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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292571] Sat, 22 October 2011 19:01 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
Yo Wil, the 7.62x25 SMG AP pic is the same as the Ball pic, not sure if that was intentional.

Yeah, I still haven't gotten around to creating a picture for Ball. At the time this was added v1.13 didn't have ball ammo for 7.62x25mm, therefore no graphics.


Vermin
I think I'm stuffed:

My Jeep was destroyed while quietly sitting in Atremo when I returned when it was reoccupied by enemy soldiers. No problem - another Jeep respawned in the car park where the original one was found. Trying to remove the the "dead" version of the jeep alwways caused an assertion error - even when the new jeep is in another square. Okay, so leave dead old jeep alone. Merc gets in Jeep and drives around. Merc gets out. New Merc gets in drives around - but now can't get out of jeep. Any attempt to reassign merc causes assertion error. Any ideas?

Rattus
I'm afraid the only option would be to revert to a savegame before recruiting the 2nd Jeep and not exploiting the vehicle respawn bug. As the Hummvee seems to be similarly re-spawning, I'm not going to pull the 3rd vehicle, and am awaiting a code based fix. I'll clarify that this respawn has consequences in the FAQ.


Knabemos
this time I ran it with the original settings from another drive then my system drive and a normal folder C:\JA2UB113 (d: is my systemdrive). Now it doesn't bug out in the subway but bugs out everywhere, also my saved games bug out. sometimes when loading, sometimes when saving.
destiny just won't let me play this. Sad


Let's take this one step at a time. I will be referring to steps in this Quick Install:

1) Clean install of Jagged Alliance 2 (Retail), no patches or v1.13. See if you can get through two or three battles. If you can go to next step, otherwise there's something wrong with your computer's software environment or hardware.
2) Apply the AIMNAS Single Click Installer, this will install the recommended revision of v1.13 in the process, as well as AIMNAS. Use the INIEditor to select the stock v1.13 mod, and launch the game. See if you can again get through two or three battles under just the v1.13 mod (don't worry about AIMNAS being present, Smeagol's mod is VFS compliant like my projects, if its presence is an issue then I'm afraid you've got some kind of software issue).
3) If the above went well proceed with Rodelero's Installer for Urban Chaos-1.13 v3.55 and the UC-1.13 v3.59 (Cumulative Patch for v3.55)

[Updated on: Sat, 22 October 2011 19:25] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292605] Sun, 23 October 2011 01:22 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo Wil,

I have a situation where Rosebud is trying to punch an enemy lying unconscious on the ground and I get the spinning clock icon and after a short time waiting the action is not performed. I can repeat this over and over, always getting the clock, but no action is performed.

I uploaded a save game here.

If this is not a UC related issue but a 1.13 issue, can you please let RoWa know so that he can take a look. I vaguely recall having seen this before a long time ago.

Thanks dude!
Dieter


Edit: In D5 someone drops a 71 round 12.7 magazine for the KSVK, regular size is 5 rounds.

Edit 2: The Beretta 93R has a single AP of 18 and also a burst AP of 18, unless I didn't read it right, not sure if burst AP same as single was intentional.

Edit 3: The HK MP5A4 with an HK Optics RIS lists in the pop up that you can mount a Clamp on Scope but when I try to attach the Clamp on Battle Scope 4x I get a message that I am not allowed to attach it. Not sure if there is a different type of clamp on scope, I thought there was only one.

Attaching the AK RIS Reflex Handguard to an AKS-74U doesn't allow me to attach the RSA/SVU RIS Scope Mount *nor* the PO 3.5x21P scope even though the pop up description box says you are allowed to. The AK RIS Handguard does not have that problem. Am I not understanding this correctly?

The RSA/SVU RIS Scope Mount says you can attach a PO 3.5x21P scope but doesn't allow it.

There is a difference between attaching a Clamp on Battle Scope to the HK MP5A4 versus using HK Optics RIS with a Battle Scope, both say x4 magnification, however here is what is different, not sure if this was intentional:

AP to ready is -10% for the RIS version while the clamp on version has -15%. The same is true for Single Attack AP modifier, -10% for RIS and -15% for clamp on. More disturbingly the Tunnel Vision is +50% for the RIS version but +75% for the clamp on version. Other than that all other values are identical, I checked them side by side.

Edit 4: There is a patrol group defined to go into C3, they tend to move east into C4, which becomes a little of a slaughter fest as you shoot them down in the water from the roofs at the shore. I can easily hold the secotr with 2 guys against 18 enemies was the most I got so far. While I don't know for sure, I can probably hold it against the maximum of 32. I would just remove C3 from the patrol group. Fighting in D4 is not quite as boring, so you can leave D3 in the patrol groups.

[Updated on: Mon, 24 October 2011 08:53] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292680] Mon, 24 October 2011 19:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter

I have a situation where Rosebud is trying to punch an enemy lying unconscious on the ground and I get the spinning clock icon and after a short time waiting the action is not performed. I can repeat this over and over, always getting the clock, but no action is performed.

I uploaded a save game here.

If this is not a UC related issue but a 1.13 issue, can you please let RoWa know so that he can take a look. I vaguely recall having seen this before a long time ago.


Yeah, that one sounds like a generic v1.13 issue. I've had the same thing happen once when simply trying to move a merc, the game seemed to get stuck trying to figure out how to get around another merc. How far away is/was Rosebud from the enemy? Did you try moving him one tile towards the enemy before going for the attack?


Dieter

Edit: In D5 someone drops a 71 round 12.7 magazine for the KSVK, regular size is 5 rounds.


Deleted the magazine, and restarted the map editor before giving the gangster another magazine. New D5 will be in v3.60, though I haven't gotten around to testing it.


Dieter

Edit 2: The Beretta 93R has a single AP of 18 and also a burst AP of 18, unless I didn't read it right, not sure if burst AP same as single was intentional.


I redid the burst/autofire costs for v3.60, when I checked the Beretta 93R has a burst cost.


Dieter

Edit 3: The HK MP5A4 with an HK Optics RIS lists in the pop up that you can mount a Clamp on Scope but when I try to attach the Clamp on Battle Scope 4x I get a message that I am not allowed to attach it. Not sure if there is a different type of clamp on scope, I thought there was only one.

Attaching the AK RIS Reflex Handguard to an AKS-74U doesn't allow me to attach the RSA/SVU RIS Scope Mount *nor* the PO 3.5x21P scope even though the pop up description box says you are allowed to. The AK RIS Handguard does not have that problem. Am I not understanding this correctly?

The RSA/SVU RIS Scope Mount says you can attach a PO 3.5x21P scope but doesn't allow it.


The continued appearance of incompatible attachments after the adapter occupies the optics slot (conceptually on AK's the one side mount, and on H&K's the one top position) were treated as cosmetic issues (ie. ChrisL's NAS can not remove slots, unlike Warmsteel's NAS). However a month ago, I finally broke down and reworked the bitmasks for both attachments and layouts so that among other things, the add-on RIS Optics slots no longer allow "primary" optics such as RSA/SVD optics, the H&K clamp mounted stuff, and Sniper Scopes - therefore these slots will no longer list these items. So yes, ChrisL does have a point in that the loss of slot removal can be mostly overcome by math. These changes are noted as changes and additions in the v3.60 log, not fixes.

Additionally, I relented on my previous concerns with the AK Handguard allowing "lite" optics. v3.60 drops the 2nd AK Handguard and allows optics directly on it. This involved the addition of what is for now an "AK only" optics slot. Also, the incompatible attachments list has been scrutinized to prevent the use of RSA/SVD optics with other optics at the same time.

