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] Sat, 10 March 2007 19:00 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
TrailBlazer
Any 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
Re: UC-1.13 Hybrid[message #132203] Sat, 10 March 2007 19:25 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Got a crash bug here. In E15 there is a barn (cows and hay bales) with what looks like a crack in the ground. The cursor tip reveals it to be a portal to another sector. However if one clicks on it, CTD.

Not necessarily related and not a bug (I don't think), I'm just being curious. Just above E15 in the SAM site, there is a mine entrance on the north cliff face that does not lead anywhere. If I recall there were a couple (few?) of 'teleport' areas in UC were there not? Is this perhaps one I have not activated (assuming they are activated somehow, I don't remember)?

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Re: UC-1.13 Hybrid[message #132227] Sat, 10 March 2007 21:30 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
So, me again.

This is what I've tried so far.
-As suggested, I checked if I could play 1.13 and load savegames -->works fine.
- Also tried, if UC works and allows to reload -->it does.
- Tried, if insane and/or awesome weapons are causing the probs. No it's not them.

The problem has to be in my 1.13/UC 'merge'. But I can not see where? Damn. I would really like to play and help testing..but, grrr.

Maybe someone would be so kind and tell, how he goes through the installationprocess. Maybe this would open my eyes.

5 installations by now and somewhere I'm missing something Sad.

[Updated on: Sat, 10 March 2007 21:31] by Moderator

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Corporal 1st Class
Re: UC-1.13 Hybrid[message #132243] Sat, 10 March 2007 22:50 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I can't really offer any critique yet since the install I have is on top of a version of UC that I had modded. I can't get the regular UC to install anymore. It gives me a memory access violation error right after the initial install screen comes up.

I installed UC several times when it first came out. I know about having the install in a seperate folder than the UC package and all that but it doesn't want to install.


Anyway, I plan to maybe copy a friend's clean install of UC to place the 1.13 mod into but until I do, my glitches (I have a really bad on where the camera keeps snapping back to one spot not letting me access the whole map) may be a result of a corrupted install.





Other than this, I have to say that what I could play of the mod was a total blast! I freakin love this way more than I thought I would. I mean, I played UC and I've played the 1.13 (my mod is based on the 1.13 and has been since it came out) but the 1.13 with new maps and storyline is like a vrand new game! The features present in the 1.13 really enhance the gameplay maybe especially in UC.


This is a vey worthy project. I'll get it ironed out before too long then have something uncorrupted to say about it.

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Sergeant Major
Re: UC-1.13 Hybrid[message #132249] Sat, 10 March 2007 23:34 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Woohoo, I finally got it running - unbelievable. It needed a file by file copy and installation - but who cares Very Happy. It should be worth the time and effort.

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Re: UC-1.13 Hybrid[message #132252] Sun, 11 March 2007 00:11 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
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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Re: UC-1.13 Hybrid[message #132253] Sun, 11 March 2007 00:12 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Doh! In the time it took me to write my post, Ramirez got his game working. And it looks like his problem was the exact thing that I messed up with when I installed. Go figure.

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Re: UC-1.13 Hybrid[message #132256] Sun, 11 March 2007 00:44 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
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

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Re: UC-1.13 Hybrid[message #132273] Sun, 11 March 2007 02:24 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
@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

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Re: UC-1.13 Hybrid[message #132278] Sun, 11 March 2007 02:44 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
wil473
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?

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

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Corporal
Re: UC-1.13 Hybrid[message #132279] Sun, 11 March 2007 02:53 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

You certainly have my approval. However, i cannot speak on behalf of the whole team, since there are many people involved that worked on UC, including a large amount of maps, sounds, etc donations. I doubt anyone would be against the hybrid though, especially after knowing what a great bunch of guys they are. If nothing else, this project fills me with pride for the work i'd done a while ago Wink

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First Sergeant
Re: UC-1.13 Hybrid[message #132286] Sun, 11 March 2007 04:48 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I'm beginning to suspect that using the built-in Windows XP zip utility might be the problem. We need something that is reasonably sure to maintain the directory structure. Any preferences for an archiving solution?

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Lieutenant

Re: UC-1.13 Hybrid[message #132290] Sun, 11 March 2007 05:06 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
7z is best i have seen in a while.

http://www.7-zip.org/7z.html

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Sergeant Major

Re: UC-1.13 Hybrid[message #132295] Sun, 11 March 2007 05:41 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
A self extracting file would be great....just kidding.



If we can't do that than at least a working version of UC that isn't corrupted would be a nice start.


I downloaded UC from khelle and fileplanet, tried them both to install UC and still had problems.

