Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 2011/04/18)
UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 2011/04/18)[message #264940] Sat, 16 October 2010 19:15 Go to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
The old thread located HERE was past 10 pages, so in the interest of forum stability I am starting a new thread for feedback. Also I am consolidating things, this thread will also cover New Attachment System versions of Alrulco Folding Stock and Dideranna Lives!-1.13Folding Stock, and the compilation mod Combined Folding Stock System. Right now only Urban Chaos-1.13NAS v2.75 is out the others will be following in the next few weeks.

Just so you will not have to scroll through the thread the link in my signature links to: Urban Chaos-1.13NAS v2.75 (you have to install v2.7 first). Otherwise see below for Tais' SCI.

In feedback, especially for bug reports, please note which version of the mod you are playing, and circumstances of install (ie. which version of New Attachment System (see: Here for Warmsteel's NAS thread ), or Tais' Single Click Installer (see: Here for Tais' SCI thread ) you have the mod over).

v3 News:
- still trying to figure out if it will be worthwhile to use duplicates in the "vanilla 350" or have placeholders that swap in/out of the the 350. Still leaning towards duplicates for all except magazines, where I'll have to add place holders.
- related to above, completed first manual pass of mercstartinggear.xml to set most items to the "mod independent" item indexes.
- test run of AFS with no "mod" items in the "vanilla 350" item indexes did not crash (unexpected); took the opportunity to check some of the new graphics, and make sure the re-ordered NAS pockets were working. Should be another week or two for Alrulco Folding Stock v3 (NAS enabled only) to be out, and DL-1.13v3 should follow in a few more weeks. Won't be speculating on when UC-1.13v3 will be ready due to the my plan of actually sweeping through the maps (once I prep them for MapEditor stability).

[Updated on: Tue, 19 April 2011 00:17] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #264992] Mon, 18 October 2010 00:39 Go to previous messageGo to next message
Yoshi

 
Messages:38
Registered:January 2008
Location: Portugal
Is externalizing Mercenary profiles on your to-do list?
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #265028] Mon, 18 October 2010 17:03 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
No plans to externalize (and test) Mercenary profiles. Prof.dat still working just fine for current projects.

Comments in an unrelated thread had me double checking a few things, found that current documentation on the Kriss Super V claims a smaller magazine capacity, only 30 rounds. Used this as an oportunity to fix another magazine discreprency, lack of 50 round drums for one of the Thompson SMG's, by converting the 45 round Kriss magazines to 50 round ones for the old Thompson M1928.


Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #265161] Tue, 19 October 2010 21:58 Go to previous messageGo to next message
Casas
Messages:1
Registered:October 2010
Hi, im trying the mod but i keep getting a npc doesn't have gift error when i talk to carmen, i tried killing him and he doesn't have the laptop. Im using 1.13 3356 svn1227 with the UC one click installer.

EDIT: My bad... was installing the NAS version without those other required files...

Anyways great mod! Was so used to playing 1.13 that i couldn't enjoy UC properly because of the lack of certain features.

[Updated on: Tue, 19 October 2010 22:12] by Moderator

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #265181] Wed, 20 October 2010 01:32 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Casas, just to make sure you don't run into any further problems, did you use Tais' SCI over a clean JA2 Gold intstall, or assemble the mod from a clean JA2 Gold install + JA2 v1.13 + NAS + Original Urban Chaos + UC-1.13NAS v2.7 full install + UC-1.13NAS v2.75 patch?

Ran into an odd isue with the new Gearkits for AIM merc's, for some reason when there are multiple gearkits defined for a merc, anytime there is no helmet in a gearkit it does not show up as a choice in the A.I.M. hiring screen. Work around is to simply give the merc a hat...

EDIT: v3 update - updated the .ini for the latest Beta SCI by Tais. A.I.M. Gearkits all done, tested ok with the most recent SCI.

EDIT: v3 20101024 AM Update - Basically finished with all I planned on doing with the XMLEditor, leaving remaining work to be done in Notepad++. Due to the ease of doing so, added the Winchester 94 in .357Magnum.

EDIT: Bug with Carmen Quest - Got UC-1.13NAS operational with the new .exe compiled by Tais Friday (the one with aimed burst, more mouse buttons, thin progress bar...) Carmen Quest seems to fail on first meeting, at moment he tries to hand over the 2nd quest item, the machete, the game ends up in an endless loop. As the Carmen quest is not optional, you need the laptop to finish the game, this one is a potential mod breaker if it is confirmed.

EDIT: found that attachment/Combo mergers are not working for some items. Tested with stock Data-1.13 XML's in both the new Beta SCI and with the the one Tais created for the last UC-1.13 SCI, and failed to create the X-ray detector components. Also found that the flame thrower fuel attachment/combo merger wasn't working. In all these cases the final attachment does not trigger the merger, it just attaches. Oddly the flamethrower combo merger I defined for UC-1.13 works, just not the stock Jagged Alliance ones or the 2nd one I defined.

EDIT: v3 2010 10 25 update - Alrulco Folding Stock (NAS) is more or less done. Tweaked the folded full size stocks a bit so the CTH is higher, there is now a non-zero chance to hit targets five tiles away with the stock folded.

EDIT: v3 2010 10 25 2nd update - created a seperate set of ammotypes for "Slow Large Calibre" rounds, across the board 3/10 more stamina loss as long as I modified the correct variables. Right now SLC AP has the same (reduced) AP properties as Pistol AP.

Forgot to mention that I added Winchester Trapper in .357Magnum. Tex is now supplied with this as an additional toy when hired from M.E.R.C. Some of the higher end M.E.R.C. mercs have been re-equipped with a sidearm and low end rifle to remain competitive with A.I.M.'s multiple Gearkits.

