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Urban Chaos-1.13 v3.7x ADCAP[message #305504] Sat, 02 June 2012 02:55 Go to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The big v4.xx release is going to take a while, and there are a few things that need to be tested. Therefore I will be working on an incremental upgrade to current revision of Urban Chaos-1.13.

Current Release: Urban Chaos-1.13 v3.75 20120921 (Full) "ADCAP Mod 5"

Current Patch: None

Add-ons (that require a new game to take effect):

[Updated on: Tue, 22 January 2013 01:16] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306566] Wed, 27 June 2012 21:23 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
With some trepidation (see threads concerning post rev4780 performance issues), I started testing v3.70 ADCAP Mod 0 this morning on my Windows XP EEE B202 (with 2 GB of RAM):

Full SVN build (I didn't bother getting rid of the SVN folders), Rev. 5353 .exe (hint: you should be getting this if you are wanting to participate in testing when it is release on Friday)
- my EEE Box has Ubuntu and WinXP installed, the XP is kept SVN client free. I'm using RapidSVN under Ubuntu, and simply copied the results over to my Windows partition.

Testing So Far:

A9 landing / militia battle
- no problems with speed, seemed to run decently
- Manager Quest working (ie. he moved to the crate when given the cargo tickets)
- Carmen handed over the laptop and machete starting his quest, will check on fulfillment later
- Rosebud hired

A10 UBT station
- no problems with speed, seemed to run decently
- Shark went hostile as expected
- Charlie working
- found and used Crepagen with no problems (new drug system for game)
- one stopwatch lockup, had to end task from task manager. Seemed to be cause by switching from Rosebud to Trevor, however I was save scrumming right before the lockup.
- two CTD on civilian (gangster) movement, avoided by changing my moves immediately before the CTD causing the AI to react differently

A10 Atremo
- game started to slow down after a few minutes of tactical, not bad enough to make the game a pain at first
- game resumed quick in tactical view movement after combat was complete
- mouse lagging during inventory view
- 1st Brenda cut scene played with no problems
- able to recruit Ehili
- able to recruit Jeep
- able to trigger civ faction hostility by taking their stuff
- 2nd round of combat, this time with cops, the lag was very bad


EDIT: I decided to do some more non-cheat code testing with A10 (surface)

Aside from save scrumming, no cheats used. Going forward from the A10 UBT station I will be using the cheat codes to quickly get other quest elements tested.

Re-locking Thread till the release post.

[Updated on: Sat, 30 June 2012 01:27] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306662] Sat, 30 June 2012 01:27 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Urban Chaos-1.13 v3.70 (Full) 20120629 "ADCAP Mod 0"

Available from:
Obsolete now please see UC-1.13 v3.75 ADCAP Mod 5

System Requirements:
1) SVN JA2 v1.13, via DepressiveBrot's Instructions (thank you)

[Updated on: Sat, 22 September 2012 08:11] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306675] Sat, 30 June 2012 19:30 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
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Hey Will , Only thing noticeable in my first few sectors is ... my imp's name doesn't appear , only the ??? which is usually on an unknown / not yet spoken to character .

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306682] Sat, 30 June 2012 21:26 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
Problems with the first AK-22 assault rifle which I received after killing all the Shark's gang and other enemies in A10 UBT station. Also the same in A10 map: if you try to zoom in with it then the game crashes (you can shoot with it only without zooming in - the same story whether you are shooting in single shots or bursts).All other weapons are ok.So it it is obvious that some kind of a mistake has been made in the .xml files. Please check it.

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306720] Sun, 01 July 2012 19:13 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
lockie
Hey Will , Only thing noticeable in my first few sectors is ... my imp's name doesn't appear , only the ??? which is usually on an unknown / not yet spoken to character .


I am not seeing the same thing with the four IMP's I have in my new test game (on my Windows 7/I7/16GB Ram machine/1920x1080). Need some more details please.


hermitageman
Problems with the first AK-22 assault rifle which I received after killing all the Shark's gang and other enemies in A10 UBT station. Also the same in A10 map: if you try to zoom in with it then the game crashes (you can shoot with it only without zooming in - the same story whether you are shooting in single shots or bursts).All other weapons are ok.So it it is obvious that some kind of a mistake has been made in the .xml files. Please check it.


