Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #361437 is a reply to message #361432] Fri, 02 October 2020 14:20 Go to previous messageGo to next message
silversurfer

 
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Registered:May 2009
Thanks Kitty. I uploaded your files to SVN. I think the package was missing folders for tileset 54 and 55, so I added them as well.


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

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Re: Experimental Project 7[message #361439 is a reply to message #361437] Fri, 02 October 2020 22:59 Go to previous messageGo to next message
Kitty

 
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Registered:October 2017
Location: Germany
Cool, thanks for adding. The UB-Tilesets weren't included, so yes, 54 and 55 were missing the jsd.

SVN-description is mentioning the use of wirecutter for this. If it's worth the effort, you may wanna add, that the KCB-Knife can do this as well (succesfully tested ingame 8896/2566).



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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Master Sergeant
Re: Experimental Project 7[message #361442 is a reply to message #361439] Sat, 03 October 2020 10:57 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Oh, you're right. I forgot to add this to the UB tileset folders. Comments cannot be modified after the commit, but I mentioned that the repair works with any wire cutter device. That should make it clearer.


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 #361450 is a reply to message #361442] Sat, 03 October 2020 23:05 Go to previous messageGo to next message
Randok is currently offline Randok

 
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For me, repairing a wire fence does not work.
Wire fence cut with scissors.The mercenary with the box moves his hands (red key), he says it's ready and the hole is still there.
Do you need a new game for this to work?



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

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Master Sergeant
Re: Experimental Project 7[message #361451 is a reply to message #361450] Sat, 03 October 2020 23:19 Go to previous messageGo to next message
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Randok wrote on Sun, 04 October 2020 01:05
For me, repairing a wire fence does not work.
Wire fence cut with scissors.The mercenary with the box moves his hands (red key), he says it's ready and the hole is still there.
Do you need a new game for this to work?
It works well for me. Try updating to latest exe version (r1617), also make sure you enabled REPAIR_WIRE_FENCES option. Also you need default tileset settings (no jsd patch posted here recently, it's for main trunk only).

[Updated on: Sat, 03 October 2020 23:32]




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Re: Experimental Project 7[message #361452 is a reply to message #361451] Sat, 03 October 2020 23:34 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I am using r1617.
Are REPAIR_WIRE_FENCES option in Data-1.13 / Ja2_Options?



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Re: Experimental Project 7[message #361453 is a reply to message #361452] Sat, 03 October 2020 23:38 Go to previous messageGo to next message
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Ja2_Options.ini, section [Extended Options], anywhere the mod can find it with VFS.
You can find all information about new options in the Docs folder on my google drive.



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Re: Experimental Project 7[message #361454 is a reply to message #361453] Sun, 04 October 2020 00:23 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I have not found Extended Options. I'm probably looking wrong.
Thank you for your help.



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

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Re: Experimental Project 7[message #361456 is a reply to message #361454] Sun, 04 October 2020 06:42 Go to previous messageGo to next message
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Just add the needed section to the end of the options file, see how it looks in my modpack:
[Extended Options]
CAMO_PROFILES = FALSE
REPAIR_WIRE_FENCES = TRUE

; Sector Ambients
ENABLE_SSA = FALSE
VOLUME_SSA = 100

; Tactical Ambients
ENABLE_TA = TRUE
VOLUME_TA = 100

RED_TRACER = TRUE



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Re: Experimental Project 7[message #361457 is a reply to message #361456] Sun, 04 October 2020 09:35 Go to previous messageGo to next message
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r1621

Building sandbags is possible with only shovel (only for dirt/grass surface).
Fortification is instant action now, uses AP_USEWIRECUTTERS cost.
Show hammer icon on merc portrait while doing fortification action.
Swapped red/gray fortification cursors to make them consistent with other action cursors.
Allow fortification actions in diagonal direction when action spot is directly near soldier.
Don't play COOL quote when doing fortification actions.
Fixed various fortification related bugs (AP costs, moving to build, cursor type etc).