[Updated on: Tue, 26 October 2010 00:11] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266107] Mon, 01 November 2010 18:27 Go to previous messageGo to next message
tag8833

 
Messages:35
Registered:September 2010
I've been playing through the game with tais SCI_SVN1241_MPSVN3740_UC113_Hybrid_NAS_v2.75-20101004.7z

Here are a couple of issues I've noticed

1) I can't traverse from a number of the subway stations to the surface. Callisto is the most reliable one. I mentioned this before. It doesn't matter how I got to the subway, I can come from the surface, or I can come from another subway. Often I have to take the subway around looking for a station that I can traverse to the surface.

2) I have a MagPul PDR (6.5x35mm) that I got from Callisto. I've never found or been able to buy ammo for it.

3) I can't create the MOC list. I have the laptop, and several versions of the GDI decoder, and the disket, but when I try to attach the GDI decoder to the laptop it just damages the laptop, and the laptop is unrepairable. This is even true to a merch with Electronic skill. When I first found a Decoder I tried to attach it thinking it would be like attaching a gun scope, but it damaged the laptop, and I saved thinking I could just repair it sometime before I found the disk. It is at 35%, and my game might be hosed.

4) When I have an attached C-Mag 5.56 clip, and it is full with 100 rounds, and I try to eject the Ammo, I only get a 30 round clip out. So 70 rounds of ammo disappears.

5) Postie has wierd animation when he talks. It screws up his face.

6) The game hangs if I give the robot a rifle with a folding stock.

Thank you for all your work. The mod is very playable and fun.
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266132] Mon, 01 November 2010 23:03 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
@ Tag:

1) I still haven't had time to look into this, however I have a few ideas:
a) old bug(s)/on-going random map loading instability - it may be related to the sector you are trying to emerge into, do you have mercs on the surface that you could try moving to the same sector that the subway exit emerges to? I want to know if it is entering the sector (including surface travel), or if it is only underground to surface that is causing the crash.
b) do you notices these crashes happening immediately, mid-game, late game?

2) That is intentional. 6x35mm should be available mid to late-game. The gun-runner maps are sort of a temporary bonus in early game. In original UC, Gun Runner weapons drops were not quite so generous, leading crafty players to spend time (lots of time) trying to mug them.

3a) Reluctantly, I'll change the merger back to a simple one. So much for trying to get more out of the electronics trait... (I'm ex-tech support, so I have a pessimistic/dim view on the majority of people in the real world being able to attach equipment to a laptop.)
3b) If true, the Laptop being unrepairable is a bug, will check later.

4) That sounds like something that will affect what I'm working on now.

5) Yeah, I know. I don't have the skill (proven by past attempts) to fix it. However, there is a thread concerning updating old JA1 and JA:DG artwork for use in 1.13. I think a few of the problem mercs are being worked on.

6) An oversight on my part. Even if the game didn't hang, giving the robot a weapon with a folding stock is a bad idea anyways due to the penalties built into the base weapon. What happens when you give the robot:
a) a weapon with optional attachments attached?
b) a weapon with removable default attachments other than the folding stock?
c) a weapon with an inseparable default attachment?

If any of the above also cause a crash, it will be a big problem with the direction myself and others have gone exploiting NAS capabilities. (ie.Smeagol's greatly expanded optional stocks for long guns.)


v3 News:
- Nearing release of Alrulco Folding Stock (AFS), just finished recreating the "prime vendor" submods.
- I'm replacing the "Belgium" submod with "Western Europe." There is just not enough variety of FN products to properly fill in a submod, and I didn't want to create another one just for the Steyr products... Germany on the other hand still has a well diversified submod.
- ETA mid-to-late this week (before the weekend).
- Before working on DL!-1.13NAS I'll see about another patch for UC-1.13NAS, along with the problems identified here in the discussion threads, there is also a problem with attachment-combo-mergers (Flame throwers) with .exe newer than NAS 0.61B (ie. the SCI). I'm going to bypass it by setting up a series of simple mergers with the same ingredients.

[Updated on: Mon, 01 November 2010 23:09] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266136] Tue, 02 November 2010 00:11 Go to previous messageGo to next message
tag8833

 
Messages:35
Registered:September 2010
wil473
@ Tag:
1) I still haven't had time to look into this, however I have a few ideas:
a) old bug(s)/on-going random map loading instability - it may be related to the sector you are trying to emerge into, do you have mercs on the surface that you could try moving to the same sector that the subway exit emerges to? I want to know if it is entering the sector (including surface travel), or if it is only underground to surface that is causing the crash.

It is only underground to surface.
wil473
1) b) do you notices these crashes happening immediately, mid-game, late game?

It is reliable. Happens at any point in the game when I can try to exit the subway in certain sectors. I made it sound like it is intermitten. It isn't. About 2/3 of the subways are unexitable. I'll try to get you a list of them, but Callisto is the one I know for certain.

wil473
2) That is intentional. 6x35mm should be available mid to late-game. The gun-runner maps are sort of a temporary bonus in early game. In original UC, Gun Runner weapons drops were not quite so generous, leading crafty players to spend time (lots of time) trying to mug them.

The ammo it needs isn't 6x35 it is 6.5x35mm. I can buy 6x35.

wil473
3a) Reluctantly, I'll change the merger back to a simple one. So much for trying to get more out of the electronics trait... (I'm ex-tech support, so I have a pessimistic/dim view on the majority of people in the real world being able to attach equipment to a laptop.)
3b) If true, the Laptop being unrepairable is a bug, will check later.

If you just make the Laptop repairable, I'll be fine with it requiring electronics skill to merge or repair. It just sucks that since I saved after damaging it I can never complete the MOC list quest.

One other suggestion, if you are going to require electronic skill to merge it, perhaps you could modify the item description to indicate this.

