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)
Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #268061]
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Fri, 10 December 2010 01:20
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Alrulco Folding Stock v2 is the the item mod rearranged for the Vanilla campaign. Features:
- The Folding Stock v2 (ie. Folding stocks are not an option, any gun with a folding stock should come with one, and depending on which slot the stock item is sitting in the stock is folded or unfolded)
- More or less all items in DL-1.13 v2; UC-1.13NAS v2.81 has most of the items as DL-1.13 v2 and AFS v2, and for a few weeks the plan was to produce a UC-1.13NAS v2.9 which would feature the complete list of items (however this "interim" mod is being skipped in favour of NAS 0.7 based v3 projects)
- A series of "prime vendor" sub-mods where Alrulco's Army is outfitted based on a theme, ie. US supplied arms, Russian/Eastern Europe Arms, Over-the-Top "Hollywood" Arms...
AFS v2 and DL-1.13 v2 are purely optional, but the instructions I linked to can produce a big compilation mod that share a common graphics set. All you need are three more downloads (AFS v2, Dl-1.13 v2, and of course the original Diedranna Lives! mod). With the v3 projects I am planning on keeping them more in step with one another so that I don't end up again with one mod's v2.01 being more advanced than another related mod's v2.8.
[Updated on: Fri, 10 December 2010 01:21] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #268515]
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Sat, 18 December 2010 04:29
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Thought I'd double post to note a few add-ons (mostly items imported from IoV):
- Zh-86 Flak Jacket (by Dboy, from IoV)
- KAZAK-4 Vest (by Dboy, from IoV)
- KAZAK-6 Vest (by Dboy, from IoV)
- unkown White Vest (looks sort of like a KAZAK-5 light Vest, from IoV)
- 6B7-1L Helmet (by , from IoV)
- M60 Steel Helmet (by Dboy, from IoV)
- STSH-81 Helmet (by , from IoV)
- ZSh-1 Helmet (by , from IoV)
(The above are replacing equivalent armours from the original JA2 orderings, so you'll find them mostly as items pre-placed in maps.)
- CETME Ameli (graphics already in basic v1.13 mod) - finally got around to adding it, using stats from HK 23, but with less attachment options
- KAC Stoner LMG (by Tbird94lx, from IoV) - added as I noticed that it was popular among PMC's, very lightweight for LMG but has very short range (comparable to M4)
- 9A-91 (by , from IoV) - added as UC-1.13 is Eastern Euro flavoured mod
- A-91M (by , from IoV) - added as Eastern Euro equivalent to FN F2000 Weapon System; like the Groza but without the Groza's convertible attachment system. Also has a RIS optics mount instead of RSA/SVD mount.
As I'm not planning on another UC-1.13 release for some time (sometime in 2011 probably around the same time as the "major public v1.13 release") I'm open to suggestions for new gear. For instance right now I'm considering replacing the copies of the Legging Armours in the original JA2 armour item indexes with Russian Load Bearing Equipment (LBE); this way you'll find more LBE's in maps.
I'm also considering setting the Leggings to be Sci-fi items as my research into Russian equivalent leg armour seems to be indicating that that flexible body armour pants, as portrayed in JA2, does not exist in reality for anyone. Lower torso and hard knee-pads exist; as does Kevlar and Spectra pants (but the pants are not meant to be body armour just industrial and biking protective clothing). Another option would be to reduce the coverage so that instead of leggings, these become lower torso body armour. Any thoughts?
[Updated on: Sat, 18 December 2010 18:07] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #268576]
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Sun, 19 December 2010 19:01
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Well I have demonstrated that NAS 0.7 can accommodate 12 grenades, I just imported the MM-1 from IoV.
Added:
Grenade Reflex (by bayerlein, from IoV) - only RIS equipped launchers can use it
3X MAG for Red-dot (by dboy, from IoV) - replaces stock v1.13 alternate Red Dot sight graphic being used for the Advance Reflex Sight 4x Magnifier. Graphic also being used for Advance Reflex Sight Night Vision add-on
MM-1 (by , from IoV) - why not have a 12 round grenade launcher?
EX-41 (by Marlboro Man, from IoV) - oddly a 4 round pump action launcher is sci-fi, as this one has not made production despite numerous attempts over the decades.
