Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #345645 is a reply to message #345398]
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Mon, 23 May 2016 10:40
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wolf00 |
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Messages:1148
Registered:September 2006 Location: Czech Republic |
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i have set option for drop all from emeny soldiers,so i have a solid amnount of normal grey ammo,special ammo i ordering from b.r shop or from tony's black market,this merchant have solid choice,in afs i buy used hangrenades from him & repair for use in combat,i use .22 & .410 for weak merc's mostly for aiming practice
caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7Report message to a moderator
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Sergeant Major
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #345651 is a reply to message #345645]
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Mon, 23 May 2016 16:08
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valderrama |
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Messages:9
Registered:December 2010 Location: Herzegovina, Bosnia and H... |
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Hello everybody
Not sure how much these apply as UC bugs or are they connected to the 1.13, but I will write some
I'm using this latest published build by wil, and play on expert level
1. Got crashed game in first subway, since I save and load a lot tried it several times, and from what I depict the cause is the stunt pistol that one of the enemies carry in there, it's a red shirt, and usually hides in bathroom, I always here the electrocution but then it crashes, I guess something animation-connected
2. Do enemies always go being glued up to Elhi's jeep? When they come upon it they just stick to it, basically just standing around there until I do something that reveals me close enough so that they can shoot me, usually I just can sneak up on them and beat the crap and rob them in the process so it's cheating, the most I have seen are 10 guys stuck there, 5 on each side of the vehicle, very weird stuff
3. I always try to carry a lot of stuff with me, and the bug that really pains me happened, I basically lost all my backpack and container stashes to it, I can't depict exactly why, but by loading a couple of my saves in the background, apparently I put too many stuff in that metal box container (this is an amateur guess), I had like like bunch of pistols and shit in there, they are not worth it, but it did cause my backpacks in next sector to also go empty although they have that star symbol of carrying something, but their weight tells a different story
I was in sector D12 (farmland) when I allowed a patrol to attack me from the city sector, so I got lots of weapons by ambushing them in the houses (I don't play with drop all, but I do lots of hand to hand stealing )
After that I attacked D13 and after all the hard work of killing and robbing a lot of police and military guys and getting some better stuff - my backpacks don't work since I drop them off in the beginning and some stuff got lost
Droping stuff one by one is a hassle, but if it takes I'll do it, just wanna know is it somekind of compile issue (maybe savegame can't remember all the stuff stored so it just ejects it) or something, I do not have a clue
4. also, after the battle in D13 (factory sector) I got some "NADA" ammo or something, but I have encountered these couple years ago while playing this so I don't consider it a "biggie"
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347159 is a reply to message #345651]
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Tue, 04 October 2016 21:47
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mg979 |
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Messages:16
Registered:May 2007 |
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valderrama wrote on Mon, 23 May 2016 13:08Hello everybody
Not sure how much these apply as UC bugs or are they connected to the 1.13, but I will write some
I'm using this latest published build by wil, and play on expert level
1. Got crashed game in first subway, since I save and load a lot tried it several times, and from what I depict the cause is the stunt pistol that one of the enemies carry in there, it's a red shirt, and usually hides in bathroom, I always here the electrocution but then it crashes, I guess something animation-connected
2. Do enemies always go being glued up to Elhi's jeep? When they come upon it they just stick to it, basically just standing around there until I do something that reveals me close enough so that they can shoot me, usually I just can sneak up on them and beat the crap and rob them in the process so it's cheating, the most I have seen are 10 guys stuck there, 5 on each side of the vehicle, very weird stuff
3. I always try to carry a lot of stuff with me, and the bug that really pains me happened, I basically lost all my backpack and container stashes to it, I can't depict exactly why, but by loading a couple of my saves in the background, apparently I put too many stuff in that metal box container (this is an amateur guess), I had like like bunch of pistols and shit in there, they are not worth it, but it did cause my backpacks in next sector to also go empty although they have that star symbol of carrying something, but their weight tells a different story
I was in sector D12 (farmland) when I allowed a patrol to attack me from the city sector, so I got lots of weapons by ambushing them in the houses (I don't play with drop all, but I do lots of hand to hand stealing )
After that I attacked D13 and after all the hard work of killing and robbing a lot of police and military guys and getting some better stuff - my backpacks don't work since I drop them off in the beginning and some stuff got lost
Droping stuff one by one is a hassle, but if it takes I'll do it, just wanna know is it somekind of compile issue (maybe savegame can't remember all the stuff stored so it just ejects it) or something, I do not have a clue
4. also, after the battle in D13 (factory sector) I got some "NADA" ammo or something, but I have encountered these couple years ago while playing this so I don't consider it a "biggie"
I have all these problems, especially 3 is very hard to deal with, maybe can be avoided if you never nest not empty containers in other containers. It doesn't seem specific to UC113, though (ithappens also in AR and maybe unmodded 113).