Let me add a 7) The Enfield L85A2 doesn't allow basic scopes. Is this by design?




Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266139] Tue, 02 November 2010 00:37 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
6x35mm vs. 6.5x35mm - is actually an embarrassing typo on my part. There is only 6x35mm (sometimes mislabeled in the item name) is used in one of the Magpul PDR's and KAC PDW.

7) Enfield L85A2 (including LMG and Carbine) only take SUSAT and the Thales NV scope. These weapons use a pre-Picatiny Rail RIS. If you find an Enfield in a map without a SUSAT attached please advise, as I'll need to fix that during the item purging and restocking for UC-1.13v3.

[Updated on: Tue, 02 November 2010 01:25] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266142] Tue, 02 November 2010 01:52 Go to previous messageGo to next message
tag8833

 
Messages:35
Registered:September 2010
wil473
7) Enfield L85A2 (including LMG and Carbine) only take SUSAT and the Thales NV scope. These weapons use a pre-Picatiny Rail RIS. If you find an Enfield in a map without a SUSAT attached please advise, as I'll need to fix that during the item purging and restocking for UC-1.13v3.

I'm not sure where I found the first one (Troy?), but I found a bunch of them in Adrian. Specifically, the lower middle areas of adrian.

I have yet to come across one that has a SUSAT attached, or seen a SUSAT for sale. I haven't been impressed by the Thales NV, so I'm just selling all of the Enfields I come across.
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266182] Tue, 02 November 2010 18:45 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Ah, Adrian, my nemesis in the Map Editor. Yes those maps will definitely be purged in during work on UC-1.13v3. Unfortunately this means that work planned for this weekend for a patch to the current v2 UC-1.13 will not include any attempt to fix this one.

Thales NV only has slightly worse aiming stats than the SUSAT and 4x Battlescope, plus it has a significant night vision bonus. On the other hand it is a bit pricey.

EDIT: while looking at another thread, found that there was a mod to the UC-1.13 mod that allows the Urban Chaos mod to be run under the v1.13 mod. That's 4 or 5 levels of mods to assemble. Looks like it is pre-UC-1.13NAS. Slightly bemused by it seeming to be hosted on a forum under the Soviet Union's top level domain. More amused by my install instructions surviving relatively intact being translated twice: once into Russian (not sure if it was machine or manual), and second back into English by Google.

[Updated on: Tue, 02 November 2010 19:32] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266214] Wed, 03 November 2010 00:24 Go to previous messageGo to next message
tag8833

 
Messages:35
Registered:September 2010
The problem with the Thales vs the 4x Scope, is that the 4x scope comes in a variant that allows a reflex sight. Or the Reflex/Laser combo which makes most guns more effective than the Enfield. Maybe that is intentional.

By the way is your intent that the Reflex/Laser be more effective than the Advanced Reflex sight? They seem perhaps a bit too close stat wise, at least when you include a RIS LAM.

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266217] Wed, 03 November 2010 01:36 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Yes the Enfield/SUSAT is intentionally limited, largerly for historical reasons. I'll do something about making sure they're available earlier in game (BR's Used stock).

In the current item scheme I've expanded on weapons that have some attachment "issues":

- early model Tavor rifles, including the STAR-21, have inseparable optics, mostly integral LAM/Reflex. There is now avaialbe a Tavor-2 (with graphics) that is all RIS
- Most SAR-21's are differentiated based on inseparable vs RIS attachment options
- early model Steyr AUG-A1's have fixed 1.5x optics, 3rd gen AUG A3's come default with the optional 1.5x scope that adds two more RIS slots
- equivalent weapons with full RIS-goodness should be one level of coolness over the fixed attachment ones (conversely the no attachment equivalents should be one level of coolness lower)

Oddly, they all seem to be bullpup weapons. These limitations are both to be somewhat reflective on history/reality, and to reduce the number of cookie cutter weapons.


Yes the stats for the Reflex/Laser vs. Advanced Reflex Sight are supposed to be similar. In the current stats I am working on, the Adv Reflex + LAM has an edge, though uses up two slots.

EDIT: noticed that the STAR-21 has a RIS, then its default optics. I've have to change this before I release AFS tommorow.

[Updated on: Wed, 03 November 2010 01:43] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266294] Thu, 04 November 2010 21:10 Go to previous messageGo to next message
tag8833

 
Messages:35
Registered:September 2010
I went around to compile a list of which subway stations allow you to exit to the surface and which ones don't.

Now at this point in the game, they all worked. Which confused me. One thing I noticed different, is that now all subway stations had a name and showed up on the strategic map. Earlier, they appeared to not exist on the strategic map, and the name was always ???.

When I would try to exit to the surface, I always got an assertion error about Diedrianna's lair or tunnel or something. It also seems like the ones that worked all along is the ones that were named "mine" instead of "Subway" I haven't confirmed this, but I highly suspect it.

That got me thinking that perhaps the visit to the Adrian Subway made the others work, because now I had finally explored the map that was originally Diedrianna's Lair. Does this make any sense?

A side note. Drake appears to have 3 subway maps. 1 on the -1 level, and 2 on the -2 level. When I exit one of the 2 on the -2 level I end up in San Mona.

Let me know if I'm annoying you yet. Rest assured I am enjoying your mod. I tweaked the items.xml to make the laptop repairable, so I'll go ahead and finish out the game, and let you know if I come across anything else.

ETA: Question about the Thermal Imaging Multifunction scope. The description says it fits the Scope Sight, but it doesn't fit in the RIS Scope Rings With Reflex sight. Or the non RIS Scope Rings. Same is true for the Thalse NV scope. This makes both of these scopes less useful to me than the Reflex scope or the 6x Scope. And since they only fit big guns, and most night ops are quiet it feels like they don't fill the role well either.

