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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349166 is a reply to message #349128] Sun, 05 March 2017 14:51 Go to previous messageGo to next message
yghl is currently offline yghl
Messages:3
Registered:March 2017
yghl@gmx.net wrote on Fri, 03 March 2017 21:39
Tango wrote on Mon, 06 February 2017 00:05
Is anyone else having an unhandled exception error when trying to load the Atremo airport sector with the latest test release?

Shows sector load screen fine, you hear the initial Atremo airport sounds (announcement and carousel noise etc.) but screen goes black and eventually gives an unhandled exception popup.

Using R3866 with the latest test release.

Edit: Fixed by getting a new copy of the original UC files, my copy had some corruptions.

I have the same problem, although mine is not fixed by updating the UC files.
Fresh install of JA2, Exe8366/GameDir2357, UC 4.60 v20170116

Anyone has an idea what i could do?


Ok, this error occurs only when i set the resolution mode higher than 10 in the ja2.ini

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349595 is a reply to message #349166] Sat, 22 April 2017 06:10 Go to previous messageGo to next message
Cerhio is currently offline Cerhio

 
Messages:186
Registered:March 2013
Is there any way to get a copy of the old version? I'm running into a bug where you have to click the adjacent tile to interact with doors or crates. It's extremely annoying.

EDIT: Fixed the issue. It was occurring due to my 1920x1080 resolution. I've also found that starting a new game is not possible with that resolution but you can start with a different one and then change it mid-way.

[Updated on: Fri, 05 May 2017 21:52]

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Staff Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349723 is a reply to message #349595] Fri, 05 May 2017 21:55 Go to previous messageGo to next message
Cerhio is currently offline Cerhio

 
Messages:186
Registered:March 2013
Hey guys, just wanted to say that the latest experimental seems to be running pretty damn smooth! I do run into occasional crashes without any error message but those are easy to get around just by reloading the last save.

I found that the recipe to create flamethrower fuel does not work. I've tried every combination of Gas + Gum + Herbicide and it doesn't work.

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Staff Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349747 is a reply to message #349723] Sun, 07 May 2017 21:23 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Getting back to work on the mod...

Wil473 wrote on Mon, 16 January 2017 20:42
Double Posting here too, for more or less the same reason as the last time I did this today:

Urban Chaos-1.13 Full Experimental 7 v4.6x 20170116

Major points:
* Consolidated Change Log, AFS and UC113 v4.60 change log 20170116.PDF
* new <usVoiceIndex> added to MercProfiles.XML from yesterday's SCI_Unstable_Revision_8366_on_GameDir_2357 to stop everyone from sounding like Barry (ID 0)


Above Experimental 7 seems to work alright on current SCI: SCI_Unstable_Revision_8403_on_GameDir_2363



Cerhio wrote on Fri, 05 May 2017 13:55
Hey guys, just wanted to say that the latest experimental seems to be running pretty damn smooth! I do run into occasional crashes without any error message but those are easy to get around just by reloading the last save.

I found that the recipe to create flamethrower fuel does not work. I've tried every combination of Gas + Gum + Herbicide and it doesn't work.


Tested the recipe using what should be very close to the old/current Urban Chaos-1.13 Full Experimental 7 v4.6x 20170116, worked for me.
Toggle Spoiler



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349947 is a reply to message #349747] Fri, 02 June 2017 19:53 Go to previous messageGo to next message
Huberclim is currently offline Huberclim

 
Messages:29
Registered:May 2011
Location: Germany
Hi everyone,

my goal is to play Urban Chaos with v1.13 and Win10 64bit as stable as possible. I tried following this guide (great written btw.): http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=18716 but I struggle and it doesn't work for me. Could you please help me?

Just one question before: As I would like to play a version which is most stable as it could be: Is it a good idea to use for v1.13 the Build 7609 from 25 Oct 2014 or is this so old, that it doesn't matter if I take this one or the latest SCI for v1.13?

What I did so far:

1. Installed JA2 from gog.com in a modfriendly folder (Do I need Unfinished Business?)
2. Installed stable v1.13 (Build 7609)
3. Inserted the 3 DLLs from Wined3D-DLL for smooth running under Win10 (Do I really need this? It's the only way that could got it work with Win10.)
4. Downloaded UC from here: https://www.fileplanet.com/135355/130000/fileinfo/Jagged-Alliance-2:-Urban-Chaos
5. When I unzip "ja2ucus.zip" there's a folder created which contains UC_SETUP.exe and 18 still zipped folders (UC_ENG_001.zip, etc.). Is this correct?
6. Then I struggled with the following step:

Quote:

1. Create an easy to find folder named "UC Target"
2. Copy the ja2.exe file from the 1.13 install into the "UC Target" folder.
3. Launch the original Urban Chaos installer, and direct it to ja2.exe in the folder named "UCTarget" and run. This will unpack all the original Urban Chaos files.
4. Inside UC Target folder, find folder "DATA" and rename to "DATA-UC"


Steps 1+2 are fine. But step 3: Here, when I run the "original Urban Chaos installer", is there "UC_SETUP.exe" meant? If I run this, it crashes with "Error!" and the text "Memory access violation".

