Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Beta Testing (2008/04/14 to 2009/10/29 )
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229069] Sat, 25 July 2009 23:00 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:
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.


Way beyond my capabilities.

Quote:
the Folding Stock concept (plus a few other things) could use a new merger type


Double-clicking is something that is not supported anywhere in JA2 as far as I know. Movement in Turn-based requires two clicks, but in that case a single click does nothing. Running in real-time mode also requires a double click, but there it works in stages (click to walk, click again to run). What you're asking for is a complete distinction between single-click (try to remove the attachment) and double click (combo merge). The disparity between the two functions means that the double-click you're asking for would be very complicated to implement.

HOWEVER, it should be possible to add a new type of combo merge which only works when the target item is attached to another item. In other words, you'd pick up an item, click it on your attached item, and the attached item is changed. So you can put the stock on your weapon, then take a screwdriver and click it on the stock (while already attached) and it will change. At the least, it saves you the trouble of having to remove the stock from the weapon (and also permanently attached items which can't be removed). Doing this without a second item (in this case, the screwdriver) is not possible as far as I can see. Maybe you have other ideas about how it could be done?


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229139] Sun, 26 July 2009 10:57 Go to previous messageGo to next message
Starwalker

 
Messages:767
Registered:October 2005
Location: Hannover, Germany
There are basic-1.13 guns in P2ITEMS.STI, too, mainly ones with green color on them, so P3 is the only one I am not working with at the moment.


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229165] Sun, 26 July 2009 14:56 Go to previous messageGo to next message
Kaerar

 
Messages:2046
Registered:January 2003
Location: Australia :D
Actually couldn't the limitation of Px be unlimited so for instance DBB could use P4 and UC P5 or even P99. That would allow many item mods to co-exist without interference. Even better would be just separate profiles per mod (as VFS is supposed to be) therefore not causing issues. Merging them would be a different matter entirely and there a DB structure would be much appreciated...


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229173] Sun, 26 July 2009 17:07 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
More PxItems was something I asked for a long time ago. I think there were technical problems with the idea (something game crashing). Whatever Birdflu did to allow PNG graphic seems to still fit into the JA2 .exe's expectations of where graphics are located (BigItems, Interface, Tileset/0), so I don't think it does allow for a P4Items. Birdflu will have to field that one.

I've already moved all the Hybrid's extra images to P3Items in the working version I have. Due to palette limitations, it looks like crap when using .STI's for the interface, but normal using PNG format for the interface. I'm just waiting for the technology to be implemented in the SVN.

EDIT: I just thought of a better way to describe what is going on. It looks like Birdflu added another graphic format for the game to use, but did not otherwise change how graphics are done (for item images at least). A conservative approach, which should ease introduction, and from my own experience with the RII mod, seems to be working without bugs of its own. It even replicates the game locking behaviour of the Iggy face images (in PNG). If 1.13 breaks the graphics system down and rebuilds it, I can think of a few different "mod" friendly way to do it.

[Updated on: Sun, 26 July 2009 17:22] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229176] Sun, 26 July 2009 17:24 Go to previous messageGo to next message
Kaerar

 
Messages:2046
Registered:January 2003
Location: Australia :D
It would be good to have PNG's integrated but I'm sure there are some P4 and P5's about in some mods, though I can't for the life of me remember which. I'm almost certain it would be an easy thing to implement Smile


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229182] Sun, 26 July 2009 17:46 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
My feeling is that with the PNG image format the original reason for the four image archives, the limit to only a handful of interface palettes, is gone. That being said, the PxItems does give us a convenient way to have graphic libraries defined for different reasons, and more Px would be useful if it could be implemented without too much trouble.

Off topic here, I personally am partial to how the Strike Fighter series handles add-on items. Each plane, missile, or vehicle is distributed in its own folder complete with full graphics and text file defining the objects characteristics. Actually the stock objects follow this same principle of having a self-contained folders in the right place. Objects that "attach" to other objects (missiles/guns are attached to planes) must be registered in a common file for the game. Forgetting to register a missile/gun in the common file only causes your plane to be missing that weapon from the potential loadout. Oh to see something like this in JA2... the Strike Figher series was built from the ground up to be moddable, unlike another program we all know (but still haven't given up on).

