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)
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #252255]
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Tue, 25 May 2010 23:18
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ShadoWarrior |
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Messages:245
Registered:January 2006 Location: Twilight Zone |
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I'm playing UC113 on a Dell laptop, as my main system had a hardware failure and crashed back in December '09. (It's also why I'm not doing any coding to try to fix some of the things I'd like to tweak in JA2. I have no compiler installed on this machine.)
The memory leak I've been mentioning is very specifically related to the save/reload code, and I think it's in the reload code. The more often I reload, the sooner the system will crash. Guaranteed. The only question is when, not if. I also think that there may be a leak in the sector loading code when going into tactical mode, but that's harder for me to confirm, especially as it may be masked by the more serious save/reload leak.
EDIT: the game's data structures have changed (more than a bit) since NIV was in beta, and I'm pretty sure that the code handling the changed data structures is less than stable. Someone needs to look into all the code revisions (just code, not XML) since NIV was released and delve into any changes that affect memory allocation and management related to loading data so as to track down which change is the culprit in corrupting memory and fix the offending piece of code. Because the code base was stable when NIV was in late beta (in '07) and it's not now.
[Updated on: Wed, 26 May 2010 00:22] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #252275]
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Wed, 26 May 2010 02:23
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Pripyatsurvivor - something went wrong with your extraction and installing of the original Urban Chaos data folder. Please confirm you have a folder called: Data-UC
Otherwise for more information please refer to the included documentation: "Urban Chaos-1.13 Hybrid FAQ 2010/04/23.PDF," Page 2, section: "Extracting the Needed Files from the Original Urban Chaos Mod"
EDIT (forgot the reason why I was online in the first place): turning off the motherboard's auto tuning software didn't do a thing to (in)stability. Still getting frequent lockups that require Task Manager to break out of when trying to switch between strategic and tactical for a map that is not currently in memory. I seem to have a consistent one as right now simply reloading from the save right before is not helping. It happens to be the map Tony resides in, and has a large stockpile of backpacks filled with excess arms for sale. I will try again from the save, but sell off all the items first.
EDIT2: nope, clearing all items in map didn't help.
EDIT3: trying to load another map also resulted in the same type of lockup (tried twice on two other maps I had teams in from same savegame).
EDIT4: and it is not the computer, the same savegame has the same lockup on a different computer, Windows XP this time, and Task Manager here was not responsive.
EDIT5: waiting 6 hours of in-game time did finally let me go to tactical.
EDIT6 (avoiding double posting): As it appears that the trimming of a few maps is not going to increase stability in a meaningful sense, I am halting work on UCC. The boating component will (eventually) see its way into the main UC-1.13 Hybrid.
The next version will also see a new attempt at creating a stable an enjoyable mod, but the price will be savegame compatibility. The plan is to open up each map:
- repopulate each to well below game limits
- fix all default in map item errors
- check spawn points
- tweak the Kingpin quest one last time
There will be plenty of new items as well.
[Updated on: Sat, 05 June 2010 19:56] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #254574]
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Tue, 22 June 2010 18:44
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Sorry, I keep forgetting the file that has default (in-game) settings set. The result is that all of them are off.
"ENABLE_ALL_TERRORISTS = TRUE" CTD -> That is an old one, that I thought I had fixed. However in fixing another map bug recently, I may have undone earlier fix (since the most recent fix was based on an original Urban Chaos map instead of salvaging the one with the earlier fix).
Could someone please go through the original Jagged Alliance 2 (vanilla, Alrulco) maps via the map editor and note down which optional NPC's (ie. Carmen's most wanted) appear in each city map. I did this a while ago, but I cannot find the list. I will have to do the same, but with the Urban Chaos maps to ensure that NPC's have priority placement when I repopulate each map. Actually, I'll need to take screenshots for each NPC to recreate the placement correctly.
Well on the plus side, this means plenty of time to start a game and get through as best you can till the crashing gets bad. The next release (which I will gurantee will not be savegame compatible) won't be ready for some time now.
