Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Urban Chaos-1.13 v3.7x ADCAP
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308309] Sat, 28 July 2012 16:48 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The telescopic stock of the D10RS accounts for the AP reduction for it. I'll have to check the 416C as it uses different mechanics for the different stock. With the new replaceable attachment feature, I may simplify the AR-15 stocks again in v4.xx by eliminating the stat penalties for no stock as the player won't have the opportunity to run around with an AR-15 with no stock, unless it is a pistol variant (with its own penalties).

Crepaton drugs are using the new drug system, probably have to tweak it.

I'll think about lowering the Saiga's ready cost. How does it compare in stock v1.13 vs. other AK's?

[Updated on: Sat, 28 July 2012 16:51] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308311] Sat, 28 July 2012 17:11 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Don't know about stock 1.13, but my guess would be not very well. Anyway, we're talking about a weapon with really similar dimensions and weight to AKM and AK-74, and I don't believe Saiga's ergonomics are noticeably inferior.

But hey, do you know anything about those strange auto-fire AP reductions? They've been there for a long time, although I haven't paid that much attention to them before...

Edit: What's the reason for RPK having 3 points faster draw cost (24) than RPK-74? Stat diversification?

[Updated on: Sat, 28 July 2012 18:58] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308321] Sun, 29 July 2012 01:02 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hazapuza
But hey, do you know anything about those strange auto-fire AP reductions? They've been there for a long time, although I haven't paid that much attention to them before...
I'll check in-game, I don't seem to be seeing any reason for it in the XML Editor

Hazapuza
Edit: What's the reason for RPK having 3 points faster draw cost (24) than RPK-74? Stat diversification?
No, it is probably inattention on my part. If anything they should be flipped. Changeds RPK draw to 24 and RPK-74 to 22 AP.

Hazapuza
Don't know about stock 1.13, but my guess would be not very well. Anyway, we're talking about a weapon with really similar dimensions and weight to AKM and AK-74, and I don't believe Saiga's ergonomics are noticeably inferior.

...and "Heavy" AK's (12 guage, 7.62x51mm) will standardize to a draw of 22 AP in future as well.

[Updated on: Sun, 29 July 2012 01:05] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308325] Sun, 29 July 2012 13:39 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Here's the complete open bolt weapons list. Again, there might be errors.

Machine Pistols

AEK-919K "Kashtan"
Agram 2000
IMI Mini-Uzi
IMI Micro-Uzi
Ingram M10
Ingram M10/9
KGP-9
PM-63 RAK
PP-93
Then there's the SEBURO CX, probably closed bolt since it's a high-tech sci-fi fantasy weapon...



Submachine guns

American-180
American-180 Short
Beretta PM 12
Carl Gustaf M/45B
IMI Uzi
Jati-Matic GG-95 PDW
Jian She 9mm SMG
KP M/31 Suomi
MAT Modele 1949
Owen .45
PPsh-41
SA vz.24
Sterling L2A3
Thompson M1928
Thompson M1A1
Type 05
Type 64
Type 85
Walther MPL
(No idea about OTs 39, can't find anything of any accuracy about this... My own guess would be closed bolt, since its rather new, and most open bolt firearms these days seem to be machine guns for the obvious reason.)



Assault Rifles

MGV-176



Light Machine Guns

AAI LSAT
AEK-999 Barsuk
CETME Ameli
FN MAG
FN Minimi
FN M249 SAW PIP
FN Minimi SPW
FN Mk 48 Para
HK MG43
IMI Negev Commando
KAC Stoner LMG
LWRC M6A4 (closed bolt during semi-automatic, open during full auto)
LWRC M6A4 6.8SPC (same as above, obviously)
M60E3
PKM
Pecheneg
Rheinmetal MG3
Rheinmetal-Borsig FG42 (closed bolt during semi-automatic, open during full auto)
RPD
STK Ultimax
Stoner 63A LMG



Shotguns

Atchisson AA-12
USAS-12 (Not quite sure about this one, one site claimed it is open bolt. In any case, the USAS does share the same origins with the AA-12, they're both derived from the open bolt Atchisson Assault Shotgun.)

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308505] Wed, 01 August 2012 19:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks Hazapuza.

P1 and P2 graphics libraries are now clear of mod specific graphics. I can now start adding in food items.


EDIT: Begun work on adding External Feed and Food features, and have run into a few issues.

1) Food tags appear to be deleted from items.xml when XML Editor 0.97 saves.

