Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229069]
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Sat, 25 July 2009 23:00
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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Quote:This is not really a new feature that needs coding, but please can we fasttrack Birdflu's PNG graphic format work for integration with the mainstream SVN 1.13.
Way beyond my capabilities.
Quote:the Folding Stock concept (plus a few other things) could use a new merger type
Double-clicking is something that is not supported anywhere in JA2 as far as I know. Movement in Turn-based requires two clicks, but in that case a single click does nothing. Running in real-time mode also requires a double click, but there it works in stages (click to walk, click again to run). What you're asking for is a complete distinction between single-click (try to remove the attachment) and double click (combo merge). The disparity between the two functions means that the double-click you're asking for would be very complicated to implement.
HOWEVER, it should be possible to add a new type of combo merge which only works when the target item is attached to another item. In other words, you'd pick up an item, click it on your attached item, and the attached item is changed. So you can put the stock on your weapon, then take a screwdriver and click it on the stock (while already attached) and it will change. At the least, it saves you the trouble of having to remove the stock from the weapon (and also permanently attached items which can't be removed). Doing this without a second item (in this case, the screwdriver) is not possible as far as I can see. Maybe you have other ideas about how it could be done?
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229173]
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Sun, 26 July 2009 17:07
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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More PxItems was something I asked for a long time ago. I think there were technical problems with the idea (something game crashing). Whatever Birdflu did to allow PNG graphic seems to still fit into the JA2 .exe's expectations of where graphics are located (BigItems, Interface, Tileset/0), so I don't think it does allow for a P4Items. Birdflu will have to field that one.
I've already moved all the Hybrid's extra images to P3Items in the working version I have. Due to palette limitations, it looks like crap when using .STI's for the interface, but normal using PNG format for the interface. I'm just waiting for the technology to be implemented in the SVN.
EDIT: I just thought of a better way to describe what is going on. It looks like Birdflu added another graphic format for the game to use, but did not otherwise change how graphics are done (for item images at least). A conservative approach, which should ease introduction, and from my own experience with the RII mod, seems to be working without bugs of its own. It even replicates the game locking behaviour of the Iggy face images (in PNG). If 1.13 breaks the graphics system down and rebuilds it, I can think of a few different "mod" friendly way to do it.
[Updated on: Sun, 26 July 2009 17:22] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229182]
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Sun, 26 July 2009 17:46
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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My feeling is that with the PNG image format the original reason for the four image archives, the limit to only a handful of interface palettes, is gone. That being said, the PxItems does give us a convenient way to have graphic libraries defined for different reasons, and more Px would be useful if it could be implemented without too much trouble.
Off topic here, I personally am partial to how the Strike Fighter series handles add-on items. Each plane, missile, or vehicle is distributed in its own folder complete with full graphics and text file defining the objects characteristics. Actually the stock objects follow this same principle of having a self-contained folders in the right place. Objects that "attach" to other objects (missiles/guns are attached to planes) must be registered in a common file for the game. Forgetting to register a missile/gun in the common file only causes your plane to be missing that weapon from the potential loadout. Oh to see something like this in JA2... the Strike Figher series was built from the ground up to be moddable, unlike another program we all know (but still haven't given up on).
[Updated on: Sun, 26 July 2009 18:02] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #229231]
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Sun, 26 July 2009 23:32
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Headrock |
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Messages:1760
Registered:March 2006 Location: Jerusalem |
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In theory, it should not be difficult to change all items to behave this way. Aside from the XML work required to separate them into individual XMLs, the only problem is that the game still requires some items to exist at specific ID numbers. For instance Crepitus items, some LBEs, and other things that cannot be removed from Items.XML without crashing the game. As long as these hardcodes exist, they'll be an issue.
One way to work around this, however, would be a separate XML defining the unique ID codes of the required items, so that the game can always find them regardless of the fact that they are no longer organized in a linear numerical order. For instance, the XML would look something like this:
CREPITUS_WEAPON_CLAW
CREPITUS_WEAPON_SPIT
LBE_NOVEST
Etcetera. The items themselves would have the above codes as their identifiers, so that they can be located by the game on startup and their current (dynamic) number recorded in memory.
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #231730]
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Wed, 26 August 2009 15:01
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unclesam |
Messages:4
Registered:August 2005 |
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Is there any chance to get into the UC 1.13 beta?
I was totally overwhelmed by the UC mod and it renewed my interest in Jagged Alliance 2, so I can't even begin to imagine what UC 1.13 would be like.
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Civilian
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232184]
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Mon, 31 August 2009 03:06
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Centurion |
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Messages:80
Registered:April 2009 Location: E.U. |
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is there an alternative way to launch UC 113 ?
the ini editor is not working for me, neither in the SCI or the SVN version I have
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Corporal 1st Class
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232217]
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Mon, 31 August 2009 14:37
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Centurion |
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Messages:80
Registered:April 2009 Location: E.U. |
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my 'INI editor.exe' is not working in neither the SCI install or the SVN install 'application didnt initialize properly(0xc0000135).I don't have asp.net nor vb or any of that so it's probably because of that.
But got it to work via your method and did my first test play.
Using latest SVN version with unedited ini's.
