Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Public Beta Discussion 1 (2009/10/29 to 2010/10/16)
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245071] Tue, 23 February 2010 15:16 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
and i stole five additional mags for it :naughty:

but the AWM is also very pretty and that SCAR model is just godly.


I can just advice any player to horde teargas/stun grenades for this sector.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245073] Tue, 23 February 2010 15:44 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I'll have to give wil473 my AWM (L96A1) image Wink

http://www.wmwiki.com/hosted/ja2/Web%20Previews/l96a1and338and5.45.png


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245164] Wed, 24 February 2010 14:43 Go to previous messageGo to next message
cravor
Messages:4
Registered:September 2008
Hi, this Mod is really really nice but i've got a big a big problem.

My Mercenarys they have only 25 Action Points, but the 100 AP-system is enabled so i cant reload or use medkit during a fight. I installed JA 2 Gold, then 1.13 Version 2085 and then putted Data-UC into Ja2 folder and the files from UC-Hybrid into Data-1.13 folder. I believe the game works fine, i have other maps and quests but i just got the AP problem. I cant help myself, so please help me Very Happy. Thank You.

[Updated on: Wed, 24 February 2010 14:44] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245512] Sat, 27 February 2010 19:53 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Back from real life for a bit, thought I should say something.

General advisement: if you have updated your JA2 1.13 to the current SVN, you will need to extract the UC-113HAM folder and run the game via vfs_config.UC113HAM (either from the ini Editor or by manually editing JA2.ini). I must say that the AI seems to be handling the semi-hands off initial airport fight better with the latest SVN, they all seem to rush towards each other so at the very least it is faster.

cravorGER: did you change AP_MAXIMUM in APBPConstants to 25? I haven't looked into this, but I don't think you can get a proper 25AP game going unless you edit all the variables in APBPConstants to reflect the 25AP system. Supposedly there is some math invovled with the JA2.exe recalculating, but I only see that working for things like ShotsPer4Turns, which isn't even a direct AP cost variable. Reload on the otherhand is a direct AP cost assignment.

Kaerar: that AWM graphic is already in the SVN set, so I've updated mine to point at it instead of the legacy UC one (which is still in game but under a different libary, something about the shade of green has the new one as an item).

Hazmat: you've presented quite a few things that I will address at a later date. For now, I just want to get a better idea as to what you're seeing between the original UC SAW and the more generic FN Minimi in the hybrid. Are we talking special to the point where the gifts are a unique item (SAW)?

[Updated on: Sat, 27 February 2010 19:54] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245888] Tue, 02 March 2010 17:14 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Hey,

its a bit of both i think.

I was mostly bummed by the generic-ness of the Minimi. Having the only two SAW

[Updated on: Tue, 02 March 2010 17:29] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245952] Tue, 02 March 2010 23:27 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
1.13 has a lot more LMG's than original UC and I balanced the LMG's independent of any storyline considerations. 1.13 also has different autofire mechanics than original UC. Now that being said, the Ambassador's gift should be something special. Here is a shortlist of options:

1) FN Minimi (as is)
2) FN SAW - an "optimized" FN Minimi, grab the original UC's graphic while I'm in there
3) Something new preferably in 5.56x45mm:
3a) Ares Shrike - for some reason not implement yet though the graphic has been in the SVN 1.13 for some time now; based on what little I know about this one, it should be a very rare item in the real world
3b) USMC Infantry Automatic Rifle (IAR) contender (either H&K HK416 or FN SCAR with a Beta C-Mag cut & pasted into it)
3c) Bushmaster ACR - this is something I just completed the graphics for myself (doesn't look too bad); uses a differnt calibre conversion technique than the FN SCAR
4d) ATK/H&K XM29 - this one might be too special as you are effectively getting the remains from a dead program
4e) H&K XM8 Automatic Rifle - already in game, it is a cross between a LMG and a DMR. Will need to further restrict its availablity from other sources.

EDIT: forgot to mention the revised plans for stuff already announced.
- Pseudo NGAP is out as it looks like concrete progress is being made towards granting the player more attachment points.
- Won't need to double up the folding stock AR's/bigger SMG's
- Starwalker posted a list of graphic artists, I'll be getting around to confirming I have permission to edit them.

