Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #352031 is a reply to message #352030] Mon, 15 January 2018 14:45 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
Let me explain it again, sorry if i did not make that clear:
At first the spy was able to disguise(as soldier) during combat, i.e. works like in previous AI release,
alert went up and conditions to stay disguised worsened, also as usual,
but here at some point it was impossible to disguise ever again,
not only during the specific battle, from that time on he literally stopped being a spy.
No other obvious reasons like damaged clothes, tested different outfits at 100% although he had not been hurt,
thought that would reset whatever prevents him from disguising again.

Managed to reproduce it with other spy in different sector.
If this is how its itended to work in r646, pardon me for wasting your time.
Else just in case the savegame, should be combatible with default 7609+AI install.
Re: Experimental Project 7[message #352033 is a reply to message #352031] Mon, 15 January 2018 16:16 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
townltu wrote on Mon, 15 January 2018 17:45
Managed to reproduce it with other spy in different sector.
If this is how its itended to work in r646, pardon me for wasting your time.
Else just in case the savegame, should be combatible with default 7609+AI install.

Thank you for save, will take a look.

EDIT: fixed bug in r650

[Updated on: Mon, 15 January 2018 18:15]




7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352038 is a reply to message #352033] Mon, 15 January 2018 22:20 Go to previous messageGo to next message
szczurszymon

 
Messages:6
Registered:January 2018
Dear Sevenfm,

Please update your 7609 unofficial modpack. In current version when someone would like to use one of the SDO configuration the AIM mercenary bios will be in Russian. Please update AIMBIOS.EDT in Data-SDO\BinaryData folder.

Below I'm sharing the original english file from SDO mod.

(add https: because I cannot share links or add atachments) //drive.google.com/file/d/1m8oRPESqfUFjEZ7ETVispvRY44VVhrkW/view?usp=sharing
Re: Experimental Project 7[message #352040 is a reply to message #352038] Mon, 15 January 2018 22:42 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
szczurszymon wrote on Tue, 16 January 2018 01:20
Dear Sevenfm,

Please update your 7609 unofficial modpack. In current version when someone would like to use one of the SDO configuration the AIM mercenary bios will be in Russian. Please update AIMBIOS.EDT in Data-SDO\BinaryData folder.

Below I'm sharing the original english file from SDO mod.

(add https: because I cannot share links or add atachments) //drive.google.com/file/d/1m8oRPESqfUFjEZ7ETVispvRY44VVhrkW/view?usp=sharing

Thank you! Restored original AIMBIOS.EDT from Strohmann's svn.
New 7609en+Modpack.7z file will be uploaded soon.
Also please note that there are some NCTH/OCTH balance changes in SDO mod in this modpack compared to original SDO mod, and some other minor changes like merc starting gear for several mercs.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352047 is a reply to message #352040] Tue, 16 January 2018 16:39 Go to previous messageGo to next message
szczurszymon

 
Messages:6
Registered:January 2018
Hello,
I've got a question. How do you do a sidestep now, 'cause Alt key is now bind with new expanded interface feature?
Re: Experimental Project 7[message #352048 is a reply to message #352047] Tue, 16 January 2018 17:13 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
szczurszymon wrote on Tue, 16 January 2018 19:39
Hello,
I've got a question. How do you do a sidestep now, 'cause Alt key is now bind with new expanded interface feature?

Sidestepping and rolling works as before.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352147 is a reply to message #352048] Wed, 24 January 2018 22:00 Go to previous messageGo to next message
szczurszymon

 
Messages:6
Registered:January 2018
Dear sevenfm,

I'm using your "7609 unofficial modpack" with r651 and I've encountered strange bug:

Sometimes game crash with error message: FILE: PngLoader.cpp ; Line: 1020 ; FUNCTION: LOadPalettedPNGImage ; bad alloc

It seems that there is a memory issue . Please investigate.
Re: Experimental Project 7[message #352150 is a reply to message #352147] Thu, 25 January 2018 09:32 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
@szczurszymon

Please test with r657, also disable tactical panel options in Ja2_Options.ini:
[Extended Options]
TACTICAL_PANEL = FALSE
QUICK_ITEM_PANEL = FALSE
TACTICAL_LOG_PANEL = FALSE
TACTICAL_INFO_PANEL = FALSE
PANEL_BACKGROUND = FALSE



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352220 is a reply to message #352150] Mon, 29 January 2018 20:59 Go to previous messageGo to next message
scorion
Messages:1
Registered:January 2018
Thanks for developing this version.