ETA2: I don't think the IC Suppressor and the HP Suppressor silence big guns enough for the added AP cost. I just use flash suppressors instead.

[Updated on: Thu, 04 November 2010 23:51] by Moderator

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266304] Fri, 05 November 2010 00:04 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
IC/HP Suppressor AP penalties - That is exactly the choice I want players to be hit with.

NV Scopes - sideways addressing of your concerns Tag, but I've been considering some additional changes to how NV gear works (more penalties). I am considering making NV goggles impose a significant CtH penalty, effectively making it harder to aim when wearing goggles. Also, since NAS became available I've been considering a NV sight add-on to the Advance Reflex Sight (since this attachment is modeled after the EOTech holosight which features this particular option in real life).

There have been some changes to sector labeling recently, specifically underground sectors, though I haven't managed to get it to work. Perhaps the code is flakey, or my attempts to implement it are causing the odd behaviour with sector names.

Related, I think one of the Port-Kip subway levels had to be located under Drake (or vice versa) due to technical limitations with original Urban Chaos. This is one reason I wanted to get the underground sector labeling working, so that the work around they had to use wouldn't be so obvious.

Another thing, if what I think they've gotten working with underground sectors is that I can replace the "teleporter" based subway, with an actual network of empty (and not so empty) subway tunnels.

EDIT (to above): Actually, in reviewing my conversation with ChrisL in the NAS thread, specifically the list of what I have done, I'm thinking of proceeding with an extra feature to the Advance Reflex Sight (ARS) - "Pseudo variable power weapon sight." One new slot, and two ARS Addons - A 4x magnifier (I don't want to do the rescaling for a 3x ), and a NV addon. ARS adds a new slot, which can accept either of the two addons. No/low attachment cost to represent the flip over/variable power aspect.

UC-1.13NAS v2.8 Update (2010/11/08): Sorry, didn't quite get as much work done on this one as intended. Since it is taking a while, I may add the planned v3 feature of the new(old) Commando Upgrade System introduced in Alrulco Folding Stock v2 released last week.

Alrulco Folding Stock v2 Errata: Some errors in the documentation.
- Forgot to give additional art credit to Tbrid. All the new Steyr AUG-A3 variants are modifications on his originals.
- Forgot to note that I've reduced the penalty for having the stock folder, so while there is still a CtH hit, it is not quite so crippling (this will likely see its way into UC-1.13NAS v2.8 as well).

UC-1.13NAS v2.8 Update (2010/11/12): It may be done this weekend. Hopefully I didn't miss anything:
- Fixed the RG6 and Milkor grenader launcher sizes as discussed previously
- Fixed the throwing knives not fitting in knife pocket issue (what I thought was simply the pocket missing a 1 for that size isn't; I double checked this one, throwing knives are not the same as knives as far as item class, this is not a bug)
- Fixed Laptop not being repairalble
- Fixed/Avoiding problem with PO 3.5x21P occupying the barrel extender slot. You now need a crowbar to use any PO 3.5x21P (in a box) you find placed in maps.
- Fixed/Avoiding problems with the Flamethrower and Flamethrower fuel mergers, they are now simple mergers This one isn't fixable via the XML's. The Flamethrower Fuel merger chain works just fine with both NAS 0.61b and but not with the UC-1.13 SCI (using Beta-MP codebase from over a month ago). I tried to setup a different merger to produce the Flamethrower Fuel, and no dice. It seems that the code for some reason is not permitting the creation of magazine items via merger (of non-magazine items). I'm not sure how to work around this aside from having Tony sell Flamethrower Fuel...
- Changed Laptop + GDI Decoder to be EASY merger instead of ELECTRONIC merger
- Using the same graphics set as Alrulco Folding Stock v2 (I fixed the missing credits in the FAQ)
- I did update the whole Commando Armour/LBE; so it now takes to Commando Kits before you can specialize the Commando LBE
- Using size 14 for large frame revolvers to keep them out of small pockets
- Imported that new Canteen pocket (almost another medium pocket)
- Imported most of the changes to the Tavor series of rifles

UC-1.13NAS v2.8 Update (2010/11/13): I've contacted Rowan about the whole not being able to create magazines from mergers thing, but have come up with an interim solution:
1) proceed as normal as the Mod is presently listing NAS 0.61b as the system requirement, not the Beta-MP code
2) the SCI patch which I'm planning to release on the side will have a significant change, the Herbicide is already noted as being dangerous, so I'll just make it the fuel for the Flamethrower


UC-1.13NAS v2.8 Update (2010/11/14): I figured out what was going on with the Flamethrower fuel while working on the SCI compatibility patch for UC-1.13NAS v2.8. The SCI defaults to "Realistic," and there seems to be some kind of failsafe that prevents the creation of items flagged as Sci-fi (such as the Flamethrower Fuel, but not the Flamethrower itself).

[Updated on: Sun, 14 November 2010 17:44] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #266937] Tue, 16 November 2010 01:03 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Thought I should double post before someone mistakes the Release thread as the discussion thread again. Still can't complain too much as RoWa has fixed the Carmen bug, thank you.