EDIT: actually I noticed that the log only documents the creation of Layout Class 4194304 "Scope Mount Primary Only," which was the last thing needed for the whole optics slot scheme in v3.60 to work.

EDIT2: Correction, I did document the changes, but they were released as part of the previous upload Alrulco Folding Stock v3.40 which came after UC-1.13 v3.59 and the majority of which will be part of UC-1.13 v3.60.


Dieter

There is a difference between attaching a Clamp on Battle Scope to the HK MP5A4 versus using HK Optics RIS with a Battle Scope, both say x4 magnification, however here is what is different, not sure if this was intentional:

AP to ready is -10% for the RIS version while the clamp on version has -15%. The same is true for Single Attack AP modifier, -10% for RIS and -15% for clamp on. More disturbingly the Tunnel Vision is +50% for the RIS version but +75% for the clamp on version. Other than that all other values are identical, I checked them side by side.


Yeah, those differences are intended. The optics are somewhat simplified for v3.60 but the H&K's 4x Scope still sits between the modern Battle Scopes and "historical" 4x scopes.


Dieter

Edit 4: There is a patrol group defined to go into C3, they tend to move east into C4, which becomes a little of a slaughter fest as you shoot them down in the water from the roofs at the shore. I can easily hold the secotr with 2 guys against 18 enemies was the most I got so far. While I don't know for sure, I can probably hold it against the maximum of 32. I would just remove C3 from the patrol group. Fighting in D4 is not quite as boring, so you can leave D3 in the patrol groups.


I'm actually iching to render C2 to C3 traffic impossible. Again I am looking to mess around with the waterways around Port Kip, nothing involving boats (yet), but I am feeling more confident with my ability to Map Edit these days. Something simple like widening existing in-map water so that some directions become impassable.

[Updated on: Tue, 25 October 2011 03:33] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292701] Tue, 25 October 2011 01:26 Go to previous messageGo to next message
goliath is currently offline goliath

 
Messages:5
Registered:October 2006
i have installed the latest versions of 1.13 and uc1.13 and get some hang-ups from time to time.

It seems that it's always one enemy that hang's up when it's his turn. The clock rotates and after a while the game goes on. It's not alwayss the same guy, but stays the same for some rounds, then some else can cause it.

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Private
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292702] Tue, 25 October 2011 04:27 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
How far away is/was Rosebud from the enemy? Did you try moving him one tile towards the enemy before going for the attack?


I believe I was in the square diagonal adjacent, I was punching the guy who was lying on the floor. This makes it so interesting, maybe RoWa wants to look into this?

wil473
Deleted the magazine, and restarted the map editor before giving the gangster another magazine. New D5 will be in v3.60, though I haven't gotten around to testing it.


PM me or post here, I will test it real quick (with a new game and GABBI).

wil473
v3.60 drops the 2nd AK Handguard and allows optics directly on it. This involved the addition of what is for now an "AK only" optics slot.


That would be a great solution for the AK-47, which to the best of my knowledge doesn't allow optics in 3.5. However in real life there is a rail system which bolts into the milled receiver, can be viewed as a permanent attachment. (This is for an AK which has a milled receiver not an AKM which has a stamped receiver, so a real AK is a little more painful to mod. Think of it as similar to an optics mount which bolts into the lower of a 1911 and goes around the slide allowing the gun to function normally.)

wil473
I'm actually iching to render C2 to C3 traffic impossible.


Oh dude, totally, go for it! This way you can leave the patrol group in.

Eidt: I just saw you cannot travel from D4 to C4, so you should be cool with restricting C2 to C3.

I saw some (non working) boat routes in Horn of Africa, maybe you can use the STIs if you feel like it. They have a really beautiful medium sized ship with a small emergency boat inside and a bunch of smaller fishing boats.

By the way, the farms around Port Kip are wonderful, love the tractors, hay bails, crops grown inside buildings etc. I don't recall these in Vanilla UC, but maybe I didn't explore around Port Kip that much.


More bugs: The sector inventory of E6 shows a 1P21 Minuta Sniper Scope 9x but I cannot find it with Alt+E on the map. Maybe the scope was supposed to be on the Vepr 308 which is in the sector and the attachment rules didn't allow it, so now the scope is in limbo. When I hover over the scope it doesn't show a green dot in the little thumbnail map in the bottom right.

Edit 2: You probably already know, Tony is removing the folding stock system.

Edit 3: From the EDB it looks like the prone bonus of the gripod is added to the bonus of the RIS bipod, I see -100% prone bonus. I never had a gripod in real life, but I think only the better bipod bonus should take effect. While in real life you can mount both to a gun, you can just disallow having both attached to a gun in game if this makes it easier.

[Updated on: Tue, 25 October 2011 05:57] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292709] Tue, 25 October 2011 06:32 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter

By the way, the farms around Port Kip are wonderful, love the tractors, hay bails, crops grown inside buildings etc. I don't recall these in Vanilla UC, but maybe I didn't explore around Port Kip that much.


Not me, those farm sectors are original Urban Chaos.

Dieter

More bugs: The sector inventory of E6 shows a 1P21 Minuta Sniper Scope 9x but I cannot find it with Alt+E on the map. Maybe the scope was supposed to be on the Vepr 308 which is in the sector and the attachment rules didn't allow it, so now the scope is in limbo. When I hover over the scope it doesn't show a green dot in the little thumbnail map in the bottom right.


I'll have to take a look when I have time and the computer is configured for the map editor (ie. my monitor isn't in portrait mode). v1.13 will eject attachments that under old JA2 would stay on till someone removed them (the bonus bugged guns of original UC).

Dieter

Edit 2: You probably already know, Tony is removing the folding stock system.


Yeah, so far all the potential solutions involve code work:
1) revert Tony/attachment behaviour to the way it was a long time ago
2) some code feature allows a FSS that does not need a removable attachment (this one actually has been talked about)


The following don't quite make sense and are being responded to seperately.

Dieter

Eidt: I just saw you cannot travel from D4 to C4, so you should be cool with restricting C2 to C3.


I checked the XML, D4 to C4 and C4 to D4 movement are defined as "TOWN" so they should be allowed. The pathfinding may not prefer to travel between the two unless specifically ordered, but movement is legal and even rapid in game terms.


Dieter

Edit 3: From the EDB it looks like the prone bonus of the gripod is added to the bonus of the RIS bipod, I see -100% prone bonus. I never had a gripod in real life, but I think only the better bipod bonus should take effect. While in real life you can mount both to a gun, you can just disallow having both attached to a gun in game if this makes it easier.


The Grippod and the RIS Bipod should be incompatible attachments (they are in my current RC of v3.60). What version of UC-1.13? are you running. I remember doing something within the last three months with the RIS Grip, but nothing recent with v3.60.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292725] Tue, 25 October 2011 12:27 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
I checked the XML, D4 to C4 and C4 to D4 movement are defined as "TOWN" so they should be allowed.


God, I am so useless, E4 to D4, from out of town where the river is into town, you need to go through E5 and D5 to get to C4, sorry about that. But it makes sense to block C3 to C4.

wil473
The Grippod and the RIS Bipod should be incompatible attachments (they are in my current RC of v3.60). What version of UC-1.13? are you running. I remember doing something within the last three months with the RIS Grip, but nothing recent with v3.60.


I am running 3.59. I believe I followed the install instructions from here specifically in the first post under Most Recent Patch I downloaded UC-1.13 v3.59 (Cumulative Patch for v3.55).

I guess I didn't check the last post to get the v3.60 (Full), will it be save game compatible to 3.59?

