Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #359462 is a reply to message #359461] Thu, 09 April 2020 21:48 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
Ortis wrote on Thu, 09 April 2020 23:44
Im a little confused of what to do. From your google drive I can download 7609en+modpack or unstable modpack. What is the diffrence there? I can also download Ja2_r8782.exe. What does that do?
7609 modpack is for 7609 stable release, unstable modpack is for actual unstable.
r8782 is the actual exe for unstable.



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Re: Experimental Project 7[message #359472 is a reply to message #359462] Fri, 10 April 2020 18:11 Go to previous messageGo to next message
Ortis

 
Messages:13
Registered:April 2015
sevenfm wrote on Thu, 09 April 2020 20:48
Ortis wrote on Thu, 09 April 2020 23:44
Im a little confused of what to do. From your google drive I can download 7609en+modpack or unstable modpack. What is the diffrence there? I can also download Ja2_r8782.exe. What does that do?
7609 modpack is for 7609 stable release, unstable modpack is for actual unstable.
r8782 is the actual exe for unstable.
What is the actual unstable? Is it this: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&start=0&
Re: Experimental Project 7[message #359473 is a reply to message #359472] Fri, 10 April 2020 18:18 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
Ortis wrote on Fri, 10 April 2020 20:11
What is the actual unstable? Is it this: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&start=0&
Yes.



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Re: Experimental Project 7[message #359474 is a reply to message #359473] Fri, 10 April 2020 19:56 Go to previous messageGo to next message
Ortis

 
Messages:13
Registered:April 2015
Ok so I will install JA2, drag and drop: SCIv1.13_Revision 8776 on GameDir 2525, drag and drop: unstable modpack, drag and drop: ja2_r8782.exe
Is this correct?
But this will not include the Ja2+AI?
Is the experimental project 7 the same as Ja2+AI?
Re: Experimental Project 7[message #359475 is a reply to message #359474] Fri, 10 April 2020 20:22 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
Ortis wrote on Fri, 10 April 2020 21:56
Ok so I will install JA2, drag and drop: SCIv1.13_Revision 8776 on GameDir 2525, drag and drop: unstable modpack, drag and drop: ja2_r8782.exe
Is this correct?
But this will not include the Ja2+AI?
Is the experimental project 7 the same as Ja2+AI?
You can find all information about modpack in readme.txt on google drive.
Ja2+AI is for stable 7609, you cannot use it with unstable versions.
Experimental project is just the thread's name, there are several projects discussed here.



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Re: Experimental Project 7[message #359811 is a reply to message #359475] Tue, 28 April 2020 14:37 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
r1497:
Implemented object destruction feature using Flugente's code for anti-materiel ammo.
Use automatic weapons (preferrably with AP ammo) to destroy various light armoured structures on the map.
Technically, all ammo is anti-materiel now, but since there are limits based on bullet damage, penetration and structure armour, only high power AP ammo is practically useful to destroy objects.
Tracer ammo has a small chance to create fire when damaging burnable structures (wooden furniture, cloth etc).
Also, tracer ammo can sometimes create fire when hitting tiles with grass.




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Re: Experimental Project 7[message #359819 is a reply to message #359811] Tue, 28 April 2020 22:09 Go to previous messageGo to next message
crackwise

 
Messages:109
Registered:April 2013
Awesome! big grin
Re: Experimental Project 7[message #359821 is a reply to message #359811] Tue, 28 April 2020 22:41 Go to previous messageGo to next message
crackwise

 
Messages:109
Registered:April 2013
Hi Sevenfm, just quickly tested the new feature. Here are couple of things I have noticed:

- The 12.7mm anti-materiel rifle (Gepard in my case) does not destroy any structures. I have shot about 30 rounds into various objects such as piles of boxes, walls, wooden crates, but could not destroy any. Could it be that the 12.7 mm round is somehow not included in the destruction code? Ideally it should destroy these objects in one or two shots, right?

- I have shot a lot of times into wooden objects (walls and furniture) with a 7.62 mm machine gun with tracer ammo. I could not get them to ignite. Grass ignites fine though.
Re: Experimental Project 7[message #359823 is a reply to message #359821] Tue, 28 April 2020 23:46 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
crackwise wrote on Wed, 29 April 2020 00:41
- The 12.7mm anti-materiel rifle (Gepard in my case) does not destroy any structures. I have shot about 30 rounds into various objects such as piles of boxes, walls, wooden crates, but could not destroy any. Could it be that the 12.7 mm round is somehow not included in the destruction code? Ideally it should destroy these objects in one or two shots, right?
Try r1500, it should damage trees and other objects better. Also, in my implementation damage is more chance based, so don't expect to destroy brick wall with one shot from 12.7 rifle. Machineguns work best for most objects, still you can use high caliber rifles to destroy a wall with a few shots.
Also, with small objects like crates it may be a problem to hit them.

