Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #343908 is a reply to message #343377] Sat, 30 January 2016 22:47 Go to previous messageGo to next message
sevenfm

 
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Nice looking JA2-style project:




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344257 is a reply to message #343908] Sat, 27 February 2016 06:30 Go to previous messageGo to next message
sevenfm

 
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Uploaded new ja2_7609+fix.exe here:

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22117&goto=344006&#msg_344006



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


thumbs26.png  Re: Experimental Project 7[message #344258 is a reply to message #344257] Sat, 27 February 2016 06:55 Go to previous messageGo to next message
edmortimer

 
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Nice!




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Re: Experimental Project 7[message #344259 is a reply to message #344258] Sat, 27 February 2016 08:16 Go to previous messageGo to next message
sevenfm

 
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edmortimer wrote on Sat, 27 February 2016 09:55
Nice!

There's also new JA2+AI version available for testing, if you are interested:
https://www.dropbox.com/s/l30tn7lgf8dnlp4/ja2_7609%2BAI_v2.exe?dl=0



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344260 is a reply to message #344259] Sat, 27 February 2016 09:24 Go to previous messageGo to next message
Toma777

 
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thanks!
Re: Experimental Project 7[message #344261 is a reply to message #344259] Sat, 27 February 2016 16:11 Go to previous messageGo to next message
edmortimer

 
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Downloaded!




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Re: Experimental Project 7[message #344394 is a reply to message #344261] Sat, 05 March 2016 16:39 Go to previous messageGo to next message
sevenfm

 
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Updated ja2_7609+AI_v2.exe

Link is the same:
https://www.dropbox.com/s/l30tn7lgf8dnlp4/ja2_7609%2BAI_v2.exe?dl=0

Fixed some bugs, improved main RED decisions.
Experimental tweak: AI is allowed to shoot suppression fire on recently seen/heard targets, this should help against sniper tactics.
Improved taking cover - AI will move more carefully, trying to reserve APs for attack, or stay in cover.
AI RED flanking seems to be very effective in this version, also AI will not stop flanking even in BLACK state if there are some friends between soldier and his flanking spot and he is not under fire or too close to enemy.
Improved movement mode tweaks - AI will use swatting movement mode when prone and has any suppression shock or when crouched and has high suppression shock.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344395 is a reply to message #344394] Sat, 05 March 2016 18:05 Go to previous messageGo to next message
edmortimer

 
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Keep up the good work, yo! I'm loving it!




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Re: Experimental Project 7[message #344396 is a reply to message #344394] Sat, 05 March 2016 23:40 Go to previous messageGo to next message
edmortimer

 
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I noticed in one battle with the updated +AI exe that the enemy went up on a slanted roof. That may not be a bad thing . . . if Players can also get up there. I was able to shoot the guy, so . . . all was well. I'll try to get up on a slanted roof with one of my characters next time.




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Re: Experimental Project 7[message #344397 is a reply to message #344396] Sun, 06 March 2016 00:00 Go to previous messageGo to next message
silversurfer

 
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edmortimer wrote on Sat, 05 March 2016 22:40
I noticed in one battle with the updated +AI exe that the enemy went up on a slanted roof. That may not be a bad thing . . . if Players can also get up there. I was able to shoot the guy, so . . . all was well. I'll try to get up on a slanted roof with one of my characters next time.

Did the enemy fall down when you hit/killed him?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Experimental Project 7[message #344398 is a reply to message #344397] Sun, 06 March 2016 00:23 Go to previous messageGo to next message
edmortimer

 
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Quote:
Did the enemy fall down when you hit/killed him?


He was in the middle -- at the peak. He didn't fall down but I was able to get his stuff through the Strategic Inventory. I didn't think of climbing up there at the time.




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Re: Experimental Project 7[message #344399 is a reply to message #344396] Sun, 06 March 2016 04:17 Go to previous messageGo to next message
sevenfm

 
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edmortimer wrote on Sun, 06 March 2016 02:40
I noticed in one battle with the updated +AI exe that the enemy went up on a slanted roof. That may not be a bad thing . . . if Players can also get up there. I was able to shoot the guy, so . . . all was well. I'll try to get up on a slanted roof with one of my characters next time.

