Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #353201 is a reply to message #353196] Wed, 18 April 2018 08:07 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Sevenfm,

Please elaborate on the new option - HEAD_PENALTY_NCTH. Does it over-ride SHOT_HEAD_PENALTY?

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Sergeant Major
Re: Experimental Project 7[message #353202 is a reply to message #353201] Wed, 18 April 2018 11:50 Go to previous messageGo to next message
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edmortimer wrote on Wed, 18 April 2018 10:07
Sevenfm,
Please elaborate on the new option - HEAD_PENALTY_NCTH. Does it over-ride SHOT_HEAD_PENALTY?

SHOT_HEAD_PENALTY is for OCTH only. As you can see, in stock 1.13 there is no penalty when shooting at head in NCTH, while SHOT_HEAD_PENALTY is set to 4.

HEAD_PENALTY_NCTH is for NCTH only (and set to 0 by default). It works like AIM_ penalties from CTHConstants.ini, allowing to set aiming penalty when shooting at head in NCTH. It may be interesting for some players, though it kind of goes against base NCTH idea.



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Lieutenant

Re: Experimental Project 7[message #353206 is a reply to message #353202] Wed, 18 April 2018 13:35 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
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Human (and most other creatures) body is designed to stabilize the head during movement,
in order to keep visual inputs "computeable",
the somewhat higher movement compared to humans torso should be mostly compensated by arms
which are at least partially included in "torso" target zone("shoulder hit")
while the legs have more movements and are harder to hit.
Of course only valid if target is not running directly(more or less) in direction of aiming line.

i.e. if its not about balance but real condition,
option for additional penalty should go for legs of moving taget, increasing with angle.
Makes it harder to stop enemy with aimed shots,
realisic but regarding balance may favour auto fire weapons and skill too much,
dont make something so powerful that it reduces the value of other stuff on same lvl

[Updated on: Wed, 18 April 2018 13:36]

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Master Sergeant
Re: Experimental Project 7[message #353208 is a reply to message #353206] Wed, 18 April 2018 16:52 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Body movement is already taken into account in NCTH. Also there is no need to apply additional penalties for head shots in NCTH because the bullet has to hit the structure of the head and that is already smaller than the rest of the body so head shots are already much more difficult than shots at the torso for example.


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

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Lieutenant
Re: Experimental Project 7[message #353274 is a reply to message #353208] Sun, 22 April 2018 16:00 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
Location: Finland
Bug, Ira and Dimitri are drawn with 3 tiles displacement

Playing wine ja2_7609en+AI_r688.exe . No mods.

For two weeks now in tactical mode Ira and Dimitri are drawn 3 tiles up from where they are. I do not know what caused this, it just appeared and does not seem to go away. Attached screenshot maybe clarifies. Ira is stepping one tile forward, taking 4 action points. The game draws her avatar 3 tiles up. It is only these two characters, both are rebels so maybe that has something to do with this? I have not recruited Miguel or that sidekick of his whose name I forget.

http://taleman.fi/JA2/JA2-Screenshot%20at%202018-04-22%2015-42-56.png

Savegame from the above pictured situation is http://taleman.fi/JA2/Auto00.sav

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Corporal
Re: Experimental Project 7[message #353276 is a reply to message #353274] Sun, 22 April 2018 18:09 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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It is caused by having characters on the roof in Tactical, and then loading them into a vehicle in Strategic. I don't know how to reverse it.

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Sergeant Major
Re: Experimental Project 7[message #353279 is a reply to message #353276] Sun, 22 April 2018 20:58 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
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Thanks for the info. I managed to reset this wrong placement of avatar by climbing on a roof. Now both characters are drawn on the correct tile.

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Corporal
Re: Experimental Project 7[message #353280 is a reply to message #332214] Sun, 22 April 2018 21:45 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
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Playing now with ja2_7609en+AI_r688 on AR+SDO. I have a couple of observations and requests:

1) Enemy blind-suppression-fire too accurate!

