Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)
UC-1.13 Discussions and Bug Reporting (2013/03/07 to 2018/11/04)[message #316064]
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Fri, 08 March 2013 04:19
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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The last thread, HERE , had hit the 10 page danger zone so thought it best to start a new thread.
Quick update on UC-1.13 v4.xx progress:
- implemented the 1st new merchant, Charlie Banks now selling food (except hot dogs).
- started filling in Random Items, unfortunately XML Editor 102 is still eating seemingly random entries in RandomItem.XML, so I will be doing this in Excel (may even be faster). The changes will be back fitted to future versions of AFS and Dl-1.13.
To Do:
- create new NPC in the new range to act as merchants
- define jails and prisons for the POW feature
- see if I can separate civ faction to allow for displayable factions feature to be finally allowable in-mod
[Updated on: Mon, 05 November 2018 07:53] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316673]
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Thu, 28 March 2013 14:50
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wsmithjr2013 |
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Messages:50
Registered:March 2013 Location: New Jersey |
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I've previously played UC 1.13 v3.65 with JA2 1.13 4870 and didn't have any issues. Well, I did have an issue that I couldn't change merc stats ... I changed them but they wouldn't show up in game. So, I'm not sure what I was doing wrong ... couldn't find any other MercProfiles to change that contained Rosebud (ie., UC profiles).
Anyway, following the FAQ thread, I did a completely new install using UC 1.13 v4.32 and JA2 1.13 5945. Wow! Lots of changes. Had a problem in that I couldn't exchange items between mercs while in combat. I could do it while in real time, but not in turn-based. The mercs were standing right next to each other and both had a lot of AP, but the game just wouldn't let me transfer the items. Is this a known issue or is something weird going on? Further testing shows that sometimes when I complete my moves, the merc is still in the "moving" or "running" stance ... like he's moving to a further destination, but I had only told the merc to move to the destination he is in. If the target merc is in that motion stance, he won't take the item. If he's in a normal standing stance, he will accept it. I've never seen the mercs keep the motion stance when they arrive at the point where I indicated to move, so I'm thinking this is a result of changes in 1.13.
Thanks for all the hard work on the mod and for any help on this issue.
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316766]
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Sat, 30 March 2013 04:01
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wsmithjr2013 |
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Messages:50
Registered:March 2013 Location: New Jersey |
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Some questions:
Was the Jeep removed from the more recent versions of UC 1.13? Recall it being in A10 in 3.65 but upgraded to 4.32 and it isn't there. Don't necessarily want to know where it is, just want to make sure something is not wrong. Would sure be nice to have something to carry all the junk, though.
Also, I did my best to follow instructions at http://www.bears-pit.com/board/ubbthreads.php/topics/315839/Re_UC_1_13_DL_1_13_AFS_Release.html#Post316403 and the installation thread. Installed 1.13 5930 and UC 1.13 4.32. Everything seems to be working ok, though I've just started. However, when I press "v" to get the version information, it tells me I'm running 1.13.5521 (Build 12.08.04). Is this correct? As I said, everything seems ok, but I just want to make sure it's as it's supposed to be.
Found a Makarov PM and there's a button on the graphic and I'm given an option to "Normalize". The tooltip says "Convert map compatibility copy to main sequence" ... which pretty much is meaningless to me. Should I perform this with any weapons I find or does it really matter? Sorry if this is a 1.13-specific question. If there's a link I can go to learn about all this kind of stuff, I'd really appreciate the help. To be honest, I'm having a heck of a time finding information on all the new stuff in 1.13 since I last played.
Always loved the UC mod but never completed it so hopefully I can accomplish that at some point. Thanks for any help.
[Updated on: Sat, 30 March 2013 04:59] by Moderator Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316900]
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Mon, 01 April 2013 23:06
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wsmithjr2013 |
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Messages:50
Registered:March 2013 Location: New Jersey |
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Noticed a minor couple things I thought I'd report.
First, not sure if this is a UC or 1.13 issue, but a few times, my merc has been walking through an area and stepped on the pile of equipment stored in the area and fallen with the message "merc stepped on marbles". However, there were no marbles in the inventory. I did have some cans of motor grease (or something like that) and those are no longer in my inventory. Haven't found another one to test a direct connection, but some item isn't quite what it should be.