Soviet era "Lifchick" LBE (by Dboy, from IoV) - Low end LBE replacing in-map occurrences of Kevlar Legging
OMON Utility Vest (by Dboy, from IoV) - Hunter/Photographer vest, but with a pair of AR magazine pockets, and pistol holster. Replacing in-map Spectra Legging
***Note: in-map does not include on-NPC occurances
I'm going to cut down the coverage and protectiveness of the "armoured" pants in game. The Kneepads will now be necessary if the player wants the levels of protection comparable with the old armours. May also lower the penalties for the pants, while raising them for the Kneepads. My research has so far found one case of armoured pants being marketed (patent pending even) but they're not claiming anything near the level of protection of the in-game equivalents.
EDIT: added a few more items
Muzzle Brake (by bayerlein, from IoV) - muzzle attachment that makes the gun louder but reduces AP cost for single/auto/burst
AK Muzzle Brake (by bayerlein, from IoV) - considering adding this as a default attachment for AK-74 and others where appropriate
ITL MARS (by bayerlein, from IoV) - replacing graphic for integral integrated Reflex/LAM sight
EDIT2: more stuff
M3 IR Night Sighting Device/"SnooperScope" (by tbird94lx, from IoV) - thought it would be nice to flesh out the "non-standard" scope mounts
MAT-49 (existing stock v1.13 graphic unused till now)
Flipping the Leggings/Knee-pad AP penalties so that that Leggings only drop AP by 2 and Knee-pads go up to 3.
EDIT4: deciding to drop the AP penalty for Leggings to just 1 (as the protection these offers has really gone down), raising the penalty for Knee-pads to 4 to maintain the 5 AP loss that using the pair incurs.
Been watching too much anime lately, so now I'm attempting to hand draw the ARWEN 37 5shot riot launcher (from which I will truncate into the ARWEN single shot launcher)...
EDIT5 (2010/12/21): ARWEN launchers and ammo in, the baton round works, though I couldn't get away with using no explosive effect (CTD if I set it to none). For now using the stun animation even though the blast radius is 0. Available rounds for both 37mm launchers: Baton, Stun(area), Flashbang, Smoke, and Tear gas
Added:
Stechkin APS Stock & Holster (Machine Pistol Stock by dboy, from IoV) - It seems LBE items cannot act as attachments, so you have to USE merger the Stechkin APS into the Stock or Holster item to convert between the two. It is only available as a Used item from Bobby Ray's.
Rys-U (graphic from original Urban Chaos) - I finally got around to importing the Rys-U pump action shotgun from original Urban Chaos; also figured out that it is just a civilian version of the RMB-93 shotgun.
If nobody else has any suggestions for items that should be added to UC-1.13 (from IoV or new artwork if supplied in an acceptable form); I'm going to start re-ordering these items in preparation for Map Updating.
[Updated on: Tue, 21 December 2010 22:32] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #269050]
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Tue, 28 December 2010 20:00
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Artistically, the Commando Vest LBE's were the odd ones out (till yesterday) with the Armour bits cut out completely instead of "faded" out. Fading out part of the graphics is the same "technique" used to illustrate the AR-15 Upper Receivers, and other component items like the F2000 upgrade kit. Yes I know there is a bit of a logic problem, the LBE is responsible for the cammo portion of the Armour/LBE combo, but graphically is represented in such a way that obscures the camo bits.
Personally I would prefer if 1.13 adopted some technique to have "real" combined armour/LBE. I think IoV since their divergences away from the 1.13 code base, can have armour values read from items attached to LBE's, avoiding the limitation of there being only one Class Index in ITEMS.xml; but I'm not sure if they disallow the normal armour slot when there is an armour item attached to the LBE. I suppose the other way could work as well, with VEST LBE items attached to the armour item overriding the VEST LBE NIV slot. This way the UC Armour/LBE items can go back to being "single" items.
Striker Helmet is an original Urban Chaos graphic that 1.13 imported for its own purposes a long time ago.
Since it only took a few minutes, I added graphics to cover the ammo boxes you noted ShadoWarrior. I got lazy when I was adding the graphics originally.
EDIT: v3 Update
- proflex conversion (no STOMP traits yet)
- imported new v1.13 A.I.M. Mercs
- partial Completed resurrection of Buns (does anyone remember if in original Urban Chaos the fate of Buns is noted in-game?)