Actually it is not "obvious" that there is a mistake in the XML's. I am seeing a CTD with aiming clicks whenever the "iron sight" is in use on guns where the Kobra Reflex Sight is attached. The Kobra Reflex Sight should be blocking the "iron sight," but it shows up anyways. Switching the sight to the Reflex Sight (the yellow icon) allows me to aim properly. If I clear the Block Iron sight tag from the Kobra, you can aim with the iron sight - oddly with the bonus of the reflex sight applied. Therefore, it looks like a problem with Flugente's Scope Modes feature. That or block iron sight is not meant to be used by built-in attachment class "sights."

[Updated on: Sun, 01 July 2012 19:14] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306724] Sun, 01 July 2012 19:57 Go to previous messageGo to next message
hermitageman is currently offline hermitageman

 
Messages:38
Registered:May 2010
Location: Kaunas, Lithuania
wi473, you are correct regarding the KOBRA sight - switching from iron sight into it solves the problem.

[Updated on: Sun, 01 July 2012 20:03] by Moderator

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306731] Sun, 01 July 2012 21:49 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Need some more details please.


eSnips won't allow me to upload a savegame... what else can I find out to help ?

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306732] Sun, 01 July 2012 21:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Did you try to zip it or something?
EDIT:
Btw, did you use the new, fourth male voice (UB import I think)? That one might not have been cleared in the XML that controls hiding and showing names.

[Updated on: Sun, 01 July 2012 22:18] by Moderator

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306735] Sun, 01 July 2012 22:12 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Wil, I'm very sorry to ask this without properly trying to find out myself first, but how balanced would you say the NCTH is now exactly? Last time I played UC1.13 (some six four months ago I think), it didn't work that well after all, even though back then I thought you fixed it pretty nicely. I might be up for some playtesting again if the NCTH has some real consistency and balance to it now.

[Updated on: Mon, 02 July 2012 13:24] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306736] Sun, 01 July 2012 22:28 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
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Quote:
Btw, did you use the new, fourth male voice (UB import I think)


Yes , I did . What's the fix ? Smile

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306737] Sun, 01 July 2012 22:35 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Find the TableData\HiddenNames.xml UC uses (don't know wil's vfs structure, one of his many data folders) and set the entry 169 to 0 ... not sure if that works in a running campaign though.

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306756] Mon, 02 July 2012 18:36 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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Thanks for covering the IMP "???" question DepressivesBrot, I wouldn't of thought to consider use of the fourth male IMP voice ie. its not really a "feature" I've paid attention to, but I'll try to implement the fix for future releases.

Hazapuza - there are some "relaxed" NCTH constants in use, but overall weapon stats haven't changed much since six months ago. Mercs are going through large amounts of ammo, as is intended under NCTH.

As an example, in my current test game (on a computer able to run rev.5353 decently) Jubilee has nearly exhausted the supply of 9x19mm found in A10 after four battles. IMP with the original UC starter of a CAR-15 and 85 rounds is down to a final partial magazine. You should be expecting to hit less than half the time at this point. Also the NCTH cursor turning into a green cross should not be taken to mean a guranteed hit, I'm finding some angles where the green cross is meaningless as the merc never hits even though the target is only two tiles away.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306758] Mon, 02 July 2012 18:55 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Alright. My Jagged Alliance addiction is starting to raise its head irresistibly, so I guess I'll get started anyway.

[Updated on: Mon, 02 July 2012 23:35] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306794] Tue, 03 July 2012 17:06 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Two weeks of in-game time, Calisto taken and a few issues found/fixed:

AK-22 (and variants) - missing Bipod attachment point

Scope Sight(1.5x) & Reflex Scope (4.0x) - missing item transformations to convert between AR-15 carrying handle mounts

Map compatibility Scopes (the ones with "-D") - missing Tool Kit USE merger to convert them to the normal models. This is necessary as the using slot 310 for a scope seems to lead to the attachment taking damage every shot and falling off after a few rounds. This was the item index of the original Barrel Extender.