EDIT2: Just to confirm the following artist list is correct?

AEK-919K "Kashtan" (Gun151) -> Lisac
IMI Uzi (Gun127) -> Coolberg
IMI Micro-Uz (Gun53) -> Coolberg
IMI Mini-Uz (Gun227) -> Coolberg
Ingram M10/9 (Gun105) -> Lisac
Ingram M10 (Gun10) -> Lisac
SR-2 Veresk (Gun125) -> Coolberg

[Updated on: Tue, 02 March 2010 23:42] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #245983] Wed, 03 March 2010 04:10 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
The current Browning M1919 ingame should be a one off as the image it's based on is actually one of the few Stingers made. Basically the Aicraft mounted version of the M1919 which was lighter and higher RoF than the standard M1919 got field modified to have sights, a buttstock and an ammo can. It ran through ammo like nobody's business but it scared the hell out of the enemy with the hail of lead and the sound it made.

I think that would be a unique gun enough for the present. It would also mean adding in a normal M1919 which wasn't as powerful as the Stinger (based off the Aircraft mounted M2 AN).

Stats are that the Stinger could achieve RoF of between 1200-1500 RPM vs the normal M1919's 400-500 RPM.

Here's the quote from wiki regarding the Stinger:
"The modified AN/M2 consists of a butt stock from a US M1 Garand fastened to the receiver of the Browning machine gun, a rear sight typically from a BAR 1918 and an improvised trigger. These conversions are based on field conversions carried out by soldiers in the Pacific Theatre during World War II. A weapon of this type was used by Marine Corporal Tony Stein in the invasion of Iwo Jima, who would posthumously receive the Medal of Honor for his actions during the battle. It had a rate of fire in excess of 1,200 rpm and was nicknamed the "Stinger.""

[Updated on: Wed, 03 March 2010 04:17] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246152] Thu, 04 March 2010 15:34 Go to previous messageGo to next message
balberin
Messages:1
Registered:March 2010
First off all, thanks a lot for the mod.
Liked the Stock system: good idea - good imlementation!

What else do I have to lay down except just "Thanks"? An idea actualy...
What about adding an item(s) that will allow to tie/incapacitate enemies without a need to finnish them off once on the ground (knocked out)? Something like rope or handcuffs.
I can imaging something like that:
- the item is used like a hand weapon
- to be able to attack with it the enemy must be knoked out
- the result is like that of Machete/Rambo knife = the item "Tied/Cuffed Body" whith the attachement "Rope" or "Handcuffs" (the item dat was used to tie). when the attachment is removed the item changes to "Dead Body" (after attack the item disappears from Merc Hand slot and appears as attachment)
- after the enemy is tied it is considered dead (only whithout a bloody spot on the ground), it becomes an item
- it could be two items: handcufs (less AP, higher price, rare) and rope (more AP, cheap, common)
- AP needed to tie (attack) + untie (remove attachement = kill) should be comparable whith AP for a couple of snap shots, for this should not be just the way to kill an enemy more quikly
- the weight of the "Tied/Cuffed Body" item should be enough to make its transportation a problem for a Merc, and it should fit only in the Hand slot, but it still should be posssible to drag it over several tiles for an avrage strength Merc
- it seems to me that there is no need in untieing enemy without killing it, so i think it could be implemented by the means of curren Items and Attachments engine...

What for?
Just to add the color for stealth oriented style of play.

[Updated on: Thu, 04 March 2010 16:17] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246177] Thu, 04 March 2010 19:31 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
balberin - What you are suggesting will require some .exe work and is beyond the scope of this project

Hazmat - I ran into the same "Queen's NE SAM site speech" bug in my testing (HAM 3.6 Beta Enhanced AI). The game seems to be playing a snippett of the wrong speech. Hitting ESC allowed me to continue the game. No problems with the NW SAM site speech. Which .exe were you using at the time? Has anyone run into similar problems in normal JA2 using the current SVN?

In testing, I am confirming that Bobby Ray's is dumping too many "good" ammo types at once. I've taken some steps to spread out the selection so that 5.56mm AP and Tracer do not get introduced at the same level. Match 7.62x51mm being introduced before AP and HP was a mistake, that has also been fixed. Tweaked .45ACP as well.

