Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--) (Main Urban Chaos-1.13 thread)
UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #355673]
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Mon, 05 November 2018 03:23
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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To go with a new (Experimental) Urban Chaos-1.13 (UC-1.13) mod a new thread as this one has gotten a bit too long: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20825&goto=355672#msg_355672
Experimental: Urban Chaos-1.13 Full Experimental 10 v4.6x 20181105 *** Replaced by new Experimental, see linked posting December 23, 2018 ***
- Revisions to NCTH, New Guns, Bug fixes, New Merchants and Built/Tested on SCI: SCI_JA2v1.13_Revision_8633_on_GameDir_2449 (November 1, 2018 SCI) available HERE
- Full release, substitute for Urban Chaos-1.13 v4.50 20141222 (Full) during standard installation
Backpacks that Allow Both Climbing and Being Equipped With All Combat Pack
* both Go-Bag and Sniper Drag Bag will allow climbing while equipped (both proper backpack NIV slot or in-hand)
- - <fAllowClimbing> = 1 for both backpacks in Items.XML, and USE_GLOBAL_BACKPACK_SETTINGS = FALSE set in Ja2_Options.INI
* all combat pack items, including Radio and Diving Bottle have non-zero <lbeCombo> to allow being equipped with Go-Bag and Sniper Drag Bag
- - <lbeCombo> = 4 set in LoadBearingEquipment.XMLfor all combat packs not part of combo with normal backpacks
* Updated AmmoType.XML for ]SCI_JA2v1.13_Revision_8633_on_GameDir_2449
- - HEAT ammo now RGB defined orange
- - considering new colour scheme for ammos now that we have RGB (yes I could have had different colours under the old system but this one seems easier to work with, ie. Orange = RED=255, GREEN=165, BLUE=0
* Fixed 1691. Sniper Drag Bag, cleared <NotBuyable> tag set in-error
* Fixed 743. Go Bag, <szBRName> corrected to "Pack(b)-Go Bag," was "Pack(C)-Go Bag"
*** Unfinished Post ***
[Updated on: Thu, 11 February 2021 01:47] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #355816 is a reply to message #355673]
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Tue, 13 November 2018 02:26
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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EDIT: I should really check that something needs to be fixed... found that the tag in FacilityTypes.XML already exists. Can someone comment on if the Kerberos worked in UC-1.13 within the last year please, thanks.
Toggle Spoiler
Double post to advise that the following will finally be looked into soon...
Ninjaklan wrote on Tue, 17 May 2016 03:51Hi, I have the same problem - Kerberos website is there and I can see TEAM CONTRACTS, but individual contracts say Error 404. I know Individual is a newer addon, but I have a problem with Team contracts - same problem as above -cannot insert militia anywhere although I have Calisto and Atrimo under full control (playing UC 1.13).
Flugente wrote on Tue, 17 May 2016 05:18Flugente
TableData/Map/FacilityTypes.xml gets a new tag:
<FACILITYTYPE>
<ubIndex>4</ubIndex>
<szFacilityName>Small Airport</szFacilityName>
<szFacilityShortName>Airport</szFacilityShortName>
<ubTotalStaffLimit>4</ubTotalStaffLimit>
<pmcentrypoint>1</pmcentrypoint>
<ASSIGNMENT>
...
The <pmcentrypoint>-tag sets a facility to be a possible entry point for these hired militia.
Without those tags, PMC can't be inserted, it is likely the file you use in your mod does not have it.
[Updated on: Tue, 13 November 2018 02:36]
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 (2018/11/04 to 201-/--/--)[message #356018 is a reply to message #355816]
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Wed, 28 November 2018 13:48
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MH17 |
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Messages:46
Registered:November 2018 Location: Antarctica |
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Dear Wil473,
First of all, I'd like to thank you VERY MUCH for the constant improving and updating the Urban Chaos Mod 1.13!!!
This is my favorite modification of my favorite video game!
