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 #262992] Sun, 19 September 2010 11:12 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I think ammo boxes of 1000 rounds that fit into backpack slots (1 per slot) would be a good compromise.

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263008] Sun, 19 September 2010 15:13 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
250 is actually a technical limitation. I preferred 500, but doing so meant that Bobby Ray's could not sort the ammo as it would not have been possible to create 500 round mag "dummy" weapons. The now (much) smaller ammo boxes are hopefully going to encourage more selling off of obsolete ammo to Tony.

As far as hoarding, I do it myself for ammunition actually being used, but found the 5000 round boxes to be a unweildly. This is the reason why I decided to go with a smaller ammo box when I also decided to streamline ammunition availability to retail boxes.

Devin's inventory is related to game progress. Something should showup after you take over another city. May have to change the coolness of some items in future so it isn't so bare in games when Devin is assigned to C5 by the game.

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263163] Tue, 21 September 2010 12:31 Go to previous messageGo to next message
JP'TR is currently offline JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
is it possible that buy/selling-NPCs are going lost later in the Game?

Different days different times i tried to visit Tony (in C5) again, nobody there. Also i searched for the 3 Shopowners i met few days before on the casino in Redusa, seems all gone.

other things, i am far in the game now and there is realy a flood of weapons/attachments/stuff and a lot of things are (for me) hard to see through and sometimes i believe in a bug.

Just a few thing:
- Why does a 4x Battlescope result in so much more APs, and the 4x Reflexscope reduce APs?
- some weapons are (extended versions) but u can add only deployed stock and folder stock? do u not get an extended version with adding extended Stock on the normal Weapon?
- i montaged a collapsed stock on a RPK heavy MG, together with other Attachment it results in an AP cost of -1.
- on other MGs i reach 7 and 10 APs, normal?
- on some AssaultRifles u can reach a brust/auto penalty of 0, does that mean there is no spraying? should that be so, then?
- why is there a HK MP7 PDW and MP7 MP, on one u can add a "push in" and the other the "push out stock"? just one version, with both stocks addable would do it or not? i would say the adding of "just a bit"-different versions of guns, is just to much, maybe u see it as nice feature, then ok.^^
- throwing knifes and knuckle-Dusters should be addable in the knife pocket. (maybe two little th.knifes if possible)
- a seal knife is not transportable in a pocket doesnt matter how big. (only knifeslot)
- in my mind i think i can remember that the two weapons handling was depending on strenghs, if not so, would that be possible? so that it can be possible to handle two SR-3 Vikhr, or other midwight SMGs, with a strong MERC?

maybe some fails, then sry.

[Updated on: Tue, 21 September 2010 12:34] by Moderator

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263170] Tue, 21 September 2010 13:34 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Allow me to reply to that. Correct me if I'm wrong:

scope100
- Why does a 4x Battlescope result in so much more APs, and the 4x Reflexscope reduce APs?

The Reflex Scope apparently represents optical sights with illuminated dots which are supposed to be used with both eyes open using the "Bindon Aiming Concept" (BAC). When the scope image isn't lined up presenting only a black ocular or the magnified image is moving too fast the illuminated aiming dot will still be visible and your brain will start focusing on the non-aiming eye and combine the aiming dot from aiming eye superimposed on the image received from the non-aiming eye. At this point the scope functions like an opaque collimator sight.

This concept works with all scopes that have illuminated reticles such as Elcan C79, Trijicon ACOG and SUSAT. The 4x Battle scope uses Elcan C79 graphics and seems to represent 4x scopes without illuminated reticles.

scope100
- some weapons are (extended versions) but u can add only deployed stock and folder stock? do u not get an extended version with adding extended Stock on the normal Weapon?

There are extended stock versions on some smaller one-handed machine pistols to make them two-handed weapons when the stock is extended

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263185] Tue, 21 September 2010 17:17 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Scope100:

SEAL 2000 - that's a bug, but it seems to have been fixed accidentally in the NAS version when I sat down one evening to resize everything.

