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Re: Absurdly small code changes[message #356653 is a reply to message #356590] Mon, 11 February 2019 00:02 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
I've added a few new things this month. And the thing isn't even over.



  • r8658: If a gun has a magazine size < 5, the 'out of ammo' soundfile is only displayed with a chance of CHANCE_SAY_ANNOYING_PHRASE (JA2_Options.ini). This should make using guns with tiny magazine sizes less annoying.
  • r8659: Skinning a bloodcat yields a bloodcat pelt. The status of said fur depends on how messily you murdered the poor thing, and how skilled you are at flaying stuff.
  • r8660: A new additional dialogue event allows adding voice lines whenever zombies rise, as seen at the end of the video.
  • GameDir r2466: Molotov cocktails now have an added light effect. This was already present in most mods, not sure why it wasn't in stock.
  • r8662/GameDir r2467: A paramedic/doctor can fill a bloodbag from a willing, fully-healed, not-knowingly-diseased, non-drugged teammate. These can then be used to boost surgery - in stock the health regained is increased by another 15%. A full bag is used every time you decide to use this option. Which makes things easier for me and is how it is in life.
    Because you people would otherwise prey on the civilians like a tabloid preys on dick pics, this only works on your teammates. It also does not work on corpses. Blood donation people are serious about freshness. True fact: they don't appreciate it when you come to the donation station with a clean jam jar full of blood you already took, even if you made sure to wash it hot (with dish liquid and all!).
    Anyway, if the person donating the blood has diseases, this will be spread to the patient (though only for disease #0 for now due to coding reasons).
  • GameDir r2468: I don't know what the people who ages ago filled the starting gear kits where smoking, but given that quite a few doctors have no first aid kits/medkits to speak of... it wasn't that good. Though note that the previous addition of makeshift bandages also eases this problem a bit... Anyway, added first aid kits and empty blood bags to several kits.
  • r8664/GameDir r2470: Armour and its attachments can have a fire resistance value, which lowers (or increases!) fire damage received. For demonstration purposes I set it to 100% for full EOD armor, which allows Sara to play Targaryen. This won't work with stock values, where I added a 50% resistance to full EOD suits.

[Updated on: Mon, 11 February 2019 00:08]




You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356715 is a reply to message #356653] Sat, 16 February 2019 01:10 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
Not entirely what I was aiming for this evening, but at least somewhat useful, as of r8666, stun effect explosions briefly remove gas effects from any tile they affect.

https://i.imgur.com/CIDDlln.png

As the smoke code is... not as accommodating as I had hoped, all smoke deleted will come back the next time it updates, which is every turn. A more 'realistic' smoke effect spreading would require more recoding of that part than I am currently motivated to do.

Still, this does allows us to, say, extinguish fire long enough for mercs to traverse the blast zone, possible to even drag someone else out.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356736 is a reply to message #356715] Sun, 17 February 2019 01:32 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
  • r8667: The duration and size of smoke clouds is reduced depending on weather. Using gas attacks would be hindered by weather, no?
  • r8668: If DISABLE_EVOLUTION = FALSE, a merc's evolution is shown on their 'More Stats' page in the laptop. So now you can check the laptop instead of hunting the value in MercProfiles.xml.

    https://i.imgur.com/c7uwpml.png




You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356750 is a reply to message #356736] Sun, 17 February 2019 21:53 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
A small idea from Taro in Discord that might be good, might be bad, but is trivial enough to implement on a test basis:

As of r8669 & GameDir r2473, vision range is lowered by 25% while running due to a new JA2_Options.ini setting:
;------------------------------------------------------------------------------------------------------------------------------
; If set to 0, nothing happens.
; If set to 1, vision is lowered while running.
; If set to 2, this only applies to the player team.
;------------------------------------------------------------------------------------------------------------------------------
LOWER_VISION_WHILE_RUNNING = 2

This means that rapidly closing in on the enemy will more likely cause them to see you first - you can't win an interrupt duel if you can't see them after all (okay, you can, but that's rather hard).
As the AI doesn't always run, their odd idea of walking instead of running might actually benefit them here. Of course attacking against fixed positions is now even deadlier... that's why you can set the value to 2 to at least force yourself to use tactics.

As said, I'm not sure whether this is useful. If it turns out it isn't I can always remove this later on, for now, test this out.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356758 is a reply to message #356750] Mon, 18 February 2019 17:55 Go to previous messageGo to next message
sevenfm

 
Messages:1844
Registered:December 2012
Location: Soviet Russia
Vision range is one of the biggest problems of AI as it cannot use scopes effectively and player can always have better scopes than average AI soldier.
I even wanted to remove scope vision bonus completely from Ja2+AI for better game balance.
I don't think that limiting sight range for running soldiers can help to improve balance as running solder already has penalty for interrupt level.

