Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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Re: Experimental Project 7[message #347564 is a reply to message #347563]
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Fri, 18 November 2016 17:59 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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weidox wrote on Fri, 18 November 2016 20:46I wonder what good people were making of x-ray so it felt like cheating. I guess I don't know something.. As I used it only for tactical planning, adding some noise to enemy positions would make no difference to me, as enemies could change position anyway till I move nearer to them. But if that helps with any other kind of cheating, it would be good solution as it would not hurt it's use for tactical planning. Fake spots I think would be more complicated as it would force use to try twice to deduce fakes - would be even worse.
About the bug, I have the save. I had to produce it again from earlier save in which hummer was moving into lair, and bug did not repeat. Then tried once more, and bug repeated. So I have the save with bug, and save before bug which may or may not reproduce bug (if that would help). Where I should upload or send saves?
A save with a bug should be enough, you can upload it on any file hosting service like dropbox or send me to sevenfm@gmail.com
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Re: Experimental Project 7[message #347569 is a reply to message #347568]
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Sat, 19 November 2016 19:14 
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johnson |
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Messages:59
Registered:September 2015 |
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Same here using latest AV, bloodcat ambushes tend to freeze on the second turn, only way to avoid it is by using cheats to kill them all.
Otherwise I have had a very positive experience with enemy AI.
[Updated on: Sat, 19 November 2016 19:42] Report message to a moderator
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Corporal
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Re: Experimental Project 7[message #347572 is a reply to message #347558]
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Sat, 19 November 2016 23:19 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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weidox wrote on Fri, 18 November 2016 19:41And first bug encountered - entering bloodcat lair starts combat with bloodcat turn, and turn progress gets stuck near the start, seemingly after the first bloodcat finishes action. I know there is 30 second timeout for AI and I know I saw it in action few times in the past, but this time it does not work. I tried the same save with regular ja2.exe, I immediately see a lot of bloodcats and they normally do their turn. With AI exe, I even do not get to see them (strangely).
edmortimer wrote on Sat, 19 November 2016 00:09I just encountered the bloodcat freeze also in current version of AV. It freezes as the Bloodcat strikes. If you need another save I can send it.
johnson wrote on Sat, 19 November 2016 22:14Same here using latest AV, bloodcat ambushes tend to freeze on the second turn, only way to avoid it is by using cheats to kill them all.
The bug can be reproduced with any Ja2+AI release and also with Ja2+fix, so it's something very old.
Stock 1.13 7609 works well and probably can be used to fight bloodcats until the bug is fixed.
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Re: Experimental Project 7[message #347588 is a reply to message #347572]
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Tue, 22 November 2016 23:03 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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Ja2+AI update:
- lowered laser bonus when aiming: bonus = 2 * bonus / (2 + AimTime) (lasers are mostly used when hip firing or with little aim)
- LocationToLocationLineOfSightTestExt: use max sight
- DecayPublicOpplist: decay knowledge if enemy spot is incorrect
- CheckForChangingOrders: don't change orders for ENEMY_TEAM when defending town or underground and not under fire currently, for CIV_TEAM change orders only if not neutral and seen enemy or under fire
- FindBombNearby: check line of sight only when deciding to raise alert
- lowered range check for AICheckShortWeaponRange (now DAY / 2)
- CalcBestShot: fix bug caused by not initializing fSuppression in a loop (this should fix random problem when enemy was not allowed to attack if he had no auto capable weapon, resulting in melee attacks)
- RED AI: allow cautious move (reserving AP for shooting) when in dangerous spot
- CalcCoverValue: instead of dividing by number of seen enemies, use weight function based on distance, advance tweaks (so AI will give more weight to close enemies that can attack him instead of assuming that enemy can attack any recently seen opponent no matter how far he is)
- use Mini-14 instead of Glock 17 for CTGT test
- AI soldiers will not seek enemies that are too far, depending on orders
- moved ambient sounds from Sounds to Ambient folder
- r8340 Fix: incorrect underground check for cave vision bonus and scouting
- ClosestReachableFriendInTrouble: only help friends in buildings when defending in town
- fix: don't make a copy of a gun when disarming tripwire (disarmed object keeps all it's attachments)
- fix: can attach rubber band only to grenade with normal type explosion (only normal type grenade can activate attached explosives using detonation)
- fix: can attach duct tape only to explosives of normal type
- fix: negative discount from backgrounds for betterprices_gun and betterprices (assigning negative value to unsigned variable resulted in bug)
- take into account trap difficulty when performing disarm check (previously trap level had no effect on trap disarming, only on detecting)
- removed wirecutter bonus when disarming tripwire (use items with <DisarmModifier> tag)
- fix: positive modifier from trap level when disarming door (it was easier to disarm trap that had high trap level)
- examining trap gives 1 + Random(bDetectLevel / 2) bonus
- neutral civilians always avoid player mines (CIVILIANS_AVOID_PLAYER_MINES has no effect)
In this release, changed AI behaviour when defending town - enemy will not change orders automatically and will not seek too distant enemy, this should prevent "sit and wait for enemy attacking me" tactics when assaulting towns, instead it's player who needs to advance and take control on town.