Kaerar - I'd prefer to keep the gift in 5.56mm as the Ambassador presents you with a gift of 5.56mm AP belts as well. I'm leaning towards an "optimized" FN Minimi (SAW) or the Ares Shrike (neither require graphics).

In General - found and fixed an error in the special sector labels (which now should work with the SVN .exe and not just HAM).


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246235] Fri, 05 March 2010 16:03 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Hey,


Ambassadors gift-

It should definatly be a uniqe gun!
I would root for the minimi/saw hybrid or the Shrike, though the latter could be bought at BR/tony.
A light support/suppression weapon is also nice, in the terms of an HK416 with beta c mag or the USMC rifle.
It would be nifty if u give both to the player^^

Like an LMG and a light suppression weapon for flexibility.
I rarely use a true LMG due to the weight and the limited instances where its really usefull.
A short AR with beta c mag can do the same job with lower weight and more flixibility, and its cool!

Given that you need graphix for some ideas, just go with whatever your workflow allows.


BR-
Glad to hear that youre doing some balancing!


SAM-

Well i dont know exactly what information you need, but im using a normal 1.0.0.1 JA2 Gold exe in english.
I used the latest SVN single click installer from Bears Pit for the 1.13 files and followed the install instruction exactly.
Thing is, i have seen something like this before in Renegade Republic. Im pretty sure i had the same thing there. Mebbe it can be traced back to JA2 Gold, cause i remember that i have some wrong dialog at the beginning of more than one cut scene in my games. Usually i see a wrong textbox for a splitsecond at the beginning of one/two cutscenes but it never caused trouble.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246237] Fri, 05 March 2010 16:32 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
...and the winner is: M249 SAW PIP

Features:
- Recoil Buffer in redesigned stock = reduced Autofire penalty/AP cost
- improved ergonomics (well less sharp edges) = reduced draw cost
- built in flash hider
- Rail Interface System
- No variable ROF mechanism = not sure how this one is going to show up, but since in english JA2 an AP is not specifically a measure of time, this will not translate into higher AP per round

I came to this decision yesterday while reading up on the SAW vs. Minimi matter. It was created last night, and I'm just tweaking its stats (the XMLEditor's duplicate feature).

[Updated on: Fri, 05 March 2010 16:39] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246239] Fri, 05 March 2010 17:12 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
sounds SHINY!
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246240] Fri, 05 March 2010 17:15 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
can't download anonymously from esnips Sad
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246245] Fri, 05 March 2010 19:34 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Instead of the misleading and bright "Download" button, click on the icon i subtly point out

http://img22.imageshack.us/img22/3316/jaggedhelp.jpg

[Updated on: Fri, 05 March 2010 19:36] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246262] Fri, 05 March 2010 22:57 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
I just could download it without logging in.. just clicked the same stuff as before now everything I click allows me to directly download the stuff. Though I appreciate the effort Hazmat with the screenshot, it is an issue with esnips though.

Esnips somehow randomly allows anonymous downloads and sometimes it doesn't. Probably to make you think it works most of the time...


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246495] Tue, 09 March 2010 02:14 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
if this is the right place to report about bugs...

mentioned in another thread that Skitz, Reuban & Postie faces are just not moving right.

famous Port Kip Uzi with 71 KSVK cartridges now gives you only 5 cartridges if you pick it up. ok, KSVK is not the magic wand it was in original UC any more...

have now two sectors in Galileo marked with red question marks but with no enemies in there. i can even pick things up from the map or whatever, but i can not leave with the car.

the worst: little swimming trip through M12 does not work.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246532] Tue, 09 March 2010 16:28 Go to previous messageGo to next message
Toneone

 
Messages:377
Registered:October 2008
Location: Germany
Although Wil has to speak on most of the things, you cant rely on the old UC cheats to be carried over.

