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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309569]
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Mon, 27 August 2012 23:12
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JMich |
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Messages:546
Registered:January 2011 Location: Greece |
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I think it should be compatible, since the only change I see is an extra bit in the ItemFlag, which is already in it (though a pain to change). While it won't strip the tag, since the selection is still a dropdown one, it may be difficult to select it. I'm still trying to figure a better way to handle bitmasks than dropdown menus, but my lack of .net coding skills and lack of free time are not helping me.
I think you should be safe though.
P.S. should there be any more problems with the XML Editor, drop me a PM, I do (usually) see the threads, but a PM is always better.
Edit: Seems there is also a new ammoflag that isn't support atm, so keep a copy of your AmmoTypes.xml until I add it.
[Updated on: Mon, 27 August 2012 23:13] by Moderator Report message to a moderator
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First Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309719]
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Sat, 01 September 2012 04:29
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Yes, what DepressivesBrot said. You should be able to drop v3.74 over a working v3.72, and as long as you don't drop a new .exe over top as well, you should be able to continue with 5520 and its saves.
Just so everyone knows, I've still got many guns left to migrate over. I will have some time off mid-September so I intend to devote one day off to implementing the Dirt System, perhaps balance it out with the Overheating system.
EDIT: M16A4
= 42
100 rounds fired in one turn = full red temperature bar / critical
Original value was 126, so it seems the stock v1.13 M16A3/A4 value it three times too high for the purposes of this mod (I think I said 100 rounds before bad things happened to the gun). Now the high number of rounds flying is meant to be part of NCTH, under OCTH, the player should set the multiplier by 3 once I figure out the derivative values from this benchmark.
[Updated on: Sat, 01 September 2012 05:14] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309765]
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Sun, 02 September 2012 23:12
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castro510 |
Messages:2
Registered:September 2012 |
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why cant i add topics to older posts or create new ones?
anyway i had a question about urban chaos
right now i have an intel inside core i7 with 64 bit windows on and i am experiencing errors while playing the game.
It seems that whenver i try to use the subway to go to a new city (besides the one that you start in). When i try to exit the subway the game goes to the loading screen and after the screen is finished loading the game crashes. Would installing this version of the game fix this? HELLPPP i love this mod and i am trying to continue it...sorry if this post is in the wrong area
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Civilian
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309766]
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Sun, 02 September 2012 23:13
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castro510 |
Messages:2
Registered:September 2012 |
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oh ya and i have the 1st verson of the mod, which is playing on my steam powered jagged alliance 2 gold....any info would be a great help...thanks
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Civilian
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309860]
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Fri, 07 September 2012 00:39
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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M16A3 with Advance Reflex Sight (attached so I am cramming in more rounds per turn)
50
100
10
38.00
3900
4900
This is the plan, get the M16A3 right, then proceed to relate all other weapons and weapons families to it.
EDIT: new game, ran the above M16A3, this time with no attachments except for the C-Mag adapter, 160 rounds this time, as many rounds as I could cram in per turn. I'm thinking that we should lock down the baseline as the above.
EDIT2: interesting result when I applied the above to the Colt IAR (with a much greater ), merc collapsed from exhaustion after 170 rounds fired while crouched, weapon did not reach critical levels.
[Updated on: Fri, 07 September 2012 04:53] by Moderator Report message to a moderator
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #309929]
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Sun, 09 September 2012 11:59
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Parkan |
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Messages:439
Registered:April 2010 Location: Russia,Sevastopol |
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Ok,Wil473.Sorry for my bad i think i know problem.First of all i played with imp chars who can have 4 major traits and 4 minor traits.So when i created char and go to skill options in laptop the Imp char have skill for example(machinegunner,martial arts,night ops,stealthy,more-if i look to More i have appear of the last two skills and those last skills named wrong-it showing athletics,throwing,but i choosed bodybuiling,scouting)In previous version of mod with such tweaks(i mean 4 major traits and 4 minor traits for imp chars)there was no such bug.
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Master Sergeant
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310018]
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Wed, 12 September 2012 02:40
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Dimensional Deviant |
Messages:3
Registered:September 2012 |
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Hi,
I havent been playing long so excuse me if these are already established bugs.
Im playing 3.74 ADCAP with 5555.exe.
#1 Seems that the game is incorrectly identifying the first IMP I create as an NPC. I can still control the character as per normal but instead of the health and energy bars above the character it shows "Strong" like an NPC, and hovering the cursor over the character shows the lips symbol like an NPC. Also left clicking on the character does not select them, although left clicking on the portrait works like normal.
#2 The description for ceramic plates in bobby rays says "This item is not available at BR's - Please report this bug".
#3 Only half, sometimes less, of my orders from BR's arrive safely. This happens every time. Only tested at Atremo airport.
Youve done wonders for this game, I cant thank you enough. Glad I can help in the bug hunt.
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Civilian
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310033]
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Wed, 12 September 2012 14:52
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Dimensional Deviant |
Messages:3
Registered:September 2012 |
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Thanks for the help Parkan.
Think I may have stumbled across another bug. Getting a random CTD while in the Atremo underground. Only seems to happen during the opponents turn or immediately after I end my turn.
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Civilian
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Re: Urban Chaos-1.13 v3.70 ADCAP[message #310172]
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Sat, 15 September 2012 06:28
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ElWrobel |
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Messages:41
Registered:December 2011 |
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First of all,hello everyone,first post : D
I've got weird problem,I've downloaded the latest SVN,Brot's 5540 build and ADCAP Mod 4 and I not a single magazine will fit in any pouch,even the dedicated ones. As in,I've got a,let's say,spec ops holster and in it,a Mark 23,it fits correctly,but the magazines won't fit in any slot,same goes for any other mag. Anyone had this problem or know how to fix this?
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Corporal
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