Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333482] Wed, 04 June 2014 17:14 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Hey, I have finaly figured out why my sniper had problems. I have changed this:

NORMAL_SHOOTING_DISTANCE = 70 to 300

What happened was that even with SCOPE_RANGE_MULTIPLIER = 0.5 the range at with scope is being used is too damn high. I would love to be able to set it lower.

Also: any chance for the goodies to be available in devbuild for custom compiling?

[Updated on: Wed, 04 June 2014 17:16] by Moderator

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Master Sergeant
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333483] Wed, 04 June 2014 17:25 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@Taro
1. You can set SCOPE_RANGE_MULTIPLIER = 0.1 .. 1.5, the description is not updated yet.
2. You can also set AIM_TOO_CLOSE_SCOPE = 0
3. Some of the goodies will be available as a patch for main dev trunk after they receive good testing results and players feedback.
Making dev version for each experimental feature (that will most likely never go to the trunk) is too much work =)

EDIT: in my cthconstants.ini I use:
NORMAL_SHOOTING_DISTANCE = 200
SCOPE_RANGE_MULTIPLIER = 0.4
AIM_TOO_CLOSE_SCOPE = -0.2
and it works very good!

[Updated on: Wed, 04 June 2014 17:27] by Moderator

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333485] Wed, 04 June 2014 17:40 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Here's my CTHConstants.
Works well with BASE_SIGHT_RANGE at 20-24. Faux bigmaps. Wink

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Sergeant Major
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333486] Wed, 04 June 2014 17:43 Go to previous messageGo to next message
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Messages:2663
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@Slax
I also use increased bullet deviation and movement penalty, these settings make interesting effects in game =)

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Lieutenant

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333492] Wed, 04 June 2014 18:45 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Depends on what you're playing. I'm trying to setup a comfortable SDO experience. Just can't get assault rifles to behave the way I want without messing something else up. Guess I need to do some XML trickery.

Movement penalty and side facing penalty does make thing a lot more interesting. Really gotta sneak around to get an optimal base of fire.
GUN_DAMAGE_MODIFIER = 125 helps to keep things tense.

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Sergeant Major
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333493] Wed, 04 June 2014 18:55 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Increased movement penalty makes interesting effect - you cannot just snipe the enemy from distance if he is moving intensively, you have to suppress him with autofire first.
And increased bullet deviation means that even the perfect shooter cannot hit reliably with a pistol at twice the weapons range, and also makes guns with good natural accuracy more valuable.

120% for gun damage seems good balanced value =)

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Lieutenant

Re: Experimental Project 7[message #333503] Wed, 04 June 2014 19:56 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Quote:
Just can't get assault rifles to behave the way I want without messing something else up.


Check out item settings, it allows to fine tune the settings for selected groups of weapons only.

Also aside from increasing moving target penalty (will add that one). I made my own modification to stealth settings. With my custom ones the targets pop in and out of view something I experienced a lot in Arma. The buffed stealth also nerfs the double view and gun range I set.

COVER_SYSTEM_STEALTH_TRAIT_VALUE = 50
COVER_SYSTEM_STEALTH_EFFECTIVENESS = 95
COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 95
COVER_SYSTEM_STANCE_EFFECTIVENESS = 80
COVER_SYSTEM_LBE_EFFECTIVENESS = 20
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 50
COVER_SYSTEM_TREE_EFFECTIVENESS = 75
COVER_SYSTEM_UPDATE_DELAY = 500
COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE
COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE
COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE
COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE


I must say the gunplay, at least at the starting levels is tight and damn fun.

Oh, I just noticed these 2 settings:

AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20

Now I can get AI to use suppressive fire more.

[Updated on: Wed, 04 June 2014 20:03] by Moderator

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Master Sergeant
Re: Experimental Project 7[message #333504] Wed, 04 June 2014 20:44 Go to previous messageGo to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
Sevenfm
I also use increased bullet deviation and movement penalty, these settings make interesting effects in game.
The 3 arrow displays are a step into the right direction, but it would be helpful if we could get more detailed information about the effect of the movement penalty, at least in debug mode.
Taro

COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 95
COVER_SYSTEM_TREE_EFFECTIVENESS = 75
Doesn't that turn the game into a turkey shoot? I imagine from a good spot and with silenced guns the enemy has no chance to respond.