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292739] Tue, 25 October 2011 16:55 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Quote:
More bugs: The sector inventory of E6 shows a 1P21 Minuta Sniper Scope 9x but I cannot find it with Alt+E on the map. Maybe the scope was supposed to be on the Vepr 308 which is in the sector and the attachment rules didn't allow it, so now the scope is in limbo. When I hover over the scope it doesn't show a green dot in the little thumbnail map in the bottom right.


If i may weigh in on this real short.
Ive seen slightly similiar things on various occasions.
But for me it was like this, when i loot a sector and check the inventory afterwards i sometimes had a single item greyed out. When i hovered over the item there is no green dot on the radar map.
Then i went back into the sector screen, ran around for a moment and checked the inventory again,
and the item would be normal again and not grey.
I suspect this could be linked to an old JA inventory bug where items in the sector where just greyed out for some reason eventhough they shouldnt be. In those cases you also had to enter the sector to "fix" the items.

Quote:
have a situation where Rosebud is trying to punch an enemy lying unconscious on the ground and I get the spinning clock icon and after a short time waiting the action is not performed. I can repeat this over and over, always getting the clock, but no action is performed


I have to say that UC is particulary prone to this bug, it happend in every version of UC i played and under wildly different circumstances.
Im pretty sure i reported things like this in the past.
I had it happen on meele actions, just plain movement commands, changing stances, opening doors/containers, etc.
Almost every action you can do has produced the clock for me at least once along the way.
Just yesterday i got the clock when i told a merc to bandage in a perfectly normal corner of a building, happend everytime. One tile to the left and it was fine.
I think this could may be related to the specific tile it happens on, seeing as how UC

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292741] Tue, 25 October 2011 17:24 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
I guess I didn't check the last post to get the v3.60 (Full), will it be save game compatible to 3.59?


UC-1.13 v3.60 has not been released yet, still waiting for a patch to JA2 v1.13 itself (waiting for a NCTH bug fix to be available to the general public). No, v3.60 (all three of them) will not be compatible with the previous versions. A few issues across all three mods are being dealt with that require a new game start:

- moving Port Kip UBT station, below Port Kip
- edits to UBT stations that change layout (better concealment of the train tunnels)
- rearrangement of several items (attachments), this time it serves a purpose beyond my need for order
- Roxx assertion error is directly related to using v1.13 Map Editor on an old map requires the removal of any updated maps to fix/workaround (the v3.60 documentaiton will insist on the deletion of older versions of Data-UC113)


Hazmat
I think this could may be related to the specific tile it happens on, seeing as how UC

[Updated on: Tue, 25 October 2011 19:50] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292760] Wed, 26 October 2011 11:21 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
UC-1.13 v3.60 has not been released yet, still waiting for a patch to JA2 v1.13 itself (waiting for a NCTH bug fix to be available to the general public).


Oh thank God, I thought I made a mistake.

wil473
No, v3.60 (all three of them) will not be compatible with the previous versions.


Is it ok if I continue playtesting 3.59, I rather enjoy it.

wil473
moving Port Kip UBT station, below Port Kip


:giggles: What was the problem? I read that the original UC team couldn't figure it out.

wil473
edits to UBT stations that change layout (better concealment of the train tunnels)


I noticed that some UB maps look a little unfinished at the lower border, like the colors are slightly off etc., is this going to be fixed too?

Hazmat
I have to say that UC is particulary prone to this bug, it happend in every version of UC i played and under wildly different circumstances.


I noticed that as well, but most of the cases where not repeatable for me, I mean indefinitely, eventually the dude was able to do the action. The first really good repeatable one was the save game I posted where Rosebud cannot punch the guy on the floor directly adjacent to him. I hope tracing the code may reveal what is causing this and help to fix an old, old bug.

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292778] Wed, 26 October 2011 19:57 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
wil473
moving Port Kip UBT station, below Port Kip


:giggles: What was the problem? I read that the original UC team couldn't figure it out.


Pre-source code, the Mod Squad couldn't define new underground sectors. All original UC underground sectors are existing ones (including ones associated with the broken Crepitus random lair component of the Sci-fi quest that was only fixed a few years ago). For some reason the Kingpin stash tunnels below Port Kit couldn't be used so Port Kip's UBT ended up under Drake (former Grumm Crepitus lair).

I'm using LUA scripting to define two completely new underground sectors right below the UBT entrance sector.


Dieter
wil473
edits to UBT stations that change layout (better concealment of the train tunnels)


I noticed that some UB maps look a little unfinished at the lower border, like the colors are slightly off etc., is this going to be fixed too?


Nope, for some reason I cannot get the map editor to draw roof tiles along the edges. Best I can manage is to try and extract the ground texture tile and use it for the special "invisible" non-climbable roof tile I have in that slightly adjusted tileset.

Speaking of which, is there anyone familiar with full tileset editing who has a free moment? I'd like to do something more than change one STI graphic for the tileset I'm using, perhaps add some furniture or doors, but I cannot make heads or tails of the process.

[Updated on: Wed, 26 October 2011 20:55] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292813] Fri, 28 October 2011 12:57 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Dieter

I believe I was in the square diagonal adjacent, I was punching the guy who was lying on the floor. This makes it so interesting, maybe RoWa wants to look into this?


The bug has nothing to do with punching. You can also not hit the enemy lying on the ground with a weapon. That bug will be very hard to track down. I also think that is a JA2 vanilla bug and not 1.13 specific. Anyway I will take a close look...

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292821] Sat, 29 October 2011 01:41 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo RoWa, Yah, I know, it has been there forever, I was just not able to reproduce it consistently e.g. you would eventually be able to complete the action. The save is the only one in years of gaming where (as far as I know) you will never get lucky. And I bet it will be hard because the computer is crunching there for half a minute each attempt, God knows how much code the sucker is zipping through.

More bugs for Wil: Not really a bug, but I feel those barrels Smithy is selling are a little too small. I am talking about the 5.56x56 LMG, 7.62x51 etc. barrles. Also ammo could be a tad more expensive in general, maybe double of what it is now? A good rule of thumb is maybe 50 cents per bullet for rifle and 30 cents for handgun (except rimfire like .22 LR). I haven't checked BR yet, is there AET in UC? As far as I know I haven't seen any yet (which I like, I feel AET is unrealistic).

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292840] Sat, 29 October 2011 18:10 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
More bugs for Wil: Not really a bug, but I feel those barrels Smithy is selling are a little too small. I am talking about the 5.56x56 LMG, 7.62x51 etc. barrles.

Ok, v3.60 will bump the size up from Size 18 (it shares this with pistol suppressors and the Gun Barrel Extender) to Size 27 (AMR Suppressor). Also, I'm wondering why Smithy is selling replacement barrels for military weapons?


Dieter
Also ammo could be a tad more expensive in general, maybe double of what it is now? A good rule of thumb is maybe 50 cents per bullet for rifle and 30 cents for handgun (except rimfire like .22 LR).


The prices were redone only a few months ago, based partially on prices from US online gun shops. I would prefer not to do anything magazines related till after New Magazine System. Rescaling the prices right now would be the work of editing #magazine items = #Calibres x #Ammotypes x #MagSizes. Since the last I heard about NMS is that it will necessitate dropping OMS (ie. why I've been pushing for a functional equivalent to OMS, a "pseudo OMS") this work would be wasted if/when NMS comes into being. However feedback on existing magazines is useful when considering how to define ammunition under the NMS framework.


Dieter
I haven't checked BR yet, is there AET in UC? As far as I know I haven't seen any yet (which I like, I feel AET is unrealistic).