For instances you cant make multiple crepagen
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246540] Tue, 09 March 2010 17:18 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
And how came connecting that damn decoder to laptop
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246632] Wed, 10 March 2010 16:43 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Hi!
I have some troubles installing UC-113, cause i cant find the VFS_CONFIG_INI option. Is this related to a wrong 113 build? Starting screen says v 1.13.2112 08.05.07
Would be glad if anybody could help me out here Smile

thx

--------------Edit-----------------
Ok I used a old version and now it works. But when i try to create my merc with IMP the game freezes when i hit the "pay 3000$" button. Any ideas?

thx again

--------------Edit2----------------
Maybe I found something on the IMP creation thing. The game just freezes when I create a merc without new inventory. With new inv. enabled everything works just fine. Maybe this will help.

[Updated on: Wed, 10 March 2010 23:17] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246694] Thu, 11 March 2010 02:32 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
good thing i do not use IMP in UC...

btw, face movements for three tenors from cellar are wrong also.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #246751] Thu, 11 March 2010 18:03 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
A non-NIV version of the UC-1.13 Hybrid was dropped quite some time ago. The Hybrid was originally meant to be a showcase of the 1.13, which explains the "kitchen-sink" approach. At present this includes highlighting 1.13 specific bugs (ie. underground victory = missing surface garrison bug).

Anyways to address specifics:

Faces - yup, they're a bit messed up, will check again, but for some reason simply transcribing the variables from orginal UC's prof.dat isn't enough

M12 - I always thought of that one as an exploit, it will remain impassible unless you fly.

"famous" Port Kip Uzi - I don't remember this one, so I don't remember intentionally fixing it. I'm calling this one a happy side effect of the mod.

KVSK - I think this one had to be balanced downwards due to anti-tank issues.

Galileo - this one up until my current test game I chalked up to the underground victory wiping out surface garrison bug. Not anymore. I have not ventured underground since Atremo, but still ended up with missing garrisons in G8 and F9. What is worse is that the stopgap measure of having police (hostile civ faction) in G8 didn't work quite as planned due to them going missing as well. On return to the map the hostile police faction were present, but the garrison still was not. This one is still a mystery.

Multiple crepegen - this one is a general JA2 exploit that the 1.13 project closed some time ago.

Electronic Skill requirement for Laptop - I'm just adding an additional bit of challenge.



UPDATES:

- The orange 5.45x45mm magazines went easier than expected using GIMP.
- "Shiny Black" versions of Kaerar's 9mm SMG mags done
- I've created somewhat decent looking 5.56x45mm 30rd magazines from UC's .223 20rd magazines
- Still working on modifying Machine Pistols with extended stocks. (Thanks Coolberg for the encouragement.)


QUESTIONS:
- Grenade availablity seems to be a bit overwealming, especially at Bobby Rays. Are there any concerns with cutting explosives from BR's entierly?

GENERAL ADVISEMENTt:
- if you have updated your JA2 1.13 to the current SVN, you will need to extract the UC-113HAM folder and run the game via vfs_config.UC113HAM (either from the ini Editor or by manually editing JA2.ini). I must say that the AI seems to be handling the semi-hands off initial airport fight better with the latest SVN, they all seem to rush towards each other so at the very least it is faster. HAM3.6Beta with the improved AI also seems to be working out well so far.

[Updated on: Thu, 11 March 2010 18:15] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247099] Mon, 15 March 2010 21:24 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
I've been playing UC 1.13 for a few hours and noticed non random freezes while entering a map or starting a fight.

1) While entering the map (on the merc positioning screen or whatever i should call it Very Happy )

The game just hangs when the mercs are positioned by hand. With the spread option everything works fine.

2) Starting a fight

Usualy the opposition calls for reinforcements from other sectors within the first two rounds. In some maps the game then hangs (90% of the time, eg. in Troy). Clearing the whole map with knife/silenced guns does not cause any freezes, because no troops spawn.


I guess this is related to some illegal spawn points on the UC maps. Strange thing is that UC (non 1.13) or vanilla 1.13 works fine for me. Is there any fixed mappack around maybe?

Thanks

-----------------Edit-------------------
I have also noticed some strange logbook entry after clearing D 13:
D13 Calisto Factory: Got a rocketrifle from Sergeant Krott

The message appeared right after i got the message about Blair is imprisoned


-----------------Edit2------------------
Some police guy in H12, Troy dropped two NADAs and a "M4 upper reciever", loaded with 30 rounds of NADA and a NADA attached Smile
The upper receiver (reciever is spelled wrong, isn't it?) has full weapon stats but can't be used as one..

