Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Hybrid
Re: UC-1.13 Hybrid[message #132200]
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Sat, 10 March 2007 19:00
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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TrailBlazerAny big bugs preventing game completion, stuff inmplemented, stuff unimplemented, if anything from UC was not converted etc. Savegames from UC should be incompatible i guess.
I cannot answer the whole of your question, Will and Judge are the ones who will know what remains to be done and how difficult that will be. I can tell you that as a beta tester, I am having a blast. I have not done much more than take Callisto, it's attendant SAM and hit the first gun runners. However I have encountered no problems that are game breaking and the few I have encountered are rather trivial, and mostly related to 1.13, not the UC combo mod. I dare say the job is close to ready.
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Corporal
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Re: UC-1.13 Hybrid[message #132252]
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Sun, 11 March 2007 00:11
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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Hi Ramirez. I had my own problems getting the mod properly installed. I believe though that my problems were caused by my laziness in expecting a folder drag to properly copy over all files. Apparently that didn't work well. What worked for me was the following;
I installed a brand spanking new install of JA2. I patched that install to 1.07 I believe. I renamed that folder "Clean JA2". I created a copy of "Clean JA2" and renamed that copy "Clean Ja2-113-svn725". I then installed 1.13 to "Clean Ja2-113-svn725" and used SVN to update that to the latest 1.13. I made another copy of "Clean JA2" and renamed that "Clean Ja2 UC". I installed the original Urban Chaos to "Clean Ja2 UC". Finally I created a copy of "Clean Ja2-113-svn725" and renamed that "1.13UC". So to recap, at this point I had four directories with full installs;
"Clean JA2" = The original unmodded but patched game.
"Clean Ja2 UC" = The original Urban Chaos game.
"Clean Ja2-113-svn725" = The latest 1.13 build.
"1.13UC" = At this point, identical to "Clean Ja2-113-svn725".
I should also note that with each install, I tested it to make sure it was playing properly. All four of these installs would play flawlessly. I could likely have done this maintaining fewer copies of the game, but keeping these four allows me to later, very easily reinstall if necessary. It also allows me to repeat a step relatively painlessly if I messed something up (as I in fact did the first time). The install notes by Will refer to two installs. In my set up the two he refers to would be; "Clean Ja2 UC" and the 1.13 install I renamed to "1.13UC".
Inside "1.13UC", as per Will's instructions, I creaded a folder called Data-UC (alongside Data and Data-1.13). I then copied absolutely everything that was inside the Data directory of "Clean Ja2 UC" into the Data-UC directory of "1.13UC". From here it really was just a question of following Will's instructions precisely (which I largely quote):
Delete the folder < Bigitems > from inside the < Data-UC > folder.
Copy from: < Data-1.13 > to: < Data-UC >, folders: Tabledata, Sounds, Bigitems, Interface
Copy from: < Data-1.13\tilesets\ > to: < Data-UC\tilesets > folder: 0
Copy from: < Data-1.13\interface > to: < Data-UC\interface > file: infobox.sti
Add to < Data-UC > the contents of the zip file Will sent you, making sure to overwrite the existing contents when prompted. Here is where I screwed up the first time. What worked for me was doing this directory by directory and manually moving all files to their correct destinations.
Inside the root folder of "1.13UC", open up Ja2.ini and change the CUSTOM_DATA_LOCATION to CUSTOM_DATA_LOCATION = Data-UC
There you go. At this point, I had a very functional UC+1.13 game working.
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Corporal
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Re: UC-1.13 Hybrid[message #132256]
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Sun, 11 March 2007 00:44
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Ramirez |
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Messages:89
Registered:January 2004 Location: M |
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Panpiper - thx alot for ur efforts, mate! So it was ur post I remembered 'someone copying each file' and gave it a shot.
Bugs:
When stealing equipment from an enemy, only the 3 buttons at the bottom appear (arrow, chose all, exit). But these buttons do work and the equipment shows up in your pockets.
Gauge shells have no picture. U just see the amount in ur inventory. Clicking on it or replacing them with something else leads to a full freeze -->system restart necessary.
Have savegame if needed.
[Updated on: Sun, 11 March 2007 00:45] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: UC-1.13 Hybrid[message #132273]
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Sun, 11 March 2007 02:24
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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@Ramirez
- good to hear about the getting the install to work
- I think the stealing selection window thing is a bug common to 1.13
@Panpiper
- I'll take a look at that map when I have a free moment in the map editor. Do you have sci-fi mode on? There is a possibility that the map has something to do with the unfinished Sci-fi mode. Right now I'm using sci-fi mode to seperate UC and "extended 1.13 items" (I've turned off the Crepitus via the ini).