What did I do wrong?

Thanks for help,
H

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349949 is a reply to message #349947] Sat, 03 June 2017 05:32 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
The current Windows 10 does not seem to like the Original UC installer - it didn't crash on me but it progressively slowed down and eventually I gave up on it and ended the task. The installer worked in the past so I'm going to try this on a different Windows 10 machine (my low power Pentium n3700 has surprised me in other tasks that it seem quicker at than my I5-4690K based gaming machine so maybe it will be faster despite every spec indicating it is much much slower).

For now, the Original Urban Chaos mod can be unpacked manually via the "Alternate Installation" instructions in UC_README.TXT to extract the original Urban Chaos Data folder (which you will rename to Data-UC and then copy to your v1.13 install). Advice: 1) copy the EXE folders the batch file (.bat) creates to an empty folder as you don't want to replace your v1.13 data folder with this 17 year old folder), and 2) hit All to overwrite. It's tedious but still faster than trying the old installer. All of this was done from a fresh download from http://kermi.pp.fi/JA_2/Mods_Vanilla/Urban_Chaos/ all you need is the JA2UC.zip the patches are already in UC-1.13.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349983 is a reply to message #349949] Tue, 06 June 2017 19:07 Go to previous messageGo to next message
Huberclim is currently offline Huberclim

 
Messages:29
Registered:May 2011
Location: Germany
Thanks Wil, but it still doesn't work and is highly confusing for me. Is there anyone willing to upload a finished, prepared and working file package of UC so we just need to copy it to our v1.13 installation? That would be much easier.

Nevertheless, I tried it:
a) I downloaded UC from the Kermi page like you described.
b) I extracted the ZIP file, where a lot of other ZIP files are included, besides "README.txt" and "UC_SETUP.exe".
c) I executed UC_SETUP.exe in the same folder without moving anything (was that wrong?) and it crashed like described before with "Memory access violation", but it also generated a lot new files within the folder. There was also the batch file created, named "UC_ALT".
d) I executed UC_ALT within the same folder without moving it elsewhere. The batch process changed all ZIP files to EXE files.
e) I then tediously executed each EXE file (of course not the UrbanChaos.exe or UC_SETUP.exe which are also in the folder, was that wrong?) and hit "overwrite all" with all of them.

What shall I do now with these files? In the original guide there was a folder "Data-Graphics" described, but there is none such.

Regarding your advice for "1) copy the EXE folders the batch file (.bat) creates to an empty folder as you don't want to replace your v1.13 data folder with this 17 year old folder" --> I don't understand this advice because I didn't copied the content yet to my v1.13 folder?

Please let me know what I did wrong this time, at which step? :)

Thanks,
H

EDIT: Sorry, I didn't want to sound unfriendly. I am happy to get any help to finally I can play this mod with v1.13. I'm just a little frustrated and I now look forward for any help I get to get this run :)

[Updated on: Tue, 06 June 2017 19:26]

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349984 is a reply to message #349983] Tue, 06 June 2017 21:06 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@Huberclim if you just need Data-UC with old UC data you can get it here https://yadi.sk/d/Fj_B0WEKNjRQJ/Mods
File is named Data-UC.7z, just unpack it, it was tested with UC-1.13 installation for 7609 and works fine.

[Updated on: Tue, 06 June 2017 21:21]




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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349985 is a reply to message #316064] Tue, 06 June 2017 23:48 Go to previous messageGo to next message
Huberclim is currently offline Huberclim

 
Messages:29
Registered:May 2011
Location: Germany
Thank you, sevenfm.
What do you mean with "old UC data" - is there any newer one? So I get the same like with the procedure described by Wil, correct?
So I have my JA2+v1.13 folder and I just copy the data from the downloaded folder inside it and overwrite everything and then start the mod via the INI Editor, correct?

EDIT: I'm still clueless, what do I do with the extracted Data-UC? I just copied it to the the JA2+v1.13 folder, but which files are missing?

[Updated on: Wed, 07 June 2017 00:44]

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349987 is a reply to message #349985] Wed, 07 June 2017 07:56 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Huberclim wrote on Wed, 07 June 2017 01:48
What do you mean with "old UC data" - is there any newer one?

No, it's data from original Urban Chaos mod for vanilla Ja2, there is no 'newer' original mod.

Quote:
So I have my JA2+v1.13 folder and I just copy the data from the downloaded folder inside it and overwrite everything and then start the mod via the INI Editor, correct?


You need to install UC-1.13 mod according to instructions:
- Vanilla Ja2
- 1.13
- UC-1.13
- copy Data-UC folder into your game folder so that new UC mod will have access to original data.