AI with SEEKENEMY orders and attacking/reinforcing AI will use old "seek enemy and attack" behaviour.
Download:
https://www.dropbox.com/s/bdl2ecpz3g27bfq/ja2_7609en%2BAI_r314.exe?dl=0
[Updated on: Wed, 23 November 2016 12:25]
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Re: Experimental Project 7[message #347593 is a reply to message #347588]
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Wed, 23 November 2016 07:46 
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zwwooooo |
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Messages:73
Registered:February 2009 |
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@sevenfm
I like to play JA2+AI. Can provide Chinese version? Or provide source patch? Thanks.
----
In additon, I have question to consult you:
I recently in the correction "IoV MOD"(929beta). When hire AIM merc(eg. Reaper), Reaper's Gun is "Colt XM177-E2/XM-148 Combo"(define in MercStartingGear.xml). But Reaper lost his Gun. And when buy this gun from BR. This gun's ammo is lost(0 in mag).
I check "Colt XM177-E2/XM-148 Combo"'s ammo is: Caliber 5.56mm M193, Capacity 20. And I check Magazines.xml, this ammo have defined.
Then I use XML Editor.exe Check this gun and this ammo. No problem found. But this gun's ammo in Itemx.xml, uiIndex is 2098. When I use XML Editor to Change this ammo's uiIndex to < 1960(eg. 1000). Repear's gun is OK.
Then I check a lot of similar, it is need to change ammo's uiIndex below 1960 to work.
So, my question is: add Ammo to game, have any rules limit? how to avoid the definition of gun lost because of the magazine?
But I used ja2+AI.exe to play 1.13Statle + IoV, Without any problems.
Sorry for my poor English. Don't know whether you understand what I said.
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Re: Experimental Project 7[message #347596 is a reply to message #347593]
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Wed, 23 November 2016 08:46 
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Toma777 |
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Messages:55
Registered:October 2013 Location: serbia |
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zwwooooo wrote on Wed, 23 November 2016 05:46@sevenfm
I like to play JA2+AI. Can provide Chinese version? Or provide source patch? Thanks.
----
In additon, I have question to consult you:
I recently in the correction "IoV MOD"(929beta). When hire AIM merc(eg. Reaper), Reaper's Gun is "Colt XM177-E2/XM-148 Combo"(define in MercStartingGear.xml). But Reaper lost his Gun. And when buy this gun from BR. This gun's ammo is lost(0 in mag).
I check "Colt XM177-E2/XM-148 Combo"'s ammo is: Caliber 5.56mm M193, Capacity 20. And I check Magazines.xml, this ammo have defined.
Then I use XML Editor.exe Check this gun and this ammo. No problem found. But this gun's ammo in Itemx.xml, uiIndex is 2098. When I use XML Editor to Change this ammo's uiIndex to < 1960(eg. 1000). Repear's gun is OK.
Then I check a lot of similar, it is need to change ammo's uiIndex below 1960 to work.
So, my question is: add Ammo to game, have any rules limit? how to avoid the definition of gun lost because of the magazine?
But I used ja2+AI.exe to play 1.13Statle + IoV, Without any problems.
Sorry for my poor English. Don't know whether you understand what I said.
Contcat edmortimer or smeagol they can give you hints
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Re: Experimental Project 7[message #347597 is a reply to message #347593]
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Wed, 23 November 2016 09:07 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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zwwooooo wrote on Wed, 23 November 2016 10:46@sevenfm
I like to play JA2+AI. Can provide Chinese version? Or provide source patch? Thanks.
----
In additon, I have question to consult you:
I recently in the correction "IoV MOD"(929beta). When hire AIM merc(eg. Reaper), Reaper's Gun is "Colt XM177-E2/XM-148 Combo"(define in MercStartingGear.xml). But Reaper lost his Gun. And when buy this gun from BR. This gun's ammo is lost(0 in mag).
