Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #351633 is a reply to message #351494] Wed, 06 December 2017 16:01 Go to previous messageGo to next message
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Ja2+AI r548 demo: night combat
AI uses flares and flashlights extensively.
50:20 AI soldier uses flashlight.




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Re: Experimental Project 7[message #351658 is a reply to message #351633] Mon, 11 December 2017 00:14 Go to previous messageGo to next message
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Ja2+AI r562

r8504:
- New: Additional battlesounds can be used - simply increase the numbering after a sound (xxx_LAUGH, xxx_LAUGH2, xxx_LAUGH3...)
Note: only for soldiers with profile, this doesn't work for AI soldiers that use generic sounds
- Fix: CHANCE_SAY_ANNOYING_PHRASE causes non-low morale battle sounds not to be played when they should

- EXTRA_ITEMS: random number of smoke/flare grenades
- suppression: shooting without LOS to target allowed only for GUN_LMG type (only machinegunners should shoot through walls sometimes)
- disabled locator for unseen soldiers seeing player merc
- AI soldiers in green state always have limited vision (even if ALLOW_TUNNEL_VISION set to FALSE)
- don't use smoke for cover if there's prone sight cover spot nearby

CalcBestShot:
- if soldier is under fire, prefer to attack opponent who is attacking him
- if soldier is not under fire, prefer to attack important opponents (sniper, commander, machinegunner, mortar operator)

- removed option REINFORCEMENTS_ARRIVE_WITH_ZERO_AP
- set ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE for AI to work correctly with IIS
- set MIN_DELAY_ENEMY_REINFORCEMENTS = 0, MIN_DELAY_MILITIA_REINFORCEMENTS = 0 to avoid bugs with reinforcements (unfortunately, invisible army bug still happens even with all reinforcement fixes, so disabling min delay should finally fix it)
- ChooseMapEdgepoints: remove spot near player mercs only for enemy team, check total number of spots, disable r8395

CalcBestThrow:
- allow using fire/creature gas against zombies
- allow using fire/creature gas/mustard gas against collapsed opponents
- use public knowledge for grenade/mortar/rocket launcher attacks
- use mortar against jammers if there is active radio operator
- use rocket launcher against opponents hiding in buildings
- enemy team will use grenade/mortar attacks more often when many army guys are killed

- AI fix: don't attack crows
- Red AI: enabled sight cover advance

- repair assignment: stop time only when all items on all soldiers are repaired

- r8314: SAM site repair is now an assignment. For this, old code has been repurposed. (by Flugente)

- use faster locator to show enemy position

- only elite soldiers will use flashlights
- chance to get flare/smoke depends on difficulty level
- 75% chance for elite soldier to get NVG
- admin soldiers have chance to additionally get tear gas grenade
- 50% chance to prefer flare when choosing grenade to throw at night
- limit canteen per turn use only in turnbased mode
- disable flashlight for AI soldier when turning to avoiding lighting up friends

- allow deep water flanking for some soldiers

- TacticalCreateSoldier: some soldiers start with worn camo, apply camo bonus from gear at start

- NCTH/OCTH improved visibility penalty (no instant 100% penalty when out of sight, instead increase penalty depending on distance, this usually allows to shoot at known opponent even if soldier cannot see him)

- refresh sight when swapping items or using transformation (fixes old bug when swapping hands or transforming object had no immediate effect on visibility of opponents)
- blind effect for bullets if soldier wears no sun glasses, chance depends on bullet impact value
- AI soldiers: stop flashlight when soldier is hit and drops weapon
- AI soldiers: stop flashlights on death/collapsed
- no flashlight for dying/collapsed AI soldiers
- set level = 0 for soldier when entering/exiting vehicle (to fix possibly bug when soldier enters vehicle while standing on a roof)

- fix BATTLE_SOUND_HIT1 (was broken in r8504 as it doesn't take into account hit1 and hit 2 sounds)
- always give Night Ops trait to elite soldiers without NVG
- increase chance to get Night Ops trait for regular soldiers without NVG

[Updated on: Mon, 11 December 2017 00:24]




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Re: Experimental Project 7[message #351659 is a reply to message #351658] Mon, 11 December 2017 02:40 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Looking good!

I'm wondering if you can include the AI for the additional BattleSounds -- as it's easier to find various voice files for the nameless enemy as they don't have to be all the same voice actor. Just a wishlist thought, is all.