Unrealistic stuff can be found from only one source in UC-1.13, the Vacationing Arms Dealer in Drake.

[Updated on: Sat, 29 October 2011 19:17] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292847] Sun, 30 October 2011 00:10 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
Ok, v3.60 will bump the size up from Size 18 (it shares this with pistol suppressors and the Gun Barrel Extender) to Size 27 (AMR Suppressor). Also, I'm wondering why Smithy is selling replacement barrels for military weapons?


The size increase makes perfect sense. Not sure why Smithy does that, if you want, you can remove it from his list. He does sell cleaning kits though. I don't use BR in my games, so I like the idea of a guy who only sells gun stuff e.g. optics are important and does not buy anything.

wil473
The prices were redone only a few months ago, based partially on prices from US online gun shops.


Ammo prices are somewhat high at the moment, with copper and brass being more expensive and people stocking up to prepare for the zombie apocalypse, but as a rule of thumb one round of the cheapest stuff is somewhere between 30 to 50 cents, with good quality and match grade ammo around 2 to 3 Dollars.

Also ammo doesn't usually come in 500 round boxes, 50 rounds for pistol, 20 rounds for rifle is the norm.

I got some 7.62x51 mm German battle packs (DAG or MEN 1990 surplus), they are water proof polymer sealed cigarette carton size boxes with 10 smaller cardboard boxes with 20 rounds each for a total of 200. These are quite heavy, but you can easily carry 2-4 of them if you have to.

wil473
I would prefer not to do anything magazines related till after New Magazine System.


You are right, leave it as is until NMS.

Just some feedback for later, the enemy uses a lot of pistol ammo early in the game, such as 7.65x17mm or 7.62x25mm or 9x18mm. None of these come in AET. Even the map placed 9x19mm does not drop AET.

While there is a Belgian manufacturer for AET ammo, and there are even traditional ammo manufacturers providing delayed expansion hunting rounds, I consider the concept of a full metal jacket hollow point somewhat on the futuristic side, and as a result don't like AET in the game because it makes pistols too powerful at night.

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wil473
Unrealistic stuff can be found from only one source in UC-1.13, the Vacationing Arms Dealer in Drake.


Thanks dude, will check him out. :giggles:

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292848] Sun, 30 October 2011 00:19 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Yup, the ammo boxes could be smaller. I just bought Contender G2 and some .454 ammo for it, the one and only available box was 500 rounds and cost me a grand or so.

Is there a general / info - thread about the New Magazine System? Didn't found any in a quick search..

[Updated on: Sun, 30 October 2011 00:20] by Moderator

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Staff Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292849] Sun, 30 October 2011 00:24 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Look here. It gets a bit more concrete on the later pages.

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292850] Sun, 30 October 2011 00:30 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
More UC-113 bugs: The Colt CAR-15 .223 could be a little less reliable. After fighting all night I went to Atremo for repairing and it turns out that the status of the CAR is still 100% even after shooting 45 rounds from it.

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292851] Sun, 30 October 2011 00:34 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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Ammo boxes and Retail ammo are one in the same (500 round item) because I don't want to have the extra items to contend with. My NMS ideas always treated the retail, loose ammo, and crate items as one in the same (at least sharing a single item index), but I think ChrisL's concept may have separated the three functions between two or three discrete items sub-classes. So under NMS, there will likely be little advantage (in the work involved) for all retail boxes being the same size.

Dieter
More UC-113 bugs: The Colt CAR-15 .223 could be a little less reliable. After fighting all night I went to Atremo for repairing and it turns out that the status of the CAR is still 100% even after shooting 45 rounds from it.

I think that's the first time someone has asked me to lower reliability further...

[Updated on: Sun, 30 October 2011 00:37] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292854] Sun, 30 October 2011 03:04 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
Dieter
... The Colt CAR-15 .223 could be a little less reliable. ...

I think that's the first time someone has asked me to lower reliability further...


The CAR is supposed to be a big hunk of junk, at least that was my impression from the Vanilla UC. You typically upgrade the gun before you get to shoot all of the 223 ammo.

But be careful when lowering, maybe have someone test it, I have seen in a recent mod (might have been V:R) that the reliability was so low, the gun *never* lost status, it stayed at 100% through my entire game and I must have cycled easy 1,500 rounds through it. Maybe this is a potential bug you want to look into?

More bugs: Not really a bug, the Kevlar Leather Jacket could have a little less than -5 AP penalty, it is supposed to be a normal jacket with some kevlar lining, and should be relatively unique in the game e.g. quest or map placed, so I think -2 or -3 would be sufficient, it's not like military armor. Is there armor coverage in 1.13 now? If so, then make it cover less of the body for sure compared to e.g. US Interceptor OTV.

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292857] Sun, 30 October 2011 03:49 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
The CAR is supposed to be a big hunk of junk, at least that was my impression from the Vanilla UC. You typically upgrade the gun before you get to shoot all of the 223 ammo.

But be careful when lowering, maybe have someone test it, I have seen in a recent mod (might have been V:R) that the reliability was so low, the gun *never* lost status, it stayed at 100% through my entire game and I must have cycled easy 1,500 rounds through it. Maybe this is a potential bug you want to look into?

CAR-15 has the worse reliability in-game, -5. The CAR-15 in testing (both map compatibility copy and main index) dropped 1% per round.

I have been burned by that limit before, and found the limit at -9 or -10. In theory no combination of ammunition/attachments/weapon should go below -8 reliability. Unless I forgot something the worse combination is CAR-15 + .223 C-Mag Adapter + (cheap) IC Sound Suppressor = -7 reliability. .223 ammo has no further reduction in reliability.

What setup do you have on the CAR-15 that is not degrading?


Dieter
More bugs: Not really a bug, the Kevlar Leather Jacket could have a little less than -5 AP penalty, it is supposed to be a normal jacket with some kevlar lining, and should be relatively unique in the game e.g. quest or map placed, so I think -2 or -3 would be sufficient, it's not like military armor. Is there armor coverage in 1.13 now? If so, then make it cover less of the body for sure compared to e.g. US Interceptor OTV.

I probably just copied the Kevlar Vest penalties to the Kevlar & Leather Jacket. As the latter offers less protection, made the following changes for the Leather & Kevlar Jacket and variants in v3.60:
- - OCTH = -3, was -5
- - AP Bonus = -3, was -5
- - NCTH and = -3 all stances, were -5 / -10 / -7

[Updated on: Sun, 30 October 2011 04:09] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292859] Sun, 30 October 2011 06:02 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
What setup do you have on the CAR-15 that is not degrading?


Yo Wil, my CAR is degrading, just kept at 100% after 45 shots, maybe I was just lucky.

But to give you more info, c-mag adapter, precision stock, AR15 RIS scope mount, Adv Reflex Sight, Adv Ref Sight 6x scope, muzzle break, foregrip, cleaning kit. It says -5 under reliability.

(Oh man, the new attachment system allows you to attach so much stuff, unbelievable compared to Vanilla. I really like how you guys balanced weight, guns used to get super heavy, now it is more realistic.)


wil473
I probably just copied the Kevlar Vest penalties to the Kevlar & Leather Jacket. As the latter offers less protection, made the following changes for the Leather & Kevlar Jacket and variants in v3.60:
- - OCTH = -3, was -5
- - AP Bonus = -3, was -5
- - NCTH and = -3 all stances, were -5 / -10 / -7


Really awesome, thanks!!


More bugs: Found a terrorist looking dude named Vlad wearing sunglasses in Drake (not the vampire guy at the UB blood bank), his eye and mouth coordinates are off, meaning when he speaks the graphics are incorrect (and also eye blink is broken).