I check "Colt XM177-E2/XM-148 Combo"'s ammo is: Caliber 5.56mm M193, Capacity 20. And I check Magazines.xml, this ammo have defined.
Then I use XML Editor.exe Check this gun and this ammo. No problem found. But this gun's ammo in Itemx.xml, uiIndex is 2098. When I use XML Editor to Change this ammo's uiIndex to < 1960(eg. 1000). Repear's gun is OK.
Then I check a lot of similar, it is need to change ammo's uiIndex below 1960 to work.
So, my question is: add Ammo to game, have any rules limit? how to avoid the definition of gun lost because of the magazine?
But I used ja2+AI.exe to play 1.13Statle + IoV, Without any problems.
Sorry for my poor English. Don't know whether you understand what I said.
Here's Chinese version of Ja2+AI, please let me know if it works:
https://www.dropbox.com/s/w77d0rpzirlcv5d/ja2_7609ch%2BAI_r314.exe?dl=0
There's a special patch in Ja2+AI to allow it to work with IoV929 mod.
There was a problem in mod with ammo magazines caused by search optimization in the code - the code stops searching magazine when it finds first item with usItemClass = 0, so there's probably an empty NADA item somewhere between magazines in items.xml, if you check all items and make sure they all have non-zero uiIndex and usItemClass, the magazines should start to work.
In Ja2+AI this optimization was removed, so it should work well with IoV929 or other mods with magazine problems.
I also added Flugente's r8312 fix from main trunk:
Code change: When loading gun/looking for a default magazine for a gun while no mag with fitting magsize exists, instead take a magazine of same calibre and ammotype that has magsize bigger (but close to) the originally requested magsize.
If you want to make stable 7609 or main trunk ja2 1.13 compatible with IoV929's magazines, you need to remove optimizations in the items.cpp (I removed them all):
Toggle SpoilerFindLegalGrenade:
// find item ID that uses found explosives entry
if(newItem > 0)
{
for(UINT16 loop = 1; loop < MAXITEMS; loop++)
{
// sevenfm: removed optimization
//if(Item[loop].uiIndex == 0)
// break;
if(Item[loop].usItemClass & IC_GRENADE && Item[loop].ubClassIndex == newItem)
{
return Item[loop].uiIndex;
}
}
}
MagazineClassIndexToItemType:
// WANNE: Now ammo can be inserted anywhere in Items.xml (before only on index > 70 [FIRST_AMMO] (fix by Realist)
//for (usLoop = FIRST_AMMO; usLoop < MAXITEMS; usLoop++)
for (usLoop = 0; usLoop < MAXITEMS; usLoop++)
{
// sevenfm: check all items to prevent bug
/*if ( Item[usLoop].usItemClass == 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "MagazineClassIndexToItemType: breaking at index %d", usLoop ) );
break;
}*/
if (Item[usLoop].ubClassIndex == usMagIndex && Item[usLoop].usItemClass == IC_AMMO )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "MagazineClassIndexToItemType: return %d", usLoop ) );
return( usLoop );
}
}
LowestLaunchableCoolness:
for( i = 0; i < MAXITEMS; ++i )
{
// sevenfm: remove optimization to prevent bug
//if ( Item[i].usItemClass == 0 )
// break;
if( ValidLaunchable( i, launcherIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= lowestCoolness )
{
lowestCoolness = Item[i].ubCoolness;
}
}
PickARandomLaunchable:
// WANNE: This should fix the hang on the merc positioning screen (fix by Razer)
//while( !usNumMatches )
{ //Count the number of valid launchables
for( i = 0; i < MAXITEMS; ++i )
{
// sevenfm: remove optimization to prevent bug
// ( Item[i].usItemClass == 0 )
// break;
//Madd: quickfix: make it not choose best grenades right away.
if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
usNumMatches++;
}
}
if( usNumMatches )
{
usRandom = (UINT16)Random( usNumMatches );
for( i = 0; i < MAXITEMS; ++i )
{
// sevenfm: remove optimization to prevent bug
//if ( Item[i].usItemClass == 0 )
// break;
if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
{
if( usRandom )
usRandom--;
else
{
return i;
}
}
}
}
// Flugente: the above code is highly dubious.. why do we loop over all items 2 times, and why that obscure usRandom--; business? This can cause an underflow!