I also got the above error occasionally, with several versions since December last year, but keeping multiple saves helped me to deal with it without having to replay too much.

Unfortunately, I'm now confronted with a more serious one that would have too much of an impact on my strategy if I wanted to work around it.

When attacking or being attacked by an army of more than 20 soldiers I get the following error:

"Runtime error
Assertion failure: Line 847 in function PrepareEnemyForSectorBattle in file Queen Command.cpp

sNumslot <= 0 but should be greater than"

I've tried to fix it in several ways. I first encountered it in the Drassen counterattack. The same error would occur if I allowed reinforcements from different neighbouring sectors because that would mean there'd be more than 20 enemy soldiers involved. I got around it by disabling that option, but I also noticed not being involved directly in that fight the error would not occur. (I assert because the sector does not have to be loaded)

Now I'm getting the same error south of the Cambrian mine (the SAM site)
Ever since I conquered Cambria 30+ troops have been stationed at the site. As I understand it this is not the default behaviour suggested by the ini options, because it sets a maximum of 20 per sector. The troops aren't dispersing but stay put.

When I started the game I used the default options and I didn't set any of the extended ones provided by your build.
The options that I expect to affect this error are in the System Limit Settings of Ja2_options.ini:
MAX_NUMBER_ENEMIES_IN_TACTICAL, MAX_STRATEGIC_ENEMY_GROUP_SIZE and possibly MAX_NUMBER_MILITIA_IN_TACTICAL

As stated I left those and all other options on default when I started the game, using:
- build ja2_7609en+AI_r596.exe
- options: DIFFICULTY_LEVEL = 1, BOBBY_RAY_QUALITY = 2, BOBBY_RAY_QUANTITY = 2, MAX_IMP_CHARACTERS = 1, PROGRESS_SPEED_OF_ITEM_CHOICES = 2, SKILL_TRAITS = 1, INVENTORY_ATTACHMENTS = 2, GAME_STYLE = 0, ENEMIES_DROP_ALL_ITEMS = 1, EXTRA_DIFFICULTY = 0, AVAILABLE_ARSENAL = 1, SQUAD_SIZE = 8, INVENTORY_USE_AP = 0,DIFFICULTY_LEVEL = 1, USE_NCTH = 1, IMPROVED_INTERRUPT_SYSTEM = 1, BACKGROUNDS = 1

I've upgraded the exe a several times since, but I haven't noticed any difference. (in this regard) The error still occurs with r657.
I've played around with the System Limit Settings but different settings here (a higher number of enemies in tactical and a higher MAX_STRATEGIC_ENEMY_GROUP_SIZE) don't appear to affect an ongoing game.

The forum isn't allowing me to attach a file of any size greater than 0KB but I can provide the savegame by other means if needed.
Re: Experimental Project 7[message #352284 is a reply to message #352220] Sun, 04 February 2018 11:30 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
I get "[spyname] was seen performing suspicious acticities! [spyname]'s disguise will not hold." message
after the spy dropped her suspicous gun on the tile where she just entered the hostile sector at 22:58h.
None of my mercs was spotted, closest enemy is 27 tiles away from her, 21 tiles from my closest merc,
i.e. no way anybody except the nearby mercs, me and the program has seen her placing the FAL gently on the ground;)
Re: Experimental Project 7[message #352285 is a reply to message #352284] Sun, 04 February 2018 11:42 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
townltu wrote on Sun, 04 February 2018 14:30
I get "[spyname] was seen performing suspicious acticities! [spyname]'s disguise will not hold." message
after the spy dropped her suspicous gun on the tile where she just entered the hostile sector at 22:58h.
None of my mercs was spotted, closest enemy is 27 tiles away from her, 21 tiles from my closest merc,
i.e. no way anybody except the nearby mercs, me and the program has seen her placing the FAL gently on the ground;)

1. What AI version?
2. Do you have a save?
Last time I checked spy feature it worked fine.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352287 is a reply to message #352285] Sun, 04 February 2018 13:52 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
r657 in AV 1.10 + update(except the 2 fixes from last night) save exists but (un)fortunately its gone!?

