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Re: AV v1.10[message #355498 is a reply to message #355496] Sun, 28 October 2018 23:25 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
I did my testing, as promised. Laser sights, LAM-200's and a folding stock, all worked without CTD's, however i am sure that if i was to keep on playing with the On/Off, fold/unfold actions, i would, eventually crash. That's what happened before, didn't always CTD with the first attempt, except with AWM, twice i tried unfolding the stock, twice it CTD'd. That was in the 1.10 Complete. The scopes are disappearing from the M1 still. 6x, 7x, 8x, 2x,4x, all of them vanished into nothingness.


Where are you getting that M1? Is this a savegame in a fresh install? An old save from when the glitches were happening will keep on having the glitches.

Quote:
I think in vanilla there were only folding stocks and they were rare, never bothered with weapons that have them. I have to advance my vanilla game to see what was the deal. The weapons in vanilla used to have only 4 slots for attachments. Also, in vanilla, the laser attachment doesn't have on/off switch. It's on when you have the weapon in your hands "supposedly". Simplified.


Vanilla had both, but used folding stocks on weapons that actually had retractable ones . . . go figure. Yes, there is no on/off switch in vanilla for lasers - but do you stow your weapon while crawling in the underbrush? Or have it ready to fire? If it's in your hands you have a penalty - and that was what I am trying to eradicate. But like I said, it's on by default just like Vanilla. Don't touch the on/off switch and it's just like Vanilla. I don't think the laser was ever "off" in Vanilla - there's no item for an off laser, and no stats for an off laser. It's always on.

Quote:
I looked for Attachments.xml but can't find it. Where is it located at ? And if i remove the numbers that you are providing, do i replace them with a 0 ? or remove the whole lines ?


It is in ../Data-AV/Items You remove the whole tag. Save the file just in case of problems. I'd start a new game if you do that - or there will be glitches as weapons and stocks are already on the map.

[Updated on: Sun, 28 October 2018 23:47]





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Re: AV v1.10[message #355499 is a reply to message #355498] Mon, 29 October 2018 01:45 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Hello again happy

I get the M1 around Omerta usually or on the way to Drassen, or maybe even Drassen Airport. Should i buy one from Bobby Ray and try the scopes on that one ? I mean, the M1's that are drops are bugged ? Or all of them ? I never use savegames. It's a fresh install, the Refresh version. It also dropped pretty early in the game in the Complete version. More or less the same general area.

Yep, the laser attachments were on in vanilla by default but i never did notice a switch. I've bought my JA2 game when i was in the USA. Different version maybe ? I don't mind the penalty when they are on, Ghillie suits for the win happy If my overall camouflage is around 95%, add some camo paint to the face and you're at a cool 100% while crawling in the bushes.

I'll check the directory that you specify and i'll definitely start a new game if i manage to get rid of the stocks in a couple of weapons. Thank you as always for the invaluable information !!!!

PS : Something else i forgot to mention, it was in the Complete version, haven't reached that point yet in my new Refresh version game. MERC hasn't email their "Please Pay" e-mail and it was Day 9 i believe. Don't Speck e-mails every 7 days ? Note that i haven't hired him, he is running his business as usual, from his office. I'll keep an eye out on this one on the Refresh and report back when i have results.



Damn, i just remembered, Omerta basement, the Rebel hideout and a clip with bullets inside a crate upstairs, inside the building that Dimitri is guarding. The M1 that is, there is also a Kar98 and a Mosin-Nagant. Their bullets are also upstairs in the crates.

[Updated on: Mon, 29 October 2018 02:02]




Just another old soldier.
Re: AV v1.10[message #355500 is a reply to message #355499] Mon, 29 October 2018 01:51 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
You're welcome, and thanks for the reports!

Quote:
PS : Something else i forgot to mention, it was in the Complete version, haven't reached that point yet in my new Refresh version game. MERC hasn't email their "Please Pay" e-mail and it was Day 9 i believe. Don't Speck e-mails every 7 days ? Note that i haven't hired him, he is running his business as usual, from his office. I'll keep an eye out on this one on the Refresh and report back when i have results.


