Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333482]
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Wed, 04 June 2014 17:14
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Taro_M |
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Messages:292
Registered:November 2008 |
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Hey, I have finaly figured out why my sniper had problems. I have changed this:
NORMAL_SHOOTING_DISTANCE = 70 to 300
What happened was that even with SCOPE_RANGE_MULTIPLIER = 0.5 the range at with scope is being used is too damn high. I would love to be able to set it lower.
Also: any chance for the goodies to be available in devbuild for custom compiling?
[Updated on: Wed, 04 June 2014 17:16] by Moderator Report message to a moderator
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Master Sergeant
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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #333483]
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Wed, 04 June 2014 17:25
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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@Taro
1. You can set SCOPE_RANGE_MULTIPLIER = 0.1 .. 1.5, the description is not updated yet.
2. You can also set AIM_TOO_CLOSE_SCOPE = 0
3. Some of the goodies will be available as a patch for main dev trunk after they receive good testing results and players feedback.
Making dev version for each experimental feature (that will most likely never go to the trunk) is too much work =)
EDIT: in my cthconstants.ini I use:
NORMAL_SHOOTING_DISTANCE = 200
SCOPE_RANGE_MULTIPLIER = 0.4
AIM_TOO_CLOSE_SCOPE = -0.2
and it works very good!
[Updated on: Wed, 04 June 2014 17:27] by Moderator Report message to a moderator
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Re: Experimental Project 7[message #333503]
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Wed, 04 June 2014 19:56
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Taro_M |
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Messages:292
Registered:November 2008 |
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Quote:Just can't get assault rifles to behave the way I want without messing something else up.
Check out item settings, it allows to fine tune the settings for selected groups of weapons only.
Also aside from increasing moving target penalty (will add that one). I made my own modification to stealth settings. With my custom ones the targets pop in and out of view something I experienced a lot in Arma. The buffed stealth also nerfs the double view and gun range I set.
COVER_SYSTEM_STEALTH_TRAIT_VALUE = 50
COVER_SYSTEM_STEALTH_EFFECTIVENESS = 95
COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 95
COVER_SYSTEM_STANCE_EFFECTIVENESS = 80
COVER_SYSTEM_LBE_EFFECTIVENESS = 20
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 50
COVER_SYSTEM_TREE_EFFECTIVENESS = 75
COVER_SYSTEM_UPDATE_DELAY = 500
COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE
COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE
COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE
COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE
I must say the gunplay, at least at the starting levels is tight and damn fun.
Oh, I just noticed these 2 settings:
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
Now I can get AI to use suppressive fire more.
[Updated on: Wed, 04 June 2014 20:03] by Moderator Report message to a moderator
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Master Sergeant
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Re: Experimental Project 7[message #336100]
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Wed, 24 September 2014 20:21
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Weapon sounds pack.
Based on Chatner's work with additional sounds from Sarge's soundpack and other sources.
link
EDIT:
updated sound pack:
.38, .357 and .44 revolver sounds
changed some pistol sounds to fit general schema
new pkm, pecheneg, m60 sounds
modified 7.62 WP sound (5% speed boost)
improved AKS burst sound
general cleanup - removed unused sounds
[Updated on: Mon, 20 October 2014 19:16] by Moderator Report message to a moderator
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Re: Experimental Project 7[message #336950]
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Wed, 22 October 2014 01:17
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Short video demonstration:
- Improved Weapon Sounds part 1 (low level starting weapons)
- Custom NCTH settings with SDO mod
http://www.youtube.com/watch?v=VmP34iID_X0&feature=youtu.be[/video]
youtube link
http://www.youtube.com/watch?v=9YSjJpr3L9Q&feature=youtu.be[/video]
youtube link
Conclusion on NCTH settings testing:
The weapons work as expected:
- Leech with his high mrks can place accurate shots at 150-200 meters (maybe 1 from 2 or 3)
- mercs with lower stats can still hit approximately 1 of 3 shots at about 100 meters
Some found issues:
- for unknown reason there's no difference if I shoot standing or prone, that's strange
- NCTH is less predictable than old CTH, so you cannot rely on single shot, you always need some backup plan - second shooter or a place to hide
- unlike the OCTH, there is no "safe distance" in NCTH - you can be hit by enemy firing a pistol from 200m sometimes, and it's not very rare
[Updated on: Wed, 22 October 2014 03:17] by Moderator Report message to a moderator
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Re: Experimental Project 7[message #337024]
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Thu, 23 October 2014 01:51
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Improved Weapon Sounds part 3
Using SDO mod with custom NCTH settings + Wildfire 6.07 maps
Weapons: Pecheneg, SVD, VSS, Beowulf and AK's.