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Re: Experimental Project 7[message #351661 is a reply to message #351659] Mon, 11 December 2017 13:16 Go to previous messageGo to next message
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Ja2+AI r564:

More battlesounds for soldiers, use additional names like:
bad0_hit1.ogg - bad0_hit32.ogg, bad0_die1.ogg - bad0_die32.ogg

Notes:
- no more than 32 battlesound numbers
- no gaps between numbers
- only ogg supported for additional battlesounds
- if no numbered sound files found, use default sounds

Example Battlesnds.7z pack can be found in Additional content link (sounds taken from VR mod).

[Updated on: Mon, 11 December 2017 13:45]




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Re: Experimental Project 7[message #351663 is a reply to message #351661] Mon, 11 December 2017 15:20 Go to previous messageGo to next message
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Ja2+AI demo: tactics



In this video:
- 3 mercs vs 5 enemies in dense terrain
- using suppression to slow down enemy, lower his morale and reduce marksmanship
- using flanking maneuver to gain better position against enemy with good cover
- using frag grenade to suppress a group of enemies



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Re: Experimental Project 7[message #351666 is a reply to message #351661] Mon, 11 December 2017 20:14 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Ja2+AI r564:

More battlesounds for soldiers, use additional names like:
bad0_hit1.ogg - bad0_hit32.ogg, bad0_die1.ogg - bad0_die32.ogg


Thank you!

Just to clarify, the battlesounds that can remain .wav files are badx_hit.wav, badx_hit1.wav, & badx_hit2.wav -- correct?

As for badx_hit.wav, just in case you didn't know -- I noticed in the error log as I was playtesting that the code was searching for badx_hit.wav and, of course, not finding it. I put in new sounds for badx_hit.wav and they played. I just noticed this Friday in r552.

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Re: Experimental Project 7[message #351668 is a reply to message #351666] Tue, 12 December 2017 02:04 Go to previous messageGo to next message
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edmortimer wrote on Mon, 11 December 2017 23:14
Just to clarify, the battlesounds that can remain .wav files are badx_hit.wav, badx_hit1.wav, & badx_hit2.wav -- correct?

The game searches for original wav files found in BattleSNDS.slf, these are:
BAD0_CURSE.WAV
BAD0_DIE.WAV
BAD0_HIT1.WAV
BAD0_HIT2.WAV
BAD0_LAUGH.WAV
etc...
There is no badx_hit.wav file in vanilla so the game doesn't use it.
The game also will check ogg files with the same names.

Quote:
As for badx_hit.wav, just in case you didn't know -- I noticed in the error log as I was playtesting that the code was searching for badx_hit.wav and, of course, not finding it. I put in new sounds for badx_hit.wav and they played. I just noticed this Friday in r552.

It was a bug introduced in r8504:
Quote:
- fix BATTLE_SOUND_HIT1 (was broken in r8504 as it doesn't take into account hit1 and hit2 sounds)

This bug was repoted by player and fixed in r562, so the game uses correct file names now.



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Re: Experimental Project 7[message #351681 is a reply to message #351668] Wed, 13 December 2017 17:01 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r571

- MovementNoise: enemy soldiers can use stealth mode (they used it before but it had no effect on noise level)
- experimental knowledge tweak: always prefer personal knowledge (previously public knowledge was in priority)
- attacks: penalize suppression fire

Suppression:
- tweaked tolerance calculation
- min AP to react value depends on suppression tolerance and stance (min AP required to change stance or start cowering)
- prone soldier will cower if suppress AP is greater than tolerance (previously only reaching max shock level resulted in cowering which could require several turns of heavy suppression fire)
- disabled max turn limit (so you can use many attacks during one turn to suppress opponent, but every new attack becomes less effective as soldier accumulates suppression points)
- reworked change stance/cower code (should be less cowering related bugs now)

Interrupts:

Soldier cannot interrupt, if:
- he is cowering
- he was hit with damage >= 20 this turn
- he was suppressed this turn (so he reacted to suppression by changing stance or cowering)

New option RANDOM_INTERRUPTS: determine chance of interrupt depending on duel points (OIS only, enabled by default).
In original interrupt system, higher interrupt level means that soldier will always win interrupt.
With new chance based calculation, if one soldier has level 4 and another has level 6, then first will win 40% of the time and second will win 60% of the time.
This change should make playing with OIS more interesting and less deterministic.