Scopes - Unless the scope has the word "Reflex" in it, there will be an AP penalty. Hairysteed has explained the real-world inspiration for it. The modifiers in the CFSS version (and all but the latest 2.7 NAS version) are however somewhat inconsistent.

RPK - That one was a bug in CFSS, fixed only recently

0 Burst/AP Penalties after attachment of some attachments - balance issue, still present. I tried fixing it a long time ago by increasing the busrt/AP Penalties for all guns, but relented after some complaints about not being able to hit anything. I may try a quick and dirty fix by cutting the grip bonus from 5 down to 3. Just wait till HAM 4.0 is out of testing, then I'll really be able to do things to player's auto/burst accuracy...

Folding Stock System (Overall):
- folding stocks are not an attachment that can be fit to any gun, instead it is meant to be integral. Pre-NAS (like CFSS) it was somewhat cumbersome as you had to take the stock completely off to swap modes.
- you should only be allowed one stock item per gun
- Machine Pistols use a different set of stock items, and will transform the base gun during the conversion merger. This was done to fix an exploit where you could dual wield extended stock MP's. This is a case of balance overriding what is physically possible in reality.
- MP7 has its own folding stock set to itself as it originally was the test subject for the MP folding stock system. Later the extended stock incorporates a hand grip modifier (see in-game graphic for MP7 with everything extended). Conversion of the extended stock to collapsed stock changes it a pistol config. Also, I actually fixed the 0 Burst/Auto penalty for this one in UC-1.13NAS by increasing the Burst/Auto penalty slightly. (I belive it is 1 for the extended stock/grip version, still too low in my mind.)

Guns Akimbo (one/two handed) - is dependent on a tag set in the weapon item only and not the merc's stats. I think you are referring to the tendency of some larger/stronger merc's to fire two handed weapons with a special animation (one handed firing of a rifle). This animation does not mean that the merc can actually dual wield rifles.


EDIT:
Adjustment to sizes.

Size 12 = Slingable items, but too big for Combat Pack, 1 fits in "Backpack" pocket. Application: some larger weapons when equipped with sound suppressor, Medical and Tool Kits (I'm back to the opinion that these items are too big for the combat pack, but there is nothing to stop them from being sling equipped).

New Backpack Slot = Most (if not all) back packs will have one Backpack slot replaced with one that can take the oversized weapon size(13) along with replicating the Backpack slots function, when I have time I'll create a graphic so people can tell it apart from other Backpack slots.

[Updated on: Thu, 23 September 2010 20:40] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263525] Fri, 24 September 2010 23:02 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
Thank you so much for all of your work. I'm trying out your mod for the first time, and I got an assertion failure when I talk to Carmen the first time and he tries to give me the laptop.

Line 2129 in File .\NPC.cpp

NPC.C Gift Item does not exist in NPC Inventory

I installed it by doing the following:
1) Install Ja 2 Gold off my CDs to c:\JA2
2) Install JA 2 1.13.3356 which I got from this link:
http://www.wmwiki.com/hosted/ja2/JA2%20Single%20Click%20Install/JA2%201.13%203356%20exe%20SVN@1227%20Full.exe

3) Download and install to (c:\UC-Target) original Urban Chaos from this link: http://www.wmwiki.com/hosted/ja2/Mods/Urban%20Chaos%20Original/

4) rename Data subfolder in (c:\UC-Target) to Data-UC
5) Copy Data-UC to my game folder
6) Unzip 1.13 Combined folding stock system mod in my game folder Which I got from this link:
http://www.esnips.com/web/ucja2113projectssStuff/

Did I maybe grab the wrong version of the original UC? Or maybe I should have copied some of the files that weren't in the data folder (like SMACKW32.DLL)?

Also, While I was at it I tried to install Deidranna Lives, but when I did the trick with the (c:\DL-Target) install it only added 2 files and no data folder. I tried copying my existing data folder from JA2 gold, and it seemed to change some files. Is that how it should be done, or did I get the wrong version of the DL installer? I got the file here:
http://www.jacenter.pl/download.php?action=get&id=8

Thanks for your help.



