lot for the updates Sevenfm! I am looking forward to try the new version.

However, may I ask why the scope penalty for shooting at moving targets was reduced? I found the harsh penalty really good that it decreased the overpoweredness of snipers. It necessitated auto-fire in order to pin down the enemies first, and then you shoot at them with your sniper. I find this quite plausible and realistic. Is it possible by players to adjust the penalty ini settings according to personal taste?



Re: Experimental Project 7[message #355527 is a reply to message #355516] Tue, 30 October 2018 09:46 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Tue, 30 October 2018 02:24
Thanks a lot for the updates Sevenfm! I am looking forward to try the new version.

However, may I ask why the scope penalty for shooting at moving targets was reduced? I found the harsh penalty really good that it decreased the overpoweredness of snipers. It necessitated auto-fire in order to pin down the enemies first, and then you shoot at them with your sniper. I find this quite plausible and realistic. Is it possible by players to adjust the penalty ini settings according to personal taste?

Added in r803 option NCTH_SCOPE_MOVEMENT_PENALTY (disabled by default), which increases aiming penalty for target's movement depending on actual scope magnification (doubles penalty for 10x scope).
The reason for removing it was probably that it's hard for some players to understand this concept and get used to it, also as many scopes allow quick switching to iron sights, it's not really limiting.

[Updated on: Tue, 30 October 2018 09:59]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355538 is a reply to message #355527] Wed, 31 October 2018 00:10 Go to previous messageGo to next message
crackwise

 
Messages:53
Registered:April 2013
Great to hear that it can be adjusted as desired, thanks sevenfm! I would like to share an issue I observe quite frequently, which I find unrealistic and annoying. It is that enemy snipers seem to (blindly) shoot very accurately at unseen but heard mercenaries. (This also applies to milita snipers shooting blindly on enemies.)

The situation is that the enemy sniper doesn't directly see the merc nor the merc is seen by any other enemy soldier. They only know the location of my merc because I have shot my weapon the previous turn. I am sure of this, because it also happens during night operations. I guess what happens is that, like normal enemy troopers which return rather inaccurate automatic fire on the heard location of our merc, the enemy sniper also shoots at the exact tile of my merc, but of course in comparison with very high accuracy.

I really love the (inaccurate) suppression fire from the enemy on heard merc location, it is very realistic and it also forces me to take cover. However, a very accurate sniper shot on a purely unseen merc does not make sense. I know that a possible remedy would be to move the merc one tile after each shot, but this is rather tedious, and sometimes not possible anyway.

A straightforward suggestion would be to not allow enemies with sniper weapons to return blind fire. If it is not possible, then maybe the heard location of the merc could be extended with a couple of tiles, so that enemy has a much less chance of shooting at the exact tile where the merc is.



Re: Experimental Project 7[message #355554 is a reply to message #355538] Wed, 31 October 2018 22:58 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Wed, 31 October 2018 03:10
I would like to share an issue I observe quite frequently, which I find unrealistic and annoying. It is that enemy snipers seem to (blindly) shoot very accurately at unseen but heard mercenaries. (This also applies to milita snipers shooting blindly on enemies.)

r809 should fix the problem - no more accurate fire on unseen enemies.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355562 is a reply to message #355527] Thu, 01 November 2018 12:09 Go to previous messageGo to next message
crackwise

 
Messages:53
Registered:April 2013
sevenfm wrote on Tue, 30 October 2018 09:46

Added in r803 option NCTH_SCOPE_MOVEMENT_PENALTY (disabled by default), which increases aiming penalty for target's movement depending on actual scope magnification (doubles penalty for 10x scope).


Hi sevenfm, where/how can I find and adjust the NCTH_SCOPE_MOVEMENT_PENALTY setting? (I cannot see it in the ini files)

Thanks a lot!
Re: Experimental Project 7[message #355563 is a reply to message #355562] Thu, 01 November 2018 12:57 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Thu, 01 November 2018 15:09
Hi sevenfm, where/how can I find and adjust the NCTH_SCOPE_MOVEMENT_PENALTY setting? (I cannot see it in the ini files)

Just add it to Ja2_Options.INI, [Extended Options].

[Updated on: Thu, 01 November 2018 19:22]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355678 is a reply to message #355563] Mon, 05 November 2018 21:05 Go to previous messageGo to previous message
Taleman

 
Messages:60
Registered:October 2010
Location: Finland
Bug report

I am running ja2_7609en+AI_r816.exe under Wine in Debian GNU/Linux 9.5 Stretch.

Got error message "Assertion Failure (Line 1944 in file Button System.cpp)", see screenshot. Screenshot file too big to upload, see it at http://taleman.fi/JA2/

Also in same web directory Auto001.sav, autosave at end of turn previous to this error.

I did not find the debug save error message promised, no file SaveGame247.sav found.



Tapio Lehtonen
Pori, Finland
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