Quote:
- I have shot a lot of times into wooden objects (walls and furniture) with a 7.62 mm machine gun with tracer ammo. I could not get them to ignite. Grass ignites fine though.
The chance to ignite burnable object is 1%, so you have to shoot a lot to ignite something. Also, a bullet can only ignite object if it can potentially destroy it, so machinegun with tracer ammo will work better than SMG with 9x19 tracer ammo.
With the grass, the chance is 5% (more in a hot sector).
I didn't want to make fire the main function of tracer ammo, more like rare event.

[Updated on: Tue, 28 April 2020 23:52]




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Re: Experimental Project 7[message #359897 is a reply to message #359823] Sat, 02 May 2020 17:10 Go to previous messageGo to next message
crackwise

 
Messages:109
Registered:April 2013
Hi Sevenfm, I would like to report a bug related with shooting rockets (launchables). I am playing AR+SDO with AI+ r1506. This bug is not new, was always there and would occur from time to time:

When you shoot a rocket, sometimes the projectile just disappears after it is shot. You see the smoke trail, but the warhead does not explode. I assumed in the past that the rocket flies over and falls somewhere offmap, or that the warhead is faulty and just does not explode. But I have found out that, before shooting, when you open the character screen and click on the loaded projectile on the RPG remove it and reinsert it again (without any AP loss) this bug does not appear and the projectile explodes as expected.

Here is a save file in case you would like to recreate this. Grizzly has a RPO-M loaded with the buggy projectile. Removing the projectile and inserting again solves the issue.
https://send.firefox.com/download/b2231fa9c9d90e9b/#kvZZET1-OE1qlg7CFc0vKQ
Re: Experimental Project 7[message #359899 is a reply to message #359897] Sat, 02 May 2020 20:58 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
@crackwise thank you, will take a look. Most likely item was not initialized properly when created on map or in merchant's inventory. Do you remember were did you get it, or does it happen with all rockets?



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Re: Experimental Project 7[message #359901 is a reply to message #359899] Sat, 02 May 2020 21:42 Go to previous messageGo to next message
crackwise

 
Messages:109
Registered:April 2013
The RPGs and the missiles are those which drop from killed enemies.

Also, thank you so much for the new NCTH tweaks. Finally, suppression fire works as intended since bullets do not ridiculously fly into air.
The new tracer causing fire mechanic results in quite interesting gameplay. I had the experience that it can work both ways. My merc was hiding behind some bush and shooting salvos with tracer ammo at the enemy during a night time enemy invasion. Eventually the bush in front of the merc caught fire, revealing the spot of the merc and several other teammates of his, drawing a lot of direct enemy fire. I had to retreat from the position, eventually resulting in me to lose the battle big grin It was really cool.
Re: Experimental Project 7[message #359903 is a reply to message #359901] Sun, 03 May 2020 00:08 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sat, 02 May 2020 23:42
Also, thank you so much for the new NCTH tweaks. Finally, suppression fire works as intended since bullets do not ridiculously fly into air.
Great if it works now as intended, suppression in NCTH always bothered me as it was too ineffective and unpredictable. Now you can use machinegun for it's main role - as a suppressive long range weapon. It's also important that max bullet deviation is limited depending on weapon effective range and recoil value, so rifle with effective range 30 will be effective for suppression at 30 tiles, but if it has recoil 20, the range of effective suppression is limited to 15, after that max bullet deviation will quickly increase so at some point bullets will start flying too wide to cause any effect. Another modifier is alt weapon holding, which starts decreasing max effective suppression distance after 15 tiles, so hip firing with AR at 30 tiles may be less effective, even if rifle has range 30 and recoil 10 (recoil 10 has no penalties or bonuses).
Another important change is that ground shots are reduced now (at least for first shot) - if the bullet should fly lower than ground level, it's Y value instead reversed so it flies higher and slightly to the left or right. This change also has effect on suppression, as half of bullets do not end anymore somewhere on the ground between shooter and target. Still, some bullets may hit the ground somewhere around target because of accuracy based bullet deviation or the way recoil works.



