Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #349797 is a reply to message #349796] Mon, 15 May 2017 15:39 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Maybe you are using old 7435 Ini Editor? You need 1.13 patched to 7609 to run Ja2+AI.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #349798 is a reply to message #349797] Mon, 15 May 2017 18:39 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
It says v2.8.0.0. I think I got it with the whole 7609 package.
Re: Experimental Project 7[message #349799 is a reply to message #349798] Mon, 15 May 2017 19:03 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
elenhil wrote on Mon, 15 May 2017 20:39
It says v2.8.0.0. I think I got it with the whole 7609 package.

My INI Editor says 2.9.0.0.
The only reason there could be mismatch in resolution numbers is when you try to use Ja2+AI or stock 7609 Ja2.exe with older 7435 version.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #349804 is a reply to message #349799] Tue, 16 May 2017 11:54 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
Oops, my bad!
Re: Experimental Project 7[message #349850 is a reply to message #349804] Sun, 21 May 2017 11:02 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Experimental Ja2+fix update:

- using Timer Control.cpp from actual trunk with timer fixes (by The_Bob)
- build version 17.05.21

https://www.dropbox.com/s/xnbq09i4wu9xaap/ja2_7609en%2Bfix.exe?dl=0
https://www.dropbox.com/s/m7y2ce2qd7ij1a4/ja2_7609ge%2Bfix.exe?dl=0
https://www.dropbox.com/s/9n3we4cnsiv11n3/ja2_7609ru%2Bfix.exe?dl=0

For more details, see Ja2+fix source here:
https://subversion.assembla.com/svn/sevenfm/branches/Ja2_fix



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #349897 is a reply to message #349850] Fri, 26 May 2017 18:55 Go to previous messageGo to next message
Drago
Messages:1
Registered:May 2017
Hi sevenfm, I've rediscovered JA2 thanks to 1.13 and was messing with mods, but now I want to make clean install of 1.13 with your "Stable 7609+AI (r415 29.04.2017)". Got few questions:
- Before new fresh JA2 installation and patch to 7609 - Is just deleting old JA2 folder enough or I need to search/clean windows registry to avoid possible conflicts? Any .ini changes are required or just copy/paste and run your .exe?
- could you please help with installation of ambient and improved weapon sounds - where to copy them and what if any .ini changes are needed?

Thank you!
Re: Experimental Project 7[message #349913 is a reply to message #349897] Mon, 29 May 2017 09:07 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Drago wrote on Fri, 26 May 2017 20:55
Hi sevenfm, I've rediscovered JA2 thanks to 1.13 and was messing with mods, but now I want to make clean install of 1.13 with your "Stable 7609+AI (r415 29.04.2017)". Got few questions:
- Before new fresh JA2 installation and patch to 7609 - Is just deleting old JA2 folder enough or I need to search/clean windows registry to avoid possible conflicts? Any .ini changes are required or just copy/paste and run your .exe?
- could you please help with installation of ambient and improved weapon sounds - where to copy them and what if any .ini changes are needed?

Thank you!


Jagged Alliance 2 doesn't use or need any registry entries, you can use it as portable installation as far as I know - for example make several copies on your hdd with different mods.

To use Ja2+AI, you need:
1. Make a clean install of Ja2 (or make a copy of clean Ja2).
2. Install 7609 release (if you use official release, install 7435 first then patch to 7609).
3. Download actual Ja2+AI.exe and copy into your Ja2 7609 folder.
4. Run Ja2+AI.exe instead of Ja2.exe

To use improved weapon sounds, download archive and unpack into Data-1.13/Sounds folder (check that files and subfolders match as improved sounds simply replace existing 1.13 sounds).

