Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16)
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260609] Wed, 25 August 2010 23:31 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Sorry, I meant attacking Troy factory from the east.
I tried to place the M203 on a FamasG2.
The problem with NIV is that from a certain level of detail you spend a lot of time micromanaging.
It is fun in a way but can be tedious and frustrating, because some objects are not easy to intuitively estimate.
Where in your list would fit drum and double drum magazines ?

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260610] Wed, 25 August 2010 23:57 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Yeah, I suspected it was the M203 slot I had to add specifically for the FAMAS.

...yes, you have hit on why I have been putting off resizing everything.

Pistol cartridge thickness drum would be 25. Medium-Flat/Magazine.
Rifle cartridge thcikness drum would be 24. Medium

My concept basically has five Sizes:

Tiny
Small
Medium
Large
Too-Big-for-Pocket

Everything (including Guns) is a modification on one of the five. The reason I've got more "Gun" sizes than original NIV is to eliminate some inconsistencies with adding the sound suppressor to pistols. This way I have a bit more control over when the suppressor makes the weapon too big to fit a holster.

As long as nothing major needs attention in the mod, I'll see about redoing all the sizes this weekend.

EDIT: I checked the attachment slot used to attach the Modified M203 to the FAMAS and it is setup correctly. Tested ok in-game as well. Now what I think has happened is this, the Modified M203 has the hidden attachment flag set so the attachment slot won't light up when you pick up the Modified M203.

[Updated on: Thu, 26 August 2010 05:46] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260639] Thu, 26 August 2010 11:34 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Right, it did not light up and was not listed in the tooltip, but then I tried anyway and it worked.
And then I used a hand-held GL anyway, because the penalties are ruining such a fast-firing gun !
Talking of which, have you seen how low are the AP for the chinese 50 shots Chang Feng smg ? (The madsen is very low too, but is much more limited attachment-wise.)

Attacking Roxx northern sector from the south is problematic.
The walls of the northeastern building in I3 can be passed through (and shot through too it seems).


Quote: "As long as nothing major needs attention in the mod, I'll see about redoing all the sizes this weekend."

I'll try to find something....

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260650] Thu, 26 August 2010 15:45 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Found that there was a mismatch of the stock system and penalties used on these weapons:
Calico M960A
Carl Gustav M45
Chang Feng

This is what was causing the unusually low AP costs.

Now in fixing the bug, found that the Carl Gustav CTD's the game when the stock is switched.

EDIT: Never mind, found the cause of the Carl Gustav CTD, copy and paste mistake during the fix.

[Updated on: Thu, 26 August 2010 15:48] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260652] Thu, 26 August 2010 17:17 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
I meant Carl Gustav when I said Madsen, but you understood.
A LOT of walls are porous in I3.
Don't hurry to upload your update.
Let me play at least once with my insane chinese smg !

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260664] Thu, 26 August 2010 20:13 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
What I've found:

After making Flamethrower Fuel it shows ammo 88/5 - quite a lot Wink

About Commando Vest (LBE): there is mistake in FAQ - 40mm grenade panel upgrades to Grenadier LBE (and SAW Pouch to LMG LBE).

Also description of Commando Pants is misleading - there is no SMG holster or magazines pouch. They can't be upgraded any more - right?

There is no point to upgrade Spectra Helmet to Medic type - less cover and no bonuses (in original UC I think there was a pouch for First Aid Kit).

Ammo:
There was probably some ammo changes and some of that works as different type. Because of this if you unload some weapons (dropped by enemies or found) you could be left with gun and ammo that doesn't fit. I have a bunch of 5.7mm (HP and AET), 12.7x108mm, an Lapua Magnum ammo without any gun for it, also my 5.45 HP ammo came probably with some revolver (after taking a sector I tend to use SHIFT+F and CTRL+SHIFT+A to make crates and avoid micromanaging of magazines, so I'm not sure from what guns I have this ammo).

