Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #351310 is a reply to message #351309] Fri, 20 October 2017 21:46 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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Quote:
"The value [Graphics Settings] [HIDE_EXPLORED_ROOM_ROOF_STRUCTURES]= "in file [JA2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. "

You can add this option manually to Ja2_options.ini or simply ignore the message as default value will be used.
It was probably added after the official release so may exist in updated stable 7609 svn but not in official 1.13 pack.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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Re: Experimental Project 7[message #351312 is a reply to message #351310] Fri, 20 October 2017 23:28 Go to previous messageGo to next message
Kitty

 
Messages:5
Registered:October 2017
Location: Germany
Again, thanks for the quick response. I've added this and since i wanted to hear the ambient sounds i also copied the "extended options" as you mentioned to another player a few posts above - first time ever i changed something there on myself. With the german exe i came along a ctd during imp-creation, so i use the english one. Start in omerta just went fine then and i could hear also some birds. Loadscreenhints also work fine.
Since I'm new to this forum, i guess that my questions so far have been very much stated me out as beginner, but on whatever topic i asked i got a quick and polite answer. That's very nice! I really appriciate it. thumbs up



I need more details.

(Didi Hallervorden)
Re: Experimental Project 7[message #351314 is a reply to message #351312] Fri, 20 October 2017 23:38 Go to previous messageGo to next message
sevenfm

 
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Location: Soviet Russia
Quote:
With the german exe i came along a ctd during imp-creation, so i use the english one.

German Ja2+AI.exe is not well tested, you can still use it if you don't create IMP or make IMP with original Ja2.exe and then import into Ja2+AI.exe by typing IMP name instead of code. The problem is - for any language specific exe you will need not only language specific base 1.13 7609 but also mod localisation which will include xml files for items.xml etc. So if you are using English 1.13 7609 and English AR mod, it's better to use English Ja2.exe or Ja2+AI.exe



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

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Re: Experimental Project 7[message #351330 is a reply to message #351314] Sat, 21 October 2017 21:06 Go to previous messageGo to next message
Taleman

 
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Registered:October 2010
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Playing wine ja2_7609en+AI_r525.exe, v in game says Build 17.10.11.

Militia fired mortar inside the F8 sector hospital storage building. The shell had a funny flight, looked like it hit the roof and slided along the roof to the door.

Militia throws breaklight during daytime. I reported this previously, and this was marked as fixed.

The hospital has started charging fees not divisible by ten. For example, 113 $ or 323 $. When paying the bill must be rounded up to nearest 10 dollar sum, otherwise doctor complains "The entire amount".

Does
ALLOW_LAZY_CIVILIANS = FALSE
affect AI behaviour?
Re: Experimental Project 7[message #351331 is a reply to message #351330] Sat, 21 October 2017 21:21 Go to previous messageGo to next message
sevenfm

 
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Taleman wrote on Sat, 21 October 2017 23:06
Militia fired mortar inside the F8 sector hospital storage building. The shell had a funny flight, looked like it hit the roof and slided along the roof to the door.

AI checks chance to get through when deciding attack, maybe there was a chance to shoot through roof or hit the target in some other way. Maybe easy solution will be to disable mortar shooting inside buildings.

Quote:
Militia throws breaklight during daytime. I reported this previously, and this was marked as fixed.

Will take a look. I don't remember when it was fixed, there are no related entries in svn log.

Quote:
The hospital has started charging fees not divisible by ten. For example, 113 $ or 323 $. When paying the bill must be rounded up to nearest 10 dollar sum, otherwise doctor complains "The entire amount".

As far as I remember, I never changed anything related.

Quote:
Does ALLOW_LAZY_CIVILIANS = FALSE affect AI behaviour?

Only for civilians of group 0 that have no profile. They become deaf when it's set to TRUE, so they don't hear anything and so move less as they don't known enemy positions, at least I think it was original idea of this 'feature'.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351350 is a reply to message #351331] Tue, 24 October 2017 17:27 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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Ja2+AI r533:
- Build 17.10.24
- don't use mortar in building
- use flares only at night
- break deadlock only if ESC key pressed
- show message on screen when breaking AI deadlock
- fixed AI tooltip display bug
- all teams can uncover covert mercs that use flashlight at night or are seen near friends or known enemies in combat
- restored smoke penalty (30% LOS per tile)
- better AI grenade choosing, use flares only at night, low smoke priority, prefer normal explosion type
- don't show error message when HIDE_EXPLORED_ROOM_ROOF_STRUCTURES option is missing

Fixed AI bug in FF mode, now auto fast forwarding can be used safely. If you want to stop AI deadlock, press ESC key.
AI will use grenades more effectively, grenade explosion type priority implemented, added night checks for flares.
Smoke cover should be more useful now, as previously less than 3 tiles of smoke gave no sight penalty.
Now any hostile enemy will uncover covert merc if he is seen too close to friend or opponent in combat or if he uses flashlight at night.

