Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Absurdly small code changes
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Re: Absurdly small code changes[message #360500 is a reply to message #360496]
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Sun, 05 July 2020 15:11
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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As you may or may not know, if an insured merc dies, an investigation might be called into the death. There are three reasons for that, with three different results:
- If the merc died within one hour of finalizing the contract, this counts as 'very suspicious'. You get no payout.
- If the merc died with no hostiles being in the sector, or if another merc killed them, this counts as 'suspicious'. You get the payout.
- If several investigations happened earlier, an investigation is called even if the above conditions do not apply. You get the payout.
My issue is with the second one - why the hell does the insurance company pay if we straight off murder a merc to get the insurance money?
So I've changed that. As of r8843 & GameDir r2556, you also get no payout in the second case. If you want to commit insurance fraud, at least put a bit of effort in, dammit!
[Updated on: Sun, 05 July 2020 15:11]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #360551 is a reply to message #360500]
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Fri, 10 July 2020 19:56
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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On longer campaigns, loading savegame can take quite a while. How much exactly, and why?
As of r8856, we now have a small log about that. Time spent is logged in the LoadSavedGame_TimeLog.txt file:
Load savegame: SavedGames\QuickSave.sav
Shutdown stuff : 0.028000s
LoadTacticalStatusFromSavedGame done : 0.000000s
LoadLaptopInfoFromSavedGame done : 0.430000s
LoadSoldierStructure done : 0.410000s
LoadStrategicInfoFromSavedFile done : 0.023000s
LoadStrategicMovementGroupsFromSavedGameFile done : 0.012000s
LoadMapTempFilesFromSavedGameFile done : 0.123000s
LoadMilitiaMovementInformationFromSavedGameFile done : 0.205000s
LoadLuaGlobalFromLoadGameFile done : 0.078000s
File read done : 0.001000s
Update functions : 0.035000s
LoadSavedGame total : 1.345000s
This aren't all the functions we call when loading a savegame - not by a longshot - but seemed natural locations to me.
Hopefully this will allow us to easier track issues with the loading process, as well as allowing us to benchmark possible improvements.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #361399 is a reply to message #348524]
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Mon, 28 September 2020 17:35
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Kurt |
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Messages:420
Registered:March 2004 |
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Flugente wrote on Fri, 27 January 2017 23:41I slightly altered the chances for bullets to pass things in r8378 & GameDir r2360:
The AmmoTypes.xml- tag <canGoThrough> has been replaced with <usPiercePersonChanceModifier> (unsigned integer). If value is > 0, a bullet can pierce a person after hitting. Higher values increase the chance to do so. This is the same mechanic as before, only now can we modify the thing.
Is that supposed to work in 8796 SCI?
I can't get it to work, in 8796 the slightest object stops the bullet, which means those heavy anti-material rifles have lost their main interest, the ability to reach out and touch targets behind walls and light cover. They're heavy and expensive, their ammunition is heavy and expensive, but they can go where no other rifle can go...
Flugente wrote on Fri, 27 January 2017 23:41In case you want to create downright nasty results, set usPiercePersonChanceModifier to 100 and structureImpactReductionMultiplier to 0. Pretty much the only thing stopping these bullets will be Newton
I tried that setting, and my 12.7x108mm rounds didn't even go through one single wall. Which makes me think something is broken.
Note I tried that using a KSVK rifle, on a wall I can routinely shoot through in 3356, aiming at a civilian behind the wall using a thermal visor (yes, SciFi mod), so there is no way I could miss him. I also positioned a merc in the target's room, just in case, to see if the bullet keeps flying on the other side of the wall - It doesn't.
In short, in 8796 any value over 0 for "usPiercePersonChanceModifier" seem to be ignored in-game.
-------- Edited to add:
Found the culprit: Apparently the "anti-material" flag (AmmoFlag 4) does negate the "usPiercePersonChanceModifier". I posted a Bug Report.
[Updated on: Mon, 28 September 2020 18:33] Report message to a moderator
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Master Sergeant
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Re: Absurdly small code changes[message #363516 is a reply to message #363386]
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Thu, 15 July 2021 21:39
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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A few more changes that might be interesting and aren't fitting into other threads:
- r9114: Anti-materiel bullets no longer stop when they damage a structure. This means that a sufficiently damaging bullet can destry several structures in it's path, as seen in a recent video.