EDIT (2011 01 02): v3 Update
- caught up on documentation for v3
- tested v3 build with Tais' "revision 4011" SCI -> starts new game OK (both Old and STOMP traits), Carmen Quest started OK, Buns tested OK, nothing beyond this tested yet
- PM'ed Kazuya -> it is a go for replacing the old JA1 faces when updated graphics are available (also will fix the long standing issue with eyes/mouth coordinates, when updated graphics are available).
[Updated on: Sun, 02 January 2011 21:35] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #269262]
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Mon, 03 January 2011 02:26
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Double Posting so as to get some input on the following changes. I took a look at the STOMP traits, and it looks like most of the old traits have an equivalent in the new ones (camouflage being the big missing one). So I decided to assign as close as possible equivalents to the Urban Chaos RPC's:
(17) Jubilee
Old Skills: Ambidextrous, Teaching
New Skills: Deputy/Squadleader, Ambidex, Teaching
*** Added Deputy/Squadleader as I seem to remember her being in some kind of leadership role in DL.
(44) Ayana
Old Skills: Stealthy, Night Ops
New Skills: Marksman/Sniper, Night Ops, Stealthy
*** Added Marksman/Sniper due to M.E.R.C. bio
(50) Morgan
Old Skills: Auto Weapons, Auto Weapons
New Skills: Auto Weapons/Machinegunner, Auto Weapons/Machinegunner
(57) Rude Dog
Old Skill: Night Operations, Stealthy
New Skills: Hunter/Ranger, Night Ops, Stealthy
(59) Rosebud
Old Skills: Hand to Hand, Hand to Hand
New Skills: Hand-to-Hand/Martial Arts, Hand-to-Hand/Martial Arts, Bodybuilding
(60) Elhi
Old Skills: Auto Weapons, Sniper
New Skills: Auto Weapons/Machinegunner, Marksman/Sniper, Scouting
*** Added Scouting from her recruitment speech
(63) Postie
Old Skills: Stealthy
New Skills: Stealthy
(66) Skitz
Old Skills: Heavy Weapons, Hand to Hand
New Skills: Heavy Weapons/Bombardier, Hand-to-Hand/Martial Arts
(67) Reuban
Old Skills: Heavy Weapons, Knifing
New Skills: Heavy Weapons/Bombardier, Melee, Melee
*** added Melee to emphasise the knife aspect of Reuban
(68) Spike
Old Skills: Heavy Weapons, Heavy Weapons
New Skills: Heavy Weapons/Bombardier, Heavy Weapons/Bombardier
(69) Kelly
Old Skills: Auto Weapons, Ambidextrous
New Skills: Auto Weapons/Machinegunner, Technician/Engineer, Ambidex
(71) Cobra
Old Skills: Stealthy, Camouflage
New Skills: Hunter/Ranger, Stealthy, Scouting
*** Hunter/Ranger, Scouting as substitutes for Camoflage
Comments regarding the above choices please.
EDIT (20110105): v3 Update
While waiting for feedback on the STOMP traits I've assigned to Urban Chaos specific characters, as well as any news on the multiple default attachments/Map Editor front, I've added some new stuff:
Br
[Updated on: Sun, 09 January 2011 23:28] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #269933]
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Tue, 11 January 2011 17:57
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Elhi - yeah, that one is a known one. She was incomplete, and consequently cut from the original Urban Chaos.
Yes, I've contacted kazuya regarding the faces. All faces that are available to the public have been updated and even tested. The whole Proflex/STOMP/faces upgrade has gone much smoother than expected. I even had time to add Buns back to A.I.M.
Thank you for the offer Logisteric, I think Elhi is the the main one, though I remember one of Rude Dog's city sector speeches having Miguel's speech file played. When I activated the Elhi RPC I thought she was cut for for just incomplete clean-up/refinement, and did not realize there were missing files.
New Bug Probably in released versions of UC-1.13NAS
- Quite a few magazines for "grenade shooters," are free. During the repricing of the in-game magazine items, I intentionally left out the ones for "grenade shooters" (different from older "launchers" of JA2) since they were not part of my research and calculations for "ammunition." I forgot to go back and actually give these prices and only noticed over the weekend when I was trying figure out prices for the new ammo.
