ZWWoOoOo https://zww.me 因为喜欢所以折腾...无折腾不铁血! Wed, 10 Apr 2024 02:35:34 +0000 zh-CN hourly 1 https://wordpress.org/?v=6.5.2 懒 > 超慢跑 > 咖啡 - 拉花 https://zww.me/27560.zsay https://zww.me/27560.zsay#comments Mon, 01 Apr 2024 02:56:02 +0000 https://zww.me/27560.zsay 农历新年都过了那么久了,出来透透气……

关于坚持锻炼出汗,最终都会找各种借口安慰,其实就是『 懒』...

因为我锻炼的目的是“出汗排毒”,然后尝试『 超慢跑』,呃,好像挺适合懒人哦,还可以看剧集...

于是每天都抽几个时间来『 超慢跑』,每次又可以在跑的过程中补番一集,早上那次就泡杯咖啡奖励自己 - -

不知道各位博友有没有喝咖啡习惯,我个人喝不惯黑咖啡,又加前面的『 懒』,所以我一般就简单:

电动磨豆机 + 摩卡壶 + 牛奶(法式壶打泡/电动奶泡器)± 拉花(纯玩)

其实即使这样我都觉得繁琐,但没办法,总不能花‘大钱’每天去咖啡馆吧

以前都是用法式壶来打奶泡,最近看到有电动打奶泡器,便宜入了个,发现一开始很难控制,很难打出想要的奶泡质量,不过最近几次比较顺了,只是拉花一直没机会练——毕竟业余喝杯咖啡而已,而且奶泡也是手动的(别说浪费,还累),没有什么意大利咖啡机那么高级的东东……

跑完喝杯水,看看今天工作内容,大概半小时后就用电动磨豆机磨好2人份的咖啡粉了:

然后摩卡壶煮好咖啡,牛奶用微波炉加温大概60度左右并用第一张图那个打奶泡器打好奶泡(其实今天算打的不错,流动性光泽度都ok),只是……

今天的拉花又失败了:(可可粉也没散好有大黑点,噗~)

但不影响口感,耶!

----

2024.4.10

手动打泡的话,感觉还是『法压壶』容易打出合适的奶泡,那个电动奶泡器很难拿捏,所以搞得我 10 次没 2 次打好奶泡,然后就更少练习拉花的机会了,于是今天决定还是用『法压壶』来打奶泡:今天的拉花也不及格,但手感不错

继续...

 

转载请注明转自: 《懒 > 超慢跑 > 咖啡 - 拉花

]]>
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ja2_7609+AI 中文版 r2953,ja2_7609 Fix 中文版 r2903 https://zww.me/ja2_7609ai-cn-r2953-and-fix-cn-r2903.z-turn https://zww.me/ja2_7609ai-cn-r2953-and-fix-cn-r2903.z-turn#comments Sun, 28 Jan 2024 12:11:27 +0000 https://zww.me/?p=27549 ja2_7609+AI 中文版:详情及下载见《JA2 1.13 稳定版 AI 增强 MOD【中文版】》。