[Updated on: Sun, 26 July 2009 18:02] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229190] Sun, 26 July 2009 18:32 Go to previous messageGo to next message
Kaerar

 
Messages:2046
Registered:January 2003
Location: Australia :D
Get that suggestion into the SMP ASAP (how many more acronyms can I use...) Very Happy


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229223] Sun, 26 July 2009 23:03 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
This was already discussed in the SMP thread about 'containerising' assets and so on. That was the intent of the discussion, at least. The idea of putting all assets for game objects together: sounds, images and definitions would be good.

The definition of the object being part of the package as well would require rethinking the database idea.

Time to review it and see what, if anything, had a consensus of opinion and open the discussion again. Smile
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229231] Sun, 26 July 2009 23:32 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
In theory, it should not be difficult to change all items to behave this way. Aside from the XML work required to separate them into individual XMLs, the only problem is that the game still requires some items to exist at specific ID numbers. For instance Crepitus items, some LBEs, and other things that cannot be removed from Items.XML without crashing the game. As long as these hardcodes exist, they'll be an issue.

One way to work around this, however, would be a separate XML defining the unique ID codes of the required items, so that the game can always find them regardless of the fact that they are no longer organized in a linear numerical order. For instance, the XML would look something like this:

CREPITUS_WEAPON_CLAW
CREPITUS_WEAPON_SPIT
LBE_NOVEST

Etcetera. The items themselves would have the above codes as their identifiers, so that they can be located by the game on startup and their current (dynamic) number recorded in memory.


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229242] Sun, 26 July 2009 23:52 Go to previous messageGo to next message
ownator

 
Messages:16
Registered:August 2008
Another couple of issues i've noticed:

- The character Elhi which uses custom voices uses that computer voice (same as the boss lady) for certain messages (UC design or improper sound files?)

- Adding a keycard to the keyring changes it to a regular brass key.
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229259] Mon, 27 July 2009 02:22 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Elhi was an unfinished character. It seems that most of the city tour speech was recorded, but they only had placeholders for the rest of her speech.

As to the keycard thing, does anyone know if this happens in normal 1.13?

It looks like moving the Hybrid to 1.14 will require a ground up rebuilding. Still if a mod friendly way to arrange items and assets can be produced, I'm up for it. Third Wire's Strike Fighter series is at least in how it handles objects/items very mod friendly and the reason why I brought it up. Treating each item as an independent module would ease things as items could be easily and painlessly added one at a time.

Oh and since Headrock's example used the Crepitus "weapons," I should note that the original Urban Chaos uses the Crepitus weapon items numbers for its own slightly expanded weapons selection. The unfinished sci-fi mode wanted to add in hostile robots (which explained why they were running around with Colt M4's). Anyways I wouldn't worry too much about locking down the Crepitus weapons as they seem to be treated just like any other in-game item.

[Updated on: Mon, 27 July 2009 02:28] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229261] Mon, 27 July 2009 02:27 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
1.14 is a long long way away, mate.


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #231730] Wed, 26 August 2009 15:01 Go to previous messageGo to next message
unclesam
Messages:4
Registered:August 2005
Is there any chance to get into the UC 1.13 beta?

I was totally overwhelmed by the UC mod and it renewed my interest in Jagged Alliance 2, so I can't even begin to imagine what UC 1.13 would be like.
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #231731] Wed, 26 August 2009 15:06 Go to previous messageGo to next message
Logisteric

 
Messages:3283
Registered:December 2008
Location: B
send a pm to wil473
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #231928] Fri, 28 August 2009 13:20 Go to previous messageGo to next message
unclesam
Messages:4
Registered:August 2005
Sent!, eagerly awaiting an answer Very Happy
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #231963] Fri, 28 August 2009 19:16 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
Just be warned , it might not be as quick as you might want an answer .

BTW , that's 4 months Beta testing , with (how many testers ?) not a lot of feedback . Hows this going Wil ?


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232152] Sun, 30 August 2009 21:34 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
There were three new requests for Beta access, so I've granted it to them. Please post your finding here...

I might just go public with it when there is a major release with VFS included. Otherwise, I'm hoping that the revamping of the items fixed the mid-late game crashes and lockups.

So far the DL-1.13FS Release Candidate hasn't had any of the problems that the earlier UC-1.13 Beta has had with stability. Both the DL-1.13FS RC and the current UC-1.13 Hybrid are based on my FSTM 1.5.1 mod, so hopefully all those earlier problems were the fault of my work and not any fundamental incompatibility between the original Urban Chaos and JA2 1.13.