One possibility for running penalty could be increasing tunnel vision effect.
There's also a question if sight range is always updated correctly when solder starts\stops to run, also with disabled switching to standing animation at destination tile limited vision can be confusing for some players.

As for AI refusing to run in combat situation, I think that integrating movement mode code from Ja2+AI into the trunk can help with it as in my project enemy soldiers nearly always run when alerted except when swatting or crawling is more effective for hiding. Walking is only allowed when cautious mode flag is set (walking around the corner) or soldier has weapon raised so he can not lose raise AP cost and scope sight bonus while walking.



7609+fix | 7609+AI (r956) | 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: Absurdly small code changes[message #356761 is a reply to message #356758] Mon, 18 February 2019 22:21 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
Hmm. Tunnel vision would be an alternative I guess. Hmm.

I should probably mention that this is set to 0 by default.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #356937 is a reply to message #356653] Sun, 10 March 2019 18:55 Go to previous messageGo to next message
sevenfm

 
Messages:1844
Registered:December 2012
Location: Soviet Russia
Flugente wrote on Mon, 11 February 2019 03:02
[*] r8659: Skinning a bloodcat yields a bloodcat pelt. The status of said fur depends on how messily you murdered the poor thing, and how skilled you are at flaying stuff.
Looking at the code, it seems that bloodcat pelt is randomly (30%) dropped from bloodcats, and can also be retrieved by decapitating, what was the idea for adding another way of getting bloodcat pelt?



7609+fix | 7609+AI (r956) | 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: Absurdly small code changes[message #357220 is a reply to message #356937] Mon, 15 April 2019 07:46 Go to previous messageGo to next message
ZedJA2

 
Messages:174
Registered:January 2018
EDIT IN: And now, once again, I don't know where I read this in this thread, I could have sworn it was in the last two pages, but can't find it, argh. Seems it is in Barrel Modifications on the previous page in this thread.

Not trying to ask for too much, but the Baikal and the Sawed Off Shotgun discussion did catch my eye.

Now, here's the problem. In real life, and for usefulness, the desired ability to decide or set how many barrels you fire should be adjustable in game, just like selecting single,burst, or autofire mode with machine pistols, smgs, or ARs. The reasoning is that without such in-game selectability, Hunters are made second class mercs. Or shotguns are made second-class.

Whether it is by the $ menu, or some other method, I don't care. But I should be able, at least when not in combat, to be able to select how many barrels I wish to unload per fire attempt. It should, as you say, cost about the same AP. But without some ease of selectability in-game, I'm stuck with either all barrels unleashed, or one barrel unleashed. Why should such a situational tactical choice be made almost strategic by having to set it up on an XML rather than by some keystroke in the game. I suggest this needs a keystroke in game to choose functionality. I realize this is very demanding, but I'm talking about balancing the use of weapons that aren't automatic. The move in this game to empowering the automatic and burst weapons is taking away all the fun in having semi-automatic or shotgun fun, all because they have no in-game functionality of choice.

[Updated on: Mon, 15 April 2019 08:35]

Re: Absurdly small code changes[message #357221 is a reply to message #357220] Mon, 15 April 2019 08:03 Go to previous messageGo to next message
ZedJA2

 
Messages:174
Registered:January 2018
Now I've had some wine, but I have to push back, again, against the constantly changing balance of these feature changes. Because if I don't, who the heck will? So bear with me, for a moment.

On Running taking away the ability to detect and interrupt ability -- you are beginning, I believe, to go too far.

Some weapons depend almost entirely on the ability to move in, using the movement bonus to not getting hit, to be effective. These charging specialists, train in doing all this. Meaning that they train to be able to detect and still run forward and acquire targets. In addition, they are likely connected to all the other shouts and radio chatter that their friendlies, who are spotting or not running forward, give them for enemy location and intel. Pretending that the only factor in all this is the ability of a moving player to see and shoot, is like pretending that tennis players can't hit a 100 mph ball fired into their court that they run down and still see it and hit it accurately back. Fact is, they can. Why? Because they train at it everyday. Hell, I could do it, and I'm no pro, just a pretty damn good player in my prime years ago. It was almost impossible for a 110 mph serve to get past me without me getting it back in court -- and again, I was no pro. Oh, and just to get the point across, I did it from less than 2 yards off the service line, not anywhere near the baseline. It was THAT EASY FOR ME. But I wasn't even a pro.