2) JA2 5423 is not save game compatible.

Looks like the next version of UC-1.13 v3.7x ADCAP will require a new game.

On the plus side, I updated the Items flag lookup XML on my own...

[Updated on: Fri, 03 August 2012 00:44] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308728] Mon, 06 August 2012 17:27 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
Playing latest 3.7 UC with svn 1479 and exe 5423 and using multiple Bobby Ray shipping points patch.

Minimal changes to INI - only starting IMP's and repair order.

UC playing very nicely to now in Calisto. Smooth, all quests appear to be working.

Game Balance:
.22 definitely overpowered in early game.


Bugs:
Bobby Ray's shipments arrive in one day even though 2 days is selected.

One runtime error when after hard battle, many reloads, in underground basement Calisto factory. After exiting battle, going to strategic screen with underground sector showing, right click to access inventory button and runtime error on "left click of inventory button." Sorry no save, non repeatable, possibly due to many reload memory leak problems.

Otherwise very nice to date.
BTW using overheating, ap's for inventory, and IIS.

Thanks for your effort.

Pat

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308735] Mon, 06 August 2012 19:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks for the report Medicinman.

medicinman
Game Balance:
.22 definitely overpowered in early game.

Does the round need to have damaged reduced further? Or is it the ubiquitous nature (every early game gun class except shotguns has a few examples of it) of the round making logistics too easy?

medicinman

Bugs:
Bobby Ray's shipments arrive in one day even though 2 days is selected.


I didn't have time to do real in-game testing, just used the cheat codes to see if stuff arrived where expected. I'll have some time over the next few weeks to investigate.


Just a reminder everyone that the next release will break save games. There will however be several new features introduced to justify this (well actually it is the .exe that is save game breaking). On my end of things, I will be taking advantage of the enforced new game start to introduce some of the new ammotypes mentioned in the Weapons & Items Request thread.

Loose ammunition has been moved to their own sizes for 1, 2, 4, 5, 6, 7 and 12 rounds, also differentiated by pistol, rifle, and shotgun shell. Still tweaking the pocket scheme.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308756] Tue, 07 August 2012 05:30 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
wil473

Does the round need to have damaged reduced further? Or is it the ubiquitous nature (every early game gun class except shotguns has a few examples of it) of the round making logistics too easy?


Overpowered as compared to other weapons of higher caliber and velocity. I am not exact sure of numbers, however, my experiences with .22 are limited for penetration power.

In game I see the .22 still being a viable weapons when the M4 and AK's are out because they still are accurate and delivering 10-40 pts in damaged to armored targets. I would think vest would stop a .22 at longer ranges dead (10 -15 tiles game still penetrating) with limited breath effects.

Additionally rat shot would have little effect to a non armored human at range unless it hit them in the eye or something. Good for the critters but not killing or maiming a human.

In game the AK22 are as good if not a better weapon until the optics arrive to make the other assault weapons better for their bang.

So IMHO I believe the damage should be reduced further to create a better comparison in game.



The game itself is great with many new features and your mod items make it even better. I like the balance on weapons and enemies (playing expert) and their progression as well. Also their theme of a similar army equipment.

Many weapon choices and sounds like more :super: to come.

Thanks,
Pat

[Updated on: Tue, 07 August 2012 05:31] by Moderator

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308760] Tue, 07 August 2012 09:11 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hazapuza
Then there's the SEBURO CX, probably closed bolt since it's a high-tech sci-fi fantasy weapon...


The Seburo Compact-eXploder, is a blowback-operated, magazine fed automatic handgun. Source

While the CX does not exist in real life, it is somewhat based on the FN P90, which fires from a closed bolt. Source

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Sergeant Major

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308768] Tue, 07 August 2012 14:32 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Dieter, do you have any knowledge about the Ots 39? That thing is really elusive...

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308802] Wed, 08 August 2012 07:47 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
medicinman
Overpowered as compared to other weapons of higher caliber and velocity. I am not exact sure of numbers, however, my experiences with .22 are limited for penetration power.

In game I see the .22 still being a viable weapons when the M4 and AK's are out because they still are accurate and delivering 10-40 pts in damaged to armored targets. I would think vest would stop a .22 at longer ranges dead (10 -15 tiles game still penetrating) with limited breath effects.

Additionally rat shot would have little effect to a non armored human at range unless it hit them in the eye or something. Good for the critters but not killing or maiming a human.