I see that in this AI-version enemy uses blind suppression much more often and very effectively compared to earlier versions. By blind suppression I mean that enemies with automatic weapons return fire at the whereabouts of our mercs without actually having seen them - only by interpreting the sounds of my shots (and muzzle flashes too?). With this version, enemies seem to return blind suppression fire too accurately and would like to ask if it is possible to reduce its accuracy a bit.


2) Visual cues to indicate the approximate location of an enemy necessary: Maybe with a new skill: "Observing"?:

I also use blind suppression fire against enemies I cannot see and I do this by paying attention to the bullet tracers in order to estimate where the enemy is hiding. However, as a player I cannot keep track of all the fires shot at me. This gets very complicated when my mercs are especially getting shot at from different angles. Therefore, I need to have some visual cues indicating me the approximate location of the bullet fired in order for me to compete with the AI-suppression fire. After all, who wins the firefight, wins the actual fight.

I have discovered when I press Shift, it shows a small circle, indicating where the last enemy has shot at me. This is helpful, but shows only one target - and sometimes doesn't show any at all. So I don't know how this thing really functions.

But here is my suggestion: Ideally, what I would like to have is that my merc interprets the direction of enemy shots and I receive visual cues about the approximate enemy location. For instance, those could be indicated with green circles similar to spotting or radio skill circles - the smaller the circle, the more accurately my merc has approximated the location. This feedback could be automatic, or even better, could be made into an active skill as follows: So any merc can be assigned on the tactical to use the skill "Observe". They will be observing and giving feedback about enemy location interpreting enemy blind suppression fire. The more experienced the merc, the better. Deputies and Squadleaders get bonus points, since by profession they know how to guide firefight.

What do you say, is implementing such a thing possible?

[Updated on: Sun, 22 April 2018 21:53]

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Sergeant
Re: Experimental Project 7[message #353281 is a reply to message #353279] Sun, 22 April 2018 22:58 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I managed to reset this wrong placement of avatar by climbing on a roof. Now both characters are drawn on the correct tile.


Good to know!

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Sergeant Major
Re: Experimental Project 7[message #353282 is a reply to message #353280] Sun, 22 April 2018 23:00 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I second this motion!


Quote:
2) Visual cues to indicate the approximate location of an enemy necessary: Maybe with a new skill: "Observing"?:

I also use blind suppression fire against enemies I cannot see and I do this by paying attention to the bullet tracers in order to estimate where the enemy is hiding. However, as a player I cannot keep track of all the fires shot at me. This gets very complicated when my mercs are especially getting shot at from different angles. Therefore, I need to have some visual cues indicating me the approximate location of the bullet fired in order for me to compete with the AI-suppression fire. After all, who wins the firefight, wins the actual fight.

I have discovered when I press Shift, it shows a small circle, indicating where the last enemy has shot at me. This is helpful, but shows only one target - and sometimes doesn't show any at all. So I don't know how this thing really functions.

But here is my suggestion: Ideally, what I would like to have is that my merc interprets the direction of enemy shots and I receive visual cues about the approximate enemy location. For instance, those could be indicated with green circles similar to spotting or radio skill circles - the smaller the circle, the more accurately my merc has approximated the location. This feedback could be automatic, or even better, could be made into an active skill as follows: So any merc can be assigned on the tactical to use the skill "Observe". They will be observing and giving feedback about enemy location interpreting enemy blind suppression fire. The more experienced the merc, the better. Deputies and Squadleaders get bonus points, since by profession they know how to guide firefight.

What do you say, is implementing such a thing possible?

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Sergeant Major
Re: Experimental Project 7[message #353286 is a reply to message #353282] Mon, 23 April 2018 02:58 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
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Lowering accuracy of enemies blind reply fire may be a bad idea,
i think its intended to force the player to frequent moves, literally every time you shoot.
If reply fire exactly hits the spot, mercs who moved 2 tiles will be rather safe,
while cth penalties or random modifier for spot of noise heard by enemies will result in more bullets hitting merc who moved.


However i would rather prefer an approach which does not more or less force player
to also fire at unseen enmies and always move after a shot,
it favours specific player behaviour and as consequence makes athlete trait op
while high AP weapon users suffer, even more with dynamic aiming costs.

