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)
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318694] Sun, 05 May 2013 05:02 Go to previous messageGo to next message
Urby is currently offline Urby

 
Messages:5
Registered:March 2013
Going to do some testing to see.

It may be some of my alterations doing it... but I seem to be locking up during my turn after I have fired a shot or two.

(Fighting the satan guys in the train tunnels)

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318695] Sun, 05 May 2013 05:06 Go to previous messageGo to next message
ddarz is currently offline ddarz

 
Messages:9
Registered:August 2007
Thanks for the reply!

Yep it makes sense for the gun runners to go hostile if you ship guns into their territory. But the hard-coded (i am guessing) issue of the crate being inaccessible from the sector inventory makes deliveries impractical.

That's the only issue really, I guess one could use Atremo as a base now, albeit with 4 times the shipping cost

As for faction hostilities, fighting it out with the police in Atremo didn't influence those in Calisto a few days later. They were friendly until randomly turning hostile (against the militia apparently). So it looks like the effect is per sector?

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #318698] Sun, 05 May 2013 05:40 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
ddarz
As for faction hostilities, fighting it out with the police in Atremo didn't influence those in Calisto a few days later. They were friendly until randomly turning hostile (against the militia apparently). So it looks like the effect is per sector?


That's what I was afraid of.

I'm wondering if I accidentally used a faction that is hard coded not to propagate behaviour beyond its boarders. That said there is also the original UC's Claudia/Tony bug when they were accidentally set to be part of the same faction (San Mona Arms if I remember correctly). I'm thinking that the factions must have different behavior, the King Pin faction goes hostile across sectors with no problems.

The odd thing is that the DNP is using the old Hicks faction that prior to this release (and is still the case in Old Maps) was the faction shared by the police(except for Port Kip), Satan's Sons, and Gun Runners. This faction goes hostile if they catch sight of you at night.

Options:
1) reset everyone back to the Hicks faction, and hope this isn't .exe related (still cannot rule this out).

2) try one of the unused factions (but what about someone going hostile at night)

EDIT: testing another option right now
3) it seems that having a named NPC go hostile seems to help "set" a faction's hostility towards you in a permanent way.

With Lynn in Calisto, who is already set to be hostile now aligned with DNP faction the DNP seem to stay hostile beyond the first map. The only problem is that we're running out of character indexes.

[Updated on: Mon, 06 May 2013 03:55] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319103] Thu, 09 May 2013 00:15 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
On a XML related note:

The 5.56mm Heavy Ammo doesn't have a range penalty as mentioned in its description.

As a suggestion make the 5.56mm Match the special Mk262 ammo made for the SPR which could justify its higher price. Perhaps also give it lower armour penetration.

Then make the 5.56mm Heavy the Mk318 SOST round with no range decrease but much higher cost.

Secondly are .40 S&W HP 14 round mags meant to have a 2% noise reduction, seems a bit random.

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319211] Thu, 09 May 2013 21:34 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Tango
The 5.56mm Heavy Ammo doesn't have a range penalty as mentioned in its description.

As a suggestion make the 5.56mm Match the special Mk262 ammo made for the SPR which could justify its higher price. Perhaps also give it lower armour penetration.

Then make the 5.56mm Heavy the Mk318 SOST round with no range decrease but much higher cost.
I removed the range penalty some time ago, but was too lazy to change the description... so now I've edited the description starting with v4.43 (today's AFS release).

Tango
Secondly are .40 S&W HP 14 round mags meant to have a 2% noise reduction, seems a bit random.
I took a look while backfilling the tags the XML stripped out and couldn't find the bonus. I'll keep looking.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319227] Thu, 09 May 2013 23:47 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Still playing along slowly:

The STK Ultimax item description says it can accept C-Mags but its capacity is 30 and it can't accept an adaptor.

Edit to add: It can also accept a foregrip along with its internal grip. Should it have an internal bipod instead?

Also if it is a Mk5 it has a RIS top rail and forerails and a folding stock. The Mk4 has the above as well but can't accept Cmags.



