Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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

 
Messages:35
Registered:October 2010
Location: Finland
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.
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
sevenfm

 
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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

 
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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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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
sevenfm

 
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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:122
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
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

 
Messages:75
Registered:February 2009
Can provide all the AI's options? Thanks.
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
sevenfm

 
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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
sevenfm

 
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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

 
Messages:23
Registered:April 2016
Can you install your newest ai patches if you are already playing with older one? Will it break the campaign?
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
sevenfm

 
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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

 
Messages:23
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?
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
sevenfm

 
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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

 
Messages:23
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.
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
sevenfm

 
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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

 
Messages:23
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?
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
sevenfm

 
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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:122
Registered:December 2017
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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 ;)
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
sevenfm

 
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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 next message
townltu

 
Messages:122
Registered:December 2017
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>>>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!
Re: Experimental Project 7[message #351893 is a reply to message #351880] Wed, 03 January 2018 20:54 Go to previous messageGo to next message
sevenfm

 
Messages:1520
Registered:December 2012
Location: Under the Mountain
Quote:
>>>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.

Reduced chance for higher level NVGs, but since you are playing on insane you will see much more high coolness equipment than in regular game.

Quote:
>>>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.

I don't like adding new options when it's not necessary.
Distance to corpse uncovering is reduced to 5, decreasing to 1 with the time.

Quote:
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.

Slightly rebalanced suspicion calculation.
Civilian spies are good in peaceful mode, but when the alert is raised their suspicion level raises significantly.
As for military spies, their suspicion level depends on uniform - if you wear elite uniform expect much more attention than for admin uniform.
Also, suspicion level will raise more quickly when some of the enemies have been killed, if you killed half of the sector, the suspicion level will be twice as high.

Quote:
>>>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)

Added some performance improvements to the code, should work faster now.
Also the only situation when I saw any lags in realtime is when AI log options were enabled.

r623 has all mentioned improvements.



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Re: Experimental Project 7[message #351897 is a reply to message #351893] Thu, 04 January 2018 01:56 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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Use metal detector to find metal items

How to use:
- place metal detector in your hands
- use walking or swatting movement mode (detector will not work when running or crawling)
- any buried/hidden metal item will be detected and revealed




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Re: Experimental Project 7[message #351901 is a reply to message #351893] Thu, 04 January 2018 03:23 Go to previous messageGo to next message
townltu

 
Messages:122
Registered:December 2017
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Thank you very much, already used r623 in the battle vs Kingpin some minutes ago,
it ran smooth with cpu locked @0.8GHz, but they are rather passive compared to soldiers,
so the real test will be the counterattacks on Grumm, as Chitzea is running out ;)


>>>"Distance of 5": i could live with 6 and would be willing to try 7 ;)
8 is already quite hard for me with stock AI if 32 enemies are in sector

A value just below the 1/2 distance between enemies when they are distributed over the sector may be still doable,
which would be ~10 for 36 enemies(sector_length/[√#enemies]+1]

Re: Experimental Project 7[message #351944 is a reply to message #351901] Sun, 07 January 2018 14:41 Go to previous messageGo to next message
townltu

 
Messages:122
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Shooting moving targets with octh appears broken.
cth near zero on moving targets and it goes to near 100% on same target&tile in crouching position after e.g. being dropped by grenade.
With ncth(switched with ram-hack) the difference of cth for moving/stationary target appears balanced.


as a sidenote, i stole from quite a lot of soldiers, but none of the early ones had appropriate lbe to carry all the stuff ;)
Re: Experimental Project 7[message #351946 is a reply to message #351944] Sun, 07 January 2018 14:52 Go to previous messageGo to next message
sevenfm

 
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townltu wrote on Sun, 07 January 2018 17:41
Shooting moving targets with octh appears broken.
cth near zero on moving targets and it goes to near 100% on same target&tile in crouching position after e.g. being dropped by grenade.
With ncth(switched with ram-hack) the difference of cth for moving/stationary target appears balanced.