During talking with some people around gives important informations witch shouldn't be forgotten but in history log that appears as quite different things... That's really annoying and I think it was listed as not a bug - but can't anything be done about this? I know that shooting is quite fun but story and background in UC are very interesting and shouldn't be ruined just by shooting everyone.

-------------------------
And now a question - is fighting Police unavoidable? Or WHEN they become hostile? If they see I kill someone? After that they will be hostile in all sectors? Or maybe after killing that hitman in Port Kip they will be hostile permanently (and notes about bounty on my head appears on police stations)?

Those guys in gray shirts and blue pants (and motorbikes) are a part of subway gangs - right? So killing them isn't a crime? Or they have some connections with corrupted police?

Who are those guys with white shirts and olive pants - they are on the cargo airport in Calisto? They seemed as enemies when I entered the sector but I'm not sure if they are not working for Tony as smugglers - I hope that Tony would still like to trade with me... I think I saw them also in Commercial Port in Port Kip but there they were green (as militia) and they were fighting police (and I helped). What triggers their hostility? In the port at some point they also became hostile and started shooting at me (I'm pretty sure I didn't hit anyone) but I reloaded and nothing like this ever happened...

Anyway I have to admit that UC is hard but is also extremely enjoyable Smile Thanks for bringing it back to life Smile

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260684] Fri, 27 August 2010 00:48 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
No chance of an update till sometime this weekend. I took care of the easy part of re-sizing the pockets, now nothing fits correctly. See bottom of post for the final new sizes.

Flame Thrower Fuel - should fix itself (go down to five) then loaded.

Commando Legging description - fixed when I was in items.xml for another reason earlier today.

Commando Medic Helmet coverage - is a bug, it should have same stats as Spectra Helmet.

Ammo Drops in Maps - Which version of the mod are you running? The current version fixed the drops for several maps, however if you are still seeing them, please note the map and weapon type doing it.

Laptop Notes - Correct, it is beyond my ability to fix. Moreover I am not willing to go with a custom .exe again after the last two times this was tried.

Hostile Civs - Technically most of them are Hicks faction, Subway Gang, Most Police, and some Crepaton Guards. They will go hostile if you go into most subway station sectors as there is a NPC scripted to go hostile. I re-purposed one of the NPC slots to be one of the Kingpin faction triggers. Kingpin's faction covers the Police and Gangs in Port Kip, and I set it up so that it is very difficult (though technically not impossible) for them to remain neutral.

Story wise everyone who should go hostile to you will go hostile now (originally Kingpin's faction would not automatically go hostile, but in-game text suggests that you have to shoot them anyways). Tony should not be part of any faction and should remain non-hostile.


A bug which oddly nobody has mentioned is that I forgot to cut in half the Queen's replenishment pool (default 60, but should be 30). Is everyone just milking the Calisto Counter-Attack every two-three days?


Description of Sizes (to-be) Used:
0. Revolvers - Used to keep revolvers out of plain pistol holsters
1. Small Pistols - Concealed carry pistols: H&K P7, Makarov PM/PMM
2. Small Pistols + Suppressor
3. Pistols - Most auto-loading pistols found here, also Glock 18 and Beretta 93R
4. Pistols + Suppressor - Also: H&K Mk.23 SOCOM, Automag's, and Desert Eagles
5. Machine Pistols - Uzi's, AEK-919K, Skorpion, MP7
6. MP + Suppressor
7. Short Barrel Rifles - AR-15

[Updated on: Fri, 27 August 2010 01:00] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260905] Sat, 28 August 2010 22:12 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
wil473
Ammo Drops in Maps - Which version of the mod are you running? The current version fixed the drops for several maps, however if you are still seeing them, please note the map and weapon type doing it.

I'm plaing UC hybrid for about 3 weeks so it might came from older version (I just upgrade what I have - it's great that upgrades are save compatible Smile). I'm plaing quite slowly (not much free time).