[Updated on: Mon, 15 March 2010 22:27] by Moderator

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247108] Tue, 16 March 2010 02:02 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Razer's points:

Entry/Spawn Points - UC seems particularly prone to 1.13 issues involving the map entry points. There is a screenshot somewhere of an earlier bug where there was no option to spread entry across one edge of the map.

Logbook entries - There are some entries which seem to be directly in the JA2.exe as opposed to being externalized. This cannot be worked on till somebody externalizes these elements.

H12 - That is odd as the M4 upper was created well after the last time I used the Map editor.

"Reciever" - Thank you, yes it seems I did misspell it. Fixed for the next release.

All Receivers are weapons to allow them to appear in Bobby Rays as weapons instead of miscellanous. They won't fire untill you combine them with a CAR-15 or other AR-15 based weapon to produce a fully functional weapon.

As some of these problems are map related, it might be some time for them to be resolved. I haven't tried the latest map editor yet, but the version I prefer, SVN version circa July 2009, CTD's in Windows 7.

Other Stuff:
- Finished "unfolding" the stocks for Coolberg's and Tbird's Machine Pistols. Still waiting for Lisac to give the OK for his.

- Fixed the Militia map alignment for Galileo.

- Bobby Rays no longer carries explosives as Devin should be appearing properly in-UC now.

[Updated on: Tue, 16 March 2010 02:03] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247117] Tue, 16 March 2010 05:50 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
Okay.. I've blatantly messed something up with my install..

VFS configured correctly, the Data directory ripped from Original UC, renamed Data-UC, and put in the root of my JA2 folder. UC-113 Hybrid v20100201.7z extracted to my JA2 root, using JA2 ini Editor to pick the right VFS file...

Each time I run ja2.exe (From the latest svn) I get the UC menu-screen, then the process goes unresponsive when I click ANY option other than "exit". Thank Glod for the JA2 Crash Manager, created by I forget who. Saved me MANY a reboot..

Any tips on what I may be doing wrong?
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247139] Tue, 16 March 2010 19:15 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
@Minty - How recent is your JA2 1.13? So far I've tested compatibility up to HAM 3.6Beta, I have not had a chance to see what the latest JA2 does with the Hybrid (the one with Big Maps capability). Also starting with the SVN version right before the Big Maps, it is necessary to use the HAM 3.6 addon included with the current public release of the UC-1.13 Hybrid.

[Updated on: Tue, 16 March 2010 19:16] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247162] Tue, 16 March 2010 22:32 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
Ahh.. That got it. I was using build 3385, it seems, and that threw UC for a wobbly.

Tried again with HR's HAM 3.6 beta plusAI exe, and the UC113HAM vfs config, and all *seems* to be dandy. At least I can get into IMP creation now. I'll keep you posted on any further issues.

Smile
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247167] Tue, 16 March 2010 23:09 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
That is both good to hear, and somewhat disturbing. It looks like I'll have to backup a copy of my JA2 1.13 install and get around to testing the latest from the SVN.

FN Minimi vs. M249 SAW
- I've imported in the original UC SAW, and based on the fact that it lacks a RIS and 1.13 FN Minimi has one, the FN Minimi will use the UC graphic while the SAW PIP will use the v1.13 graphic.

EDIT:
I just did a quick test with the SVN version, the game starts but there seem to be several things missing from even the HAM INI that is inculded for distribution. For now just use HAM 3.6Beta's .exe and the Hybrid's HAM specific VFS files. On a happier note, the big maps MapEditor seems to be working. Now as long as it doesn't CTD or lockup on certain inventory, this will allow for my future plans.

[Updated on: Wed, 17 March 2010 02:19] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247245] Thu, 18 March 2010 08:28 Go to previous messageGo to next message
SacredVow

 
Messages:11
Registered:January 2010
To get the INI with the full ham settings you need to download this:

Link to Ham 3.6 settings package

The HAM 3.6 package contains the following:

* JA2_Options.INI, pre-tweaked to enable ALL HAM features to date, fully optimized to give you the full HAM experience.
* Facilities.XML and FacilityTypes.XML with all 19 HAM facilities enabled! This includes militia training restrictions, risks and operation costs, and a whole lot of mayhem that isn't available in the 1.13 download.