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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263537] Sat, 25 September 2010 00:28 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Tag, I did a clean install of CFSS with the resources you posted above. Carmen quest worked (the handing over of stuff) just fine. Now to go over a few points that may be helpful:

- NPC/RPC/Merc inventory should have nothing to do with the original UC files. Due to abandoning OIV, the mod is unplayable if you don't use the XML based replacement for the inventory capabilities of the old .dat file
- The only Data from original Urban Chaos is the Data folder. Barring computer issues, your description for importing the Data folder looks correct.
- Did you start the game via the INI Editor (being sure to set the dropdown menu's for JA2 v1.13 Executable and JA2 v1.13 Mod)?
- you might want to reextract the files from the CFSS archive, be absolutely sure that all files make it from the .7zip archive into the JA2 1.13 directory.

Now the process for extracting the Diedranna Lives! data is a little bit different from that needed for UC. The DL installer requires your to point it at a valid JA2.exe. The included PDF for CFSS should elaborate on the process further.

[Updated on: Sat, 25 September 2010 00:55] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263598] Sun, 26 September 2010 02:35 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey wil,
i came back round to look at the hybrid.
Been some time since i tried it^^

But i have to ask a (maybe)dumb question,
before i can even install it right i fail to locate a download for the 1.13data which is newer than the 1183 single click installer.

can you help me? *pretty please* Smile

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263599] Sun, 26 September 2010 02:56 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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Well if you are looking for a SCI, then best to go with Tais' (plus the updates as it doesn't look like a new one has been produced yet). Tais' SCI includes v1.13, a newer JA2.exe, UC, UC-1.13NAS:

1) The SCI - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261665
2) The Update - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262942#Post262942
3) The patch (as the SCI contains a newer .exe than NAS 0.61B) - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263010#Post263010

Still three items need to be downloaded to get up to the current 2.7 standard. Install over clean JA2 Gold in the order given above. Also, I'd like to see if the the above actually works beyond installing and game start.

Aside from the noted issue with IMP points, this should be reasonably stable. Mind you, nobody has reported getting far enough in where swimming between maps is an option (though not necessarily a good one...)

EDIT: 2.8 is in the works right now, though the changes are relatively minor.

[Updated on: Sun, 26 September 2010 03:12] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263602] Sun, 26 September 2010 03:39 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
Awesome work there wil! I always loved UC, and now being able to play it with 1.13... I'm speechless Razz Appart from the random, or maybe not that much, crashes, the mod is quite playable. I decided to start the game with a 6 IMP merc party, and one of them already died, while trying to take over Calisto Airport. Miscalculations on Iron Man mode and Experienced hurt quite a bit, heh... It's much more challenging than WF, imo.

Edit: Oh, and one more thing... What exactly are the jobs as staff on the several facilities around Danubia for?

[Updated on: Sun, 26 September 2010 03:47] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263619] Sun, 26 September 2010 12:06 Go to previous messageGo to next message
JP'TR is currently offline JP'TR

 
Messages:104
Registered:April 2009
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Yoshi
Awesome work there wil! I always loved UC, and now being able to play it with 1.13... I'm speechless Razz Appart from the random, or maybe not that much, crashes, the mod is quite playable. I decided to start the game with a 6 IMP merc party, and one of them already died, while trying to take over Calisto Airport. Miscalculations on Iron Man mode and Experienced hurt quite a bit, heh... It's much more challenging than WF, imo.

Edit: Oh, and one more thing... What exactly are the jobs as staff on the several facilities around Danubia for?


hi, i asked me the same question long time.

i mean to know now that ->"facility-staff" is supporting the repairing MERCS in the same sector, so it goes faster but cost money.
->police attachment should be for faster militia building. ->military supports faster Markmanshiptrain. ->on Calisto is something "forgot Name" whats speeding up ur Strengh Training. ->"rest" is for regeneration or pushing moral, not sure.

if its wrong correct me please.

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263626] Sun, 26 September 2010 13:49 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
Thank you for the reply! Still, isn't there an official guide for the mod?