[Updated on: Sun, 04 October 2020 11:56]




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Re: Experimental Project 7[message #361458 is a reply to message #361456] Sun, 04 October 2020 11:38 Go to previous messageGo to next message
Randok is currently offline Randok

 
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Pasted. It works happy .
Thank you again.



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Re: Experimental Project 7[message #361461 is a reply to message #361458] Sun, 04 October 2020 13:32 Go to previous messageGo to next message
Randok is currently offline Randok

 
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Can I have another pasting as the sandbags don't work.
Thank you in advance.



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Master Sergeant
Re: Experimental Project 7[message #361462 is a reply to message #361461] Sun, 04 October 2020 14:30 Go to previous messageGo to next message
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What do you mean by "the sandbags don't work"? They work perfect for me.


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Re: Experimental Project 7[message #361463 is a reply to message #361462] Sun, 04 October 2020 14:48 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I am using r1621. There is a shovel in hand. He's on the grass. It shows the possibility of being hit with a shovel (fist). There is no red hammer.


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Master Sergeant
Re: Experimental Project 7[message #361464 is a reply to message #361463] Sun, 04 October 2020 14:49 Go to previous messageGo to next message
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Randok wrote on Sun, 04 October 2020 16:48
I am using r1621. There is a shovel in hand. He's on the grass. It shows the possibility of being hit with a shovel (fist). There is no red hammer.
Then you need to change shovel mode using item transformation.



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Re: Experimental Project 7[message #361465 is a reply to message #361464] Sun, 04 October 2020 15:22 Go to previous messageGo to next message
Randok is currently offline Randok

 
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The hammer is already working, but for example in sectors B13, C13, D13 ... cannot be built in this sector.
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav



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Master Sergeant
Re: Experimental Project 7[message #361466 is a reply to message #361465] Sun, 04 October 2020 15:24 Go to previous messageGo to next message
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You cannot build fortification in all sectors in stock 1.13, as only limited number of sectors has sandbags in tilesets.
In some mods like Wildfire+SDO or Aimnas, you can build fortifications in all sectors.

Randok wrote on Sun, 04 October 2020 17:22
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav
r1622 should fix this problem.

[Updated on: Sun, 04 October 2020 16:17]




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Re: Experimental Project 7[message #361470 is a reply to message #361466] Sun, 04 October 2020 16:57 Go to previous messageGo to next message
Inveris is currently offline Inveris

 
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I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.

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Private 1st Class
Re: Experimental Project 7[message #361472 is a reply to message #361466] Sun, 04 October 2020 17:08 Go to previous messageGo to next message
Randok is currently offline Randok

 
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I checked the sandbag builder on the H7- works.
Communications ... Line 2156 in file strategicmap.cpp ... also gone.
Thank you.



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Master Sergeant
Re: Experimental Project 7[message #361473 is a reply to message #361470] Sun, 04 October 2020 17:31 Go to previous messageGo to next message
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Inveris wrote on Sun, 04 October 2020 18:57
I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.
The problem is in the line <ExplosionSoundID>-1</ExplosionSoundID> in Data-SDO\TableData\Items\ExplosionData.xml, uiIndex 13, 14.
You can replace this value with any other sound (for example, 325 for flame and 61 for mini boom), and XML Editor will start correctly. It's still will only be usable for reading data, not for changing anything, as it corrupts XML data when saving.
You also need to add missing xml files to Data-IoV_Revised\TableData\NPCInventory\ from Data-1.13\TableData\NPCInventory\



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Re: Experimental Project 7[message #361570 is a reply to message #361473] Fri, 16 October 2020 15:11 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
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Hi Sevenfm, I keep seeing in the change log "complex AI". Is it by default conplex? Or how do you switch between complex and simple? Apart from that in the recent AI+ versions the sound the enemies make when they get hit has sonehow changed. I don't like the new sound. How can I specifically revert only this new sound back to how it was?

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Re: Experimental Project 7[message #361571 is a reply to message #361570] Fri, 16 October 2020 15:31 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I downloaded your MapEditor_r7609en+AI_r869. When I load my maps and check character or other inventories - they are all blank. Being worried about file corruption I did not go further.