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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #349992 is a reply to message #349987] Wed, 07 June 2017 16:21 Go to previous messageGo to next message
Huberclim is currently offline Huberclim

 
Messages:29
Registered:May 2011
Location: Germany
It finally works!! Thank you sevenfm and Wil for all the help. happy

Just to make sure: I have installed the 7609 stable release of v113 and I use the original UC data and the latest UC 113 patch: Urban Chaos-1.13 v4.50.1 Patch 20150418.

When I start the game through the INI editor, I select as "Select JA2 v1.13 MOD" the following: "vfs_config.UC113 - 2014 Stable.ini". Or shall I rather use "vfs_config.UC113.ini"?

Nevertheless I also selected as "Select INI-File:" "Data-UC113\JA2_Options.INI".

Is this all correct? happy

When starting the game after Intro a small error occured. It was about SPOTTER_PREPARATIONTURNS and it said there was an invalid value chosen. I changed it to 3 in the INI editor and then it never occured. Do I need to worry about this?

Thanks,
H

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #350144 is a reply to message #349992] Wed, 21 June 2017 18:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Huberclim wrote on Wed, 07 June 2017 08:21
It finally works!! Thank you sevenfm and Wil for all the help. happy

Just to make sure: I have installed the 7609 stable release of v113 and I use the original UC data and the latest UC 113 patch: Urban Chaos-1.13 v4.50.1 Patch 20150418.

When I start the game through the INI editor, I select as "Select JA2 v1.13 MOD" the following: "vfs_config.UC113 - 2014 Stable.ini". Or shall I rather use "vfs_config.UC113.ini"?

Nevertheless I also selected as "Select INI-File:" "Data-UC113\JA2_Options.INI".

Is this all correct? happy

When starting the game after Intro a small error occured. It was about SPOTTER_PREPARATIONTURNS and it said there was an invalid value chosen. I changed it to 3 in the INI editor and then it never occured. Do I need to worry about this?

Thanks,
H


If you are using the old v1.13 "Stable" from 2014 please use vfs_config.UC113 - 2014 Stable.ini. I'm rather certain that the Spotter feature was added after the last "Stable" version of v1.13.


General Update:
I'm making progress with figuring out how to script merchants to appear - I've also modified maps to move the civs around so as to make room for the LUA added merchants. So far the list of new merchants is as follows:

Toggle Spoiler



Additionally, I just figured out the syntax to make different merchants to appear based on town loyalty, but considering the long list it will only be used intermittently. Some merchants will start off only willing to sell you bottled water at an inflated price, some will try to profiteer throughout the entire game, and some will change their inventory and pricing according to town loyalty. Availability of items is already tilted towards the easy side (vs. original JA2 and even Urban Chaos mod) by Bobby Ray's being able to deliver to most cities, and the extra speaking NPC merchants. I'd suggest playing with food usage on when this is ready for download (soon).



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #350191 is a reply to message #350144] Fri, 30 June 2017 07:10 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Double posting, as it is Experimental time again:
Urban Chaos-1.13 Full Experimental 8 v4.6x 20170629 (Obsolete)

Tested (briefly) on: SCI_Unstable_Revision_8408_on_GameDir_2364 (June 16, 2017 SCI) available HERE

Major Notes:
  • AmmoTypes.XML finally up to date as far as tags
  • Flugente's Non-Profile Merchants feature implemented (in-complete)
    - - Surface Maps only so far
    - - Some merchants increasing prices as Loyalty hits specific triggers is intentional and is not a bug
    - - Somewhat complete list of the new merchants in the mod so far:
    Toggle Spoiler

[Updated on: Sat, 30 December 2017 01:23]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #350377 is a reply to message #350191] Sat, 22 July 2017 22:15 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

9x18 makarov , .380 acp ammo or .32 acp when i try sell this to locals from sector inventory prize is set to zero[no money from sell] this is common for dl/afs/uc mod ,it is a bug or feature?

[Updated on: Sat, 22 July 2017 22:15]




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #351840 is a reply to message #350377] Sat, 30 December 2017 01:13 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Urban Chaos-1.13 Full Experimental 9 v4.6x 20171229
  • SCI_Unstable_Revision_8508_on_GameDir_2399
  • Tony now believes the CX Storm in .45ACP is a weapon
  • Ballistic Shields

A week later than I wanted but still in 2017. Non-Experimental for early 2018 if all goes well.

I tried adding some Lua scripted merchants to the UBT stations but they didn't appear for some reason. Instead of figuring out what was wrong with the new merchants I decided to release with just the three changes listed above that have been ready to go for a few days now.

[Updated on: Sat, 30 December 2017 01:14]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #351877 is a reply to message #351840] Tue, 02 January 2018 16:38 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
Messages:145
Registered:April 2016
Doesnt work.

JA 2 Fatal error

file: src\Core\vfs_init.cpp
line: 323
location vfs_init::initVirtualFileSystem

Could not initialize directory ["Data-UC"] in: profile ["Original Urban Chaos"], path ["Data-UC"]. 