Edit: Has anyone mentioned crashes due to speech starting? Did you guys change the component which plays speech or something close to it? So far I got a good 6 CTD when a merc sees an item and starts talking, 1-2 when seeing an enemy, and 1 when giving a sector description.

:giggles: The Drake merchant is selling my Compact eXploder, hihi!

[Updated on: Sun, 30 October 2011 06:34] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292863] Sun, 30 October 2011 06:47 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
wil473
What setup do you have on the CAR-15 that is not degrading?


Yo Wil, my CAR is degrading, just kept at 100% after 45 shots, maybe I was just lucky.

But to give you more info, c-mag adapter, precision stock, AR15 RIS scope mount, Adv Reflex Sight, Adv Ref Sight 6x scope, muzzle break, foregrip, cleaning kit. It says -5 under reliability.


It looks like I misremembered the limit, it is -5. On its own the CAR-15 degrades rapidly. Add the .223 C-Mag to it and it stops degrading. Looks like I'm going to have to increase reliability across the board by 2 to compensate. Or simply drop the -1 reliability from the (cheap) IC suppressor, and the .223 C-Mag. Or a combination of the two.


Dieter
:giggles: The Drake merchant is selling my Compact eXploder, hihi!

Ah, you had me worried there for a moment, I checked the BMP extracted from graphic P3item178, and BulletSix's Compact eXploder seems to be at a slightly different angle than your CX (also different pixel count and different lighting effect).

[Updated on: Sun, 30 October 2011 06:47] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292865] Sun, 30 October 2011 06:56 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
On its own the CAR-15 degrades rapidly. Add the .223 C-Mag to it and it stops degrading. Looks like I'm going to have to increase reliability across the board by 2 to compensate.


Oh man really? That will make all weapons lose even less status. How about tracking down what causes the limit bug instead? This will open a wider range of reliability for modders. (I keep giving you crap work ideas, have you noticed?) Very Happy

wil473
Ah, you had me worried there for a moment, I checked the BMP extracted from graphic P3item178, and BulletSix's Compact eXploder seems to be at a slightly different angle than your CX (also different pixel count and different lighting effect).


Nah, no worries, you guys can use anything on my Web site, no problem at all, I was just happy to see the gun in game, that is so cool!


Edit: Someone in B14 (Calisto arms dealer) has a Krinkiv AKMSU without the AK Grip Hand Guard. Previous map placed enemies dropped it with the little wooden hand guard.

[Updated on: Sun, 30 October 2011 09:26] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292869] Sun, 30 October 2011 14:01 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
wil473
On its own the CAR-15 degrades rapidly. Add the .223 C-Mag to it and it stops degrading. Looks like I'm going to have to increase reliability across the board by 2 to compensate.


Oh man really? That will make all weapons lose even less status. How about tracking down what causes the limit bug instead? This will open a wider range of reliability for modders. (I keep giving you crap work ideas, have you noticed?) Very Happy


At -5 reliability, 1% of status seems to be lost per round fired. After one 20 round magazine, the weapon has a significant chance of jamming. From experience, after status drops to about 90% there's a rather significant chance your next shot will jam. This is why there are Cleaning Kits in the mod, originally they were meant for use on AR-15's only.

Looking at the attachments, there is a potential for a drop in reliability of -2 beyond what is already there. So basically my options are:

1) Raise general Assault Rifle reliability by 2 to account for the attachments.
2) Drop the attachment penalties
3) Hope for a quick software fix, ie. lowering the basement to 10, or a limiter to the reliability math that will stop results from going below -5.

I'm going with 1 in the short term, and treating it as a bug fix. I've known, and complained about the Reliability issue since +P 9x19mm ammo was introduced. It seems in my haste to add attachments I misremembered the details and thought I had a margin for error. Also it wouldn't seem right to have the (cheap) IC Sound Suppressor and .223 C-Mag's have no effect on reliability.

EDIT: Sorting through the reliability values, I found that I could be a bit more selective in the adjustments. Basically the "poor" reliability weapons have had their range compressed upwards. Here's the note in the log:

[Updated on: Sun, 30 October 2011 23:14] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #292962] Wed, 02 November 2011 04:24 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
... I'm going with 1 in the short term, and treating it as a bug fix. ...


Yep, I agree, good decision!

wil473
That and there's always resistance to adding "sci-fi" guns, note that those guns are only available from one, easily ignorable, source. Also, didn't you post earlier with concerns about the "sci-fi" nature of AET ammunition?


I really like the game without AET ammo, it feels much more realistic, :cough: if you allow me to use that term for a game. As an example I use Rosebud to solo 1-2 enemies to clear the stragglers from a sector, with AET I probably wouldn't use Rosebud and he might be obsolete.

wil473
Since it looks like Vlad is based more on original JA2's Carlos, I took those coordinates.

[Updated on: Wed, 02 November 2011 10:32] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293015] Thu, 03 November 2011 02:53 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
wil473
Since it looks like Vlad is based more on original JA2's Carlos, I took those coordinates.

[Updated on: Thu, 03 November 2011 02:54] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293020] Thu, 03 November 2011 09:23 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
What needs to be done is to keep restarting the game, advancing time till later in the morning so NPC's are not stuck off map, and visit all the possible spawn points till Vlad is found. As long as you do not attack any other Crepaton faction people (Lynn, and Claudia are two that come to mind), Vlad should be friendly and the eye & mouth coordinates can be checked.


Ugh, sounds like a royal pain in the butt, oh well, I'll do it! Please give me the XML / patch whatever I need to check Vladi.

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293082] Sat, 05 November 2011 20:43 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I noticed a few days ago that Tais has uploaded a new Single Click Installer for v1.13. The revision includes the NCTH code fix needed for v3.60. Now to be honest, v3.60 still needs some tweaking, but I've decided to upload a Release Candidate. If you are not afraid of Unstable v1.13 releases, and unpolished UC-1.13 the following may be of interest to you:

Urban Chaos-1.13 v3.60 Release Candidate 20111105
http://www.mediafire.com/?i5p9jm5fqwxnkle


Obsolete now: please see post for Release Candidate 2 20111106


This specific RC has had a few hours of testing and there are a few issues already known:
- at game launch there are a bunch of .ini errors for missing lines (not critical unless you want to turn off the new Interrupt System) -> easy to fix, but didn't seem worthwhile for what is essentially a RC/Beta
- Miranda isn't always in her cell, but then again it doesn't look like something that can be exploited as you won't be able to find her period -> I think I know how to fix it, but don't have time to implement yet, she's in her cell during office hours
- Vlad's face is still messed up -> this one is going to be a pain

Install:
0) clean install of retail Jagged Alliance 2
1) Tais' 1.13 Unstable, the one time stamped 31-Oct-2011 20:40 135M
2) The usual dance to get Data-UC (ie. the original Urban Chaos data folder, renamed to "Data-UC")
3) Urban Chaos-1.13 v3.60 RC 20111105 the password for download is the four digit revision number of the v1.13 code that Tais' SCI is based on

Whatever you do, please do not install UC-1.13 v3.60 over UC-1.13 v3.59 (or earlier). You may copy Data-UC from your existing UC-1.13 game, but please start with a fresh install. I do not know how to make this any clearer, so if you do run into problems after simply dumping the UC-1.13 v3.60 files over an existing UC-1.13 I will not be sympathetic.

