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Forum: v1.13 Coding Talk
 Topic: Experimental Project 7
Re: Experimental Project 7[message #356195 is a reply to message #356189] Wed, 19 December 2018 02:29
sevenfm

 
Messages:1792
Registered:December 2012
Location: Soviet Russia
Ja2+AI r946

Fixes:
- fix: the game sometimes didn't charge APs for changing stance after cowering
- r8427: The total weight of the equipment carried by a merc is now displayed in a tooltip. (by Flugente)
- autoresolve fixes from r8554 (by Flugente)
- r8524 Fix: on low resolutions, the message log blocks parts of the inventory,so deactivate the log in that case (by Flugente)
- updated r8524 fix to work in 1024x600
- GetClosestFlaggedSoldierID: find closest soldier
- initialize last suppression values (fixes incorrect suppression values shown above the soldier when he is suppressed for the first time in the battle)
- fix cowering animation
- create soldier: possibly initialize broken militia/army class (the game works incorrectly if soldier is in enemy team but has no correct enemy class assigned in editor)
- campaign stats: if soldier has no defined class, use CAMPAIGNHISTORY_SD_ENEMY_ARMY or CAMPAIGNHISTORY_SD_MILITIA_GREEN group, changed default group to CAMPAIGNHISTORY_SD_CIV

Misc:
- Build 18.12.18
- better rounding for diagonal movement (for better balance between straight and diagonal movement costs)
- lower range penalty for grenade launchers
- tanks, vehicles, robots cannot be gassed
- smoke and signal smoke don't have gas effect on soldiers
- play grenade pin sound
- added support for custom grenade pin sound (<sSound> tag in Weapons.xml)
- added weapon raising sounds support
- NCTH: increase deviation when shooting beyond effective range, limit additional deviation multiplier to 2.0
- start bullet drop at weapon range/2 for fragments, at weapon range in OCTH, use gravity constant 4 for OCTH, 2 for fragments
- set usClockTicksPerUpdate = 30 for fragments, always use speed specified in weapons.xml

Save version and compatibility:
- revert gameversion to SNITCH_TRAIT_EXTENDED
- set max number of keys to 64 to restore save compatibility with older Ja2+AI releases or stock 1.13 7609
- hold SHIFT to load earlier saves with 255 keys

Interrupts:
- bonus to interrupt level for pistol only if weapon is not raised (first check bonos for any weapon raised in enemy direction, second check for pistol in hand which can be not raised, then check for melee weapon in hand which also can give small bonus at close range)
- tank can interrupt even if it was hit this turn
- interrupt level penalty for soldier if he was hit this turn
- bonus from raised weapon/pistol in hand/knife in hand applies only for merc bodytypes
- interrupts: apply cowering/hit/suppressed restrictions only to merc bodytypes

AI:
- AI: use throw attacks more often when attacking town sector
- lower chance to use smoke depending on range, bonus if enemy recently have seen many opponents, penalty if friends see this enemy, don't use smoke against enemies with short range weapons
- lower value for flare attack if friends see this enemy
- AI code speed optimization
- Green, Yellow AI: raise alert if found drugged soldier (raise alert if player used combat drugs against enemy soldiers)
- check that fast forward was used when breaking AI (should fix breaking AI because of fast forward timer used)
- for soldiers without profile, avoid locations near doors if alert was not raised yet (so random AI movement will not block doors too often)
- CalcCoverValue: retreat/take cover when under fire, allow better taking cover after shot

Covert:
- SeemsLegit: uncover if seen near collapsed soldier
- applying items to enemies: penalize attacker value if someone is watching, penalize defender value if he cannot see attacker, penalize defender value if he never seen attacker, increase suspicion of attacker if still covert (in general, it's much harder now to apply items to opponent if someone is watching or if alert is raised)

Suppression:
- allow AP loss for prone soldier (previously there was no AP loss for prone soldiers, they could only lose all APs when cowering)
- move adrenaline effect on suppression to suppression tolerance (adrenaline increases suppression tolerance)
- correctly show APs lost from suppression
- show suppression face icon at 25%
- moved alcohol bonus/penalty to FearResistancePercent (alcohol helps to lower suppression shock)

Game Options:
- removed SHOW_SUPPRESSION_COUNT_ALT option
- SHOW_SUPPRESSION_COUNT, SHOW_SHOCK_COUNT, SHOW_AP_COUNT, SHOW_MORALE_COUNT - disable value = 2 (always show suppression in regular way, after damage counter)
- removed options: SHOW_SUPPRESSION_USE_ASTERISK, SHOW_SUPPRESSION_SCALE_ASTERISK
- options ENEMY_HIT_COUNT = 1, PLAYER_HIT_COUNT = 1 show red '*' instead of white '?'
- removed XML_LOCKS option (the game simply checks for xml files and use them if they exist, no need for option as all locks binary files in mods are identical to vanilla ja2)

Merges:
- added new tags to Merges.xml: PointsUsed, PointsAdded, ExtraItem, ExtraItemPointsUsed, SkillCheck, SkillDifficulty



7609+fix | 7609+AI (r946) | 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."


