Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #345918 is a reply to message #345917] Wed, 15 June 2016 08:35 Go to previous messageGo to next message
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Quote:
- added optional roof destruction feature (by Flugente) (set ROOF_COLLAPSE = TRUE in [Extended Options] section in ja2_options.ini)


I was just looking at that this morning! You must be psychic!

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Re: Experimental Project 7[message #345932 is a reply to message #345918] Fri, 17 June 2016 14:57 Go to previous messageGo to next message
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Micro update for Ja2+AI

Allow jumping/climbing with backpacks.

Backpack penalties in 1.13:
- movement cost is increased depending on backpack weight
- jumping over fence cost is increased when wearing backpack
- need to use zipper to access backpack contents in combat

Download:
https://www.dropbox.com/s/03tc5pe4k7c7omy/ja2_7609en%2BAI_r203.exe?dl=0



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Re: Experimental Project 7[message #346032 is a reply to message #345932] Tue, 28 June 2016 02:31 Go to previous messageGo to next message
Slax is currently offline Slax

 
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How about some cooler/better looking bullet effects? The white dot sometimes looks weird and displaced... and it's been around since forever. cheeky


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AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Re: Experimental Project 7[message #346036 is a reply to message #346032] Tue, 28 June 2016 11:51 Go to previous messageGo to next message
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Slax wrote on Tue, 28 June 2016 04:31
How about some cooler/better looking bullet effects? The white dot sometimes looks weird and displaced... and it's been around since forever. cheeky

Any ideas?
Showing bullet as a sprite doesn't seem like a good idea to me.
Changing bullet color is easy, you don't even need to code that, for example, you can make bullets completely invisible.
Old experimental project used modified bull.sti to show red tracers:



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Re: Experimental Project 7[message #346071 is a reply to message #346036] Sun, 03 July 2016 14:08 Go to previous messageGo to next message
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Ja2+fix update

More fixes:
- StartCivQuote fix: uninitialized ubCivQuoteID2
- UpdateStrategicDetectionLevel fix: reset detection level
- CalcEffVolume fix: sleeping state check
- Attacks fix: 100 AP system for HitRate calculation
- EstimatePath fix: ignore person at destination if we are estimating path cost
- FindFlankingSpot: use full search range
- GetUniformType fix: NUM_UNIFORMS limit
- EDB fix (r8248)
- CalcChanceToHitGun: correctly check target level
- r8247 fix: AimLevels bonus was displayed for OCTH although it doesn't apply there
- Lighting.cpp: check return value
- WrapString: fixed '/0' char
- RemoveMPButtonsForMapScreen: MAX_MP_BUTTONS limit
- StrategicHandleQueenLosingControlOfSector: MAP_WORLD_X * MAP_WORLD_Y limit
- HourlySnitchUpdate: NUM_PROFILES limit
- HandleSnitchExposition: wrong check

Links here



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Re: Experimental Project 7[message #346195 is a reply to message #346071] Tue, 12 July 2016 12:06 Go to previous messageGo to next message
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Ja2+AI update

Fixes:
- lua fixes
- CalcBestStab, CalcTentacleAttack: 100 AP fix
- EstimatePath fix: ignore person at destination
- opplist fix: effective volume for sleeping soldiers

Misc:
- show message when soldier cannot use military colors to disguise as civilian
- added r7016: static shadows decrease brightness (by anv)
- auto pick up backpacks when combat is over
- SoldierControl: stop cowering animation for player merc only if soldier has some AP

Watched locations:
- allow communication if distance < DAY_VISION_RANGE / 2 and there is line of sight between soldiers
- allow communication if both soldiers have hearing aid and distance < DAY_VISION_RANGE

Red AI:
- penalize watching if some friends see enemy at watched location
- abort seek if moving out of sight cover not at the start of the turn
- abort seek if moving out of prone sight cover not at the start of the turn
- go prone for watching only in turnbased and only at the start of new turn
- abort taking cover if moving out of sight cover not at the start of the turn
- abort taking cover if moving out of prone sight cover not at the start of the turn
- stop moving at dangerous place if enemy is closer than DAY_VISION_RANGE
- penalty to Watch decision when overcrowded - use DAY_VISION_RANGE / 4
- search advance spot with sight cover
- Check seek/hide path optimization: break when found dangerous spot