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Master Sergeant
Re: Experimental Project 7[message #333505] Wed, 04 June 2014 20:54 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
In my games, even setting
COVER_SYSTEM_TREE_EFFECTIVENESS = 30
allows enemy to completely hide behind the high grass, and it makes combat much less interesting for me, they just shoot and kill and I even cannot see anybody!

@Strohmann
I plan to add a small cross or arrow that will show exact shooting offset caused by movement penalty, and also a popup window similar to tolltips with detailed information on CTH calculation, as was asked here by Alex_SPB.

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Lieutenant

Re: Experimental Project 7[message #333508] Wed, 04 June 2014 21:06 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Quote:
they just shoot and kill and I even cannot see anybody!


Welcome to war son! It usually the bugger you cant see that kills you. Note that if you have a general idea where he is hiding you can send a magazine or two on him in order to suppress him and flank him.

Note that these are just my settings with are mostly hit or miss. For now they seem to work, but I need to do more testing.

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Master Sergeant
Re: Experimental Project 7[message #333514] Wed, 04 June 2014 23:55 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
@Taro
Cooool! Should really explore all of these ini files. Thanks.

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Sergeant Major
Re: Experimental Project 7[message #333681] Fri, 13 June 2014 04:34 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
A happy birthday for you, sevenfm. Don't bang too many birthday cake strippers.

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Sergeant Major
Re: Experimental Project 7[message #333696] Fri, 13 June 2014 16:33 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Slax
Thank you!
:cheers:

[Updated on: Sat, 06 December 2014 18:42] by Moderator

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Lieutenant

Re: Experimental Project 7[message #333699] Fri, 13 June 2014 18:12 Go to previous messageGo to next message
Sargeno is currently offline Sargeno

 
Messages:69
Registered:December 2001
Location: Oregon, USA
That's a cake with high 'caliber'. :laugh:

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Corporal
Re: Experimental Project 7[message #335916] Thu, 18 September 2014 21:40 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Cool stuff in here!!

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Sergeant 1st Class
Re: Experimental Project 7[message #336100] Wed, 24 September 2014 20:21 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Weapon sounds pack.
Based on Chatner's work with additional sounds from Sarge's soundpack and other sources.
link

EDIT:
updated sound pack:
.38, .357 and .44 revolver sounds
changed some pistol sounds to fit general schema
new pkm, pecheneg, m60 sounds
modified 7.62 WP sound (5% speed boost)
improved AKS burst sound
general cleanup - removed unused sounds

[Updated on: Mon, 20 October 2014 19:16] by Moderator

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Lieutenant

Re: Experimental Project 7[message #336950] Wed, 22 October 2014 01:17 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Short video demonstration:
- Improved Weapon Sounds part 1 (low level starting weapons)
- Custom NCTH settings with SDO mod

http://www.youtube.com/watch?v=VmP34iID_X0&feature=youtu.be[/video]
youtube link

http://www.youtube.com/watch?v=9YSjJpr3L9Q&feature=youtu.be[/video]
youtube link

Conclusion on NCTH settings testing:
The weapons work as expected:
- Leech with his high mrks can place accurate shots at 150-200 meters (maybe 1 from 2 or 3)
- mercs with lower stats can still hit approximately 1 of 3 shots at about 100 meters

Some found issues:
- for unknown reason there's no difference if I shoot standing or prone, that's strange
- NCTH is less predictable than old CTH, so you cannot rely on single shot, you always need some backup plan - second shooter or a place to hide
- unlike the OCTH, there is no "safe distance" in NCTH - you can be hit by enemy firing a pistol from 200m sometimes, and it's not very rare

[Updated on: Wed, 22 October 2014 03:17] by Moderator

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Lieutenant

Re: Experimental Project 7[message #336954] Wed, 22 October 2014 01:52 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Really like the sounds :thumbsup:

Will try (if I ever get to playing again Very Happy)

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Captain

Re: Experimental Project 7[message #337024] Thu, 23 October 2014 01:51 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Improved Weapon Sounds part 3
Using SDO mod with custom NCTH settings + Wildfire 6.07 maps
Weapons: Pecheneg, SVD, VSS, Beowulf and AK's.
Cool weapons: RPO-M with incendiary rockets.