I reported spontaneously, and decided to circumvent the apparently incorrect starting conditions for spy
by loading a save from before entering the sector, gave the rifle to someone else, and continued the game.

After reading your message i loaded the save to confirm it was the correct one,
and noticed that the "spyname was seen perf..." message did not pop up any more.
Closed the program started it again just in case, still gone!
As a sidenote, not the 1st time the message popped up for non recognizeable reason(in terms of r657)
or a disguise unexpectedly was not possible,
but it always happened mid battle where a player can hardly see all affecting factors.
Will keep an eye on it and in case try to provide a save which allows reproduction.

Sorry for taking your time!


Let me know if you want the save nevertheless.
(game is on isolated machine, and paranoia of user "complicates" upload to web, else you would already see a link;)
Re: Experimental Project 7[message #352288 is a reply to message #352287] Sun, 04 February 2018 14:10 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
A save just before the bug would definitely help.
I can't see a problem in the code so it's something unusual.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352305 is a reply to message #352288] Tue, 06 February 2018 22:47 Go to previous messageGo to next message
Randok

 
Messages:307
Registered:March 2004
ja2_7609en+AI_r659 It is not a valid Win32 application speechless



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 #352306 is a reply to message #352305] Wed, 07 February 2018 06:48 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
Randok wrote on Wed, 07 February 2018 01:47
ja2_7609en+AI_r659 It is not a valid Win32 application speechless

Please try ja2_7609en+AI_r659_xp.exe



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352308 is a reply to message #352306] Wed, 07 February 2018 11:22 Go to previous messageGo to next message
Randok

 
Messages:307
Registered:March 2004
Quote:
Please try ja2_7609en+AI_r659_xp.exe

It works. Thank you. 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 #352322 is a reply to message #352308] Thu, 08 February 2018 16:08 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
Ja2+fix update:
- Build 18.02.08
- INV_AP_WEIGHT_DIVISOR: default value 10
- loading screen: compare strings fix
- give first boxer bodybuilding trait
- give second boxer martial arts + athletics trait
- no misfire for AI
- increase max mortars number
- ValidItemAttachmentSlot: MAXATTACHMENTS fix
- fix bonus for scouts using binocs
- r8340 fix (use bSectorZ instead of pathing.bLevel)
- LOS: smoke vision penalty
- LOS: don't stop endless LOS on smoke
- less suppression for buckshots (1/3)
- BeginMercEntering: look around
- Militia orders: improved commands
- disable MORALE_HEARD_BATTLE_LOST event when retreating from battle
- no reputation loss when retreating from battle
- InitSoldierOppList: TOTAL_SOLDIERS fix
- CalcEffVolume: no voice noise at soldier's turn
- DecayIndividualOpplist: MAX_NUM_SOLDIERS fix
- RemoveCapturedEnemiesFromSectorInfo: additional damage to all items except weapons
- PathAI: neutral civilians avoid all mines
- PathAI: skip deep water if not in deep water already
- PathAI: skip gas if not in gas already
- PathAI: try to be more cautious - avoid light at night and fresh corpses
- AddRottingCorpse: only JFK has no head
- TurnSoldierIntoCorpse: additional damage to all items except weapons
- GetCorpseAtGridNo: pBaseStructure fix
- CorpseOkToSpawnZombie: pAnimState fix
- AddSoldierToSectorGridNo: always give first turn to enemy
- player mercs should not die instantly: random damage
- robots should not die instantly
- civilians with profile should not drop items from hand as it may break quests
- SeemsLegit: always uncover in stealth mode, uncover when seen in combat close to a soldier
- AddPlacementToWorld: check corpse bodytype when removing tank placement
- CalcThrownChanceToHit: don't apply penalty for enemy team if no skills for enemy selected
- AI_ACTION_DROP_ITEM: fix for second hand
- HandleInitialRedAlert: check sector for Queen and Joe
- DetermineMovementMode: check if moving in current stance is more effective than running, use running for taking cover when not under attack, use SWATTING/CRAWLING when under fire, use SWATTING when in a room and seen enemy recently or under fire
- Attacks: don't use mortar in building or underground, don't use grenade launcher underground
- CalcBestThrow: use mortar/grenade launcher on heard/recently seen enemies
- don't spare grenades when soldier is under fire, has shock or too many army guys killed
- don't limit mortar use when soldier is under fire, has shock or too many army guys killed
- allow AI CTH bonus for mortars
- new calculation for min CTH for throw attack
- Green AI: only soldiers with long range scoped weapons may decide to climb on roof
- Red AI: stationary/snipers should not seek, stationary/snipers should not help
- Red AI: allow soldiers to pick up weapons/ammo
- FindBestNearbyCover: use max search range, penalize locations with corpses
- SearchForItems: if we don't have a gun, try to pick up weapon even in bad status, use maximum search range, don't search for guns if we should search for ammo, check OBJECT_AI_UNUSABLE
- Russian translation fixes
- German translation fixes
- CalcSuppressionTolerance: balanced tolerance calculation
- HandleSuppressionFire: fix ubPointsLost calculation