r2644~r2953log

r2953
fixed creature music playing instead of normal battle theme on surface maps with blue light component. Removed INSUR_1HOUR_FRAUD for VR compatibility.
---------------------
r2952
More VR support: - new feature: mercs can get missed in action instead of dead while away on other assignments - new feature: randomised email notifications about mercs killed and MIA - externalized chance that merc will get killed while aw...
---------------------
r2951
VR: NO0815 IMP code. Fixed crash when toggling noctovision radar mode from main menu. Tweaked AI suppression effectiveness estimation to include shock effectiveness and max shock level.
---------------------
r2950
Merc arrival location fix (by Asdow) *User center insertion point for merc arrival *Instead of initial arrival gridno that is meant only for the very first helidrop arrival at the start of a game. *Prevent possible nullptr dereference
---------------------
r2949
VR: - add fire effects in starting sector - Colonel start rush attack - added missing text EVENT_SoldierGotHit, StructureHit: fix critical bug when ubAttackerID = NOBODY.
---------------------
r2948
More VR support: MIA files.
---------------------
r2947
More VR support - helicopter, pilot skill.
---------------------
r2946
More VR support - Driver trait/vehicles, fixes. Disable LUA_QUESTS in JA2VR mode. Updated quest/fact descriptions. VR: Babyface refuses to remove glasses.
---------------------
r2945
More VR support. New options: - ASLEEP_IN_CAR_AND_STILL_GETS_TRAVELLING_REDUCTION - GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION - FUEL_SAVED_WHILE_TRAVELLING_IN_VEHICLE - MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES - MAX_STACKABLE_FUEL_...
---------------------
r2944
Removed option ENABLE_VR. Added VR code support to Laptop. CheckForChangingOrders: allow ONGUARD and CLOSEPATROL changing orders if not underground and not in a room. RoamingRange: allow bigger range for soldier in YELLOW mode to investigat...
---------------------
r2943
New options: ENABLE_VR, MINE_NO_FOREMAN_PENALTY.
---------------------
r2942
Limited max stealth effectiveness for hiding in shadows background to 7, so that he can be spotted from next tile.
---------------------
r2941
Don't disable shadow bonus if stealth mode is disabled or Loner trait is no longer active.
---------------------
r2940
New background ability <shadow_hiding> provides 100% stealth bonus when staying in shadow for 1 turn without moving. Fixed bug in EnemyHeardSoldierRecently.
---------------------
r2939
Added xml support and description for <shadow_hiding> background.
---------------------
r2938
Removed AP penalty for Loner from other mercs nearby.
---------------------
r2937
Loner trait: AP_LONER bonus if starts turn alone, penalty if starts turn with other mercs around. Improved support for 25AP system: - GREEN_MILITIA_APS_BONUS, REGULAR_MILITIA_APS_BONUS, VETERAN_MILITIA_APS_BONUS, ENEMY_AP_BONUS_NOVICE, ENEM...
---------------------
r2936
Less damage for regular (not HE) bullets against tanks.
---------------------
r2935
Don't allow ammo feeding from inventory if gun is not automatic, this allows hand ammo feeding from another soldier for PTRD.
---------------------
r2934
Call RemovePlayerFromGroup instead of RemoveGroup (by Asdow).
---------------------
r2933
CorrectDragStructData: correctly set map flag (by olafwqq).
---------------------
r2932
Allocate one INT8 for ZStripInfo pbZChange. Fixes assertion errors in DEBUG build when LOBOT is enabled. (by Asdow)
---------------------
r2931
r9141: We can now use interactive actions to alter decals on walls, so it is possible to simulate taking off an object from the scenery and add it as an item (by Flugente). r9120: Fix: dragging a structure repaired it and removed all decals...
---------------------
r2930
New value in [Technician] of Skills_Settings.INI: BONUS_CTH_FLAMETHROWER, 10 by default.
---------------------
r2929
Moved LOADSCREEN_STRETCH_MODE option to [Extended Options] section of Ja2_Options.ini
---------------------
r2928
Loadscreen improvements from VR (by anv): - loadscreen stretch modes setting (stretch to fit, fit to width, fit to height) - updated loading screen and animated bar with fixes from 1.13, multi resolution loading screens support - aspect rat...
---------------------
r2927
Another face gear rendering fix - closed eyes (fix by anv from VR). Removed register keyword.
---------------------
r2926
Face gear is shaded the same as a face (VR fix by anv).
---------------------
r2925
Face gear rendered below "hatch" (inactivity overlay) (VR fix by anv).
---------------------
r2924
Render continue button above icons and facegear (VR fix by anv).
---------------------
r2923
Fixed UI movement mode not switching to crawl on character collapse, leading to deadlocks (by anv).
---------------------
r2922
Increased max random items to 2000. Increased possible random item number in XML to 20.
---------------------
r2921
Use ± symbol for new line in item description in Items.xml
---------------------
r2920
InternalIgniteExplosion: safety check when creating smoke effect for explosion. ExpAffect: - no damage to roof from explosion with zero radius - no additional damage to walls in NORTH and WEST directions from explosion with zero radius
---------------------
r2919
[~] Performance optimizations around Attachment[] and Launchable[] arrays (by san_alf).
---------------------
r2918
Bear trap with ubDamage <= 1 doesn't cause agility stat damage.
---------------------
r2917
Increased agility loss from Bear trap.
---------------------
r2916
New feature: bear traps are mechanical traps that function like bombs, cause no explosion, can be reused, deal significant damage to legs and pin down the target (by Flugente). Bear traps are defined as regular traps but have <ubType>13</ub...
---------------------
r2915
Downgrade startup ini errors to warnings (by xiaoxun92).
---------------------
r2914
Don't show dirt information for launchers as it doesn't affect them. EatFromInventory: stop if failed to consume drug/food to avoid endless loop (fix by anv from VR). Don't increase dirt for launchers as it doesn't affect them.
---------------------
r2913
In town sectors locals can sometimes feed hungry mercs, chance and amount of food depends on loyalty.
---------------------
r2912
When checking for handcuffs when capturing soldier, allow default item 1625 if it has item class IC_MISC and item flag HANDCUFFS.
---------------------
r2911
NCTH: -20% to handling when shooting prone with gun mounted on object (without bipod).
---------------------
r2910
Disabled green filter at night for overhead map.
---------------------
r2909
Update radar map shade when changing Noctovision setting in the ingame option.
---------------------
r2908
New ingame option "Noctovision radar map" shows radar map with green filter at night. Original feature implemented by anv for Vengeance:Reloaded.
---------------------
r2907
Prevent AI deadlocks (by Asdow) Allow AI to shoot with lower aim if out of AP for current aim level (by Asdow) Prevent AI deadlock when they try to shoot and player gets an interrupt (by Asdow) Disable canceling AI actions for escorted merc...
---------------------
r2906
Show laser sight on big custom gun picture if it's defined as iron sight with laser bonus.
---------------------
r2905
Subsequent sounds overlap for seamless transition (by anv).
---------------------
r2904
AllowedAimingLevels, AllowedAimingLevelsNCTH: use default value for range if supplied sGridNo is incorrect.
---------------------
r2902
No mounted status for prone shooter if there's no object in front of him to lay weapon on. No mounted status for alt weapon holding. CalcChanceToHitGun: - improved mounted weapon support - bonus 5% for mounted weapon (without bipod, only wh...
---------------------
r2901
AllowedAimingLevels, AllowedAimingLevelsNCTH: added check for incorrect sGridNo. IsWeaponMounted: - if weapon is not ready, check if it can be readied, to allow correct CTH calculation - FALSE when in alternate firing mode and weapon is no...
---------------------
r2900
Update team/soldier panel when weapon ready status changes, to show weapon handling status. Show weapon handling on item when option WEAPON_RESTING_DISPLAY is enabled: B - Bipod S - Sling G - Foregrip M - Mounted
---------------------
r2898
ApplyDrugs: - added safety checks - don't allow for vehicles - if drug item is food, consume kit points based on ubPortionSize
---------------------
r2897
Fixes by anv: - fix vehicles consuming fuel after instant movement cancel - don't automatically put people in vehicle squads - fixed incorrect vehicle group id after reloading the game and vehicle movement plot issues - fixed vehicle body n...
---------------------
r2896
Added more nationalities.
---------------------
r2895
Fix personality check for backgrounds during IMP creation (by rftrdev).
---------------------
r2894
Fixed weapon cleaning command in sector menu not working for all mercs.
---------------------
r2893
CleanWeapons: allow to use cleaning kit attached on weapon.
---------------------
r2892
Also show dirt level in EDB when overheating is enabled. Shortened temperature display text.
---------------------
r2891
Set merc balance to zero when hiring. Typo fixes.
---------------------
r2890
New backgrounds: - <loyalitylossondeath>, huge penalty to loyalty in all towns on death - <animal_friend>, will refuse attack animal unless attacked by that animal - <civgroup_loyal>, will refuse to attack members of the same group
---------------------
r2889
Limit <resistance_physical> to -XML_BACKGROUND_RESI_MAX, XML_BACKGROUND_RESI_MAX. GetHearingBonus: - allow skill/background bonus when using extended ear - <hearing_night> background bonus works at night time always , not just in dark place...
---------------------
r2888
GetTraitCTHModifier: bonus for Technician when using flamethrower, 10% per trait level. OCTH: - base marksmanship for flame is defined as (marksmanship + dexterity) / 2 - base marksmanship for regular shots defined as (3 * marksmanship + de...