Other issues I have:
1. I get attacked by gun runners if I meet them at night. I think I shouldn't be the case, in the FAQ for faction triggers attack on sight at night should apply for Danubian Police, instead I don't get attacked in Port Kip by police at night.
2. some maps (playing with new maps, I mostly checked subways) have very rare loot (like 5% for many big money caches, or some useful equipment). Does a chance of 5% make any sense? I'd rather have less money, but with a reasonable chance. And good chances to find equipment, since you start with none.
3. gun runners and hostile civilians (PIN group in Port Kip) have top weapons and especially armors (all Twaron) in Calisto, it's easy to rob them and take everything, I think their equipment should be in line or just above what you see in those areas (kevlar, SMGs, maybe a single good rifle as in old UC). It's annoying to go from barely equipped to almost end-game equipment in one fight at the beginning of the game.
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347293 is a reply to message #347159]
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Wed, 12 October 2016 08:10
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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This is a rather superficial update to the Experimental, it does not have any map changes and in reality I'm hoping I put the items back in the right place for UC-1.13 so I don't break any of the maps. As always for these "Experimental" releases I've tested it a little beyond starting the game without a crash (actually made sure the initial "militia only" fight worked as planned).
Urban Chaos-1.13 Experimental 4 v4.6x 20161012(Obsolete)
* Built/Tested on SCI: SCI_Unstable_Revision_8301_on_GameDir_2341
* Implemented changes from "Arulco Folding Stock Full Experimental 7 v4.6x 20160919" (see below)
* Implemented clean mod of Ja2_Options.INI and Mod_Settings.INI from SCI_Unstable_Revision_8301_on_GameDir_2341
* Changed AmmoStrings.XML
- - added 100. 7.62×38mmR
- - added 101. 25x59B
- - added 102. 20x42mm
* Changed AmmoType.XML
- - changed 43. SLC Ball <lockBustingPower> = 50, was 0
- - changed 44. SLC HP <lockBustingPower> = 20, was 0
- - changed 45. SLC AP <lockBustingPower> = 50, was 0
- - changed 46. SLC AET <lockBustingPower> = 50, was 0
- - added 71. VLC Ball
- - added 72. VLC AP/FMJ
- - added 73. VLC SAP
* Changed Magazines.XML
- - AP forms of .50 Beowulf, 12.7x55mm, and .458 SOCOM now <ubAmmoType> = 72. VLC AP/FMJ
- - Heavy forms of 12.7x55mm now 73. VLC SAP
* Changed 12.7x55mm ammunition
- - cost and weight changes across all
- - changed all magainzes, <ubMagSize> = 20, was 10
- - changed all boxes, <ubMagSize> = 100, was 50
- - added 5 round "Cartridge Clip" items
* Changed for items not meant to be buyable from Bobby Ray's usually <szBRName> = <uiIndex>
* Changed 4182. Barrett M500, imported grapics from IoV
* Changed 5152. Mauser C96, additional detailing edits to grapics, modification of original from IoV
* Added Nagant M1895
* Added Chiappa Rhino in:
- - D20, D40, and D60
- - 9x19mm and .357 Magnum/.38 Special (Multi-cal transformable)
* Added Barrett XM109, imported graphics from IoV
* Added Denel PAW-20 Inkunzi, imported graphics from IoV
* Added De Lisle Carbine, imported graphics from IoV
* Added RSh-12
* Added Mauser Stock/Holster
* Fixed spelling of "Chiappa," was "Chiappas" in some item names
* Fixed APS Stock/Holster and VP90 Stock/Holster
- - wrong pockets
- - re-implemented dual LBE/misc attachmeent and transformation system (found that attaching LBE to a gun got the LBE stuck)
[Updated on: Mon, 24 October 2016 06:09]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347307 is a reply to message #316064]
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Fri, 14 October 2016 02:31
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Someone64 |
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Messages:47
Registered:May 2015 Location: Philippines |
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I feel like the garotte should be considered a covert item. (or is it but it just doesn't say?)
EDIT: Using covert ops, I tried to take the clothes of a red shirt but there are no associated clothes items in items.xml... Can't disguise as an enemy.
Also, it's possible to get past Shark by using forced turn mode. He'll never approach you in that state.
EDIT2: Doesn't seem to happen in AFS but in here, most interactions with disguises cause the clothes to duplicate. Try putting on civilian clothes for example after your cover is blown. Instead on pants and clothes you get 2 civilian clothes when you take off your clothes.