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Sergeant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #351881 is a reply to message #351877] Tue, 02 January 2018 20:26 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Please check if you have a directory named: DATA-UC

DATA-UC contains the original Urban Chaos mod and is not included in the download. Instructions on how to produce this folder in the PDF.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352211 is a reply to message #351881] Mon, 29 January 2018 14:26 Go to previous messageGo to next message
Oppo is currently offline Oppo
Messages:4
Registered:January 2018
I need a little help. After a very long pause, I decided to install JA2 on my laptop and start playing. I've been enjoying UC v1.13, but now I've run into a very irritating problem. Apparently this some sort of "covert ops" feature that has been embedded, but it is definitely not working as it should. Somehow my mercs get "tainted" by this hat icon, which makes them unplayable. I don't know how to become "covert" (suddenly I just notice they have the hat icon on their portrait) and I have no idea how to get it to go away. As a result NO MATTER WHAT THEY DO, enemies don't spot them and they become stuck in this invisibility mode. I can literally just go around and massacre as 30-head-large group of enemies with a handgun with these "covert" mercenaries. I've been trying to do what I can to get rid of this problem in-game - strip the merc of all gear - but to no avail.

First this happened to Kelly and I dismissed him. I figured he was just buggy. But now it happened to Maddog and Postie. It will drive me crazy if I have to keep firing people, because they spontaneously turn invisible. Can anyone help me with this? I'm not very savvy with the technical aspects (code, .ini-files etc.).

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352214 is a reply to message #352211] Mon, 29 January 2018 17:20 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Oppo wrote on Mon, 29 January 2018 06:26
I need a little help. After a very long pause, I decided to install JA2 on my laptop and start playing. I've been enjoying UC v1.13, but now I've run into a very irritating problem. Apparently this some sort of "covert ops" feature that has been embedded, but it is definitely not working as it should. Somehow my mercs get "tainted" by this hat icon, which makes them unplayable. I don't know how to become "covert" (suddenly I just notice they have the hat icon on their portrait) and I have no idea how to get it to go away. As a result NO MATTER WHAT THEY DO, enemies don't spot them and they become stuck in this invisibility mode. I can literally just go around and massacre as 30-head-large group of enemies with a handgun with these "covert" mercenaries. I've been trying to do what I can to get rid of this problem in-game - strip the merc of all gear - but to no avail.

First this happened to Kelly and I dismissed him. I figured he was just buggy. But now it happened to Maddog and Postie. It will drive me crazy if I have to keep firing people, because they spontaneously turn invisible. Can anyone help me with this? I'm not very savvy with the technical aspects (code, .ini-files etc.).


Just to confirm, mercs consistently become stuck in covert the moment you apply a disguise (clothing item) to them?

If yes, can you replicate this with stock v1.13? First v1.13 in your UC-1.13 install (selected by changing the VFS via the Launcher), and if yes try again with a clean v1.13 install in a new/different folder.

[Updated on: Mon, 29 January 2018 17:21]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352223 is a reply to message #352214] Tue, 30 January 2018 00:43 Go to previous messageGo to next message
Oppo is currently offline Oppo
Messages:4
Registered:January 2018
No, I've done nothing to my knowledge that should cause any such effect. In fact, I didn't even know about this kind of feature at all until I started googling around trying to find answers to this problem. It just suddenly.. happens. The hat icon just appears and the merc effectively becomes a ghost. I play pretty conservatively, I don't use most of the new features. I fight sectors, I equip my mercs with standard stuff. I really don't know what brings this on and it is frustrating. It's hard to really even give much information about this problem!

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352229 is a reply to message #352223] Tue, 30 January 2018 11:03 Go to previous messageGo to next message
Oppo is currently offline Oppo
Messages:4
Registered:January 2018
The hat icon strikes again! I think. I did the Randoph/Miranda quest, I busted into the basement of the police station, took out the PIN group folks and agreed to escort Miranda. I go up, take out the rest of the PIN goons and waltz Miranda to Randoph, who... does nothing. As I remember it from the original JA2, the Angel/Maria storyline ending triggered automatically when Maria was brought to Angel's shop. Now, Miranda had the damned hat icon from the start, so is that busting my game again? Randoph can't see her, because she's "covert"? How do you toggle off this damn thing? Is there any way to forcibly remove this feature from the game/mod?

Edit: I realised that its Bruce I need to bring Miranda to, but that had no effect either. They're both standing in the room there, happily not paying attention to each other.

[Updated on: Tue, 30 January 2018 12:23]

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352231 is a reply to message #352229] Tue, 30 January 2018 17:19 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Miranda being flagged as covert is normal from my last test of this quest - however if something has changed to make her invisible from other civilians then this is going to be a problem. If you have a moment, see if you can test in stock v1.13 the Angel/Maria quest to see if it works (this is the quest re-purposed by Mod Squad years ago for Urban Chaos).