You guys here are doing really awesome job and I cant even express how I enjoy the gameplay.
Just a few days ago I have managed to translate all item descriptions (weapons, ammo, armor etc) of Urban Chaos Mod into the Russian.
The translated items were included in Russian SCI of Urban Chaos Mod 1.13 prepared by Sevenfm.
As I know he is also a member of your fantastic team.
Secondly, I'd like to add a few items in the file "Items.xml" in order to allow customization of the tactical environment.
My plan is to add about five-ten items as building material in order to move wooden fences, furniture, steel boxes around the tactical map using the shovel.
I have already created a few entries in "StructureConstruct.xml" and "StructureDeconstruct.xml" to expand available options for the player, but it doesnt look enough.
I'll be happy if you could advice me any index range with empty entries in "Items.xml" where I may reserve around a dozen of data items for my needs.
In case of successful implementation I'll be happy to share the obtained results with you, or anyone else who would be interested.
Thank you again one more time!
MH17
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356089 is a reply to message #356055]
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Mon, 03 December 2018 03:05
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wolf00 wrote on Fri, 30 November 2018 13:24shoting from sr3-m ar is unable damage,armored jeep
Addressed in the AFS thread here http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23933&goto=356068&#msg_356068
MH17 wrote on Thu, 29 November 2018 23:49Dear developers,
I'd like to report a strange bug with M4/GP30 carbines (items 44, 45, 46).
It looks like after upgrade of typical M4 (for example Colt 777 or item 4272) the obtained weapon is not capable to accept the Russian GP30 launcher (item 50).
In addition to this issue I see a strange set of muzzle attachments available for its barrel. For example, AK muzzle brake and AK muzzle booster.
It seems to me that the list of attachments in the Items.xml for the M4/GP30 carbines should be replaced by the following list:
<AvailableAttachmentPoint>606208</AvailableAttachmentPoint> <!-- Muzzle brakes and silencers for AR rifles -->
<AvailableAttachmentPoint>2</AvailableAttachmentPoint> <!-- Laser sight -->
<AvailableAttachmentPoint>33554432</AvailableAttachmentPoint> <!-- Trigger group -->
<AvailableAttachmentPoint>64</AvailableAttachmentPoint> <!-- Optical sights -->
<AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> <!-- AR modular stock -->
<AvailableAttachmentPoint>18014398509481984</AvailableAttachmentPoint> <!-- 5,56 drum adapter -->
<AvailableAttachmentPoint>274877906944</AvailableAttachmentPoint> <!-- GP-30 and bipod -->
Confirmed, something is very wrong with the Urban Chaos' modded M4. Thanks, this will be taken care of next... although it there is no team, it's just me for UC-1.13 more or less. I was not part of the original team who put together the original JA2 Urban Chaos mod, The Mod Squad, I'm just riding on their coattails. EDIT: somewhat embarrassingly I just noticed I've got their badge in my posts... ah, guess I'm maintaining their legacy...
MH17 wrote on Wed, 28 November 2018 05:48Dear Wil473,
First of all, I'd like to thank you VERY MUCH for the constant improving and updating the Urban Chaos Mod 1.13!!!
This is my favorite modification of my favorite video game!
You guys here are doing really awesome job and I cant even express how I enjoy the gameplay.
Just a few days ago I have managed to translate all item descriptions (weapons, ammo, armor etc) of Urban Chaos Mod into the Russian.
The translated items were included in Russian SCI of Urban Chaos Mod 1.13 prepared by Sevenfm.
As I know he is also a member of your fantastic team.
Secondly, I'd like to add a few items in the file "Items.xml" in order to allow customization of the tactical environment.
My plan is to add about five-ten items as building material in order to move wooden fences, furniture, steel boxes around the tactical map using the shovel.
I have already created a few entries in "StructureConstruct.xml" and "StructureDeconstruct.xml" to expand available options for the player, but it doesnt look enough.
