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Question re: Building on the Urban Chaos team/squad's work[message #94277] Thu, 01 December 2005 11:01 Go to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I couldn

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Lieutenant

Re: Question re: Building on the Urban Chaos team/squad's work[message #94278] Fri, 02 December 2005 01:24 Go to previous messageGo to next message
Wodan is currently offline Wodan

 
Messages:538
Registered:December 2001
Location: Antwerp, Belgium
I should only speak for myself, but I don't mind at all and I don't think anyone else will. In fact, it's nice to see someone is still doing something with our work. Smile
Just make sure nobody confuses your work with ours, to prevent mix-ups and all. Smile

Good luck on the G8,G9 and I3 maps. All three are known to cause crashes, and we've never found out why. I think it's either a map build problem or the original game that references to an npc location (like te terrorists) somewhere, and we moved those around. (either that, or I'm mixing up problems, it's been years you know Smile )
Maybe if it's usefull, you can get Bearpit to dig up some old bug-threads from UC, since the 3 maps crashing were not the only bugs... :rolleyes:

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First Sergeant
Re: Question re: Building on the Urban Chaos team/squad's work[message #94279] Fri, 02 December 2005 11:01 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks, for the advice. Proper citations and credits are definitly part of the plan.

With regards to G8 and G9, I'm going to see if a new game and actually playing through the cities in a more "normal gameplay" order does anything. I've read through the archives, and map or map+NPC issues seem to be the leading culprits named. Otherwise I'll add map editing to the to do list (so much for a simple item data mod). Might just move the Dave/Humvee gas station into one of the problem spots (all three are old Alruco road), edit the prof.dat to reflect and be rid of two issues at once.

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Lieutenant

Re: Question re: Building on the Urban Chaos team/squad's work[message #94280] Tue, 06 December 2005 19:26 Go to previous messageGo to next message
Phantom is currently offline Phantom

 
Messages:66
Registered:November 2001
Location: behind you ...
if you want to activate Elhi, her "eye/mouth" coords need to be changed to:
2 13; 4 27.
Alternatively you could alter the eye/mouth coords of Data/Faces/60 with STi-Edit:
-5 5; -3 1.

There's sufficient voice samples in the SPEECH, NPC_SPEECH, and BATTLESNDS files to fill out the missing dialogue. Some of them will need renaming, eg BATTLESNDS/60_die should read BATTLESNDS/60_DYING.

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Corporal
Re: Question re: Building on the Urban Chaos team/squad's work[message #94281] Wed, 07 December 2005 22:03 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks, I never bothered to figure out the eyes/mouth coordinates for Elhi. Always left it as one of those incomplete things.

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Lieutenant

Re: Question re: Building on the Urban Chaos team/squad's work[message #94282] Sat, 17 December 2005 06:02 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
I don't suppose you could restore some of the eliminated mercs by way of an extra page on AIM or something? Will you keep the 1.13 options for MERC? Will you retain some of the old mercs down in the UC basement like Snake, Morgan etc.? Any word on new voice sets or the like? I have had several CTD from Morgan or one of those guys. Someone also mentioned that it would be nice to keep in touch with, and possibly rehire, rejected mercs like Dynamo, Maddog, (the kid from the jail), Hamous, Tex and so on - once you have already hired them, maybe they could be contacted again on their own webpage, a "User Links" page. Wow, I sound kind of greedy, don't I? Well, don't know how feasible any of that is, but don't ask, don't get, right? Smile

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Corporal 1st Class
Re: Question re: Building on the Urban Chaos team/squad's work[message #94283] Sat, 17 December 2005 22:58 Go to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I'm not sure 1.13 has an "off switch" for the extra MERC's yet. Both UC and current 1.13 use the old prof.dat for defining stats (1.13 is just renamed).

For the purposes of testing, I'm using a renamed version of my last UC prof.dat which has no 1.13 characters defined (but all of the UC ones including Elhi activated). In testing I've paid MERC enough where the UB MERCS start appearing, but with no/wrong stats (ie. Real Tex found at Betty's store, weak Tex impersonator at MERC).

In a few cases 1.13/UB MERCS take up the spots held by UC characters (Gaston and Stogie, in the same spots as UC Sparks and Clive, characters 165 and 166 respectively). Sparks I believe is part of the beta only sci-fi module (E13 Level 1), and Clive is the reverend found in the one of the subway stations (O3 Level 1). Options as far as I see for resolving the situation are:

1) Wait until our band of valiant coders externalize the character stuff (far off future stuff, but if what has been done so far is any hint, it should be well worth the wait as it will allow a lot more to be possible.)
2) Use what we have right now, and reshuffle the deck to accommodate the 1.13 MERCS (there are free spaces to move Sparks and Clive to, but the work is somewhat daunting)
3) Simply replacing their stats in prof.dat with Gaston

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Lieutenant

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