This should not happen normally, most likely a map bug - flat roof that looks like slanted or something like that :-)
If enemy technically can climb on roof, your merc should be able also, from the same spot.

In recent ja2+ai versions, roof climbing was fixed (green climbing is completely broken in stock 1.13 and red climbing also doesn't always work), so enemy will climb on buildings much more often than before.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344400 is a reply to message #344399] Sun, 06 March 2016 06:18 Go to previous messageGo to next message
edmortimer

 
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Quote:
This should not happen normally, most likely a map bug - flat roof that looks like slanted or something like that :-)


I realize it shouldn't happen, and yes, it might be a map bug. I'll check it out.

Quote:
. . . so enemy will climb on buildings much more often than before.


Yes, they do, and that is a good thing.




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Re: Experimental Project 7[message #344431 is a reply to message #344400] Tue, 08 March 2016 16:19 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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JA2+AI update r81 (unofficial release, based on stable 7609, with AI and tactics improvements)

English
https://www.dropbox.com/s/9ahn22713hc5xrq/ja2_7609en%2BAI_r81.exe?dl=0

German
https://www.dropbox.com/s/dao7tjbm2mhx9jw/ja2_7609ge%2BAI_r81.exe?dl=0

Russian
https://www.dropbox.com/s/ixdma8xq7ej4ifd/ja2_7609ru%2BAI_r81.exe?dl=0

In this release:
- AI update, mostly RED decisions
- use quick locators to show noise sources
- changed the way X-Ray detector works - it now shows locators on enemy positions, works only in front direction, distance is limited to day vision range / 2, also it randomly inflicts 1-3 damage to user (radiation is dangerous!)



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344476 is a reply to message #344431] Thu, 10 March 2016 20:58 Go to previous messageGo to next message
edmortimer

 
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What is the latest executable with full AI enhancements and executable fixes?




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Re: Experimental Project 7[message #344495 is a reply to message #344476] Sat, 12 March 2016 08:35 Go to previous messageGo to next message
sevenfm

 
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edmortimer wrote on Thu, 10 March 2016 23:58
What is the latest executable with full AI enhancements and executable fixes?


This one (ja2_7609en+AI_r82.exe):
https://www.dropbox.com/s/ebqar66oket29jq/ja2_7609en%2BAI_r82.exe?dl=0

Quote:
Revision: 82
Author: sevenfm
Date: 11 марта 2016 г. 16:00:54
Message:
opplist: increment watched location when soldier hears enemy
AI Utils: CountNearbyFriendsOnRoof, AIGunInHandScoped, CountFriendsBlack
DecideAction: update


Made some improvements to 'go around the corner with the fresh corpse' decisions.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344496 is a reply to message #344495] Sat, 12 March 2016 08:58 Go to previous messageGo to next message
edmortimer

 
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Thanks! I am trying to keep up to date with your latest executables. Your work really adds a lot of depth to the battles.




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Re: Experimental Project 7[message #344497 is a reply to message #344495] Sat, 12 March 2016 09:27 Go to previous messageGo to next message
sevenfm

 
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Weapon sounds mod also updated:

Better G36/MG36 sounds
Better DE 50AE sound
Reverted UZI
Changed .38 special revolver sound to more generic

link in the sig



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #344596 is a reply to message #344497] Fri, 18 March 2016 09:49 Go to previous messageGo to next message
sevenfm

 
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JA2+AI updated:
r8000 fix: When talking to a shopkeeper the game could crash with an assertion in Shopkeeper Interface.cpp line 990 because the temp vector wasn't initialized properly.

https://www.dropbox.com/s/pn2trttyeealol5/ja2_7609en%2BAI_r84.exe?dl=0
https://www.dropbox.com/s/wuv8k6plhg2ufnk/ja2_7609ge%2BAI_r84.exe?dl=0
https://www.dropbox.com/s/rx87dxs1ws9tmke/ja2_7609ru%2BAI_r84.exe?dl=0