Ok, so far nobody has voiced any concerns about my STOMP trait assignment to the UC specific mercs; so I'll move on to something that is almost sure to annoy people: Re-scaling Weapons again.
Last night I completed redoing all weapons damages. I did a bit of research and produced a table of in-game calibres with representative muzzle energy values I found on the internet. Yeah I know, dubious research, but I was only after a rough idea of how weapons should relate to each other in-game. Produced no surprises, but there is an increase to the gap between most pistols and rifles, and between intermediate rifle cartridges and old fashion full size cartridges.
Again I've come to the conclusion that Burst/Auto penalties are too low:
- too many attachment combinations that result in zero penalty
- ChrisL's LMG changes need to be accounted for (I like the idea of less of a penalty when prone, but I don't want zero)
- Aimed burst/auto, an idea I've always liked, but again needs to be accounted for
- I'm not using the auto/burst multiplier made available with aimed burst/auto a few weeks (months?) ago
Things to be considered for the new burst/auto penalties:
- notwithstanding specials like the G11 and AN-94, an overall minimum value based on worse(best) combination of attachments. More than 1 is about the only thing I've decided, may also lower attachment bonuses (don't like this idea as with smaller numbers less room for different values)
- Mechanism: Direct impingement will have lowest penalties from common mechanisms, AK the most (unless someone can give me an in-game mechanism/operating principle that has a worse rep for heavy bits moving around)
- Using those rough muzzle energy values to get an idea of how the act of having a bullet go one way produces a force the other way via Newton's 3rd law
- axis of recoil (yes/no for 1 pt)
- open/close bolt (1 pt)
- Within a weapon type, mass will lower penalty, ie. given a significant difference in mass between two otherwise similar SMG's, the heavier one will have a lower penalty (it should have a higher draw cost though).
I think NCTH avoids the attachments = zero penalty problem, but NCTH is not ready yet.
EDIT: sorry, somehow in my mind, ChrisL's new AP bonus when prone with bipod became a second bipod CTH bonus (which on second thought makes what I was thinking even more wrong). Still like the idea though (the new AP bonus when prone, not the bipod doing again what the bipod is supposed to be doing).
Also open/close bolt won't be a consideration in the new v3 auto/burst penalties. Instead it will be a consideration in the weapon's over all accuracy. The two LWRCI M6A4's will have extra high auto/burst penalties to account for the extra CTH bonus given by that accuracy value.
[Updated on: Tue, 11 January 2011 19:55] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270003]
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Wed, 12 January 2011 04:50
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usrbid |
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Messages:1506
Registered:December 2008 |
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wil473Re-scaling Weapons again.
I did the same thing for Demise of Man, maybe you can get some ideas from their setup, my Excel can be found here, if you can't open Excel you can get the text version here.
Essentially they scaled the weapon damage to make shotguns / handguns stronger than rifles. However please don't forget that DOM has a new XML tag for armor penetration, so while handgun ammunition makes more damage, it has less armor penetration. Rifles are the opposite, less damage but better penetration.
wil473(unless someone can give me an in-game mechanism/operating principle that has a worse rep for heavy bits moving around)
There is a relative "standard" way to calculate how much energy is transfered onto the target, the Taylor Knock Out Index, you can see the online calculation here. There are not that many in game calibers, maybe sixty or so (in AIM), if you like I can enter each and make an Excel with the results from the Web page.
The higher the number the better. For example the 44 Magnum handgun, which most handgunners consider an acceptable hunting caliber with its standard 240 grain load at 1400 fps with a 0.429 diameter bullet gets a Taylor KO of 20 . A fairly typical 454 Casull 300 grain handgun load gets a Taylor KO of 30. A standard 12 gauge shotgun slug load gets a Taylor KO of 53.
Downloaded the JavaScript with the calculation and posted it below:
Toggle Spoilerfunction doMath()
{
var one = eval(document.theForm.elements[0].value)
var two = eval(document.theForm.elements[1].value)
var three = eval(document.theForm.elements[2].value)
var prod = (one*(two*two))/450436
var prod2 = (one/7000)*two
var prod3 = one*two*three/7000
var energy = parseInt(prod)
var mom = parseInt(prod2)
var taylor = parseInt(prod3)
document.theForm.elements[4].value = energy
document.theForm.elements[5].value = mom
document.theForm.elements[6].value = taylor
}
[Updated on: Wed, 12 January 2011 05:01] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270363]
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Sat, 15 January 2011 19:47
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Free Ammo? Which weapon upgrades? Are you sure, wolf00, that it is not simply incompatible ammunition being ejected? Several such "upgrades" change calibre, necessitating the unloading of the weapon.