Edit:

I got my hands on a MagPul PDR, which features the "Integral Flash/Sound moderator". How does it work? In comparison with other rifles with attached suppressors, the noise is much higher. So that got me thinking... What exactly is a flash/sound moderator? xD

[Updated on: Sun, 26 September 2010 17:03] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263644] Sun, 26 September 2010 18:09 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The facilities are modified (watered down) versions off those found in HAM. Highlights are:
- Police facilities allow the training of militia in city sectors that do not have a military facility.
- Airport facility gives you a bonus to overall Crepaton factory (mine) income.
- Crepaton facility gives you an income bonus to that specific factory.

Integral Flash/Sound moderator is supposed to have a lower sound suppression value than a proper sound suppressor.

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263645] Sun, 26 September 2010 18:14 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
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Though ,the MagPul has a sound value of 55. Isn't that too high?

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263646] Sun, 26 September 2010 18:28 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
That I am afraid is likely another EDB bug. The PDR's base volumn level is 55. The Integral Flash/Sound moderator gives a 30% volumn reduction.

see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263569#Post263569 for a similar issue found with the reload AP modifier. Unlike the reload cost display issue, there is no easy in-game way to confirm that the sound volumn is being reduced as intended.

EDIT 1: I just checked in-game, the PDR's volumn displayed is 38 not 55, so all appears working as intended with the .exe and the item definitions in the XML's.

EDIT 2: 55 volumn is not bad compared to the M4 (firing same ammunition) at 77.
I looked up the Magpul's promotional material and found a few things:
- Barrel is shorter than that found on the M4, 10.5 - 12.5

[Updated on: Sun, 26 September 2010 18:52] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263647] Sun, 26 September 2010 18:56 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
A choice, such as how the folding system works? Since I can't attach either sound nor flash suppressors.

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263648] Sun, 26 September 2010 19:28 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Included documentation has a page on the folding stock system(s). What it boils down to with NAS (and if you are seeing hte integral attachments you should be using the NAS version) is:
- top slot has the stock extended,
- bottom slot has the stock retracted,
- no stock means gun is broken (on guns with folding stock)
- all guns that can take a folding stock, should have a folding stock
- when converting stock, you must click twice, 1st time to convert, 2nd time to attach


Now that I have more time to think about the Integral Flash/Sound moderator, I think you have found a NAS conversion bug Yoshi. The only explaination for the excessively low base sound value is that I neglected to bump it back up when I converted the item from the old "built-in" attachments to having those functions served by the multiple default (inseparable) attachments. Off the top of my head, I now need to check C7CT and SVU DMR's.

EDIT: examination of attack volumns revelaing some more inconsistencies. For now will be quickly fixing attack volumns to the following.

IC (5.45mm, 5.56mm, etc...)
Rifles (approx 16" Barrels) = 50
Carbines (approx 14.5" Barrels) = 60
SBR ( < 14.5" Barrels) = 65

Bigger/Louder IC (7.62x39mm, 6.8mm SPC)
Rifles = 60
Carbines = 70
SBR = 75

Full Power Ammo (7.62x51mm, 7.62x54mmR, etc...)
Rifles = 70
Carbines = 80
SBR = 85

Rocket launchers = 100 (max per XMLEditor)

Pistols I'll worry about later.

[Updated on: Sun, 26 September 2010 19:52] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263650] Sun, 26 September 2010 20:05 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
wil473,

I've tried three times to do a clean install from scratch and I still get the same error at the same point.

I've tried starting from the INI editor, and by manually editing the JA.ini file.

RE: - NPC/RPC/Merc inventory should have nothing to do with the original UC files. Due to abandoning OIV, the mod is unplayable if you don't use the XML based replacement for the inventory capabilities of the old .dat file

Isn't installing 1.13 or your CFSS going to take care of this? Do I need to get something from somewhere else?

Do I need to start with something other than JA 2 gold? It worked fine to play through JA 2 1.13.

I'll try it with the SCI's that you posted above and see if that fixes it.