- r9120: Dragging a structure no longer repairs it or removes the new decals placed upon it.
- r9123: On large roofs the destruction can take a while. It's faster now, but still not perfect.
- r9123: Fixed a method to accidentally corrupt a savegame by saving map changes that weren't meant to be saved. What happened was that the game tried to save an ongoing animation as a structure, which predictably failed.
- r9133: Fix: cows left no corpse if they died from a gas attack.
- r9140: Fix: crash when spreading gas tries to inhabit a tile blocked by a structure.
- r9144: Whether a gun shoots fire or fire retardant is now set on the ammo with the <ammoflag>-tag, not the gun. In case you haven't noticed, we have fire extinguishers now. I also restored the flamethrower in stock to functionality.
This change means that theoretically, you could have a gun that either causes or extinguishes fire depending on the type of ammo loaded. This is set in the <ammoflag>-tag in AmmoTypes.xml. The following flags exist:
<ammoflag> flagmask for various ammo properties:
AMMO_CRYO 1 this ammo shock-freezes target (scifi)
AMMO_BLIND 2 this ammo will blind if it hits the head
AMMO_ANTIMATERIEL 4 this ammo is anti-materiel, bullets can destroy structures
AMMO_TRAIL_WHITESMOKE 8 this ammo leaves a trail of white smoke
AMMO_TRAIL_FIRE 16 this ammo leaves a trail of fire
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #363535 is a reply to message #363516]
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Mon, 26 July 2021 00:04
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Until r9146, when wielding two guns, and one of them ran out of ammunition, clicking on the reload cursor reloaded both of these guns. Even if the other gun wasn't empty. Which quite often is a waste of AP and leaves you with a bunch partially filled magazines in your inventory.
Well, no more of that. Now when reloading from the cursor prompt, we only reload empty guns. Other methods (like [Shift][r]) are not affected.
I also fixed a bug that caused firing cost to be incorrectly deducted twice when firing two guns from several barrels each in r9145. This fix means that, yes, dual-wielding sawed-offs allows you to fire 4 shotgun blasts for the price of 1. Which, frankly, sounds like something out of a DOOM mod.
Have you ever hit a guy's head with 80 flechette darts at point blank? Quite unusual damage numbers
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #363595 is a reply to message #363535]
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Sat, 14 August 2021 22:26
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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I've rebalanced shotguns and sniper rifles a bit and did a few other balancing things in GameDir r2611. Shotguns first.
Original values:
Name Calibre Fire AP CycleAP ReadyAP Damage Range Acc. MagSize ReloadAP Mags 2-handed Barrels Underb. Scope Auto AP Rel. Rep.Ease Price Coolness
HK CAWS CAWS 40 0 12 48 200 -2 10 24 Yes Yes 1 No 2 88 0 -3 2513 7
Baikal MP-233B 12 gauge 36 0 17 40 170 0 2 14 No Yes 2 No 2 0 0 0 1650 3
SPAS-12 12 gauge 34 0 17 39 160 -1 7 16 No Yes 1 No 2 0 1 -1 1547 4
Jackhammer 12 gauge 32 0 10 39 155 2 12 40 Yes Yes 1 No 2 80 0 -4 1960 6