Imagine we get feedback on all noises, 1st "bait" shot results in people shooting all over the sector,
finally team X wins after taking heavy losses, and all happened without any visual contact.

Unfortunately i have not even a layer8 idea how to achieve better enemy tactics,
but i think a random/event_related switch of tactics would probably contribute.


btw a big increase of gravity appeared to work here, as long as weapon range was low enough,
while the reply fire may not care about unseen penalty in cthconstants.ini

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Master Sergeant
Re: Experimental Project 7[message #353287 is a reply to message #353286] Mon, 23 April 2018 03:41 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Imagine we get feedback on all noises, 1st "bait" shot results in people shooting all over the sector,
finally team X wins after taking heavy losses, and all happened without any visual contact.


My point, and I think the original point, was that while the computer can accurately keep track of every noise, every direction of shot, every seen opponent - we cannot because there is too much happening to too many characters, and the screen is moving rapidly from one area to the next. A counter-suggestion would be to dumb down the AI so it cannot remember every noise, every etc. - but we don't want to dumb it down.

Knowing the general direction of enemy fire doesn't necessarily mean shooting blindly in that direction - it can also mean popping smoke, or finding cover from that direction.

I think we are both asking for a little help in remembering which direction (not exact positioning) shots came from regarding a specific PC who would ordinarily know that info if that PC was AI-controlled.

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Sergeant Major
Re: Experimental Project 7[message #353291 is a reply to message #353287] Mon, 23 April 2018 06:06 Go to previous messageGo to next message
townltu

 
Messages:384
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I use invisible bullet(=tranparent graphics) because i refuse to participate in the blind fire orgy.

However enemies acoustic localization is apparently much better,
but i would also give players the same lvl only if enemies become really smarter,
the blind fire is for me similar to a chess opponent who does annoying things like distration to win,
i would prefer not to reply the same way or even escalate.



One (not serious;) way to make the game harder is to make savecumming "unattractive":
While there is no direct control over loading,
the game could keep track on number&frequency of reloads and preferably also reasons,
for e.g. 10 reloads identified as cheating it gets permission for one reload to its favour
e.g. if it "thinks" player had a lucky turn, or to start one of those reload_until_hit sequences,
imagine the reaction of affected player when it happens the 1st time big grin

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Master Sergeant
Re: Experimental Project 7[message #353294 is a reply to message #353291] Mon, 23 April 2018 14:03 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
1. Blind fire will be less effective in new release.
2. Radio in listening mode shows (with SHIFT presed) locations of all recently heard opponents and also greatly extends hearing range.
3. Enemy soldiers cannot see bullets, so they cannot guess where they come from if shooter uses silencer, so AI is at disadvantage to player here.
4. It's not possible to avoid hits from suppression fire when using NCTH because of nature of this system. When using OCTH, suppression fire should hit at max 1% rate.
5. Showing approximate shooter's location when merc is attacked should be possible technically.
6. Merc not using radio can remember only one location of most important noise heard recently, I think it's realistic and good for balance.
7. AI can remember all locations but he has many other limitations so until it will be able to think like human we should not limit his knowledge advantage.



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Lieutenant

Re: Experimental Project 7[message #353295 is a reply to message #353291] Mon, 23 April 2018 14:08 Go to previous messageGo to next message
Deleted.

 
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townltu wrote on Mon, 23 April 2018 08:06

One (not serious;) way to make the game harder is to make savecumming "unattractive":
While there is no direct control over loading,
the game could keep track on number&frequency of reloads and preferably also reasons,
for e.g. 10 reloads identified as cheating it gets permission for one reload to its favour
e.g. if it "thinks" player had a lucky turn, or to start one of those reload_until_hit sequences,
imagine the reaction of affected player when it happens the 1st time big grin

I was thinking about two possibilities:
1. Game is randomly saved each turn with 1/10 probability in iron man mode, so you cannot save/load every turn but if something goes wrong you don't lose the whole battle.
2. Morale is reduced for mercs on each load on small amount and restores after several turns - you can save\load any time, but if you start saveloading a lot your mercs will not like it and they will start losing combat effectiveness because of morale drop.