---------------------
r2887
Don't modify gMAXITEM_READ when reading localized file (by Asdow). NCTH: don't apply <PercentReadyTimeAPReduction> to handling. Fixed aimtime in NCTH logging.
---------------------
r2886
Log NCTH calculation in Logs\CTHInfo.txt when [F] pressed. Fixed incorrect stance used for NCTH calculation when pressing [F].
---------------------
r2885
Fix flashlight not working at night. Increased wear off rate for alcohol with vodka background.
---------------------
r2884
Added <russian_vodka> background description.
---------------------
r2883
Localized "Heart attack" message when merc uses alcohol and adrenaline at the same time.
---------------------
r2882
Increased HANGOVER_AP_REDUCE 5 -> 10. Skill modifier for hungover 100 -> 80. Effective experience level modifier for hungover 0 -> -1.
---------------------
r2881
OCTH: restored original bonus BASE_TILE_PENALTY for each tile closer than NORMAL_RANGE. AIEstimateCTH: improved calculation, fix possible bug with negative value for unsigned variable.
---------------------
r2880
OCTH: - new option NORMAL_RANGE (default 90) defines base range for penalties - improved base accuracy boost at close range calculation for OCTH - increased value for breath level for max aim calculation - disabled breath penalty (fatigue a...
---------------------
r2879
Show danger zones for covert spy - only for ENEMY_TEAM opponents. Calculate InShock level as 10 + effective experience level.
---------------------
r2878
Suppression system changed so that merksmanship/dexterity penalties are only applied when soldier is in shock, which determines as certain suppression shock level mostly defined by soldier's effective experience level. Adrenaline reduces ma...
---------------------
r2877
Always allow attaching launchable is AP >= MAX_AP_CARRIED. Disabled code to always allow attaching item if no free place in inventory.
---------------------
r2876
New option DROP_FIRST marks weapon as droppable if it wasn't dropped yet in this campaign, regardless of regular chance to drop weapon defined in XML.
---------------------
r2875
VR fixes by anv: Fixed group assignment for tactical soldiers spawns. Fixed issue with jpc.7z camo faces being ignored. Light vegetation no longer has to block tank shells. Support more music tracks Fix vehicles consuming fuel after instant...
---------------------
r2874
VR fixed by anv: Always prioritise mercs above interactive tiles (e.g. doors) when using medkits. Disable respawning enemy tanks in sectors already controlled before. Allow traversing AI (e.g. retreating enemies) to properly path off the ma...
---------------------
r2873
Removed option CAMO_PROFILES. Added <wood_camo>, <permanent_camo> backgrounds. Allow to remove/change camo for soldier with <wood_camo> background, every hour when not sleeping and not in transit it will be restored to default wood camo.
---------------------
r2872
Allow QUOTE_EXPERIENCE_GAIN when not training, regardless of "quiet training/doctor/repair" options.
---------------------
r2871
Experimental tweak: set FACT_MEDIUM_SIZED_SHIPMENT_WAITING, FACT_LARGE_SIZED_SHIPMENT_WAITING depending on shipment weight. This allows Pablo to say different quote based on shipment weight minus what he stole. Fixed incorrect comment in lo...
---------------------
r2870
Prevent writing past array capacity (by Asdow) Game would crash with stack-based buffer overrun when a MOLLE item had enough attachments and their texts were written past attachString capacity
---------------------
r2869
New background "double_toss" allows to toss two grenades at once with ALT key: - any grenades can be thrown this way - cursor will show position for first grenade only - APs for double toss increased by 20% - grenade activation sounds will ...
---------------------
r2868
<uiExtraType> property in Items.xml defines side for armour plate: 0 - use default value set by PLATE_PROTECTION_SIDE option 1 - front side only (no protection when prone except for head) 2 - back side only (no protection when prone except ...
---------------------
r2867
Added assignment type name to error message for unrecognized assignment type.
---------------------
r2866
New option PLATE_PROTECTION_SIDE (default 3) defines sides from which plate protection works: 0 - all sides (vanilla) 1 - front side only (no protection when prone) 2 - back side only (no protection when prone) 3 - front + back (no protecti...
---------------------
r2865
Change initial militia orders from STATIONARY to ONGUARD.
---------------------
r2864
Creature music: check for zombies and creatures in sector.
---------------------
r2863
Show face icon when soldier is suppressed.
---------------------
r2862
AllowedAimingLevels: - penalty when under adrenaline - limit aim levels if was suppressed this turn (+1 max aiming when suppressed if dauntless)
---------------------
r2861
DailyCheckOnItemQuantities: improved fix for items ordering (by Asdow).
---------------------
r2860
DailyCheckOnItemQuantities: - don't stop loop on item with usItemClass == 0 - fix possible bug with item order
---------------------
r2859
Limit suppression from heard gunshots to 1 direction.
---------------------
r2858
[Fix] A bunch of fixes for artillery strike (by sun_alf) * Trim max number of waves to duration of signal smoke. Otherwise art.strike turns into unnatural stupidity. * If enemy AI tried to get art.strike but lacked of resources, player will...
---------------------
r2857
Remove compiler warning for exceeding stack size (by Asdow) Use std::map & std::set instead of two 16001 elements long arrays
---------------------
r2856
Display icon and tooltip for belt fed weapons (by Asdow)
---------------------
r2855
Remove compiler warning for exceeding stack size. (by Asdow)
---------------------
r2854
Added new filters for LOBOT (by Asdow): * Weapon class for SECONDHANDPOS items * Check if weapon is two handed for HANDPOS and SECONDHANDPOS
---------------------
r2853
Removed PlayJA2StreamingSample as it's identical to PlayJA2Sample.
---------------------
r2852
Added possibility to show action panel in place of tactical panel if tactical panel is disabled.
---------------------
r2851
IsGroupInARightSectorToReinforce: don't check for SAM and town sector.
---------------------
r2850
Added SAM and ALLOW_REINFORCEMENTS_ONLY_IN_CITIES restrictions for enemy reinforcements to AssociateEnemiesWithStrategicGroups, GetNumberOfEnemiesInFiveSectors, DoReinforcementAsPendingEnemy. Added function AllowReinforceSector() which chec...
---------------------
r2849
DoReinforcementAsPendingEnemy: - no enemy reinforcements from SAM sector - option ALLOW_REINFORCEMENTS_ONLY_IN_CITIES applies to enemy too (enemy still can attack from several directions)
---------------------
r2848
New tags in Items.xml: <uiExtraFlag>, <uiExtraType>, used to define special items and properties used by +AI. Extended ear works by default in all directions.
---------------------
r2847
Allow dragging soldier from the same team, deduct AP when dragging. AP cost for dragged person is scaled according to initial AP points.
---------------------
r2846
Talking to captured enemy soldier forces him to come to merc. No surrender menu when talking to captured soldier.
---------------------
r2845
Full drop from captured enemies except extra items. GetAPsToHandcuff: lower AP for merc with <prisonguard> background when using handcuffs. Allow dragging collapsed soldier from the same team. When assigning AI traits, allow auto weapons tr...
---------------------
r2844
GetAPsToHandcuff: when using handcuffs, use 3/4 of AP_HANDCUFF or reduce even more if soldier has <prisonguard> background. CanDragPerson: allow dragging captured soldiers. EVENT_SoldierHandcuffPerson: only keep handcuffs (<metal> property)...
---------------------
r2843
DoAttachment: stop if found not fitting attachment. Red AI: improved code to find closest seen path spot, don't search again to set watched location.
---------------------
r2842
Prohibit cliffs as militia placements. If item doesn't fit it's place after attachment, find another place in inventory or drop to the ground.
---------------------
r2841
Red, Black AI: improved code to raise weapon when sidestepping out of cover. Removed StopSeekReset() call from DecideAction as it is called from ExecuteAction.
---------------------
r2840
NCTH: allow BASE_SAME_TARGET bonus immediately when focusing. AI: crouch less often when not in dangerous place. Red AI: - Red seek: disabled turning before seeking. - added SOLDIER_AI_TURN_THREAT to separate code from SOLDIER_AI_TURN_UNSEE...
---------------------
r2839
EXTRA_ITEMS: - add various equipment to SOLDIER_CLASS_MINER - disabled creating extra items for detailed placement
---------------------
r2838
Tweaked font size for strategic map.
---------------------
r2837
AIDetermineStealingWeaponAttempt: don't try to steal weapon with rifle sling attached as it will fail. Code formatting.
---------------------
r2836
CalcCoverValue: - reduce range factor if soldier has no cover from enemy only if soldier has cover or in a room, not under adrenaline, not SEEKENEMY or special AI role or morale < MORALE_FEARLESS - add bonus if we can attack here this turn,...
---------------------
r2835
EXTRA_ITEMS option also adds first aid kits, canteens and alcohol to militia.
---------------------
r2834
Increased medic trait priority for AI.
---------------------
r2833
CalcCoverValue: - allow advance more often with high morale - allow retreat when morale < MORALE_CONFIDENT
---------------------
r2832
Red AI: - when in a room, try to turn to closest spot where enemy can be seen instead of turning to closest enemy and stare at the wall as a result - when crouching in a building to possibly see enemy, check LOS to enemy spot - try to tur...
---------------------
r2831
Improved code to set/read militia placement data. Red, Black AI: don't move from deep water when flanking. Added more AI log information for tactical order/flanking/rush/retreat.
---------------------
r2830