About new sector ambients, you can read here

[Updated on: Mon, 29 May 2017 09:35]




7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #349977 is a reply to message #349913] Mon, 05 June 2017 13:14 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Ja2+AI update

https://www.dropbox.com/s/exqjt0awf892g7d/ja2_7609en%2BAI_r421.exe?dl=0

Changes:
- timer fixes (by The_Bob)
- AP_MIN_LIMIT = -100..0
- DrawEnemyHealthBar: zero div fix
- DeductPoints: limit min AP

CountSuspicionValue:
- bonus if observing soldier sees more than one covert soldier
- increase *4 if spy is civilian and alert is raised

CalcSuppressionTolerance:
- balanced suppression tolerance calculation
- fix cowering check

HandleSuppressionFire:
- min/max limits for sFinalSuppressionEffectiveness [0..400]
- better shock calculation
- max shock limited to MAX_SUPPRESSION_SHOCK

EVENT_BeginMercTurn:
- every turn AI soldier gains 2-4 morale points up to limit of 80+2*ExpLevel



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350042 is a reply to message #349977] Mon, 12 June 2017 19:02 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Also German version:

https://www.dropbox.com/s/u6b9vacba9a5ray/ja2_7609ge%2BAI_r421.exe?dl=0



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350043 is a reply to message #350042] Mon, 12 June 2017 19:35 Go to previous messageGo to next message
Kirch
Messages:1
Registered:June 2017
Great thanks! Amazing work to! keep it up!

Edit: Found this new mod "AI+IAS ENG OEM" by random on our mate site jagged-alliance.pl/plik632/
Can work with this mod somehow useful with 7609+AI r421?

[Updated on: Tue, 13 June 2017 05:12]

Re: Experimental Project 7[message #350058 is a reply to message #350043] Tue, 13 June 2017 22:07 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Kirch wrote on Mon, 12 June 2017 21:35
Edit: Found this new mod "AI+IAS ENG OEM" by random on our mate site jagged-alliance.pl/plik632/
Can work with this mod somehow useful with 7609+AI r421?

The links on that page lead to this Ja2+AI project so it looks like a short description of Ja2+AI project in Polish.
The file they offer to download only contains ambient sounds from Ja2+AI project, Ja2_Options.INI file and also some strangely named file "JA2 1.13(7609) + NAI from 8396 + IAS .exe" which I don't recognize.
Unfortunately I don't understand Polish so I cannot tell exactly what's that.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350118 is a reply to message #347454] Mon, 19 June 2017 19:52 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
You can make a civ group hostile to both player and enemy:
- set Side 2 or 3 in CivGroupNames.xml, for example: . . . - set group as hostile in GameInit.lua


While this does work, it appears that killing enemy-designated civilians lowers Reputation and Town Loyalty. Certain characters, like Spooky, will complain when these civilians are killed -- even when the civilians initiate combat (fire the first shot). In AV where such civilians are commonplace in several sectors, and because they re-spawn to battle again, Town Loyalties can rapidly drop to zero.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #350120 is a reply to message #350118] Mon, 19 June 2017 20:29 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Mon, 19 June 2017 21:52
While this does work, it appears that killing enemy-designated civilians lowers Reputation and Town Loyalty. Certain characters, like Spooky, will complain when these civilians are killed -- even when the civilians initiate combat (fire the first shot). In AV where such civilians are commonplace in several sectors, and because they re-spawn to battle again, Town Loyalties can rapidly drop to zero.

At least civ groups 22 and 202 in CivGroupNames.xml have loyalty 1 so killing them will affect town loyalty.

Also, you need to set civ group hostile in GameInit.lua, if the civilian is neutral at the start of the game and the player attacks him, default 1.13 code will change his side to 2 by calling
MakeCivHostile( pSoldier, 2 );

EDIT1: (this will be changed hopefully in the next release)
EDIT2: things are even more interesting, the bNewSide passed to MakeCivHostile is simply ignored:
// override passed-in value; default is hostile to player, allied to army
bNewSide = 1;

EDIT3: so, in new release changing side for civ when becoming hostile will look like this:
by default, any civ will change to 1 (hostile to player, allied to army)
if soldier has bSide value defined in CivGroupNames.xml, this value will be used instead of default 1
then, if soldier is IRA, DIMITRI, MIGUEL, CARLOS, MADLAB, DYNAMO, SHANK, he will change to 2
if soldier is MARIA or ANGEL and QUEST_RESCUE_MARIA is in process and QUEST_RESCUE_MARIA is done, then new side = 2
if civ group is REBEL_CIV_GROUP, then side = 2

This change will allow initially neutral civilian to change group to specified value when attacked (if he is not one of those who will always change to 2 like rebels or one of the hardcoded profiles).