[Updated on: Thu, 24 June 2010 03:31] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #254992]
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Sun, 27 June 2010 05:54
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Julix |
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Messages:105
Registered:June 2010 Location: Canada |
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I wrote in an other thread about the Scoped M4A1 and how it is ineffective in the hybrid:
"In 1.13 you can't merge the items before you attach them, you just have to add all to the gun in this order:
M4+trigger group (you loose the burst function, it shots slower and the pic changes) -> then you add the adapter and the picture will change again adding a scope, although not giving you any bonus yet. (but plenty of penalties!) -> then you can attach the scope, but the APs go seriously up, being only slightly faster than a sniper gun (38 for a shot!) - and the AP to ready went up too...
You can put the scope on certain AKs too, but they get reeealy slow... probably, because you have to rub your tears away from getting hit by the scope in the eye!
Edit:
orig trig adapt PSO-1
AP to ready 15 14 20 24
AP for 1 shot 29 29 32 38
AP for burst 32 -- -- --
AP for auto -- 33 35 43
Damage 30 30 30 32
Range 30 30 30 30
Auto penalty -10 -9 -10 -10
Auto for 5 AP -- 6 6 6
Accuracy 6 6 6 6
Reliability -4 -4 -4 -4
Repair -1 -1 0 0
Seems like the adapter already has the disadvantages of a scope... frown
I will stay with the trigger, but the adapter malus is just too big.
(oh and I have a rod and spring built in already...)"
I was asked to post it here again, since the penalty is so big, that it's unlikely that is was meant to be this way...
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #255093]
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Mon, 28 June 2010 21:26
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Julix, what you are seeing is probably one of two things:
1) a minor bug with JA2 itself, the roof didn't immediately disappear for me in my current test game (Vanilla Alrulco campaign) of the basic items mod for the next release. Hit the key twice and the symptoms went away.
2) map design issue with the original UC map. The number of rooms, closets and washrooms mean that while the roof is invisible from the room your merc is in, the roof for another room is still visible and hiding the room you should otherwise be able to see.
TESTING UPDATE:
Thought I should advise everyone that things are running a bit slow fixing things as I go in the Alrulco campaign. Revised plans for the next release are as follows:
- Combo release of Folding Stock, DL-1.13FS, and UC-1.13
- Folding Stock(FS) will come with a few flavours based on Prime Vendor: Vanilla, US (as implied by the in-game story, English/Talonsoft Release), Eastern Europe (as a lot of people seem to think based on Diedranna's background), Western Europe, and Sci-fi. Restricting weapons selection makes it easier to balance enemy item progression, so this is something that will be easy to produce, and require almost no testing once the basic FS mod is working.
- Diedranna Lives-1.13FS as this only is an extra day or two of work once the above Folding Stock mod is sorted out.
- UC-1.13 v3 once all city maps are repopulated
This all should be a month or two of work. Please advise of any movement bugs. I've already caught a few involving the river south of Port Kip. This in turn gives me an idea on how to restore the water route to the island, not have to worry about the boat (the boat is not the problem, but the separate "road system" for it is), but still make it treacherous enough that it would not be the best option to get there.
EDIT: finally ran into my first UC-1.13 Hybrid like lockup of the game yesterday in the current Folding Stock items mod for the vanillar Alrulco campaign. It was a lockup on auto-resolution of a militia defence of Grumm mine. At the time all cities except Meduna were under my control. Reinforcements inside cities were active. The lockup was repeatable from the save game as long as I repeated all other actions identically (ie. do nothing but wait). It was resolved by going to the tactical map for a moment in the junk yard town where I was preparing for my attack on Orta. After this point, the random lockups seem to increase in frequency, but so far not to the extent seen by mid-game in the UC-1.13 Hybrid.
Now the question is, why do these type of issues seem to occur much earlier in Urban Chaos' Danubia campaign?
EDIT 2 (July 5, 2010):
Finished Alrulco campaign test game with the basic items mod that UC-1.13 and DL-1.13FS are to be based on. Nothing major to report aside from the already mentioned increased incidence of random crashes and lockups (none to a few times per day) and one repeatable lockup that was avoidable.
Colt M4/M4A1 and mods: With the heavier penalties directly applied to the attachments (grenade launchers and scopes), the legacy weapon based penalties are now a problem as pointed out by Julix. The firing stats for the modified M4 and M4A1 have now been standardized to be the same as the base weapon. Incidentally the single shot cost for M4 and M4A1 should be identical, the are in the XMLEditor at least.