I have installed UC when it first came out but erased it by accident. The only install I have is one I modded on top of. What is worse is that I recently installed a version of Windows XP pro to replace my Windows Home Dell edition propriotory crap. But I forgot my Ja2 archives were on my C drive so they are wiped out. I had to download UC again and these versions don't work.


I'll get it working, but for now I have no reliable way of knowing what is going on with this mod. I have a version of UC I modded on top of as a base to my 1.13 UC install so.....


This looks really cool and i hope to get it running soon.


A self extracting version of the basic UC would be a cool thing if anyone can do this.

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Sergeant Major
Re: UC-1.13 Hybrid[message #132319] Sun, 11 March 2007 10:46 Go to previous messageGo to next message
TrailBlazer is currently offline TrailBlazer

 
Messages:511
Registered:September 2001
Location: Athens, Greece

I got my version of UC from DC++ myself recently (same as Khor, modded versions etc)

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First Sergeant
Re: UC-1.13 Hybrid[message #132328] Sun, 11 March 2007 14:39 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
@Marlboro - I have that 7-zip installed here, needed it to unpack mods for Third Wire's "Strike Fighter" series. Next distribution, I'll try that one.

@Khor - have you tried to use the original Urban Chaos "alternative install" instructions?

There was a batch file supplied that would convert the archives into self extracting zip files. As part of me trying to streamline the install process I did test extracting the UC files in this manner, works ok, but is a pain as you have to click once to start the unzip, and a second time to confirm action (X dozen or so files).

I've updated the install instructions for future Beta's, it is no longer necessary to have a fully up and running UC install. The UC Data folder can be extracted by either using the alt install process, or simply giving the UC installer a target Ja2.exe (I used a copy of the 1.13 exe) in an empty folder.

[Updated on: Sun, 11 March 2007 14:42] by Moderator

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Re: UC-1.13 Hybrid[message #132334] Sun, 11 March 2007 16:01 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I did try the .bat method and get the same error message. I'm going to go back into the old threads about installing UC and make sure I didn't forget something real easy but if there is an alternate way of getting your mod to work I'm all for it.



As far as I remember, the only thing I changed in my modded version of UC were maps. Since the old weapon editor didn't work on UC I doubt I did any tabledata stuff and I'm not a hexer so....



I will get this working but just have to install a working version of UC first.


If maybe you could send me the maps from UC this might solve this very weird glitch I'm having but I can't be sure.

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Sergeant Major
Re: UC-1.13 Hybrid[message #132335] Sun, 11 March 2007 16:13 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Khor, the maps folder is over 100 MB in size. Using 7-zip I can compress it into a 10 MB file (one of my day jobs is supporting a "business-oriented" ISP: email was never meant to have attachments in the first place...) or into several 1.44MB files.

Otherwise if you can tell me which map files you have edited, I can send just those ones to you.

Edit: Forgot to mention, I'm trying 7-zip on the Data-UC maps folder (includes the hybrid modified maps). Breaking the archive apart gives me 10 1.44mb files.

[Updated on: Sun, 11 March 2007 16:21] by Moderator

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Re: UC-1.13 Hybrid[message #132338] Sun, 11 March 2007 16:49 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
First:
I've got a workaround for the 'no-image-gauge-shells (7shots) freeze. it is possible to get rid of them - if u accidently got them in ur inventory. They can be used for reloading if they're 'automaticly' reloaded when constantly pressing fire.

In sector C9 there are no enemies at all - bug or feature? I'm quite sure this was heavily defended in UC and in 1.13. Elhi has got Brendas voice. If those are already known...Wink

[Updated on: Sun, 11 March 2007 16:50] by Moderator

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Re: UC-1.13 Hybrid[message #132340] Sun, 11 March 2007 16:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
sorry Ramirez, forgot you were having problems with the 7shot shells: try copying the DATA-1.13\interface MDp2item.STi to the default DATA\interface folder (or DATA-UC\interface if you don't want to mess with the "vanilla" mode. All the shot shells should be in MDp2items.STi.

It looks like random garrison's go missing. My C9 was garrisoned, but Atremo map A10 only had cops, no troops. Panpiper mentioned one of the Calisto maps was empty.

[Updated on: Sun, 11 March 2007 16:59] by Moderator

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Re: UC-1.13 Hybrid[message #132342] Sun, 11 March 2007 17:11 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I just noticed when I ran my UC 1.13 version it reads 687 on the startup. I don't think i ever got the .svn (722 I think you said was the one I needed).


Perhaps this is the problem?

Once I get the .svn if I'm recalling correctly you run the game from that .exe and not the regular Ja2.exe right?