I'll be able to run my own testing this weekend.



More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352234 is a reply to message #352231] Tue, 30 January 2018 20:43 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Regardless of what the actual issue will be, you can loose the disguise property by pressing [Ctrl] + [.], and then selecting the Loose disguise option.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352241 is a reply to message #352234] Wed, 31 January 2018 10:31 Go to previous messageGo to next message
Oppo is currently offline Oppo
Messages:4
Registered:January 2018
Thank you! That did it. I read your thread about this feature, but I didn't see anyone having these experiences. But now I don't have to sack mercs anymore and can get back to happy playing!

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Civilian
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352244 is a reply to message #352241] Wed, 31 January 2018 16:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks Flugente, I completely forgot the feature had an off switch - usually my attempts to be sneaky fail and the disguise turns off on its own.

[Updated on: Wed, 31 January 2018 16:59]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352539 is a reply to message #352244] Sat, 24 February 2018 16:04 Go to previous messageGo to next message
vydla is currently offline vydla

 
Messages:8
Registered:January 2013
Location: Czech Republic
hi I have a problem. I can play ja2 1.13 but when installing properly uc and uc 1.13 hybrid version 4.50 I get this error when lunching game. Can you tell me what to do with this.http://i64.tinypic.com/2d7bjnm.jpg

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Private
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352547 is a reply to message #352539] Sat, 24 February 2018 21:39 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
vydla wrote on Sat, 24 February 2018 08:04
hi I have a problem. I can play ja2 1.13 but when installing properly uc and uc 1.13 hybrid version 4.50 I get this error when lunching game. Can you tell me what to do with this.


Please advise:

1) full path of where you installed JA2?

2) what revision of v1.13 you're running?

And confirm that in your root JA2 folder you've got the following:

..\Data-1.13
..\Data-Graphics
..\Data-UC
..\Data-UC113





More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352551 is a reply to message #352547] Sat, 24 February 2018 22:27 Go to previous messageGo to next message
vydla is currently offline vydla

 
Messages:8
Registered:January 2013
Location: Czech Republic
thanks for answer, I got it work. I didnt check if ja 113 works well. Now its finaly working. there was a problem with lua but i have found the answer here somewhere. I installed unstable version of 1.13 and than update for stable version. Now when i installed first stable version full 7435 and than update for stable version 7609 and then uc hybrid 1.13 it was correct and no errors come out. Only that lua but i manage to get it work.

http://i67.tinypic.com/fks0ig.png

here its working fine
http://i68.tinypic.com/2rzzbx5.png

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352554 is a reply to message #352551] Sun, 25 February 2018 00:48 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Good to know it is working. I do have a concern about the "Stable" part, as of the v4.50.1 patch all of my projects have dropped support for v1.13 Stable. UC-1.13 v4.50.1 was only tested with SCI_Unstable_Revision_7816_on_GameDir_2233 (April 15, 2015 SCI).

You may have an easier time (fewer bugs) with the "Experimental" UC-1.13's I've been pushing out because I've been too lazy to finish a revamp of the documentation.

Wil473 wrote on Fri, 29 December 2017 17:13
Urban Chaos-1.13 Full Experimental 9 v4.6x 20171229


  • SCI_Unstable_Revision_8508_on_GameDir_2399
  • Tony now believes the CX Storm in .45ACP is a weapon
  • Ballistic Shields



A week later than I wanted but still in 2017. Non-Experimental for early 2018 if all goes well.

I tried adding some Lua scripted merchants to the UBT stations but they didn't appear for some reason. Instead of figuring out what was wrong with the new merchants I decided to release with just the three changes listed above that have been ready to go for a few days now.

[Updated on: Sun, 25 February 2018 04:15]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352598 is a reply to message #352554] Sat, 03 March 2018 11:15 Go to previous messageGo to next message
vydla is currently offline vydla

 
Messages:8
Registered:January 2013
Location: Czech Republic
So I have been playing uc with stable 1.13 and with your patch 4.50.1 and i have found few bugs. One is ammo creates weight 21.4kg when only 90 rounds are in the create. All ammo creates are unusable. They have capacity of 5000 rounds and i remember that they used to have 500 rounds capacity when they worked in some previous version many years back. Then there are double walls when merc get closer to the building, the wall shifts one square higher in some buildings, that is worst glitch I have found. I took screenshot for more explanation. And then camuflage kits dont work, it shows only 5percent camuflage no matter what merc wears but I can live with that. Then ocasionaly game freezes sometime I play three hours with no crash sometimes its only five minutes but that is no big deal also. would be great if somebody get rid this great mod of these glitches. I have multiple installations of ja2 and tryed some other mods but uc is the best of all. That unstable verison of 1.13 with uc I installed but I have not played yet. thanks.
ammo creates
http://i63.tinypic.com/35jkuw1.png
double walls:
http://i63.tinypic.com/18zyw4.png
what I have installed
http://i63.tinypic.com/2vtvbpl.jpg

[Updated on: Sat, 03 March 2018 11:27]

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352872 is a reply to message #352598] Sat, 31 March 2018 21:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Quick update, I'm making progress with the Experimental and SCI_Unstable_Revision_8548_on_GameDir_2415: I swapped in Overhead.lua from \Data-1.13\Scripts and I can make it to the laptop screen, the problem is I don't remember why \Data-UC-113\Scripts has one (and staring at it in a text editor hasn't worked yet).