In game the AK22 are as good if not a better weapon until the optics arrive to make the other assault weapons better for their bang.

So IMHO I believe the damage should be reduced further to create a better comparison in game.


Birdshot (Ratshot) is being added as a new ammotype, relative to the existing Buckshot, it will have the same penalties vs. armour as HP (but none of the benefits), and a larger pellet divisor so the overall effect will be to weaken its effect.

Similarly for .22LR Ball I could create a new ammotype to give it same penalty as HP, again without benefits.

HV .22LR right now uses the Ball Magnum ammotype which would make it somewhat overpowered for stopping power. If I implement a weakened Ball type, then the HV would be reduced to using standard in-game ball.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308830] Wed, 08 August 2012 16:31 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Drastically dropping the range on .22 weaponry would be ideal, if we're gonna be realistic.
A range of 30 on one of the automatics forced me to raise an eyebrow. Barely any recoil, decent damage, good range. Pure murder. I'm no expert but 20 would already be pushing it, right?

15 is harsh but also somewhat... sane. Wink On rifles (Ruger 10/22 used as an example) that is. You'd really need to get in close and personal for that little underpowered slug to do any real damage. Don't know about high pressure ammo in real life but I imagine that it still isn't a combat round.

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308831] Wed, 08 August 2012 18:31 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Ok, I've taken a bit of everything to neuter the .22LR guns:

- reduced most damage by 1, left a few (2 rifles) at 22 because it amuses me to have 22's have a damage of 22
- reduced most ranges, on the competition rifles max range will be 22 tiles most everything 20 or less
- implemented a set of .22LR specific ammo types, basically 22 will be useless against armoured targets with these rounds as I have borrowed the HP armour penalties for ball, and increased this penalty for .22LR HP and .22LR Subsonic HP
- the "special" HV rounds now using the plain ball and HP ammo types
- birdshot ammotype added


The next version of the mod should be ready in a few more days. The only problem is right now two of the features are not XMLEditor compatible. EDIT: I really should keep up with my PM's...

[Updated on: Wed, 08 August 2012 18:32] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308866] Thu, 09 August 2012 17:51 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Double posting as some of you may find this important: implemented a system converting between .223 Remington to .223 Rem in a 5.56mm NATO chamber (its actually the in-game 5.56x45mm calibre). Note that the conversion only takes place with ammo crates. While this may make some elements of early game logistics too easy, Rude Dog now being able to use all that .223 Rem dropped by Gun Runners in his M4, it shouldn't be too bad as 5.56x45mm was always easily available in Port Kip in original UC. Also, .223/5.56mm mags have the following penalties:

-2 damage
-20 range
AP pistol ammotype (new one will be introduced in v4.xx)

Tested it last night, and it doesn't look like I'll need to flush maps (for this feature) as the CAR-15 in A10 UBT was still ejecting the correct magazine.


EDIT:

medicinman

Bugs:
Bobby Ray's shipments arrive in one day even though 2 days is selected.


Found the problem, I had neglected to set different shipping days. It will be fixed in v3.73, ETA soon...

[Updated on: Sat, 11 August 2012 09:04] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308945] Sat, 11 August 2012 19:45 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Triple Posting as this is also important...

Urban Chaos-1.13 v3.73 (Full) 20120811 "ADCAP Mod 3"

Available from:
Obsolete now please see UC-1.13 v3.75 ADCAP Mod 5

System Requirements:
1) SVN JA2 v1.13, via DepressiveBrot's Instructions (thank you)

2) JA2_5450.exe (has also been tested under JA2_5454.exe).

[Updated on: Sat, 22 September 2012 08:12] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308993] Sun, 12 August 2012 22:20 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

instaled yesterday on svn 1488 5423*exe this one work best,exe 5450 & 5455 are problematic for me now,too many asertion fails & ctds .. mostly when im in sector inventory or on strategic map or when i try load sector ...

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #308998] Mon, 13 August 2012 00:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Are any of the CTD or Assertion failures repeatable? This mod's primary purpose is to test things, and aside from support for the MOLLE feature, problems with the latest .exe should be looked into early.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #308999] Mon, 13 August 2012 00:16 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
I applied a few fixes in the last days. You should try out the newest exes. There was a severe error that was tied to loading of sectors, which seems to be your problem. r5459 is the newest.

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309000] Mon, 13 August 2012 00:41 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Any of these wonderful new exes pre-compiled? Nothing in DepressivesBrots stash yet.