M4 Super 90 12 gauge 35 0 16 39 155 0 7 16 No Yes 1 No 2 0 2 0 997 4
M3 Convertib 12 gauge 36 0 17 39 155 0 7 16 No Yes 1 No 2 0 0 1 902 4
USAS-12 12 gauge 32 0 17 38 150 -1 20 24 Yes Yes 1 No 2 56 0 0 2010 6
SPAS-15 12 gauge 34 0 16 38 150 -1 7 24 Yes Yes 1 No 2 0 0 -2 934 5
Street Sweeper 12 gauge 34 0 16 38 150 -1 12 20 No Yes 1 No 2 0 0 -2 1820 4
Saiga 12K 12 gauge 35 0 14 38 145 2 7 24 Yes Yes 1 No 2 0 0 -1 910 5
Hand Mortar Cannon 47 0 11 50 100 4 1 20 No No 1 No 1 0 -4 -4 500 2
Sawed-Off 12 gauge 30 0 1 36 90 0 2 14 No No 2 No 2 0 0 3 1230 3
Super-Shorty 12 gauge 31 9 2 36 95 0 4 16 No No 1 No 2 0 0 0 1500 4
Ithaca Model 37 12 gauge 34 10 9 38 150 2 4 16 No Yes 1 No 2 0 0 3 1390 3
KAC Masterkey 12 gauge 34 10 20 36 90 0 4 16 No Yes 1 Yes 1 0 0 3 1900 5
Neostead 12 gauge 31 12 9 39 160 6 12 14 No Yes 1 No 2 0 0 -1 1650 5
Baikal MP-133 12 gauge 36 12 16 39 155 0 7 16 No Yes 1 No 2 0 0 -1 1980 3
Fabarm SDASS 12 gauge 36 12 15 39 155 1 7 16 No Yes 1 No 2 0 1 1 1460 5
Remington M870 12 gauge 36 12 15 38 150 1 7 16 No Yes 1 No 2 0 2 3 822 4
Fabarm FP6 12 gauge 34 12 9 38 135 0 4 16 No Yes 1 No 2 0 1 1 1400 4
New values:
Name Calibre Fire AP CycleAP ReadyAP Damage Range Acc. MagSize ReloadAP Mags 2-handed Barrels Underb. Scope Auto AP Rel. Rep.Ease Price Coolness
HK CAWS CAWS 38 0 16 48 200 2 10 24 Yes Yes 1 No 2 86 0 -3 4500 9
Baikal MP-233B 12 gauge 36 0 17 40 170 2 2 14 No Yes 2 No 2 0 5 4 935 3
SPAS-12 12 gauge 35 0 15 39 160 1 7 16 No Yes 1 No 2 0 1 -1 1480 5
Jackhammer 12 gauge 36 0 17 39 155 2 12 40 Yes Yes 1 No 2 84 0 -4 3500 8
M4 Super 90 12 gauge 35 0 14 39 155 0 7 16 No Yes 1 No 2 0 2 0 1350 5
M3 Convertible 12 gauge 36 0 16 39 155 1 7 16 No Yes 1 No 2 0 2 1 1300 5
USAS-12 12 gauge 35 0 17 38 150 -1 20 24 Yes Yes 1 No 2 59 1 -1 4000 7
SPAS-15 12 gauge 34 0 16 38 150 1 7 24 Yes Yes 1 No 2 0 1 -2 1780 6
Street Sweeper 12 gauge 36 0 16 38 150 -2 12 32 No Yes 1 No 2 0 2 2 1100 5
Saiga 12K 12 gauge 35 0 14 38 145 1 7 24 Yes Yes 1 No 2 0 0 -1 1700 6
Hand Mortar Cannon 47 0 11 50 100 4 1 20 No No 1 No 1 0 -4 -4 500 2
Sawed-Off 12 gauge 30 0 3 36 90 -2 2 14 No No 2 No 2 0 5 4 700 3
Super-Shorty 12 gauge 31 9 3 36 95 0 4 16 No No 1 No 2 0 2 3 900 4
Ithaca Model 37 12 gauge 34 10 9 38 150 2 4 16 No Yes 1 No 2 0 2 3 800 3
KAC Masterkey 12 gauge 33 10 12 36 90 0 4 16 No Yes 1 Yes 1 0 0 3 1600 5
Neostead 12 gauge 36 12 17 39 160 2 12 14 No Yes 1 No 2 0 1 -3 1300 5
Baikal MP-133 12 gauge 36 12 16 39 155 2 7 16 No Yes 1 No 2 0 3 2 600 4
Fabarm SDASS 12 gauge 35 12 14 39 155 3 7 16 No Yes 1 No 2 0 3 1 1000 4
Remington M870 12 gauge 36 12 15 38 150 3 7 16 No Yes 1 No 2 0 4 3 700 4
Fabarm FP6 12 gauge 33 12 9 38 135 2 4 16 No Yes 1 No 2 0 3 1 900 3
- AP values for firing and readying are now more in line with each other.
- Accuraccy (only OCTH here, I'm not going down the NCTH rabbit hole) no longer have that weird Neostead outlier. Most importantly pump-actions get a bonus so there's something they are good at.
- Reliability and repair ease have been altered according to what seemed reasonable to me after watching a few online videos and wild guesswork. Again pump-actions profit, in general they seem to be more reliable than semi-autos.