AI:
- Red, Black decision: before deciding anything, stop cowering, this fixes rare bugs when cowering soldier cannot attack
- Shooting: Reserve MAX_AP_CARRIED before attack if found sight cover spot nearby, try to reserve AP by lowering aim time if needed
- Shooting: check if soldier can find better position before firing (take cover keeping LOS to target)
- Punching: don't change AimTime if ECC is not enabled
- allow stabbing recently seen opponents
- Zombie will take cover if he cannot attack, move to enemy or seek friend
- Stab attack: don't change aim time calculated by CalcBestStab
- FindFlankingSpot: search full search range
- Movement mode update (reworked running/swatting decisions, allow crawling)
- Attacks: penalize going prone from standing, allow shooting in RED state for all soldiers
- AI Morale update
- StandardInterruptConditionsMet: cowering soldier cannot interrupt
- WatchedLocLocationIsEmpty: check NewOKDestination for adjacent tiles
- Decide between moving and shooting: update
- Change attitude for sniper to CUNNINGSOLO
- Black AI: Black cover advance (if soldier cannot attack or weapon range is short)

Download:
not available

[Updated on: Wed, 13 July 2016 18:49]




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Re: Experimental Project 7[message #346220 is a reply to message #346195] Wed, 13 July 2016 12:25 Go to previous messageGo to next message
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Ja2+AI update

- movement mode update
- fix: wrong Bleeding calculation, canteen using
- update: lose max health when using regen boost
- if team haven't seen enemy recently, don't decay watched locations, also consider all corpses as dangerous
- find corpse nearby update: check corpse colors for soldier team, check corpse bodytype for soldier bodytype
- it's possible to set side for civ groups (any not 0 value can be used) - <Side>2</Side>
- disabled suppression fire on zombies
- don't switch to Green/Yellow AI, if there are fresh corpses nearby

You can make a civ group hostile to both player and enemy:
- set Side 2 or 3 in CivGroupNames.xml, for example:
Quote:
<NAME>
<uiIndex>1</uiIndex>
<Enabled>1</Enabled>
<szGroup>Rebel</szGroup>
<AddToBattle>1</AddToBattle>
<Loyalty>1</Loyalty>
<Side>2</Side>
</NAME>

- set group as hostile in GameInit.lua
Quote:
SetCivGroupHostile( Group.REBEL_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE )


Download:
https://www.dropbox.com/s/jdmfx5glh6pvcf5/ja2_7609en%2BAI_r221.exe?dl=0
https://www.dropbox.com/s/hrzx50q67nvl2lu/ja2_7609ru%2BAI_r221.exe?dl=0

[Updated on: Wed, 13 July 2016 18:34]




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Re: Experimental Project 7[message #346223 is a reply to message #346220] Wed, 13 July 2016 18:12 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Marvelous!

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Re: Experimental Project 7[message #346230 is a reply to message #346036] Thu, 14 July 2016 02:10 Go to previous messageGo to next message
Slax is currently offline Slax

 
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sevenfm wrote on Tue, 28 June 2016 11:51
Slax wrote on Tue, 28 June 2016 04:31
How about some cooler/better looking bullet effects? The white dot sometimes looks weird and displaced... and it's been around since forever. cheeky

Any ideas?
Showing bullet as a sprite doesn't seem like a good idea to me.
Changing bullet color is easy, you don't even need to code that, for example, you can make bullets completely invisible.

Completely invisible does sound like a nice option to have. Maybe mixing that together with sped up projectiles would have a nice effect.
What if the bullet color kept background color in mind? Something to make shots less visible. Faux transparency, if you will.



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AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Re: Experimental Project 7[message #346326 is a reply to message #346230] Thu, 21 July 2016 17:24 Go to previous messageGo to next message
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New test Ja2+AI release available for testing:

https://www.dropbox.com/s/wqj3af70m9lokzs/ja2_7609en%2BAI_r228.exe?dl=0
https://www.dropbox.com/s/rsp8nuyt0kbgv2f/ja2_7609ge%2BAI_r228.exe?dl=0
https://www.dropbox.com/s/f7o4ysw3jzpxhuo/ja2_7609ru%2BAI_r228.exe?dl=0

Detailed description will be later.



