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 #329681]
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Fri, 10 January 2014 14:35
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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I'm probably going to have a RC for UC-1.13 out tomorrow morning... computer is being disassembled over the weekend as I've decided to extend the life of my 1st generation I7 another (hopefully) few years instead of replacing it, but need to rehouse it in a bigger case (need to free 3 SATA ports that the HDD cage is blocking, and I would like to run the thing at full speed instead of the mild underclocking that keeps it quite). So I'm unleashing the fist v4.48 RC with not quite all the testing I wanted.
I've decided to finally just have the Variable Power Scopes merge with the scope rings. Fixed power scopes still nest in them.
Back to goc_man's bug list:
goc_manCZ 700 Sniper - can fit foregrip
HK53A3 takes ordinary suppressor and TI (but weapon is 5.56 calibre)
Beowolf rifle scope mount - for Battle scope 4.0x is grayed out but you can still attach it by clicking on the slot
None of these replicated in v4.48 RC
goc_manAK Bullpup kit and Tacticool Stock - doesn't highlight compatible weapons in Inventory
These are merger items, not attachments, so I don't think they light up.
goc_manTacticool FN stock - not sure but I think I was abble to attach it on some guns wich weren't FN Minimi
I'm going to need some examples please.
goc_manRate reducer - can attach to some non AR-15 guns (FN F2000 Tactical, L85A2 LSW...)
- is this intended?
Not replicated in v4.48 RC
goc_man9mm Drum adapter doesn't reduce reliability like other drum adapters
Fixed: -10% General and Ready AP reductions, and -1 reliability
goc_manMP5/40A3 and some other .40 S&W cal. weapons have a positive lodness modifer. .40 S&W ammo has negative loudnes modifier. Is this intended or a bug?
Intended, I think, it was implemented a long time ago...
goc_man+P+ 9mm ammo - 6,6,15 and 30 round mags don't display the damage bonus in UDB
(the bonus is applied to the weapon but UDB of ammo item doesn't dislplay in advanced tab)
You may want to see if this can be replicated in stock v1.13, that is if there is ammo in stock v1.13 that has a damage bonus to display like the +P+ 9x19mm in my mods.
[Updated on: Fri, 10 January 2014 14:36] 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 #329702]
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Sat, 11 January 2014 16:30
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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ParkanI have a question:Do you update UC mercprofiles.xml with new backrounds feature?
No, I haven't even had time to get the Metavira mercs added yet - one conflicts with a UC-1.13 even trigger. So that's my next project now that the basics have been rebuilt. Well, next project in JA2 modding, still need to rehouse my computer in the new case and see if I remember how to replace a CPU heatsink.
[s]Urban Chaos-1.13 Release Candidate 1 20140111 [/s]
Obsolete, see Current Release Candidate
- built with SCI_Unstable_Revision_6722_on_GameDir_1905
- briefly tested with SCI_Unstable_Revision_6743_on_GameDir_1913 (it started with no missing settings errors EDIT: actually there is one non-critical missing setting error, and it ran till I noticed my moral kept dropping with each victory... not sure if it is related to my use of cheat codes)
- includes Bugfixes discussed in the last few posts above
- Quarter Master's inventory is linked to progress, like Tony's, but with a larger modifier
- limited Spotter feature support, 50 added to the three binocular/monocular items
Since I had to go through the maps to remove Random Items from civ faction mercs (this feature was never meant to work with on-unit inventories as I understand it so it ceasing to work is not something to complain about) I tried to updating the O6 Golf Course to allow East and West entry. Still not working, I'm suspecting the fence has something to do with the entry point related crash. I'm considering creating UC-1.13's first big map to resolve this, one big empty golf course with a fence around it but with free access around the edges.
EDIT: warning, do not unmount the new variable power scope combo's while the scope is attached, you will end up crashing the game as it tries to leave the incompatible scope attached. (I could swap the items created by the transformation, but this leads to an exploit where scopes are instantly repaired by mounting/unmounting from the adapter.)
[Updated on: Tue, 15 April 2014 16:04] 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 #329897]
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Tue, 21 January 2014 16:51
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Funo |
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Messages:9
Registered:April 2012 |
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I was playing ja2 1.13 UC v4.47 with the 6232_rev1704 and something strange happened ,after killing a member of a faction ( for this instance in sector B14 ,it was night, Gun Runners ) in my own turn i got a deadlock ( spinning clock right after killing the faction member in my own turn ), i could move the mouse, i could even quickload, but nothing else worked, everytime i reloaded the save the same thing happened.
So i decided to try the 6763_rev1919 + Release Candidate 1 20140111 with the hope the problem was solved in the revision ( i suspected at first the Interrupt system ). I set up my new game, i was fighting in Calisto again at daylight, and the problem came back but for this time it happened at killing a police faction member ( D13, in my own turn i killed the faction member and got a deadlock ). I spend 2 days solving this annoying deadlock, i was browsing the forums, searched the logs ini files for some information in ja2 root/profile without a clear answer for this.