Hotkeys:
Ctrl+C: disable cheat code (can be used now in cheat mode to show Cover menu)
D (in realtime): enable forced turnbased (start forced turnbased mode, enemy has first turn - works the same as Ctrl+T)
Ctrl+X: toggle sneak mode (previously was Ctrl+Shift+X)
Ctrl+Shift+X: disable hotkey (use Ctrl+X instead)
use SHIFT key to move in formation (so you don't need to enable formation mode, instead just hold SHIFT when clicking on destination for group)
Ctrl+Alt+G: toggle formation
G: toggle merc light effects (restored vanilla hotkey)

[Updated on: Wed, 13 December 2017 17:25]




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Re: Experimental Project 7[message #351693 is a reply to message #351681] Fri, 15 December 2017 16:16 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r582

- chance to halve armour protection value if bullet impact is much higher (more use for powerful weapons)
- use additional damage effects and stat loss effects only for soldiers (so no broken legs or permanent health loss for vehicles or robots)

- stealth attack with throwing knife possible if attacker was not seen/heard last turn, reduced chance, so 100% CTH gives 50% chance of instant kill, added movement check (if you want instant kill, make sure that enemy never saw this soldier and alert is not raised, if alert is raised there's a chance for damage multiplier if attacker is unseen by enemy)

- new action: AI_ACTION_FAKE_ALERT (show radio animation to imitate radio conversations, but don't raise alert - you can see enemy sometimes using radio in Green/Yellow mode, mostly for patrol or stationary soldiers, also officer will show radio animation if he sees covert merc and decides to come closer to inspect, in this case some friendly soldiers may come to help him)
- garotte attack: chance for instant kill only if opponent is collapsed or he never seen this soldier before (unfortunately, garotte attack seems broken as the moment you start attack enemy turns and sees you and becomes alerted so all sight/alert checks always fail)
- prepared code for rush attack behavior
- reduced flashlight range in Green/Yellow state
- Green, Yellow, Red AI: chance to turn to closest known covert soldier
- Green, Yellow AI: raise alert if found smoke (so be careful using smoke grenades or fire with your covert spy)
- no kicks for boxers

- new option: UNCOVER_IN_COMBAT - covert merc will be uncovered by any soldier who is under attack or seen enemy this or last turn, covert merc should be within DAY_VISION_RANGE distance to any enemy or player merc (for soldier disguise) or DAY_VISION_RANGE/2 distance (for civilian disguise), option enabled by default
- new option: ALERT_ON_DEAD_LIMIT - enemy team will raise alert when 25-50% percent of soldiers are killed, exact kill limit depends on sectur curfew value and time of day, option enabled by default
- [D] starts player turn with half AP (experimental feature to allow more interesting covert playing but with reduced AP it should not feel too much like cheating)
- [Ctrl]+[T] starts forced turnbased with player's turn with half AP
- garotte: instant kill for collapsed soldiers, chance for instant kill if target soldier never seen attacker

- Disguise: check only alerted opponents (so you can now disguise automatically immediately after covert kill)
- if alerted opponent seen/heard recently, lower suspicion by 10%, if not alerted opponent seen recently, lower suspicion by 25%

AI optimization:
- no Main Red AI for civilians
- limit civilian AI (only run away if under fire, see fresh corpse or soldier nearby)
- skip RED if no enemy known, no corpse nearby and no friend under fire
- Yellow AI: added start turn check for taking cover
- Red AI: take cover decision for civilian AI (only turnbased, check turn start)

Now realtime AI should work slightly faster, in my test on my old PC the game worked well in realtime after red alert, almost no lag (AI logging should be disabled in options)

[Updated on: Sat, 16 December 2017 01:44]




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Re: Experimental Project 7[message #351694 is a reply to message #351693] Sat, 16 December 2017 01:50 Go to previous messageGo to next message
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New option: EQUAL_CHANCES (enabled by default)

- press SHIFT to see known opponent locations for selected soldier
- only recently seen/heard opponents are shown (seen/heard this or last turn)
- also will show noise location for selected soldier



What do you think, does it feel like too much cheating?

[Updated on: Sat, 16 December 2017 15:50]




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Re: Experimental Project 7[message #351697 is a reply to message #351694] Sun, 17 December 2017 02:12 Go to previous messageGo to next message
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Experimental feature: AI uses smoke to cover dangerous movement.