[Updated on: Tue, 24 October 2017 21:41]




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Re: Experimental Project 7[message #351361 is a reply to message #351350] Fri, 27 October 2017 16:37 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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Ja2+AI r535:
- r8479 Fix: Squadleader level bonus for other mercs was applied in strategic
- Red AI: check path to closest enemy, set watched location at last seen spot

If AI soldier sits in a building or has defensive orders/attitude and cannot see any opponent, he will check path to closest enemy, examine it and set watched location at last seen spot on this path. As a result, he will more likely decide watching at that location, trying to ambush approaching enemy, also when enemy appears, increased watch level will provide bonus to interrupt level.
For example, if soldier sits in a building and hears opponent coming, he will set watched location to the door or maybe to the window if closest opponent will be seen through the window on his path.
So it works like a simple prediction of opponent action and allows more effective defense.
There are some limitations so it will happen not very often and not in the open field, mostly in towns.

[Updated on: Fri, 27 October 2017 16:47]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351366 is a reply to message #351361] Sat, 28 October 2017 19:25 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
Location: Soviet Russia
Ja2+AI r536:
- new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars), enabled by default
- limit smoke grenade use (don't use to attack zombies, melee soldiers and soldiers with low marksmanship)
- new estimated damage for smoke grenade calculation (depending on opponent's marksmanship, skills, shock level and number of friends who can see this opponent)
- Red, Black AI: use smoke for cover when under fire

AI soldiers will sometimes use smoke grenade for cover when under fire. It will not happen often as there are some limitations.

[Updated on: Sat, 28 October 2017 20:42]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351367 is a reply to message #351366] Sat, 28 October 2017 21:59 Go to previous messageGo to next message
edmortimer

 
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Quote:
new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars)


Does it mean that all grenades that elites would normally get, and half those that regulars would get, are turned into smoke grenades?




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Re: Experimental Project 7[message #351368 is a reply to message #351367] Sat, 28 October 2017 22:07 Go to previous messageGo to next message
sevenfm

 
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edmortimer wrote on Sat, 28 October 2017 23:59
Does it mean that all grenades that elites would normally get, and half those that regulars would get, are turned into smoke grenades?

No it's just extra items added after normal equipment choosing.
Elite soldier has 100% chance to have 1 or more smoke grenades.
Regular soldier has 50% chance to have 1 or more smoke grenades.
Also they are not droppable.
This option to create extra items is needed even if soldiers have smoke grenades defined in ItemChoices_Enemy.xml because items are chosen randomly from list so chance to have smoke grenade will be low, and I want smoke grenades to be added to normal grenades and not instead of them so they can be used for special purpose.

Code from Inventory Choosing.cpp, end of GenerateRandomEquipment:
BOOLEAN fSmokeGrenade = FALSE;

// sevenfm: extra items
if( gGameExternalOptions.fExtraItems )
{
	switch( bSoldierClass )
	{
	case SOLDIER_CLASS_ELITE:
		fSmokeGrenade = TRUE;
		break;
	case SOLDIER_CLASS_ARMY:
		if( Chance(50) )
		{
			fSmokeGrenade = TRUE;
		}
		break;
	case SOLDIER_CLASS_ADMINISTRATOR:
		break;
	}
	// smoke grenade
	if( fSmokeGrenade )
	{
		CreateItems( SMOKE_GRENADE, (INT8)(80 + Random( 21 )), 1 + gGameOptions.ubDifficultyLevel / 2, &gTempObject );
		gTempObject.fFlags |= OBJECT_UNDROPPABLE;
		PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
	}
}



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351369 is a reply to message #351368] Sat, 28 October 2017 22:10 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Quote:
No it's just extra items added after normal equipment choosing.


OK, cool.