EDIT3: The United Floral Services Crashes when you press the dropdown menu for selecting where to drop your item.
[Updated on: Sat, 15 October 2016 05:55] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347335 is a reply to message #347307]
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Sat, 15 October 2016 17:35
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Someone64 wrote on Thu, 13 October 2016 18:31I feel like the garotte should be considered a covert item. (or is it but it just doesn't say?)
EDIT: Using covert ops, I tried to take the clothes of a red shirt but there are no associated clothes items in items.xml... Can't disguise as an enemy.
Also, it's possible to get past Shark by using forced turn mode. He'll never approach you in that state.
EDIT2: Doesn't seem to happen in AFS but in here, most interactions with disguises cause the clothes to duplicate. Try putting on civilian clothes for example after your cover is blown. Instead on pants and clothes you get 2 civilian clothes when you take off your clothes.
EDIT3: The United Floral Services Crashes when you press the dropdown menu for selecting where to drop your item.
I just found that renaming the data folder wipes most, but not all, of the clothes settings - this explains why the clothes bug keeps cropping up. I'll probably re-introduce the bug back into AFS when I convert the base items back (soon but I'm short on time this weekend, maybe next weekend).
Covert item flag is set on the garotte.
I haven't had time to check the United Floral Services crash - indeed I don't seem to remember if this is in Urban Chaos (original). Didn't they change the UFS into some kind of online gun magazine?
EDIT: I'll probably release a fixed clothes version of UC-1.13 around the same time as a new AFS, going to have to apply the fix twice.
[Updated on: Sat, 15 October 2016 19:39]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347387 is a reply to message #347352]
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Sun, 23 October 2016 13:30
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gasket for president |
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Messages:6
Registered:May 2015 |
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Hello guys,
I have a strange issue here. I am on day 44, time 07:00 during an attack in Troy, suddenly the energy of my troops drops at 10/10 and they are ready to collapse.
I reloaded the game, where i had it saved, exactly at the point before entering that specific sector, and to my dissappointment, when the time got 07:00 on day 44, it will not proceed furthermore.
All the practising mercs go to bed, and if you attempt to move the mercs not doing anything, around sectors, the game will crash.
Is there a solution to that?
Thank you in advance.
[Updated on: Sun, 23 October 2016 13:31] Report message to a moderator
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347389 is a reply to message #347387]
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Mon, 24 October 2016 06:09
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Urban Chaos-1.13 Full Experimental 5 v4.6x 20161023 (Obsolete)
* Built/Tested on SCI: SCI_Unstable_Revision_8317_on_GameDir_2344
* Changed Description to, "Use . (period) key to cycle magnification." to reflect current implementation of variable power scopes on: Thermal Imaging(FLIR) - Weapon Sight, Dual Mode Sight, PO-1.5-4.5x16, Variable Power Scope, Variable Power RIS Scope, Variable Power RIS Scope/Reflex Mount, 1P21 Minuta Sniper Scope, Multi-Mode Scope (PCAP Mount), Integral Battle Scope/Sight Combo, OICW Fire Control Module, FN F2000 Fire Control Module, ARX-160 Sight, and
* Fixed Pockets.XML, missing entries for size 222
* Fixed missing clothes type setting (again)
[Updated on: Wed, 09 November 2016 06:09]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347400 is a reply to message #347389]
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Thu, 27 October 2016 14:57
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Someone64 |
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Messages:47
Registered:May 2015 Location: Philippines |
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The cleaning kit functions as a lockpick for some reason.
EDIT: Another bug. Getting your jeep blown up gives it the graphics of an entirely different white blown up vehicle.