[Updated on: Thu, 08 February 2018 16:11]




7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352325 is a reply to message #352322] Thu, 08 February 2018 18:41 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
15 tiles distance(got it from testing, correct me if i am wrong) for automatic uncover of spy with military disguise appears too high,
given the fact that 16 soldiers evenly distributed over a sector(according to "gun distance" feedback from [F]: 108x104 tiles)
will have all tiles of a sector within 15 tiles range,
so at daytime if any soldier spots another undisguised merc/becomes aware of enemy presence,
non hidden spies with military disguise are literally automatically uncovered in that turn.

Perhaps make uncovering mechanism not perfect, as humans make mistakes also in JA2:
"i forgot again", snipers miss clear shot, mechanics fail at locks, even Bull sometimes fails to kick in a door;)
but every soldier appears to have a 100% uncover chance.
How about adding some rng to uncover mechanics, there are also many possible modifiers:
related to spies lvl/skill/stat, personality(assertive,nervous...)
and kills for military disguise(lead to frequent changes in troops personnel)
and loyalty for civil(loyal civilians may help non uncovered civil spies)

Optionally, and not really serious: reduce the queens troops by a random value/day or hour,
as soldiers kill each other because of false suspicions;)



Also i have a "- SearchForItems" related question:
Can soldiers pick up items that have been dropped into an open or closed container,
respectively were moved into a small bathromm cabinet with [Shift]+[M]?
Re: Experimental Project 7[message #352326 is a reply to message #352325] Thu, 08 February 2018 18:51 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
Quote:
15 tiles distance(got it from testing, correct me if i am wrong) for automatic uncover of spy with military disguise appears too high,
given the fact that 16 soldiers evenly distributed over a sector(according to "gun distance" feedback from [F]: 108x104 tiles)
will have all tiles of a sector within 15 tiles range,
so at daytime if any soldier spots another undisguised merc/becomes aware of enemy presence,
non hidden spies with military disguise are literally automatically uncovered in that turn.

Automatic spy uncovering is optional (UNCOVER_IN_COMBAT) and disabled by default, I will probably remove it completely in the future as suspicion counter should be enough.

Quote:
Also i have a "- SearchForItems" related question:
Can soldiers pick up items that have been dropped into an open or closed container,
respectively were moved into a small bathromm cabinet with [Shift]+[M]?

AI soldier can pick item only from flat tile - where he can stand - if there is some impassable structure, he cannot move there and take item.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352374 is a reply to message #352326] Mon, 12 February 2018 16:10 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
Thanks for reply, appears i should not have tinkered with AI settings,
as i must have set uncover_in_combat=true myself ;)


Ok, next thing that made me think whether that works as intended:
The AI soldiers fire at tiles from where they were shot although its impossible they heard the sound,
and even if they would have seen the projetile, it was for less than 50% of its travel distance.
Ability appears to require that target survives the turn.

Long story:
snipers use silenced TRG22 and M25 EBR(all items @100% condition) with cold loaded ammo, = 21 tiles sound range.
Cheat+Alt+E shows distance of closest soldier(not the target) to closest sniper is 36 tiles,
no radio operator or soldier with radio in inventory among the enemies in sector.