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Re: Experimental Project 7[message #351381 is a reply to message #351369] Sun, 29 October 2017 17:47 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
Location: Soviet Russia
Ja2+AI r540:
- Green AI: reduced climbing chance, only soldiers with long range scoped weapons should climb, climbing down from the roof disabled, don't climb at night
- zombies should not climb in Green AI
- EXTRA_ITEMS option now also adds flares (only at night)
- Red AI: use smoke to cover friend if he is wounded or under heavy fire

Greatly reduced climbing in Green AI, so it looks better now, reduces CPU load in realtime, also it allows player to hide on roofs more effectively. Still, once the player merc is discovered, enemy will fully use roof climbing code.
Also soldiers that are set to patrol on roof will not climb down anymore (for example, see Drassen airport in Wildfire 6.07).

EXTRA_ITEMS option adds more flares at night, elite soldiers have 100% chance to have 1 or more flares added, regulars have 50% chance to have 1 or more flares added. Default grenades from random inventory choosing are not affected. Added flares are not droppable.

Flare item is Break Light (item 146).
Smoke Grenade is item 151.
If your item mod doesn't have these items (for example, Aimnas), it's recommended to disable EXTRA_ITEMS option.

AI soldier can use smoke grenade to provide cover for his friend if he is under heavy fire/heavily wounded. There are some limitations (throwing soldier should not be under attack, he should not be seen by enemy etc), so it should not happen too often.



Any feedback on recent changes/added features is apreciated.

[Updated on: Sun, 29 October 2017 17:52]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351440 is a reply to message #351381] Sun, 05 November 2017 18:48 Go to previous messageGo to next message
edmortimer

 
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Registered:January 2015
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Quote:
Any feedback on recent changes/added features is apreciated.


So far the new flashlight, smoke and flare enhancements are working well for me, and add another level of realism and complexity.

However, I have a Player who has an older computer and is experiencing a sluggish gameplay in Towns during battles. r540 seems to help a little, but the gameplay during battles is still sluggish. I had him try the vanilla 7609 and he reported there were no problems with gameplay -- it was not sluggish. So it seems to be all the AI enhancements slowing things down for older computers. If you come upon ways to enhance performance further, or have any ideas on INI tweaks to enhance performance, it would be appreciated.





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Re: Experimental Project 7[message #351441 is a reply to message #351440] Sun, 05 November 2017 19:11 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
Location: Soviet Russia
Quote:
However, I have a Player who has an older computer and is experiencing a sluggish gameplay in Towns during battles. r540 seems to help a little, but the gameplay during battles is still sluggish. I had him try the vanilla 7609 and he reported there were no problems with gameplay -- it was not sluggish. So it seems to be all the AI enhancements slowing things down for older computers. If you come upon ways to enhance performance further, or have any ideas on INI tweaks to enhance performance, it would be appreciated.

I don't think that INI settings will help here, I need to find what code works too slow in realtime mode when red alert is raised.
Lazy civilians setting could help to reduce cpu load maybe.
Without a savegame to test I cannot say much at the moment, in my tests the game works fine, and I have relatively old DualCore E5200 2.5GHz CPU.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351442 is a reply to message #351441] Sun, 05 November 2017 19:28 Go to previous messageGo to next message
edmortimer

 
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Quote:
Without a savegame to test I cannot say much at the moment, in my tests the game works fine, and I have relatively old DualCore E5200 2.5GHz CPU.


I've asked for a savegame, and will let you know when it gets uploaded. I don't know how old his computer is, but since he's running Linux it might be older than yours (which really isn't that old, yo!) happy




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Re: Experimental Project 7[message #351444 is a reply to message #351441] Mon, 06 November 2017 02:12 Go to previous messageGo to next message
edmortimer

 
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OK, here is the savegame and his description of his problem:

Quote:
I just started playing and i love the mod already, but i have some performance issues. The game gets sluggish during real-time turns, but only if there are still enemies in the sector. Turn-based works flawless. This doesn't happen in every sector and i noticed it at first when i entered Drassen Airport, so it could be related to Towns. To be fair i use an old PC and run this on Linux, but 1.13 usually runs on this without issues, even AIMNAS with those big maps.

To better describe the issue: these are like minifreezes where the mouse or the movement of a soldier stops for a moment. I notice this when i move the mouse and it makes a small jump. the PC is a singlecore AMD Sempron LE-1250 with 2.2 Ghz and 4 GB DDR2 SDRAM. So this is really legacy hardware and i don't expect too much. I just use it to run some old classics. Linux often works better with them than the new versions of Windows.