[Updated on: Fri, 28 October 2016 18:29] Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347507 is a reply to message #347416]
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Wed, 09 November 2016 06:03
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Urban Chaos-1.13 Full Experimental 6 v4.6x 20161109(Obsolete, link leads to next version)
(Urban Chaos-1.13 Experimental 6 v4.6x 20161109)
------------------------------------------------
* Implemented changes from "Arulco Folding Stock Full Experimental 9 v4.6x 20161109"
- - see below
(Arulco Folding Stock Full Experimental 9 v4.6x 20161109)
---------------------------------------------------------
* Built/Tested on SCI: SCI_Unstable_Revision_8338_on_GameDir_2348
* Implemented clean mod of Ja2_Options.INI from SCI_Unstable_Revision_8338_on_GameDir_2348
- - changed ALLOW_WEAR_SUPPRESSOR = True, was False
* Added DPMS 308 Lower Receiver
- - base for AR-like receiver system for civilian rifles
- - may have ACME Trigger Group attached to allow burst
* Added DPMS LR-308, with upper and LE901 variant
* Added DPMS LR-308B, with upper and LE901 variant
* Added (Generic) MAR-308, with upper, LE901 and Pistol variant
* Added UTAS XTR-12, with upper and LE901 variant
* Added (Generic) ARP308 in full ("Target"), carbine ("Hunter"), SBR, Pistol and LE901variants with uppers
* Changed Integral Battle Scope/Sight Combo, Built-in Attachment Class = Sight, was Scope
* Changed FR Ordinance MC51 and variants, range = 250 was 375
EDIT: please start a new game, with new IMP generation as the item ordering has changed. I've just started putting together proper documentation for a proper v4.60 release, 10 pages of changes so far - so I'm sure item numbers have been jumbled around (actually item numbers being changed is documented).
[Updated on: Tue, 17 January 2017 04:46]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347527 is a reply to message #316064]
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Sun, 13 November 2016 08:48
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uberqq |
Messages:3
Registered:October 2013 |
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It's been a while since I've played but was a workaround ever found for the issue with the XML editor wiping out tags in AmmoTypes.xml?
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347590 is a reply to message #347561]
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Tue, 22 November 2016 23:06
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Gambigobilla |
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Messages:693
Registered:July 2008 |
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I'm not really sure if it's an oversight or working as intended but some items lack <Repairable>1</Repairable> tags, making them irreparable.
64 Crowbar
305 Aluminum Rod
306 Spring
308 Talon Adapter
309 PSO-1 Adapter
371 Steel Tube
Also there are some items lacking both <Damageable>1</Damageable> and <Repairable>1</Repairable> tags, some of which are regular weapons;
4095 AK-12 5.45mm, Tactical Stock
4096 AK-12U 5.45mm
4097 AK-12U 5.45mm (>)
4516 D10RS Upper
4540 D20RS Upper
5140 BEAR 10.5" Upper
5314 Boberg XR9-S
5315 Boberg XR9-L
[Updated on: Tue, 22 November 2016 23:07] Report message to a moderator
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First Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347610 is a reply to message #347590]
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Fri, 25 November 2016 16:38
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Gambigobilla wrote on Tue, 22 November 2016 15:06I'm not really sure if it's an oversight or working as intended but some items lack <Repairable>1</Repairable> tags, making them irreparable.
64 Crowbar
305 Aluminum Rod
306 Spring
308 Talon Adapter
309 PSO-1 Adapter
371 Steel Tube
Also there are some items lacking both <Damageable>1</Damageable> and <Repairable>1</Repairable> tags, some of which are regular weapons;
4095 AK-12 5.45mm, Tactical Stock
4096 AK-12U 5.45mm
4097 AK-12U 5.45mm (>)
4516 D10RS Upper
4540 D20RS Upper
5140 BEAR 10.5" Upper
5314 Boberg XR9-S
5315 Boberg XR9-L
Thanks, the second group are all bugs in the mod, the first are intentionally non-repairable. While sorting by the <Damageable> and <Repairable> tags found a few other guns that had the same bug.
Sorry, I haven't had time to look at your map edits yet.
[Updated on: Fri, 25 November 2016 16:39]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #347904 is a reply to message #347806]
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Fri, 30 December 2016 19:37
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Gambigobilla wrote on Sun, 25 December 2016 07:53there are two EBR Kit + M14 merges right now. First one is correct but second one creates Tactics Group FG42
Merges.xml line 2005 should be 4853
Thanks.
Do you happen to remember the other tag issues issue with with multiple newer guns in the mods you identified right before the forum move? I forgot to document the fix for UC-1.13 and am (oddly) hoping the bug is in AFS so can identify the affected items and note them down.
So many things I need to fix this weekend (but it means I'm finally getting back to work on the mods). EDIT: Including remembering how to use the quote button...