To do with new storyline:
Toggle Spoiler

[Updated on: Thu, 09 May 2013 23:52] by Moderator

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319232] Fri, 10 May 2013 00:25 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
STK Ultimax:
- I just fixed the missing C-Mag and re-uploaded AFS as v4.43.1, will be fixed in DL-1.13(next), and UC-1.13 v4.43's
- I'll check if the internal grip is incompatible with the foregrip.
- the graphic is is a non-RIS Ultimax, so we'll just ignore the C-Mag being allowable on pre-Mk5 (for now).

EDIT: by the way Tango did the faction go hostile as expected/wanted in

[Updated on: Fri, 10 May 2013 00:28] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319244] Fri, 10 May 2013 03:27 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
The faction did indeed go hostile. However, I was operating at night so not 100%.

Toggle Spoiler


Not all the DNP faction police are hostile though. Depending on whether you are spotted it doesnt show them as hostile. Haven't been to any other towns yet so might have missed a trigger.

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319250] Fri, 10 May 2013 07:54 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
Hi Wil,

Do you have plans to implement the 'dyamic lighting' and 'bayonets' features into UC?

Many thanks

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Staff Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319274] Fri, 10 May 2013 14:10 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Notwithstanding all the errors that lead to three different releases of AFS yesterday, the v4.43/44 updates are ready to go for UC-1.13, but...

Still need to take a shot at fixing the factions not going hostile in the way that I want. Right now I'm thinking I just need to plant some NPC's in key maps to ensure hostilities go global in-game. For instance the unused 4 DeSanto's character indexes will probably be used to be a generic talking Gun Runner or local police chief, haven't decided yet. I should have time to work on this middle of next week.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319313] Fri, 10 May 2013 23:40 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
I'm encountering a CTD when trying to change the duel mode sight from 4X to CQB via the transformation menu when a 5.56mm CMAG adaptor is fitted. Happens with C8, M4a1 and C7A2. Occurs both in tactical and strategic views.

As another observation I'm presuming its not possible to force a weapon from being raised if a transformation is done on an attachment? Its makes teh DM sight very powerful when in real life you would have to take a hand from the weapon and throw the lever, coming out of the aim to do it. Hence why it can be fitted with a Reflex Sight on top of it for quick close quarters work.

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319333] Sat, 11 May 2013 03:02 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I was able to replicate the CTD in stock v1.13. The new flashlight/LAM uses an item transform just like the DM Sight - toggling on/off causes a CTD when both the flashlight/LAM and a C-Mag adapter are attached.

EDIT: reported as Bugzilla Bug 627

[Updated on: Sat, 11 May 2013 03:26] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319421] Sun, 12 May 2013 14:55 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
A small issue with the new model AKs; Some of them are not sellable to Tony.

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319510] Mon, 13 May 2013 14:45 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I still cannot get the DNP and Gun Runners factions to go hostile in a reliable manner. As I see it the Options are:

1) revert to the original mechanism, where everyone is in the HICKS faction but wearing different clothes.

2) brute force it by putting a hostile NPC in all sectors that matter.

It is almost as if there is some kind of body count threashold that isn't being met, but that doesn't make sense as the Satan Son's faction reliably goes hostile simply from the Atremo UBT station battle. There are not that many of them in that first map.

EDIT: I'm also dropping the Arms Dealer Ownership on BR delivery points. Additionally, I'm going change them back to the HICKS faction - as per above, unsure if the DNP will follow, though tomorrow I'm going to try the brute force technique (and see if using an unused faction fares any better).

[Updated on: Mon, 13 May 2013 15:28] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319774] Wed, 15 May 2013 21:35 Go to previous messageGo to next message
Affe_mit_Waffe is currently offline Affe_mit_Waffe
Messages:2
Registered:April 2010
i just tryed the newest version of UC and have a big problem: the names and attributes of the new mercs show no names and all attributes at 0.

http://i40.tinypic.com/3520yza.jpg
http://i40.tinypic.com/rrtaxl.jpg

i followed the install instructions step by step, even started from a fresh install 2 times
any idea what i could have screwd up here?

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319779] Wed, 15 May 2013 21:55 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
You could test wether the MercProfiles.xml contains data for those new mercs.