Just in case nobody noticed, UC-1.13NAS v2.8 was released over the weekend. This means that DL-1.13NAS v2 is next. In fact, due to its similarity to Alrulco Folding Stock v2, I took care of the item differences Sunday evening. Only thing left to do is to:
-redo the attachment slots
-test the mergers (especially now that I understand what is going on with the Sci-fi items)
-build enemy gun/item selections
-work back into the base mod all the fixes and new stuff determined from UC-1.13NAS v2.8 and AFS v2

ETA:
DL-1.13NAS v2 - this weekend


EDIT/Update (2010/11/18):
-Attachment Slots for weapons in the original 350 done
-NV Goggle penalties implemented
-"better" NV Scopes implemented
-enemy gun selection only from DL items
-Tested as working: Lockbox/Lockbox Key, Flamethrower (combo merger), Flamethrower (combo merger), Crate/Crowbar, Unpowered Minigun/NiCad battery

Refined ToDo for DL-1.13NAS v2
-Advance Reflex 4x Magnifier item, and slot definitions
-Merchant inventories
-Manual define Multi-Attachments
-Restock Maps as needed

ETA for DL-1.13NAS v2: Still sometime this weekend


EDIT/Update (2010/11/18 #2):
-Inventories done
-Advance Reflex 4x Magnifier item, and slot definitions done
-Multiple default attachments done
-Renamed KRISS Super V to TDI Vector

Addition to ToDo for DL-1.13NAS v2
-Check MercStartingGear.xml


EDIT/Update (2010/11/20):

DL-1.13NAS v2
-Some map items reloaded using Warmsteel's multi-attachment-sometimes-capable map editor, found a few cases where the Map Editor was not loading single defaults let alone multiples. Setup some additional toolbox use mergers to correct (you run the toolbox over an attachment slot and the missing inseparable defaults appear).
-Only thing left is documentation

SCI_SVN1247_MPSVN3924_Vanilla113_20101120
-Carmen bug confirmed fixed-Thank you RoWa21
-Will produce SCI compatibility patch for this version (should be backwards compatible) for all currently in distribution mods
-Thank you Tais

[Updated on: Sun, 21 November 2010 09:08] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267226] Sun, 21 November 2010 23:23 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Triple posting to prevent someone mixing up the Release thread with the discussion thread. By the way, Deidranna Lives!-1.13 New Attachment System v2 was just released. See this post in the Release Thread for more information.

Next:
- SCI MP-Beta Compatibility Patch for both AFS and DL-1.13NAS
- UC-1.13NAS v2.9/3.0 (using the new items list as AFS and DL-1.13NAS, flushing maps, not sure how things are going to be numbered)


As I am wanting to deal with only one comments thread, the old DL-1.13Hybrid thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=232763#Post232763 may be un-pinned. Same for the Folding Stock Test Mod thread: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=208058#Post208058

EDIT 20101123:
- Brought Alrulco Folding Stock (AFS) items to current Base Mod v3 standards (NV Goggle penalties, Gas Mask Penalties, Advance Reflex 4x Magnifier)
- Integrated all the new "MP-Beta Vanilla" A.I.M. mercs into AFS, probably will be integrating them into DL-1.13NAS next, still debating how to update UC-1.13NAS (export existing prof.dat and splice in all the new data, or rebuild UC data into MP-Beta XML's)
- Updated IMPChoices.XML for AFS
- Alrulco Folding Stock now at Rev. 2.01
- Added one of the Base Mod v3 changes to UC-1.13NAS (Gas Mask Penalties); this change brings UC-1.13NAS to v2.81
- Removed (Map) labelling from original 350 items in DL-1.13NAS; now v2.01

Next: Decided to call the UC-1.13NAS version with the common items list (Base Mod v3) revision UC-1.13NAS v2.9

EDIT 20101126:
- Figured out what was going on with the Bikers being over armoured. I found an old spreadsheet version of the original Urban Chaos, and noticed that Item165 is supposed to be a Leather Jacket (and not the treated kevlar from original JA2).


EDIT: UC-1.13 Update 20101127
- I noticed that attachments on launchers work, so I'm reverting the RPG-7 to a launcher (instead of a gun item)
- To avoid too much duplication, I've imported the graphics for several Eastern Bloc armours. When possible, armours in the original 350 of Jagged Alliance 2 will be Soviet/Russian/Danubian equivalents.
- Rebuilt DL-1.13NAS(currently the most up to date) for UC-1.13 v2.9 item ordering
- Added graphics for RIS Bipod and Uzi RIS Handguard
- Added a new attachment for (Tac Rail equipped) Pistols, basically a shell you mount the pistol inside that gives you a stock, foregrip, and enough Tac Rails to earn derision. See: http://www.hightech-edge.com/caa-tactical-pistol-rifle-convertor-better-accuracy/5442/

[Updated on: Sat, 27 November 2010 23:43] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267546] Mon, 29 November 2010 16:46 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
Wil, I have a nitpick: "Dyneema" is misspelled as "Dynamee" in the version 2.8 PDF in the (most excellent) table that you provided to show how the vests/LBEs upgrade.

I finally got around to installing a fresh copy of UC113, this time using 2.8 and NAS. Last time I played 100AP wasn't integrated yet into UC113. I love all the new changes that have been made since the last time I played with the beta. So many new equipment choices! Nice revamps to IMP creation (with superb tooltips on the skills, kudos to whomever did that)!

One issue that I had is a lot of crashes in sector H13 (police sector), and somewhat less so in H12. This problem has been around at least as long as v2.5, and possibly earlier. I also have major graphics issues just in H13 where I'm unable to see inside most buildings. The fog of war never lifts no matter where inside a merc goes, and most containers never get drawn so they can't be opened. Really weird stuff. I end up having to skip my after-battle systemic looting of buildings and move on to some other sector. Has anyone else noticed problems in H13?

[Updated on: Tue, 30 November 2010 20:33] by Moderator


Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267567] Tue, 30 November 2010 00:05 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Thanks, I'll take care of the misspelling for the next version of the documentation. I had better check the in-game usages as well.

ShadoWarrior, do you have a savegame from before entering H13? I was recently looking at that map in the Map Editor (Guess what I was doing Sunday afternoon), and it seemed familiar enough, but didn't immediately raise any memories of problems.