- There's been arguing for years that the gun prices are whack (Jackhammer costs less than Baikal MP133 ???). It's hard to genuinely put a good price on these things, considering Arulco is a vaguely defined country in a vaguely defined persiod of time, with some of these guns never haven gone beyond prototype stage. I took what seemed reasonable to me compared to other guns.
- Similarly I adopted coolness so that the more the game progresses, you see deadlier guns appear.
- One thing I didn't touch but some people might not be fully aware: Guns that don't use Mags reload per bullet. This means that when you reload, you pay the reload AP cost + the reload cost per bullet (AP_RELOAD_LOOSE) * bullets loaded. This is obviously a lot worse than simply reloading a mag.
However, this has the sideeffect that you get no AP penalty if the ammo item you reload from has a different magsize than the gun. If you reload your sawed-off, it doesn't matter whether you take the bullets from a 12 Gauge Shells, 12 or 12 Gauge Shells, 2 item. This does mean you can carry a few shells extra without paying any additional AP by optimizing your inventory (a vest slot takes 3 7-stacks or 8 2-stacks, so you can carry 5 extra shells by using the first).
[Updated on: Sat, 14 August 2021 22:27]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #363596 is a reply to message #363595]
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Sat, 14 August 2021 22:55
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Sniper rifles I haven't done all that much so far, I've only changed the coolness so far and changed the M24 & M40A1.
Original values:
Name Calibre FireAP CycleAP ReadyAP Damage Range Acc. MagSize ReloadAP Mags Noise AntiM. Scope Auto AP Rel. Rep.Ease Price Coolness
Gepard M2 12.7x108mm 59 0 32 60 1200 6 5 32 Yes 100 Yes 10 0 0 -3 10640 10
OSV-96 12.7x108mm 64 0 35 60 1200 9 5 20 Yes 100 Yes 10 0 0 -4 9730 10
Barrett M82A2 .50 BMG 54 0 19 51 1100 6 10 32 Yes 100 Yes 10 0 2 -1 14671 10
VSSK Vykhlop 12.7x97mm Subs. 54 0 13 49 600 6 5 32 Yes 8 No 10 0 0 -2 9583 10
Barrett M98 .338 Lapua 47 0 21 41 1200 6 10 32 Yes 100 No 10 0 0 0 13658 10
Walther WA 2000 .300 WinMag 28 0 14 39 795 7 5 28 Yes 85 No 10 0 0 -2 7940 9
HK PSG1 7.62x51mm 29 0 21 39 795 7 20 20 Yes 85 No 10 0 0 -2 8606 9
Dragunov SVD 7.62x54mmR 32 0 19 39 790 7 10 24 Yes 90 No 8 0 0 1 8449 8
Benelli R-1 .300 WinMag 33 0 17 39 785 6 5 32 Yes 85 No 10 0 0 0 7830 7
SVU 7.62x54mmR 29 0 11 38 750 6 10 28 Yes 77 No 8 0 0 -2 5540 8
Knight SR-25 7.62x51mm 30 0 16 38 780 6 20 20 Yes 85 No 10 0 0 -2 8840 7
HK MSG90A1 7.62x51mm 30 0 20 38 775 6 20 20 Yes 85 No 10 0 2 -2 6030 8
Dragunov SVDS 7.62x54mmR 32 0 19 38 770 7 10 24 Yes 90 No 8 0 0 0 5830 8
M21 Tactical 7.62x51mm 30 0 19 37 755 6 20 20 Yes 85 No 10 0 2 1 5700 7
M21 EBR 7.62x51mm 30 0 19 37 755 6 20 20 Yes 85 No 10 0 2 1 6685 8