I'll look into it - I have a couple MERC Mercs so I'll not pay them for a while and see what happens.




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Re: AV v1.10[message #355501 is a reply to message #355500] Mon, 29 October 2018 02:07 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Check my last message (the one just above your last) about the M1. If you don't pay MERC for a while, they'll up and leave all of a sudden. Normally you get the " Please Pay" within the first 7 days and 5 days later, i think it's 5, you get the "Past Due" mail. In my case i was on Day 9 and no emails from Speck at all. I did pay though since i don't want any unpleasant surprises. I use Spooky,Gaston, Stogie and Cougar and i hate loosing them.



Just another old soldier.
Re: AV v1.10[message #355503 is a reply to message #355501] Mon, 29 October 2018 17:22 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia

29:45 - crazy sniper machinegun always hits (FN MAG + rifle lam with range 30).
Looks like a weapon balance problem.

[Updated on: Mon, 29 October 2018 17:27]




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Re: AV v1.10[message #355504 is a reply to message #355503] Mon, 29 October 2018 17:41 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
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I've been working on weapon balancing for v1.11 - I will look closely at the LMGs. Thank you.

I've been playing a campaign and I must say I do like the changes you've made to suppression and cowering. It works well.

Where did you get the Muammar portraits and voice set? I'd like to add him to AV.




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Re: AV v1.10[message #355505 is a reply to message #355504] Mon, 29 October 2018 18:00 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
Muammar is from the epic Renegade Republik mod by Scorpion, I also made him as IMP.
In this video, Muammar uses Russian voice from JAZZ (crazy Ja2-like game), but his original voice in RR is also good.
If you want my IMP voice+portrait pack (speech in Russian, from games JAZZ, Dungeon Cleaners, Shady Job mod, Alfa-Antiterror, Man of Prey), you can get it here

As for suppression, it works very different from stock 1.13:
- no AP loss from suppression, only regular AP's spent on changing stance (so you can move much more under fire)
- cowering soldier loses all APs, starts new turn with very few APs (enough to crawl one tile into cover), so you can still use suppression for tactical advantage
- much better balance of suppression tolerance and in general better suppression balance (no mercs cowering from one bullet while enemy seems immune to suppression)
- it's easier to understand what's happening just by looking at soldier - if he reacts (crouches or goes prone), he is suppressed and so he cannot interrupt this turn, if he cowers, he lost all APs and he is not a threat this and next turn
- if soldier is in the open (has no cover from attacker) and needs to react to suppression but cannot (he is prone already or he is crouched and cannot go prone), he cowers
- if soldier has cover from attacker, it's not enough to deliver enough suppression to cause him to react, but he should have max shock level - that means, you need to suppress enemy for several turns usually if he is behind cover, or you need to flank him and suppress with one attack
- suppression value needed to react (crouch, go prone or cower when already prone) is based on AP to change stance + various bonus, it's higher if soldier is behind cover, and has bonus depending on morale level, so it's harder to suppress merc with high morale, but if he spends several turns under fire, he will lose morale and become much more vulnerable to suppression
- since cowering soldier loses all APs, he cannot move or do anything, it solves various animation related problems with cowering soldiers in stock 1.13
- at the start of each turn, mercs stop cowering automatically (if they have AP, not collapsed or dying etc)
- it's good for AI - if he sees that enemy is cowering, he knows it's safe to advance and move out of cover

[Updated on: Mon, 29 October 2018 18:22]




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Re: AV v1.10[message #355506 is a reply to message #355505] Mon, 29 October 2018 18:18 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
The system you have in place is a very good improvement on what you've already done. It works well, and as you say, it is easier to understand what's happening just by looking at the soldier.