Another minor bugs/mistakes:
When you first talk to Bruce he's offering a commando vest. He's asking 1300$ for it but after that appears a "window" message that you have to pay 2100$, and if you try to give another amount, Bruce will say "I was asking for 1000$" Wink

I also noticed that if I add RIS handguard to MP5A4 if shows OK (with new slots) at first but after some time (don't know how and when this happened, maybe after reloading the sector?) MP5A4 is again with it's regular slots (but still with RIS handguard attached). This might be NAS bug...

Also this isn't probably just UC bug - getting through windows is one-way only. You can jump in/out a building from south to north (break the glass first), but never back. Good to know if you don't want to find yourself trapped Wink

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260908] Sat, 28 August 2010 22:48 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
the window jumping requires one tile space on one of the two sides, and you always have to look at the window.. it has to work you just have to know about the one tile space part..

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260918] Sun, 29 August 2010 02:15 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
RPO-A schmel and QUAD FLASH have to hit bonuses of 190, seems much.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #260995] Sun, 29 August 2010 22:56 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
Tais
the window jumping requires one tile space on one of the two sides, and you always have to look at the window.. it has to work you just have to know about the one tile space part..

I know how it works. But I tested that on many windows...
If try to jump from south-east to north-west side of the window (doesn't matter if inside or outside) it works, if try to jump from south-west to north-east it also works, but never form north to south side. You have to face the window to jump through (of course) but it still won't work form north to south no matter how much space will be at all sides. Just try to check it on any particular window - it's one way only.

EDIT: I just noticed that MP5 I mentioned before (few posts above) with RIS handguard is working properly right now (all slots apear right)... I don't know how this happends - I didn't changed anything (no updates) and it's OK now...

[Updated on: Sun, 29 August 2010 23:32] by Moderator

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261108] Mon, 30 August 2010 23:42 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Good to hear about the MP5 RIS Handguard.

Found that several rocke launcher ammo has a +90 CTH bonus. I think this was an early attempt to portray the OICW's explode-where-you-want-it-to 20mm grenades. I must of copied it, which is why not only the RPO-A and FLASH rounds have it, but the other reloadable rockets as well.

Bad News: there was a bit of a setback with the resizing. I had to throw out a days worth of work when I probably edited the wrong tag rendering the XML's unopenable by the XMLEditor (which is only used to modify non-NAS XML's, usually NAS XML/tags are ignored on opening and tags removed from items.xml on saving). --- This was Saturday night.

Good News: realized it would be faster to use the XML Editor to strip out the extra default items tags, edit sizes in Excel, and use Notepad++ to add the multiple default items back in; than to figure out which tag was broken. While I was in there I introduced two additional guns in .30 Carbine: unmodified AMT Automag III, and Ruger Blackhawk (both reusing existing graphics). --- This was all done Sunday

In the course of resizing everything, I've also decided to take care of some ammo issues (This is still in progress):
- New graphics for ammo crates
- Smaller Ammo Crates (was 5000, now cut down to a more handy 500)
- BR will sell ammo bricks (the 500 round ammo crates)
- Redoing the pricing (the rest of the internet has left Bobby Ray's behind)

[Updated on: Tue, 31 August 2010 00:49] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261156] Tue, 31 August 2010 18:12 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
Good to hear that Smile

Another news from the battlefield.
I've found recently that ammo magazines might just be a little broken. I was fighting in "dense forest" behind north-west SAM where is also smuglers hideout and after the battle I've found some Glock 20 glaser ammo magazines with 26/15 bullets inside. I thought there is someting wrong so I redone the fight with "enemies drop all" option checked and I didn't found any Glock 20 but few 6.8 SPC rifles whitch have 26 ammo magazines...
Anyway interesting fight - found some coolness 10 guns with progress around 45 Wink

BTW I have taken Port Kip and most (not all) of Calisto (and no more cities) and have now 45+ progress on Expert. I think After taking Sheraton, maybe Galileo and few more sectors I get around 100 - there won't be any (more) progress for other 6 cities???