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319799] Wed, 15 May 2013 23:50 Go to previous messageGo to next message
Affe_mit_Waffe is currently offline Affe_mit_Waffe
Messages:2
Registered:April 2010
was there, had all the names and data.
but guess what 3rd install did the trick, must have screwed something up twice yesterday evening when i was drunk and decided it was time to play ja2 again xD

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319822] Thu, 16 May 2013 11:06 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hi wil473.
I haven't played JA2 for a while, and decided to have a go at your mod. I'm a huge fan and played all sorts of mods (Wildfire, 1.13 vanilla about a million times, AIM, AIMNAS, Arulco Revisited...) but never played the original Urban Chaos (shame on me, since I realized - through your mod, how good UC was). So now I decided to try this hybrid of yours and I must say - I'm loving it!
The new campaign, great maps, urban CQB fights - all great features of the MOD Squad original... And your massive overhaul - tons of items, all the new 1.13 gizmos... It all comes together to a great JA2 experience, IMHO maybe the best one yet.

I'm playing UC v4.42 on Experinced-NCTH (hope it won't get too easy later on, so far it's great). I've conquered all the northern cities. Been taking notes on some stuff that I liked and some that bugged me, so here's some a lot of feedback Smile

First af all a few general impressions:
NCTH in general - never been a fan, tried it about a year ago. Although the logic and maths behind it are impressive, it just didn't feel right.
But once I realized how much work you put into optimizing it for you mods, I had to try one more time. And now I'm not regretting it. All the weapons so far seem well balanced for the new system. There's no more sniping half way across the map 1.13 style, but the kinda old JA2 feel is there (CQB - you got to get a good feeling of the weapons to be certain if a shot will land, and at medium range there always a chance of miss). I didn't quite explain it there but it feels good, and that's important. Autofire is lookin good as well, although I think I'll crank up the supression effectivness. I'm still adjusting my gameplay style to the new system, but now it's fun, and not a pain in the ass (like the experience I had with the NCTH in regular 1.13)

Shotguns are great. Finally, they can be used as intended in real combat, and the hunter trait is now really useful. Although they just might be a bit too powerfull lol:) I'm using Ayana (a beast of a merc for that price btw) and so far she's been a killer with shotguns (not overpowered, but just right). But now I got my hands on a Keltec KSG and some flechette ammo. I stuck a Compact Holo and a Full Shotgun Choke on it, and now I'm worried this might be a bit overkill. Will report on this, once I experiment more.

New mercs,NPCs... Since I never played the original UC, I'm really enjoying all the new content...but...
I don't like the computer generated speech. I don't know if this was in the original UC, or was it added by you, but it's really anoying. For example Elhi (I know she wasn't in the original UC, I've read the FAQ) - The voice files she does have sound OK, but with those "HAL 9000" sounding ones, she becomes a freak of a merc.
For Elhi and similar mercs I would prefer either:
A: The game plays the speech files which were recorded. The computer generated speech files should not be played, only a dialogue text box is displayed. or
B: Mercs/NPC without complete voices should be excluded from the mod
Now don't think I don't respect the work you did to include these mercs, but the robot voices just break the immersion.

In my campaign I decided to go to Port Kip first. After a few fights I got to D6 But once I rescued Miranda, all hell broke lose and the DNP and that other faction (forgot the name) go agressive on me. Now this is all fine n dandy. But this lead to a huge fight in D5 (which was very fun btw) but I had to kill Kingpin, that Qaurterma guy and a few more NPCs. And again this is fine (if it was intended to happen this way in the original mod). My trouble is that in the process I acquired a huge amount of great loot, and this became a balance problem. The first few fights around Atremo were very interesting. But now a have few Assault rifles, the aforementioned Keltec shotgun, a Dragunov, scopes and what not... I've conquered Sheraton, the SAM site and Calisto without a sweat, and still waiting for Brenda's forces to catch up. Please comment, should I have gone for Calisto first? did I have this fight too early in the game, or did something go wrong (bug)?