Ja2+fix updated here



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


calendar51.png  Re: Experimental Project 7[message #344688 is a reply to message #344596] Thu, 24 March 2016 07:47 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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JA2+AI update: some fixes

https://www.dropbox.com/s/mnvznt0mguatey5/ja2_7609en%2BAI_r90.exe?dl=0
https://www.dropbox.com/s/wvyvxvjxnbhd4m3/ja2_7609ge%2BAI_r90.exe?dl=0
https://www.dropbox.com/s/9i28793ggwj689w/ja2_7609ru%2BAI_r90.exe?dl=0

[Updated on: Fri, 25 March 2016 15:16]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #344724 is a reply to message #344688] Sat, 26 March 2016 18:59 Go to previous messageGo to next message
Thor

 
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Any news on when the advanced tactical militia command and NCTH cursor features will be available for one of Depressivesbrot's v 1.13 downloads? In other words, is there a possibility to play the game with these new features and other recent v.1.13 developments (not the stable version)?
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #344725 is a reply to message #344724] Sat, 26 March 2016 19:34 Go to previous messageGo to next message
sevenfm

 
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Thor wrote on Sat, 26 March 2016 21:59
Any news on when the advanced tactical militia command and NCTH cursor features will be available for one of Depressivesbrot's v 1.13 downloads? In other words, is there a possibility to play the game with these new features and other recent v.1.13 developments (not the stable version)?


NCTH cursor improvements are available in official 1.13 for a long time, see ja2_options.ini:
Quote:
;----------------------------------------------------------------------------------------------------------------------- -------
; Visual improvements for NCTH cursor:
; 0 - default cursor
; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100)
; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50)
;----------------------------------------------------------------------------------------------------------------------- -------
IMPROVED_NCTH_CURSOR = 0


As for Advanced tactical militia command feature, it's not planned for main trunk.
Main project for AI and other improvements is Ja2+AI, based on stable 7609.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #344750 is a reply to message #344725] Sun, 27 March 2016 15:53 Go to previous messageGo to next message
Thor

 
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Ha, okay, thought it was still Headrock's version & calculations, but I guess that's the default one. ;)
Too bad about the militia command feature. I guess it won't be possible to combine let's say Flugente's "recent" militia options with yours then.

Thanks! ;)
Experimental Project 7[message #345135 is a reply to message #344750] Tue, 19 April 2016 14:22 Go to previous messageGo to next message
sevenfm

 
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Ja2+AI update

https://www.dropbox.com/s/7i99a0e30yrnl0l/ja2_7609en%2BAI_r93.exe?dl=0
https://www.dropbox.com/s/9aysnszci1vdq3j/ja2_7609ge%2BAI_r93.exe?dl=0
https://www.dropbox.com/s/i25xvla4ti79odr/ja2_7609ru%2BAI_r93.exe?dl=0

Reverted r8104 fix from main trunk as it breaks Fatima quest and possibly other quests where NPC should move to location outside of visible map.

Changelog:
https://www.dropbox.com/s/3mdt5rze0ed3w6d/Ja2_7609%2BAI.log?dl=0

Also ja2+fix project was updated, see here

[Updated on: Tue, 19 April 2016 15:02]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345138 is a reply to message #345135] Tue, 19 April 2016 17:34 Go to previous messageGo to next message
edmortimer

 
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Thank you!




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Re: Experimental Project 7[message #345146 is a reply to message #345138] Wed, 20 April 2016 19:41 Go to previous messageGo to next message
sevenfm

 
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Ja2+AI update: Covert operations

This update should fix some exploits and also allow using covert mercs when enemy is alerted but not in combat.