What i tried to do:
1. New game ( like i mentioned 6232 to 6763 )
2. Fights in the daylight ( avoiding the faction agression at night )
3. Setting compatibility mode ( i am running W7, the deadlock still popd in )
4. I made a copy of the whole game folder and run it on my XP laptop from USB flash ( deadlock )
5. Changing the merc that is doing the killing blow ( still deadlock )
6. Waited like 10 min at the deadlock ( spinning clock ) to resolve itself ( no result )
7. Changing the time of the attack doesnt affect the deadlock creation
8. Used GABBI , alt+o ,all enemies dead, no deadlock ( animation / drop based on merc attack at the enemy = deadlock creation ? )
The only thing that i suspect is the drop system of items or some missing reaction animation from the enemy/or own mercs that is not starting.
Major settings in my games - drop all items, 10 imp characters, little customization to jaoptions.ini and skills.ini , but only small number changes , no big values ( i followed the instructions in the inis ).
Is it possible that using "drop all items" ( this way externalized drop table has no effect ) can create a situation where a enemy npc can drop a "nada" item and as a result it creates the deadlock situation that i described at the start?
[Updated on: Tue, 21 January 2014 20:17] 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 #330167]
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Wed, 29 January 2014 16:32
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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ParkanSpotted one minor thing:You not added to MercProfiles.xml 3 additional IMP chars(Id-192,193,194),in other files-they exist.
I'll get to those soon, still slow going with not just updating for the current batch of features to add to your in-game HR challenges but there are some other merc features that I've neglected, as well as relations with newly added/old DG mercs to be added. It does not help that UC has a lot of those old DG mercs already in the mod but under different indexes.
FunoslavI was playing ja2 1.13 UC v4.47 with the 6232_rev1704 and something strange happened ,after killing a member of a faction ( for this instance in sector B14 ,it was night, Gun Runners ) in my own turn i got a deadlock ( spinning clock right after killing the faction member in my own turn ), i could move the mouse, i could even quickload, but nothing else worked, everytime i reloaded the save the same thing happened.
So i decided to try the 6763_rev1919 + Release Candidate 1 20140111 with the hope the problem was solved in the revision ( i suspected at first the Interrupt system ). I set up my new game, i was fighting in Calisto again at daylight, and the problem came back but for this time it happened at killing a police faction member ( D13, in my own turn i killed the faction member and got a deadlock ). I spend 2 days solving this annoying deadlock, i was browsing the forums, searched the logs ini files for some information in ja2 root/profile without a clear answer for this.
What i tried to do:
1. New game ( like i mentioned 6232 to 6763 )
2. Fights in the daylight ( avoiding the faction agression at night )
3. Setting compatibility mode ( i am running W7, the deadlock still popd in )
4. I made a copy of the whole game folder and run it on my XP laptop from USB flash ( deadlock )
5. Changing the merc that is doing the killing blow ( still deadlock )
6. Waited like 10 min at the deadlock ( spinning clock ) to resolve itself ( no result )
7. Changing the time of the attack doesnt affect the deadlock creation
8. Used GABBI , alt+o ,all enemies dead, no deadlock ( animation / drop based on merc attack at the enemy = deadlock creation ? )
The only thing that i suspect is the drop system of items or some missing reaction animation from the enemy/or own mercs that is not starting.
Major settings in my games - drop all items, 10 imp characters, little customization to jaoptions.ini and skills.ini , but only small number changes , no big values ( i followed the instructions in the inis ).
Is it possible that using "drop all items" ( this way externalized drop table has no effect ) can create a situation where a enemy npc can drop a "nada" item and as a result it creates the deadlock situation that i described at the start?
If you have a save game where the deadlock can be replicated, please try using the cheat codes to "normally" kill each hostile one at a time (save every few kills) until either you clean out the map, or determine "who" is causing the lockup. Need to figure out who it is so I can check inventory in the map editor for any bugged items.
Recently the box cutter was found to my embarrassment to have some bugged stats - and I suspect is the cause of several reported lockups reported for the first UBT battle.
[Updated on: Wed, 29 January 2014 16:34] 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 #330282]
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Sun, 02 February 2014 17:25
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Osprey_32 |
Messages:3
Registered:July 2013 |
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I was just wondering, what's the current development status for triggers and side missions? Most switches I find don't trigger anything when they seem to be linked to a door or something. And the side missions don't work well, they are broken. And the history log sometimes get updated with random events when triggering an action in a sector, I can't bring a specific example but this is a common thing.
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330529]
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Tue, 11 February 2014 19:04
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Akbabush57 |
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Messages:4
Registered:February 2013 |
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Hi everyone!
I am playing Urban Chaos v4.47 20130719 On SCI_Unstable_Revision_6232_on_GameDir_1704
In tactical screen, enemy soldiers got name on below of their condition text.