The good news is that the mouse movement under Ubuntu 17.10 & WINE is still smoother than under Windows 10 and I've implemented some of the Intel stuff into \Data-UC113\Data-UC113NewMaps\Scripts\strategicmap.lua

EDIT 001:

Updated CivGroupNames.XML to include Index 34, Black Market - feature not yet implemented in-mod.

EDIT 002:
Corrected the time reference in original description of the SCI... it is not Aprils Fools day yet.

It looks like this is the second time I've updated Overhead.lua straight from the SCI without modification (the last "official" release in fact), I still don't know why so I'll see if it is still needed or if the magic of the VFS will allow me to delete this file for the next release.

[Updated on: Sun, 01 April 2018 01:16]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352879 is a reply to message #352872] Sun, 01 April 2018 12:14 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Wil473 wrote on Sat, 31 March 2018 20:41
Quick update, I'm making progress with the Experimental and SCI_Unstable_Revision_8548_on_GameDir_2415: I swapped in Overhead.lua from \Data-1.13\Scripts and I can make it to the laptop screen, the problem is I don't remember why \Data-UC-113\Scripts has one (and staring at it in a text editor hasn't worked yet).

Whenever I check conflicting files for the WF maps I simply do a file compare. If there is new stuff in the 1.13 files I simply merge it but take special care of tile/room numbers because they differ quite a lot on the WF maps. If those numbers don't match the map, quests will be broken and this will only be noticed on a playthrough. Maybe you had an extra file because of different sector/tile/room numbers in your mod?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Lieutenant
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #352882 is a reply to message #352879] Sun, 01 April 2018 17:17 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
silversurfer wrote on Sun, 01 April 2018 04:14
Wil473 wrote on Sat, 31 March 2018 20:41
Quick update, I'm making progress with the Experimental and SCI_Unstable_Revision_8548_on_GameDir_2415: I swapped in Overhead.lua from \Data-1.13\Scripts and I can make it to the laptop screen, the problem is I don't remember why \Data-UC-113\Scripts has one (and staring at it in a text editor hasn't worked yet).

Whenever I check conflicting files for the WF maps I simply do a file compare. If there is new stuff in the 1.13 files I simply merge it but take special care of tile/room numbers because they differ quite a lot on the WF maps. If those numbers don't match the map, quests will be broken and this will only be noticed on a playthrough. Maybe you had an extra file because of different sector/tile/room numbers in your mod?


As near as I can tell from the change log thread it was a straight copy to prevent anyone from having an obsolete version cause problems by overwriting it. Two years of Experimental UC-1.13 since v4.50 and this file hasn't been used by myself or otherwise caused any noticed bugs in the mod. Now on examination of some of the new features Flugente has added, I will be needing a modded Overhead.lua (probably two if I continue support for the original Urban Chaos maps). Defining rooms for the Intel feature is probably going to be the first thing I do.

I've also verified a new game start up to the team arriving in the tactical map with \Data-UC-113\Scripts\Overhead.lua deleted from the current Experimental on SCI_Unstable_Revision_8548_on_GameDir_2415.


EDIT 001: On adding the camera and painkiller items from v1.13 I've also found that the drugs.XML is horribly out of date too.

EDIT 002: Added the hacking tags to the laptop items. Also one of the 12.7mm magazine items in Stock v1.13 has drug type 8 set in its stats, I'm guessing this was an idea that never proceeded beyond one item?

[Updated on: Mon, 02 April 2018 15:55]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Lieutenant

Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #354525 is a reply to message #316064] Sat, 25 August 2018 08:50 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
Playing through Urban Chaos-1.13 Full Experimental 9 v4.6x 20171229

Elhi appears to have a human voice actor, but her response audio also seems corrupted and often results in some ear-splittingly painful static bursts. It surprises me each time it happens as it's also much louder than the other audio.