[Updated on: Mon, 19 June 2017 23:04]




7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350129 is a reply to message #349977] Tue, 20 June 2017 09:22 Go to previous messageGo to next message
Franimus

 
Messages:43
Registered:June 2015
Location: USA
Hey sevenfm, I just discovered this thread and the work you've been doing looks very interesting. But I see some of it (like delayed grenades) has been delivered to main branch, so I'm not sure what I'm missing out on by not using your EXE.

Also, is the experimental stuff on a branch somewhere I can update from & build locally? I try to keep close to the tip revision of main happy
Re: Experimental Project 7[message #350130 is a reply to message #350129] Tue, 20 June 2017 09:48 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Franimus wrote on Tue, 20 June 2017 11:22
Hey sevenfm, I just discovered this thread and the work you've been doing looks very interesting. But I see some of it (like delayed grenades) has been delivered to main branch, so I'm not sure what I'm missing out on by not using your EXE.

Unfortunately, only very few features were added to the main trunk from Ja2+AI, mostly because of lack of time. Also, this project is highly experimental, some of the game mechanics are significantly changed, like covert operations feature which uses now suspicion counter or suppression system which works very different.
Also NCTH has tweaked shot distribution and OCTH calculation reworked for better balance. The main change is AI which is much less stupid now in my opinion.
You can find short and incomplete (because of forum limitations) list of Ja2+AI changes and features here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=347454&#msg_347454

Quote:
Also, is the experimental stuff on a branch somewhere I can update from & build locally? I try to keep close to the tip revision of main happy

Will send you link to svn in pm. As the project is still in active development I don't want to make the sources public yet but any 1.13 coder can get access to it.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350132 is a reply to message #350130] Tue, 20 June 2017 17:17 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Ja2+AI update

https://www.dropbox.com/s/0cvg3evkp5u87k8/ja2_7609en%2BAI_r426.exe?dl=0

Changes:
- r8405 fix: NPCs could get covert flags in old trait system which prevented them from ever losing it making them undetectable. (by silversurfer)
- allow delayed explosions on roofs
- MakeCivHostile: use bSide from CivGroupNames.xml if defined when civilian becomes hostile
- Militia control: use TAKE_COVER order instead of AI_ACTION_RUN_AWAY for retreating to prevent fleeing from sector, set DEFENSIVE attitude for taking cover order
- AP gear bonus fix for 25 AP system
- halve AP loss from wounds when under adrenaline



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350139 is a reply to message #350130] Wed, 21 June 2017 04:24 Go to previous messageGo to next message
Franimus

 
Messages:43
Registered:June 2015
Location: USA
Awesome, thanks! Definitely looking forward to the AI improvements. I'm starting a zombie playthrough and it really bugged me how they just stood there while getting shot at, not to mention the pre-dead soldiers. Also going to try out covert ops for the first time, so glad I don't have to unlearn anything there happy
Re: Experimental Project 7[message #350259 is a reply to message #332214] Wed, 05 July 2017 14:32 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
I'm sorry, but how is the soft iron man option supposed to work? I though it enables the player to save while in real-time mode, even with enemies present. Well, if that is correct, then it's not working.

Also, the spotters still seem to generate interrupts, contrary to what was said in a changelog some time ago..

[Updated on: Wed, 05 July 2017 14:32]

Re: Experimental Project 7[message #350262 is a reply to message #350259] Wed, 05 July 2017 20:47 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
elenhil wrote on Wed, 05 July 2017 16:32
I'm sorry, but how is the soft iron man option supposed to work? I though it enables the player to save while in real-time mode, even with enemies present. Well, if that is correct, then it's not working.

Just checked SOFT_IRON_MAN option, it works very well - you can save in realtime even with enemies in sector, you cannot save in turnbased combat.

Quote:
Also, the spotters still seem to generate interrupts, contrary to what was said in a changelog some time ago..