A quick question
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
AGGRESSIVE_STRATEGIC_AI = 2
Can I expect these massive counter-attacks as in regular 1.13, but now in Calisto and other cities, or is the feature disabled in your mod? (PM me if it's a spoiler)


Bugs UC v4.42
First of all you got a typo in your FAQ PDF:
First page "What is it" - it says "...designed to allow the campaign from Deidranna Lives!..." shouldn't ir say Urban Chaos lol:)

The NPC Menger from one of the UBT Stations has some weird speech files playing (can't remember the details exactly but he starts talking, but then speech files from some other merc are played)

Gas tank item description mentions Arulco instead of Danubia

Kingpin offers $50000 for MOC list, the laptop history displays $20000

9x18mm Tracer ammo - missing ammo box

Cleaning kit - has lock picking flag, not sure if this was intended but doesn't seems very logical

Ppsh 7.62x25 drum wrong description text - says 75 instead of 71 bullets

Keltec KSG - shouldn't it hold 7 shells in each tube?
The specification of the real gun says "Each tube holds a total of seven 2.75 in 12-gauge shotshells or six 3 in shotshells". The UTAS in your mod holds 7 shells, so the KSG should as well, unless you did this on purpose to make a distinction between the guns.
- Also, the magazine is wrong. The KSG holds Saiga type magazines instead of just shells
- Also, I believe someone posted here the bug with infinite ammo producing from the second barrel. To save wil some trouble let me answer. This is a limitation in the 1.13 system and has nothing to do with this mod. Try the latest regular 1.13 and you will notice the same problem with a KAC Masterkey shotgun.

D5 map - a lot of shit going on here
- placed 9mm +p+ and 5.56 heavy ammo boxes with 65536 bullets
- Quarterma... Is this guy a merchant? I don't know since I had to kill him due to faction going ballistic on me. Anyway his inventory is sick: about 15 high coolnes ARs, 10 5.56 heavy ammo boxes, 40mm nades, tons of powerful attachments... In my campaign I just deleted all the stuff he dropped. Otherwise I'd be ready to go straight to Adrian
- In my campaign Kingpin disapeared during my fight against his goons (comes back a few day later)
Anyways, please forgive my ignorance if all this is story-related

I have a bug where I can get 9mm AET ammo by clicking empty pocket in merc inventory, but AET ammo is not present in sector inventory. I can provide a save game

AR-15 Stock has no bonuses/penalties listed in UDB. Am I missing something?

Camo hlemet cover Mk.I (maybe Mk.II as well) reduces reliability for some reason


OK, that's it for now. Didn't realize this post was gonna be so long.

Anways, wil473, fantastic mod and keep up the good work!
Btw, I like the way you document everything, not a lot of modders do that



[Updated on: Thu, 16 May 2013 11:23] by Moderator

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319840] Thu, 16 May 2013 14:37 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Not going to be able to address everything goc_man while drinking my morning coffee...

KSG
- upped the magazine to 7 rounds per tube, this works better actually as the 6 round capacity ejects 12 gauge magazines instead of "loose" shells in-game
- yes Flugente is aware the underslung barrel feature is a source of unlimited ammo, has not found a fix yet

Computer Generated Voices - all of them are from original Urban Chaos, best I can do is turn off the voices via the XML's

Port Kip
- I've reduced the item drops from the P.I.N. mercenaries themselves
- 65536 is a bug, they're only meant to be 500 round boxes
- Quarterma(ster), is a merchant, you can do business with him prior to certain game events. Not sure why he is dropping so much stuff though
- according to the story, yes you should hit Calisto first (and in original Urban Chaos you had to or else suffer from the missing head miner bug that I fixed in UC-1.13)
- no Kingpin is not supposed to go missing

Cleaning Kit - I think I set the lock pick flag on it too in addition to the cursor so it may be used as a lock pick

Fixed AR-15 Stock - no bonuses/penalties to display, it is meant to simply cover the slot until you attach one of the other two stocks, these will modify the weapon's stats

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319872] Thu, 16 May 2013 21:36 Go to previous messageGo to next message
alex662 is currently offline alex662

 
Messages:12
Registered:May 2013
hey,
i used to play JA2 since 2003 and i came across this forum few days ago.
anyway i never played UC or 1.13 so i thought i should give it a go.

i installed JA2 to E:/Jagged Alliance 2.