Some other minor stuff that I'd fix:
- Change the title screen. It looks really ugly @ 1024x768. Pixelated and weird. Also the blank space between 'Start new game' and 'load' jumps up with 'multiplayer' when you put your mouse over it. ( I have a cool title screen with some hand drawn merc's)
- The color scheme for the laptop is not the best, makes it hard to read (dark green and gold also looks uly). Some color scheme more similiar to the vanilla one would be more suitable.
- The recon report could use a rewritting and the newspaper graphics some rework.
- In the IMP creation one of the portraits you can choose is an ugly looking 3D rainbow six model, needs to be deleted asap.
- In A.I.M the angelina jolie merc is cool and all but that picture looks extremely out of place. Replace it with Ira from wildfire.
Okay now by sectors, I'll update as I play along:
First sector -> Your IMP should arrive wearing a jacket and a bag just like all the other merc's, right now he arrives wearing full kevlar gear.
You should be given more time to find objects you can use to defend yourself like the crowbar before the initial attack.
The militia runs up and down the tarmack like chickens while they attack and kill lone militias from the north and the south, militia A.I. could use improvement
In my game one of te enemies enters a building and just crouches there waiting for me to hit him with the crowbar witouth doing anything, opponent A.I. could use improvement.
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Corporal 1st Class
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232276]
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Tue, 01 September 2009 06:22
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Centurion, good to hear that it was only an issue with missing optional resources. Which means that for the final release, I'm going to have to include a JA2.ini. Otherwise I'll be getting complaints about having to install MS .net (or having problems using a text editor).
While I too prefer the original JA2 Face 203 to Chavez (Rainbow Siz), and delete Face 203 for my personal install of UC, I'm not going to take any action in the general release of the Hybrid.
Similarly, I'm leaving the start screens, laptop interface, and Jubilee as is. The intent is to leave behind most of Urban Chaos in some recognizable form, fix some things that the technology of the early part of the decade limited, and add a whole bunch of items (which can be turned off).
Good point about the start armour. I'll remove it from start items when I have a chance.
Timing of the initial attack at the aiport - I believe player participation was optional in the original concept. I have upped the weaponry of the Militia so ensure that the game does not end on the first map due to Militia incompetence.
The AI in general is beyond the scope of the Hybrid. Please direct suggestions for AI improvement to the main JA2 1.13 project and offshoot .exe projects. What is needed is someone to give the AI some kind of situational awareness: ie. ID threats and opportunities on the fly, including those presented by the map itself.
UBT Website is another limitation of JA2 1.13 currently. I believe someone has already done some work on externalize the website text. Really all that is needed is to erase the original (Alruco Campaign) text. Otherwise the project will have to go to a custom .exe again... For now just use the list of subway stations I pasted into the desktop image of the laptop.
[Updated on: Tue, 01 September 2009 06:24] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #232496]
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Thu, 03 September 2009 22:01
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unclesam |
Messages:4
Registered:August 2005 |
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Hi everyone,
Just got back from a very long flight and will most certainly be recovering most of the weekend. I am however downloading all the game files for UC 1.13 right now and will try it out when I get a chance.
Thanks wil473 for your message and giving me the chance to enter the closed beta.
/unclesam
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Civilian
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235513]
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Tue, 20 October 2009 16:34
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Announcement:
Nearing public Beta release of the UC-1.13 Hybrid. I have completed the game, so that milestone is done. The game is not as stable as I would like it to be near endgame, but the last revision is a vast improvement. No crashes or lockups that could not be avoided or were otherwise random, just a lot more of them near the end.
I'll be going through the last few years of closed Beta threads and emails to try and figure out who has been Beta testing (I lost my list in an OS rebuild) and who has been working on what.
From the last Documentation I have the following list. Please advise if I missed your or if I got your contributiong listed wrong.
The Mod Squad : the original creators of JA2: Urban Chaos
Madd Mugsy, Kaiden, Rowan, Lesh, Lisac and the rest of the 1.13 programmers and
contributors
The Judge : groundbreaking work needed for recreating the Urban Chaos Experience
Marlboro Man : Graphics (scopes, LAM
[Updated on: Tue, 20 October 2009 16:45] by Moderator Report message to a moderator
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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #235917]
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Sun, 25 October 2009 21:17
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Urban Chaos-1.13 Hybrid FAQ 2009/10/25
Wilson W. (Wil473)
Disclaimer
This game modification and the files that comprise it are provided as is without any warranty. Use of this installer and the files it contains are completely at your own risk.
The creators and those involved with the UC-1.13 Hybrid take NO responsibility for injury, fatality, damage or loss that may occur with use; including that suffered by: data, software, hardware, career, productivity, person, self-esteem and well being.
This game modification and the files that comprise it have not been tested in conjunction with any other Jagged Alliance 2 or Jagged Alliance 2 1.13 Mod aside from those specified below under System Requirements. Please bear in mind that the only true original Urban Chaos experience, is the original Urban Chaos experience with all the limitations of the old 1.07 exe.
This document does not imply the existence of support for this game modification or the files that comprise it.
What Is It?
UC-1.13 is a JA2 1.13 mod, designed to allow use of the Mod Squad
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