Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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
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Registered:December 2012
Location: Russian Federation
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
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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:384
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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]

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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

 
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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 ;)

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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
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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

 
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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?

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Master Sergeant
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
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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
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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 is currently offline edmortimer

 
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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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Sergeant Major
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
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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 is currently offline edmortimer

 
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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
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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 is currently offline edmortimer

 
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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
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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

 
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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]

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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
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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
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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 is currently offline szczurszymon

 
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Dear sevenfm,

are your mod pack "7609 unofficial modpack " use the recommended by you NCTH options? ( like in post 350657)

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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
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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)
Toggle Spoiler

[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

 
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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.

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Re: Experimental Project 7[message #352030 is a reply to message #352029] Mon, 15 January 2018 03:55 Go to previous messageGo to next message
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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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Re: Experimental Project 7[message #352031 is a reply to message #352030] Mon, 15 January 2018 14:45 Go to previous messageGo to next message
townltu

 
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Let me explain it again, sorry if i did not make that clear:
At first the spy was able to disguise(as soldier) during combat, i.e. works like in previous AI release,
alert went up and conditions to stay disguised worsened, also as usual,
but here at some point it was impossible to disguise ever again,
not only during the specific battle, from that time on he literally stopped being a spy.
No other obvious reasons like damaged clothes, tested different outfits at 100% although he had not been hurt,
thought that would reset whatever prevents him from disguising again.

Managed to reproduce it with other spy in different sector.
If this is how its itended to work in r646, pardon me for wasting your time.
Else just in case the savegame, should be combatible with default 7609+AI install.

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Re: Experimental Project 7[message #352033 is a reply to message #352031] Mon, 15 January 2018 16:16 Go to previous messageGo to next message
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townltu wrote on Mon, 15 January 2018 17:45
Managed to reproduce it with other spy in different sector.
If this is how its itended to work in r646, pardon me for wasting your time.
Else just in case the savegame, should be combatible with default 7609+AI install.

Thank you for save, will take a look.

EDIT: fixed bug in r650

[Updated on: Mon, 15 January 2018 18:15]




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Re: Experimental Project 7[message #352038 is a reply to message #352033] Mon, 15 January 2018 22:20 Go to previous messageGo to next message
szczurszymon is currently offline szczurszymon

 
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Dear Sevenfm,

Please update your 7609 unofficial modpack. In current version when someone would like to use one of the SDO configuration the AIM mercenary bios will be in Russian. Please update AIMBIOS.EDT in Data-SDO\BinaryData folder.

Below I'm sharing the original english file from SDO mod.

(add https: because I cannot share links or add atachments) //drive.google.com/file/d/1m8oRPESqfUFjEZ7ETVispvRY44VVhrkW/view?usp=sharing

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Re: Experimental Project 7[message #352040 is a reply to message #352038] Mon, 15 January 2018 22:42 Go to previous messageGo to next message
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szczurszymon wrote on Tue, 16 January 2018 01:20
Dear Sevenfm,

Please update your 7609 unofficial modpack. In current version when someone would like to use one of the SDO configuration the AIM mercenary bios will be in Russian. Please update AIMBIOS.EDT in Data-SDO\BinaryData folder.

Below I'm sharing the original english file from SDO mod.

(add https: because I cannot share links or add atachments) //drive.google.com/file/d/1m8oRPESqfUFjEZ7ETVispvRY44VVhrkW/view?usp=sharing

Thank you! Restored original AIMBIOS.EDT from Strohmann's svn.
New 7609en+Modpack.7z file will be uploaded soon.
Also please note that there are some NCTH/OCTH balance changes in SDO mod in this modpack compared to original SDO mod, and some other minor changes like merc starting gear for several mercs.



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Re: Experimental Project 7[message #352047 is a reply to message #352040] Tue, 16 January 2018 16:39 Go to previous messageGo to next message
szczurszymon is currently offline szczurszymon

 
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Hello,
I've got a question. How do you do a sidestep now, 'cause Alt key is now bind with new expanded interface feature?

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Re: Experimental Project 7[message #352048 is a reply to message #352047] Tue, 16 January 2018 17:13 Go to previous messageGo to next message
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szczurszymon wrote on Tue, 16 January 2018 19:39
Hello,
I've got a question. How do you do a sidestep now, 'cause Alt key is now bind with new expanded interface feature?

Sidestepping and rolling works as before.