BOOLEAN isnight = NightTime();
UINT16 maxcoolness = max( HighestPlayerProgressPercentage() / 10, lowestCoolness );
std::vector<UINT16> legalvec;
for ( UINT16 i = 0; i < MAXITEMS; ++i )
{
// sevenfm: remove optimization to prevent bug
//if ( Item[i].usItemClass == 0 )
// break;
//Madd: quickfix: make it not choose best grenades right away.
if ( Item[i].ubCoolness <= maxcoolness && ItemIsLegal( i ) && ValidLaunchable( i, itemIndex ) )
{
// Flugente: ignore this item if we aren't allowed to pick it at this time of day
if ( (isnight && Item[i].usItemChoiceTimeSetting == 1) || (!isnight && Item[i].usItemChoiceTimeSetting == 2) )
continue;
legalvec.push_back(i);
++usNumMatches;
}
}
[Updated on: Wed, 23 November 2016 12:32]
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Re: Experimental Project 7[message #347598 is a reply to message #347597]
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Wed, 23 November 2016 16:43 
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zwwooooo |
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Messages:73
Registered:February 2009 |
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@sevenfm Thank you for your detailed analysis.
Quote:Here's Chinese version of Ja2+AI, please let me know if it works:
https://www.dropbox.com/s/w77d0rpzirlcv5d/ja2_7609ch%2BAI_r314.exe?dl=0
Chinese version of Ja2+AI work well. If you can, update following files from 2014 source svn8341 for Chinese Version in next version of JA2+AI, Thanks.
Standard Gaming Platform/WinFont.cpp
Utils/_ChineseText.cpp
Quote:There's a special patch in Ja2+AI to allow it to work with IoV929 mod.
There was a problem in mod with ammo magazines caused by search optimization in the code - the code stops searching magazine when it finds first item with usItemClass = 0, so there's probably an empty NADA item somewhere between magazines in items.xml, if you check all items and make sure they all have non-zero uiIndex and usItemClass, the magazines should start to work.
In Ja2+AI this optimization was removed, so it should work well with IoV929 or other mods with magazine problems.
I also added Flugente's r8312 fix from main trunk:...
According to your analysis. I have check Items.xml of IoV. And fixed all empty usItemClass in Items.xml. Now IoV work well for 7609, and compatible with the XML Editor.(I has been updated in the old IoV topic, If someone need.)
Thanks a lot.
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Re: Experimental Project 7[message #347601 is a reply to message #347598]
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Wed, 23 November 2016 18:04 
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Deleted. |
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Messages:2655
Registered:December 2012 Location: Russian Federation |
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zwwooooo wrote on Wed, 23 November 2016 19:43Chinese version of Ja2+AI work well. If you can, update following files from 2014 source svn8341 for Chinese Version in next version of JA2+AI, Thanks.
Standard Gaming Platform/WinFont.cpp
Utils/_ChineseText.cpp
Update:
- r8320: WinFont adjustments
- uploaded _ChineseText.cpp from official stable 7609
Download:
link removed, see main post
Please test.
[Updated on: Fri, 25 November 2016 04:41]
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Re: Experimental Project 7[message #347708 is a reply to message #347675]
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Fri, 09 December 2016 11:27 
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weidox |
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Messages:45
Registered:March 2013 |
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sevenfm wrote on Fri, 02 December 2016 17:55weidox wrote on Fri, 02 December 2016 21:41Another bug. Impossible to collect royal jelly from queen (r299). Works correctly with original ja2.exe. When collecting jelly, there is an area on map which turns red when trying to collect. In original ja2.exe, the area is 3x3 square, and in ja2AI the area is only 1x1 square in the center of the original 3x3. That as I understand makes it impossible to reach it. Using Arulco Revisited mod, but I don't think it could be the root cause (except maybe changing the area where queen lies).
Can you provide a save with description, preferably just before the queen is killed?
I don't remember changing anything even close related to royal jelly and queen.
Also, it's better to update your ja2+AI version to at least r336 as old versions have some bugs.
Just tried with r344, the same issue. Uploaded save games with .ini file, two saves after killing in two different ways plus save before killing (one i think was grenade, another mustard gas):
https://drive.google.com/open?id=0B8a0YbeQMG9xcy1WUC1ILVZxamM
Using Arulco Revisited 1.4 with additional patch from there http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22968&goto=344511&#msg_344511
http://kermi.pp.fi/JA_2/Mods_v1.13/Arulco_Revisited/v1.4/Stable_Release_2014/
http://kermi.pp.fi/JA_2/Mods_v1.13/Arulco_Revisited/v1.4/Stable_Release_2014/Patches/CVB/
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