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Re: Experimental Project 7[message #346333 is a reply to message #346326] Fri, 22 July 2016 08:52 Go to previous messageGo to next message
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Update with some fixes:

https://www.dropbox.com/s/25usto8u5n9fqzt/ja2_7609en%2BAI_r231.exe?dl=0
https://www.dropbox.com/s/d80wgunb14ctqqx/ja2_7609ge%2BAI_r231.exe?dl=0
https://www.dropbox.com/s/4usz8bxcutmpbcb/ja2_7609ru%2BAI_r231.exe?dl=0



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Re: Experimental Project 7[message #346349 is a reply to message #346333] Sat, 23 July 2016 23:07 Go to previous messageGo to next message
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Update with some more fixes:

https://www.dropbox.com/s/m7o9nz1k1hqyrrk/ja2_7609en%2BAI_r234.exe?dl=0
https://www.dropbox.com/s/qdkcpras5talafd/ja2_7609ge%2BAI_r234.exe?dl=0
https://www.dropbox.com/s/rn8sa1priuv44kw/ja2_7609ru%2BAI_r234.exe?dl=0

[Updated on: Sun, 24 July 2016 02:13]




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Re: Experimental Project 7[message #346443 is a reply to message #346349] Tue, 02 August 2016 09:33 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Update with some more fixes:

https://www.dropbox.com/s/m7o9nz1k1hqyrrk/ja2_7609en%2BAI_r234.exe?dl=0
https://www.dropbox.com/s/qdkcpras5talafd/ja2_7609ge%2BAI_r234.exe?dl=0
https://www.dropbox.com/s/rn8sa1priuv44kw/ja2_7609ru%2BAI_r234.exe?dl=0


Seven, what's going on with the AP count now? I've only had time for a few short playtests (of other stuff), but have noticed that when PCs get brought to zero AP they stay at zero for at least a couple turns. Is it that negative APs are being shown as zero APs?

[Updated on: Tue, 02 August 2016 09:33]

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Re: Experimental Project 7[message #346473 is a reply to message #346443] Thu, 04 August 2016 21:51 Go to previous messageGo to next message
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edmortimer wrote on Tue, 02 August 2016 11:33
Seven, what's going on with the AP count now? I've only had time for a few short playtests (of other stuff), but have noticed that when PCs get brought to zero AP they stay at zero for at least a couple turns. Is it that negative APs are being shown as zero APs?

It's a part of 'improved suppression' feature added in new release:
- action points can be reduced to zero when soldier is suppressed
- action points at the start of new turn are reduced depending on current shock level
- if soldier has cowering shock level (you can see this by cowering animation though it's not 100% always happens)
- if soldier has cowering shock level after suppression attack, he loses all APs
- soldier can still have negative APs if he is hit or for another reason, but not from suppression
- alcohol reduces shock from suppression, hungover state increases shock
- adrenaline effect reduces AP loss from suppression
- suppression is less effective if soldier is running
- cowering shock level is equal for all soldiers (MAX_SUPPRESSION_SHOCK/2), but different soldiers have different suppression tolerance which determines how quickly soldier will reach max level and how effective suppression is in general against this soldier
- new shock level at new turn depends on soldier's morale, with morale=100 shock level is reduced by 50%
- shock level is reduced by 50% at the start of new turn if soldier is not under attack or if soldier is dauntless
- shooting at enemy reduces actual shock level, depending on number of bullets fired and also gun damage and loudness
- shock level reduces effective marksmanship and dexterity, old shock effects for shooting are disabled
- shock from attack is reduced by fear resistance value (from skills and backgrounds), max SL_FEAR_RESISTANCE is limited by 25%
- AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level

Other changes:
- disabled badass animations by default (enable them using BADASS_ANIMATION = TRUE if you want)
- less BP loss when shooting with RPG or flamethrower
- flyback critical animation is possible only when using shotgun or rifle or machinegun (no flyback from pistols or smg's)
- [v] button shows if IIS/NCTH is used
- SAFE_SUPPRESSION option enables additional checks for AI when shooting for suppression (ni general, this will mean less suppression fire, also less bullets to the backs of your mercs from militia and less harm for civilians)