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Private 1st Class
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263652] Sun, 26 September 2010 20:11 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
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Thank you for the quick answer wil473! I hope I was of any help by pointing the moderator issue out Wink

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263653] Sun, 26 September 2010 21:05 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey Wil,
Your a swell fella, if i might say so.

Getting the mod up through a SCI was just a charm(props to Tais!).
Insertion and the first subway fight went peachy, will see what the rest brings this evening.

I have some minor graphical glitches so far and i have to press R all the time to keep my mercs running. The game wont remember me using "Running" and will always assume "walking" as my speed.
Furthermore i have to say that im totally unhappy with the "drop-all" setting at the beginning.
I usally use it for the first two-three fights and then never again(x

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263654] Sun, 26 September 2010 21:16 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
Hazmat
...Furthermore i have to say that im totally unhappy with the "drop-all" setting at the beginning.
I usally use it for the first two-three fights and then never again(x

[Updated on: Sun, 26 September 2010 21:17] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263660] Sun, 26 September 2010 21:59 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
As far as I know (though I haven't bothered to keep up with .exe changes unless it causes errors) civilian factions are not affected by drop all. A long time ago I went in with the Map Editor to set some Gun Runner items to be droppable.

Otherwise, yeah I agree with you about moving the drop-all control to game start. This however seems to be the decision made by those working on the Base code. NAS 0.61B (technically the version "officially" recogmended for UC-1.13NAS) still handles drop-all the old way. Not sure what else you would be loosing by going to the earlier .exe, and it likely won't be savegame compatible (it is not going from NAS 0.61B to the SCI .exe).

EDIT:
Finished with the "Rifle" cartridge based weapons, now to check the sounds for pistols.
Also specialized ammo:

"Fifty's" = 90 Volumn
.338 = 85
WM = 80

[Updated on: Sun, 26 September 2010 22:04] by Moderator

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Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263716] Mon, 27 September 2010 17:01 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Quote:
Otherwise, yeah I agree with you about moving the drop-all control to game start. This however seems to be the decision made by those working on the Base code. NAS 0.61B (technically the version "officially" recogmended for UC-1.13NAS) still handles drop-all the old way


Nah, i wont make the hustle of going back to another exe, drop all it is then.
I just reduced the profit of left-click selling massive.
I just fail to see the point in this decision.
Moving on...

Well ive liberated Atremo, and let me tell you that i was mildly surprised to battle 45 redshirts in B10.
The last guys in B9 and who ever wanted to join the party just flooded my already shoot up and meagerly equipped team.
I always cherish the feeling when you realize that a garrison of 10 guys just quadrupled^^
Lucky im a master of the "up on that roof!" technique, and every merc carried like 4 loaded guns(crappy ones but still) on their person.
Otherwise i would have been pretty much boned.
Jubilee almost bit it, getting shot with 7 real hp(rest was bandaged) caused her to drop out and lay there the whole fight. Now and then i had to drop some guys who went after her unconscious ass.
Funny Very Happy

I made my way into Calisto and have cleared B13 and 14.
Everythings fine so far, no crashes or glitches.



Something i noticed though,
maybe already mentioned but the Magpul-PDR has no flash suppression despite its inbuilt flash/sound suppressor.
At least in the description the icon shows it having muzzle flash.
Is this intended, or does the icon decive me?

regards


[Updated on: Mon, 27 September 2010 19:11] by Moderator

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263722] Mon, 27 September 2010 19:39 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Ok, I think I know what is going on with the Magpul PDR. You've all taken the Gunrunner sector in Calisto, and picked up their PDR's. Unfourtunatly due to a weird issue with some multiple default attachments and the upgraded Map Editor, the Magpul is probably only showing up with the RIS Grip. Run a toolbox over one of the attachment slots (USE merger so you won't lose the toolbox doing this), that should restore the missing muzzle device.

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263730] Mon, 27 September 2010 21:03 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
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Yep that was the case, toolboxing fixed the gun.