Observations:

Shotguns rule the early game I'm finding. Buckshot makes up for lack of scopes at medium ranges.

The Crossfire Mk.1 may need some adjustments of its stats - that or the dual pump-action rifle/shotgun concept was really bad to begin with.

.22LR is plentiful and seems somewhat overpowered in early game when nobody is wearing armour.

I may clear the tag on non-magnifying sights. It seems to work as expected with magnifying scopes, but it was a real pain having to remember to select the reflex sight before aiming after reloading - many CTD's because I forgot.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306804] Tue, 03 July 2012 20:43 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Is there actually any reason to even use iron sights if you have a non-magnifying sight equipped (except for possible tunnel vision penalties)?

wil473
The new game start options for Bobby Ray's do not seem to have entries in Ja2_sp.INI and unfortunately default to max out your selection at game start. This is fine for testing, but hopefully along with the game performance issues, this will be fixed in any major public releases of v1.13 with the needed feature set for v4.xx.

What does this actually mean? I was able to select different selection levels, and they seemed to work correctly.

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306805] Tue, 03 July 2012 20:48 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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That means he can't set a 'recommended default' for the New Campaign screen.

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306831] Wed, 04 July 2012 17:17 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Hazapuza
Is there actually any reason to even use iron sights if you have a non-magnifying sight equipped (except for possible tunnel vision penalties)?


Well my intention was not to give a choice. Pre-scope modes, I had all sorts of bonuses and penalties to define iron sights and their blocking when sights were attached. Actually those stats are still in place, has anyone seen any odd behaviour with scope/sight stats with scope modes turned on?

Speaking of which, I think I've found a work around: the Block Iron Sight tag seems to require that the Magnification Factor tag is set, so I set all the Reflex Sights to 1.0x magnification and now sights block the Iron Sights, except for the case of the Advance Reflex Sight right after the removal of a magnifier - the iron sight appears until you change away from it, and then you cannot return to it.

[Updated on: Wed, 04 July 2012 17:18] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306833] Wed, 04 July 2012 17:52 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
DepressivesBrot
That means he can't set a 'recommended default' for the New Campaign screen.

Ah, I see.

Any estimate on the patch, wil? The reflex sight issue indeed seems like a major pain in the ass.

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306835] Wed, 04 July 2012 18:27 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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Yeah, as soon as I figure out how to take care of the last instance of the Iron Sights appearing when they shouldn't I should do something about the CTD. I've got a day off today, and I was hoping to get all the mod stuff moved out of the P1 items today, 200+ graphics and I haven't gotten to the Ammo boxes yet. If only I could get myself away from "testing."

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306876] Thu, 05 July 2012 19:58 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Is anyone else getting a problem where they cannot re-enter the Calisto airport sector having done so for the first time? I.e. I won the tactical fight, immediately moved on to the gunrunners sector and now can't reload the airport without a CTD?

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Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306879] Thu, 05 July 2012 22:01 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
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Yup , me too .

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306881] Thu, 05 July 2012 22:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I am not seeing any problems with that particular sector (I am dropping in an out of it frequently as it is my staging sector right now). However this one appears to be that random sector(s) going bad issue from the past. Try loading a save from right before the sector goes bad, and attack a different map.

Send save games to the project Gmail address: uc.ja2113.projects

EDIT: slow going on the transfer of graphics out of P1/P2 into P5/P6, just finished all 5.56x45mm ammo items. I'm going to stop for now and prepare a patch with the fixes so far:

- some PAR pistols were incorrectly set as two handed
- set non-magnifying sights all to 1.0x magnification as workaround to issues with the block iron sight tag

[Updated on: Fri, 06 July 2012 17:05] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306923] Fri, 06 July 2012 17:04 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Double Posting to announce: Urban Chaos-1.13 v3.71 ADCAP Mod 1 Patch - Obsolete now please see below: UC-1.13 v3.73 ADCAP Mod 3

v3.71 20120706 ADCAP Mod 1
==========================
(2012/07/06)

