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Re: HAM 5 Alpha - You know it!![message #303057]
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Mon, 09 April 2012 01:15
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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Heyho landlubbers,
If anyone attempts to merge this to SVN, I would like to take out a section of the AI, because I'm not sure it's actually better and wish to rework it. I would like to merge these myself if possible, to include the various fixes i had done, but without touching the actual decision making for now.
The following files are affected:
FindLocations.cpp
DecideAction.cpp
Attacks.cpp
AIUtils.cpp
AIMain.cpp
ai.h
[Updated on: Mon, 09 April 2012 01:18] by Moderator Report message to a moderator
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Master Sergeant
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Re: HAM 5 Alpha - You know it!![message #303117]
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Tue, 10 April 2012 02:07
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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I've been playing UC4915SCI for some time, i get 3 corrupted save games and a crushed hdd so i spent some time on it and happened items disappearing bug every now and then. I haven't played ham5 much so i don't know if it's the same bug. If it happens again i'll provide you a save game. The bugs i get are:
-When i press ctrl+shift+a to make ammo crates some ammo disappear. Especially .223 and 7.62x54R tracer
-When i press shift+m to bring all items to merc all items disappear and a certain scope(1.5x reflex sight IIRC) and some leg rig with long magazine holder spawns at the mercs position instead.
-If a sector has too many items, some items get disappear randomly each time i check sector inventory, i remove the ammo from guns for militia not pick them up from ground.
Can someone confirm are these same bug with ham5 or not?
[Updated on: Tue, 10 April 2012 17:56] by Moderator Report message to a moderator
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First Sergeant
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Re: HAM 5 Alpha - You know it!![message #303582]
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Wed, 18 April 2012 14:20
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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Quack_AttackThe map is marked with numerous X's when using AMINASv25. When will all sectors be clear and available to play? Also, I am having a problem with the lady in the beginning when I talk to her and deliver Enrico's letter she just says her script but doesn't move so I can't follow her. Any help? On a day in the far, far future that is yet to be announced. There's exactly one guy working on those maps, needing around a day for wilderness and two or three for points of interest who's lucky to get a few hours a week in - do the math.
Fatima is reportedly fixed in the latest development version, get Tais' SCI for the AIMNAS Easter Release.
cnagorneacHi.
I am a bit lost here.
I can not undestand how to use Item Transformation. (I can do it with ammo crates without problems).
One of my mercs has AKSU. As I undestood it has the added default parameters like it has Folding stock mount (i mean +1 to aiming levels and - % to ready weapon). following this discussion i undestood that I should be able to "unfold" stock (or do whatever) increasing time to ready weapon, but reducing aiming level. Is it correct? If yes, please explain me how to do it. When i left click on the weapon in description window (right click on it) i see only "no available adjustments". Only AIMNAS and the AFS family of mods implement a full fledged folding stock system, the basic 1.13 system just assumes that a stock is folded one third of the time.
cnagorneacAlso some comments.
When I use small scope (2x) i can see further and without tunnel vision, but when I mount it on the gun and aim with gun i get tunnel vision AND reduce the view distance in comparison with the view distance using the small scope alone. looks a bit wierd for me.
General question.
Can my mercs Jump through windows? if cant, is any mod compatible with this one that can help? (i assume that enemy will jump through windows also).
It may have something to do with traits applying differently to mounted scopes and handheld ones, that's an inconsistency that needs further research.
To jump a window, you need to
0)allow it in the ini (should be on per default)
1)break the window
2)face the window
3)press [SHIFT]+[j]
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Re: HAM 5 Alpha - You know it!![message #303593]
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Wed, 18 April 2012 20:04
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cnagorneac |
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Messages:190
Registered:April 2012 |
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DepressivesBrot
cnagorneacHi.
I am a bit lost here.
I can not undestand how to use Item Transformation. (I can do it with ammo crates without problems).
One of my mercs has AKSU. As I undestood it has the added default parameters like it has Folding stock mount (i mean +1 to aiming levels and - % to ready weapon). following this discussion i undestood that I should be able to "unfold" stock (or do whatever) increasing time to ready weapon, but reducing aiming level. Is it correct? If yes, please explain me how to do it. When i left click on the weapon in description window (right click on it) i see only "no available adjustments". Only AIMNAS and the AFS family of mods implement a full fledged folding stock system, the basic 1.13 system just assumes that a stock is folded one third of the time.
cnagorneacAlso some comments.