Galil Sniper 7.62x51mm 30 0 18 37 685 6 20 20 Yes 85 No 10 0 1 -1 7240 7
Zastava M76 7.62x51mm 31 0 18 37 750 6 10 20 Yes 85 No 10 0 0 -1 5400 6
HK SL9SD 7.62x37mm 29 0 18 34 300 6 10 20 Yes 2 No 10 0 0 -3 3900 7
VSS Vintorez 9x39mm 30 0 14 32 400 7 20 24 Yes 5 No 8 42 0 -1 7785 8
VSk-94 9x39mm 31 0 15 31 375 6 20 20 Yes 7 No 8 43 -1 -2 4740 8
ColtCanada C7CT 5.56x45mm 26 0 18 30 400 6 30 20 Yes 34 No 10 0 0 -1 5880 6
S&O Shorty .300 WinMag 28 21 10 39 810 11 5 32 Yes 85 No 10 0 0 -1 7950 7
Blaser R93 LRS2 .300 WinMag 32 23 19 39 780 12 5 32 Yes 85 No 10 0 0 0 7770 7
KSVK 12.7x108mm 42 28 19 60 1200 9 5 28 Yes 100 Yes 8 0 0 -3 9380 10
Erma SR-100 .338 Lapua 35 28 23 43 1500 9 10 28 Yes 100 No 10 0 0 -3 11920 10
AI AWM .338 Lapua 35 28 22 42 1370 11 10 32 Yes 100 No 10 0 0 -4 15452 10
Sako TRG 42 .338 Lapua 36 28 20 42 1380 11 10 36 Yes 100 No 10 0 0 -3 10670 10
DSR-1 .338 Lapua 33 28 14 41 1290 12 10 28 Yes 100 No 10 0 0 -4 9770 10
CZ 700 7.62x51mm 30 28 20 39 795 11 10 20 Yes 85 No 10 0 0 -1 8987 8
Steyr SSG-P1 7.62x51mm 31 28 18 39 795 11 5 28 Yes 85 No 10 0 0 -2 5590 9
FR-F2 7.62x51mm 31 28 21 39 795 11 10 20 Yes 85 No 10 0 0 -2 5640 8
Parker Hale M82 7.62x51mm 32 28 18 39 800 11 5 28 Yes 85 No 10 0 0 0 5590 8
Sako TRG 22 7.62x51mm 32 28 19 39 800 12 10 32 Yes 85 No 10 0 0 -2 5640 8
SV-98 7.62x54mmR 32 28 20 39 800 10 10 24 Yes 90 No 10 0 -2 -2 5440 7
M24 7.62x51mm 30 28 19 38 780 12 5 40 Yes 85 No 10 0 0 2 8830 7
Beretta M501 7.62x51mm 31 28 19 38 765 12 5 28 Yes 85 No 10 0 0 -1 8734 7
M40A1 7.62x51mm 32 28 18 38 780 12 5 40 Yes 85 No 10 0 0 -1 5390 7
Steyr Scout 7.62x51mm 31 28 16 37 615 12 10 28 Yes 85 No 10 0 0 -2 4310 7
New values:
Name Calibre FireAP CycleAP ReadyAP Damage Range Acc. MagSize ReloadAP Mags Noise AntiM. Scope Auto AP Rel. Rep.Ease Price Coolness
Gepard M2 12.7x108mm 59 0 32 60 1200 6 5 32 Yes 100 Yes 10 0 0 -3 10640 10
OSV-96 12.7x108mm 64 0 35 60 1200 9 5 20 Yes 100 Yes 10 0 0 -4 9730 10
Barrett M82A2 .50 BMG 54 0 19 51 1100 6 10 32 Yes 100 Yes 10 0 2 -1 14671 10
VSSK Vykhlop 12.7x97mm Subs. 54 0 13 49 600 6 5 32 Yes 8 No 10 0 0 -2 9583 10
Barrett M98 .338 Lapua 47 0 21 41 1200 6 10 32 Yes 100 No 10 0 0 0 13658 9
Walther WA 2000 .300 WinMag 28 0 14 39 795 7 5 28 Yes 85 No 10 0 0 -2 7940 9
HK PSG1 7.62x51mm 29 0 21 39 795 7 20 20 Yes 85 No 10 0 0 -2 8606 9
Dragunov SVD 7.62x54mmR 32 0 19 39 790 7 10 24 Yes 90 No 8 0 0 1 8449 8
Benelli R-1 .300 WinMag 33 0 17 39 785 6 5 32 Yes 85 No 10 0 0 0 7830 7
SVU 7.62x54mmR 29 0 11 38 750 6 10 28 Yes 77 No 8 0 0 -2 5540 8
Knight SR-25 7.62x51mm 30 0 16 38 780 6 20 20 Yes 85 No 10 0 0 -2 8840 9
HK MSG90A1 7.62x51mm 30 0 20 38 775 6 20 20 Yes 85 No 10 0 2 -2 6030 9
Dragunov SVDS 7.62x54mmR 32 0 19 38 770 7 10 24 Yes 90 No 8 0 0 0 5830 8
M21 Tactical 7.62x51mm 30 0 19 37 755 6 20 20 Yes 85 No 10 0 2 1 5700 8
M21 EBR 7.62x51mm 30 0 19 37 755 6 20 20 Yes 85 No 10 0 2 1 6685 9