went to this link : http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/236264/Urban_Chaos_1_13_Deidranna_Liv.html#Post236264

downlaoded Unstable 1.13 SCI from here : http://www.bears-pit.com/board/ubbthreads.php/topics/311288/Depri_s_Builds_and_Packages_Ge.html#Post311288

installed it.
then downlaoded Original Urban Chaos Data folder from here : http://www.fileplanet.com/96687/0/0/0/1/section/Mod_Files

installed it and then downloaded Urban Chaos-1.13 v4.42 (Full) 20130501 from here : http://www.mediafire.com/?lzsocw5sb7b8itf

so theres the problem :
after i installed 1.13 - it worked fine (without UC)
after i installed UC - it worked fine (without 1.13)

but after i installed Urban Chaos-1.13 v4.42 (Full) 20130501
im trying to open JA2 with INI and i get this msg :
http://up370.siz.co.il/up1/5gjgzdjoqnhh.jpg

can you guys help me out?

btw - is there any way to replace the AP option and set it to 'normal'?
i mean playing with 75AP seems wierd to me..
im used to 20-24AP per round.
thx for your help & sorry for my english.

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319893] Fri, 17 May 2013 02:31 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
alex662
so theres the problem :
after i installed 1.13 - it worked fine (without UC)
after i installed UC - it worked fine (without 1.13)


There's no need to install and test the original UC. You just need to trick the original UC installer into extracting the DATA folder (which you rename to DATA-UC) into an empty folder not your Ja2 install.

Also which SCI did you use?

[Updated on: Fri, 17 May 2013 02:32] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319899] Fri, 17 May 2013 08:18 Go to previous messageGo to next message
Spookylizard is currently offline Spookylizard

 
Messages:12
Registered:March 2013
I've noticed a bug thing, and i'm not exactly sure what's causing it. Using Version 4.42 on top of 6038/1660, and after pointing the XML editor to UC-113, it crashes on load, pointing to a lack of files, from something in the Tilesets folder. I didn't see anything about this in the Readme or anything, are these files just missing from the release, or should I copy them over from Data-UC, or what?

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319907] Fri, 17 May 2013 10:09 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
SpookyLizard
and after pointing the XML editor to UC-113, it crashes on load, pointing to a lack of files,
If it's the XML Editor that crashes, it's might be normal. I haven't had time to update it lately, thus the Editor is outdated. Will try to fix it once I find the time, which I'm not sure when it will be.

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First Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319921] Fri, 17 May 2013 13:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
SpookyLizard
I've noticed a bug thing, and i'm not exactly sure what's causing it. Using Version 4.42 on top of 6038/1660, and after pointing the XML editor to UC-113, it crashes on load, pointing to a lack of files, from something in the Tilesets folder. I didn't see anything about this in the Readme or anything, are these files just missing from the release, or should I copy them over from Data-UC, or what?


Did you by any chance read: Modding the Mod: Urban Chaos-1.13 in Urban Chaos-1.13 Hybrid FAQ - Read this before asking questions please for the preparation instructions?

Also, the XML Editor does not yet support:
1) dynamic (flash-)lighting - it will strip out the tag removing the flashlight tag

2) Class specific gun/item choices - you have to copy and rename files used for this feature to an earlier format if you want to edit them.

[Updated on: Fri, 17 May 2013 13:56] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319924] Fri, 17 May 2013 14:20 Go to previous messageGo to next message
alex662 is currently offline alex662

 
Messages:12
Registered:May 2013
wil473
alex662
so theres the problem :
after i installed 1.13 - it worked fine (without UC)
after i installed UC - it worked fine (without 1.13)


There's no need to install and test the original UC. You just need to trick the original UC installer into extracting the DATA folder (which you rename to DATA-UC) into an empty folder not your Ja2 install.

Also which SCI did you use?


i got piseed with those errors and deleted everything i downloaded and reinstalled JA2.
can you please give a link to all the mods i need to download and install to get UC11.3?
and explain me what should i install and how if its not to hard?
(because looks like the instructions in the link i gave arent clear enough for me Smile)

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319925] Fri, 17 May 2013 14:36 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
alex662
i got piseed with those errors and deleted everything i downloaded and reinstalled JA2.
can you please give a link to all the mods i need to download and install to get UC11.3?
and explain me what should i install and how if its not to hard?
(because looks like the instructions in the link i gave arent clear enough for me Smile)


Urban Chaos-1.13 v4.42 20130501 (Full) links to the three needed downloads are here.

Standard Install Instructions The instructions have been updated with specifics on how to extract the needed DATA folder from the original UC installer.


EDIT: People may want to hold off on a new install for a day or two, I am expecting to have v4.45 out this weekend. There are some massive changes that will require a new game to see/use.