@Khor
- You get my email regarding possible download locations for the original Urban Chaos?
http://khelle.de and fileplanet
@Trailblazer
- Send me an email/message me using the forums email thing, and I'll include you on the distribution
- In theory there is nothing to stop one from finishing the hybrid. I used the cheat codes to beeline to the end and it ended just fine.
- A long time ago, the Judge was able to replicate a lot of what you did to get the websites working. Unfourtunately that was with a custom .exe based on the 1.13 source code that could not be easily reintegrated back into the main 1.13 project. Judge can probably explain better.
- As a workaround for beta testing, I've actually pasted the UBT schedule into the laptop's desktop image
Brief Overview of What Has Been Done
- Replicated the Urban Chaos items/weapons mod
- Replicated the Urban Chaos mercenary line-up (now with additional Unfinished Business crew imported in from the 1.13 project)
- Replicated (mostly) Danubia's movement/road mapping
- Replicated (mostly) Danubia's troop garrisons
- Extended the items/weapons mod to include most arms in the 1.13 mod (though the Danubia Order of Battle is somewhat more "standardized")
- "Urban Sectors" are now actual city sectors
- Introduction of a folding stock system (that nobody seems to have mentioned whether they like it or not yet)
- Judge introduced exe changes that have prevented some map related crashes
- I think I've fixed I3 (but at the cost of removing all the civilians)
- reintroduced Ehili
- gave Smitty an assistant till the Smitty/Enrico inventory situation can be sorted out
- Staffed the Rudesea Bobby Rays
- Put a vacationing Arms Dealer in Galileo
- made sure Devin and Mickey appear in game (added them back to the maps they potentially could arrive in)
- added "civilians" to gun runner maps to prevent respawn issues (Judge discovered this one)
Brief Overview of What is still to be Done
- fix Rude Dog's eyes
- fix the new (arms) merchant's speech/text (They're the deSanto's brothers for the time being)
- waiting for final implementation of explosive ammo (so I can replicate the tandem charge RPG, along with introducing all sorts of other RPG warheads)
- waiting for externalization of Special Map labels
- waiting for solution to the Bobby Rays drop down menu still listing Alruco cities
- need a solution to the laptop customization
- need a reliable install method (see Panpiper, Ramirez and Tbird's experiences, trust me your trials will ultimately help others avoid such problems)
- Sort out Smitty/Enrico merchant status
- add UrbanChaos loadscreens for the new screen resolutions
- find and eliminate game breaking bugs, spelling/grammer mistakes in my work, test...
I hope what we are doing meets with yours and the other Urban Chaos team's approval. The UC-1.13 Hybrid is essentially building on the hard work and creativity of both the Mod Squad's and the 1.13 team.
[Updated on: Sun, 11 March 2007 04:46] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #132278]
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Sun, 11 March 2007 02:44
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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wil473I'll take a look at that map when I have a free moment in the map editor. Do you have sci-fi mode on?
I do indeed have Sci-Fi on. I can never get enough stuff to fiddle with. The more there is to play with, the better.
The folding stock system I suppose is nice, but I never use it. It uses up an attachment slot and on the weapons I prefer, there are never enough of those. So while it is a nice option to have in the game (there is no down side that I can see), it doesn't make any difference to me.
[Updated on: Sun, 11 March 2007 02:48] by Moderator Report message to a moderator
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Corporal
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Re: UC-1.13 Hybrid[message #132345]
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Sun, 11 March 2007 17:44
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Ramirez |
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Messages:89
Registered:January 2004 Location: M |
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Thx@wil473 - copied it and will restart the game to check.
Is it possible that some of the .ini configurations don't work? I've set 'insane elite bonus' to 75% but haven't seen a single elite yet. Strange.
Yyeah, the buckshots are now displayed and no freeze anymore - great.
[Updated on: Sun, 11 March 2007 17:48] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: UC-1.13 Hybrid[message #132349]
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Sun, 11 March 2007 18:08
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Install Notes: my instructions have you creating a custom Data folder for the UC-Hybrid that is independent of the 1.13 folders. Therefore you can have the mod installed in a SVN 1.13 install. I've only got one Jagged Alliance install, a 1.13 SVN. Data-UC sits next to Data, Data-1.13, Data-Editing (where XML editor work is done), Data-DL (experiments to prove the concept works with Didreanna Lives) and Data-DBB (DBB's weapons mod, though I've fallen behind a few revisions).