Galil Sniper 7.62x51mm 30 0 18 37 685 6 20 20 Yes 85 No 10 0 1 -1 7240 8
Zastava M76 7.62x51mm 31 0 18 37 750 6 10 20 Yes 85 No 10 0 0 -1 5400 7
HK SL9SD 7.62x37mm 29 0 18 34 300 6 10 20 Yes 2 No 10 0 0 -3 3900 7
VSS Vintorez 9x39mm 30 0 14 32 400 7 20 24 Yes 5 No 8 42 0 -1 7785 9
VSk-94 9x39mm 31 0 15 31 375 6 20 20 Yes 7 No 8 43 -1 -2 4740 8
ColtCanada C7CT 5.56x45mm 26 0 18 30 400 6 30 20 Yes 34 No 10 0 0 -1 5880 6
S&O Shorty .300 WinMag 28 21 10 39 810 11 5 32 Yes 85 No 10 0 0 -1 7950 6
Blaser R93 LRS2 .300 WinMag 32 23 19 39 780 12 5 32 Yes 85 No 10 0 0 0 7770 7
KSVK 12.7x108mm 42 28 19 60 1200 9 5 28 Yes 100 Yes 8 0 0 -3 9380 10
Erma SR-100 .338 Lapua 35 28 23 43 1500 9 10 28 Yes 100 No 10 0 0 -3 11920 9
AI AWM .338 Lapua 35 28 22 42 1370 11 10 32 Yes 100 No 10 0 0 -4 15452 9
Sako TRG 42 .338 Lapua 36 28 20 42 1380 11 10 36 Yes 100 No 10 0 0 -3 10670 9
DSR-1 .338 Lapua 33 28 14 41 1290 12 10 28 Yes 100 No 10 0 0 -4 9770 9
CZ 700 7.62x51mm 30 28 20 39 795 11 10 20 Yes 85 No 10 0 0 -1 8987 7
FR-F2 7.62x51mm 31 28 21 39 795 11 10 20 Yes 85 No 10 0 0 -2 5640 7
Steyr SSG-P1 7.62x51mm 31 28 18 39 795 11 5 28 Yes 85 No 10 0 0 -2 5590 8
SV-98 7.62x54mmR 32 28 20 39 800 10 10 24 Yes 90 No 10 0 -2 -2 5440 6
Sako TRG 22 7.62x51mm 32 28 19 39 800 12 10 32 Yes 85 No 10 0 0 -2 5640 7
Parker Hale M82 7.62x51mm 32 28 18 39 800 11 5 28 Yes 85 No 10 0 0 0 5590 7
M24 7.62x51mm 30 28 19 38 780 12 5 10 No 85 No 10 0 0 2 8830 6
Beretta M501 7.62x51mm 31 28 19 38 765 12 5 28 Yes 85 No 10 0 0 -1 8734 6
M40A1 7.62x51mm 32 28 18 38 780 12 5 10 No 85 No 10 0 0 -1 5390 6
Steyr Scout 7.62x51mm 31 28 16 37 615 12 10 28 Yes 85 No 10 0 0 -2 4310 6
- .338 Lapua guns got lower coolness, as there wasn't really a justification to them having coolness 10. Actually, it might be reasonable to lower the ones that have to be cycled even further down in the future.
- In general, sniper rifles that need cycling get lower coolness. It's an obvious drawback compared to the semi-autos that is in no way offset by their accuraccy.
- At the same time, semi-auto 7.62s get higher coolness. The things are pretty much unbeatable except in niche roles, like stealth or antimaterial rifles.
- The M24 and the M40A1 no longer use magazines, but are reloaded by the bullet. While this is bad, it does justify lowering their coolness. Perhaps even further, come to think about it.
I also removed the damage bonus from 10x/8x/7x scopes. Why the hell would a bullet suddenly do more damage if the gun it was fired from had a scope? Don't give me that 'the shoother obviously used the OP accuraccy to target the part of the enemies' skull that was especially vulnerable to gunfire', that's asinine. Sniper rifles already allow you to reliably perform headshots, it's dumb to buff that even further.
I could go on an aside on how the damage bonus on Sniper trait is also not good, but that leads away from this.