[Updated on: Sat, 11 August 2012 20:27] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306934] Fri, 06 July 2012 19:06 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
While I couldn't reproduce CTDs with standard 1.13 xmls, I made 2 fixes regarding your problems:

  • when altering a gun's attachments, the scope mode is changed to a valid one. So it shouldn't be possible to get iron sights when they should be blocked
  • scopes/sights with a scopemagfactor < 0.1 now get 1.0 as a default value

Not that in order to block an iron sight, there must be at least 2 entries in the scope list (like a gun and a scope). If not, the iron sight can't be hidden (as there wouldn't be any item left to aim with then).

As you said it happened with built-in attachments, that might have something to do with that. Question: Do built-in attachments still appear as regular attachments, code-wise?

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306947] Sat, 07 July 2012 12:06 Go to previous messageGo to next message
Katagelan is currently offline Katagelan

 
Messages:21
Registered:June 2012
Multi-shot grenade launchers won't accept more than one grenade of the same kind.
I experience slowdowns, have to reload save many times to regain speed.
Apart from that this mod is the best I have played so far, and I have played many.

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306954] Sat, 07 July 2012 16:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Flugente
While I couldn't reproduce CTDs with standard 1.13 xmls, I made 2 fixes regarding your problems:

  • when altering a gun's attachments, the scope mode is changed to a valid one. So it shouldn't be possible to get iron sights when they should be blocked
  • scopes/sights with a scopemagfactor < 0.1 now get 1.0 as a default value

Not that in order to block an iron sight, there must be at least 2 entries in the scope list (like a gun and a scope). If not, the iron sight can't be hidden (as there wouldn't be any item left to aim with then).
Thanks, that's essentially my work around in code form - replace all the zero magnification factor attachments that were meant to block the "iron sights" a 1.0x magnification.


Flugente
As you said it happened with built-in attachments, that might have something to do with that. Question: Do built-in attachments still appear as regular attachments, code-wise?
Just to clarify, I had a concern that the "sight" built-in attachment class used to define which icon appears in scope modes (and sort Bobby Rays too I think), was part of the problem. It was later found to be not part of it when I changed the Kobra from a "sight" to a "scope" and the CTD still happened (then I figured out it was the 0x magnification factor).

In my projects, "built-in" attachment to a large extent are represented by attachments (set to be both default and inseparable), with the major exception of my attempts to rebalance NCTH rifle performance with my own "iron sight" stats directly on the gun. In my system of "iron sight" stats, attachments would zero out the stat, this way I didn't simply offset the problem NCTH had with scope-less rifles. see: Iron Sight (Built-in) Differentiation under NCTH This work pre-dated your feature, and one concern I have is how these stats are handled when scope modes is enabled.


Juan
Multi-shot grenade launchers won't accept more than one grenade of the same kind.

Confirmed, but this seems to be an .exe related issue. I could try moving the grenade definition to the attachment point system (it is still defined in the old launcher XML's). I'm short on time these next few days, could someone see if they can replicate this in stock SVN JA2 please (produce a save game with a bunch of same grenades and a Milkor or RG6 launcher in hand).

Juan
I experience slowdowns, have to reload save many times to regain speed.

That issue has been replicated in stock SVN v1.13. It was under specific investigation before UC-1.13 v3.70 was released (see the release post).

Juan
Apart from that this mod is the best I have played so far, and I have played many.

Thanks.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306955] Sat, 07 July 2012 17:02 Go to previous messageGo to next message
Parkan is currently offline Parkan

 
Messages:439
Registered:April 2010
Location: Russia,Sevastopol

Hello Wil473.I have few questions about mod.
I don't play this version of mod(3.70)i am playing a v 3.65.2 version of mod with build 5224.Sorry if my questions will be not related to this version.