I'll be happy if you could advice me any index range with empty entries in "Items.xml" where I may reserve around a dozen of data items for my needs.
In case of successful implementation I'll be happy to share the obtained results with you, or anyone else who would be interested.
Thank you again one more time!
MH17
If you got the fortifications feature to work in UC-1.13 then yes I am very interested in what you are doing. Tileset issues have basically stalled any progress I've made.
As far as Item index ranges, I'm very reluctant to add much of anything new (and have been toying with the idea of a clean sheet "back to basics" mod) so really any empty block of items is fair game - except for 911-920, I just added some invisible NV lenses to that range.
EDIT2 (Dec 4, 2018): Fixed the M4/GP-30 mods
44. M4/GP-30
Toggle Spoiler
<AvailableAttachmentPoint>274877906944</AvailableAttachmentPoint> <!-- Handguard - GP-30 -->
<AvailableAttachmentPoint>737280</AvailableAttachmentPoint> <!-- S - IC/RG/KCB -->
<AvailableAttachmentPoint>67108864</AvailableAttachmentPoint> <!-- Trigger - Add 3 Round Burst -->
<AvailableAttachmentPoint>64</AvailableAttachmentPoint> <!-- Optics - AR-15 -->
<AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> <!-- Modular Stocks -->
<AvailableAttachmentPoint>18014398509481984</AvailableAttachmentPoint> <!-- Mag - 5.56/.300BLK C-Mag -->
<AvailableAttachmentPoint>51539607552</AvailableAttachmentPoint> <!-- Fits - Storage/AA Batteries -->
<AvailableAttachmentPoint>4294967296</AvailableAttachmentPoint> <!-- Internal - AR-15 -->
<AvailableAttachmentPoint>8589934592</AvailableAttachmentPoint> <!-- Internal - AR-15 Upper Receiver -->
<AvailableAttachmentPoint>2</AvailableAttachmentPoint> <!-- Laser Sight -->
45. Scoped M4A1/GP-30
Toggle Spoiler
<AvailableAttachmentPoint>274877906944</AvailableAttachmentPoint> <!-- Handguard - GP-30 -->
<AvailableAttachmentPoint>737280</AvailableAttachmentPoint> <!-- S - IC/RG/KCB -->
<AvailableAttachmentPoint>67108864</AvailableAttachmentPoint> <!-- Trigger - Add 3 Round Burst -->
<AvailableAttachmentPoint>1099511627776</AvailableAttachmentPoint> <!-- Optics - SVD -->
<AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> <!-- Modular Stocks -->
<AvailableAttachmentPoint>18014398509481984</AvailableAttachmentPoint> <!-- Mag - 5.56/.300BLK C-Mag -->
<AvailableAttachmentPoint>51539607552</AvailableAttachmentPoint> <!-- Fits - Storage/AA Batteries -->
<AvailableAttachmentPoint>4294967296</AvailableAttachmentPoint> <!-- Internal - AR-15 -->
<AvailableAttachmentPoint>8589934592</AvailableAttachmentPoint> <!-- Internal - AR-15 Upper Receiver -->
<AvailableAttachmentPoint>2</AvailableAttachmentPoint> <!-- Laser Sight -->
46. M4A1/GP-30
Toggle Spoiler
<AvailableAttachmentPoint>274877906944</AvailableAttachmentPoint> <!-- Handguard - GP-30 -->
<AvailableAttachmentPoint>737280</AvailableAttachmentPoint> <!-- S - IC/RG/KCB -->
<AvailableAttachmentPoint>67108864</AvailableAttachmentPoint> <!-- Trigger - Add 3 Round Burst -->
<AvailableAttachmentPoint>56</AvailableAttachmentPoint> <!-- Optics - All Tac Rail -->
<AvailableAttachmentPoint>68719476736</AvailableAttachmentPoint> <!-- Modular Stocks -->
<AvailableAttachmentPoint>18014398509481984</AvailableAttachmentPoint> <!-- Mag - 5.56/.300BLK C-Mag -->
<AvailableAttachmentPoint>51539607552</AvailableAttachmentPoint> <!-- Fits - Storage/AA Batteries -->
<AvailableAttachmentPoint>4294967296</AvailableAttachmentPoint> <!-- Internal - AR-15 -->
<AvailableAttachmentPoint>8589934592</AvailableAttachmentPoint> <!-- Internal - AR-15 Upper Receiver -->
<AvailableAttachmentPoint>2</AvailableAttachmentPoint> <!-- Laser Sight -->
[Updated on: Tue, 04 December 2018 15:01]
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 (2018/11/04 to 201-/--/--)[message #356109 is a reply to message #356089]
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Thu, 06 December 2018 16:55
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MH17 |
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Messages:46
Registered:November 2018 Location: Antarctica |
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Thanks, for the quick fix!