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Re: AV v1.10[message #355508 is a reply to message #355505] Mon, 29 October 2018 20:46 Go to previous messageGo to next message
silversurfer

 
Messages:2551
Registered:May 2009
sevenfm wrote on Mon, 29 October 2018 17:00

As for suppression, it works very different from stock 1.13:
- no AP loss from suppression, only regular AP's spent on changing stance (so you can move much more under fire)
- cowering soldier loses all APs, starts new turn with very few APs (enough to crawl one tile into cover), so you can still use suppression for tactical advantage
- much better balance of suppression tolerance and in general better suppression balance (no mercs cowering from one bullet while enemy seems immune to suppression)
- it's easier to understand what's happening just by looking at soldier - if he reacts (crouches or goes prone), he is suppressed and so he cannot interrupt this turn, if he cowers, he lost all APs and he is not a threat this and next turn
- if soldier is in the open (has no cover from attacker) and needs to react to suppression but cannot (he is prone already or he is crouched and cannot go prone), he cowers
- if soldier has cover from attacker, it's not enough to deliver enough suppression to cause him to react, but he should have max shock level - that means, you need to suppress enemy for several turns usually if he is behind cover, or you need to flank him and suppress with one attack
- suppression value needed to react (crouch, go prone or cower when already prone) is based on AP to change stance + various bonus, it's higher if soldier is behind cover, and has bonus depending on morale level, so it's harder to suppress merc with high morale, but if he spends several turns under fire, he will lose morale and become much more vulnerable to suppression
- since cowering soldier loses all APs, he cannot move or do anything, it solves various animation related problems with cowering soldiers in stock 1.13
- at the start of each turn, mercs stop cowering automatically (if they have AP, not collapsed or dying etc)
- it's good for AI - if he sees that enemy is cowering, he knows it's safe to advance and move out of cover

I'm still waiting for you to implement those AI changes into the main trunk, at least the most important ones. happy



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Re: AV v1.10[message #355509 is a reply to message #355508] Mon, 29 October 2018 20:59 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
@silversurfer the problem with suppression rework is that it's rather radical change that not everyone will like. For example, I completely removed SUPPRESSION_EFFECTIVENESS_PLAYER and SUPPRESSION_EFFECTIVENESS_AI options because I find it silly to have different game rules for player and AI. If something doesn't work well or some game mechanics is unbalanced, we should fix it and improve game balance instead of just giving player another legal cheat.
And making all these changes optional is impossible - we have too much options already which make code overcomplicated and impossible to test properly.



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Re: AV v1.10[message #355520 is a reply to message #355505] Tue, 30 October 2018 03:26 Go to previous messageGo to next message
townltu

 
Messages:361
Registered:December 2017
Location: here
btw video, Muammar portrait set appears to have a flaw,
at least when entering hostile sector like at 7m46s in same vid as above, his pic extends the UI frame.
As far as i can see thats because the \65faces folder conatains a 48x43 pic instead of 31x27.

I allowed myself to revamp the set, find it here
@edmortimer feel free to use any of the portraits from that thread or one of the speechsets posted in nev voicepacks


Miguels cheeks and chin are already a little too bright in the non camo portrait,
but it gets rather bad with at least wood and desert camo, check 42m15s in same vid, havent seen urban yet.
It may be related to the fact that the camo layer consists of stripes with transparent sections between them,
i use layers filled with base camo color @ 20-25 % opacity and then add pattern of same/similar color @ higher opacity
Re: AV v1.10[message #355521 is a reply to message #351862] Tue, 30 October 2018 05:41 Go to previous messageGo to next message
Someone64

 
Messages:43
Registered:May 2015
Location: Philippines
@sevenfm Can't we hold making these changes permanent and non-optional to some kind of vote or poll to at least see interest in this? After all, we're a very small community anyway so the ones who care about this will probably be able to vote.
Re: AV v1.10[message #355522 is a reply to message #355520] Tue, 30 October 2018 06:30 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Thank you! I've downloaded them, and will check them out tomorrow. Just when i think i'm getting close to releasing a new version . . . I find much more to do! lol It's always like this, which is why i cant stop! :-)




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Re: AV v1.10[message #355531 is a reply to message #355522] Tue, 30 October 2018 15:38 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
In the Refresh game, Speck e-mailed on day 8 and the M1 is in the rebel basement in Omerta, inside a locker, along with a Mosin-Nagant and a Kar98. The clips with their bullets are in the crates upstairs, which doesn't make much sense. The rifles are in the underground sectors but their respective rounds are on surface level ????