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Sergeant Major
Re: Experimental Project 7[message #361572 is a reply to message #361571] Fri, 16 October 2020 15:41 Go to previous messageGo to next message
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edmortimer wrote on Fri, 16 October 2020 17:31
I downloaded your MapEditor_r7609en+AI_r869. When I load my maps and check character or other inventories - they are all blank. Being worried about file corruption I did not go further.
I didn't change anything related, as far as I know, for other person using it it works fine.
Update: at least one person confirmed that new map editor works without problems.

[Updated on: Fri, 16 October 2020 16:18]




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Re: Experimental Project 7[message #361573 is a reply to message #361570] Fri, 16 October 2020 15:44 Go to previous messageGo to next message
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crackwise wrote on Fri, 16 October 2020 17:11
Hi Sevenfm, I keep seeing in the change log "complex AI". Is it by default conplex? Or how do you switch between complex and simple? Apart from that in the recent AI+ versions the sound the enemies make when they get hit has sonehow changed. I don't like the new sound. How can I specifically revert only this new sound back to how it was?
The game automatically disables some complex AI calculations in realtime mode or if there are more than 42 active combat agents in the sector, to avoid slowdowns.
There is also ingame option "Slow PC" which always disables complex AI calculations.
Apart from that, you cannot control that.
The game now uses more battlesounds, including some that were never used in the game because of bug. If you don't like particular sound, replace it with the one you like more. For me all sounds are ok.

[Updated on: Fri, 16 October 2020 15:45]




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Re: Experimental Project 7[message #361577 is a reply to message #361572] Fri, 16 October 2020 16:46 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I didn't change anything related, as far as I know, for other person using it it works fine.
Update: at least one person confirmed that new map editor works without problems.
Well, it doesn't work here with AV. Don't need it anyway.

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Re: Experimental Project 7[message #361657 is a reply to message #361577] Sun, 25 October 2020 09:12 Go to previous messageGo to next message
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List of values for EXT_TOOLTIP_CTH option:

Target ID - ID of targeted soldier
Target Turn/Total Moved - how much tiles the target soldier has moved during his turn / more general "mobility" value which represents tiles moved during last several turns, with previous turns having much less value
Can't See Target - shooter cannot see target (or the aiming part), that means visual distance is greater than vision distance to the target tile
Sight Blocked - line of sight to target is blocked (for example, with a wall), so the shooter cannot see target even if he uses better optics or moves closer to target
Assisted Shot - shooter cannot see target, but target is seen by someone from his team (so he can assist with shot)
Effective Marksmanship - shooter's marksmanship, modified by drunk status, background, adrenaline and suppression shock.
Morale Bonus - bonus (morale more than 50)/ penalty (morale less than 50) from morale, max bonus +5, max penalty 20.
Fatigue Penalty - penalty from low max breath (not current breath, but max breath which lowers from traveling or doing something and can be restored by sleep), no penalty in max breath >= 85.
Gun Status/Condition - gun status is the actual status of the used weapon, gun condition is equal to gun status if it's lower than 85%, and 100 if it's 85..100.
Base Chance - base chance, calculated as effective marksmanship modified by morale, fatigue and weapon status
Target/Weapon Range - distance to target / weapon range
Max Visual Range - max visual distance for shooter when looking at target tile
Visual Bonus - visual bonus to shooter's sight (in percents) when looking at tile with given light level
Sight Range/Effective - visual distance to target (may be higher than actual distance because of smoke/grass/cover preventing clear sight) / effective visual distance to target (which can be modified by scope, giving vision bonus in current light conditions, depends on number of aiming clicks)
Scope Mag/Factor - scope magnification for active scope (<ScopeMagFactor> from Items.xml for active scope)
Effective Sight Mod - visual distance effective modifier (depending on number of aiming clicks can be from 1 / ScopeMagFactor for 1 click to 1 / (ScopeMagFactor * ScopeMagFactor ) for 8 clicks)
Min Aim Range - min distance for the scope to start giving positive effects (<MinRangeForAimBonus> from Items.xml)
Scope Too Close - penalty when shooting closer than MinRangeForAimBonus, max 40% for 8x scope when shooting at zero range, 10% for 2x scope for zero range shot, drops to 0 at MinRangeForAimBonus distance
Body Part Penalty - penalty for shooting at selected body part (head/legs), for head it's calculated as (SHOT_HEAD_PENALTY - number of sniper skills) * (effective visual distance / 10), for legs it's calculated as (effective visual distance / 10)
Target Stance Penalty - this penalty depends on target's stance, for crouched target 3% per tile (20% max total) plus 1% if target is behind cover (max 20% total added), for prone target 3% per tile (40% max total) plus 2% per tile if target is behind cover (max 40% total added)
Target Dodge Penalty - penalty for target soldier trying to dodge, if he is active (not dying/unconscious) and can see shooter, depends on shooter's and target's skills and target's stance
Height Diff Penalty - bonus/penalty when shooting from roof/at roof, can be up to 20% at day vision range, halved at close range, 1/2 at double distance range, 1/4 at 4x distance range etc
Trait Bonus - default penalty for used weapon (SNIPER_RIFLES_CTH_MODIFIER etc), bonus from shooter's skill (BONUS_CTH_SNIPER_RIFLES etc)
Background Bonus - bonus when shooting at creatures (<cth_vs_creatures> tag from Backgrounds.xml)
Stance Bonus - bonus from shooter's stance (up to 20% when prone, up to 10% when crouched, depends on distance, takes into account weapon resting)
One Hand Bonus - penalty for shooting with one hand (5% for pistol, 10% for SMG, DUAL_SHOT_CTH_PENALTY when shooting with two weapons, can be reduced by PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION with ambidextrous skill)
Auto Penalty - penalty when using autofire (from weapon recoil)
Gassed Penalty - penalty 50% when shooter is gassed (when being in tear/mustard/fire/creature gas without gas mask)
Getting Aid Penalty - penalty 20% when shooter is being bandaged
Injury Penalty - penalty from shooter's wounds (bandaged wounds provide less penalty than open bleeding wounds), can be partially compensated by high experience level
Breath Penalty - penalty from low breath, can be partially compensated by high dexterity
Aim Bonus/Aim Gear Bonus - <AimBonus> value of used weapon (depends on shooting distance) / <AimBonus> for shooter's equipment like helmets/vests etc (depends on shooting distance)
Max Weapon/Shooter Aim - bonus for aiming from weapon (depends on weapon's accuracy, equipment aim bonus/penalty, <AimBonus> value of weapon and scope, scaled down with weapon's status) / shooter's bonus for aiming (depends on marksmanship, experience level, wisdom and number of skills for this weapon, reduced when breath is less than 100)
Aim Time Bonus/Max - actual aiming bonus / max possible aiming bonus
Spotter Bonus - bonus from spotter
Stability Percent - penalty for using scope without resting weapon (very small for low power scopes, high for high powers scopes)
Long Range Penalty - penalty for first shot on long range, can be compensated with second shot at the same spot
Weapon Range Penalty - penalty 1% for every tile after NORMAL_RANGE (9 tiles), additionally 2% per tile after weapon range
Weapon Too Close - penalty up to 20% when shooting with long range weapon at close range (less than NORMAL_RANGE), up to 20% (only if target is not dying/unconscious)
Same Spot Bonus - bonus 10% when shooting at the same tile
Visual Range Penalty - penalty 3% per tile of effective visual distance after NORMAL_RANGE, additionally (5 - number of sniper skills) per tile after visual range (when shooter cannot see target, doing assisted shot), penalty 100% if sight blocked, additional penalty 25-50% when shooting at unseen target, depending on additional conditions (if someone else sees target, if shooting at the same tile etc)
ToHit Weapon/Equipment - bonus/penalty <ToHitBonus> from weapon/equipment
Effective Accuracy/Bonus - weapon accuracy (modified by attachments and overheating) / current bonus to base bAccuracy from all modifications (allows to see, for example, accuracy drop from overheating)
Movement (Animation) - penalty target is in movement animation (running/swatting), depending on relative target direction to shooting direction (not used when shooting at player merc with NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT option enabled)
Movement (Directional) - penalty depending on how much tiles target has moved during it's turn and in which relative direction (max penalty when moving perpendicular direction 5-10 tiles, after that shooter can start to compensate, also penalty is increased when using optics)
Note: the game uses max(Movement (Animation), Movement (Directional)) as movement penalty, they are not applied both at the same time.
Movement (Percent) - penalty on general target movement (taking into account last and previous turns), reduced when shooting at close range
Target Cowering - penalty if target is cowering and CTH_PENALTY_PER_TARGET_SHOCK, MAX_CTH_PENALTY_FOR_TARGET_SHOCK options are > 0
Beyond Sight Penalty - square penalty when effective visual distance is greater than distance visible to target tile
Overheating Penalty - penalty if weapon is overheated
Max Range Penalty - penalty when shooting beyond weapon range
Effective Range - effective distance used to calculate weapon's technical accuracy (increased if weapon is in bad state or when shooting at head)
Raw Chance - chance to hit before applying technical accuracy
Chance/Max Chance - resulting chance to hit / max possible chance to hit at this distance (which depends on weapon's technical accuracy)