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Re: Experimental Project 7[message #359960 is a reply to message #359903] Fri, 08 May 2020 08:41 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
r1519
Seriously overheated gun may explode when jamming.
Critical gun failure has the following effects:
- gun status reduced to not usable (status = 1-10)
- random damage to shooter's health (max value = 1 - ubImpact / 4)
- temporary blindness effect for shooter, if he doesn't wear protective goggles (<ItemFlag>536870912</ItemFlag>)
Chance for critical failure depends on overheating level, gun's status and reliablity.




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Re: Experimental Project 7[message #359964 is a reply to message #359960] Fri, 08 May 2020 09:56 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
r1520
New visual smoke effect for gun shots:
- requires <ammoflag>8</ammoflag> in AmmoTypes.xml
- only for merc bodytypes
- only for guns




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Re: Experimental Project 7[message #359970 is a reply to message #359960] Fri, 08 May 2020 15:43 Go to previous messageGo to next message
edmortimer

 
Messages:1316
Registered:January 2015
Location: Home Free
Very cool addition! Question: can an item have more than one <ItemFlag>? For example, if protective goggles are also waterproof can they have <ItemFlag>4194304</ItemFlag> (scuba mask) and <ItemFlag>536870912</ItemFlag> (protective goggles)?




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Re: Experimental Project 7[message #359971 is a reply to message #359970] Fri, 08 May 2020 15:52 Go to previous messageGo to next message
silversurfer

 
Messages:2690
Registered:May 2009
ItemFlag is a bit mask. You can combine them.

Taken from Item Types.h:
Toggle Spoiler

Scuba mask is 0x00400000 and disease protection #1 is 0x20000000. If you combine them you get 0x20400000 (hex) or 541065216 (decimal).



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Re: Experimental Project 7[message #359972 is a reply to message #359971] Fri, 08 May 2020 15:59 Go to previous messageGo to next message
edmortimer

 
Messages:1316
Registered:January 2015
Location: Home Free
Quote:

ItemFlag is a bit mask. You can combine them.

Ah, so! Thank you!




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Re: Experimental Project 7[message #359980 is a reply to message #332214] Sat, 09 May 2020 13:23 Go to previous messageGo to next message
crackwise

 
Messages:109
Registered:April 2013
Suggestion: Having the ability to turn the lights or on off in a town or SAM sector occupied by us.

I don't know whether this is possible code-wise, but it would be great to be able to turn the lights off during night time when enemy attacks one of our sectors.

Currently, as the houses and many fortifications have lights on by default during the night, it puts the defending side at a significant disadvantage. It makes placing mercs and militia in the houses or behind cover very risky as they can be seen by the enemy which is in the shadows and remains unseen.

It would be fair to allow the enemy to do the same. So when we are attacking an enemy town during night, the enemy should ideally also switch lights off in order not to give their positions away.

It could be perhaps an option in the ctrl + $ menu, for convenience.

[Updated on: Sat, 09 May 2020 14:04]

Re: Experimental Project 7[message #359981 is a reply to message #359980] Sat, 09 May 2020 19:46 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
I think it should be possible with map editor and some triggers.



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Re: Experimental Project 7[message #359984 is a reply to message #359981] Sun, 10 May 2020 10:36 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
r1525

Incendiary shotgun ammo from SDO mod:
- creates small fire
- can ignite grass
- tracer type, so shows red bullets and can ignite burnable objects
- no instant damage, enemy will receive damage next turn when trying to run out of fire

New tag <shotAnimation> in AmmoTypes.xml allows defining custom shot animation, for example incendiary ammo uses MINIBOOM.sti animation:
<shotAnimation>TILECACHE\MINIBOOM.sti</shotAnimation>




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Re: Experimental Project 7[message #360064 is a reply to message #359984] Sun, 17 May 2020 11:35 Go to previous messageGo to next message
sevenfm

 
Messages:2219
Registered:December 2012
Location: Russian Federation
r1526

Press [ALT] or enable new ingame option to see names of inactive mercs

Also shows extended status of inactive soldier, in relation to selected soldier: spotter, sniper, medic, patient, dragging, dragged.



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Re: Experimental Project 7[message #360561 is a reply to message #360064] Sun, 12 July 2020 01:48 Go to previous message
gougluinn

 
Messages:106
Registered:September 2018
you may want to update download link on [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=347454&#msg_347454]here[/url] because it is dead.
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