EDIT: v2.9 Update
- Items list more or less complete
- Tested the new pistol attachment (or item the pistol attaches to), works fine, and should be somewhat useful when Calisto Airport is first liberated (Coolness 1). Pistol2Carbine should be a cheesy enough name for it.
- Confirmed RPG-7 (back to being a launcher) works, as does the new solution for in-map rocket rounds. Also confirmed that attachments on launchers work, so I gave the Milkor a few RIS slots.
- Updated most Gunrunner and Police inventories
- Started flushing items from enemy in-map inventory

[Updated on: Tue, 30 November 2010 00:38] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267607] Tue, 30 November 2010 20:42 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
wil473
ShadoWarrior, do you have a savegame from before entering H13? I was recently looking at that map in the Map Editor (Guess what I was doing Sunday afternoon), and it seemed familiar enough, but didn't immediately raise any memories of problems.
I'm sorry, I don't. I had forgotten about the problem prior to starting this new game, so I wasn't prepared for it.

Question: what's the benefit of adding a medic patch to a spectra helmet? Mousing over the stats of a treated and untreated helmet they look the same.

The following list are messages I've seen in the History Log that appear to be errors. I don't think you can fix them yet, given what I read in the UC113 PDF, but I thought I should mention them in case they aren't (yet) on your to-do list:
  • Accepted assignment from Enrico Chivaldori.
  • Encountered assassin sent by Kingpin. (this message triggers at various places, such as A10 subway and J9 Prax Mental Institution)
  • Bribed Walter to unlock door to the basement. (this message triggers in E13 and I did no such thing)
  • Found out about a prison called Tixa. (triggers in I14)

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267627] Wed, 01 December 2010 14:29 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
Another question: why does the CAR-15 use a different ammo type than the M4? Isn't .223 Rem the exact same cartridge as 5.56x45 NATO (used by the M4s and many other weapons)? .308 Win is the same as 7.62x51 NATO, and the mod correctly gives 7.62x51 to .308 weapons. Shouldn't the same thing be done for the CAR-15s (have them use 5.56x45 instead of ".223")?

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267628] Wed, 01 December 2010 14:49 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Quote:
nother question: why does the CAR-15 use a different ammo type than the M4? Isn't .223 Rem the exact same cartridge as 5.56x45 NATO (used by the M4s and many other weapons)? .308 Win is the same as 7.62x51 NATO, and the mod correctly gives 7.62x51 to .308 weapons. Shouldn't the same thing be done for the CAR-15s (have them use 5.56x45 instead of ".223")?


While you are kinda right technically, you have to take into account that 5.56 is supposed to be rare in UC.
You can aquire 5.56HP from BR and from traders but AP is very hard to find unless you are advanced rather far in the campaign, even 7.62x51 is more common.
Its a gameplay mechanic which i really liked, due to 5.56 weapons beeing good in general.
So it brings you to actually manage your recources and save 5.56AP for special occasions like SAM sites, rugged defense or to flush sectors fast.
Also 223. is supposed to give you an alternative to 5.56 due to it beeing available to the public rather easy and it fits with the overall weapons progression in 1.13 UC.

Some trivia, think of 5.56 as a better developed 223.
5.56 was introduced as a result of 223 not fitting the rising military standarts in penetration and stopping power.
If im not drat wrong it was last used in Vietnam on a larger scale.
Also im not sure if 223. and 5.56 have the same cartridge diameters, i would not think so at least.

[Updated on: Wed, 01 December 2010 14:51] by Moderator

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267631] Wed, 01 December 2010 16:29 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
Hazmat
Also im not sure if 223. and 5.56 have the same cartridge diameters, i would not think so at least.
My bad, I should have done this wiki search before posting. They don't have the exact same cartridge sizes. .223 Rem can be fired from a 5.56 weapon, but not vice versa. However, my issue still remains, which is that all the .223 ammo in the mod should be usable by the 5.56mm weapons. There is no real-world reason why not, and isn't realism a hallmark of the 1.13 project, with its plethora of weapons and switch to 100AP? Just give .223 ammo slightly less damage than 5.56 when fired from the same weapon.

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267632] Wed, 01 December 2010 16:42 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3705
Registered:July 2009
From a technical perspective (the game mechanics that is), .223 and 5.56x45 are as different as 9x19mm and 12.7x99mm. You can neither tell a weapon to use 2 different caliber nor can you tell it to use only certain 'types' of a given caliber. That's the same reason that keeps us from building multi caliber revolvers (firing .357mag and other 9mm calibers).


Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267633] Wed, 01 December 2010 16:49 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
I only have a few minutes, but this idea oddly came from the NAS 0.7 discussion. Change ammo handling in-game to be bit based instead of integer based. Bitmask (on the weapon) determines what ammo fits.

ie.
ammotypes
1 (01) = .223
2 (10) = 5.56mm NATO

Gun bitmasks
1 (01) = .223 only
2 (10) = 5.556mm NATO only
3 (11) = Both

Aside from the original UC's having incompatible .223 and 5.56, UC also has two flavours of 9x18mm (PMM variation is a different ammo in both original and hybrid).

EDIT: problem with above is that it cuts the maximum number of ammo types to whatever length the data is stored in. Ie. if 128 bits are used we drop from some very large number down to only 128 ammotypes.

[Updated on: Wed, 01 December 2010 16:53] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267638] Wed, 01 December 2010 17:25 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3705
Registered:July 2009
It would probably work, but as you said, it would pretty much limit us to 128 calibers (using standard data types). AIMNAS currently has a tad over 50 calibers, how many does a mod like IoV have?



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267639] Wed, 01 December 2010 17:31 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
Wil, did you miss my question regarding medic patches a few posts ago? Wink

I also found another bug, and this one I have a saved game for: I am unable to train militia in sector H14. I can train them fine in I13 and I14. Haven't tried in H12 and H13.