EDIT 3 (July 6, 2010):
As a demo of how easy it is to create your own Equipment list for Alrulco, I quickly spun off from the Folding Stock projects the following mini mods:
Folding Stock USA - Equipment mostly from the US
Folding Stock Eastern Europe - Equipment mostly from Russia
Folding Stock Germany - Equipment most from Heckler and Koch
Folding Stock Uncommon - Real small arms but are less well known Para Ordinance pistols, Sig rifles, STK rifles, etc...
To be done today:
Folding Stock Belgium
Folding Stock Israel
Folding Stock Sci-fi
EDIT 4 (July 7, 2010):
I have completed rearranging the base items mod for Dideranna Lives! Will need to go through the maps and make sure all the M41 Pulse Rifles and OICW's have launchers attached. At this rate I expect to restart work on UC-113v3 next week.
EDIT 5 (July 8, 2010):
I have gone through all maps found in the original Dideranna Lives! No major modifications done, only repopulated items that needed the folding stock. For some reason I13 in DL kept currupting when the map was saved, left it as is as there were only two items that would be missing default attachments.
I believe I may have found the cause for a few bugs with Urban Chaos-1.13 in the process:
Map Editor CTD when examining items - it seems to be caused by invalid attachments that were valid when the NPC/RPC was populated originally all those years ago. I'm thinking I can fix this when I depopulate/repopulate the maps. The main culprit from what I am seeing is the original Underslung Launcher (Item50/Talon/GP30/M203PI).
Missing Miners - caused by there being no Fred Morris in B2, H3 and H8, and no Carl, Calvin and Oswald in D13. Someone, Headrock I think, mentioned that Fred is always the first miner you meet. If they are not in the maps, then they will not show when the game populates the head miners based on the first mine map you visit. I noticed in DL that all four miners were present in B2, H3, H8 and D13; but not in UC when I thought to check. This will be fixed when I repopulate the maps.
EDIT 6 (July 10, 2010):
Ahead of schedule, items mod for UC-1.13v3 more or less complete. I am going to start editing the Factory maps so that the Head Miners are correctly in place to see if that fix works.
EDIT 7 (July 11, 2010):
I am at a loss to explain why Enable_All_Terrorist causes the Hybrid to crash on selecting New Game from the Main Menu, or for that matter why it was working a few versions ago. While missing character placement is the cause of the Missing Factory Head problem that dates back to the original Urban Chaos, it does not appear to be the cause of this particular game lockup.
Tried to break the Deidranna Lives!-1.13 Hybrid (which is not known to suffer from this bug) by messing with the NPC populations, and no dice:
- missing NPC's relative to Vanilla did not lock the game on new game generation
- nor did having multiples of the same NPC in the same map
- same with putting NPC's in maps where they do not belong relative to Vanilla
Repopulating all the maps is an anger inducing exercies. When the Map Editor isn't crashing to desktop, or worse, I cannot be sure until I test the map if the NPC and other placements work till in game. That being said the following has been acomplished:
- fixed the missing miners issue
- reduced the populations of a few maps
- reworked the Kingpin/Miranda triggers so there is a slight possibility that the Kingpin's gang or the PD he's paid off won't go hostile. More likely they will go hostile at an inconvient momement.
- modified one of the Island maps to allow for access, but it won't necessarily be the same as before (well before I disabled it). Just keep in mind which guns are waterproof and which Merc's cannot swim.
If all goes well I will be ready for another release in the next week or two.
EDIT 8 (July 13, 2010):
Preview of next version now in version history. Will update as references to DBB/IoV 916 to include specific artists once their mirror site is working again.
[Updated on: Tue, 13 July 2010 23:17] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #256511]
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Sat, 17 July 2010 00:51
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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No thanks needed, I was simply avoiding double (triple, quadruple...) posting as I arranged my thoughts for the next release. Speaking of which, I have updated the Version history to reflect the soon to be released Combined Folding Stock System mod.
I've more or less given up on my plan to repopulate the maps as I seem to be doing more harm than good. For some reason, the repopulated NPC's end up as ghosts on the map, not actually in the map, but visible along the borders. Often they enter the map proper in later visits (some of these ghots are named NPC's). It is probably due to my own incompetence in map editing, or some variable in the INI file I forgot to set. What I have done is trim some of the excess civs out and gone through the inventories of many of the hostile factions in many of the maps.
