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| Re: HAM 3.6 Alpha v7 - RELEASED[message #244253]
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Mon, 15 February 2010 18:02 
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| Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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Quote:Very cool. I wonder if people (well, mainly modders) are having any weirdo npc or other placement problems without the astar?
That is a good question. As always, if a problem disappears, you're less likely to hear about it, making it harder to ascertain whether it has really disappeared. That's why I'm pushing so hard to discover whether HAM 3.6a v7 has solved the NPC movement problem or not.
Quote:Thanks man, believe it or not, I'm really quite glad you are working on these things.
I know you are. But as Kaerar said, there's really no help in generalized comments, for good or bad. I can only deal with specifics. Also you need to remember that I have no commitment nor authority with 1.13, lack of skills to solve anything major, and no wish (or access) to edit the main branch.
Quote:personally I would like option 2 to the boxing fix
I tried it out - epic fail. At the point where the fix is supposed to go, the program seems to be in a quantum state where the game is in real-time but the turn-based flag is still up. In other words, I can't solve it that way even though I want to. Perhaps RoWa will come up with a way to do this.
Quote:I can't see how it would effect anything else in the game and may actually solve other issues that are currently unsolved
Or create new ones. In the meanwhile, the #1 fix works fine, and it's self-adjusting based on the AP_MAXIMUM constant.
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| Re: HAM 3.6 Alpha v7 - RELEASED[message #244371]
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Tue, 16 February 2010 19:25 
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dzeller |
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Messages:84
Registered:February 2003 Location: USA |
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HeadrockNo reply as yet. He had some trouble with his installation, which led to strange errors in APBPConstants.INI (as read here). The crash may or may not have anything to do with his installation, 25AP use, or HAM itself.
Since I cannot reproduce the bug, I can only hope that it doesn't hit anyone else. Unfortunately, as you can see, HAM v7 downloads are sluggish at best, so I'm not getting a good volume of feedback on any issue, really.
Hey Headrock, with your annoucement of the upcoming HAM 3.6 Beta, do you still want to me to test Alpha v7 with the 1205 SVN?
[Updated on: Tue, 16 February 2010 19:27] by Moderator Report message to a moderator
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Corporal 1st Class
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| Re: HAM 3.6 Alpha v7 - RELEASED[message #244382]
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Tue, 16 February 2010 22:14 
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| Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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Quote:Very briefly, what was the nature of the npc bugs that have been with us since the 2085? They seem to me all pathing/placement related but I wonder if there was another element as well.
After two years of playing since version 2085, the only NPC problems I know are the one I solved here and the one where Hans and Tony open fire for no reason. So I'm not sure what other NPC problems you're referring to - I've never seen them.
As to placement, I know that sometimes there are problems placing PCs on the sector edge for an attack, but no idea what might cause this - it's not really my field of expertise.
Quote:In your tracking/fixing of these bugs did you come across any new parameters or clues to some of the mysteries about npc actions that are unknown in the old npc editors? Since the pre 1.13 days there have been many areas in the npc scripts that noone has figured out.
.NPC file reading is a complex affair - I had plans to examine the values that are read from these files, but it proved too complex for me at the time. I still have some interest in decyphering (and possibly externalizing) the NPC files, but that may be a long way away. Also, as I said, I haven't noticed any scripting problems, so I have nothing specific to deal with.
Quote:Have you figured out anything new about map dependent quest interactions (i.e. some quests only work in some sectors or on another note Hamous only appears in certain sectors).
Again, I have had very little of anything to do with the scripting system. I had to tangle with it to try and figure out why Hans and Spike refused to move, but as you know both problems weren't related to scripting at all. Since I don't have any modding experience, it's hard to give an opinion at all about this subject, I'm afraid.
Quote:Now that the astar is gone I'm going to try working with a newer version
Glad to hear it. I hope A* was in fact the source of your troubles.
Personally I love having A* off, because it was seriously slowing the game down in Debug mode. I don't know what the major complaints about A* were when it was active, but I think we're all better off now that it's gone.
Quote:Hey Headrock, with your annoucement of the upcoming HAM 3.6 Beta, do you still want to me to test Alpha v7 with the 1205 SVN?
You can always wait for the beta and install it on top of your Alpha-v7, it's a simple procedure and doesn't even require starting a new campaign. Since I haven't done anything about rooftop firing (I can't even cause the error to happen), there's no difference between A7 and Beta as far as this issue is concerned. So it doesn't matter which version you test - feel free to upgrade as you go.
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| Re: HAM 3.6 Beta - RELEASED[message #244457]
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Wed, 17 February 2010 21:34 
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dzeller |
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Messages:84
Registered:February 2003 Location: USA |
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Headrock
Quote:Unrelated to HAM (I think), but I've done some testing on the first Omerta map with Grizzly and the AI is behaving exactly as decribed here.
I have no idea why it happens, and unfortunately not enough expertise to fix it.
Ok, I've done some testing and as I thought, the "overcautious AI which causes soldiers not to fire very often" problem started to occur since somewhere between build 2445 and build 2561.
Steps:
1. Installing JA2 Gold
2. Downloading old 2651exe SVN@1104 from here
3. Starting in Omerta with Grizzly and fighting the soldiers
Results:
1. Using the 2651 exe, I have the same problem than with most recent exes (i.e overcautious AI)
2. BUT using the 2445 exe (which also comes packaged with the SCI I downloaded), the problem does not occur anymore and the AI fires much more often.
Note: All the testing was done using the 100 APs system. I haven't tried with the 25 APs system but there shouldn't be any difference.
So, the AI problem MIGHT be linked to HAM, since HAM B2.8 was integrated in the main code in the 2651 exe. But I'm no techie, and I certainly haven't done enough testing to prove that.
Unfortunately, that means that as far as I'm concerned, I'm gonna play with the old 2445 exe (which means no HAM).
PS: By the way, I'm sorry to hijack your HAM thread with that. If you'd rather that I open up a new thread about that issue, please tell me. Just trying to help here..
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Corporal 1st Class
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