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Re: Experimental Project 7[message #353296 is a reply to message #353295] Mon, 23 April 2018 15:59 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
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I don't know if this is from the AI mod or from something else but another thing I have noticed is that the enemy camouflage seems to be overpoweringly effective!

I have experienced such cases: I hit an enemy with stun grenade, he goes unconscious and falls prone. Then my merc goes to knife him at the spot he has fallen but the stunned enemy has disappeared! I cannot move the merc back or forward since there is an invisible thing blocking the path. I wait a couple of turns and then the enemy gets up and kills my merc! The guy was apparently there all the time, but because he wears camo, he disappears when he falls prone and I can not detect him even if I am almost on top of him zero tiles away. This is very strange, do you know what the reason could be?

Apart from this example, camouflaged enemies seem to have 100% camouflage, so they see me almost always before I see them. Is there a way to reduce or limit enemy camouflage values?

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Sergeant
Re: Experimental Project 7[message #353297 is a reply to message #353296] Mon, 23 April 2018 16:01 Go to previous messageGo to next message
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Messages:2663
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crackwise wrote on Mon, 23 April 2018 17:59
I don't know if this is from the AI mod or from something else but another thing I have noticed is that the enemy camouflage seems to be overpoweringly effective!

I have experienced such cases: I hit an enemy with stun grenade, he goes unconscious and falls prone. Then my merc goes to knife him at the spot he has fallen but the stunned enemy has disappeared! I cannot move the merc back or forward since there is an invisible thing blocking the path. I wait a couple of turns and then the enemy gets up and kills my merc! The guy was apparently there all the time, but because he wears camo, he disappears when he falls prone and I can not detect him even if I am almost on top of him zero tiles away. This is very strange, do you know what the reason could be?

Apart from this example, camouflaged enemies seem to have 100% camouflage, so they see me almost always before I see them. Is there a way to reduce or limit enemy camouflage values?

Never experienced that. What camo settings are you using? Maybe you have a save with reproducible bug? (just before the bug appears)

Camo works for enemy just the same as for merc, there's no difference in the code. Some soldiers in Ja2+AI have camo value to allow them hiding better, but it's no different from player having high camo.

[Updated on: Mon, 23 April 2018 16:03]




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Lieutenant

Re: Experimental Project 7[message #353300 is a reply to message #353295] Mon, 23 April 2018 17:27 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
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sevenfm wrote on Mon, 23 April 2018 14:08
...
I was thinking about two possibilities:
1. Game is randomly saved each turn with 1/10 probability in iron man mode, so you cannot save/load every turn but if something goes wrong you don't lose the whole battle.
2. Morale is reduced for mercs on each load on small amount and restores after several turns - you can save\load any time, but if you start saveloading a lot your mercs will not like it and they will start losing combat effectiveness because of morale drop.


I dont like 1. as it could overwrite a correct save with a bug that happened after the last save,
besides who plays JA2 in real IM mode although the game produces a substancial amount of gamebreaking stuff?

Usually i dont like stuff which limits player, also when on the modding side and even if its about exploits,
but 2. sounds great to me, it has little effect on occasional reload due to misclick etc,
but penalizes reload_until_hit & when_will_the_rng_gimme_what_i_want behaviour.

However if required effort is high, it may not be worth it,
as file date, system time or a value in save are not really reliable references.

[Updated on: Mon, 23 April 2018 17:28]

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Master Sergeant
Re: Experimental Project 7[message #353301 is a reply to message #353295] Mon, 23 April 2018 17:40 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Once the Designer of a game starts trying to modify the Player's behaviour it spells the end of the game. If a Player is save-scumming the game is already too difficult for them, even if it remains enjoyable. Now take away save-scumming and the game becomes impossible for that Player, and no longer enjoyable.

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Sergeant Major
Re: Experimental Project 7[message #353302 is a reply to message #353301] Mon, 23 April 2018 17:52 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
edmortimer wrote on Mon, 23 April 2018 16:40
Once the Designer of a game starts trying to modify the Player's behaviour it spells the end of the game. If a Player is save-scumming the game is already too difficult for them, even if it remains enjoyable. Now take away save-scumming and the game becomes impossible for that Player, and no longer enjoyable.

