Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Maps, Mods and Editors » Whatever happpened to 1.13 urban chaos?
Whatever happpened to 1.13 urban chaos?[message #227479] Thu, 16 July 2009 19:59 Go to next message
MadReaper

 
Messages:5
Registered:September 2008
Location: US, California
Long time since I was here, any updates on this?
Re: Whatever happpened to 1.13 urban chaos?[message #227494] Thu, 16 July 2009 21:02 Go to previous messageGo to next message
Mauser

 
Messages:781
Registered:August 2006
Location: Bavaria - Germany
it

☆★GL★☆
Re: Whatever happpened to 1.13 urban chaos?[message #228174] Mon, 20 July 2009 23:54 Go to previous messageGo to next message
Roadkill

 
Messages:166
Registered:May 2001
Location: Lords of the Bytes
There are a few threads about it here Smile
Re: Whatever happpened to 1.13 urban chaos?[message #228268] Tue, 21 July 2009 13:26 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
It's soooo easy to make a workable version of UC for 1.13 I can't see wtf the bl**dy problem is. You take the bits you need (maps,tilesets,binary data for the JA2set & Prof.dat to copy many times) & all character & face based stuff. Dump the items & guns because there's more than enough in 1.13 which are similar enough. Re-write the prof using 1.13's itemdesc. Study the SME & Map.bin they used so you can tweak garrisons, patrols & compositions to suit UC's distribution. Bob's your cross dressing aunty. Job done. Simples. Who cares if the items in the maps are a bit whacky... doesn't chuffing matter.

[Updated on: Tue, 21 July 2009 13:27] by Moderator


Re: Whatever happpened to 1.13 urban chaos?[message #228278] Tue, 21 July 2009 14:49 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Ahh but what about the webpage...

Actually it would be relatively easy come to think of it, unlike Night Ops...


Re: Whatever happpened to 1.13 urban chaos?[message #228281] Tue, 21 July 2009 15:02 Go to previous messageGo to next message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
A good point same applies for loadscreens come to that... I did say workable (as in playable) not bang on perfect in every detail.

For things like loadscreens why does 1.13 need three of each? Why can't it use the same image inside a different sized frame per resolution instead. Much simpler and means far fewer files required.

Re: Whatever happpened to 1.13 urban chaos?[message #228300] Tue, 21 July 2009 16:36 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Loadscreens are unimportant IMO. Why need so many when you could have a random rotation of say 30. There is no need for them to be sector specific.


Re: Whatever happpened to 1.13 urban chaos?[message #228342] Tue, 21 July 2009 18:53 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
I like the sector specific loadscreens. In fact, I wish you could make them even more sector specific because I think it adds to game immersion.

As far as the different sizes, this is done for purely cosmetic reasons but - I must admit - while I am usually not a graphics whore, I enjoy the images filling the screen. They do take a hell of a lot of space though. I think I had to distribute my loadscreens in something like two or three e-mails because of this, but I guess that comes with the territory.
Re: Whatever happpened to 1.13 urban chaos?[message #228473] Wed, 22 July 2009 04:17 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
It is nice to have them, but what I am saying is that its not 100% needed. Of course I would like to have them, but at the cost of 150mb? When could easily have a rotation of 30 (for a mod) and slowly add them over time if needed. TBH they aren't bad, it's just they aren't really needed.


Re: Whatever happpened to 1.13 urban chaos?[message #228537] Wed, 22 July 2009 09:02 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
yup , just so long as night screens matched gametime.....


Re: Whatever happpened to 1.13 urban chaos?[message #228736] Thu, 23 July 2009 08:39 Go to previous messageGo to next message
AZAZEL

 
Messages:753
Registered:February 2004
Will Gates
It's soooo easy to make a workable version of UC for 1.13 I can't see wtf the bl**dy problem is.

Think again Will... I wanted to make that conversion myself. Guess how good it would have looked, revised thing by thing and centimeter by centimeter. The only problems I could't get around were:
-I sincerely don't like some of the tilesets and things they stuffed into it;
-that some key sectors are underground ones, that you cannot hack into the exe like the entire UC team didn't: they asked some russian friends to do it.

Re: Whatever happpened to 1.13 urban chaos?[message #228745] Thu, 23 July 2009 11:53 Go to previous message
Will Gates

 
Messages:1030
Registered:September 2006
Location: Far far away.
Yes there were mistakes... I'd have run with those regardless just to see UC world higher res. DOH! completely forgot about the underground problem... damn. OK above ground = fine (not talking about if you like the tilesets or not that is a different thing!). Below ground only valid sectors from Vanilla allowed = some renumbering of undergrond maps and edits to the exit grids & after all that may still fail. Dammit musky. Ok definitely not exactly simple but you can get 90% of UC going on your own without waiting for manna from heaven ish. You know what I mean anyway.

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