Just another old soldier.
Re: AV v1.10[message #355535 is a reply to message #355531] Tue, 30 October 2018 18:14 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
In the Refresh game, Speck e-mailed on day 8 and the M1 is in the rebel basement in Omerta, inside a locker, along with a Mosin-Nagant and a Kar98. The clips with their bullets are in the crates upstairs, which doesn't make much sense. The rifles are in the underground sectors but their respective rounds are on surface level ????



Ah-ha! That M1 is a left-over from before I did a lot of work on attachments, scopes, and weapons -- and all M1s previously placed on the map had that disappearing scope glitch. I thought I had removed all the previously placed M1s and replaced them with new ones . . . but I missed that one.




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Re: AV v1.10[message #355550 is a reply to message #355535] Wed, 31 October 2018 21:41 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Ed, another thing i keep on encountering : Met Devin in the central Drassen sector at the De Santos brother bar, where you also meet Father Walker and Carmen. Sector just south of the airport. I talk to Devin and when i hit the "Buy" tab, the game Crashes and shows an error message. Not exactly CTD, i have to hit the Esc button once i get the error message. It's happened on my previous game as well, which i didn't finish. I did a clean install with the Refresh and started a new game. Both the M1 problem with the scopes AND Devin crashing when i try to buy from him, have been happening with both the Complete and the Refresh versions. We did found the M1 problem, don't know how to deal with Devin's inventory.
I don't care much for his stuff, Bobby Ray has them too more or less, as for Devin, i have hired him in vanilla, he's a lvl 4, not bad, he can improve and if i am not mistaken he comes with Explosives trait, which is good for undoing trapped doors or throwing a grenade decently. But i am not crazy about him either. Still, i am trying to hire as many natives as i can and when i say Recruit, he plainly refuses, till i get more towns under my belt. No crashes though when i ask to recruit him. It would appear that the only problem is with his inventory.

[Updated on: Wed, 31 October 2018 21:43]




Just another old soldier.
Re: AV v1.10[message #355559 is a reply to message #355550] Thu, 01 November 2018 02:41 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
I talk to Devin and when i hit the "Buy" tab, the game Crashes and shows an error message.


What is the error message . . . just in case it can give me a clue. I haven't looked, but previous problems of this sort were in the merchant's inventory file -- duplicate ID #s or a gap in the ID #s or just a plain typo of an ID or item number.




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Re: AV v1.10[message #355572 is a reply to message #355559] Thu, 01 November 2018 22:19 Go to previous messageGo to next message
ZedJA2

 
Messages:175
Registered:January 2018
Quote from SevenFM's earlier post:
<<
As for suppression, it works very different from stock 1.13:
- no AP loss from suppression, only regular AP's spent on changing stance (so you can move much more under fire)
- cowering soldier loses all APs, starts new turn with very few APs (enough to crawl one tile into cover), so you can still use suppression for tactical advantage
- much better balance of suppression tolerance and in general better suppression balance (no mercs cowering from one bullet while enemy seems immune to suppression)
- it's easier to understand what's happening just by looking at soldier - if he reacts (crouches or goes prone), he is suppressed and so he cannot interrupt this turn, if he cowers, he lost all APs and he is not a threat this and next turn
- if soldier is in the open (has no cover from attacker) and needs to react to suppression but cannot (he is prone already or he is crouched and cannot go prone), he cowers
- if soldier has cover from attacker, it's not enough to deliver enough suppression to cause him to react, but he should have max shock level - that means, you need to suppress enemy for several turns usually if he is behind cover, or you need to flank him and suppress with one attack
- suppression value needed to react (crouch, go prone or cower when already prone) is based on AP to change stance + various bonus, it's higher if soldier is behind cover, and has bonus depending on morale level, so it's harder to suppress merc with high morale, but if he spends several turns under fire, he will lose morale and become much more vulnerable to suppression
- since cowering soldier loses all APs, he cannot move or do anything, it solves various animation related problems with cowering soldiers in stock 1.13
- at the start of each turn, mercs stop cowering automatically (if they have AP, not collapsed or dying etc)
- it's good for AI - if he sees that enemy is cowering, he knows it's safe to advance and move out of cover
>>

Sounds great.