I have to agree. If someone wants a harder game then he can already play a higher difficulty level and/or iron man but he should NOT expect others to play the way he wants! That's the same bullshit as one player condemning another player for cheating in a single player game. Wtf does he care how others play on their own?



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

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Re: Experimental Project 7[message #353304 is a reply to message #353301] Mon, 23 April 2018 17:57 Go to previous messageGo to next message
townltu

 
Messages:384
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Massive number of save&reload usually indicates difficulty for player to thik about and/or use different approaches,
however it just came to my mind that 2. may have impact on e.g. playtesting battles in new sector
where frequent reloads are part of the job.

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Master Sergeant
Re: Experimental Project 7[message #353305 is a reply to message #353304] Mon, 23 April 2018 18:08 Go to previous messageGo to next message
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1. May be actually interesting for players who want to play ironman-like but afraid of bugs and/or cannot restrict themselves from saving often in normal game. So it's more a player's convenience and another interesting possibility than forced behaviour.
2. Is just another concept to smooth the border between 'never save' and 'save every turn' style of playing.

Noone is saying about restricting players from doing what they want - such feature, if ever implemented, will be optional.
As for cheats, they can be very useful for exploring the game and learning game mechanics, so they will never be disabled in my game version.



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Re: Experimental Project 7[message #353370 is a reply to message #353305] Sun, 06 May 2018 14:16 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
I've got runtime error with something about utf-8. Next time i will try to write down the error log.

Ok happened again, same exact error. Here's log message

Runtime Error
File: \src\Core\UFS_STRING.cpp
Line: 205
Function: ufs:string:as_utf16
invalid utf8 character 'a'=139


Game runs fine without your mod

[Updated on: Sun, 06 May 2018 14:25]

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Sergeant
Re: Experimental Project 7[message #353384 is a reply to message #353370] Mon, 07 May 2018 20:50 Go to previous messageGo to next message
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Messages:2663
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CareBear wrote on Sun, 06 May 2018 16:16
I've got runtime error with something about utf-8. Next time i will try to write down the error log.

Ok happened again, same exact error. Here's log message

Runtime Error
File: \src\Core\UFS_STRING.cpp
Line: 205
Function: ufs:string:as_utf16
invalid utf8 character 'a'=139


Game runs fine without your mod

Thank you for report, but I cannot fix the bug without a save just before it happens.
This may be related to SSA feature, try to disable it if you are using it.



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Lieutenant

Re: Experimental Project 7[message #353387 is a reply to message #353384] Tue, 08 May 2018 00:30 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
Thanks for the reply. As it happens i don't use SSA, i'm using latest version of your AI executable with 7609. I though there might be some bad encoding, since you are russian, and might accidentally inserted some characters, but i won't decompile .exe[idk if its even possible] to check this.

Oh and i don't have the save anymore angry

[Updated on: Tue, 08 May 2018 00:30]

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Sergeant
Re: Experimental Project 7[message #353440 is a reply to message #347494] Fri, 11 May 2018 17:51 Go to previous messageGo to next message
PAPION is currently offline PAPION

 
Messages:18
Registered:February 2016
Location: Tehran, I.R.Iran
dear sevenfm
can u please add Ambients in depri version?
and/or
is it possible u change the multiplayer of the 7609+AI version to have these options :
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23165&goto=353439

best regards



papionbit.com

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Private
Re: Experimental Project 7[message #353467 is a reply to message #353440] Sun, 13 May 2018 16:30 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
Thank you SevenFM for completely changing the game dynamic. In late game JA2 1.13 i would just sit with my guys with high powered rifles/LMGs picking up enemies. Right now i have to improvise much more, thanks to the return fire. Spotters with binocs are quite useful to pick the enemy machinegunners. Enemy use grenades both frag and smoke. The last time enemy used frag grenade i was very negatively surprised[two of my mercs went in smoke cheeky]. Do enemies in later stage of game use RPGs and grenade launchers? Im terrified of this thought.