I realize you are trying to simulate your vision of realism. But your vision of realism, is not all that realistic. Hockey players can slap back at high speed hockey pucks fired faster at them than even tennis players. Goalies can stop such shot even thru a mask blocking their vision and teammates in the way. Let's get real. The time in a phase, does not require a full speed run. Those are APs, and if I have APs left to fire a weapon, it means I can run so fast, that I can charge upon you and then hit the brakes and fire into your body so well, that I can still take you down, because I have those APs, and I have that experience with the tactic I am using. Stop trying to force tactics. I know you think you aren't doing this, but you are. The whole game is starting to lean towards autofire everything, or explosives. Now, sheesh, I already know that autofire everything, with a fully cushioned weapon, and autofire rocket launchers, ought to take down everything in the known universe. Except, you don't simulate the huge kickback and necessary cyborg arms to do all that. But you let if fly nonetheless. Meanwhile single fire everything is now pwowned. Let's get real. The mechanics of the game allowed it. They did it for a reason. If you really are going to change that, then tunnel vision may be an adequate simulation, though wrong as heck, since most runners, swivel their heads like donuts in combat, unless the terrain is uneven. Remember, the chargerinos are virtual trackstars under war stress, that's what those stats represent. But meanwhile we already have unrealistic launching of run n gun RPG firing mercs -- which isn't realistic at all. Balancing requires more than taking every stat literally, it requires an understanding of the limitations of the game and what was once being simulated to the letter of the rules that is now.

So let me appeal to your logical integrity. If simulating this charging mechanic to lose vision takes away the whole charge and shoot aspect, did you perhaps overstate what was already understood in the ability of someone to run, then gain balance, and still fire after such a run -- instead of thinking as you did, that they aren't quite that fast, and are simply unable to recover in time to fire a balanced shot as they charge in? The mechanic/tactical option was there before, now you hamper it? Based on what exactly, some misunderstanding myopia of what was meant, or the plain truth? Think it over.

At the very least, make sure this is a toggleable option, because I think you are reading between the lines when you do this.

[Updated on: Mon, 15 April 2019 08:06]

Re: Absurdly small code changes[message #357230 is a reply to message #357220] Tue, 16 April 2019 01:46 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
ZedJA2 wrote on Mon, 15 April 2019 04:46
EDIT IN: And now, once again, I don't know where I read this in this thread, I could have sworn it was in the last two pages, but can't find it, argh. Seems it is in Barrel Modifications on the previous page in this thread.

Not trying to ask for too much, but the Baikal and the Sawed Off Shotgun discussion did catch my eye.

Now, here's the problem. In real life, and for usefulness, the desired ability to decide or set how many barrels you fire should be adjustable in game, just like selecting single,burst, or autofire mode with machine pistols, smgs, or ARs. The reasoning is that without such in-game selectability, Hunters are made second class mercs. Or shotguns are made second-class.

Whether it is by the $ menu, or some other method, I don't care. But I should be able, at least when not in combat, to be able to select how many barrels I wish to unload per fire attempt. It should, as you say, cost about the same AP. But without some ease of selectability in-game, I'm stuck with either all barrels unleashed, or one barrel unleashed. Why should such a situational tactical choice be made almost strategic by having to set it up on an XML rather than by some keystroke in the game. I suggest this needs a keystroke in game to choose functionality. I realize this is very demanding, but I'm talking about balancing the use of weapons that aren't automatic. The move in this game to empowering the automatic and burst weapons is taking away all the fun in having semi-automatic or shotgun fun, all because they have no in-game functionality of choice.
Eh? One sets what possible configurations a gun can use in the xml (if none is set, 1 barrel is used). Ingame one toggles through barrel configurations while toggling firemodes with the 'b' key. I mean... I don't exactly see how that can get any easier?



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #357231 is a reply to message #357221] Tue, 16 April 2019 01:50 Go to previous messageGo to next message
Flugente

 
Messages:3462
Registered:April 2009
Location: Germany
ZedJA2 wrote on Mon, 15 April 2019 05:03
Now I've had some wine, but I have to push back, again, against the constantly changing balance of these feature changes. Because if I don't, who the heck will? So bear with me, for a moment.

On Running taking away the ability to detect and interrupt ability -- you are beginning, I believe, to go too far.

Some weapons depend almost entirely on the ability to move in, using the movement bonus to not getting hit, to be effective. These charging specialists, train in doing all this. Meaning that they train to be able to detect and still run forward and acquire targets. In addition, they are likely connected to all the other shouts and radio chatter that their friendlies, who are spotting or not running forward, give them for enemy location and intel. Pretending that the only factor in all this is the ability of a moving player to see and shoot, is like pretending that tennis players can't hit a 100 mph ball fired into their court that they run down and still see it and hit it accurately back. Fact is, they can. Why? Because they train at it everyday. Hell, I could do it, and I'm no pro, just a pretty damn good player in my prime years ago. It was almost impossible for a 110 mph serve to get past me without me getting it back in court -- and again, I was no pro. Oh, and just to get the point across, I did it from less than 2 yards off the service line, not anywhere near the baseline. It was THAT EASY FOR ME. But I wasn't even a pro.