Note: this is demonstration video with some code tweaks, in real game AI should not use smoke very often.



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Re: Experimental Project 7[message #351721 is a reply to message #351697] Wed, 20 December 2017 01:10 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r596

- new option EQUAL_CHANCES: show known enemies/noise locator if SHIFT pressed (enabled by default)
- show noise locations: need to enable radio listening skill to see all locations
- stop listening if APs spent (radio will still work so soldier can become listening again automatically at the start of the next turn)
- faces: show listening icon (placeholder currenlty)
- new option CHANCE_IGNORE_ARMOUR: chance to critical hit that partially ignores armour (disabled by default)
- Red AI: try to use smoke to cover movement (if next movement spot seems dangerous because of fresh corpse or light at night, throw smoke to provide some cover)
- limit civilian AI: allow movement when under fire, check closest noise, allow taking cover only with initial AP
- don't show forced turnbased mode message if already in turnbased
- [Alt]+[B]: create only elites and regulars
- soldier cannot change stance: change UI message to screen message
- flanking: allow room flanking when soldier cannot find normal flanking spot (normally AI soldiers should not flank into room if they cannot cross it in one turn)
- Red AI: use smoke cover when flanking (check that flanking path is dangerous, throw smoke to provide some cover)
- Black AI: use smoke cover when advancing (when there's no spot with good cover to advance to enemy, try to advance using smoke cover)
- DetermineMovementMode: take into account terrain density (soldier will decide movement mode depending on number of grass and obstacles nearby)
- new option RANDOMIZE_NOISE_LOCATION: randomly move noise location when soldier hears noise, number of tiles depends on distance to noise source (so shooting at heard only enemies is less effective now)
- randomize noise location: more if no LOS from soldier to noise
- show noise locator: use red soldier locator only for seen soldiers (noise from unseen source will be shown with white locator)
- ConsiderProne: allow going prone if there are friends under attack nearby
- less restrictive any cover check (cover from closest enemies is checked, cover from distant enemies is less restrictive, allowing AI soldier to use even not perfect cover spots)
- GetHearingBonus: radio listening, extended ear and normal hearing are mutually exclusive (so you need to decide if you want to aid hearing with some equipment like extended ear or radio, or you will choose to use natural hearing with all bonuses from traits and backgrounds)
- x-ray: increased detection range to day vision range (more useful now, especially since it's possible now to use radio listening to discover enemy locations)
- store non linear noise volume to correctly work with MAX_MISC_NOISE_DURATION (previously in stock 1.13 code any new noise always replaced old noise because value is limited by 12, now the loudest noise is stored correctly)
- disabled lazy civilians code
- increment watched location by hearing only for AI soldiers
- stop watching/spotting/listening if suppressed
- Red AI: additionally use stealth movement in realtime, when soldier is flanking or moves in dense terrain (more important now since player can use radio listening)
- update interface panel with DIRTYLEVEL2 level when deducting points (correctly update portrait icons when soldier spends AP and loses watching/spotting/listening status)
- raise alert when jammer found: randomize location depending on distance (soldier with radio will raise alert if he finds that someone is jamming frequencies, also he will tell others the approximate location of jammer)
- NumberOfTeamMatesAdjacent: fixed bug that prevented anticrowding code to work since vanilla
- FindAdvanceSpot: reserve AP when searching path, check obstacle near spot, improved performance (performance improvement as this was very time consuming code with a lot of path searching)
- movement mode: decide if crawl/swat movement mode is more effective because of needed stance change, allow swatting/crawling closer to enemy (if prone or crouched soldier has very few AP, it's sometimes better to just crawl or swat few tiles away instead of spending AP to stand up and start running)
- new option SHOW_SKILLS_ON_MERC_PORTRAIT: determines if skill tooltips should be shown on tactical and strategic screen (enabled by default)
- fixed rare bug with AI dropping item from second hand

[Updated on: Wed, 20 December 2017 01:18]




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Re: Experimental Project 7[message #351756 is a reply to message #351721] Mon, 25 December 2017 01:22 Go to previous messageGo to next message
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Some screens from new feature: Tactical Panel.