EDIT 2: From AFS these items will need to be checked
4095 AK-12 5.45mm, Tactical Stock
4096 AK-12U 5.45mm
4097 AK-12U 5.45mm (>)
4173 Baikal MP-94 Rifle
4324 CZ BRNO Combo Rifle
4516 HK 416 D10RS Upper Receiver
4540 HK 416 D20RS Upper Receiver
4591 Innogun Hybrid 12gauge Barrel
5140 Adcor B.E.A.R. Elite 10.5" Upper Receiver
5314 Boberg XR9-S
5315 Boberg XR9-L
5331 FB MSBS 556 Upper
5332 FB MSBS 556K Lower
5333 FB MSBS 556B Lower
5334 FB MSBS 5.56x45mm Full Barrel
5338 FB MSBS 5.56x45mm DMR Barrel
5342 FB MSBS 5.56x45mm LMG Barrel
5346 FB MSBS 5.56x45mm SBR Barrel
5361 HK 300BLK Barrel
5365 300BLK G41 Barrel
Not sure about the barrels, other barrels don't show up as guns so I'll need to check the damage/repair flags for these "misc" items
EDIT3.x some more fixes
Gambigobilla wrote on Fri, 18 November 2016 09:26Not a game-breaking one but a very annoying one. Humvee can enter sectors E1 and F5 but can't leave those sectors. So basically if you visit E1 or F5 with humvee it's trapped there forever.
I've made a quickfix for my installation;
-Changed E1 north access from DENSE to ROAD (to keep still reachable but make it leaveable)
-Changed E5 south access from SPARSE to EW_RIVER (i forbid visiting F5 with humvee because my humvee doesn't know swimming)
If anyone is interested in fix before Wil pushes an official one, here's a mediafile and a pastebin link
http://www.mediafire.com/file/k1ueofaxj9n5mxx/MovementCosts.xml
http://pastebin.com/5dwDce0s
I've fixed MovementCosts.xml as follows:
- E1 North now PLAINS to match D1 South
- E5 South uses the EW_River Gambigobila suggested
Found a whole bunch of errors not just with <Damageable> and <Repairable> tags, but also with <WaterDamages>
* Fixed misc AK, RPK, Saiga,Vepr-12, and variants, <WaterDamages> tag set in error
* Fixed 4288. Colt IAR, <WaterDamages> not set
* Fixed 4482-4484. HK G36 and variants, <WaterDamages> tag set in error
* Fixed 4288. HK VP70M, <WaterDamages> not set
* Fixed 4566-4575. IMI Galili and variants, <WaterDamages> tag set in error
* Fixed 4668-4673. misc LWRC M6 variants, <WaterDamages> tag set in error
* Fixed misc XCR pistols, <WaterDamages> tag set in error
* Fixed 4924. SIG P238, <WaterDamages> not set
* Fixed 5030. TechnoArms Mag-7, <WaterDamages> not set
* Fixed 4095-4097 AK-12 variants, <Damageable> and <Repairable> not set
* Fixed 4173 Baikal MP-94 Rifle, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 4324 CZ BRNO Combo Rifle, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 4516 HK 416 D10RS Upper Receiver, <Damageable> and <Repairable> not set
* Fixed 4540 HK 416 D20RS Upper Receiver, <Damageable> and <Repairable> not set
* Fixed 4591 Innogun Hybrid 12gauge Barrel, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 5140 Adcor B.E.A.R. Elite 10.5" Upper Receiver, <Damageable> and <Repairable> not set
* Fixed 5314 Boberg XR9-S, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 5315 Boberg XR9-L, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 5331-34, 5338, 5342, and 5346, FB MSBS parts, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 5361 HK 300BLK Barrel, <Damageable>, <Repairable>, and <WaterDamages> not set
* Fixed 5365 300BLK G41 Barrel, <Damageable>, <Repairable>, and <WaterDamages> not set
[Updated on: Wed, 04 January 2017 04:02]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #348722 is a reply to message #316064]
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Mon, 06 February 2017 00:05
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Tango |
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Messages:106
Registered:July 2006 |
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Is anyone else having an unhandled exception error when trying to load the Atremo airport sector with the latest test release?
Shows sector load screen fine, you hear the initial Atremo airport sounds (announcement and carousel noise etc.) but screen goes black and eventually gives an unhandled exception popup.
Using R3866 with the latest test release.
Edit: Fixed by getting a new copy of the original UC files, my copy had some corruptions.
[Updated on: Mon, 06 February 2017 00:24] Report message to a moderator
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Sergeant
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349128 is a reply to message #348722]
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Fri, 03 March 2017 21:39
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yghl |
Messages:3
Registered:March 2017 |
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Tango wrote on Mon, 06 February 2017 00:05Is anyone else having an unhandled exception error when trying to load the Atremo airport sector with the latest test release?
Shows sector load screen fine, you hear the initial Atremo airport sounds (announcement and carousel noise etc.) but screen goes black and eventually gives an unhandled exception popup.
Using R3866 with the latest test release.
Edit: Fixed by getting a new copy of the original UC files, my copy had some corruptions.
I have the same problem, although mine is not fixed by updating the UC files.
Fresh install of JA2, Exe8366/GameDir2357, UC 4.60 v20170116
Anyone has an idea what i could do?
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