[Updated on: Sat, 31 October 2020 10:55]




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Re: Experimental Project 7[message #361665 is a reply to message #361657] Mon, 26 October 2020 13:12 Go to previous messageGo to next message
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r1714

Added new flag to AmmoTypes.xml: AMMO_AIRBURST = 16, which forces bullet to explode in the air once it reaches range to target or max weapon range.
Airburst ammotype requires explosionSize > 1, highExplosive > 1.
Explosion on the second level now can affect tiles on the first level, if there is no roof above them.
Implemented safety distance - grenade will only explode after traveling at least 5 tiles from shooter (unless it hits something before).
There is some randomization to distance - 33% chance for grenade to explode at each tile once it reaches (distance to target - 1) tiles.
Note: explosion fragments work incorrectly with airburst (actually, with any explosive ammo), so don't use them.

[Updated on: Mon, 26 October 2020 14:24]




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Re: Experimental Project 7[message #361707 is a reply to message #361665] Thu, 29 October 2020 19:43 Go to previous messageGo to next message
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r1726

New option "Safe [D] button" in the ingame options allows to stop accidental endturns and also provides new functionality.
Now the player can cycle through mercs in a new way - when you press [D], the game will switch to next closest merc who still has APs, and mark current merc to not select him next time, after all mercs have been selected this way, the process starts again by clearing "selected" flag for all mercs and selecting closest merc. Unlike the [Space] button, all mercs in the sector can be selected this way, not just active squad.

This is how it looks in the game:


Also, pressing [Alt]+[D] will switch to next merc who haven't spent any APs yet during this turn/interrupt. This button allows to quickly check if all your mercs moved. This button also checks all mercs in the sector, not just active squad.

[Ctrl]+[Alt]+[D], as before, disables player interrupts for the rest of the turn.

[Updated on: Thu, 29 October 2020 19:45]




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Re: Experimental Project 7[message #361721 is a reply to message #361707] Sat, 31 October 2020 20:43 Go to previous messageGo to next message
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Recent changes in hotkeys in +AI:

Ctrl+D: when in realtime, start turnbased
Ctrl+Alt+D: disable interrupts for player team until the end of the turn
Ctrl+Shift+D: disable interrupts for this merc until the end of the turn
Esc key now stops talking instead of Backspace key.

With smart selection option enabled:
D: smart select next closest merc (manually selecting any merc with mouse or space clears list of smart selected mercs)
Alt+D: select next unused merc (who haven't spent any APs during this turn or interrupt)
Backspace: select previously selected merc (only last one can be selected this way)
Alt+Arrow: select closest merc in direction

Full list of changed hotkeys available in hotkeys.txt file on google drive.