Atm im trying to figure out which item im missing for the flamethrower.
ive already build the ammo and attached the special cigar set, so whats missing?
And when were on that branch, is there a list for the new mergers?
Must be quite a few due to the mod and the newer 1.13/NAS shennanigans.

regards

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #263756] Tue, 28 September 2010 00:05 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hazmat, Page 5 of the most recent PDF (you should have two of them due to installing the SCI first and then the 2.7 update).

Actually, there haven't been any new combo's. For complex item creation, we're still limited to the triple item merger used in UC-1.13 for the Flamethrower, and in vanilla for X-Ray detector components. Though this does give me an idea for additioan torturing of the NAS .exe, setting up a multi-item combo merger that produces something with an inseperable default... It this works, may go the way of IoV/DBB with all-up combo weapons based on triple item mergers. Just kidding, with NAS there is no need for that aside from aesthics.

Speaking of IoV/DBB, I'm in the process of modifying their MSMC. I'm not too crazy with thier colour scheme/texturing, so I am using their basic shape, but redoing all the detailing in the style of Tbird's C8's, or Marlboro Man's F2000. Simple shades of grey. If there is time tonight, I'm going to see about doing a freehand MS Paint version of the Skorpion EVO III.

EDIT: I just noticed that the section of documentation devoted to scopes is out of date. For now the revision notes at the end of the document are representative of what to expect from the scopes.

[Updated on: Tue, 28 September 2010 23:54] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264069] Fri, 01 October 2010 11:03 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
@ wil473
I have a request to you. Can you do SCI UC+UC 1.13 Hybrid ( last, fresh with all patches ) and simplify the installation:
1.Install JA2
2.Unzip UC+UC 1.13 Hybrid to JA2 folder
... and play
Thanks Smile

[Updated on: Fri, 01 October 2010 11:06] by Moderator

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264073] Fri, 01 October 2010 11:41 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
i'll make a new sci up to the newest version soon Smile

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264076] Fri, 01 October 2010 11:59 Go to previous messageGo to next message
Randok is currently offline Randok

 
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Registered:March 2004
Thanks Tais Smile

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264097] Fri, 01 October 2010 16:30 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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Yes, the patch can be applied to v2.7 based on the SCI. Sorry, forgot to mention that's why the latest version is a 2.75 Patch and not a 2.8 Full (also new numbering system so I don't have to break out 3 too soon). All the files specific to either NAS 0.61 or the Beta-MP .exe's have been removed from the patch.

Until Tais produces a new SCI, the recognmended v2.75/SCI install is:

0) Jagged Alliance 2 Gold
1) The SCI - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=261665#Post261665
2) v2.7 - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=262942#Post262942
3) The SCI compatiblity patch (as the SCI contains a newer .exe than NAS 0.61B) - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263010#Post263010
4) v2.75 - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=264064#Post264064

EDIT: something I noticed with the SCI (well the last one so far with UC), when starting a new game please check to make sure both NIV and NAS are on. My test install seems to default to only NIV on.

[Updated on: Fri, 01 October 2010 16:41] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264105] Fri, 01 October 2010 17:59 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
wil473

EDIT: something I noticed with the SCI (well the last one so far with UC), when starting a new game please check to make sure both NIV and NAS are on. My test install seems to default to only NIV on.


that has been fixed in newer revisions, now NIV and NAS are enabled by default

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First Sergeant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264185] Sun, 03 October 2010 23:33 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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While waiting for bug reports concerning UC-1.13NAS v1.13, I've started preliminary work on Combined Folding Stock Sytem NAS (a.k.a: UC-1.13 v3, Alrulco Folding Stock v3, DL-113 Folding Stock v3). So far I've...

Development study comparing item ordering of JA2 "vanilla," DL, and UC.

Fulfilled obligatory resorting of items into groups based on use/item class, item family, semi-alphabetical.

Filled in some missing items from the past mods:
- CAR-15 Upper, M16 Upper
- Colt Commando from "vanilla"
- EMP Railguns from DL
- AUG Carbine and parts (only new grapics added since UC-1.13NAS v2.75)

Added HE placeholders for HE ammotypes into Item slots 118-127,129. These slots are blank in "true vanilla," DL and UC. For some reason Starwalker did not use slot 128 for anything in v1.13 "vanilla." Now Starwalker, or anyone else, is there a technical reason for not using 128 when the extra magazines were added to v1.13?