[Updated on: Fri, 17 May 2013 15:26] by Moderator

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319950] Fri, 17 May 2013 17:38 Go to previous messageGo to next message
alex662 is currently offline alex662

 
Messages:12
Registered:May 2013
wil473
alex662
i got piseed with those errors and deleted everything i downloaded and reinstalled JA2.
can you please give a link to all the mods i need to download and install to get UC11.3?
and explain me what should i install and how if its not to hard?
(because looks like the instructions in the link i gave arent clear enough for me Smile)


Urban Chaos-1.13 v4.42 20130501 (Full) links to the three needed downloads are here.

Standard Install Instructions The instructions have been updated with specifics on how to extract the needed DATA folder from the original UC installer.


EDIT: People may want to hold off on a new install for a day or two, I am expecting to have v4.45 out this weekend. There are some massive changes that will require a new game to see/use.


ok,i'll wait... where will i be able to see the new version topic?

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319952] Fri, 17 May 2013 18:02 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
In the release thread here:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/319660/Re_Urban_Chaos_1_13_Deidranna_.html#Post319660

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319961] Fri, 17 May 2013 19:20 Go to previous messageGo to next message
Spookylizard is currently offline Spookylizard

 
Messages:12
Registered:March 2013
Okay, thanks, there were instructions there. I used the search feature and looked around, but I didn't see anything specific. I must've missed that thread when I was looking around in the dozen tabs I opened. Thanks for the help!

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #319968] Fri, 17 May 2013 21:03 Go to previous messageGo to next message
alex662 is currently offline alex662

 
Messages:12
Registered:May 2013
Sam_Hotte
In the release thread here:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/319660/Re_Urban_Chaos_1_13_Deidranna_.html#Post319660


Thank you Smile

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320062] Sun, 19 May 2013 04:04 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Urban Chaos-1.13 v4.45 (Full) 20130518

Available From:
MediaFire
ModDB To Be Determined


Navigation Block

Urban Chaos-1.13 Hybrid FAQ & Spoilers
Version History - v4.45


System Requirements:
1) Legally purchased copy of Jagged Alliance 2, preferably installed somewhere mod friendly. eg. NOT any folder including the phrase: Program Files (x86) or Program Files

2) Development version of Jagged Alliance 2 v1.13

[Updated on: Sun, 26 May 2013 04:30] by Moderator

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Lieutenant

INI Editor won't save...mod can't launch...[message #320066] Sun, 19 May 2013 09:24 Go to previous messageGo to next message
Kyle

 
Messages:41
Registered:December 2008
It's been a while (sadly, again) since Real Life gave me an opportunity to jump back into one of the greatest games ever, made even greater by your hard work, and I'm VERY grateful for it!

That said, I tried for the very first time today to run your three mods together, Alrulco Folding Stocks, Deidranna Lives, and Urban Chaos. Following your instructions to the letter, I installed them into the game's directory in that order, due to having the oldest mod installed first, and the oldest mod installed last.

I then started up the JA2 v1.13 - INI Editor to make my screen resolution changes, and it won't save any of my setting adjustments. The error message I get states...

--------------------------------------
JA v1.13 - INI Editor [X]

(X) Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Access to the path 'C:\Program Files\Jagged Alliance

[Details] [Continue] [Quit}

--------------------------------------

No matter what I try, the program just will not save.

When I click on [Details], this is the report I'm given...

--------------------------------------
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.

*********Exception Text**********
SystemApplicationException: Access to the path 'C:\Program Files\Jagged Alliance 2\ja2.ini' is denied at INIEditor.GUI.MainForm.SaveJA2INIFile(StringrootDirectory) at INIEditor.GUI.MainForm.btnStartJA2_Click(Objectsender.EventArs e)atSystem_Windows.Forms.Control.OnClick(EventArgs e)...

--------------------------------------
And this error message keeps going on for quite a while, but I trust that someone here will pickup on what's wrong, and hopefully let me know what adjustments I need to make to finally get the game operational.

When I try to get the game to Quit, I get the following message...
"Access to the path 'C:\Program Files\Jagged Alliance 2\ja2.ini' is denied.

Thank you for your time and consideration.

Yours!

