Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #364203 is a reply to message #364191] Tue, 18 January 2022 00:49 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r2361

New Tactical menu allows easy access to most useful tactical actions.




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #364211 is a reply to message #364203] Tue, 18 January 2022 18:27 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r2317 - r2366

OCTH:
- new option MAX_WEAPON_RANGE_PENALTY (default 5) for additional 5% penalty at max weapon range, scaled with square law at lower range
- for LIMIT_MAX_CTH option, add aim time and weapon skill number to calculated max CTH for distance
- new option SCOPE_STABILITY_PENALTY adds penalty up to ScopeMagFactor * ScopeMagFactor when shooting not mounted, reduced at close range, can be compensated up to 50% with high experience level and dexterity, halved when crouched
- set AIMING_BURST_PENALTY to FLOAT type (FLOAT type for AIMING_BURST_PENALTY option allows finer control over auto/burst penalty in OCTH (with USE_AIMED_BURST = TRUE) without tweaking ubBurstPenalty, AutoPenalty in Weapons.xml)
- lowered min required auto penalty for max bullet deviation to 30%
- only calculate burst/auto penalty for shots starting from 2 (slightly improves performance)
- reduce prone penalty when attacking enemy from side, reduce by 1/2 from 90 degrees, reduce by 1/4 from 45 degrees (so if you set MAX_PRONE_PENALTY = 80 for example, you will have to flank prone enemy to have good CTH)
- NEW_SCOPE_EFF_MODE = FALSE - new code to calculate scope effectiveness (formula for new scope effectiveness is: dScopeRangeMod = 1.0f + NEW_SCOPE_EFF_MODE_RATIO * dScopeMagFactor / 10.0f + NEW_SCOPE_EFF_MODE_BONUS)
- NEW_SCOPE_EFF_MODE_RATIO = 1.0f - ratio to scale scope mag factor for scope effectiveness calculation
- NEW_SCOPE_EFF_MODE_BONUS = 0.0f - flat bonus to scope effectiveness
- only calculate scope effectiveness (sight range modifier) for scopes with ScopeMagFactor > 1.0
- only modify sight range if scope has ScopeMagFactor > 1.0 and positive range modifier (sight range with raised weapon > sight range with not raised weapon)
- new option NEW_SCOPE_RANGE_MODE (0 by default), 0: default, 1: best scope range = MinRangeForAimBonus, 2: best scope range = 100 * sqrt(2 * ScopeMagFactor)
- with NEW_SCOPE_RANGE_MODE > 0, scope effectiveness is scaled with range and starts reducing sight distance from range 0
- calculated aim bonus using iRange instead of iSightRange
- apply scope effectiveness modifier based on range if NEW_SCOPE_RANGE_MODE > 0 even if NEW_SCOPE_EFF_MODE = FALSE
- new option MAX_PRONE_PENALTY (default 40) defines max penalty when shooting at prone target (increased from 0 to max value by 3% per tile)
- additional penalty when shooting at prone/crouched target behind cover reduced when shooting from roof, 1/2 at TACTICAL_RANGE/2 to 1/3 at TACTICAL_RANGE etc

Added LOBOT code (by Asdow).
Only load LOBOT xml files if Layers.xml exists, to prevent crashing with older gamedir version.

Correctly restore corpse colors when using non-standard palette (JA2PAL.DAT) by reusing object variables, also correctly restore camo status:
- ubWireNetworkFlag for palette
- sRepairThreshold for camo status

Various fixes and improvements by Shadooow:
Fixed regression when newly arriving merc in Omerta was facing north instead of east if player pressed ESC key during helidrop animation.
Fixed helicopter sound playing in loop indefinitely when quick-loading during helidrop animation.
Fixed bug splitting escort-requiring npc with another merc, who is under that npc in squad list, from existing squad resulting in putting the two into different groups and disallowing to plot movement.
Fixed bug where clicking where radar screen would be during Tactical Placement GUI broke it and allowed to enter map without placing anyone.
Fixed not being able to remove vehicle from merc list.
Dismissing vehicle will drop items in its inventory in current sector without asking.
Fixed bug where kicking out a merc and telling him to drop items in current sector while having that sector map inventory open would fail to move his items into sector inventory.

Voice taunts:
- lower volume for invisible soldier only for TAUNT_INFORM_ABOUT, TAUNT_NOTICED_UNSEEN and TAUNT_SAY_HI taunts (player now will hear more taunts but they usually don't reveal enemy position)
- also lower volume at night and underground

Additionally check alt names for battle sounds:
- dying, die
- noth, nothing
- enem, enemy

Hotkeys:
Restored [W] for look command, new weapons menu is now on [Ctrl]+[W].
[Q]: change scope mode (same as [.]).
Changed Ctrl+V to open Inventory sub menu from Skills menu.
Changed Ctrl+C to open Display sub menu from Skills menu.
Changed Ctrl+[.] to open Sector sub menu from Skills menu.
ESC key allows to quickly unraise weapon or stop dragging.
Moved autobandage to Alt+A (same hotkey in the trunk).