Double M.E.R.C. email is a problem with the game allowing M.E.R.C. to be available on day one. Since I am treating Urban Chaos as being set after the "vanilla" Alrulco, stock Unfinished Business, and probably after the Diedranna Lives! Alrulco campaigns, I set the default to have M.E.R.C. available at campaign start.
Dieter, that is an odd one. Does this specific error happen reliably (every retreat from A9 crashes)?
A work around would be to camp in the middle of the airport compound (or enter from the subway). The Militia pre-placed in A9 have undroppable "plot" armour and weapons. They should be able to handle 20 regular enemies on their own, and probably won't even bother to pick up stuff dropped (their own gear should have a vastly higher coolness rating).
I've been considering how to work on v3 today.
- Activating ChrisL's so-called "LMG Improvements," I say so-called because they ended up being not specific to LMG's in the final product, but the LMG Improvements moniker is where it all started from.
- Some changes to how attachments will work (5% improvement to recoil from grips seems a tad low
- Making sure all integral attachments are a few points/percent better than detachable attachments
- Redoing stats for weapons (probably won't look too different)
I am somewhat concerned about v3's longevity. With NCTH planned for the 2011 release, there is temptation to go straight to v4 (NCTH based clean sheet approach to all weapons and attachments).
[Updated on: Sat, 15 January 2011 19:48] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270437]
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Sun, 16 January 2011 17:08
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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The "plot armour" used in A9 should be undroppable, same with the weapons. At least it was the last time I tested this interaction. Not sure about someone trying to steal it though.
EDIT v3 Updates (20110116):
- Reworked base shots/4Turns values, things didn't change by too much, but I'm using more or less standard values for all
- Activated the Multiplier under ChrisL's "LMG Improvements," happy surprise, the old penalties seem to work just fine under the system; I'm going to hold off on implementing ChrisL's suggested values for the AR-15 Stock system (which I was planning on adapting to the Folding Stock System)
- Added Cleaning Kit for AR-15 weapons, tested OK, still need a better graphic for it
- Added ACME LMG barrels in 5.56mm and 7.62x51mm (all "magical" attachments will be from ACME, while the more embarrassing ones will be from TactiKool-Aid)
- Tested the XML's with Tais' most recent SCI (the one that includes the option for NCTH), seems to be working, even able to load a savegame from two SCI's ago.
EDIT v3 Updates (20110118):
Added new 12 Gauge (full size) ammotypes after discussion with Smeagol on what else can be done besides FRAG-12
- Incendiary
- Tear Gas
- Duplex Slug
I'm considering rearming Mike again. The TDI Vector, now seems to be less a prototype and possibly on the market now, even seen a civilian market carbine (prototype?). so the TDI Vector (formerly KRISS Super V) doesn't seem appropriate any longer, especially as Mike won't even load the AET magazines until the initial (ball) magazine is emptied. Right now the contenders are:
- one of the Sci-fi guns that Bullet Six did for Deidranna Lives!-1.13
- Lightweight Small Arms Technology (LSAT) prototype from IoV, which essentially is the latest in the US Army's attempts to replace the M16/M4, though with only a modest goal of lighter weight (= more) ammunition.
[Updated on: Wed, 19 January 2011 00:18] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270672]
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Wed, 19 January 2011 09:58
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usrbid |
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Messages:1506
Registered:December 2008 |
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Yo wil, I was able to steal a green Vest item from a Kingpin goon in the sector where the Kingpin is. The Vest looks like coated Spectra, the text just says "Vest". Not sure if this item is similar to the A9 gear. Now you made me want to start a new game and see if I can steal the A9 armor, hehe...
(Also I tried to punch the Kingpin but wasn't able to make him go unconscious, tough sucker.)
By the way, select visitors were able to test shoot a black Kriss at the 2010 Shot Show, there is a NoobTube clip of it, so I agree with you that the gun is more real, however will the reach of the 45 ACP suck for poor Mike? You could go for a 460 Roland AR 15 conversion, that would definitely rock, and the 460 is available for mail order with no problems.