Forum: v1.13 General Development Talk
 Topic: Hi everyone! A question on helping out on development.
Hi everyone! A question on helping out on development.[message #356197] Wed, 19 December 2018 04:01
tryingtokeepup

 
Messages:19
Registered:July 2012
Location: Hawaii
Hi everyone!

I was active, well, lurking a few years back, playing different mods and whatnot. I have always aspired to help out with the modding scene, but for the longest time had no ability to help out.

I finally have achieved some ability in coding (currently a Javascript webdev with some python background), so I thought I might take a crack at debugging the code.

The most persistent bug that I have seen has to do with the hospital in Cambria (each time I play the newest versions of 1.13, I eventually have the dreaded "hospital bug", where the timer icon appears after talking to either Nurse Jenny or the doctors and the injured mercs go into the operating room and the whole game basically freezes - although the game is still technically playing - , and you cannot exit out to the tactical screen or speed up time), and the boxing ring bugs. I know that both of these scenarios bug out because they are technically like super imposed cutscenes that allow for player interactivity (cook hack, but a hack non-the-less), and I was thinking that because Flugente and silversurfer and the rest of the developers are busy, I might take a look at the code and try to identify what is going on there as a junior dev.

However, when I check these links, out, I am a little confused. This is the repos for the original 1.13 stable version, is it not? If i wanted to help figure out the bugs for the newest, "unstable" revisions, how would I do so?

I apologize if this has already been written up somewhere. I spent a few days lurking and looking around, but I haven't found any threads on this topic directly, only admonitions to find the original code, clone the repo, and download some older version of VS (2008 or 2006) to compile it. If that is the correct procedure, I will go ahead and do so, but I am really interested in squashing bugs in the current iteration of 1.13, and not the original code.

Thank you for your time! If this doesn't get a response, I will go ahead and try to figure it out myself during this winter break. A link to the current repo for 1.13 development would be awesome too, unless that is a private repo and not available to the public!
Re: Hi everyone! A question on helping out on development.[message #356199 is a reply to message #356197] Wed, 19 December 2018 04:06
sevenfm

 
Messages:1792
Registered:December 2012
Location: Soviet Russia
Source for the main trunk:
https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13
Gamedir for the main trunk:
https://ja2svn.mooo.com/source/ja2_v1.13_data/GameDir

Use TortoiseSVN to download source code.
Source should be compiled with anything from VS2005 to VS2017, I personally use VS2013 + Visual Assist X.

[Updated on: Wed, 19 December 2018 04:07]




7609+fix | 7609+AI (r946) | 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."


Forum: JA2 Arulco Revisited
 Topic: Latest version of 1.13 compatible with AR
Latest version of 1.13 compatible with AR[message #356200] Wed, 19 December 2018 04:08
buuface

 
Messages:137
Registered:October 2011
Hello what revision of 1.13 are you guys running this mod with?
Forum: JA:BiA Modding
 Topic: Hi, need a little help of modding~~~
icon11.gif  Hi, need a little help of modding~~~[message #356201] Wed, 19 December 2018 10:10
blaster
Messages:3
Registered:January 2015
I bought the game Jagged Aliiance : Back in Action for several years, I love it, and play it through for 4 times. These days I have been working on how to made a new face of Igor Dolvich, the character of JA:BiA, and then send it to the steamwork, so I would like to know, could anybody tell me how to open or edit the *.caf file and *.crf file? I saw some mods on Moddb havr some modded *.crf files, but the creaters were not online. Thank you all for reading this, and thank you for your time. ; )
Forum: Flugente's Magika Workshop
 Topic: Absurdly small code changes
Re: Absurdly small code changes[message #356202 is a reply to message #356011] Wed, 19 December 2018 11:57
RoWa21

 
Messages:2040
Registered:October 2005
Location: Austria
zwwooooo wrote on Wed, 28 November 2018 05:46
@Flugente

Hi, I tried to fix it. It is working properly. Please check it out and fix it to svn? Thanks.