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Re: Experimental Project 7[message #351489 is a reply to message #351444] Thu, 16 November 2017 11:15 Go to previous messageGo to next message
sevenfm

 
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Ja2+AI demo: AI uses RPG to blow up walls if enemy is hiding in a building:



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351493 is a reply to message #351489] Thu, 16 November 2017 21:23 Go to previous messageGo to next message
edmortimer

 
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The log file of changes in your DropBox cuts off the text after a certain number of characters. Can you include the original in a zip file so we don't miss important info? Thank you. Here's a couple examples:

Quote:
- removed option REINFORCEMENTS_ARRIVE_WITH_ZERO_AP - set ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE for AI to work correctly with IIS - set MIN_DELAY_ENEMY_REINFORCEMENTS = 0, MIN_DELAY_MILITIA_REINFORCEMENTS = 0 to avoid bugs with reinfo...


Quote:
- new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars), enabled by default - limit smoke grenade use (don't use to attack zombies, melee soldiers and soldiers with low marksmanship) - new estimated ...




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Re: Experimental Project 7[message #351494 is a reply to message #351493] Thu, 16 November 2017 21:55 Go to previous messageGo to next message
sevenfm

 
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Updated Ja2_7609+AI.log with a full version.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351633 is a reply to message #351494] Wed, 06 December 2017 16:01 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Ja2+AI r548 demo: night combat
AI uses flares and flashlights extensively.
50:20 AI soldier uses flashlight.´╗┐




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351658 is a reply to message #351633] Mon, 11 December 2017 00:14 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Ja2+AI r562

r8504:
- New: Additional battlesounds can be used - simply increase the numbering after a sound (xxx_LAUGH, xxx_LAUGH2, xxx_LAUGH3...)
Note: only for soldiers with profile, this doesn't work for AI soldiers that use generic sounds
- Fix: CHANCE_SAY_ANNOYING_PHRASE causes non-low morale battle sounds not to be played when they should

- EXTRA_ITEMS: random number of smoke/flare grenades
- suppression: shooting without LOS to target allowed only for GUN_LMG type (only machinegunners should shoot through walls sometimes)
- disabled locator for unseen soldiers seeing player merc
- AI soldiers in green state always have limited vision (even if ALLOW_TUNNEL_VISION set to FALSE)
- don't use smoke for cover if there's prone sight cover spot nearby

CalcBestShot:
- if soldier is under fire, prefer to attack opponent who is attacking him
- if soldier is not under fire, prefer to attack important opponents (sniper, commander, machinegunner, mortar operator)

- removed option REINFORCEMENTS_ARRIVE_WITH_ZERO_AP
- set ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE for AI to work correctly with IIS
- set MIN_DELAY_ENEMY_REINFORCEMENTS = 0, MIN_DELAY_MILITIA_REINFORCEMENTS = 0 to avoid bugs with reinforcements (unfortunately, invisible army bug still happens even with all reinforcement fixes, so disabling min delay should finally fix it)
- ChooseMapEdgepoints: remove spot near player mercs only for enemy team, check total number of spots, disable r8395

CalcBestThrow:
- allow using fire/creature gas against zombies
- allow using fire/creature gas/mustard gas against collapsed opponents
- use public knowledge for grenade/mortar/rocket launcher attacks
- use mortar against jammers if there is active radio operator
- use rocket launcher against opponents hiding in buildings
- enemy team will use grenade/mortar attacks more often when many army guys are killed

- AI fix: don't attack crows
- Red AI: enabled sight cover advance

- repair assignment: stop time only when all items on all soldiers are repaired

- r8314: SAM site repair is now an assignment. For this, old code has been repurposed. (by Flugente)

- use faster locator to show enemy position

- only elite soldiers will use flashlights
- chance to get flare/smoke depends on difficulty level
- 75% chance for elite soldier to get NVG
- admin soldiers have chance to additionally get tear gas grenade
- 50% chance to prefer flare when choosing grenade to throw at night
- limit canteen per turn use only in turnbased mode
- disable flashlight for AI soldier when turning to avoiding lighting up friends

- allow deep water flanking for some soldiers

- TacticalCreateSoldier: some soldiers start with worn camo, apply camo bonus from gear at start

- NCTH/OCTH improved visibility penalty (no instant 100% penalty when out of sight, instead increase penalty depending on distance, this usually allows to shoot at known opponent even if soldier cannot see him)