NCTH:
- VERTICAL_BIAS is always 1.0 for showing cursor, so it always looks like circle (no more ovals)
- max shown aperture limited to 100 (no more gigantic circles), in this case color is changed to dark red
- laser is shown as dot in the center of target cursor
- press ALT to see bullet deviation as gray circle
- no more than 10 bullets are shown in autofire mode, the rest is shown as + sign
- use full IRON_SIGHT_PERFORMANCE_BONUS at half day vision range, at greater distance iron sights bonus is reduced
- changed distribution: accurate shots are more accurate (green cursor), less lucky hits with bad aim (red cursor)
- always use VERTICAL_BIAS = 0.5 for shooting (less stupid shots to the ground)
- limited max distribution for first shot (less silly looking shots)

Alcohol and drugs:
- alcohol level is changed every hour instead of every turn, so being drunk can have some serious consequences now
- using alcohol and drugs in turnbased requres AP
- alcohol and drugs start effect immediaely (don't need to wait for new turn)
- not recommended to use alcohol and adrenaline at the same time (will result in heart attack with stats loss)

AI:
- ignore noise if friendly soldier is standing at this tile
- correctly estimate new AP at the start of new turn
- suppression shock reduces AI morale (AI aggressiveness) depending on current shock and morale level
- correctly check corpse level when checking for fresh corpses
- when shooting for suppresssion use last known enemy position
- don't use suppression fire on monsters
- allow AI to shoot HeavyGun weapons when crouched or prone (fix 1.13 bug)
- check if soldier has NVG for night decisions (in general AI without NVG will be more aggressive as sitting and waiting is bad decision for him)
- hip firing reworked (fix very bad 1.13 code)
- always use 0 aiming when shooting for suppression
- allow attacking empty vehicles with greandes or RPG (why not? blow them up!)
- tanks can use suppression fire (only machinegun at the moment)
- only snipers and marksmen will use sniper fire in RED state (aimed shooting at targets someone else sees)
- only snipers and marksmen will ask for targets (when use see 'snipers!' message)
- disabled suppression fire on dying or unconscious targets
- correctly calculate day/night vision range for AI
- don't use gas/stun grenades against zombies
- don't shoot through walls (when no endless LOS between shooter and target)
- reduced melee attack attractiveness for AI
- fix many shooting related 1.13 bugs like uninitialized values or really stupid code
- check if sector is jammed before deciding to raise alert (results in every AI using radio every turn in 1.13 when there is panic trigger in sector and communications are jammed)
- reworked turning and raising gun decision
- disabled melee attack against zombie if shooting is possible
- some fixes and improvements for Zombie AI (hiding, searching for enemy, moving to closest zombie-friend who knows enemy location, kind of zombie telepathy)

[Updated on: Thu, 04 August 2016 21:52]




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Re: Experimental Project 7[message #346474 is a reply to message #346473] Thu, 04 August 2016 22:19 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Cool, thanks for the explanation. Some of that I had modified similarly through the XMLs (shock, suppression, vertical bias, et al). Question: when you say "always use" does that mean the XMLs will not modify the behaviour anymore?

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Re: Experimental Project 7[message #346475 is a reply to message #346474] Thu, 04 August 2016 22:42 Go to previous messageGo to next message
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edmortimer wrote on Fri, 05 August 2016 00:19
Cool, thanks for the explanation. Some of that I had modified similarly through the XMLs (shock, suppression, vertical bias, et al). Question: when you say "always use" does that mean the XMLs will not modify the behaviour anymore?

If you mean VERTICAL_BIAS, it's set in cthconstants.ini, not in XML.
Yes, the value from ini is not used anymore.
I find it very strange that soldier's stance changes vertical distribution, it doesn't happen in RL and doesn't make any sense in the game.
All other options work as in stock 1.13, also min AP value is set to 0 for suppression (AP_MIN_LIMIT works as before for other reasons of AP loss).



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Re: Experimental Project 7[message #346478 is a reply to message #346475] Fri, 05 August 2016 07:31 Go to previous messageGo to next message
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Quote:
AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level


Do you mean AI morale is restored immediately to max level, or that morale steadily increases until it reaches max level?

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Re: Experimental Project 7[message #346480 is a reply to message #346478] Fri, 05 August 2016 08:59 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
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Sevenfm do you plan to add Flugentes "interactive actions" feature in future?