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Sergeant Major
Re: UC-1.13 Hybrid[message #132343] Sun, 11 March 2007 17:36 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
I moved a couple of my Mercs to E13, the southern most city square of Calisto, which I owned and had already filled with regular Militia. I was about to start training them to veteran. I was 'ambushed by bloodcats' as my two mercs strat moved into the square.. Now I may be wrong, but I don't think we should be getting ambushed by bloodcats in militia controlled city sectors, n'est-ce pas?

I must say, the ammo my militia used on those cats was a darn sight more effective than my AP Lapua sniper rifle ammo. I was not ready for bloodcats! One militia attacked a cat with a knife. They're courageous if not smart. Wink

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Re: UC-1.13 Hybrid[message #132344] Sun, 11 March 2007 17:42 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
Khor1255
Once I get the .svn if I'm recalling correctly you run the game from that .exe and not the regular Ja2.exe right?

Yes Khor, the SVN updated directory is fully playable. That is half the idea of SVN I suppose. It can very easily keep your game 100% up to date with the latest release. This UC combo mod however should rather obviously be installed not to the SVN directory itself but to a copy of that. Otherwise SVN will ultimatly overwrite important files the moment you do an update.

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Re: UC-1.13 Hybrid[message #132345] Sun, 11 March 2007 17:44 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
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

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Re: UC-1.13 Hybrid[message #132349] Sun, 11 March 2007 18:08 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
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

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Re: UC-1.13 Hybrid[message #132363] Sun, 11 March 2007 19:26 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
This is not a bug per say but rather something that may not be a fixable oddity. The 'Camo Helmet Cover Mk.1', 'Camo Helmet Cover Mk.2', and the Ghillie Hood can all be attached to a helmet simultaneously and their camo bonuses stack. This renders Camo Kits moot as the game understands me to already be at 100% camo. I understand that in fact the Striker armor gives me a 60% urban camo bonus and the stacked helmet attachments add a 40% wood camo bonus, bring me to 100%. (Though it would be interesting to know if the game actually is conferring a 45% wood camo bonus as that is what the three attachments actually add up to for wood camo.)

Also a question. I am very curious to know precisely what effect the Thermal Imaging Monocular/Scope/Goggle has in the game and if it has the same effect if attached to a weapon or worn as goggles. Is it simply a step up improvement over the Night Vision Goggles 4 when worn as goggles? Used as a weapon attachment, does it provide for a range magnifier like a regular scope? It cannot be added to a weapon that already has a scope. What is the best way to use this item. Is there an advantage to having two of them, one as goggles and one as a weapon attachment?

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Re: UC-1.13 Hybrid[message #132365] Sun, 11 March 2007 19:56 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
@Khor - please check your email, I'm not sure if my hotmail choked on the attachments.

@Panpiper - good point about the TI Multifunction, I imagine the effect would be cumulative. Now there's an exploit. The effect I was hoping to achieve was for the TI Multifunction to:
1) give vision bonuses that scale so that there would be no effective difference between night/day.
2) anti-camo (because of the vision range bonus), but without the see through walls of the items.xml Thermal Imaging flag (this one is supposed to be an uncooled TI system)

And as I'm favour of transparency:
NV IV
Vision:
Night = 32
Day = -16
Cave = 32
Bright light = -32
Tunnel Vision = 0% (that's how I found it in 1.13, I should change these for my own purposes)

Sun Goggles
Vision:
Night = -8
Day = 8
Cave = -16
Bright Light = 16
Tunnel Vision = 0%

Battle Scope
To-Hit:
Aimed Shot = 15%
Min Range = 45
AP Reductions:
Ready = 5%

Thales NV Scope (Who's for renaming one the "TBird NV Scope"? The real-life counterpart is marketed as the "Kite" series after that bird of prey.)
Vision:
Night = 100
Day = -20
Cave = 80
Bright Light -50
Tunnel Vision = 70%
To Hit:
Aimed Shot = 15%
Min.Range = 45

TI MF
Vision:
Night = 32
Day = 8
Cave =32
Bright Light = 16
Tunnel Vision = 30%
To-Hit:
Aimed Shot = 17%
Min Range = 50
AP Reductions:
Ready = 5%


Edit: Helmet Covering incompatibilities fixed (added) for next release.

[Updated on: Sun, 11 March 2007 20:21] by Moderator

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Re: UC-1.13 Hybrid[message #132380] Sun, 11 March 2007 20:49 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Same weapon types always have the same attachments. Bizon and AKS-74U always have Extended Stock, Scorpion always has Folded Stock. Always=actual progress; which is first sector of Calisto.

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Corporal 1st Class
Re: UC-1.13 Hybrid[message #132382] Sun, 11 March 2007 21:11 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
umm..lol..why would ya rename it after me?...just cause i drew it long ago is no reason..thales..or now..opterix..(i think) would be better...brands names impart reality...naming it after an aging senile wannabe artist with issues dont make sense Very Happy

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First Sergeant

Re: UC-1.13 Hybrid[message #132383] Sun, 11 March 2007 21:12 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
scorpion's stock is removable..you can/could purchase it without...