- refresh sight when swapping items or using transformation (fixes old bug when swapping hands or transforming object had no immediate effect on visibility of opponents)
- blind effect for bullets if soldier wears no sun glasses, chance depends on bullet impact value
- AI soldiers: stop flashlight when soldier is hit and drops weapon
- AI soldiers: stop flashlights on death/collapsed
- no flashlight for dying/collapsed AI soldiers
- set level = 0 for soldier when entering/exiting vehicle (to fix possibly bug when soldier enters vehicle while standing on a roof)

- fix BATTLE_SOUND_HIT1 (was broken in r8504 as it doesn't take into account hit1 and hit 2 sounds)
- always give Night Ops trait to elite soldiers without NVG
- increase chance to get Night Ops trait for regular soldiers without NVG

[Updated on: Mon, 11 December 2017 00:24]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351659 is a reply to message #351658] Mon, 11 December 2017 02:40 Go to previous messageGo to next message
edmortimer

 
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Looking good!

I'm wondering if you can include the AI for the additional BattleSounds -- as it's easier to find various voice files for the nameless enemy as they don't have to be all the same voice actor. Just a wishlist thought, is all.




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Re: Experimental Project 7[message #351661 is a reply to message #351659] Mon, 11 December 2017 13:16 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Ja2+AI r564:

More battlesounds for soldiers, use additional names like:
bad0_hit1.ogg - bad0_hit32.ogg, bad0_die1.ogg - bad0_die32.ogg

Notes:
- no more than 32 battlesound numbers
- no gaps between numbers
- only ogg supported for additional battlesounds
- if no numbered sound files found, use default sounds

Example Battlesnds.7z pack can be found in Additional content link (sounds taken from VR mod).

[Updated on: Mon, 11 December 2017 13:45]




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"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351663 is a reply to message #351661] Mon, 11 December 2017 15:20 Go to previous messageGo to next message
sevenfm

 
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Ja2+AI demo: tactics



In this video:
- 3 mercs vs 5 enemies in dense terrain
- using suppression to slow down enemy, lower his morale and reduce marksmanship
- using flanking maneuver to gain better position against enemy with good cover
- using frag grenade to suppress a group of enemies´╗┐



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351666 is a reply to message #351661] Mon, 11 December 2017 20:14 Go to previous messageGo to next message
edmortimer

 
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Quote:
Ja2+AI r564:

More battlesounds for soldiers, use additional names like:
bad0_hit1.ogg - bad0_hit32.ogg, bad0_die1.ogg - bad0_die32.ogg


Thank you!

Just to clarify, the battlesounds that can remain .wav files are badx_hit.wav, badx_hit1.wav, & badx_hit2.wav -- correct?

As for badx_hit.wav, just in case you didn't know -- I noticed in the error log as I was playtesting that the code was searching for badx_hit.wav and, of course, not finding it. I put in new sounds for badx_hit.wav and they played. I just noticed this Friday in r552.




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Re: Experimental Project 7[message #351668 is a reply to message #351666] Tue, 12 December 2017 02:04 Go to previous messageGo to next message
sevenfm

 
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edmortimer wrote on Mon, 11 December 2017 23:14
Just to clarify, the battlesounds that can remain .wav files are badx_hit.wav, badx_hit1.wav, & badx_hit2.wav -- correct?

The game searches for original wav files found in BattleSNDS.slf, these are:
BAD0_CURSE.WAV
BAD0_DIE.WAV
BAD0_HIT1.WAV
BAD0_HIT2.WAV
BAD0_LAUGH.WAV
etc...
There is no badx_hit.wav file in vanilla so the game doesn't use it.
The game also will check ogg files with the same names.

Quote:
As for badx_hit.wav, just in case you didn't know -- I noticed in the error log as I was playtesting that the code was searching for badx_hit.wav and, of course, not finding it. I put in new sounds for badx_hit.wav and they played. I just noticed this Friday in r552.

It was a bug introduced in r8504:
Quote:
- fix BATTLE_SOUND_HIT1 (was broken in r8504 as it doesn't take into account hit1 and hit2 sounds)

This bug was repoted by player and fixed in r562, so the game uses correct file names now.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351681 is a reply to message #351668] Wed, 13 December 2017 17:01 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
Location: Soviet Russia
Ja2+AI r571

- MovementNoise: enemy soldiers can use stealth mode (they used it before but it had no effect on noise level)
- experimental knowledge tweak: always prefer personal knowledge (previously public knowledge was in priority)
- attacks: penalize suppression fire