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309001] Mon, 13 August 2012 01:00 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Haven't seem him today, use this for the time being: https://skydrive.live.com/redir?resid=8D263A268B5809FA!175

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309003] Mon, 13 August 2012 08:16 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I'm currently on vacation, don't expect any builds for the next 10 days to 2 weeks Smile

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309007] Mon, 13 August 2012 12:15 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Alrighty. Have a good one, DBrot!
And thank you, Flugente. :haloangel:

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309010] Mon, 13 August 2012 16:28 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Vacation from Internet and JA2? That's digital suicide ... Wink

Enjoy it!

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309023] Mon, 13 August 2012 21:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I'm not actually vacationing from the net ... obviously, else I wouldn't be able to tell you. And we contributors don't actually play the game anyway, so no change on that front. This leaves only the minor inconvenience of 400 clicks distance to my build system Very Happy

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309057] Tue, 14 August 2012 13:24 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Played 5454 version with mod.Maybe found few bugs.
1.If using xml editor-the food system became unworkable and mercs die without food.
2.Ordered few items to adrian airport with overnight express-nothing came.No email about deleivery and no delivery at all.Is i am doing not right something?

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309058] Tue, 14 August 2012 13:35 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
Parkan
1.If using xml editor-the food system became unworkable and mercs die without food.
Grab a newer version of the XML Editor, you can find one here.

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First Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309059] Tue, 14 August 2012 13:58 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Thanks.i will go check this =)

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309060] Tue, 14 August 2012 14:33 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Well.Something strange going on.The food had to work now but still if i try to use canteen on merc it won't do anything and give me error- HEH?.

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309093] Wed, 15 August 2012 06:31 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
Still version 3.72 to continue on bug hunt.

Tried given Carmen a head I cut off one of the top Crepeton girls (forget name) in car caravan just sw of Calisto. Icon just a head. Carmen wouldn't accept, said whose head is this?

No dinero Sad

Going to try 3.73 soon.

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309097] Wed, 15 August 2012 09:19 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
medicinman
Still version 3.72 to continue on bug hunt.

Tried given Carmen a head I cut off one of the top Crepeton girls (forget name) in car caravan just sw of Calisto. Icon just a head. Carmen wouldn't accept, said whose head is this?

No dinero Sad

Going to try 3.73 soon.

If the head doesn't have a name, then it's not a bounty head. There is at least one Crepaton looking female (with a limo and a bunch of bodyguards) that is not on the bounty list. Could it be that it is her head you are carrying, thus just a generic one?

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First Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309101] Wed, 15 August 2012 11:37 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hazapuza
Dieter, do you have any knowledge about the Ots 39? That thing is really elusive...


The OTs-39 is blowback operated submachine gun with a hammer-type firing mechanism. This probably means closed bolt (like a pistol). Source 1 Source 2

Did you know there is a OTs-39P which fires 9x19mm? Source By the way, you can purchase them from KBP here; you will need an import license for your country.

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Sergeant Major

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309115] Wed, 15 August 2012 15:45 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
JMich
medicinman
Still version 3.72 to continue on bug hunt.

Tried given Carmen a head I cut off one of the top Crepeton girls (forget name) in car caravan just sw of Calisto. Icon just a head. Carmen wouldn't accept, said whose head is this?

No dinero Sad

Going to try 3.73 soon.

If the head doesn't have a name, then it's not a bounty head. There is at least one Crepaton looking female (with a limo and a bunch of bodyguards) that is not on the bounty list. Could it be that it is her head you are carrying, thus just a generic one?


Hence no money. Thanks I did not know that.

Pat

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309125] Wed, 15 August 2012 17:37 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
Another issue with 3.72

Attaching AK RIS handguard to AK-47 making permanent change.

It also made the scope PO 3.5x21 a permanent attachment as well, no longer can remove it.

It was attached at the time of adding the RIS Handguard.

EDIT:

Problem with Cut Scene hangs up if choose to watch versus skip. Repeatable.

Just play the save after liberation of the first SAM site when it asks, very soon after loading.

Save here: http://www.4shared.com/folder/-q_AdAWB/_online.html

Thanks

[Updated on: Wed, 15 August 2012 20:04] by Moderator

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309149] Thu, 16 August 2012 08:40 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
medicinman
Another issue with 3.72

Attaching AK RIS handguard to AK-47 making permanent change.

That is intentional.


medicinman

It also made the scope PO 3.5x21 a permanent attachment as well, no longer can remove it.