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Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320067] Sun, 19 May 2013 10:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
You obviously didn't follow the instructions "to the letter" if any path includes the words "Program files".
Also, don't change the thread title when responding.

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320068] Sun, 19 May 2013 11:38 Go to previous messageGo to next message
spelid is currently offline spelid

 
Messages:8
Registered:August 2007
@Kyle

My guess is that you shouldn't have installed in the program files directory. Wil473 says so in the installation instructions. Personally I keep game installs in my Data directories.

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320084] Sun, 19 May 2013 20:06 Go to previous messageGo to next message
Hazapuza

 
Messages:262
Registered:February 2009
Location: Finland
Hm, should the JA/DG merc descriptions and backstories be expanded/changed a little, in a similar fashion to the JA2 mercenaries? I could probably give it a try, if you're busy with more important matters.

And Boss seems to have Buns' description. Razz

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Master Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320085] Sun, 19 May 2013 20:21 Go to previous messageGo to next message
Tango is currently offline Tango

 
Messages:106
Registered:July 2006
Is anyone else getting a crash on the entry sector where the whole screen turns black half way through an enemy turn then the .exe stops responding?

This is happening on both the 6077.exe and the latest 6088.exe on a clean install. Its not occurring with vanilla JA2 or DL at all.

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320086] Sun, 19 May 2013 20:35 Go to previous messageGo to next message
Kyle

 
Messages:41
Registered:December 2008
.
According to the instructions, one is not to install to the Program Files [color:#FF0000](x86)[/color].

I did not install there.

I installed to Program Files.

There are a whole host of older games that have issues with installing to Win. 7's default location of Program Files (x86), for example, Unreal Tournament 2004 and its predecessors are pretty much impossible to run with mods if installed there, so I'm extra careful in avoiding that directory unless it's a newer game.


And I read the FAQ thoroughly beforehand, which states:
[color:#3333FF]Standard Install Instructions

Part 0: Install your retail Jagged Alliance 2 somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)[/color]

So, what else could it be?

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Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320091] Sun, 19 May 2013 21:41 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It is that. I don't know why he's so specific. For reference, my own instructions say 'Programs (x86) or similar', including any of those standard paths (might even reword that to be clearer, come to think of it).
Either copy the whole folder elsewhere (safest option) or run the ini editor with admin privileges (And probably the game too. It's saving to that folder after all.)

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320093] Sun, 19 May 2013 23:06 Go to previous messageGo to next message
Kyle

 
Messages:41
Registered:December 2008
.
Ah!

Well, that explains it. Tried it, and it saves/launches perfectly now. THANK YOU!

Feel free to use the following text as a warning to others:

Quote:
Due to its age, if not installed to a directory wholly independent of "Program Files" or "Program Files (x86)," Jagged Alliance 2 needs special permission in order for its .exe to run properly on the Windows 7 operating system, and also in order to run and save any mods made for it, such as through the all important INI Editor.

Right-click on the JA2 .exe, and the INI Editor's .exe, select Properties, then click the Compatibilities tab. Once opened, check off the box that states "Run this program as an administrator," then click on "Apply" and "OK."

That's it. The game and mods should now operate properly.


Before I go, one more question...

Since I've never before installed AFS+Deidranna Lives+Urban Chaos at one time, is it safe for me to assume that since I've now done this, that AFS and Deidranna Lives are fully integrated into Urban Chaos? That is, I won't need to switch the "Select JA2 v1.13 MOD" in the INI Editor to some other .ini, that when the main campaign is done Deidranna Lives is automatically activated without having to change any settings?

Thanks again for all of your help.

[Updated on: Sun, 19 May 2013 23:08] by Moderator

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Corporal
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #320095] Sun, 19 May 2013 23:29 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I was trying not to be specific by using the phrasing "Mod Friendly." "Program Files (x86)" was given as an example hence "ie." Best to reinstall in a path of your own creation.

AFS/DL-1.13/UC-1.13 are separate mods, not some kind of joined campaign. They must be selected separately in the INI Editor. The purpose of integrating them is to save space: 1)the power of VFS allows all three to exist in the same JA2 v1.13 install, 2)all three share the same items graphics and sounds folder.

Yes, I am seeing some stability issues, but not in the landing map. Then again, I didn't make any changes to the landing map so I haven't tested it yet.

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Lieutenant

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