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Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #344725 is a reply to message #344724]
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Sat, 26 March 2016 19:34
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Thor wrote on Sat, 26 March 2016 21:59Any news on when the advanced tactical militia command and NCTH cursor features will be available for one of Depressivesbrot's v 1.13 downloads? In other words, is there a possibility to play the game with these new features and other recent v.1.13 developments (not the stable version)?
NCTH cursor improvements are available in official 1.13 for a long time, see ja2_options.ini:
Quote: ;----------------------------------------------------------------------------------------------------------------------- -------
; Visual improvements for NCTH cursor:
; 0 - default cursor
; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100)
; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50)
;----------------------------------------------------------------------------------------------------------------------- -------
IMPROVED_NCTH_CURSOR = 0
As for Advanced tactical militia command feature, it's not planned for main trunk.
Main project for AI and other improvements is Ja2+AI, based on stable 7609.
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Re: Experimental Project 7[message #345162 is a reply to message #345155]
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Sat, 23 April 2016 13:17
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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JA2+AI update
OCTH now uses gravity constants from NCTH, this makes OCTH ballistics look much better.
AI update: avoid using suppression fire on robots, vehicles, creatures and tanks
Improved aiming levels in OCTH:
Pistols 2-4
MP, shotguns: 3-4
Rifles, AR, LMG: 4-6
Sniper rifles: 4-8
Scopes give bonus to aim levels:
- small scope (2x): +1
- medium scope (4x): +2
- high power scope (8x): +3
- very high power scope (10x): +4
Limit aim levels depending on distance:
on distance less than day vision range - no more than 4 aim clicks
on greater distance - up to 8 aim clicks allowed: 6 aim clicks at 1.5 day vision range, 8 aim clicks at 2x day vision range
https://www.dropbox.com/s/nqf1byf7ugz64vt/ja2_7609en%2BAI_r103.exe?dl=0
[Updated on: Sat, 23 April 2016 13:37]
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Re: Experimental Project 7[message #345191 is a reply to message #345190]
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Tue, 26 April 2016 14:04
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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silversurfer wrote on Tue, 26 April 2016 15:45
Does that apply to militia and NPCs as well?
There's no difference in the jamming code between AI groups, actually the only change I did is removed jamming restriction for player only.
AI considers jammed guns as normal and tries to fire, and then usual unjam+shoot code works, the only difference is that it charges AP_UNJAM more AP's for shooting than expected.
It should be possible to add unjamming code to CanNPCAttack code, similar to how it reloads empty weapon, but it seems to works fine now.
[Updated on: Tue, 26 April 2016 14:08]
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Re: Experimental Project 7[message #345382 is a reply to message #345283]
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Mon, 09 May 2016 16:21
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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JA2+AI update
Changes:
- Vehicle is visible if any part of it is visible
- fix: bonus for AI to unjam
- r8206 fix: jumping over a merc allowed moving through walls
- bonus for trap detect level if soldier is crawling and has knife in his hand
- CalcTrapDetectLevel: removed chance to ignore trap for optimists
- reduce camo when soldier is crawling
- reworked CAMO_KIT_USABLE_AREA option, now it only limits camo from kits, but not camo from gear, this also fixes some bugs with camo applying (so if you set this option to 100 it should work as in vanilla)
- reworked camo worn/kit bonuses for camo zombies and soldiers created with camo kits inventory (65% worn camo + random camo value)
https://www.dropbox.com/s/azlpconc1lnrqwq/ja2_7609en%2BAI_r127.exe?dl=0
[Updated on: Mon, 09 May 2016 16:22]
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Re: Experimental Project 7[message #345401 is a reply to message #345382]
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Tue, 10 May 2016 21:16
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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JA2+AI update
Changes:
- exploit Fix: we can only disguise successfully if we haven't been seen recently
- disabled automatic clothes stripping when uncovered
- disguise automatically if spy haven't been seen by enemy recently and wears correct clothes
- uncover spy in combat automatically only if the soldier who sees him also have seen any enemy this turn
https://www.dropbox.com/s/wma3l67nckmqixq/ja2_7609en%2BAI_r128.exe?dl=0
[Updated on: Tue, 10 May 2016 21:34]
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