- always uncover spy in Meduna
- uncover spy using flashlight only if red alert is raised
- uncover spy if enemy or any his friend sees opponent (in BLACK state) or under fire.
- ignore noise from spy if some friends already see this spy (to prevent stupid enemy behaviour in YELLOW state and overcrowding around covert merc)
- max uncover distance from fresh corpse changed from 5 to 2 tiles

also:
- don't stop cowering animation automatically for neutral soldiers at the start of new turn
- added r8134 (tunnel vision tweaks and fixes)

https://www.dropbox.com/s/saoaoyhcmz2tn2u/ja2_7609en%2BAI_r96.exe?dl=0



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345155 is a reply to message #345146] Fri, 22 April 2016 15:55 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
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Ja2+AI update

Added feature from r7846 - Improved ambush (by Flugente)
Quote:
Improved ambushes have mercs face the enemy and be somewhat scattered, while the enemy encircles the player but is not at point-blank range.

Update: tooltips, help decision (help friends who have more recently seen opponents than friends nearby).

Improved roaming range:
STATIONARY: 0 - 5 (if sees enemy or under attack)
ONGUARD: 5 - max (if sees enemy or under attack)
CLOSEPATROL: 15 - max (if sees enemy or under attack or friends need help)
POINTPATROL: 10 - max (if sees enemy or under attack or friends need help)
RNDPTPATROL: 10 - max (if sees enemy or under attack or friends need help)
FARPATROL: 25 - max (if knows enemy position)
ONCALL: 10 - max (if sees enemy or under attack or friends need help)
SEEKENEMY: max
SNIPER: 5

With this change, ONCALL/POINTPATROL/RNDPTPATROL soldier will not move far from it's position unless he sees enemy or is attacked or there are some friends that need help.
Note: ONGUARD and CLOSEPATROL are changed to FARPATROL when red alert raised.

https://www.dropbox.com/s/5a5w9re2xoj3plo/ja2_7609en%2BAI_r100.exe?dl=0
https://www.dropbox.com/s/ipvv2ds8j5ep3sn/ja2_7609ge%2BAI_r100.exe?dl=0
https://www.dropbox.com/s/magnbauunpvvade/ja2_7609ru%2BAI_r100.exe?dl=0



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345162 is a reply to message #345155] Sat, 23 April 2016 13:17 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
JA2+AI update

OCTH now uses gravity constants from NCTH, this makes OCTH ballistics look much better.

AI update: avoid using suppression fire on robots, vehicles, creatures and tanks

Improved aiming levels in OCTH:
Pistols 2-4
MP, shotguns: 3-4
Rifles, AR, LMG: 4-6
Sniper rifles: 4-8

Scopes give bonus to aim levels:
- small scope (2x): +1
- medium scope (4x): +2
- high power scope (8x): +3
- very high power scope (10x): +4

Limit aim levels depending on distance:
on distance less than day vision range - no more than 4 aim clicks
on greater distance - up to 8 aim clicks allowed: 6 aim clicks at 1.5 day vision range, 8 aim clicks at 2x day vision range

https://www.dropbox.com/s/nqf1byf7ugz64vt/ja2_7609en%2BAI_r103.exe?dl=0

[Updated on: Sat, 23 April 2016 13:37]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345188 is a reply to message #345162] Tue, 26 April 2016 13:05 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
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JA2+AI update



In this update:
- enemy weapon jamming
- manual unjamming and chambering using 'u' key
- manual unjamming using transformations menu

https://www.dropbox.com/s/qfo9lqe49malg3a/ja2_7609en%2BAI_r109.exe?dl=0

[Updated on: Tue, 26 April 2016 13:35]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345190 is a reply to message #345188] Tue, 26 April 2016 13:45 Go to previous messageGo to next message
silversurfer

 
Messages:2472
Registered:May 2009
sevenfm wrote on Tue, 26 April 2016 12:05

- enemy weapon jamming

Hahaha, so those suckers now suffer from weapon jams too. Nice! happy

Does that apply to militia and NPCs as well?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Experimental Project 7[message #345191 is a reply to message #345190] Tue, 26 April 2016 14:04 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
silversurfer wrote on Tue, 26 April 2016 15:45

Does that apply to militia and NPCs as well?