I'd like to report another issues.
1. After recent modification of perks "Hunter/Ranger" I noticed that you guys introduced a new skill "Survival".
When I downloaded a latest SCI of Urban Chaos (by SevenFM) I noticed, that there are no mercs in AIM who possess the ability.
Hope you will upgrade the Urban Chaos NPC with the valuable skill
2. When I recently tried to play revision 8641 I noticed strange things with zombie. They dont wanna rise sometimes, but in the same time the game considers that the battle is still going on. No enemies on the map, but fighting doesn't stop! Most surprising for me that I can pick up items from inventory section of the sector, but I cant send my troops out of the sector using global map.
3. Lately I found out riot shields in Calisto police department. I like very much the idea to get a portable cover for my assault team, but I'm a little bit surprised why it is impossible to bear the shield on person's back like a rifle? I hope it will not break a balance too much.
Finally, to continue my experiments with "mobile furniture" I'd like to book a 50 item slots in Items.xml.
Let say it will be numbers 1800-1850. According to my research this item range is still empty. But if you have another opinion just let me know. I'm open to any decision.
I hope that within two months period I will come up with data structures prepared for customization of tactical environment (files Items.xml, StructureConstruct.xml and StructureDeconstruct.xml). If it won't happen please use the item range anyway you like.
Cheers,
PS: And thanks again from the Russian community of Jagged Alliance. We LOVE the progress you guys are doing constantly improving the game for us, ordinary fans.
Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356130 is a reply to message #356109]
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Sat, 08 December 2018 15:47
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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MH17 wrote on Thu, 06 December 2018 08:55Thanks, for the quick fix!
I'd like to report another issues.
1. After recent modification of perks "Hunter/Ranger" I noticed that you guys introduced a new skill "Survival".
When I downloaded a latest SCI of Urban Chaos (by SevenFM) I noticed, that there are no mercs in AIM who possess the ability.
Hope you will upgrade the Urban Chaos NPC with the valuable skill
2. When I recently tried to play revision 8641 I noticed strange things with zombie. They dont wanna rise sometimes, but in the same time the game considers that the battle is still going on. No enemies on the map, but fighting doesn't stop! Most surprising for me that I can pick up items from inventory section of the sector, but I cant send my troops out of the sector using global map.
3. Lately I found out riot shields in Calisto police department. I like very much the idea to get a portable cover for my assault team, but I'm a little bit surprised why it is impossible to bear the shield on person's back like a rifle? I hope it will not break a balance too much.
Finally, to continue my experiments with "mobile furniture" I'd like to book a 50 item slots in Items.xml.
Let say it will be numbers 1800-1850. According to my research this item range is still empty. But if you have another opinion just let me know. I'm open to any decision.
I hope that within two months period I will come up with data structures prepared for customization of tactical environment (files Items.xml, StructureConstruct.xml and StructureDeconstruct.xml). If it won't happen please use the item range anyway you like.
Cheers,
PS: And thanks again from the Russian community of Jagged Alliance. We LOVE the progress you guys are doing constantly improving the game for us, ordinary fans.