There are two movement penalties in OCTH in Ja2+AI:
1. From target animation - if soldier is running animation (for example, if you interrupted him or he finished turn while running), the penalty may be very high, depending on distance, movement direction and other things. If you shoot or suppress him, he will lose moving animation and associated penalty. It's the way game mechanic works, I cannot change it.
2. From number of tiles that target has moved on it's turn - it is applied as percent of total CTH and can reach 90% if you are shooting at distant target with a high power scope, if target has moved 10 or more tiles.
This penalty is zero at the start of enemy turn as his bTilesMoved is always set to zero when soldier starts his turn.

So it's not a bug, it's the way that the game works. It's better than being able to always shoot at anybody with 100% CTH, just like in stock 1.13
As for NCTH, the movement penalty is much less than in OCTH, so it may seem more balanced, but it works in similar way.

Also, you can always switch to original OCTH if you don't like OCTH improvements, just set IMPROVED_OCTH = FALSE

Quote:
as a sidenote, i stole from quite a lot of soldiers, but none of the early ones had appropriate lbe to carry all the stuff ;)

Enemy soldiers don't use NIV, so LBE items are just added for them randomly. Unfortunately, there is no code to find matching LBE for the items that soldier has.

[Updated on: Sun, 07 January 2018 14:56]




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Re: Experimental Project 7[message #351949 is a reply to message #351946] Sun, 07 January 2018 15:11 Go to previous messageGo to next message
townltu

 
Messages:122
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I searched all ini xml and cfg files for term improved_octh and got no hit,
so do you have a list with all configuration options for your exe,
or is it on the dld page and i missed it?
Re: Experimental Project 7[message #351951 is a reply to message #351949] Sun, 07 January 2018 15:18 Go to previous messageGo to next message
sevenfm

 
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townltu wrote on Sun, 07 January 2018 18:11
I searched all ini xml and cfg files for term improved_octh and got no hit

This option was added in Ja2+AI so you cannot find it in your 1.13 installation.
You need to add manually all experimental options that you want to use in the [Extended Options] secton of Ja2_options.ini file.

Quote:
so do you have a list with all configuration options for your exe

Yes, I do, and you can easily find it if you spend a little time and read not only the last post in the thread:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=351845&#msg_351845
There's no complete description of all features in one place yet, but everything can be found by reading this thread or using search.



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Re: Experimental Project 7[message #351953 is a reply to message #351951] Sun, 07 January 2018 16:53 Go to previous messageGo to next message
sevenfm

 
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A good example of night combat with Ja2+AI, using Arulco Revisited + SDO:





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Re: Experimental Project 7[message #351971 is a reply to message #351953] Tue, 09 January 2018 21:01 Go to previous messageGo to next message
edmortimer

 
Messages:1028
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It appears that dying enemies are still very much aware of their surroundings - I thought cowering, unconscious and dying enemies were now not aware. Of course, correct me if I'm wrong. The dying enemy in the screenshot has been dying for four or five turns, yet can still see Guido (who just moved to that position last turn) through 2 windows, see Shepard on the roof across the map (out of sight of this screenshot) and on the other side of a building, hear Thorne who is prone and on the other side of a building, and see Leech who is some distance away though directly in front of the dying enemy.





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Re: Experimental Project 7[message #351972 is a reply to message #351971] Tue, 09 January 2018 21:12 Go to previous messageGo to next message
sevenfm

 
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Quote:
Opponents seen: 0
means that he cannot see anybody.
Quote:
Public list
is the knowledge for team, not for any particular soldier. Someone else is seeing Guido.