Suppression:
- tweaked tolerance calculation
- min AP to react value depends on suppression tolerance and stance (min AP required to change stance or start cowering)
- prone soldier will cower if suppress AP is greater than tolerance (previously only reaching max shock level resulted in cowering which could require several turns of heavy suppression fire)
- disabled max turn limit (so you can use many attacks during one turn to suppress opponent, but every new attack becomes less effective as soldier accumulates suppression points)
- reworked change stance/cower code (should be less cowering related bugs now)

Interrupts:

Soldier cannot interrupt, if:
- he is cowering
- he was hit with damage >= 20 this turn
- he was suppressed this turn (so he reacted to suppression by changing stance or cowering)

New option RANDOM_INTERRUPTS: determine chance of interrupt depending on duel points (OIS only, enabled by default).
In original interrupt system, higher interrupt level means that soldier will always win interrupt.
With new chance based calculation, if one soldier has level 4 and another has level 6, then first will win 40% of the time and second will win 60% of the time.
This change should make playing with OIS more interesting and less deterministic.

Hotkeys:
Ctrl+C: disable cheat code (can be used now in cheat mode to show Cover menu)
D (in realtime): enable forced turnbased (start forced turnbased mode, enemy has first turn - works the same as Ctrl+T)
Ctrl+X: toggle sneak mode (previously was Ctrl+Shift+X)
Ctrl+Shift+X: disable hotkey (use Ctrl+X instead)
use SHIFT key to move in formation (so you don't need to enable formation mode, instead just hold SHIFT when clicking on destination for group)
Ctrl+Alt+G: toggle formation
G: toggle merc light effects (restored vanilla hotkey)

[Updated on: Wed, 13 December 2017 17:25]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351693 is a reply to message #351681] Fri, 15 December 2017 16:16 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Ja2+AI r582

- chance to halve armour protection value if bullet impact is much higher (more use for powerful weapons)
- use additional damage effects and stat loss effects only for soldiers (so no broken legs or permanent health loss for vehicles or robots)

- stealth attack with throwing knife possible if attacker was not seen/heard last turn, reduced chance, so 100% CTH gives 50% chance of instant kill, added movement check (if you want instant kill, make sure that enemy never saw this soldier and alert is not raised, if alert is raised there's a chance for damage multiplier if attacker is unseen by enemy)

- new action: AI_ACTION_FAKE_ALERT (show radio animation to imitate radio conversations, but don't raise alert - you can see enemy sometimes using radio in Green/Yellow mode, mostly for patrol or stationary soldiers, also officer will show radio animation if he sees covert merc and decides to come closer to inspect, in this case some friendly soldiers may come to help him)
- garotte attack: chance for instant kill only if opponent is collapsed or he never seen this soldier before (unfortunately, garotte attack seems broken as the moment you start attack enemy turns and sees you and becomes alerted so all sight/alert checks always fail)
- prepared code for rush attack behavior
- reduced flashlight range in Green/Yellow state
- Green, Yellow, Red AI: chance to turn to closest known covert soldier
- Green, Yellow AI: raise alert if found smoke (so be careful using smoke grenades or fire with your covert spy)
- no kicks for boxers

- new option: UNCOVER_IN_COMBAT - covert merc will be uncovered by any soldier who is under attack or seen enemy this or last turn, covert merc should be within DAY_VISION_RANGE distance to any enemy or player merc (for soldier disguise) or DAY_VISION_RANGE/2 distance (for civilian disguise), option enabled by default
- new option: ALERT_ON_DEAD_LIMIT - enemy team will raise alert when 25-50% percent of soldiers are killed, exact kill limit depends on sectur curfew value and time of day, option enabled by default
- [D] starts player turn with half AP (experimental feature to allow more interesting covert playing but with reduced AP it should not feel too much like cheating)
- [Ctrl]+[T] starts forced turnbased with player's turn with half AP
- garotte: instant kill for collapsed soldiers, chance for instant kill if target soldier never seen attacker

- Disguise: check only alerted opponents (so you can now disguise automatically immediately after covert kill)
- if alerted opponent seen/heard recently, lower suspicion by 10%, if not alerted opponent seen recently, lower suspicion by 25%

AI optimization:
- no Main Red AI for civilians
- limit civilian AI (only run away if under fire, see fresh corpse or soldier nearby)
- skip RED if no enemy known, no corpse nearby and no friend under fire
- Yellow AI: added start turn check for taking cover
- Red AI: take cover decision for civilian AI (only turnbased, check turn start)

Now realtime AI should work slightly faster, in my test on my old PC the game worked well in realtime after red alert, almost no lag (AI logging should be disabled in options)

[Updated on: Sat, 16 December 2017 01:44]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351694 is a reply to message #351693] Sat, 16 December 2017 01:50 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
New option: EQUAL_CHANCES (enabled by default)

- press SHIFT to see known opponent locations for selected soldier
- only recently seen/heard opponents are shown (seen/heard this or last turn)
- also will show noise location for selected soldier



What do you think, does it feel like too much cheating?