First of all i have question about enemy equipment progress.With alternative game progress off and after taken only atremo and a part of calisto city the enemy elite and regular troops have very early a advanced equipment and weapons.For example game progress 15\15 and i already have few RPK weapons few spectra armors and commando\swat armors.After when i get those equipment 50% of the old weapons i drop off or sell(if i not playing with option enemy drop all items-the situation is a little good but after some time i can get a few cool weapons\equipment and my old weapons after when i get new weapons-useless).So a question:In this new version of mod is all right with enemy equipment progress or not?or it is require some balancing time with it?

Second question is about IIS.I see this Improved interrupt system work not too well.For example i have around 25-55% chance per my turn to get unlimited interrupt from enemy If in sector enemy civilians like police situated.Is this trouble of mod or trouble of interrupt system?Plus i can get stuck if i want to steal from unconcius enemy his weapon(some time i play without enemy drop all items)and i can get stuck when my merc try to steal weapon.Only alt+L saving me from reloading game.

[Updated on: Sat, 07 July 2012 17:11] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306956] Sat, 07 July 2012 17:07 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
wil473
Juan
Multi-shot grenade launchers won't accept more than one grenade of the same kind.

Confirmed, but this seems to be an .exe related issue. I could try moving the grenade definition to the attachment point system (it is still defined in the old launcher XML's). I'm short on time these next few days, could someone see if they can replicate this in stock SVN JA2 please (produce a save game with a bunch of same grenades and a Milkor or RG6 launcher in hand).
Nope, it's an XML error. You need to set to 1024 for grenades (and 2048 for rockets if you have a proper M202).
Note:
is used for the layout
is used for the function (MGL, scope modes, ...)
This was separated in recent builds.

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Captain

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306957] Sat, 07 July 2012 17:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
v3.70 uses the same gun and item XML's as v3.65.2. In ongoing testing of v3.70, ie. the first real game of UC-1.13 I've played in years, I got a RPD dropped among the SMG's and AKS-74U in one of the many attempts by Elites to retake Calisto. Earlier I got a Zastava M76, which now that I think about is a bit early for a middling sniper rifle. Then again, original Urban Chaos gives you a chance to steal CZ700's from the Calisto gun runners, and there are a pair of SVD's in the nearby SAM site.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306962] Sat, 07 July 2012 18:25 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Seems like Rosebud still has only Bodybuilding. A few months ago I suggested that you should give H2H or Martial Artist back to him, and AFAIK you agreed... Did you change your mind?

[Updated on: Sun, 08 July 2012 12:16] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306963] Sat, 07 July 2012 19:16 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
DepressivesBrot
Nope, it's an XML error. You need to set to 1024 for grenades (and 2048 for rockets if you have a proper M202).
Note:
is used for the layout
is used for the function (MGL, scope modes, ...)
This was separated in recent builds.


Thanks, that was it, I didn't set the for the grenades. The fix will be in the next patch.


Hazapuza
Seems like Rosebud still has only Bodybuilding. A few months ago I suggested that you should give H2H or Martial Artists back to him, and AFAIK you agreed... Did you change your mind?

Yeah, I was thinking that right before Rosebud was hired and he was talking about being a good boxer... and I thought I had already adjusted it. Guess I forgot. This however explains why his hand-to-hand performance was so poor in my test game.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #306978] Sun, 08 July 2012 04:54 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
I'd go for H2H. Otherwise you have an early, free unstoppable "locksmith". Wink

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307007] Sun, 08 July 2012 21:52 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Slax
I'd go for H2H. Otherwise you have an early, free unstoppable "locksmith". Wink


Already done, but the problem is that the hand-to-hand trait won't take effect until a new game is started.

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307129] Tue, 10 July 2012 12:09 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

i now want try new uc on svn 1467 ...

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307133] Tue, 10 July 2012 14:27 Go to previous messageGo to next message
Katagelan is currently offline Katagelan

 
Messages:21
Registered:June 2012
I enjoy playing with Skitz, but I would like to give him better stats.
I edited the MercProfiles.xml in data uc113 but when I recruited him, the stats were unchanged.
What can I do ?