Depending on how my weekend goes, I should have a new release ready soon. Unfourtunatly it will not be savegame compatible. And for the same reason the old UC-1.13NAS files will be incompatible, but you can easily assemble a working UC-1.13NAS Data folder out of the last full release and the last patch.
Tentatively, as Warmsteel is back and updated the to newer code (not sure where the MP code sits in the big scheme of things), I will be starting from a clean slate for adding NAS capability not only to the UC-1.13 Hybrid v3, but also to Folding Stock v2, and Diedranna Lives!-1.13FS v2. Much was learned from the current UC-1.13NAS test mod, but a lot of what was learned was what not to do. Not to mention the fact that if Warmsteel's work enters mainstream with v1.13 then I do intend on exploiting some characteristics to produce:
- Better Folding Stock System
- Better Dual Ammo Feed System
- Storage compartments on guns
- A slightly more intuitive "magic" mag well system
Part of the reason I redid all the items is actually NAS related. Most of the items in each mod are based on a common base item ordering, once I create the appropriate NAS XML's for the base mod, it is only a matter of defining 350 (actually much less as most items don't need attachment slots to be defined) to pump them out for actual mods. I acidentally tested that attachment slot definitions for Nothing items did no harm...
EDIT (2010 07 26) - Better Folding Stock System demonstrated with the lastest version of the NAS Beta. This means that the Better Dual Ammo Feed System will work as well. The slightly more intuitive "magic" mag well system is being dropped as it introduces a rather big exploit: free Beta-C mags. NAS conversion is going to be slow, as it means changing the XML's of three mods sometimes without the XMLEditor, proceeding with UC-1.13 element of CFSS first.
[Updated on: Tue, 27 July 2010 08:05] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #258604]
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Sat, 07 August 2010 01:06
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Tango |
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Messages:106
Registered:July 2006 |
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Been playing the UC-NAS-113 Hybrid. Really liking it so far, makes the game more enjoyable and the penalties seem to prevent weapons becoming too overpowered.
Im really loving the various interface rails for adding fuctionality to older weapons. I've found myself using the G3 and G3K quite a lot longer as DMR and battle rifles. Would it be an idea for the HK53 to accept the MP5 forend and the G3K and G41 to accept the G3 forends. Like the generic AK ones?
A small suggestion to make .223 a usable caliber (at the moment I find enemies dropping it much more often than I am ever able to use it. Perhaps making some weapons also be .223 (playing the role of earlier 5.56 55 grain M193 rounds) instead of 5.56 would present the player with a quandry. Does he stick with .223 and suffer from weapons which lack attachment points or risk running short of ammo in hostile territory.
My suggestions are for:
-Ruger Mini-14 as originally produced it had a 1 in 12 rifling which would not stabalise newer 5.56mm rounds. Could also use 20 round magazines. Advantage of better reliability and range but lack full auto and any kind of attachment system for sights etc.
-FAMAS G1 also fires earlier 55 grain ammunition (it was introduced in the late 1970's before the SS109 round was standardised) with faster rifling.
-Earlier HK 5.56mm weapons (the 53 and 33 models) were generally also produced with faster rifling although this could be varied depending on what the purchaser wanted.
[Updated on: Sat, 07 August 2010 01:06] by Moderator Report message to a moderator
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Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #258610]
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Sat, 07 August 2010 01:53
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Hk53 and G41 accepting RIS Handguards - good idea, I'll add those to the next version, as long as I don't break the XML's again (today I had to undo everything I've changed since the last version was uploaded). If the G3K is not currently accepting the G3 Handguard, then that is a mistake that I will look into.
.223 Remington weapons:
Ruger Mini-14 - Good idea, seems familiar but I cannot remember why this wasn't done when I added the M16 (the old fashion .223 version) and changed the OA-93 to .223.
FAMAS G1 - Imported from DBB/IoV their FAMAS F1 to be the .223 Bullpup AR
HK33/53 - There is a place holder item for a GR series HK33 variant (still haven't gotten around to doing something about the graphic). No reason I couldn't activate it in UC-113 and rechamber for .223.