Another thing - pistols seems underpowered - a lot. Even good pistols (like Five-seveN) have draw time (AP) around 10 - some ARs (AUG A3) have even less... don't tell me that getting pistol to aim-position takes more time than any rifle. And getting ready OTs 39 (folded stock) takes 2 action points. There is something to balance Wink

Still - game is great and gives a LOT of fun Smile

[Updated on: Tue, 31 August 2010 18:14] by Moderator

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261200] Wed, 01 September 2010 01:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I just looked at the .ini for options related to game progress, and found that ALTERNATE_PROGRESS_CALCULATION (= True) is a likely culprit for why game progress is going so fast. When true, the game takes the highest of three factors and treats that as game progress. One of these factors being your kill count. Now with the Queen's reinforcement pool being left at 60 in the last few releases, I am guessing Svean your kill count was rather high, which means that factor became the one the game used base your progress on.

The next version (if bad things don't keep happening):

ALTERNATE_PROGRESS_CALCULATION = False
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 10 (was 25 though this didn't matter due to above)
GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 45 (was 25)
GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 40 (was 50)

This way game progress should be based more on how many city sectors you control.

Also, kills will count slightly less in novice-expert:

NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 10
NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 20
NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 30
NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60


Gun Runner camps are always worth hitting early...


Draw Costs: this is what happens when you let a spreadsheet calculate AP costs.

Since I am working in the XMLEditor for now, I have redone the Draw costs by eye (there are about 60 entrys in items.xml that require additional default attachments to be added when this work is done).

Now I seem to remember complaints about the the high draw costs last time I did this but here is what I did:

Compact Pistols = 5 AP Draw
Regular Pistols = 10 AP
Machine/Oversized Pistol = 15 AP
SBR = 20 AP
Carbines = 25 AP
Light Rifles = 30 AP
Battle Rifles/LMG/DMR/(Anything with a heavy barrel but still smaller than next) = 35 AP
AMR/GPMG = 40 AP
Mini-gun from DL = 60 AP

Bullpup drops draw by 4 AP

I am comfortable with the spread from 5 AP up to 40AP, notwithstanding outliers (Mini-gun and Steyr IWS 2000). It gives me some room for refinement for sometime in the future (not the next release which I want out by this weekend). However I am disclosing the above to see what everyone thinks.

[Updated on: Wed, 01 September 2010 01:12] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261207] Wed, 01 September 2010 05:22 Go to previous messageGo to next message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
About ready AP's...

I don't know, i think they are fine the way they are.
For me, urban chaos is about mobility and running through the cities while taking out hostiles, without the sniper camping that is too effective in vanilla campaign.
If a rifle is gonna need 30APs to ready, you are seriously hampering the ability to fight on the move.

Even worse, we all know that enemies are very likely to sport Assault rifles, and they are very prone to run around without readying weapons. After running a few tiles, you would not be able to even fire once with a 20-30ap ready cost and usually a 25+ fire AP cost. I think this will results in most enemies running into our mercs, and not being able to fire, so they just retreat (which is what they do too often).

I also don't think a pistol should be 6-7 times faster to align than a rifle.
I think a pistol should have 3-6 ready AP's tops, 10-12 for SMGs/MPs, and 15-17 for assault rifles. Sniper rifles should be well over 25 APs though.


Edit:
I'm also reporting a bug with the current version.
Sometimes, when you go into sector-view of some sector you control, and have militia in, but in which you don't have any mercs, a few of the militia (or is it police? i don't know) will go hostile, fire at the militia for a round or two, and then the game automatically goes back to strategic view. When you return to sector view, the same happens. The only way to stop this is using GABBI cheats, using ALT-ENTER to stop enemy and militia turns, and then ALT-O to kill every hostile. However, hitting ALT-O also kills all militia (they are flashing red, and considered hostile). Even more, mercs lose morale because of this killing.

If you need, i can provide a save.