There's no difference in the jamming code between AI groups, actually the only change I did is removed jamming restriction for player only.
AI considers jammed guns as normal and tries to fire, and then usual unjam+shoot code works, the only difference is that it charges AP_UNJAM more AP's for shooting than expected.

It should be possible to add unjamming code to CanNPCAttack code, similar to how it reloads empty weapon, but it seems to works fine now.

[Updated on: Tue, 26 April 2016 14:08]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345194 is a reply to message #345191] Tue, 26 April 2016 15:32 Go to previous messageGo to next message
silversurfer

 
Messages:2472
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Have you tested how often their guns jam? From what I remember there was a certain condition threshold for jams which was influenced by dirt and heat (if enabled in JA2-Options.ini). Above the threshold the gun would never jam. Below the threshold the gun was increasingly likely to jam. I wonder if the condition of enemy guns is good enough to not make them jam too often.
I know from a player perspective they can't jam "too often". ;-) From a balancing perspective I tend to disagree.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Experimental Project 7[message #345196 is a reply to message #345194] Tue, 26 April 2016 16:00 Go to previous messageGo to next message
sevenfm

 
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silversurfer wrote on Tue, 26 April 2016 17:32
Have you tested how often their guns jam? From what I remember there was a certain condition threshold for jams which was influenced by dirt and heat (if enabled in JA2-Options.ini). Above the threshold the gun would never jam. Below the threshold the gun was increasingly likely to jam. I wonder if the condition of enemy guns is good enough to not make them jam too often.
I know from a player perspective they can't jam "too often". ;-) From a balancing perspective I tend to disagree.


Had no time for big battles yet, I'm more hoping for player's feedback :-)

I also changed some jam related things:
- changed BASIC_DEPRECIATE_CHANCE to 45 (default value in NCTH) so there will be less damage to guns when shooting (and less frequent jams when doing a lot of suppression fire)
- changed maxJamChance from 50% to 30 - 4 * GunReliability, so it will be about 20% for good weapons, no more than 50% for bad weapons
- also AI has now bonus 30% to unjam weapons to avoid silly situations

There's new jam probablity calculation (last updated by Flugente probably), you can see it in CheckForGunJam()
Basic inverted chance is gun condition + 2*reliability - bonus from rain.
Then overheating and dirt modifiers added, finally jam chance is increased when using burst fire with some complex formula.



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345199 is a reply to message #345196] Wed, 27 April 2016 01:08 Go to previous messageGo to next message
Uriens

 
Messages:330
Registered:July 2006
If i may suggest to externalize gun jam chances. From player perspective gun jams way too often as soon as it gets below 90% condition. Externalizing would allow players and modders to tweak it to their liking.
Re: Experimental Project 7[message #345210 is a reply to message #345199] Wed, 27 April 2016 17:14 Go to previous messageGo to next message
Gambigobilla

 
Messages:719
Registered:July 2008
Uriens wrote on Wed, 27 April 2016 01:08
If i may suggest to externalize gun jam chances. From player perspective gun jams way too often as soon as it gets below 90% condition. Externalizing would allow players and modders to tweak it to their liking.

i second that if that's not too much work
Re: Experimental Project 7[message #345283 is a reply to message #345210] Wed, 04 May 2016 01:47 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
Ja2+AI update

Fixed 'jump over fence' bug reported here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22965&goto=344501&#msg_344501

https://www.dropbox.com/s/snyebme6vapg5x8/ja2_7609en%2BAI_r117.exe?dl=0
https://www.dropbox.com/s/dadco2h60l2q6a8/ja2_7609ge%2BAI_r117.exe?dl=0
https://www.dropbox.com/s/biziq2e8qcev1p4/ja2_7609ru%2BAI_r117.exe?dl=0