New useful tactical panel:

Show two guns, show gun status:

Useful statistics panel from Vengeance:Reloaded mod (feature by anv):

Message log in tactical panel (scrollable):

Quick items help panel (press ALT+number):

Useful information about enemy - his status and equipment (skills and inventory items displayed depend on distance and time observed, basic weapons/equipment is always displayed):

This enemy is in trouble:

Works for friends, too:

And for civilians, though not very useful:


Press [I] or middle mouse button to switch panel mode, quick items help panel activates automatically when ALT is pressed.
Enemy info panel activates when cursor is on enemy in look or hand mode.
All panels are optional and can be disabled with INI.
Works in all resolutions if there's enough space between merc portraits and right panel with minimap:
800x600, 6 mercs
1024x768, 6 mercs or 8 mercs
and all widescreen resolutions using basic 800x600 (no more than 6 mercs) and 1024x768 interface (no more than 8 mercs).

Demo video:

[Updated on: Thu, 24 January 2019 12:42]




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Re: Experimental Project 7[message #351772 is a reply to message #351756] Mon, 25 December 2017 09:48 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
Messages:346
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Niiiiiiiiiice. Thanks for doing this. happy

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Re: Experimental Project 7[message #351773 is a reply to message #332214] Mon, 25 December 2017 16:02 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
Messages:55
Registered:October 2013
Location: serbia
sevenfm how to enable a tactical panel?

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Re: Experimental Project 7[message #351774 is a reply to message #351773] Mon, 25 December 2017 16:23 Go to previous messageGo to next message
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Messages:2663
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Toma777 wrote on Mon, 25 December 2017 19:02
sevenfm how to enable a tactical panel?

It's not released yet, will be enabled by default in next version.



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Re: Experimental Project 7[message #351775 is a reply to message #351774] Mon, 25 December 2017 17:35 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
Messages:55
Registered:October 2013
Location: serbia
Ok,thanks for your great work on improving this game!

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Re: Experimental Project 7[message #351776 is a reply to message #351775] Mon, 25 December 2017 18:26 Go to previous messageGo to next message
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Messages:2663
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You can download ja2_7609en+AI_r612.exe to test Tactical Panel feature and other recent improvements.

New options:
TACTICAL_PANEL = TRUE
QUICK_ITEM_PANEL = TRUE
TACTICAL_LOG_PANEL = TRUE
TACTICAL_INFO_PANEL = TRUE

Hints:
- press [SHIFT] to see last heard noise, radio operator with listening task will remember all heard seen/heard opponents from last turn
- press [ALT] to see quick items help panel
- to see enemy info, select look cursor (by pressing [L] or middle mouse button) or use grab cursor (press [CTRL])
- switch panel mode by pressing [I] or pressing middle mouse button on panel
- use mouse wheel for scrolling tactical log
- press RMB on tactical panel window to swap hands
- to use statistics window (feature by anv from Vengeance:Reloaded mod), put Extended_Panels.INI to Data folder (file available it from Data folder on google drive)
- it's recommended to use interface mod to fill tactical panel background, for example download VR_Interface.7z (interface from Vengeance:Reloaded mod) and unpack it into Data folder

Feedback and suggestions are appreciated.

[Updated on: Mon, 25 December 2017 18:33]




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Re: Experimental Project 7[message #351777 is a reply to message #351776] Mon, 25 December 2017 20:52 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
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A very interesting novelty.
One request. Is it possible to lighten the background of the window a bit?
happy



Many thanks to all those who make new features for Jagged Alliance 2.

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Re: Experimental Project 7[message #351778 is a reply to message #351777] Mon, 25 December 2017 21:29 Go to previous messageGo to next message
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Randok wrote on Mon, 25 December 2017 23:52
One request. Is it possible to lighten the background of the window a bit?

The background is just a picture in Interface\Bottom_XX.sti, you can change it to anything you like with STI editor.



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Re: Experimental Project 7[message #351779 is a reply to message #351778] Mon, 25 December 2017 23:15 Go to previous messageGo to next message
Randok is currently offline Randok

 
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Thank you for the advice.
happy



Many thanks to all those who make new features for Jagged Alliance 2.

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Master Sergeant
Re: Experimental Project 7[message #351787 is a reply to message #351779] Tue, 26 December 2017 17:45 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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I have 10 mercs at the bottom of tactical screen. Looks like Tactical Panel does not fit, even if I increase screen resolution. The merc panels do not get wider, so Tactical Panel still does not fit.