http://www.youtube.com/watch?v=dfa7aFd9LHo&feature=youtu.be[/video]
youtube link

NCTH impressions:
- SVD with a good scope works perfect on long distance, reliably hitting target, still no super-accuracy and sometimes can miss, just as in RL
- Pecheneg with reflex sight and in autofire mode works great for suppression and when shooting at groups of targets
- Fox isn't very good at shooting because of relatively low mrks, this can probably be compensated with better weapon attachments, still she can hit targets with cth about 30-50%
- Shock from suppression works great, causing big penalties for aiming

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Lieutenant

Re: Experimental Project 7[message #337178] Sun, 26 October 2014 17:32 Go to previous messageGo to next message
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Messages:2663
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Here's the 1.0 version of the Improved Weapon sounds pack for 1.13
http://i.imgur.com/1Xr6Xh0.jpg
Improved Weapon Sounds v1.0

Based mostly on Chatner's soundpack which can be found here
Single shot sounds from Sarge's soundpack
A few additional sounds from Bidius soundpack

-most of the single shot sounds were replaced
-added few autofire sounds - M60, Pecheneg and some others
-slightly reduced bass for most weapons except high-caliber guns

Installation:
Unpack to your Data-1.13/Sounds dir, so that folder names should look like:
Data-1.13/Sounds/Weapons/

[Updated on: Mon, 27 October 2014 21:12] by Moderator

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Lieutenant

Re: Experimental Project 7[message #337187] Sun, 26 October 2014 21:13 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Good work, Master Sergeant. :crossbones:

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Sergeant Major
Re: Experimental Project 7[message #337236] Mon, 27 October 2014 20:33 Go to previous messageGo to next message
yarco is currently offline yarco

 
Messages:37
Registered:October 2013
hello,
what is the difference between this link
https://www.dropbox.com/s/74jdx81due2x4sz/ImprovedWeaponSounds_v1.0.7z?dl=0

and this link?
https://www.dropbox.com/s/gkt9ricmkwxc5ug/WeaponSounds.7z?dl=0

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Private 1st Class
Re: Experimental Project 7[message #337239] Mon, 27 October 2014 20:51 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Hello yarco!

First link is 1.0 version, which will not change.
Second link is current version which is updated time after time (very few differences from 1.0 currently)

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Lieutenant

Re: Experimental Project 7[message #337449] Sat, 01 November 2014 16:25 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Burst sounds for stock Ruger Mini-14

In stock 1.13 Ruger Mini-14 uses good single-shot sound, but for burst (with magic trigger group attached) it uses vanilla 5,56 Burst %d.wav, which sounds differently.

So I made new burst sounds (1-5) from stock 1.13 Ruger Mini-14 single shot sound with 750rpm (info from wiki).
5,56 Burst 1.wav
5,56 Burst 2.wav
5,56 Burst 3.wav
5,56 Burst 4.wav
5,56 Burst 5.wav

link

Place new burst sounds to your Data/Sounds/Weapons dir.

Note: it's the only weapon in stock 1.13 that uses vanilla 5

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Lieutenant

Re: Experimental Project 7[message #337762] Sun, 16 November 2014 02:47 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Interesting review of a new Italian-Russian pistol
Strike One: Italian craftsmanship and Russian pragmatism

http://i.imgur.com/uRvPQ0x.jpg

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Lieutenant

Re: Experimental Project 7[message #337763] Sun, 16 November 2014 03:02 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Sevenfm
Interesting review of a new Italian-Russian pistol
Strike One: Italian craftsmanship and Russian pragmatism


AFS/DL-1.13/UC-1.13 have had the Strike One for a few months now - 3x calibres, but I recycled sounds from existing weapons.

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Lieutenant

Re: Experimental Project 7[message #337766] Sun, 16 November 2014 05:13 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Some extra burst sounds that I decided not to use in Improved Weapon Sounds pack.
They are good in general, just don't fit well with other sounds in pack.
Free to use in any mod that needs more variety in weapon sounds.