The XMLEditor is being used for the inital organizational work, as it MS Excel. Oddly due to how I am laying out everything it will be easier to setup the Alrulco "prime vendor" mini-mods before I actually start filling in campaign specific slots (with copies of items sorted mostly into big continious blocks). Also NPC inventory will have to be revamped to avoid gaps caused by specific campaign ordering of items (slots 0-350). Another related task is to document in the XML's all the MERC starting items in UC-1.13NAS v2.75. This must be done to ease the transistion to v3.

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264197] Mon, 04 October 2010 02:14 Go to previous messageGo to next message
JP'TR is currently offline JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
Espacially for the later Gamebalance maybe it would be good to change some Money settings.

I believe if the costs of Mercs are going less, and the earned Money from Mines also, it would be better.

Costs of Weapons should stay like they are now, that would result in more difficulty of buying Weapons/Ammo/Attachments later in the game because its just no challange to buy best Ammo and Superweapons for every Merc in the mid-Game.

example: Ivan 2 weeks -6.000$, Mine Calisto: +1.500$/day, Sniperrifle AWM 18.650$.

would result in more gameexperience, because u have to think about the realy good stuff u want to buy for ur Mercs in my opinion.

for me still the biggest Gamecrashing(in motivation) thing is the flood of stuff now. So much good things.. too much... I don't know whats possible for u in modding, but good stuff only makes happy if its rarely.

Maybe a good way would be to change things on the repairing function. OR just make the enemy droped weapons completely unrepairable. OR, if that not would be possible, staff the enemys with a limited Group of Weapons (AKs/Dragonovs) what is completely unrepairable, and make only by Enemeys not used Weapons repairable. Same for Grenades/Armor etc.

That would be my Idea for a try to fight the weaponflood, but keep the chance to find things u can use by killed enemys (specialy Rockets/Exploseives or just Water), never want to miss that, otherwise ofc the disabling of dropping would be an choice. Ofc i think it would be also an undertaking whats blowing up the work u are already doing.


[Updated on: Mon, 04 October 2010 02:27] by Moderator

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264205] Mon, 04 October 2010 07:50 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Just to clarify, scope100, you are suggesting in the begining:
- Cheaper Merc's
- Increased mine income
Is this correct?

Before I respond further, what are your game settings? Specifically, is Drop-All enabled? Also are you using the SCI?

[Updated on: Mon, 04 October 2010 07:59] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264252] Mon, 04 October 2010 20:44 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey will, me again.

So after playing for some time im quite satisfied with the mod so far.
I really like all the small changes you made here and there, aside from the overhaul.

My progress is like this

http://img101.imageshack.us/img101/7558/jaggedprog.jpg

Sadly ive encountered a repeatable crash, which happens on the enemy turn during my current battle.
Ive restarted numerous times, still crashes.
I will revert to an earlier safe but ill upload the safe in question so you can maybe get some info out of it.

Quicksave


Also something minor, Iggy came with a big red word spelling "NADA" in his Inventory^^
Another oddity was that the Cops in C4 were not hostile to me when i first fought in the sector, only the second time round they attacked me, but only when they actually saw me.
I was sitting behind one for ages without a reaction, as soon as he saw me it was Battle.
Though i think thats due to 1.13 occasionally buggy civilian behavior.

regards

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Master Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264260] Mon, 04 October 2010 22:27 Go to previous messageGo to next message
JP'TR is currently offline JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
wil473
Just to clarify, scope100, you are suggesting in the begining:
- Cheaper Merc's
- Increased mine income
Is this correct?

Before I respond further, what are your game settings? Specifically, is Drop-All enabled? Also are you using the SCI?


no, sry english is bad.

-cheaper mercs is right
BUT
-LESS mine income
-AND LESS starting money

so that stuff like good weapons/ammo is much more expensive in relationship.

i'm using all default settings. only bobyray: great. difficult normal.
drop-all is not enabled. sometimes they loose something.

don't use SCI, i'm still in ur CFSS 20100719 playing UC113.

