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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #220883]
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Fri, 12 June 2009 19:08
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BirdFlu |
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Messages:438
Registered:September 2007 Location: Lampukistan |
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..."invisible" items ...
It wasn't really a VFS problem, but it was introduced together with the VFS ... by me.
I got one of these hard crashes in the rendering/blitting code due to wrong screen coordinates. So, i added code that clipped away areas that were outside the screen. Unfortunately, that was wrong, as the function in question is quite general and is used to blit to surfaces that can be larger or smaller than the main window. In this case the surface was (much) larger than the screen, thus the invisible items.
I didn't want to just remove the clipping test, because the wrong screen coordinates occur often enough, although they didn't always result in a hard crash.
Anyway, i think i got it now. Making last tests and will commit it shortly.
And, with the VFS, the items from the 1.13 mod are used in the editor. If you want the old items, you will have to switch to the vfs_config.JA2Vanilla.ini.
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #221230]
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Mon, 15 June 2009 16:42
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I appologise in advance for the bad pun... Sounds good Logisteric. When you're done there will be a place in DATA-UC113 for those files, or if you want to make this an optional soundpack, I can add a section in the VFS config so that your Data folder overrides that of original Urban Chaos.
Personally I've never had a problem with Rude Dog's audio. He's always on the team, and for the most part his audio hasn't caused any annoyance over the long term, though I will admit he isn't detailed for the customary after battle rummaging through the maps. There is one concern, not with what you're planning ond doing, but I believe there is a missing town description for Rude Dog. Instead of Rude Dog describing Sheraton B2, I get Miguel describing Chitzena B2.
By the way Logisteric, do you have access to the latest Beta?
[Updated on: Mon, 15 June 2009 16:46] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #221231]
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Mon, 15 June 2009 16:58
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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oops - i have to apologize - i knew rd is miguel, but i never heared him as tour guide (always the good die young :angel: ) where are the edts (found one d_058.etd but where are d_057, d_059 and d_060)? if necessary i'd write them down, but i'm lazy. that b_2 definitely sounds like a missing file.
there is no such ting as a joke too cheap - i don't have access to it
edith:
found d_59 and d_60, 59 looks pretty messed up, lines at wrong places (seen at least one misplaced sam-quote) i do not have d_057 etd. (perhaps that is the reason i never heared/saw him as tour-guide when i played uc i did it mostly subtitels only - one reason was the sound-quality) while you are at it, i need the 107.npc from a pre-gold ja2 (with my german 1.05 it doesn't work - has a pre-gold source-code ever been released?)
[Updated on: Mon, 15 June 2009 17:12] by Moderator Report message to a moderator
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Captain
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #221238]
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Mon, 15 June 2009 17:30
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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if it's a 1.00 original release i'd also like to have 070.etd (conrad)
that means i have to write them down - well tonight, still have two more interviews today
my uc is the one where you are asked 'german or english' and that woman is already fixed - that means you may shoot her without getting tony upset.
what ya think about having ##.npc-files from every version extracted and off-topic store them somewhere?
edith:
there is [color:#3333FF]d_057_014[/color] (b2) and [color:#3333FF]d_057_015[/color] (b1) missing for rude dog. if it's not urgend i'll have a look at it (= all sound files). are those guys who did the other speechfiles known? i guess 059 (rosebud) could be upped to sth you actually can hear.
[Updated on: Mon, 15 June 2009 18:03] by Moderator Report message to a moderator
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Captain
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229063]
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Sat, 25 July 2009 21:01
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I've replicated the NPC's shooting the team bug using a relatively recent SVN revision and the stock Alrulco/Data-1.13 campaign. The only problem is that esips is not letting me upload them right now, I'll try again later. If anyone wants to take a look, they can also email me.
Now that's a dangerous offer there Headrock...
1) This is not really a new feature that needs coding, but please can we fasttrack Birdflu's PNG graphic format work for integration with the mainstream SVN 1.13.
And coordinate its use; ie. Starwalker uses only Guns and P1Items, DBB uses P2 for any images beyond those defined by Starwalker for Data-1.13 (they've got such a large libary, plus there are specific replacement sub-libaries like TBirds), Total Conversion mods (like the UC-1.13 Hybrid) use P3... With VFS defining where to look for graphics this means that the graphics from up to three (perhaps four if Starwalker can be confined to just P1items or Guns) different mods can be combined without actually doing any tedious STI Editing.
2) Codewise the SVN JA2 more or less covers all that is needed for a release, however the Folding Stock concept (plus a few other things) could use a new merger type:
- where if you doubleclick on an attached item, including pernamently attached attachments, it causes the attached item to turn into whatever is defined as the 1st resulting item. Essentially it is the "USE" mergertype that Madd Mugsy added all those years ago, but without the need for a 2nd item to trigger the merger, and importantly allowing it to work on attached items.
Some Potential Uses for this "merger":
- Folding Stock (I can get rid of all those mergers where running the gun over the stock item causes it to change, also I can pernamently attach the stock to the gun)
- Adjustable Sights (each double click on the sight changes its magnification/tunnel vision/AP Cost/etc...)
- Stacked Sights (the effect of the ACOG/Reflex Combo changes by a simple doubleclick)
- multiple magazine sizes (there is a magazine well component that by a simple doubleclick changes a weapons ammo capacity)
- programmable burst trigger attachement (really this only applies to sci-fi weapons like the Metal Storm SMG, and perhaps paintball markers if anyone wants to put one in)
Best of all no new XML is needed, the old one for mergers can be used.
EDIT: got the savegame uploaded. As this is a general JA2 1.13 bug, I'll just post the link to the existing Bug thread
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=229057&page=0#Post229057
[Updated on: Sat, 25 July 2009 21:36] by Moderator Report message to a moderator
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