Removed option MAX_WEAPON_RANGE_PENALTY. Show face icon 22 when merc is gassed. All smoke effects will cause gassed effect on soldier. Penalty to vision range when gassed. Penalty to interrupt level when gassed. When placing militia on mili...
---------------------
r2829
Stop high speed timer when launching artillery strike on enemy turn.
---------------------
r2828
Max throwing range: bonus from skill less effective with high strength.
---------------------
r2827
Disabled code forcing insertion direction to avoid possible bugs.
---------------------
r2826
TerrainBreathPoints: increase BP cost when dragging.
---------------------
r2825
Renamed "Take position" militia order to "Move to". Added AIRoleRPGOperator, AIRoleCQB. Tweaked AIRoleMortarOperator to check shells.
---------------------
r2824
Added localized text description for specialized militia placements. Added code to make militia look to outward in the beginning. Improved ambush: added safety check in case gMapInformation.sCenterGridNo is not properly defined.
---------------------
r2823
FindGridNoFromSweetSpotWithStructData: correctly set level when checking for reachable spots. TacticalCreateSoldier: added some stat tweaks based on soldier bodytype. TacticalCopySoldierFromProfile, TacticalCopySoldierFromCreateStruct: poss...
---------------------
r2822
New squadleader action: define militia placements in sector. GiveIMPRandomItems: fixed Random(1) bug. Use NAILS profile constant instead of 34. Disabled moo sound when loading sector with cows. AddPlacementToWorld: fixed WORLD_ROWS used ins...
---------------------
r2821
Added remaining MIN_HEALABLE_INJURY constants. SeekRange: replaced DAY_VISION_RANGE constant with TACTICAL_RANGE. Smart sneaking: - disable when under adrenaline - allow for retreat and flank approach orders - allow more often for special r...
---------------------
r2820
Added constants MIN_HEALABLE_INJURY = 100 and MIN_AI_HEALABLE_INJURY = 500 to use iHealableInjury checks consistently in the code.
---------------------
r2819
Limit AI morale when bleeding and can bandage : - check morale < MORALE_FEARLESS - check iHealableInjury which is requirement to start healing - check GetClosestMedicSoldierID if soldier cannot heal himself
---------------------
r2818
DROP_DAMAGE option: improved code to calculate max allowed coolness. Red, Black AI: added chance based on bleeding value to start retreat when soldier is bleeding. DetermineMovementMode: no crawling for AI_ACTION_SEEK_OPPONENT or AI_ACTION_...
---------------------
r2817
Faster bleeding: only if enemy is in sector. CalcMorale: limit AI morale when bleeding and can bandage. Red, Black AI: possibly start retreat when bleeding and can bandage.
---------------------
r2816
Faster bleeding in turnbased when moving, bonus bleeding damage. No hit battlesound if target is unseen enemy, also removes bleeding sound for unseen enemy.
---------------------
r2815
Improved code to slow down stat progress depending on stat value and delta, lowered penalty.
---------------------
r2814
Tweaked code for weapon drop chance: - drop weapon if drop chance = 100 - drop weapon if it wasn't yet dropped in this campaign - regular drop chance is reduced with progress, halved at 100% progress - minor code improvements
---------------------
r2813
Added missing action strings to gzActionStr[] Improved AI logging code.
---------------------
r2812
Tweaked DROP_DAMAGE option: ; Additional damage to dropped items ; 0 - no damage ; 1 - damage items with too high coolness for current progress, additional damage to attachments with too hitgh coolness ; 2 - additional damage to weapon if h...
---------------------
r2811
When using USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 and DropRate < 100, reduce drop for magazines of big size (> 40).
---------------------
r2810
Added <ItemFlag> AIRBOMB_EXPLOSION_ITEM (536870912) in Items.xml, this item is used when structure from WP_STUF1.sti tileset explodes. GetRangeInCellCoordsFromGridNoDiff: more accurate calculation of distance in cell coords (experimental tw...
---------------------
r2809
Tweaked vehicle shared AP options (AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE, AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE): - driver always uses full AP, no min threshold when AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 - use FLOAT t...
---------------------
r2808
RMB on main weapon in tactical panel: switch scope mode if gun in hand, swap hands if empty hand or not gun. Reduce movement cost for vehicle when moving over paved road in fast movement mode. IsVehicle(): check both MERC_TYPE__VEHICLE and ...
---------------------
r2807
Limit wound shock display on portrait bar to current breath level to avoid confusion. New function HighWoundShock returns TRUE if wound shock level is higher than current breath.
---------------------
r2806
Tweaked AI roaming range code.
---------------------
r2805
Left click on weapon area in team panel to switch firing mode. Use mouse scroll on weapon area in ream panel to switch scope mode. ChangeScopeMode: added support to scroll scope mode backwards.
---------------------
r2804
ClosestReachableDisturbance: allow speed optimization checking only last found disturbance and closest opponent when soldier seen enemy or complex AI not allowed.
---------------------
r2803
Red AI: improved seek code to jump/plant bomb at destination spot.
---------------------
r2802
NewDest: check path for gas and wear gas mask if needed. AI: ignore tear gas if soldier has gas mask in inventory. Red AI: don't turn to closest disturbance before seeking when in prone stance.
---------------------
r2801
Removed text and tooltip for "Slow PC" ingame option.
---------------------
r2800
Removed "Slow PC" ingame option.
---------------------
r2799
Black AI: always search for ClosestReachableDisturbance() for Soldier AI.
---------------------
r2798
OCTH, NCTH: shooting at unseen target with help of spotter counts as assisted shots, 1/4 invisibility penalty.
---------------------
r2797
Added seek spot type code to ClosestReachableDisturbance(). SetSoldierGridNo: minor tweaks, disabled log message for soldier without structure. Red, Black AI: improved logging for closest reachable disturbance.
---------------------
r2796
OCTH, NCTH: simplified vision check code, don't allow bonus from NVG when shooting. Tweaked AIDistanceVisible, AIMaxDistanceVisible code.
---------------------
r2795
Renamed: SIGHT_NORMAL -> LOS_NORMAL, SIGHT_READY -> LOS_READY, SIGHT_UNREADY -> LOS_UNREADY. AIDistanceVisible: use max of (no scope distance + TACTICAL_RANGE / 4, scope distance).
---------------------
r2794
Show admin/regular/elite prisoners in town info box in separate lines. Don't show inactive name for vehicle if not empty. GetPlayerControlledPrisonList: allow current sector with battle. Use global prison sector vector for send to prison me...
---------------------
r2793
SPECIAL_NPCS_STRONGER: - no bonus when NPC is in player team - no bonus experience for special NPC from killing
---------------------
r2792
Set DROP_DAMAGE = 2 by default (damage weapons, attachments, additional damage to items with too high coolness). Disabled crawling/swatting path tweaks. Implemented spot danger cache in CalcSpotDanger(), improved function speed.
---------------------
r2791
SightCoverAtSpot: use AIDistanceVisible which is normal vision distance without scope + small bonus in case enemy moves.
---------------------
r2790
Play reload sound with lower volume for invisible soldiers. Make noise when reloading gun. Allow AI reloading when in safe spot or not in dangerous spot, simplified code.
---------------------
r2789
FindBestPath: - enabled smart flanking code - enabled crawling/swatting in sight cover code
---------------------
r2788
DSM fixes. Improved error message for game progress values sum != 100. Disabled RemovePlayersFromAllMismatchGroups, ValidatePlayersAreInOneGroupOnly in release version. Added detailed assert messages when failing to read tileset.
---------------------
r2787
ItemIsMortarShell: removed <Attachment> tag requirement for compatibility with mods like BRAINMOD which don't define it for mortar shells.
---------------------
r2786
Added message when no mortar shell is found for artillery strike. Use FONT_ORANGE for error message when creating artillery strike.
---------------------
r2785
Redraw inventory panel when changing selected merc in strategic view (by rftr).
---------------------
r2784
Tweaked font size for town name/loyalty display. CalcMorale: take into account wound shock when limiting AI morale from shock. AICheckShortWeaponRange: disable for special role to avoid squadleaders and radio operators using pistols from be...
---------------------
r2783
Drop item, put item into inventory AP check: less restrictions, allow if resulting AP >= -MAX_AP_CARRIED and >= AP_MIN_LIMIT.
---------------------
r2782
New quick item type: set -10 for throwing weapons like throwing knives and shurikens. IsEnoughSpaceInVehicle: removed max team size check. Code cleanup.
---------------------
r2781
Item transformation: restored original localization code.
---------------------
r2780
Item transformation: - fixed incorrect tooltip position - fixed incorrect reading descriptions from language specific file
---------------------
r2779
Red AI: improved extra suppression code (removed < MORALE_FEARLESS requirement, added ammo check, allow if cannot advance and friend is flanking).
---------------------
r2778
Face icons: disabled icon 17 for DRUG_TYPE_PSYCHO. AI suppression: allow more often, removed SEEKENEMY requirement for extra suppression.
---------------------
r2777
Added AIRoleSuppress function. Renamed AI role functions.
---------------------
r2776
NCTH: fixed wound shock penalty calculation. SoldierTakeDamage: limit bWoundShock to 100.
---------------------
r2775
AICheckWeOutnumberPublic: lowered friends distance to TACTICAL_RANGE. AICheckWeOutnumberLocal: lowered friends distance to TACTICAL_RANGE / 4. Improved code to start rush attack.
---------------------
r2774
Re-enabled camo bonus for items in hands/gunsling. Removed camo check from GetSightAdjustmentBasedOnLBE.