Also, r1740 fixes critical bug which caused crash or incorrect game behavior when attacked spots near edge of the map with mortar or artillery strike.

[Updated on: Sat, 31 October 2020 20:47]




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Re: Experimental Project 7[message #361771 is a reply to message #361721] Fri, 06 November 2020 11:42 Go to previous messageGo to next message
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r1748
No rain sight penalty under roof.
Improved smoke/gas sight penalty.
Limited visibility in smoke to 1 tile.




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Re: Experimental Project 7[message #361883 is a reply to message #361771] Wed, 18 November 2020 19:12 Go to previous messageGo to next message
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Nice zombie attack (video by Mozayka)



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Re: Experimental Project 7[message #362111 is a reply to message #361883] Sat, 26 December 2020 14:43 Go to previous messageGo to next message
Blacksun is currently offline Blacksun

 
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drive.google.com does not work for me. do you have another download location?

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Re: Experimental Project 7[message #362112 is a reply to message #362111] Sat, 26 December 2020 14:47 Go to previous messageGo to next message
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Blacksun wrote on Sat, 26 December 2020 17:43
drive.google.com does not work for me. do you have another download location?
Sorry I don't have another download location, I expected that google should work for all. I can temporary upload something on dropbox but I don't know if it will work for you.



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Re: Experimental Project 7[message #362124 is a reply to message #362112] Sun, 27 December 2020 12:15 Go to previous messageGo to next message
Blacksun is currently offline Blacksun

 
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it worked for me in the past, but now i am stuck in an infinite loading screen after the virus check. :-(

i would give dropbox a try.

do you also have the last fix only version of your .exe available? i'll give +ai a try, but if the ai is smarter than me, i would go back to fix only. i play ja2 once every 1-2 years, so i am not a pro.

[Updated on: Sun, 27 December 2020 12:17]

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Re: Experimental Project 7[message #362125 is a reply to message #362124] Sun, 27 December 2020 12:24 Go to previous messageGo to next message
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+fix can be found here:
https://drive.google.com/drive/folders/0B_PNaFvHBMdBRTQxNGY2alh5Nnc?resourcekey=0-vpYbhVnONXiAksDGmoVeMA&usp=sharing
It's not supported anymore, so use it if you want but I don't plan to maintain it.

[Updated on: Sat, 25 September 2021 20:34]




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Re: Experimental Project 7[message #362126 is a reply to message #362125] Sun, 27 December 2020 13:25 Go to previous messageGo to next message
Blacksun is currently offline Blacksun

 
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ok.

so would you mind to upload +fix and +ai for english .exe to dropbox?

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Re: Experimental Project 7[message #362127 is a reply to message #362126] Sun, 27 December 2020 16:10 Go to previous messageGo to next message
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Location: Russian Federation
Blacksun wrote on Sun, 27 December 2020 16:25
ok.

so would you mind to upload +fix and +ai for english .exe to dropbox?
Sure, here's the link.
https://www.dropbox.com/sh/i801zb30tamzpuo/AACw1Sx5BTt-sur_Gh9yvA9sa?dl=0



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Re: Experimental Project 7[message #362128 is a reply to message #362127] Sun, 27 December 2020 23:50 Go to previous messageGo to next message
Blacksun is currently offline Blacksun

 
Messages:7
Registered:August 2018
thank you! download from dropbox worked.

but both fix and +ai run sluggish.

i am on win10 and had to use the regfix for the original exe. i tried to modify the regfix for your exes, but without success.

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Re: Experimental Project 7[message #362131 is a reply to message #362128] Mon, 28 December 2020 08:09 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
You can try other solutions for win 10, like DLL, also check these posts:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349382&#msg_349382



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Re: Experimental Project 7[message #362201 is a reply to message #362131] Thu, 07 January 2021 20:16 Go to previous messageGo to previous message
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Messages:2663
Registered:December 2012
Location: Russian Federation
r1846
AI soldiers can try to blow up known opponent from above or below using their TNT.



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