[Updated on: Sat, 16 December 2017 15:50]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351697 is a reply to message #351694] Sun, 17 December 2017 02:12 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Experimental feature: AI uses smoke to cover dangerous movement.



Note: this is demonstration video with some code tweaks, in real game AI should not use smoke very often.´╗┐



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351721 is a reply to message #351697] Wed, 20 December 2017 01:10 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Ja2+AI r596

- new option EQUAL_CHANCES: show known enemies/noise locator if SHIFT pressed (enabled by default)
- show noise locations: need to enable radio listening skill to see all locations
- stop listening if APs spent (radio will still work so soldier can become listening again automatically at the start of the next turn)
- faces: show listening icon (placeholder currenlty)
- new option CHANCE_IGNORE_ARMOUR: chance to critical hit that partially ignores armour (disabled by default)
- Red AI: try to use smoke to cover movement (if next movement spot seems dangerous because of fresh corpse or light at night, throw smoke to provide some cover)
- limit civilian AI: allow movement when under fire, check closest noise, allow taking cover only with initial AP
- don't show forced turnbased mode message if already in turnbased
- [Alt]+[B]: create only elites and regulars
- soldier cannot change stance: change UI message to screen message
- flanking: allow room flanking when soldier cannot find normal flanking spot (normally AI soldiers should not flank into room if they cannot cross it in one turn)
- Red AI: use smoke cover when flanking (check that flanking path is dangerous, throw smoke to provide some cover)
- Black AI: use smoke cover when advancing (when there's no spot with good cover to advance to enemy, try to advance using smoke cover)
- DetermineMovementMode: take into account terrain density (soldier will decide movement mode depending on number of grass and obstacles nearby)
- new option RANDOMIZE_NOISE_LOCATION: randomly move noise location when soldier hears noise, number of tiles depends on distance to noise source (so shooting at heard only enemies is less effective now)
- randomize noise location: more if no LOS from soldier to noise
- show noise locator: use red soldier locator only for seen soldiers (noise from unseen source will be shown with white locator)
- ConsiderProne: allow going prone if there are friends under attack nearby
- less restrictive any cover check (cover from closest enemies is checked, cover from distant enemies is less restrictive, allowing AI soldier to use even not perfect cover spots)
- GetHearingBonus: radio listening, extended ear and normal hearing are mutually exclusive (so you need to decide if you want to aid hearing with some equipment like extended ear or radio, or you will choose to use natural hearing with all bonuses from traits and backgrounds)
- x-ray: increased detection range to day vision range (more useful now, especially since it's possible now to use radio listening to discover enemy locations)
- store non linear noise volume to correctly work with MAX_MISC_NOISE_DURATION (previously in stock 1.13 code any new noise always replaced old noise because value is limited by 12, now the loudest noise is stored correctly)
- disabled lazy civilians code
- increment watched location by hearing only for AI soldiers
- stop watching/spotting/listening if suppressed
- Red AI: additionally use stealth movement in realtime, when soldier is flanking or moves in dense terrain (more important now since player can use radio listening)
- update interface panel with DIRTYLEVEL2 level when deducting points (correctly update portrait icons when soldier spends AP and loses watching/spotting/listening status)
- raise alert when jammer found: randomize location depending on distance (soldier with radio will raise alert if he finds that someone is jamming frequencies, also he will tell others the approximate location of jammer)
- NumberOfTeamMatesAdjacent: fixed bug that prevented anticrowding code to work since vanilla
- FindAdvanceSpot: reserve AP when searching path, check obstacle near spot, improved performance (performance improvement as this was very time consuming code with a lot of path searching)
- movement mode: decide if crawl/swat movement mode is more effective because of needed stance change, allow swatting/crawling closer to enemy (if prone or crouched soldier has very few AP, it's sometimes better to just crawl or swat few tiles away instead of spending AP to stand up and start running)
- new option SHOW_SKILLS_ON_MERC_PORTRAIT: determines if skill tooltips should be shown on tactical and strategic screen (enabled by default)
- fixed rare bug with AI dropping item from second hand

[Updated on: Wed, 20 December 2017 01:18]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351756 is a reply to message #351721] Mon, 25 December 2017 01:22 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Some screens from new feature: Tactical Panel.