Other changes:
- bonus for AI to unjam successfully (to avoid possible silly situations)
- added unjam AP cost when shooting with jammed gun (correctly calculate AP costs)
- RoamingRange update: use GuyKnowsEnemyPosition (knowing enemy position allows AI to use max roaming range)
- main RED AI: before anything else, if we are lying prone in a building and the enemy is close so he can be seen, try to crouch first (fix problem when AI is lying in the building and cannot see approaching enemy)
- Use PickSoldierReadyAnimation when calculating AP points to raise weapon (correctly calculate AP points for readying gun for AI)
- Interface Panels fix: added UnloadButtonImage( iBurstButtonImages[ WM_AUTOFIRE ] ) (fix possible problems with inventory panel described here http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23035&start=0& )
- don't turn to closest enemy in a RED mode when soldier is prone and has already spent some APs this turn (avoid silly looking behaviour - going prone, then turning to another direction)

Changelog for Ja2+AI:
https://www.dropbox.com/s/3mdt5rze0ed3w6d/Ja2_7609%2BAI.log?dl=0



7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345382 is a reply to message #345283] Mon, 09 May 2016 16:21 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
JA2+AI update

Changes:
- Vehicle is visible if any part of it is visible
- fix: bonus for AI to unjam
- r8206 fix: jumping over a merc allowed moving through walls
- bonus for trap detect level if soldier is crawling and has knife in his hand
- CalcTrapDetectLevel: removed chance to ignore trap for optimists
- reduce camo when soldier is crawling
- reworked CAMO_KIT_USABLE_AREA option, now it only limits camo from kits, but not camo from gear, this also fixes some bugs with camo applying (so if you set this option to 100 it should work as in vanilla)
- reworked camo worn/kit bonuses for camo zombies and soldiers created with camo kits inventory (65% worn camo + random camo value)

https://www.dropbox.com/s/azlpconc1lnrqwq/ja2_7609en%2BAI_r127.exe?dl=0

[Updated on: Mon, 09 May 2016 16:22]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345401 is a reply to message #345382] Tue, 10 May 2016 21:16 Go to previous messageGo to next message
sevenfm

 
Messages:1788
Registered:December 2012
Location: Soviet Russia
JA2+AI update

Changes:
- exploit Fix: we can only disguise successfully if we haven't been seen recently
- disabled automatic clothes stripping when uncovered
- disguise automatically if spy haven't been seen by enemy recently and wears correct clothes
- uncover spy in combat automatically only if the soldier who sees him also have seen any enemy this turn

https://www.dropbox.com/s/wma3l67nckmqixq/ja2_7609en%2BAI_r128.exe?dl=0

[Updated on: Tue, 10 May 2016 21:34]




7609+fix | 7609+AI (r922) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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


Re: Experimental Project 7[message #345408 is a reply to message #345401] Wed, 11 May 2016 03:17 Go to previous messageGo to next message
Hawkeye

 
Messages:1880
Registered:October 2005
Location: Australia
I had a quick spin with the new jamming weapons in Omerta, seemed a lot less annoying than previous 1.13 games. I had one enemy have a jam, and think it took them a couple of tries to unjam there's. On the other side I had two jams from my mercs, with Ivan able to unjam his fairly quickly, Houston was not so lucky.

In regard to jamming weapons before Seven's changes, I found them way too frequent and without the ability to unjam them during a battle too annoying and was almost a game-breaker for me. So an externalised system would be preferable for both systems if possible. I think this latest feature is more livable in my opinion.


Re: Experimental Project 7[message #345419 is a reply to message #345401] Wed, 11 May 2016 12:54 Go to previous messageGo to previous message
Flugente

 
Messages:3425
Registered:April 2009
Location: Germany
sevenfm wrote on Tue, 10 May 2016 18:16
JA2+AI update

Changes:
- exploit Fix: we can only disguise successfully if we haven't been seen recently
- disabled automatic clothes stripping when uncovered
- disguise automatically if spy haven't been seen by enemy recently and wears correct clothes
- uncover spy in combat automatically only if the soldier who sees him also have seen any enemy this turn

https://www.dropbox.com/s/wma3l67nckmqixq/ja2_7609en%2BAI_r128.exe?dl=0
That seems intriguing - you mind uploading this particular patch? Sounds like an interesting option.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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.


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