[Updated on: Fri, 05 August 2016 09:00]

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Re: Experimental Project 7[message #346481 is a reply to message #346478] Fri, 05 August 2016 09:15 Go to previous messageGo to next message
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edmortimer wrote on Fri, 05 August 2016 09:31
Quote:
AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level


Do you mean AI morale is restored immediately to max level, or that morale steadily increases until it reaches max level?

Every turn, morale for AI soldiers is restored by value equal to soldier's exp. level (1-10), to max value of (60 + 2 * ExpLevel).
This means, if AI soldier will be under heavy suppression fire for several turns, his morale will drop to low level, so he will play defensively and also will be more vulnerable to suppression attacks, but if he will avoid suppression fire for several turns, his morale will restore to max level.
In stock 1.13, morale value for AI soldiers is not used at all.



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Re: Experimental Project 7[message #346482 is a reply to message #346480] Fri, 05 August 2016 09:18 Go to previous messageGo to next message
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Toma777 wrote on Fri, 05 August 2016 10:59
Sevenfm do you plan to add Flugentes "interactive actions" feature in future?

I like this feature and it should be relatively simple to implement I think, but it will need support from modders to become really useful.
In general, I want to avoid adding features that require new XML data or breaking compatibility with stable 7609 in any way.



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Re: Experimental Project 7[message #346483 is a reply to message #346481] Fri, 05 August 2016 10:01 Go to previous messageGo to next message
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Quote:
Every turn, morale for AI soldiers is restored by value equal to soldier's exp. level (1-10), to max value of (60 + 2 * ExpLevel).
This means, if AI soldier will be under heavy suppression fire for several turns, his morale will drop to low level, so he will play defensively and also will be more vulnerable to suppression attacks, but if he will avoid suppression fire for several turns, his morale will restore to max level.
In stock 1.13, morale value for AI soldiers is not used at all.



Ah! Very good! I like it!

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Re: Experimental Project 7[message #346484 is a reply to message #346482] Fri, 05 August 2016 10:03 Go to previous messageGo to next message
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Quote:
I like this feature and it should be relatively simple to implement I think, but it will need support from modders to become really useful.
In general, I want to avoid adding features that require new XML data or breaking compatibility with stable 7609 in any way.


You have my full support should you be able to implement it into 7609-compatibility.

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Re: Experimental Project 7[message #346485 is a reply to message #346482] Fri, 05 August 2016 10:14 Go to previous messageGo to next message
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Ok, thanks!

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Re: Experimental Project 7[message #346486 is a reply to message #346475] Fri, 05 August 2016 10:57 Go to previous messageGo to next message
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sevenfm wrote on Thu, 04 August 2016 21:42

I find it very strange that soldier's stance changes vertical distribution, it doesn't happen in RL and doesn't make any sense in the game.

The reason for decreased vertical distribution most likely is that the soldier can rest his elbow on something (upper thigh or ground). In that regard it makes perfect sense to have vertical distribution depending on stance.



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Re: Experimental Project 7[message #346489 is a reply to message #346486] Fri, 05 August 2016 19:46 Go to previous messageGo to next message
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silversurfer wrote on Fri, 05 August 2016 12:57
sevenfm wrote on Thu, 04 August 2016 21:42

I find it very strange that soldier's stance changes vertical distribution, it doesn't happen in RL and doesn't make any sense in the game.

The reason for decreased vertical distribution most likely is that the soldier can rest his elbow on something (upper thigh or ground). In that regard it makes perfect sense to have vertical distribution depending on stance.

We already have
Quote:
BASE_STANDING_STANCE
BASE_CROUCHING_STANCE
BASE_PRONE_STANCE
AIM_STANDING_STANCE
AIM_CROUCHING_STANCE
AIM_PRONE_STANCE

for that.
Also, as far as I know, in RL firing prone does not change aperture from circle to oval, instead it will make it smaller.
Vertical distribution in RL can depend on bullet ballistic and distance and also on the way shooter handles weapon and pulls the trigger, but it's not implemented in NCTH as far as I know.



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Re: Experimental Project 7[message #346501 is a reply to message #346489] Sat, 06 August 2016 11:50 Go to previous messageGo to next message
silversurfer

 
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sevenfm wrote on Fri, 05 August 2016 18:46

We already have
Quote:
BASE_STANDING_STANCE
BASE_CROUCHING_STANCE
BASE_PRONE_STANCE
AIM_STANDING_STANCE
AIM_CROUCHING_STANCE
AIM_PRONE_STANCE

for that.
Also, as far as I know, in RL firing prone does not change aperture from circle to oval, instead it will make it smaller.