[Updated on: Wed, 19 January 2011 10:01] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270766]
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Thu, 20 January 2011 10:47
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usrbid |
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Messages:1506
Registered:December 2008 |
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wil473Yeah, the "Vest" is the special plot armour. The reason I wanted a special set of armour is to outfit map placed militia who are meant to act as "turrets" protecting strategic locations. I may have forgotten this point and allowed the Vests to proliferate beyond A9.
Yep, I got the green "Vest" in the Kingpin sector, I can put it on, it is pretty nice (although I won't use it, feels a little like cheating).
wil473Speaking of which, I'm finding that I cannot clear default attachments left behind when guns change their item number in items.xml. My OCD need to have items arranged in some order that makes sense to me (because the game rarely needs items under a specific index) is catching up to me. A9 is one of the affected maps, and therefore needs to be rebuilt from the original Urban Chaos maps. The occurrences of VEST and AK107 (not AK-107) will be restricted to Militia that you cannot reach.
Oh by the way, I find lots of map placed enemies with map placed guns where the item XML was changed to a different gun, like a dude running around with a Saiga shotgun for example. This works all great, only problem is that the gun apparently has a map placed magazine, so when I eject the mag, I get something which does not go back into the gun. In case of that specific Saiga I found it ejects a 2 shot shell "mag" (which I can put back into the gun and eject a 6 round Saiga mag with 2 rounds left in it).
wil473Kingpin, if I remember correctly, has a FLX-C 3000 vest.
Yup, I got that one, very nice, best armor I have (other than the "cheater" Vest), looks like this is based on the Dragonskin armor scales, which were hip a year or two ago.
By the way, I punched the Kingpin all the way to death. He never lost consciousness. Really weird, first enemy to do this to me. (What the heck did you guys do to create superman?)
wil473Mail Order weapons do not fit Mike's style in my mind. I think I'm going with the LSAT LMG. The LSAT is relatively obscure, but is not too sci-fi as there are firing prototypes, and even primary sources for mass of both weapon and ammunition (well that is the point of the LSAT program). It is sort of today's G11. Moreover full graphics exist for it from IoV.
Do you know if the (real world) LSAT can use caseless in a magazine or if caseless is always "belt fed" (their funny looking linkes belt; reminds me of the belt the grenade machine gun uses)?
Also not sure if the IoV guys implemented the LSAT correctly this way. It takes cased in a mag, but I have not seen caseless in a mag (however I could be just stupid as usual).
wil473Not waiting for for a superior solution to the multiple default attachments and XML/Map Editor issues. I'm just going to avoid weapons with multiple defaults and start reworking the maps. This way I hope to have the initial v3 out (built for Tais' final SCI) out before the 2011 release.
Yah, so you are saying the map editor doesn't take more than one default? (Which sounds correct) Unfortunately until someone updates the map editor (to NAS etc.), I don't see a work around - or, what you can do, give the multi default guns just one attachment (the most important one).
Another thing you can do is go with the old SVD with sniper scope, give it an attachment not on the regular attachment list, make a special / unique item this way. (Of course the player can unattach and reuse the gun as a standard model; I always like this about the sniper SVDs, kind of cool this way, something you talk about with your buddies.)
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270847]
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Fri, 21 January 2011 00:40
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Yes, the FLX-C 3000 is a spoof version of Dragonskin. For anyone in North America with certain cable channels, I think the items list is at the point where I can do a Discovery Channel (and subsidiaries) mod: any small arms that appeared on this network appears in general use by the AI in-game.
Ammo mismatch - some of those date back to original Urban Chaos. They should be fixed as part of the v3 item scheme. Most guns in indexes 0-350 are copies (and noted with a "zz" prefix). A USE merger with toolbox on these guns, or toggling the folding stock when available, converts it into the "proper" version of the gun in index 1001 and beyond. Now this allows me to do two things:
1) I can go through the maps and replace all the "zz" prefixed guns with the "proper" copy, this should fix all the mismatched loaded ammunition issues
2) "zz" copies of guns will have old-style "built-in attachments," this way the AS VAL, AI AWM, L86A2 LSW, and KSVK can be placed into maps without impairment to function vis-
[Updated on: Fri, 21 January 2011 00:43] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270878]
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Fri, 21 January 2011 11:32
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usrbid |
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Messages:1506
Registered:December 2008 |
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wil473NPC inventory is not affected by this issue, Mike's LSAT LMG will have at least four defaults. Also, I noticed on someone else's thread that items can be placed in maps via XML (based on difficulty level); so when this basic restocking is done, I'm going to see if this XML can add items outside of the Map Editor (this is actually more important to Diedranna Lives!-1.13 v3 as that one I know has multi-default items appearing as pre-placed map items).