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Re: Experimental Project 7[message #352147 is a reply to message #352048] Wed, 24 January 2018 22:00 Go to previous messageGo to next message
szczurszymon is currently offline szczurszymon

 
Messages:6
Registered:January 2018
Dear sevenfm,

I'm using your "7609 unofficial modpack" with r651 and I've encountered strange bug:

Sometimes game crash with error message: FILE: PngLoader.cpp ; Line: 1020 ; FUNCTION: LOadPalettedPNGImage ; bad alloc

It seems that there is a memory issue . Please investigate.

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Re: Experimental Project 7[message #352150 is a reply to message #352147] Thu, 25 January 2018 09:32 Go to previous messageGo to next message
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@szczurszymon

Please test with r657, also disable tactical panel options in Ja2_Options.ini:
[Extended Options]
TACTICAL_PANEL = FALSE
QUICK_ITEM_PANEL = FALSE
TACTICAL_LOG_PANEL = FALSE
TACTICAL_INFO_PANEL = FALSE
PANEL_BACKGROUND = FALSE



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Re: Experimental Project 7[message #352220 is a reply to message #352150] Mon, 29 January 2018 20:59 Go to previous messageGo to next message
scorion is currently offline scorion
Messages:1
Registered:January 2018
Thanks for developing this version.

I also got the above error occasionally, with several versions since December last year, but keeping multiple saves helped me to deal with it without having to replay too much.

Unfortunately, I'm now confronted with a more serious one that would have too much of an impact on my strategy if I wanted to work around it.

When attacking or being attacked by an army of more than 20 soldiers I get the following error:

"Runtime error
Assertion failure: Line 847 in function PrepareEnemyForSectorBattle in file Queen Command.cpp

sNumslot <= 0 but should be greater than"

I've tried to fix it in several ways. I first encountered it in the Drassen counterattack. The same error would occur if I allowed reinforcements from different neighbouring sectors because that would mean there'd be more than 20 enemy soldiers involved. I got around it by disabling that option, but I also noticed not being involved directly in that fight the error would not occur. (I assert because the sector does not have to be loaded)

Now I'm getting the same error south of the Cambrian mine (the SAM site)
Ever since I conquered Cambria 30+ troops have been stationed at the site. As I understand it this is not the default behaviour suggested by the ini options, because it sets a maximum of 20 per sector. The troops aren't dispersing but stay put.

When I started the game I used the default options and I didn't set any of the extended ones provided by your build.
The options that I expect to affect this error are in the System Limit Settings of Ja2_options.ini:
MAX_NUMBER_ENEMIES_IN_TACTICAL, MAX_STRATEGIC_ENEMY_GROUP_SIZE and possibly MAX_NUMBER_MILITIA_IN_TACTICAL

As stated I left those and all other options on default when I started the game, using:
- build ja2_7609en+AI_r596.exe
- options: DIFFICULTY_LEVEL = 1, BOBBY_RAY_QUALITY = 2, BOBBY_RAY_QUANTITY = 2, MAX_IMP_CHARACTERS = 1, PROGRESS_SPEED_OF_ITEM_CHOICES = 2, SKILL_TRAITS = 1, INVENTORY_ATTACHMENTS = 2, GAME_STYLE = 0, ENEMIES_DROP_ALL_ITEMS = 1, EXTRA_DIFFICULTY = 0, AVAILABLE_ARSENAL = 1, SQUAD_SIZE = 8, INVENTORY_USE_AP = 0,DIFFICULTY_LEVEL = 1, USE_NCTH = 1, IMPROVED_INTERRUPT_SYSTEM = 1, BACKGROUNDS = 1

I've upgraded the exe a several times since, but I haven't noticed any difference. (in this regard) The error still occurs with r657.
I've played around with the System Limit Settings but different settings here (a higher number of enemies in tactical and a higher MAX_STRATEGIC_ENEMY_GROUP_SIZE) don't appear to affect an ongoing game.

The forum isn't allowing me to attach a file of any size greater than 0KB but I can provide the savegame by other means if needed.

