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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332466]
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Mon, 12 May 2014 20:43 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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@Alex_SPB
Detailed info on the aiming proccess is planned and will be available on DEBUG level of improved NCTH cursor (or maybe also with the F key).
When it will be implemented.
I think this should be helpful for modders/experienced players (but noone ever asked for this type of functionality, so maybe not).
As for 3), not sure I understand right. Are you asking for making a separate option for only scope icons, without other changes?
It is possible, but there are too much options already, I try to avoid adding options as much as I can 
Currently, there are only two options:
[Tactical Interface Settings]
;------------------------------------------------------------------------------------------------------------------------------
; Visual improvements for NCTH cursor:
; 0 - default cursor
; 1 - improved cursor: limit maximum shown aperture size, show extended AP info
; 2 - advanced cursor: laser dot, mounted indicator, scope mode icon
; 3 - compact cursor: aiming level as numbers
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_NCTH_CURSOR = 0
;------------------------------------------------------------------------------------------------------------------------------
; Limit number of displayed bullets:
; 0 - no limit (default 15 bullets)
; 1 - 5 bullets
; 2 - 10 bullets
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_AUTOFIRE_CURSOR = 0
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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332469]
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Mon, 12 May 2014 21:20 
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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What do you think about the following concept that builds up a link between NCTH and OCTH?
1) We know that the initial idea of Headrock was to move from probabilities calculation to the actual simulation of shooting process so we ended up with the aperture size instead of CHT value.
2) At the same time CTH value in % is more user friendly then the aperture graphics when it comes to making a decision on placing a particular round.
3) We know the actual size of the mercenary body and we do know the aperture size. Then it is possible to calculate the hit probability value just dividing body size value by the aperture size value.
4) All the effects on hit probability mentioned in my post above could be estimated the same way in chance to hit percentage through the effect on aperture size.
5) All the effects could be displayed as text on the right (for example) to NCTH indicator. This could be made on eye candy format.
Then the problem vould be solved as we would have all the relevant information regarding the hit probability even without the full aperture size displayed.
[Updated on: Mon, 12 May 2014 21:24] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332487]
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Mon, 12 May 2014 23:09 
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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Sevenfm@JMich
currently
InterfaceItemImages.cpp
bool g_bUsePngItemImages = false;
I think that this setting forces game to use png for ALL images.
Don't know if it's possible to load them currently :whoknows:
Take a look at Data-1.13\Loadscreens. I can see a few .PNG files there, which should be used ingame. Don't recall if the loadscreen interface is different from the ingame, but I think we should be able to use both type of files.
Unless of course the loadscreens are placeholders.
Edit: Data\Loadscreens also has PNG files in it.
[Updated on: Mon, 12 May 2014 23:09] by Moderator Report message to a moderator
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First Sergeant
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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332488]
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Mon, 12 May 2014 23:16 
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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I mostly play with Wil473's AFS implementation, so I'm not sure how things in the trunk are these days. The only thing that might be confusing about the reticule these days is that I think penalties from moving targets and the like are still represented by the color of the cursor instead of the size. This is actually working as intended, as it represents the chance that your target will have moved by the time you fire (since we can't show that in turn-based), while the size of the cursor shows your ability to aim at a point target before adjusting for lead and the like. I personally find this a lot more intuitive, if you know the factors in NCTH and actual shooting, since it better accounts for all the variables that go into hitting targets in various situations.
As for most complaints (including those you raise), in my experience it's mostly been due to unsuitable weapons and equipment (for rifles at close range getting handling or scope-to-close penalties) or the way that NCTH mostly ignores the Range statistic (making pistols whose main negative point was Range suddenly very effective at getting lucky-looking shots, since "target is out of range" doesn't matter much in NCTH). Lucky shots do happen, sometimes in odd situations, but I'd say the vast majority of the time in AFS combat feels quite reasonable. I sometimes use perfect IMPs (100s in all stats and Marksmanship, Sniper and Machinegunner traits, etc), and even with great gear hitting still isn't guaranteed at any range (and especially if the optic or weapon is wrong), while non-combat specialists (realistically, most of AIM and other characters) have to resort to lots and lots of firing to hit anything.
I'd say that after everything Silversurfer did to clean out the code a while back (early last year?) and with Flugente's scope modes (a brilliant feature, totally worth the headaches he had getting it running), the remaining weirdness with NCTH in the trunk mostly results from non-optimized items. Now I don't know if you can optimized items for NCTH without causing weirdness in OCTH (probably, since Smeagol added NCTH for AIMNAS, but I never tested OCTH in AFS, for instance), but that's why NCTH optimization has mostly been left for modders (Wil, Smeagol, Strohmann for a while). With balanced items built to work with NCTH and using all of the available options, a lot more variety and rationality are available using NCTH. The only problem is that getting items and the weighted constants to that point is a hideous amount of work, which is why there are only a handful of major NCTH implementations around. Improving the major mods has proven a lot more successful than trying to come up with a new implementation (seeing Strohmann's "iron sights as an attachment" idea take off would have been interesting, for instance, but it strayed too far from the trunk to be added or easily adopted and didn't have the depth of AFS regarding items and NCTH implementation).
Since this took so long to type, I might as well address Alex here too. Some NCTH tags and fields are broken or don't do anything like what they're labeled as (I'm not sure if what you brought up was one of them), so part of the problem is that it requires a lot of expedience modding and playing to figure out what all of the settings do. This turns some people off and leads to the occasional repurposing of some settings to do other things, but I think Silversurfer cleaned up a lot of that a while back.
And that is the main problem with NCTH. It's not really a single system, but something modders can adjust to their own vision of its implementation. There's no easy way to settle on a single, refined version to go in the trunk, and without a single idea it's impossible to get all of the weapons and equipment to work together perfectly. If you read the readme for AFS, Wil spends pages and pages explaining the logic behind his system, and Strohmann and Smeagol have had to go to similar lengths to explain how their systems work. It's the curse of an adjustable, intricate system, while OCTH is simple and intuitive (from a gaming sense) enough for everyone to mod to their liking.
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Private 1st Class
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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332679]
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Fri, 16 May 2014 11:17 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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@Yoshi
Something was wrong with exe version.
Now fixed and tested.
Please reload:
Updated exe
Ja2_options.ini (for Data-User folder)
p.s. if you want to test extended widescreen, you need to download this file with additional pics and put it into your data-user folder
(so it will look like: Data-user/Interface/[pictures].png)
Set EXTENDED_WIDESCREEN_INTERFACE to 1 (background) or 2 (advanced mode with pics) in your ja2_options.ini
Optimal resolution: 1280x720
UPDATE: now works correctly for all resolutions (if there's enough space)
[Updated on: Fri, 16 May 2014 18:16] by Moderator Report message to a moderator
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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #332796]
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Sun, 18 May 2014 19:23 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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@rummtata
800x600
Another (lazy) variant - but you will have only 6 mercs in a team in 800x600
[Updated on: Sun, 18 May 2014 21:10] by Moderator Report message to a moderator
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