4,6 950rpm
4,7 600rpm
aek919 800rpm
aek919-2 800rpm
bizon 700rpm
pp27 700rpm
pp93 800rpm
ppsh 1000rpm
type85 780rpm
vz82 840rpm

link

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Lieutenant

Re: Experimental Project 7[message #337794] Mon, 17 November 2014 12:35 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Improved Weapon Sounds v1.1
link

Mostly an overhaul and rebalance of existing sounds, for better sound picture and feeling.

The list of new burst sounds:
30M1 M2
45 Thompson M1A1
50 Beowulf
5,45 AKS-74
5,7 P90
7,62x39 WP
5,56 Mini-14

New/changed pistol sounds:
9x18 PM
9mm Calico single shot
.357 caliber
.44 caliber
.45 Pistol/SMG
.38 Special
.50 AE DE
12,3x50R Udar

Changed/updated most sniper rifle sounds

Also changed volume/bass level/eq for better sound balance.

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Lieutenant

Re: Experimental Project 7[message #337809] Tue, 18 November 2014 02:11 Go to previous messageGo to next message
Deleted.

 
Messages:2663
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Location: Russian Federation
Mini-improvement for autofire cursor
http://i.imgur.com/0JW8UWh.jpg

IMPROVED_AUTOFIRE_CURSOR = TRUE

Changes how right-click adds bullets.

Stock 1.13: 1->2->3->...->max

New: 2->3->4->reserved->max

Where reserved means reserving 20 APs to take cover after firing.

Also, Alt+mousewheel now allows selecting exact number of bullets. With default system, it tries to maximize bullets fired for the same AP cost.

Also, Alt+left-click in autofire mode allows firing reserved number of bullets without the need for right-clicking or alt+mouse-wheeling.

[Updated on: Tue, 25 August 2015 18:37]

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Lieutenant

Re: Experimental Project 7[message #337972] Tue, 25 November 2014 07:42 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Intermediate update for the Improved Weapon Sounds mod

link in the sig

9x18 caliber reworked

9x39 VAL SD: reduced bass level (it's silenced sound)

9x19 Calico burst reworked, uses real kel-tec 9mm close shooting sample from youtube as a base
Glock18 and other 9x19mm pistols: eq, volume-1

45 caliber:
Thompson M1A1 burst reworked, now a bit less bassy, also added mechanics sound

762x39: new RPD sound, fixed wrong XCR burst 3 sound.

4,7: new sound for G11, G11PDW

better .357 Desert Eagle sound

4,6 caliber: new MP7 sound

762x39 WP burst sound: eq, changed tail

7,62 NATO MSG
7,62 NATO FAL BURST

9MM PM, 9MM PMM
9MM B93R BURST, 9MM P7, 9MM GLOCK18 BURST

[Updated on: Thu, 04 December 2014 23:34] by Moderator

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Lieutenant

Re: Experimental Project 7[message #338120] Sat, 06 December 2014 18:05 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
OCTH improvements
http://i.imgur.com/wd29NVy.jpg

New option: IMPROVED_CTH = TRUE

1. Advanced directional movement penalty

In stock 1.13, CTH penalty from target movement is calculated using formula: MovementPenalty = TilesMoved * 1,5 with a maximum penalty of 30 (default values). So your target needs to walk 20 tiles (or run 10 tiles) to get maximum CTH penalty, regardless of the movement direction.

With the new system, not only the amount of tiles moved is taken into account, but the movement direction is used as a ratio.
So, when your target is moving perpendicularly to the line of shooting, you get maximum penalty, and when the target is moving directly to you or from you, you get no penalty when shooting.
You still get small penalty if the target moved at least 1 tile, no matter in what direction.
This system is similar to the one implemented in NCTH, and the code was partially taken from NCTH code.

Another change is that the shooter can compensate target movement penalty, if he is skilled enough.

The formula for the shooter's tracking ability: PercentTracking = (2*Dexterity + Marksmanship + Level*10) / 4
Then the starting tile number for tracking is calculated:
PercentTracking = 100% - start tracking from 4 tile
PercentTracking = 0% - start tracking from 10 tile
Then with every next tile the amount of applied penalty is reduced, so at StartTrackingTile*2 the penalty is halved.

The penalty from directional movement is not fixed for every tile, but instead it's bigger in the beginning and it's reduced very quickly when the target continues it's movement, so first 3-5 tiles are the most important.