Skills menu:
- implemented new Tactical menu with actions organized in categories
- don't show cowering action if soldier is already cowering
- don't show stop cowering action if soldier is not cowering
- don't show dirt related options when playing with dirt system disabled

Various improvements:
Show draggable objects: don't show objects in water or without ground near them
Tactical item transformation (Shift+T, skills menu action): avoid transforming to self, avoid transforming into different item class (so it may be used for quick stock transformation).
Improved door noise sound playing: only play sound if merc opening/closing door is visible on screen or if player team hears noise from door.
Play door open/close sounds only if soldier is visible or player team can hear noise.
Fixed switching from normal raised weapon to alt holding ready weapon.
Cannot activate focus in alt holding mode.
Don't show spot locations with LOOK mode enabled if option "always show enemy locations" is active.

Interrupts:
- provide bonus at close range +1, +2 (depending on hth skill level) for empty hands/punch weapon to soldiers with hth skill
- provide bonus at close range +1 for knife in hands to soldier with melee skill
- only provide bonus +1, +2 (depending on gunslinger skill level) at weapon range for pistol in hands to soldiers with gunslinger trait
- changed penalty to passive soldier to distance/(TACTICAL_RANGE / 4)
- active swatting gets bonus 1 at distance > TACTICAL_RANGE / 2
- active crawling gets bonus 1 + 2 * Distance / TACTICAL_RANGE
- always penalize running for 2 points
- penalize soldier in any movement animation for 1 point

AI:
FindBestNearbyCover: only penalize location with friends nearby if location has no cover from enemy (having cover is better than bonus against grenades from spreading out).
FindRetreatSpot: allow location with 1 teammate adjacent (being able to retreat to safe position is more often than spreading out).
FindBestNearbyCover:
- don't increase min percent improvement for new spot when in black state (allows to take cover several times when soldier sees enemy)
- lower min percent improvement requirement if new spot has cover and current spot doesn't (improves taking cover behavior)
- reduce chance for suppression fire at close range, to save APs for interrupt (allow AI to save APs to interrupt close enemy instead of wasting them on suppression fire)
Black AI: even if attack was preferred, still allow taking cover if morale < MORALE_FEARLESS and new spot provides cover while current not (help fix situation when AI soldier in black states shoots in open space instead of taking cover).
CalcSituationValue: always use LOS test for better accuracy (takes more time but allows AI to use smoke grenades with better effect)
EstimateStabDamage: take into account bonus from using bayonet (for possible future AI bayonet use).

Suppression: always cower when in high shock level (orange shock percent bar is higher than morale green bar).
Don't disable interrupt if soldier was hit or suppressed this turn, instead add penalty to interrupt level (to block enemy from interrupting completely, he needs to be cowering or unconscious or with 0 APs).
Slightly lowered interrupt level penalty from suppression shock (can be 1-5 points depending on suppression shock level).



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #364236 is a reply to message #364176] Mon, 24 January 2022 19:27 Go to previous messageGo to next message
cornholio is currently offline cornholio
Messages:3
Registered:January 2022
Just wanted to clearify a bit what I'm refering to. The merc limit is hardcoded at 32 max mercs at any given time and it can only be done at .exe level as far as I understand it. There's a mod called "Pending Feature: Increased Team sizes" that does this so it should be possible (I hope)? I only play Jagged with your exe now and would love to see this feature implemented. Thank you for you time happy.

Report message to a moderator

Civilian
Re: Experimental Project 7[message #364255 is a reply to message #364236] Fri, 28 January 2022 04:05 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r2416

Flamethrower tweaks:
- flamethrower is defined as weapon index = 16 or weapon having ammo flag 32
- flame has same as AMMO_BLIND effect
- no accuracy drop for overheated flamethrower
- no impact reduction by range for flamethrower
- flame is not stopped when hitting soldiers (so you can hit multiple with one shot)
- flamethrowers don't produce much recoil kick (recoil kick is based on weapon's impact value so it's greatly reduced for flamethrowers)
- don't play bullet impact sound when using flamethrower
- special 'fire dance' death animation for flamethrower when hit in torso
- no other special animations for flamethrower (head/chest explosion/fly back)
- no special effects for head hit (concussed, shocked)
- no damage bonus when hit in the head
- failed gun unjam results in fire created at soldier's spot (it's a bad idea to use overheated or badly damaged flamethrower)
- fire is created at hit spot
- no impact reduction when fighting zombies (with ZOMBIE_ONLY_HEADSHOTS_WORK option)
- no critical hits from flame
- no damage to structures from flame hit (burnable/explosive structures will be damaged later by fire)
- limit flamethrower distance, stop flame bullet even if it doesn't hit something (realistic feature representing fuel burning out in the air at certain distance)
- player mercs and can die instantly if attacked with flame, even if instant death option disabled
- zombies can die instantly if attacked with flame
- no damage/breath reduction from flame attack for creatures except queen, greatly reduce reduction factor for queen
- no bleeding from flame attacks
- no blood drops from flame attacks
- higher chance to drop weapon when attacked with flamethrower
- always stop flame at wall (to prevent fire from getting through wall)
- no protection from flame for creatures
- armour plates provide no protection from flame
- when calculating protection against flame attacks, scale armour with coverage, no armour weak spot code