This should not happen - interrupts for spotters are disabled in StandardInterruptConditionsMet:
// sevenfm: spotting or watching soldier cannot interrupt
if( pSoldier->usSkillCounter[SOLDIER_COUNTER_SPOTTER] > 0 ||
	pSoldier->usSkillCounter[SOLDIER_COUNTER_WATCH] > 0 )
{
	return FALSE;
}

As soon as soldier starts spotting or watching, he cannot interrupt enemies.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350274 is a reply to message #350262] Thu, 06 July 2017 20:38 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Experimental release:

https://www.dropbox.com/s/7g7fsfxdgq61k3n/ja2_7609en%2BAI_test.exe?dl=0

Changes:
- shock needed for cowering increased x2 (so it will take more time to suppress someone to cowering state)
- cowering soldier will always lose cowering state at the start of next turn (and he will stop cowering animation if he has AP>0)
- if soldier is cowering, next turn he will have no more than 16-24 APs (this will allow him to move no more than one tile to cover), he can have less APs if he had negative APs because of wounds etc.
- SOFT_IRON_MAN option is enabled by default (because why not?)
- fixed OCTH aim clicks limit calculation (when soldier had high shock level he could have 8 aim levels)
- AI avoids corpses and light at night using path code (experimental, mostly should be noticeable at night battles)
- new calculation of marksmanship and dexterity penalty from shock

Please test and write feedback here.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350289 is a reply to message #350262] Fri, 07 July 2017 16:08 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
Well, that can't be right. I just tried installing the whole thing from scratch (vanilla+7435+7609+AI_r426), added the experimental options section with the soft ironman option as per your instructions, started a new insane/ironman game - no soft ironman!
Re: Experimental Project 7[message #350290 is a reply to message #350289] Fri, 07 July 2017 16:14 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
elenhil wrote on Fri, 07 July 2017 18:08
Well, that can't be right. I just tried installing the whole thing from scratch (vanilla+7435+7609+AI_r426), added the experimental options section with the soft ironman option as per your instructions, started a new insane/ironman game - no soft ironman!

It works well in my tests. Option should look in Ja2_options.ini like:
[Extended Options]
SOFT_IRON_MAN = TRUE




7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350291 is a reply to message #350290] Fri, 07 July 2017 16:27 Go to previous messageGo to next message
elenhil

 
Messages:68
Registered:June 2008
Oh, crap. I messed up the settings header, that's why. Sorry.
Re: Experimental Project 7[message #350365 is a reply to message #350291] Fri, 21 July 2017 00:27 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Test version with some fixes from The_Bob (r8399, r8400, r8401, r8404, r8407) and improved AI use of grenades/mortars/GLs:
https://www.dropbox.com/s/ww5z9pbj39ww9nt/ja2_7609%2BAI_Build170721.exe?dl=0



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350409 is a reply to message #332214] Sat, 29 July 2017 01:27 Go to previous messageGo to next message
ralphus
Messages:2
Registered:July 2017
Am I correct in thinking the +fix version is no longer offered and the +AI version is the only one available? None of the fix links I can find work. I'm new to modded JA2 and was thinking the +fix version would probably be ideal for me, but if I'm not likely to encounter game-ending bugs, I'll use the +AI version.
Re: Experimental Project 7[message #350410 is a reply to message #350409] Sat, 29 July 2017 09:17 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
... oops

[Updated on: Sat, 29 July 2017 09:18]





Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #350411 is a reply to message #350409] Sat, 29 July 2017 09:25 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
ralphus wrote on Sat, 29 July 2017 03:27
Am I correct in thinking the +fix version is no longer offered and the +AI version is the only one available? None of the fix links I can find work. I'm new to modded JA2 and was thinking the +fix version would probably be ideal for me, but if I'm not likely to encounter game-ending bugs, I'll use the +AI version.

Actual Ja2+fix version with timer tweaks for win10 is here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=349850&#msg_349850
Old links are dead because I cannot edit my own posts on this forum for some unknown reason.

There should be no game breaking bugs in Ja2+AI also, but it is much more experimental.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350412 is a reply to message #350411] Sat, 29 July 2017 20:30 Go to previous messageGo to next message
ralphus
Messages:2
Registered:July 2017
Thanks! As soon as I research enough to understand WTF to actually do (it's all set up--I mean playing the game itself), I will go with the AI version.
Re: Experimental Project 7[message #350508 is a reply to message #350412] Tue, 08 August 2017 19:22 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Ja+AI update r460:

English:
https://drive.google.com/file/d/0B_PNaFvHBMdBZ0tJeEVhMGVIYzQ/view?usp=sharing
German:
https://drive.google.com/file/d/0B_PNaFvHBMdBRGN6ZlpNZGt2MUU/view?usp=sharing
Russian:
https://drive.google.com/file/d/0B_PNaFvHBMdBOGlodWZNc2hKSms/view?usp=sharing

Changes:

- GetCorpseAtGridNo: use FindCorpseAtGridNo only if not found corpse structure (this may fix problems with queen jelly if they were related to corpse searching problems)
- allow min chance 1% for AI when using NCTH (this allows AI to shoot beyond weapon distance)
- Fixes: r8433, r8436, r8431, r8430

Snitch:
- base chance of stealing if soldier is on assignment 5% (if merc is busy doing something he has much less time for misbehaviour)
- snitch/squadleader will always stop stealing if not sleeping
- min chance to prevent stealing is 50% (with old calculation the chance of preventing was too low most of the time making snitches mostly useless)
- steal less money in towns with low loyalty (to prevent possible money making exploits)

HourlyLarryUpdate:
- initialize fBar for each soldier (it seems that bar calculation code was broken in 1.13)
- check facility instead of hardcoded sectors (check for rest/food facility with drunk chance instead of hardcoded values which make no sense for mods)
- squadleaders can prevent mercs from getting wasted (so they work just like snitches for that)
- chance of preventing in 100% if snitch\squadleader is not sleeping
- base chance to prevent is 50-100%, can be reduced by 25-50% if solder has stealth trait

HourlyStealUpdate:
- base chance is 50-100%, can be recued by 25-50% if soldier has stealth trait
- max 3 stealing attempts each our (even if there are many hiden items/money in sector, thief has limited time for stealing)
- limit town loyalty drop from item price to 1000$ (to prevent excessive loyalty drop in some situations)

CountSuspicionValue:
- bonus depending on number of army men already killed (that means it will be hard to kill half of the sector as enemy soldiers will quickly become very suspicious)
- bonus if covert soldier is very close to enemy and alert is raised (to prevent easy killings)

- restore original shock from wounds (was doubled in Ja2+AI compared to 1.13)
- DecideActionGreen: help friends who see covert opponents (AI will try to visit friends who see covert opponent to make covert playing a bit more difficult as there will be usually more than 1 soldier)
- LightTrueLevel: shadows have no effect on light level at night (nice visual effect of shadows at night had a side effect of makng light level even darker than night )

ClosestReachableFriendInTrouble:
- roaming range limits
- help friends who see covert opponents

- allow local communications in jammed sector (now radio jamming only prevents long range intersector communication, reason for this is game balance and AI code design - it was too easy to prevent AI from using panic triggers, also AI was making dumb decisions if he could not raise alarm normally)
- CheckRandomSightCoverSpot: fix bug with loop breaking (possible memory corruption bug)
- DecideActionGreen: check nearby locations for hidden enemy when corpse is found and red alert raised (AI will sometimes check nearby hidden spots when he finds a fresh corpse if no alert was raised yet)
- increase chance to help friend in Green/Yellow state
- random chance to ignore noise from covert opponent depending on number of army guys already killed (AI will ignore noise from covert opponents if no army guys are killed but will quickly become more suspicious when he finds that some of his friends died for unknown reason)

- militia control: don't use radio to communicate with militia (as now radio only used for intersector communication)

- AI_WEAPON_CHOOSING option is enabled by default (if weapon is raised and soldier can shoot, he will use weapon in hands, if he cannot see opponents, he will use weapon with longest range, if he sees opponent and no weapon equipped or not enough APs, AI will try to use weapon with best firing rate - this should allow AI to correctly use sidearms and switch back to long range weapons when necessary)
- fixed some bugs with hearing aid checks, now it checks for hardcoded extended ear item or any electronic item with hearing bonus, only head slots are allowed

- [A] key is used to turn flashlights on/off, auto bandage moved to Ctrl+A (this should make flashlight use more convenient)
- tactical transformation fixes (now quick item transformation code pretends that TransformObject is called from EDB)
- DetermineFlashbangEffect: some helmets can provide protection from flashbang blind effect, if they provide bright light vision bonus (just like any face item with bright light vision bonus)