I agree with EdMortimer and Someone64 that the changes by SevenFM to Suppression seem a worthy improvement. The key for me is that I believe that's how it used to work, where visible changes in stances and states gave the player the necessary feedback to feel in synch with the game. Recently, so many of the improvements to v1.13 complicate the game or make it harder to understand. These changes to Suppression improve the game's clarity to the player.

I usually am against such changes without options. But to me, what was described is to be desired, even as a non-optional replacement. I would like to see it in action though, in - game. Is there a good video showcasing some of the new suppression effects perhaps with some voiceover or sub-titles explaining what just happened?

[Updated on: Thu, 01 November 2018 22:24]

Re: AV v1.10[message #355598 is a reply to message #355572] Fri, 02 November 2018 15:52 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
Hello Ed.

The other M1's (except the one found in the Omerta basement) do work fine. Obviously only that one has the problem with the vanishing scopes, I sold it.

Devin, i'll have to talk to him again and see what the error message says.

Lastly, i noticed that on/off switches and fold/unfold/extend,etc features, do behave better when i use them in the inventory but not attached to the weapon yet. I did get CTD's while trying to use them while attached to a weapon. Still. i always have to save now, prior to using them, just in case.



Just another old soldier.
Re: AV v1.10[message #355600 is a reply to message #355598] Fri, 02 November 2018 17:42 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
Devin, i'll have to talk to him again and see what the error message says.

Lastly, i noticed that on/off switches and fold/unfold/extend,etc features, do behave better when i use them in the inventory but not attached to the weapon yet. I did get CTD's while trying to use them while attached to a weapon. Still. i always have to save now, prior to using them, just in case.


Thank you.

That is strange as I don't have any trouble with them, but now that you mention it I do usually fold/unfold in inventory (and leave it like that), but lasers I have off by default and only turn on if advantageous (within laser range) - which means I turn them on during combat.

Flashlights - on and off during combat without problem.




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Re: AV v1.10[message #355601 is a reply to message #355600] Fri, 02 November 2018 18:39 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
@Ed
I think we can have a hotkey to quickly switch lasers on and off.
Also, cover penalties from lasers are only applied when the weapon is raised.



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Re: AV v1.10[message #355606 is a reply to message #355601] Fri, 02 November 2018 22:48 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
A hotkey would be neat!




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Re: AV v1.10[message #355607 is a reply to message #355606] Fri, 02 November 2018 22:50 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
edmortimer wrote on Sat, 03 November 2018 01:48
A hotkey would be neat!

Any suggestions what key to use? We could have both hotkeys for laser and scope quick switching.



7609+fix | 7609+AI (r1088) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

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


Re: AV v1.10[message #355610 is a reply to message #355607] Sat, 03 November 2018 01:59 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
Any suggestions what key to use? We could have both hotkeys for laser and scope quick switching.


Your choice. You are doing the work.




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Re: AV v1.10[message #355622 is a reply to message #355610] Sat, 03 November 2018 19:35 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
One hotkey would be enough for lasers, another one for the stocks maybe ? Either way, it's up to you gentlemen, i didn't mean to put you do more work. Was just mentioning my observations. Personally, i can live with the game as it is. Just quicksave a lot happy

There could be certain factors depending on everyone's pc and/or monitor/graphics card, or whatever might be causing CTD's to some of us. I have read a lot on these forums and have noticed other people having problems that are not common to everyone, on the same version of the mod/game. So i believe that it may have something to do with the machine's components too, not just the game itself. For instance, my monitor is a big one, 24 inches i think, big by my standards but it's not a gaming monitor. It came from an office building. Could that be a reason that can affect a game's engine ?

[Updated on: Sat, 03 November 2018 19:37]




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Re: AV v1.10[message #355634 is a reply to message #355622] Sun, 04 November 2018 03:25 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
The monitor wouldn't be a factor, not for CTD's anyway, more likely the PC itself. Making sure your drivers are up to date might help, though with older game platforms like this, that can sometimes add issues.

[Updated on: Sun, 04 November 2018 03:25]



Re: AV v1.10[message #355637 is a reply to message #355504] Sun, 04 November 2018 10:34 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
edmortimer wrote on Mon, 29 October 2018 20:41
I've been working on weapon balancing for v1.11 - I will look closely at the LMGs.