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Private 1st Class
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #355178 is a reply to message #354525] Sat, 29 September 2018 09:34 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
Same version as above. Quite a few guns are missing stats entirely on the General Tab. For example:
https://i.imgur.com/iCyIynA.png

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #355182 is a reply to message #355178] Sun, 30 September 2018 12:01 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

UC-1.13
Experimental 9 2017/12/29 this my latest uc instal on 2399 data/8508 exe

edit: ak 1*** or other guns 5.45x39 caliber have 30 round capacity magazine,please it is a feature? [any7 chance to beef to up a litle?] same for ak in 5.56x45

[Updated on: Sun, 30 September 2018 14:15]




caliber's: .41Lc,.45Lc,.455british,.380[9x17].410 . not in game at this time ...Dr Zelenka can help you ;o}R.M SgAmb asrock a75m amd x6 3670be 4gb ram hdd 1tbb sgt,zvuk creative x-fi extreme audio case z-7

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Sergeant Major
Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #355296 is a reply to message #355182] Wed, 10 October 2018 09:54 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
I would request a middle ground between tons of guns and reduced arsenal. Tons of guns just has way way too many completely useless guns that clog up the drop table and the BR website (why would anyone ever bother with .22 AKs??). It becomes a headache trying to sort through the dozens of obscure ammo types. Yet on the flipside, reduced arsenal severely restricts the number of attachments you can add to your gun. No more drum magazines, no more reflex sights (!!!), no rate reducers, no carabiners (??), almost no foregrip options, NO FLASHLIGHTS (WHAT?) etc etc. The selection of actual guns is great and cognitively manageable under reduced arsenal, but the severe lack of interesting attachments seriously reduces the fun of that mode and makes it not worth considering. What's JA2 1.13 without tacticool attachments?

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #355370 is a reply to message #355296] Sun, 21 October 2018 06:33 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
bouchacha wrote on Sat, 25 August 2018 00:50
Playing through Urban Chaos-1.13 Full Experimental 9 v4.6x 20171229

Elhi appears to have a human voice actor, but her response audio also seems corrupted and often results in some ear-splittingly painful static bursts. It surprises me each time it happens as it's also much louder than the other audio.


Not corrupted, but unfinished. The original Urban Chaos team did not have a complete set of audio and fell back on Text-to-Voice for Elhi and a few other characters.


bouchacha wrote on Sat, 29 September 2018 01:34
Same version as above. Quite a few guns are missing stats entirely on the General Tab. For example:
https://i.imgur.com/iCyIynA.png


I'll keep an eye out for this now that work has restarted on AFS and UC-1.13. Do you have a few more examples?


wolf00 wrote on Sun, 30 September 2018 04:01
UC-1.13
Experimental 9 2017/12/29 this my latest uc instal on 2399 data/8508 exe

edit: ak 1*** or other guns 5.45x39 caliber have 30 round capacity magazine,please it is a feature? [any7 chance to beef to up a litle?] same for ak in 5.56x45


Not quite sure what you mean by this one? If you're wanting bigger capacity magazines in 5.45x39mm I think the game has 45 round magazines. If one already doesn't exist adding an attachment to expand capacity from 30-45 would be trivial - adding new magazine (sizes and ammotypes) to calibers that already exist in-game is not easily doable without the XMLEditor to mass adjust tags. My take is that it would be easier to start a new mod from the ground up with a limited scope designed around using only Notepad++ (see next).


bouchacha wrote on Wed, 10 October 2018 01:54
I would request a middle ground between tons of guns and reduced arsenal. Tons of guns just has way way too many completely useless guns that clog up the drop table and the BR website (why would anyone ever bother with .22 AKs??). It becomes a headache trying to sort through the dozens of obscure ammo types. Yet on the flipside, reduced arsenal severely restricts the number of attachments you can add to your gun. No more drum magazines, no more reflex sights (!!!), no rate reducers, no carabiners (??), almost no foregrip options, NO FLASHLIGHTS (WHAT?) etc etc. The selection of actual guns is great and cognitively manageable under reduced arsenal, but the severe lack of interesting attachments seriously reduces the fun of that mode and makes it not worth considering. What's JA2 1.13 without tacticool attachments?


For a while now I've been considering a "clean sheet" mod as a way to re-lean modding v1.13 with just Notepad++, STIEdit, STIView, EdtMegaEditor, and perhaps Excel. I've been at this for some time now, ever since I mused about adapting someone else's (actually a whole team of other people's) already years old mod to use the XML's of v1.13 - over time I've forgotten how a lot of the stuff I've changed works. My idea was to see if I could comment out most of the items down to the original pre-v1.13 ones and begin from that manageable foundation.

Some ideas:
- AP structure to allow only one or two shots per turn, sort of like the XCOM remake, perhaps even get away with a 5 AP system.
- for NCTH each of the 11 "coolness" levels would have only at most three of each weapon type (allows each enemy type to have a sidearm, principle long arm, and special/heavy weapon for each progression). Perhaps have a few oddball weapons available used, like the infamous Crossfile Mk I that I still need to make worse in-game per:

- a less complicated item size system based on the three principle item size boxes we have in New-Inventory System's interface (remember original JA2 only had two inventory graphic sizes).
- get the magazine sizes, options, and ammotypes figured out and locked down after the 60 or so in-mod guns are selected
- touch on as many features as possible but not in an overwhelming way

[Updated on: Sun, 21 October 2018 06:44]




More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #355391 is a reply to message #355370] Mon, 22 October 2018 10:19 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
First of all, thank you Wil473 for putting this together. Despite the bugs and annoyance, it's still a very fun romp.