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Re: Experimental Project 7[message #351973 is a reply to message #351972] Tue, 09 January 2018 21:18 Go to previous messageGo to next message
edmortimer

 
Messages:1028
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OK, thank you for that clarification. I missed that "Opponents seen: 0" notation -- the heat of battle, you know. shy




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Re: Experimental Project 7[message #351975 is a reply to message #351973] Wed, 10 January 2018 01:54 Go to previous messageGo to next message
sevenfm

 
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Ja2+AI r637

- AI assassins are only uncovered when doing suspicious action (no uncovering from wrong equipment, suspicion etc)
- suspicion counter code improvement
- AI performance improvements
- draw left/right widescreen panels
- lowered TARGET_OUT_OF_RANGE cursor volume
- new cowering AP calculation: from APBPConstants[AP_MOVEMENT_FLAT] + APBPConstants[AP_MODIFIER_CRAWL] to AP/2, depending on shock level
- disabled "suppression fire" message
- inventory choosing: lowered chance for high level NVG
- metal detector only works in walking/swatting mode
- play sound when item or mine detected
- metal detector reveals all buried/hidden items
- metal detector: BURIED, HIDDEN_ITEM -> HIDDEN_ITEM, don't stop on found items
- boxing: bodybuilding trait for first boxer, athletics trait for second boxer
- new option LIMIT_MAX_CTH: limit max CTH (OCTH only) depending on gun's accuracy and distance to target
- fix: correctly start retreat counter when using smoke for cover
- random interrupts: improved code
- GetWornStealth: add worn stealth for AI at night
- player mercs should not die instantly: allow IC_PUNCH weapon type, check special animation only in standing position
- in turnbased, always add MAX_AP_CARRIED to suspicion counter at the end of the turn, calculating suspicion for all soldiers who have seen/heard this merc during this turn
- CountSuspicionValue: bonus for civ spy when close to enemy and alert is raised, bonus if there are known enemies nearby
- interface: show red border only for currently personally/publicly seen opponents
- always use max shock value for cowering soldiers when calculating sight/CTH/tunnel vision penalties
- don't stop cowering animation for civilian spy in realtime
- don't add suspicion for cowering civilian spy at the end of the turn
- use [Q] key to start cowering
- AI: don't use mortar in building or underground
- AI: don't use grenade launcher underground
- AI: allow shooting with mortar on roof
- throwing fixes and code improvements, allow shooting with mortar through window, auto select throwing angle for grenade launchers, use straight throw only for hand grenades
- added AP cost when talking to mercs
- look around after entering from helicopter (allows merc to get interrupt after landing)
- battlesounds fix
- AI flashlight fix
- grenade launchers: increase angle when shooting at higher level, decrease angle when shooting at close range
- new option in CTHConstants.ini: IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT (feature from main trunk by silversurfer)

new OCTH options in Ja2_Options.ini:
- MAX_ANIMATION_PENALTY (default 40)
- MAX_MOVEMENT_PENALTY (default 60)
- MOVEMENT_TILE_PENALTY (default 2.0)

[Updated on: Wed, 10 January 2018 02:26]




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Re: Experimental Project 7[message #351977 is a reply to message #351975] Wed, 10 January 2018 08:03 Go to previous messageGo to next message
edmortimer

 
Messages:1028
Registered:January 2015
Location: Home Free
Quote:
look around after entering from helicopter (allows merc to get interrupt after landing)


Is this separate from the ap_airdrop tag in Backgrounds.xml? Or does this fix that broken code? I imagine it is separate, but just wondering -- if it is, perhaps you can fix that bit of broken code with this new code?

[Updated on: Wed, 10 January 2018 08:04]





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Re: Experimental Project 7[message #351979 is a reply to message #351977] Wed, 10 January 2018 09:10 Go to previous messageGo to next message
sevenfm

 
Messages:1520
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Wed, 10 January 2018 11:03
Is this separate from the ap_airdrop tag in Backgrounds.xml? Or does this fix that broken code? I imagine it is separate, but just wondering -- if it is, perhaps you can fix that bit of broken code with this new code?

It fixes the situation when you press ESC during airdrop animation and the sight between teams is not updated until you or enemy do something - move, raise weapon etc. It has no relation to interrupt levels or action points after airdrop.



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Re: Experimental Project 7[message #351991 is a reply to message #351979] Thu, 11 January 2018 14:52 Go to previous messageGo to next message
townltu

 
Messages:122
Registered:December 2017
Location: here
I encountered soldiers with light source,
tried to steal what i thought were flashlights but realized they had none,
use of cheat confirmed that all 5 soldiers in that sector who had a light source had no flashlights.