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Re: Experimental Project 7[message #351788 is a reply to message #351787] Tue, 26 December 2017 17:50 Go to previous messageGo to next message
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Taleman wrote on Tue, 26 December 2017 20:45
I have 10 mercs at the bottom of tactical screen. Looks like Tactical Panel does not fit, even if I increase screen resolution. The merc panels do not get wider, so Tactical Panel still does not fit.

Yes, it's the limitation of 1.13 interface implementation - there are 3 basic interfaces - 640, 800 and 1024 width, you can use tactical panel feature only if there's enough free space - that means no more than 8 mercs on 1024 and no more than 6 mercs in 800 width.
Changing 1.13 basic interface is not possible as it's too epic work and i'm not interested in it.

It was explained in the feature description:
sevenfm wrote on Mon, 25 December 2017 04:22

Works in all resolutions if there's enough space between merc portraits and right panel with minimap:
800x600, 6 mercs
1024x768, 6 mercs or 8 mercs
and all widescreen resolutions using basic 800x600 (no more than 6 mercs) and 1024x768 interface (no more than 8 mercs).



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Re: Experimental Project 7[message #351818 is a reply to message #351693] Thu, 28 December 2017 23:48 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Now realtime ai should work slightly faster, in my test on my old PC the game worked well in realtime after red alert, almost no lag (ai logging should be disabled in options)


I can't find an option for AI logging . . . silly me . . . what is it called, exactly, and where is it? Could it be I don't have the option listed in JA2_Options.ini?

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Sergeant Major
Re: Experimental Project 7[message #351822 is a reply to message #351818] Fri, 29 December 2017 02:24 Go to previous messageGo to next message
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edmortimer wrote on Fri, 29 December 2017 02:48
I can't find an option for AI logging . . . silly me . . . what is it called, exactly, and where is it? Could it be I don't have the option listed in JA2_Options.ini?

These are new options in Ja2+AI, disabled by default:
[Extended Options]
AI_DEBUG_INFO = TRUE
AI_DECISION_INFO = TRUE
AI_DECISION_TOPIC_INFO = TRUE
AI_MISC_INFO = FALSE
AI_COVER_INFO = FALSE
AI_SHOT_INFO = FALSE



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Re: Experimental Project 7[message #351829 is a reply to message #332214] Fri, 29 December 2017 18:05 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
Hello, let me 1st thank you for your work!

I just installed AI 612 & additional content from url in "How to use Ja2+AI.txt"
and realized that some files in the weaponsounds.7z package
are binary identical to those already existing in the 7609 install.
In case you want to remove the ~2.773MB and reduce the archive by ~1.4%, a list of the files:

Toggle Spoiler

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Master Sergeant
Re: Experimental Project 7[message #351844 is a reply to message #351822] Sat, 30 December 2017 09:02 Go to previous messageGo to next message
zwwooooo is currently offline zwwooooo

 
Messages:73
Registered:February 2009
Can provide all the AI's options? Thanks.

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Re: Experimental Project 7[message #351845 is a reply to message #351844] Sat, 30 December 2017 11:36 Go to previous messageGo to next message
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zwwooooo wrote on Sat, 30 December 2017 12:02
Can provide all the AI's options? Thanks.

From GameSettings.cpp:

CAMO_PROFILES
ENEMY_GUN_JAMS
AI_DEBUG_INFO
AI_DECISION_INFO
AI_DECISION_TOPIC_INFO
AI_MISC_INFO
AI_COVER_INFO
AI_SHOT_INFO
ROOF_COLLAPSE
BADASS_ANIMATION
SOFT_IRON_MAN
DELAYED_GRENADE_EXPLOSION
SPREAD_FIRE
UPDATE_GARRISON_ADMINS
UPDATE_PATROL_ADMINS
EXT_TOOLTIP_AI
EXT_TOOLTIP_CTH
ENABLE_SSA
DEBUG_SSA
VOLUME_SSA
ENABLE_TA
VOLUME_TA
AI_WEAPON_CHOOSING
IMPROVED_OCTH
TACTICAL_REINFORCEMENTS
EXTRA_ITEMS
RANDOM_INTERRUPTS
UNCOVER_IN_COMBAT
ALERT_ON_DEAD_LIMIT
EQUAL_CHANCES
CHANCE_IGNORE_ARMOUR
RANDOMIZE_NOISE_LOCATION
SHOW_SKILLS_ON_MERC_PORTRAIT
BAD_TARGET_QUOTE
TACTICAL_PANEL
QUICK_ITEM_PANEL
TACTICAL_LOG_PANEL
TACTICAL_INFO_PANEL