---------------------
r2773
GetSightAdjustmentBasedOnLBE: - enabled penalty for items in hands/gunsling, based on relative items size calculated from vehicle pocket capacity for this item - penalty 10% for item with vehicle pocket capacity 1, 8% for vehicle pocket ca...
---------------------
r2772
Lowered suppression shock reduce rate when under attack. Tweaked item sell price progression: from 1/5 to 1/10 depending on progress. NCTH: fixed penalty from wound shock calculation: min(100, bWoundSHock * 10). AICalcActionPoints: don't us...
---------------------
r2771
AddDrugValues: improved code to add side effect. AI_ACTION_RED_ALERT: start taunt to inform others only when soldier sees enemy. Red AI: removed !GuySawEnemy() requirement when informing others.
---------------------
r2770
Drugs: if side effect is not zero and side effect rate is zero, remove side effect.
---------------------
r2769
PrisonerSurrenderMessageBoxCallBack: restored code to remove region.
---------------------
r2768
Added new ingame option "Extended cursor info" which replaces option ADDITIONAL_NCTH_CURSOR_INFO.
---------------------
r2767
EVENT_SoldierHandcuffPerson: if captured soldier was chosen one, remove him from this role. MakeClosestEnemyChosenOne: - removed extra debug messages - added check to skip POW or unconscious soldiers - skip soldier with fresh wound
---------------------
r2766
Fixed bug in SetSoldierGridNo introduced in r2765.
---------------------
r2765
SetSoldierGridNo: always set new/old gridno. SoldierCollapse: find closest panic trigger and if it's not alarm, assign new chosen one. Added safety checks for bPanicTriggerIsAlarm to avoid out of bounds array access. Code cleanup.
---------------------
r2764
Disabled portrait swapping feature until it is fixed.
---------------------
r2763
EVENT_InitNewSoldierAnim: Don't call HandleGotoNewGridNo when doing PRONE_UP animation to avoid problems with moving through doors from prone stance.
---------------------
r2762
VerifyAndDecayOpplist: also call RadioSightings for enemy team if alert was raised. EVENT_InitNewSoldierAnim: don't call HandleGotoNewGridNo when doing PRONE_UP animation to avoid problems with going through doors from prone stance. AIDecid...
---------------------
r2761
Experimental fix to avoid endless clock when AI soldier is lying next to obstacle (door, fence etc) and tries to move over this obstacle: go crouched first and then execute planned action.
---------------------
r2760
r7765: EDB enhancement: rechamber display now includes effects from traits. IsWeaponMounted: vehicle passengers can rest their guns.
---------------------
r2759
r7563 Fix: Under certain conditions, an overflow in healing can cause doctors to heal tremendous amounts.
---------------------
r2758
r7554: Trying to add more mercs to a vehicle than there was seats caused an error message with a 'null' name for the vehicle.
---------------------
r2757
r7382: New modifier for NCTH to alter the behaviour of the scope penalty: AIM_TOO_CLOSE_THRESHOLD = 1.0 This defines the point within scope range where the penalty starts.
---------------------
r2756
r7179: - lowered the priority of enemy troops becoming medics - prisoners in player-controlled prisons now use the prisoner color scheme used by Shank and Dynamo
---------------------
r2755
SMInvClickCallback: always allow to put item in old position even if not having enough AP. When attaching with CTRL pressed, only deduct APs if attach was successful.
---------------------
r2754
Fixed Transform[] initialization when reading localized XML file.
---------------------
r2753
Added support for language specific *.Item_Transformations.xml files.
---------------------
r2752
CalcCoverValue: - allow advance if out of weapon range or opponent is helpless or moving into cover - don't advance when flanking/sniping/retreating
---------------------
r2751
Unified code to play LNL sound, lowered LNL volume. Don't put cartridge in chamber by default for weapons with manual rechambering. Need rechambering after reload only if weapon was empty and requires manual rechambering.
---------------------
r2750
If water/food digestion is disabled in options, set water/food level to normal. Fixed Russian translation. CalculateSurrenderStrength: fixed squadleader bonus.
---------------------
r2749
Reduced length for Russian translation for "Loyal" to better fit on screen.
---------------------
r2748
PrisonerSurrenderMessageBoxCallBack: disabled MSYS_RemoveRegion.
---------------------
r2747
Set NCTH_PRE_RECOIL = FALSE by default. Penalty to player surrender strength if asking soldier has no squadleader trait. Morale hit from unsuccessful surrender demand. Radio operator can demand surrender from enemy by radio. After unsuccess...
---------------------
r2746
CalcCounterForceMax - bonus for alt weapon holding only for two handed weapons - bonus for long autofire, +50% at 10 bullets
---------------------
r2745
New option NCTH_PRE_RECOIL (true by default): always calculate NCTH pre recoil.
---------------------
r2744
Always allow enemy reinforcements in town sectors regardless of RADIO_OPERATOR_REINFORCEMENTS option.
---------------------
r2743
New option RADIO_OPERATOR_REINFORCEMENTS (true by default): enemy team requires active radio operator to call reinforcements.
---------------------
r2742
Code formatting. IsWeaponMounted: return false if weapon not ready.
---------------------
r2741
Added "Hide top bar" ingame option.
---------------------
r2740
Update max aiming when aim shot location is changed.
---------------------
r2739
Activate "exchange places" cursor when talking cursor is aiming at legs. Improved code to calculate default aim with "Maximum aiming" option enabled. DetermineCursorBodyLocation: safety checks.
---------------------
r2738
Activate "Exchange places" cursor when ALT is pressed.
---------------------
r2737
When option to start with max aiming is enabled, use aim level that provides max chance to hit instead of max possible aim level.
---------------------
r2736
Add on option to start at maximum aiming level (by Asdow). When hovering mouse on an enemy, aiming level is started at maximum instead of no aiming when this option is toggled.
---------------------
r2735
SwapMercPositions: allow swap with neutral stationary civilian inside same room.
---------------------
r2734
SetInterfaceHeightLevel: also check sCenterGridNo, sIsolatedGridNo.
---------------------
r2733
Code cleanup. SetSoldierGridNo: - don't change gridno for invisible tiles - added debug message in case soldier struct is missing InternalIsValidStance: allow checking in custom gridno. InternalPlaySoldierFootstepSound: allow playing sound...
---------------------
r2732
Error messages will now print the video object's file name when throwing the error, giving us an immediate starting point for debugging. Especially useful when those intermittent assertion errors happen (by Asdow).
---------------------
r2731
Removed TOPTION_SPREAD_FIREingmae option. Added new option SPREAD_FIRE to [Extended Options] section of Ja2_Options.ini
---------------------
r2730
Removed TOPTION_TRACERS_FOR_SINGLE_FIRE option, tracer effect is always used for tracer bullets.
---------------------
r2729
Removed TOPTION_ANIMATE_SMOKE ingame option.
---------------------
r2728
Improved tooltip for Formation movement option, added hint to use Shift+click to start formation movement any time.
---------------------
r2727
Improved tooltip text for soldier tooltip option (Shift+D).
---------------------
r2726
Updated Editor code to trunk state.
---------------------
r2725
Reworked reinforcements code. Always allow reinforcements if enemy soldiers left < soldier slots left. Always allow reinforcements (pending soldiers, existing groups) from this sector, only prohibit reinforcements from other sectors when ja...
---------------------
r2724
PutNonSquadMercsInPlayerGroupOnSquads: if we failed to place soldier in a unique squad, create another squad, this should fix the crash when unloading from vehicle more mercs than current squad size. IsEnoughSpaceInVehicle: limit mercs in v...
---------------------
r2723
Enabled some debug checks and messages in release version. Removed requirement for radio operator to call reinforcements. Enabled muzzle flash code for first bullet when using tracers.
---------------------
r2722
Code improvements (by Asdow, majcosta). Add ability to match against leg armor attachments (by Asdow) Improved flashlight code (by cptmoore).
---------------------
r2721
Add possibility to match against helmet attachments (by Asdow).
---------------------
r2720
Skip "Nada" items when loading sector for the first time.
---------------------
r2719
Prevent scout trait from working in helicopter.
---------------------
r2718
When cheat creating food item, set bTemperature to OVERHEATING_MAX_TEMPERATURE to make food fresh.
---------------------
r2717
New option INACTIVITY_PENALTY (10 by default), defines level of penalty to loyalty from player inactivity, set to 0 to disable any negative effects from inactivity.
---------------------
r2716
Minor code improvements, warnings fixes.
---------------------
r2715
Use red "X" as indication for incorrect scope mode.
---------------------
r2714
Fix endless loop in FindInterfaceScopeMode when bScopeMode was set incorrectly for soldier.
---------------------
r2712
Fix illegal array access (by Asdow.) Array length was too small when using old skill trait system.
---------------------
r2711
Fix CTD when displaying long names in map inventory (by Asdow).
---------------------
r2710
When drinking from canteen/water drum, use ubPortionSize if defined.
---------------------
r2709
USE_ITEM merge: default status of second created item equals the status of first created item.
---------------------
r2708
USE_ITEM merge: if <PointsAdded> is defined, set status of new created items to PointsAdded.
---------------------
r2707
USE_ITEM merge: if <PointsUsed> is defined and attachment has not enough status points, reduce status of merge result items.
---------------------
r2706
Only show gear icon for ammo transformation when not in combat.