I am being intentionally obtuse about how to install the RC as I want to limit participation to those who are familiar with both the unstable v1.13 installs, and with the "official" method for installing UC-1.13. Notice that I've avoided actually noting the revision number of the v1.13 Unstable SCI, if you do not know how to find this number then you had better stick to v3.59 and the Quick Install Instructions. If anyone asks for help in this regard, please don't help them (because quite frankly you'll only be helping them get in further over their heads).


Why is the Release Candidate out:
1) I've recently run out of masses of time to test this thing
2) People who should do fine with the above instructions have been wanting this
3) I'm not quite sure about the last NCTH rework of accuracy, I may have gone too far with lowering accuracy

[Updated on: Sun, 06 November 2011 22:44] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293084] Sun, 06 November 2011 00:12 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo Wil, more bugs:

Just ran into Jack "Postie" Durham. I believe he was supposed to be a Psycho in Vanilla UC, if you want I can double check, I still have the install, in UC-113 he has no disabilities. He also has just one skill (Stealthy), and is $500 a day, which feels a little steep for 1.13 circumstances. I believe he was $500 in Vanilla too, just for 1.13 a little less may be more suitable.

Edit: Never mind, Postie just talks like a psycho in Vanilla UC, he doesn't actually have the psycho trait. However $500 is still a little high, although you do get a truck when you hire him, he is basically like an expensive Hamous.

I offered that I can playtest, do you want me to test something specific, please let me know?

Edit: Very nice how vehicles are done in the merc roster now, I like that they are sorted like mercs but can't move while empty. Maybe this is something we should do with the heli? (Honestly I haven't thought about the heli much, but I was so excited about how the truck works, it made me wonder if this can be used for the heli too?)

[Updated on: Sun, 06 November 2011 00:41] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293085] Sun, 06 November 2011 01:30 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
Just ran into Jack "Postie" Durham. I believe he was supposed to be a Psycho in Vanilla UC, if you want I can double check, I still have the install, in UC-113 he has no disabilities. He also has just one skill (Stealthy), and is $500 a day, which feels a little steep for 1.13 circumstances. I believe he was $500 in Vanilla too, just for 1.13 a little less may be more suitable.

Edit: Never mind, Postie just talks like a psycho in Vanilla UC, he doesn't actually have the psycho trait. However $500 is still a little high, although you do get a truck when you hire him, he is basically like an expensive Hamous.

It is easy to change, except as you found, those are Postie's stats in original UC. Is Postie's lack of Psycho an oversight or intentional irony? I've trained Postie quite a bit in some games, and in others he earns his keep by doing the daily Tony run. The $500 daily hasn't really bothered me.


Dieter
I offered that I can playtest, do you want me to test something specific, please let me know?

As long as you haven't progressed too far in the game, there is the RC. The big thing I want checked is overall game balance. Accuracy has been lowered across the board for long arms, but I noticed this morning during the brief testing I did that my hit rate (with the CAR-15) seemed unusally pathetic. Note that I actually decreased the difference in NCTH Cap between the telescopic stocks and the standard fixed stock (was 5 vs 10 NCTH Cap bonus for telescopic vs fixed stock long arms, now it is 7 vs 10). In theory, the CAR-15 w/telescopic stock should have an improved hit-rate. Perhaps the dozen rounds shot this morning was too small of a sample, or I need to tweak long arm accuracy back up a bit. Semi-related is the attachment balance, v3.60 has changed quite a few things, either dropping the use of entire variables, or using them in new ways. The Reflex sights for instance no longer reduce the number of aiming levels to reach max NCTH aim, and that is a big change from stock v1.13 that needs to be scrutinized.


Dieter
Edit: Very nice how vehicles are done in the merc roster now, I like that they are sorted like mercs but can't move while empty. Maybe this is something we should do with the heli? (Honestly I haven't thought about the heli much, but I was so excited about how the truck works, it made me wonder if this can be used for the heli too?)

I thought that was a bug at first, and I actually prefer if the vehicles are kept separate. Then again this does allow for more vehicles in future. I have to disagree about the helicopter, turning it into just another vehicle in-game would be a mistake in my opinion. Its perfectly fine the way it is as far as I'm concerned.

[Updated on: Sun, 06 November 2011 01:38] by Moderator

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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293086] Sun, 06 November 2011 03:07 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
More bugs (in this case suggestions): Civilian rifles like the SL8 or the SKS should allow a trigger group to give a 3 round burst. Well, technically you should be able to attach a full auto trigger group, but there is no such thing in the game - yet. Some rifles will need a full auto bolt assembley, however some civilian rifles already come with a full auto bolt, your trigger group just doesn't support full auto.

About testing the RC, you said that 3.60 won't be save game compatible to 3.59, did I get this right? If not, I may just start a new game, what the heck, no harm done blowing away more of those Danubians can't hurt, he, he... :giggles: to Shanga

Edit: The Alexander Arms Beowulf rifle doesn't allow a trigger group. As far as I can remember the law enforcement version comes with full auto standard, so you can blow all 10 rounds from the mag in half a second if you feel that is necessary - and yes, sometimes it is.

By the way, A9 sector inventory is now 1,300 items and takes about 15 seconds to close, well, on my old a$$ P3 laptop, but I bet other people notice that as well. I know it has been slow off and on, I wonder if there is anything we can do to speed this up.

Oh, and while we are talking about slow, he, he, hovering your mouse over guns with a dozen attachments, oh man, super duper slow, mouse pointer gets frozen, then jumps over the gun, you need to very carefully tick the mouse so that the pointer ends up hovering over the gun eventually, then wait a second for the pop up to appear.

[Updated on: Sun, 06 November 2011 03:17] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293087] Sun, 06 November 2011 03:59 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
More bugs (in this case suggestions): Civilian rifles like the SL8 or the SKS should allow a trigger group to give a 3 round burst. Well, technically you should be able to attach a full auto trigger group, but there is no such thing in the game - yet. Some rifles will need a full auto bolt assembley, however some civilian rifles already come with a full auto bolt, your trigger group just doesn't support full auto.

Dieter
Edit: The Alexander Arms Beowulf rifle doesn't allow a trigger group. As far as I can remember the law enforcement version comes with full auto standard, so you can blow all 10 rounds from the mag in half a second if you feel that is necessary - and yes, sometimes it is.

Next build of v3.60 will add the Trigger Group to the A.A. Beowulf's list. Not doing the same with the SL8 and SKS however, there are already plenty of burst and auto weapons in 5.56mm and 7.62mm WP.


Dieter
About testing the RC, you said that 3.60 won't be save game compatible to 3.59, did I get this right? If not, I may just start a new game, what the heck, no harm done blowing away more of those Danubians can't hurt, he, he... :giggles: to Shanga

That's right, v3.60 is not save game compatible as it will be fixing a backlog of save game breaking issues.


Dieter
By the way, A9 sector inventory is now 1,300 items and takes about 15 seconds to close, well, on my old a$$ P3 laptop, but I bet other people notice that as well. I know it has been slow off and on, I wonder if there is anything we can do to speed this up.

Oh, and while we are talking about slow, he, he, hovering your mouse over guns with a dozen attachments, oh man, super duper slow, mouse pointer gets frozen, then jumps over the gun, you need to very carefully tick the mouse so that the pointer ends up hovering over the gun eventually, then wait a second for the pop up to appear.

1300 items? Have you been neglecting to sell stuff to Tony/Betty/Franz/Jake? Not consolidating ammo? (Not sure, but either the current v1.13 patch or the previous official public v1.13 patch has ammo consolidation broken.) Drop All on?

However you ended up with that many items, and that many attachments on one gun (still trying to figure out if a dozen attachments at the same time is possible in a literal sense), your play style could be useful to the testing (see Tais' notes on bug reporting on page 1 of the SCI thread). The newer code base in theory has a few performance improvements, though none that I know of specifically for the issues raised.