Cool weapons: RPO-M with incendiary rockets.
http://www.youtube.com/watch?v=dfa7aFd9LHo&feature=youtu.be[/video]
youtube link
NCTH impressions:
- SVD with a good scope works perfect on long distance, reliably hitting target, still no super-accuracy and sometimes can miss, just as in RL
- Pecheneg with reflex sight and in autofire mode works great for suppression and when shooting at groups of targets
- Fox isn't very good at shooting because of relatively low mrks, this can probably be compensated with better weapon attachments, still she can hit targets with cth about 30-50%
- Shock from suppression works great, causing big penalties for aiming
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Re: Experimental Project 7[message #337972]
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Tue, 25 November 2014 07:42
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Intermediate update for the Improved Weapon Sounds mod
link in the sig
9x18 caliber reworked
9x39 VAL SD: reduced bass level (it's silenced sound)
9x19 Calico burst reworked, uses real kel-tec 9mm close shooting sample from youtube as a base
Glock18 and other 9x19mm pistols: eq, volume-1
45 caliber:
Thompson M1A1 burst reworked, now a bit less bassy, also added mechanics sound
762x39: new RPD sound, fixed wrong XCR burst 3 sound.
4,7: new sound for G11, G11PDW
better .357 Desert Eagle sound
4,6 caliber: new MP7 sound
762x39 WP burst sound: eq, changed tail
7,62 NATO MSG
7,62 NATO FAL BURST
9MM PM, 9MM PMM
9MM B93R BURST, 9MM P7, 9MM GLOCK18 BURST
[Updated on: Thu, 04 December 2014 23:34] by Moderator Report message to a moderator
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Re: Experimental Project 7[message #338120]
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Sat, 06 December 2014 18:05
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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OCTH improvements
New option: IMPROVED_CTH = TRUE
1. Advanced directional movement penalty
In stock 1.13, CTH penalty from target movement is calculated using formula: MovementPenalty = TilesMoved * 1,5 with a maximum penalty of 30 (default values). So your target needs to walk 20 tiles (or run 10 tiles) to get maximum CTH penalty, regardless of the movement direction.
With the new system, not only the amount of tiles moved is taken into account, but the movement direction is used as a ratio.
So, when your target is moving perpendicularly to the line of shooting, you get maximum penalty, and when the target is moving directly to you or from you, you get no penalty when shooting.
You still get small penalty if the target moved at least 1 tile, no matter in what direction.
This system is similar to the one implemented in NCTH, and the code was partially taken from NCTH code.
Another change is that the shooter can compensate target movement penalty, if he is skilled enough.
The formula for the shooter's tracking ability: PercentTracking = (2*Dexterity + Marksmanship + Level*10) / 4
Then the starting tile number for tracking is calculated:
PercentTracking = 100% - start tracking from 4 tile
PercentTracking = 0% - start tracking from 10 tile
Then with every next tile the amount of applied penalty is reduced, so at StartTrackingTile*2 the penalty is halved.
The penalty from directional movement is not fixed for every tile, but instead it's bigger in the beginning and it's reduced very quickly when the target continues it's movement, so first 3-5 tiles are the most important.
Guns with a high power scope receive additional penalty from directional movement, the penalty is rather high (10% for pso-1 and 20% for pso-3), but it is reduced very quickly because it's divided by sqr(TilesMoved).
For the balance reasons, maximum penalty from movement is applied at certain distance from shooter - 200m by default, so at 100m you get half penalty, and at point blank range you get zero penalty from target movement.
This works for iron sights and reflex sights, but if you try to shoot at moving target at very close range with a high power scope, the penalty will be increased instead.
Maximum penalty from movement is rather high (60%), so it will be hard to hit in some situations.
So, what you can expect in the game when playing with this improvement?
- If you are shooting at stationary target, there's no difference with a stock system, you can hit with high CTH.
- If you are shooting at moving target, you better use iron sight or reflex sight or low-power scope (1,5x - 2x), or it will be hard to hit enemy
- You need a shooter with high dexterity, marksmanship and level to effectively track a moving enemy
- No penalty at close range, if you are not using scopes
- If the enemy is moving actively, it's better to suppress him first with autofire
- You can try to avoid accurate enemy fire by moving each turn at 3-5 tiles in a perpendicular direction to the enemy's line of shooting
- Sniper rifles with high power scopes are best for shooting at stationary targets at medium-long distance, and mostly useless at point blank range if the enemy is moving (but you can always hip-fire)
2. Additional directional penalty for shooting at prone target
In stock 1.13, the maximum cth penalty for shooting at prone target is limited to 40%, and each tile of distance gives 3% penalty
With the new system, this limit can be increased to 60%, if the following conditions are met:
- the target is prone and facing the shooter, so the shooting direction and target's facing direction are opposite
- the target is on the ground, so no additional penalty on roofs
- the target is not on the flat tile (floor, paved road or dirt road)
- the shooter is on the ground, so no additional penalty when shooting from roof
With this change, it's usually harder to hit prone enemy, so you will have to suppress enemy first and try to flank him to get better CTH
3. Effective marksmanship is used instead of direct penalty from shooter's shock
In stock 1.13, the shocked shooter received direct penalty for his CTH from the shock level.