When I use small scope (2x) i can see further and without tunnel vision, but when I mount it on the gun and aim with gun i get tunnel vision AND reduce the view distance in comparison with the view distance using the small scope alone. looks a bit wierd for me.
General question.
Can my mercs Jump through windows? if cant, is any mod compatible with this one that can help? (i assume that enemy will jump through windows also).
It may have something to do with traits applying differently to mounted scopes and handheld ones, that's an inconsistency that needs further research.
To jump a window, you need to
0)allow it in the ini (should be on per default)
1)break the window
2)face the window
3)press [SHIFT]+[j]
Thank you a lot.
Btw, 10x scope has same behavior if handhelded or mounted.
Especially thanks with SHIFT+J, i never saw this combination. (wiki has to be updated =) )
About jumping thrue windows... Looks like enemy can't do such things. that is bad.
One more question. What will happen if I play latest 1.13 build (JA2 1.13 Official Release (2011-12-28)Revision: 4870). how should this influence my game? I was playing it and sometimes got random crashes, sometimes during battles, and more often when entering the sector. Is this because of different version? or could be another reasons? The question is important, because it is so hard for me to play game without patch after reading patch notes =) i always think that game could be better =)
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Staff Sergeant
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Re: HAM 5 Alpha - You know it!![message #304531]
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Wed, 09 May 2012 13:20
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Soto Banaris |
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Messages:129
Registered:May 2012 Location: Germany |
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Greetings to the Pit!
I was playing 1.13 Build 4870 with Arulco Revisited map mod and HAM 5.5.1 (I love the management of the Sector Inventory by the way), when I stumbled across some odd things. Well to say this, I altered the CTHConstants.ini back to 1.13 standards, but that's not the problem. But to give you the full idea of what I've changed, I tell you this as well. So, I was playing and liberating Cambria, when I checked the Sector inventory after the battle. A 5.56mm Belt (normally 200 rounds) But this baby showed me over 64k rounds!!! I pressed Alt for the price of this and it was over 130k Dollars. Its weight: over 850kg... As I put it into the inventory to check how many % it would be for the merc, it changed back from 64xxx/200 rounds to 200/200 rounds. Has anyone noticed something similar? If this could be redone and the item sold, it could be a major exploit. Yet I don't know what caused it. My first thought was it's the new HAM 5.5.1 sector inventory, so I'm posting here.
[Updated on: Wed, 09 May 2012 13:24] by Moderator Report message to a moderator
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Sergeant
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Re: HAM 5 Alpha - You know it!![message #313397]
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Thu, 20 December 2012 21:08
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palcontent |
Messages:1
Registered:October 2012 |
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Is there any way to revert the NCTH system to the 4870 release standards while keeping the other features? Changing the CTHConstants.ini to the old values doesn't seem to change much.
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Civilian
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Re: HAM 5 Alpha - You know it!![message #315726]
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Mon, 25 February 2013 09:55
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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Changelog of SVN revision of 5184:
HAM5.5b2 merged in!
Notes:
-There may still be bugs!! (In fact, I almost guarantee it -- there's
-Ammo box code added to HR's crate code
-Splitting a crate/box also automatically refills half empty magazines
-new pathing arrows for map screen not included
-code for scouts to know where enemies are going doesn't appear to work... but i'm not sure it was completed.
-lots of gobledy gook (chinese?) comments turned back to english
-also added Bob's popups
-other languages besides english still need to have there language.cpp files updated with array changes
-AI enhancements by Warmsteel (reloading, suppression, roaming, avoiding gas, and other fixes)
Currently, we are at rev5870.
Edit-desu: While checking changelogs something interesting came up. At rev4564 "REINFORCEMENTS_ARRIVE_WITH_ZERO_AP" option is disabled. Lately there were many complaining about this option not working.
from TeamTurns.cpp:
// WANNE: Disabled Headrocks Experimental fix, because it causes assertion in AddPossiblePendingMilitiaToBattle();
// HEADROCK HAM 3.2: Experimental fix to force reinforcements enter battle with 0 APs.
/*
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2)
{
AddPossiblePendingEnemiesToBattle();
}
if (gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 3)
{
AddPossiblePendingMilitiaToBattle();
}
*/
[Updated on: Mon, 25 February 2013 10:30] by Moderator Report message to a moderator
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First Sergeant
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