The above modifiers are just general modifiers that affect gun handling in general. They do not take horizontal or vertical aiming into account. For example try to move your rifle up or down when your arm is rested on your upper thigh. You will find it harder than moving it to the sides. That's what is represented by the oval aperture. I'd like to keep that functionality in 1.13.
Also I don't like the idea of showing something to the player (always a circle) and calculating something different for shooting (the oval) afterwards. Of course you can do whatever you want in your experimental project. I'm merely presenting my opinion here.

Speaking of BASE_STANDING_STANCE - looks like this is missing in the code. Going to add that now...



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Re: Experimental Project 7[message #346506 is a reply to message #346482] Sat, 06 August 2016 16:46 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
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Can you make separate exe and XML? I know it's tedious job to maintain several exe versions!

[Updated on: Sat, 06 August 2016 16:47]

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Re: Experimental Project 7[message #346508 is a reply to message #346501] Sat, 06 August 2016 20:32 Go to previous messageGo to next message
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Quote:
For example try to move your rifle up or down when your arm is rested on your upper thigh. You will find it harder than moving it to the sides. That's what is represented by the oval aperture.

I understand the idea, I just say it's wrong. And people with real shooting experience also say that nothing is changed when you use bipod or rest weapon, the target shot distribution becomes proportionally smaller, but it does not 'flatten'.
Quote:
I'd like to keep that functionality in 1.13.

I just say it's not realistic. If it's good for game balance and players are used to it - they can play with ovals ;-)
Also, current target aperture for oval displaying is wrong because it's not rotated according to shooting direction.
Round cursor at least always correctly shows maximum bullet deviation, and vertical distribution was never shown correctly because it's not in isometry.
Quote:
Also I don't like the idea of showing something to the player (always a circle) and calculating something different for shooting (the oval) afterwards.

There's at least one completely hidden parameter in NCTH - target movement, which can have some big influence on shooting and it's completely hidden from player.
Quote:
Of course you can do whatever you want in your experimental project. I'm merely presenting my opinion here.

That's why it's called Experimental project - it allows me to implement some ideas that I cannot implement in stock 1.13 and also test some experimental concepts.
Anyway some constructive critique is always welcome.



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Re: Experimental Project 7[message #346509 is a reply to message #346506] Sat, 06 August 2016 20:36 Go to previous messageGo to next message
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Toma777 wrote on Sat, 06 August 2016 18:46
Can you make separate exe and XML? I know it's tedious job to maintain several exe versions!

I don't understand what you mean. Ja2+AI is already a separate exe.
Or are you talking about adding another exe that will support new features requiring XML changes? I think if you really want new features from trunk it's better to play with latest unstable exe. I don't plan to add more features from main trunk, at least not in near future.

[Updated on: Sat, 06 August 2016 20:38]




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Re: Experimental Project 7[message #346510 is a reply to message #346509] Sat, 06 August 2016 21:16 Go to previous messageGo to next message
Toma777 is currently offline Toma777

 
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sevenfm wrote on Sat, 06 August 2016 17:36
Toma777 wrote on Sat, 06 August 2016 18:46
Can you make separate exe and XML? I know it's tedious job to maintain several exe versions!

I don't understand what you mean. Ja2+AI is already a separate exe.
Or are you talking about adding another exe that will support new features requiring XML changes? I think if you really want new features from trunk it's better to play with latest unstable exe. I don't plan to add more features from main trunk, at least not in near future.

I mean separate Ja2+AI exe that will include only interactive actions feature, its only feature from trunk that i like! I don't use unstable exe because your Ja2+AI exe is more polish and bug free and closer to original JA2 experience! In any case, thanks!

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Corporal
Re: Experimental Project 7[message #346511 is a reply to message #346508] Sat, 06 August 2016 21:57 Go to previous messageGo to next message
silversurfer

 
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sevenfm wrote on Sat, 06 August 2016 19:32

That's why it's called Experimental project - it allows me to implement some ideas that I cannot implement in stock 1.13 and also test some experimental concepts.
Anyway some constructive critique is always welcome.