.223 Beta-C/Carter Special - This one is from BulletSix's DL-113 project I seem to have taken over. I figured out what is was a few weeks ago working on the last CFSS release, sorry I'm not a big SG-1 fan. Anyways, it is in-game right now as a prop-replica firing 5.56x45mm NATO. Since it is largely built from civilian market (for the US at any rate) components, I should actually rechamber it for .223. Also it would get me to add C-Mag and adapter for the .223 line.
I am finally doing something about the inconsistencies with the AR-15 Upper Receiver mods:
- Compiled a spreadsheet with all of them in one place so that I can properly setup the all the conversions at once.
- Going to do a variation on smeagol's Stock concept for all the AR-15's. The infrastructre is already in place as most of the AR-15's already have an AR-15 Stock slot for that AR-15 only Sniper Stock, I just need to add two stock items and setup penalties for having an exposed buffer tube. This way when you merge an M16A4 Upper Receiver with a M4 you end up with a M16A4 but with an adjustable CAR-15 style stock (ie. almost a C7A2).
- Separating out the trigger groups as internal components. Plan is to have all AR-15's as single shots, but "military variants" will have as a default attachment some kind of trigger group that gives it burst, auto, and four position single/burst/Auto. I know the Bursts can be handled this way, but I don't remember if Autofire can be added by an attachment.
EDIT: By the way, is the new Folding Stock System (made possible by NAS technology) getting any use?
[Updated on: Sat, 07 August 2010 01:54] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #258625]
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Sat, 07 August 2010 03:54
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Good news, I managed to splice in a .223 Remington C-Mag without breaking anything.
Also figured out that setting a weapon's magazine size to 0 does bad things to the last NAS Beta. On reading that NAS ejects the magazine when mag modifying attachments are removed I had to go test this. Found that it only ejects the magazine if the magazine size decreases. This was a problem for me as the FN Minimi/SAW the Belt Feed orginally added 100 rounds, while the Mag Feed removed 70 rounds, giving 200round and 30 round capacities when the respective items were attached (as one always should be). Before I changed the capacities, only removing the Belt Feed ejected ammo. Thought the easiest way to fix this would be to set the weapon's mag to 0 and have the Attachments be responsible for each magazine capacity alone. For some reason this caused the weapon to pick up the attachment slot configuration of the previous item.
Now the Weapons are set to 10 rounds (smallest existing 5.56x45 NATO magazine), and the Belt Feed adds 190 while the Mag Feed adds 20. Not sure if this is a bug or just nobody expecting someone to use a negative magazine size mod (I'm sure I had the Feed system in use since before the first NAS mini-mod).
Right now there is a choice of three stocks for all AR-15 weapons (four if you count the CMMG 7.3 and its exposed buffer tube):
1) Fixed Stock (default for M16's)
2) Telescopic Stock (default for CAR-15's and M4's)
3) Precision Stock (the old one wich could be added to most AR-15 weapons, except for the DMR versions, now it will be the default stock for the KAC SR-25 and ColtCanada C7CT).
I could chop the stock off the LWRC M6 (once again I am using MS paint to hack out weapons parts), but there is already a telescopic CAR-15 style stock. Not sure what other kind would be worth adding? I could add a lightweight one, but I have not figured out how much these stocks weigh yet.
EDIT: The Folded/Collapsed stock shouldn't decrease the size of the gun. To minimize micro-managment, all weapons with folded stocks should be one size smaller than its fixed stock counterpart no matter which stock mode is attached. The folded stock item should make the weapon cost less AP to draw/fire.
EDIT2:
Found that the HK53 also couldn't take a Laser Sight. Fixed as well added RIS Kit compatibility. HK33KA3 added as well (it was the GR2, still using the HK53 picture though).
[Updated on: Sat, 07 August 2010 04:21] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #258646]
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Sat, 07 August 2010 14:12
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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Quote:Thought the easiest way to fix this would be to set the weapon's mag to 0 and have the Attachments be responsible for each magazine capacity alone. For some reason this caused the weapon to pick up the attachment slot configuration of the previous item.
What the... that has nothing to do with anything... Hope this is better in the new version where the handling of a lot of things was improved.
Same goes for the mag extenders, might all be better now ^^
[Updated on: Sat, 07 August 2010 14:12] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #258678]
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Sat, 07 August 2010 18:53
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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It's more or less done, I just want to test it some more.