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267640] Wed, 01 December 2010 17:41 Go to previous messageGo to next message
LicoRibeiro
Messages:2
Registered:September 2009
I'm having a problem using the UC 1.13 NAS

Ira replaced the big mechanic guy from the airport.
I found about this problem in another thread, but the changes I made didn't work.

Here is a screenshot of my Ini Editor.
http://img560.imageshack.us/img560/2473/inieditor.th.jpg

Uploaded with ImageShack.us

How can I fix this?

thanks
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267641] Wed, 01 December 2010 18:00 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
ShadoWarrior - your notes about the Medic Helmet are correct, there is no difference. Like the calibre's its a holdover from old Urban Chaos.

LicoRibeiro - Turn off the two PROFEX options. 1) Both are not supposed to be on at the same time even if this capability was supported 2) The most recent UC-1.13NAS v2.81 (requires the current Vanilla MP-Beta JA2.exe) does not have PROFEX support yet.

The only one of my projects with PROFEX support so far is the Alrulco Folding Stock component, and only with the Combined SCI Compatibility patch (updates AFS to v2.01, DL-1.13 to v2.01 and UC-1.13NAS to v2.81).

See also: UC-1.13NAS v2.8 documentation on INI options that should not be used.



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267642] Wed, 01 December 2010 18:05 Go to previous messageGo to next message
Logisteric

 
Messages:3269
Registered:December 2008
Location: B
forget the ini-editor, you are missing/can't access his files

which other thread?

welcome to the pit
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267643] Wed, 01 December 2010 18:17 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
wil473
ShadoWarrior - your notes about the Medic Helmet are correct, there is no difference. Like the calibre's its a holdover from old Urban Chaos.
Thanks. Something else that I can sell off, not that I need the money.

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267647] Wed, 01 December 2010 18:41 Go to previous messageGo to next message
LicoRibeiro
Messages:2
Registered:September 2009
wil473
ShadoWarrior - your notes about the Medic Helmet are correct, there is no difference. Like the calibre's its a holdover from old Urban Chaos.

LicoRibeiro - Turn off the two PROFEX options. 1) Both are not supposed to be on at the same time even if this capability was supported 2) The most recent UC-1.13NAS v2.81 (requires the current Vanilla MP-Beta JA2.exe) does not have PROFEX support yet.

The only one of my projects with PROFEX support so far is the Alrulco Folding Stock component, and only with the Combined SCI Compatibility patch (updates AFS to v2.01, DL-1.13 to v2.01 and UC-1.13NAS to v2.81).

See also: UC-1.13NAS v2.8 documentation on INI options that should not be used.



Thanks. It worked.
However, the creation of my profile has changed, (traits, skills,..). Doesn't matter. Big Str99 is back to carry all my equips!

Logisteric
forget the ini-editor, you are missing/can't access his files

which other thread?

welcome to the pit



The thread linked in the 1st post. I guess the old discussion.
Yes, I had to edit the settings using notepad, without INi Editor.

Thank you both for the quick answer.
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267655] Wed, 01 December 2010 20:16 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
I always slip in the solution first before the textbook troubleshooting, when the solution is framed in the question. And this one is a twofer: LicoRibeiro, by activating one of the PROFEX INI option, you've inadvertently created the XML files that allow the STOMP traits to be activated; according to Tais during discussion concerning a UC-1.13 SCI (one of my original concerns was preventing STOMP traits from being available at that time). The last SCI's I encountered have STOMP activated by default when the PROFEX XML files are present. Start a new game, and turn off the new traits on the same screen drop all has been moved to. Otherwise, RPC's you hire will have no traits.

UC-1.13 does not support STOMP traits yet, I'll get around to it eventually. Or I'll have to add a modified version of the control file that DepressiveBrot pointed out in the thread concerning upgrading UC characters to STOMP traits.

[Updated on: Wed, 01 December 2010 20:43] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267685] Thu, 02 December 2010 21:06 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
Wil, since my computer crashed last year, taking my address book with your email with it, I no longer have it. Can you send me a PM with your email address (or if you still have my email address, just email me), please? I need to send you a few saved games with various bugs and crashes. Thanks.

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267703] Fri, 03 December 2010 04:00 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Sure ShadoWarrior, just use the project's Gmail email address, mailbox: uc.ja2113.projects


DepressivesBrot, IoV 920 where I'm harvesting graphics from, is only up to 94 calibres. It is very conceivable that 128 calibres won't be enough, however it could still be workable as an optional system:

A New Calibre System (NCS) could just manifest itself in the XML's as an extra tag in Weapons.xml, a bit mask that corresponds to the first 128 indexes in AmmoStrings.xml. Any entries beyond this are just ignored.

I think any NCS would have to be introduced along with a New Magazine System (NMS) to avoid any magazine size complications.

NMS measures to avoid needing to create identical sets of Old-Magazine-System(OMS) magazine items for compatible calibres:
- Magazines as attachments (like guns, they would use the bit mask to define what ammo fits inside)
- attachments.xml to define/restrict which magazines may fit gun, also to define "reload" cost
- ammo on its own as an in-game item would be in the form of "loose ammo" that can be fed one round at a time (during turn based) into weapons and magazines.

Benefits of NCS/NMS:
- one direction compatibility between calibres. ie. .223 fits 5.56mm NATO guns, but not the other way around. If they were interchangeable, this discussion would not have come up.
- new "magazine economy," pricey 21st century magazines that do not adversely impact reliability, cheaper older ones that do
- no more C-mag Adapters (or alternatively all magazines are C-mag adapters that also contain the ammo)
- Less work for the modder... Instead of a X number of magazines to account for X numbers of ammotypes, we could get away with just one magazine item per size, and one definition per calibre, per ammotype for the loose rounds.