Post v3.60 RC 20111105 Update & Stuff
- updated the .ini, and found that the encyclopedia is part of the SCI. Haven't figured out how to exploit it yet, but at the very least I want to see if I can recreate original UC's UBT website there (adjusting for the new UBT stations and platform scheme).
- fixed Miranda leaving her cell

EDIT: figured out what happened to Vlad, I modified the wrong MercProfiles.xml file (actually both needed to be modified, but I only changed the one). Coordinates from stock campaign's Carlos are correct.


New UBT Difficulty
Except for Atremo Station, where they only have knives, are the new UBT maps still too difficult? My own judgment on this is misleading as I built the maps, and have probably become jaded from too many test games. Just watched a youtube of the new Calisto and Port Kip UBT stations, neither seemed like much fun for the commentator. Then again, it looked very early in the game (Day 1 equipment only).

[Updated on: Sun, 06 November 2011 06:14] by Moderator

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Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293092] Sun, 06 November 2011 07:53 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
More possible bugs: I can't seem to attach the LAM-200 to anything I have in the sector inventory in A9. I might be missing the "right" weapon though, not sure. The attachment looks like the AIM flashlight gun attachment.

wil473
New UBT Difficulty
Except for Atremo Station, where they only have knives, are the new UBT maps still too difficult?


It depends how you play it. If you have civilian / militia drop off and you need to steal their gear, it is pretty challenging, I don't always get all their guns.

If you have civ drop on, then you just need enough guys and you blast them away. However some of those buggers have armor, so you can just hollow point one shot one kill them, it is still pretty tricky to not get hurt at all.

There is one UB where an RPC throws a molotov at you and the entire squad gets burned, so this guy effectively keeps you from making it through, unless you don't mind healing up later.

wil473
1300 items? Have you been neglecting to sell stuff to Tony/Betty/Franz/Jake? Not consolidating ammo? (Not sure, but either the current v1.13 patch or the previous official public v1.13 patch has ammo consolidation broken.) Drop All on?


Drop all is on so we can see if the enemy drop is setup right. I also have civ/mil drop on so that we see their gear. I don't consolidate ammo into crates. I have maybe one screen of ammo only, I delete all the ball stuff.

I keep up to 32 armor items of each type unless I have a better one, the rest I sell or delete. I have maybe 1 1/2 screens of attachments. Game progress is 20, I am on day 21, and I have $67k in the bank, I have 6 guys with fully tricked out 5.56x45 guns, and 4 with WP guns / scopes. I have Atremo, Port Kip, Calisto, and Sheraton.

I sell to Tony and Betty every day, although Betty is only interesting to get some of the LBE gear.

LBE gear is relatively scarce, especially leg rigs and side packs. Enemies drop vests, although it is mostly the lifechick. If it wouldn't be for the map placed commando upgrades, all I would wear is lifechicks and the leg rigs you start out with.

I have another 250 guns in the Tony sector to sell. I buy whatever useful stuff Tony sells and in addition I get the $15k every day. Half of this money goes to Smithy for whatever useful attachments he happens to sell, scopes at first, once I have about six of them, I get some of the other stuff like bipods and foregrips.

wil473
... (still trying to figure out if a dozen attachments at the same time is possible in a literal sense) ...


Actually, let's try to look at this as a riddle / challenge, how about this one?

Colt M16A3 (forgot where I got it, most likely map placed or lucky find at Smithy)

Starting at the top left going clockwise:

Laser Sight
RIS Bipod
some scope, could be RIS Reflex Rings, Reflex Sight and Scope x6 for example, making this gun a$$ slow, but hey, 3 attachments
AR15 Precision Stock
Rod & Spring
Trigger Group
Cleaning Kit
C-Mag Adapter
AR15 RIS Hanguard
some underslung with a grenade attached, for 2 more
RIS Foregrip
Muzzle Break

Depending on how you count you'll get 15 attachments, some permanent - oh and a super slow, probably one shot per round gun :giggle:


Edit: More potential bugs: The blue bar does not recover when I advance time 60 mins, it does recover when I am at 5 mins. Not sure if this is related to me being in A9, does the Airport facility influence that?

[Updated on: Sun, 06 November 2011 10:22] by Moderator

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293094] Sun, 06 November 2011 15:17 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
More possible bugs: I can't seem to attach the LAM-200 to anything I have in the sector inventory in A9. I might be missing the "right" weapon though, not sure. The attachment looks like the AIM flashlight gun attachment.

Not a bug, the LAM-200 only attaches to pistols with an under barrel rail ("modern" pistols), and the Mossberg shotgun that v3.60 adds.


Dieter
I don't consolidate ammo into crates. I have maybe one screen of ammo only, I delete all the ball stuff.

The ammo consolidation is broken in v1.13 rev4552 (the current official patch). I remember discussing this with Tais for the UC-1.13 v3.53 SCI, which has the bug fix (rev4553). I don't remember how you installed UC-1.13, but the quick install I've been suggesting avoids the bug in the official release (as it uses the .exe from the AIMNAS SCI). As long as you're v1.13 rev isn't 4552, why are you not using ammo crate consolidation? Among other uses, it is meant to cut down on items in the strategic map - though in you case it probably won't make that much of a dent (with only one page of magazines out of the many of other stuff).


Dieter
Depending on how you count you'll get 15 attachments, some permanent - oh and a super slow, probably one shot per round gun :giggle:

That is intended. While you can have a sniper scope and grenade launcher attached to the same weapon, it isn't necessarily a good idea.

One thing to note for v3.60, Reflex Sights no longer reduce the number of aiming levels. To compensate for this, I cut down the default level of aiming levels of most sniper rifles to be the same as other rifles (down to 4 from 5). Not sure if this change makes the scope rings with Reflex mount less useful, though the reflex will allow you to make more accurate snapshots (ie. no aim shots).


Dieter
Edit: More potential bugs: The blue bar does not recover when I advance time 60 mins, it does recover when I am at 5 mins. Not sure if this is related to me being in A9, does the Airport facility influence that?

Going to have to refer this one to the coders.


EDIT: put a link up to the Release Candidate on the v3.60 Preview post.

EDIT2: yeah, I found Stomper being equipped with a Molotov too much as well. I've swapped it for a Flashbang in v3.60, not sure how it would work in an open underground area (ie. the platform he's standing in the middle of) though. I've also moved around some of the Gangsters so they're not quite so present when you arrive in a particular UBT station.

[Updated on: Sun, 06 November 2011 19:10] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293097] Sun, 06 November 2011 22:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Double Posting to announce: Urban Chaos-1.13 v3.60 Release Candidate 2 20111106

Requires Tais's current v1.13 UNSTABLE Single Click Installer (revision includes the NCTH code fix needed for v3.60). If you are not afraid of Unstable v1.13 releases, and unpolished UC-1.13 the following may be of interest to you:

RC2 has fewer hours of testing than RC1, but that's because it is just RC1 with the following changes:
- Ja2_Options.INI has been updated for the current revision - no more red at game launch
- Miranda Quest maps tweaked a bit, so Miranda stays in cell, and hostility trigger is more reliable
- Vlad's face is fixed
- Map O3_B1 modified so it doesn't leak out from under the unclimbable roof
- Map O4 modified so occasional members of large parties going from this map to O3_B1 are not dumped in the Theatre lobby (this happens in v3.59)
- UBT Gangsters not so in-your-face when you arrive in some maps (the new interrupt system seems to make them all the more deadly)

Install:
0) clean install of retail Jagged Alliance 2
1) Tais' 1.13 Unstable, the one time stamped 31-Oct-2011 20:40 135M
2) The usual dance to get Data-UC (ie. the original Urban Chaos data folder, renamed to "Data-UC")
3) Urban Chaos-1.13 v3.60 RC2 20111106 the password for download is the four digit revision number of the v1.13 code that Tais' SCI is based on

Whatever you do, please do not install UC-1.13 v3.60 over UC-1.13 v3.59 (or earlier). You may copy Data-UC from your existing UC-1.13 game, but please start with a fresh install. I do not know how to make this any clearer, so if you do run into problems after simply dumping the UC-1.13 v3.60 files over an existing UC-1.13 I will not be sympathetic.