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Re: Experimental Project 7[message #351850 is a reply to message #351845] Sun, 31 December 2017 13:40 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ja2+AI r618

- Red, Black AI: start retreating after using smoke for covering
- Red AI: start retreating counter for friend when covering him with smoke
- Main Red AI: disable seek/hide when retreating
- more chance to start flanking after retreating
- militia soldier will retreat for several turns when you give him "retreat" order
- allow starting flanking in prone state when overcrowded or retreating
- added support for png team interface background (Bottom_Bar.png, Bottom_Bar_1024x768.png, etc)
- use left/wide/panel png background images (named panel_128_left.png, panel_128_right.png, etc in Interface folder)
- CountSuspicionValue: if alert is raised, count suspicion value for all soldiers who have seen/heard this merc recently
- suspicion counter fixes

png left/right background look like this:



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Re: Experimental Project 7[message #351855 is a reply to message #351850] Sun, 31 December 2017 22:32 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
Can you install your newest ai patches if you are already playing with older one? Will it break the campaign?

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Sergeant
Re: Experimental Project 7[message #351856 is a reply to message #351855] Sun, 31 December 2017 22:39 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Ja2+AI versions should be compatible.


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Re: Experimental Project 7[message #351857 is a reply to message #351856] Sun, 31 December 2017 22:44 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
What if i would like to play with 7609+fix+ai but on fresh game? CAn you install 7609+fix and then AI?

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Sergeant
Re: Experimental Project 7[message #351858 is a reply to message #351857] Sun, 31 December 2017 22:47 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
You cannot use fix and AI at the same time, as you can only run one Ja2.exe version.


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Re: Experimental Project 7[message #351859 is a reply to message #351858] Sun, 31 December 2017 22:53 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
That's sad. Are your AI fixes easily adaptable to newest version? Are you considering to release the ai fixes for newest release candidate version of 1.13?

Thanks for the wonderful ai btw.

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Sergeant
Re: Experimental Project 7[message #351860 is a reply to message #351859] Sun, 31 December 2017 23:12 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
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CareBear wrote on Mon, 01 January 2018 01:53
That's sad. Are your AI fixes easily adaptable to newest version?

No, Ja2+AI is based on stable 7609 and will not work with any other version.
Quote:
Are you considering to release the ai fixes for newest release candidate version of 1.13?

No, not possible.



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Re: Experimental Project 7[message #351863 is a reply to message #351860] Mon, 01 January 2018 05:48 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
Ok so what's the difference between Fix and Ai version? I see Fix also incorporates some AI changes. Which is better for overall gameplay?

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Sergeant
Re: Experimental Project 7[message #351864 is a reply to message #351863] Mon, 01 January 2018 06:02 Go to previous messageGo to next message
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Registered:December 2012
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AI includes all fixes.


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Re: Experimental Project 7[message #351875 is a reply to message #351864] Tue, 02 January 2018 13:11 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
Some things that draw my attention in r612:

Progress here is still < 10 and enemies(now also my team;) have NG II&III in good - perfect condition,
with "progress speed of item choies" etc set to minimum values.
This wasnt even necessary, given their extremely good supply of lights in remarkably good condition.

Corpses in 18 tiles distance to spy, who just moves into vision field of enemy the 1st time,
cause "too close to corpse" message&loss of disguise(@alert lvl 0)

Enemy turns last nearly 3 times longer than same turns with 7609 exe. (avg of 17sec to 50sec)
In realtime the load is even much higher, sometimes it goes down < 5fps,
(T9600 cpu@2.8 GHZ while 7609 runs faster on a single core banias cpu locked @0.6GHz)
commands are sometimes accepted after several seconds delay(respectively not at all because the merc is aleady dead;)
And if i hit [D] when the merc hears something, aware that the "turn around" command is delayed too much,
the 1/2 default AP is not even enough to run away ;)

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Master Sergeant
Re: Experimental Project 7[message #351878 is a reply to message #351875] Tue, 02 January 2018 17:04 Go to previous messageGo to next message
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townltu wrote on Tue, 02 January 2018 16:11
Some things that draw my attention in r612:

Thank you for testing and feedback!

Quote:
Progress here is still < 10 and enemies(now also my team;) have NG II&III in good - perfect condition,
with "progress speed of item choies" etc set to minimum values.
This wasnt even necessary, given their extremely good supply of lights in remarkably good condition.