Wil473 wrote on Sun, 21 October 2018 03:33

Not corrupted, but unfinished. The original Urban Chaos team did not have a complete set of audio and fell back on Text-to-Voice for Elhi and a few other characters.
This is issue is separate from text-to-voice and it's definitely corruption. Where are the audio files referenced? I can see which ones of Elhi are the culprits (and whether it's an issue outside of JA2).

Wil473 wrote on Sun, 21 October 2018 03:33
I'll keep an eye out for this now that work has restarted on AFS and UC-1.13. Do you have a few more examples?

I'm an idiot but I didn't realize that clicking on the General tab toggles between two pages. At the same time, this is only obvious if you take the time to hover and see the tooltip.

Wil473 wrote on Sun, 21 October 2018 03:33
For a while now I've been considering a "clean sheet" mod as a way to re-lean modding v1.13

This would be amazing! But I can also see how gargantuan of a task it is. I'm baffled by the obsession over including every possible firearm ever made within 1.13. I wouldn't mind it as much if Bobby Ray's was easier to browse because as it stands it's impossible to see detailed descriptions of each gun beyond the basics and at the highest availability there is literally 150+ PAGES of guns to browse through. Who does this? Given how logistics work in the game, it's also much easier to only adopt firearms from a limited pool of common ammunition (e.g. 5.56 and 7.62) otherwise you're stuck savoring each round and hoping your BR shipment comes in time for re-supply. Again, who would do this?



I did have some feedback on NCTH. I did not mess with the settings and generally find it really difficult to understand but based on practice I've found that sniper rifles are basically useless. I used cheats to test this out. The distance is about 30 tiles lying prone and the souped M4 with a holo sight and an 4x NV magnifier completely blows the SVU with a 10x NV scope from the same distance. Please let me know if I'm misinterpreting something but I see basically no reason to ever use sniper rifles because their utility is incredibly situational. It's difficult enough to get a sightline on enemies from a long range but then to have them perform worse compared to your common M4 doesn't make sense to me. I understand NCTH wanted to move away from the headshot game but if it belongs anywhere, it belongs with a sniper rifle on a stationary target from 30 tiles away. See pictures of the NCTH aperture:

https://i.imgur.com/dOULDjp.pnghttps://i.imgur.com/Xmzjrzr.png

(Side note: I don't really know what the 3.1 number means. I also don't know what the 4 carets on each side of the aperture are supposed to indicate)

[Updated on: Mon, 22 October 2018 10:22]

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Re: UC-1.13 Discussions and Bug Reporting (2013/03/07 to 201-/--/--)[message #355395 is a reply to message #355391] Mon, 22 October 2018 13:07 Go to previous messageGo to previous message
LatZee is currently offline LatZee

 
Messages:185
Registered:December 2015
bouchacha wrote on Mon, 22 October 2018 09:19


I did have some feedback on NCTH. I did not mess with the settings and generally find it really difficult to understand but based on practice I've found that sniper rifles are basically useless. I used cheats to test this out. The distance is about 30 tiles lying prone and the souped M4 with a holo sight and an 4x NV magnifier completely blows the SVU with a 10x NV scope from the same distance. Please let me know if I'm misinterpreting something but I see basically no reason to ever use sniper rifles because their utility is incredibly situational. It's difficult enough to get a sightline on enemies from a long range but then to have them perform worse compared to your common M4 doesn't make sense to me. I understand NCTH wanted to move away from the headshot game but if it belongs anywhere, it belongs with a sniper rifle on a stationary target from 30 tiles away. See pictures of the NCTH aperture:

https://i.imgur.com/dOULDjp.pnghttps://i.imgur.com/Xmzjrzr.png

(Side note: I don't really know what the 3.1 number means. I also don't know what the 4 carets on each side of the aperture are supposed to indicate)


That 3.1 number is the problem you're having big grin it shows the "ideal" magnification factor for that distance, and judging solely from it, you're closer to 25 than 30 something range. Scopes in NCTH have minimum range below which they start being bad, generally, if magnification factor showed on the aim cursor is green, it's good, if it's yellow, it's servicable, if it's red, it is literally making it harder to hit instead of easier. That way all scopes have a use instead of 10x being just better than 7x being just better than 4x and so on.

JA2 generally fetishizes scopes way too much, in reality, scopes are much less prevalent/useful for most soldiers, which is why it's common to equip general grunts with either non magnifying scopes (like aimpoint mk2 being the general sight that US armed forces use), or using low powered scopes like 1.5x that comes with Steyr AUG. Dragunov that is pretty much the most common sniper in the world comes serially equipped with a 4x PSO-1 scope. In JA2, you don't even try to slice a piece of bread unless you mount at least 4x scope to your knife cheeky so NCTH tries to make scopes a bit less powerful through such limits.

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