I want to see their ranks actually. But when I try to change this on .ini editor it does nothing. I am messing with the related string on TACTICAL GAMEPLAY SETTINGS, editing both 113, UC, UC113, .ini files and still the same.
Can you help me?
[Updated on: Fri, 14 February 2014 12:29] by Moderator Report message to a moderator
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Civilian
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #330686]
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Tue, 18 February 2014 19:19
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Funo |
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Messages:9
Registered:April 2012 |
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Hello, i am back with the deadlock issue ( spinning clock in my own turn ) that i posted a while ago. First of all , all the deadlocks happened at faction situations as B14 gun runners, D13 police, and now it happened at I16 gun runners again.
The thing is, i checked the inventories of the npcs ( at B14/D13/I16) with the editor and no "NADA" items were found there. After that i played a little with the "cheat kills" of one npc at a time, once i found thinking the missbehaving npc i went to play it normally, the result was the deadlock came anyway after i shot/missed/killed a other npc from the factions of gun runners at I16.
So my opinion on this is, suppression / shock system on members of the faction in the near area of the targeted enemy breaks / triggers some reactions either from the enemy members or my mercs that somehow starts the deadlock in my own turn.
[Updated on: Tue, 18 February 2014 19:20] 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 #331838]
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Sun, 20 April 2014 19:45
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Urban Chaos-1.13 v4.48 Release Candidate 4 20140420
Tested with: SCI_Unstable_Revision_7141_on_GameDir_2007
As before please remember to delete Data-UC113 and Data-Graphics before installing
- Updated Items.XML, index 0 now compatible with XML Editor Revision 162
- Fixed Items.XML, index 280, it is now one of the Variable Power Scopes, was a placeholder item
- Fixed nunchuks size corrected to 123, was 20
- Fixed ILBE rucksack, bitmask in LoadBearingEquipment.XML corrected to 3276, was 4044
- Fixed TT Extended Range pack, missing attachment for M-LBE system
- fixed ILBE rucksack, bitmask in LoadBearingEquipment.XML corrected to 3276, was 4044
- missing in Items.XML = 33554432
- missing in Items.XML = 1- Fixed Data-Graphics folder, several STI libaries found to be obsolete (and crashing the game)
- also deleted several unnecessary folders - Fixed Data-UC113 folder, deleted several unnecessary folders
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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #332143]
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Sat, 03 May 2014 13:41
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svtlio |
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Messages:11
Registered:April 2014 |
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Hi
Iam having a big problem with " blocked shot " ( black aiming cursor ) thats happening very frequently and it must be a bug of some sort cuz happens even in open area when i try to target someones torso . Minimum_cth set to 1 dint fix it .
I dont know is here the right place to post this problem cuz it very much happens on UC 1.13 and Wildfire 1.13 .... very rarely with vanilla 1.13 and AR.
Iam using Urban Chaos-1.13 v4.48 Release Candidate 4 20140420 with SCI 7178 , but this is not the first time , pretty much this thing happens always when i try to play UC1.13 including previous versions with previous builds. The thing happens with both NCHT and OCTH systems.
PLs if someone know a fix or just tell me that here is the right place to post this, so i can continue to describe the problem with screenshots and stuff. This bug/whatever is friking ruining the game for me big time .... on vanilla ja2/UC/DL/ even Wildfire it never happend .
[Updated on: Sat, 03 May 2014 20:34] 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 #332161]
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Sat, 03 May 2014 23:36
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yghern |
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Messages:1
Registered:May 2014 Location: Poland |
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AcqsenHaving the same problem with Blair.
He should leave near chopper, doesn't happen.
Got the same problem, but Overhead.lua script linked by some good guy here seems to work. I am using 1.13 revision 7130 and UC 4.47 20130719
One other thing, sometimes my gear is disappearing. Basically, my fights looks all the same, I drop my backpacks somewhere inside sector (tactical view), clear sector, then get back my things from strategic view. Sometimes, when im assiging (any of) my backpacks to my mercs in strategic view after fight, I get empty pack. I mean, its marked as non-empty (blue star *), but it is empty when I wear it, and items in pack are lost. And on other times, after wearing, pack has some random stuff inside, like Tex revolvers. It doesnt cause errors (or at least not so often), jest nulls my equipment. It could be related with tactical/strategic view transition, since after three or four such "disappearing accidents" I get used to stop switch view every ten seconds or so, to check number of lasting enemies. And these "accidents" stopped from happening.
"Global" factions relations seems not to be working either. I wiped out Gun Runners stash right from Calisto, but nobody cares in GR facility in Calisto (nobody attacks me on sight). I can check this later, since I recently clared another stash. Policemans seems to attack me randomly, sometimes there are hostile in sector (e.g. Sheraton prison sector), sometimes they are neutral (e.g. other Sheraton sectors). And killing "named boss" changes faction attitude only in single sector.
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