New option in CTHConstants.ini:
IRON_SIGHTS_MAX_APERTURE_USE_GRADIENT = FALSE/TRUE
When activated it will make iron sights more powerful over longer distances. This is an experimental switch. The formula might need to be tweaked.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7358 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Fixes (by anv)
- fix: comparison feature would sometimes show comparison with empty sector inventory slots,
- fix: enemy taunts aimed at NOBODY could cause out of range,
- fix: list of boxers fought per day is properly reset when fight club reopens,
- fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses),
- fix: boxing opponents won't try to call reinforcements any more.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Flagmasks are unsigned, and should be called and treated as such
- Fix: experience gain from interrogation was too high
- Fix: chance of a prisoner becoming militia was calculated wrong
- default weight maximum for MOVE ITEM assignment increased from 30 to 40 kg
- Fix: snitches report the same event multiple times
- Fix: snitches treat vehicles as persons
- Fix: selection of launchables is inefficient, an does not take into account wether items are depending on day/night cycle
- new key combination: in strategic, pressing [CTRL] + [E] wile both a merc's inventory and the sector inventory are open will fill the merc's inventory with sector items
- trivial code cleanup
- if prisoners are taken in a sector that houses a prison, that prison can also be selected to house them
- Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones
- GetClosestFlaggedSoldierID can also be called without evaluation of sight
- Fix: Covert Ops: throwing/lobbing items or shooting rockets is deemed suspicious behaviour
- Fix: boxing was broken by loading a savegame
- Fix: campaign history rarely recorded kills in autoresolve
- There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder. Required script change in stable GameDir r2024.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Custom sounds for non-guns (by anv)
- knives, throwing knives, blunt weapons can use attack sounds specified with <sSound> tag - previously their sound was chosen depending on animation used and hardcoded - it should open space for exotic weapons like chainsaws, lawn mowers, jackhammers, etc. If <sSound> is left unspecified, default hardcoded sound will be used normally.
- knives, throwing knives, blunt weapons, launchers on attack can cause noise specified with <ubAttackVolume>, previously it was ignored for anything but guns,
- small fix for knife/wire cutters combo where using it on empty grid would cause deadlock during battle.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7156 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Updates/Fixes (by Sevenfm)
1. Added grenade throwing range modifier to item_settings.ini:
RANGE_GRENADE_MODIFIER = 1.0
This modifier is applied to grenades and regular thrown items.
2. Changed 100 to bBreathMax in throwing range penalty calculation. This should make grenades more useful.
3. Minor visual fixes (alt healthbar placement, 'roof' text placement when SHOW_ENEMY_WEAPON is true )
4. Added xml tags for merge type <13>: you can use u.knife on tripwire roll to get 2 tripwires. Status of tripwire roll will be reduced by 2 points.
Also lookup table for merges is updated for xml editor to work correctly.
5. Added several new loadscreenhints.
6. Press 'y' in tactical for quick transformation of item in hand - useful for switching flashlights on and off.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7116 3b4a5df2-a311-0410-b5c6-a8a6f20db521
More visual enemy gear info (by Sevenfm)
- Show additional info in NCTH cursor (press ALT) (ADDITIONAL_NCTH_CURSOR_INFO = 2)
-> You can only use this feature at certain distance
- Updated 'show enemy weapon' feature (SHOW_ENEMY_WEAPON = TRUE, SHOW_ENEMY_EXTENDED_INFO = TRUE)
- Now it can show armour and face items, too. Useful for OCTH users (SHOW_ENEMY_AWARENESS = TRUE)
- Show total value of damage, absorbed by armour in last attack (SHOW_HIT_INFO = TRUE)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7078 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Enabled auto-taking for concertina/sandbags (by Sevenfm)
- items are taken from current merc's inventory
- works only in realtime
- when filling sandbags, filled sandbag is dropped, and new empty is taken from inventory
- you need to press [shift] while clicking with hammer for this feature to be activated
Autofire bullets (by Sevenfm)
Set default number of autofire bullets:
0 = Max bullets allowed with max aiming
1..10 = Set default number of bullets
1. For MPs and SMGs
SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1
2. For ARs, Rifles and Shotguns
SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1
3. For MGs
SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6982 3b4a5df2-a311-0410-b5c6-a8a6f20db521
The assumed target area was much to small for the calculated aperture so AI got abysmal CTH values all of the time and wouldn't use guns from far away because of that.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6855 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- ridiculous amount of tags: attack, hit, miss, kill, head pop, blinded, type of attack, is target a zombie...
- ripostes to merc quotes,
- taunts can now make noise,
- bumped up amount of taunts to respectable 733, mostly thanks to your contributions guys,
- accidently squashed bug with incorrect noise notifications ("hears scream" instead of "hears explosion" etc.)
Ripostes
At the moment enemies can react to quotes "enemy detected", "1st enemy detected", "multiple enemies detected", "bullet flew by", "under heavy fire", as these are most likely to be used in combat. In the first three cases, riposting enemy will be chosen randomly from all enemy witnesses, latter two - last enemy to attack this merc will taunt.