Guns with a high power scope receive additional penalty from directional movement, the penalty is rather high (10% for pso-1 and 20% for pso-3), but it is reduced very quickly because it's divided by sqr(TilesMoved).

For the balance reasons, maximum penalty from movement is applied at certain distance from shooter - 200m by default, so at 100m you get half penalty, and at point blank range you get zero penalty from target movement.
This works for iron sights and reflex sights, but if you try to shoot at moving target at very close range with a high power scope, the penalty will be increased instead.

Maximum penalty from movement is rather high (60%), so it will be hard to hit in some situations.

So, what you can expect in the game when playing with this improvement?
- If you are shooting at stationary target, there's no difference with a stock system, you can hit with high CTH.
- If you are shooting at moving target, you better use iron sight or reflex sight or low-power scope (1,5x - 2x), or it will be hard to hit enemy
- You need a shooter with high dexterity, marksmanship and level to effectively track a moving enemy
- No penalty at close range, if you are not using scopes
- If the enemy is moving actively, it's better to suppress him first with autofire
- You can try to avoid accurate enemy fire by moving each turn at 3-5 tiles in a perpendicular direction to the enemy's line of shooting
- Sniper rifles with high power scopes are best for shooting at stationary targets at medium-long distance, and mostly useless at point blank range if the enemy is moving (but you can always hip-fire)

2. Additional directional penalty for shooting at prone target

In stock 1.13, the maximum cth penalty for shooting at prone target is limited to 40%, and each tile of distance gives 3% penalty

With the new system, this limit can be increased to 60%, if the following conditions are met:
- the target is prone and facing the shooter, so the shooting direction and target's facing direction are opposite
- the target is on the ground, so no additional penalty on roofs
- the target is not on the flat tile (floor, paved road or dirt road)
- the shooter is on the ground, so no additional penalty when shooting from roof

With this change, it's usually harder to hit prone enemy, so you will have to suppress enemy first and try to flank him to get better CTH

3. Effective marksmanship is used instead of direct penalty from shooter's shock

In stock 1.13, the shocked shooter received direct penalty for his CTH from the shock level.

With new system, effective marksmanship is reduced instead, the penalty for marksmanship is 5% for each shock point to the maximum of 50% penalty, and the marksmanship cannot be less than 20% after applying penalty.
This system is more realistic, and works better in my tests than default system.

4. There's new option ADVANCED_OCTH_INFO = TRUE, that will show small colored numbers on your CTH cursor when activated:
- orange is the new movement penalty for target
- yellow is the current effective marksmanship of the shooter
- green is the current penalty for prone target

[Updated on: Tue, 25 August 2015 18:37]

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Lieutenant

Re: Experimental Project 7[message #338126] Sat, 06 December 2014 22:42 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
Messages:55
Registered:October 2013
Location: serbia
Where can i download your experimental SCI?

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Corporal
Re: Experimental Project 7[message #338135] Sun, 07 December 2014 13:37 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Short video demo for improved OCTH directional movement penalty

http://www.youtube.com/watch?v=VWR3hFEnheA[/video]
youtube link

Example 1
1. Fox is standing, no penalties.
2. Fox has moved 5 tiles - maximum amount of penalty.
3. Fox has moved 10 tiles - shooters start to compensate movement by tracking, penalty is reduced significantly.

Conclusion:
Grunty receives very small penalty.
Igor receives small penalty for iron sight (because the distance is small), big penalty for optics.
Leech receives full penalty for iron sight and pso-3. Without the scope he is able to aim better, but still can partially compensate scope penalty with aiming.

Note: increased penalty from scope is not applied for the unaimed shot (without aim clicks) because of selected mode for "Alternative Weapon Holding" feature.

Example 2
Fox has moved several tiles and returned to the starting tile.
This time we don't have exact values for distance and angle, so small penalty value is used based on bTilesMoved.