Also, sector C14 in Calisto. The last time I played with newmaps and this time, the sector map is completely different. The map that was C14 is now E13. This may be an intentional difference, but in that case the facilities in the oldmaps game don't match the actual current map. The map currently at E13 says it has the subway stop but it is the junkyard and police station that match the description for C14.
I also had a problem with the Lynn quest in Calisto. After defeating the sector, she wouldn't talk to me as if combat was still going on. So, I punched her anyway but then I was stuck in combat and couldn't leave the sector in the strategic screen. So, I left the sector and came back and there was an enemy there, but it wasn't a soldier or police. The history log said something about Kingpin sending an assassin after us, but he never identified himself. Not a big deal but thought I'd mention it. Have no idea where he came and he didn't look like any of the factions I've seen so far.
None of these are serious but thought someone would like to know. Thanks for all the hard work on the mod.
[Updated on: Tue, 02 April 2013 02:14] by Moderator Report message to a moderator
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Corporal
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #316951]
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Wed, 03 April 2013 00:59
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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wsmithjr2013First, not sure if this is a UC or 1.13 issue, but a few times, my merc has been walking through an area and stepped on the pile of equipment stored in the area and fallen with the message "merc stepped on marbles". However, there were no marbles in the inventory. I did have some cans of motor grease (or something like that) and those are no longer in my inventory. Haven't found another one to test a direct connection, but some item isn't quite what it should be.
Yes, the motor grease has the marble tag set so it will trigger the slip and fall effect.
wsmithjr2013Also, sector C14 in Calisto. The last time I played with newmaps and this time, the sector map is completely different. The map that was C14 is now E13. This may be an intentional difference, but in that case the facilities in the oldmaps game don't match the actual current map. The map currently at E13 says it has the subway stop but it is the junkyard and police station that match the description for C14.
That's a mistake, I forgot to flip the descriptions for C14 & E13 when reverting to the original maps.
wsmithjr2013I also had a problem with the Lynn quest in Calisto. After defeating the sector, she wouldn't talk to me as if combat was still going on. So, I punched her anyway but then I was stuck in combat and couldn't leave the sector in the strategic screen. So, I left the sector and came back and there was an enemy there, but it wasn't a soldier or police. The history log said something about Kingpin sending an assassin after us, but he never identified himself. Not a big deal but thought I'd mention it. Have no idea where he came and he didn't look like any of the factions I've seen so far.
The empty hostile sector bug is an old one from original UC, and you seemed to have found the workaround.
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #317326]
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Thu, 11 April 2013 19:05
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veedotja2 |
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Messages:85
Registered:April 2012 Location: New York |
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r4870 UC 3.65 was great, almost finished it!
Using 1.13 r5963 and UC 4.32, and it's good, better. Great work.
Guns are jamming a lot, even at 75%. Is this normal? it's annoying. I've turned off dirt and overheating because I can't imagine adding more difficulties with these crappy guns! Does UC increase the chance of a jam over vanilla 1.13 because my simultaneous r5740 game doesn't seem to have this issue.
Does UC also make any changes to the suppression system over regular 1.13? Same settings as my vanilla game but suppression seems harder to do by my impression. I can't set up an identical scenario to test so maybe it's just me.
For the record, when launching the INI editor, the "Select INI-File:" dropdown defaults to "Data-1.13\Ja2_Options.INI" and not "Data-UC113\Ja2_Options.INI" so I spent a while changing the wrong settings file in the wrong folder. The correct mod is selected, just not the INI file.
In the laptop, going to the Insurance screen through the link at AIM I get an overlay of the Bullet Train map on top.
I had an issue with Rosebud while repairing items in Atremo after conquering two sectors constantly saying "all done" and I had to constantly click continue to get anything repaired in fast time. I gave the Toolkit to Screw and everything was fine, now back to Rosebud and it's fine. Hmm. Trying to duplicate it.
Otherwise no crashes or other bugs encountered so far.