Also, the light source of a soldier remains during the running turn if he/she is 1shot killed,
or 1st attack renders unconscious(= soldier has no danger zone) like e.g. stun grenade/gun,
while they switch their virtual flashlight instantly off when they are only hurt.

The light can even remain for longer than 1 turn, apparently when the kill does not raise the alert at all.
Not sure whether "turn off the light" relies on a timer,
i used the [D] key repeatedly after instant kill to see whether it goes off at all and if so how long it takes,
think i hit it 3 times until it went dark, during realtime.

p.s.
noticed "no real flashlight items are used for simplicity, it's just a light effect." too late,
so forget the 1st section

[Updated on: Thu, 11 January 2018 15:16]

Re: Experimental Project 7[message #351993 is a reply to message #351991] Thu, 11 January 2018 18:09 Go to previous messageGo to next message
sevenfm

 
Messages:1520
Registered:December 2012
Location: Under the Mountain
townltu wrote on Thu, 11 January 2018 17:52
Also, the light source of a soldier remains during the running turn if he/she is 1shot killed,
or 1st attack renders unconscious(= soldier has no danger zone) like e.g. stun grenade/gun,
while they switch their virtual flashlight instantly off when they are only hurt.

The light can even remain for longer than 1 turn, apparently when the kill does not raise the alert at all.
Not sure whether "turn off the light" relies on a timer,
i used the [D] key repeatedly after instant kill to see whether it goes off at all and if so how long it takes,
think i hit it 3 times until it went dark, during realtime.

Yes it happens sometimes, probably because when soldier is dead, the game calls pSoldier->HandleFlashLights(), but since he is dead it does not update lights and exits.
This should probably happen with regular item flashlights not switched off immediately after merc's death.
Will try to fix in next release.

Another problem with flashlights is that soldier who switches on light seems to never get interrupted by enemy even though he appears in light source at night and this leads to cheating-like playing style.
Don't know why it happens yet.



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Re: Experimental Project 7[message #352003 is a reply to message #351993] Fri, 12 January 2018 12:55 Go to previous messageGo to next message
sevenfm

 
Messages:1520
Registered:December 2012
Location: Under the Mountain
Ja2+AI r646

NCTH:
- increase deviation when shooting beyond effective range
- it's harder to aim beyond weapon range
- increased base aiming value
- new option SHOW_CTH_INFO (disabled by default) - show NCTH calculation info when [F] pressed
- reworked aiming penalty from target movement, now takes into account tracking difficulty modifier from weapon
- use average sight range if shooter sees any part of the target
- penalty when shooting at empty tile: -15
- use real stance for BASE_ and AIM_ stance modifiers (was always prone when mounting weapon)

OCTH:
- use average sight range if shooter sees any part of the target
- if sight range is greater than distance, for penalty calculation use average value between sight range and distance
- removed additional penalty from sight cover
- penalty when shooting at empty tile = 15%

AI:
- throw attacks: don't spare smoke grenades
- CalcBestShot: try to randomize location when shooting for suppression
- don't spare mortar rounds when many soldiers are killed
- mortar operators will try to avoid buildings

Covert operations:
- CountSuspicionValue: no suspicion for cowering civ
- SeemsLegit: always uncover in stealth mode
- SoldierTakeDamage: increase suspicion for all seen/heard spies when enemy soldier is hit
- SeemsLegit: enemy officer can uncover soldier spy when alert is raised if he has same or higher soldier class
- suspicion counter: code update

Misc:
- MovementNoise: changed formula to iStealthSkill = 20 + 2 * ExpLevel + Agility * 6 / 10
- CalcInterruptDuelPts: penalty for using flashlight
- inventory choosing: less equipment quality for AI soldiers (no high quality NVGs before 50% progress, no extended ear before 30% progress)
- update flashlight status when soldier is killed
- covert civilian spies can stop cowering in realtime
- new option REDUCE_BULLET_IMPACT (enabled by default): 10% at weapon range, 25% at 2x weapon range