There's also a problem with laser sights - since they have <ProjectionFactor> tag set, they work as optics, for example:
AKM, iron sights, rifle lam at 300m
Toggle Spoiler


Also there's a problem with scope balance, these settings in CTHConstants.ini work much better for me:

NORMAL_SHOOTING_DISTANCE = 200
SCOPE_RANGE_MULTIPLIER = 0.25
SCOPE_EFFECTIVENESS_MINIMUM = 100
AIM_TOO_CLOSE_SCOPE = -0.5

Also, setting DEGREES_MAXIMUM_APERTURE = 12.0 is dangerous because it usually breaks weapon balance on small maps, making ALL shots much more accurate, especially with autofire. Default DEGREES_MAXIMUM_APERTURE = 15.0 works much better on regular maps.

Muzzle break is cheating item, should be reduced to at least
<PercentRecoilModifier>-25</PercentRecoilModifier>
and
<PercentMaxCounterForce>0</PercentMaxCounterForce>
for all stances, or removed from the game.

For example, muzzle brake in SDO mod (which has the best NCTH balance for small maps):
<PercentAPReduction>5</PercentAPReduction>		
<RecoilModifierX>-1</RecoilModifierX>	
<PercentRecoilModifier>-10</PercentRecoilModifier>		
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<overheatCooldownModificator>-0.05</overheatCooldownModificator>
<STAND_MODIFIERS>
	<PercentHandling>5</PercentHandling>
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />


Recoil can be partially fixed in item_settings.ini
RECOILX_LMG_MODIFIER  = 4.0
RECOILY_LMG_MODIFIER  = 4.0
RECOILX_PISTOL_MODIFIER  = 2.0
RECOILY_PISTOL_MODIFIER  = 2.0
RECOILX_MP_MODIFIER   = 2.0

RECOILY_MP_MODIFIER   = 2.0
RECOILX_SMG_MODIFIER  = 2.0
RECOILY_SMG_MODIFIER  = 2.0
RECOILX_RIFLE_MODIFIER  = 2.0
RECOILY_RIFLE_MODIFIER  = 2.0
RECOILX_SNIPER_MODIFIER  = 2.0
RECOILY_SNIPER_MODIFIER  = 2.0
RECOILX_AR_MODIFIER   = 2.0

RECOILY_AR_MODIFIER   = 2.0
RECOILX_SHOTGUN_MODIFIER = 2.0
RECOILY_SHOTGUN_MODIFIER = 2.0

Currently it's completely unbalanced, especially for machineguns which have nearly no recoil.

Also, why reflex sights provide 20% vision bonus? They have no magnification in RL as far as I know.
Currently reflex sight is much more effective in OCTH than small scope, because in OCTH vision bonus defines scope effectivenes (as visual distance is reduced by that bonus, lowering per tile sight penalty in the result).

[Updated on: Sun, 04 November 2018 17:56]




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Re: AV v1.10[message #355638 is a reply to message #355637] Sun, 04 November 2018 11:09 Go to previous messageGo to next message
townltu

 
Messages:361
Registered:December 2017
Location: here
@ed, spotted what appears to be too high weight for a C7CT, check this yt video
Sorry, no up to date AV install to check which specific part of that assembly is the culprit.
Re: AV v1.10[message #355646 is a reply to message #355637] Sun, 04 November 2018 19:40 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
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Thanks, Seven. I have copied this so i can work on it.


Edit: I am trying for something between th traditional OCTH and traditional NCTH solely for NCTH. I do not test OCTH, nor mod for it.

[Updated on: Sun, 04 November 2018 19:51]





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Re: AV v1.10[message #355647 is a reply to message #355638] Sun, 04 November 2018 19:42 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Yes, the C7CT had a typo in the <ubWeight> tag.




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Re: AV v1.10[message #355648 is a reply to message #355646] Sun, 04 November 2018 19:44 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
@Ed please watch this battle in AV:

It shows many mentioned balance problems.