If i kill the target(60 tiles away) in one turn, no matter whether 1_shot_kill or 2+ silenced weapons,
the enemy will not reply fire at all or even at the exact tile(s) from where i shot the victim(although 1 or 2 soldiers see the target die)
If the victim is still alive when i end the turn,
the enemies appear to "know" exactly the tile(s)from where my merc(s) fired.
Reliably reproduceable with r657&659 in AV1.10, save most likely still exists.



I get regular locks with r657&659 (prevous relases not tested) for specific path condiditions
locks do not occur with official 7609 exe, i.e. only the latter will skip the action after deadlock_delay time:

I completely blocked access to the inner compound in B13 by placing a line of blue flags behind the barriers,
and encountered many unresolveable halts when soldiers stopped directly at the barrier,
probably intending to jump over it, but realizing that there is no spot where they could land.

Stock 7609 exe will resolve the issue after deadlock_delay_time,
r657&659 left me no other option than ALT+X(waited 5+ minutes)

Now you may say i produced it myself with that exploit/cheat whatever and deserve nothing better,
respetively deserve no help to solve a selfmade issue, which i would be totally fine with
(btw i placed the blue flags in front of the barrier which resolved the issue :D
that is also the reason why i think its path related,
somewhat guided by the fact that more or less the same dev team also "produced" similar issues in Wiz8,
e.g. party has no path condition on arrival of statonary teleporter,
nearby pathnode behind physical wall allows bounding box to pass though, etc pp
;)
but a same or at least similar issue occurs with basic condition of map(s):

E.g. D15 map in AV 1.10:
The door in the NW wall blocks access to tile 11924(aka direction NW) for a soldier who opened it on tile 12088 and stepped on tile 12087,
and "he" appears uable to recogize that he has to close the door in order to proceed into the direction of my attackers.
This happened with stock 7609 exe and r657/r659,
and reliably locked r657&659(previous untested), while old 7609 exe manages to escape the loop(or whatever)

Save for rather reliable reproduction of game to become locked in B13 with r657+ exists,
save for similar/same issue in D15 was overwritten, sorry.
(On a hdd, so probably gone forever, but would check sectors if really important).


Pls let me know if you would want me to upld any of those saves.

[Updated on: Mon, 12 February 2018 16:11]

Re: Experimental Project 7[message #352376 is a reply to message #352374] Mon, 12 February 2018 16:31 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
townltu wrote on Mon, 12 February 2018 19:10
snipers use silenced TRG22 and M25 EBR(all items @100% condition) with cold loaded ammo, = 21 tiles sound range.

You cannot calculate exact hearing distance from just gun's loudness, it's much more complicated, and first thing is that basic hearing distance is calculated as noise volume + soldier's hearing ability, which can be improved by skills or extended ear and can easily add 10-15 tiles.
AI will only shoot at heard enemy, and some random offset is added to exact noise location based on distance, so there's no cheating or bugs as far as I know.

Quote:
I get regular locks with r657&659 (prevous relases not tested) for specific path condiditions

It's well known problem, reported many times. There are some bugs in 1.13 path code which result in deadlock, for example if you place jumpable fence and then some impassable structure right behind it, the AI will think he can jump over, but when he tries to jump he realises he cannot, and hangs. It's even reproducible with player mercs on first (landing) wildfire map.

Quote:
Stock 7609 exe will resolve the issue after deadlock_delay_time

Yes, there is code in stock 1.13 to break the AI after certain time, unfortunately it breaks AI when in fast forward mode (because time limit passes too fast and it often breaks normal AI behavior), that's the reason that I disabled this code in Ja2+AI.
Quote:
r657&659 left me no other option than ALT+X(waited 5+ minutes)

You don't have to wait 5 minutes, just press ESC if you see endless clock.

Quote:
The door in the NW wall blocks access to tile 11924(aka direction NW) for a soldier who opened it on tile 12088 and stepped on tile 12087, and "he" appears uable to recogize that he has to close the door in order to proceed into the direction of my attackers.
This happened with stock 7609 exe and r657/r659, and reliably locked r657&659(previous untested),

I know of this door problem, but currently it is more a map maker's job to fix such issues.

Quote:
while old 7609 exe manages to escape the loop(or whatever)

Yes, and breaking AI in situation when fast forwarding enabled or player presses [-] on enemy turn.

Quote:
Pls let me know if you would want me to upld any of those saves.