[Updated on: Wed, 01 September 2010 05:30] by Moderator

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Private
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261209] Wed, 01 September 2010 07:03 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Truncated Basic Draw AP

5 = Compact Pistols (absolute basement)
7 = Regular Pistols
10 = Machine/Oversized Pistol

(one handed to two handed weapon transistion)

15 = SBR
18 = Carbines
21 = Light Rifles
24 = Battle Rifles/LMG/DMR/(Anything with a heavy barrel but still smaller than next)
27 = AMR/GPMG

Specials:
35 = Mini-gun from DL

Bullpup drops draw by 3 AP which effectively drops the weapon a draw class compared to its conventional format equivalents. Also: P90 and Magpul PDR's end up with 12 draw which makes them fast, but not fast enough to cross into one-handed weapon territory.

Now remember there are attachments which may be used to modify a weapons base draw cost. Some examples are:

Reflex sight = -15%
4x Battle Scope = +12% - penalty to draw
10x Sniper Scope = +50% - the reason why I don't need a special high draw cost for Sniper Rifles
AR-15 Telescopic Stock = -10% (new version), old version has -30% carried over from Starwalker's portrayal of telescopic stocks in main v1.13.
Folding Stock System (main one for full size rifles collapsed) = -75% - which is a bit to much as this can be added to the reflex sight bonus, giving an 90% reduction to draw.
MP Folding Stock (Extended) = +50% which takes MP's well into the draw costs for two handed weapons (which is why all MP's have doubles, one is a two handed weapon that only allows fitting of the extend MP Stock)


There is a bug in sector C13 (Calisto), where it seems a hostile faction civilian always misses out on the initial battle to cause your merc's trouble at a later date. Now what you're describing seems to be a consequence of that bug when the v1.13 ability to allow you to go tactical without mercs in the sector is used. I'll take a look in the .ini for a way to turn off that new feature as frankly it does leave you vulnerable to the situation described (and I always accidentally go tactical in maps that have no mercs in). If it is not Calisto C13, then yeah that's a new one.

[Updated on: Wed, 01 September 2010 07:10] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261230] Wed, 01 September 2010 11:50 Go to previous messageGo to next message
JP'TR is currently offline JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
hello all,
first of all thx for the work u doing here its just amazing!

i would like to help with bugreport but i have big problems with the start of the campagn, actualy, i am not sure about my versions of 1.13SVN and UC1.13mod, it just take ages for me to find the right downloads in this full forum. (my english is also not so good)
I hope u can help me out a bit.

my install now on JA Gold: clear 1.13 v3356,SVN1227 (working) - then overwrite with 1.13CFSS v20100719 (standart campaign working) - finaly original UC extracted and only UC-Data Folder moved in JA2 root. (all eng-versions)

start INI-Editor with: -Mod: vfs.configUC1.13.ini -JA2v1.13 INI-File: Data-UC113/Ja2-Options.INI

finaly Problem: My Mercs don't have Guns, do u know what i have done wrong?

also with DL1.13, no guns for Mercs and everyone my Team is walking/running only Backwards.(but that just for notice)

After felt 15 hours of different installations and searching newer versions i am totaly confused now sorry.*



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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261257] Wed, 01 September 2010 19:37 Go to previous messageGo to next message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
Quote:

There is a bug in sector C13 (Calisto), where it seems a hostile faction civilian always misses out on the initial battle to cause your merc's trouble at a later date. Now what you're describing seems to be a consequence of that bug when the v1.13 ability to allow you to go tactical without mercs in the sector is used. I'll take a look in the .ini for a way to turn off that new feature as frankly it does leave you vulnerable to the situation described (and I always accidentally go tactical in maps that have no mercs in). If it is not Calisto C13, then yeah that's a new one.


It was calisto C13, but also happens in Troy.

scope100

finaly Problem: My Mercs don't have Guns, do u know what i have done wrong?

also with DL1.13, no guns for Mercs and everyone my Team is walking/running only Backwards.(but that just for notice)


Mercs without guns: it's a feature, read the Folding stock readme. Your mercs travel on a plane and cannot carry weapons with them.