[Updated on: Sun, 30 August 2009 21:38] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232158] Sun, 30 August 2009 22:22 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
And again , :cheers:


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232184] Mon, 31 August 2009 03:06 Go to previous messageGo to next message
Centurion

 
Messages:84
Registered:April 2009
Location: E.U.

is there an alternative way to launch UC 113 ?


the ini editor is not working for me, neither in the SCI or the SVN version I have
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232188] Mon, 31 August 2009 04:09 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Just to clarify, is it the INIEditor that is not working for any VFS .ini, or is it specifically the Hybrid's vfs_config.UC113.ini?

The alternative is to edit JA2.ini so that VFS_CONFIG_INI = vfs_config.UC113.ini


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232217] Mon, 31 August 2009 14:37 Go to previous messageGo to next message
Centurion

 
Messages:84
Registered:April 2009
Location: E.U.

my 'INI editor.exe' is not working in neither the SCI install or the SVN install 'application didnt initialize properly(0xc0000135).I don't have asp.net nor vb or any of that so it's probably because of that.

But got it to work via your method and did my first test play.

Using latest SVN version with unedited ini's.

Some other minor stuff that I'd fix:

- Change the title screen. It looks really ugly @ 1024x768. Pixelated and weird. Also the blank space between 'Start new game' and 'load' jumps up with 'multiplayer' when you put your mouse over it. ( I have a cool title screen with some hand drawn merc's)

- The color scheme for the laptop is not the best, makes it hard to read (dark green and gold also looks uly). Some color scheme more similiar to the vanilla one would be more suitable.

- The recon report could use a rewritting and the newspaper graphics some rework.

- In the IMP creation one of the portraits you can choose is an ugly looking 3D rainbow six model, needs to be deleted asap.

- In A.I.M the angelina jolie merc is cool and all but that picture looks extremely out of place. Replace it with Ira from wildfire.


Okay now by sectors, I'll update as I play along:

First sector -> Your IMP should arrive wearing a jacket and a bag just like all the other merc's, right now he arrives wearing full kevlar gear.
You should be given more time to find objects you can use to defend yourself like the crowbar before the initial attack.
The militia runs up and down the tarmack like chickens while they attack and kill lone militias from the north and the south, militia A.I. could use improvement
In my game one of te enemies enters a building and just crouches there waiting for me to hit him with the crowbar witouth doing anything, opponent A.I. could use improvement.

Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232232] Mon, 31 August 2009 19:52 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
I'm sure Wil is grateful for your cosmetics report , now , as to crashes, bugs etc . Smile


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232252] Tue, 01 September 2009 00:44 Go to previous messageGo to next message
Centurion

 
Messages:84
Registered:April 2009
Location: E.U.

haven't played it long enough to suffer bugs


the underground tube website is broken

http://img228.imageshack.us/img228/1222/20090831223008.jpg

I think the problem with the first sector (A9) is that neither the militia or the enemies can navigate the airport compound.

As soon as the enemies step into a airport building they become sitting ducks and u can just punch them.

What you have to do is open the doors and then lead the militia outside the airport where the enemies and militia don't have 'navigational' troubles

would make sense for the enemies not to start attacking when u arrive but when u step outside the airport

as it is it's broken as hell
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232276] Tue, 01 September 2009 06:22 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Centurion, good to hear that it was only an issue with missing optional resources. Which means that for the final release, I'm going to have to include a JA2.ini. Otherwise I'll be getting complaints about having to install MS .net (or having problems using a text editor).

While I too prefer the original JA2 Face 203 to Chavez (Rainbow Siz), and delete Face 203 for my personal install of UC, I'm not going to take any action in the general release of the Hybrid.

Similarly, I'm leaving the start screens, laptop interface, and Jubilee as is. The intent is to leave behind most of Urban Chaos in some recognizable form, fix some things that the technology of the early part of the decade limited, and add a whole bunch of items (which can be turned off).

Good point about the start armour. I'll remove it from start items when I have a chance.

Timing of the initial attack at the aiport - I believe player participation was optional in the original concept. I have upped the weaponry of the Militia so ensure that the game does not end on the first map due to Militia incompetence.

The AI in general is beyond the scope of the Hybrid. Please direct suggestions for AI improvement to the main JA2 1.13 project and offshoot .exe projects. What is needed is someone to give the AI some kind of situational awareness: ie. ID threats and opportunities on the fly, including those presented by the map itself.

UBT Website is another limitation of JA2 1.13 currently. I believe someone has already done some work on externalize the website text. Really all that is needed is to erase the original (Alruco Campaign) text. Otherwise the project will have to go to a custom .exe again... For now just use the list of subway stations I pasted into the desktop image of the laptop.