Sorry, I don't plan currently to debug pathfinding code.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352386 is a reply to message #352374] Mon, 12 February 2018 19:11 Go to previous messageGo to next message
edmortimer

 
Messages:1058
Registered:January 2015
Location: Home Free
Quote:
E.g. D15 map in AV 1.10:
The door in the NW wall blocks access to tile 11924(aka direction NW) for a soldier who opened it on tile 12088 and stepped on tile 12087,
and "he" appears uable to recogize that he has to close the door in order to proceed into the direction of my attackers.


I fixed this map issue - it'll be in the next update at the end of the month.




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Re: Experimental Project 7[message #352395 is a reply to message #352386] Tue, 13 February 2018 15:37 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
Fixed critical bug in r666, please update.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352546 is a reply to message #352395] Sat, 24 February 2018 21:26 Go to previous messageGo to next message
Taleman

 
Messages:37
Registered:October 2010
Location: Finland
Runtime error, playing under Wine in Debian GNU/Linux 8, ja2_7609en+AI_r675.exe

Tried to upload a file, seems 0 bytes is max size for the attacment.

Now trying to insert an image I uploaded to web: http://taleman.fi/Kuvakaappaus-Jagged_Alliance_2-1.png
Re: Experimental Project 7[message #352548 is a reply to message #352546] Sat, 24 February 2018 21:53 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
I need a save just before the bug to try to reproduce and fix it. Posting a screenshot with some random bug doesn't help.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352549 is a reply to message #352548] Sat, 24 February 2018 21:58 Go to previous messageGo to next message
Taleman

 
Messages:37
Registered:October 2010
Location: Finland
It did not happen again, when I started from end turn save.
Re: Experimental Project 7[message #352550 is a reply to message #352549] Sat, 24 February 2018 22:00 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
How often does this bug happen? I need something that can be reproduced to fix it.
You can also try to disable tactical panel and see if it helps.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352567 is a reply to message #352550] Mon, 26 February 2018 11:02 Go to previous messageGo to next message
Taleman

 
Messages:37
Registered:October 2010
Location: Finland
Crash, with another error message. I believe this same error message about invalid UTF-8 character A did happen previously, but I did not take screenshot then. I have had these kinds of crashes about 5 times in past two weeks, before that I played a year without crashes.

This time screenshot, stack trace and end turn save file are available at http://taleman.fi/JA2/. Playing under wine in Debian GNU/Linux 8 Jessie and ja2_7609en+AI_r675.exe. Unfortunately the crash does not happen when continuing game from that save. Same thing has been every time with these types of crashes.
Re: Experimental Project 7[message #352568 is a reply to message #352567] Mon, 26 February 2018 11:12 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
Sometimes this UTF-8 error happens when using SSA feature with localized game. Try disabling it if you use it.
What mod are you using? I cannot check the save if I don't know with what mod it was made.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352569 is a reply to message #352568] Mon, 26 February 2018 13:02 Go to previous messageGo to next message
Taleman

 
Messages:37
Registered:October 2010
Location: Finland
I have no mods. I have only played the usual JA2 v 1.13.

What is SSA?
Re: Experimental Project 7[message #352570 is a reply to message #352569] Mon, 26 February 2018 13:12 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
Taleman wrote on Mon, 26 February 2018 16:02
What is SSA?

Sector steady ambients feature:
Quote:
[Extended Options]
ENABLE_SSA = TRUE
DEBUG_SSA = FALSE
VOLUME_SSA = 25



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352582 is a reply to message #352570] Wed, 28 February 2018 20:31 Go to previous messageGo to next message
Taleman

 
Messages:37
Registered:October 2010
Location: Finland
Different runtime error. I have now turned off SSA.