Uh, I forgot about the XML item placement, good catch, hope it is still working after all the latest changes?
wil473SDV - I think you're wanting some equivalent to the "good-bugged" SVD's from original Urban Chaos, where some ended up with PSO-1's even though they already had the scope bonuses built-in (double scope bonues). Since the PSO-1 is only a 4x scope in UC-1.13, I have a Russian 9x scope in its place. This means that any "good-bugged" SVD's have the top magnification Russian scope pre-attached.
Yes, a positive effect bugged item, you can intentionally bug it (the original was unintentional), in the sense that you create a unique item through a "double" style attachment, or it can also be a not normally possible attachment, so when you remove the attachment you cannot attach it back again.
Edit: Yo Wil, Just shot one of the arrival airport guards with a shotgun about 20 times for testing, no damage, buckshot or slugs made no difference, pretty cool actually. What was even nicer is that none of the other guards attacked me, really neat setup, 'cause a stray bullet making all those guys hostile and you can say goodbye to your squad. Then I remembered Razor had a knife, so two stabs and the poor guard was dead, as to be expected.
Now for the interesting part, only dropped the gun and ammo, didn't drop the "magic" vest or helmet, very nice. Now for the really interesting part, somehow these guys are so super friendly that I can't steal from them, either it is not working, or my guy always checks the floor instead. So this is good, this means you can't cheat into having magic Vests, which is really nice, finally something is working as intended.
[Updated on: Sat, 22 January 2011 08:38] by Moderator Report message to a moderator
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Re: UC-1.13/DL-1.13/AFS Discussion 2 (2010/10/29 to 20--/--/--)[message #270980]
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Sat, 22 January 2011 17:55
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I need some more details on your game. My attempt to load failed (UC-1.13 v2.8, SCI Beta Install I had labelled "20101120," modified .INI to accommodate 4 vehicles)
- version of v1.13 you are running?
- version of UC-1.13NAS?
- any custom .ini settings? (Did I leave the .ini modified to 32 Mercs and 4 vehicles in the version you are running? Or are these custom .ini settings?)
EDIT v3 Update:
"Bugged-in-a-good-way" SVD - One thing v1.13 seems to be good at is preventing the type of situation that led to the special SVD's (as well as suppressed CZ-700) in original Urban Chaos. The game engine will prevent illegal attachments from showing up attached. My reshuffling of items.xml messed up a few Map Editor placed gun/default attachment combinations, the gun changed to something incompatible with the default attachment, resulting in the attachment being ejected to the map in an unreachable location (game still regarded the attachment as being part of the map, but it wasn't visible). Best I can do is pre-load the dummy (zz- prefixed) SVD with one v1.13 item range attachment, and any of the original attachment indexes. Since the item index for the original scope is now the Russian 9x, you'll have something quite a bit better for long range shooting than the stock SVD. This cannot be done for the "suppressed" bugged CZ-700 as the one default attachment slot must be used by its initial scope, the 6x which is in the new item range. I'm not going too far out of my way to replicate these "bugs" from original Urban Chaos.
ToDo:
- Finalize Items XML's (expand Enemy Gun/Item Choices, add back in the multiple default attachments)
- experiment with XML for extra item placement based on difficulty level, this may solve the multiple default attachments
- Documentation on HAM facilities in UC-1.13 v3
- Restore militia garrison ability to E13, but it won't technically be part of Calisto due to interface issues
- Change STOMP Traits for A.I.M. mercs to reflect original Urban Chaos instead of being a direct copy of the STOMP traits assigned to vanilla campaign v1.13
Next Version: If all goes well, the first version of UC-1.13 v3 (for Tais' last SCI) should be out by end of January, this should give at least two months of .exe stability till the 2011 release planned for April (and even longer lasting stability)
[Updated on: Sat, 22 January 2011 20:52] by Moderator Report message to a moderator
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