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Sergeant
Re: Experimental Project 7[message #353470 is a reply to message #353467] Sun, 13 May 2018 19:45 Go to previous messageGo to next message
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@CareBear

Yes, spotters with binocs are very effective, maybe even overpowered :-)
Enemies should use GLs and RPGs in late game but it depends mostly on enemy gun choosing settings in XML, so it highly depends on mod. RPGs are not very effective as they need direct sight and good CTH (though sometimes enemy can use them against mercs hiding in a building). GLs are reported to be used by enemy.



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Re: Experimental Project 7[message #353471 is a reply to message #353440] Sun, 13 May 2018 19:51 Go to previous messageGo to next message
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@PAPION

I don't plan to make custom exe for MP as I don't play multiplayer and cannot test it and support.
Also, there are many changes in Ja2+AI that could potentially break something in MP.
If you know c++, I can send you link to Ja2+AI sources so you can patch it in any way you want.

Adding ambients to main trunk is possible, but will require a lot of work to make everything configurable in XML, I personally have no interest in that. Also it's just a small experimental feature, I'm not 100% happy with how it works.



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Lieutenant

Re: Experimental Project 7[message #353618 is a reply to message #353471] Mon, 28 May 2018 21:08 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
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Flashlight does not work on roof

I was surprised flashlights suddenly did not work, just when I had managed to get half a dozen of them. Turns out merc on a roof can turn flashlight on and off but it does not illuminate anything. After climbing down from roof the flaslights again worked as expected.

Is this intentional or something that game engine forces?

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Corporal
Re: Experimental Project 7[message #353619 is a reply to message #353618] Mon, 28 May 2018 21:17 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Taleman wrote on Mon, 28 May 2018 23:08
Flashlight does not work on roof

I was surprised flashlights suddenly did not work, just when I had managed to get half a dozen of them. Turns out merc on a roof can turn flashlight on and off but it does not illuminate anything. After climbing down from roof the flaslights again worked as expected.

Is this intentional or something that game engine forces?

As far as I remember, Flugente, the maker of this flashlight feature, said that they don't work on roofs for technical reasons.
Original feature thread:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20948



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Re: Experimental Project 7[message #353663 is a reply to message #353619] Sat, 02 June 2018 12:02 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Ja2+AI r701:

- removed options: UNCOVER_IN_COMBAT, ALERT_ON_DEAD_LIMIT (mercs are not automatically uncovered in combat, instead suspicion counter us used, officers can raise alert if certain percent of soldier in the enemy team is dead, so for silent killing all soldiers, kill officers first)
- NCTH: increased movement penalty
- AI: movement mode tweaks
- Red AI: allow helping friends on roofs and in buildings
- Red AI: min cth = 25% for sniper shot or 2% if soldier is under attack (no more unaimed sniper shots unless AI soldier is under attack)
- bLastID fix (bLastID is incorrectly used in many places in the 1.13 code, resulting in various bugs with last merc in team)
- ClosestReachableFriendInTrouble: don't allow helping from a building to outside, don't allow helping if too many enemies nearby
- AI movement mode tweaks: swatting/crawling on roof or in a building
- spotting: full bonus only when shooting at the same tile (half spotting bonus for first shot, full bonus for second shot at the same tile to make spotting less cheating)
- allow changing orders in town at day time, allow changing orders to ONGUARD for stationary/snipers on roofs when under attack (less restrictive AI roaming)
- SeekRange: increased seek range at day time (as a result, more defending AI soldiers will attack player team)
- AICheckSpotTooFar: increased max roaming range for day/night
- set COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 0 to prevent problems with AI (movement penalty for cover makes calculating cover at destination point unpredictable)
- r8564 fix: lua function CheckMiscFlags1 checks the wrong flags (by Flugente)
- r8562: If a gun's currently used ammotype has <numberOfBullets> > 1, display the gun damage in EDB in 'bullet damage X bullets fired' format, taking <multipleBulletDamageMultiplier> / <multipleBulletDamageDivisor> into account. (by Flugente)
- improve fix for ignoring invisible opponents when showing path (the fix still doesnt work correctly for prone opponent/merc)
- r8566: NPCs with profile > 170 have missing approach values, making it impossible to fulfill opinion checks (by Flugente)
- soldier tooltips update: show bUnderFire, ubPreviousAttackerID
- fix BG_PERC_PRICES_GUNS, BG_PERC_PRICES backgrounds

