Urban Chaos-1.13 v3.7x ADCAP[message #305504]
|
Sat, 02 June 2012 02:55
|
|
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 Report message to a moderator
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306566]
|
Wed, 27 June 2012 21:23
|
|
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 Report message to a moderator
|
|
|
|
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306724]
|
Sun, 01 July 2012 19:57
|
|
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 Report message to a moderator
|
Private 1st Class
|
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306735]
|
Sun, 01 July 2012 22:12
|
|
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 Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306758]
|
Mon, 02 July 2012 18:55
|
|
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 Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306954]
|
Sat, 07 July 2012 16:15
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
FlugenteWhile 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.
FlugenteAs 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.
JuanMulti-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).
JuanI 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).
JuanApart from that this mod is the best I have played so far, and I have played many.
Thanks.
Report message to a moderator
|
|
|
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #306962]
|
Sat, 07 July 2012 18:25
|
|
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 Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307139]
|
Tue, 10 July 2012 15:39
|
|
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. Most likely I would not be able to provide you with images, though...
[Updated on: Tue, 10 July 2012 15:42] by Moderator Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: Urban Chaos-1.13 v3.70 ADCAP[message #307147]
|
Tue, 10 July 2012 17:11
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
wolf00i 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.
HazapuzaWil, 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. 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.
JuanI 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 Report message to a moderator
|
|
|
|
|