---------------------
r2705
Use magazine name instead of split transformation message which only shows magazine size.
---------------------
r2704
When transforming crate in soldier's inventory, allow to choose mag size. Show transformation gear icon for ammo crates and boxes.
---------------------
r2703
addAmmoToPocketPopup: allow belt ammo of greater size if weapon checked is in belt fed mode. ItemDescTransformRegionCallback: allow splitting ammo box/crate into belt magazines of greater size.
---------------------
r2702
FindMedKit, FindFirstAidKit: irst try to find kit without poison damage.
---------------------
r2701
Apply poison when bandaging if item has <PoisonPercentage> tag.
---------------------
r2700
Removed unused variable.
---------------------
r2699
LOBOT: enemies wear backpacks properly (by rftrdev) If an enemy soldier gets a backpack when randomly generated, put it into the backpack inventory slot instead of a generic inventory slot.
---------------------
r2698
GetPercentReadyTimeAPReduction: removed scope mode support.
---------------------
r2697
GetPercentAPReduction, GetObjectModifier: fixed incorrect bonus calculation. Tweaked outline color for items on the ground.
---------------------
r2696
Less bright outline for glowing items. Tweaked colors for items on the ground outline (green on floor level, orange on roof).
---------------------
r2695
Increased penalty from light for white lasers. Increased penalty for white laser sight when spot cannot be seen clearly. Muzzle flash removes stealth effect (except for IR lasers).
---------------------
r2694
Improved code to blind enemy by flash from white laser: check that spot is not in light, check LOS to target.
---------------------
r2693
Improved code to blind enemy by flash from white laser. WearsBallisticGoggles, WearsSunGoggles: added support for helmets.
---------------------
r2692
When shooting enemy to the head from front side using white laser type, there's a chance to blind enemy by flash. Fixed target flash for white laser. Added localized messages when soldier is blinded.
---------------------
r2691
Always show weapon/head gear if ADDITIONAL_NCTH_CURSOR_INFO > 1.
---------------------
r2690
Experimental fix: draw tooltips after NCTH indicator.
---------------------
r2689
Laser fixes, muzzle flash fixes. Using laser also activates muzzle flash code, store laser type in fMuzzleFlash flag. Removed flash effect for shooter when using white laser. Muzzle flash removes camo effect. Allow muzzle flash effect for I...
---------------------
r2688
Added <ubLaserType> tag to Items.xml, defines type of laser: 1 - normal (regular red laser in 1.13) 2 - green (better visibility in daylight) 3 - IR (requires NVG to see) 4 - white (forces muzzle flash effect, creates short light flash on t...
---------------------
r2687
Fixed incorrect laser dot display in NCTH cursor when laser bonus was negative. Allow using laser as supplementary bonus even for scopes if laser is defined for gun itself, representing some internal aiming system. When using laser as activ...
---------------------
r2686
EvaluateQueenSituation: make sure queen waits enough before next decision. Tweaked placement of scope mode icon on item picture. For iron sight attachment with laser bonus, show red "L" instead of scope mode picture. For sights, show red "+...
---------------------
r2685
Attachments with <BlockIronSight> tag provide bonus only if they are selected as active scope.
---------------------
r2684
Added scope mode support to <PercentReadyTimeAPReduction> tag. Items with <BlockIronSight> tag don't provide bonus when in hip firing mode, in normal mode they are ignored unless used with active scope with ScopeMagFactor > 1.0 (for example...
---------------------
r2683
Changed formula for gun skill calculation to (6 * Marksmanship + 4 * 10 * min(10, ExpLevel + NumSkillTraits)) / 10, so weapon skill level can compensate up to 2 experience levels
---------------------
r2682
OCTH: added <bDifficultyBonus> tag (range from -100 to 100) in Items.xml which applies bonus to a value calculated from max <ubDifficulty> values from item and attachments.
---------------------
r2681
OCTH: - lowered bonus from wisdom when calculating weapon skill to 1/4 max - only apply penalty from insufficient weapon skill to player mercs
---------------------
r2680
New tag <ubDifficulty> in Items.xml, value limited to 0..100, only used in OCTH calculation: -gun difficulty is calculated as max of all <ubDifficulty> values from gun and it's attachments. -soldier gun skill is calculated as (6 * bMarksm...
---------------------
r2679
Path tweaks: - bloodcats and zombies avoid light - bloodcats avoid fresh corpses
---------------------
r2678
Added new tag <ubJamChance> to Items.xml and AmmoTypes.xml, this tag defines straight jam chance, that works independently of standard jam chance calculation, and it calculated as a sum of <ubJamChance> for weapon, ammo and all attachments.
---------------------
r2677
Changed sound name of bullet flying over merc to Whoosh[N].ogg
---------------------
r2676
Play whoosh sound when bullet flies over merc. Code formatting and minor improvements.
---------------------
r2675
Code improvements, safety checks added.
---------------------
r2674
Code improvements, safety checks.
---------------------
r2673
Don't dereference a null pointer in SoldierGiveItemFromAnimation() LoadStrategicAI: check pSoldier pointer before using when checking underground sector.
---------------------
r2672
Removed unused functions MapOptimize, TrashMapTile. Code improvements.
---------------------
r2671
Fix IMPs having 0 need to sleep.
---------------------
r2670
SCHEDULE_ACTION_LEAVESECTOR: improved code to first use FindNearbyPointOnEdgeOfMap() and then FindNearestEdgePoint() if not found. DecayStrategicMorale: check correct assignment before calling NumberOfPeopleInSquad(). HandleSight: no sight ...
---------------------
r2669
HandleAtNewGridNo: don't allow gas to affect dying soldier. SoldierTakeDamage: when increasing suspicion for all player spies, check that attacker != NOBODY. DamageStructure: - only execute code for damaging structures with bullets if reas...
---------------------
r2668
Fixed incorrect gearkit price calculation (multiply by number of items in stack).
---------------------
r2667
Minor improvements for vehicle code.
---------------------
r2666
Chance to ignore unseen attack using silenced weapons: minor code tweaks.
---------------------
r2665
Fix bug introduced in r2661: Bloodcat cannot advance to enemy because NewOKDestination returned FALSE, returned fIgnorePeople flag to InternalOkayToAddStructureToWorld and OkayToAddStructureToTile. Added more debug information to creature A...
---------------------
r2664
Show vehicle cursor for soldier in vehicle, allow exiting vehicle when clicking. Show movement mode on steering wheel if driver is selected (High gear or Low gear). Added driver actions to skills menu: - horn, uses Sounds\Misc\CarHorn.ogg -...
---------------------
r2663
Improved code to damage vehicle when destroying objects: - do not call SoldierTakeDamage for zero damage (removes sound if no damage taken) - added 10% chance of +1 to damage
---------------------
r2662
fix: vehicle ramming people not working properly when driving in non-diagonal directions (by anv)
---------------------
r2661
r7284 vehicle Update: Roadkill with vehicles and ramming (by anv) - new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when s...
---------------------
r2660
NumberOfPlayerControllableMercsInSquad: fix incorrect array access. Minor code improvements.
---------------------
r2659
Feature: can rest weapons of vehicles. Improved code for regen booster bandaging effect. Do not change bInitialActionPoints when entering vehicle.
---------------------
r2658
r7212 drivable vehicles update (by anv) - vehicles aren't transparent anymore, - vehicles are louder than people, depending how fast they move. - make sure we won't put vehicle in another vehicle - if soldier is in vehicle, draw UI above mi...
---------------------
r2657
Code formatting.
---------------------
r2656
r716 driveable vehicle update (by anv): - Vehicles can now exit sector in tactical screen.
---------------------
r2655
r7204 drivable Cars update (by anv): - Streamlined vehicle controls - no more selecting driver and vehicle separately, switching displayed APs and other esoteric activities. To move vehicle just select its driver and you're good to go. If y...
---------------------
r2654
Regen tweaks: - removed max life damage - bandage 5-25 points per turn - restore 1-3 points of health per turn
---------------------
r2653
Implemented r7193: : Allow driving vehicles in tactical (by anv) - To control vehicle, click on it or on the steering wheel in team panel under driver's portrait. - Vehicles have two gears - slow drive and fast drive, switchable just like w...
---------------------
r2652
Show names of inactive mercs: don't show when soldier is in vehicle.
---------------------
r2651
Code formatting.
---------------------
r2650
Quick hotkey help picture: added support for 1280x1024 mode, uses Hotkeys_1280.png file.
---------------------
r2649
Chinese translation update (by zwwooooo).
---------------------
r2648
New option HELP_PICTURE_KEY allows to show hotkey help picture in tactical screen. Picture is taken from Interface\Hotkeys_XXX.png, where XXX can be 1024, 800 or 640, the game also can load Hotkeys.png
---------------------
r2647
Renamed radar related global variables. Added code to display help picture when CAPS key is pressed.
---------------------
r2646
Editor tweaks (by Asdow): - removed remnants of editoritems buffer as it is no longer used - improve readability - removed unused clippingRect
---------------------
r2645
Fix INT16 buffer overflow when displaying items in items tab (by Asdow).
---------------------
r2644
MoveAllInHelicopterToFootMovementGroup: only set SOLDIER_AIRDROP, SOLDIER_AIRDROP_TURN flags if it's actual airdrop and not just kicking passengers out and leaving sector.
---------------------

