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Re: New Cover Display System Idea for Jagged Alliance 1.13[message #212643]
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Thu, 09 April 2009 20:20
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CptMoore |
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Messages:224
Registered:March 2009 |
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SpaceVikingWhy not? :headscratch:
no idea, I guess the font used doesn't have a % or it's filtered out somewhere behind the function "ScreenMsg".
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Sergeant 1st Class
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New CoverSystem version and some help needed[message #233906]
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Sat, 26 September 2009 20:10
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CptMoore |
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Messages:224
Registered:March 2009 |
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https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3204.patch
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/Release/ja2_cover_system_v4_release_3204_en.exe
Changes:
* Rewritten the whole cover display system.
* Uses the full screen to show your cover. (doesn't depend on mouse and size anymore)
* Much easier to read code.
I need help with the following:
1. Have a bug where on the lower screen where transparency isn't working correctly (either transparent stuff is drawn several times or the interface makes some problems).
2. The End is now a toggle, though it does NOT refresh automaticly. Is there a way to make it refresh in timer intervals? Like 2 times in a second? Where and how? (Currently you have to press delete to refresh what you see).
3. MAPELEMENT_REACHABLE does not work anymore for me. Some gpWorldLevelData[ sGridNo ].uiFlags values seem not to be correctly read or set (I have MAPELEMENT_REACHABLE not available for like 90% of the map)
rasz
2 so its stance/camo specific. What happens if you got two mercs in front of the enemy and only one of them is prone with camo? Does it affect the enemy globally, or is it calculated per every merc?
You always have one merc selected, (s)he is the one where stance and camo modifiers will be applied.
Bug 1 Images, as you can see, the cover system applies transparent tiles on the cells and when you move the interface (move down the map), the solid tiles get transparent. The tiles are NOT refreshing (the cover tiles or not removed or readded), so it must be some display bug.
Full
Full
Bug 3 Image, those are the only tiles where MAPELEMENT_REACHABLE is set. It should be set on everything that a person/npc can stand on, and everything else shouldn't have it. I want to use it so expensive line of sight tests are not done for tiles which you cant use for cover anyway.
Full
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Sergeant 1st Class
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Re: New CoverSystem version and some help needed[message #234061]
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Tue, 29 September 2009 21:02
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CptMoore |
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Messages:224
Registered:March 2009 |
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Uploaded a youtube video for the next version.
Latest Cover System Version in Action
Additional changes are:
* Cover is automatically displayed on rooftops is displayed if rooftop is visible.
Todo:
* Still need a nice way of refreshing the cover. Pressing the refresh button every time makes not alot of fun. Having lag all the time is no fun either. Maybe gonna implement a nice timer with callback which integrates nicely with JA 1.13.
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Sergeant 1st Class
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CoverSystem needs you for testing[message #234105]
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Wed, 30 September 2009 16:01
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CptMoore |
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Messages:224
Registered:March 2009 |
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https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/Release/ja2_cover_system_v6_release_3216_en.exe
https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3216.patch
Changes:
* Cover is automatically displayed on rooftops is displayed if rooftop is visible.
* Update cover display every half a second. Doesn't update when you scroll (solved massive tearing problem).
* "Delete" still forces updates. You can even scroll while force refreshing.
Now I need some people to test it, download the exe and put it into your latest svn-data-checkout. I need the following tests:
* Try it on different maps. (just load your current save games and see if there are any errors)
* Find glitches, small graphical ones (like the one on roof tops, you'll see what I mean).
* Test the camouflague, is it ok since it's pretty strong right now.
* Test the cover stuff, currently bushes and trees really help alot. (maybe some maps have too much vegetation and this makes it hard to see anyone).
* Test it with different mods too, like wildfire.
* Very important: Test for performance. Does your computer run slow while using the new cover display?
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Sergeant 1st Class
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Re: CoverSystem needs you for testing[message #235694]
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Thu, 22 October 2009 19:00
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CptMoore |
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Messages:224
Registered:March 2009 |
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https://81.169.133.124/source/ja2/branches/cptmoore/coversystem/displaycover_for_svn3281.patch
Ok, I made smaller changes... 1. LBE settings now works 2. Changed settings, that were TRUE FALSE only, to percentages (so you can apply for yourself how much of an impact you want each setting to have) 3. an empty handed, standing merc with no camo will have a cover of "0" (before he had to be crouched for a cover of 0).
New settings:
gGameExternalOptions.ubStanceEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "STANCE_EFFECTIVENESS", 10, 0, 100);
How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
gGameExternalOptions.ubLBEEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "LBE_EFFECTIVENESS", 50, 0, 100);
Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
gGameExternalOptions.ubMovementEffectiveness = iniReader.ReadInteger("JA2 Tactical Settings", "MOVEMENT_EFFECTIVENESS", 50, 0, 100);
Running around crazy will give you a penalty of up to 50% (default).
Removed settings:
gGameExternalOptions.fMovementSightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "MOVEMENT_SIGHT_ADJUSTMENT", TRUE);
gGameExternalOptions.fStanceSightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "STANCE_SIGHT_ADJUSTMENT", TRUE);
gGameExternalOptions.fLBESightAdjustment = iniReader.ReadBoolean("JA2 Tactical Settings", "LBE_SIGHT_ADJUSTMENT", TRUE);
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Sergeant 1st Class
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Re: New CoverSystem version and some help needed[message #240643]
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Sun, 27 December 2009 16:28
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Scouty |
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Messages:76
Registered:April 2008 |
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CptMooreBug 1 Images, as you can see, the cover system applies transparent tiles on the cells and when you move the interface (move down the map), the solid tiles get transparent. The tiles are NOT refreshing (the cover tiles or not removed or readded), so it must be some display bug.
Good work on the new display system, it really is much better than that mouse-block area thing. You can check the LOS of all your team members very quickly, great for positioning snipers and the like.
However, having both YOUR and the ENEMY field of view under one button is a bit clunky. I'm usually only interested in one of the two. I'm either positioning people and want to see what they're covering, or I'm sneaking up on enemies and want to see what they're looking at. The overlay is not so pretty that you want to keep it on at all times, so having to cycle [ none -> merc -> enemy -> none ] frequently is annoying.
Btw, the latest SVN (Rev 1205) exe still has that small glitch:
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Corporal
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Re: New CoverSystem version and some help needed[message #241692]
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Tue, 12 January 2010 18:02
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CptMoore |
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Messages:224
Registered:March 2009 |
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ScoutyInteresting, I thought it might have something to do with the turn-based bar that is normally shown in that area. It's weird that we get such different results, maybe we're using a different exe? Mine says 3287 (straight from SVN 1205).
After playing a long time now I saw that problem too... exactly as you described it. Just wanted to confirm it here in the thread.
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Sergeant 1st Class
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