About everyone running backwards: Press alt once. If you play windowed, sometimes when you alt-tab in and out of the game, the ALT key gets stuck.

[Updated on: Wed, 01 September 2010 19:37] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261308] Thu, 02 September 2010 00:31 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
1.13CFSS v20100719 only should be used with the main Jagged Alliance 2 v1.13 project availabe to the general public (ie. SVN ).

Use with anything "newer" could result in odd things happening with Merc starting gear.

Yes, Urban Chaos starts you off with non-weapon gear such as Load Bearing Equipment (LBE). UC-1.13 pushes this slightly by having scopes provided to your IMP based on your traits and random chance.

The DL-1.13 campaign included with CFSS mod however should give you starting gear similar to (ie. mostly copied from) the original Diedranna Lives! prof.dat file. If your are not seeing starting gear then something is not right with your install. That being said, your install notes do not list importing the Data folder from original Diedranna Lives!

EDIT: Which maps in Troy are having odd civilian hostilities? I've otherwise tweaked the .ini regarding civilian populations, maxing out possible civilian populations to 40.

EDIT2: Forgot to mention, I had to format the partition that my working copy of JA2 v1.13 is installed on. Besides wasting four hours of my time tracking a non-existent bug (for some reason that partion refused to copy over the new interface graphic file for the ammo packets) it started displaying symptoms of other file issues. Not surprised though, that partion has been going for years, the constant overwriting of small files (JA2 modding in general) was bound to cause problems eventually. So I was working temporarily out of my test JA2 v1.13 install which is only a few weeks old. Anyways, I took the opportunity to do a test install of Combined Folding Stock System (over a clean SVN checkout from today), DL-1.13 works fine with the current SVN, though it looks like no changes to the .exe have been made since the CFSS mod was released in July.

[Updated on: Thu, 02 September 2010 00:43] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261316] Thu, 02 September 2010 01:09 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
D1 (west of NW SAM site) seems to have problems with loading screens or something, because entering the sector gives me a runtime error
http://a.imageshack.us/img205/6069/runtimeb.th.jpg
Edit: Also the OC-14 Groza grenade launcher doesn't appear to create a slot for a grenade when attached rendering it useless.

[Updated on: Thu, 02 September 2010 01:12] by Moderator

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261318] Thu, 02 September 2010 02:05 Go to previous messageGo to next message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
wil473

EDIT: Which maps in Troy are having odd civilian hostilities? I've otherwise tweaked the .ini regarding civilian populations, maxing out possible civilian populations to 40.


I13: Troy training facility
H12: Troy (i have a merc in sector, and this particular time it crashes the game everytime)
B14: Calisto (here it says there are gun runners, and i see a lot of red flashing enemies in the split second i can see the tact map)

I have uploaded a save containing this situation at http://www.2shared.com/file/_09OU9QB/SaveGame01.html

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Private
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261319] Thu, 02 September 2010 02:08 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
B14 are gun runners (Hicks); I'll take a look at the savegame when I have a chance.

Hairysteed, check that in the .ini that USE_EXTERNALIZED_LOADSCREEN = FALSE; the last time D1 was causing problems with load screens was because I didn't turn off this new feature.

EDIT: Madeiner, what .exe are you using? I'm getting an error on load (using NAS 0.61B).

[Updated on: Thu, 02 September 2010 02:12] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261321] Thu, 02 September 2010 02:25 Go to previous messageGo to next message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
I'm using non-NAS version, Ja2 3356@1227

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Private
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261325] Thu, 02 September 2010 02:44 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thank you, got it working. Looks like more of the samething as Calisto B13, except it looks like the full complement of corrupt Danubia police are present (in reality also the Hicks faction). When you first hit sector H12, were the police hostile, or present for that matter?