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Re: AV v1.10[message #355652 is a reply to message #355648] Sun, 04 November 2018 20:47 Go to previous messageGo to next message
Gopas

 
Messages:231
Registered:June 2016
Location: Norway
@ Hawkeye

It's a gaming pc about 2 years old. Not a gaming powerhouse but pretty good. Can run modern games without issues. The drivers are up to date i believe. It runs all versions of JA2 1.13 without real problems, except the switches and stocks, if i try to on/off or fold/unfold while equipped on the weapon, i may get a CTD. Much safer to do this in the inventory pockets and then attach it to a weapon. Other than that, no problems.

@Edmortimer

Speaking of typos....It says FN M16A2. I was under the impression that the M16 rifle was made by Colt. Correction : It was made by many manufacturing companies, Colt, Daewoo, FN Herstal and more. So it's not really a typo after all. Well....live and learn.......happy

[Updated on: Sun, 04 November 2018 20:54]




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Re: AV v1.10[message #355654 is a reply to message #355652] Sun, 04 November 2018 20:54 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
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Quote:
Speaking of typos....It says FN M16A2. I was under the impression that the M16 rifle was made by Colt.


It explains in the description. Colt only makes export M16A2's. The USA armed forces use FN M16A2's . . . so the question is why not the export models here? Because, if you talk to Ira she will tell you that the Queen is being supplied by the Americans . . . then there's the obvious American General in Alma . . . and other hints can be found of American involvement. I just decided to strengthen Ira's conspiracy theory with FN M16A2's in the Queen's army - as if the Americans had quietly supplied them. :-)

I guess I should have made a second entry for Colt M16A2's . . . for bobby Ray and etc . . . but that seemed like a bit of overkill.

[Updated on: Sun, 04 November 2018 20:58]





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Re: AV v1.10[message #355660 is a reply to message #355637] Sun, 04 November 2018 21:55 Go to previous messageGo to next message
edmortimer

 
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SDO mod has these values for muzzle brake:

Toggle Spoiler




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Re: AV v1.10[message #355661 is a reply to message #355660] Sun, 04 November 2018 22:03 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
@Ed are they different from what I posted? 5 times less recoil reduction and no counter force bonus. Can be used for guns with high recoil, but not very useful if recoil is already low, and has some drawbacks like increased handling. BurstToHitBonus and AutoFireToHitBonus make no difference here since your mod doesn't support OCTH.



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Re: AV v1.10[message #355662 is a reply to message #355661] Sun, 04 November 2018 22:27 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
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It is just that I don't understand why some of these other values are included for a muzzle brake. I am also not sure what tags are OCTH-only and which are NCTH-only. There is no definitive explanation of all these tags that I know of. So I appreciate your offer to explain ones I ask about - but the reality is I need an explanation of all of them and how they fit into the formulas or I am still simply guessing and testing. I have in the past spent months testing only to find out that some of what i was changing were OCTH-only, and never had any influence on what I was modding -- but not knowing that had me change things still thinking the other tags were influencing the whole modification. So you can see that I went down the wrong path sometimes because i did not know what was influencing what i was changing, and what was not having any effect.




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Re: AV v1.10[message #355663 is a reply to message #355662] Sun, 04 November 2018 22:33 Go to previous messageGo to next message
sevenfm

 
Messages:1888
Registered:December 2012
Location: Soviet Russia
I don't see any problem here, these tags mean exactly what they say:

<PercentNoiseReduction>-35</PercentNoiseReduction> - increase gun loudness by 35% (realistic)
<BurstToHitBonus>3</BurstToHitBonus> - OCTH
<AutoFireToHitBonus>3</AutoFireToHitBonus> - OCTH
<PercentAPReduction>5</PercentAPReduction> - reduce AP to fire by 5% (easier to control weapon)
<RecoilModifierX>-1</RecoilModifierX> - reduce x recoil by 1 (less horizontal recoil)
<PercentRecoilModifier>-10</PercentRecoilModifier> - reduce total recoil by 10%
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor> - default value
<overheatCooldownModificator>-0.05</overheatCooldownModificator> - slightly slower cooldown
<STAND_MODIFIERS>
<PercentHandling>5</PercentHandling> - increase gun handling by 5% (harder to aim weapon) for all stances (added weight and length of weapon)
</STAND_MODIFIERS>
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />

[Updated on: Sun, 04 November 2018 22:34]




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Re: AV v1.10[message #355665 is a reply to message #355663] Sun, 04 November 2018 23:16 Go to previous messageGo to next message
edmortimer

 
Messages:1202
Registered:January 2015
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Never mind. i think we are having a translation problem.