Most important changes:
- big penalty for aiming at invisible target
- less restrictive roaming limits for AI
- sniper will only shoot with good CTH
- harder to shoot at moving target in NCTH
- spotter bonus reduced for first shot
- various fixes

[Updated on: Sat, 02 June 2018 18:57]




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Re: Experimental Project 7[message #353678 is a reply to message #353663] Mon, 04 June 2018 15:30 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ja2+AI r708:

- no instant merc death feature improved (mercs will die more often, it's easier to kill dying merc now)
- restored normal jam chance (was greatly lowered compared to stock 1.13)
- use Flo discount only if backgrounds disabled
- r8557 fix: sound for drinking water played twice (by Flugente)
- r8553 fix: bad radar/overhead map colours for creature team. (by Flugente)
- r8559 fix: creature attack variables are not always cleaned up properly (by Flugente)
- r8544 fix: If 'forced turn mode' is active, sometimes enemy groups already present in an enemy-occupied sector are interpreted as pending reinforcements, causing them to spawn at the sector edges instead of inside the sector. (by Flugente)

[Updated on: Mon, 04 June 2018 15:44]




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Re: Experimental Project 7[message #353682 is a reply to message #353678] Tue, 05 June 2018 01:32 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Why disable Flo's discount? What is the reasoning? Her backstory says she was the accountant for a gun dealer, and so would have learned the value of firearms.

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Re: Experimental Project 7[message #353683 is a reply to message #353682] Tue, 05 June 2018 01:43 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Tue, 05 June 2018 03:32
Why disable Flo's discount? What is the reasoning? Her backstory says she was the accountant for a gun dealer, and so would have learned the value of firearms.

If backgrounds are enabled, you can use them instead. In stock 1.13, Flo's background has the same effect as old hardcoded bonus. And if someone will want to replace Flo with another merc in his mod, he can give new merc new background and not use hardcoded bonus.



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Re: Experimental Project 7[message #353684 is a reply to message #353683] Tue, 05 June 2018 01:50 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Ah, Ok. I get it!

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Re: Experimental Project 7[message #353797 is a reply to message #332214] Fri, 15 June 2018 16:36 Go to previous messageGo to next message
R-TEAM is currently offline R-TEAM
Messages:3
Registered:January 2015
Hi,
the actual German version crash after click next on the first skills selection screen on IMP...
The engslish version works.

Regards

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Re: Experimental Project 7[message #353798 is a reply to message #353797] Fri, 15 June 2018 19:43 Go to previous messageGo to next message
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R-TEAM wrote on Fri, 15 June 2018 18:36
Hi,
the actual German version crash after click next on the first skills selection screen on IMP...
The english version works.

Regards

It's old known bug, I have no idea why it happens. The only available fix is to remove German version from builds.



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Re: Experimental Project 7[message #353799 is a reply to message #353798] Fri, 15 June 2018 20:14 Go to previous messageGo to next message
R-TEAM is currently offline R-TEAM
Messages:3
Registered:January 2015
It is only happen on the start of an new char - then maybe list it as know bug, and the user should create/start an new game with the english version, after this he can switch back to the german version ...

The root of the problem is maybe in german chars (ä,ö,ü,ß...) ?


Regards

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Re: Experimental Project 7[message #353800 is a reply to message #353799] Fri, 15 June 2018 20:20 Go to previous messageGo to previous message
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Messages:2663
Registered:December 2012
Location: Russian Federation
R-TEAM wrote on Fri, 15 June 2018 22:14
It is only happen on the start of an new char - then maybe list it as know bug, and the user should create/start an new game with the english version, after this he can switch back to the german version ...

The root of the problem is maybe in german chars (ä,ö,ü,ß...) ?

Regards

Just make IMP in stock 1.13 r7609 exe, then import it into Ja2+AI by typing name at IMP screen. No need to switch language versions.
The problem is definitely related to German localisation, but it's hard for me to debug non-English versions of the game.

[Updated on: Fri, 15 June 2018 20:20]




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