I realize you are trying to simulate your vision of realism. But your vision of realism, is not all that realistic. Hockey players can slap back at high speed hockey pucks fired faster at them than even tennis players. Goalies can stop such shot even thru a mask blocking their vision and teammates in the way. Let's get real. The time in a phase, does not require a full speed run. Those are APs, and if I have APs left to fire a weapon, it means I can run so fast, that I can charge upon you and then hit the brakes and fire into your body so well, that I can still take you down, because I have those APs, and I have that experience with the tactic I am using. Stop trying to force tactics. I know you think you aren't doing this, but you are. The whole game is starting to lean towards autofire everything, or explosives. Now, sheesh, I already know that autofire everything, with a fully cushioned weapon, and autofire rocket launchers, ought to take down everything in the known universe. Except, you don't simulate the huge kickback and necessary cyborg arms to do all that. But you let if fly nonetheless. Meanwhile single fire everything is now pwowned. Let's get real. The mechanics of the game allowed it. They did it for a reason. If you really are going to change that, then tunnel vision may be an adequate simulation, though wrong as heck, since most runners, swivel their heads like donuts in combat, unless the terrain is uneven. Remember, the chargerinos are virtual trackstars under war stress, that's what those stats represent. But meanwhile we already have unrealistic launching of run n gun RPG firing mercs -- which isn't realistic at all. Balancing requires more than taking every stat literally, it requires an understanding of the limitations of the game and what was once being simulated to the letter of the rules that is now.

So let me appeal to your logical integrity. If simulating this charging mechanic to lose vision takes away the whole charge and shoot aspect, did you perhaps overstate what was already understood in the ability of someone to run, then gain balance, and still fire after such a run -- instead of thinking as you did, that they aren't quite that fast, and are simply unable to recover in time to fire a balanced shot as they charge in? The mechanic/tactical option was there before, now you hamper it? Based on what exactly, some misunderstanding myopia of what was meant, or the plain truth? Think it over.

At the very least, make sure this is a toggleable option, because I think you are reading between the lines when you do this.
Sigh. I assume you mean LOWER_VISION_WHILE_RUNNING? That thing is set to be off by default, as mentioned earlier (though not in the initial post I admit). I am somewhat unsure why the sheer existence of options is a bad.



You gotta wash your hands before picking up a baby. They can see the bacteria burning into their flesh.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: Absurdly small code changes[message #357237 is a reply to message #357231] Tue, 16 April 2019 07:08 Go to previous message
ZedJA2

 
Messages:174
Registered:January 2018
Ok, I was obviously confused by what you had described earlier. I also, expressly said I was for options, I just wanted them in-game.

Here is the area of confusion for me. You said we needed to set how many barrels is default to fire in the INI. That suggested that you could not do it in the game. Then you say in the replies that B toggles the number of barrels to fire, with Shotguns with Two Barrels, for example. Um, then why do we need the INI file. I thought that you were saying that we could not switch with B how many barrels would fire at one time. Obviously, if that can be done in-game, I don't even have to worry about the INI or other file outside of the game. I just set it up via hitting B as many times as necessary (none, once, whatever), and I'm good to go.

Maybe you meant that the INI would set the new default as 1 or 2 barrels. Maybe otherwise B always goes back to default after a game session. Ok. But I thought you were saying that B did not handle number of Barrels fired in a Sawed-Off Shotgun or a Baikal. Your reply suggests I misunderstood that. I'll just say, I bet a lot of other people who never tried B for Shotguns also thought you implied it could not be done in-game.

Thanks for the reply. I'll test it out in game. I'm not against options, I'm always for them, I even said it in my post. So we both misread things. My apologies.

-----

On the Lowered Vision, etc. I'm all for options. I realized it is OFF by default. I just think the effect is a bit much. Character is running, so doesn't it already have a Stamina hit. Doesn't the movement code already make the character less accurate after all that. Hasn't the running character already used up most of its AP, so that it can't Aim much? Why then hit it with another Nerf? That was all I was getting at.

I could imagine a Standing Still feature that harms the person who doesn't run as well.

All of these stances or modes of movement already have pluses and minuses. Perhaps those numbers are already balanced with the belief that no further Feature with a Malus is going to added to one of the movement modes. Perhaps those old numbers would have to be tweaked if we add the Tunnel Vision or Lowered Vision, whichever implementation ends up final.

Again, that was all I was getting at. Just for consideration. My counter suggestion is assigned as dead in the water, I can live with that.

[Updated on: Tue, 16 April 2019 07:27]

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