I copied this information from the ham 3.6 discussion thread.
So no need to use the old beta of ham
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247247] Thu, 18 March 2010 08:48 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
That's correct. All of HAM 3.6 is in the new 1.13 (past build 1210), so you can use that if you want to run HAM. There's no need to get any EXE (none are available anymore anyway).

To activate, either use INI Editor to set everything the way you like it, or grab the INI file from the new settings package (as linked above) and use that.

BTW Wil, I take it that UC is making good use of HAM features?


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247288] Thu, 18 March 2010 18:59 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
Working on a new release. I've copied and modified from the latest SVN .ini files. I've also revamped the Army Composition, Garrison, and Patrols XML's.

@Headrock - yup, partial implementation going well, no bugs or major challenges noticed.

Sector Labling - far beyond what I wanted/hoped for in JA2 as the milestone for the Hybrid's public release, thanks.

Facilities:
- I will have to slow down militia training from police detachment (ACA) facilities.
- Like a lot of people here I've elminated the pernament damage from airport and other facilities. I've worked in industrial settings (surface labour for a copper mine) and the rate of maiming isn't that bad, especially if you are admin staff.
- Hospital facility fulfils Gooses' comments about having a hospital in Galileo. This was something that I didn't think about in any of my original plans.
- I intend to implement more facilities based on the in-game fiction of Urban Chaos

Suppression - Defaulting to approximately 30% so that it is there, but not overwhealming.

Offroading Hummer - Working great so far. Future plans have me considering creating a "road" system only traversable by boat (thinking of adding a 3rd vehicle, 161/El Dorado, but changing its graphic to that of the proposed UC boat "Shanga"). Just to make sure, it is only the Hummer/Character 160 that can go offroading, right?

Problems:
- Work on Army folders XML's has not fixed the missing garrison issues for maps F9 and G8.
- While the new Map Editor does not immediately CTD in Windows 7, it does have issues with viewing mercs placed with old MapEditors. Seems to be related to custom inventories. I may just delete all the original placements and re-populate once I'm happy with the XML item ordering. This will be a major job, but should bring all map populations in-line.
- I think I made an error in Gotham's garrison, though this never happened before in past. In my formerly current game, HAM 3.6Beta, I keep getting a runtime error:

Assertion Failure [Line 824 in function PrepareEnemyForSectorBattle in file .\Queen Command.cpp].
Attempting to do a debug save as SaveGame97.sav (this may fail)

(ubNumElites) != (0) but they should be equal.


Since running into the above error (last night), I've changed the Army XML's as part of the next version. I did correct a composition type where the start force was larger than the wanted force size. I'm going to see if this happens again, most city garrisons use the same composition type (I only have 14 compared to the 20 or so for original JA2). This however means abandoning the current game, but does mean forcing me to test with the current BigMaps JA2 from the SVN.


EDIT: I just replaced all the militia in A9, closed and reopened the map to fix a uniform, and the MapEditor CTD. Guess it isn't just interaction with old maps, but this version of the Map Editor is just flaky. I'm going to see about increasing the number of cops and repositioning all the garrison in F9 and G8. This bug is chronic enough that it manifests on every new game for me so far (cheat coded my way to Galileo).

[Updated on: Thu, 18 March 2010 23:49] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247306] Thu, 18 March 2010 23:52 Go to previous messageGo to next message
Headrock

 
Messages:1774
Registered:March 2006
Location: Jerusalem
Quote:
Sector Labling - far beyond what I wanted/hoped for in JA2 as the milestone for the Hybrid's public release, thanks.


No problems. If any issues come up with that, let me know.

Quote:
Like a lot of people here I've elminated the pernament damage from airport and other facilities. I've worked in industrial settings (surface labour for a copper mine) and the rate of maiming isn't that bad, especially if you are admin staff.


The trick is making sure that facilities don't provide uber bonuses without a proportional cost - no matter what kind of cost.

Quote:
Just to make sure, it is only the Hummer/Character 160 that can go offroading, right?