Enemy's riposte will come as soon as merc quote is finished.
Noisy taunts
Taunts can be handled like other noises in game - shots, explosions, etc., meaning:
- they will be displayed only if someone from our team is close enough to hear them,
- they can be heard even if you don't see enemy (with twist of his name changed to "unknown voice". Yay.)
- volume of taunts is configurable in .ini.
see: http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/327830/4.html
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps.
- Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well.
- Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab.
- Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type.
- fixed UDB description for <RecoilModifierX> and <RecoilModifierY>
- All recoil calculations now use FLOAT values for more precision.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1) Fixed small bug when MAPELEMENT_PLAYER_MINE_PRESENT was set after planting explosives with remote detonator.
2) Arming bomb with only remote defuse attached is not allowed.
3) Showing item locator before "add blueflag" messagebox is disabled for our mines as it was annoying and you anyway know that it is here.
4) Total weight for throwing range is calculated for all items (previously it was calculated only for grenades).
5) Grenade-throwing formula and demolitions bonus applied only for hand-thrown grenades (check for TOSSCURS). Previously it was applied for launched grenades too.
6) Changed grenade throwing range formula from
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6606 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Overheating:
- OVERHEATING_DISPLAY_JAMPERCENTAGE controls wether the temperature bar shows temperature/jam threshold(true) or temperature/damage threshold (false)
- OVERHEATING_TEMPERATURE_GLOBAL_MODIFIER is obsolete and this removed, as the same effect can be achieved by OVERHEATING_TEMPERATURE_PISTOL_gunclass
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6531 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Gas grenades now don't cause direct damage on hit anymore. They will cause damage on start of turn or if you move inside a gas cloud. Of course gas mask still helps (except for creature gas and fire).
Every tile moved inside a gas cloud deals a percentage of the normal damage (default 10%). This is set in Item_Settings.ini (DAMAGE_HEALTH_MOVE_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_MOVE_EXPLOSIVE_MODIFIER).
Tiles can now have multiple gas effects on them. Unfortunately this is not visualized (yet).
Smoke doesn't make a character immune to other gas types anymore.
The 25% chance of taking damage while moving through a gas cloud has been removed. Damage is now applied 100% of the time.
- New modifiers for explosive damage in Item_Settings.ini (DAMAGE_HEALTH_EXPLOSIVE_MODIFIER, DAMAGE_BREATH_EXPLOSIVE_MODIFIER). These could fully replace EXPLOSIVES_DAMAGE_MODIFIER in Ja2_Options.ini but I left that general modifier untouched for now.
- Some compiler warning fixes.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6517 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- bugfix for display errors on empty lines on BR mail order screen
- externalized noise threshold for silenced shots to Ja2_Options.ini (MAX_PERCENT_NOISE_SILENCED_SOUND)
- updated version numbers
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6484 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- renamed weapon overheating modifiers to get a common naming scheme
- added weapon overheating modifiers for launchers
- renamed TURNING_FROM_PRONE_FOR_PUNCH_OR_STUB to TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB for search reasons
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6469 3b4a5df2-a311-0410-b5c6-a8a6f20db521
The new Item_Settings.ini is there to host modifiers for item properties in the different XML files. For now it is only used for the Weapon Overheating feature to adjust parameters based on gun class.
It uses the new struct gItemSettings which is populated in function void LoadItemSettings() on game start.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6463 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fixing bad APs deduction when using hand grenades, mortars, rocket launchers, grenade launchers and attached grenade launchers from different stances and need turn to your target.
Details:
- Add APs cost for stance change and turnover for mortar and rocket launchers.
- Rocket launchers cannot be fire from prone any more as there are no animation for that stance.
- Attached grenade launchers now take raise gun cost for launcher instead for gun.
- No more problems with APs for grenades from different stances and turnover, add proper costs for crouch too as someone add animation for that.
- Fix wrong APs deduction for grenade launcher from prone and turnover in general.
- Fix incorrect values for APs cost under throwing/launching cursor.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6447 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Instead the game will now use the attachment class AC_EXTENDER.
With this we can have more extenders that can be damaged and fall off and also other extenders that are not damaged by shooting.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6438 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Some APs fixing for throwing knives and backpack, with doing some correction to my previous changes.
Details:
- Do some correction and missing parts to ch58 and ch69.
- Throwing knives will add you bonus for throwing knives to same target as was suppose from v1.12 but never works.
- Fix AI use gun calculation for throwing knives instead for throw.
- Fix incorrect showing and deducting APs when try to shoot from prone with backpack or throw from prone and crouch positions with turning in general.
- Fix cheating when sLastTarget is set just for raise gun in that direction, this was always done after you fire.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6409 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Throwing knives had tendency to magically disappear if hit some kind structure.
Details:
- For those who like Dimitri, throwing knives will not disappear anymore if hit some structure or flies into the sky, also using them affect their condition.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6378 3b4a5df2-a311-0410-b5c6-a8a6f20db521
When swapping merc faces in tactical the game will now rebuild the mercs squad.