With new system, effective marksmanship is reduced instead, the penalty for marksmanship is 5% for each shock point to the maximum of 50% penalty, and the marksmanship cannot be less than 20% after applying penalty.
This system is more realistic, and works better in my tests than default system.
4. There's new option ADVANCED_OCTH_INFO = TRUE, that will show small colored numbers on your CTH cursor when activated:
- orange is the new movement penalty for target
- yellow is the current effective marksmanship of the shooter
- green is the current penalty for prone target
[Updated on: Tue, 25 August 2015 18:37] Report message to a moderator
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Re: Experimental Project 7[message #338135]
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Sun, 07 December 2014 13:37
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Short video demo for improved OCTH directional movement penalty
http://www.youtube.com/watch?v=VWR3hFEnheA[/video]
youtube link
Example 1
1. Fox is standing, no penalties.
2. Fox has moved 5 tiles - maximum amount of penalty.
3. Fox has moved 10 tiles - shooters start to compensate movement by tracking, penalty is reduced significantly.
Conclusion:
Grunty receives very small penalty.
Igor receives small penalty for iron sight (because the distance is small), big penalty for optics.
Leech receives full penalty for iron sight and pso-3. Without the scope he is able to aim better, but still can partially compensate scope penalty with aiming.
Note: increased penalty from scope is not applied for the unaimed shot (without aim clicks) because of selected mode for "Alternative Weapon Holding" feature.
Example 2
Fox has moved several tiles and returned to the starting tile.
This time we don't have exact values for distance and angle, so small penalty value is used based on bTilesMoved.
Example 3
Additional directional penalty for shooting at prone target.
1. Opposite direction - max penalty (60%)
2. Turned one step counter clockwise from opposite direction - increased penalty (50%)
3. Any other direction - regular penalty (40%)
[Updated on: Sun, 07 December 2014 14:46] by Moderator Report message to a moderator
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Re: Experimental Project 7[message #338141]
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Sun, 07 December 2014 20:17
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Improved suppression
New option IMPROVED_SUPPRESSION = TRUE
1. Shock and cowering mechanics
Cowering shock level changed from SuppressionTolerance to MaxSuppressionShock/2
This prevents silly and unrealistic situation when merc (that has previous real combat experience) becomes cowering from a single bullet.
Another balance problem with original stock system is that CTH penalty depends on shock level, so the cowering person should (realistically) have a relatively high CTH penalty, that means high shock for cowering.
Note: the real shock value for cowering is modified in game depending on traits and backgrounds.
At the start of the new turn the shock level is checked for cowering level, and the cowering animation is stopped if necessary.
At the start of every turn, the shock level is reduced.
In stock 1.13: NewShock = Shock/2
In new system:
-if the soldier was under attack last turn, NewShock = 3*Shock/4
-if the soldier does not have any suppression points from last turn, then the same as in stock version NewShock = Shock/2
-dauntless soldier always uses default formula: NewShock = Shock/2
-if the soldier has cowering shock level, and he was under suppression during last turn, the shock level is not reduced
Also, drunk people receive less shock from suppression.
2. AP loss
If the soldier has cowering shock level at the start of a new turn, his AP is limited to 20 AP (AP_MINIMUM / 2), this allows him to take cover, or maybe use smoke grenade or try to crawl away, but he cannot fight effectively.
With the option IMPROVED_SUPPRESSION_RESERVE_AP = TRUE, the soldier cannot have less than AP_MINIMUM / 2 at the start of the new turn because of negative APs from previous turn.
This means that, if you suppress soldier to -100AP and his starting action points are, for example, 40 AP, he will have 20 AP. If he has less than 20 AP, for example 16 AP, because of wounds or smth, he will have 16 AP at the start of a new turn. This will allow suppressed soldier to take cover or even shoot one shot with a pistol, so the main difference with stock system is that you cannot completely immobilize enemy with only suppression.
3. Suppression Tolerance
In stock 1.13, the suppression tolerance is calculated as ExpLevel * 2 + modifiers, the result is that enemy usually has maximum (18) suppression tolerance from the start, while merc have only like 3-4 tolerance because of low level and default modifiers, so the whole suppression system is imbalanced and usually works against player.
In new system, the base suppression tolerance is calculated as 5+ExpLevel, also modifier factors are reduced, so the suppression system becomes better balanced.
I also usually disable NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE option, because the enemy is nearly always outnumbers mercs and they get too much bonus to suppression tolerance, at least on small maps.