It was attached at the time of adding the RIS Handguard.

That is an actual bug, probably something wrong with a NAS bitmask.


medicinman

Problem with Cut Scene hangs up if choose to watch versus skip. Repeatable.

Just play the save after liberation of the first SAM site when it asks, very soon after loading.

That is a known issue, low priority as it is avoidable by hitting . I remember RoWa21 looked into it a while ago, but couldn't find any reason for it.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309278] Sun, 19 August 2012 07:37 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
Parkan
Well.Something strange going on.The food had to work now but still if i try to use canteen on merc it won't do anything and give me error- HEH?.



3.73 new game with food on.

Still in atremo, mercs show food and water deterioration with minus numbers, however, neither canteens, cokes, and alcohol nor staffing the airport eat makes any change in the positive or reduction in the canteen. Just says Heh? but merc says wow great (or something like that lol).

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309339] Mon, 20 August 2012 18:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Parkan
Played 5454 version with mod.Maybe found few bugs.
2.Ordered few items to adrian airport with overnight express-nothing came.No email about deleivery and no delivery at all.Is i am doing not right something?


That could be a few things:
1) the game will still loose shipments unless you set the chance to 0 on the INI
2) if you do not have control of Adrian airport the shipment will be lost. Since I rearranged the list (alphabetical order) it does take some getting used to.


medicinman
Parkan
Well.Something strange going on.The food had to work now but still if i try to use canteen on merc it won't do anything and give me error- HEH?.



3.73 new game with food on.

Still in atremo, mercs show food and water deterioration with minus numbers, however, neither canteens, cokes, and alcohol nor staffing the airport eat makes any change in the positive or reduction in the canteen. Just says Heh? but merc says wow great (or something like that lol).


I have tomorrow off so I'll see what is going on with the "canteen" items. I don't remember seeing anything that said that canteens no longer replenish breath.


EDIT: introduction of the dirt system is pending XMLEditor support. To be honest, I still need to tweak the mod's overheating system. Perhaps this lack of progress is a good thing, once I get around to it, I intend to have M4's require a cleaning after about 120 rounds and be overheating after a mag dump of approx 100 rounds (I think that's what I said earlier). Going to have to make sure the two failure systems do not conflict with this goal (ie. weapon fails at only half the expected number of rounds).

[Updated on: Mon, 20 August 2012 18:17] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309484] Sat, 25 August 2012 01:13 Go to previous messageGo to next message
illuminatus is currently offline illuminatus

 
Messages:61
Registered:April 2009
Location: CA, USA
3.72 here. I've made it to the navy base in M13 for the crossing. The game tells me "Squad X has noticed someone in Sector M13", but repeated searches reveal no NPCs I can have any sort of special interactions with.

I've tried the following:

-Load a save from before taking over M13
-Use GABBI to reveal all NPCs and Enemies
-Use GABBI to kill all Enemies
-Teleport my characters around the map attempting to talk to each NPC. There was not a single NPC that has a name or ??? mark.

-Bring a new squad into M13
-Game tells me that new squad has noticed someone at M13
-GABBI cheat revealing all NPCs still does not reveal any sort of interactive NPC

Any idea if this a known issue? Who am I supposed to run into in this sector?

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Corporal
Re: Urban Chaos-1.13 v3.70 ADCAP[message #309486] Sat, 25 August 2012 01:34 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I think that is a bug, I don't recall seeing any NPC placements in M13. I'll take a look later, I'm still waiting for RapidSVN to finish exporting from the SVN.

Yesterday found that 5499 is save game breaking. I was planning on updating the INI for 5499, then I saw that RoWa21 had put on the SVN an even newer .exe. Using the export feature as I need the current revision available for both production and test installs.

Sorry, still haven't had time to look into the canteen issue.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309488] Sat, 25 August 2012 02:14 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Concerning the food error:

Please check if
  • there entries in your Food.xml (older versions of the xml editor ate the food entries there9
  • your food items have a -tag > 0, and that number exists in Food.xml

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #309492] Sat, 25 August 2012 07:08 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Not sure if it is today's .exe or replacing the food.XML with one from the SVN (also updated as of today) but I cannot recreate the canteen issue now.

I've updated the .INI for Rev.1528 JA2.exe v1.13.5520

Also, I've exported the original Urban Chaos load screens to PNG format from STI's. After resizing the Main Menu Background, everything seems to look normal now.

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Lieutenant

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