Changed NCTH behaviour for lasers:
When USE_NEW_CTH_CALCULATION = TRUE in Ja2_Options.ini the game now uses the item property <BestLaserRange> now for a laser specific bonus instead of <ProjectionFactor>. This bonus is a percentage reduction of the base aperture in NCTH. This functionality will only be used if one of the following new parameters in CTHConstants.ini is NOT 0.
LASER_PERFORMANCE_BONUS_HIP
LASER_PERFORMANCE_BONUS_IRON
LASER_PERFORMANCE_BONUS_SCOPE
This functionality also affects the laser property that is displayed in UDB.
Changed NCTH behaviour for Iron Sights and other 1x sights:
Iron sights and other 1x sights can now receive a bonus in NCTH to make them more useful compared to scopes. This bonus is a percentage reduction of the base aperture just like lasers can do.
There is a new parameter in CTHConstants.ini for this:
IRON_SIGHT_PERFORMANCE_BONUS
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6370 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Vertical angle formula fix and accidental hits in OCTH.
Details:
- No more accidental hits at target for which OCTH calculate miss, this was especially inflicted to prone targets, cause was vertical angles and ridiculous definition in JSD stance files.
- Rollback to original v1.12 Distance2D calculation, because game use tan not cos function for vertical angle. Bad vertical angles in close distance 3 tiles or less (as Distance3D calculate 8 tiles), means that you will always hit target regardless of OCTH result.
- Also fix distance formula which had wrong factor 2.56 instead of 25.6, at close distance that was problem because height for one level is defined by 256 units per one tile which had value of 10.
- Add little adjustment to vertical bullet angles so bullets spread more in visual ranges.
- Bug fix when dice roll is equal to OCTH which means miss but currently was always treated as hit even when OCTH is pure 0.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- (bug) first Tooltip for weapons (secondary and tertiary values like recoil) was missing, last one showed (null,null).
- (cleanup) code cosmetic/potential bug: cnt now (hopefully) match the count of actual rendered values/MouseRegions and Icons.
- (feature adjustment) freshness Bar for food now shows the decay. Color values for bar range from green (over yellow) to red. hight of bar shows the percentage.
- (feature adjustment) Food properties are now shown in DB. A Data patch is needed to show the new Icons, those however are placeholders for better ones, the tooltips also need a rework by a native english and translation to the different languages.
- (feature adjustment) When FoodSystem is enabled the weight of a foodtype item is adjusted to account for partially eaten item.
- (bug) Performance fix 1: multiple TransformIcons where rendered in DB above each other.
- (bug) Performance fix 2: condition to leave loop when on end of Transform list was not met due to missing cast (65535!=-1).
- (bug) 'endless dying mercs in roof edges' fix in rev.6346 condition was never met.
- (bug) Popups were missplaced when clicking on a trainer-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a practice-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a student-assignment multiple times to close the submenu.
- (bug) Popups were missplaced when clicking on a facility-assignment multiple times to close the submenu. note: the bug might only be reproducable when selecting different screensize then the 3 native ones.
- (bug) MouseMasks for disabling timeCompress buttons did not match size of buttons, Clock Overlay was missing
- (cleanup) Replaced Hardcoded fallback Gridnumbers with CenterGrid if no exitGrid was specified in map editor. Same behavier than before, but since we have bigmaps and possibly other mapsizes it should not be constant.
- (bug) Sight range calulation uses distance visible with and without scope to get a scopeRangeMod=sDistVis/sDistVisNoScope. Blind soldiers will have 0 sDistVisNoScope, which means the scopeRangeMod is a div/0 (not defined result). After fix we get a defined result for scopeRangeMod of 1.0f in case there is a 0 distance. Also we get a defined result for sightrange since sightrange=sightrange/scopeRangeMod = 0/1.0f.
- (bug) Experimental NCTH calulation did return 0 CTH with 0 aimclicks but it should return at least the base CTH.
- (cleanup) added comment to get an idea of the 'magic' aiming Points formula
- (feature adjustment) Flat backpack malus replaced with malus which scales linear with weight of backpack up to maximum specified in ini file. Each 5 kg 1 additional malus is applied for movement. When carrying pack in hands or inside another pocket the full malus is applied. Malus for changing stances is still 1 additional Point when carrying backpack (does not matter in which slot).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6363 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- changed skill handling for disarming bomb traps to rely more on explosives than mechanical in new skill system(old ratio 5:2, new 6:1). Mercs were blowing themselves up to often even when disarming own bombs (big bonus).
In the old skill system this ratio is 7:0.
- changed skill handling luck factor to make high skilled mercs rely less on luck and more on skill
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6361 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- <no_male> and <no_female> prohibit specific backgrounds to show up on IMP generation
- <cth_vs_creatures> modifies gun CTH when aiming at creatures
- added wisdom stat modifier
- Fix: maximum cth can never exceed 100
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6359 3b4a5df2-a311-0410-b5c6-a8a6f20db521