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261327] Thu, 02 September 2010 03:05 Go to previous messageGo to next message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
Uhm i don't remember if they were present or not. I think yes, but i'm not sure. If they were present, they were not hostile, or i would have killed them.

I remember attacking some sectors at night and the police was ignoring me.

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Private
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261330] Thu, 02 September 2010 04:07 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
wil473
Hairysteed, check that in the .ini that USE_EXTERNALIZED_LOADSCREEN = FALSE

Thanks! That did the trick Smile. After clearing the sector I found a NADA item (Possibly 40mm cylinder?)

Another oddity: An empty magazine! :yikes:
http://a.imageshack.us/img94/3779/magazinecn.jpg

Uploaded with ImageShack.us

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261372] Thu, 02 September 2010 18:21 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
No idea why there is empty magazine but I think I figured out whats wrong with ammo. I think the wrong ammo magazines applies to civilians only (including police, smugglers and others). I stole from one cop an AKMS today with grey ammo 2 pieces inside. There is no "ball" ammo in 7.62 caliber so I checked what's this - and gues what... that was slugs (after unloading manually). So probably that cop had some baikal shotgun before, his weapon changed but his ammo not. "Regular" enemies seems OK but civilians that normally won't leave their weapons (unless stolen or hit in the head and their weapon fall) might be bugged.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261407] Thu, 02 September 2010 21:24 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Civvies' weapons lack stock items too. I noticed it when I stole a Bizon off a subway gangster

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261409] Thu, 02 September 2010 21:29 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
i'd say for a subway-mobster it's more about cocealment - i don't know it but it could be made deliberately this way

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Captain
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261411] Thu, 02 September 2010 21:48 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Ha! That's a good point Very Happy

But then again, a stockless weapon gets both ready and accuracy penalties Razz

[Updated on: Thu, 02 September 2010 21:50] by Moderator

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261412] Thu, 02 September 2010 21:59 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
how far is your victim of in a subway shoot-out?

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Captain
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261430] Fri, 03 September 2010 02:19 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The weird ammo drops are purely due to my laziness. It is a result of me reordering everything (which overall has saved me time), and not going through map inventories (all NPC's, not just civs) to refresh affected items. This is tedious and frustrating work as I find the Map Editor to be much less stable (though this is largely due to item mismatches caused by the mod itself).

Progress:
- Fixed the Groza launcher not adding the grenade slot
- Added back all the multiple default attachments, so I am effectively testing right now
- looking to increased the shots-per-four-turns (to lower AP cost to fire), this is an across the board increase so all firearms are affected. Tried 5% earlier, now trying 10%.

Hairysteed, which revision are you using? I remember fixing the launcher inventory for D1 last revision (Urban Chaos-1.13NAS v2.5 20100824).

EDIT: by the way Hairysteed, I've activated the STK Squad Support Weapon which has been in placeholder form for the last few versions. Tried importing the graphic some time in the past, had to paint it freehand pixel by pixel (sort of, borrowed the stock and grip from Marlboro Man's FN F2000). Available in the next version from the arms dealer in Drake.

[Updated on: Fri, 03 September 2010 07:03] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261451] Fri, 03 September 2010 09:10 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Strange! That is exactly the revision I'm using :confused:

Good to hear about that Singapore slingshot! :thumbsup:

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261537] Sat, 04 September 2010 04:52 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
I am taking a break from playing UC and thus bug reporting.
I control more than 80% of the map and I am overcome by the tediousness of repetitive battles while completely clueless about the storyline.
I know that a walkthrough is too much to ask but even after scouring the forum for tips I cannot make sense of the plot.
Civilians insist on on giving me informations I have no use for, often contradicting themselves or making little sense; strange things happen, for example I met a Crepaton official (a research guy with an italianish name) with an hostile escort, but after killing them, I hear the guy telling me to try his products as if he was on a peaceful street market, also if I attack him, allied militia turn hostile.
What sense can be made of that ? I know this is the original UC thing and not done by you, but on the other hand I wanted to test the campaign by trying to stick to the plot and I must stop for a while before becoming insane and sent to Prax.
Maybe I played too much those last days, maybe a few tips about the storyline would make it more bearable.
Carmen always wants to give me yet another laptop, talking to me as if we meet for the first time and making the game hang.
Some battles were epic though and I enjoyed the whole thing until very recently; I remember having had the same feeling of missing the point when playing the original UC.