1. I'm working on moving some NPC's around MercProfiles.XML so I'll see about updating anyone with the new skill that has it in stock v1.13.
2. Was this feature working with UC-1.13 and the previous .exe?
3. I don't think I accounted for a sling-able large and wide object in the sizes. I could probably use one of the sizes meant for Anti-Material Rifles, but then the Riot Shield will fit the Sniper Drag Bag too. Might look into treating it as a backback on its own
Items 1800-1850 is part of the buffer between new feature items being added to v1.13 and the mod - I'd suggest using indexes towards the end of the range say 1901-1950. This will leave me with about 50 spots if I need to do something drastic (unlikely but just in-case) and v1.13 just under a 150 indexes for items (that most likely will be related to a new feature as right now there really isn't an appetite to add items that are just slight variations of existing ones).
Main Urban Chaos campaign related question for the general community (contains spoilers):
Toggle SpoilerHas anyone actually needed the K11 bartender I added to assist in finding the MOC list diskette? Specifically you haven't found it earlier and rummaging through lockers and boxes had become your last hope to finish the campaign.
[Updated on: Sat, 08 December 2018 16:19]
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 (2018/11/04 to 201-/--/--)[message #356145 is a reply to message #355673]
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Tue, 11 December 2018 08:32
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siegfried2p |
Messages:1
Registered:December 2018 |
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Laser sights don't work
they show correct stat but cycle sights key (.) doesn't changes to laser
as far, only [Combo Reflex/Laser Sight] works
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #356224 is a reply to message #355673]
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Sun, 23 December 2018 18:24
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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New Experimental: Urban Chaos-1.13 Full Experimental 11 v4.6x 20181223Obsolete - Link now goes to next Experimental
- No new SCI so still built/tested on SCI: SCI_JA2v1.13_Revision_8633_on_GameDir_2449 (November 1, 2018 SCI) available HERE
- Revisions to variable power scopes and by extension all scopes with respect to vision range bonuses (and tunnel vision penalties)
- Fixed an incorrect item description identified by Wolf00
- Changed location of multiple named mercs to accommodate Flugente's New merc (kinda): chaos Buns ( http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23806&goto=356152&#msg_356152 ) feature and possibly some aspects of his additional mercs addon ( http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23770&goto=355784&#msg_355784 )
- - replaced with non-named merchants: 202, 204, 205
- - moved Buns to index 17 (as in stock, note that Buns was cut from original JA2: Urban Chaos), was 179
- - added "Chaos" Buns, index 215
- - moved Jubilee to index 211, was 17
- - moved Quartermaster to index 202, from 212
- - moved Arnold to index 204, from 213
- - moved trigger NPC to 205, from 214
- - moved trigger NPC to 179, from 215
- - moved one line of text from cut merchant on index 205 to merchant on 237
*** Note: none of these "new" mercs are implemented in any form yet, and only "Chaos" Buns will be part of the base UC-1.13 as she's part of stock v1.13, I'm just testing the new locations of existing assets and replacement civ faction merchants in this release ***
- Full release, substitute for Urban Chaos-1.13 v4.50 20141222 (Full) during standard installation
EDIT: if upgrading from an older UC-1.13 install, please delete the old Data-UC113 folder before installing Experimental 11
[Updated on: Sat, 11 May 2019 05:40]
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 (2018/11/04 to 201-/--/--)[message #357359 is a reply to message #357150]
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Sat, 11 May 2019 05:37
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Experimental:Urban Chaos-1.13 Full Experimental 12 v4.6x 20190510
- Built/Tested on SCI: SCI_JA2v1.13_Revision_8675_on_GameDir_2475 (May 1, 2019 SCI) available HERE
- Full release, substitute for Urban Chaos-1.13 v4.50 20141222 (Full) during standard installation
- Added v1.13 Features: Bandages, Gunslinger Revolver Hammer Fanning, Barrel Configurations, Bloodbags, and new drop all setting
- Carbines no longer fit Pistol case pocket (though not sure why this was allowed in the first place...)