- new option: TACTICAL_REINFORCEMENTS (enabled by default, allows to turn off tactical reinforcements which happen at the end of each turn while keeping strategic reinforcements that happen at the start of battle)
- militia control: for individual orders, check LOS or that merc and militia have extended ear, for sector orders, check that merc has extended ear, don't use radio to give orders
- Greeen\Yellow AI: tell others the location of jammer when raising alarm (so turning on jamming immediately after entering sector will now have consequences - AI will not attack noise spot but will definitely come to investigate who is jamming here)

- Green/Yellow AI: raise alert if certain percent of soldiers killed (mostly to make covert operations harder)

- CalcBestShot: penalize suppressing targets with high shock level (try to choose target with less shock)
- Red AI: chance to skip suppression fire if target soldier has high shock (if previous suppression attack has some effect, maybe try to move closer instead of just shooting from distance)

- CalcBestThrow: allow throwing grenades at opponents heard 2 turns ago (more effective use of grenades)

Demo video: using quick flashlight activation button

[Updated on: Tue, 08 August 2017 21:42]




7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350518 is a reply to message #350508] Wed, 09 August 2017 23:20 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
Demo: AI uses flashlights at night.

Some soldiers will activate flashlights when in peaceful state (no alert raised yet).
When alert is raised, all flashlights will be switched off.
There are some restrictions - AI will not activate flashlight if he is wearing NVG or sitting on a roof or in the room or if there are many friends nearby, also AI will not use flashlights in restricted area (sector curfew = 2).

Note: no real flashlight items are used for simplicity, it's just a light effect.

[Updated on: Wed, 09 August 2017 23:20]




7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350520 is a reply to message #350518] Thu, 10 August 2017 04:20 Go to previous messageGo to next message
Buggler

 
Messages:214
Registered:November 2009
sevenfm wrote on Wed, 09 August 2017 20:20
Demo: AI uses flashlights at night.


Thanks a lot for the frequent AI fixes and iteration.

Given that AI has been missing most of the new toys we have, AI improvements is all the more appreciated to maintain game balance. happy



No savegame (just before e bug occurs), no cure.

'Not everything that counts can b counted, n not everything that can b counted counts' - Albert Einstein
I may answer/reply in my old public posts & prefer PM over e former [FUDforum's PM suxx]
Re: Experimental Project 7[message #350526 is a reply to message #350520] Thu, 10 August 2017 10:52 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
New feature: use Flashlights for recon in Red/Black state

- AI will sometimes use flashlights in Red state to reveal enemy positions, checking publicly known opponents that are close enough (distance < DAY_VISION_RANGE / 2) and not hiding behind obstacles so they could be seen possibly after turning and activating flashlight.
- AI will sometimes turn on flashlight at night before shooting at opponent for better CTH and to allow his friends to see his opponent.

These actions will not happen often as there are many restrictions and a random check based on soldier difficulty (so elites will use it more often), but sometimes it may become a nice surprise for a player.

AI soldier will check that he will not reveal his friends when activating flashlight and he will turn flashlight off if some of his friends walk into lighted area.
AI will not use flashlights if he is wearing NVG or he is in dangerous position (under fire or near fresh corpse)
AI will not use flashlights in restricted area (curfew = 2) or when in a building, in water or smoke/gas.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350532 is a reply to message #350526] Thu, 10 August 2017 18:28 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
One small improvement for convenience:

Reinforcements cannot appear near player merc. This is done by removing map edgepoints too close for any player merc in ChooseMapEdgepoints.
As a result, there will be much less moments when enemy soldier arrives to sector and appears directly behind player mercs.
This can be abused by player to some degree by placing his mercs on the edge of the map before enemy reinforcements arrive, but it cannot stop reinforcements completely - map edgepoint is removed only if there are more remaining edgepoints than requested by code.
This change also applied to militia reinforcements because there's no diference in the code.

Demo picture:
http://i.imgur.com/tMM9uvP.png
There are three yellow dots that show merc's locations.
You can see that red dots (reinforcement soldiers) are placed at some distance from yellow dots (player mercs).
Min. distance is set to DAY_VISION_RANGE / 2 which is usually equal to night vision distance so there will be no immediate contact between mercs and soldiers.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350533 is a reply to message #350532] Thu, 10 August 2017 19:04 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
One small improvement for convenience:

Reinforcements cannot appear near player merc.