ja2_7609+Fix 中文版:详情及下载见《ja2_7609+AI 中文版 r2643,ja2_7609 Fix 中文版 r2635》。

r2636~r2903log

r2903
OCTH: fixed incorrect bipod bonus calculation.
---------------------
r2899
OCTH: fixed incorrect bipod bonus calculation.
---------------------
r2713
Various fixes by Shadooow: - fix for endless clock issue in POW cutscene - prevented the game to capture more than 3 mercs for rescuing - this also fixes a memory leak as the code accessed array with out of bounds value - fixed queen altern...
---------------------

 

 

转载请注明转自: 《ja2_7609+AI 中文版 r2953,ja2_7609 Fix 中文版 r2903

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https://zww.me/ja2_7609ai-cn-r2953-and-fix-cn-r2903.z-turn/feed 4
TX逻辑:企业微信不等于也不大于微信 https://zww.me/27545.zsay https://zww.me/27545.zsay#comments Thu, 25 Jan 2024 14:50:40 +0000 https://zww.me/27545.zsay 昨天负责的项目需要公司内成员的微信(是微信,非企业微信)能接收到服务器那边的状态、事件的消息通知(推送功能)并跳转到特定的网页或者小程序进行处理,由于公司本身有开发小程序,所以去看了下小程序消息推送功能:只有一次性订阅功能,长久性订阅功能需要特定的行业才行……

然后曲线方法:企业微信 》推送应用消息 》微信通过关注此应用接收推送信息 》根据不同的事件使用不同类型的消息来通知并进行跳转

企业微信 》新建“应用”,获取到corpid和corpsecret,好不容易设置好了,然后服务器后台写好access token、send message……

由于有一些消息跟小程序相关,所以消息类型选用了“miniprogram_notice”,写好参数和消息内容测试,发送成功:

。手机的企业微信很快就收到消息了,“miniprogram_notice”是小程序卡片方式,点击访问小程序,提示无法在“企业微信”打开,需要跳转到微信打开,嗯……

。微信无法收到“miniprogram_notice”方式的消息,所以也就没办法直接点击访问小程序……

通过测试,凡是在开发文档的“消息类型”有“微工作台(原企业号)不支持”字眼的都无法在微信里面收到这类型的消息……只能通过“企业微信接收信息 》点击打开小程序跳转到微信里面真正打开小程序”,但这样就违背了需求——只在微信接收推送消息

不知道企业微信账号通过¥300认证后是否就能收到这些‘不支持’的消息类型,由于不是刚需,没去交费了,全部使用“文本卡片”的消息类型了。

----

很多功能企业微信能做到微信做不到,但有些又需要微信帮它做。

结论:企业微信不等于也不大于微信——就搞死你们开发者

 

 

 

 

转载请注明转自: 《TX逻辑:企业微信不等于也不大于微信

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https://zww.me/27545.zsay/feed 25
z购:身高测量仪 https://zww.me/z-shopping-height-measuring-instrument.z-turn https://zww.me/z-shopping-height-measuring-instrument.z-turn#comments Fri, 19 Jan 2024 15:43:49 +0000 https://zww.me/?p=27538 小孩到了发育时期,通常会比较关注自己身高,所以老是让我量身高,家里也只有卷尺,每次都是让小孩靠墙,然后找有直角的物品来顶头划线,然后用卷尺量,时间长了就觉得麻烦,一度想买个大三角尺,然后发现自己没绕出来:为何不直接买身高测量仪呢?

一搜就找到下面这种使用声波测量技术的测量仪:

啥也没考虑就兴高采烈地从某东下单,第二天收到,兴高采烈叫小子来测量,兴高采烈以为很准,因为它写了精确到 0.1 cm

然后兴高采烈地叫女儿来量,量来量去,总觉得不对劲,每次测量都有差异,经常误差超过 1 cm 甚至 2 cm,然后我就直接在以前量身高的墙测试,发现在墙上上下移动 1 cm 误差会出现 2 cm,呃

原因应该是每次跟地面的垂直度不能保证……

立即申请七天无理由……

所以,不是所有的物品都是新科技比较好的,于是我就买了传统的下面这种:误差基本可以控制在 0.5 cm以下,而且同一个固定方式测量,可以方便对比和减少误差(如每次根据头部感觉的力度来测量)

当然,那种带体重计的更好,但偏贵又占地方,不是特别需要

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最近总是把一些鸡毛蒜皮的事也敲几个字出来刷存在感,感觉回到了博客时代,虽然是文囧文,但自我感觉良好,毕竟现在这种环境、这个年龄段的生活工作压力下容易压抑又或者经常觉得生活缺少趣味。现在又不用关心访问量和很多年轻人不了解的早已消失的PR值,自己乐呵得了。

 

 

转载请注明转自: 《z购:身高测量仪

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iTimothy博客的“灵异事件” https://zww.me/27531.zsay https://zww.me/27531.zsay#comments Thu, 11 Jan 2024 04:04:07 +0000 https://zww.me/27531.zsay 时间:今天

地点:我家

人物:我和Timothy

工具:Firefox

灵异对象:xiaozhou.net

请从下面的视频转gif图片观察灵异现象。

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答案公布:Firefox浏览器,F5刷新最新一篇还是2019年的,Ctrl+F5刷新是2023的,然后继续用F5刷新还是2019的,Ctrl+F5又是2023的,可以无限循环。

这个技术很牛,我请教了 Timothy,他说“无可奉告”,因为他也不知道,哈哈哈

猜:“我几年没清空过缓存的Firefox + Timothy博客系统 + cloudflare ”组合技

最终怎么处理:由于我没有计划清空浏览器缓存,所以决定没事去刷着玩

未来有什么计划:看什么时候共享我的PC给大家用我的Firefox访问iTimothy的博客刷着玩

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转载请注明转自: 《iTimothy博客的“灵异事件”

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还是勉强入了米生态的快充排插 https://zww.me/27523.zsay https://zww.me/27523.zsay#comments Sun, 07 Jan 2024 02:08:46 +0000 https://zww.me/27523.zsay 我的显示器下面习惯放一个带usb充电口的排插,方便随时给手机等设备充电。2015买过一个小米带3个USB-A的排插(当时叫2A快充 ^_^):

用到2020给女儿房间书桌面用,然后我入了当时大家说还可以的紫米CXP01排插:最高支持65W,但此USB-A口对部分低功率设备兼容性不是特别好,表现在充满电后,提示灯老是一闪一闪,就像不确定是否充满一样或者叫重复确认充满状态,部分老款中低端手机(例如realme),会偶尔出现无法确定充电状态的情况。这样一直不爽忍着用——其实后来使用额外买的充电头(看最后一张图)专门给这些不兼容的设备充电。

一直忍用到上个月12号(就是所谓的双12),突然想买个“各插孔”单独控制开关、又带USB-C、USB-A快充的排插,我夸张地“搜了整个互联网”,本想排除米链,但发现满足我的需求只有一个叫Gosund的排插CP5PRO,一看竟然也是米链家的……没办法了,希望不会再出现 部分设备不兼容闪啊闪的情况吧,立即jd下单,不带快充线的竟然没货,我又不需要它那个快充线(贵50左右),所以后来想想反正不急,于是设置有货通知,估计双12的影响,到12月30日才通知有货,下单调货1月2号收到:

实际使用图片:^_^

每个插口都是独立控制的,而且支持米家APP,虽然很少用,目前使用情况看来还行。

 

 

 

 

转载请注明转自: 《还是勉强入了米生态的快充排插

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WX高端分享技术 https://zww.me/27515.zsay https://zww.me/27515.zsay#comments Tue, 02 Jan 2024 01:53:36 +0000 https://zww.me/27515.zsay 几次被合作的老板说“怎么网站网址分享到微信”缩略图没有或者不对或者只有logo……

今早很早老板又说分享到微信没有缩略图……

虽然我早知道 wechat share 的骚问题很多,于是我重新检查下他们官方的 share js 和配置参数:没错,很官方,很nice,我还优化(阉割)了他们非常高端的多此一举的或者叫故意挖坑的转义功能(例如网页标题或者摘录含有 & 会变成 &amp;)。

于是进入测试,测试还包括国内比较大的几个网站,然后给了一张单单用文字很难说明白的图给老板:图文说明

说明我尽力了,上个世纪的分享技术都能设计成‘很多逻辑’我也服了,分享都能搞出枷锁也只有我们这些幸运者才能享受。

某大妈 coder 也是用心良苦,如果你不想分享给朋友的网站只得到一个链接,那么:

一毛一样

 

 

转载请注明转自: 《WX高端分享技术

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2023下坡够了2024要稳 https://zww.me/27511.zsay https://zww.me/27511.zsay#comments Mon, 01 Jan 2024 02:32:11 +0000 https://zww.me/27511.zsay 口罩3年仿佛是发生在平行世界的事一样,2023谁也不提,也是官方希望,方便推卸。‘阳’这个词也用‘感冒’淡化,点到为止。

2023,就像一直走在下坡路上,而且坡度还不小,经济下行、收入下行、‘老政府’身体状况也明显下行、幸福指数严重下行……

当然上涨的也很多,例如:物价、药价、荒唐zc、搞笑规定、傻x短视频……

“蒸蒸日上”,估计这词未来很多年都不会用到了,毕竟人口福利到头了,老年性社会结构即将到来,从令页已寸的水平来看,靠他们来调整应对,好像只剩下绝望。

以前认识的一些博友,嗅到了未来的绝望,又想在最后的年龄机会里挣扎一下,咬牙找润土去了,像我这类老大叔就只能看能否在坡路上稳住脚,能力、年龄都有限。

稳,这字不知道什么时候变得很重要,可能是最近3年的事影响,也有可能年龄的影响,这放在我身上是可以理解的,但很多青少年、甚至硕士博士生都在追求‘稳’就很不正常了,年轻人你的梦想是什么——稳如老狗!?!!(那未来还有什么希望?)

稳,是否可以理解为躺平?好像也可,不是什么人都能躺平的,前提你得‘稳’有饭吃、‘稳’有房住、‘稳’不被炒鱿鱼,对吧。

所以,对于老大叔,2024只能求稳,因为这年龄段之人正值各大压力集一身。

这算是年终总结么?还是开年计划?好像一直都没特意去做这件事,只是今天大家都放假,不想去挤和排队,不如陪着小孩玩下游戏,然后发着呆想起当年的博客时代,随意逛了一下还‘存在’的老博友的博客,突然手痒就敲几个字。

其实最重要的还是,祝各位博友、还能偶尔来小站小座的朋友:

新年快乐!
平安健康!
幸福快乐!

...
..
.

 

转载请注明转自: 《2023下坡够了2024要稳

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工作机老西数2T硬盘C5报警,立即迁移数据! https://zww.me/workbench-one-hard-disk-c5-alarm-migrate-data-immediately.z-turn https://zww.me/workbench-one-hard-disk-c5-alarm-migrate-data-immediately.z-turn#comments Sat, 23 Dec 2023 17:20:39 +0000 https://zww.me/?p=27495 昨天(现在都 12 月 24 日 1 点了,应该说前天了)下午工作中,突然收到一硬盘的C5报警,C5是“有待处置扇区数(状态存疑-需保持关注)”,自从 2020 的硬盘灾难后,我只要感觉拷文件慢、或者 CrystalDiskInfo 监控的硬盘报警,就会立即迁移数据,怕了。

这次报警的是西数家的 2T 硬盘,是 2011 年 9 月份开始服役的,用在我 2005 年配置的那台机器——2012 换了 DELL 本本当主用机后淘汰给老爸用,这硬盘刚用不久就发现有“共振现象——呜呜声很响”,不过没发现其他问题,就一直在那台机当主盘工作了大概 4 年。后来那台机退役给外甥玩,硬盘继续服役在给老爸的新台机,忘了是 2016 年还是更后点,就插在我现在工作用机(2015 年配的)当 D 盘,主要安装一些大软件、游戏,不过嫌“共振”太吵,我就去 tb 买了个防震架装在 5.25 寸光驱位。

真没想到能坚持到现在,都 2023 年底了,一个硬盘能坚持 12 年真的是非常超值,而且这个硬盘是天天开机用的,在我工作机里面还一直是 bt 下载文件保存盘,牛13!最可爱就是它即将“寿终正寝”时只给你个 C5 警告。(相比之下,比 2021 年那款突然报废的希捷硬盘真不是好一点半点——那块还是平时不怎么需要读写只用来存些资料的硬盘而已,所以到现在我买新硬盘时,看到“希捷”就出门转右……)

虽然这个硬盘只是用来安装大型软件、游戏,但如果文件没了也会很伤脑筋:要重新安装海量软件、游戏……

所以:

0. 立即网上下单了一个 10T 西数硬盘,但由于最近天气寒冷,发货地快递很慢,得等4、5天才能到。

1. 只好先把 Gen8 里面的一个日立 4T 硬盘文件备份到另外一个 8T 硬盘中(好像有 2T 多的数据,晚上9点多开始复制,就不关机睡觉去了,第二天发现花了大概 6 个小时……)

2. 今天上午先忙工作,下午 3 点多,把已备份数据的 Gen8 的日立 4T 硬盘拆出,接到工作主机,把西数 2T 的硬盘按照分区对拷到此 4T

我一开始没注意,后来发现原西数 2T 硬盘的数据大概有 1.2 T,对拷了 4  个小时竟然才完成三分之二,然后才注意到此日历 4T 硬盘当时买时是考虑当 NAS 盘用的,是 5400 转盘,囧,加上可能 C5 报错的盘读取速度也有可能下降(还没扫盘)……结果又是等了差不多 7 个小时才拷完……囧

一直到刚才 0 点多才对拷完,然后还要拆工作主机的硬盘架、硬盘……搞到现在都差不多 1 点(12月24日)了,这么辛苦(等待)不记录一下怎么行呢?

1109:WDC WD20EURS-63S48Y0 【D盘】(2T)

。当时应该是用在老爸那台机
。买来不久发现有共振现象
。201x(可能是2016)用在工作用机当 D 盘用,买了防震架伺候它的共振
。2023.12.22 C5警告,数据迁移成功光荣退役

转载请注明转自: 《工作机老西数2T硬盘C5报警,立即迁移数据!

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AnyDesk 88 https://zww.me/27489.zsay https://zww.me/27489.zsay#comments Thu, 21 Dec 2023 06:34:58 +0000 https://zww.me/27489.zsay 曾今,很喜欢它的快捷方便:AnyDesk,抛弃了很多传统的例如 TeamViewer、国产的向日葵……

陪伴了好多年,非常感谢,但伤心的是你也走上了商业路线(应该是 7.0.1x 版本后),无可厚非,但本人能力有限,那价格实在是消费不起——应该说不值得:毕竟本人也就个人用户,偶尔出去时或者家里各台机之间才需要远程控制。

无缘你的 V8 了

但估计最近几天我家里各台机本地使用频率最近稍多,就总是弹出 20 秒的广告提醒,非常影响使用,最主要是没有针对个人用户的优惠价格,虽然好像有加入白名单的方式,但感觉很烦。

于是只能跟你 say goodbye 了。等哪天你有针对个人用户优惠政策再说,毕竟天下这类软件很多。

转载请注明转自: 《AnyDesk 88

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