Cons:
- Well it is easy to talk about new features...

As we all know, I'm not a programmer, however I will at least honour the programmers by using all of the above. I really should open a new topic for the NCS/NMS stuff. And here it is.


EDIT (20101205):
Thank you ShadoWarrior, I've gotten around to testing the savegame.
- Facility Documentation, I'll get to it eventually...
- H13, Yes it does CTD consistently (waited a day of in-game time). Not sure why as I do not believe any NPC's are supposed to appear in the Urban Chaos H13 (those meant to appear via the "Vanilla" campaign appear elsewhere).

[Updated on: Sun, 05 December 2010 18:50] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267956] Tue, 07 December 2010 20:03 Go to previous messageGo to next message
ShadoWarrior

 
Messages:248
Registered:January 2006
Location: Twilight Zone
wil473
EDIT (20101205):
Thank you ShadoWarrior, I've gotten around to testing the savegame.
- Facility Documentation, I'll get to it eventually...

No problem. Thanks. I know you have a lot on your plate.
wil473
- H13, Yes it does CTD consistently (waited a day of in-game time). Not sure why as I do not believe any NPC's are supposed to appear in the Urban Chaos H13 (those meant to appear via the "Vanilla" campaign appear elsewhere).
Just FYI, it's now several days after I took Troy. I hired another AIM guy (Hitman) just to do militia training and I forgot about H13. Sent him from his arrival spot at I14 to H13 to go to the train station and head to Galileo. Boom, CtD. That sector's now a no-go for the rest of the game it seems. Fortunately I can still access the subway from H12.

Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #267962] Wed, 08 December 2010 01:06 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
It is too bad H13 wasn't like I3, which a long time ago would crash on all attempts to got tactical. Back then, The Judge, who also produced the first custom JA2.exe for UC-1.13, found something in civilian scheduling that caused the CTD. It couldn't be fixed, at the time, in the .exe; so I fixed it by deleting civilians until I got the one with bad schedule.

There is a problem that seems isolated to UC-1.13 where a once visited map would randomly start CTD on any later visits. Unfortunately I haven't figured out why it happens, but it does seem random in that if you load a savegame from right before its onset, the problem does not always start up. Actually from experience, I've never been able to get the bug to occur on demand, loading a savegame from before it starts has always prevented the bug from reoccurring. Sort of like the immobilized RPC bug.

[Updated on: Wed, 08 December 2010 01:09] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #268020] Wed, 08 December 2010 23:30 Go to previous messageGo to next message
dieMaus

 
Messages:11
Registered:December 2010
hi, its my first post here, but i visit this board long time already. just had nothing to say till now Very Happy

well, as im trying out the new features from 1.13 (my last 1.13 version had just added niv) i finally got my hands on a "mod" campain wise, as i wanna try out UC now.

so, i installed a new clean ja2 gold, got the latest release from SCI and installed your package according to the readme.

however, if i get into the game on the airport, a fight with some opps starts, and is soon ended by the milita.
now i wonder, as i saw in some posts that there should be a npc talking to me, but i walked all around the map, there are indeed some npcs, but i cant talk with one of them. also if i go to the subway station, there are alot npcs, but none talks. is this normal?
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #268028] Thu, 09 December 2010 00:58 Go to previous messageGo to next message
Wil473

 
Messages:2840
Registered:September 2004
Location: Canada
Yes, dieMaus, something is very wrong with your game. Landing initially at the airport and subway should have exposed you to five NPC's, one even chases you down...

Now to clarify, which version of the mod are you running UC-1.13NAS v2.8 or v2.81? Also "SCI" could refer to either the UC-1.13 SCI, or one of the "Vanilla" MP-Beta SCI (of which as of today one version is completely incompatible with available versions of UC-1.13.

Technically the latest product is based on these instructions: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=267327#Post267327

...but should be updated with: do not use SCI newer than Tais' SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z (Updated 4 December 2010) in step 6.

Warning: I have not tested with SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z (Updated 4 December 2010) yet, but at least the NAS capability it is built on is compatible. I'll see about testing it later tonight.

EDIT: Tested UC-1.13 v2.81 with the SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z (Updated 4 December 2010) as the step 6 update. Works well enough, just ignore the missing INI entry warnings at the beginning. Confirmed all NPC's are present in A9, Carmen Quest begins without problem. The only thing I should note on the NPC's is that the newest JA2's have this feature where NPC names are hidden by "???" until you talk to them.

UC-1.13 Production (v3.0):
- As it has been announced that sometime in 2011 there will be a new major public release, I can drop the NAS suffix from the next series of releases.
- As it seems likely that Warmsteel's NAS 0.61 capabilities are being superseded with the incompatible NAS 0.7 by ChrisL in the active code base being worked on (presumed to be what the major 2011 public release is to be based on), new series will start with v3.0
- I'm not seeing much utility in continuing to clean out and restock the maps for v2.9, so work on that project is ended to move onto v.3.0. The changes between v2.81 and v2.9 were going to be save game breaking; and due to the NAS changes (0.61 to 0.7) I'm expecting v2.9 to v3.0 will be save game breaking as well.
- As soon as I confirm a map editor compatible with NAS 0.7 is working, I'm going to start cleaning out and restocking maps. Hopefully the new technology is more consistent with default attachments.

[Updated on: Thu, 09 December 2010 02:37] by Moderator



Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #268060] Thu, 09 December 2010 23:05 Go to previous messageGo to previous message
dieMaus

 
Messages:11
Registered:December 2010
thank you, will try that out soon. seems i had a wrong install way Smile (so many mods, installs, versions, readme's etc around, kinda hard for me)

just one question, the optional step "Alrulco Folding Stock v2" is what? (DL is only if i wanna play that campain it seems?)
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