Example 3
Additional directional penalty for shooting at prone target.
1. Opposite direction - max penalty (60%)
2. Turned one step counter clockwise from opposite direction - increased penalty (50%)
3. Any other direction - regular penalty (40%)

[Updated on: Sun, 07 December 2014 14:46] by Moderator

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Lieutenant

Re: Experimental Project 7[message #338141] Sun, 07 December 2014 20:17 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Improved suppression
http://i.imgur.com/BXGzxFN.jpg

New option IMPROVED_SUPPRESSION = TRUE

1. Shock and cowering mechanics

Cowering shock level changed from SuppressionTolerance to MaxSuppressionShock/2
This prevents silly and unrealistic situation when merc (that has previous real combat experience) becomes cowering from a single bullet.
Another balance problem with original stock system is that CTH penalty depends on shock level, so the cowering person should (realistically) have a relatively high CTH penalty, that means high shock for cowering.
Note: the real shock value for cowering is modified in game depending on traits and backgrounds.

At the start of the new turn the shock level is checked for cowering level, and the cowering animation is stopped if necessary.

At the start of every turn, the shock level is reduced.
In stock 1.13: NewShock = Shock/2
In new system:
-if the soldier was under attack last turn, NewShock = 3*Shock/4
-if the soldier does not have any suppression points from last turn, then the same as in stock version NewShock = Shock/2
-dauntless soldier always uses default formula: NewShock = Shock/2
-if the soldier has cowering shock level, and he was under suppression during last turn, the shock level is not reduced

Also, drunk people receive less shock from suppression.

2. AP loss

If the soldier has cowering shock level at the start of a new turn, his AP is limited to 20 AP (AP_MINIMUM / 2), this allows him to take cover, or maybe use smoke grenade or try to crawl away, but he cannot fight effectively.

With the option IMPROVED_SUPPRESSION_RESERVE_AP = TRUE, the soldier cannot have less than AP_MINIMUM / 2 at the start of the new turn because of negative APs from previous turn.
This means that, if you suppress soldier to -100AP and his starting action points are, for example, 40 AP, he will have 20 AP. If he has less than 20 AP, for example 16 AP, because of wounds or smth, he will have 16 AP at the start of a new turn. This will allow suppressed soldier to take cover or even shoot one shot with a pistol, so the main difference with stock system is that you cannot completely immobilize enemy with only suppression.

3. Suppression Tolerance

In stock 1.13, the suppression tolerance is calculated as ExpLevel * 2 + modifiers, the result is that enemy usually has maximum (18) suppression tolerance from the start, while merc have only like 3-4 tolerance because of low level and default modifiers, so the whole suppression system is imbalanced and usually works against player.

In new system, the base suppression tolerance is calculated as 5+ExpLevel, also modifier factors are reduced, so the suppression system becomes better balanced.
I also usually disable NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE option, because the enemy is nearly always outnumbers mercs and they get too much bonus to suppression tolerance, at least on small maps.

4. AI morale and other changes

In my tests it seemed that suppression did not effectively decrease AI morale, so now shock level is used as a limiter for AI morale:
-if shock level percent is > 30%, limit AI morale to MORALE_NORMAL
-if shock level percent is > 60%, limit AI morale to MORALE_WORRIED

This prevents AI from aggressive behavior when under suppression, so he will more likely try to cover or flank instead of rushing.

Shocked AI soldier will more often use swatting movement mode - it looks more realistic and also allows to slow down AI movement by using suppression fire.
Also, the AI MovementMode table was slightly changed - use running mode more often for flanking, use swatting mode more often in high urgency state.

Recommended settings

ja2_options.ini
SUPPRESSION_EFFECTIVENESS = 200 - it allows to deliver enough suppression to standing soldier, remember that crouching soldier has 1/4 chance to avoid suppression point from bullet, and prone soldier has another 1/4 chance to avoid suppression point
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE
SUPPRESSION_TOLERANCE_MIN = 3 - this changes max/min ratio for tolerance from 18:1 to 6:1
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 20 - I usually reduce CTH penalty from cowering target's shock, but it depends on you preference
SHOCK_REDUCES_SIGHTRANGE = 2 - with Tunnel Vision from shock enabled, the enemy sometimes starts stupidly turning from one side to another, spending all his APs
AI_SUPPRESS_MIN_MAG_SIZE = 20
AI_SUPPRESS_MIN_AMMO_REMAINING = 10
- for the enemy to use suppression fire more often

skills_settings.ini
SL_FEAR_RESISTANCE = 20 - default is 50, which completely prevents deputy from cowering

APBPConstants.ini
AP_MIN_LIMIT = -40 - it's enough to take a half of enemy APs at the start of the new turn, still it allows to change position or try to shoot back to suppress enemy, so this value is more balanced than default -100, but it's the matter of personal preference

So, what you can expect in the game?