Nice! That should eliminate crashes when Player Mercs see reinforcements spawning!




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #350534 is a reply to message #350533] Thu, 10 August 2017 19:14 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Thu, 10 August 2017 21:04
Nice! That should eliminate crashes when Player Mercs see reinforcements spawning!

If there are crashes, they should be fixed. I never experienced any reinforcements related crashes because I always play with reinforcements disabled, mostly because I don't like when they appear too close to my mercs.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350535 is a reply to message #350534] Thu, 10 August 2017 19:18 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
Nice! That should eliminate crashes when Player Mercs see reinforcements spawning!


If there are crashes, they should be fixed. I never experienced any reinforcements related crashes because I always play with reinforcements disabled, mostly because I don't like when they appear too close to my mercs.


:-) I always play with reinforcements enabled, and do experience crashes every time one of my Player Mercs see reinforcements spawning. Thank you for fixing this even though it did not trouble you personally!




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #350536 is a reply to message #350535] Thu, 10 August 2017 19:27 Go to previous messageGo to next message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Thu, 10 August 2017 21:18
:-) I always play with reinforcements enabled, and do experience crashes every time one of my Player Mercs see reinforcements spawning. Thank you for fixing this even though it did not trouble you personally!

Then I probably need a save to try to fix this. I don't remember other players reporting this crash, maybe it has something related to your mod or settings?
Also, this change will not fix the crash because distance is only half of day vision range so at day your mercs will see enemy, also if there are not enough edgepoints to place reinforcements, they will appear anywhere regardless if there are mercs close or not.

[Updated on: Thu, 10 August 2017 19:29]




7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Re: Experimental Project 7[message #350537 is a reply to message #350536] Thu, 10 August 2017 20:02 Go to previous messageGo to next message
edmortimer

 
Messages:895
Registered:January 2015
Location: Home Free
Quote:
Also, this change will not fix the crash because distance is only half of day vision range so at day your mercs will see enemy, also if there are not enough edgepoints to place reinforcements, they will appear anywhere regardless if there are mercs close or not.


It will help. Even with half vision distance there will many times be obstructions in the way to block LOS.

As for saves -- it is an old vanilla fault: crashes when Player Mercs see enemy spawning. Next time it happens to me I'll send you a save.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #350626 is a reply to message #350508] Thu, 17 August 2017 18:49 Go to previous messageGo to next message
waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Tue, 08 August 2017 16:22
Ja+AI update r460:

English:
https://drive.google.com/file/d/0B_PNaFvHBMdBZ0tJeEVhMGVIYzQ/view?usp=sharing
German:
https://drive.google.com/file/d/0B_PNaFvHBMdBRGN6ZlpNZGt2MUU/view?usp=sharing
Russian:
https://drive.google.com/file/d/0B_PNaFvHBMdBOGlodWZNc2hKSms/view?usp=sharing



With this german exe an a new clean install for german crash the game when here click the OK-Button.

https://abload.de/img/absturz0jy78.jpg

Is that already known? With the original exe of 24.10.2014 everything goes!
Re: Experimental Project 7[message #350627 is a reply to message #350626] Thu, 17 August 2017 20:35 Go to previous messageGo to previous message
sevenfm

 
Messages:1454
Registered:December 2012
Location: Under the Mountain
DocSchuh wrote on Thu, 17 August 2017 20:49

With this german exe an a new clean install for german crash the game when here click the OK-Button.

https://abload.de/img/absturz0jy78.jpg

Is that already known? With the original exe of 24.10.2014 everything goes!

Yes it's a known problem - German version of Ja2+AI crashes at IMP creation, this was reported earlier but wasn't fixed yet, mostly because I don't have a German version of Ja2 1.13 and also have no idea why it crashes when other versions (English or Russian) work fine. Maybe it has something related to VS version I use (2010) or the way I compile language versions of Ja2.



7609+fix | 7609+AI (r651) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube


Previous Topic: Roof climbing problem in 1.13
Next Topic: New Attachment System Beta
Goto Forum:
  


Current Time: Wed Jan 17 08:43:17 EET 2018

Total time taken to generate the page: 0.03123 seconds