Maybe there is a typo in file name? I have a file named S_K_SWAT.sti, but the screenshot says it is missing S_R_SWAT.sti.
Quote:
taleman@yosemitesam:~$ locate -i swat.sti
/opt/ja2/ja2-datadir/Data/Anims/S_MERC/S_K_SWAT.sti
/opt/ja2/ja2-datadir/Data-UB/Tilesets/50/G-SWAT.STI
/opt/ja2/ja2-win/Data/Anims/S_MERC/S_K_SWAT.sti
taleman@yosemitesam:~$


Stacktrace, end turn save file and screenshot available from http://taleman.fi/JA2-2018-02-28/

No mods used. Playing under wine with wine ja2_7609en+AI_r675.exe. Debian GNU/Linux 8 Jessie. Unfortunately runtime error does not happen when continuing game from that Save00.sav. Which is kind of strance, why did it not need the file now? I tried to move MERC to the same position where the runtime error occurred, but no.
Re: Experimental Project 7[message #352583 is a reply to message #352582] Wed, 28 February 2018 21:09 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
S_R_SWAT.sti is in ANIMS.SLF
The problem is definitely not in normal code execution.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352587 is a reply to message #352583] Thu, 01 March 2018 12:56 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
I got a non resolveable and 100% reproduceable freeze with r675 & r666 in AV1.10,
happens as soon as i hit D(one).
It does not occur with stock 7609 exe.


Freeze also appears not to be related to changes done in .xml&.ini files
as it also happens with values set to the defaults of AV mod.
Same is valid if i outcomment all options for your exe which i could find in this thread
and which were added to \data-av\ja2Options.ini(i love to tinker;)


In case you want to take a look: sabercathost[dot]com/dxYn/SavedGames.rar

Since i saved every turn in this battle,
(game still runs extremely sluggy with AI exes, perhaps path calculation issues based on frequency of deadlocks,
e.g. 3/turn is not unusual, for battles with many enemies i watch videos on other notebook
because the enemy turns take sooo long, and because of that often miss info from enemy turns;)
the archive also contains the save from turn before, as it appears that already there the freeze in next turn is inevitable to prevent
by performing different (reasonable, didnt check a sarifice;) actions of PCs which would change the "seed" for next turn.
Re: Experimental Project 7[message #352603 is a reply to message #352587] Sat, 03 March 2018 15:14 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
@townltu
Thank you for bug report and save, r679 should work better.

Quote:
game still runs extremely sluggy with AI exes, perhaps path calculation issues based on frequency of deadlocks,
e.g. 3/turn is not unusual

It's a problem of 1.13 path AI having problems with some maps, usually if there's a fence and someting directly behind it.
As for your save, the turns are very quick, with a whole turn less than half a minute maybe.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352605 is a reply to message #352603] Sat, 03 March 2018 16:06 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
Thank you!

I salivate in anticipation to use new exe for imminent attack in Estoni ;)

Quote:
As for your save, the turns are very quick, with a whole turn less than half a minute maybe.

Well it differs widely here, sometimes i have turns that take > 5 minutes,
other times < 1min, estimated average is 2 - 3 minutes.

Also recently i got up to 24 "aborting ai deadlock for [n]"/turn within only seconds wait time for each message,
although i did not use [-] or [esc] keys to speed things up,
this may last for several turns or until i do something to draw attention.
If this is an alarming sign for you,
i should still have the saves where this occured in high numbers over many turns,
so in case let me know.


Keep in mind i am running the game on old hardware with T9400/9600 CPU,
using minimum energy consumption profiles and cpus locked @min multiplier
to prevent thermal stress on gpu from shared cooler design flaw which leads to flaws in bga connections.
(one machine already goes bsod after ~ 30min under full power:( )
Re: Experimental Project 7[message #352607 is a reply to message #352605] Sat, 03 March 2018 16:59 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
townltu wrote on Sat, 03 March 2018 19:06
Also recently i got up to 24 "aborting ai deadlock for [n]"/turn within only seconds wait time for each message,
although i did not use [-] or [esc] keys to speed things up,
this may last for several turns or until i do something to draw attention.

The game will break AI for soldier if DEAD_LOCK_DELAY seconds of ingame time have passed (which may be much faster if fast enemy AI option is selected) and the player pressed ESC or 10 seconds of real time have passed (to avoid breaking the AI by highspeed game timer as in regular 1.13).
To fix deadlocks, someone should fix maps that cause them, or fix the path AI in source code (jump over fence part).