Actually I like a lot of the stuff you have done in your experimental builds especially the AI changes/fixes. I would like to see more of this implemented in the development builds. After all they are called "development" or "unstable" builds for a reason. Players shouldn't expect to see all the features fully polished. So in the end they are "experimental" builds as well. If you don't mind please incorporate more of your changes to the 1.13 dev version. happy

Btw. you are right about some hidden features. Target movement only shows in the form of a larger aperture. I'm not sure how movement penalties could be properly displayed to the player. If someone has an idea - let's hear it.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #346512 is a reply to message #346511] Sat, 06 August 2016 22:34 Go to previous messageGo to next message
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silversurfer wrote on Sat, 06 August 2016 23:57

Actually I like a lot of the stuff you have done in your experimental builds especially the AI changes/fixes. I would like to see more of this implemented in the development builds. After all they are called "development" or "unstable" builds for a reason. Players shouldn't expect to see all the features fully polished. So in the end they are "experimental" builds as well. If you don't mind please incorporate more of your changes to the 1.13 dev version. happy

I found some serious bugs in AI shooting calculations, so next time I will have some time and motivation to work with main trunk I will probably try to fix those issues as it's definitely higher priority than adding new cool features.
Also, about adding features from experimental project to main trunk, I am mostly waiting for player's opinions on what they want in the trunk. If they don't say anything I assume it's not needed by community :-)
Currently there's only one old request for improved militia command but it's rather big task and will not be implemented very soon.

Quote:
Btw. you are right about some hidden features. Target movement only shows in the form of a larger aperture. I'm not sure how movement penalties could be properly displayed to the player. If someone has an idea - let's hear it.

I used some simple display with arrows in old project: like "<<<" and ">>>" but it was more a test feature to give player at least some information.
I think one solution could be to find an icon of running man and show one or several icons somewhere in the target cursor to represent that target was moving a lot during it's turn.
Another possible solution would be to actually shift targeting cursor or show additional grey target cross showing where will be actual center of shooting circle.
Also maybe it would be good to show actual movement offset when player presses 'f' key, for example, to allow modders to find balanced values for movement cth options.



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Re: Experimental Project 7[message #346514 is a reply to message #346512] Sun, 07 August 2016 00:13 Go to previous messageGo to next message
silversurfer

 
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sevenfm wrote on Sat, 06 August 2016 21:34

I used some simple display with arrows in old project: like "<<<" and ">>>" but it was more a test feature to give player at least some information.
I think one solution could be to find an icon of running man and show one or several icons somewhere in the target cursor to represent that target was moving a lot during it's turn.
Another possible solution would be to actually shift targeting cursor or show additional grey target cross showing where will be actual center of shooting circle.
Also maybe it would be good to show actual movement offset when player presses 'f' key, for example, to allow modders to find balanced values for movement cth options.

Hmm, a secondary ghost circle you say. This might work well. Target is moving to the left and the ghost circle is right of the "real" circle to show that the shooter has to lead the target to the left or the other way around. Could be "easy" to implement as we already calculate movement offset anyway. We could take that offset and draw a second cirle according to the offset. I think I will try that...



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #346607 is a reply to message #346349] Fri, 12 August 2016 09:36 Go to previous messageGo to next message
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Quote:
Update with some more fixes:

https://www.dropbox.com/s/m7o9nz1k1hqyrrk/ja2_7609en%2BAI_r234.exe?dl=0
https://www.dropbox.com/s/qdkcpras5talafd/ja2_7609ge%2BAI_r234.exe?dl=0
https://www.dropbox.com/s/rn8sa1priuv44kw/ja2_7609ru%2BAI_r234.exe?dl=0


Congratulations! I just had the best battle I ever had -- the enemy actions were incredible! When I got them down to 5 left (out of 20), 4 stayed in cover and fought from there while 1 snuck around behind me. I had all 8 of my Mercs left at that point, but when the battle ended there was just 1 Merc left. It was a ferocious battle!

One caveat -- I got an endless clock at one point -- at the very end of the enemy's turn -- but when I went back to the last save the battle continued without any more trouble.

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Re: Experimental Project 7[message #346616 is a reply to message #346607] Fri, 12 August 2016 19:47 Go to previous messageGo to next message
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edmortimer wrote on Fri, 12 August 2016 11:36

Congratulations! I just had the best battle I ever had -- the enemy actions were incredible! When I got them down to 5 left (out of 20), 4 stayed in cover and fought from there while 1 snuck around behind me. I had all 8 of my Mercs left at that point, but when the battle ended there was just 1 Merc left. It was a ferocious battle!