-you can slow down enemy soldiers or stop AI rush with suppression more effectively
-shock/tolerance system is balanced better now, it usually takes several turns to make merc/enemy 'cowering'
-even soldier under heavy fire will have small amount of APs at the start of new turn, this allows to take cover or maybe move one tile crawling, or at least blow up a (smoke) grenade
-AI soldiers will use swatting movement mode more often, especially when under suppression fire
-the shock is reduced slowly when under fire, so if your merc is under suppression you need to quickly change position or suppress your enemy, or in the next turns you merc will become cowering and helpless, still you usually have 1-2 turns and some APs to take cover or change position
-if you want a good CQC merc, it's good idea to make him dauntless and give him sqleader/deputy trait, this will help to prevent him from cowering

[Updated on: Tue, 25 August 2015 18:38]

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Lieutenant

Re: Experimental Project 7[message #338152] Mon, 08 December 2014 13:51 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
toma777
Where can i download your experimental SCI?

link removed

Description:

Additional mods: Arulco Revisited, Wildfire 6.07
Select mod directly in ja2.ini using notepad, no ini editor in this SCI.

Data-User:
-recommended options
-sound mod
-graph resources for extended interface
-red bullet tile for improved tracers in Tilesets

New options are in [Extended Settings] section of ja2_options.ini

You can also use this exe with any other stable 7435 installation, it's fully compatible with stock data and resources.

The exe is release version built with vs2008 and is based on actual stable source from SVN.

[Updated on: Sun, 29 March 2015 02:27]

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Re: Experimental Project 7[message #338164] Mon, 08 December 2014 22:35 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
Messages:55
Registered:October 2013
Location: serbia
Thanks!

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Corporal
Re: Experimental Project 7[message #338203] Thu, 11 December 2014 12:41 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Weapon sounds mod v1.2

link

Changelog

-9x18 caliber reworked, Stechkin, PP-93, 9MM PM, 9MM PMM - better sound
-9x39 VAL SD: reduced bass level (it's silenced sound)
-9x19 Calico burst reworked
-Glock18 and other 9x19mm pistols: eq, volume-1, tail
-45 caliber: Thompson M1A1 burst reworked using new sample and vanilla burst 45 sound
-762x39: new RPD sound, fixed wrong XCR burst 3 sound, 762x39 WP burst sound: eq, changed tail
-4,7: new sound for G11, G11PDW
-5,7 caliber: eq, changed Five-SeveN sound
-357 Desert Eagle: better sound
-4,6 caliber: new MP7 sound
-12g: new SHOTGUN SEMI-AUTO SINGLE SHOT sound
-7,62 NATO MSG, 7,62 NATO FAL BURST
-TT33, 454 CASULL: new/improved sound

Note for those who downloaded first early versions
Please remove the following sounds from 9x39: (those that have two spaces between caliber and name)
9X39  GROZA
9X39  SR3 BURST
9X39  SR3SD BURST
They were added by accident and not used anywhere
Please also remove SHOTGUN SEMI-AUTO SINGLE SHOT_1.ogg file from 12g folder.

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Lieutenant

Re: Experimental Project 7[message #338308] Tue, 16 December 2014 12:12 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Item graphics update + new tank animations
By PM (from ja2.su)

For vanilla Jagged Alliance 2, just unpack to game directory.

link

original thread

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Re: Experimental Project 7[message #338332] Tue, 16 December 2014 21:33 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Zombie invasion, Episode II: Escape from Zombie City

[url][/url]
[url][/url]

Using:
-actual development trunk
-Stock Data Overhaul mod
-Improved Weapon Sounds v1.2 (based on Chatner's soundpack)

Features:
-ZOMBIE!!! :scary:
-Flashlights
-Moving vehicles

Code changes:
-red tracers
-automatic light creation for flame explosion effects

[Updated on: Fri, 09 January 2015 02:10]

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Lieutenant

Re: Experimental Project 7[message #338670 is a reply to message #338332] Fri, 02 January 2015 19:36 Go to previous messageGo to previous message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Advanced tactical militia command

See demo video:



Download experimental SCI here



Left this community.

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