[Updated on: Tue, 01 September 2009 06:24] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232282] Tue, 01 September 2009 10:14 Go to previous messageGo to next message
orko_oskar

 
Messages:74
Registered:April 2007
Location: Sweden
So when can we expect an open beta release?
This is a project that I
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232308] Tue, 01 September 2009 17:55 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
It should be compatible with HAM, though the last version tested with was several months ago. For my own testing, I've actually been using the RII mod, mostly to see how the PNG format works out. (PNG works great, when can we see it in the SVN?)

I took a look at the 3.6Alpha features list, and it certainly has several features that would add to the Hybrid. Unfortunately time constraints will prevent much work on HAM specific features like implementing facilities, or even custom sector labels (something that is actually noted as being a limitation of the current SVN .exe).


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232496] Thu, 03 September 2009 22:01 Go to previous messageGo to next message
unclesam
Messages:4
Registered:August 2005
Hi everyone,

Just got back from a very long flight and will most certainly be recovering most of the weekend. I am however downloading all the game files for UC 1.13 right now and will try it out when I get a chance.

Thanks wil473 for your message and giving me the chance to enter the closed beta.

/unclesam
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #233408] Thu, 17 September 2009 18:22 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Does anyone remember if pre 1.13 (or even from a few versions of 1.13 ago) if setting militia in the Map Editor to "Stationary" actually had them staying put until shot? I'm trying to address some of the AI weakness by fixing few extra milita in strategic locations to cover your mercs as they land in A9. Unfortunately they seem abandon their post and start running around the map during combat turns.

EDIT: oh and I've fixed a few things too...
1) fixed the FN SCAR parts swapping mergers
2) addressed Centurion's concern about the start armour for the IMP mercs

[Updated on: Thu, 17 September 2009 18:24] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #234549] Tue, 06 October 2009 17:17 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Last Call for feedback from the Beta Testers. In my own testing I have broken past the 60-70 game progress point where crashes became intollerable. Aside from general JA2 1.13 game stability issues (which can CTD on day one); there is a problem with militia combat auto resolve that occassionally locks the game, but this is overcome by simply playing more agressively (ie. sending your teams after the patrol before they encounter your militia).

Notes:
1) There will no longer be support for OIV in the initial release, I might change some of the base Urban Chaos items back to armour and misc if there is demand for an OIV version
2) It is now likely that I will not delay initial public Beta release till Christmas. As soon as I finish a game (which seems to be more about finding time than dealing with crashes and lockups now) there will be a public release.
3) I intend to create a FAQ and anyone who needs help on an issue already found in the FAQ will be given a tearse "ref to FAQ"

[Updated on: Tue, 06 October 2009 17:18] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #234551] Tue, 06 October 2009 17:39 Go to previous messageGo to next message
ikaruga

 
Messages:15
Registered:September 2009
Location: France
Hi, I have never played the original Urban Chaos mod but I read a lot of positive comments about it.

Could I have a list of features, please ?
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #234553] Tue, 06 October 2009 18:31 Go to previous messageGo to next message
RoWa21

 
Messages:2000
Registered:October 2005
Location: Austria
Centurion

is there an alternative way to launch UC 113 ?


the ini editor is not working for me, neither in the SCI or the SVN version I have


INI-Editor and XML-Editor required at least .NET-Framework 2.0. You can download it for free from Microsoft ~ 20 MBs.


UC: Hardcoded stuff in EXE that needs externalization[message #234555] Tue, 06 October 2009 19:03 Go to previous messageGo to next message
RoWa21

 
Messages:2000
Registered:October 2005
Location: Austria
wil473

UBT Website is another limitation of JA2 1.13 currently. I believe someone has already done some work on externalize the website text. Really all that is needed is to erase the original (Alruco Campaign) text. Otherwise the project will have to go to a custom .exe again... For now just use the list of subway stations I pasted into the desktop image of the laptop.


Hi Wil,

can you send (PM) me a list what things you need in the source for the UC MOD which are currently hardcoded. I would like to work on externalizing the stuff so you can use the "official" 1.13 EXE without making a modified one.

Greets



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #234556] Tue, 06 October 2009 20:01 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
ikaruga: please refer to page one of this thread, a draft of the FAQ is there

Speaking of the FAQ, and possible install process. The DL-1.13 Folding Stock mod, includes an alternative install instruction that involves directly editing the ja2.ini to point at the correct VFS .ini. Something Centurion brought up prior that that mod's release. Has anyone had any problems with installing and running DL-1.13FS (it was sort of a trial balloon for this project)?