Yes, I believe it is, or perhaps using one of the humvee's other internal values, I can't remember. But as you say, it is not externalized. If you want I could trace back my work and see what I used to identify the hummer.

Quote:
Work on Army folders XML's has not fixed the missing garrison issues for maps F9 and G8.


These are the underground sectors eliminating the above-ground garrison, correct? Maybe it's somehow slipped out of the code... I hope I remember where the error was.

Quote:
Assertion Failure [Line 824 in function PrepareEnemyForSectorBattle in file .\Queen Command.cpp]


It's quite possible that your fix will work. Let me know.



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247321] Fri, 19 March 2010 07:32 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
The missing F9 and G8 Garrison's do not appear to be related to the underground victory bug. In all of my attempts today with the Army folder XML's and editing the maps, the garrisons are just not there when you attach the city. In testing, I did not go underground, going from landing straight from A9 (landing) to F9 with the help of the cheat codes. I'm considering replacing these maps and seeing what happens.

Speaking of the underground victory bug, in the two tests where I did go underground after landing in A9, the garrison's were present in A10 after the knife fight.

All tests were done with SVN version from last night (JA2 build 3356).

Future level of ambition: Learn to use map editor
- carve out a wider harbour for Port Kip, E/F 1 to 6. Move M11 and M13 to Port Kip
- Cliffs along the south side of Danubia
- Coastal route to the island starting in or around Drake
- Move the mental institution into Galileo
- Mountain top Adrian SAM site (to justify the limited road link)
- Queen's palace on island seperated by causeway (to allow for both boats and people to transit, but not the postal van, perhaps the Hummer will be allowed to drive along the "beach" as well)
- find better name than: Urban Chaos Condensed


EDIT: I just did a quick test with map G7 substituting for map G8. The garrison appeared. I may start off my plans to condense the Urban Chaos experience by rebuilding Galileo.

EDIT 2: Moving the original G8 to G7 simply moves the problem, so at this point it is more or less confirmed to be the map itself that does play nice in 1.13. It looks like with G8 it was something I did as substituting in the original UC map seems to work. Not quite sure what I did, but it might have something to do with populating the sector with the police faction. The same was done to F9, so it looks like my intirm fix for the underground victory garrison bug (UVGB) caused this new bug. I've substituted back the old maps and will do some more testing, including seeing if the UVGB occurs in the Galileo maps. So far I haven't had it happen in Atremo.

EDIT3: I should thank Burzmali for bringing up the F9 and G8 missing garrison bug. The cause was either my editing of the police, or my adding of the Crepaton officials (they were missing which meant chances were they would never show up). I've made modifications to originals from Urban Chaos, and so far both the Garrison, police, and occasionally Crepaton officials appear as expected. Now back to figuring out how to add a coastline to Danubia.

[Updated on: Fri, 19 March 2010 18:46] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247343] Fri, 19 March 2010 19:32 Go to previous messageGo to next message
SpaceViking

 
Messages:757
Registered:January 2004
Location: Rochester, Minnesota, USA
Hey, if you just got code from SVN you should take advantage of the dealer XML changes. IIRC there was some odd stuff with a couple of the dealers in UC.


Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247402] Sun, 21 March 2010 02:28 Go to previous messageGo to next message
SacredVow

 
Messages:11
Registered:January 2010
I am looking forward to trying your new version when it comes out, thanks for your good work on this!
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247403] Sun, 21 March 2010 02:40 Go to previous messageGo to next message
Minty

 
Messages:112
Registered:July 2009
Location: UK
Quick little bugreport:

Unlike other scopes, the clamp-on 4x battlescope doesn't have any sightrange bonus, though it does seem to have the correct aimbonus, minrange for aimbonus, and readyAP modifier.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247438] Sun, 21 March 2010 15:42 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
Kind of lost interest to the current game when 2 sectors (H13, N5) turned impassable: error message about missing or corrupt files and CTD. To H13 i just entered from subway and went on to H14 without a single shot, N5 i cleaned, then retreated and army took the sector back.

Quite often has there been error message: loadscreen data file not found. Sometimes there is airport picture when starting battle in some swamp. That of course is not important.

Somewhat surprisingly some sectors have been empty of enemies: for example never was B4 without a garrison in UC.