You may drop UC-1.13 v3.60 RC2 over RC1 that was uploaded yesterday, however I would still recommend deleting Data-UC113 before installing RC2.

I am being intentionally obtuse about how to install the RC as I want to limit participation to those who are familiar with both the unstable v1.13 installs, and with the "official" method for installing UC-1.13. Notice that I've avoided actually noting the revision number of the v1.13 Unstable SCI, if you do not know how to find this number then you had better stick to v3.59 and the Quick Install Instructions. If anyone asks for help in this regard, please don't help them (because quite frankly you'll only be helping them get in further over their heads).


Why is the Release Candidate out:
1) I've recently run out of masses of time to test this thing
2) People who should do fine with the above instructions have been wanting this
3) I'm not quite sure about the last NCTH rework of accuracy, I may have gone too far with lowering accuracy
4) I'd like to know if people think the Miranda Quest changes are better (I can easily revert to the old one with only a few file changes)
5) Is the level of brutality in the UBT battles appropriate


Plans for RC3:
Since the Encyclopedia feature seems to be active in the SCI, I'm going to see if I can get it working correctly for UC-1.13's specifics. This means the following:
- I think I've figured out how to enable/disable items from appearing in the Encyclopedia, so one of the first things to do is clean out all the copies I have for map compatibility, Folding Stock System, Rifle Launched Grenades, and AI cheating
- Urban Chaos cites, with info like whether or not militia can garrison a sector.
- the UBT System, not sure if it can have its own website, but I can easily slip it into the City information.
- will need to extract some original JA2 files to override the original UC UBT website
- related to whether or not I can add mod specific websites, or re-purpose the ones in the base v1.13 Encyclopedia, in-game instructions for how to use mod specific features.
- I've got to convert some email messages from .edt to XML (this one is not going to be fun)

[Updated on: Sat, 19 November 2011 22:37] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293099] Sun, 06 November 2011 23:09 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
wil473
... While you can have a sniper scope and grenade launcher attached to the same weapon, it isn't necessarily a good idea.


I think this is a fantastic solution to prevent mall ninja weapon layouts, you make the gun slower. Remember the very first discussions we had on the Pit about having too many attachments and what we could do to prevent exploits? Making the gun slower is a great idea!

wil473
... I found Stomper being equipped with a Molotov too much as well. I've swapped it for a Flashbang in v3.60, not sure how it would work in an open underground area (ie. the platform he's standing in the middle of) though. ...


That is a good idea actually. I have seen riot grenades, they make a flash and give off smoke. But I am not sure if this was in UC-113, maybe it was in V:R. A riot grenade is something Stomper may have been able to steal out of the back of a cop car or take it of a dead cop maybe. But the molotov is also an interesting idea to make a UB impassable, in case that is what a modder wants.

More bugs: After you free John Kulba, he ships you two IC suppressors with a status of 5% each, seems to me that is not right. Also the two rifles you are getting are filled with 30 rounds each, instead of a full mag. Maybe just deliver the rifles empty and put an ammo box in the shipment instead? Not sure if this is possible.

Here comes a stupid question, completely unrelated, but I have been watching some movies lately, zombie movies, hihi. Currently enemies make a decision at the beginning of each round (and after each action) of how to handle the situation where they have no guns. It seems to be an even spread of attacking with knife or fists or running. Can this part of the code be externalized into an XML? Meaning have the percentages read from a file instead. This way a modder can eliminate the running away decision, forcing the enemies to always approach the player and try to punch them. If you are not the right person to answer the question, who should I ask about this? I dared to post this question here as it is mildly related to how the enemies behave in the Atremo UB, where they don't have guns.

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Sergeant Major

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293100] Sun, 06 November 2011 23:42 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Dieter
More bugs: After you free John Kulba, he ships you two IC suppressors with a status of 5% each, seems to me that is not right. Also the two rifles you are getting are filled with 30 rounds each, instead of a full mag. Maybe just deliver the rifles empty and put an ammo box in the shipment instead? Not sure if this is possible.

The SAW's are the actual cause of the problem. Same thing happens when you buy them, or any other weapon with a magazine size attachment, from BR's. The weapon's "true" capacity is 30 rounds, and that's what the game gives them when they arrive. Cannot be fixed without dropping the "dual-feed" feature of the SAW. Hopefully under NMS, weapons that arrive by post will have their default NMS magazine fully loaded (which in the SAW's case would be a 200 round belt).

Not sure why the two IC Suppressors are also being supplied. The IC Suppressors inhabit a v1.13 item index, so it shouldn't be part of the John Kulba/Ambassador Quest. Not unless I missed the memo about getting a pair of Item 557's (IC Suppressor) along with the pair of Item 56's (SAW's in UC, but Automag III's in stock).


Dieter
Here comes a stupid question, completely unrelated, but I have been watching some movies lately, zombie movies, hihi. Currently enemies make a decision at the beginning of each round (and after each action) of how to handle the situation where they have no guns. It seems to be an even spread of attacking with knife or fists or running. Can this part of the code be externalized into an XML? Meaning have the percentages read from a file instead. This way a modder can eliminate the running away decision, forcing the enemies to always approach the player and try to punch them. If you are not the right person to answer the question, who should I ask about this? I dared to post this question here as it is mildly related to how the enemies behave in the Atremo UB, where they don't have guns.

You may want to try out v3.60 RC2, the new interrupt system has changed how the UBT Gangsters perform, even in the enforced knife fight that is Atremo. I'm not entirely sure if they're only making decisions at turn start/end anymore with the number of interrupts they're getting against the player.


Looks like I panicked with the email XML's, aside from the two different RPC's, the only adjustment needed between UC and Stock emails is to include the Anti-virus scan notice that all UC emails seem to have. I may upload the two files as patch to RC2, these A.I.M. and M.E.R.C. emails are definitely something that needs to be checked.

[Updated on: Sun, 06 November 2011 23:42] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293102] Mon, 07 November 2011 00:06 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
wil473
Not sure why the two IC Suppressors are also being supplied. The IC Suppressors inhabit a v1.13 item index, so it shouldn't be part of the John Kulba/Ambassador Quest. Not unless I missed the memo about getting a pair of Item 557's (IC Suppressor) along with the pair of Item 56's (SAW's in UC, but Automag III's in stock).
If the 1.13 profile is part of the vfs stack, that's the indication for the game to use the .50 Beowulf ammo instead of the 7.62x51mm ammo of vanilla. Now guess which ID the Beowulf magazine has?
Toggle Spoiler

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2011/07/30 to 2011/--/--)[message #293104] Mon, 07 November 2011 02:46 Go to previous messageGo to previous message
otulp88 is currently offline otulp88
Messages:3
Registered:October 2011
some questions for hybrid UC:

- what are the cargo boxes in the subways for?
- how do I combine rod&spring in this mod?
- can I disassemble every gun? how?


thx

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