3/4 of elites have NVGs, the rest will use flashlights and flares. I can probably reduce NVG coolness though it should be similar to stock 1.13. Elites always have better equipment than regulars.

Quote:
Corpses in 18 tiles distance to spy, who just moves into vision field of enemy the 1st time,
cause "too close to corpse" message&loss of disguise(@alert lvl 0)

Uncover distance depends on corpse freshness value, it starts with 20 and decreases by 1 every turn.
I can probably use half of this value so it will start from 10 tiles.

Quote:
Enemy turns last nearly 3 times longer than same turns with 7609 exe. (avg of 17sec to 50sec)
In realtime the load is even much higher, sometimes it goes down < 5fps,
(T9600 cpu@2.8 GHZ while 7609 runs faster on a single core banias cpu locked @0.6GHz)

I test the game on 2.5 Ghz CPU and it works without problems both in turnbased and realtime, maybe slower than stock 7609 but playable.

Quote:
commands are sometimes accepted after several seconds delay(respectively not at all because the merc is aleady dead;)

Sounds like a problem with you pc or ja2 installation, as it never happened to me and I never heard of anything like that.

Quote:
And if i hit [D] when the merc hears something, aware that the "turn around" command is delayed too much,
the 1/2 default AP is not even enough to run away ;)

1/2 of AP is used to prevent cheating, as being able to start turnbased any time with full AP is too powerful.
In my tests 'turn around' command is executed instantly, something is probably wrong with your ja2 installation or pc.



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Re: Experimental Project 7[message #351880 is a reply to message #351878] Tue, 02 January 2018 20:15 Go to previous messageGo to previous message
townltu

 
Messages:384
Registered:December 2017
Location: here
>>>NVG: I am aware of difference in equipment quality for regulars and elites
and that insane difficulty causes higher tier equipment for elites,
but never stole or even found NVG III at this progress lvl in quite a lot 1.13 campaings. with same settings.
It would be reasonable to me if the game had NVG far beyond lvl IV,
so there is still something cool to find/steal/buy/whatever at high progress lvl.
Thats why i play with item progress set to minimum, as part of the fun goes down for me when the loot becomes obsolete.


>>>Uncover distance: Why not let us players determine our desired distance,
if you want to avoid any additional .ini/cfg/whatever file, command line parameters may be a way.
If you want to prevent exploit/cheats, see below.
(although no exploit comes into my mind, i am sure there is one, besides using one of the abundant smoke grenades)
At least its good to know the number and that time is a cooldown factor.

btw cooldown, suspicion increase during real time@zero alert could be somewhat(up to 25%?) higher,
while nerfing it(to 1/2 - 1/4) during high alert may be reasonable.
(got several instant disguise drops on entering vision field,
even with otherwise "naked" civilan which, as i understand it, should cause lowest suspicion)
I also got the impression of a general suspicion increase either over time or with passed turns,
if so that may be the main reason.


>>>1/2AP: There is no prevent cheating, its all wasted effort as players will always find a way.
I once worked for the ministry of exploit&cheating, later became a modder who tried to prevent it,
then realized that my anti cheat efforts consumed too much of the time for the project itself,
now i prefer to publish the weaknesses i am aware of so fair players can avoid them, others idc.

Workaround for 1/2AP: On alert lvl 0(=instant switch to realtime after [D])
you can approach the enemy with spy(or even non spy who always turns away before end turn)
hit D, turn away + drop disguise, then end turn and instantly turn around to get the full AP.
Optionally use a non disguised PC with binocs etc, or at advantageous terrain position,
to get interrrupts on enemies(probably located by spies;) on any alert lvl.
Or change the code, write the full AP into ram ...

>>>Lag:
Game was installed as usual: external usb hd, fresh dld of 7435+7609 from pbworks on top of a fresh JA2 Gold(1.10) install.
Tested on 2 different Thinkpads, both running fine, so hardware issues should be excluded.
The master dares to say that these machines work flawless and his manual OS&driver installs on them are rather perfect;)
Used Win XP and 7 to exclude stuff related to a specific OS.
Malware is next to impossible, both machines have never been connected to a network or unscannned drives.
Will try it on a desktop of a friend to also exclude tweaks on the notebooks(which have never been an issue so far)


Besides, they act much better that the stock soldiers, good work!

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