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #364297 is a reply to message #364255] Sat, 05 February 2022 15:53 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r2440
New experimental option NCTH_SQRT_DISTANCE (default FALSE) which changes increase law for max aperture from linear to sqrt at distance > NORMAL_SHOOTING_DISTANCE.
This change makes shots at distance more accurate in general.
Add this option to Ja2_Options.ini, [Extended Options] section.

For example, Igor, no scope, 250m, linear mode
https://i.imgur.com/VGqnYzQ.png

Igor, no scope, 250m, sqrt mode
https://i.imgur.com/riyb7w2.png

[Updated on: Sat, 05 February 2022 20:17]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #364381 is a reply to message #364297] Thu, 24 February 2022 20:09 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Battle from a save game sent by one of the players.
7609 modpack, 1.13 + AR, AI r2506.
Some ini tweaks to make the game more even:
ENEMY_AP_BONUS_INSANE = 0
BASE_DIFFICULTY_INSANE = 0.0
AIM_DIFFICULTY_INSANE = 0.0
Also EARLY_REBELS_RECRUITMENT = 1 allows to immediately hire rebels, as 4 vs 13 it's probably unwinnable.
Since enemy is armed with pistols, the main idea is to keep distance between mercs and opponents to have advantage.
Also don't save ammo as long bursts can be very effective and compensate lack of accuracy.
Some wound in the end could be avoided if I was less tired and a bit more cautious.
Note the use of focus feature to gain some interrupt level boost at selected area.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #364432 is a reply to message #364381] Wed, 09 March 2022 15:19 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
r2514
Enabled tactical panel on the left side if there is not enough free place in team panel and left info panel is disabled in options.
Fixed NCTH bug which forced maximum visibility penalty when target was even behind slight cover.
NCTH tweaks for better balance.
When focusing, added small penalty outside focus area.
Improved NCTH chance estimation with [F] key, also should help AI.
Fixed fire creation from regular bullets when damaging structures.

Battle C6 part I - Defending against initial enemy assault





Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #365116 is a reply to message #347557] Fri, 20 January 2023 21:31 Go to previous messageGo to next message
Wundsalz is currently offline Wundsalz

 
Messages:5
Registered:June 2014
After a long break, I felt the urge to install JA2 again and felt like going for the Arulco Vacations variety this time.
At the end of the OP for the mod, I've been instructed to "download the latest Sevenfm +AI Executable" with a link to message #47454, which I unfortunately can't link to due to forum restrictions for new users. The Google Drive link shared in that post seems to be dead. Is there a mirror somewhere?

Report message to a moderator

Private
Re: Experimental Project 7[message #365118 is a reply to message #365116] Fri, 20 January 2023 22:51 Go to previous messageGo to next message
Krzysztof z Bagien is currently offline Krzysztof z Bagien
Messages:3
Registered:January 2023
Wundsalz wrote on Fri, 20 January 2023 20:31
After a long break, I felt the urge to install JA2 again and felt like going for the Arulco Vacations variety this time.
At the end of the OP for the mod, I've been instructed to "download the latest Sevenfm +AI Executable" with a link to message #47454, which I unfortunately can't link to due to forum restrictions for new users. The Google Drive link shared in that post seems to be dead. Is there a mirror somewhere?
Author got upset by Ukrainian flag in forum's logo (he's Russian), so he deleted his account here and also his Google Drive archives. You can download +AI from Yandex; unfortunately I can't post a link, because for some reason one can do it only after writing 5 posts - but I sent you a PM with it.

For me, many files are flagged as containing some virus and Windows won't let them get downloaded - I don't know if it's just false positives or a real thing, so beware.

[Updated on: Fri, 20 January 2023 22:56]




Jestem odpadem atomowym.