I'm pretty sure your magchanging issues will be fixed now.
The 0 ammo capacity on guns... I don't know...
[Updated on: Sat, 07 August 2010 18:54] by Moderator Report message to a moderator
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Master Sergeant
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #258919]
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Mon, 09 August 2010 18:26
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Replicated the CTD. Tried a few things and in the end found that in the mod's Ja2_Options.ini I forgot to turn something which the mod doesn't use, but I wasn't expecting a CTD.
The fix is: USE_EXTERNALIZED_LOADSCREENS = FALSE in Ja2_Options.ini. I'll have to add this one to the growing list of new features that don't react well to Urban Chaos.
EDIT:
Finally got around to increasing the penalties for having a suppressor attached:
Sound Suppressor (Pistol): 15% General AP increase, 25% Draw AP increase
Intermediate Cartridge Suppressor: 10% General AP Increase, 15% Draw AP increase
Hi-Power Ammo Suppressor: 5% General AP Increase, 15% Draw AP increase
The reason the pistol suppressor has a larger penalty is that it has the adds the most bulk relative to the weapons it will be used on most, pistols. IC and HPA weapons tend to be significantly larger than the suppressors. A pistol sound suppressor often comes close to doubling the length of the weapon.
FN F2000 changes:
Leveraging off of NAS now poping inseparable default attachments into existence when a merger creates an item I have decided to add a FN F2000 equipped with its ergonomically designed Grenade Module and Fire Control Module. The FN F2000 Tactical (old RIS equipped F2000) is buyable in-game, as well as an upgrade kit. While the FN GL1 launcher has no penalties, it can only be found attached to the new FN F2000 "Weapon System." Consequently the penalties for the now properly named FN ELGM have gone up, though the ELGM is still the least costly AP wise of the freely attachable underslung launchers. Colonel Kelly has been rearmed with the new F2000.
I'd like to get some map editing in before releasing another version as the current map editor does not like multiple attachments.
EDIT 2:
While it would be "nice" to go through all the maps, hoping not to stumble across a bugged inventory and crash to desktop, and change all the inventory to use multiple default attachments, I'm not waiting for the map editor. Too much has changed between NAS503B and NAS61B so I've uploaded a new release, and will delete the old one off ModDB once they give it the ok.
[Updated on: Fri, 13 August 2010 00:26] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259822]
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Thu, 19 August 2010 03:37
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Right, now I won't be uploading the fix for an hour or so.
The Motolov cocktail is another instance of Coolness = 0 preventing the merger. The rest I need to look into.
EDIT: NVG I should have a Night/Cave bonus of +8 according to the XML Editor, each NVG adds 8 each level.
EDIT 2: Fixed missing 120 Range bonus for all 7.62x39mm magazines.
EDIT 3: Fixed the stocks being compatible with one another, uploaded patch to last version to ESNIPS (Click on the file icon, not the Button labelled Download)
Now in my survey of the items in-game before the latest bug report (not doing it again for fixes that shouldn't break any items), I did confirm the Groza default attachment is working.
Groza Weapon System
7.62x39mm Groza OTs-14/7-A: default is a grenade launcher which may be moved to the grip slot to become a foregrip (click on the slot to convert)
9x39mm Groza OTs-14-A3: default is a foregrip, which may be moved to the muzzle slot to become the proprietary sound suppressor, or moved to the lower hand guard position to turn into the underslung greade launcher. You may have to click a few times to cycle to the right attachment.
EDIT 4: since the subject came up, I've found that the Groza attachments are not set to be incompatible in NASIncompatibleAttachments.xml, this will be fixed in the next version.
[Updated on: Thu, 19 August 2010 04:42] by Moderator Report message to a moderator
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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #259826]
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Thu, 19 August 2010 06:40
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Friendly Fire |
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Messages:74
Registered:January 2006 |
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Yes, while experimenting, I transferred the Groza foregrip to another Groza to see if I could obtain grenade launcher AND foregrip (that's the kind of things I am supposed to test, right ?), which I did, I must have lost it in my frenzy of testing other combinations.
I have a had an enemy armed with a HK416 upper in Calisto, sadly I can't remember which sector, I believe it was the factory.
[Updated on: Thu, 19 August 2010 08:14] by Moderator Report message to a moderator
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Corporal
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