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Private 1st Class
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307139] Tue, 10 July 2012 15:39 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Lacking any proper knowledge about JA2 modding, I was wondering this as well, more precisely what file I should change to give Rosebud H2H. So, if you're playing with vfs_config.UC113.ini, then editing the MercProfiles.xml located in Data-UC113 --> Data-UC113NewMaps --> TABLEDATA should do the trick, at least it did for me. Remember to do it manually, since AFAIK the Merc Profile Editor screws up Doctor Q's skills.

Wil, I was wondering if the weapon overheating thresholds should be increased. 60 rounds up the temperature of an AK-47 to very high, and 30-45 rounds do the same to a Valmet M76. IMO, this isn't really consistent with NCTH, under which 30 rounds isn't even that much. I'd say some 3 or 4 magazines might be fine, then the overheating would mostly come in play when fending off really large numbers of soldiers. Though that may be too much already. Another option would be to increase the cooling factor. This might be the better choice since then you could reliably keep firing single shots or short bursts a few times per turn, but going full auto for a couple of magazines would still make the gun require some cooling.

But what's your take on this?



Edit: is there any chance of adding the Rk 95 in the game? You know, as a higher-end AK copy. Very Happy Most likely I would not be able to provide you with images, though...

[Updated on: Tue, 10 July 2012 15:42] by Moderator

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Master Sergeant
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307140] Tue, 10 July 2012 15:40 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Juan
I enjoy playing with Skitz, but I would like to give him better stats.
I edited the MercProfiles.xml in data uc113 but when I recruited him, the stats were unchanged.
What can I do ?

Could be that you'd need to start a new game before those changes apply.

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Sergeant Major
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307147] Tue, 10 July 2012 17:11 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
wolf00
i now want try new uc on svn 1467 ...


Sure, I'm only at SVN Revision 1468 and the Ja2_5353.exe is from rev.1465. Actually, looking at the SVN log it looks like they updated the Ja2_sp.ini, something else I should update before I forget.


Hazapuza
Wil, I was wondering if the weapon overheating thresholds should be increased. 60 rounds up the temperature of an AK-47 to very high, and 30-45 rounds do the same to a Valmet M76. IMO, this isn't really consistent with NCTH, under which 30 rounds isn't even that much. I'd say some 3 or 4 magazines might be fine, then the overheating would mostly come in play when fending off really large numbers of soldiers. Though that may be too much already. Another option would be to increase the cooling factor. This might be the better choice since then you could reliably keep firing single shots or short bursts a few times per turn, but going full auto for a couple of magazines would still make the gun require some cooling.

But what's your take on this?


The present overheating values are more or less direct from stock v1.13. Once I figure out how the system works the plan is to standardize AR results around the following standard:

mag dump (firing every possible round in as few turns) of M16 with Beta-C will result in it reaching damaging amounts of heat (max?). Once I figure out what that looks like in the stats, then I can work out how the stats should look to produce:

HK416 same stats as M16 but heat builds up at only 25% the rate (ie. you can dump 400 rounds through it before it looks like the M16 after 100)
AK's 50% the rate of heat build up, and twice the threshold of the M16 (ie. 600 rounds before you have the same worries as the M16 after 100)

Looks like I'm going to be doing a reworking of Overheating, just like I did with NCTH. If someone has some free time, and likes researching guns, could I ask them to go through the weapons list and figure out which weapons fire from an open bolt please.


Hazapuza

Edit: is there any chance of adding the Rk 95 in the game? You know, as a higher-end AK copy. Very Happy Most likely I would not be able to provide you with images, though...

Nope, the Zastava's and Galil's cover the higher-end AK clones.


Juan
I enjoy playing with Skitz, but I would like to give him better stats.
I edited the MercProfiles.xml in data uc113 but when I recruited him, the stats were unchanged.
What can I do ?

Hazapuza and Slax's advice is correct.

[Updated on: Tue, 10 July 2012 17:14] by Moderator

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Lieutenant

Re: Urban Chaos-1.13 v3.70 ADCAP[message #307166] Tue, 10 July 2012 21:07 Go to previous messageGo to previous message
Katagelan is currently offline Katagelan

 
Messages:21
Registered:June 2012
Of course, it was the new maps that eluded my attention.
Thank you all.

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