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Re: AV v1.10[message #355868 is a reply to message #351862] Thu, 15 November 2018 18:16 Go to previous messageGo to next message
No-Nothing

 
Messages:57
Registered:March 2013
Hello!
townltu wrote on Thu, 08 March 2018 12:35
Sector D7: roof tiles of the explored barn do not disappear, same for the building in D8.

According my observations this happens when one building holds a "wrong" piece of furniture. It is a container type of props that by some unknown to me reason (have no idea about map-design in JA2) can be set as NOT-CONTAINER. So that's scenery items which must be a container but are not.
Workaround for player: go into this building save and load immediately (the building interior becomes visible). As for perspective such things should be reported and fixed. I report one! Sector H1:
http://i66.tinypic.com/2dm9vy8.jpg
Victor_Tadeu wrote on Wed, 04 April 2018 13:32

About the missing enemy... I'm really confused right now. I swear to you when I made this save Trevor was saying he sees the enemy around his location and he loses sights when moving away from there, the enemy even tries to shot him for several turns but I could only hear the shot and ricochet sounds, neither seeing the enemy or the bullet. When I reloaded the save I sent to you, Trevor was no longer seeing the enemy neither he was trying to shot Trevor and I did found him in the north side of the map pretty far away from Trevor original location. I think the bug was a faulty line of sight between Trevor and the enemy that fixed itself by restarting my game and/or reloading, but I never ever had this problem before neither in vanilla or modded JA2. I'm feeling bamboozled.

It's a bug to be aware of! If your merk portrait shows the icon indicating he spotted an/some enemy/ies but they are not present in the surrounding and on oversight-/mini-map... Be aware! That's it!
Workaround for player: load any save made after loading the scene with that battle. Beware: enemy may tumble down onto any place (where they weren't)! I prefer to redo the battle from the very start (have a special save-slot allotted to the begin of a battle)
Can only guess, it might be both a general engine coding error and a mistake by a modder during creating the map in question (something like wrong rigged spawning points). Also can provide additional info:
- in AV it happened in G3!
- in VR it happened in K10 (with enemy tanks involved)!
NB obsolete AV 1.10 without ANY updates

[Updated on: Thu, 15 November 2018 18:20]

Re: AV v1.10[message #355869 is a reply to message #355868] Thu, 15 November 2018 18:39 Go to previous messageGo to previous message
edmortimer

 
Messages:1202
Registered:January 2015
Location: Home Free
Quote:
According my observations this happens when one building holds a "wrong" piece of furniture. It is a container type of props that by some unknown to me reason (have no idea about map-design in JA2) can be set as NOT-CONTAINER. So that's scenery items which must be a container but are not.
Workaround for player: go into this building save and load immediately (the building interior becomes visible). As for perspective such things should be reported and fixed. I report one! Sector H1:
http://i66.tinypic.com/2dm9vy8.jpg


That's a very interesting observation! I will have to investigate that further. A quick look did not find anything amiss in H1.


Quote:
If your merk portrait shows the icon indicating he spotted an/some enemy/ies but they are not present in the surrounding and on oversight-/mini-map... Be aware! That's it!
Workaround for player: load any save made after loading the scene with that battle. Beware: enemy may tumble down onto any place (where they weren't)! I prefer to redo the battle from the very start (have a special save-slot allotted to the begin of a battle)
Can only guess, it might be both a general engine coding error and a mistake by a modder during creating the map in question (something like wrong rigged spawning points). Also can provide additional info:
- in AV it happened in G3!


If you can re-do the battle and it doesn't happen - that means one of two things: it is not a map placement error, or it is a map placement error but the second run-through did not place that specific enemy on the map (less than 32 enemies in the battle). I checked G3 (and N7 where I have that bug in my present campaign) for map placement errors and did not find any.




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