Now, if you consider swimming a cheat, then a boat would be very much welcome. I
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247440] Sun, 21 March 2010 16:55 Go to previous messageGo to next message
Wil473

 
Messages:2841
Registered:September 2004
Location: Canada
The revisiting maps-corrupt file CTD seems to be beyond my capability to solve, but it is worth gathering information for someone on the main 1.13 coding side to consider:

1) So far every occurance I am aware of seems to be happening towards mid to late game. Two so far in Adriana, and now one in Troy (H13). Has anyone seen this bug earlier on? Or is this problem related to game progress? Or savegame size (currupt file error has me suspecting this)?

2) Has anyone seen this in the Alruco campaign with 1.13? Or any other mod for that matter?

In general, the game seems more stable in the beginning, but then breaks down more and more towards the end.


I am suspecting the size of Urban Chaos may be part of the problem. The game potentially creates a very big savegame due to the many "visited" sectors that must be recorded. So far I am suggesting the use of the keyboard commands to unload and consolidate items into one map tile, and using the hotkeys to sell or delete items in the strategic map to reduce clutter.

The proposed future plans, are actually a plan to condense Urban Chaos so that the storyline remains intact, but the number of sectors available are cut down. The island for instance is to be cut off even further, but a sea route will be provided (as long as I can sucessfully replace the El Dorado with the Shanga boat STI's, and 1.13's more than two cars feature is working). Empty coastline maps traversable only by the good ship "Shanga" and by air, shouldn't tax the game. The proposed mountain to be "topped" by the SAM site is to justify making impassible (and unused) some maps just north of the capital. Maps along the South East of the mainland are also on the cutting block.

Another issues is that I feel that people lose interest in UC (and normal Alruco JA2) towards endgame. To my knowledge there have only been two reported completions of the Hybrid since its public availablity, and that includes myself.

[Updated on: Sun, 21 March 2010 16:59] by Moderator



Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247444] Sun, 21 March 2010 18:14 Go to previous messageGo to next message
Burzmali

 
Messages:242
Registered:March 2007
Location: Estonia
ok, i'll try to carry on :smilingsoldier:

btw - H13 closed down on day 6, savegame length about 2.6 MB
current savegame, just a bit after "losing" N5: day 29, length 7.3 MB - will try to clean up useless stuff in some sectors.

iirc there was a sector that i was not able to visit after the first time in Legion2 mod.
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247457] Sun, 21 March 2010 22:24 Go to previous messageGo to next message
razer

 
Messages:26
Registered:April 2007
Location: Germany
Quote:
1) So far every occurance I am aware of seems to be happening towards mid to late game. Two so far in Adriana, and now one in Troy (H13). Has anyone seen this bug earlier on? Or is this problem related to game progress? Or savegame size (currupt file error has me suspecting this)?


I've tried to play UC1.13 three time now(2xclosed beta, 1xopen) and everytime I quit due to reproducable CTDs. I got those in 7-10 different maps, but I really don't know where exactly anymore. I also tried to reproduce this with a self compiled exe to debug but my savegames don't work with that version. Combating the specific maps with a new savegames(with cheats though) didn't work either.

Quote:
2) Has anyone seen this in the Alruco campaign with 1.13? Or any other mod for that matter?


I've finished vanilla 1.13 twice without a single reproducable CTD.

Quote:
Another issues is that I feel that people lose interest in UC (and normal Alruco JA2) towards endgame. To my knowledge there have only been two reported completions of the Hybrid since its public availablity, and that includes myself.


I really would like to finish the game, but at this stage it's unplayable. Or unenjoyable.


Btw I remember something about a broken mapdesign in UC that can crash/freeze the game with 1.13 AI. Something about the opposition trying to jump throu some stuff, which it can't, resulting in a gamecrash. But it's a long time since i read that(or dreamed o.O) so I can't remember who said this...
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #247472] Mon, 22 March 2010 05:22 Go to previous messageGo to previous message
SpaceViking

 
Messages:757
Registered:January 2004
Location: Rochester, Minnesota, USA
Can I used code build from the last SVN for running the UC maps/data? I like to run out of a debug-built .exe so I can catch coding errors.


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