Shadowarrior's instructions on the other hand seem to have the UC stuff merged into the JA2/1.13 folder. His install actually may be more stable, but precludes SVN updating because the SVN client will see files where they shouldn't be (some of my placeholders have been doing this, that's why I have a Data-Editing). In theory, it should be possible to just have the one Data folder, though I haven't put any thought into how to do this.
Map E13 is the old bridge sector right below Drassen (one of the bloodcat encounter maps). I suppose their start positions could be edited out with the map editor... but they were put into this map by the Mod Squad (I'll edit maps to fix things, like respawns and missing characters that should appear, but something like this...).
Edit:
Khor I just reread your posting, how many JA2 exe's do you have? (I have 2, one for game, one for map editor.)
[Updated on: Sun, 11 March 2007 18:14] by Moderator Report message to a moderator
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Re: UC-1.13 Hybrid[message #132398]
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Mon, 12 March 2007 00:17
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Trevor |
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Messages:16
Registered:March 2007 Location: France |
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Ok, i play in insane with a bugy UC install, no money with the mines!!, than i resit kill kill.. catch all the guns in the area and take back to Tony for 15000$ a day!! LOL
It is my insane mod+++ It s the way when you're not an informatik genious, but if someone of u can heplp me.....
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What all of you Guy have done it's so cool! Men from all country who works togather to continue jagged game. NoNo nO No 2D games are not dead, he he.
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Private
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Re: UC-1.13 Hybrid[message #132400]
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Mon, 12 March 2007 01:10
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Panpiper |
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Messages:41
Registered:February 2007 Location: Montreal, Canada |
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I can see that the idea of the Thermal Imaging device was to impart the benefits of both the Sunglasses and the Night Vision Goggles 4 without the penalties for using the wrong gear at the wrong time. However given that it also confers some sort of tunnel vision penalty, I dare say that totally outweighs any benefit gained from the convenience of not having to swap face gear. My feeling is that given that it is a monocle, which allows you to have one eye free, the tunnel vision would only affect the benefit, it wouldn't penalize the unoccluded eye. It likely is impossible to set the game to only give the benefit within the vision's tunnel, which is too bad, as if it were me, I'd not put a tunnel vision penalty on a monocle, lest no one use the thing.
Truth be told, I find these stats on the scopes and such to be a bit confusing. I have no clue how numbers like +32 and -16 translate to squares of range. I did an ingame test to see just what the effective night vision range is of various skills and equipment. I have the savegame if you want to see the test yourself. What I have found is that in the situation of the test (spotting an enemy on a rooftop while crouched), Night Operations imparts a single square of extra night vision range. Expert Night Operations imparts two squares. Night Vision Goggles 2 adds one square and the Thermal Imaging Device adds two squares (I assume that the Night Vision Goggles 4 would be identical except for imparting penalties during the day). Night Operations and eye wear are cumulative.
You mentioned that people might not use the Thales NV Scope if they knew the effect of the Thermal Imager. However from the numbers you showed, it would appear to me that the NV Scope is vastly superior to the Thermal Imager as a night scope in terms of spotting range. A pity I did not bring one to the test.
By the way, in the night vision range test mentioned above, I performed the test while carrying a rifle equipped with the Thermal Imager while also wearing one as eye gear. It had no effect on detection range when not being aimed. Aiming a rifle equipped with the Thermal Imager extended the detection range five squares. Wearing the Thermal Imager while aiming a rifle also equipped with a Thermal Imager added four more squares of detection range! Unfortunately I did not have a Night Vision Goggles 4 with me to test if they did the same thing in this situation. I expect that they do.
Holy Jumping Jehoseph! I just came back from that save game again having tried the same test with a rifle equipped not with the Thermal Imager, but with a Sniper Scope. The character was wearing a Thermal Imager as eye wear. The Sniper Scope detects enemies at a distance of seven extra squares beyond that of when the rifle is equipped with the Thermal Imager! The Battle Scope out ranges the Thermal Imager as a weapon sight for detection range by two additional squares. The Thermal Imager is in fact only one square better for detection range than a Reflex Scope. A Sniper Scope alone on a character wearing no night vision enhancement gear and having no night operations skill can still spot the enemy at night at a very long range. Interesting.
Again with me not understanding the numbers; "Tunnel Vision = 30%", "Tunnel Vision = 70%". Which of these is the worst penalty? Does the percentage refer to field of view or degree of tunnel vision?
I'm out for the rest of the evening. I'm Emailing you Will, the savegame in case you want to check it out.
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Corporal
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