SGP/Font.cpp

modify this function:
void SetRGBFontForeground( UINT32 uiRed, UINT32 uiGreen, UINT32 uiBlue )
{
	if((FontDefault < 0) || (FontDefault > MAX_FONTS))
		return;
	FontForeground16 = Get16BPPColor( FROMRGB( uiRed, uiGreen, uiBlue ) );
}

to:
void SetRGBFontForeground( UINT32 uiRed, UINT32 uiGreen, UINT32 uiBlue )
{
	if((FontDefault < 0) || (FontDefault > MAX_FONTS))
		return;
	FontForeground16 = Get16BPPColor( FROMRGB( uiRed, uiGreen, uiBlue ) );
	if (iUseWinFonts) {
		if (GET_WINFONT() != -1)
		{
			uiRed = FROMRGB(uiRed, uiGreen, uiBlue);
			SetWinFontForeColor(GET_WINFONT(), &uiRed);
		}
	}
}


and modify this function:
void SetRGBFontBackground( UINT32 uiRed, UINT32 uiGreen, UINT32 uiBlue )
{
	if((FontDefault < 0) || (FontDefault > MAX_FONTS))
		return;
	FontBackground16 = Get16BPPColor( FROMRGB( uiRed, uiGreen, uiBlue ) );
}

to:
void SetRGBFontBackground( UINT32 uiRed, UINT32 uiGreen, UINT32 uiBlue )
{
	if((FontDefault < 0) || (FontDefault > MAX_FONTS))
		return;
	FontBackground16 = Get16BPPColor( FROMRGB( uiRed, uiGreen, uiBlue ) );
	if (iUseWinFonts) {
		if (GET_WINFONT() != -1)
		{
			uiRed = FROMRGB(uiRed, uiGreen, uiBlue);
			SetWinFontBackColor(GET_WINFONT(), &uiRed);
		}
	}
}


and the modify this function:
void SetRGBFontForeground( UINT16 usFontForeground16 )
{
	FontForeground16 = usFontForeground16;
}

to:
void SetRGBFontForeground( UINT16 usFontForeground16 )
{
	FontForeground16 = usFontForeground16;
	if (iUseWinFonts) {
		if (GET_WINFONT() != -1)
		{
			UINT32 uiRed = GetRGBColor(usFontForeground16);
			SetWinFontForeColor(GET_WINFONT(), &uiRed);
		}
	}
}


Committed to Dev SVN


Forum: Off Topic Discussions
 Topic: Syrian Rebels weapons seized
Re: Syrian Rebels weapons seized[message #356194 is a reply to message #356193] Wed, 19 December 2018 00:04
Jahh

 
Messages:44
Registered:March 2017
townltu wrote on Tue, 18 December 2018 22:35

Pics of captured weapon piles

With a given source's known background of using a games screen captures as a "video footage", you'd better ensure first if they arent a sprites of captured weapon piles.
On the other side it at least righteously belongs to this place, due to the same background.
Re: Syrian Rebels weapons seized[message #356196 is a reply to message #356194] Wed, 19 December 2018 03:16
sevenfm

 
Messages:1792
Registered:December 2012
Location: Soviet Russia
This looks like a good thread to detect people brainwashed with russophobic propaganda, though I must agree this video is far from being a good source for the declared purpose as it mostly shows Russian officials and Russian weapons used in Syrian campaign. I'm sure there should be somewhere on the internet tons of images of weapons used by local Syrian forces.

Nixou wrote on Tue, 18 December 2018 23:35
I was amazed at the fact it directly reminds of JA2, because of the diversity of the weapons, diversity in origin,age from older to newer, and general aspect:

It seems to be common for civil wars - people use everything they could find, for example in the early stages of Ukraine conflict in 2014, rebels used all kinds of weapons from civilian shotguns to SKS rifles and WWII era PTRD antitank rifles (which are still very effective against light armored vehicles). In less advanced countries people would use much more rarities - I heard in Afghanistan people used even old rifles designed in 19 century.

[Updated on: Wed, 19 December 2018 03:53]




7609+fix | 7609+AI (r946) | 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: Syrian Rebels weapons seized[message #356203 is a reply to message #356196] Wed, 19 December 2018 14:36
townltu

 
Messages:318
Registered:December 2017
Location: here
... with anti and/or pro russian propaganda ...

ftfy ;)
phobos means fear and the russian I would have "feared" most was beloved Misha Tal
Forum: Arulco Vacations
 Topic: AV v1.10
Re: AV v1.10[message #356198 is a reply to message #351862] Wed, 19 December 2018 04:05
buuface

 
Messages:137
Registered:October 2011
Dear Ed,

Will your next version of the mod be compatible with later releases of 1.13, so as to include more of the new features? (tactical recruitment, moving vehicles etc.)
Re: AV v1.10[message #356204 is a reply to message #356198] Wed, 19 December 2018 14:42
edmortimer

 
Messages:1133
Registered:January 2015
Location: Home Free
Quote:
Will your next version of the mod be compatible with later releases of 1.13, so as to include more of the new features? (tactical recruitment, moving vehicles etc.)



No. When I get this mod to a point where I am satisfied with it I have some plans for new mods - one of the mods I have planned is AV using the latest release of 1.13. However, I won't start chasing the changes and try to keep that mod current with the latest 1.13.




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