Quote:
Keep in mind i am running the game on old hardware with T9400/9600 CPU,
using minimum energy consumption profiles and cpus locked @min multiplier
to prevent thermal stress on gpu from shared cooler design flaw which leads to flaws in bga connections.
(one machine already goes bsod after ~ 30min under full power:( )

I have 3Gz core 2 duo and 4gb of memory, and can play game without any problems at decent speed. I don't play epic 64 vs 64 battles though.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352671 is a reply to message #352607] Sun, 11 March 2018 10:59 Go to previous messageGo to next message
townltu

 
Messages:175
Registered:December 2017
Location: here
Can you teach soldiers more effective use of ammo,
i.e. consolidate mags instead of dropping partially emptied ones?
Or let them pick up the mags they dropped and consolidate then if thats easier to code.


long story
The wild_reply_fire made me think whether i could use it against them
to let them run out of ammo with e.g. athlets repeatedly shoot&run/go_full cover etc,
which appeares to work as they stopped firing at some point and many charged then.
btw imo much deserved after the rain of lead, so dont give them more ammo;)

But the victory was diminished
as in sector inventory i discovered several mags which had a couple of bullets left,
probably as their ar/br/smg users had reloaded for suppression fire,
so if you can teach them to consolitate mags without too much effort, pls do it.


Btw, can you also teach soldiers to handle only_headshots_work/kill_permanently zombies in the "dying" state?
While they cant target body zone of prone victim, they keep fire at dying zombie until running out, then charge zombie.
Better step close&ignore until up, then pop head.

[Updated on: Sun, 11 March 2018 11:00]

Re: Experimental Project 7[message #352674 is a reply to message #352671] Sun, 11 March 2018 15:21 Go to previous messageGo to next message
sevenfm

 
Messages:1534
Registered:December 2012
townltu wrote on Sun, 11 March 2018 13:59
Can you teach soldiers more effective use of ammo,
i.e. consolidate mags instead of dropping partially emptied ones?
Or let them pick up the mags they dropped and consolidate then if thats easier to code.

long story
The wild_reply_fire made me think whether i could use it against them
to let them run out of ammo with e.g. athlets repeatedly shoot&run/go_full cover etc,
which appeares to work as they stopped firing at some point and many charged then.
btw imo much deserved after the rain of lead, so dont give them more ammo;)

But the victory was diminished
as in sector inventory i discovered several mags which had a couple of bullets left,
probably as their ar/br/smg users had reloaded for suppression fire,
so if you can teach them to consolitate mags without too much effort, pls do it.

AI soldiers try to reload before using suppression fire, that's the reason they have pertially filled mags. But they don't throw away those mags but keep them in inventory and use later. They would only need to merge them to be able to use those mags for suppression fire, but I doubt that the effect will worth the effort needed to code that.
Also, there is a code for AI to not use suppression fire when low on ammo, and even in black state (attacking seen enemy) they will try to use short bursts and then single shots. I don't know the exact situation in your battle but it should work this way for a long time already.

Quote:
Btw, can you also teach soldiers to handle only_headshots_work/kill_permanently zombies in the "dying" state?
While they cant target body zone of prone victim, they keep fire at dying zombie until running out, then charge zombie.
Better step close&ignore until up, then pop head.

In r684, AI soldiers will prefer to shoot at head if ZOMBIE_ONLY_HEADSHOTS_WORK option is set, also the hit to the other body parts will also have effect though much lowered (damage divided by 4) to avoid possible problems with AI not being able to kill lying zombie.



7609+fix | 7609+AI (r713) | 7609 unofficial modpack | Win8+ fix | Experimental project | Youtube

- How did you survive?
- Didn't. Got killed... God, I love that joke.


Re: Experimental Project 7[message #352676 is a reply to message #352674] Sun, 11 March 2018 17:12 Go to previous messageGo to previous message
townltu

 
Messages:175
Registered:December 2017
Location: here
Thank you, sounds good if breath&dmg resistance in .ini still come into effect,
else i think nerf has too much impact if you want to have some tough zombies.
Besides i usually dont like to have zombies interfere in battle with army,
they tend to make battle easier unless there are many civilians to protect,
only forgot to deactivate zombie option and realized enemies issues to kill the dying zombie,


"dropping" refered to what dropped loot i found after the battle,
i didnt think they threw their mags away,
and it should be also "let them pick up the mags which other soldiers dropped when they died",
sorry for unprecise phrasing.

However i totally agree that if its an effort to teach them merging mags,
the effect of some more autofire from that is not worth it,
as they appear to have enough ammo for the usual battle.
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