So, uh, yeah. Feedback welcome.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #363597 is a reply to message #363596]
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Sun, 15 August 2021 00:00
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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So you basically hard nerfed the sniper rifles without any compensation except for making them shown sligthly faster (which is kinda irreleavant if player uses high BR setting).
The problem here is that sniper rifles are already really bad and barely viable under NCTH.
Lets recap sniper rifles issues:
- they do offer very long range (80), however we have visibility limited to 35~ tiles, slightly more with binoculars or scope and if the shooter cannot see the target himself he takes huge penalty to chance to hit, in short, we can not shoot at the range they do offer and hit things
- even if we could see at 80 tiles, maps are relatively small and enemies run fast (mainly because they now share player traits and third of them spawns with athletic), so they shortly reduce the distance and get close enough where sniper rifle loses accucary/point
- 10x scope actually makes you hit less if you can see the target yourself (because if sniper sees the target himself it means the target is within the 35~ tiles range and 10x scope starts to get efficient beyond this range), but you usually don't have a possibility to use 7x or 4x scope at all
- all single fire under NCTH has much lower chance to hit which makes sniper rifles to miss 50% even with 95+ mrk, 95+ dex, 5+ explvl, marksman/sniper trait
So I don't see what your change brings to the game except making them worse than they are already. I suppose they might be too good under OCTH, but under NCTH there is already no point using them. My sniper traited mercs performs better with AR than sniper rifle lol.
Note that the numericcal values used in my post were pulled off my ass, I don't play this game for few months now so the values I presented might be off, but you get my point. Also I do know there is the "spotter mechanic", hoever I never even considered it, because why would I use 2 mercs to kill 1 enemy, when I can give weapons to both and increase my chance to killing him that way? In a usual scenario of getting outnumbered, sacrificing one merc is just stupid idea. As for the "focus mechanic", I am aware something like this exists, but didn't figure how to use it. Maybe it makes sniper rifles great again, but is too complicated to use and there are no hints that would point a new player who haven't readed this whole thread to it.
[Updated on: Sun, 15 August 2021 00:02] Report message to a moderator
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Sergeant
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Re: Absurdly small code changes[message #363598 is a reply to message #363597]
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Mon, 16 August 2021 23:07
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Uh... no? Regarding to sniper rifles, if one ignores the coolness values, I made the reloading of 2 guns slower (and more realistic) as well as removed bizarre boni from some attachments. I didn't do any other rebalance for now as I'm unsure on where to go and was hoping some fruitful discussion would spawn.
If sniper rifles are so utterly bad in NCTH, it would be a lot more reasonable to alter the NCTH values to make them hit consistently than to give them an implausible damage boost in case they accidentally hit something. But as nobody has done that in so far, I assume others either don't have that problem or (much more likely) nobody is interested in doing that in stock. Fair enough, I'm not either, as I'm no longer interested in using NCTH.
[Updated on: Mon, 16 August 2021 23:08]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #363608 is a reply to message #363598]
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Sun, 22 August 2021 10:26
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Shadooow |
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Messages:109
Registered:April 2009 Location: Czech Republic |
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Flugente wrote on Mon, 16 August 2021 23:07I didn't do any other rebalance for now as I'm unsure on where to go and was hoping some fruitful discussion would spawn.
So, if the post doesn't agree with your and doesn't praise you for your actions it is not fruitful discussion. Fair enough.
Flugente wrote on Mon, 16 August 2021 23:07If sniper rifles are so utterly bad in NCTH, it would be a lot more reasonable to alter the NCTH values to make them hit consistently than to give them an implausible damage boost in case they accidentally hit something. But as nobody has done that in so far, I assume others either don't have that problem or (much more likely) nobody is interested in doing that in stock. Fair enough, I'm not either, as I'm no longer interested in using NCTH.
Maybe this is because all balance changes are being rejected by the "big" coders who have access to svn?
Everything that smelled with a balance change was ignored when I sent it to Seven before I managed to get this access myself and then I did not dare to push my changes anyway (plus I never get access to gamedir, only source). There are several modifiucations for NCTH, mercs values or gun values made by "random players", but none of them was ever considered to get into official game dir. From what I see, the only one making any balance changes in years is you and that happens without any consulting with others. You do it, post details here and if someone by any chance objects you call this "unfruitful discussion" and get angry.