Report message to a moderator

Civilian
Re: Experimental Project 7[message #365119 is a reply to message #365116] Sat, 21 January 2023 12:02 Go to previous messageGo to next message
Kitty

 
Messages:445
Registered:October 2017
Location: Germany
Wundsalz wrote on Fri, 20 January 2023 21:31
After a long break, I felt the urge to install JA2 again and felt like going for the Arulco Vacations variety this time.
At the end of the OP for the mod, I've been instructed to "download the latest Sevenfm +AI Executable" with a link to message #47454, which I unfortunately can't link to due to forum restrictions for new users. The Google Drive link shared in that post seems to be dead. Is there a mirror somewhere?
----

Link to yandex with files for 7609+AI and Modpacks

In folder "JA2+AI" you'll find the exe for 7609+AI

In "JA2_mofpack" you find the two modpacks.

One pack for 7609-mods (like AV)

and another modpack for latest 1.13 (called "unstable modpack", the unstable refers to being under constant development, not to actual being unstable)

--

The modpacks come as spanned zip-archives (users with older OS can't download files >1GB, that's why)

If you want a modpack, download both files for it (001 and 002), put them in same directory and unpack 001, this will automatically unpack 002 as well

benefit of the modpacks is that you get all available mods at once (i.e., the 7609-modpack contains AV and more)

and all is pre-assembled, you only need your original ja2 as base and drag'n'drop the content of modpack over it

--

Never had any virus warnings or other bull happening with sevens files, not a single one in years of using.

[Updated on: Sat, 21 January 2023 12:03]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #365128 is a reply to message #365119] Sun, 22 January 2023 11:05 Go to previous messageGo to next message
Wundsalz is currently offline Wundsalz

 
Messages:5
Registered:June 2014
Thank you!

Report message to a moderator

Private
Re: Experimental Project 7[message #365129 is a reply to message #365128] Sun, 22 January 2023 11:21 Go to previous messageGo to next message
Wundsalz is currently offline Wundsalz

 
Messages:5
Registered:June 2014
Is it sufficient to just copy or replace the .exe file? The entire folder is too big to download without installing some yandex cloud-drive software and I've got a prepared 1.13 folder anyway.

Report message to a moderator

Private
Re: Experimental Project 7[message #365130 is a reply to message #365129] Sun, 22 January 2023 15:06 Go to previous messageGo to next message
Kitty

 
Messages:445
Registered:October 2017
Location: Germany
Wundsalz wrote on Sun, 22 January 2023 11:21
Is it sufficient to just copy or replace the .exe file? The entire folder is too big to download without installing some yandex cloud-drive software and I've got a prepared 1.13 folder anyway.
If you only need it for an already installed version of AV, the single exe is enough

Edit: check your private messages

[Updated on: Sun, 22 January 2023 15:13]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #365407 is a reply to message #365130] Fri, 14 July 2023 03:58 Go to previous messageGo to next message
manimal is currently offline manimal
Messages:4
Registered:July 2023
Location: Argentina / third world
Hello! uninitiated here. I recently wanted to play the 7609 +ai revision after playing for quite some time the newer ones from github. But after installing a new game from steam, and getting the rest from that yandex folder (the entire 7609 modpack), i can't get rid of that grey screen help (like seen here #363964 ) after i land in Omerta, no matter what combination of keys i press. So I'm wondering if this is a "works in my machine" situation or if there's a fix for this (or i forgot one key in particular). Playing in windows 10 with 1336 x 768 res if that helps anything  :w

Report message to a moderator

Civilian
Re: Experimental Project 7[message #365416 is a reply to message #365407] Sat, 15 July 2023 05:05 Go to previous messageGo to next message
Kitty

 
Messages:445
Registered:October 2017
Location: Germany
manimal wrote on Fri, 14 July 2023 03:58
Hello! uninitiated here. I recently wanted to play the 7609 +ai revision after playing for quite some time the newer ones from github. But after installing a new game from steam, and getting the rest from that yandex folder (the entire 7609 modpack), i can't get rid of that grey screen help (like seen here #363964 ) after i land in Omerta, no matter what combination of keys i press. So I'm wondering if this is a "works in my machine" situation or if there's a fix for this (or i forgot one key in particular). Playing in windows 10 with 1336 x 768 res if that helps anything  :w







As I understand, with "APPS" the key left of the right ctrl-key is meant ("application"-key)

Under the video is a description where in (+ai)-ja2_options.ini this is defined



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #365442 is a reply to message #365416] Sun, 16 July 2023 21:56 Go to previous message
manimal is currently offline manimal
Messages:4
Registered:July 2023
Location: Argentina / third world
vielen dank!

Report message to a moderator

Civilian
Previous Topic: Trunk AI and improvements
Next Topic: New Attachment System Beta
Goto Forum:
  


Current Time: Mon May 06 00:33:24 GMT+3 2024

Total time taken to generate the page: 0.03807 seconds