[Updated on: Sat, 04 September 2010 04:54] by Moderator

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261558] Sat, 04 September 2010 17:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Yeah, I agree the game does get a bit tedious towards mid-game. It seems to be particularly bad with v1.13 due to the speed of level advancement. In testing, I'm only invading my third city, but have already faced Mike (I haven't gotten around to rescuing the ambassador yet).

It sounds like you ran into Dr. Barcardi. I can make him go hostile along with the Crepaton security forces, the problem is he then does not say anything at all.

Anyways, Thank you for testing Friendly Fire, just a few last questions: how was game stability towards the end? and which .exe are you using?


New Stuff:
Since I was on the Singapore Technologies website anyways I've added the STK Compact Personal Weapon. It will be the machine pistol equivalent of the ACR and SRS, being equipped to convert between 9x19mm (30 rounds), 4.6mm H&K (20 rounds) and 5.7mm FN (20 rounds).

I am suspecting that the .ini changes to slow game progress requires a new game as I am seeing no difference in my continued game.

[Updated on: Sat, 04 September 2010 17:16] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261606] Sun, 05 September 2010 00:22 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
The stability was okay but then I was using ctrl+del a lot in sector inventories, but the the Calisto airport was full of stuff and the slowdown in closing the inventory window there was noticeable.
I never saw Mike.
I used the ja2_3578_NAS_0.61b.exe.

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Corporal
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261679] Sun, 05 September 2010 21:12 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
Messages:150
Registered:July 2009
i constantly get an assertion error every time i kill the last enemy in a sector, i have to leave and come back later to kill the last left

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Staff Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261686] Sun, 05 September 2010 22:51 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Luppolo - what version of the UC-1.13 Hybrid and JA2 1.13 are you using?

Good news everyong, I got the progress control .ini settings to work with a savegame. I must have been modifying the wrong .ini earlier. Took a 20 point progress hit when I modified the correct file (I guess progress is always being calcuclated from your history, instead of simpily added to when you do something). Max progress stayed the same so for all intents and purposes the game now thinks I've lost half the territory I liberated.

Final testing for he next UC-1.13NAS (v2.6) is in the works with a release later today if all goes well. It is highly recogmended that you start a new game with v2.6 instead of continuing due to the .ini changes and the new ammo box sizes.

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261689] Sun, 05 September 2010 23:45 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I have released a 2.5 version UC by the way, more info can be found in my SCI topic

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261665

this is an unmodified version of UC1.13 v2.5 with the latest version exe,
there are a few items missing in the ini which the exe reports at start but that's not a problem

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #261700] Mon, 06 September 2010 00:57 Go to previous messageGo to previous message
Madeiner is currently offline Madeiner

 
Messages:13
Registered:November 2008
More bugs reporting:

1) Enemies in galileo subway are not dropping anything (even if drop all is set to on)

2) This one is a little worse, don't know if it's UC related.
I have the option to always reveal dropped items after combat. However this does not always work. Using cheats, i managed to kill a guy in a sector. He dropped a weapon. Going to sector inventory,it's not there. If i get close and "see" the weapon on the ground, it then appears in sector inventory. If i press ctrl-m to move all items under my merc, that particular item is not moved.

I *think* it's mostly weapons that do that. I *think* it's only weapons added in UC (because i don't remember them in 1.13, but i may be wrong.
Also, i don't think it's based on weapon model. One of the enemies was dual wielding 2 mac10s. When killed with the steps above (or even normally), only one of them showed in sectory inventory.

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