4. AI morale and other changes
In my tests it seemed that suppression did not effectively decrease AI morale, so now shock level is used as a limiter for AI morale:
-if shock level percent is > 30%, limit AI morale to MORALE_NORMAL
-if shock level percent is > 60%, limit AI morale to MORALE_WORRIED
This prevents AI from aggressive behavior when under suppression, so he will more likely try to cover or flank instead of rushing.
Shocked AI soldier will more often use swatting movement mode - it looks more realistic and also allows to slow down AI movement by using suppression fire.
Also, the AI MovementMode table was slightly changed - use running mode more often for flanking, use swatting mode more often in high urgency state.
Recommended settings
ja2_options.ini
SUPPRESSION_EFFECTIVENESS = 200 - it allows to deliver enough suppression to standing soldier, remember that crouching soldier has 1/4 chance to avoid suppression point from bullet, and prone soldier has another 1/4 chance to avoid suppression point
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE
SUPPRESSION_TOLERANCE_MIN = 3 - this changes max/min ratio for tolerance from 18:1 to 6:1
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 20 - I usually reduce CTH penalty from cowering target's shock, but it depends on you preference
SHOCK_REDUCES_SIGHTRANGE = 2 - with Tunnel Vision from shock enabled, the enemy sometimes starts stupidly turning from one side to another, spending all his APs
AI_SUPPRESS_MIN_MAG_SIZE = 20
AI_SUPPRESS_MIN_AMMO_REMAINING = 10 - for the enemy to use suppression fire more often
skills_settings.ini
SL_FEAR_RESISTANCE = 20 - default is 50, which completely prevents deputy from cowering
APBPConstants.ini
AP_MIN_LIMIT = -40 - it's enough to take a half of enemy APs at the start of the new turn, still it allows to change position or try to shoot back to suppress enemy, so this value is more balanced than default -100, but it's the matter of personal preference
So, what you can expect in the game?
-you can slow down enemy soldiers or stop AI rush with suppression more effectively
-shock/tolerance system is balanced better now, it usually takes several turns to make merc/enemy 'cowering'
-even soldier under heavy fire will have small amount of APs at the start of new turn, this allows to take cover or maybe move one tile crawling, or at least blow up a (smoke) grenade
-AI soldiers will use swatting movement mode more often, especially when under suppression fire
-the shock is reduced slowly when under fire, so if your merc is under suppression you need to quickly change position or suppress your enemy, or in the next turns you merc will become cowering and helpless, still you usually have 1-2 turns and some APs to take cover or change position
-if you want a good CQC merc, it's good idea to make him dauntless and give him sqleader/deputy trait, this will help to prevent him from cowering
[Updated on: Tue, 25 August 2015 18:38] Report message to a moderator
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Re: Experimental Project 7[message #338152]
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Mon, 08 December 2014 13:51
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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toma777Where can i download your experimental SCI?
link removed
Description:
Additional mods: Arulco Revisited, Wildfire 6.07
Select mod directly in ja2.ini using notepad, no ini editor in this SCI.
Data-User:
-recommended options
-sound mod
-graph resources for extended interface
-red bullet tile for improved tracers in Tilesets
New options are in [Extended Settings] section of ja2_options.ini
You can also use this exe with any other stable 7435 installation, it's fully compatible with stock data and resources.
The exe is release version built with vs2008 and is based on actual stable source from SVN.
[Updated on: Sun, 29 March 2015 02:27] Report message to a moderator
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Re: Experimental Project 7[message #338203]
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Thu, 11 December 2014 12:41
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Weapon sounds mod v1.2
link
Changelog
-9x18 caliber reworked, Stechkin, PP-93, 9MM PM, 9MM PMM - better sound
-9x39 VAL SD: reduced bass level (it's silenced sound)
-9x19 Calico burst reworked
-Glock18 and other 9x19mm pistols: eq, volume-1, tail
-45 caliber: Thompson M1A1 burst reworked using new sample and vanilla burst 45 sound
-762x39: new RPD sound, fixed wrong XCR burst 3 sound, 762x39 WP burst sound: eq, changed tail
-4,7: new sound for G11, G11PDW
-5,7 caliber: eq, changed Five-SeveN sound
-357 Desert Eagle: better sound
-4,6 caliber: new MP7 sound
-12g: new SHOTGUN SEMI-AUTO SINGLE SHOT sound
-7,62 NATO MSG, 7,62 NATO FAL BURST
-TT33, 454 CASULL: new/improved sound
Note for those who downloaded first early versions
Please remove the following sounds from 9x39: (those that have two spaces between caliber and name)
9X39 GROZA
9X39 SR3 BURST
9X39 SR3SD BURST They were added by accident and not used anywhere
Please also remove SHOTGUN SEMI-AUTO SINGLE SHOT_1.ogg file from 12g folder.
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