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First Sergeant

Re: UC-1.13 Hybrid[message #132384] Sun, 11 March 2007 21:23 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
Of course I can Wink. Maybe I didn't make myself clear enough. Every weapontype dropped by an enemy has the same attachment. I don't think this happens on purpose.

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Re: UC-1.13 Hybrid[message #132385] Sun, 11 March 2007 21:23 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
That's the default stock item Ramirez.

Stock System instructions:
1) put weapon in lower "hand"
2) access the attachment screen and remove stock, place stock item in upper "hand" (0 AP)
3) draw weapon across stock item, merger Y/N will pop up, select Y and the stock item will change (4 AP)
4) attach new stock item back to weapon (0 AP)

Folded stock and extended stock mitigate certain penalties inherent to the weapon. Meaning a weapon without a stock has all the bad points and none of the benefits the respective stock items grant. I've asked for a more convenient way to trigger the transformation here: http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/131608/page/1#Post131608

Ok, we'll keep it the Thales NV or just generic RIS NV Scope. Now I just have to make sure it appears before the TI MF, or else nobody will use the NV Scope.

[Updated on: Sun, 11 March 2007 21:27] by Moderator

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Lieutenant

Re: UC-1.13 Hybrid[message #132388] Sun, 11 March 2007 22:10 Go to previous messageGo to next message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
I still get the feeling we are on a miscommunication here Wink.

Just to make it clear that I get this right.
The system is checking how to lower specific weapon-penalties and therefor adds the 'needed' attachment to the weapon when equipping enemies? So all enemies will always have the same attachments when using same weapon-type?!? But why? I think it is kinda boring when all dropped weapons of the same type are going to have the same attachments, don't ya?

One thing in 1.13 I liked the most was the variety the enemy used when in came to attachments. So you could always hope to find something you haven't got yet.

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Corporal 1st Class
Re: UC-1.13 Hybrid[message #132391] Sun, 11 March 2007 23:07 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
All folding stock weapons have a default attachment (same system that ensures that all sniper rifles have a scope, the OICW has the 20mm launcher, etc...), either a folded or extended stock.

- I found the 1/3 of the time 1.13 stock system unsatisfactory, therefore I'm implementing this stock system
- A folding stock weapon missing its stock is "broken" and therefore all the "negative" qualities of a particular state are implemented directly on the weapon. The stock item makes the complete weapon.
- 1.13 does not support a random default attachment (though this sounds like a possible request item)
- The AI cannot carry out the stock folding/unfolding
- the trade off is auto/burst accuracy vs quickness to fire

[Updated on: Sun, 11 March 2007 23:09] by Moderator

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Lieutenant

Re: UC-1.13 Hybrid[message #132398] Mon, 12 March 2007 00:17 Go to previous messageGo to next message
Trevor

 
Messages:16
Registered:March 2007
Location: France
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.....
-----------------------------------------------------
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
Re: UC-1.13 Hybrid[message #132400] Mon, 12 March 2007 01:10 Go to previous messageGo to next message
Panpiper is currently offline Panpiper

 
Messages:41
Registered:February 2007
Location: Montreal, Canada
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
Re: UC-1.13 Hybrid[message #132402] Mon, 12 March 2007 02:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
@panpiper - I found out what's going on, the 1.13 optics have a "general" vision bonus, not one specific to lighting conditions. This will have to change or else there isn't really any point to having nightvision scopes.

@Fred - "buggy UC install" that might be a problem before I even get around to sending you anything.

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Lieutenant

Re: UC-1.13 Hybrid[message #132403] Mon, 12 March 2007 03:06 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
wil..you might wanna get in contact with bipboy or chenxy about sight/range/nv/bonuses...over at tbs..the dbb mod..they've been delving really deep into the various aspects of it..download the dbb mod..and take a look at what he's done..they've really taken it alot further than we have here at 1.13 central

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First Sergeant

Re: UC-1.13 Hybrid[message #132404] Mon, 12 March 2007 03:10 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
DBB's mod (well their comments and website at any rate) is where I got the idea from. The only problem is I forgot to actually retrofit the old 1.13 optics to take into account the new NV/TI gear.

Anyways, it looks like Starwalker has added a whole bunch of graphics. I'll be readying another release shortly, before people start commenting on how out of date my interface graphics are getting.

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Lieutenant

Re: UC-1.13 Hybrid[message #132405] Mon, 12 March 2007 03:24 Go to previous messageGo to previous message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
dont mess with your enfield assault rifles..i like thier look alot more than whats in standard 1.13 Very Happy

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First Sergeant

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