Honestly I do not care, nerf sniper rifles to the ground if you want, but do not ask for others opinions if you do not want to hear objections or critique.
[Updated on: Sun, 22 August 2021 10:28] Report message to a moderator
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Sergeant
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Re: Absurdly small code changes[message #363610 is a reply to message #363608]
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Sun, 22 August 2021 16:16
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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ShaDoOoW wrote on Sun, 22 August 2021 07:26Flugente wrote on Mon, 16 August 2021 23:07I didn't do any other rebalance for now as I'm unsure on where to go and was hoping some fruitful discussion would spawn.
So, if the post doesn't agree with your and doesn't praise you for your actions it is not fruitful discussion. Fair enough.
I said that I didn't agree with your assessment on what these changes do. I don't recall objecting to your post in principle.
ShaDoOoW wrote on Sun, 22 August 2021 07:26
Flugente wrote on Mon, 16 August 2021 23:07If sniper rifles are so utterly bad in NCTH, it would be a lot more reasonable to alter the NCTH values to make them hit consistently than to give them an implausible damage boost in case they accidentally hit something. But as nobody has done that in so far, I assume others either don't have that problem or (much more likely) nobody is interested in doing that in stock. Fair enough, I'm not either, as I'm no longer interested in using NCTH.
Maybe this is because all balance changes are being rejected by the "big" coders who have access to svn?
Everything that smelled with a balance change was ignored when I sent it to Seven before I managed to get this access myself and then I did not dare to push my changes anyway (plus I never get access to gamedir, only source). There are several modifiucations for NCTH, mercs values or gun values made by "random players", but none of them was ever considered to get into official game dir. From what I see, the only one making any balance changes in years is you and that happens without any consulting with others. You do it, post details here and if someone by any chance objects you call this "unfruitful discussion" and get angry.
Honestly I do not care, nerf sniper rifles to the ground if you want, but do not ask for others opinions if you do not want to hear objections or critique.
So if someone answers to my posts and I disagree with their conclusions, me pointing that out is bad? So what, I should just put in what anyone tells me to?
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
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.Report message to a moderator
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Re: Absurdly small code changes[message #364037 is a reply to message #364033]
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Tue, 07 December 2021 22:39
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Kitty |
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Messages:480
Registered:October 2017 Location: Germany |
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KrAhS wrote on Tue, 07 December 2021 03:12...
I would like to play the latest 1.13 release on the urban Chaos's map.
If I'm copying the Map files from the Data-UC to to Data-1.13 the maps are working just the tilesets are not showing how it should be.
Can you give me some assist how I should or can move the map with fixed tilesets to the newest 1.13?
I don't care the gameplay, or anything changes just the map with the correct tilesets. is there any chance to do that? Also I can't find the Map editor option in the newest releases.
Thank you if you can help me with something!
For maps you'll need the folders "maps", "radarmaps" and "tilesets". To make the tilesets work, you'd either have to edit "ja2set.dat" (needs an editor) or edit "ja2setdat.xml" (just needs a text editor). In JA2options.ini you have to choose wether you use tilesets from .dat or .xml
For testing I would put the folders (maps, radramaps, tilesets) and either the .dat or .xml mentioned above into folder "profiles" of 1.13 (the place where the saves are).
But I'm pretty sure that you might need to change files like "mod_settings.ini" (GridNo of landing in starting sector - should the GridNo from UC) and a bunch of other files (maybe GameInit.lua, strateticmap.lua, overhead.lua, etc.).
If you don't, you might be able to see the maps (if the game is able to initialize at all - you'll get an error in starting sector if not), but things will be weird. New npcs in UC are replacing some from original JA2 or JA2-1.13, some features will not work, quests will be at least weird or not working, etc.
Here is some stuff to read that might be helpful:
1.13 Tileset editing (look at what is said about UB-maps, it ain't 1to1 comparable to UC-maps, but still might be useful)
Tileset editing guidelines (how tilesets work in general and how to edit them)
According MapEditor, take a look at first link in my signature below. THere are links to downloadsources for JA2-1.13-SCI. The second one ("Kittyland") contains a MapEditor. Atm, I haven't catched up to very latest version (r9219), but close (r9210). Will update arround the 15th of this month.
If you just wanna play UC with 1.13, follow sevens advice. That'll be much easier (ready to go)
[Updated on: Tue, 07 December 2021 22:43]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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