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Civilian
Re: Experimental Project 7[message #352284 is a reply to message #352220] Sun, 04 February 2018 11:30 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
I get "[spyname] was seen performing suspicious acticities! [spyname]'s disguise will not hold." message
after the spy dropped her suspicous gun on the tile where she just entered the hostile sector at 22:58h.
None of my mercs was spotted, closest enemy is 27 tiles away from her, 21 tiles from my closest merc,
i.e. no way anybody except the nearby mercs, me and the program has seen her placing the FAL gently on the ground;)

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Master Sergeant
Re: Experimental Project 7[message #352285 is a reply to message #352284] Sun, 04 February 2018 11:42 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
townltu wrote on Sun, 04 February 2018 14:30
I get "[spyname] was seen performing suspicious acticities! [spyname]'s disguise will not hold." message
after the spy dropped her suspicous gun on the tile where she just entered the hostile sector at 22:58h.
None of my mercs was spotted, closest enemy is 27 tiles away from her, 21 tiles from my closest merc,
i.e. no way anybody except the nearby mercs, me and the program has seen her placing the FAL gently on the ground;)

1. What AI version?
2. Do you have a save?
Last time I checked spy feature it worked fine.



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Lieutenant

Re: Experimental Project 7[message #352287 is a reply to message #352285] Sun, 04 February 2018 13:52 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
r657 in AV 1.10 + update(except the 2 fixes from last night) save exists but (un)fortunately its gone!?

I reported spontaneously, and decided to circumvent the apparently incorrect starting conditions for spy
by loading a save from before entering the sector, gave the rifle to someone else, and continued the game.

After reading your message i loaded the save to confirm it was the correct one,
and noticed that the "spyname was seen perf..." message did not pop up any more.
Closed the program started it again just in case, still gone!
As a sidenote, not the 1st time the message popped up for non recognizeable reason(in terms of r657)
or a disguise unexpectedly was not possible,
but it always happened mid battle where a player can hardly see all affecting factors.
Will keep an eye on it and in case try to provide a save which allows reproduction.

Sorry for taking your time!


Let me know if you want the save nevertheless.
(game is on isolated machine, and paranoia of user "complicates" upload to web, else you would already see a link;)

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Master Sergeant
Re: Experimental Project 7[message #352288 is a reply to message #352287] Sun, 04 February 2018 14:10 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
A save just before the bug would definitely help.
I can't see a problem in the code so it's something unusual.



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Lieutenant

Re: Experimental Project 7[message #352305 is a reply to message #352288] Tue, 06 February 2018 22:47 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
ja2_7609en+AI_r659 It is not a valid Win32 application speechless


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

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Master Sergeant
Re: Experimental Project 7[message #352306 is a reply to message #352305] Wed, 07 February 2018 06:48 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Randok wrote on Wed, 07 February 2018 01:47
ja2_7609en+AI_r659 It is not a valid Win32 application speechless

Please try ja2_7609en+AI_r659_xp.exe



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Lieutenant

Re: Experimental Project 7[message #352308 is a reply to message #352306] Wed, 07 February 2018 11:22 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Quote:
Please try ja2_7609en+AI_r659_xp.exe