[Updated on: Sat, 11 May 2019 05:45]
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 (2018/11/04 to 201-/--/--)[message #357723 is a reply to message #357428]
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Sun, 28 July 2019 21:11
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Steve |
Messages:2
Registered:June 2019 Location: Italy |
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I have encountered the same problem (sector declared as with enemies even if I just cleared it).
Could please report the sequence of installers\archives needed to reach the actual 4.6x beta version? (from original ja2 1.12 installation) (the ordered sequence of names is enough)
Thanks
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357887 is a reply to message #357723]
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Fri, 16 August 2019 10:01
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Steve |
Messages:2
Registered:June 2019 Location: Italy |
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It seems that the 'sector declared with enemies even if just cleared when trying to start group movement from strategic map' situation is related to zombie mode active.
One possible workaround is to exit the sector manually from the isometric view.
If I deactivate zombie mode before entering a sector with enemies for the first time, the problem doesn't occur after clearing the sector.
Side note: if I select a squad, then set one merc to repair task from the map, then I enter the same sector with another merc group, on the first time I enter the isometric view, with a movement command the group that has just entered the sector moves correctly, but also the merc of first group on the repair task moves together with the second group.
One possible workaround is to select some mercs before issuing the move command.
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2018/11/04 to 201-/--/--)[message #357905 is a reply to message #355673]
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Sat, 17 August 2019 16:16
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Kitty |
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Messages:473
Registered:October 2017 Location: Germany |
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Thanks a lot for doing this!
So far it's (Urban Chaos-1.13 Full Experimental 12 v4.6x 20190510 on 1.13 8684/2476) working and totally playable. And fun
I came across a few things, but otherwise things worked like a charm.
For feedback:
- The Facemask/Gloves still has to be worn on face, in 1.13 alone those just need to be in inventory. I tried to change the entry for them in UC-113-items.xml to the values given by 1.13-items.xml. Doing this, they haven't to be on face, but use big inventory slot only. Don't know...
- Sectornames.xml is missing a few tags. Weather-chances, snakes, workers...
- covert-ops might be limited to recon. the furniture (PCs, etc.) are not connected in actionItems and lua-scripts miss the entries for them. And SAM-Sites don't have control-consoles in map.
- same for photos and intel (getting intel for Rosebud, maybe because he replaced Dimitri or some other Rebel?)
- (Since I've done this for AR, I can tell it's a sh**-load of work to connect the action-items, map-placements, doing all lua-script entries and filling in text that match the setting, probably even more in UC)
- the early emails for hint to blackmarket (intel) and Kerberus are blank in my installment, in some tries I had CTD, but couldn't reproduce situation (might related to my german JA2, not sure, but that's often the culprit with anything "Laptop"-related.
- the mortuary-website is messed up. Here, I allready know, that this is most likely caused by my german version of JA2. I recall to have seen a fix somewhere in the UC-1.13 threads, but couldn't find it again. If somebody finds it, please tell me.
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: can not enter the room in uc[message #363144 is a reply to message #363142]
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Fri, 07 May 2021 16:55
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Cr4nkJunky |
Messages:1
Registered:May 2021 |
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Nice, people are still active here! I just downloaded UC again, this time a packe from the forum (UC 1.13_v4.6;(10.05.2019)), do other people also have problems with the spy?
first of all, the garotte does not seem to be working, since the cursor just switches to a fist and all attacks are normal melee attacks.
second, every time i attack an enemy, even if it is a one hit kill in melee, they undress the disguise.
third, i tried to make some changes in data1.13/skillsettings for the Covert Ops, yet these seem to be ignored (other than the trait options in the same file, which it does consider), so i presume i am in the right file yet i fail to understand why this ignores changes i make there.
Does somebody have an idea?
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Civilian
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