[Updated on: Fri, 12 January 2018 13:08]




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Re: Experimental Project 7[message #352023 is a reply to message #352003] Sun, 14 January 2018 17:15 Go to previous messageGo to next message
szczurszymon

 
Messages:6
Registered:January 2018
Dear sevenfm,

are your mod pack "7609 unofficial modpack " use the recommended by you NCTH options? ( like in post 350657)
Re: Experimental Project 7[message #352024 is a reply to message #352023] Sun, 14 January 2018 17:45 Go to previous messageGo to next message
sevenfm

 
Messages:1520
Registered:December 2012
Location: Under the Mountain
szczurszymon wrote on Sun, 14 January 2018 20:15
are your mod pack "7609 unofficial modpack " use the recommended by you NCTH options? ( like in post 350657)

They may be slightly different. Settings in modpack should work better with actual Ja2+AI version (r646)
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[Updated on: Sun, 14 January 2018 17:46]




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Re: Experimental Project 7[message #352029 is a reply to message #352024] Mon, 15 January 2018 02:53 Go to previous messageGo to next message
townltu

 
Messages:122
Registered:December 2017
Location: here
R646 caused amnesia on one of my spies, as he completely forgot how to disguise.
He instantly remembers if the save is loaded with r637.

Noticed it during combat, repeatedly hitting [D] or passing 10+ minutes insector had no effect,
same for waiting some hours on strategic map or teleport into another sector.
The other mercs(all non covert ops) were able to repeatedly disguise&drop when the spy lost the ability.
Let me know if you like a save with the bug,
if also one before the bug occurs: i didnt check whether its reproduceable at all, as i guessed its the algo.
Note that the saves also contain at least one other bug:
Battles in sectors with no merc/militia or soldiers


"- SeemsLegit: always uncover in stealth mode":
May seem legit but is imo not balanced, did you some succesful playtesting with spies?

After several different approaches to adapt my spies to new conditions in r646
i dont see options remaining that justify to select the skill for a character or hire a spy.
Realtime sneaking or a disguised amateur is sufficient to watch enemies without starting combat.
The least exploity and somewhat reliable(=survive) thing i came up with:
a spy&athlet pulls with noise and permanently runs along the map borders,
occasionally shoots those that follow him. Works at night or in towns(best have both;) & becomes boring soon.
Re: Experimental Project 7[message #352030 is a reply to message #352029] Mon, 15 January 2018 03:55 Go to previous messageGo to previous message
sevenfm

 
Messages:1520
Registered:December 2012
Location: Under the Mountain
Quote:
R646 caused amnesia on one of my spies, as he completely forgot how to disguise.

Mouse can disguise well both in civilian and military clothes.
Maybe your spy has damaged clothes or something else that prevents him from disguising?

Quote:
May seem legit but is imo not balanced, did you some succesful playtesting with spies?

Yes, Mouse can walk anywhere in civilian clothes in Drassen airfield, hiding if necessary to lower suspicion value.
You are not supposed to use spies in combat (especially civilian spies) as it completely breaks game balance.
Spies can be used for covert operations in peaceful time or before battle.

Quote:
After several different approaches to adapt my spies to new conditions in r646
i dont see options remaining that justify to select the skill for a character or hire a spy.

- hire someone without capturing sector
- buy something from merchants in enemy sector
- do quests in enemy sectors
- recon before battle
- assassinating important enemy soldiers - officers, mortar guys etc.
- use as spotter in battle, but you need to hide and keep distance from enemy, but still it's better than regular soldier as they will not attack spy if they suddenly see him

Quote:
The least exploity and somewhat reliable(=survive) thing i came up with:
a spy&athlet pulls with noise and permanently runs along the map borders,
occasionally shoots those that follow him. Works at night or in towns(best have both;) & becomes boring soon.

The spy should not be your main killer merc, he only occasionally helps others in battle and should be mostly used for covert operations in peaceful time.

Covert mechanics may change after some more testing, but for balance reasons I don't want to return to original implementation.

[Updated on: Mon, 15 January 2018 04:23]




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