BUT everytime i playd JA2 i was bored by the "strong"weaponsflood, its not resulting from ur mods. that there is no misunderstood. for me that is a general gameplay problem.
it just should be much more difficult/impossible that all mercs have strong weapons with all attachments and enough ammo. (happening after control ~3 mines because u have too much money, and too much stuff found from enemys)
Nearly never in the Game u have to handle a normal AK, maybe only short time in the beginning. U never have to equip the AK with Rod&Spring and Refelx Visir, bec. till u have this attachments u can use much better Weapons. and thats very early in the Game.

oh my english sucks, hope u understand whats my point.

[Updated on: Mon, 04 October 2010 23:59] by Moderator

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264265] Tue, 05 October 2010 00:26 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
General notes: Tais has updated the SCI to UC-1.13NAS v2.75, HERE. From a clean OS, the install is just two steps: 1) install Jagged Alliance 2 Gold, 2) unpack the SCI into where you installed Jagged Alliance 2 Gold. I did take a look at it, only problem is that it looks like someone has added a new feature relating range to number of aiming clicks, this causes a warning at game start but otherwise is harmless to the mod. Not sure what this new feature is, competition to HAM 4 perhaps?


scope100, I am not sure if the old v1.13 (CFSS) feature set has this or not but mine income can be globally modified by adjusting the following option in the mod's Ja2_Options.ini

MINE_INCOME_PERCENTAGE =

Also in the catagory of "may or may not be avialble for CFSS," there are two systems for caluculating game progress in v1.13. For some reason UC-1.13 ended up using an accelerated system where game progress (and weapon availablity) ramped up way too fast. This was fixed only recently.

You may want to consider a new game using UC-1.13NAS v2.75 (see also the SCI above). Steps have been taken to change the feel of the game (beyond those brought by NAS).


Hazmat, I loaded up your savegame with the SCI test install (after modifying the Merc limit). It didn't crash for me, ran a few turns without doing anything unless the enemy strayed into shot. Cleared the map this way.

Also, where did you get the FN F2000 Tactical? Your game progress is only 26/26, so that rifle as far as I remember is a bit out of zone. The other "hi-end" rifles I have a good idea of where you found them based on your visited maps (some date back to original Urban Chaos) but I'm not sure you should be seeing the F2000 with your game progress. That or I better make some adjustments when I get around to rebuilding UC-1.13 for v3.0.

EDIT: I also noticed you seem to be a fan of giving AK's RIS attachments.

[Updated on: Tue, 05 October 2010 00:32] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264266] Tue, 05 October 2010 01:27 Go to previous messageGo to next message
JP'TR is currently offline JP'TR

 
Messages:104
Registered:April 2009
Location: Germany
thanks wil, sounds realy good, i will try that out. can't play on that easy game, i started with, now.

Please help me ones again: If i download that "SCI UC113 NASv2.75" could i also choose to play the standart1.13 campaign with this NASv2.75? Or is this File only for UC1.13?
after so much big Towns, i could need a Change. But if the newest Changes u told, are only in UC113, then i would play UC1.13 again.




[Updated on: Tue, 05 October 2010 01:28] by Moderator

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Sergeant
Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264267] Tue, 05 October 2010 01:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Using VFS, my projects do not modify the Data or Data-1.13 folders in any way. So as per Tais' descrption of the SCI, the Alrulco campaign should be playable. I am not sure what changes from the so-called "stock" v1.13 the SCI included version entails.

EDIT: It just occured to me, Hazmat, you hired Iggy without the game crashing? There was something about the face graphics that kept crashing the game last time I worked on the Tex replacement in M.E.R.C.

[Updated on: Tue, 05 October 2010 05:22] by Moderator

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Lieutenant

Re: UC-1.13 Public Beta Discussion 1 (2009/10/29 to --/--/--)[message #264290] Tue, 05 October 2010 09:25 Go to previous messageGo to previous message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Tais thanks for SCI. Smile

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Master Sergeant
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