It works. Thank you. 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 #352322 is a reply to message #352308] Thu, 08 February 2018 16:08 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ja2+fix update:
- Build 18.02.08
- INV_AP_WEIGHT_DIVISOR: default value 10
- loading screen: compare strings fix
- give first boxer bodybuilding trait
- give second boxer martial arts + athletics trait
- no misfire for AI
- increase max mortars number
- ValidItemAttachmentSlot: MAXATTACHMENTS fix
- fix bonus for scouts using binocs
- r8340 fix (use bSectorZ instead of pathing.bLevel)
- LOS: smoke vision penalty
- LOS: don't stop endless LOS on smoke
- less suppression for buckshots (1/3)
- BeginMercEntering: look around
- Militia orders: improved commands
- disable MORALE_HEARD_BATTLE_LOST event when retreating from battle
- no reputation loss when retreating from battle
- InitSoldierOppList: TOTAL_SOLDIERS fix
- CalcEffVolume: no voice noise at soldier's turn
- DecayIndividualOpplist: MAX_NUM_SOLDIERS fix
- RemoveCapturedEnemiesFromSectorInfo: additional damage to all items except weapons
- PathAI: neutral civilians avoid all mines
- PathAI: skip deep water if not in deep water already
- PathAI: skip gas if not in gas already
- PathAI: try to be more cautious - avoid light at night and fresh corpses
- AddRottingCorpse: only JFK has no head
- TurnSoldierIntoCorpse: additional damage to all items except weapons
- GetCorpseAtGridNo: pBaseStructure fix
- CorpseOkToSpawnZombie: pAnimState fix
- AddSoldierToSectorGridNo: always give first turn to enemy
- player mercs should not die instantly: random damage
- robots should not die instantly
- civilians with profile should not drop items from hand as it may break quests
- SeemsLegit: always uncover in stealth mode, uncover when seen in combat close to a soldier
- AddPlacementToWorld: check corpse bodytype when removing tank placement
- CalcThrownChanceToHit: don't apply penalty for enemy team if no skills for enemy selected
- AI_ACTION_DROP_ITEM: fix for second hand
- HandleInitialRedAlert: check sector for Queen and Joe
- DetermineMovementMode: check if moving in current stance is more effective than running, use running for taking cover when not under attack, use SWATTING/CRAWLING when under fire, use SWATTING when in a room and seen enemy recently or under fire
- Attacks: don't use mortar in building or underground, don't use grenade launcher underground
- CalcBestThrow: use mortar/grenade launcher on heard/recently seen enemies
- don't spare grenades when soldier is under fire, has shock or too many army guys killed
- don't limit mortar use when soldier is under fire, has shock or too many army guys killed
- allow AI CTH bonus for mortars
- new calculation for min CTH for throw attack
- Green AI: only soldiers with long range scoped weapons may decide to climb on roof
- Red AI: stationary/snipers should not seek, stationary/snipers should not help
- Red AI: allow soldiers to pick up weapons/ammo
- FindBestNearbyCover: use max search range, penalize locations with corpses
- SearchForItems: if we don't have a gun, try to pick up weapon even in bad status, use maximum search range, don't search for guns if we should search for ammo, check OBJECT_AI_UNUSABLE
- Russian translation fixes
- German translation fixes
- CalcSuppressionTolerance: balanced tolerance calculation
- HandleSuppressionFire: fix ubPointsLost calculation

[Updated on: Thu, 08 February 2018 16:11]




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Lieutenant

Re: Experimental Project 7[message #352325 is a reply to message #352322] Thu, 08 February 2018 18:41 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
15 tiles distance(got it from testing, correct me if i am wrong) for automatic uncover of spy with military disguise appears too high,
given the fact that 16 soldiers evenly distributed over a sector(according to "gun distance" feedback from [F]: 108x104 tiles)
will have all tiles of a sector within 15 tiles range,
so at daytime if any soldier spots another undisguised merc/becomes aware of enemy presence,
non hidden spies with military disguise are literally automatically uncovered in that turn.

Perhaps make uncovering mechanism not perfect, as humans make mistakes also in JA2:
"i forgot again", snipers miss clear shot, mechanics fail at locks, even Bull sometimes fails to kick in a door;)
but every soldier appears to have a 100% uncover chance.
How about adding some rng to uncover mechanics, there are also many possible modifiers:
related to spies lvl/skill/stat, personality(assertive,nervous...)
and kills for military disguise(lead to frequent changes in troops personnel)
and loyalty for civil(loyal civilians may help non uncovered civil spies)

Optionally, and not really serious: reduce the queens troops by a random value/day or hour,
as soldiers kill each other because of false suspicions;)



Also i have a "- SearchForItems" related question:
Can soldiers pick up items that have been dropped into an open or closed container,
respectively were moved into a small bathromm cabinet with [Shift]+[M]?

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Master Sergeant
Re: Experimental Project 7[message #352326 is a reply to message #352325] Thu, 08 February 2018 18:51 Go to previous messageGo to previous message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Quote:
15 tiles distance(got it from testing, correct me if i am wrong) for automatic uncover of spy with military disguise appears too high,
given the fact that 16 soldiers evenly distributed over a sector(according to "gun distance" feedback from [F]: 108x104 tiles)
will have all tiles of a sector within 15 tiles range,
so at daytime if any soldier spots another undisguised merc/becomes aware of enemy presence,
non hidden spies with military disguise are literally automatically uncovered in that turn.

Automatic spy uncovering is optional (UNCOVER_IN_COMBAT) and disabled by default, I will probably remove it completely in the future as suspicion counter should be enough.

Quote:
Also i have a "- SearchForItems" related question:
Can soldiers pick up items that have been dropped into an open or closed container,
respectively were moved into a small bathromm cabinet with [Shift]+[M]?

AI soldier can pick item only from flat tile - where he can stand - if there is some impassable structure, he cannot move there and take item.



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Lieutenant

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