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Corporal 1st Class
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318312]
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Wed, 01 May 2013 04:41
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Right, I've reached the point where I'm not sure if it was my use civ factions that is the problem, or if something about civ faction hostilities has changed in the .exe, or (hopefully) it is just my use of the cheat codes in testing but I'm not entirely sure if the DNP, Gun Runners, and Satan's Sons gangsters as factions have their hostilities for your actions transition from sector to sector. So I have a choice, test the mod without cheat codes, or release the thing so that I've got a pool of testers greater than one. I've choose the latter:
Urban Chaos-1.13 v4.42 (Full) 20130501
Available From:
MediaFire
ModDB Pending
System Requirements:
1) Legally purchased copy of Jagged Alliance 2, preferably installed somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)
2) Development version of Jagged Alliance 2 v1.13
[Updated on: Wed, 01 May 2013 04:51] by Moderator Report message to a moderator
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318471]
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Thu, 02 May 2013 11:00
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Carmondai |
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Messages:7
Registered:May 2013 |
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Another question: Is it possible to make militia + civilians (factions) drop all their equipment while "Enemies drop all items" is already activated?
In older versions this worked, now it doesn't work any longer, only enemies drop everything...
[Updated on: Thu, 02 May 2013 11:02] by Moderator Report message to a moderator
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318474]
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Thu, 02 May 2013 11:13
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Carmondai |
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Messages:7
Registered:May 2013 |
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Already using this option. And having "Enemies drop all items" activated.
But still militia + civs don't drop everything they wear...
And i don't play base 1.13...i play UC1.13 of course (thats why i asked HERE^^)
So i made all my settings in the UC1.13 data folder...
[Updated on: Thu, 02 May 2013 11:17] by Moderator Report message to a moderator
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Private
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318657]
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Sat, 04 May 2013 15:20
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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ddarzHello!
Just wanted to thank you for the new UC release and ask one quick question!
I just liberated Calisto and made an order from BR
Shipment arrived as normal but the delivery crate is owned by the Gun Runners.
Now this has the effect that if I pick up one of my deliveries, the runners turn aggressive and a shootout ensues. This is the desired effect I am guessing.
The problem is that once the runners are taken care of, the ownership flag remains and the contents of the crate is inaccessible from the sector inventory and therefore it is quite troublesome to manage the deliveries.
Is this a known issue? Am I missing something?
Thanks again for the great release! Had been eagerly awaiting this one:D
Yes, this is a known issue... that I forgot to mention earlier. Simply rigging their "normal" stash with ownership wasn't enough, and I didn't want to use an NPC trigger. Additionally I wanted to rebalance BR shipping availability:
Atremo = carefree, but expensive shipping
Adrian = too far away
all others = trigger civ faction hostilities (hint: it is not just the Gun Runners who keep tabs on shipment)
I did consider simply increasing the value of the normal GR stashes, but it is already unbalancing as it is with the gear they will drop.
Speaking of faction hostilities, after you set off the BR trap, did the Gun Runner faction remain hostile on later encounters? In testing, the triggers all worked as intended but didn't seem to take effect strategically, leaving DNU and Gun Runner factions neutral in other maps. I'm not sure this is due to my use of cheat codes to quickly finish the combat (which was not being tested as I didn't want to sit on this project for a month or two testing/playing it).
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318691]
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Sun, 05 May 2013 03:28
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Urby |
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Messages:5
Registered:March 2013 |
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wil473CarmondaiAnother question: Is it possible to make militia + civilians (factions) drop all their equipment while "Enemies drop all items" is already activated?
In older versions this worked, now it doesn't work any longer, only enemies drop everything...
Actually, it was never the Drop All option that caused civ factions to drop all items. Instead what you are thinking of is the sub-mod that ShadoWarrior created where the drop flag was set for all items in preplaced map civs. That mod has not been updated for the current mod, and due to one of the features of this current revision, is incompatible.
So that means it was pointless for me to set up my weapons of the east vs west modes, giving the enemy one type of weapon and militia another type. If that is the case my militia won't drop their weapons?
If so, that kinda is a bummer.
[Updated on: Sun, 05 May 2013 03:28] by Moderator Report message to a moderator
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Private
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