RoWa21, I've PM'd you with the list. Not much is needed, though just to confirm, has Headrock's missing garrion aboveground after victory underground fix been implemented yet?

[Updated on: Tue, 06 October 2009 20:03] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #234751] Fri, 09 October 2009 13:37 Go to previous messageGo to next message
RoWa21

 
Messages:2000
Registered:October 2005
Location: Austria
wil473

RoWa21, I've PM'd you with the list. Not much is needed, though just to confirm, has Headrock's missing garrion aboveground after victory underground fix been implemented yet?


I don't think, I am still waiting for Headrock to give me the source code of HAM 3.6 so I can include it in 1.13 source.

[Updated on: Fri, 09 October 2009 13:37] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #234912] Mon, 12 October 2009 01:08 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Minor Progress Update:

1) I'm finally revamping the entire MovementCosts.xml for the Urban Chaos maps. I'm adding some additional roads where it makes sense (tactical maps seem to have a coherent system of linked roads implied). This is probably the last major addition before public Beta.

2) All these years and I found something "new," under Drake. I do not recall ever doing much under Drake except to clear one UG sector for basic use of the UBT subway. Guess by this point of the game I usually got tired of side quests and simply pushed to the end. Anyways I found a map error that prevents enty from one side into the leader of the subway hooligans' hideout. It is not a game stopper as there is another entrance, but I'll try to fix it before release.

3) Only two cities left, and still no chronic game killers except for the the occasional town milita/patrol attack combinations that cause lockups.

A question for the community: is there any wish to have Conrad moved so that you run into him earlier in the game? Right now he is found right next to the Capital, and you really don't get much use out of him if you choose to hire him.

[Updated on: Mon, 12 October 2009 01:11] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235513] Tue, 20 October 2009 16:34 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Announcement:

Nearing public Beta release of the UC-1.13 Hybrid. I have completed the game, so that milestone is done. The game is not as stable as I would like it to be near endgame, but the last revision is a vast improvement. No crashes or lockups that could not be avoided or were otherwise random, just a lot more of them near the end.

I'll be going through the last few years of closed Beta threads and emails to try and figure out who has been Beta testing (I lost my list in an OS rebuild) and who has been working on what.

From the last Documentation I have the following list. Please advise if I missed your or if I got your contributiong listed wrong.

The Mod Squad : the original creators of JA2: Urban Chaos

Madd Mugsy, Kaiden, Rowan, Lesh, Lisac and the rest of the 1.13 programmers and
contributors

The Judge : groundbreaking work needed for recreating the Urban Chaos Experience

Marlboro Man : Graphics (scopes, LAM

[Updated on: Tue, 20 October 2009 16:45] by Moderator



Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235525] Tue, 20 October 2009 19:51 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
great news wil473 i am waiting eagerly for the open beta.

this mod should give JA2 modding and 1.13 another popularity boost on release.

keep up the good work!

☆★GL★☆
Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235612] Wed, 21 October 2009 20:44 Go to previous messageGo to next message
lockie

 
Messages:3840
Registered:February 2006
Location: Scotland
Yuuup !


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235916] Sun, 25 October 2009 21:17 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Ok, I think I have everyone listed correctly in the credits now. I'm going to doublepost so that the text of the Readme/FAQ to be included with the Public Beta can have a post of its own. Please advise if I missed anything:


Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235917] Sun, 25 October 2009 21:17 Go to previous messageGo to previous message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Urban Chaos-1.13 Hybrid FAQ 2009/10/25
Wilson W. (Wil473)

Disclaimer
This game modification and the files that comprise it are provided as is without any warranty. Use of this installer and the files it contains are completely at your own risk.
The creators and those involved with the UC-1.13 Hybrid take NO responsibility for injury, fatality, damage or loss that may occur with use; including that suffered by: data, software, hardware, career, productivity, person, self-esteem and well being.

This game modification and the files that comprise it have not been tested in conjunction with any other Jagged Alliance 2 or Jagged Alliance 2 1.13 Mod aside from those specified below under System Requirements. Please bear in mind that the only true original Urban Chaos experience, is the original Urban Chaos experience with all the limitations of the old 1.07 exe.

This document does not imply the existence of support for this game modification or the files that comprise it.

What Is It?
UC-1.13 is a JA2 1.13 mod, designed to allow use of the Mod Squad


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