One caveat -- I got an endless clock at one point -- at the very end of the enemy's turn -- but when I went back to the last save the battle continued without any more trouble.

Good to hear! Probably last 4 enemies were snipers/marksmen, they can be very dangerous if they try to stay in cover and interrupt your mercs.
The bugs are possible, but I need a savegame before bug to fix it.
Also, sometimes endless clock can be removed with Alt+Enter or Alt+X, then select No or fast forwarding clock with [-] key.



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Re: Experimental Project 7[message #346636 is a reply to message #346511] Sat, 13 August 2016 16:42 Go to previous messageGo to next message
yarco is currently offline yarco

 
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silversurfer wrote on Sat, 06 August 2016 20:57
sevenfm wrote on Sat, 06 August 2016 19:32

That's why it's called Experimental project - it allows me to implement some ideas that I cannot implement in stock 1.13 and also test some experimental concepts.
Anyway some constructive critique is always welcome.

Actually I like a lot of the stuff you have done in your experimental builds especially the AI changes/fixes. I would like to see more of this implemented in the development builds.


Me too!

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Re: Experimental Project 7[message #346661 is a reply to message #346636] Tue, 16 August 2016 01:40 Go to previous messageGo to next message
Uriens is currently offline Uriens

 
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yarco wrote on Sat, 13 August 2016 13:42
silversurfer wrote on Sat, 06 August 2016 20:57
sevenfm wrote on Sat, 06 August 2016 19:32

That's why it's called Experimental project - it allows me to implement some ideas that I cannot implement in stock 1.13 and also test some experimental concepts.
Anyway some constructive critique is always welcome.

Actually I like a lot of the stuff you have done in your experimental builds especially the AI changes/fixes. I would like to see more of this implemented in the development builds.


Me too!


Same for me. It's a bit unrealistic to expect from this old grizzled community to jump on every change mentioned here and have them say, please implement it. I'd say if they don't complain about it, implement it.
Besides, community (me included) always complained about how bad AI is so i think that every (working) change that improves AI is a must for the main trunk. In this particular case, having ai be more careful about friendly fire is at the top of the list of changes as newest main trunk changes now have stray bullets hit crouched and prone targets as well.
You are doing a great work here, keep it up. big grin

Btw, did anyone mention how smilies suck in this forum? Older forums had them way better.

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Re: Experimental Project 7[message #346663 is a reply to message #346661] Tue, 16 August 2016 14:35 Go to previous messageGo to next message
Gambigobilla

 
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Uriens wrote on Tue, 16 August 2016 01:40

Btw, did anyone mention how smilies everything suck in this forum? Older forums had them way better.

FTFY

I just realized we can use strike thru tag (/s) but i can't find a button for it in the formatting tools.

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Re: Experimental Project 7[message #346783 is a reply to message #346663] Thu, 01 September 2016 22:29 Go to previous messageGo to next message
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Mini update for Ja2+AI:

https://www.dropbox.com/s/i1faoa9q8k8oikj/ja2_7609en%2BAI_r235.exe?dl=0

Changes:
- r8286 fix: invalid access to inventory (by Flugente)
NCTH:
- critical fix: bad pointer
- r8281 fix: BASE_STANDING_STANCE was missing from handling calculations in NCTH (by Silversurfer)
- CalcMuzzleSway: removed additional limits to aperture
- enabled AIM_VISIBILITY penalty

[Updated on: Fri, 02 September 2016 07:50]




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Re: Experimental Project 7[message #346899 is a reply to message #346783] Wed, 14 September 2016 01:25 Go to previous messageGo to previous message
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Mini update with some fixes:

- Strategic Movement fixes (r8295, r8297 by Silversurfer)
- interrupt fixes (r8300)
- Black AI: shoot/move decision

https://www.dropbox.com/s/w6bs2owaujbzvdk/ja2_7609en%2BAI_r236.exe?dl=0
https://www.dropbox.com/s/5ercvyl789e5f80/ja2_7609ge%2BAI_r236.exe?dl=0
https://www.dropbox.com/s/uag3za23tzt4rb6/ja2_7609ru%2BAI_r236.exe?dl=0



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