New useful tactical panel:

Show two guns, show gun status:

Useful statistics panel from Vengeance:Reloaded mod (feature by anv):

Message log in tactical panel (scrollable):

Quick items help panel (press ALT+number):

Useful information about enemy - his status and equipment (skills and inventory items displayed depend on distance and time observed, basic weapons/equipment is always displayed):

This enemy is in trouble:

Works for friends, too:

And for civilians, though not very useful:


Press [I] or middle mouse button to switch panel mode, quick items help panel activates automatically when ALT is pressed.
Enemy info panel activates when cursor is on enemy in look or hand mode.
All panels are optional and can be disabled with INI.
Works in all resolutions if there's enough space between merc portraits and right panel with minimap:
800x600, 6 mercs
1024x768, 6 mercs or 8 mercs
and all widescreen resolutions using basic 800x600 (no more than 6 mercs) and 1024x768 interface (no more than 8 mercs).

Demo video:




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351772 is a reply to message #351756] Mon, 25 December 2017 09:48 Go to previous messageGo to next message
Uriens

 
Messages:330
Registered:July 2006
Niiiiiiiiiice. Thanks for doing this. happy
Re: Experimental Project 7[message #351773 is a reply to message #332214] Mon, 25 December 2017 16:02 Go to previous messageGo to next message
Toma777

 
Messages:57
Registered:October 2013
Location: serbia
sevenfm how to enable a tactical panel?
Re: Experimental Project 7[message #351774 is a reply to message #351773] Mon, 25 December 2017 16:23 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Toma777 wrote on Mon, 25 December 2017 19:02
sevenfm how to enable a tactical panel?

It's not released yet, will be enabled by default in next version.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351775 is a reply to message #351774] Mon, 25 December 2017 17:35 Go to previous messageGo to next message
Toma777

 
Messages:57
Registered:October 2013
Location: serbia
Ok,thanks for your great work on improving this game!
Re: Experimental Project 7[message #351776 is a reply to message #351775] Mon, 25 December 2017 18:26 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
You can download ja2_7609en+AI_r612.exe to test Tactical Panel feature and other recent improvements.

New options:
TACTICAL_PANEL = TRUE
QUICK_ITEM_PANEL = TRUE
TACTICAL_LOG_PANEL = TRUE
TACTICAL_INFO_PANEL = TRUE

Hints:
- press [SHIFT] to see last heard noise, radio operator with listening task will remember all heard seen/heard opponents from last turn
- press [ALT] to see quick items help panel
- to see enemy info, select look cursor (by pressing [L] or middle mouse button) or use grab cursor (press [CTRL])
- switch panel mode by pressing [I] or pressing middle mouse button on panel
- use mouse wheel for scrolling tactical log
- press RMB on tactical panel window to swap hands
- to use statistics window (feature by anv from Vengeance:Reloaded mod), put Extended_Panels.INI to Data folder (file available it from Data folder on google drive)
- it's recommended to use interface mod to fill tactical panel background, for example download VR_Interface.7z (interface from Vengeance:Reloaded mod) and unpack it into Data folder

Feedback and suggestions are appreciated.

[Updated on: Mon, 25 December 2017 18:33]




7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351777 is a reply to message #351776] Mon, 25 December 2017 20:52 Go to previous messageGo to next message
Randok

 
Messages:315
Registered:March 2004
A very interesting novelty.
One request. Is it possible to lighten the background of the window a bit?
happy



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: Experimental Project 7[message #351778 is a reply to message #351777] Mon, 25 December 2017 21:29 Go to previous messageGo to next message
sevenfm

 
Messages:1730
Registered:December 2012
Location: Soviet Russia
Randok wrote on Mon, 25 December 2017 23:52
One request. Is it possible to lighten the background of the window a bit?

The background is just a picture in Interface\Bottom_XX.sti, you can change it to anything you like with STI editor.



7609+fix | 7609+AI (r842) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #351779 is a reply to message #351778] Mon, 25 December 2017 23:15 Go to previous messageGo to previous message
Randok

 
Messages:315
Registered:March 2004
Thank you for the advice.
happy



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

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
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